As it did so, Hob’s mouth opened wide in a silent scream. Soon the other scavengers had gathered to squabble over the meat.
When the sun finally rose above the dome of the Wheel, Hob’s head had been picked to the bone and the vultures had already flown west to their usual gathering place on the roof of the huge slaughterhouse. There they would live well on offal until sunset.
All day the sun shone upon the head stuck on the flagpole of the Wheel’s dome. At first it gleamed white, but gradually it grew darker; by evening flesh once more covered the bone.
Full regeneration was impossible, but the impulse was there. Energy was drawn from the sun itself. Only when the mind of Hob could once again monitor the process would the futility be apparent.
At last the sun dipped below the horizon and night fell.
There was pain and darkness. But then, within that darkness, consciousness began, like the first flicker of candlelight illuminating a crypt.
The pain increased as awareness grew, and finally a muscle convulsed.
With a supreme effort, Hob opened his eyes – and saw the vultures circling above.
The first one flapped its wings and half flew, half hopped onto his head. Helpless, he felt its talons pierce his bald crown. The ravening beak came down, seeking the flesh within his left eye-socket.
Screaming silently, Hob was carried forward once more in agony, tortured upon the wheel of Kwin’s revenge.
THE EMISSARY
Those who step into an arena should beware; there may be greater and more deadly zones of combat than that of the Trigladius; and there too endoff may be called.
Amabramdata: the Genthai Book of Prophecy
LEIF
It was already spring: tomorrow night the Arena 13 season would begin. I’d trained hard and was in peak condition. I was looking forward to my first contest.
I was having breakfast with Kwin and Ada when the messenger rapped on the front door. He was a young Genthai warrior, sent by Konnit to bring me to the northern edge of the city, where he was waiting for me. I had to leave at once.
Once I would have asked Tyron’s permission, but he was dead and the house seemed emptier than ever. Kwin and Teena still mourned their father. I mourned Tyron and poor Deinon, but life went on. Ada was now managing and training Tyron’s stable of combatants and their lacs.
‘I’m coming with you, Leif!’ Kwin said; her expression brooked no argument. ‘Last time Konnit sent for you, you ended up staying away for months. This time I want a say in what happens.’
‘Then I will come too,’ said Ada. ‘I’d like to see what’s so important that you aren’t even allowed to finish your breakfast.’
We headed north. It was just starting to get light, though the sun had not yet risen. As we approached the road that led out of the city, I saw a small crowd of people – amongst them a score of mounted Genthai warriors. A tall figure carrying two longswords at his hips turned and came towards us.
There was no mistaking him. It was Konnit.
‘You have a visitor, Leif,’ he told me. ‘She asked for you by name. She calls herself Peri and has come to us through the Barrier.’
I saw Ada and Kwin looking at me in astonishment. They knew what Peri was – the communicator of a djinni; the self that interacted with others on behalf of the total entity. Ada had told me that all such communicators were called by that name, but as we drew nearer, I saw that it was my Peri – the one I’d come to know well on my recent journey beyond the Barrier.
As I approached her, she gazed at me serenely. As always, her black hair was braided with green stones. I looked at her long graceful neck and noted that the gills at her throat had disappeared. This time she had not swum down the River Medie. Behind her I could see the replica of my horse, Laras; another aspect of the djinni Shalatan.
Peri came forward with a warm smile and seized my right hand in hers. She stroked the back of my hand with her thumb, performing the handshake, but then stepped back and stared at me, her brown eyes full of sadness. ‘Why have you not come to join us?’ she asked. ‘Why have you not led your people to the High Wall?’
Out of the corner of my eye I saw Konnit looking at me. She had addressed me as if I was the leader of the Genthai.
I didn’t know how to reply. I waited for Konnit to answer for me, but then, as the silence lengthened, Peri spoke again.
‘Many enemy djinn gather north of the wall – among them asscka, with legions of barska and orla. Without your help we cannot hold the gate for long. My lady asks that you come now, before it is too late.’
‘This is surely a battle that we cannot hope to win,’ Konnit said, his voice full of authority.
‘You have no choice,’ Peri said, still staring into my eyes. ‘The asscka know that you slew the barska and orla. They cannot forgive that. Nor can they forgive humans for leaving Danur, the place assigned to them. Once they breach the wall and defeat my lady, they will come to Gindeen – to kill all humans and destroy your city. Are you not warriors?’ she demanded imperiously. ‘It is better to fight than wait to die.’
It has taken almost three weeks to gather our army together and reach the Barrier.
At the core of this army are the Genthai, with their elite mounted archers. But the city has its own militia too – over three thousand strong – and there is a force of over two hundred feral lacs led by Thrym.
In spite of our reservations, both Ada and Kwin will come with us. They argued that there was no point in leaving them behind. If we were defeated, the djinn would soon reach Gindeen and raze it to the ground. This time they would kill every human.
I cannot see how we may prevail. I know Konnit feels the same – though he never speaks of defeat because it is not the Genthai way. But with us we take twelve sealed wagons, each containing the weapon feared by all djinn – the gramagandar. The thirteenth weapon, exhausted after exhaling its final breath, remains near the underground lair of Hob’s dead shateks.
I wondered how Shalatan would feel if she knew we possessed such weapons and were prepared to use them. Konnit wanted to tell Peri, but Ada advised against it. The use of the gramagandar is anathema to all djinn; an abomination that fills them with loathing.
Peri has gone ahead now, returning to join her other selves. She has no need to tell them of our decision to accede to her request. What she knows is known instantaneously by all the selves of Shalatan because of the gorestad, the high mind. They are one entity – a warrior djinni.
Tomorrow, with the help of the Medes, we will begin to cross the Barrier. Not all of us will pass through safely. I fear that Kwin will be taken from me and have insisted that I am next to her when we cross.
Many good people have died: Kern, Tal, Garrett, Tyron, Wode and Deinon. I miss them all. Soon we will ride across the stone bridge where Garrett was slain. He did not live to see this, but he helped to make it possible.
Humans are about to ride forth to do battle with the djinn.
Maybe we are what I called out so arrogantly to the barska and orla.
We are the Beast from Danur.
We ride to take back our world.
THE MIDGARD GLOSSARY
This glossary has been compiled from the following primary sources:
The Manual of Nym
The Testimony of Math
The Manual of Trigladius Combat
Amabramsum: the Genthai Book of Wisdom
Amabramdata: the Genthai Book of Prophecy
The Compendium of Ancient Tales and Ballads
The History of the Conflict by Eitel the Pessimist
ADA AUGUSTA
The High Adept of the Imperial Academy, who was slain by djinn terrorists at the beginning of the First Insurrection. Her soul was placed in Containment. She was named after Ada Augusta, Countess of Lovelace, who wrote the very first computer algorithm.
ADJUDICATOR
A type of djinni responsible for overseeing all forms of djinn combat, from those in the arena to battles of
open warfare. They rarely show themselves to the participants until the combat is over, when their gungara absorb the blood of the weakest. By that means do they profit from their labours, and their shateks are the most proficient and prolific of all, generating shapes with ease.
Although performing a similar function, the Chief Marshal, he who oversees combat within Arena 13, is not a true Adjudicator. He is just a barbarian human.
AFICIONADOS
These are the devotees of the Trigladius; spectators whose knowledge of the proceedings – of the positions adopted by lacs and their tactical manoeuvres – is often greater than that of some combatants. Some specialize in the history of the Trigladius and can remember classic encounters of long ago by recalling, step by step, the patterns that led to victory.
AGNWAN
The agnwan, known by barbarians as a horse, is a cowardly beast unsuitable for use in warfare. It undoubtedly has a certain grace, but it is outside the wurde and belongs to an age when the fecundity of nature was haphazard and chance spawned strange forms of life, each lone small mind encapsulated within a single host of flesh.
AMABRAMDATA
This is The Genthai Book of Prophecy. Although this holy book is written by a multitude of Genthai authors, it is believed that it represents the voice of their god, Thangandar.
AMABRAMSUM
This is the name of The Genthai Book of Wisdom. It contains observations on djinn, Midgard and the world before the fall of the ur-humans. This is the collective wisdom of Genthai scribes. It is not a holy book.
ARENA 13
This is another name for the Trigladius Arena. Once it was compulsory for human combatants in this arena to have the number 13 tattooed upon their foreheads. Once this rule was rescinded, it was still fashionable for many years, but the custom is now dying out.
ARTIFICERS
These are adepts skilled in patterning the wurdes of Nym. The first artificers were ur-human, and they developed their power to its height in the Secondary Epoch of Empire. Asscka, the most advanced form of djinni, are now the greatest artificers, having total control of Nym and the ability to shape themselves. The poorest artificers are barbarian humans, who pattern lacs who lack sentience. They build into them the steps of the dance that informs Trigladius combat in Arena 13.
ASGARD
In Norse mythology, this signifies the Place Where the Gods Dwell. Some inhabitants of Midgard use this name to signify the place beyond the Barrier, which is the rest of the Earth occupied by the djinn.
ASSCKA
Asscka are the highest classification of djinn. These are true shape-shifters and, unless limited by the wurde, can number up to 10,000 selves and scores of shateks. During the Tertiary Epoch of Empire, djinn grew in power and ur-human artificer control of them diminished.
BARGE MASTERS
The barge masters are responsible for overseeing the transit of goods from the Sea Gate down the canal to Gindeen. There are seven of them, working a shift rota.
BARRIER
The Great Barrier is the zone of mist, darkness and fear that encircles Midgard, preventing entry or exit. Those who approach too closely either never come back or return insane. The Trader passes through the Barrier unharmed, but he makes the journey by sea.
BARSK
A barsk is the higher partner of a binary warrior djinni. Four-armed, with keen sight and great ferocity, his mount, and partner, is the orl, a two-legged creature with hands capable of wielding weapons. Barsk and orl were created each for the other; the first has a higher mind and greater access to the gorestad, which they share unequally. The barsk is dominant yet still dependent upon that which carries it. Such binary djinn are born of a shatek but lack the power to be born again. By this limitation were they shaped as warriors, for those who can die only once fight most fiercely to hold onto life.
BINARY DJINN
Binary djinn are the next rank above singletons. Theirs is a symbiotic relationship, but this partnership of two is not always equal as in the case of barsk and orl.
CATARA
Catara are sea-djinn which take two basic forms. The first are crustacea, with hard shells and many legs, which live close to the shore; the second are cephalopods with eight arms and two tentacles, which inhabit deep water. Both were developed by ur-humans for purposes of warfare.
CHACCKAN
This is the djinn title for Lord, which is used to address those who hold high rank north of the wall.
CHIEF MARSHAL
This official is the highest authority within the Wheel, with many assistant marshals to enforce his decisions. The main focus of his attention is Arena 13 where he supervises combat. Although his function in that arena may seem largely ceremonial, in the case of any dispute his decision is absolute and there can be no appeal.
COMMONALITY
This is the name given to the underground zone beneath the Wheel where lacs are stored by owners who cannot afford to lease private quarters.
COMPENDIUM OF ANCIENT TALES AND BALLADS, THE
This is a compilation of writings by humans before the fall and the subsequent construction of the Barrier. They take the form of lyrics, poems and prose fragments. Most are without a named author.
CONTAINMENT
This is the digital store within which a soul is preserved with the possibility of being born again into a body of false flesh. An alternative name for this condition is ‘Stasis’.
COVENANT
The Covenant is the agreement made between the djinn and mankind following the defeat of the latter. Humans were set down within the confines of the Barrier and given a chance to live there, providing that they accepted the rule of the Protector. The Genthai were to submit to ritual culling by the werewights; Non-Genthai were to accept culling by Hob. As time passed the Covenant was forgotten about by city dwellers. Some believe that no such agreement was ever made.
CYRO
He was the official responsible for the Commonality, the large underground zone below the Wheel. With the help of a small army of assistants, he supervised the storage of lacs, the kitchens, the training areas and the combat zones. Cyro ruled his domain with absolute authority and nobody interfered in his activities, some of which were illegal. Cyro was slain by Thrym.
DANUR
This is the djinn name for Midgard. It means the Place of the Beast. A legend tells of a beast of great ferocity that is imprisoned there behind the cloud which humans call the Barrier. Another name for it is Kisetorian Dutred.
DECIDONS
Decidons are hybrid djinn with ten selves, containing elements of both animal and vegetable but resembling trees. Largely static, they communicate by wind-blown pollen. Ur-humans developed them as sentinels and also for purposes of espionage. They have offensive capabilities and generate both poisons and antidotes.
DJINNi
A djinni is the wurde made flesh. The different types of djinn are more numerous than the visible stars. They range from low singletons, who may hardly be higher than base simulacra, to high djinn known as asscka, who may now generate selves almost beyond counting. Almost all djinn are subordinate in some way – some major, some minor – to the patterns of the ur-humans who first gave their progenitors shape. But of all these, most deadly is the djinni who is no longer subservient in any way to the wurdes that shaped him. Originally they were created by the military to serve the Human Empire. Djinn is an acronym which stands for digital janus interface nano node.
ENDOFF
This is the close-down function called when a blade is inserted into the throat-slit of a lac, which becomes temporarily inoperative. For the min combatant, it signals the end of the contest. All that remains is the ritual cut to the arm of the defeated human combatant.
EXTENSIBILITY
This is a characteristic of Nym which allows a patterner to add new wurdes and features or modify existing ones. The language can be increased by those who have the skill to do so.
FALSE FLESH
False flesh
is the derogatory term first used by ur-humans to describe the flesh hosts of any djinn born of the shatek and the wurde. When the war between djinn and ur-humans intensified, the former adopted the term in defiance and proved, victory by victory, its superiority in every way to ur-human flesh.
FIRST INSURRECTION
The First Insurrection began with two terrorist attacks upon humans by the djinn. The first was an attempt upon the life of the Empress, which failed. The second was an attack upon the Imperial Academy, in which over a hundred lives were lost, including that of the High Adept. The djinn rebellion was eventually put down by the employment of the gramagandar, the weapon which dissolves false flesh.
GAMBLING HOUSE
The gambling agents (sometimes known as ‘touts’) accept wagers on behalf of the large gambling houses which underpin the economy of Midgard. From their profits fees are paid to combatants who fight from the mag position. Only min combatants are allowed to bet upon themselves – but only to win.