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Exiles

Page 41

by Jaye L. Knight


  Happily, he looked over at Kyrin, who sat close to his side. Unlike the last wedding, none of his nerves took over. One of these days, it would be the two of them. Soon. He was determined of that. They’d even talked of a wedding the previous day and how they would want only a small celebration. He smiled as he studied her, anticipation taking hold of him. She caught his look and smiled back, so lovely and pure. It stole his breath away.

  He gazed at her until Tyra give a little woof behind him. He looked up and spotted four men striding across camp. Two were the men who stood watch at the road. Though the other two looked strange at first, recognition hit him the same moment Kyrin exclaimed, “It’s Prince Daniel and Sir Aric.”

  Questions poured into Jace’s mind as murmuring swept through everyone gathered at the tables. Aric was an ally, but Prince Daniel? What was he doing here?

  As they drew nearer, Jace noticed the bruises and cuts on Daniel’s face that spoke of a recent beating. The prince also had his arm wrapped around his ribs. No one seemed to know how to react. Trask broke away from the shock first and rose from the table, though his voice still echoed surprise when he invited them inside the meeting hall out of the rain drumming on the canvas stretched above the tables. Everyone from the core group hurried to follow. Inside, Trask offered Daniel a chair, and the prince sank down with a quiet groan.

  At first, no one said a word. Only Daniel’s heavy breathing filled the room until finally Trask asked, “What brings you here, my lord?”

  The prince grimaced. “My sister wants me dead. Her men spotted us on the road yesterday. We barely eluded them and made it here.”

  Trask traded confused looks with everyone. “Why would she want you dead?”

  Daniel shifted in his chair, still gripping his ribs. “Because I’m a believer in Elôm.”

  Everyone reacted at once, looking at each other and then to Aric, who nodded confirmation. Shocking as it was, it was true.

  “Is your father in on this?” Trask asked.

  Daniel frowned as if this were a strange question. “You don’t know?”

  “Know what?”

  “My father is dead.”

  The news sent a shockwave straight through to Jace’s core.

  Trask shook his head. “How?”

  “He was poisoned at his birthday celebration. He died that night.”

  Daniel looked around the meeting hall, taking in all of their reactions, until his eyes caught on something that seemed to distract him. Jace looked to see what it was. Not something, someone. Elanor. She looked down shyly, and Daniel’s attention slowly returned to Trask.

  “I was supposed to be crowned three days ago, but Davira knew I would reverse everything my father has done. She had me arrested and planned to have me executed as she was crowned queen. She intends to rule until she can raise a new heir for my father.”

  Long seconds passed as they all let this sink in. For years, Daican had been the enemy. All of their plans revolved around stopping him. In one moment, everything had changed.

  Finally, Trask said, “Lenae, Josef, take them to one of the cabins and see that they have everything they need. I’ll be there in a moment.”

  The two of them nodded and led Daniel and Aric out of the meeting hall. As soon as they were gone, Trask turned to face the group, his expression one of astonishment. He shook his head, just standing there a moment before speaking.

  “Do you realize what this means? The opportunity Elôm has given us? We now harbor two exiled kings in our camp. If we can stop Davira and restore Daniel and Balen to their thrones, Ilyon will be a different place. All of this could be over. We could be free to live our lives again. Free to worship Elôm without fear.”

  Hope built in Jace’s chest, releasing in a long breath. He looked down at Kyrin, and she met his eyes, sharing in the anticipation beating inside him. He reached for her hand. Perhaps his dream to return with her to the little valley near Kinnim might come true after all.

  Epilogue

  Davira paced in front of the throne. One of the servants offered her a goblet of wine, but she slapped him away. She would not sit and relax until the riders brought her their news.

  Finally, the company of travel-weary men strode in, and Davira spun to face them.

  “Well?” she demanded, when they slowed a few feet away.

  The leader flinched, and Davira curled her fists. If they brought bad news, so help her . . .

  “We spotted the prince and Aric on the road traveling east. They fled into the woods. We pursued them, but . . . we lost their trail. We picked it up near Landale, but then it disappeared again.” The man swallowed. “We believe they’ve joined up with the rebels.”

  Fury boiled inside Davira, exploding with an enraged scream. She snatched the goblet out of the servant’s hand and flung it at one of the pillars. Glass and red wine sprayed across the marble floor and dripped down the pillar. Shaking, she glared at the men.

  “Find my brother and find that camp! Bring me their blood!” She spun around to face Richard. “As for whoever helped them escape the city, gather the people tomorrow. I wish to make a decree. As of tonight, it is permissible to kill anyone suspected of Elôm worship and sacrifice their blood to Aertus and Vilai. And to anyone who brings these traitors to me alive, five hundred gold pieces. Triple if they’re from the Landale group. I want them all dead.”

  ###

  Characters and Information

  Returning Characters

  Aaron—A half-crete and former miner from Dunlow. Timothy’s older brother.

  Aertus (AYR - tuhs)—Arcacia’s male moon god.

  Altair (AL - tayr)—Kyrin’s family name.

  Anne—The daughter of Sir John Wyland.

  Aric (AHR - ick)—Emperor Daican’s head of security.

  Charles Ilvaran—The Viscount Ilvaran and Jace’s uncle.

  Daican (DYE - can)—The emperor of Arcacia.

  Davira (Duh - VEER - uh)—Daican’s daughter, the princess of Arcacia.

  Elanor—Jace’s sister.

  Elian (EL - ee - an)—Elanor’s bodyguard.

  Elôm (EE - lohm)—The one true God of Ilyon.

  Falcor Tarn—A crete traitor and Leetra’s former fiancé.

  Glynn (GLIN)—A crete from Dorland. Captain Darq’s lieutenant.

  Goler—An Arcacian army captain and bitter rival of Trask.

  Grey—The baron of Landale.

  Holden (HOHL - den)—A former informant for Daican but now part of the resistance.

  Jace—A half-ryrik former slave and gladiator.

  Jeremy—Lenae’s son.

  John Wyland—A retired knight.

  Kaden (KAY - den)—Kyrin’s twin brother.

  King Balen (BAY - len)—Exiled king of Samara.

  Kyrin (KYE - rin)—A young Arcacian woman with the ability to remember everything.

  Leetra Almere (LEE - truh AL - meer)—A female crete from Dorland. Talas’s cousin.

  Lenae (LEH - nay)—A widowed Landale woman.

  Liam—Kyrin’s older brother.

  Lydia—Kyrin’s mother.

  Maera (MAYR - uh)—Kyrin’s dappled buckskin horse.

  Marcus—Kyrin’s eldest brother and captain of the Landale militia.

  Meredith—Lenae’s adoptive daughter.

  Mick—A Resistance member from a wealthy mining family.

  Michael—Kyrin’s younger brother.

  Niton (NYE - tuhn)—Jace’s black horse.

  Rayad (RAY - ad)—One of Jace’s close friends and mentor.

  Richard Blaine—A knight and old family friend of Daican.

  Ronan “Ronny”—Kyrin’s youngest brother.

  Sam “Endathlorsam”—A talcrin man and Tarvin Hall’s wisest scholar.

  Talas Folkan (TAL - as FAHL - kan)—A friendly crete from Dorland. Leetra’s cousin.

  Timothy—A half-crete young man from Dunlow, and the Resistance’s spiritual leader. Aaron’s younger brother.

  Trask—Resistance leader an
d son of Baron Grey.

  Trev—A former member of Daican’s security force. Now part of the Resistance.

  Tyra—Jace’s black wolf.

  Verus Darq (VAYR - uhs DARK)—A crete captain from Dorland.

  Vilai (VI - lye)—Arcacia’s female moon god.

  Warin (WOHR - in)—An Arcacian man active in the Resistance against the emperor. Lifelong friend of Rayad.

  New Characters

  Ben—Wealthy merchant and leader of the believers in Valcré.

  Cray—Hostile crete.

  Dagren (DAY - gren)—Arcacian captain with a vendetta against Rayad and Warin.

  Gerric (GAYR - ick)—Half-ryrik captain.

  Haedrin (HAY - drin) —Prince of Dorland.

  Halvar (HAL - vahr)—Jorvik’s younger brother.

  Jayna—Saul’s wife.

  Jorvik (JOHR -vick)—A giant whose family has always guarded the ford at Dorland’s border.

  Kal—Saul’s son.

  Katia (KAY - tee - uh)—Naeth’s love interest whose father is leader of the Eagle Clan.

  King Orlan—King of Dorland.

  Levi—Jorvik’s youngest brother.

  Liese (LEESE)—Saul’s daughter.

  Lord Vallan (VA - lan)—The crete lord.

  Mira (MEER - uh)—Ben’s wife.

  Naeth Tarn (NAYTH)—Falcor’s older brother.

  Novan Tarn (NOH - van)—Falcor’s father.

  Raias Almere - (RYE -as AL - meer)—Leetra’s father.

  Ruis (ROOS)—Cruel ryrik man.

  Saul—Friendly ryrik in Dorland.

  Sonah Tarn (SOH - nuh)—Falcor’s mother.

  Trenna Folkan—Talas’s younger sister.

  Tress Folkan—Talas’s mother.

  Thel Folkan—Talas’s father.

  Tolan Silvar (TOH - lan)—Timothy and Aaron’s grandfather.

  Varn Folkan—Talas’s grandfather.

  Dragons

  Exsis (EX - sis)—Kaden’s dragon.

  Gem—Jace’s dragon.

  Ivoris “Ivy” (EYE - vohr - is)—Kyrin’s dragon.

  Storm—Talas’s dragon.

  Locations

  Andros Ford (AN - drohs)—The only safe crossing into Dorland by foot along the Trayse River.

  Arcacia (Ahr - CAY - shee - uh)—The largest country of the Ilyon mainland.

  Arvael (Ahr - VALE)—The crete’s capital city.

  Auréa (Awr - RAY - uh)—Daican’s palace in Valcré.

  Bel-gard—Capital of Dorland.

  Dorland—Ilyon’s easternmost country. Inhabited by cretes and giants.

  Ilyon (IL - yahn)—The known world.

  Landale—A prosperous province in Arcacia ruled over by Baron Grey.

  Marlton Hall—Home of Sir John Wyland.

  Trayse River (TRACE)—A swiftly flowing river along Dorland’s border.

  Valcré (VAL - cray)—Arcacia’s capital city.

  Race Profiles

  Ryriks

  Homeland: Wildmor

  Physical Appearance: Ryriks tend to be large-bodied, muscular, and very athletic. They average between six, to six and a half feet tall. They have thick black hair that is usually worn long. All have aqua-blue colored eyes that appear almost luminescent, especially during intense or emotional situations. Their ears are pointed, which makes them very distinct from the other races. They have strong, striking features, though they can pass as humans by letting their hair hide their ears and avoiding eye contact. Ryriks typically dress in rough, sturdy clothing—whatever they find by stealing.

  Physical Characteristics: Ryriks are a very hardy race and incredibly resistant to physical abuse and sickness; however, they have one great weakness. Their lungs are highly sensitive to harsh air conditions, pollutants, and respiratory illness. Under these conditions, their lungs bleed. Short exposure causes great discomfort, but is not life-threatening. More severe, prolonged exposure, however, could cause their lungs to fill with blood and suffocate them. It is said to be a curse from choosing to follow the path of evil. Ryriks’ eyes are very sensitive, able to pick out the slightest movement, and they can see well in the dark. Both their sense of hearing and smell are very keen—much higher than that of humans. In times of great distress or anger, ryriks can react with devastating bursts of speed and strength.

  Race Characteristics: Ryriks are the center of fireside tales all across Ilyon. They are seen as a savage people, very fierce and cunning. To other races, they seem to have almost animal-like instincts; therefore, it is commonly believed they don’t have souls. They are a hot-blooded people and quick to action, especially when roused. They have quick tempers and are easily driven to blind rage. They prefer decisive action over conversation. Most have a barbaric thirst for bloodshed and inflicting pain. They view fear and pain as weaknesses and like to see them in others. They are typically forest dwellers and feel most comfortable in cover they can use to their advantage.

  Skills: Ryriks are highly skilled in the woods and living off the land. They are excellent hunters and especially proficient in setting ambushes. They’re experts in taming and raising almost any type of animal. They make the fiercest of any warriors. A ryrik’s favorite weapons are a heavy broadsword and a large dagger. Ryriks aren’t masters of any type of craft or art. Most of their possessions come from stealing. What they can’t gain by thieving, they make for themselves, but not anything of quality. They think art, music, or any such thing to be frivolous. Most ryriks can’t read or write and have no desire to.

  Social: Ryriks are not a very social race. Settlements are scattered and usually small. They have no major cities. Families often live on small farms in the forest and consist of no more than four to six people. Children are typically on their own by the time they are sixteen or seventeen—even younger for some males. Ryriks have a poor view of women. They see them as a necessity and more of a possession than a partner. Once claimed, a ryrik woman almost never leaves her home. She is required to care for the farm while the men are away. Most ryrik men group together in raiding parties, pillaging and destroying unprotected villages and preying on unsuspecting travelers. Ryriks have an intense hatred of other races, particularly humans.

  Government: Ryriks have no acting government. Raiding parties and settlements are dictated by the strongest or fiercest ryrik, so the position can be challenged by anyone and changes often.

  Preferred Occupations: The vast majority of ryriks are thieves. A few hold positions as blacksmiths and other necessary professions.

  Faith: Ryriks disdain religion of any kind. They were the first to rebel against King Elôm and led others to do so as well.

  Talcrins

  Homeland: Arda

  Physical Appearance: Talcrins are a tall, powerful people. Talcrin men are seldom less than six feet tall. They have rich, dark skin and black hair of various lengths and styles. Their most unique feature besides their dark skin is their metallic-looking eyes. They have a very regal, graceful appearance. Men often dress in long, expertly crafted jerkins, while women wear simple but elegant flowing gowns of rich colors, particularly deep purple.

  Race Characteristics: Talcrins are considered the wisest of all Ilyon’s peoples. Some of their greatest pleasures are learning and teaching. Reading is one of their favorite pastimes. They have excellent memories and intellects. Talcrins are a calm people, adept at hiding and controlling strong emotion. They are peace-loving and prefer to solve problems with diplomacy, but if all else fails, they can fight fiercely. They have a deep sense of morality, justice, loyalty, and above all, honesty. They are an astute people and don’t miss much, particularly when it comes to others. Besides learning, they are also fond of art and music. Most talcrins are city dwellers, preferring large cities where libraries and universities can be found. Of all the races, they live the longest and reach ages of one hundred fifty, though many live even longer. Because of this, they age slower than the other races. Talcrin names are known to be very long, though they use shortened versions outside of Arda. />
  Skills: Talcrins excel in everything pertaining to books, languages, legal matters, and history, and are excellent at passing on their wisdom. They are often sought as advisors for their ability to easily think through situations and assess different outcomes. They are master storytellers and delight in entertaining people in this way. Though they strive for peace, most talcrin men train as warriors when they are young. They make incredible fighters who are highly skilled with long swords, high-power longbows, and spears. When not reading, many talcrin women enjoy painting and weaving. Their tapestries are among the most sought after. Both men and women enjoy music and dancing. They are expert harpists. Beautiful two-person dances are very popular in talcrin culture and are considered an art form. Metal-working is another skill in which talcrins are considered experts. Their gold and silver jewelry and armor are some of the finest in Ilyon.

  Social: Talcrins are a family-oriented people and fiercely loyal to both family and friends alike. Families are average in size, with between three to seven children. Men are very protective of their families and believe their well-being is of utmost importance. Their island country of Arda is almost exclusively populated with talcrins. Scholars from the Ilyon mainland often come to visit their famous libraries, but other races rarely settle there. Many talcrins inhabit the mainland as well, but are widely scattered. The highest population is found in Valcré, the capital of Arcacia. They get along well with all races, except for ryriks. Though generally kindhearted, they can hold themselves at a distance and consider others ignorant.

 

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