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Snare

Author(s): Katharine Kerr
ISBN10: 0312890451
ISBN13: 9780312890452
Cover: Trade Book
 
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SummaryExcerptsAuthor BiographyEditorial Reviews
The author of the beloved Deverry series ( Dragonspell, Darkspell, and The Red Wyvern ) turns her hand to a new kind of tale. On the planet known as Snare, the descendants of Islamic fundamentalist emigrants have created beautiful enclaves, where they can sit on a patio enjoying green grass and "true-roses," but the nomadic tribes live in a much harsher landscape. Where the grass is purple, the trees are orange, and the huge and dangerous sentient Cha'Meech lizards roam the landscape. Idres Warkannan and his companions seek to find the only man who can redeem their Islamic civilization from its despotic ruler and restore justice to the population. Zayn Hassan, refugee from the despot's service, finds himself living among the tribes of the "comnee," where Healer and Spirit Rider Ammadin, seeing the dangers all around her, is beginning to doubt the gods who are her only protection. To save herself and her people, Ammadin journeys eastward into war, intrigue, and adventure - and finds more than she bargained for on all counts.

An epic fantasy of religious pilgrims on a hostile desert planet. A starfleetof colonists, gone irrevocably off-course on their way to a paradisal planet, find refuge on a world never meant to be theirs.
Chapter One THE GREAT KING CHURSAVVA of the Chiri Michi said to the leaders of the Humai, "You have broken taboo. You have come to the forbidden country. Your power shall be deadened forever, and your [toys? trinkets?] smashed and broken." Thus said Chursavva on the first day of the council, and all the Humai wept and wailed in terror. Then the captain of the Humai rose and spoke boldly to the king's face. "We did not mean to break taboo. Yet we will accept your terms, as proof of our kind hearts and pure minds."

And the great king Chursavva of the Chiri Michi said to the leaders of the Humai, "You keep the spirits of many animals bound into the crystals in the jars and cabinets of your flying boat. You may choose two large ones and two small ones and two winged ones to accompany you into your long exile." Thus said Chursavva on the second day of the council, and all the Humai moaned in confusion. Then the captain of the Humai rose and led his chiefs apart into their fort so that they might choose the animals.

Over the two small animals there was no dissension, for all loved the beasts known as the eeka and the cat. Over the two winged animals there was no dissension, for all loved to eat plump fowl and to see hawks fly. Over the first large animal there was no dissension, for all agreed that the sheep would provide clothing as well as meat. But over the second large animal there was dissension. Some wished for a beast known as the cow, which gave much milk and meat, but which required much land on which to live. Some wished for a beast called the goat, which gave some milk and some meat, but which could live in the waste places of the wild lands. And so they argued, until an old woman rose and called for silence.

"It is truly said that the cow and the goat, and yes, even the unclean pig, will give us food and give us skins for our clothes. But you are all forgetting the beast known as the horse."

Many of the council members jeered, saying that the horse was tough and stringy and would give little food. The old woman called again for silence and continued her speaking.

"Little food, yes, but it will give us something greater, something that Chursavva can never foresee."

"Indeed?" said the captain of the Humai. "And what is this marvelous gift?"

"Speed." The old woman paused and smiled. "And eventually, freedom."

And the council members fell silent, thinking about ancient wars in the history of the Humai, until one by one they smiled, too, and pronounced the old woman wise beyond belief. And because a woman chose the horse, to this day among the Tribes women alone may own them ...
-from the Histories of Ahmed, the Last Hajji

IN THE WARM NIGHT, the scent of true-roses hung over the palace gardens. Among the red spear trees and the obsidian statuary, water splashed in fountains and murmured in artificial streams. In a cluster of orange bamboid two persons sat side-by-side in the lush true-grass, one a young slender woman, shamelessly bareheaded, and the other a heavy-set soldier with a touch of gray in his dark curly hair. Anyone who saw them would have known that they were lovers, but Captain Idres Warkannan was hoping that this truth would hide another, that they were also plotting high treason. Lubahva Shiraz acted her part by giggling in the most vapid way she could manage. Her gold bangles chimed as she laid a slender, dark-skinned hand on Warkannan's arm.

"Do you see why I thought you needed to hear this?" she whispered. "Right away?"

"I certainly do. Send me another note if you hear more."

"I will. We'll be doing the dinner music tomorrow for the same officials. They forget about us once we're behind that brass screen."

Lubahva kissed him good-bye, then got up and trotted off, hurrying back to the musicians' quarters. Alone, hand on the hilt of his saber, Warkannan made his way through the palace grounds. As an officer of the Mounted Urban Guard, he had every right to be in the Great Khan's gardens, but he hurried nonetheless, cursing when he found himself in a dead end, striding along fast when he could see his way clear.

The palace buildings rarely stood more than a single story high, but they dotted the gardens in an oddly random pattern. Beautiful structures of carved true-wood housed palace ministers and high-ranking officials. Squat huts of pillar reed and bamboid sufficed for servants. In the warm night windows stood open; he could hear talk, laughter, the occasional wail of a tired child, but no matter how domestic the sounds, he knew there might be spies behind a hundred different curtains.

Beyond the buildings, low walls of filigree moss and high walls of braided vines transformed the hillside into a maze made up of mazes. Down some turnings, the cold pale light of star moss edged broad paths that ended in thickets of bamboid. Down others, fern trees rose out of artificial ponds and towered over him, their fronds nodding and rasping in the evening breeze. Among their branches, the golden-furred eekas whistled and sang; now and then two or three dropped suddenly down to dash in front of him on their spidery legs. Once Warkannan took a wrong turn and ended up caught in an angle of mossy walls, where a half dozen eekas surrounded him. They joined their little green hands and danced around him in a circle, squeaking and mocking. When he swore at them, they darted away.

The outer wall at last-he'd reached it without being challenged. Gates of gilded true-wood stood open in the living walls of thorn vine, woven into bronze mesh, that guarded the compound. Two guards in the white tunics over black trousers of the infantry stood at attention on either side. When Warkannan held up his hand in salute, one stepped out to talk with him: Med, an old friend, smiling at him.

"I thought you were on a long leave," Med remarked.

"I am. Just came by to see one of the palace girls and pick up my salary."

"Those girls don't come cheap, do they?"

"No. She's got her heart set on a necklace she saw in town, she tells me. God only knows how much that's going to set me back! It's a good thing I'm doing some investing these days."

"Well, good luck with it, then."

"Thanks. I'm going to need it."

Warkannan sauntered through the gates while he wondered if his excuse would hold. Would someone high up in the chain of command learn that he'd returned to the palace in the middle of his leave?

"Charity, sir, oh charity?" A crowd of ragged children rushed forward and surrounded him. In the lamp light Warkannan could see their pinched little faces, their bony hands, the rags flapping around prominent ribs. "Oh please, sir!"

Warkannan dug into the pocket of his uniform trousers; he'd taken to carrying small coins these days. The children waited, staring at him. There was only one way to give charity without being followed and mobbed. He held up the handful of deenahs, glanced around, and saw a patch of well-lit grass.

"Here." Warkannan tossed the coins into the grass. "Go get them!"

The children dove for the coins, and he hurried downhill, jogging fast till the street curved and hid him from their sight. Every day, more beggars, he thought. When is this going to end?

The Great Khan's compound lay on the highest hill of Haz Kazrak, a city of hills. Far below to the west lay a sea harbor, embraced by stone breakwaters where red warning torches glowed and fluttered, staining the water with reflections. In the cloudless sky the Spider was just rising in the east. This time of year the entire spiral would be visible by midnight as a swirl of silver light covering a tenth of the sky. Already it loomed over the eastern hills like the head and shoulders of a giant. Over the open ocean the two Flies, small glowing clouds, were scurrying to the horizon ahead of their eternal enemy. The rest of the sky stretched dark.

As Warkannan walked on, the Spider and its light disappeared behind a hill, but the soft glow of oil lamps bloomed in the twisting streets. The neighborhood around the palace was safe enough. The compounds of the rich lined the wide streets, and most had lanterns at their gates and a doorman or two as well, standing around with a long staff to keep beggars and thieves away. Further down, though, the private lamps disappeared; the streets narrowed as they wound along the slopes. The squat little houses, made of bundled reeds or bamboid, stood dark and sullen behind kitchen gardens that smelled of night soil and chicken coops. Warkannan stayed out in the middle of the street, where the public lamps shone, and kept his hand close to the hilt of his saber.

Down by the harbor the way broadened and brightened again. Here among the shops and warehouses people stood talking or strode along, finishing up the day's business or drawing water from the public wells. A good crowd sat drinking with friends in the cool of the evening at one or another of the sidewalk cafs. In the center of the harbor district lay a large public square, and in its center stood a six-sided stone pillar, plastered with public notices and religious dictates from the Council of Mullahs. Whores lounged on its steps or strutted back and forth nearby, calling out to prospective customers. Warkannan noticed one girl, barely more than a child, hanging back terrified. She'd been forced onto the streets to help feed her family, most likely. It happened more and more these days.

Warkannan crossed the square, then paused to look up at the velvet-dark night sky. In the north he saw the Phalanx, as the Kazraks called them: six bright stars zipping along from north to south, tracing a path between the Flies and the Spider. Since they appeared every night at regular intervals, he could get a rough idea of the time, enough to figure that he was late. In the light of a street lamp he took out his pocket watch. Yes, a good twenty minutes late. He put the watch away and hurried.

Fortunately his destination lay close at hand, where the street dead-ended at a merchant's compound. Over the woven thorn walls, the fern trees rustled as the breeze picked up from the ocean. The outer gate was locked, but a brass bell hung from a chain on the fence. When Warkannan rang, the doorman called out "Who is it?"

"Captain Warkannan."

"Just a minute, just a minute."

Warkannan heard snufflings and the snapping of teeth, low curses from the doorman, and a collection of animal whines and hisses. Finally the gate swung open, and he walked in cautiously, glancing around. Huge black lizards lunged on their chains and hissed open-mouthed as they tried to reach his legs. When the doorman waved his staff in their direction, they cringed.

"They can't get at you," he said, grinning. "Just stay on the path."

"Oh, don't worry about that." Warkannan fished in his pocket and found a silver deenah to tip him. "Thanks."

The graveled path led through the fern trees to an open space around the house, a rambling structure, all one story, woven of bundled rushes and vines in the usual style but overlaid with a small fortune's worth of true-wood shingles. At the door, Nehzaym Wahud herself greeted Warkannan and ushered him inside the warehouse. Although she never told anyone her age, she must have been in her late forties. On her dark brown face she wore the purrahs, two black ribbons tied around her head. The one between her nose and upper lip marked her as a decent woman who observed the Third Prophet's laws of modesty; the other, around her forehead, proclaimed her a widow.

"How pleasant to see you, Captain," Nehzaym said. "I'm glad you could join us tonight."

"My pleasure, I'm sure. I'm extremely interested in this venture of yours."

"If the Lord allows, it could make us all quite rich, yes."

Warkannan followed her across the room. Against the walls, covered with a maroon felt made of dried moss, stood a few lonely bales and sacks of merchandise left over from the winter trading season, a big desk littered with documents, some battered cabinets, and a tall clock, ticking to the rhythm of its brass pendulum. Nearby a bamboid door led into Nehzaym's apartment. She ushered him through, then followed. In the middle of the blue and green sitting room a marble fountain bubbled, pale orange ferns in bright pots stood along the walls, and polished brass screens hung at every window. Just in front of the fountain stood a low table, spread with maps of pale pink rushi, where other members of their circle sat waiting for him.

"Sorry I'm late," Warkannan said.

Sitting on a heap of purple cushions, Councillor Indan Alwazir looked up. The old man kept his long white robes gathered round him as if he were afraid he'd be polluted by the incense-laden air. Warkannan's nephew, Arkazo Benjamil, a young man with a beaky nose and a thin-lipped grin, was sitting cross-legged on the floor and holding a good-size glass of arak between thumb and forefinger. When Warkannan frowned at him, Arkazo put the glass down on the floor and shoved it under the table in one smooth gesture.

Standing by the marble fountain was the most important man in their venture. Tall and slender, Yarl Soutan was wearing the white shirt and loose white trousers of a Kazrak citizen, but his blue eyes, long blond hair caught back in a jeweled headband, and his pale skin marked him for the infidel stranger he was, a renegade from the Cantons far to the east of the khanate. Although he looked Arkazo's age, his eyes seemed as old and suspicious as Indan's, squinting at the world from a great distance. As always, Warkannan wondered just how far they could trust a man who claimed to be a sorcerer.

"We have been waiting," Indan said to Warkannan. "For some while, actually."

"I had to go up to the palace. You're about to hear why."

Indan raised an eyebrow. With a demure smile for the men, Nehzaym barred the door behind her, then perched on a cushioned stool near the councillor.

"All right," Warkannan said. "Someone's laid an information against us with the Great Khan's Chosen Ones."

Arkazo swore. Indan went pale, his lips working. With a little laugh, Soutan turned from the fountain.

"I told you I saw danger approaching. These things always send omens ahead of them."

"You were right," Warkannan said. "This once, anyway."

"May God preserve!" Indan was trembling so badly that he could hardly speak. "Do they know our names?"

"Calm down, Councillor," Warkannan snapped. "Of course they do, or we wouldn't have anything to worry about. They're wondering if we're really going to prospect for blackstone."

"Is this anything special?" Arkazo broke in. "As far as I can see, the Chosen are suspicious of everything and everyone all the time."

"I don't know what they know," Warkannan said. "All that Lubahva heard was that someone bragged about our investment group.

Continues...


Excerpted from SNARE by Katharine Kerr Copyright © 2003 by Katharine Kerr
Excerpted by permission. All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site. Copyright © 2003 Katharine Kerr
All right reserved.

Katharine Kerr is the author of eleven novels in the Deverry series, popular in the United States and wildly successful in Great Britain. Her novels for Tor include Freeze Frames, and the recently published Snare, a sweeping fantasy of the far future. She lives just outside of San Francisco, California.
On an inhospitable desert planet colonized by humans, three distinct groups attempt to coexist: those who follow the teachings of the Third Prophet, the mounted nomadic tribes of the purple grasslands, and the sentient lizards known as the Cha'Meech. When a group of Islamic believers who oppose the tyranny of their current rulers travel in search of a leader who can bring them justice, they find their destinies caught up with a Spirit Rider of the grasslands, a Cha'Meech seeking new ideas, and a "sorcerer" obsessed with discovering a way to travel to the stars once again. The author of the popular "Deverry" series turns to the cultures of the Middle East for her latest tale set in the far future. Compelling male and female characters and a thoughtful premise make this epic adventure a strong addition to most sf collections. Copyright 2003 Reed Business Information.

Popular fantasy author Kerr (the Deverry series) once again crosses genres to deliver a large-scale SF adventure, with crowd-pleasing results. Three very different groups of human settlers go, not all willingly, to the planet Snare: a band of Islamic fundamentalists, a group of horse tribes and the pragmatic Cantons people. All descend on Snare's indigenous reptilian species the ChaMeech, and eight centuries of territorial and social turmoil follow. In Kazrajistan, the despotic Gemet Great Kahn rules the followers of the Third Prophet, but a secret rebel organization led by Captain Idres Warkannan seeks to restore the rightful heir, Jezro Kahn, long assumed murdered by Gemet. Warkannan sets out to find Jezro with his nephew Arkazo and Yarl Soutan, a renegade Cantons sorcerer, who claims to be searching for the lost Ark of the Covenant, the settlers' original ship. Meanwhile, suspicious of Soutan and Warkannan, Gemet sends Zahir Benumar, one of his elite warriors, to discover their plans. In the guise of a disgraced soldier, Zahir joins a horse tribe led by the inquisitive Spirit Rider Ammadin, hoping to use the tribe as cover while he follows Soutan's trail. Matters grow more complicated when a ChaMeech named Water Woman asks Ammadin's help and tells her of a powerful sorceress named Sibyl, who may be the last link between Snare's inhabitants and their distant past. Though the ending falls a little flat, Kerr masterfully manipulates the converging plot lines. (Apr. 23) Copyright 2003 Reed Business Information. #

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