Enemy of Magic (Dragon's Gift: The Protector Book 4)

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Enemy of Magic (Dragon's Gift: The Protector Book 4) Page 19

by Linsey Hall


  But I couldn’t kill another supernatural. Not even OMB. It might get us out of this lifetime of servitude, but I didn’t have it in me. And what if I failed? I was too afraid of his rage—and the consequences—if I didn’t succeed.

  “Shit, shit, shit.” Nix’s green eyes were stark in her pale face. “He means it.”

  “Yeah.” Del’s voice shook. “We need to get those daggers.”

  “Now,” I said.

  “I wish I could just conjure a forgery,” Nix said. “I really don’t want to go out into the jungle tonight. Getting past the Dvarapala in the dark will suck.”

  Nix was a conjurer, able to create almost anything using just her magic. Massive or complex things, like airplanes or guns, were outside of her ability, but a couple of daggers wouldn’t be hard.

  Trouble was, they were a magical artifact, enchanted with the ability to return to whoever had thrown them. Like boomerangs. Though Nix could conjure the daggers, we couldn’t enchant them.

  “We need to go. We only have six hours until dawn.” I grabbed my short swords from the table and stood, shoving them into the holsters strapped to my back.

  A hush descended over the crowded bar.

  I stiffened, but the sound of the staticky TV in the corner made me relax. They weren’t interested in me. Just the news, which was probably being routed through a dozen techno-witches to get this far into the jungle.

  The grave voice of the female reporter echoed through the quiet bar. “The FireSoul was apprehended outside of his apartment in Magic’s Bend, Oregon. He is currently in the custody of the Order of the Magica, and his trial is scheduled for tomorrow morning. My sources report that execution is possible.”

  I stifled a crazed laugh. Perfect timing. Just what we needed to hear after OMB’s threat. A reminder of what would happen if he turned us into the Order of the Magica. The hush that had descended over the previously rowdy crowd—the kind of hush you get at the scene of a big accident—indicated what an interesting freaking topic this was. FireSouls were the bogeymen. I was the bogeyman, even though I didn’t use my powers. But as long as no one found out, we were safe.

  My gaze darted to Del and Nix. They nodded toward the door. It was definitely time to go.

  As the newscaster turned her report toward something more boring and the crowd got rowdy again, we threaded our way between the tiny tables and chairs.

  I shoved the heavy wooden door open and sucked in a breath of sticky jungle air, relieved to be out of the bar. Night creatures screeched, and moonlight filtered through the trees above. The jungle would be a nice place if it weren’t full of things that wanted to kill us.

  “We’re never escaping him, are we?” Nix said softly.

  “We will.” Somehow. Someday. “Let’s just deal with this for now.”

  We found our motorcycles, which were parked in the lot with a dozen other identical ones. They were hulking beasts with massive, all-terrain tires meant for the jungle floor. We’d done a lot of work in Southeast Asia this year, and these were our favored forms of transportation in this part of the world.

  Del could transport us, but it was better if she saved her power. It wasn’t infinite, though it did regenerate. But we’d learned a long time ago to save Del’s power for our escape. Nothing worse than being trapped in a temple with pissed off guardians and a few tripped booby traps.

  We’d scouted out the location of the temple earlier that day, so we knew where to go.

  I swung my leg over Secretariat—I liked to name my vehicles—and kicked the clutch. The engine roared to life. Nix and Del followed, and we peeled out of the lot, leaving the dingy yellow light of the bar behind.

  Our headlights illuminated the dirt road as we sped through the night. Huge fig trees dotted the path on either side, their twisted trunks and roots forming an eerie corridor. Elephant-ear sized leaves swayed in the wind, a dark emerald that gleamed in the light.

  Jungle animals howled, and enormous lightning bugs flitted along the path. They were too big to be regular bugs, so they were most likely some kind of fairy, but I wasn’t going to stop to investigate. There were dangerous creatures in the jungle at night—one of the reasons we hadn’t wanted to go now—and in our world, fairies could be considered dangerous.

  Especially if you called them lightning bugs.

  A roar sounded in the distance, echoing through the jungle and making the leaves rustle on either side as small animals scurried for safety.

  The roar came again, only closer.

  Then another, and another.

  “Oh shit,” I muttered. This was bad.

  ~~~

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  Author’s Note

  Thank you so much for reading Origin of Magic! If you’ve read any of my other books, you won’t be surprised to hear that I included historical elements. If you’re interested in learning more about that, read on. At the end, I’ll talk a bit about why Nix and her deirfiúr are treasure hunters and how I try to make that fit with archaeology’s ethics (which don’t condone treasure hunting, as I’m sure you might have guessed).

  Enemy of Magic had several historical and mythological influences. The riddle the Ares and Nix are asked to solve in the vampire realm is one of the riddles from the Exeter book. Written in the 11th century, the Exeter book is a collection of poetry and riddles written by the Anglo-Saxons. The answers to the riddle aren’t included in the book, but scholars have given it their best shot to identify them.

  Norse mythology and history play a heavy role in the later half of the book. The dvergr, the light fey and the dark fey, and the Jötunn are all borrowed directly from Norse mythology. As was Draugen, a water monster who is the ghost of a man who died at sea. When he appears, he gives a terrible scream before attempting to drown fishermen and sailors. Jörmungand is an important piece of Norse mythology. He is the World Serpent, the offspring of a giantess name Angerboda and Loki. He lays beneath the world, his body so long that he encircles the planet beneath the ocean. I invented his winged children, however.

  Sven the Viking, who was buried with his boat and treasure, was based off the Oseberg ship found in Norway in the early 20th century. Vikings would often bury their most powerful in beautiful boats filled with treasure. Several of these boats have been found by archaeologists, some in incredible states of preservation. The battle that Sven the Viking sailed them towards was based on the Viking battle of Fimreite that took place in the Sognefjord, in Western Norway. The battle was fought on the 15th of June, 1184 and led to Sverre Sigurdsson taking the Norwegian throne from Magnus Erlingsson. During a Viking naval battle, ships would often attempt to ram each other, or the men would fight with longbows and spears when they were close enough to reach.

  That’s it for the historical influences in Enemy of Magic. However, one of the most important things about this book is how Nix and her deirfiúr treat artifacts and their business, Ancient Magic.

  As I’m sure you know, archaeology isn’t quite like Indiana Jones (for which I’m both grateful and bitterly disappointed). Sure, it’s exciting and full of travel. However, booby-traps are not as common as I expected. Total number of booby-traps I have encountered in my career: zero. Still hoping, though.

  When I chose to write a series about archaeology and treasure hunting, I knew I had a careful line to tread. There is a big difference between these two activities. As much as I value artifacts, they are not treasure. Not even the gold artifacts. They are pieces of our history that contain valuable information, and as such, they belong to all of us. Every artifact that is excavated should be properly conserved and stored in a museum so that everyone can have access to our history. No one single person can own history, and I believe very strongly that individuals should not own artifacts. Treasure hunting is the pursuit of artifacts for personal gain.

  So why did I make Nix and her deirfiúr treasure hunters? I’d have loved to call them archaeologists, but nothing about their work i
s like archaeology. Archaeology is a very laborious, painstaking process—and it certainly doesn’t involve selling artifacts. That wouldn’t work for the fast-paced, adventurous series that I had planned for Dragon’s Gift. Not to mention the fact that dragons are famous for coveting treasure. Considering where the deirfiúr got their skills from, it just made sense to call them treasure hunters.

  Even though I write urban fantasy, I strive for accuracy. The deirfiúr don’t engage in archaeological practices—therefore, I cannot call them archaeologists. I also have a duty as an archaeologist to properly represent my field and our goals—namely, to protect and share history. Treasure hunting doesn’t do this. One of the biggest battles that archaeology faces today is protecting cultural heritage from thieves.

  I debated long and hard about not only what to call the heroines of this series, but also about how they would do their jobs. I wanted it to involve all the cool things we think about when we think about archaeology—namely, the Indiana Jones stuff, whether it’s real or not. But I didn’t know quite how to do that while still staying within the bounds of my own ethics. I can cut myself and other writers some slack because this is fiction, but I couldn’t go too far into smash and grab treasure hunting.

  I consulted some of my archaeology colleagues to get their take, which was immensely helpful. Wayne Lusardi, the State Maritime Archaeologist for Michigan, and Douglas Inglis and Veronica Morris, both archaeologists for Interactive Heritage, were immensely helpful with ideas. My biggest problem was figuring out how to have the heroines steal artifacts from tombs and then sell them and still sleep at night. Everything I’ve just said is pretty counter to this, right?

  That’s where the magic comes in. The heroines aren’t after the artifacts themselves (they put them back where they found them, if you recall)—they’re after the magic that the artifacts contain. They’re more like magic hunters than treasure hunters. That solved a big part of my problem. At least they were putting the artifacts back. Though that’s not proper archaeology, I could let it pass. At least it’s clear that they believe they shouldn’t keep the artifact or harm the site. But the SuperNerd in me said, “Well, that magic is part of the artifact’s context. It’s important to the artifact and shouldn’t be removed and sold.”

  Now that was a problem. I couldn’t escape my SuperNerd self, so I was in a real conundrum. Fortunately, that’s where the immensely intelligent Wayne Lusardi came in. He suggested that the magic could have an expiration date. If the magic wasn’t used before it decayed, it could cause huge problems. Think explosions and tornado spells run amok. It could ruin the entire site, not to mention possibly cause injury and death. That would be very bad.

  So now you see why Nix and her deirfiúr don’t just steal artifacts to sell them. Not only is selling the magic cooler, it’s also better from an ethical standpoint, especially if the magic was going to cause problems in the long run. These aren’t perfect solutions—the perfect solution would be sending in a team of archaeologists to carefully record the site and remove the dangerous magic—but that wouldn’t be a very fun book.

  Thanks again for reading (especially if you got this far!). I hope you enjoyed the story and will stick with Nix on the rest of her adventure!

  Acknowledgments

  Thank you, Ben, for everything. There would be no books without you.

  Thank you to Jena O’Connor and Adam at Fine Point Publishing for your excellent editing. The book is immensely better because of you both! Thank you to Orina Kafe for the beautiful cover art. Thank you to Jim O’Keefe for the band recommendation of Ghoston Road.

  The Dragon’s Gift series is a product of my two lives: one as an archaeologist and one as a novelist. Combining these two took a bit of work. I’d like to thank my friends, Wayne Lusardi, the State Maritime Archaeologist for Michigan, and Douglas Inglis and Veronica Morris, both archaeologists for Interactive Heritage, for their ideas about how to have a treasure hunter heroine that doesn’t conflict too much with archaeology’s ethics. The Author’s Note contains a bit more about this if you are interested.

  Glossary

  Alpha Council - There are two governments that enforce law for supernaturals—the Alpha Council and the Order of the Magica. The Alpha Council governs all shifters. They work cooperatively with the Alpha Council when necessary—for example, when capturing FireSouls.

  Blood Sorceress - A type of Magica who can create magic using blood.

  Conjurer - A Magica who uses magic to create something from nothing. They cannot create magic, but if there is magic around them, they can put that magic into their conjuration.

  Dark Magic - The kind that is meant to harm. It’s not necessarily bad, but it often is.

  Deirfiúr - Sisters in Irish.

  Demons - Often employed to do evil. They live in various hells but can be released upon the earth if you know how to get to them and then get them out. If they are killed on Earth, they are sent back to their hell.

  Dragon Sense - A FireSoul’s ability to find treasure. It is an internal sense that pulls them toward what they seek. It is easiest to find gold, but they can find anything or anyone that is valued by someone.

  Elemental Mage – A rare type of mage who can manipulate all of the elements.

  Enchanted Artifacts – Artifacts can be imbued with magic that lasts after the death of the person who put the magic into the artifact (unlike a spell that has not been put into an artifact—these spells disappear after the Magica’s death). But magic is not stable. After a period of time—hundreds or thousands of years depending on the circumstance—the magic will degrade. Eventually, it can go bad and cause many problems.

  Fire Mage – A mage who can control fire.

  FireSoul - A very rare type of Magica who shares a piece of the dragon’s soul. They can locate treasure and steal the gifts (powers) of other supernaturals. With practice, they can manipulate the gifts they steal, becoming the strongest of that gift. They are despised and feared. If they are caught, they are thrown in the Prison of Magical Deviants.

  The Great Peace - The most powerful piece of magic ever created. It hides magic from the eyes of humans.

  Hearth Witch – A Magica who is versed in magic relating to hearth and home. They are often good at potions and protective spells and are also very perceptive when on their own turf.

  Informa - A supernatural who can steal powers.

  Magica - Any supernatural who has the power to create magic—witches, sorcerers, mages. All are governed by the Order of the Magica.

  The Origin - The descendent of the original alpha shifter. They are the most powerful shifter and can turn into any species.

  Order of the Magica - There are two governments that enforce law for supernaturals—the Alpha Council and the Order of the Magica. The Order of the Magica govern all Magica. They work cooperatively with the Alpha Council when necessary—for example, when capturing FireSouls.

  Phantom - A type of supernatural that is similar to a ghost. They are incorporeal. They feed off the misery and pain of others, forcing them to relive their greatest nightmares and fears. They do not have a fully functioning mind like a human or supernatural. Rather, they are a shadow of their former selves. Half-bloods are extraordinarily rare.

  Seeker - A type of supernatural who can find things. FireSouls often pass off their dragon sense as Seeker power.

  Shifter - A supernatural who can turn into an animal. All are governed by the Alpha Council.

  Transporter - A type of supernatural who can travel anywhere. Their power is limited and must regenerate after each use.

  Vampire - Blood drinking supernaturals with great strength and speed who live in a separate realm.

  Warden of the Underworld - A one of a kind position created by Roarke. He keeps order in the Underworld.

  About Linsey

  Before becoming a writer, Linsey Hall was a nautical archaeologist who studied shipwrecks from Hawaii and the Yukon to the UK and the Mediterranean. She credits fantasy
and historical romances with her love of history and her career as an archaeologist. After a decade of tromping around the globe in search of old bits of stuff that people left lying about, she settled down and started penning her own romance novels. Her Dragon’s Gift series draws upon her love of history and the paranormal elements that she can’t help but include.

  Copyright

  This is a work of fiction. All reference to events, persons, and locale are used fictitiously, except where documented in historical record. Names, characters, and places are products of the author’s imagination, and any resemblance to actual events, locales, or persons, living or dead, is coincidental.

  Copyright 2017 by Linsey Hall

  Published by Bonnie Doon Press LLC

  All rights reserved, including the right of reproduction in whole or in part in any form, except in instances of quotation used in critical articles or book review. Where such permission is sufficient, the author grants the right to strip any DRM which may be applied to this work.

  [email protected]

  www.LinseyHall.com

  https://www.facebook.com/LinseyHallAuthor

  ISBN 978-1-942085-37-9

 

 

 


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