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Darksiders: The Abomination Vault [Paperback]

Ari Marmell
4.5 out of 5 stars  See all reviews (46 customer reviews)

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Book Description

July 24, 2012
Ride with the Horsemen of the Apocalypse as they seek to unearth a plot that could plunge all of Creation into chaos!
 
Ages before the events of Darksiders and Darksiders II, two of the feared Horsemen—Death and War—are tasked with stopping a group of renegades from locating the Abomination Vault: a hoard containing weapons of ultimate power and malice, capable of bringing an end to the uneasy truce between Heaven and Hell . . . but only by unleashing total destruction.
 
Created in close collaboration with the Darksiders II teams at Vigil and THQ, Darksiders: The Abomination Vault gives an exciting look at the history and world of the Horsemen, shining a new light on the unbreakable bond between War and Death.

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Editorial Reviews

About the Author

Ari Marmell is the author of The Conqueror’s Shadow and The Warlord’s Legacy. He has published a fair amount of shared-world fiction, including several short stories and Agents of Artifice, a Magic: The Gathering novel. Marmell lives in Austin, Texas, with his wife, George, and two cats.

Excerpt. © Reprinted by permission. All rights reserved.

CHAPTER ONE

The ashes seemed to go on forever.

A thin layer at first, very much like a gentle coating of gray, clinging snow. Deep enough, if only just, to retain the imprints of passing feet--or would have, had there been any.

After barely a few finger widths, however, the fine particles began to compress, suddenly and swiftly. A light dusting became a shifting grit, then a sucking mire. And below even that, the ash had lain so deep, for so long, it had condensed into a layer as unyielding as any earthen crust. If this world even had a surface beyond the omnipresent dust and cinders, it was buried so utterly that it would never again appear to the living.

It filled the air as well, that ash, casting a constant veil across the face of the horizon. It diffused the light into perpetual dusk, blotting out the lingering embers of what had once been a sun. For those rare few unfortunate enough to pass through, it smelled of burnt oils and singed meats; clung to the nostrils and throat in an oily film. The wind was perpetual across the barren land, unimpeded by mountain or forest or wall, refusing to ever let the choking soot settle.

Equally constant, audible over the roaring winds only if one made the effort to listen, came the tolling of an impossible, and impossibly distant, bell. It could not exist, did not exist, anywhere in this blasted realm. Only a lingering echo of what once was, it sounded not so much in the ears as in the memory.

Not merely a dead world, this, but a murdered one. What wide and varied life had once thrived here was long since stripped away, leaving nothing behind but death.

And, more recently, Death.

He stood at the edge of a colorless dune, before a squat, rounded structure, little more than a blister in the ashes, browned and pitted with age. Even the windswept soot seemed unwilling to touch him, rushing around him in short, sharp flurries. The soles of his age-worn boots remained atop even the flimsiest layer of packed ash, as though he were weightless--or perhaps, again, it was merely that the ash wanted nothing to do with him.

Hair as black as a demon’s shadow hung to his shoulders in matted, greasy locks. Below them, torn and stained streamers of bruise-violet fabric whipped and trailed from the back of his belt; perhaps the only remnants of what had once been a tunic or cloak, perhaps something more. The dark leathers and piecemeal armor he wore from the waist down, and the fraying strips that wrapped his palms and forearms, were equally grimy and unkempt. The skin of his exposed torso, shrunk tight over a wiry frame, was the dull gray of a corpse even without the filth in the air.

Only the deeply scored mask hiding his face from all Creation still retained some semblance of cleanliness, of its original bone white. The gaping sockets--through which eyes of burning orange gleamed, unblinking--and the mask’s general shape were enough to evoke a skull in any viewer’s imagination. The lack of mouth, or most other features, somehow made it even worse.

No sentient being remained anywhere in this world to gaze upon him, and the ash-choked air would have made him almost impossible to see even if there were. And still he did not remove the mask; had not, in fact, even given thought to the possibility. It was a part of him now, an immutable barrier between who he was and who he once had been.

Death stood, his hands raised before him, his mask shuddering slightly as his mouth formed constant, silent chants. The magics of the oldest Horseman swept through the winds, delving deep into the ash, and where nothing lived, the ancient dead responded.

Bones, petrified by time and stained by soot, worked and wiggled like snakes on their way to the surface. They punched through to open air, rearing into a veritable thicket and slowly pressing themselves tightly together. They danced, however briefly, to an orchestra that only Death could hear.

Long since dried to flecks of powder, the blood of a thousand corpses transformed once more to liquid, sluicing and bubbling from the depths. Where the bones did not fit perfectly together, that blood surged into the gap, mixing with ambient ash to form a thick, viscous mortar. And where the macabre construction required more meticulous handling than the raw materials could manage, there appeared Death’s helpers. Ghouls--the desiccated corpses of beings never native to this world--materialized from the ether, reanimated and drawn through the walls between realms by the Horseman’s will. With mindless obedience but impossible precision, they arranged the jagged bones just so.

With surprising rapidity, guided by Death’s magic and servants both, a low building began to form over and around the smaller structure. Every so often, faces appeared briefly in the ash to study him as he worked his necromancies--phantoms, perhaps, of the world before, or maybe just tricks of the light.

He sensed the sudden surge of life, a creature appearing nearby where there had been none, at the same moment he heard a warning squawk from above. Wings beating rapidly against the wind, shedding mangy feathers, a hefty crow circled twice and settled on his shoulder.

“Yes, Dust.” Death’s voice was low, sonorous, a stale draft from a yawning sepulcher. “I feel it, too.”

He raised a hand, and the weapon he’d casually laid aside heaved itself into his waiting grip. The scythe was enormous, taller than its wielder. Its blade was a hideous thing, jagged and crafted like the wing of some great beast, longer than Death’s outstretched arms fingertip-to-fingertip. The ghouls ceased their labors and turned in unison, ready to march at the slightest thought.

Dust emitted a second piercing call and took to the air once more--partly to scout for enemies, yes, but also in part to remove himself from possible danger.

“Coward,” Death said, though his tone was not unkind.

He squinted, peering into the soot-thickened wind, and made a swift decision. As quickly as he could think it, his scythe flowed, fluid for less than the blink of an eye. Death was now holding two weapons where there had only been one: two crescent blades, thick and heavy, shaped like knives but larger than most swords. Blades that would be easier to swing and thrust through the violent gusts than the longer, broader scythe.

“I didn’t know you could do that.”

Death had never heard that voice, high and sneering, before. But between the sound and the silhouette appearing through the cloud, he recognized his visitor all the same.

“I am Death,” he said simply, without pomp or vanity, “and Harvester is bound to me. Whatever tools I require to serve my function, it can emulate. Hello, Panoptos.”

“You’ve heard of me! I’m flattered.”

The dusky figure that finally materialized was peculiar even by the Horseman’s standards. Gaunt, almost spindly, humanoid from the waist up, tapering off into semi-solid vapors below. Its arms and fingers were stretched and distended, its wings serrated and broad. Its oblong face, like Death’s mask, lacked anything resembling a mouth, though this didn’t stop it from speaking. Instead, it boasted an array of emerald eyes, shifting and flowing across a vaguely gelatinous surface. Nine of them, usually; though between the constant motion, and the fact that one or two would occasionally disappear, only to sprout anew, the number varied moment by moment.

“Don’t be. The Charred Council told me about you,” Death said. “My brothers told me more about you. Care to guess who I’m most likely to believe?”

“Aww . . .” The creature sniggered softly. “Surely you know better than to listen to rumor and gossip!”

“Depends who’s spreading the rumors.” Death allowed Harvester to return to its innate form, that of the single great scythe, and leaned it against the partial wall of bone. At his silent command, the ghouls resumed their labors.

“So,” Panoptos said, flitting this way and that, untouched by the wailing winds. “Welcome back. Such a lovely home you’ve chosen. Very . . . you.” Already concealed beneath the newer walls of bone, the older, inner structure had apparently escaped his notice.

It wasn’t an oversight Death felt compelled to correct. “I enjoy the view.”

“Heh. Strife said you were a sarcastic bastard.”

“What do you want, Panoptos?”

Clearly, the creature had no interest in answering Death’s question, at least not yet. “Where have you been these past centuries, anyway?”

“I wouldn’t tell the Charred Council when they asked. What makes you think I’ll tell you?”

Again that irritating little laugh. “Why, as a gesture of friendship! I so want us to be friends.”

“It’s good to have goals. Keeps us motivated,” Death told him. “But I wouldn’t wager anything you can’t do without, were I you.”

“How unkind! We’ve only just met!”

“And I already despise you. Imagine how much greater my loathing will become when I have gotten to know you.”

Panoptos might have had a retort for that, or not, but Dust chose that moment to decide the newcomer was safe after all. He dropped from above to settle comfortably on Death’s shoulder, puffing out his feathers and shaking off the worst of the soot.

Every one of Panoptos’s eyes blinked in unison. “Where did the bird come from?” he screeched.

“His name is Dust,” the Horseman said.

“That is not what I asked!”

“And yet, it’s the answer you got. The universe works in mysterious ways.”

“Hmph!” Panoptos darted upward, ap...

Product Details

  • Paperback: 368 pages
  • Publisher: Del Rey; First edition (July 24, 2012)
  • Language: English
  • ISBN-10: 9780345534026
  • ISBN-13: 978-0345534026
  • ASIN: 0345534026
  • Product Dimensions: 5.5 x 0.8 x 8.2 inches
  • Shipping Weight: 10.4 ounces (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (46 customer reviews)
  • Amazon Best Sellers Rank: #297,631 in Books (See Top 100 in Books)

More About the Author

On March 22, 1974, Ari Marmell was hatched out of an egg laid by a rooster on the night of the full moon. Due a mix-up, he wound up in the infant ward at a hospital in New York, where he was claimed as a (relatively) normal human and taken home. He and his family fled New York barely a year later, either because his father received a job offer in Houston, or because they were chased by angry mobs with pitchforks; reports are unclear.

For the next 27 years, Ari lived in Houston. His father told him bedtime stories when he was in preschool and kindergarten, stories without which he might never have become a writer. He received his first roleplaying game--the red Dungeons & Dragons boxed set--at age 9, and the AD&D Players Handbook followed less than a year later. He spent very little time on class work or studies for the next, oh, 13 years, instead spending his efforts on far more important things like fighting orcs, riding dragons, and rescuing extremely beautiful princesses.

Ari went to college at the University of Houston. He began in the Psychology program, but quickly changed his major to Creative Writing. It was in the first week of class that he met his wife-to-be, who goes by the name of George. (No, it's not short for Georgia, Georgette, Georgiana, or anything else that could possibly make sense.) It was also in college that he wrote his first novel, one that he is now determined will never see the light of day, and charitably calls a "learning experience."

In short, Ari graduated in late '96, married George in March of 1997, honeymooned in New Orleans, worked several jobs he hated for the next several years, and quit the last of them in 2000 due to ongoing health issues. During this time, he wrote four more novels, two of which are actually pretty decent. It was also during this time that he managed to break into the roleplaying industry, having attracted the attention of Justin Achilli (developer of Vampire: The Masquerade) with a project submission inspired by his trip to New Orleans.

He and George moved to Austin in mid-2001 so George could attend graduate school while Ari continued to work as a freelance writer. They live there today, along with a large orange cat named Leloo and a smaller gray cat named Pippin who seems unable to grasp the notion that strings, ribbons, and plastic bags do not make up a viable part of the food chain. His first published novel, Gehenna: The Final Night, appeared on shelves in January of 2004.

Today, Ari is shifting his focus from freelancing to more fiction and novel-writing. His second novel, Agents of Artifice, was released by Wizards of the Coast in February of '09. His third novel, The Conqueror's Shadow, was released by Spectra in February 2010. (This was his first published non-tie-in novel.)

Ari's forthcoming novels include The Warlord's Legacy (Spectra, early 2011), the Goblin Corps (Pyr Books mid- to late 2011), and Household Gods (Pyr Books, 2012). You can learn more about him, and keep up with his news and release schedule, at www.mouseferatu.com.

Customer Reviews

Most Helpful Customer Reviews
18 of 19 people found the following review helpful
4.0 out of 5 stars The Dark Side Has Cookies So C'mon! July 24, 2012
Format:Paperback
I'm one of those guys that plays video games for the story. I much prefer a solid campaign over online multiplayer any day of the week. For this reason I am a huge advocate of tie-in fiction. I love to delve deeper into characters and events that are barely touched upon while playing the game. When I caught word of a prequel novel to the Darksiders franchise from THQ my interest was piqued. When I saw that it would be penned by Ari Marmell, author of the Young Adult Widdershins series, I was sold. May I present you, DARKSIDERS: THE ABOMINATION VAULT.

There exists a vault containing weapons of unimaginable power. The vault remains a legacy of the atrocities committed by the Nephilim. Of the four Horsemen, the last surviving Nephilim and protectors of the Balance, only Death is aware of its being. Now an unknown enemy strikes from the shadows, intent on acquiring the weapons stored within the vault and unleashing a wave of destruction across Creation. Only Death, with the assistance of his younger brother War, has the ability to prevent the coming catastrophe.

I know what you're thinking, how deliciously melodramatic! Oh and it is. I eat this sort of thing right up. As a fan of the Darksiders video games and an even bigger fan of the Darksiders lore, how could I not want to read this book? Combine that with the sharp wit of Marmell and you have a winning combination.

I have to admit, I found myself pleasantly surprised at the level of characterization bestowed upon Death. I won't pretend that he is the deepest of characters but there are levels of complexity beyond super powered Horseman of the Apocalypse. Death's facetious responses to every given question can become grating after a time, but until that time comes it continues to be tongue-in-cheek funny. I found myself laughing every time Death interacted with his craven crow Dust and I very much hope this carries over into the game itself. What Ari does best with Death is pair him up with War. Though both are Horsemen it quickly becomes apparent that they have very dissimilar styles. Death is a subtle and agile assassin with a history so dark he refuses to share it, even with his fellow Horsemen. War is a soldier at heart, choosing the direct approach with overwhelming force. While Death picks and chooses his objectives as he sees fit, War instead follows the Charred Council's missions to the letter. I find this use of comparison a wise move, especially when pairing the novel with the upcoming Darksiders II, where Death will be replacing War as the protagonist.

As Death races to prevent the Abomination Vault from being unlocked he crosses paths with faces bound to be familiar to the fans. Anyone who has not yet played Darksiders and is reading this book on its own merits is unlikely to find themselves a fish out of water. The concepts and characters are straightforward enough to grasp in one sitting. The lore itself is only expanded by the novel, providing backstory on Death and other notables while serving as a reminder for what drew me to the franchise to begin with. There are angels and demons and Horsemen of the Apocalypse but the story strays far from Biblical, establishing its own fiction.

Marmell's clever prose is evident but not as distinguishable as it might have been without outside influences. The narrative is more linear than I would prefer, evidently resembling stage progression in a video game. The action is fluid, exhibiting the combat differences between Death and War. Death's shapeshifting scythe, Harvester, is wicked cool and I'm eager to wield it in game. I can imagine THQ developing downloadable content based on DARKSIDERS: THE ABOMINATION VAULT, and I fully approve of the idea.

Tie-in fiction has an undeservedly bad reputation with the literary crowd. DARKSIDERS: THE ABOMINATION VAULT aptly demonstrates that in the right hands, tie-in fiction can be just as good as any other book you will find in the genre. Marmell respects the source material, expands the lore, and boosts anticipation of the coming game. This makes for a successful combo.

Recommended Age: 14+
Language: Nothing more than mildly offensive.
Violence: With characters named War and Death...well...you can do the math.
Sex: None.

Nick Sharps
Elitist Book Reviews
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6 of 6 people found the following review helpful
5.0 out of 5 stars Darksiders The Abomination Vault August 18, 2012
By Death
Format:Paperback|Amazon Verified Purchase
Best book I read since Assassin's Creed's book. I highly recommend buy this, even if you have never played the game it's well worth the read. :D
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Was this review helpful to you?
6 of 6 people found the following review helpful
5.0 out of 5 stars Great August 13, 2012
By Edrick
Format:Paperback|Amazon Verified Purchase
This book is a great way to learn a bit more about how the Darksiders universe works and flesh out the characters a bit more. I nearly finished it in one sitting.
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Most Recent Customer Reviews
5.0 out of 5 stars Excellent Book.
After having played both of the video games. This book was a great expanse on the Universe of Darksiders. Read more
Published 9 days ago by Joe
5.0 out of 5 stars this is a damn good read
the author really caught the feel of the game and the characters. but shed light on other things. therefore bringing the reader deeper into the Darksiders universe. Read more
Published 29 days ago by raph
5.0 out of 5 stars This book was Amazing
This is by far the best thing I have ever read! Period! Though at times it was hard to follow, I can honestly say I got what I exactly paid for! Read more
Published 1 month ago by SoilderOfSouls
2.0 out of 5 stars Eh.
The language was ponderous and repeated itself over and over. The story itself was interesting, but that's about all I can say.
Published 1 month ago by hamilton nobles
4.0 out of 5 stars Great background story
This book serves as a great background for all the following stories of the horsemen. I had never considered the origin of the four, nor had I even given much thought to the... Read more
Published 1 month ago by Allen H
4.0 out of 5 stars When did Abominations become great?
This book is really good, it's well written and the characters are pretty flushed out. I like how it shows and explains things the games never did it also expanded the characters... Read more
Published 1 month ago by Joshua
5.0 out of 5 stars Love Darksiders
I love the Darksiders lore, and this just adds to it. I love the War and Death characters and hope to find more on the last two horseman/woman.
Published 2 months ago by N
5.0 out of 5 stars Great adventure novel that expands on an all ready fantastic mythos.
Great adventure novel that expands on an all ready fantastic mythos. Detailed and compelling writing, really enjoyed this novel. -
Published 2 months ago by David J Elmer
5.0 out of 5 stars if you like the game
I thought this was a great story it you are wanting more info on Death & War. I loved the parts between Death and Dust.
Published 3 months ago by SusanB
4.0 out of 5 stars Better than Expected
I enjoyed the first video game because of the great game play but also because of the interesting story line. I thought I would chance a glance at the first few pages of the book. Read more
Published 3 months ago by Tom Smith
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Topic From this Discussion
In-Game bonus for pre-ordering this book
http://www.darksiders.com/blog-post/darksiders-abomination-vault-now-available-pre-order

here it says Amazon and B&N will both have it.
Apr 21, 2012 by Anubis |  See all 32 posts
Can you get more than one code?
well im not sure. but to be safe i would order 2 separate books
Jul 9, 2012 by The one and only Doom Guy |  See all 2 posts
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