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Dreamwalker's Bride

“You are the least objectionable groom of all the ones I’ve seen,” Anaisa replied seriously. “Thank you for the glowing compliment,” Trace grinned, “but that didn’t quite answer my question.” ___ Anaisa is an orphan and a pariah. In an ultimate act of betrayal, her father, a Count of the Realm, is accused of deserting and betraying the army in a time of war. Not only is he immediately executed for the offense, but the king declares he must have been a fake all along! His two daughters are stripped of their titles and inheritance, replaced by a distant cousin and cast out of their home with nothing. Anaisa swears someday she will get her title and lands back, but in the mean time, she and her sister Katia have to figure out how to survive. Trace is an anomaly among his people; instead of revealing their son as a magic user and thrusting him into the public eye, his parents kept it a secret to allow him to choose the kind of life he wanted. Trace found himself content to rest and play in his own dream world instead of invading the nighttime visions of others. As an adult, his choice to remain unknown is thrown into jeopardy when a mysterious blackmailer forces Trace to enlist in the territorial war between nations, threatening to reveal his secret if the demand is not met. With the war now over, Trace believes he can finally go home to his farm and live the simple, unremarkable life he’s always desired. When Anaisa and Trace are thrown together by a royal edict, the sisters find themselves unwittingly tangled in the web of mystery and intrigue that surrounds the blackmailer’s escalating assignments for Trace. Anaisa begins to suspect it may be connected to the plot to replace her family in the noble court. As the scheme continues to unfold, lives, loves, marriages, and magic will be put to the test to see what forces in the world are strongest.

TheOtherNoble · Fantasy
Not enough ratings
343 Chs

Whispers in the dark

Trace didn't like the prospect of fighting three men at once. Especially when there was one he absolutely couldn't kill, and it was the most dangerous one of the set.

If he accidentally killed Martin, there would be no chance of freeing the prisoners trapped behind walls of thick rock.

But clearly, from the bickering with the other guards, Martin had at least some inkling of how to use his power in battle. One wrong move could send Trace flying into a wall or crushed by a section of ceiling.

This was a gross disadvantage for him.

So, as he'd leaned around the corner and taken stock of the situation, he'd made two decisions.

Firstly, melee combat in this confined area would not end in his favor.

Secondly, Martin had to be taken out first, but not in any way that would impede rescue. The other two were inconsequential, comparatively speaking.