Islands of the Inner Sea
Page 20
He saw a distinctive temple spire overlooking the harbour, made from the same pale stone, but it brought back no memories. In fact, there was nothing at all familiar about the place. He’d built up his own expectations so high that it was a crushing blow not to actually recognise anything, not to feel any resonance or emotion as they entered this unknown place.
A number of the others were on deck as well. Rather than looking at the town, he knew they were watching him – watching him in case he remembered something or said something: in case he was struck by a sudden revelation.
Once Magda’s Choice was tied up securely at an empty berth, Ubrik and Vander left to find the harbourmaster’s office.
After that, there was an awkward silence for a few seconds: the only sound was the water splashing between the side of the boat and the harbour wall.
‘Well?’ Slorn prompted.
Lanvik shook his head. ‘Nothing.’
Kiergard Slorn looked almost as disappointed as he felt himself. ‘Well, if your memories haven’t come rushing back, I think we should stay aboard the boat tonight. If you go ashore, you might run into people who see you and remember you even if you don’t recognise them, and that could be very dangerous. In the daylight, after a good night’s sleep, the whole town will look different.’
He nodded briefly and then went below. Most of the others followed him – Lanvik couldn’t tell if they were disappointed or not. Although everyone had agreed that they would travel to Ceran’Don with him if that was where he went, opinion was divided over whether they actually wanted to. If anything, the majority seemed distinctly reticent. So, like him, they were nervously waiting to see what unfolded in Uvellia.
‘Nothing at all?’ Magda asked. He somehow hadn’t noticed her, standing right beside him.
‘No, nothing.’
She must have heard the disappointment in his voice: she rested a consoling hand on his back for a moment. ‘Kiergard’s right: we’ll see what comes back when you walk around tomorrow in the light. It’s just a small place. Whatever’s been drawing you back here, it shouldn’t be too hard to find – and I’m sure it’ll wait until you’ve had a night’s rest.’
‘Yes,’ he agreed. Her words echoed what Lanvik was thinking, more or less. Perhaps if he had been deluged by a sudden rush of images and names of people and places and other recollections then he might have set off into the town to meet up with old friends, to revisit old haunts. But now – now that he had recognised and remembered absolutely nothing – now was not the time to set out into the unknown in search of some new chapter of his life … or rather, some old chapter of his life.
Especially not with this stupid aching head.
Tomorrow morning would be early enough, after breakfast, and he knew he would feel safer and more comfortable with one or two of the others if they wanted to come. Magda; maybe one of the fighters – Garran or Ubrik, Thawn or Bane; maybe even Kiergard Slorn.
Ubrik and Vander walked back along the quayside to the boat and stepped back aboard.
‘No luck,’ Ubrik said. ‘The harbourmaster’s office is closed. There’s a sign on the door, that’s all.’
‘Saying …?’ Magda prompted.
‘When they’re open,’ Vander said. ‘And it has instructions on who to contact and what to do in the event of an emergency.’
‘Are we going ashore?’ Ubrik asked them.
‘No,’ Magda said. ‘Not tonight.’
‘You didn’t remember anything?’ he asked Lanvik directly.
‘No.’
‘I’m sorry,’ Ubrik said. ‘Maybe tomorrow. We can go out after breakfast and look round together, if you want.’
‘I’d like that,’ Lanvik was grateful for the offer. ‘Thank you.’
They went down below. Lisamel and Vorrigan were on the rota for preparing the evening meal and they’d already started. Everything had been delayed slightly – delayed in case Lanvik suddenly regained some memories as they arrived, so it was late by the time they finished eating. After that they divided out the watch among Garran, Vrosko Din, Bane and Thawn before turning in for the night.
Lying there in the darkness, feeling the boat moving beneath him, Lanvik found it impossible to sleep. There was some excitement and energy, of course, at reaching a place he’d been obsessed with for so long and there was still some tingling anticipation, despite his lack of reaction to the place so far. But mainly, it was his headache that kept him awake. It seemed to drum against the inside of his head: thud, thud, thud in time to his pulse. And it felt much worse when he was lying down – perhaps only because there were no distractions to take his mind off the pain, or perhaps because it had actually become worse.
He tried to focus on other things: on the breathing of the people around him, on the sounds the boat was making, on their plans for tomorrow. But it was no use. Taking care not to disturb Vander, asleep beside him, he swivelled his legs round and sat up. He would go up on deck and get some fresh air: that might help.
He pulled his clothes back on, trying to be as quiet as possible so as not to wake the others. He left the boat completely and walked up and down on the quayside for a few minutes, instead of walking about on the deck – the noise of his feet would probably have woken the others.
It didn’t help his headache, though, and neither did pressing the heels of his hands into his temples.
He left the harbour. There was a small chance that he might find somewhere still open: somewhere he could buy something to take for his aching head. Something more effective than Menska’s powders.
The walk would also give him a chance to look around Uvellia when it was safer, when there was no-one else about because of the late hour. He might spot something familiar, after all; just looking couldn’t make things any worse.
He set off slowly up the hill, resisting the impulse to hold his head in his hands as he walked. The cobbles under his feet were dark and wet as if it had been raining, and the air was warm and humid despite the hour and the season. He guessed that the wind was blowing damp air across the water from the jungles two or three hundred miles to the east.
He turned left, and then right, and then right again, and before long he’d lost track of exactly where he was. He reassured himself that he only had to head downhill to find the harbour again.
After about ten minutes he stopped walking, immediately outside a little shop. He stared at the window for a few seconds before his eyes focussed properly and he realised what he was looking at: rows of little boxes and towers of tiny bottles, curious medical devices, and the model of a Human torso and featureless head. He had somehow found his way to a pharmacy – a pharmacy for Humans – or perhaps a surgery, or a doctor’s office. He took a step back and looked up at the front for some signage. “Doctor Gossine, Medical Practitioner” was painted on a board above the window.
Lanvik was impressed with what his own mind had been able to do, even when all his conscious focus had been on his headache. Or maybe it was his memory: perhaps he had spent time in Uvellia before, and some part of him remembered which way to walk.
However he had managed it, this was exactly where he needed to be.
It was late, though – surely the place wouldn’t be open, two hours after midnight. But then again, he supposed it might be: otherwise, where would people go if they fell ill through the night?
He peered in through the window and could make out something of the interior, past the products and the display. There was a lamp burning far inside: perhaps they were open after all. He turned the handle and pushed: the wooden door swung open. Apart from the single lamp on the counter, it was dark inside, all shadows.
The door swung gently shut behind him and rang a little bell above his head.
There was a lock, and Lanvik turned the key until a bolt clunked into place. Now they wouldn’t be disturbed.
‘Hello?’ a voice called from further inside.
An old man in a white coat walked through a door behind the counter,
holding a second lamp high in front of him, turned up brightly. He stopped abruptly when he saw Lanvik.
‘Kai Elidar!’ he exclaimed. ‘At last! We’ve been waiting weeks for you to make contact … Where in the Three Lands have you been?’
These stories will be continued in The Four Trophies, Book 3
Ghosts of Mehan’Gir.
Planned Release Date, New Year 2019.
Thank you for reading Islands of the Inner Sea.
If you enjoyed it, please tell your friends or consider posting a short review. Word of mouth is an author’s best friend (and a book’s). LJC.
The Four Trophies, Book 3
Ghosts of Mehan’Gir
The mage known as Lanvik had hoped to recover his lost memories in Uvellia, but instead he has new mysteries to unravel and his past life remains out of reach. Now, he will join Kiergard Slorn’s Company on a quest to find the lost Twilight Isles and the fabled Second Trophy.
Their journey will be a difficult one and they will not all survive it.
The assassin known as Foxblade also leaves Uvellia with more questions than answers, but she has other matters to attend to … After reporting to the Guild, she will travel north for the first time in twelve years, to search for a traitor amid the desolation.
Glossary
Selected Names and Places mentioned in the text
Adastana of Kiritas – Pireon’s older sister by three years, known as Dasha
Ajiila – one of the younger Dancers of Linatt who travelled to Darkfall
The Anteichi – Corvak scriptural book
Father Anthedon – Priest of Corvak who travelled to Darkfall
Arafel – the Winter Capital of the Empire, on the shores of Lake Lamonthyr
Ariste – Imperial port on the mainland of Mehan’Gir, opposite West Durrant
Arrento – an island in the Inner Sea
Arafel – the second city and Winter Capital of the Empire, largest city in the Three Lands
Asfahal – the Goddess of Love and Desire, one of the twelve gods of Corvak
Emperor Athendor the Eighth – the current Emperor. His three sons are Silvendor, Hendring and Dalleric
Atterlie – Madarinn Assassin, member of the Sisters of the Silent Blade
The Auguries - Corvak scriptural book
Avellador – coastal state bordering the Confederacy
Bane – giant Madarinn member of Kiergard Slorn’s Company
Black Dragon’s Teeth – Mountain range separating Urthgard from Tremark
The Black Guard – a unit of Confederacy troops
Grim Carradan – pirate, reported to be operating along the Western Reach
Carrisola – the largest island in the Inner Sea, and roughly central to it
Ceran’Don – the Eastern Continent, also known universally as the Land of Mists
Comarenza – island in the western Inner Sea
Corvak – ancient land of the Four Lakes
Dach – diminutive name of Pireon’s brother, Dachaeron of Kiritas
Dachaeron of Kiritas – Pireon’s older brother by three years, known as Dach
Daggerfish – carnivorous fish that dispatch and feed on the sacrifices at Darkfall
Prince Dalleric – third son of the Emperor
Dancers of Linatt – some twenty Dancers accompanied the delegation from Corvak to Darkfall
Dark Elves – the Madarinn
Darkfall – town hosting the Festival of the Emerald Crown
Darkfall Ness – the promontory on which Darkfall is built
Dasha – diminutive name of Pireon’s sister, Adastana of Kiritas
The Dead God – features in most religions across the Three Lands
Father Demnadias – Priest-Consul of the Embassy-Temple compound in Emindur
Dimir – the God of Death and the Land Beyond
Dragon Lords – one of the Four Races, perhaps
Dragon Sea – continuation of the Inner Sea to the east
Dukes of Pevensal – the Imperial Family. The current Emperor is Athendor the Eighth
The Durrandir Spine – archipelago of narrow islands off the north-west coast of Mehan’Gir
Elagion –home of the Mother Temple, the Oracle and the Seminary Complex of Corvak
Elves – the Terevarna and Madarinn
Edron – former member of Kiergard Slorn’s Company
The Emerald Crown – one of the Four Trophies
Emindur – the Imperial Capital: sometimes “Timeless Emindur”
Emmersby – small landlocked country in the Steppes
Father Ennerikos – teaches Pireon “Lay Subjects”
Ephinnia – one of the younger Dancers of Linatt who travelled to Darkfall
Father Ephriedis – Priest of Corvak who travelled to Darkfall
Prince Eriskant – youngest (third) brother of the Emperor
Ethryk – Madarinn member of Kiergard Slorn’s Company
Evallian Sea – large bay facing west, between Mehan’Gir and Qassiq’Gir
Evash – town on the west coast of the Isthmus
Fassiori – the ruling family of Arrento
Festival of the Emerald Crown – triennial festival held in Darkfall
Four Trophies – according to legend, there are Four Trophies with magical properties. The Emerald Crown, the Ruby Hand, the Glass Sword and another of uncertain characteristics
Foxblade – Atterlie’s guild name
Garran – Terevarna Member of Kiergard Slorn’s Company, Dog clan, Ubrik’s brother
The Great Iron Gate – gate in Ruthin, across the only pass through the White Mountains
The Great River – largest river in Mehan’Gir: its basin forms the Steppes, and it flows out into the Inner Sea through Corvak at the Delta
Halea – a kingdom bordering the southern desert
Harrata – town on the west coast of the Isthmus
Harruth Atravon – the Messenger of the Four Races
Heklash of the Storms – one of the twelve Gods of Corvak
Heptila – one of the younger Dancers of Linatt who travelled to Darkfall
Hierarch – head of the Priesthood of Corvak
High Balluhar – one of the twelve Gods of Corvak
The High Divide – massif in the Eastern Steppes
Iera – trains at the Oracle on Elagion
Immenar – a small principality in the Steppes
Initiate – the second rank in the Priesthood
Inner Sea – Sea between Mehan’Gir and Qassiq’Gir
Issar – a kingdom bordering the southern desert
The Isthmus – narrow stretch of land linking Mehan’Gir and Qassiq’Gir
Ja’Orr, the Healer of Bodies – one of the Twelve Gods of Corvak
Junior Priests – within the Priesthood, the rank between Neophyte-Priests and Priests
Karithia – large peninsula on the north-eastern coast of Mehan’Gir
Karuin – Madarinn Member of Kiergard Slorn’s Company
Father Keiron – Pireon’s Scripture Master
Khand – a kingdom bordering the southern desert
Kiergard Slorn – Madarinn leader of the Company
Lake Lamonthyr – large lake in the southern Empire. Arafel lies on its shores
Land of Mists – Ceran’Don
Lanvik (1) – capital of Urthgard
Lanvik (2) – name used by Kiergard Slorn’s Company for the mage they rescued
Light Elves – the Terevarna
Lisamel – Terevarna member of Kiergard Slorn’s Company, Sparrow clan
Lysitha – one of the younger Dancers of Linatt who travelled to Darkfall
Madarinn – the Dark Elves. One of the Four Races, perhaps
Magda – Terevarna member of Kiergard Slorn’s Company. Crow clan
Mehan’Gir – the Northern Continent
Menska – Terevarna member of Kiergard Slorn’s Company. Eagle clan
Messages Of Yllir – Corvak scriptural book
> Morning Cloud – alias used by Captain Redwolf’s pirate ship, Night Princess
Mother Vissia – accompanies the Dancers of Linatt to Darkfall
Murallo – Island in the Inner Sea
Mysteries – short religious plays about the legend of the Dead God
Neophyte – Generic term for any member of the Priesthood below the level of Junior Priest
Night Princess – a three-masted frigate, pirate ship of Captain Redwolf
Novice – the first rank in the Priesthood, normally commenced around seven years old
The Oracle – shares the island of Elagion with the Seminary and the Mother Temple
Peragian Hills – range of hills to the east of the Steppes
Perastia – a small town on Carissola
Perina – state bordering the Confederacy, lying partly within the Steppes
Pireon of Kiritas – Initiate on Elagion who travelled to Darkfall
Priesthood – the Priesthood of Corvak is based at the Mother Temple on Elagion
Quinara – one of the twelve Gods of Corvak, the Keeper of Old Knowledge
Captain Redwolf – Madarinn pirate, known to Kiergard Slorn’s Company
Rhoxyn – student of the Oracle who travelled to Darkfall
Riaphylan – one of the younger Dancers of Linatt who travelled to Darkfall
Ruthin – small Duchy, formerly a Kingdom, that controls the Great Iron Gate
Scarthann – Imperial naval base on West Durrant
Lord Sephraim – one of the twelve Gods of Corvak
Sherron – town on the east coast of the Isthmus
Crown Prince Silvendor – eldest son of Emperor Athendor the Eighth
The Sisters of the Silent Blade – one of the six Chapters of the Assassin’s Guild
Lord Skollet – powerful political figure in Urthgard