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The Scarecrow (Master of Malice Book 1)

Page 41

by Peace, Cas


  Tears came to her eyes at the memory of the Baroness and she stood in silence, staring down at the pathetic remains. Wisps of blonde hair still clung to the skull, scraps of green silk lay bordered by char, and the glint of gold shone from the bones of the neck.

  Something was not right.

  “Taran,” she called over her shoulder, “what time would you say the fire started?”

  The Adept considered this. “It was in the early hours before dawn when I awoke, and it must have taken us over an hour to reach the estate. The house was well alight by then and must have been for some time. But the servants could tell you better. They only just escaped the blaze in their part of the house.”

  “So it would have been well into the night, then. At what hour did Jinella usually retire?”

  “An hour before midnight. Why?”

  Sullyan crouched down beside the remains, stretching out one hand. “And was she in the habit of wearing her jewelry to bed?”

  “No, of course not. What are you saying?”

  Taran slid awkwardly down Drum’s shoulder, using the stud’s solid body to steady him. He limped through the wreckage toward Sullyan. She watched him, a strange expression on her face.

  “Or one of her best court gowns?”

  Taran came to her side, his eyes fixed on the huddle of bones beneath Sullyan’s hand. “What?” he whispered.

  She took her eyes from Taran’s face and contemplated the disjointed human remains on the ground. Her eyes were hard and her own face was pale as she laid one hand gently on the curve of bone beneath the few wispy hairs. She’d barely touched the poor thing before she gave a great gasp and snatched back her hand, rubbing her wrist.

  Her reaction and revulsion alarmed Taran. “Brynne, what is it? Tell me!”

  Sullyan stood, her face a mask of anger. Her mind was a jumble of confusing images, none of which made any sense. The overriding impression was of evil—putrid, rotting evil. She was trembling and she put out her hand to Taran, resting it on his forearm. He stared helplessly into her gaze, fearing what she might say. He was totally unprepared for her revelation.

  “This is not the body of Jinella. I do not know who it is, but I can tell you this in all certainty. Whoever was burned to death within this house, it was not the Lady Jinella.”

  The End

  Glossary

  Albian Characters

  Alice, former nursemaid at Port Loxton, now Jinny’s housekeeper.

  Anton, Major. Deceased Artesan at the Manor, Sullyan’s early mentor.

  Ardoch, Ghyllan, Master. Elias’s legendary swordmaster.

  Bassan, Captain. King Lerric’s guard captain at Daret, Bordenn.

  Bessie. One of Prince Eaden’s nurses.

  Brynne Sullyan. A Colonel at the Manor under General Blaine.

  Bull, aka Bulldog, aka Hal Bullen. Colonel Sullyan’s friend and aide.

  Cal Tyler. Taran’s friend, and life mate of Rienne Arlen.

  Chaz. A Kingsman at Port Loxton.

  Col. A Manor swordsman in Robin’s company.

  Corina, Lady. Wife of Sir Regus, on of Elias’s nobles.

  Damas, Cleric Patrio. Ruvar’s predecessor on Selna Island.

  Delinna, Madam. Chatelaine at Port Loxton.

  Denny, Owyn. A Major at Port Loxton.

  Dexter. A Captain at the Manor under Captain Tamsen.

  Drum. Sullyan’s black warhorse.

  Durren, Frar. A member of the Order of the Wheel on Serna Island.

  Eaden, Prince. Son of King Elias and Queen Sofira.

  Elias Rovannon. Albia’s High King.

  Elisse Arlen, daughter of Rienne and Cal.

  Endor.Master healer at Loxton Castle.

  Fergus. A Kingsman at Port Loxton

  Galt. Innkeeper at Foxdune, Serna Province.

  Giel, Captain. Duty captain at small garrison in Serna Province.

  Goran. Chief cook at the Manor.

  Greda, Lady. A noblewoman living in Tolk.

  Hal Bullen. See ‘Bull.’

  Hezra Reen. Exiled Albian Baron.

  Jeriko. Old fisherman in Serna Province.

  Jerrim Vassa. A Colonel at the Manor.

  Jinella, Lady. The niece of Baron Reen.

  Kandaran, King. High King Elias’s father, deceased.

  Kerris. Apprentice to Port Loxton’s master stonemason.

  Kinsey, Lord. Chamberlain to High King Elias.

  Lahan. A cleric at Port Loxton’s Minster.

  Lerric. Client-king of Bordenn, father of Queen Sofira.

  Levant, Rendan, Lord. First Minister to High King Elias.

  Mathias Blaine. The Manor’s senior officer and General-in-Command to High King Elias.

  Matty. Stableboy at Jinny’s mansion.

  Morgan Sullyan. Son of Brynne Sullyan and Robin Tamsen. Also the name of Brynne’s deceased father.

  Neremiah, Arch Patrio. Senior churchman at Loxton’s Minster.

  Nolah. Brothel keeper in Port Loxton.

  Odren, Cleric. One of Neremiah’s junior clerics who accompanied Reen to his island prison.

  Othal. Red-haired swordsman in Lerric’s forces.

  Parren, Glinn. A Captain at the Manor under Colonel Vassa. Killed by Robin for treachery.

  Pengar. A Manor swordsman in Robin’s company.

  Pylock, Lord. A noble at Port Loxton.

  Rafe. Bouncer at Port Loxton brothel.

  Regus, Sir. One of Elias’s nobles.

  Rhys. One of King Lerric’s men.

  Rienne Arlen. A healer and Cal Tyler’s life mate.

  Robin Tamsen. A Major at the Manor under Colonel Sullyan.

  Roshan, Senior Patrio at Loxton’s Minster.

  Ruvar, Cleric Patrio. leader of the Order of the Wheel on Serna Island, Reen’s former prison.

  Seline, Princess. Daughter of King Elias and Queen Sofira.

  Serrin, Frar. Young cleric befriended by Reen on Serna Island.

  Seth. Baron Reen’s manservant.

  Sharmel, Lady. A noblewoman at Port Loxton.

  Sofira. Queen to High King Elias Rovannon.

  Solet. The Manor’s stablemaster.

  Tad Greylin. Former kitchen boy at the Manor, now a cadet.

  Tambor. Tad’s horse.

  Taran Elijah. Court Artesan to Elias Rovannon.

  Taric, Cal and Rienne’s youngest child.

  Tobias. Robin’s warhorse.

  Valustin. A captain of King’s Guard at Port Loxton.

  Varian, Frar. A member of the Order of the Wheel on Serna Island.

  Varth. Black-haired swordsman in Lerric’s forces.

  Wil Gerion. A corporal at the Manor.

  Withen, Master. Port Loxton’s master stonemason.

  Wrekin. Coachman to Sir Regus.

  Yve, a junior cleric at Port Loxton’s Minster.

  Andaryan Characters

  Aeyron Pharikian. The Hierarch of Andaryon’s son and Heir.

  Anjer, Lord General. Officer in overall command of the Hierarch’s forces.

  Idrimar Pharikian. The Hierarch’s daughter.

  Jay’el. Son of former pirate Ky-shan.

  Kyrie. Younger of Lord Sekayin’s two daughters.

  Ky-shan. Former pirate, now runs the Hierarch’s shipping business.

  Lirina. Daughter of Lord Seyakin and Prince Aeyron’s intended bride.

  Rykan. Deceased Lord of Kymer province, one time aspirant to the Andaryan throne.

  Seyakin, Lord. Lord of Dalkia, father to Princess Lirine.

  Timar Pharikian. The Hierarch, Supreme Ruler of Andaryon.

  Ty Marik. Once Count of Cardon province, now Duke of Cardon and Kymer.

  Realms of the World

  First Realm—Endormir

  Endormirians are sometimes known as ‘Roamerlings’ because of their itinerant habits. They are small and slim, dark skinned, with brown or black eyes showing hardly any whites. The Artesan gift runs only through the males, and gifted males always become clan-leaders. As Endomir suffers from s
evere winter conditions, its people cross the Veils into the other realms for the winter months, where they are well known as traders.

  Second Realm—Sinnia

  Sinnians are tall and milk-haired, with pale skin. They live in clans and were once nomadic but now live in settlements. All are born able to control their metaforce up to the rank of Adept and are thus considered ‘sports’. Their race often produces highly gifted musicians and storytellers.

  Third Realm—Relkor

  Relkorians are small, fierce and stocky, notorious for raiding the other realms for slaves to work their mines and quarries. Their Artesans, both male and female, invariably become slave-lords.

  Fourth Realm—Albia

  Albia is the human realm. The Artesan gift runs through both male and female lines, each gender being equal in potential. The craft is currently out of favour due to raiding by both Relkorian and Andaryan Artesans. Albians widely believe that all Artesans use their powers only for gain and control.

  Fifth Realm—Andaryon

  A warlike race characterised by eyes with slit pupils. They fight constantly amongst themselves, vying for position within the Hierocracy. The Artesan gift passes only through the male line and females play a minor and downtrodden role. Only the most powerful Artesan can become and hold the rank of Hierarch. Their battles for supremacy are governed by strict, ritualistic laws.

  Terms

  Arch Patrio. The leader of Albia’s Matria Church.

  Artesan.

  A person born with the ability to control metaforce and Master the four primal elements.

  Brine rum.

  Strong liquor, drunk by pirates on Andaryon’s eastern seaboard.

  Cardinal stone.

  The stones in a stone circle that sit at each of the four compass points.

  Cheosian Red. A fine Andaryan red wine from Cheos province.

  Codes of Combat.

  Strict laws governing any conflict between Andaryan nobles.

  Demons.

  Derogatory term used in Albia to describe those of the Andaryan race.

  Earth ball.

  An explosive sphere of Earth element formed by an Artesan for use as a weapon.

  Fellan.

  A dark, aromatic and bitter beverage brewed from the seeds of the fellan-plant.

  Firefield.

  A barrier formed from the primal element of Fire, through which only Artesans can pass. Firefields formed by those of inferior Artesan rank can easily be destroyed by those of a higher rank.

  Firewater.

  Incredibly strong liquor.

  Free traders.

  Another term for pirate.

  Immanence, your. Form of address used when referring to Albia’s Arch Patrio.

  Kingsman.

  Term used to describe members of the High King’s fighting forces.

  Matria Church.

  The Minster in Port Loxton, seat of Albia’s primary faith, the Faith of the Wheel.

  Metaforce (sometimes also called life force).

  The force of existence pertaining to all things, both animate and inanimate.

  Perdition.

  A state of non-being for the soul—a place where souls with no ultimate destination reside.

  Primal elements.

  Earth, Water, Fire and Air.

  Primal Sacrament.

  Andaryan name for the Pact, an agreement brokered between Andaryan nobles. Used to settle wars ending in stalemate, it involves the willing suicide of a powerful Artesan.

  Primary Magister.

  Chief Justice Minister of Andaryon.

  Portway.

  Structure formed by an Artesan from a primal element—usually Earth or Water—which gives its creator access through the Veils.

  Psyche.

  An Artesan’s unique and personal pattern through which they can manipulate metaforce and channel the primal elements.

  Roamerling.

  Slightly derogatory term for the nomads of Endormir.

  Sally port.

  A small door within a larger fortified barrier, allowing only one person to pass through at a time.

  Substrate.

  The medium in which the primal elements reside, and in which the world and all things have their being.

  Tangwyr.

  Monstrous Andaryan raptor trained to hunt men.

  The Pact. (See Primal Sacrament).

  The Staff.

  Mysterious and terrible weapon capable of stealing and storing metaforce. Can only be used by Artesans.

  The Veils.

  Misty barriers separating the five Realms of the World. Only Artesans have the power to move through the Veils.

  The Void.

  Dark abyss at the end of life into which all souls pass before reaching their final destination.

  The Wheel.

  Central principle of Albian faith.

  Velletian Guard.

  Personal guard of the Hierarch of Andaryon.

  Witch.

  Derogatory term for an Artesan.

  Artesan ranks and their attributes

  Level one: Apprentice. Person born with the Artesan gift and the ability to influence the first primal element of Earth. Able to hear other Artesans speaking telepathically but unable to initiate such speech.

  Level two: Apprentice-elite. Has some skill in influencing their own metaforce. Has attained mastery over the element of Earth. Able to initiate telepathic speech but only with Artesans already known to them. Able to build substrate structures, identify a person by the pattern of their psyche, and counter metaphysical attack to some degree.

  Level three: Journeyman. Has mastery over Earth and is able to influence Water. Able to build portways and travel through the Veils. Has some skill in using metaforce for offense. Also able to initiate psyche-overlay and converse telepathically with any other Artesan. Possesses some self-healing potential.

  Level four: Adept. Has mastery over both Earth and Water. Able to build more complex substrate structures such as corridors. Able to influence where such structures emerge. Possesses stronger offensive and defensive capabilities. Able to merge psyche fully with other Artesans. Increased healing abilities.

  Level five: Adept-elite. Has mastery over Earth and Water and is able to influence Fire. Possesses great healing powers which can even aid the ungifted (with their permission). Able to initiate powersinks and merges of psyche. Able to construct such structures as Firefields.

  Level six: Master. Has mastery over Earth, Water and Fire. Able to control the power of an inferior Artesan against their will. Control over personal metaforce now almost total. Possesses incredible healing powers.

  Level seven: Master-elite. Has mastery over Earth, Water and Fire and is able to influence Air, the most capricious primal element. Able to absorb a lesser or even equal-ranked Artesan’s power and metaforce provided some link or permission (however tenuous) can be found.

  Level eight: Senior Master. Has complete mastery over all four primal elements. Is able to absorb another Artesan’s power by force, even sometimes without a link. Possesses a high degree of metaphysical (and usually spiritual) strength.

  Level nine: Supreme Master. It has never been fully established whether this rank actually exists. Supreme Masters are supposedly able to influence Spirit - largely regarded as the mythical ‘fifth element.’ Ancient texts refer only to the possibility; no mention has ever been found of a being attaining Supreme Masterhood.

  Sport or lay-Artesan. Freaks of nature, sports are thought to be able to control their own metaforce from birth, to whatever level of strength they inherently possess. As they receive no training their working is often undetectable. They are also believed to be able to ‘hear’ the thoughts of those around them; gifted or ungifted, and directly, not through the substrate.

  C

  as Peace was born and brought up in the lovely county of Hampshire, in the UK, where she still lives. On leaving school, she trained for two years before qualifying as a teacher of equitation.
During this time she also learned to carriage-drive. She spent thirteen years in the British Civil Service before moving to Rome, where she and her husband, Dave, lived for three years. They return whenever thay can.

  As well as her love of horses, Cas is mad about dogs; especially Lurchers. She currently owns two rescue Lurchers, Milly and Milo. Cas loves country walks, working in stained glass, growing cacti, and folk singing. She is currently working on writing and recording songs or music for each of her fantasy books. The song associated with King’s Envoy is “The Wheel Will Turn”; for King’s Champion it is “The Ballad of Tallimore”; and for King’s Artesan it is “Morgan’s Song (All That We Are).” For The Challenge it is “Meadowsweet”, for The Circle it is “Larksong,” and for Full Circle it is “Beyond the Veils.”

  All Cas’s book songs can be found at and downloaded (free!) from her website, see below. Also find Cas on www.reverbnation.

  Cas’s first novel, King’s Envoy, was awarded a HarperCollins Authonomy Gold Medal in 2008. Her Artesans of Albia fantasy series has won the critical acclaim of US fantasy, sci-fi, and non-fiction author Janet Morris. Cas is a member of the British Fantasy Society and had a short story included in their 40th Anniversary commemorative anthology Full Fathom Forty. She’s also a contributor to the Janet Morris-edited anthology HEROIKA 1: Dragon Eaters.

 

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