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The Elder Gods




  This book is a work of fiction. Names, characters, places, and incidents are the product of the authors’ imagination or are used fictitiously. Any resemblance to actual events, locales, or persons, living or dead, is coincidental.

  Copyright © 2003 by David and Leigh Eddings

  All rights reserved.

  Hachette Book Group, USA, 237 Park Avenue, New York, NY 10017

  Visit our Web site at www.hachettebookgroupusa.com.

  First eBook Edition: October 2003

  ISBN: 978-0-7595-0818-7

  Contents

  Preface

  THE ISLE OF THURN

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  THE SEAFARERS

  Chapter 1

  Chapter 2

  Chapter 3

  THE LAND OF MAAG

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  Chapter 5

  Chapter 6

  Chapter 7

  THE JOURNEY OF VELTAN

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  LATTASH

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  Chapter 5

  Chapter 6

  THE RAVINE

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  Chapter 5

  THE PINK GROTTO

  Chapter 1

  THE TIME OF SORROW

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  Chapter 5

  By David and Leigh Eddings

  THE BELGARIAD

  Book One: Pawn of Prophecy

  Book Two: Queen of Sorcery

  Book Three: Magician’s Gambit

  Book Four: Castle of Wizardry

  Book Five: Enchanters’ End Game

  THE MALLOREON

  Book One: Guardian of the West

  Book Two: King of the Murgos

  Book Three: Demon Lord of Karanda

  Book Four: Sorceress of Darshiva

  Book Five: The Seeress of Kell

  BELGARATH THE SORCERER

  POLGARA THE SORCERESS

  THE RIVAN CODEX

  THE ELENIUM

  Book One: The Diamond Throne

  Book Two: The Ruby Knight

  Book Three: The Sapphire Rose

  THE TAMULI

  Book One: Domes of Fire

  Book Two: The Shining Ones

  Book Three: The Hidden City

  THE REDEMPTION OF ALTHALUS

  HIGH HUNT

  THE LOSERS

  REGINA’S SONG

  Preface*

  The Land of Dhrall, if we are to believe the sometimes fanciful legends of the region, has existed in its present location since the beginning of time. Father Earth is unstable, and other continents move hither and yon across the face of Mother Sea, wandering, ever wandering, in search of new places in which to abide, but the Land of Dhrall, we are told, was firmly anchored to its present location by the will of the gods of Dhrall, and it shall remain ever so until the end of the world.

  Now, from whence this world came—and why—is far beyond human comprehension, but the legends of Dhrall maintain that it is the work of ancient gods, and the making of it was a task so enormous that the gods, immortal and omnipotent though they be, ofttimes wearied of their labor.

  Now, there were younger gods abroad in the land at this time, and great was their pity for their exhausted elders, and they urged their kin to rest while they themselves took up the burden of creation. And grateful beyond measure were the old ones, for they had labored well-nigh unto death. And so they slept while creation continued uninterrupted in the hands of the younger gods.

  So it was that the elder gods slept for twenty-five eons and then they awoke, refreshed and ready to resume their eternal task; and when they awoke, their younger counterparts were well ready to relinquish the task and go to their rest.

  And mountains rose up from out of the earth and were worn down by weather and time. And Mother Sea brought forth life in many forms, and some of the creatures of Mother Sea came up on the dry face of Father Earth in search of a dwelling place. And time and place altered them there upon the face of Father Earth, and many were those alterations. Forms not seen before emerged, and older forms died out as the creatures blindly groped for fulfillment.

  Now, the gods of the Land of Dhrall chose not to interfere in the growth and development of the creatures of their Domains, for they wisely concluded that the creatures should follow their own course in response to the world around them. For truly, the world is in a constant state of flux, and a creature suitable for one era may well not survive in another, and the gods had come to realize that change must be a response to the world rather than some divine preconception.

  And constant time continued her stately march toward an end that none could know, and the cycles of labor and rest among the gods continued even as Mother Sea and Father Earth watched but said nothing.

  Now, the gods of the land of Dhrall have divided the land, and each, younger or elder, holds dominion over a certain portion of the land. There remains, however, a vast Wasteland in the center that is not part of any of the four Domains, be they East or West, North or South, for the Wasteland of Dhrall is barren and without beauty. There is life there, however, but the life-forms of the Wasteland are unlike those of the rest of the Land of Dhrall. The legends of Dhrall maintain that the life-forms of the Wasteland are the creations of That-Called-the-Vlagh.

  The legends of Dhrall are uncertain as to the origins of the Vlagh. Some maintain that it is no more than a nightmare, which one of the early gods experienced during their first long sleep. Other legends contend that the Vlagh is vastly older than the gods, whose forms resemble those of humans, and that it was the lord of stinging insects and venomous reptiles, which have long since vanished from the faces of Mother Sea and Father Earth. All legends of Dhrall agree on one point, however. That-Called-the-Vlagh was too impatient to give the creatures which served it sufficient time to follow the slow, natural process of development and alteration favored by the true gods of Dhrall, but rather it chose to manipulate their development so that they might better serve it.

  And it came to the Vlagh that its servants might be of greater value if they were not all the same, for a creature designed for one task and one only would be far more efficient than a more generalized creature.

  To achieve that end, the Vlagh periodically enveloped itself in a woven cocoon in its dark nest in the center of the Wasteland, and when it emerged from its cocoon, it was a creature of an entirely different aspect than it had been before. Then it tested the capabilities of its new form to determine its ability to perform its specific task, noting its strengths and weaknesses. And then once again it enclosed itself in the cocoon, and when it emerged once more, the weaknesses were no longer there and the strengths had been enhanced.

  Thus, by experimentation, That-Called-the-Vlagh altered and modified its own form to develop a highly specific creature, and once it was satisfied, it reproduced that creature by the thousands so that it would have servants enough to achieve its ultimate goal.

  Then That-Called-the-Vlagh returned to its nest and began again, creating yet another form with yet another specific task.

  And so it is that all of the varied creatures which emerge from the cocoon of the Vlagh are not the creatures of the Domains of the true gods of Dhrall, but rather are strange combinations, part insect, part reptile, part warm-blooded animal, and each
of these variations has specific tasks in its service to the Vlagh.

  The one and only characteristic the creatures of the Wasteland share is an obsessive need to expand the Domain of the Vlagh until the entirety of the Land of Dhrall lies in its grasp.

  And the Vlagh sent forth many of its creatures to intrude themselves into the domains of the true gods of Dhrall, and carried those intruders back to the Vlagh everything which they had observed. And the Vlagh considered each tiny nibble of truth which its servants brought to it, and after eons uncounted, it perceived a flaw which it could exploit during the transfer of power and authority from one generation of gods unto the next.

  For truly, the elder gods grew weary and forgetful as they longed for sleep; and the younger gods were yet only half awake.

  And the spirit of the Vlagh was filled with anticipation at this revelation. And laid it then its plans and marshaled its servants in preparation for a war whereby it could surely destroy the true gods of Dhrall. And there in the Wasteland it dreamed of the day when its nest could expand into the more fertile regions of the Land of Dhrall, where there would be much to eat and where its need to spawn would no longer be restrained by the lack of food. And then the Vlagh dreamed further, yearning for the day when the entirety of the world englobed would be its nest, and its children would grow to numbers beyond counting, and all other living things would be their food.

  Then and only then would the Vlagh be content.

  Now, Mother Sea and Father Earth paid scant heed to the antics of any gods of any lands, and neither did they rest, for to them fell the task of maintaining the life of the creatures of earth and sea, and woe to him, human or divine, who threatens the perpetuation of life. For gentle though they may appear, Mother Sea and Father Earth have disasters beyond imagining at their disposal, should they appear necessary for the continuation of life.

  Now, it came to pass long ago in the Domain of the North that a half-mad hermit had a vision of that which would one day become reality, and in that vision he saw sleeping children whose dreams could thwart the designs of That-Called-the-Vlagh, for the dreams could command, and Mother Sea and Father Earth could not disobey the commands of the Dreamers.

  And most men of the Land of Dhrall scoffed at the vision of the hermit, for his madness was clearly evident. But the gods of East and West, North and South, scoffed not, for the hermit’s vision resounded deep within their souls, and they knew it to be true. And troubled were the true gods of the Land of Dhrall, for they knew in their hearts that the arrival of the Dreamers would change all the world, and nothing thereafter would ever be the same again.

  And the eons, as eons must, plodded on toward an uncertain future, and the younger gods grew older, and the cycle of their ascendancy neared its conclusion.

  And it is here that our story begins.

  THE ISLE OF THURN

  1

  Zelana of the West had grown weary of the brutish man-creatures of her Domain. She found them repulsive, and their endless complaints and demands irritated her beyond measure. They seemed to believe that she lived only to serve them, and that offended her.

  And so it was that she turned her back on them and sojourned for several eons on the Isle of Thurn, which lies off the coast of her Domain. And there she communed with Mother Sea and entertained herself by composing music and creating poetry.

  Now, the waters around the Isle of Thurn are the home of a rare breed of pink dolphins, and Zelana found them to be playful and intelligent, and in time she came to look upon them not as pets but rather as dear companions. She soon learned to understand—and to speak—their language, and they gave her much information about Mother Sea and the many creatures that lived in Mother’s depths and along her shores. Then by way of recompense, she played music for them on her flute or sang for them. The dolphins came to enjoy Zelana’s impromptu concerts, and they invited her to swim with them.

  They were much perplexed by a few of Zelana’s peculiarities after she joined them. So far as they could determine, she never slept, and she could remain under the surface of Mother Sea almost indefinitely. It also seemed odd to them that she showed no interest in the schools of fish which swam in the waters around the Isle. Zelana tried to explain to her friends that sleep and air and food were not necessary for her. Her periods of sleep and wakefulness were much longer than theirs, and she could extract the essential element of air from the water itself, and she fed on light rather than fish or grass, but the dolphins could not quite grasp her explanation.

  Zelana decided that it might be best to just let it lie.

  The man-creatures of the Land of Dhrall knew full well just who—and what—Zelana was. She held dominion over the West, but there were others in her family as well. Her elder brother Dahlaine held sway over the North, and he was grim and bleak. Her younger and sometimes frivolous brother Veltan controlled the South—when he was not exploring the moon or contemplating the color blue—and her prim and proper elder sister Aracia ruled the East as both queen and goddess.

  The ages continued their stately march, but Zelana paid them no heed, for time meant nothing to her. Then on a clear day her dearest friend, a matronly pink dolphin named Meeleamee, surfaced near the place where Zelana sat cross-legged on the face of Mother Sea playing her newest musical composition on her flute. “I’ve found something you might want to see, Beloved,” Meeleamee announced in her piping voice.

  “Oh?” Zelana said, setting her flute aside in the emptiness just over her shoulder where she kept all her possessions.

  “It’s really very pretty, Beloved,” Meeleamee piped, “and it’s exactly the right color.”

  “Why don’t we go have a look then, dear one?” Zelana replied.

  And so together they swam toward the stark cliffs on the southern margin of the Isle, and as they neared the coast, Meeleamee sounded, swimming down and down into the depths of Mother Sea. Zelana arched over and followed, and soon they came to the narrow mouth of an underwater cavern, and Meeleamee swam on into that cavern with Zelana close behind.

  Now, reason and experience told Zelana that this cave should grow darker as the two of them went deeper and deeper into its twisting passage, but it grew lighter instead, and the water ahead glowed pink and warm and friendly, and Meeleamee rose toward the light with Zelana close behind.

  And when they surfaced in the shallow pool at the end of the passage, Zelana beheld a wonder, for Meeleamee had led her into a grotto unlike any other Zelana had ever seen. There was a rational explanation, of course, but mundane rationality could not tarnish the pure beauty of the hidden grotto. A broad vein of rose-colored quartz crossed the ceiling of the grotto, filling that hidden cave with a glowing pink light, and almost in spite of herself, Zelana feasted on that light and found it delicious beyond the taste of any other light she had savored in the past ten eons. And she shuddered and glowed with pure delight as she feasted.

  Beyond that shallow pool at the entrance was a floor covered with fine white sand touched with the luminous pink of the prevailing light, and there was also a musically tinkling trickle of fresh water in a little niche at the rear, and all manner of interesting nooks and crannies along the curved walls.

  “Well?” Meeleamee squeaked. “What do you think, Beloved?”

  “It’s lovely, lovely,” Zelana replied. “It’s the most beautiful place on all the Isle.”

  “I’m glad you like it,” Meeleamee said modestly. “I thought you might like to visit here now and then.”

  “No, dear one,” Zelana replied. “I won’t need to visit. I’m going to live here. It’s perfect, and I deserve a little perfection now and then.”

  “You won’t stay here all the time, will you, Beloved?” Meeleamee squeaked in consternation.

  “Of course not, dear one,” Zelana replied. “I’ll still come out to play with you and my other friends, but this beautiful place will be my home.”

  “What is ‘home’?” Meeleamee asked curiously.

  It wa
s on a day much like any other when Dahlaine of the North came up out of the passageway that led to Zelana’s pink grotto to advise his sister that there was trouble in the wind in the Land of Dhrall.

  “I don’t really see how that’s any concern of mine, dear brother,” Zelana told him. “The mountains protect the lands of the West on one side, and Mother Sea protects them on the other. How can the creatures of the Wasteland ever reach me?”

  “The Land of Dhrall is all one piece, dear sister,” Dahlaine reminded her, “and no natural barrier is completely insurmountable. The creatures of your lands of the West stand in as great a danger as all the others. I think it’s about time for you to come out of your little hideaway here and start paying attention to the world around you. How long has it been since you last surveyed your Domain?”

  Zelana shrugged. “A few eons is all—certainly no more than a dozen. Have I missed anything significant?”

  “The man-creatures have made a bit of progress. They’re making tools now, and they’ve learned how to build fires. You really ought to look in on them once in a while.”

  “What in the world for? They’re stupid and vicious, and they stink. My dolphins are cleaner and wiser, and their hearts are large and filled with love. If the creatures of the Wasteland are hungry, let them eat the man-creatures. I won’t really miss them.”

  “The people of the West are your responsibility, Zelana,” Dahlaine reminded her.

  “So are the flies and ants and roaches, and they seem to be getting along well enough.”

  “You can’t just ignore the world, Zelana,” Dahlaine told her. “There are changes taking place all around you. The creatures of the Wasteland are growing restless, and it won’t be too long before the Dreamers arrive. We need to be ready.”

  “It’s not nearly the age of the Dreamers yet, is it, Dahlaine?” Zelana asked incredulously.

  “The signs are all there, Zelana,” Dahlaine said. “The servants of the Vlagh have begun to intrude into our Domains, which is a fair indication that the Vlagh is about to make its move, and we’re not ready to face it yet. In a peculiar sort of way, this confrontation is the work of Mother Sea and Father Earth. Evidently, they know more than we do, and they’re unleashing the Vlagh now—quite probably to force it to come against us before it’s really ready. If we give it more time to modify its offspring, they’ll swarm us under.”