and equipped with all manner of spelled weapons. The kids sat on two separate benches like any standard sport, except most of them had their eyes closed. Out on the course, a dozen avatars, split into two groups, worked through a series of exercises to limber up their mental muscles.
“How are they connected to the golems? Not all of those kids are witches, right?” Mazar asked me.
“None of those are witches. Each player, actually every kid at Arcane, has a dirt person linked to them with sympathetic magic. We used a hair from each when we built them, then sealed them to their avatar with a drop of blood when we activated them,” I said.
“But what powers them?” Krupp asked.
“He does,” Caeco said, poking my shoulder.
“Not exactly,” I said, forcing myself not to rub the spot. That only encouraged her.
“We link each avatar to the building and parking lots.”
“What?” Krupp asked.
“This building and the lots around it are active places. People coming and going, cars and delivery trucks driving around it at all hours. Lots of energy. The spells pull some of that energy the same way that a hybrid car recaptures the breaking energy when the car comes to a stop,” I said.
“You can pull energy from the environment? Just hoover it up and use it?” Krupp asked.
“It’s complicated and the spells require renewal and attention. But yes,” I said.
“And that’s enough?, To power all those little golems?” Mazar asked.
“Usually, although sometimes we have to give them a little extra juice,” I said.
“That means him, by the way. The other witches generally don’t like to share their power, except for Michelle,” Caeco said.
“And Ryanne,” Mack said, unexpectedly and so not helpfully.
Caeco just grunted.
“Okay, welcome guests and visitors. Our Wytchwar tournament begins with a match between the Burlington Brawlers and the Psychic Swarmers. Captains, please lead your teams to their assigned starting points. At the whistle, you may hide your flags and begin,” the girl who was lead ref announced.
Little figures ran across the course, six headed one way, six headed the other.
“We are playing a basic Capture the Flag game. First team to gain the other’s flag wins. If one team eliminates the others players entirely without finding the flag, they will be declared the winners,” the ref explained to the audience. Turning to her assistant refs, she got okay nods that the course wards were all up and running, which would protect the audience and seated players when the game got rough. A sharp blast on her whistle and the game was on.
“So you either find the hidden flag or knock out all the other team players?” Krupp asked.
“Yup,” I said.
“How do you knock out a golem?” Mazar said.
“Well, remember, they are not full golems. Each avatar is dirt formed over a spelled steel wire skeleton. The dirt is hardened, almost like clay or pottery, but if you knock enough of it off, the avatar will collapse,” I explained.
“How will they do that?” Mazar asked. “Knock the dirt off, that is?”
“You will see,” I answered, getting a look in return.
“Any predictions?” Krupp asked, watching for movement.
“The Brawlers will make short work of them,” Caeco said. At the agents’ questioning glances, she explained. “They’re a mixed discipline team: a couple of pyschics and two weres, versus a team of pure psychics. The best teams mix and match strengths.”
“With the exception of the Witch Pack,” Ashley commented.
“As I said before, witches are the generalists of the supernatural world. We’ve got pretty good versatility, plus the game favors those with the best spells,” I said.
“Or best tactics,” Caeco added.
“Are you in the tournament?” Krupp asked.
“Yes, all four of us are, plus Jetta and our friend Justin. Caeco’s Commandos,” I said.
“Your Commandos?” Mazar asked, surprised.
“I’m the best tactician,” Caeco said with a shrug.
“But you invented it?” Mazar said to me.
“Doesn’t give me any special advantages,” I said.
Both Ashley and Mack snorted at almost the same time. They looked at each other and laughed.
“Declan is modest. He’s the most dangerous single player in the game, but his enthusiasm requires direction,” Caeco said. “Also, he designed the game and its rules to eliminate many of a witch’s advantages, to level the field.”
The game started in earnest and twenty-one minutes later, it was done. Short by Wytchwar standards. The outcome was just as Caeco predicted: The Swarmers had chosen to split into three two-man teams to hunt the Brawler’s flag. The Brawlers had split into two three-man teams to hunt the Swarmers. The course is