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Orcs: Bad Blood

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by Stan Nicholls




  Copyright © 2008 by Stan Nicholls

  Excerpt from Orcs:Army of Shadows copyright © 2010 by Stan Nicholls

  All rights reserved. Except as permitted under the U.S. Copyright Act of 1976, no part of this publication may be reproduced, distributed, or transmitted in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher.

  Orbit

  Hachette Book Group

  237 Park Avenue, New York, NY 10017

  Visit our Web site at www.HachetteBookGroup.com

  First eBook Edition: April 2009

  Originally published in Great Britain by Gollancz, 2008

  Orbit is an imprint of Hachette Book Group. The Orbit name and logo are trademarks of Little, Brown Book Group Limited.

  The characters and events in this book are fictitious. Any similarity to real persons, living or dead, is coincidental and not intended by the author.

  ISBN: 978-0-316-05282-5

  Contents

  Copyright Page

  HOW THE WOLVERINES WON THEIR FREEDOM

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  Chapter 5

  Chapter 6

  Chapter 7

  Chapter 8

  Chapter 9

  Chapter 10

  Chapter 11

  Chapter 12

  Chapter 13

  Chapter 14

  Chapter 15

  Chapter 16

  Chapter 17

  Chapter 18

  Chapter 19

  Chapter 20

  Chapter 21

  Chapter 22

  Chapter 23

  Chapter 24

  Chapter 25

  Chapter 26

  Chapter 27

  Chapter 28

  Chapter 29

  ORCS: ARMY OF SHADOWS

  Extras

  Meet the Author

  A Preview of "THE DWARVES"

  Praise for ORCS

  “With grand-scale world building, labyrinthine plotlines, extensive backstory, and pedal-to-the-metal action, Nicholls captures adventure fantasy at its very best.”

  — Publishers Weekly (starred review)

  “Stan Nicholls takes his well-deserved place beside Robert Jordan and George R. R. Martin as a modern star of fantasy.”

  — The Independent

  “Incorporating wall-to-wall action with undercurrents of dark humor, Bodyguard of Lightning is a gritty, fast-paced novel with a neat twist. The heroes are orcs — though you wouldn’t want to meet any of them on a dark night!”

  — David Gemmell

  “Weirdly charming, fast-moving and freaky, Bodyguard of Lightning is the most fun you’re ever likely to have with a warband of orcs. Remember, buy now or beg for mercy later.”

  — Tad Williams

  “A neat idea and Stan Nicholls pulls it off with great panache.… Enough weird sex to keep the tabloids outraged for weeks. You’ll never feel the same about Lord of the Rings.”

  — Jon Courtenay Grimwood, SFX

  “A warning: if you don’t wish to become addicted to the most impressive new fantasy sequence in many a moon, you should avoid Bodyguard of Lightning.”

  — Genre Hotline/LineOne Science Fiction Zone

  “Stan Nicholls tries to correct the bad press authors such as Tolkien have given to orcs. Nicholls tells his tale briskly and entertainingly.… If you like lots of hacking and slashing, Bodyguard of Lightning is for you!”

  — Starburst

  “Bodyguard of Lightning is naturally full of fighting, blood-letting and double-crossing. Nicholls has created a fast-paced adventure.”

  — The Mentor

  “In the fantasy field, Stan Nicholls’s Legion of Thunder demonstrates a truly coruscating imagination in its outrageous narrative.”

  — Publishing News Books of the Year 1999

  “Nicholls knows how to describe a battle in gritty detail, in such a way that it grabs your interest and yet still appears as unglamorous and unromantic as it should. A strange tale of magic, fantastic creatures, and mythical elder races that warps your expectations.”

  — The SF Site

  “Warriors of the Tempest is, above all, a wonderful piece of storytelling: fast-paced with plenty of hairpin twists, crammed with loads of juicy battles and properly bad baddies, racing towards a carefully set-up conclusion that’s both exciting and genuinely moving.… Underlying all the fun and games are a core of skillfully drawn, fully realized characters who engage your sympathy from the start and never let go.… Sweet and sour orc, a feast for the most jaded fantasy-lover’s palate.”

  — Tom Holt, SFX magazine

  “The prose flows smoothly and the story is exciting.”

  — Science Fiction Chronicle

  “Breathless and ruthless, menacing and fun. Easy to read and totally engaging.”

  — The Alien Online

  “Stan Nicholls’s excellent Orcs sequence… is a welcome counterblast to the anti-orc onslaught due with the film launch of The Lord of the Rings.”

  — The Guardian

  “Now’s your chance to catch up with one of the most unusual writers in the genre. And it’s particularly wonderful not to have to put your brain to bed while reading Nicholls — unlike many of his writing peers, there’s a real intelligence always at work here. Not that we don’t get the requisite rip-roaring action and colorful world-building — along with some cutting humor.”

  — Tiscali SF Zone

  “It is an excellent adventure read. A good adventure story with plenty of action, humorous and well-crafted. Thoroughly recommended.”

  — SF Crowsnest

  BY STAN NICHOLLS

  “Gladiators” Game Book No. 1

  Tom and Jerry: The Movie

  Cool Zool

  Strange Invaders

  Spider-man: The Hobgoblin

  The Nightshade Chronicles

  The Book of Shadows

  Shadow of the Sorcerer

  A Gathering of Shadows

  Fade to Black

  Dark Skies: The Awakening

  Orcs Orcs: Bad Blood

  The Dreamtime Trilogy

  The Covenant Rising

  The Righteous Blade

  The Diamond Isle

  Nonfiction

  Wordsmiths of Wonder: Fifty Interviews with Writers of the Fantastic

  Ken and Me

  Gerry Anderson: The Authorized Biography

  Graphic novels (as adaptor)

  David Gemmell’s Legend

  David Gemmell’s Wolf in Shadow

  In fondest memory of David Gemmell, 1948–2006

  HOW THE WOLVERINES WON THEIR FREEDOM

  Maras-Dantia abounded with a diversity of lifeforms. There were inevitable conflicts between these elder races, but mutual respect and tolerance maintained the social fabric.

  Until a new race arrived.

  They called themselves humans, and braved unfriendly wastelands to enter Maras-Dantia from the far south. Small in number at first, over the years they grew to a torrent. They claimed the land as their own, renamed it Centrasia, and set about exploiting its resources. Rivers were polluted, forests stripped and elder race settlements destroyed. They showed contempt for the cultures they encountered, demeaning and corrupting the native inhabitants.

  But their greatest crime was to defile Maras-Dantia’s magic.

  Their greed and disregard for the natural order of things began to drain away the land’s vital energies, diminishing the magic elder races depended upon. This in turn warped the climate. Before long, an ice field was advancing from the north.

  So it came to war between the elder races and the humans.

  Th
e conflict was far from clear cut. Both sides were disunited. Old divisions within the elder races resurfaced, and some even threw in their lot with the incomers. The humans themselves suffered from a religious schism. Some were Followers of the Manifold Path, commonly known as Manis, and observed pagan ways. Others adhered to the precepts of Unity. Dubbed Unis, they supported the newer sect of monotheism. There was as much animosity between Unis and Manis as between elder races and humans.

  One of the only native races without magical powers, orcs made up for the deficiency with their superior martial skills and a savage lust for combat.

  Stryke captained a thirty-strong orc warband called the Wolverines. His fellow officers were Sergeants Haskeer and Jup, the latter the band’s only dwarf member, and Corporals Alfray and Coilla, the group’s sole female. The balance of the command consisted of twenty-five common grunts. The Wolverines were part of a greater horde serving despotic Queen Jennesta, a powerful sorceress who supported the Mani cause. The offspring of human and nyadd parents, Jennesta’s taste for sadism and sexual depravity were legendary.

  Jennesta sent the band on a perilous mission to seize an ancient artefact from a Uni stronghold. The Wolverines gained the artefact, which proved to be a sealed message cylinder, along with a cache of an hallucinogenic drug called pellucid. But Stryke made the mistake of letting his band celebrate by sampling the drug. The following dawn, returning late to Jennesta and fearing her wrath, they were ambushed by kobold bandits who stole the artefact. Knowing they would pay a terrible price for their negligence, Stryke decided to pursue the raiders.

  Assuming treachery by the Wolverines, Jennesta declared them outlaws and ordered their capture, dead or alive. She also established contact with her brood sisters, Adpar and Sanara, with whom she was linked telepathically. But bad blood between the siblings prevented Jennesta discovering if either knew the whereabouts of the band or the precious artefact.

  During the search for the kobolds, Stryke began to experience lucid visions. They showed a world consisting solely of orcs, living in harmony with nature and in control of their own destiny. Orcs who knew nothing of humans or the other elder races.

  He feared that he was going insane.

  Locating the kobolds, the Wolverines exacted bloody revenge and regained the artefact. They also liberated an aged gremlin scholar called Mobbs, who thought the cylinder might contain something that had a direct bearing on the origin of the elder races. He believed the cylinder was connected with Vermegram and Tentarr Arngrim, two fabled figures from Maras-Dantia’s past. Vermegram was a sorceress, and the nyadd mother of Jennesta, Adpar and Sanara. She was thought to have been slain by Arngrim, a human whose magical abilities equalled hers.

  Mobbs’ words brought out a latent spirit of rebellion in the band, and Stryke successfully argued that the cylinder be opened. Inside was an object fashioned from an unknown material, consisting of a central sphere with seven tiny radiating spikes of variable length. To the orcs it resembled a stylised star, similar to a hatchling’s toy. Mobbs explained that it was an instrumentality, a totem of great magical power long considered mythical. When united with its four fellows it would reveal a profound truth about the elder races, a truth which the legends implied could set them free. At Stryke’s urging, the Wolverines abandoned their allegiance to Jennesta and struck out to seek the other stars, reasoning that even a fruitless search was better than the servitude they knew.

  Their quest first led them to Trinity, a Uni settlement ruled by fanatical preacher Kimball Hobrow, where an instrumentality was revered as an object of worship. Seizing it, the band narrowly escaped and made for Scratch, the trolls’ subterranean homeland, where they hoped a further star might be located.

  Impatient with her own minions, Jennesta employed the services of Micah Lekmann, Greever Aulay and Jabez Blaan. Ruthless human bounty hunters who specialised in tracking renegade orcs, they undertook to return with the Wolverines’ heads.

  The band’s expedition to Scratch was successful, and a third star was secured. But Haskeer, seized by a strange derangement, made off with them. Coilla, giving chase, fell into the hands of the bounty hunters, who negotiated to sell her to goblin slave traders. Haskeer himself, convinced that the stars were communicating with him in some way, was captured by Kimball Hobrow’s zealous followers, the custodians.

  Having rescued Coilla and Haskeer, the band learned that an instrumentality could be in the possession of a centaur called Keppatawn and his clan in Drogan Forest.

  Jennesta stepped up the hunt for the Wolverines, including more dragon patrols under the direction of her mistress of dragons, Glozellan. She also maintained telepathic contact with her brood sisters, Adpar and Sanara, queens of their own domains in different parts of Maras-Dantia. Adpar, ruler of the underwater nyadd realm, was making war against a neighbouring race, the merz. Jennesta offered her an alliance to help find the stars, promising to share their power. Not trusting her sister, Adpar refused. Enraged, Jennesta used sorcery to cast a harmful glamour on her sibling.

  On their way to Drogan, the band several times encountered an enigmatic human called Serapheim, who warned them of approaching perils before disappearing, seemingly impossibly.

  Entering Drogan forest, the band made contact with the centaur Keppatawn. A renowned armourer hampered by lameness, Keppatawn had a star which he stole from Adpar when he was a youth. But a spell cast by her left him crippled, and only the application of one of her tears could right him. Keppatawn declared that if the Wolverines brought him this bizarre trophy he would trade the star for it. Stryke agreed.

  The orcs made their way to the nyadd’s domain. Nyadds and merz were at war, and Adpar had slipped into a coma as a result of Jennesta’s magical attack. Fighting their way to her private chambers, the Wolverines found the queen on her deathbed, abandoned by her courtiers. When the cause looked lost, she shed a single tear of self-pity, which Stryke caught in a phial. The tear healed Keppatawn’s infirmity, and he gave up the instrumentality.

  Stryke’s visions continued, and intensified, and he became preoccupied by the notion that the stars were singing to him.

  The final instrumentality was housed in a Mani settlement called Ruffetts View, where a fissure had opened in the earth and was expelling raw magical energy. Once there, the band became a rallying point for disaffected orcs, many of them deserters from Jennesta’s horde. Learning that two armies, Jennesta’s and Hobrow Kimball’s, were heading towards Ruffetts View, Stryke reluctantly allowed the deserters to join him. A siege ensued, and in the chaos of its aftermath the Wolverines made off with the last star.

  When connected, the five artefacts formed a device that magically transported the band to Ilex, an ice-bound region in the extreme north of Maras-Dantia. In a fantastical ice palace they discovered Sanara, who proved benevolent, unlike her tyrannical sisters. She was held captive by the Sluagh, a pitiless race of near immortal demons who had pursued the instrumentalities for centuries. Unable to defeat the Sluagh, the orcs were imprisoned by them.

  Their saviour appeared in the form of the mysterious Serapheim, revealed as the legendary sorcerer Tentarr Arngrim, father of Jennesta, Sanara and Adpar. Through him Stryke learnt that Maras-Dantia was never the orcs’ world, or the natural world of any of the elder races. Arngrim’s ex-lover turned enemy, the sorceress Vermegram, brought orcs into Maras-Dantia to create her personal slave army. But the magical portals she opened also swept in members of other races from their own dimensions. Ironically, Maras-Dantia was and always had been the home world of humans.

  Stryke’s visions were not insanity but glimpses of his race’s home world, brought on by contact with the powerful energy generated by the instrumentalities.

  Tentarr Arngrim, trying to make amends for what humans had done, created the instrumentalities as part of a plan to return the elder races to their home dimensions. But the scheme was dashed and the stars scattered.

  The sorcerer helped the Wolverines escape, and they managed
to take the instrumentalities back from the Sluagh. A portal was located in the ice palace’s cellars, and the sorcerer guided the band to it. But as he prepared to send them to the orcs’ dimension Jennesta arrived with her army. A magical battle with Arngrim and Sanara on one side and Jennesta on the other ended with Jennesta consigned to the portal’s fearsome vortex. The sorcerer queen was either torn apart by its titanic energy or flung into a parallel dimension.

  Jup, the dwarf member of the Wolverines, chose to stay in the world he knew rather than cross to his race’s home dimension. He and Sanara went off in hope of escaping under cover of the anarchy that engulfed the ice palace. For his part, Tentarr Arngrim elected to stay in the crumbing fortress and hold the Sluagh at bay while the others got away. Thrusting the instrumentalities into Stryke’s hands, he set the portal for the orcs’ dimension.

  And the Wolverines stepped into the vortex…

  1

  Bilkers were the second most dangerous species in Ceragan. They had teeth like knife blades and hides as tough as seasoned leather. The only thing greater than their fearsome strength was their aggression.

  The bilker being stalked by two of the most dangerous of Ceragan’s inhabitants reared on its massive hind legs. Its scabby head brushed the crest of a tree that a flick of its barbed tail would have been powerful enough to fell.

  “Think we can take it alone?” Haskeer whispered.

  Stryke nodded.

  “Looks like a mob-handed job to me.”

  “Not if we’re smart.”

  “Shit’s smarter than a bilker.”

  “You should be all right then.”

  Haskeer shot him a mystified glance.

  They were fine specimens of orc adulthood, with imposing shoulders, expansive chests and a muscular build. Their craggy faces bore proudly thrusting jaws, and there was flint in their eyes. Both had fading scars on their cheeks where the tattoos signifying their rank, the marks of enslavement, had been purged.

  The bilker thudded down on to four legs. It gave a watery growl and resumed lumbering. Trampling shrubbery, grating bark from trees it rubbed against, it began moving along the bottom of the valley.

 

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