“Control,” she repeats.

Her eyes narrow, deepening her focus. Strange, her mud-brown eyes are unremarkable despite the power they hold. Like me, Ketha comes from a river village, and could pass for my much-older sister or aunt. Her tanned skin and gray-tipped hair are firm reminders of our humble, unjust origins. According to her records, she was a schoolteacher.

When I heave the rock skyward, tossing it as far up as I can, I’m reminded of Instructor Arven and Training. He made us hit targets with our abilities, honing our aim and focus. And in the Bowl of Bones, I became his target. He nearly killed me, and yet here I am, copying his methods. It feels wrong—but effective.

The rock pulverizes into dust, as if a tiny bomb went off inside it. Ketha claps for herself, and I force myself to do the same. I wonder if she’ll feel differently when her abilities are put to the test, against flesh instead of stone. I suppose I can have Kilorn catch us a rabbit so we can find out.

But he grows more distant with every passing day. He’s taken it upon himself to feed the camp, and spends most of his time fishing or hunting. If I were not so preoccupied with my own duties, recruiting and training, I would try and snap him out of it. But I barely have time to sleep, let alone coax Kilorn back into the fold.

By the first snowfall, there are twenty newbloods living at the camp, varying from old maids to twitching young boys. Luckily, the safe house is bigger than I first thought, stretching back into the hill in a maze of chambers and tunnels. A few have shafted windows, but most are dark, and we end up having to steal lanterns as well as newbloods from every place we visit. By the time the first snow falls, the Notch sleeps all twenty-six of us comfortably, with room for more. Food is plentiful, thanks to Kilorn and Farrah, who turns him into a silent, deadly hunter. Supplies come in with each wave of recruits, ranging from winter clothes to matches and even a bit of salt. Farley and Crance use their criminal ties to get us what we need, but sometimes we resort to good old-fashioned thievery. In a month’s time, we are a well-oiled, well-hidden machine.

Maven has not found us, and we keep tabs on him as best we can. Signposts and newspapers make it easy. The King Visits Delphie, King Maven and Lady Evangeline Review Soldiers at Fort Lencasser, Coronation Tour Continues through the King State. The headlines pinpoint his location, and we know what each of them means. Dead newbloods in Delphie, in Lencasser, in every place he visits. His so-called coronation tour is just another shroud of secrecy, hiding a parade of executions.

Despite all our abilities and tricks, we are not fast enough to save everyone. For every newblood we discover and bring back to our camp, there are two more hanging from gallows, “missing,” or bleeding into gutters. A few bodies show the telltale signs of death by magnetron, skewered or strangled by iron rods. Ptolemus no doubt, though Evangeline might be there too, basking in the glow of a king. She’ll be queen soon enough, and will certainly do best to keep Maven close. Once, that would infuriate me, but now I feel nothing but pity for the magnetron girl. Maven is not Cal, and he will kill her if it suits him. Just like the newbloods, dead to keep his lies alive, to keep us on the run. Dead, because Maven has miscalculated. He believes enough corpses will make me come back.

But I will not.

NINETEEN

After three days of finding nothing but dead newbloods, three days of failure, we travel to Templyn. A quiet town on the road to Delphie, mostly residential, consisting of vast Silver estates and cramped Red row houses along the river. Masters and servants. Templyn is tricky—it has no vast forest, tunnels, or crowded streets to hide in. Usually we’d use Shade to slip inside the walls, but he’s not with us today. He twisted his leg yesterday, aggravating a still-healing muscle, and I made him stay behind. Cal is missing too, having elected to teach, leaving Ada to man the Blackrun. She’s still there, cozy in her pilot’s seat, reading as she always does. I try to not be jumpy, to lead as Cal would, but I feel strangely bare without him and my brother. I’ve never been without both of them on a recruitment mission, and this is my proving ground. To show the others that I’m not only a weapon to be unleashed but someone willing to fight with them.

Luckily, we have a staggering new advantage. A newblood named Harrick, saved from the quarry pits of Orienpratis two weeks ago. This will be his first recruitment, and hopefully uneventful. The man is mousy and twitching, with the wiry muscles of a stonemason. Farley and I make sure to flank him in the cart, quietly watchful in case he decides to dart off. The others with us, Nix across from me and Crance driving the cart, are more preoccupied with the road ahead.

Our cart falls in line with many others, merchants or laborers heading into the town center for work. Crance’s hands tighten on the reins of our stolen cart horse, an old, spotty dear with a blind eye and a bad hoof. But he urges her forward, keeping pace with the rest, trying to blend in. The town boundaries loom before us, marked by an open gate flanked by intricate stone columns. A flag is strung between them, a familiar banner of a familiar house. Red and orange stripes, almost bleeding together in the early-morning light. House Lerolan, oblivions, the governors of the Delphie region. I blink at it, remembering the bodies of three dead oblivions, Lerolans all killed in the shooting at the Hall of the Sun. The father, Belicos, murdered by Farley and the Scarlet Guard. And his twin sons, barely more than babies, blown to bits by the explosion that followed. Their dead faces were plastered all over the kingdom, in every broadcast, another rallying flag of Silver propaganda. The Scarlet Guard kills children. The Scarlet Guard must be destroyed.




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