On a Black Tide

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by Aeryn Rudel




  ON A BLACK TIDE

  A RITES OF PASSAGE PREVIEW

  AERYN RUDEL

  Cover by

  TODD HARRIS

  CONTENTS

  MAP

  WELCOME TO THE IRON KINGDOMS

  PART I

  PART II

  PART III

  GLOSSARY

  MAP

  WELCOME TO THE IRON KINGDOMS

  The world you are about to enter is the Iron Kingdoms, a place where the power and presence of gods are beyond dispute, where mankind battles itself as well as all manner of fantastic races and exotic beasts, and where a blend of magic and technology called mechanika shape industry and warfare. Outside the Iron Kingdoms themselves—the human nations of the continent called Immoren—the vast and unexplored world of Caen extends to unknown reaches, firing the imaginations and ambitions of a new generation.

  Strife frequently shakes these nations, and amid the battles of the region the most powerful weapon is the warjack, a steam-powered automaton that boasts great mobility, thick armor, and devastating weaponry. A warjack’s effectiveness is at its greatest when commanded by a warcaster, a powerful soldier-sorcerer who can forge a mental link with the great machine to magnify its abilities tremendously. Masters of both arcane and martial combat, these warcasters are often the deciding factor in war.

  For the Iron Kingdoms, what is past is prologue. No event more clearly defines these nations than the extended dark age suffered under the oppression of the Orgoth, a brutal and merciless race from unexplored lands across the great western ocean known as the Meredius. For centuries these fearsome invaders enslaved the people of western Immoren, maintaining a vise-like grip until at last the people rose up in rebellion. This began a long and bloody process of battles and defeats. This rebellion would have been doomed to failure if a dark arrangement by the gods had not bestowed the Gift of Magic on the Immorese, unlocking previously undreamed-of powers.

  Every effective weapon employed by the Rebellion against the Orgoth was a consequence of great minds putting arcane talents to work. Not only did sorcery allow evocations of fire, ice, and storm on the battlefield, but scholars combined scientific principles to blend technology with the arcane. Rapid advancements in alchemy gave rise to blasting powder and the invention of deadly firearms. Methods were developed to fuse arcane formulae into metal runeplates, creating augmented tools and weapons: the invention of mechanika. The culmination of these efforts was the invention of the first colossals, precursors to the modern warjack. These towering machines of war gave the Immorese a weapon the invaders could not counter. With the colossals the armies of the Rebellion drove the Orgoth from their fortresses and back to the sea.

  The people of the ravaged lands drew new borders, giving birth to the Iron Kingdoms: Cygnar, Khador, Llael, and Ord. It was not long before ancient rivalries ignited between these new nations. Warfare became a simple fact of life. Over the last four centuries periodic wars have been broken up by brief periods of tense but wary peace, with technology steadily advancing all the while. Alchemy and mechanika have simultaneously eased and complicated the lives of the people of the Iron Kingdoms while evolving the weapons employed by their armies in these days of industrial revolution.

  The most long-standing and bitter enmity in the region is that between Cygnar in the south and Khador in the north. The Khadorans are a militant people occupying a harsh and unforgiving territory. The armies of Khador have periodically fought to reclaim lands their forebears had once seized through conquest. The two smaller kingdoms of Llael and Ord were forged from contested territories and so have often served as battlegrounds between the two stronger powers. The prosperous and populous southern nation of Cygnar has periodically allied with these nations in efforts to check Khador’s imperial aspirations.

  Just over a century ago, Cygnar endured a religious civil war that ultimately led to the founding of the Protectorate of Menoth. This nation, the newest of the Iron Kingdoms, stands as an unforgiving theocracy entirely devoted to Menoth, the ancient god credited with creating mankind.

  In the current era, war has ignited with particular ferocity. This began with the Khadoran invasion of Llael, which succeeded in toppling the smaller kingdom in 605 AR. The fall of Llael ignited an escalating conflict that has embroiled the region for the last three years. Only Ord has remained neutral in these wars, profiting by becoming a haven for mercenaries. The Protectorate has launched the Great Crusade to convert all of humanity to the worship of Menoth. With the other nations occupied with war, this crusade was able to make significant gains and seize territories in northeastern Llael.

  Other powers have been drawn into this strife, either swept up in events or taking advantage of them for their own purposes. The Scharde Islands west of Immoren are home to the Nightmare Empire of Cryx, which is ruled by the dragon Toruk and sends endless waves of undead and their necromantic masters to bolster its armies with the fallen of other nations. To the northeast the insular elven nation of Ios is host to a radical sect called the Retribution of Scyrah that is driven to hunt down human arcanists, whom they believe are anathema to their gods.

  The savage wilds within and beyond the Iron Kingdoms contain various factions fighting for their own agendas. From the frozen north a disembodied dragon called Everblight leads a legion of blight-empowered warlocks and draconic spawn. The proud, tribal race known as the trollkin work to unite their once-disparate people to defend their lands. Deep in the wilds of western Immoren, a secretive order of druids commands nature’s beasts to oppose Everblight and advance their own various plans. Far to the east across the Bloodstone Marches, the warrior nation of the Skorne Empire marches inexorably closer, bent on conquering their ancient enemies in Ios as a step toward greater dominion. Shadowy conspiracies have arisen from hidden strongholds to play their own part in unfolding events. These include the Convergence of Cyriss, an enigmatic machine-cult that worships a distant goddess of mathematics, as well as their bitter enemies the cephalyx, a race of extremely intelligent and sadistic slavers who surgically transform captives into mindless drudges.

  The Iron Kingdoms is a setting whose inhabitants must rely on heroes with the courage to defend them using magic and steel, whether in the form of rune-laden firearms or steam-driven weapons of war. The factions of western Immoren are vulnerable to corruption from within and subject to political intrigue and power struggles. All the while, opportunistic mercenaries profit from conflict by selling their temporary allegiance for coin or other favors. It is a world of epic legends and endless sagas.

  Enter the Iron Kingdoms, and discover a world like no other!

  PART I

  Blackwater, Late Summer, 605 AR

  Aiakos watched the Scythe limp into port like a great, wounded beast. The thick ironwood planks of its hull were shot through in many places, and the ship sat low—too low—in the water. Its main mast was gone; only a cracked six-foot stub remained where the massive beam had once stood proud and straight. Rigging and torn sails lay in a tangled snarl on the decks. The ropes had soaked up blood leaking from dozens of broken bodies, turning them pink so they looked like great heaps of intestines. The paddle wheel and the steam engines that powered it were intact; otherwise, Aiakos surmised, the Scythe would be at the bottom of the Meredius.

  “That’s Bloodbrine’s ship,” Dasko said, pointing his dirk at the lumbering pirate galleon. “Shot to hell and gone, looks like.”

  Aiakos nodded. “Just like Baros said. He’s headed for our pier.” He took a few steps down the pier as the Scythe came to a stop and the few men on her deck cast hawsers to waiting sailors on the pier. Once the ship was moored, its surviving crew began to shuffle down the gangplank. Every one of them bore some injury, mostly deep cuts and bulle
t wounds, the mark of pistol and cutlass.

  “That he is,” Dasko said. “Baros had good information. That’ll earn him a few more coins.”

  Aiakos glanced back at the gang leader, who was now worrying a bit of meat from his teeth with the point of his knife. Behind Dasko twenty of their best lads waited, clubs and knives in hand. He and Dasko had run the Quay Slayers for the last five years. They’d both joined the gang as a means of survival. Aiakos had been forced onto the brutal streets of Blackwater at eleven, Dasko at twelve. This was the way of things in Cryx. Once a child was deemed old enough, he was forced to fend for himself. The only real way to avoid death was to join one of the countless street gangs and learn to be as vicious and cruel as everything else in Blackwater.

  What remained of the Scythe’s crew had now disembarked, and the captain himself, Grivus Bloodbrine, was making his way down the gangplank. Captain Bloodbrine was tall, gaunt, and hollow-cheeked. His clothes, although of fine make, were spattered with blood and scorched, and he cradled one arm against his chest, bloody bandages shrouding the limb completely.

  Aiakos made his way down the pier, pushing through the line of injured sailors leaving the Scythe. Bloodbrine saw him coming and put his good hand on the heavy pistol shoved into his belt. This was how most people greeted Aiakos—with suspicion and an expectation of violence. Aiakos was large and strong, and he’d earned a reputation as a formidable fighter: relentless, uncompromising, and brutally skilled. He approached the captain slowly, his own weapons—a whaler’s harpoon balanced over one shoulder and a long flensing knife at his hip—at the ready but not overtly so.

  “And who might you be?” Captain Bloodbrine called out.

  “I am Aiakos, second in the Quay Slayers. You’re moored on our pier, Captain.”

  Bloodbrine smiled. “Is that so?”

  “It is,” Aiakos said. “But your ship is in bad shape, so we’re willing to let you remain here and offer you our protection.”

  “What would I need protecting from?” Bloodbrine asked, tapping the butt of his pistol with one finger. Behind the captain another member of his crew had come down the gangplank. She wore close-fitting leathers and carried a brace of pistols across her chest. She held a gaff pole in both hands, its blade hooked and gleaming. Unlike the other members of the Scythe’s crew, this woman bore only superficial signs of combat—torn clothing and a few scrapes. The fact that she was uninjured meant either she’d avoided the fighting or she was very good at it. By the way she carried herself, Aiakos assumed the latter.

  “Aiakos here says we’re on his pier, Nyra,” Bloodbrine said as the woman came up beside him. “What do you think of that?”

  Nyra stared at Aiakos with cold, appraising eyes, her plain face unreadable. “Pay him what he wants. Someone has to watch the ship while repairs are made,” she said simply, then pushed past Aiakos.

  “My first mate says pay you,” Bloodbrine said. He smiled sourly. “But what if I’ve got twenty fighters waiting in the hold to protect what’s mine?”

  Aiakos glanced up at the decks of the Scythe and quickly counted thirty bodies; there were likely more in the hold. Bloodbrine was in a bad position and vulnerable. The pirate captains were certainly a notch up on the food chain over the street gangs, but any wounded beast was likely to attract scavengers. Aiakos took the risk, weighing his words carefully to imply the threat. “You don’t, or some of them would be with you now. We’ll make sure the shipwrights do their work without interruption while you fill out your crew.”

  Bloodbrine grimaced and then spat. He knew his vulnerability was obvious, and in Blackwater that meant he was prey. “How much?”

  “Twenty gold crowns a day,” Aiakos replied. “I’ll take today’s payment now.” He held out his hand.

  Bloodbrine shook his head and dug into one of the pouches hanging from his belt. He pulled out a handful of gold coins and shoved them at Aiakos, who dropped them into his own pouch.

  “Good,” Aiakos said. “Have someone here with the next payment tomorrow at the same time.”

  “Do you think you could keep them off the ship?” Bloodbrine nodded at something over Aiakos’ right shoulder. He turned and saw a trio of awful figures moving down the pier. The necrotechs were bulbous, fleshy things upon a tangle of metal spider-like legs. They moved toward the Scythe, a small mob of shambling thralls in their wake. The undead masters of necromechanika were always on the lookout for fresh supplies. Word had obviously reached them that the Scythe was, for the moment, a floating abattoir.

  Aiakos suppressed a shudder as the necrotechs approached. The undead were part of everyday life in Blackwater, but most of the living tried to stay out of their way lest they, too, be considered raw materials for the flesh foundries. Some in Blackwater saw undeath as a way to accumulate power and rise in station; certainly the armies and navies of Cryx contained powerful undead, not to mention the almost god-like power of the lich lords who controlled everything. To Aiakos, though, the thought of surrendering breath and blood for the cold eternity of undeath was abhorrent. Worse yet was that many were thrust upon that path unwillingly, robbed of their free will to serve as mindless and disposable cannon fodder.

  “No,” Aiakos said and stepped out the way of the necrotechs and their thrall servitors. The rotten stink of their passing made his eyes water and his gorge rise. “They always take what they want.”

  Bloodbrine watched the necrotechs clamber aboard his ship, their spidery legs making a dull metallic clacking noise as they scuttled across the main deck. “The shipwrights will be here tomorrow, after they’ve”—he jerked his head toward his ship—“taken what they want.”

  Thralls had already begun to drag the dead from the Scythe, leaving bloody smears across the pier. Many of the corpses were in various states of dismemberment, as the necrotechs cut away the burnt and mangled pieces, leaving the choicest bits intact.

  Aiakos nodded, then turned and walked back to Dasko. Bloodbrine remained, watching the necrotechs with a scowl. Aiakos felt a twinge of sympathy for the captain, a well-known and powerful pirate now forced to stand by and watch the real power in Blackwater take what it wanted from him.

  “What did he say?” Dasko said as Aiakos approached.

  “He agreed. Twenty per day,” Aiakos replied.

  Dasko smiled and rubbed his hands together. “The lads were hoping for a bit of sport, but I’d just as soon have the money without a fuss. Hand it over.”

  Aiakos dug the coins from his pouch, counted out his cut, and passed the rest to Dasko without a word.

  “We talked to a few of Bloodbrine’s men as they passed,” Dasko said. “He’ll be looking for replacements. They’re gathering at the Black Hold. Should be quite a spectacle.”

  Aiakos nodded. Pirate captains looking to replace men lost in battle often announced their intentions and gathered potential recruits into one of the many fighting pits around Blackwater. There, the poor and desperate would fight one another, sometimes to the death, for a chance at a life at sea. Crewing a pirate vessel was not exactly easy work, but the chance to get off Blackwater and at least have the opportunity to amass wealth and prestige was often considered enough to die for.

  Aiakos was no stranger to the fighting pits. He fought regularly, both to earn extra coin and to keep his battle skills honed. His many victories only enhanced his reputation among the Quay Slayers and the rival gangs they often battled.

  “I’ll meet you there,” Aiakos said and walked past Dasko. He turned and looked at the Scythe. The ship was swarming with activity as more thralls arrived to cart away the dead. Beyond the ship was the Meredius, its waters stretching to the horizon in a flat, grey expanse. To Aiakos the sea looked like a blank slate, pure and filled with untold possibilities. He turned back to Blackwater, grimaced, and pressed on.

  The Black Hold was packed with bodies and filled with the stink of sweat and cheap grog. The Hold was one of the largest and oldest arenas in Blackwater, and it sat below the squalor of t
he city in a massive natural cavern. Its fighting pit was also quite large: eighty feet long and forty feet wide.

  “Look at those idiots,” Dasko said beside Aiakos. They’d pushed their way to the front, ten feet from the edge of the pit, and were looking down at some fifty men and women armed with an assortment of makeshift weapons. Real weapons weren’t allowed, so the combatants held clubs, belaying pins, even boat oars. “Half are like to get beaten to death, and the other half won’t last a month aboard Bloodbrine’s ship. Viger and Baros are down there with them. Bloody fools.”

  Aiakos’ brows rose at the mention of two of the Quay Slayers’ better fighters. He quickly scanned the pit and found both. Over seven feet tall, Baros stood out like out a greatsword among daggers. Viger—small, rat-faced, and very, very fast—stood beside him. It was obvious the two planned to fight together rather than against one another. Baros gripped a boat oar, a suitable replacement for the heavy maul he normally carried in combat. Viger had replaced his twin cutlasses for a pair of belaying pins of roughly the same size and weight as his swords.

  “They’ll be difficult to replace,” Dasko said. “Baros especially. For all his strength and size, he’s a smart son-of-a-whore.”

  Aiakos looked across the pit to where the owner of the Black Hold, Halder Morrid, stood with Captain Bloodbrine and his first mate. Halder was a veteran pirate who had also survived a stint in the Cryxian Navy. He was old now, but still ruthless and deadly. Halder’s guards, six hulking black ogrun, stood around their employer and his guests, keeping the rabble at bay with clubs and drawn daggers.

  “You all know why you are here,” Halder called out, his deep, scratching voice rising over the din of the crowd. The Black Hold quieted and a crackle of electric anticipation ran through the throng of cutthroats and gutter rats. The men and women in the pit looked up at Halder, and Aiakos could almost smell the fear rising from the arena floor. “So I’ll turn this over to Captain Bloodbrine, and he’ll fill you on the necessaries.”

 

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