Julian May - Conqueror’s Moon - Part One of the Boreal Moon Tale

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A powerful fantasy adventure filled with dark magic and deadly intrigue, from the worldwide bestselling author of the Saga of the Pliocene Exile.Conrig Wincantor, Prince Heritor of Cathra, has a vision: to unite the whole island of High Blenholme under Cathran sovereignty.He has so far been thwarted in this ambition by his cautious, aging father, King Olmigon, who, though weak with illness, still clings firmly to the reigns of the government.Now Conrig has hit upon a scheme that will convince the Lords that his plan can suceed. He has formed an alliance with Ullanoth, princess of the remote northern province of Moss and a fearsome sorceress. With her help his army will have the advantage it needs to subdue the only domain refusing to sign his Edict of Sovereignty.But before Olmigon will give his consent he insists on making a pilgrimage to the Oracle of Emperor Bazekoy, there to ask the one question permitted to a dying monarch, which the Emperor must answer truthfully.Meanwhile, Ullanoth tends her own schemes. Posessing the talent to call on the unearthly powers of the Beaconfolk, mysterious otherworldy beings who appear as lights in the sky, her power is undeniable. But the Lights are fickle, and their interference in human affairs unpredictable. If Ullanoth calls on them to help Conrig, they are likely to extract an unforeseeable price.

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I was born in Chronicle Year 1112, in the Cathran capital city that was called simply Cala in the days preceding the Sovereignty. My name is Deveron Austrey. Although rumor had it in latter days that I was the by-blow of some wizard, the truth is that my father was a harnessmaker in the palace stables, as was his father before him. This would have been my work as well, had not fate decreed otherwise. My mother was a laundress, and my memories of her are scant, for she died in childbirth when I was five, taking her unbreathing babe with her. Apparently, neither of my parents showed any evidence of arcane talent. My own didn’t evidence itself until I began crossing the threshold of manhood, and I was slow to recognize it for what it was.

My father perished of wildfire fever when I was eleven years old, so I became apprenticed to my grandsire, irascible and half-blind, but still one of the most ingenious leather-workers in the royal household. I had not a tenth of his artistic skill, but I labored dutifully at my trade, urged on by the occasional smack on the ear, one more among scores of insignificant crafters in the stables, until an alert head groom took note of an odd thing.

Horses were uncommonly docile when I fitted them out in harness. Even the most fractious destrier gentled when I took him in hand, and before long I was the one called to saddle up the huge, evil-tempered stallions trained to fight in tourneys with hooves and teeth, as well as the mettlesome coursers preferred by Prince Heritor Conrig and his high-spirited young band of Heart Companions. My gift with horses was really a species of wild talent, the first to manifest itself.

The second talent to bloom was nearly the death of me.

When Prince Conrig was an unbelted youth of nineteen, not knowing what else he was, and I was twelve, still working with leather but also filling in as an undergroom, I had occasion to lead His Grace’s skittish horse to him before a hunt. He spoke to me kindly, and after looking him in the eye. I dared to answer back with what I thought was an innocent observation.

Horrified by what I told him so casually, the prince thought at first to have me killed. (And told this freely to me later, as he swore me to secrecy with a formidable oath.) But even then I possessed a glib tongue and a winning manner, and after close questioning and deep thought Conrig realized that I could be supremely useful to him in a singular way. So he made me his fourth footman, in time dubbing me Snudge because of my artful sneakiness, and thus my later patrons also styled me.

My crabby grandsire, deprived of a useful dogsbody by my promotion to the royal household, predicted that nothing good would come of me aspiring beyond my God-given place. He died a few months later, by which time I had completely forgotten his dire prophecy. Whether it was true or not I leave to the judgment of those who read this tale of mine.

I was Royal Intelligencer throughout most of my life. I fought and fled and skulked and snooped and committed red murder and magical mayhem in the service of King Conrig Ironcrown and his three remarkable sons. I was condemned and reprieved by another of that family, who continues to rule peaceably enough in the wake of the Sovereignty’s dissolution.

I was perhaps the most humble of their arcanely talented servants, but so insidious and necessary that I witnessed — and even secretly helped to bring about — many a regal triumph and defeat. That was in times long past, four thousand leagues to the north, on an island where sorcery was once taken for granted and inhuman presences still share the world with mankind.

Continental readers unfamiliar with my former home may appreciate a brief description of it, and they would also do well to consult a map as the story unfolds. Others may skip directly to the first part of the tale, here following.

High Blenholme, an island in the Boreal Sea, is a rugged, roughly oblong landmass with a broad north-westerly extension. It is about four hundred leagues in width and measures roughly six hundred leagues from north to south. Blenholme means ‘moon island’ in the old Forailean tongue. At that northern latitude, a trick of the eye makes the heavenly orb seem much larger than normal at certain times of the year, and so the moon enjoys a prominent place in local religion and folklore.

What with the wildness of the waters surrounding the island, the reefs and frowning precipices that guard its approaches, and the Salka, Green Men, Small Lights, and Beaconfolk who haunted the place in prehistoric times, High Blenholme was shunned by Continental explorers and would-be settlers until the mighty invasion fleet of Bazekoy the Great sailed into Cala Bay, and he himself planted his standard at the mouth of the River Brent. That portentous event marked Year 1 of the Blenholme Chronicle.

The emperor’s heavily armed, disciplined forces drove the sluggish Salka monsters beyond the central mountain ranges and the Green Men into the Elderwold. The Small Lights were only a minor threat to humankind and learned the virtue of staying inconspicuous, while the mighty Beaconfolk unaccountably gave no resistance at all to the invasion. Perhaps they were in the mood for fresh amusements!

Bazekoy named the fertile southern part of the island Blencathra, ‘moon garden,’ and it soon attracted hordes of farmers, herders, and hunters from the teeming mainland. The discovery of iron ore in the west and rich copper deposits along the River LiAt led Bazekoy to establish mining and smelting operations, and even facilities for manufacturing weapons and armor to further his continental conquests. By the time of the emperor’s death in Chronicle Year 62, Blencathra was a thriving province, exporting not only metals but also grain and many other kinds of valued goods to Foraile, Stippen, and Andradh, and even to other nations more distant.

After Bazekoy’s incompetent successors allowed his empire to disintegrate, Cathra became an independent kingdom — although still attractive to continuing waves of immigrants from the politically turbulent Continent. Over the next thousand years the entire island was gradually taken over by humankind and most of the surviving Salka forced into the fens or the dreary Dawntide Isles far to the east.

Geography divides Blenholme naturally into four realms; but Cathra, south of the dividing range, has always remained the richest, most populous, and most fortunate.

The second kingdom to be established was Blendidion (‘moon forest’) in the north-central part of the island, more austere of clime and having soil mostly thin and poor. It was settled in the mid-500s by rude barbarian adventurers from Stippen, who subdued the scattered Cathran settlements, then married into them. The vigorous newcomers exploited Didion’s vast woodlands and established their fortunes through forestry products and shipbuilding. The land also possessed valuable furs and deposits of tin, which it exported to Cathra as well as to the Continent. In time, it became a prosperous, loosely knit nation of quarreling dukedoms and isolated robber-baronies owing reluctant fealty to the Didionite monarch at Holt Mallburn.

The windswept northwestern peninsula of the island was explored late in the Seventh Century by marine marauders of Andradh who called themselves Wave-Harriers. They discovered gold nuggets and valuable opals along the pebbled shore of Goodfortune Bay, settled the area, and defended it successfully against the navies of Cathra and Didion, which lacked the Harriers’ fighting prowess at sea. Later, the Andradhian incomers discovered the sources of the gold — enormous living volcanos whose effusions warmed certain rivers and created temperate valleys in what was otherwise an arctic wilderness. Sulphur deposits from the geyserlands and saltpetre exuding from rocks in the White Rime Mountains inspired an anonymous alchymist to invent tarnblaze. That eerie weapon, immune to magical defenses, ensured that the upstarts now calling themselves the Sealords of Blentarn (‘moon pool’) and their descendants would keep their bleak but wealthy homeland safe against all attackers.

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