Septimus Heap, Book One: Magyk
Page 41
And now, thought Aunt Zelda, as she perused her rack of cabbage-trimmers, looking for the crowbar, while he was away she must do her very best to make sure the Queen did agree to Wolf Boy’s appointment.
“Aha! There you are.” Aunt Zelda addressed the lurking crowbar, reverting to her old habit of talking to herself when she was on her own. She took the crowbar from the rack, then walked over to the fire and rolled back the rug in front of the hearth. Huffing and puffing, she kneeled down, pried up a loose flagstone and then, gingerly rolling up her sleeve (because the Great Hairy Marram Spider made its nest under the flagstones, and this was not a good time of year to disturb it), Aunt Zelda cautiously drew out a long silver tube hidden in the space below.
Holding the tube at arm’s length, Aunt Zelda inspected it warily. A sudden stab of horror ran through her—clinging to the end was a glistening white clutch of Great Hairy Marram Spider eggs. Aunt Zelda screamed and did a wild dance, shaking the tube violently, trying to dislodge the eggs. However, the slime had coated the silver tube and it flew from her grasp, traced a graceful arc across the room and sailed through the open kitchen door. Aunt Zelda heard the telltale splash of something landing in brown-beetle-and-turnip soup, which now became brown-beetle-turnip-and-spider-egg soup. (That evening Aunt Zelda boiled the soup and had it for supper. At the time she thought the flavor much improved by the extra day it spent sitting on the stove, and it was only afterward that it crossed her mind that maybe spider eggs had something to do with it. She went to bed feeling somewhat nauseous.)
Aunt Zelda was about to rescue the tube from the soup when, out of the corner of her eye, she saw something move. Two huge, hairy legs were feeling their way out from the space beneath the flagstone. With a shudder, Aunt Zelda heaved up the flagstone and let go. It slammed down with a thud that shook the cottage—and parted mommy spider from her babies forever.
Aunt Zelda retrieved the silver tube, then sat down at her desk and revived herself with a cup of hot cabbage water into which she stirred a large spoon of Marshberry jam. She felt shaken—the spider had reminded her of what she had sent Wolf Boy off to do and what she had once also been dispatched to do by Betty Crackle. She sighed once more and told herself that she had sent Wolf Boy off as well-prepared as she could—and at least she hadn’t written the note on cardboard, as Betty Crackle had done.
Carefully Aunt Zelda wiped off the brown-beetle-turnip-and-spider-egg soup from the tube. She took out a small silver knife, cut the wax seal and drew out an ancient, damp-stained piece of parchment with the words “Indentures of the Intended Keeper” written at the top in old-fashioned, faded letters.
Aunt Zelda spent the next hour at her desk Naming Wolf Boy in the Indentures. Then, in her very best handwriting, she wrote out her Petition for Apprenticeship for the Queen, rolled it up with the Indentures and put them both into the silver tube. It was nearly time to go—but first there was something she wanted to get from the UNSTABLE POTIONS AND PARTIKULAR POISONS cupboard.
It was a tight squeeze in the cupboard for Aunt Zelda, particularly in her new well-padded dress. She lit the lantern, opened a hidden drawer and, with the aid of her extra-strength spectacles, she consulted a small, ancient book entitled UNSTABLE POTIONS AND PARTIKULAR POISONS CUPBOARD: KEEPERS’ GUIDE AND PLAN. Having found what she was looking for, Aunt Zelda opened a small, blue-painted drawer of Charms and Amulets and peered inside. An assortment of carved precious stones and crystals were laid out neatly on the blue baize cloth that lined the drawer. Aunt Zelda’s hand hovered over a selection of SafeCharms and she frowned—what she was looking for was not there. She consulted the book once more and then reached deep inside the drawer until her fingers found a small catch at the back. With a great stretch of her stubby forefinger, Aunt Zelda just managed to flip the catch upward. There was a soft clunk and something heavy dropped into the drawer and rolled forward into the light of the lantern.
Aunt Zelda picked up a small, pear-shaped gold bottle and placed it very carefully in the palm of her hand. She saw the deep, dark shine of the purest gold—gold spun by the spiders of Aurum—and a thick silver stopper inscribed with the single hieroglyph of a long-forgotten name. She felt a little nervous—the small flask that rested in her hand was an incredibly rare live SafeCharm, and she had never even touched one before.
Marcia’s visit to Keeper’s Cottage to collect the potions for Ephaniah and Hildegarde earlier that morning had left Aunt Zelda feeling very twitchy. After Marcia had left, Aunt Zelda had been overcome by a sudden Sight: Septimus on Spit Fyre, a blinding flash of light and nothing more, nothing but blackness. Feeling extremely shaken, she had sat very still and Looked into the blackness but had seen nothing. And nothing was a terrifying Sight.
After the Seeing Aunt Zelda had been in turmoil. She knew enough about what people called second Sight to know that really it should be called first Sight—it was never wrong. Never. And so she knew that despite Marcia’s insistence that she herself would be flying Spit Fyre to get Jenna, Nicko, Snorri and Beetle, it would actually be Septimus on the dragon. What she had Seen would surely happen. There was nothing she could do to stop it. All she could do was send Septimus the best kind of SafeCharm she had—and this was it.
Aunt Zelda squeezed out of the cupboard and very carefully took the live SafeCharm over to the window. She held the little bottle up to the daylight and turned it around, checking the ancient wax seal around the stopper. It was still intact—there were no cracks or any sign of disturbance. She smiled; the Charm was still Sleeping. All was well. Aunt Zelda took a deep breath and in a weird, singsong voice that would have given goose bumps to anyone listening, she began to Waken it.
For five long minutes Aunt Zelda sang one of the rarest and most complicated chants that she had ever performed. It was full of rules, regulations, clauses and subclauses, which, if written down, would have put any legal document to shame. It was a binding contract, and Aunt Zelda did her very best to make sure there were no loopholes. She began by describing Septimus—the recipient of the Charm—in great detail and, as she sang his praises, her voice rose to fill the tiny cottage. It cracked three panes of glass, curdled the milk and then curled out of the chimney into the breezy spring Marsh morning.
As Aunt Zelda chanted, her witchy voice went past the range of normal human hearing and reached the pitch that Marsh creatures use for danger calls. A family of Marsh Hoppers hurled themselves into the Mott, and five Water Nixies buried themselves deep in the Boggart’s favorite mud patch. Two Marsh voles ran squealing across the Mott bridge and fell into a sludge pit, and the Marsh Python, which was just taking the turn into the Mott, decided against it and headed off to Chicken Island instead.
At last the chant was done, and the panic among the Marsh creatures outside the cottage subsided. Aunt Zelda strung a fine leather cord through the twisted silver loop around the neck of the bottle and carefully placed it in one of the many deep pockets of her dress. Next she went out to the tiny kitchen at the back and set about one of her favorite tasks—making a cabbage sandwich.
Soon the cabbage sandwich had joined the live SafeCharm in the depths of the pocket. She knew that Septimus would enjoy the cabbage sandwich—she wished she could be as sure about the SafeCharm.
EXCERPT FROM
SEPTIMUS HEAP
BOOK SIX
Darke
PROLOGUE:
BANISHED
It is a Darke and stormy night.
Black clouds hang low over the Castle, shrouding the golden pyramid at the top of the Wizard Tower in a dim mist. In the houses far below, people stir uneasily in their sleep as the rumble of thunder enters their dreams and sends nightmares tumbling from the sky.
Like a giant lightning conductor, the Wizard Tower rears high above the Castle rooftops, Magykal purple and indigo lights playing around its iridescent silver sheen. Inside the Tower the duty Storm Wizard prowls the dimly lit Great Hall, checking the StormScreen and keeping an eye on the UnStable window,
which has a tendency to panic in a storm. The duty Storm Wizard is a little on edge. Magyk is not usually affected by a storm, but all Wizards know about the Great Lightning Strike of Long Ago, which briefly drained the Wizard Tower of its Magyk and left the rooms of the ExtraOrdinary Wizard badly scorched. No one wants that to happen again— particularly the duty Storm Wizard.
At the top of the Wizard Tower in her as yet unscorched four-poster bed, Marcia Overstrand groans as a familiar nightmare flickers through her sleep. A loud craaaack of lightning splits open the cloud above the Tower and zips harmlessly to earth down the duty Storm Wizard’s hastily conjured Conductor. Marcia sits bolt upright, dark curly hair awry, trapped in her nightmare. Suddenly her green eyes open wide with surprise as a purple ghost shoots through the wall and skids to a halt beside the bed.
“Alther!” gasps Marcia. “What are you doing?”
The tall ghost with long white hair tied back in a ponytail is wearing bloodstained ExtraOrdinary Wizard robes. He looks flustered.
“I really hate it when that happens,” he gasps. “Got Passed Through. By lightning.”
“I’m very sorry, Alther,” Marcia replies grumpily, “but I don’t see why you had to come and wake me up just to tell me that. You may not need to sleep anymore, but I certainly do. Anyway, it serves you right for being out in a storm. Can’t think why you want to do that—argh!”
Another craaaack of lightning illuminates the purple glass of Marcia’s bedroom window and makes Alther appear almost transparent.
“I wasn’t out there for the fun of it, Marcia, believe me,” says Alther, equally grumpily. “I was coming to see you. As you requested.”
“As I requested?” says Marcia blearily. She is still half in her nightmare about Dungeon Number One—a nightmare that always comes when a storm is playing around the top of the Wizard Tower.
“You requested—ordered would be a better way of putting it—that I track down Tertius Fume and tell you when I had found him,” says Alther.
Marcia is suddenly wide-awake. “Ah,” she says.
“Ah, indeed, Marcia.”
“So you have found him?”
The ghost looks pleased with himself. “Yup,” he says.
“Where?”
“Where do you think?”
Marcia throws back the bed covers, slips out of bed and pulls on her thick woolen gown—it is cold at the top of the Wizard Tower when the wind blows. “Oh, for goodness sake, Alther,” she snaps, as she pushes her feet into the purple rabbit slippers that Septimus gave her for her birthday, “I wouldn’t ask if I knew, would I?”
“He’s in Dungeon Number One,” Alther says quietly.
Marcia sits down on the bed rather suddenly. “Oh,” she says, her nightmare replaying itself at double speed. “Bother.”
Ten minutes later, two purple-clothed figures can be seen scurrying along Wizard Way. They are both trying to keep out of the needle-sharp rain that sweeps up the Way, Passing Through the leading figure and soaking the one close behind. Suddenly the first figure dives down a small alleyway, closely followed by the second. The alleyway is dark and smelly but at least it is sheltered from the near-horizontal rain.
“Are you sure it’s down here?” asks Marcia, glancing behind. She doesn’t like alleyways.
Alther slows his pace and drops back to walk beside Marcia. “You forget,” he says with a smile, “that not so very long ago, I came down here quite often.”
Marcia shudders. She knows that it was Alther’s faithful visits that kept her alive in Dungeon Number One.
Alther has stopped beside a blackened, brick-built cone that looks like one of the many disused lock-ups that can still be seen scattered around the Castle. Somewhat unwillingly, Marcia joins the ghost; her mouth is dry and she feels sick. This is where her nightmare always begins.
Lost in her thoughts, Marcia waits for Alther to unlock the small iron door, which is pockmarked with rust. The ghost gives her a quizzical look. “No can do, Marcia,” he says.
“Huh?”
“Wish I could,” says Alther wistfully, “but, unfortunately, you are going to have to open the door.”
Marcia comes to her senses. “Sorry, Alther.” She takes out the Universal Castle Key from her ExtraOrdinary Wizard belt. Only three of these keys were ever made, and Marcia has two of them: one of her own in her capacity as ExtraOrdinary Wizard, and one that she is keeping safe for Jenna Heap until the day she becomes Queen. The third is lost.
Making an effort to steady her hand, Marcia pushes the slim iron key into the lock and turns it. The door swings open with a creak that at once takes her back to a terrifying snowy night when a phalanx of guards threw her through the door and sent her tumbling into the darkness.
A foul smell of rotting meat and burned pumpkin tumbles out into the alleyway, and a trio of curious local cats screech and head for home. Marcia wishes she could do the same. Nervously she fingers the lapis lazuli amulet—the symbol and source of her power as ExtraOrdinary Wizard—that she wears around her neck and, to her relief, it is still there— unlike the last time she passed through the door.
Marcia’s courage returns. “Right Alther,” she says. “Let’s get him.”
Alther grins, relieved to see Marcia back in form. “Follow me,” he says.
Dungeon Number One is a deep, dark chimney with a long ladder attached to the inside of the top half. The bottom half is ladder-free, lined with a thick layer of bones and slime. Alther’s purple floating form drifts down the ladder but Marcia steps carefully—very carefully—down each rung, chanting an UnHarm Spell under her breath, with a Begird and Preserve in readiness for both her and Alther—for even ghosts are not immune to the Darke Vortices that swirl around the base of Dungeon Number One.
Slowly, slowly, the figures descend into the thick gloom and stench of the dungeon. They are going much farther down than Marcia expected. Alther had assured her that their quarry was “only lurking around the top, Marcia. Nothing to worry about.”
But Marcia is worried. She begins to fear a trap. “Where is he?” she hisses.
A deep, hollow laugh answers her question, and Marcia very nearly lets go of the ladder.
“There he is!” says Alther. “Look, down there.” He points into the narrow depths and, far below, Marcia sees the goat-like face of Tertius Fume leering up at them, an eerie green glowing in the darkness. “You can see him, you can do the Banish from here,” says Alther, lapsing into tutor mode with his ex-pupil. “The chimney will concentrate it.”
“I know,” says Marcia tetchily. “Please be quiet, Alther.” She begins to chant the words that all ghosts dread—the words that will Banish them to the Darke Halls forever.
“I, Marcia Overstrand . . .”
The greenish figure of Tertius Fume begins to rise up the chimney toward them. “I am warning you, Marcia Overstrand—stop that Banish now.” His harsh voice echoes around them.
Tertius Fume gives Marcia the creeps, but she is not deflected. She carries on with the chant, which must last for precisely one minute and be completed without hesitation, repetition or deviation. Marcia knows that the slightest falter means she must begin again.
Tertius Fume knows this too. He continues his approach, walking up the side of the wall like a spider, hurling insults, counter chants and bizarre fragments of songs at Marcia to try to put her off.
But Marcia will not be deflected. Doggedly she continues, blanking out the ghost. But as she embarks upon the closing lines of the Banish—“your time above this earth is done, you’ll see no more the sky, the sun”—out of the corner of her eye, Marcia sees the ghost of Tertius Fume drawing ever closer. A stab of worry shoots through her—what is he doing? Marcia reaches the very last line. The ghost is inches away from her and Alther. He looks up, excited—almost exultant.
Marcia ends the chant with the dreaded words, “By the power of Magyk, to the Darke Halls, I you . . .”
As Marcia reaches the very last word, Tertius Fume
stretches his hand up to Alther and Merges with his big toe. Alther recoils from the touch but is too late.
“Banish!”
Suddenly Marcia is alone in the chimney of Dungeon Number One. Her nightmare has come true. “Alther!” she screams. “Alther, where are you?”
There is no reply. Alther is Banished.
1
THE VISIT
Lucy Gringe found the last space on the dawn Port barge. She squeezed in between a young man clutching an aggressive chicken and a thin, weary-looking woman wrapped in a woolen cloak. The woman—who had uncomfortably piercing green eyes—quickly glanced at Lucy, then looked away. Lucy dumped her bag down by her feet to claim her space; there was no way she was going to be standing up for the entire journey to the Castle. The green-eyed woman would have to get used to being squashed. Lucy swiveled around and looked back up at the quay. She saw the damp, lonely-looking figure of Simon Heap standing on the edge, and she gave him a brief smile.
It was a bleak, cold morning, with a threat of snow in the sky. Simon shivered and attempted a smile in return. He raised his voice against the bangs and thuds that accompanied the barge’s sail being readied. “Take care, Lu!”
“And you!” Lucy replied, elbowing the chicken out of the way. “I’ll be back the day after Longest Night. Promise!”
Simon nodded. “You got my letters?” he called out.
“’Course I have,” returned Lucy. “How much?” This was addressed to the barge boy who was collecting the fares.
“Six pence, darlin’.”
“Don’t call me darlin’!” Lucy flared. She fished around in her purse and dumped a large collection of brass coins into the boy’s outstretched hand. “Could buy my own boat for that,” she said.