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    The Rebellion


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      A GREAT RAGE seared me.

      Throwing off caution, I reached into the bottom of my mind for the darkest of my Misfit Talents to stun the Herder.

      But before I could summon it, an arrow hurtled through the air to bed itself in the center of his sunken chest. He sucked in an agonized breath and clawed at the wooden stave, trying vainly to withdraw it. Then his eyes clouded and he collapsed, blood bubbling obscenely from his lips.

      I disengaged my probe with a scream, almost dragged to my own doom by his swift spiral into death. Panting, I stared down at him in astonishment and, for a moment, silence reigned in the village clearing.

      “The Herders will kill us all for this,” a woman wailed, shattering the stillness.

      ALSO BY

      ISOBELLE CARMODY

      THE OBERNEWTYN CHRONICLES

      Obernewtyn

      The Farseekers

      Ashling

      The Keeping Place

      Wavesong

      The Stone Key

      The Sending

      The Red Queen

      THE GATEWAY TRILOGY

      Night Gate

      Winter Door

      LITTLE FUR

      The Legend Begins

      A Fox Called Sorrow

      A Mystery of Wolves

      Riddle of Green

      This is a work of fiction. Names, characters, places, and incidents either are the product of the author’s imagination or are used fictitiously. Any resemblance to actual persons, living or dead, events, or locales is entirely coincidental.

      Ashling copyright © 1995 by Isobelle Carmody

      The Keeping Place copyright © 1999 by Isobelle Carmody

      Cover art copyright © 2007 by Penguin Group Australia

      Map copyright © 2008 by Penguin Group Australia

      All rights reserved. Published in the United States by Bluefire, an imprint of Random House Children’s Books, a division of Random House, Inc., New York. The works in this collection were originally published separately by Penguin Books Australia Ltd, Camberwell, in 1995 and 1999. Published here by arrangement with Penguin Group

      Australia, a division of Pearson Australia Group Pty Ltd.

      Bluefire and the B colophon are registered trademarks of Random House, Inc.

      Visit us on the Web! randomhouse.com/teens/strangelands

      Educators and librarians, for a variety of teaching tools, visit us at randomhouse.com/teachers

      Library of Congress Cataloging-in-Publication Data is available upon request.

      eISBN: 978-0-307-97583-6

      Random House Children’s Books supports the First Amendment and celebrates the right to read.

      v3.1

      CONTENTS

      Cover

      Other Books by This Author

      Title Page

      Copyright

      Character List

      Map

      Ashling

      Dedication

      Part I - The Days of Rain

      Chapter 1

      Chapter 2

      Chapter 3

      Chapter 4

      Chapter 5

      Chapter 6

      Chapter 7

      Chapter 8

      Chapter 9

      Chapter 10

      Chapter 11

      Chapter 12

      Chapter 13

      Chapter 14

      Chapter 15

      Part II - The Twentyfamilies

      Chapter 16

      Chapter 17

      Chapter 18

      Chapter 19

      Chapter 20

      Chapter 21

      Chapter 22

      Chapter 23

      Chapter 24

      Chapter 25

      Chapter 26

      Chapter 27

      Chapter 28

      Chapter 29

      Part III - The Sadorian Battlegames

      Chapter 30

      Chapter 31

      Chapter 32

      Chapter 33

      Chapter 34

      Chapter 35

      Chapter 36

      Chapter 37

      Chapter 38

      Chapter 39

      Chapter 40

      Chapter 41

      Chapter 42

      Chapter 43

      Epilogue

      The Keeping Place

      Dedication

      Part I - The Winding Path

      Chapter 1

      Chapter 2

      Chapter 3

      Chapter 4

      Chapter 5

      Chapter 6

      Chapter 7

      Chapter 8

      Chapter 9

      Part II - The Road to War

      Chapter 10

      Chapter 11

      Chapter 12

      Chapter 13

      Chapter 14

      Chapter 15

      Chapter 16

      Chapter 17

      Chapter 18

      Chapter 19

      Chapter 20

      Chapter 21

      Chapter 22

      Part III - The Dreamtrails

      Chapter 23

      Chapter 24

      Chapter 25

      Chapter 26

      Chapter 27

      Chapter 28

      Chapter 29

      Chapter 30

      Chapter 31

      Chapter 32

      Chapter 33

      Epilogue

      Acknowledgments

      CHARACTER LIST

      Alad: Beastspeaking guildmaster

      Angina: Empath guilden and enhancer; twin brother of Miky Aras: young Farseeker guilder

      Ariel: sadistic enemy of Obernewtyn, previously allied with the Herder Faction

      Atthis: Elder of the Agyllians, or Guanette birds; blind futureteller

      Avra: leader of the Beastguild; mountain mare; bondmate to Gahltha

      Bodera: ailing rebel leader in Sutrium; father of Dardelan

      Brocade: rebel leader in Sawlney

      Bruna: Sadorian; daughter of Jakoby

      Brydda Llewellyn (aka the Black Dog): rebel leader allied with Bodera and Dardelan

      Cameo: true-dreaming Misfit, killed by Ariel and his allies

      Cassell: rebel leader in Halfmoon Bay

      Ceirwan: Farseeker guilden

      Daffyd: former Druid armsman; farseeker; unguilded ally of Obernewtyn

      Dameon: blind Empath guildmaster

      Dardelan: rebel leader; son of Bodera

      Dell: Futuretell ward

      Domick: former Coercer ward and bondmate of Kella; living in Sutrium

      Dragon: powerful Empath guilder with coercive Talent; projects illusions; in a coma

      Druid (Henry Druid): renegade Herder Faction priest and enemy of the Council; leader of a secret community that was destroyed in a firestorm

      Elspeth Gordie (aka Innle, the Seeker): Farseeker guildmistress; powerful farseeker, beastspeaker, and coercer, with limited futuretelling and psychokinetic Talent

      Enoch: a coachman; ally of Obernewtyn

      Faraf: pony ridden by Elspeth in the Sadorian Battlegames

      Fian: Teknoguild ward

      Freya: beast empath; enhancer with a powerful effect on others’ Talents

      Gahltha: Beast guilden; bondmate to Avra; a formidable black horse sworn to protect Elspeth

      Garth: Teknoguildmaster

      Gevan: Coercer guildmaster

      Gilaine: daughter of the Druid; beloved of Daffyd

      Grufyyd: bondmate to Katlyn; father of Brydda

      Gwynedd: rebel Norselander; second to Tardis

      Hannay: Coercer guilder

      Idris: young rebel formerly of Aborium; trusted companion to Brydda

      Iriny: halfbreed gypsy; half sister of Swallow

      Jacob Obernewtyn: Beforetimer; wealthy patron of Hannah Seraphim

      Jakoby: Sadorian tribal leader; mother of Bruna

      Javo: Obernewtyn’s head cook


      Jes: Elspeth’s older brother; Talented Misfit killed by soldierguards

      Jik: former Herder novice and Empath guilder with farseeking Talent; died in a firestorm

      Kasanda: deceased spiritual leader of the Sadorians; left signs for the Seeker to help in her quest

      Katlyn: herb lorist living at Obernewtyn; bondmate to Grufyyd; mother of Brydda

      Kella: Healer guilden with slight empath Talent; former bondmate to Domick

      Lina: young, troublemaking beastspeaker

      Louis Larkin: unTalented highlander; inhabitant of Obernewtyn; honorary Beastspeaking guilder

      Lukas Seraphim: first Master of Obernewtyn, which he built on Beforetime ruins; Rushton’s grandfather; deceased

      Madellin: ailing rebel leader in Port Oran

      Maire: gypsy healer; grandmother of Swallow and Iriny

      Malik: rebel leader in Guanette

      Marisa Seraphim: second wife of Lukas Seraphim; researcher who knew location of Beforetime weaponmachines; deceased

      Maruman (aka Yelloweyes): one-eyed cat prone to fits of futuretelling; Elspeth’s oldest friend

      Maryon: Futuretell guildmistress

      Matthew: Farseeker ward

      Merret: Coercer guilder with beastspeaking Talent

      Miky: Empath guilden; twin sister of Angina; gifted musician

      Miryum: Coercer guilden

      Pavo: former Teknoguild ward; died of rotting sickness

      Powyrs: rebel sea captain

      Radek: rebel leader in Morganna

      Reuvan: rebel seaman from Aborium; Brydda’s right-hand man

      Roland: Healer guildmaster

      Rosamunde: one-time lover of Jes; unTalented inhabitant of Obernewtyn

      Rushton: Master of Obernewtyn; latent Talent

      Salamander: secretive, ruthless leader of the slave trade

      Sallah: rebel mare; companion to Brydda

      Selmar: Talented Misfit and one-time ally of Rushton; killed by Ariel

      Swallow: Twentyfamilies gypsy and heir to D’rektaship

      Tardis: rebel leader in Murmroth

      Yavok: rebel leader in Aborium

      Zarak: Farseeker guilder; previously a Beastspeaking guilder

      Zidon: horse ridden by Malik in the Sadorian Battlegames

      for Helen Stannard-Williams,

      for the most enduring love of all:

      friendship

      and

      for Scott

      Do you now fly the spirit trails

      you sought in life?

      1

      AT FIRST SIGHT, the gypsy woman appeared to be embracing the stake. Her languid pose and mocking smile made it seem impossible that she was about to be burned. Blood dripped steadily out of slits that ran from elbow to wrist, yet she showed neither pain nor fear.

      The gray-gowned Herder before her lifted his palms to the sky as he chanted the purification prayer. He was old, bald, and toothless, but his eyes glowed like live coals as he made the warding-off signs.

      “Beware, demon,” he hissed. “You have found an easy vessel in this foul gypsy’s body. Yet I will drive you out.”

      Shockingly, the woman laughed aloud.

      “You know I am not possessed, Herder. Say the truth and be done with it. Tell them that you burn me because I tried to heal a baby when your own worthless treatments had done more ill than good.”

      The villagers, standing in a cluster about the stake, rustled like leaves in a windblown tree, but no one spoke in the woman’s defense, and none met her eyes.

      “You used herb lore,” the Herder said. “It was such dabbling in forbidden arts that brought Lud’s wrath upon the Beforetimers for their conceit. The Herder Faction heals with humility, trusting to Lud’s guidance instead of sinful pride. The plagues were Lud’s warning that the Landfolk tread the same dangerous and prideful path when they close their ears to the Faction, for Herders are the voices of Lud.” He blinked and seemed to rein in his religious fervor. “The woman who allowed you to defile her child will also be burned for heresy.”

      A woman screamed and fainted, but no one moved to her aid.

      “You are a fool,” the gypsy’s voice rang out. “You will not be allowed to burn her when the Council can have her sweating her life out in one of their stinking farms.”

      “I am a Herder. Lud and the Faction rule me, not the Council,” the priest snapped. There was a sullen mutter from the crowd, but the Herder glared them to silence. “She invoked the black arts. Council lore grants me the right to burn her and any who treat with her.”

      “What black arts?” the gypsy demanded contemptuously.

      The Herder turned back to her. “You told the woman her child would die, and one day later it did. You cursed it and thereby revealed the demon within.”

      “I treated the babe but saw quickly by its symptoms that it was too late to save it,” the woman said. “It could not tolerate the potions you fed it. I told the parents it would die so that they might say their farewells and not waste the child’s final hours.”

      “Do not waste your own final moments with lies,” the Herder jeered, pushing a gloating smile into the woman’s face.

      Her hand snaked out suddenly as if to grab him, and the priest wrenched back with a strangled cry. She gave a throaty laugh of triumph. “What are you afraid of, old goat? Do you think my gypsy skin might be catching?”

      “Beg, demon! Proclaim your guilt, and the cleansing will be swift,” he screamed, almost hysterical with fury.

      She laughed again, a humorless bark. “Cease your ranting, old man. Kill me so that I don’t have to see your ugly face anymore.”

      Even from the back of the crowd, I could see the Herder mottle with outrage. Then his lips folded into a vindictive smile. “Evil must not be permitted to think itself triumphant,” he said silkily, and then turned to speak a word to his acolyte, eyes glittering with malice.

      The boy proffered a selection of long-handled metal tools.

      “Th’ bastard’s goin’ to brand her before he burns her,” Matthew hissed into my ear, his highland accent thickened with anger.

      “Am I blind?” I snapped. The amount of blood pooled about the woman’s feet told me she would likely not live long enough to feel the flames of purification, let alone to be rescued. Despite her boldness, her face had grown as white as smoke.

      “We mun do somethin’,” Matthew whispered urgently. He gestured to our gypsy disguise, as if it made some point of its own.

      “Be silent and let me think.” I sent the thought directly to his mind.

      The sensible thing to do would be to accept that it was too late to save her and withdraw before anyone noticed us. I looked at the gypsy again. Her chin lifted in defiance as the Herder approached with the brands.

      I cursed under my breath and slid down from Zade’s back, mentally asking the horse to stand quietly until I called. I told Matthew to turn the carriage around and go back to the main road, not trusting his instinct for drama.

      “What will you do?” he asked eagerly.

      “I’ll think of something,” I said shortly. “Wait for me out of sight.”

      As soon as he was gone, I pushed my way through the crowd, at the same time extending a delicate mental probe. Fortunately, the Herder was not mind-sensitive, so he was not aware of my intrusion.

      “Where is her wagon?” I demanded aloud.

      The Herder swung to face me, his eyes narrowing into slits at the sight of my gypsy attire. “By what right do you question a voice of Lud?” he snarled.

      “By right of blood,” I said.

      It was Council lore that blood kin might speak in defense of their own. In the past, this had not stopped Herders doing what they wished and later making excuses to the Council for excessive zeal. But with the growing rift between Faction and Council, the priests’ power had waned, and they were less wont to openly flout Council lore. In any case, it was only a stalling tactic, since I had no proof of kinship to the gypsy. “Her wagon has been burned, as have all her Luddamned utensils and
    potions,” the Herder said grudgingly, but his memory showed him riffling through the wagon and removing various pieces before the thing was flamed. My probe slid sideways into a memory in which he tortured the gypsy’s bondmate to death, and I shuddered inwardly.

      “You have proof that you are related?” he demanded.

      “All gypsies are brothers and sisters,” I answered, not wanting to be caught openly in a lie.

      “Do not taint my ears with the practices of your foul breed,” he hissed. “I asked for proof of kinship—you have shown me none, therefore be silent.”

      I saw his mind form a plan to report me to the soldierguards for sedition, thereby ridding himself of me in case I was related by blood. He turned back to the gypsy and snorted in annoyance to find her hanging limply from her bindings.

      Alarmed, I reached out a probe, but her body still pulsed with life. She had only fainted.

      The Herder cast down the brand and reached for a torch to fire the woodpile at the foot of the stake. A great rage seared me. Throwing off caution, I reached into the bottom of my mind for the darkest of my Misfit Talents.

      But before I could stun him, an arrow hurtled through the air to bed itself in the center of the Herder’s chest. He sucked in an agonized breath and clawed at the wooden stave, trying vainly to withdraw it. Then his eyes clouded and he collapsed, blood bubbling obscenely from his lips.

      I disengaged my probe with a scream, almost dragged to my own doom by his swift spiral into death. Panting, I stared down at him in astonishment, and for a moment, silence reigned in the village clearing.

      “The Herders will kill us all for this,” a woman wailed, shattering the stillness, her eyes searching the trees for the archer.

      “Not if we kill these gypsies and throw the bodies in the White Valley. We can say we saw nothing of what happened,” a man began, but before he could continue, another arrow whistled through the air, piercing his neck.

      He crumpled to the ground with a rattling gurgle.

      That was enough for the rest. It was one thing to watch someone else die, and quite another to risk your own life.

      People scattered in all directions, crying out in terror.

      I did not know who had loosed the arrows, and there was no time to find out. Situated on the border of the highlands and lowlands, Guanette was visited regularly by off-duty soldierguards seeking amusement. At any minute, several might be drawn by the screams to investigate.

     


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