The Heritage of Shannara (70 page)

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Authors: Terry Brooks

BOOK: The Heritage of Shannara
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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 hours 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.

“It manifests itself in you, Walker,” he said. “You in turn will pass it on to your children, and they to theirs, until one day there is need for it. That is the legacy you have inherited.”

“But what good is a legacy that serves no purpose?” Walker had demanded.

And Kenner had repeated, “There is always purpose in magic—even when we don't understand what it is.”

Barely a year later, as Walker was entering his youth and leaving his childhood behind, the magic revealed that it possessed another, darker side. Walker found out that it could be destructive. Sometimes, most often when he was angry, his emotions transformed themselves into energy. When that happened, he could move things away and break them apart without touching them. Sometimes he could summon a form of fire. It wasn't ordinary fire; it didn't burn like ordinary fire and it was different in color, a sort of cobalt. It wouldn't do much of what he tried to make it do; it did pretty much what it wished. It took him weeks to learn to control it. He tried to keep his discovery a secret from his father, but his father learned of it
anyway, just as he eventually learned of everything about his son. Though he said little, Walker felt the distance between them widen.

Walker was nearing manhood when his father made the decision to take him out of Hearthstone. Kenner Ohmsford's health had been failing steadily for several years, his once strong body afflicted by a wasting sickness. Closing down the cottage that had been Walker's home since birth, he took the boy to Shady Vale to live with another family of Ohmsfords, Jar-alan and Mirianna and their sons Par and Coll.

The move became for Walker Boh the worst thing that had ever happened to him. Shady Vale, though little more than a hamlet community, nevertheless seemed constricting after Hearthstone. Freedom there had been boundless; here, there were boundaries that he could not escape. Walker was not used to being around so many people and he could not seem to make himself fit in. He was required to attend school, but there was nothing for him to learn. His master and the other children disliked and mistrusted him; he was an outsider, he behaved differently than they, he knew entirely too much, and they quickly decided that they wanted nothing to do with him. His magic became a snare he could not escape. It manifested itself in everything he did, and by the time he realized he should have hidden it away it was too late to do so. He was beaten a number of times because he wouldn't defend himself. He was terrified of what would happen if he let the fire escape.

He was in the village less than a year when his father died. Walker had wished that he could die, too.

He continued to live with Jaralan and Mirianna Ohmsford, who were good to him and who sympathized with the difficulties he was encountering because their own son Par was just beginning to exhibit signs of having magic of his own. Par was a descendent of Jair Ohmsford, Brin's brother. Both sides of the family had passed the magic of their ancestors down through the bloodline in the years since Allanon's death, so the appearance of Par's magic was not entirely unexpected. Par's was a less unpredictable and complicated form of magic, manifesting itself principally in the boy's ability to create lifelike images with his voice. Par was still little then, just five or six, and he barely understood what was happening to him. Coll was not yet strong enough to protect his brother, so Walker ended up taking the boy under his wing. It seemed natural enough to do so. After all, only Walker understood what Par was experiencing.

His relationship with Par changed everything. It gave him something to focus on, a purpose beyond worrying about his own survival. He spent time with Par helping him adjust to the presence of the magic in his body. He counseled him in its use, advised him in the cautions that were necessary, the protective devices he must learn to employ. He tried to teach him how to deal with the fear and dislike of people who would choose not to understand. He became Par's mentor.

The people of Shady Vale began calling him “Dark Uncle.” It began
with the children. He wasn't Par's uncle, of course; he wasn't anybody's uncle. But he hadn't a firm blood tie in the eyes of the villagers; no one really understood the relationship he bore to Jaralan and Mirianna, so there were no constrictions on how they might refer to him. “Dark Uncle” became the appellation that stuck. Walker was tall by then, pale skinned and black haired like his mother, apparently immune to the browning effect of the sun. He looked ghostly. It seemed to the Vale children as if he were a night thing that never saw the light of day, and his relationship toward the boy Par appeared mysterious to them. Thus he became “Dark Uncle,” the counselor of magic, the strange, awkward, withdrawn young man whose insights and comprehensions set him apart from everyone.

Nevertheless, the name “Dark Uncle” notwithstanding, Walker's attitude improved. He began to learn how to deal with the suspicion and mistrust. He was no longer attacked. He found that he could turn aside these assaults with not much more than a glance or even the set of his body. He could use the magic to shield himself. He found he could project wariness and caution into others and prevent them from following through on their violent intentions. He even became rather good at stopping fights among others. Unfortunately, all this did was distance him further. The adults and older youths left him alone altogether; only the younger children turned cautiously friendly.

Walker was never happy in Shady Vale. The mistrust and the fear remained, concealed just beneath the forced smiles, the perfunctory nods, and the civilities of the villagers that allowed him to exist among them but never gain acceptance. Walker knew that the magic was the cause of his problem. His mother and father might have thought of it as a gift, but he didn't. And he never would again. It was a curse that he felt certain would haunt him to the grave.

By the time he reached manhood, Walker had resolved to return to Hearthstone, to the home he remembered so fondly, away from the people of the Vale, from their mistrust and suspicion, from the strangeness they caused him to feel. The boy Par had adjusted well enough that Walker no longer felt concerned about him. To begin with, Par was a native of the Vale and accepted in a way that Walker never could be. Moreover, his attitude toward using magic was far different than Walker's. Par was never hesitant; he wanted to know everything the magic could do. What others thought did not concern him. He could get away with that; Walker never could. The two had begun to grow apart as they grew older. Walker knew it was inevitable. It was time for him to go. Jaralan and Mirianna urged him to stay, but understood at the same time that he could not.

Seven years after his arrival, Walker Boh departed Shady Vale. He had taken his mother's name by then, disdaining further use of Ohmsford because it linked him so closely with the legacy of magic he now despised. He went back into Darklin Reach, back to Hearthstone, feeling as if he were a caged wild animal that had been set free. He severed his ties with the
life he had left behind him. He resolved that he would never again use the magic. He promised himself that he would keep apart from the world of men for the rest of his life.

For almost a year he did exactly as he said he would do. And then Cog-line appeared and everything changed …

Half-sleep turned abruptly to waking, and Walker's memories faded away. He stirred in the warmth of his bed, and his eyes blinked open. For a moment he could not decide where he was. The room in which he lay was bright with daylight despite the brooding presence of a cluster of forest trees directly outside his curtained window. The room was small, clean, almost bare of furniture. There were a sitting chair and a small table next to his bed, the bed, and nothing else. A vase of flowers, a basin of water, and some cloths sat on the table. The single door leading into the room stood closed.

Storlock. That was where he was, where Cogline had brought him.

He remembered then what had happened to bring him here.

Cautiously, he brought his ruined arm out from beneath the bedding. There was little pain now, but the heaviness of the stone persisted and there was no feeling. He bit his lip in anger and frustration as his arm worked free. Nothing had changed beyond the lessening of the pain. The stone tip where the lower arm had shattered was still there. The streaks of gray where the poison worked its way upward toward his shoulder were there as well.

He slipped his arm from view again. The Stors had been unable to cure him. Whatever the nature of the poison that the Asphinx had injected into him, the Stors could not treat it. And if the Stors could not treat it—the Stors, who were the best of the Four Lands' Healers …

He could not finish the thought. He shoved it away, closed his eyes, tried to go back to sleep, and failed. All he could see was his arm shattering under the impact of the stone wedge.

Despair washed over him and he wept.

An hour had passed when the door opened and Cogline entered the room, an intrusive presence that made the silence seem even more uncomfortable.

“Walker,” he greeted quietly.

“They cannot save me, can they?” Walker asked bluntly, the despair pushing everything else aside.

The old man became a statue at his bedside. “You're alive, aren't you?” he replied.

“Don't play word games with me. Whatever's been done, it hasn't driven out the poison. I can feel it. I may be alive, but only for the moment. Tell me if I'm wrong.”

Cogline paused. “You're not wrong. The poison is still in you. Even the Stors haven't the means to remove it or to stop its spread. But they have slowed the process, lessened the pain, and given you time. That is more
than I would have expected given the nature and extent of the injury. How do you feel?”

Walker's smile was slow and bitter. “Like I am dying, naturally. But in a comfortable fashion.”

They regarded each other without speaking for a moment. Then Cog-line moved over to the sitting chair and eased himself into it, a bundle of old bones and aching joints, of wrinkled brown skin. “Tell me what happened to you, Walker,” he said.

Walker did. He told of reading the ancient, leatherbound Druid History that Cogline had brought to him and learning of the Black Elfstone, of deciding to seek the counsel of the Grimpond, of hearing its riddles and witnessing its visions, of determining that he must go to the Hall of Kings, of finding the secret compartment marked with runes in the floor of the Tomb, and finally of being bitten and poisoned by the Asphinx left there to snare him.

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