At last it was within reach of his free hand. He let the magic slip away, taking long moments to gather himself. Then he stretched out his arm to the rock, and his fingers closed tightly about it. Slowly he gathered it in, finding it impossibly heavy, so heavy in fact that he was not certain he could manage to lift it let alone …

  He could not finish the thought. He could not dwell on what he was about to do. He dragged the rock over until it was next to him, braced himself firmly with his knees, took a deep breath, raised the rock overhead, hesitated for just an instant, then in a rush of fear and anguish brought it down. It smashed into the stone of his arm between elbow and wrist, hammering it with such force that it jarred his entire body. The resulting pain was so agonizing that it threatened to render him unconscious. He screamed as waves of it washed through him; he felt as if he were being torn apart from the inside out. He fell forward, gasping for breath, and the axe-blade rock dropped from his nerveless fingers.

  Then he realized that something had changed.

  He pushed himself upright and looked down at his arm. The blow had shattered the stone limb at the point of impact. His wrist and hand remained fastened to the Asphinx in the gloom of the hidden compartment of the cavern floor. But the rest of him was free.

  He knelt in stunned disbelief for a long time, staring down at the ruin of his arm, at the gray-streaked flesh above the elbow and the jagged stone capping below. His arm felt leaden and stiff. The poison already within it continued to work its damage. There were jolts of pain all through him.

  But he was free! Shades, he was free!

  Suddenly there was a stirring in the chamber beyond, a faint and distant rustling like something had come awake. Walker Boh went cold in the pit of his stomach as he realized what had happened. His scream had given him away. The chamber beyond was the Assembly, and it was in the Assembly that the serpent Valg, guardian of the dead, had once lived.

  And might live still.

  Walker came to his feet, sudden dizziness washing through him. He ignored it, ignored the pain and weariness as well, and stumbled toward the heavy, ironbound entry doors that had brought him in. He shut away the sounds of everything about him, everything within, concentrating the whole of his effort on making his way across the cavern floor to the passageway that lay beyond. If the serpent was alive and found him now, he knew he was finished.

  Luck was with him. The serpent did not emerge. Nothing appeared. Walker reached the doors leading from the tomb and pushed his way through into the darkness beyond.

  What happened then was never clear afterward in his mind. Somehow he managed to work his way back through the Hall of Kings, past the Banshees whose howl could drive men mad, and past the Sphinxes whose gaze could turn men to stone. He heard the Banshees wail, felt the gaze of the Sphinxes burning down, and experienced the terror of the mountain's ancient magic as it sought to trap him, to make him another of its victims. Yet he escaped, some final shield of determination preserving him as he made his way clear, an iron will combining with weariness and pain and near madness to encase and preserve him. Perhaps his magic came to aid him as well; he thought it possible. The magic, after all, was unpredictable, a constant mystery. He pushed and trudged through near darkness and phantasmagoric images, past walls of rock that threatened to close about him, down tunnels of sight and sound in which he could neither see nor hear, and finally he was free.

  He emerged into the outside world at daybreak, the sun's light chill and faint as it shone out of a sky thick with clouds and rain that lingered from the previous night's storm. With his arm tucked beneath his cloak like a wounded child, he made his way down the mountain trail toward the plains south. He never looked back. He could just manage to look ahead. He was on his feet only because he refused to give in. He could barely feel himself anymore, even the pain of his poisoning. He walked as if jerked along by strings attached to his limbs. His black hair blew wildly in the wind, whipping about his pale face, lashing it until his eyes blurred with tears. He was a scarecrow figure of madness as he wandered out of the mist and gray.

  Dark Uncle, the Grimpond's voice whispered in his mind and laughed in glee.

  He lost track of time completely. The sun's weak light failed to disperse the stormclouds and the day remained washed of color and friendless. Trails came and went, an endless procession of rocks, defiles, canyons, and drops. Walker remained oblivious to all of it. He knew only that he was descending, working his way downward out of the rock, back toward the world he had so foolishly left behind. He knew that he was trying to save his life.

  It was midday when he emerged at last from the high peaks into the Valley of Shale, a tattered and aimless bit of human wreckage so badly fevered and weakened that he stumbled halfway across the crushed, glistening black rock of the valley floor before realizing where he was. When he finally saw, his strength gave out. He collapsed in the tangle of his cloak, feeling the sharp edges of the rock cutting into the skin of his hands and face, heedless of its sting as he lay facedown in exhaustion. After a time, he began to crawl toward the placid waters of the lake, inching his way painfully ahead, dragging his stone-tipped arm beneath him. It seemed logical to him in his delirium that if he could reach the Hadeshorn's edge he might submerge his ruined arm and the lethal waters would counteract the poison that was killing him. It was nonsensical, but for Walker Boh madness had become the measure of his life.

  He failed even in this small endeavor. Too weak to go more than a few yards, he lapsed into unconsciousness. The last thing he remembered was how dark it was in the middle of the day, the world a place of shadows.

  He slept, and in his sleep he dreamed that the shade of Allanon came to him. The shade rose out of the churning, boiling waters of the Hadeshorn, dark and mystical as it materialized from the netherworld of afterlife to which it had been consigned. It reached out to Walker, lifted him to his feet, flooded him with new strength, and gave clarity once more to his thoughts and vision. Spectral, translucent, it hung above the dark, greenish waters— yet its touch felt curiously human.

  —Dark Uncle—

  When the shade spoke the words, they were not taunting and hateful as they had been when spoken by the Grimpond. They were simply a designation of who and what Walker was.

  —Why will you not accept the charge I have given you—

  Walker struggled angrily to reply but could not seem to find the words.

  —The need for you is great, Walker. Not my need, but the need of the Lands and their people, the Races of the new world. If you do not accept my charge, there is no hope for them—

  Walker's rage was boundless. Bring back the Druids, who were no more, and disappeared Paranor? Surely, thought Walker in response. Surely, shade of Allanon. I shall take my ruined body in search of what you seek, my poisoned limb, though I be dying and cannot hope to help anyone, still I …

  —Accept, Walker. You do not accept. Acknowledge the truth of yourself and your own destiny—

  Walker didn't understand.

  —Kinship with those who have gone before you, those who understood the meaning of acceptance. That is what you lack—

  Walker shuddered, disrupting the vision of his dream. His strength left him. He collapsed at the Hadeshorn's edge, blanketed in confusion and fear, feeling so lost that it seemed to him impossible that he could ever again be found.

  Help me, Allanon, he begged in despair.

  The shade hung motionless in the air before him, ethereal against a backdrop of wintry skies and barren peaks, rising up like death's specter come to retrieve a fresh victim. It seemed suddenly to Walker that dying was all that was left to him.

  Do you wish me to die? he asked in disbelief. Is this what you demand of me?

  The shade said nothing.

  Did you know that this would happen to me? He held forth his arm, jagged stone stump, poison-streaked flesh.

  The shade remained silent.

  Why won't you help me? Walker howled.

&nbsp
; —Why won't you help me—

  The words echoed sharply in his mind, urgent and filled with a sense of dark purpose. But he did not speak them. Allanon did.

  Then abruptly the shade shimmered in the air before him and faded away. The waters of the Hadeshorn steamed and hissed, roiled in fury, and went still once more. All about the air was misted and dark, filled with ghosts and wild imaginings, a place where life and death met at a crossroads of unanswered questions and unresolved puzzles.

  Walker Boh saw them for only a moment, aware that he was seeing them not in sleep but in waking, realizing suddenly that his vision might not have been a dream at all.

  Then everything was gone, and he fell away into blackness.

  When he came awake again there was someone bending over him. Walker saw the other through a haze of fever and pain, a thin, sticklike figure in gray robes with a narrow face, a wispy beard and hair, and a hawk nose, crouched close like something that meant to suck away what life remained to him.

  “Walker?” the figure whispered gently.

  It was Cogline. Walker swallowed against the dryness in his throat and struggled to raise himself. The weight of his arm dragged against him, pulling him back, forcing him down. The old man's hands groped beneath the concealing cloak and found the leaden stump. Walker heard the sharp intake of his breath.

  “How did you … find me?” he managed.

  “Allanon,” Cogline answered. His voice was rough and laced with anger.

  Walker sighed. “How long have I … ?”

  “Three days. I don't know why you're still alive. You haven't any right to be.”

  “None,” Walker agreed and reached out impulsively to hug the other man close. The familiar feel and smell of the old man's body brought tears to his eyes. “I don't think … I'm meant to die … just yet.”

  Cogline hugged Walker back. He said, “No, Walker. Not yet.”

  Then the old man was lifting him to his feet, hauling him up with strength Walker hadn't known he possessed, holding him upright as he pointed them both toward the south end of the valley. It was dawn again, the sunrise unclouded and brilliant gold against the eastern horizon, the air still and expectant with the promise of its coming.

  “Hold on to me,” Cogline urged, walking him along the crushed black rock. “There are horses waiting and help to be had. Hold tight, Walker.”

  Walker Boh held on for dear life.

  3

  Cogline took Walker Boh to Storlock. Even on horseback with Walker lashed in place, it took until nightfall to complete the journey. They came down out of the Dragon's Teeth into a day filled with sunshine and warmth, turned east across the Rabb Plains, and made their way into the Eastland forests of the Central Anar to the legendary village of the Stors. Wracked with pain and consumed with thoughts of dying, Walker remained awake almost the entire time. Yet he was never certain where he was or what was happening about him, conscious only of the swaying of his horse and Cogline's constant reassurance that all would be well.

  He did not believe that Cogline was telling him the truth.

  Storlock was silent, cool and dry in the shadow of the trees, a haven from the swelter and dust of the plains. Hands reached up to take Walker from the saddle, from the smell of sweat and the rocking motion, and from the feeling that he must at any moment give in to the death that was waiting to claim him. He did not know why he was alive. He could give himself no reason. White-robed figures gathered all around, supporting him, easing him down—Stors, the Gnome Healers of the Village. Everyone knew of the Stors. Theirs was the most advanced source of healing in the Four Lands. Wil Ohmsford had studied with them once and become a healer, the only Southlander ever to do so. Shea Ohmsford had been healed after an attack in the Wolfsktaag. Earlier, Par had been brought to them as well, infected by the poison of the Werebeasts in Olden Moor. Walker had brought him. Now it was Walker's turn to be saved. But Walker did not think that would happen.

  A cup was raised to his lips, and a strange liquid trickled down his throat. Almost immediately the pain eased, and he felt himself grow drowsy. Sleep would be good for him, he decided suddenly, surprisingly. Sleep would be welcome. He was carried into the Center House, the main care lodge, and placed in a bed in one of the back rooms where the forest could be seen through the weave of the curtains, a wall of dark trunks set at watch. He was stripped of his clothes, wrapped in blankets, given something further to drink, a bitter, hot liquid, and left to fall asleep.

  He did so almost at once.

  As he slept, the fever dissipated, and the weariness faded away. The pain lingered, but it was distant somehow and not a part of him. He sank down into the warmth and comfort of his bedding, and even dreams could not penetrate the shield of his rest. There were no visions to distress him, no dark thoughts to bring him awake. Allanon and Cogline were forgotten. His anguish at the loss of his limb, his struggle to escape the Asphinx and the Hall of Kings, and his terrifying sense of no longer being in command of his own destiny—all were forgotten. He was at peace.

  He did not know how long he slept, for he was not conscious of time passing, of the sweep of the sun across the sky, or of the change from night to day and back again. When he began to come awake once more, floating out of the darkness of his rest through a world of half-sleep, memories of his boyhood stirred unexpectedly, small snatches of his life in the days when he was first learning to cope with the frustration and wonder of discovering who and what he was.

  The memories were sharp and clear.

  He was still a child when he first learned he had magic. He didn't call it magic then; he didn't call it anything. He believed such power common; he thought that he was like everyone else. He lived then with his father Kenner and mother Risse at Hearthstone in Darklin Reach, and there were no other children to whom he might compare himself. That came later. It was his mother who told him that what he could do was unusual, that it made him different from other children. He could still see her face as she tried to explain, her small features intense, her white skin striking against coal black hair that was always braided and laced with flowers. He could still hear her low and compelling voice. Risse. He had loved his mother deeply. She had not had magic of her own; she was a Boh and the magic came from his fa-ther's side, from the Ohmsfords. She told him that, sitting him down before her on a brilliant autumn day when the smell of dying leaves and burning wood filled the air, smiling and reassuring as she spoke, trying unsuccessfully to hide from him the uneasiness she felt.

  That was one of the things the magic let him do. It let him see sometimes what others were feeling—not with everyone, but almost always with his mother.

  “Walker, the magic makes you special,” she said. “It is a gift that you must care for and cherish. I know that someday you are going to do something wonderful with it.”

  She died a year later after falling ill to a fever for which even her formidable healing skills could not find a cure.

  He lived alone with his father then, and the “gift” with which she had believed him blessed developed rapidly. The magic was an enabler; it gave him insight. He discovered that frequently he could sense things in people without being told—changes in their mood and character, emotions they thought to keep secret, their opinions and ideas, their needs and hopes, even the reasons behind what they did. There were always visitors at Hearthstone— travelers passing through, peddlers, tradesmen, woodsmen, hunters, trappers, even Trackers—and Walker would know all about them without their having to say a word. He would tell them so. He would reveal what he knew. It was a game that he loved to play. It frightened some of them, and his father ordered him to stop. Walker did as he was asked. By then he had discovered a new and more interesting ability. He discovered that he could communicate with the animals of the forest, with birds and fish, even with plants. He could sense what they were thinking and feeling just as he could with humans, even though their thoughts and feelings were more rudimentary and limited. He would disappear for hou
rs on excursions of learning, on make-believe adventures, on journeys of testing and seeking out. He designated himself early as an explorer of life.

  As time passed, it became apparent that Walker's special insight was to help him with his schooling as well. He began reading from his father's library almost as soon as he learned how the letters of the alphabet formed words on the fraying pages of his father's books. He mastered mathematics effortlessly. He understood sciences intuitively. Barely anything had to be explained. Somehow he just seemed to understand how it all worked. History became his special passion; his memory of things, of places and events and people, was prodigious. He began to keep notes of his own, to write down everything he learned, to compile teachings that he would someday impart to others.

  The older he grew, the more his father's attitude toward him seemed to change. He dismissed his suspicions at first, certain that he was mistaken. But the feeling persisted. Finally he asked his father about it, and Kenner— a tall, lean, quick-moving man with wide, intelligent eyes, a stammer he had worked hard to overcome, and a gift for crafting—admitted it was true. Kenner did not have magic of his own. He had evidenced traces of it when he was young, but it had disappeared shortly after he had passed out of boyhood. It had been like that with his father and his father's father before that and every Ohmsford he knew about all the way back to Brin. But it did not appear to be that way with Walker. Walker's magic just seemed to grow stronger. Kenner told him that he was afraid that his son's abilities would eventually overwhelm him, that they would develop to a point where he could no longer anticipate or control their effects. But he said as well, just as Risse had said, that they should not be suppressed, that magic was a gift that always had some special purpose in being.

  Shortly after, he told Walker of the history behind the Ohmsford magic, of the Druid Allanon and the Valegirl Brin, and of the mysterious trust that the former in dying had bequeathed to the latter. Walker had been twelve when he heard the tale. He had wanted to know what the trust was supposed to be. His father hadn't been able to tell him. He had only been able to relate the history of its passage through the Ohmsford bloodline.