promise.â
âI donât know,â Cole said, wondering how the deal could backfire.
âThis is simple,â Sando said calmly. âIf I ask too much, walk away. You are under no obligation. I see this as a generous offer. I require a minor favor in exchange for very valuable information. If you see it otherwise, good day to you, young sir. May you travel prosperous roads.â
âCanât you just tell me?â Cole begged.
âIt was my pleasure to provide free information about Nazeem,â Sando said. âWe could discuss other matters. But I cannot tell you about Destiny for free. I canât divulge such precious knowledge without some form of recompense. Binding myself to the material world is how I survive.â
Cole waited.
Sando placed his hands on his knees, as if to rise.
Cole picked up the silver ringer.
C HAPTER
4
KNOWLEDGE
A faint tremor rippled through Cole. Not a physical vibrationâmore a disturbance of his emotions, intangible but unmistakable. The sensation briefly allowed him to feel his shaping power.
âGood choice, young sir,â Sando approved, rocking happily. âDestiny Pemberton visited the Cave of Memory not many months ago.â
âIs that nearby?â Cole asked.
âThree days by horse or coach,â Sando said. âYou seem unfazed. I expected more excitement. How much do you know about the Cave of Memory?â
âNothing,â Cole said.
Sando grinned, gums gleaming wetly. âCertain places in Necronum are woven differently from others. No echoes can enter the Cave of Memory. The interior has no parallel in the echolands. After entering, any mortal who departs the cave leaves behind a lasting impression that functions like a dead echo.â
âAn echo forms?â Cole asked.
âNot a true echo,â Sando said. âAn echo only forms once for each person. No second chances. It happens upon death, or earlier if a death weaver crosses to our side and becomes a bright echo. Such echoes remain bright for as long as they can return to their physical bodies. The constructs inside the Cave of Memory are not true echoes. Most call them imprints. They have no physical substance. But they retain the form and memories of whoever they represent.â
Cole had gotten used to encountering the impossible in the Outskirts, but this was still hard to process. âAre you saying I can talk to Destinyâs memories?â
âIn essence, yes,â Sando said. âThe imprint you meet will look like Destiny and will have the same memories and personality Destiny had when she exited the cave. But the imprint cannot learn or change.â
âSheâll be like a figment,â Cole said. âA semblance made of illusion.â
âSimilar,â Sando said. âFinding Destinyâs imprint could be a challenge. The cave is not small. Many imprints have accumulated over the years. All who enter pay the same price.â
âIâll leave behind an imprint,â Cole realized.
Sando tapped his temple and pointed at Cole. âAt minimum, proof you were there. At worst, your imprint could impart secrets to others.â
âIf I wouldnât tell a secret, would my imprint?â Cole asked.
âDepends,â Sando said. âCan you be tricked?â
âI guess.â
âIf so, your imprint could be fooled as well. An imprint is intangible, so it canât be tortured or threatened. But your imprint also canât learn new concepts. Its only tools would be everything you knew and believed when you left the cave. The imprint canât alter an opinion, develop a skill, or entertain a fresh thought. There is no inspiration for imprints. No new memories. Their nature tends to cause exploitable weaknesses.â
âMakes me wonder how much I trust myself,â Cole said.
âA sensible concern, young sir,â Sando said. âBut if you truly wish to find Destiny, the