Plot Summary

The Sorcerer of the North

John A. Flanagan
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The Sorcerer of the North

Fiction | Novel | Middle Grade | Published in 2006

Plot Summary

The fifth installment in the Ranger's Apprentice series follows Will Treaty, a newly commissioned Ranger, as he rides toward his first solo posting at Seacliff Fief. Rangers are elite agents who serve the King of Araluen by gathering intelligence and maintaining order across the kingdom. Along the road, Will discovers a wounded black-and-white border shepherd and stitches the dog's blade wound. The ferry operator identifies her as likely belonging to John Buttle, a herder with a violent temper rumored to waylay travelers.

Will settles into his Ranger cabin and presents himself to Baron Ergell and Battlemaster Sir Norris, the castle's military commander, politely deflecting their attempts to place him under the castle's authority. Over the following weeks, he grows alarmed at the garrison's poor readiness: Knights are out of practice, and Battleschool apprentices, trainees learning combat, show no urgency. The dog recovers and becomes his constant companion.

A crisis arrives when a Skandian wolfship, a raider longship crewed by fearsome northern seafarers, lands on the island. Will rides out alone and confronts the captain, Gundar Hardstriker, leveraging his knowledge of Skandian customs and his personal acquaintance with the Skandian Oberjarl (supreme leader) Erak. He negotiates livestock and grain in exchange for peace, sealed by a helmsman's oath, a binding Skandian vow of safe conduct. The incident shames Norris into drilling his men.

Alyss, Will's childhood friend and a Courier in the kingdom's Diplomatic Service, arrives with a message from Halt, Will's former mentor, and Crowley, the Ranger Commandant: Will is being temporarily reassigned. That evening, Buttle forces his way into the cabin demanding the dog, having overheard the conversation about the secret mission. Alyss feints a dagger throw while Will severs the spear head with his saxe knife, a heavy single-edged fighting blade, and knocks Buttle unconscious. Since imprisoning Buttle risks the information leaking, Will gives him to the Skandians as a slave.

At the Gathering Ground, the Rangers' remote meeting place, Halt and Crowley brief Will on his assignment. Lord Syron, commander of Castle Macindaw in distant Norgate Fief, has been struck by a mysterious illness identical to one that afflicted his ancestor a century earlier at the hands of a sorcerer named Malkallam. Macindaw guards the only mountain pass against the Scotti raiders from neighboring Picta; its fall would expose the entire northern border. Syron's son Orman, a withdrawn scholar, is nominally in charge, while Syron's nephew Keren, a popular warrior, commands the garrison in practice. Halt explains that most apparent sorcery is trickery or mind control.

Will goes undercover as a jongleur, a traveling minstrel, using his mandola, a stringed instrument. Berrigan, a former Ranger turned professional jongleur, coaches him, and Will receives specialized equipment including a camouflage cloak for snowy terrain and a packsaddle concealing a disassemblable recurve bow, since his longbow is too recognizable as a Ranger weapon.

Traveling as "Will Barton" in snowbound Norgate Fief, Will performs at a tavern and discovers deep local terror. Patrons describe mysterious lights in Grimsdell Wood, unearthly sounds, and the Night Warrior, a massive ghostly figure in spiked armor. Locals suspect the sorcerer Malkallam has returned, many blame Orman for his father's illness, and Keren is viewed as the dependable leader.

At Castle Macindaw, the contrast between the two men is immediate: Orman dismisses Will's music with contempt, while the charismatic Keren enthusiastically encourages him to perform. Will ventures into Grimsdell at night, where he sees moving lights, hears disturbing whispered voices, and watches a 12-meter-high warrior figure materialize from mist above a black mere. Terrified, he flees. Soon after, Lady Gwendolyn of Amarle arrives at the castle, and Will recognizes her: She is Alyss, his contact agent, disguised as an empty-headed noblewoman.

Analyzing the encounter, Alyss notes that the dog reacted to the sounds and lights but lay calmly when the Night Warrior appeared, suggesting the apparition was an illusion rather than something supernatural. Returning to Grimsdell by daylight, they discover the mechanisms: ropes on pulleys that move the lights and a powerful light source that projects the warrior figure onto the mist like a giant magic lantern. Will also learns from garrison soldiers that Keren has been quietly recruiting his own men, rough characters quartered separately from the regular garrison. Will sends a report south by message pigeon. At Castle Araluen, Halt and Crowley decide to send Horace, Will's best friend and a renowned young knight, north as backup under the alias Sir Hawken.

Events accelerate when Will spots Buttle alive in the castle courtyard; the Skandian ship was wrecked in a storm, and Buttle escaped. Before Will can warn Alyss, he is brought to Orman, who is visibly deteriorating. Orman reveals the truth: Keren poisoned Lord Syron, has exploited the Malkallam legend to terrify the populace, and has struck a deal with a Scotti warlord to surrender the castle. Orman himself has been poisoned the same way, and his books on sorcery were a desperate search for an antidote. Having deduced that Will is a Ranger, Orman begs for help: If he escapes, Keren cannot claim lordship.

Will, Orman, and Xander, Orman's loyal secretary, make a desperate armed breakout from the castle. The pursuers refuse to follow them into Grimsdell Wood. Deep in the forest, the dog tracks the scent of whoever operated the projection apparatus and leads them to a clearing where over 30 people, many visibly disfigured, emerge from the trees. A giant named Trobar advances, but the dog approaches wagging her tail. Trobar drops to one knee and weeps; he had a border shepherd as a child before villagers drove him out. Behind them appears Malcolm, the real person behind the "Malkallam" legend: a small, unassuming healer. At Malcolm's direction, Trobar carries Orman inside. Malcolm identifies the poison as corocore, administers an antidote, and explains his history: He was a gifted healer falsely accused of sorcery after a patient died. He retreated into Grimsdell, adopted the legend for protection, and created the projections, lights, and amplified voices to shield his community of people rejected by their villages for being different.

Back at the castle, Buttle recognizes Alyss, and Keren imprisons her in the tower. Using a drugged drink and a blue gemstone, he places Alyss under mesmerism, a form of mind control. She reveals her real name but resists before exposing Will's identity. That night, Will climbs the 30-meter tower bare-handed in freezing conditions and reaches Alyss's window. He begins applying acid Malcolm provided to dissolve the iron bars, but Keren returns and places Alyss under mesmerism again through what he calls post-hypnotic suggestion, making her reveal the acid. Keren discovers the rope Will threaded through the bars and cuts it. Will, descending on the rope, feels it give way and grabs handholds in the stone. He scrambles down and creates chaos in the courtyard with contradictory orders before escaping over the outer wall. Whistling for his horse Tug, he gallops into the darkness.

Rejoining Malcolm and Xander, Will vows to return for Alyss, even if he must take the castle apart stone by stone. Far to the south, Horace rides through bitter winter weather, still days from Macindaw. The story continues in The Siege of Macindaw.

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