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David Eddings - The Elder Gods

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David Eddings The Elder Gods

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This book is a work of fiction Names characters places and incidents are - photo 1

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

By David and Leigh Eddings

THE BELGARIAD

Book One: Pawn of Prophecy

Book Two: Queen of Sorcery

Book Three: Magicians 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

REGINAS SONG

Preface T he Land of Dhrall if we are to believe the sometimes fanciful - photo 2

Preface T he Land of Dhrall if we are to believe the sometimes fanciful - photo 3

Preface

T he 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 cameand whyis 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.

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