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 known 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 not trust it entirely. Kara and Tal are needed by the Harbingers for a ritual, but neither of them knows exactly why. All they know for sure is that its completion will bring horror to the world. Even death is no escape.
Kara knows there is one rule she needs to follow in order to realize freedom-but now she wonders if she will have to break that rule in order to survive.