What Lurks Between the Fates (Of Flesh & Bone, #3)(126)



A burst of shadows spread out from her, catching Estrella around the ankles and urging her forward. I hauled myself to my feet, falling back when Mab squeezed her hand and willed me still.

Estrella’s feet touched the water.

She sloshed through the surface as she stepped into the carnage of the eight bodies, then moved to the deepest part of the Cove. I knew the moment the ground faded out beneath her, when the water grew too deep.

Her arms moved frantically as she attempted to swim, her life in Mistfell always keeping her from the waters surrounding her village. She sank below the surface, sputtering as she struggled and managed to get her head above water.

Fear pulsed down the bond, along with the strangest sort of song. It radiated through me as Estrella turned to face me.

The water rippled.

Something came from the depths.

Tendrils spread through the water like ink, like tentacles. In the crystal-clear water of the Cove, I watched Estrella’s terror widen her eyes in shock as those tendrils wrapped around her ankle.

As they stretched up and grasped the bodies of the sacrifices.

“Caelum!” Estrella called, her mouth filling with water as she was pulled under.

And then my mate was gone.





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Glossary of Terms

Alfheimr: The Fae realm.

Calfalls: The Ruined City that was once a tribute to the God of the Dead before he destroyed it in the war between the Fae and humans.

Cwn annwn: The three white wolves associated with the God of the Dead and the Wild Hunt

Folkvangr: A meadow in the afterlife ruled over by The Mother

Helheim: The part of the afterlife where the souls of the damned go.

High Priest/Priestess: The top Priest and Priestess who profess to commune with The Father and The Mother and pass along their messages.

Ineburn City: The capital of the human realm, a gleaming city of gold.

Llaidhe: Opposite of the Sidhe. The Fae who are conventionally afforded less rights for their non-humanoid appearance.

Mistfell: The village at the edge of the Veil, where it is closest to Alfheimr. Serves as the access point between realms when the Veil does not block passage.

Mist Guard: A separate army with the sole purpose of protecting the Veil from harm and fighting the Fae should it ever fall.

New Gods: The Father and The Mother. Worshiped by humans after they discovered the truth that the Old Gods were truly Fae. The Father and The Mother make the choice of whether a soul goes to Valhalla, Folkvangr, or Helheim after the true death at the end of the thirteen-life cycle.

Nothrek: The human realm.

Old Gods: The Old Gods are the most powerful of the Fae race known as the Sidhe. Most commonly, these are the offspring of the Primordials.

The Pillars: The forest at the center of the Shadow Court

Priest/Priestess: The men and women who lead the Temple in service of the New Gods and their wishes (The Father and The Mother).

Primordials: The first beings in all of creation. They do not have a human form by nature, though they can choose to take one for various reasons) and are simply the personification of what they represent.

Resistance, The: A secret society living in the tunnels of the Hollow Mountains (as well as elsewhere in Nothrek) that resist the rules of the kingdom and live their lives as they please. They also resist the Fae and offer protection to the Fae Marked and other refugees from fleeing the Royal or Mist Guard.

Royal Guard: The army that works on behalf of the King of Nothrek, ensuring that the Kingdom remains peaceful and compliant with his wishes.

Sidhe: The human-like Fae who are not of the first generations and are less powerful than the Old Gods. Their magic exists, but is far more limited than their older counterparts.

Tar Mesa: The capital of the Court of Shadows

Tartarus: The Faerie prison intended for the most powerful of creatures.

Valhalla: The great hall of the afterlife presided over by The Father.

Veil: The magical boundary that separates the human realm of Nothrek from the Fae realm of Alfheimr.

Viniculum: The physical symbol of the Fae Marked. Swirling ink in the color of the Fae’s home court extending from the hand to the shoulder/chest.

Void: The space between life and the afterlife where the soul goes to wait—either for reincarnation or to be selected for their permanent resting place.

Wild Hunt: The group of ghost-like Fae from the Shadow Court that are tasked with tracking down the Fae Marked to return them to their mates in Alfheimr, as well as hunting any who may be deemed enemies to the Fae.

Witches: Immortal beings with powers relating to the elements and celestial bodies; i.e. the Shadow Witches, Lunar Witches, Natural Witches, Water Witches, etc.





Hierarchy of the Gods & Fae Primordials Khaos: The Primordial of the Void that existed before all creation.

Ilta: The Primordial of the Night Edrus: The Primordial of Darkness Zain: Primordial of the Sky

Diell: Primordial of the Day

Ubel: Primordial responsible for the prison of Tartarus Bryn: Primordial of Nature

Oshun: Primordial of the Sea

Gerwyn: Primordial of Love

Aerwyna: Primordial of the Sea Creatures Tempest: Primordial of Storms

Peri: Primordial of the Mountains Sauda: Primordial of Poisons

Anke: Primordial of Compulsion

Marat: Primordial of Light

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