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The Tide of Unmaking
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Table of Contents
Epigraph
Other Books by . . .
Principle Cast
Principle Locations
1: A Haunting Discovery
2: Premonitions
3: Uninvited
4: Grave Questions
5: Cloak and Dagger
6: Birthday Surprises
7: The Coming Storm
8: The Siege of Taladair
9: Revisitation
10: A Game of Words
11: Sport of Champions
12: Unfolding Secrets
13: Mind Games
14: March of the Nightstalkers
15: Diving on the Dead
16: Principal Negotiations
17: The Vanishing Army
18: The Home Front
19: Thynhold Cairn
20: Lost and Found
21: The Tide of Unmaking
22: Silvertree
23: Misguided Vengeance
24: Coronation
25: A Moonlight Beating
26: To the Coven
27: In the Realm of the Wicked
28: Chamber of Portals
29: In the Heart of the Beast
30: While the Cat’s Away
31: A Knock at the Door
32: Furious Flying
33: Friendly Fire
34: The Phantom Blitz
35: The Collector
36: When Kingdoms Crumble
37: Echoes Uncertain
38: Communication Breakdown
39: An Immovable Object
40: The Confrontation
41: Terror Dawning
42: That Terrible Question
43: Turning the Tide
44: Revisiting the Past
To Our Readers
Acknowledgments
About the Authors
The Elves of The Underground await you . . .
More
©2012 by Wayne Thomas Batson and Christopher Hopper
First Kindle Edition
All rights reserved. No portion of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means—electronic, mechanical, photocopy, recording, scanning, or other—except for brief quotations in printed reviews, without the prior written permission of the publisher.
Published by Wayne Thomas Batson and Christopher Hopper in alliance with Spearhead Books.
Characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.
Exterior and interior layout and design by New Life Media | www.newlifemedia.me Thanks to Thomas Nelson, Mandi Cofer and goodwp.com for your inspiration.
Author photos by Jennifer Hopper | www.jenniferhopperphoto.com
The Tide of the Unmaking
by Wayne Thomas Batson
and Christopher Hopper
NEW YORK • BALTIMORE • SEATTLE
Epigraph
To the One who makes all things new, who grants vision to the blind, who breathes life into the dead: our pens, as well as our lives, are ever at Your disposal, Jesus.
Other Books by . . .
Wayne Thomas Batson and Christopher Hopper
The Berinfell Prophecies
Curse of the Spider King
Venom and Song
Wayne Thomas Batson
The Door Within Trilogy
The Door Within
The Rise of the Wyrm Lord
The Final Storm
Pirate Adventures
Isle of Swords
Isle of Fire
The Dark Sea Annals
Sword In The Stars
The Errant King
Christopher Hopper
The White Lion Chronicles
Rise of the Dibor
The Lion Vrie
Athera’s Dawn
Principle Cast
Tommy Bowman: Curly-haired leader of the Lords of Berinfell, raised in Seabrook, Maryland. Known in Allyra as Elven Lord Felheart (Fell-heart), son of Lord Velaril and Tarin Silvertree. Gifted with keen vision and marksmanship.
Kat Simonson: Raised in Los Angeles, California, known for her constantly changing hairstyles and blue-tinted skin. Known in Allyra as Elven Lord Alreenia (Al-reen-ee-yuh), daughter of Beleg and Lord Kendie Hiddenblade. Gifted with telepathy.
Autumn Briarman: Petite blonde raised outside Depauville of upstate New York. Known in Allyra as Elven Lord Miarra (Me-air-uh), daughter of Lord Galadhost and Salura Swiftstorm. Gifted with incredible speed.
Johnny Briarman: Burly blond brute raised outside Depauville in upstate New York. Known in Allyra as Elven Lord Albriand (Al-bree-and), son of Elroth and Lord Tisa Ashheart. Gifted with fire generation.
James “Jimmy” Lewis Gresham: Redhead raised in Ardfern, Scotland. Known in Allyra as Elven Lord Thorwin (Thor-win), son of Lord Xanthis and Dreia Valorbrand. Gifted with foresight.
Kiri Lee Yuen: Child prodigy cellist and violinist raised in Paris, France, whose adopted parents were killed by Wisps. Known in Allyra as Elven Lord Lothriel (Loth-ree-ell), daughter of Charad and Lord Simona Oakenflower. Gifted with the ability to walk on air.
Jett Green: (Deceased) Raised in Greenville, North Carolina, Jett was a star athlete. He was known in Allyra as Elven Lord Hamandar (Ham-and-ur), son of Lord Vex and Jasmira Nightwing. Killed in Vesper Crag by laying his life down for Kiri Lee. Was gifted with incredible strength and healing.
Taeva: Mysterious and exotic, Princess of the Taladrim.
Louwin: Taeva’s closest attendant.
Miss Finney: Originally Jimmy’s Sentinel, and a cunning warrior.
Guardmaster Eldera “Elle” Goldarrow (Galdarro): Originally Tommy’s Sentinel. Known in Allyra as Goldarrow, and promoted to the preeminent military role of Guardmaster.
Guardmaster Olin Grimwarden: Commander of the military forces of the Elves and their allies.
Lord Asp: Supreme leader of the Drefids; ruthless and maniacal.
Mr. Charlie: Dreadnaught protector of Tommy Bowman. Known in Allyra as Merrick Evershield, but prefers Charlie. Never got over his adoption of the United States’ “Deep South” culture.
Regis McAuliffe: Originally assigned as Jimmy’s Dreadnaught in Ardfern, Scotland.
Mumthers: Most respected and beloved Elven chef in all of Allyra. Portly and jovial.
Bear: Giant wolf known formerly as the Keeper of the Cistern, Guardian of the Keystone, found by the Seven within Terradym Fortress.
Migmar: Barrister King of the Gnomes, known for his obsession with dragonroot.
Thorkber: Migmar’s right-hand Gnome.
Overlord Bengfist: Imposing Gwar General loyal to the plight of the Elves.
Shardbearer Jastansia: Guardian Soldier of the Saer.
Kate and Allan Simonson: Adoptive Earth parents of Kat, North Hollywood, CA.
Hazel and Austin Green: Adoptive Earth parents of the late Jett, Greenville, NC.
Vault Minister Ghrell: Hot-headed leader of the Nemic race.
Priest Dhrex: Chief counsel to Ghrell; serves within the Sacred Sanctuary of Allyra.
Magistrate Forlarn: Leader of the Saer.
Sardon: General Secretary of the Conclave, and Saer kinsman of Forlarn.
General Eragor: One of Asp’s chief Generals.
General Caerfasz: Lean and lanky Gwar pilot.
Skax: Northern commander of Asp’s assault force.
Admiral Cuth: Commander of the Northern Elven Fleet.
Admiral Blackburn: Commander of the USS Saddle River, a DDG51 Class Destroyer en route to New York City.
The Spider King: Former mutated ruler of all Gwar, slain in the battle of Vesper Crag by the
Lords of Berinfell.
The Conclave: Official gathering of leaders representing the six Allyran races: Elves, Gnomes, Gwar, Nemic, Taladrim and Saer.
Elves: One of the ancient races of Allyra.
Lyrian Elves: A very strong race of Elves, known for their dark skin and striking violet-colored eyes.
Sentinels: Very wise, very traditional Elves who are rumored to still follow the “Old Ways.” Elite Sentinels are assigned to protect the Seven Lords.
Dreadnaughts: Elite warrior Elves who practice Vexbane and Nightform (also known as Mandiera), profoundly effective forms of combat. Elite Dreadnaughts are assigned to protect the Seven Lords.
Gnomes: Experts in maps, they wander far and wide, and have a longtime feud with the Elves.
Gwar: One of the ancient races of Allyra. Gwar are known for their brutish strength, grey-toned skin and their affinity for spiders.
Taladrim: A northern, sea-faring race.
Nemic: Winged, insect-like race of the arid regions in the south.
Saer: Serpentine-like mountain dwellers in the west.
Drefids: The Spider King’s ghoulish assassins. Drefids have four deadly claws that extend from the knuckles of each hand.
Cragons: The monstrous black trees of Vesper Crag.
Wisps: Enemies of old. Vapor-beings, shape shifters. Thought extinct. Only Holy Words and a weapon together can kill one.
Warflies: Giant, mutant dragonflies used by Asp for his militaristic exploits.
Warspiders: Spiders that are so large they can be ridden like horses. Red Warspiders have lethal venom.
Principle Locations
ALLYRA
The world where the six Allyran races live: Elves, Gnomes, Gwar, Nemic, Taladrim and Saer.
Locations on Allyra include:
Berinfell
The capital of the Elves, who once resided across the many continents of Allyra.
Nightwish Caverns
A vast network of caverns beneath the Thousand-League Forest, used as an emergency home by the Elves of Berinfell.
Vesper Crag
Former volcanic home of the Spider King and spawning grounds of Drefid covens.
Moon Hollow
The heavily forested home of the Gnomes in northern Allyra.
Tere Solium
Arid mountain-desert to the south, home of the Nemic.
Thynhold Cairn
Impregnable mountain stronghold of the Saer to the west.
Taladair
Bowl-shaped island off the coast of Allyra’s northern shores, home of the Taladrim.
Kileverand
Port city on the north coast of Berinfell.
EARTH
The world where humans live.
Locations on Earth include:
Canadian Northwest
Seabrook, Maryland, USA
Greenville, North Carolina, USA
North Hollywood, California, USA
Depauville, New York, USA
Midtown Manhattan, New York City, USA
Texas Stadium, Irving, Texas, USA
London, England, Great Britain
Musée du Louvre, Paris, France
Shanhaiguan Pass, Hebei Province, China
Petropavolvsk, Avacha Bay, Russia
1: A Haunting Discovery
OLD ELEABOR THRAIN WOKE, SPUN out of his chair, and fell to his knees on the cold cottage floor. “Huh, wha—?” His heart hammered against his ribs. He breathed in short gasps, and sent little vapor ghosts writhing into the air.
He stared bug-eyed into every shadowy corner of the room and wondered frantically what exactly he’d heard.
Being the only caretaker on duty at Innskell, the largest cemetery in Allyra, could make any Elf jumpy, but Eleabor was more steely than most. And he’d grown used to night noises that would make the younglings squirm: owls, wolves, screechers, wailing loons and such—nothing like those would startle Eleabor. This had been something different.
There’d been a strange scratching. No, more of a scraping, like slabs of coarse stone grating across each other. In his semiconscious mind, Eleabor had thought it part of a dark dream.
But then came the jarring crash.
It was as if something had shattered or been blasted apart, and the concussive sound woke Eleabor. He knew it had not been a figment of his slumbering mind at all.
“Doesn’t help that it’s so dratted cold tonight,” Eleabor muttered as he clambered to his feet.
His candles had guttered out and, in the dark, he couldn’t find any flint. So Eleabor sifted by feel through the tools hanging on the wall until he found a dremask lantern. He unscrewed its cap and blew the dust out of its well. The dremask ore within didn’t feel too tarnished. It probably ought to light.
Eleabor pulled a small, hardened glass vial from his belt and popped it open. He tilted it carefully over the lantern and let just a single drop of ultra-cold friosche fall onto the dremask. The volatile metal flared to life immediately, filling the crowded room with cold, white light.
He put the cap on the lantern and swung it round. “Don’t nuthin’ in here make a sound like that,” he muttered to himself. “Maybe the workshop.”
He left the tool room and wandered nervously into a larger but just as crowded room. This was where he and the other stonecrafters sculpted, carved, and engraved the monuments.
There were hundreds of blank slabs of granite, marble, slate and verdigen. Shadows danced around them as Eleabor held up the lantern. But none of the stone looked to have fallen over or broken. He squinted and scratched at the single ribbon of gray hair that dangled from his otherwise smooth pate.
Eleabor shone the lantern into every corner of the room. Elven statuettes of pale maidens with empty eyes stared back at Eleabor, and he shivered.
“N-no, nuthin’ in here,” he whispered and hurried from the room.
Back in the tool room now, he thought mightily about trying to go back to sleep. But that was ridiculous really. No sleep would come. He’d heard what he’d heard. And now he was certain of two things: the sound had come from somewhere outside, and it wasn’t anything natural.
Eleabor grabbed his old rychesword and left the caretaker’s cottage.
Innskell was twenty acres of gravestones, tombs, mausoleums and markers in the bottom of Forn Mauer Vale, a vast hollow just outside Berinfell City. The caretaker’s cottage had been built on one of the taller foothills and, but for the trees, Eleabor could see almost the entire property. On a clear night, that is. But on many nights, especially when there was a wet chill in the air, Eleabor’s view would be considerably impaired.
Mist, mist, everywhere mist. Tendrils of vapor poured down the terraces, shrouded the trees, and drifted silently among the graves. Eleabor did not believe in spirits. No caretaker could and still keep his sanity. But the mists of Innskell were nearly enough to provoke Eleabor to reconsider. The shredding vapors moved with spectral grace and seemed to travel with some inscrutable purpose, at times with the wind but often against it. The mists traveled within the wrought iron gates of Innskell even when there was no wind to be felt. The moon itself, so high and glorious, could not escape the mists either. Gray tatters covered its face like grave clothes, rotting here and there for pale flesh to show through.
Eleabor looked up through the trees at the distant walls of the formidable city of Berinfell. He wished for the thousandth time that he had a squad of flet soldiers garrisoned at Innskell. Then, his nerves wouldn’t be so frayed and he wouldn’t dread the nightshift.
Of course, he knew he could get help if he needed it. A horn hung on the wall back in the caretaker’s cottage. Winding that potent clarion would get Eleabor some attention from Berinfell. But if there really was trouble, he wondered, would the troops arrive fast enough?
With such thoughts, Eleabor trekked into the murky night. He ambled along paths he’d trod hundreds of times, but the mist and the night made them look eerie and strange. His footsteps sounded both outrageously loud and
somewhat muffled, and he found himself lightening his footfalls.