The Keeper

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by David Baldacci

A few moments later, Delph, Petra and Harry Two pushed through and joined me.

  As we looked back, the opening closed up.

  “Blimey,” whispered Delph.

  I knelt down and hugged my canine, rubbing my face into his wonderfully soft fur. In the only ear he had left, I whispered, “You’re brilliant, Harry Two, absolutely brilliant.”

  We all took a good long look around. Staring back at us was dark, blank countryside that looked like the landscape I had often seen in Wormwood. It didn’t seem frightening or inherently dangerous, as had every bit of the Quag. But I knew that it probably held perils that would dwarf those we had already faced. The absolute enormity of the moment seized me.

  “We did it,” I said in a hushed tone. I looked at Delph and Petra. “We made it. We’re free from the Quag.” Part of me could scarcely believe I was saying these words.

  In their faces I saw relief, happiness, but also uncertainty and fear. And I’m sure they saw all of those elements in my features as well.

  Instinctively, we all three drew together and embraced, our bodies shaking with the pure emotion of having finally achieved the one thing that had dominated our thoughts and our lives, and which had cost us a precious life. Harry Two sidled up next to me and rubbed his body against my leg. I dropped one hand down and stroked his head.

  When we pulled apart, we continued to look at one another.

  “We are free of the Quag,” said Delph. “Thanks to you, Vega Jane.”

  “No, Delph, thanks to all of us,” I said, my gaze on him, and then I looked at Petra. “And to Lackland,” I said.

  “And to Lack,” she agreed, giving me the tiniest of smiles.

  “Sort of looks like … like Wormwood a bit,” observed Delph. “Not the village proper but the land round it.”

  “It does, but don’t think it will be like Wormwood,” I replied.

  “What now?” whispered Delph.

  I pointed my wand toward some faraway lights and said, “Crystilado magnifica.”

  Instantly in front of us was what looked to be a village whose inhabitants were probably fast asleep in their beds at this time of night. Some of the buildings looked like ones I was familiar with back in Wormwood. Others not so much. The streets were cobbled in places but not in others. A clock chimed. A feline screeched. I could hear rumbling noises, but could not see their source.

  But despite the sleepy and seemingly peaceful surroundings, I could sense something not nearly as innocent in the air.

  Remember, Vega, the most bitterly awful place of all …

  “Vega!” hissed Petra.

  But I had already heard it.

  Something was coming.

  Someone was coming.

  I patted my harness, and Harry Two instantly leapt there and I buckled him in. With my wand I pointed first at Delph, then Petra, and said softly, “Lassado.”

  Cords of light snaked around their waists while remaining connected to my wand. The sounds grew closer and Delph whispered frantically, “Whatever you’re going to do, you better do it now, Vega Jane.” He grabbed our tucks and stood ready.

  I took my grandfather’s ring and spun it around so that the three hooks were facing inward. What I had hoped would happen did happen. Because we were connected by my spell, the power of the ring had spread through the magical tether.

  We were now all invisible.

  With Petra and Delph on either side of me, I kicked off and we lifted into the air right as footfalls sounded nearby and we heard the voice. It was low and menacing.

  “Around here, I could swear. It was around here. This place has always been … funny. You know it has.”

  “But how could it be?” said the other voice, which was even lower and even more menacing. “It’s not possible. I’m telling you it’s not possible. Not after all this time, eh?”

  Well, blokes, it was possible. In fact, it was the truth.

  We had escaped the Quag. And we were here. Wherever here was.

  We soared upward and set out toward the distant lights. And, in doing so, took another step forward to all that lay ahead.

  Like Jasper Jane had said: Peace. Hope. Freedom. In precisely that order. Although, ironically, I knew we would have to achieve the last in order to fully enjoy the first two. It would require a fight. It always did.

  And after surviving the Quag, I was damn well ready to provide one.

  Our cause.

  Our time.

  Our destiny.

  Precisely in that order.

  adar -′där

  A beast of Wormwood often used as a messenger and trained to perform tasks by air. Although they appear clumsy on the ground, adars are creatures of grace and beauty in the sky, owing greatly to their magnificent height and wingspan. Most remarkably, adars can understand Wugmorts and can even be taught to speak.

  alecto -′lek-tō

  A lethal creature in the Quag characterized by serpents for hair and blood-dripping eyes. The hypnotizing sway of the serpents atop the alecto’s head can drive its prey to commit suicide.

  amaroc ′a-m-räk

  A fierce and terrifying beast of the Quag, known to possess the ability to kill in many ways. Amarocs have upper fangs as long as a Wug arm and are rumored to shoot poison from their eyes. When captured, their hides are used in the production of clothing and boots in Wormwood.

  attercop ′a-dr-käp

  A type of venomous spider indigenous to the Quag.

  Breath of a Dominici ′breTH v dä-mn-′ē-chē

  A long-stemmed flower with a fist-size bloodred bloom that gives off the odor of slep dung. The Breath of a Dominici grows only in viper nests.

  Care, the ′ker

  A place where Wugs who are unwell and for whom the Mendens at hospital can do no more are sent to live.

  chontoo ′chn-too

  A flying beast in the Quag comprised only of a head, the chontoo is said to wildly attack its prey in the hopes of using its body parts to replace the ones the chontoo does not have. Spawned over the centuries by the intermingling of different species, the chontoo is characterized by a foul face with demonic eyes and jagged fangs, and flames for hair. The chontoo is primarily found in the Mycanmoor.

  colossal k-′lä-sl

  An ancient race of formidable warriors, of an origin largely unknown to the average Wugmort. The average colossal stands about sixty-five feet tall and weighs nearly seven thousand pounds.

  Council ′kaun-sl

  The governing body of Wormwood. Council passes laws, regulations and edicts that all Wugmorts must obey.

  creta ′krē-d

  An exceptionally large creature used in Wormwood to pull the plow of Tillers and transport sacks of flour at the Mill. The creta weighs well over one thousand pounds and is characterized by horns that cross over its face and hooves the size of plates.

  cucos ′koo-kōs

  Small birdlike creatures that inhabit the Third Circle of the Quag. Brilliantly colored as if small bits of the rainbow are embedded in their feathers, the cucos are best known for glowing wings that can illuminate their surroundings.

  Dactyl ′dak-til

  A Stacks worker whose job entails shaping metal with hammer and tongs.

  dopplegang ′dä-pl-gaNG

  A dangerous creature in the Quag, marked by hideous rows of blackened, sharp teeth, that morphs into whatever it sees. The power of the dopplegang lies in its ability to trick its unsuspecting victim into injuring or even killing itself, since striking the beast in its altered form is tantamount to striking oneself.

  dread ′dred

  A black flying creature in the Fifth Circle created by Jasper Jane. About the size of a canine, dreads are characterized by their screeching cries and clawed wings that they use to cut their prey to pieces.

  Duelum ′dool-m

  A twice-a-session competition occurring outside of Wormwood proper that pits strong males between the ages of fifteen and twenty-four in matches against one
another. Viewed by many Wugs as a rite of passage, Duelums can often be brutal.

  ekos ′ē-kōs

  A small creature in the Quag exceptional for the mats of grass that grow on its arms, neck and face, and sprout from its head. The ekos have small, wrinkled faces and bulging red eyes.

  Event i-′vent

  A mysterious occurrence in Wormwood that has no witnesses. Wugmorts presumed to suffer from an Event disappear entirely, body and clothing, from the village.

  Excalibur ek-′skal--br

  A rare type of sorcerer born with extraordinary magical powers already intact and a profound knowledge of Wug history embedded in his or her mind. It may take years for an Excalibur to become aware of his or her innate abilities.

  Finisher ′fi-nish-r

  A worker tasked with “finishing” all objects created at Stacks. Finishers must show creative ability at Learning, as the requirements for the job range from painting to kiln-firing items intended for the wealthiest Wugs of Wormwood.

  Finn, the ′fin

  A magical element consisting of twine knotted in three places and looped around a tiny wooden peg. The untying of one knot brings a force of wind powerful enough to lift objects off the ground. Untying the second knot produces gale force winds, and undoing the third brings a wind of unimaginable strength with the ability to level everything in its path.

  firebird ′fi-yuhr-burd

  A huge flying creature in the Quag known for its colorful plumage and sharp beak and claws. It’s said that the firebird’s feathers are so brilliant they can be used to provide light and warmth. A firebird can be a harbinger of tragedy.

  frek ′frek

  A huge, fierce beast of the Quag characterized by an extensive snout and fangs inches longer than a Wug finger. The bite of a frek has been known to drive its victims mad.

  Furina fuhr-′ē-n

  A Wug-like race indigenous to the Quag, made nearly extinct because of continuous attacks from beasts. The Furinas are descendants of a group of Wugs and Maladons who became trapped in the Quag while migrating from the great battlefields to the village of Wormwood.

  garm ′gärm

  A large beast of the Quag, thirteen feet in length and nearly one thousand pounds in weight. The garm is a hideous creature, its chest permanently bloodied, its smell odious and its belly full of fire that can cremate its victim from several feet away. Wormwood lore maintains that the garm hunts the souls of the dead or guards the gates of Hel.

  gnome ′nōm

  A creature of the Quag known for long, sharp claws that allow it to mine through hard rock. The gnomes are characterized by deathly pale and prunish faces and yellowish-black teeth.

  grubb ′grb

  A peaceful creature that lives primarily in tunnels beneath the Quag and can eat through rock faster than most any other species. Twice the size of a creta, the grubb is known for its strong, expandable hide; long slithery tongue; enormous jagged teeth; soft, slippery body; and eye color that differentiates males (blue) from females (yellow).

  High Street, the ′hī′strēt

  A cobblestone street in Wormwood proper lined with shops that sell things Wugmorts need, such as foodstuffs, clothing and healing herbs.

  hob ′häb

  A creature in the Quag about half the height of an average Wug, characterized by its thick frame, small but powerful jaw, stout nose, long peaked ears, spindly fingers and large hairy feet. Hobs are typically amicable creatures that speak Wugish and make themselves of assistance in exchange for small gifts.

  hyperbore ′hī-pr-br

  A blue-skinned flying beast indigenous to the Quag characterized by a lean, muscled torso and lightly feathered head. More closely related to Wugs than any other creature, the hyperbore may serve as an ally or enemy and responds favorably to respect and kindness. Hyperbores set on their prey quickly, beating them to death with their compact wings and ripping them apart with their claws. The hyperbores live in nests high in trees.

  inficio in-′fēs-ē-ō

  A large fiendish beast indigenous to the Quag that can expel poisonous smoke potent enough to kill any creature that breathes it. The inficio has two massive legs with clawed feet; a long, scaly torso with powerful webbed wings; a serpentlike neck and a small head with venomous eyes and razor-sharp fangs.

  jabbit ′ja-bit

  A massive serpent with over two hundred and fifty heads growing out of the full length of its body. Although jabbits rarely leave the Quag, little can halt their attack once they are on the blood scent. Jabbits can easily overtake Wugs and have fangs in each head full of enough poison to drop a creta.

  Learning ′lr-ning

  The institution youngs attend until the age of twelve sessions. It is at Learning that youngs gain skills necessary for work in Wormwood.

  light ′līt

  The time of sunlight between one night and the next.

  Loons, the ′loons

  A boardinghouse on the High Street.

  lycan ′lī-kin

  A beast of the Quag covered in long, straight hair, whose bite turns its victims into its own kind. The tall, powerfully built lycan walks on two legs and wields its sharp fangs and claws to attack its prey.

  Maladon ′mal--dän

  From the Wugish word for “terrible death,” an ancient race whose highest calling is to inflict terrible death on others. A sessions-long war between the Maladons and Wugmorts forced the Wugs to found the village of Wormwood, around which they conjured the Quag for protection.

  maniack ′mā-nē-ak

  An evil spirit that can attach to a body and mind, driving a Wug irreversibly mad with every fear he or she has ever had.

  manticore ′man-t-kr

  A swift, treacherous beast indigenous to the Quag with the head of a lion, the tail of a serpent and the body of a goat. Over twice the height of an average Wug and three times the width, the manticore’s most formidable features are its abilities to read minds and breathe fire.

  Mill, the ′mil

  A place of work in Wormwood where flour and other grains are refined.

  morta ′mr-t

  A long- or short-barreled metal projectile weapon.

  Noc ′näk

  The large, round, milky-white object in the heavens that shines at night.

  Outlier ′aut-lī-r

  A threatening two-legged creature that lives in the Quag and can pass as a Wugmort. Outliers are believed to be able to control the minds of Wugs and make them do their bidding.

  Quag, the ′kwäg

  A forest that encircles Wormwood and is home to all manner of fierce creatures and Outliers. It is widely believed among Wugmorts that nothing exists beyond the Quag.

  remnant ′rem-nnt

  A collection of memories from an assortment of Wugs; an embodied record of their remembrances.

  Seer-See ′sē-ir ′sē

  A prophetical instrument used by sorcerers to view other places. The Seer-See consists of sand thrown into a pewter cup of flaming liquid, the contents of which are then poured onto a table to display a moving picture of a distant location.

  session ′se-shn

  A unit of time equal to three hundred and sixty-five lights.

  slep ′slep

  A magnificent Wormwood creature characterized by its noble head, long tail, six legs and beautiful coat. It is said that sleps were once able to fly, and that the slight indentations noticeable on their withers now mark the spot from which their wings grew.

  sliver ′sli-vr

  A small unit or brief period of time.

  Stacks ′staks

  A large brick building in Wormwood where items for trade and consumption are produced.

  Steeples ′stē-pls

  A place the majority of Wugmorts go every seventh light to listen to a sermonizer.

  unicorn ′yoo-n-krn

  A noble and gentle beast characterized by a brilliantly white coat and mane
of gold, with shiny black eyes and a regal horn the color of silver. The soft horn of the unicorn is known to defeat all poisons, but can only be obtained by convincing the unicorn to surrender it freely or by killing the beast outright.

  Valhall ′val-hal

  The prison of Wormwood, set in public in the center of the village.

  wendigo ′wen-d-gō

  A malevolent spirit that can possess whatever it devours. This ghastly, quasi-transparent creature lives throughout the Quag but is predominant in the Mycanmoor. Signs that a wendigo is nearby are a vague feeling of terror and a sense that the facts stored in your head are being replaced by residual memories of the prey the wendigo has devoured.

  whist ′wist

  A large, domesticated hound of Wormwood known for its impressive speed.

  Wugmort (Wug for short) ′wg-mort (′wg)

  A citizen of Wormwood.

  A novel does not come into being solely by the hand (and imagination) of the novelist. The Keeper, and before it The Finisher, are no exceptions to this rule. Many talented folks were involved in making the Vega Jane journey available to a global audience. And here is where I have the welcome pleasure of thanking them.

  To Rachel Griffiths, David Levithan, Kelly Ashton, Julie Amitie, Charisse Meloto, Dick Robinson, Ellie Berger, Lori Benton, Dave Ascher, Lauren Festa, Emily Morrow, Elizabeth Parisi, Rachael Hicks, Emily Cullings, Sue Flynn, Nikki Mutch and the whole sales team at Scholastic for believing that a thriller writer could move to another genre and tell a good story.

  To Venetia Gosling, Kat McKenna, Catherine Alport, Sarah Clarke, Rachel Vale, Alyx Price, Tracey Ridgewell, Helen Bray, Trisha Jackson, Jeremy Trevathan, Katie James, Lee Dibble, Sarah McLean, Charlotte Williams, Stacey Hamilton, Geoff Duffield, Leanne Williams, Stuart Dwyer, Anna Bond, Jonathan Atkins, Sara Lloyd and Natasha Harding at Pan Macmillan for following me with unbridled enthusiasm wherever I go in my literary pursuits.

  To Steven Maat and the entire Bruna team for being with me step-by-step as we released a brand-new character on an unsuspecting world.

  To Aaron Priest for listening to my cryptic mumbles at a London book party about this “book” I was writing and for calling me on Sunday after he read it, as opposed to Monday!

 

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