Ilse Witch-Voyage of the Jerle Shannara, Book 1, Terry Brooks

Their search was frustrating in other ways, as well. The fortress was a puzzling warren of chambers, courtyards, and halls, and all sense of direction disappeared once they were inside. The searchers constantly found themselves going around in circles and ending up back where they started. Worse, led astray by a deceived sense of direction, they were as likely to find themselves outside the walls at the end of a corridor’s turn or stairwell’s twist as they were inside. It was irksome and somewhat troubling to the Druid, but he could find no reason for it beyond the construction of the keep. Probably it had been designed to confuse enemies. Whatever the case, all efforts at completing a successful search were thwarted as they found themselves starting over time and again.

Finally, they gave it up. The afternoon sun had drifted west to the horizon, and Walker did not want to get caught inside the castle after dark. The keep might be less friendly then, and he didn’t want to find that out the hard way. Even though they hadn’t discovered it, he knew the key was close at hand. It was only a matter of time before their search was concluded.

He returned to the ship and called his first meeting of the company’s inner circle in almost two months to give his report and express his confidence. Redden Alt Mer, Rue Meridian, Ard Patrinell, Ahren Elessedil, Ryer Ord Star, Quentin Leah, and Bek Rowe were all there, and all were heartened by what they heard. Tomorrow they would resume their search for the final key, he concluded, and this time their efforts would prove successful.

At dawn, Walker took everyone with him but the Rovers, Ryer Ord Star, Truls Rohk, and Bek. He could see the disappointment and hurt in Bek’s eyes, but there was no help for it. Again they searched diligently, taking all day to do so, and again they found nothing. Walker sensed the presence of the key just as he had the day before, unmistakable and clear. But he could not find it. Without results, he combed the castle for magic that might conceal it. He kept a wary eye out for whatever guarded it—for he knew something must be doing so—but could identify nothing.

For three more days, Walker searched. He took the same members of the ship’s company with him each time, splitting them up into different groups, hoping that some new combination would see what the others had missed. From dawn until dusk, they crisscrossed the ruins. Again and again, they found themselves traveling in circles. Over and over, they found themselves starting their search inside and ending up outside. Nothing new was uncovered. No one caught even a glimpse of the key.

On the fifth night, weary and discouraged, he was forced to admit to himself, if to no one else, that he was getting nowhere. He had reached a point where he felt failure’s grip tightening on his hopes. His patience was exhausted and his confidence was beginning to erode. Something about this business was wearing at him in a very unpleasant and subtle way.

While the other members of the company drifted off to sleep, he stood at the bow of the ship for a long time trying to decide what he should do. He was missing something. The key was there; he could feel it. Why was it so difficult for him to pinpoint its location? Why was it so hard to discover how it had been concealed? If no magic was protecting it and no guardian was evident, how could it continue to elude him?

Another approach was needed. Something new must be tried. Perhaps someone should go into the castle at night. Perhaps the darkness would change the way things looked.

It was time to call on Truls Rohk.

Far astern of the Jerle Shannara, south and east of the island and well out of sight below the horizon, Black Moclips hung silently above the water, anchored in place for the night. Mwellret sentries prowled across her sleek, armored decking, their spidery forms hooded and cloaked as they drifted through the shadows. The Federation crew was belowdecks in the sleeping quarters, all save for the helmsman, a whipthin veteran corded with muscle and wrapped in his disdain and repulsion for the lizardlike creatures his ship was forced to carry.

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