Teenager Kara Kinfolk, Waterguard ranger Tal tormgren, and their companions are trapped in the town of Arrow's Flight. Brutal murder, strange disappearances, and a cult kwn as the Harbingers oppose them at every turn. Their options are dwindling along with their hope of escape. In both dreams and the waking world, they are more than hunted-they are trapped. The Dim Realm continues. The dark house in the center of town is a malevolent creature with a mind of its own. It hungers, wants as much as any mortal, and will do anything to prevent anyone from entering or leaving Arrow's Flight. Even the Harbinger cultists who used it as a base for their blasphemy do t trust it entirely. Kara and Tal are needed by the Harbingers for a ritual, but neither of them kws exactly why. All they kw for sure is that its completion will bring horror to the world. Even death is escape. Kara kws there is one rule she needs to follow in order to realize freedom-but w she wonders if she will have to break that rule in order to survive.