Flyte
Prologue
The Year BeforeOn the Night of the Apprentice Supper
It is night on the Marram Marshes; a full moon shines down on the black waters and illuminates the nighttime Things who are going about their business. Silence hangs in the air, broken occasionally by the glugs and gurgles of the Quake Ooze as the creatures that live beneath it make their way to a feast. A huge ship with a full complement of sailors has sunk into the Ooze and the Things are hungrybut they will have to fight the Quake Ooze Brownies for the leftovers. Every now and then a bubble of gas throws something from the ship up to the surface, and great planks and spars covered in a thick black tar float across the top of the Ooze.
Nighttime on the Marram Marshes is no time for a human being to be abroad, but in the distance, paddling steadily toward the ship, is a figure in a small canoe. His fair curly hair hangs limp in the damp marsh air, and his piercing green eyes stare angrily into the night as he mutters furiously to himself, replaying over and over a fierce argument he has had that very evening. But what does he care anymore? he asks himself. He is on his way to a new life, one where his talents will be recognized and not passed over in favor of an upstart nobody.
As he nears all that can be seen of the shipa single mast sticking out of the Ooze topped with a limp and ragged red flag with a line of three black stars he steers the canoe into a narrow channel that will take him to the very foot of the mast. He shivers, not with the cold, but from the feeling of fear that hangs in the air, and the thought that beneath him lies the ship's carcass, picked clean by the Quake Ooze Brownies. Now the debris is slowing him down. He propels the canoe forward until he is suddenly forced to a haltthere is something under the water blocking his path. He peers into the brackish sludge and can see nothing at first, but then ... then he sees something below him, ice-white in the moonlight. It is moving ... moving up through the water, and suddenly a skeleton, picked clean and bright by the Brownies, breaks the surface, sending a plume of black slime over the occupant of the canoe.
Shaking with a mixture of fear and excitement, the canoeist allows the skeleton to climb aboard and settle itself behind him, sticking its sharp kneecaps into his back. For he knows by the rings still on the bony fingers, that this is what he has been hoping to findthe skeleton of DomDaniel himself, Necromancer, twice ExtraOrdinary Wizard and, in the canoeist's opinion, a far superior Wizard to any he has met so far. And particularly superior to the one he has just been forced to share an Apprentice Supper with.
The canoeist makes a deal with the skeleton. He will do all that he can to Restore him to life and to allow him to reclaim his rightful place in the Wizard Tower, if only the skeleton will accept him as his Apprentice.
With a nod of his bony skull, the skeleton agrees to the deal.
The canoe resumes its journey, directed by the somewhat impatient bony forefinger of the skeleton jabbing the canoeist in the back. At last they reach the edge of the Marsh, whereupon the skeleton climbs out of the canoe and leads the tall, fair-haired young man into the bleakest place he has ever been. As the young man follows the shambling gait of the skeleton through a desolate landscape, the thought of what he has left behind briefly crosses his mind. But only briefly, for this is his new life now and he will show them alland then they'll be sorry.
Especially when he becomes the ExtraOrdinary Wizard.
It is night on the Marram Marshes; a full moon shines down on the black waters and illuminates the nighttime Things who are going about their business. Silence hangs in the air, broken occasionally by the glugs and gurgles of the Quake Ooze as the creatures that live beneath it make their way to a feast. A huge ship with a full complement of sailors has sunk into the Ooze and the Things are hungrybut they will have to fight the Quake Ooze Brownies for the leftovers. Every now and then a bubble of gas throws something from the ship up to the surface, and great planks and spars covered in a thick black tar float across the top of the Ooze.
Nighttime on the Marram Marshes is no time for a human being to be abroad, but in the distance, paddling steadily toward the ship, is a figure in a small canoe. His fair curly hair hangs limp in the damp marsh air, and his piercing green eyes stare angrily into the night as he mutters furiously to himself, replaying over and over a fierce argument he has had that very evening. But what does he care anymore? he asks himself. He is on his way to a new life, one where his talents will be recognized and not passed over in favor of an upstart nobody.
As he nears all that can be seen of the shipa single mast sticking out of the Ooze topped with a limp and ragged red flag with a line of three black stars he steers the canoe into a narrow channel that will take him to the very foot of the mast. He shivers, not with the cold, but from the feeling of fear that hangs in the air, and the thought that beneath him lies the ship's carcass, picked clean by the Quake Ooze Brownies. Now the debris is slowing him down. He propels the canoe forward until he is suddenly forced to a haltthere is something under the water blocking his path. He peers into the brackish sludge and can see nothing at first, but then ... then he sees something below him, ice-white in the moonlight. It is moving ... moving up through the water, and suddenly a skeleton, picked clean and bright by the Brownies, breaks the surface, sending a plume of black slime over the occupant of the canoe.
Shaking with a mixture of fear and excitement, the canoeist allows the skeleton to climb aboard and settle itself behind him, sticking its sharp kneecaps into his back. For he knows by the rings still on the bony fingers, that this is what he has been hoping to findthe skeleton of DomDaniel himself, Necromancer, twice ExtraOrdinary Wizard and, in the canoeist's opinion, a far superior Wizard to any he has met so far. And particularly superior to the one he has just been forced to share an Apprentice Supper with.
The canoeist makes a deal with the skeleton. He will do all that he can to Restore him to life and to allow him to reclaim his rightful place in the Wizard Tower, if only the skeleton will accept him as his Apprentice.
With a nod of his bony skull, the skeleton agrees to the deal.
The canoe resumes its journey, directed by the somewhat impatient bony forefinger of the skeleton jabbing the canoeist in the back. At last they reach the edge of the Marsh, whereupon the skeleton climbs out of the canoe and leads the tall, fair-haired young man into the bleakest place he has ever been. As the young man follows the shambling gait of the skeleton through a desolate landscape, the thought of what he has left behind briefly crosses his mind. But only briefly, for this is his new life now and he will show them alland then they'll be sorry.
Especially when he becomes the ExtraOrdinary Wizard.