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Glen Cook - The Tyranny of the Night (Instrumentalities of the Night 1)

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Glen Cook The Tyranny of the Night (Instrumentalities of the Night 1)

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Welcome to the world of the Instrumentalities of the Night, where imps, demons, and dark gods rule in the spaces surrounding upstart humanity. At the edges of the world stand walls of ice which push slowly forward to reclaim the land for the night. And at the world's center, in the Holy Land where two great religions were born, are the Wells of Ihrain, the source of the greatest magics. Over the last century the Patriarchs of the West have demanded crusades to claim the Wells from the Pramans, the followers of the Written. Now an uneasy truce extends between the Pramans and the West, waiting for a spark to start the conflict anew.
Then, on a mission in the Holy Land, the young Praman warrior Else is attacked by a creature of the Dark-in effect, a minor god. Too ignorant to know that he can never prevail over such a thing, he fights it and wins, and in so doing, sets the terrors of the night against him.
As a reward for his success, Else is sent as a spy to the heart of the Patriarchy to direct their attention away from further ventures into the Holy Lands. Dogged by hidden enemies and faithless allies, Else witnesses senseless butchery and surprising acts of faith as he penetrates to the very heart of the Patriarchy and rides alongside their armies in a new crusade against his own people. But the Night rides with him, too, sending two of its once-human agents from the far north to assassinate him.
Submerged in his role, he begins to doubt his faith, his country, even his family. As his mission careens out of control, he faces unanswerable questions about his future. It is said that God will know his own, but can one who has slain gods ever know forgiveness?


Glen Cook
The Tyranny of the Night
For my wife, Carol, for thirty-five wonderful years
It is an age lurching along the lip of a dark precipice, peeking fearfully into chaos's empty eyes, enrapt, like a giddy rat trying to stare down a hungry cobra. The gods are restless, tossing and turning and wakening in snippets to conspire at mischief. Their bastard offspring, the hundred million spirits of rock and brook and tree, of place and time and emotion, find old constraints are rotting. The Postern of Fate stands ajar. The world faces an age of fear, of conflict, of grand sorcery, of great change, and of greater despair amongst mortal men. And the cliffs of ice creep forward.
Great kings walk the earth. They cannot help but collide. Great ideas sweep back and forth across the face of a habitable world that is shrinking. Those cannot help but fire hatred and fear amongst adherents of dogmas and doctrines under increasing pressure.
As always, those who do the world's work most dearly pay the price of the world's pain.
CHAOS SCRIBBLES WITH NO REGARD TO LINEAR OR NARRATIVE thought. Events in Andoray, in the twilight of the sturlanger era, when the ice walls are still a distant curiosity, precede those in Firaldia, Calzir, Dreanger, the Holy Lands, and the End of Connec by two centuries.
Events among the Wells of Ihrian seldom seem connected to anything else, early on. That region is in permanent ferment There are as many sides to a question as there are city-states capable of raising militias.
The just cause, always, is rooted in religion. The private motivation might be greed, power hunger, the lure of loot, or revenge for last year's holy mission by some old enemy. But the squabbling princes and primates are, in general, true believers.
The feud between the Grail Emperor and the Patriarch is nothing new. The penchant of the Patriarch to preach holy war is nothing new. The fratricidal mischief between Santerin and Arnhand is heating up again. Their great families have feudal obligations to both monarchies. Confused feudal ties generate absurdities. Father can face son across the bloody field.
The divine conspiracy is no great engine with goose-greased parts turning over smoothly. It is a drunken tarantella in a cosmic town square where the dancers frequently forget what they are doing and wander off drunkenly, bumping into things, before purpose is recollected.
And, like ants at their labors in the town common, those who do the world's work will, too frequently, enjoy the sudden, unpredictable strike of an inebriant's flashing hoof.
1. Skogafjordur, Andoray
Drums muttered like a clutch of old ladies gossiping. Their job in the ritual was to keep the children out from under foot while their parents watched the old folks manage the funeral. Night gathered. Torches came to life. Old Trygg thrust his brand into the bonfires. Starting from the left end of the line. Flames rose in defiance of the night. Horns called from the heights overlooking either shore of the Skogafjord. Horns called back from watchtowers inland.
A great man was about to go to sea for the last time.
Singer Briga stood at me cold water's edge, singing his song to the sea, reminding the tide that it was time to ebb.
The sea knew its part. Each wavelet fell a little farther short of Briga's bare toes.
Pulla the Priest waved to young men knee-deep in the chill water.
The drums shifted their beat. Erief Erealsson's own long-ship crew, last of the great sturlanger, pushed the ship out onto the dark tide.
A breeze caught the simple red-and-white-striped sail. A breathless silence overcame the celebrants. There could have been no better omen than that breeze, which would carry the ship down the fjord on the breast of the tide.
The horns resumed mourning. The drums took up their dialogue with the night. Erief's crewmen sped burning arrows toward the ship. Which now drifted into a fog that had not existed only moments before.
A kelpie surfaced, long green hair glowing in the firelight
The fire arrows seemed to have been loosed by the most inept archers ever. Only a handful reached the ship with the screaming bear's head prow. They failed to start a fire despite kegs of oil having been splashed everywhere. Despite Erief's corpse being surrounded by tinder.
Not good.
A dozen sea people surrounded the ship. Was their sorcery stifling the fire? It had to be sorcery that kept the arrows missing the kelpies.
"Stop!" Pulla roared. "Do you want to waken the Curse of the Sea Kings?"
The archers desisted.
The ship drifted. Erief Erealsson would be missed. His genius in war and diplomacy had gathered the fractious families, clans, and tribes of the Andorayan fjords and islands under one banner for the first time since Neche's Reach.
"Everyone sing!" Briga shouted. "The Priga Keda! With heart!" He sounded frightened. The people picked up the song. It was the only one they knew that begged the Instrumentalities of the Night to overlook Skogafjordur when they chose to meddle in the lives of men.
The Old Gods, the gods of the forests and the sky and the north, were not the sort who responded to the prayers of men. They existed. They ruled. They were indifferent to mortal suffering and tribulation. Unlike some gods away down south, they made few demands. But they did know what went on in the world. They did notice those who lived their lives well. And those who did not Sometimes they sent luck or misfortune where those seemed particularly appropriate.
Times change, though. Even for the Old Ones.
The First Among Them, the All-Father, the One Who Harkens to the Sound, sometimes called the Walker or Gray Walker, was aware of the murder of Erief Erealsson.
The people of the sea screamed suddenly and plunged into the deeps.
Then the people of Snaefells and Skogafjordur fell silent again. This time in anticipation and awe. A huge presence began to fill the night. Something of great power, something terrible, was approaching.
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