Contents
Chapter 10
Overview
Ingtar drives a relentless pursuit south, following a trail that veers unpredictably and leaves murders behind. At the Erinin, a vanished hamlet and two flayed Fal Dara guards chill the company. A later village lies eerily deserted; Rand breaks a terrifying vision and heat surges through him. They find a Myrddraal spiked to a door, proof of a deadly unknown force, and continue the hunt.
Summary
Ingtar sets a punishing pace as Hurin leads them south by scent. Rand, isolated from Mat and Perrin, keeps silent. The party alternates trotting and riding to spare horses. That night, Rand discovers only ornate coats packed for him, fueling his refusal to be used. Around the fire, tensions surface—Masema’s hostility, Uno’s bluntness, and talk of Aiel harden Rand’s unease about who he is.
At dawn, scouts find an abandoned camp; Hurin smells murder, and the trail abruptly turns northeast, then south again, a pattern repeating over days with bodies left behind. Ingtar grows obsessive, pushing longer hours and invoking the charge to recover the Horn.
Reaching the Erinin, they find a hamlet deserted, doors open and a fleeting figure that vanishes. Hurin senses “hurting” but no clear killing. After scouting, they ferry across and discover the two missing Fal Dara guards, Changu and Nidao, skinned alive and hanged. Ingtar orders their burial with Borderlander rites and forces the company onward, shaken but resolute.
South across abandoned Hardan, Ingtar laments the lands’ decline. Scouts report another village directly in their path. It, too, is empty. Rand enters a house and is trapped in a freezing, looping vision of a family’s interrupted meal; swarms of flies engulf him until a searing heat within him shreds the unseen snare, leaving only a few dead flies.
In the square, the company finds a Myrddraal spiked to a doorway, even its eyes nailed in place—an act beyond their understanding. With no answers, Ingtar orders them to ride. Hurin confirms the trail remains true: still south, and the hunt continues.
Who Appears
- Rand al'ThorReluctant hunter; isolated from friends; resists manipulation; breaks a deadly vision as heat surges through him.
- IngtarLeads the pursuit obsessively; manages pace and scouts; orders burials; broods on fading nations.
- HurinSniffer guiding the trail; detects murders and strange ‘hurting’; confirms direction changes and crossings.
- Mat CauthonBitter and distant; driven by need to recover his dagger; shocked by grim findings.
- Perrin AybaraWary and somber; senses wrongness; predicts worse to come; joins searches cautiously.
- LoialSupportive Ogier; comments on Aiel and lost nations; explains Shienaran burial customs.
- UnoGruff veteran; scouts tracks; nearly startles a disappearance; helps organize crossings.
- MasemaOpenly hostile toward Rand; assists ferry crossing; shaken by discoveries.
- RaganScout who finds the horrific scene across the Erinin and reports it to Ingtar.
- ChanguMissing Fal Dara guard; discovered flayed and hanged; likely complicit in the theft.
- NidaoMissing Fal Dara guard; found flayed and hanged beside Changu; buried by the party.
- MyrddraalFound spiked to a door in the deserted village, signaling a terrifying, unknown actor.