He turned to call Hailen, and his heart stopped when he saw no sign of the boy. "Hailen!" A hint of panic tinged his voice. "Hailen, where are you?"
"Aha!" With a little laugh, the boy jumped out from behind the farthest of the four Dolmenrath stones. "Did I scare you?"
"Absolutely," the Hunter growled, biting back on his anger. "We've got to move." His gut tightened as Hailen trotted past the black obelisks toward him.
The four monoliths contained an immense amount of power, a remnant of the Serenii that had created them. Though the power was locked away in those stones, it could be summoned by a single drop of Hailen's blood. He'd seen what they could do in the Advanat Desert and again in the mountains beneath Kara-ket, the twin temples of the Sage and the Warmaster. Both times, the use of that power had changed Hailen. First, his eyes had turned purple. Slowly, the Irrsinnon, the madness that Hailen and all other descendants of the Serenii, had begun to claim him. It had gotten worse over the last week.
The Hunter's gaze went to the blade hanging from the makeshift baldric he'd fashioned for Hailen.
Feed me! Soulhunger insisted, its voice faint in the back of his mind.
He hated being separated from the dagger—it had been with him since his first memory, as much a part of him as his midnight black eyes or his body's unique ability to heal itself. But he hated being near Soulhunger just as much. The blade's voice had grown louder, more insistent since his last kill nearly four days earlier. It lusted for blood and would not give him peace until he satiated its demands.
In Kara-ket, he had learned a secret: something about Soulhunger's gemstone, the source of that voice, kept Hailen's madness at bay. Whenever possible, he let the boy carry the dagger. Its presence protected Hailen from the Irrsinnon. Only when he went hunting, both to appease the voice in his mind and Soulhunger's demands, did he take the dagger. He knew it angered Soulhunger—the blade craved the life force of his victims—but he did it for the boy's sake.
"Come on, Hailen." He held out a hand. "We've got a few hours before the sun sets."
"Will it be all gold and red and purple like yesterday?" Hailen's eyes sparkled.
The Hunter shrugged. "We'll find out soon enough."
He lifted Hailen into Ash's saddle, careful not to touch the boy's skin. Contact with demons—Abiarazi and Bucelarii alike—triggered something within Hailen, making his fingernails bleed. The sight of it had startled and even terrified the Sage. The demon had called the boy "Melechha". One more question for the Hunter to answer.
Mounting Elivast, the Hunter closed his eyes and drew in a deep breath. There, in the back of his mind, he felt the Sage's heartbeat echoing.
A grim smile touched his lips as he kicked Elivast into motion. You won't escape me, Sage.
Hero of Darkness (Book 5):
Darkblade Slayer
To save the future, he must confront the truth of his past.
The Hunter will not rest until his blade pierces the demonic Sage’s heart.
His pursuit leads across windswept plains, into an ancient holy vault, and through a barren mountain range. Beside him is Hailen, the violet-eyed child with mysterious abilities long believed lost—abilities that are dragging the boy deep into madness.
The only hope of putting an end to the Sage and curing Hailen is to reach the lost city of Enarium.
It’s a race against time to kill a demon, save a child, and avert the end of the world.
Buy now to dive into the latest in the epic Hero of Darkness series. Hang onto your seat and take a ride into dark fantasy of the best kind!
* * *
Back to Table of Contents
More Books by Andy Peloquin
Queen of Thieves
Book 1: Child of the Night Guild
Book 2: Thief of the Night Guild
Book 3: Queen of the Night Guild
Traitors’ Fate (Queen of Thieves/Hero of Darkness Crossover)
Hero of Darkness
Book 1: Darkblade Assassin (May 29th)
Book 2: Darkblade Outcast (June 5th)
Book 3: Darkblade Protector (June 19th)
Book 4: Darkblade Seeker (July 10th)
Book 5: Darkblade Slayer (August 7th)
Book 6: Darkblade Savior (September 4th)
Different, Not Damaged: A Short Story Collection
Try This Prequel Story!
The Hunter of Voramis does not forgive or forget. But his thirst for vengeance against a deceitful client could lead to consequences far graver than he realizes.
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About the Author
I am, first and foremost, a storyteller and an artist--words are my palette. Fantasy is my genre of choice, and I love to explore the darker side of human nature through the filter of fantasy heroes, villains, and everything in between. I'm also a freelance writer, a book lover, and a guy who just loves to meet new people and spend hours talking about my fascination for the worlds I encounter in the pages of fantasy novels.
Fantasy provides us with an escape, a way to forget about our mundane problems and step into worlds where anything is possible. It transcends age, gender, religion, race, or lifestyle--it is our way of believing what cannot be, delving into the unknowable, and discovering hidden truths about ourselves and our world in a brand new way. Fiction at its very best!
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Glossary
Gods of Einan
Kiro, the Master: God of virtue and nobility
Deralana, Lady of Vengeance: Goddess of warriors and vengeance
Garridos, the Apprentice: God of ventures and enterprise
The Maiden: Goddess of purity, devotion, and festivities
The Illusionist: God of coin, success, and madness
The Bright Lady: Goddess of healing
The Swordsman: God of war, heroism, and metal-smithing
The Mistress: Goddess of trysts, secrets, and whispered truths
The Bloody Minstrel: God of sickness, plague, and horrible music
The Watcher: God of the night, god of justice and vengeance. Thieves and criminals know him as “the Watcher in the Dark”.
The Lonely Goddess: Goddess of orphans and broken hearts
The Beggar God: God of outcasts, the destitute, and the needy
The Long Keeper: God of death.
Kharna, the Destroyer, Breaker of Worlds: evil god, seeks to destroy the world
Darkblade Seeker Characters
(in order of appearance/mention)
The Hunter of Voramis/Hardwell: legendary assassin, half-demon, wielder of Soulhunger (Chapter 1)
The Sage: shadowy figure mentioned by Toramin and Garanis in in Darkblade Outcast, again mentioned by Queen Asalah in Darkblade Protector, demon, devious as all hell (Chapter 1)
The Warmaster: ruler of the Masters of Agony, vicious bastard, delights in torture, psychopath, slain by the Hunter (Chapter 1)
Hailen: child cared for by the Beggar Priests, innocent to an extreme, the Hunter’s ward, possesses mysterious new abilities (Chapter 1)
Bardin: former Illusionist Cleric, homeless madman, very bald, slain by the demon Toramin in Darkblade Outcast (Chapter 1)
Toramin: demon in human flesh, murderer, slain by the Hunter in Darkblade Outcast (Chapter 1)
Garanis: Illusionist Cleric, demon in disguise, controlling Father Pietus, slain by the Hunter in Darkblade Outcast (Chapter 1)
The First/Lord Jahel: Leader of the Bloody Hand and Commander of the Dark Heresy, demon in disguise (Chapter 1)
Queen Asalah of Al Hani: demon in disguise, plotting to murder the king and replace him
, slain by the Hunter (Chapter 1)
Farida: Child saved by the Hunter (in Life for a Life), sold flowers, slain by the demon in Darkblade Assassin (Chapter 1)
Imperius: priest of the Illusionist Cleric charged with erasing the Hunter’s memories, totally insane, slain by the Hunter in Darkblade Protector (Chapter 2)
Master Eldor: former trainer of the Hunter, Elivasti, well-respected, pawn of the Sage, slain by the Hunter (Chapter 2)
Daemos: Elivasti warrior, masqueraded as assassin to kill the Sage, knocked off the cliff by the Sage (Chapter 9)
Erianus: Elivasti warrior, wise-ass, experienced fighter, soundly defeated by the Warmaster, slain by the Hunter (Chapter 9)
Hannara: Elivasti warrior, well-endowed, slain by the Hunter (Chapter 16)
Belros: Elivasti blacksmith, one of Master Eldor’s co-conspirators in the plot to overthrow the Sage (Chapter 16)
Commodus: beast pit fighter, beast of a man, slayer of greatcats (Chapter 20)
Gallidus: beast pit fighter, champion, slayer of cave bears, slain by the Hunter (Chapter 21)
Master Uqio: innkeeper of Kharan-cui, paid by the Hunter to care for Hailen, not worth his price (Chapter 29)
Dasim: masked Elivasti warrior, co-conspirator in the plot to overthrow the Sage, traitor and double agent, slain by the Hunter (Chapter 29)
Il Seytani: legendary bandit roaming the desert of the Twelve Kingdoms, leader of the Whirlwind Horde, consummate businessman, cruel, slain by the Hunter in Darkblade Protector (Chapter 32)
Visibos: Cambionari apprentice from Malandria, locked in the vault in the House of Need in Darkblade Outcast (Chapter 33)
Daladar: Elivasti youth, slain by the effects of the opia (Chapter 35)
Garn and Rhian: Masters of Agony, professional torturers, less than gentle with the Hunter, slain by the Hunter and Elivasti (Chapter 41)
Raiken: Elivasti warrior (Chapter 48)
Aerden: Master Eldor’s son, died from the opia side effects (Chapter 57)
Nizaa
Nizaa means "defeat" in the tongue of the Serenii.
Objective:
Nizaa is a game played between two opponents on opposite sides of a board 8 squares wide and 14 squares long.
Each player has:
12 pieces representing the 12 Gods of Einan (excluding the Long Keeper)
8 Serfs
The goal of the game is to defeat the other player by:
Eliminating all the Serfs from the board ("The Long Keeper takes all.")
Eliminate the Master ("The Gods have fallen."). This occurs when the Master is in a position to be captured by another god and cannot escape.
At this point, the winner declares "Nizaa"
Game Setup
The 12 pieces representing the gods occupy the first two rows. There is no specific arrangement of the pieces. This accommodates each player's unique strategies for capturing pieces and defeating their opponents.
The 8 Serfs occupy the empty spaces of the third and fourth rows. They CANNOT occupy either the Mountains or the Stronghold.
= Enarium, the Stronghold
= Mountains of Pellean
= Chasm of the Lost
Advantages:
"From mighty Enarium and the Mountains of Pellean, even mere mortals can challenge the gods."
Serfs occupying the Mountains or Stronghold can defeat a god's piece.
"Only in the Chasm of the Lost are humans safe from almighty wrath."
Serfs placed in the Chasm of the Lost cannot be attacked by the gods, thus forcing the opponent to attack using their own serfs.
Serfs can remain in the Chasm of the Lost indefinitely to force a stalemate ("deny the Long Keeper his due") or a defeat of the Master.
The Pieces:
Each piece has its own unique movement:
The Serf
Lowly, humble, frail in his mortality.
Movement:
One square forward or to either side. Cannot move backward, except to occupy the Mountains, Stronghold, or Chasm of the Lost.
Abilities:
None
Garridos, the Apprentice
God of Enterprise, patron deity of the merchant.
Movement:
Two squares in any direction.
Abilities:
Proximity to the Apprentice (within one space) allows Serfs to move backward even if not entering Chasm of the Lost, Stronghold, or Mountain.
The Beggar God
Despised by all but the destitute and downtrodden.
Movement:
One square in any direction.
Abilities:
When the Swordsman is eliminated, the Beggar can move across the board in any direction: up, down, to the sides, and diagonally.
The Bloody Minstrel
God of plague, disease, and horrible music
Movement:
Three squares in any direction: forward, backward, to either side, diagonally, or any combination.
Abilities:
If any piece remains in the Bloody Minstrel's "aura of disease" (one square in any direction) for more than one turn, that piece is automatically eliminated.
The Bright Lady
Goddess of healing
Movement:
One square in any direction: forward, backward, laterally, diagonally.
Abilities:
Once per game, at any time, can return ONE piece to the game as long as she is still in play.
Derelana
Lady of Vengeance
Movement:
Half-way across the board in any direction: forward, backward, laterally, and diagonally.
Abilities:
Can move over Serfs.
The Illusionist
God of coin and success, delights in spreading madness among his followers.
Movement:
Three squares diagonally
Abilities:
When attacked, he has the ability to retreat one space. Only a clever mind can trap the Illusionist.
The Lonely Goddess
Goddess of orphans and broken hearts.
Movement:
Can only move one square in the direction of the Beggar
Abilities:
If only one Serf remains and the Lonely Goddess is still in play, the Serf's movement triples (three squares in any direction).
Kiro, the Master
God of nobility and virtue
Movement:
Up to four spaces in any direction: forward, backward, laterally, diagonally.
Abilities:
None
The Maiden
Goddess of purity and devotion; patron of festivities
Movement:
Two spaces in any direction: forward, backward, to either side, diagonally, or a combination.
Abilities:
Serfs within one square of the Maiden double their movement (two squares in any direction, including backward).
The Swordsman
God of war and heroism; patron of smiths and metalworkers
Movement:
Can cross the entire board forward, backward, to either side, or a combination.
Abilities:
None
The Watcher in the Dark
God of law, order, justice, and righteous vengeance; ruler of the night
Movement:
Three spaces in any direction: forward, backward, laterally, or diagonally.
Abilities:
If the Master is threatened, he can combine directional (forward + lateral, sideways + diagonal, etc.) movements to eliminate the threatening piece.
The Mistress
Goddess of secret trysts and whispered truths; patron of alchemists
Movement:
Can only move TWICE in the entire game, but can cross the board in any direction: forward, backward, laterally, or diagonally.
Abilities:
None
"To the Long Keeper"
Any time a piece is captured, it is given t
o the Long Keeper. Only the Bright Lady can bring a piece back from the Long Keeper's embrace, and only once per game.
If all of a player's serfs are captured, death has claimed all of humanity, and the world of Einan is lost forever. The game is over.
Rules for Play:
Gods cannot pass over the Chasm of the Lost, Enarium, or the Mountains of Pellean. They must go around the obstacles.
Gods can travel from Mountain to Stronghold (on the same side of the board). This counts as one movement.
Gods must use one movement to enter or exit the Mountain or Stronghold.
Gods cannot attack Serfs in the Chasm of the Lost. Only other Serfs can.
Neither Gods nor Serfs can attack through the walls of a Stronghold. Gods can attack from atop the Mountains to the land below, but Serfs cannot. They can only attack other pieces in the Stronghold or Mountains with them.
To overwhelm a Stronghold, three pieces must surround it. Only then can one of the Gods attack the Serf or God holding the fortress.
To cross hemispheres (from Mountain to Stronghold or vice versa), at least one of the two spaces must be free.
Darkblade Seeker_An Epic Fantasy Adventure Page 47