The rail slings were barely in place and loaded when the first of the flits reached them. The flits by themselves were useless as weapons, too small and fragile to ram a larger vessel or to shear off a mast. The Gnomes’ intent was to sever the radian draws or rigging or to shred the ambient-light sheaths. They did this by using poles with razor-sharp blades bound about the business end.
In seconds, the flits were everywhere, coming at the Skatelow from every direction. Pen kept the airship steady and straight, knowing that this offered Gar Hatch and Ahren Elessedil their best chance at bringing down their attackers. The rail slings were firing by then, and a few of the tiny ships went down, sails holed or masts shattered, plummeting earthward like stricken birds. One either miscalculated or failed for some other reason and crashed into the Skatelow’s hull, shattering on impact. Another became tangled in the bigger ship’s rigging and crashed to the deck, where its pilot was seized by one of the Rovers and thrown overboard.
But the flits were inflicting damage on the Skatelow, as well. Several of her rigging lines had already been severed, and one radian draw was frayed almost to the breaking point. The mainsail had a dozen rents in the canvas, and the flit that had become tangled in the rigging had brought down several spars. The Skatelow was still flying, but Pen felt the unevenness of her effort.
When the frayed draw finally snapped, he switched off power to the crystal it fed and transferred what remained to the others. But the airship was shaking and bucking and no longer responded smoothly.
“Hold her steady!” Gar Hatch bellowed angrily.
Another flit whipped past Pen, the pole and blade sweeping down at his head, and he barely managed to duck away from it. Sensing the ship was in trouble and its crew unable to do any more to help her or themselves, the raiders were growing bolder. One good strike on one more essential component, and the vessel would not be able to stay in the air. She would fail quickly, and then she would be theirs.
They were deep into Northland country by that time, flying close to the Malg, and mist had closed about them in a heavy curtain that reduced their vision to almost nothing. The flit attacks seemed to materialize from nowhere as they winged out of the haze and then disappeared back into it again. How the Gnome pilots could find their way under such conditions was beyond Pen. He was struggling to see anything.
“Take her up!” Hatch shouted at him.
He did so, lifting her nose into the soup just as a Gnome raider came right across the bow. The flit simply disintegrated, but pieces of it ricocheted everywhere, severing lines forward and starboard and cutting loose the flying jib. The Skatelow slewed sideways in response, and Pen could no longer make her do anything. Gar Hatch abandoned his rail sling and clawed his way back across the deck to regain the controls.
In the midst of that chaos, with the Skatelow beginning to fall and the flits attacking like hornets, Ahren Elessedil stepped away from his rail sling, stood at the center of the airship’s deck, and raised his arms skyward, his robes billowing like dark sails. For a moment he stood without moving, a statue at rest, eyes closed, head lifted. His face was calm and relaxed, as if he had found peace within himself and left the madness behind.
Then his hands began to weave like snakes and his voice to chant, the sound low and guttural and unrecognizable as his.
Gar Hatch had hauled himself into the pilot box and taken over the controls from Pen with an angry grunt. His hands were flying over the levers and wheels, but when he looked up long enough to catch sight of Ahren Elessedil, he froze. “What in the name of sea salt and common sense is the man doing?” he demanded.
The boy shook his head. He knew. “Saving us,” he answered.
Behind them, Khyber had come out on deck, grasping the hatchway frame to hold herself steady, and was shouting at her uncle in disbelief.
Gnome raiders, bladed poles lowered to skewer him, were darting at the Druid from all directions. But try as they might, they could not get close enough to do so. Mist obscured their vision and gusts of wind knocked them aside, the mix roiling faster and faster, taking on the shape of a massive funnel. Heads began to turn in response. Aboard the Skatelow, the Rovers were shouting. Astride the flits, there wasn’t the time or energy to spare for it. The mist and wind had become a deadly whirlpool surrounding the airships and then closing on them.
The High Druid of Shannara Trilogy
Terry Brooks's books
- Alanna The First Adventure
- Alone The Girl in the Box
- Asgoleth the Warrior
- Awakening the Fire
- Between the Lives
- Black Feathers
- Bless The Beauty
- By the Sword
- In the Arms of Stone Angels
- Knights The Eye of Divinity
- Knights The Hand of Tharnin
- Knights The Heart of Shadows
- Mind the Gap
- Omega The Girl in the Box
- On the Edge of Humanity
- The Alchemist in the Shadows
- Possessing the Grimstone
- The Steel Remains
- The 13th Horseman
- The Age Atomic
- The Alchemaster's Apprentice
- The Alchemy of Stone
- The Ambassador's Mission
- The Anvil of the World
- The Apothecary
- The Art of Seducing a Naked Werewolf
- The Bible Repairman and Other Stories
- The Black Lung Captain
- The Black Prism
- The Blue Door
- The Bone House
- The Book of Doom
- The Breaking
- The Cadet of Tildor
- The Cavalier
- The Circle (Hammer)
- The Claws of Evil
- The Concrete Grove
- The Conduit The Gryphon Series
- The Cry of the Icemark
- The Dark
- The Dark Rider
- The Dark Thorn
- The Dead of Winter
- The Devil's Kiss
- The Devil's Looking-Glass
- The Devil's Pay (Dogs of War)
- The Door to Lost Pages
- The Dress
- The Emperor of All Things
- The Emperors Knife
- The End of the World
- The Eternal War
- The Executioness
- The Exiled Blade (The Assassini)
- The Fate of the Dwarves
- The Fate of the Muse
- The Frozen Moon
- The Garden of Stones
- The Gate Thief
- The Gates
- The Ghoul Next Door
- The Gilded Age
- The Godling Chronicles The Shadow of God
- The Guest & The Change
- The Guidance
- The High-Wizard's Hunt
- The Holders
- The Honey Witch
- The House of Yeel
- The Lies of Locke Lamora
- The Living Curse
- The Living End
- The Magic Shop
- The Magicians of Night
- The Magnolia League
- The Marenon Chronicles Collection
- The Marquis (The 13th Floor)
- The Mermaid's Mirror
- The Merman and the Moon Forgotten
- The Original Sin
- The Pearl of the Soul of the World
- The People's Will
- The Prophecy (The Guardians)
- The Reaping
- The Rebel Prince
- The Reunited
- The Rithmatist
- The_River_Kings_Road
- The Rush (The Siren Series)
- The Savage Blue
- The Scar-Crow Men
- The Science of Discworld IV Judgement Da
- The Scourge (A.G. Henley)
- The Sentinel Mage
- The Serpent in the Stone
- The Serpent Sea
- The Shadow Cats
- The Slither Sisters
- The Song of Andiene