Wicked gods book one, p.1

Wicked Gods: Book One, page 1

 

Wicked Gods: Book One
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Wicked Gods: Book One


  Wicked Gods

  Book one

  Veronica Perez

  Also by Veronica Perez

  Of Blood and Magic

  Book one in the Threads that Bind Saga

  Of Shadows and Magic

  Book two in the Threads that Bind Saga

  Wicked Gods

  Copyright © 2025 by Veronica Perez

  All rights reserved.

  No portion of this book may be reproduced in any form without written permission from the publisher or author, except as permitted by U.S. copyright law. This book contains original and copyrighted material that is not intended to be used for the purpose of training Artificial Intelligence (AI) systems. The author and publisher of this book prohibit the use of any part of this book for AI training, machine learning, or any other similar purpose without prior written permission.

  Cover design by JV Arts.

  Editing by Liana Maitland.

  Map by Kaitlyn Lewis.

  First edition.

  Wicked Gods

  Book one

  Veronica Perez

  Contents

  Dedication

  World Map

  World Glossary

  PART ONE

  Before

  1. No Heroes in Helgate

  2. Iron and Rose

  3. Beyond the Veil

  4. Creature in the Deep

  5. The Bastard Black

  6. A Shadow

  7. On The Cliffs

  8. The Pirate Crow

  9. A Bargain for Truth

  10. Please

  11. Into The Lion's Den

  12. The Wrath of a God

  13. Don’t Wake The Dead

  14. Sunlight’s Touch

  15. Monster Slayer

  PART TWO

  16. Knocking At Strange Shores

  17. A Sea Witch's Offer

  18. Under The Light

  19. The Ceremony

  20. One Bed

  21. The Cloak of Shifting Tides

  22. A Traitor In Our Midst

  23. The Deep Has Teeth

  24. The Quiet Between Waves

  25. Our Dead Drink The Sea

  26. Hands That Still the Tide

  PART THREE

  27. Meet Me on the Eventide

  28. Gods and Their Games

  29. Dead Wind

  30. A Sea of Silver

  31. Where the Sea Meets the Sky

  32. Sails

  33. A Prison of Promises

  34. A Hollow Victory

  35. Shadows on the Salt Wind

  36. The Traitor’s Reckoning

  37. Rhyland

  38. The Ruin of House Black

  39. Twilight of the Gods

  Acknowledgements

  About the author

  For those who crave the storm

  more than the shore.

  P.S.

  I did it, babe.

  I wrote the book.

  Night comes and stars their wonted vigils keep

  In soft unfathomable depths of sky:

  In mystic veil of shadowy darkness lie

  The infinite expanses of the deep,—

  Save where the silvery paths of moonlight sleep,

  And rise and sink for ever dreamily

  With the majestic heaving of the sea.

  Night comes, and tenfold gloom where dark and steep

  Into black waters of a land-locked bay

  The cliffs descend: there never tempest raves

  To break the awful slumber; far below

  Glimmer the foamy fringes white as snow;

  And sounds of strangled thunder rise away,

  And midnight moanings of imprisoned waves.

  —”Night” by Edmond G.A. Holmes

  World Glossary

  PLACES

  Hlódyn — realm of man

  Countries include:

  Ethirya

  Staygia

  Godror

  Eclen

  Triel

  Bruim

  Frayra

  Thaydal

  Cities include:

  Helgate (capital of Ethirya). Divided into districts:

  The Slags: poorest district and the gate to the city's underworld.

  The Barrows: lower class district

  Moor Town: middle and working class district.

  High Tower: upper class district

  Harbor Valley: Magistrate district

  Vireloche (harbor city in Triel)

  Umbra (capital of Staygia)

  Smithing District

  Hallowed Temples

  Northern Harbor

  Central Harbor

  Ashborne (rural town outside of Helgate where Solomon Black’s estate resides)

  Islands include:

  Aurorae

  Isle Elaris

  Plydurn (Salt Islands)

  Skoyr — Realm of the gods

  Dreyma — realm that sits above Skoyr, where the gods eventually go once forgotten

  Avegrunnen — realm of purgatory

  Dáinnheim [dine-hyme] — realm of the dead for mortal spirits

  Eldřheim [Elder–hyme] — a version of Hel for mortal and immortal spirits

  Vættirheim [VET-tir-HYME] — afterlife for nymphs, godlings, and other magickal creatures

  GODS (OLD RELIGION)

  Smaurhiel — the Greater Gods. Divine houses that rule over the core forces of the world: sun, moon, stars, sea, and wind.

  Astrein — the Lesser Gods. Subservient or trickster deities tied to minor domains and mortal affairs.

  Smaurhiel (Greater Gods):

  House Sól (Sun line):

  Ireus — god of the sun and fire

  House Máni (Moon line):

  Trine — goddess of the moon, serenity, and shadow

  Their children:

  Galen — god of healing (male twin)

  Mór — goddess of magick and prophecy (female twin)

  Talon (Rhyland) — god of war

  Harial — trickster god of deception

  House Stjarna (Star line):

  Nekane — goddess of death

  Skelfir — god of death

  Mehr — goddess of marriage

  Cerys — goddess of beauty and love

  House Aethelmaer (Sea line):

  gods/goddesses unknown

  House Aethra (Wind line):

  gods/goddesses unknown

  Astrein (Lesser Gods):

  House Hvískra (Whisper line):

  Norne — god of gossip and secrets

  CENTURISM (NEW RELIGION)

  A faith born of empire and conquest, Centurism centers upon the Book of Hush and the worship of the Twin Triple-Aspects: the Triple God and Triple Goddess. Unlike the Old Religion’s sprawling pantheon, Centurism recognizes only these two deities, their faces mirroring: Ireus and Trine

  The faith was shaped by the Sons of Serenity and the Sisters of Silence, then weaponized by the imperial magistrate through the Divine Conversion — a crusade to unify nations beneath one creed. The Old Gods seethe, for only the Triple are honored, leaving others to fade into silence

  Centurists believe the soul journeys to the Hush after death, a realm of stillness and light, rejecting the four realms of the Old Religion.

  The Triple God (Ireus): Warrior, King, Sage — facets of strength, authority, and wisdom.

  The Triple Goddess (Trine): Bloom, Thrive, Wither — facets of growth, abundance, and inevitable transformation

  CREATURES

  Nymphs — a magical race of women created by the goddess Mòr. Subraces include:

  Akheloides — bound to rivers and waterways but known for their ability to transform into avian creatures

  Alseid — shyest and most beautiful of the nymphs, bound to groves and glens

  Dryad — known for their beauty and their ability to transform to trees and manipulate plant life

  Fiernaid — born from the Ever Flame with the ability to control fire

  Hydraids — an exception from their cousins, these nymphs were born from the sea, created by the sea line, House Aethelmaer

  Leimonades — flower nymphs who spend most of their time sleeping in soft meadows

  Meliads — bound to their ashgroves, meliads are fierce protectors of Aurorae

  Oread — mountain nymphs with a nose for treasure and rare riches mined from deep underground

  Godlings — mortals with one god or goddess parent.

  Kepra — scaled, winged creatures that patrol the Shadowed sea. Created by Harial as a plague upon man. Drawn to torchlight but unable to survive in the sun. These creatures dwell in the salt caves of the Plydurn Islands and hunt for prey at night.

  Móri — the dead who cannot die, once the worst of men. Upon their death they are forbidden passage into the afterlife by Ireus himself and condemned to the Shadowed Sea where they hunger and overrun unsuspecting ships

  Grimalkin — Mòr’s magickal bloodhounds

  Völva — witches who specialize in rune magick

  RUNES

  Laguz — rune of the sea

  Tiwaz — rune of the warrior

  Ansuz — rune of the trickster

  EXTRAS

  Moðir — Nymph name for ‘mother’

  Njól — the gods’ title for the Midnight Crown

  Eyrir — coins

  Quyln — type of gray bird native to Isle Elaris

  The Fade — magic used by nymphs to hide their true form

  Læknir — green healing potion

  Theiosporos Necrotica (Godsbane) — black, vine-like plant that is deadly to gods

  Sævar breyting — cloak of shifting tides

  Vagril — followers of the Old Faith

  Halda — sigil spell to hold or bind someone

  PART ONE

  THE BONDS WE BREAK

  BEFORE

  When I washed ashore, I remembered nothing but the acrid taste of sea salt and smoke. How the stain of blood red tinted the water and pale arching white cliffs rose around the coast like broken teeth.

  Beneath scorching rays of light my body was dry; the skin brine-raw and aching as waves lapped around me and my fingers twitched to life in the sand.

  The sky above stretched wide and hungry. A distant rumble of thunder faded into the ether as the storm retreated, leaving the land at the mercy of a relentless sun. I rolled onto my back, ignoring the frothy seafoam coating my hair and a stray clump of driftwood that bobbed against my quivering thigh. Gulls screeched and took flight, a twist of wind rippling beneath the ashy gray tips of their wings, and I coughed—once, twice—dispelling brackish seawater I must have sucked down during the storm. The heaving made my already sore muscles spasm. I fell back into the sand again, eyes fluttering shut, fingers trembling.

  My memories, tinged and blurry, flashed through the dark. Faces that hurt to look at, his most of all. How could he have done this? Betrayed me. Worse, how could I have trusted him?

  Words are weapons, silence is armor.

  —Verse 1, the Book of Hush

  Eight years later

  There are two things for certain on the streets of Helgate. First and foremost, for every kind stranger there are three who would see you broken.

  Trust no one—not the little girl selling flowers in the market district, nor the grown man with a heavy coin purse and charming smile full of promises. The little girl will slip her quick fingers inside your pocket to rob you blind as you walk away with a fistful of wild daisies. She gives me a wink as I pass, and I give her a wide berth, though I have nothing worth stealing, and it was me who taught her half her tricks.

  Trust no one.

  The man is more dangerous. He will lure you to a dank inn room after stuffing you with assurances of money, food, shelter, the world. No sooner you’ll find yourself a slave to opium, working against your will in one of his brothels in the Underworld of East Slag. He tells me to smile as I pass him, in turn I offer a crude gesture of my finger and a baring of teeth. Though he thinks I’m a boy, it doesn’t stop his advances. Not really. I look too young, too vulnerable. Something he could take, mold, force to do his bidding.

  Still, my odds are better this way so I dress the part: dirt stained trousers and a long sleeved button down despite the summer heat simmering the air. When my breasts became too noticeable, I had to start wrapping them tight. Already sweat gathers between them, the cloth itchy and uncomfortable. A ratty flat cap sits low over my ears with my wild curls knotted tight and tucked inside.

  Which brings me to my second certainty—the more dangerous of the two—that if the people of the city ever find out what I really am, I'm as good as dead.

  These are reminders, big fears disguised as little ones, tucked away in the pocket of my mind as I push through the morning rush. There are a mix of people roaming the market stalls. I dip my chin and make my way among them, headed for Brexley Square where Cinder Sallow and his fellows have their wagon set up, hiring boys and men for odd jobs. Not that there's many left to be had. Jobless boys as young as twelve get whisked up by the crusaders, shipped off to the front where the holy war ravages the border between Triel and Eclen. It makes every opening a fight for survival, and lingering without purpose the most dangerous of games.

  It's a gamble, for certain, parading around male when I could be swept up any minute. But weighed against being a woman, alone, on the streets of Helgate…I'd take the war trenches any day.

  When the sun peeks up over the buildings that block the distant sea coast, I curse to myself. I’m late. I should have been here long before dawn.

  As though summoned by the thoughts of my panic, three figures cloaked in white move through the crowd, who part for them like the waters of the Dread Sea. Members of Centurism—the new faith— the Sisters of Silence. Shimmering veils shroud their hair, and their gowns flow well past their ankles to brush the dirty streets. Silver amulets hang from their neck; three circles, interlocked to represent the triple god and triple goddess who they worship so devoutly.

  Ireus: warrior, king, sage. God of gods. The blade that defends, the hand that governs, the mind that discerns. Ireus is the protector, the sovereign, the advisor, his power a threefold cord of authority. And at his side, his queen, the triple goddess, Trine: bloom, thrive, wither. Three faces, one essence. The budding promise of Bloom, the vital strength of Thrive, the quiet wisdom of Wither—all are Trine, the breath of existence. A life cycle mortals use to make sense of their world.

  In the hands of the leader rests thick, faded pages bound tight with a pale cover and ink black title —the Book of Hush. I shiver at the sight of it, recalling every recitation, every verse. Each one’s been burned and beaten into me.

  Girls will be silent. The triple god and goddess demand it.

  Men will be strong. Go to war. Spread the word of Ireus and Trine.

  People bow them past, looks of sheer reverence lighting their eyes, but I dip as quickly as I can into one of the many shaded alcoves that rivet Merchant Street, the smell of piss and rotting crates an unholy perfume in the air. I’m not sure they would recognize me after years out of their talon-like clutches, but it’s a chance I’m not willing to take. They could try to drag me back to Blossom House Orphanage, tooth and nail. Iron and rose.

  Trust no one. Not even your own luck—especially not that.

  They disappear in the crowd, but I wait a moment longer before slipping back into the street. Where a Sister of Silence walks, a Son of Serenity is never far behind, and I've yet to decide which is worse.

  Late. I’m so late.

  Maybe there’s still room on the cart. Maybe Cinder will take pity on me like he’s done in the past; squeeze me in between two smelly brutes and ship us off to mine, or harvest, or build. I’d even take a spot as digger again if he wanted, though I’m no more a fan of dumping pox riddled bodies in mass graves than the next person, but it’s the job that pays the best. I need the money badly if I want to eat tonight or have a roof over my head that isn’t carved out of the sewers in East Slag. One would think that after four years on the streets I would've figured something else out, but Helgate is a bloody sinkhole. The harder you struggle to escape it, the more fiercely it sucks you down.

  “Cinder!”

  He’s standing along a street that opens to the sprawling plains beyond Helgate, to the gilded valleys and purplish mountains which should feel like home to someone like me but only succeed in making me homesick. My island, Aurorae, is far away, a blurred memory that hasn’t been clear in years. Not since I was taken from its shore, fourteen and terrified, only to wash up in Helgate.

  He turns and looks at me, instant exasperation lightening his copper-brown gaze.

  “Vale.”

  He gives me a curt nod before turning away to an older man with a prominent mustache and droopy eyes that water incessantly. Beck Aldern, Cinder’s uncle and business partner. They briefly discuss the ledger in his hands. A glimpse past the gates, I see that the wagon has already started down the pocketed road that leads to Moon Forest and the old Silverpine Mines.

 

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