ORCS: Army of Shadows

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Authors: Stan Nicholls

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BOOK: ORCS: Army of Shadows
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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 worldbuilding —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

B
Y
S
TAN
N
ICHOLLS

“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

Orcs: Army of Shadows

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

Contents

Praise for ORCS

B
Y
S
TAN
N
ICHOLLS

Copyright

O
F
O
MENS
, R
EVOLTS AND
L
EGENDARY
H
EROES

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

Acknowledgments

Extras

Meet the Author

A Preview of
The Last Wish

Copyright

Copyright © 2009 by Stan Nicholls

Excerpt from
The Last Wish
copyright © 1993 by Andrzej Sapkowski

English translation copyright © 2007 by Danusia Stok

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 website at
www.HachetteBookGroup.com

www.twitter.com/orbitbooks

First eBook Edition: October 2009

Orbit is an imprint of Hachette Book Group, Inc. 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: 978-0-316-07240-3

This Wolverines adventure is dedicated to Elaine & Sam Clarke and Anna & Rod Fry, with love and best wishes for the even greater escapade they’ve embarked upon.

O
F
O
MENS
, R
EVOLTS AND
L
EGENDARY
H
EROES

After escaping Maras-Dantia, their chaotic birthplace, the survivors of the orc warband the Wolverines settled in Ceragan, a world populated solely by their own kind. Stryke, the band’s leader, took native female Thirzarr as his mate, siring two male hatchlings. But by the time the oldest of Stryke’s offspring was four, the band had grown restless with their bucolic life.

While hunting, Stryke and Wolverine sergeant Haskeer found themselves near the cave where the warband had arrived in Ceragan, and were shocked when an unknown human emerged. But the man was mortally wounded, a dagger jutting from his back.

A search of the corpse turned up an amulet bearing strange markings, and a gemstone.

The magical stone issued a message from Tentarr Arngrim, known to the Wolverines as Serapheim, the wizard who had made possible their escape from Maras-Dantia. It included images of orcs in another world being cruelly subjugated by humans, and to Stryke’s and Haskeer’s dismay they appeared not to be fighting back. Even more shocking, the architect of their oppression was shown to be Serapheim’s malevolent daughter, sorceress queen Jennesta, the warband’s old enemy and once their ruler.

Arngrim’s likeness asserted that it was in the Wolverines’ power to help these fellow orcs and exact revenge on Jennesta. To do so they would have to use the five mysterious artefacts called instrumentalities —known to the orcs as stars —which Serapheim had created and the warband still possessed. The instrumentalities allowed dimension-hopping, and perhaps more, and were the means by which the Wolverines had been transported to Ceragan. Had someone not murdered him, Serapheim’s messenger would have acted as the band’s guide.

Wanting to accept the challenge, despite his suspicion of Arngrim’s motives, Stryke guessed that the symbols on the amulet showed how the stars should be fitted together in order to enable travel to other worlds. Gathering the scattered members of the Wolverines, he found they were as keen on the mission as he was.

Stryke stood at the warband’s head, as captain. Below him were two sergeants, one of whom was Haskeer. The other would have been the band’s only dwarf, Jup, had he not elected to stay in Maras-Dantia. Under them came two corporals. Again, one was missing; but it was death, not the gulf between worlds, that had separated Alfray from the Wolverines. The other corporal was Coilla, the sole female member, and their mistress of strategy. Beneath the officers were thirty privates. Or would have been if six hadn’t fallen along the way.

To make up the strength, Stryke enlisted half a dozen native warriors, all tyros; and to replace Alfray as second corporal he chose an ageing orc called Dallog. None of which pleased Haskeer, who was even less happy when local chieftain Quoll forced Stryke to include his foppish offspring, Wheam, on the mission. Stryke decided that the band would go back to Maras-Dantia to try to find Jup, in hope of his resuming his role as sergeant. If he was still alive.

After an alarming transference, they found Maras-Dantia in an even worse state than when they had left. The magical energy that coursed through the land had grown much weaker, and what remained was corrupted and malign.

Almost as soon as the Wolverines arrived they were attacked by human marauders. One new recruit, and Liffin, a seasoned member,
were killed. As Liffin died defending Wheam, Haskeer’s contempt for the youth increased. Stryke pushed the band onward to
Quatt, the dwarfs’ homeland, a journey fraught with peril.

An unknown number of instrumentalities exist, spread across the infinity of dimensions. Activation of the warband’s set was
detected by a covert group called the Gateway Corps. A multiracial assemblage of great antiquity, dedicated to the task of
keeping the portals between worlds sealed off, the Corps hunted down instrumentalities. Corps leader Karrell Rivers, a human,
ordered his second-in-command, elf female Pelli Madayar, to recover the instrumentalities held by the Wolverines. Her unit
armed with potent magical weaponry, Pelli’s brief was to stop at nothing to achieve her mission.

The Wolverines battled their way to Quatt and found Jup, and were surprised to discover he had acquired a mate, Spurral. Wearied
by Maras-Dantia’s increasing deterioration, Jup agreed to rejoin the band, but insisted that Spurral go along too.

Before they could leave, the Wolverines encountered humans Micalor Standeven and Jode Pepperdyne, who warned them of an imminent
raid by religious fanatics. Despite their loathing and distrust of humans, the orcs heeded them, and with the dwarfs beat
off the attack. During the fight Pepperdyne, a superb warrior, saved Coilla’s life. Standeven proved less heroic.

The Wolverines weren’t aware that Pepperdyne was little more than Standeven’s slave. Nor did they know that the pair were
on the run from a despot called Kantor Hammrik, to whom Standeven was in debt. Standeven and Pepperdyne had avoided being
executed by Hammrik only because Pepperdyne played on the tyrant’s desire to possess the fabled instrumentalities. Convincing
him that they could locate a set in the so-called barbarous lands of Maras-Dantia, Standeven and Pepperdyne were dispatched
there by Hammrik under armed escort, but overcame their guards. The tale they told the Wolverines was that they were merchants
wronged by Jennesta, and were seeking revenge on her. In reality, Standeven coveted the instrumentalities the Wolverines held,
intending to use them as a bargaining chip with Hammrik.

Irate that the Wolverines had brought trouble to their settlement, the dwarfs turned on them. The band, along with Jup, Spurral
and the two humans, found themselves cornered in a blazing longhouse. Realising the only way to escape was by using the stars,
Stryke aligned them for what he hoped was the world of their mission.

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