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Терри Брукс: The Druid of Shannara

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Терри Брукс The Druid of Shannara

The Druid of Shannara: краткое содержание, описание и аннотация

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Quest for the Black Elfstone In the three hundred years since the death of the Druid Allanon, the mysterious, evil Shadowen have seized control of the Four Lands. The shade of Allanon summons the four scions of Shannara: Par, Coll, Wren, and Walker Boh. To Walker Boh he gives the duty of restoring the lost Druid's Keep, Paranor. For that, Walker Boh needs the black Elfstone, but his search leads him into a trap. Quickening, the daughter of the ancient King of the Silver River, finds Walker Boh dying after an attack by the Shadowen Rimmer Dall. She heals Walker Boh and tells him that the Elfstone is in the hands of the Stone King, who seeks to turn all the world to stone. To secure the Elfstone they must travel through the Charnal Mountains into the perilous, unknown land beyond. And no one knows what horrible monsters the Stone King has set to guard his citadel. They form a strange company to undertake the quest: Walker Boh, with only one arm and no longer able to summon his magic; Morgan Leah, whose once-magic sword has been broken; Quickening, who must depend on the men for her defense; and Pe Ell, an assassin who plans eventually to kill her. Thus, the quest for the black Elfstone begins.

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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.

Chapter Three

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 father’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 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.

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