Stangmar, the wicked king of the Shrouded Castle who had sworn allegiance to the warlord Rhita Gawr, tried to capture all the Treasures to enhance his own power. Though his favorite was the Cauldron of Death, he also twisted the power of the Caller of Dreams to silence forever the voices of the people from Caer Neithan, the Town of Bards. In time, he found all the Treasures—except for the Last Treasure. Most people believed that it was a mysterious pendant, the Galator. But as Merlin, Rhia, and Shim ultimately discovered, the Last Treasure was really something quite different.

  Trouble

  This bold hawk with fire-bright eyes and deadly talons made up for his small size with sheer ferocity and feistiness—and proved so loyal to Merlin that many people consider him to be the very first maryth. The young man had saved his life in the Druma Wood of Lost Fincayra, even though the hawk caused enough problems to earn the name Trouble.

  In the ultimate confrontation with the spirit lord Rhita Gawr at the Shrouded Castle, Trouble played a crucial role. For this small hawk with the great heart gave his own life to save the lives of Merlin, Rhia, and Shim—which led to the victory of the Dance of the Giants. In the years that followed, Merlin saw Trouble in spirit form only three times: during his visit to the Otherworld in search of the Elixir of Dagda, his final battle to save Fincayra and restore the lost wings, and his wedding to Hallia. Yet Merlin's affection for the hawk never diminished. Some believe that, in honor of Trouble, he chose to carry a hawk or an owl wherever he went on Earth. And no one doubts that his name was inspired by the merlin hawk who was such a true friend.

  Tuatha

  Long before Merlin's birth, the wizard Tuatha ruled Fincayra with wisdom, but also with unbending severity. He was most stern with his only son, Stangmar, who had not inherited any of the wizard's magical powers. Only many years later, when his grandson Merlin visited Tuatha's grave in a dark and eerie glade, did the elder wizard's spirit show any compassion. Maybe that was the influence of Tuatha's wife, Olwen, a mer woman who loved him so much that she chose to leave her people and her home beneath the sea just to be with him. Or maybe Tuatha finally recognized his own frailties.

  Whatever his reasons, Tuatha finally agreed to help young Merlin find the Elixir of Dagda in the Otherworld, the only hope of saving Merlin's mother, Elen. Although he spoke with characteristic gruffness, Tuatha explained the first crucial step in solving the riddle of the Seven Songs of Wizardry. And as a parting gift, Tuatha gave some new magic to Merlin's staff, Ohnyalei—magic so powerful that it still radiated from the staff a thousand years later in Avalon.

  Urnalda

  All the dwarves of Fincayra feared this enchantress with wild red hair, torch-bright eyes, and earrings of dangling shells that clinked whenever she moved. Sometimes, in a fit of temper, she used her magic to shorten the stubby legs of dwarves who questioned her decisions—or, even worse, to make their precious beards disappear. Yet she successfully guided her people through the Blight of Stangmar, ensuring their survival in tunnels deep below the surface.

  When Merlin first met Urnalda, he felt more like her prisoner than her guest. She glared down at him from her throne of carved jade, stole his staff, and insulted him relentlessly. Later, she destroyed his instrument of musical magic and even tried to rob him of his wizard's powers. Yet despite such behavior, Urnalda remained loyal to the great spirit Dagda, and above all, to the survival of the dwarves. That is why Merlin decided she could be his ally . . . if she didn't kill him first.

  Valdearg, Wings of Fire

  The last and most feared of a long line of emperor dragons, Valdearg blackened much of Fincayra with his fiery breath. At the height of his power, he incinerated whole forests and swallowed entire villages—and earned the name Wings of Fire.

  Finally, the powerful wizard Tuatha, grandfather of Merlin, drove the dragon back to his lair in Fincayra's Lost Lands. After a prolonged conflict, the Battle of Bright Flames, the wizard prevailed. Valdearg succumbed to an enchantment of sleep. Why didn't Tuatha simply kill the dragon, as many urged? The wizard had his reasons, though subtle, which he set down in a poem called "The Dragon's Eye." But by the time young Merlin first arrived on the isle of Fincayra, the poem had been forgotten; only a few bards, such as Cairpré, could remember any of it. Valdearg, meanwhile, remained in his flame-seared hollow, slumbering fitfully.

  Until he awoke—more wrathful than ever. No dragon of the past had ever possessed such a deadly combination of power and intelligence. And no dragon of the future would rival him, either—at least not for centuries, until Avalon's two greatest dragons would appear: Basilgarrad, mighty lord of the sky; and Hargol, emperor of the waters. When Valdearg awoke, only one creature could quell his rage. And that was Gwynnia, his lost child.

  Crystal Cave

  Glowing crystals! The walls, ceiling, and floor of this cave radiated and danced with color. Crystals sparkled and flashed all around us, as if the light shining on a rippling river had been poured into the very earth. And I am quite sure that my own face glowed as well, for even in the days when I could see with my own eyes, when colors ran deeper and light shone brighter; I had never seen anything as beautiful as this crystal cave.

  So Merlin described the crystal cave of the Grand Elusa. Of all the wondrous places on the isle of Fincayra, none made a deeper impression on the young wizard. No wonder that, many years later in Earth's realm of Camelot, he sought to find his own crystal cave.

  Dance of the Giants

  Signifying both the climactic battle in the Dark Hills of Lost Fincayra and the place where that battle occurred, the Dance of the Giants saw the destruction of the Shrouded Castle and the end of Stangmar's brutal reign. The battle also ensured Fincayra's well-being, thanks to the bravery of the hawk Trouble, by sending the spirit lord Rhita Gawr back to the Otherworld. Centuries later, bards still sing about the sacrifice of Trouble, the heroism of young Merlin and Rhia, and the unexpected bravery of a small fellow named Shim—who hurled himself into the Cauldron of Death to save the lives of his friends. In doing so, Shim fulfilled Fincayra's most mysterious prophecy and revived the giants, Fincayra's most ancient people. At the same time, his bravery transformed him into a giant—which proved the truth of the Grand Elusa's observation that "bigness means more than the size of your bones."

  And so, in this battle, Fincayra was saved, the lost Treasures found, and a young wizard's memory restored. That same young wizard gained the name Merlin, inspired by the merlin hawk who had given his all. The crumbled remains of the Shrouded Castle took a new name, as well: Its ring of mammoth stones, standing in a stately circle, became Estonahenj, meaning Dance of the Giants in the land's most ancient tongue.

  Years later, the great spirit Dagda helped the followers of Elen transport the circle of stones to the new world of Avalon. Rebuilt in Stoneroot, it became the Great Temple in the center of the compound dedicated to the Society of the Whole. Within that circle, a thousand years later, a young apprentice priestess named Elli would often meditate, wondering what marvels those stones had witnessed.

  Drama Wood

  Home to young Rhia, and to the great oak Arbassa that sheltered her in its branches, this deep forest held wonder, magic, and an astounding diversity of life. It was here that Rhia taught Merlin how to speak the languages of rivers, trees, and stones. And it was here that Elen, at the very edge of death, drank the Elixir of Dagda, which allowed her to survive. So great was Elen's gratitude to this place—and so great was the power of Nature that it contained—she chose the name Drumadians for members of the Society of the Whole, the guiding force in the new world of Avalon.

  Fincayra (Lost Fincayra)

  This mist-shrouded isle teemed with wondrous places. Here one could find the Druma Wood, in whose glades lived Rhia, the Grand Elusa, and the ancient tree Arbassa. The legendary Carpet Caerlochlann, made from the misty threads of story, was woven on the island's shores. Varigal, the original home of the giants, rose from the highest mountains. The Town of Bards, where the
beloved poet Cairpré composed, often rang with story and song. Far to the north, the mysterious Otherworld Well, pathway to the spirit realm, lay hidden. And the Haunted Marsh held treasures as great as a Mirror of destiny—and dangers as great as the hag Domnu.

  The Isle of Fincayra was, like Avalon, a world between worlds. Part mortal, part immortal, Fincayra was the first true home of young Merlin—and the place he lived during his Lost Years. It was also home to some of the first citizens of Avalon: Elen of the Sapphire Eyes, who founded the Society of the Whole; the wise young woman Rhiannon, who taught Merlin the languages of trees, rivers, and stones; Lleu of the One Ear, who became a scholar of élano; and Shim, who had the heart of a true giant.

  For many years, a terrible Blight spread across the isle. When, at last, Fincayra was saved, it was also lost. For with the defeat of Rhita Gawr and the return of the lost wings came the island's ultimate merging with the spirit realm. Thick vapors began to flow over Fincayra, bubbling out of its very soil. Slowly the land withdrew into the Otherworld, leaving only the mist behind. But something different happened in the region once called the Forgotten Island—the place where Merlin had planted a magical seed that beat like a heart. From that seed, a Great Tree sprouted, ensuring that its roots would be anchored forever in the mists of Lost Fincayra.

  Forgotten Island

  Far to the west of Fincayra's rugged Faro Lanna coast, there sat an island, dark and mysterious. During Merlin's quest of the Seven Songs, that island both attracted and repulsed him. And for good reason: The Forgotten Island held both the greatest mystery and the gravest danger of his Lost Years. Only when, thanks to the miraculous bridge of the mer people, he finally reached the island's shores, would he learn the truth about the lost wings, the power of forgiveness, and his own destiny. For in that moment, just as the ancient prophecy had foretold, "the land long forgotten could return to its shore."

  Haunted Marsh

  The most terrifying place in all of Fincayra, the Haunted Marsh held deadly marsh ghouls, the hag Domnu, and many more dangers that only nightmares could describe. Yet the steaming bogs also hid surprises of different kinds, including the "mooshlovely" lair of the Ballymag, the secret of the seventh Wise Tool, and the magical Mirror that could show young Merlin his future—a future he never expected.

  The origins of the Haunted Marsh are as obscure as the vapor-shrouded land itself. Yet many bards, including Merlin's mentor Cairpré, believed that, long ago, this area was home to a community of enchantresses known as the Xania-Soe. These women lived secretly but also peacefully, amassing great wealth not in jewels or coins or weapons, but in knowledge. So great was their wisdom that, it was said, the wind itself refused to blow through their region, to avoid spreading dangerous knowledge to other lands. The enchantresses even learned how to bend time in a magical Mirror. Most amazing of all, they discovered how to coax wondrous perfumes from the flowers of their meadows, so that the air of their realm was always fragrant with magic.

  When the warlord Rhita Gawr learned of their vast power, he tried to conquer them. And he very nearly succeeded. Just when his army was about to invade, the enchantresses realized that all was lost—and chose to make a terrible sacrifice. To repel the attack, they threw a curse upon their beloved homeland—a curse that made their magical flowers spew poisonous vapors into the air. Because no wind ever blew there, the poisons settled into the land itself, twisting all life into death, all light into shadow. Despite their rage and grief, the enchantresses refused to leave their long-cherished home. Soon they transformed into deadly, ghoulish beings—the marsh ghouls. And so they continued to guard their territory, feeling only sorrow and wrath, bringing revenge to all who came near. Only one person—the young Merlin—ever dared to hope that, somehow, the marsh ghouls might still recall their better selves . . . and rise to help save Fincayra.

  Shore of the Speaking Shells

  A half-drowned boy washed ashore on this beach—and changed the destiny of Fincayra. For that boy was Merlin. Amazed by the intensity of this world's colors, so much richer and deeper than those of Earth, he began to explore. And he discovered the ominous whispers of an ancient shell, whispers that warned of his doom. Later, he returned to this very beach in the quest of the Seven Songs, hoping to find Washamballa, sage among the shells. The shell's watery voice poured over Merlin's mind like an endless wave—and told him what he must do to save the life of his mother, Elen.

  Shrouded Castle

  … The dreaded home of Fincayra's wicked king Stangmar.

  Rhia and Merlin both shuddered when they learned about the Shrouded Castle—the dreaded home of Fincayra's wicked king Stangmar, his deathless ghouliants, and the spirit warlord Rhita Gawr. Yet they needed to go there, if they were to save the island from destruction. That castle held not only their enemies, but the precious Treasures of Fincayra. So they began their journey, which—thanks to the bravery of two small warriors, Trouble and Shim—led to the remarkable Dance of the Giants.

  How did this castle come to exist? That is a story best told by its stones. For those stones were hewn by teams of giants, and then assembled into a temple to celebrate the great spirits Dagda and Lorilanda. Infused with magic by the Grand Elusa, the vast stone temple turned ceaselessly on its foundation: an unending prayer to the circle of life. The temple continued to turn for centuries, guarded by men and women of deep faith. Then Stangmar, aided by Rhita Gawr, saw its value as a fortress. They stormed the temple and made it their own. They caused fumes to pour from the windows, completely shrouding the edifice. Rather than simply slaying the guards, Rhita Gawr used his twisted magic to change them into ghouliants—warriors whose lives would end only when the castle stopped spinning. And that could only happen if Fincayra's giants returned and danced within the walls that they had built so long ago.

  Smoking Cliffs

  In the far southeastern part of Fincayra lay the ancient home of the deer people, the Mellwyn-bri-Meath clan. Hallia and Eremon from the clan taught Merlin, whom they called Young Hawk, many secrets of their people—including the legend of the Carpet Caerlochlann, which was woven from the threads from countless stories. Eremon showed Merlin how to become a deer and how to find the legendary Wheel of Wye; Hallia showed him how to circle a story, how to find the seventh Wise Tool, and—most important—how to follow what she called "a trail marked upon the heart."

  Varigal

  As the ancient capital of Fincayra's first people, the giants, Varigal seems as old as the mountains that surround it. Indeed, the city dates back to the island's earliest days. Of all Fincayrans, only the hag Domnu is old enough to recall the day the first giants were carved out of the cliffs—and she remembers it only because she wagered Dagda that it couldn't be done. But she lost the wager. With help from Gwri of the Golden Hair, who glowed with the light of a star, and Lorilanda, who sang the magical chant of new life, Dagda worked all night long to carve a giant from the stony side of a mountain. When he finished, a great people, as well as their capital city, was born. That is why, thousands of years later, bards still sing, "Talking trees and walking stones; Giants are the island's bones."

  To me!" Merlin calls to Deepercut, the magical sword, as Trouble plunges into battle.

  Always a warm welcome for Rhia at her luminous home tree, Arbassa.

  Abelawn

  The ancestors of Abelawn first settled in Stoneroot's land of bells at the end of the Age of Flowering in Avalon's third century. Abelawn continues the tradition of farming with Drumadian ethics—always seeking the consent of the goats, horses, and sheep who share his lands and labors. He is a friend of Tamwyn, and the young man often helps to harvest melons in the autumn, when there is little work for a wilderness guide. It was during one of those harvest seasons that Tamwyn dug up a dagger with most unusual markings—whose meaning he wouldn't fully understand until his battle with Rhita Gawr in the stars.

  Aelonnia of Isenwy

  Normally disguised as a mud-covered boulder, Aelonnia is much mo
re than she seems. She is a mudmaker, one of the most mysterious and most magical creatures in Avalon. And she is the guardian of Malóch's southernmost portal, near the Secret Spring of Halaad. Although she rarely shows her true form, she does so for Tamwyn and Elli, swelling to twice their height. She has enormous eyes, as brown as the rest of her body, and four slender arms, each with three long and delicate fingers that stroke the air continuously.

  Aelonnia's whispering voice carries a lilt more like music than speech. And her words are full of wisdom about magic and its highest uses. For in the earliest days of Avalon, Merlin himself gave the mudmakers an extraordinary power—the ability to Make, to form living creatures from the élano-rich mud of this land. In the years since, the mudmakers have used this power judiciously, bringing to life creatures as varied as the giant elephaunts of Africqua and the tiny light flyers who accompany the Lady of the Lake wherever she goes. As Aelonnia explains to Tamwyn, "To Make, ten things we need: the seven sacred Elements, the mud that combines them, the time to do our work, and one thing more. The magic of Merlin."