Day Zero | Chapter 4 of 34 - Part: 1 of 2

Author: Kresley Cole | Submitted by: Maria Garcia | 4938 Views | Add a Review

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Origin of the Arcana

Millennia ago, the gods grew bored.

So Isis, the goddess of magic and wisdom, devised entertainment: a contest to the death for select mortals. She invited gods of other realms to each choose a representative from their most prestigious house, a mortal under the age of twenty-five who would carry the god’s emblem into battle.

These players would fight inside Tar Ro (ancient Egyptian for royal road), a sacred realm as large as a thousand kingdoms. Isis plagued Tar Ro with disasters to honor various gods and to fuel conflicts between the players.

With each kill, a player would harvest a god’s emblem from an opponent, which would then appear on his or her own hand; only the player who collected all the others’ emblems would leave Tar Ro alive—as an immortal victor.

Naturally, the deities cheated, gifting his or her representative with superhuman abilities. Secret abilities. Thus the players became known as Arcana.

A sea god sent the Priestess, a devout girl he blessed with power over all bodies of water. A goddess of learning sought the most brilliant lord from her realm, then struck him mad—to make the Fool unpredictable in the game. An underworld god cursed a young nobleman to kill all he touched, then dispatched his Knight of Death to play.

Nineteen other deities from distant planes sent mortals to almost certain doom.

This vicious Tar Ro game proved so popular with the gods that they decided to host it every few centuries in different lands across the mortal plane until the end of time. . . .

Deprived of their lifeblood—worshippers’ prayers—these old deities are thought to have moved on to other worlds, but their legacies live on. On the eve of a new game, each god’s magic seeks out a descendant from his or her House of Arcana.


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Great book, nicely written and thank you BooksVooks for uploading

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