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    Waterfire Saga, Book Three: Dark Tide: A Deep Blue Novel

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      Astrid nodded and Sera thought she saw a shimmer of tears in her blue eyes.

      “Tell the others good-bye for me,” Astrid said. “And tell Desiderio…tell him I…just tell him thank you.”

      “I will,” Sera said.

      Astrid turned and swam away. Sera watched her move through the camp as the first rays of sun struggled to penetrate the North Sea gloom. Past caves and tents she swam, getting smaller and smaller, until she reached the north gate, and was gone.

      Sera waited for a while, not wanting to return to the cave just yet. If the others were up, they’d ask where Astrid was. They might try to follow her, to stop her. Sera knew that wasn’t what Astrid wanted.

      From her perch on the rock, Sera watched the camp come to life. She saw the guards change their shifts and Antonio make his way to the mess hall. She wondered how they would find enough food to feed everyone in the coming days. She wondered where she would find medicine to make Ling and Mulmig better. She wondered if Ava would make it through the day. She wondered where she’d find the strength she needed to get up off the rock and lead the resistance.

      Then she looked at the fresh scar on her hand, and smiled. She had her answer.

      As the waters brightened, Sera rose.

      “Good luck, Astrid Kolfinnsdottir,” she whispered.

      Then she swam back to the cave to rejoin the others.

      HIGH ABOVE THE Black Fins’ camp, on a lonely, current-swept bluff, the maligno floated.

      Tireless, dead-eyed, implacable, it coldly surveyed the ragtag group spread out far away in the distance.

      The sea scorpion chittered from its perch on the maligno’s shoulder, its venomous tail lashing, its black eyes hateful and bright.

      The maligno reached into its pocket, pulled out the small conch its mistress had given it, and wordlessly handed it to the scorpion.

      The creature took the conch in its pincers and crawled down the maligno’s back. It scuttled off over the bluff, heading toward the camp.

      The maligno watched it go.

      Then it smiled and headed for the Darktide Shallows.

      CAN A DRESS change your life?

      If it was made by the late Alexander McQueen, then quite possibly yes.

      I’ll explain.

      Some time ago, I was casting about for a new idea for a novel. Ghosts from the past had inspired all my stories, but I needed to get away from them. Ghosts are beguiling creatures. They give you their stories but take pieces of your heart in return.

      Looking for inspiration, I went to the Metropolitan Museum in New York City. The museum was staging a retrospective of Alexander McQueen’s work. As you may know, McQueen was a clothing designer—and a brilliant and troubled man.

      His collections were shown in dusky jewel-box rooms; walking through them felt like walking through a dark fairy tale. The dresses were so fierce. They were made of cloth and thread, but of other things, too. Of antlers and skulls. Thorns, flowers, feathers.

      And emotion. Love, longing, desire, regret—these things were bound into every stitch. I could feel them. I could feel him. McQueen was there, moving through those rooms.

      I came to the last rooms, to collections inspired by the sea, and they blew me away. One dress looked as if it was cut from white waves, another like it was fashioned from seaweed. And overhead, on a large screen, was an image of a young woman sinking slowly through water, her dress billowing around her.

      Who was she? I didn’t know. All I knew is that I was spellbound by McQueen’s vision of the sea—a sea that was beautiful, but also treacherous and dark. I knew then that I had to write a story about it.

      I thought I was done with ghosts, but it turns out they weren’t done with me. Because to this day, I believe that Alexander McQueen sent me a gift. Dark Tide is for him, wherever he may be, with gratitude for things rich and strange.

      ABBADON an immense monster, created by Orfeo, then defeated and caged in the Antarctic waters

      ACHILLES a brigantine, captained by Maffeio Aermore, that went down in 1793 near Cape Horn; now a shipwreck full of ghosts that protect the Williwaw’s lair

      ALÍTHEIA a twelve-foot, venomous sea spider made out of bronze combined with drops of Merrow’s blood. Bellogrim, the blacksmith god, forged her, and the sea goddess, Neria, breathed life into her to protect the throne of Miromara from any pretenders.

      ALMA the woman Orfeo loved; when she died, he went mad with grief

      AMARREFE MEI FOO a pirate who attacked the Demeter, looking to steal the infanta’s blue diamond

      ARMANDO CONTORINI the late duca di Venezia, leader of the Praedatori (aka Karkharias, the Shark)

      ARTEMESIA Sera’s grandmother, a regina of Miromara who considered the Volnero family tainted and decreed that there would be no alliance with their bloodline

      ASTRID KOLFINNSDOTTIR teenage daughter of Kolfinn, ruler of Ondalina

      ATLANTICA the mer domain in the Atlantic Ocean; Becca’s home

      ATLANTIS an ancient island paradise in the Mediterranean peopled with the ancestors of the mer. Six mages ruled the island wisely and well: Orfeo, Merrow, Sycorax, Navi, Pyrrha, and Nyx. When the island was destroyed, Merrow saved the Atlanteans by calling on Neria to give them fins and tails.

      AVA teenage mermaid from the Amazon River; she is blind but able to sense things

      BABA VRĂJA the elder leader—or obârsie—of the Iele, river witches

      BABY Ava’s guide piranha

      BACO GOGA an eel-like merman; spy for Vallerio and Portia Volnero

      BASTIAAN, PRINCIPE CONSORTE Regina Isabella’s husband and Serafina’s father

      BECCA QUICKFIN a teenage mermaid from Atlantica

      BEDRIEËR one of three trawlers that Rafe Mfeme owns

      BIANCA DI REMORA one of Lucia’s ladies-in-waiting

      BLACK FINS members of a Cerulean resistance group

      BLACK PEARL Orfeo’s talisman; given to him by Morsa

      BLACKCLAW DRAGON one of the many types of dragons that breed in Matali and are the main source of the realm’s wealth; huge and powerful and used by the military

      BLOODBIND a spell in which blood from different mages is combined to form an unbreakable bond and allow them to share abilities

      BLOODSONG blood drawn from one’s heart that contains memories and allows them to become visible to others

      BRITANNIA a luxury ocean liner that went down in a storm in the Adriatic Sea; now a ghost ship

      CAMO a songspell used to change appearance

      CANTA MALUS darksong, a poisonous gift to the mer from Morsa, in mockery of Neria’s gifts

      CANTA PRAX a plainsong spell

      CANTA SANGUA blood magic, an even more heinous violation than canta malus

      CARCERON the prison on Atlantis. The lock could only be opened by all six talismans. It is now located somewhere in the Southern Sea.

      CASSIO the sky god

      CERULEA the royal city in Miromara, where Serafina lived before it was attacked

      CIRRIAN the language spoken by barnacles

      CITADEL a city carved out of an iceberg in which Ondalina’s admirals live with their families and top members of government

      COMMODORA second-in-command to Ondalina’s admiral; spymaster and in charge of the realm’s military

      COMMOVEO a songspell that can be used to push objects

      CONCH a shell in which recorded information is stored

      CONVOCA a songspell that can be used for summoning and communicating with people

      CURRENSEA mer money; gold trocii (trocus, sing.), silver drupes, copper cowries; gold doubloons are black market currensea

      DAÍMONAS TIS MORSA demon of Morsa

      DARKSONG a powerful canta malus spell that causes harm, legal to use against enemies during wartime

      DEATH RIDERS Traho’s soldiers, who ride on black hippokamps

      DEMETER the ship that Maria Theresa, an infanta of Spain, was sailing on when it was lost in 1582 en route to France

      DEPTH SICKNESS a dangerous and occasionally lethal cond
    ition caused by diving too deep; symptoms include headache, nausea, disorientation, hallucinations, asphyxiation, and brain bleeding

      DESIDERIO Serafina’s older brother

      DOKIMÍ Greek for trial; a ceremony in which the heir to the Miromaran throne has to prove that she is a true descendant of Merrow by spilling blood for Alítheia, the sea spider. She must then songcast, make her betrothal vows, and swear to one day give the realm a daughter.

      DUCHI DI VENEZIA created by Merrow to protect the seas and its creatures from terragoggs

      EISGEISTS murderous spirits that dwell in cold water; created by Morsa, they are neither alive nor dead; they drag their victims behind them until the flesh rots away and then eat the bones

      EKELSHMUTZ one of the four goblin tribes

      ELISABETTA CONTORINI sister of Marco Contorini, the current duca di Venezia

      ELSKAN an orca that Kolfinn bought for his wife Eyvör to ride

      ELYSIA capital of Atlantis

      EVEKSION the god of healing

      EYVÖR wife of Admiral Kolfinn and mother to Ragnar and Astrid

      FEIMOR FA EAEMOR a Viking chieftain who bought Orfeo’s black pearl from a fisherman

      FEUERKUMPEL goblin miners, one of the Kobold tribes, who channel magma from deep seams under the North Sea in order to obtain lava for lighting and heating

      FRAGOR LUX a songspell to cast a light bomb (frag, abbr.)

      FRESHWATERS the mer domain that encompasses rivers, lakes, and ponds

      FRYST a clan of giant ice trolls that protects Ondalina’s Citadel

      GNDAC a bug that is planted near a person or thing that a songcaster wants to observe; it catches and holds the ochi spell

      GHOST SHIP a shipwreck entwined with the life force of a human who died onboard; it does not rot or rust

      GOLD COIN Pyrrha’s talisman, with an image of Neria on it

      GREAT ABYSS a deep chasm in Qin where Sycorax’s talisman is believed to be located, and where Ling’s father disappeared while exploring

      GULDEMAR the Meerteufel sea goblin tribe’s chieftain

      HAFGUFA the kraken; according to legend, Meerteufel chieftains can call the creature forth in times of trouble

      HAGARLA queen of the Razormouth dragons

      HALL OF SIGHS a long corridor in Vadus, the mirror realm, whose walls are covered in mirrors; every mirror has a corresponding one in the terragogg world

      HIPPOKAMPS creatures that are half horse, half serpent, with snakelike eyes

      HÖLLEBLÄSER goblin glassblowers, one of the Kobold tribes

      HOROK the great coelacanth, Keeper of Souls, who takes the dead to the underworld, holding each soul in a white pearl

      IELE river witches

      ILLUMINATA a songspell to create light

      ILLUSIO a spell to create a disguise

      INCANTARIUM the room where the incanta—river witches—keep Abbadon at bay through chanting and waterfire

      IRON repels magic

      ISABELLA, LA SERENISSIMA REGINA Miromara’s former ruler; Serafina’s mother

      KARGJORD a hilly, desolate barrens at the northernmost reaches of the Meerteufel’s realm; the Black Fins’ military training ground

      KHARIS priestess of the death goddess Morsa

      KOBOLD North Sea goblin tribes

      KOLFINN Admiral of the arctic region, Ondalina; Astrid’s father

      KOLISSEO a huge open-water stone theater in Miromara that dates back to Merrow’s time

      LAGOON the waters off the human city of Venice, forbidden to merfolk

      LAVA GLOBE a light source, lit by magma mined and refined into white lava by the Feuerkumpel

      LING a teenage mermaid from the realm of Qin; she is an omnivoxa

      LUCIA VOLNERO once one of Serafina’s ladies-in-waiting, now a pretender to the Miromaran throne; a member of the Volnero, a noble family as old—and nearly as powerful—as the Merrovingia

      LUDOVICO DI MERROVINGIA, PRINCIPE younger brother to both Vallerio and Isabella; a Miromaran exchanged with Kolfinn’s sister as part of the permutavi; breeder of hippokamps and trainer of orcas used by Ondalina’s military

      MACAPÁ Ava’s home village in the Freshwaters realm

      MAELSTROM a powerful whirlpool in the sea

      MAFFEIO AERMORE captain of the Achilles, a brigantine that went down in 1793 near Cape Horn

      MAHDI crown prince of Matali; Serafina’s betrothed; cousin of Yazeed and Neela

      MALIGNO a creature made out of clay and animated by blood magic

      MÅNENHONNØR Ondalina’s moon festival

      MÅNENKAGER a cake, eaten during Månenhonnør, made of pressed krill and iced with ground mother-of-pearl, so it shines like the moon; baked with a silver drupe coin in it for good luck

      MARCO CONTORINI the current duca di Venezia; brother of Elisabetta

      MARIA THERESA an infanta of Spain who was sailing to France on the Demeter in 1582 when it was attacked by a pirate, Amarrefe Mei Foo

      MARKUS TRAHO, CAPTAIN leader of the death riders

      MARLIN a Wave Warrior boat fitted with a saltwater tank to transport sick and wounded sea creatures

      MATALI the mer realm in the Indian Ocean; Neela’s home

      MATALIN from Matali

      MEDICA MAGUS mer equivalent of doctor

      MEERTEUFEL one of four goblin tribes

      MERL Mermish equivalent of girl

      MERMAID’S TEAR another name for Neria’s Stone, the blue diamond, which Neria gave to Merrow

      MERMISH the common language of the sea people

      MERROVINGIA descendants of Merrow

      MERROW a great mage, one of the six rulers of Atlantis, and Serafina’s ancestor. First ruler of the merpeople; songspell originated with her, and she decreed the Dokimí.

      MERROW’S PROGRESS Ten years after the destruction of Atlantis, Merrow made a journey to all of the waters of the world, scouting out safe places for the merfolk to colonize.

      MIROMARA the realm Serafina comes from; an empire that spans the Mediterranean Sea, the Adriatic, Aegean, Baltic, Black, Ionian, Ligurian, and Tyrrhenean Seas, the Seas of Azov and Marmara, the Straits of Gibraltar, the Dardanelles, and the Bosphorus

      MOON JELLY a bioluminescent jellyfish

      MOONSTONE Navi’s talisman; silvery blue and the size of an albatross’s egg, with an inner glow

      MORSA an ancient scavenger goddess, whose job it was to take away the bodies of the dead. She angered Neria by practicing necromancy. Neria punished her by giving her the face of death and the body of a serpent and banishing her.

      MOSES POTION a liquid from the Moses sole in the Red Sea that puts people to sleep

      NAVI one of the six mages who ruled Atlantis; Neela’s ancestor

      NEELA a Matalin princess; Serafina’s best friend; Yazeed’s sister; Mahdi’s cousin. She is a bioluminescent.

      NEFÉLI a cloud nymph

      NERIA the sea goddess

      NERIA’S STONE a blue, tear-shaped diamond that Neria gave to Merrow for saving Kyr, her youngest son, from a shark attack

      NYX one of the six mages who ruled Atlantis; Ava’s ancestor

      OCHI a powerful spying spell in which the songcaster plants a gândac, or bug, near the person or thing being observed

      OKWA NAHOLO water spirits in the swamps of the Mississippi that guard Nyx’s talisman

      OMNIVOXA (OMNI) mer who have the natural ability to speak every dialect of Mermish and communicate with sea creatures

      ONDALINA the mer realm in the arctic waters; Astrid’s home

      ORFEO one of the six mages who ruled Atlantis; Astrid’s ancestor

      OSTROKON the mer version of a library

      PALAZZO Italian for palace

      PERMUTAVI a pact between Miromara and Ondalina, enacted after the War of Reykjanes Ridge, that decreed the exchange of the rulers’ children

      PORTIA VOLNERO mother of Lucia and a powerful duchessa of Miromara; wanted to marry Vallerio, Serafina’s uncle

      PRAEDATORI soldiers who defend the sea and its creatures against terragoggs; known as Wave
    Warriors on land

      PRAESIDIO Duca Contorini’s home in Venice

      PRAX practical magic that helps the mer survive, such as camouflage spells, echolocation spells, spells to improve speed or darken an ink cloud. Even those with little magical ability can cast them.

      PRINCIPESSA Italian for princess

      PROMISING an exchange of betrothal vows that, once spoken, cannot be broken until death

      PUZZLE BALL Sycorax’s talisman; a small, ornately carved white ball containing spheres within spheres, with the image of a phoenix on the outside

      PYRRHA one of the six rulers of Atlantis; Becca’s ancestor

      QANIKKAAQ a giant maelstrom in the Greenland Sea; believed to be the location of Orfeo’s talisman

      QIN the mer realm in the Pacific Ocean; Ling’s home

      RAFE IAORO MFEME worst of the terragoggs; he runs a fleet of dredgers and super trawlers that threaten to pull every last fish out of the sea

      RAGNAR Astrid’s older brother

      RAYSAY the language spoken by manta rays

      RAZORMOUTH DRAGON one of the many types of dragons that breed in Matali and are the main source of the realm’s wealth; they are feral and murderous and prevent invaders from getting past the Madagascar Basin

      REGGIA Merrow’s ancient palace

      REGINA Italian for queen

      RIVER OLT the Freshwater region where the Iele’s cave is located

      RORRIM DROL lord of Vadus, the mirror realm

      RUBY RING Nyx’s talisman; a large stone, with many facets, in a gold setting

      RYLKA Kolfinn’s commodora, the second most powerful mer in Ondalina

      SCAGHAUFEN capital of the Meerteufel sea goblin tribe

      SEA WASP the most deadly jellyfish in the world

      SEJANUS ADARO Portia Volnero’s husband, who died a year after Lucia’s birth

      SELECTION the death riders’ daily process of choosing which of their captives will dive into the Great Abyss to search for Sycorax’s talisman

      SERAFINA regina di Miromara and leader of the Black Fin Resistance

      SHAN LU CHI Ling’s father, an archeologist

      SHAYÚ Amarrefe Mei Foo’s pirate ship

      SHIPWRECK GHOSTS hungry for life, their touch—if prolonged—can be lethal

     
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