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   This article is about the book written by Emily Rodda. For the fictional object of the same name go to Tales of Deltora.


Belt of Deltora300
Adin knew that he was the one who must fill the medallions in the belt.

Tales of Deltora (real) is in need of more information! Tales of Deltora (real) is lacking proofreading and an updated characters list.

The Masked Ones250
Ava, whose symbol was the eye, was blind!

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DELTORA
Tales of Deltora
General information
Author

Emily Rodda

Illustrator

Marc McBride

Publication
Publisher

Scholastic Australia

Published

2005 (original edition)

2013 (second edition)

Tales of Deltora is a book written by Emily Rodda and illustrated by Marc McBride, written as if Josef the Palace Librarian had authored it. It tells the history of Deltora from its ancient past. The first half of the book is a compilation of Tenna Birdsong Tales, and the second half are texts based on The Deltora Annals.

The book was republished in 2013 with the addition of three other Tenna Birdsong Tales set on the island of Dorne.[1]

Book Description[]

Original Description[]

"'This book of tales contains the secret history of Deltora. This is a startling claim, I know, but it is true.' So writes Josef, the Palace Librarian in the time of King Lief.

Where did the Shadow Lord come from?
How did the Ak-Baba come to be?
Who are the Masked Ones?

Here, for the first time, are the true stories behind Deltora Quest. Let Emily Rodda take you on a magical journey to discover the secrets of Deltora, land of monsters and magic. Featuring magnificent colour plates by Marc McBride.

Deltora's deepest secrets revealed at last!"[2]

2013 Description[]

"Our story is rich and strange. There is the broad, mysterious strand of the land itself, with all its beauties and its terrors. There is the dark strand of the Shadow Lord's hunger to dominate and destroy. There is the bright strand of courage, hope and heroes. There is the glittering strand of magic, and prophecy and dreams. And woven through them all, like circling bands of rainbow light, are the strands that mark the path of dragons.

This new edition of Tales of Deltora brings together the enthralling stories behind Deltora Quest - the legends of the ancient Land of Dragons, the creation of the magic Belt of Deltora, and the newly discovered tales of Dorne. Let Emily Rodda take you on a magical journey to discover the secrets of Deltora, land of monsters and magic."[1]

Plot[]

The Land of Dragons: Tenna Birdsong Tales[]

Main article: Tenna Birdsong Tales
Wikia-Visualization-Add-4

The Land of Dragons.

Josef, the palace librarian in the time of King Lief, uses some of the Tenna Birdsong Tales to explain the beginning of Deltora, as he believed they held some truth.

The Land of Dragons[]

Back before the land had its name, it was referred to as the Land of Dragons. The people who lived there were separated and suspicious of the other tribes. The land was harsh and scarce in resources, and so they warred often. To the north of the Land of Dragons was a green island ringed with white sand, which they called the Twin. Every day at dawn, noon, and sunset, a faint fluting sound would come from the island. The people believed that it was a twin of their island that consisted only of good, and called it a magic place. Some did not believe in these tales, while others tried in vain to reach it. None of those who set sail for the island ever returned, and during this time, the people of the Land of Dragons could only live in fear and wait.[2]

Fire and Water[]

For a time, things continued the same as always for the people, but underneath the sea, things were beginning to change. The tribe of the west, who were wise in the ways of magic, felt a great terror coming. They scattered fortune-telling stones and found that the stones of fire, water, death and marriage continually fell together, but did not know what it meant. The dragons, masters of the Land of Dragons' skies, also felt that a change was going to occur, while the sea monsters burrowed deep into the seabed. One day, the dragons took flight and blocked out the sun. The earth quaked beneath the people’s feet, the sea boiled, and the land changed. For some days, the people of the land thought that it was the end of the world. However, once it was over, it revealed that the north shores were now rocky mountains, forced up as the land between the Twin and the Land of Dragons collided and merged, sealed by melted rock.

Eight days after the event, the skies cleared and the people found a wondrous gem in each of their territories - their own talisman. The land blossomed, and the people were able to leave their land, for many of the sea monsters had died in the clash of fire and water. Although their land was now connected to the Twin, when the people travelled around the mountains that separated them, they found themselves repelled by a powerful magic. So life continued on, the people forgetting about land to their north, all the while jealously guarding over each of their talismans.[2]

The Island of Dorne[]

East of the Land of Dragons lay the smaller island of Dorne. In spite of the treacherous journey, Dorne was a long-time favourite port for the traders of the Land of Dragons. Dorne's harbour town, Nerra, was a bustling and inviting place. Its twisted streets were lined with shops and stalls filled with all sorts of jewellery, fabrics, bone and wood carvings, gem-like glass and tiles, all of which were highly valued by collectors in other lands. There were other interesting objects to found as well, such as intricate puzzle boxes and tiny moving scenes enclosed in glass. Yet other items, though ordinary in appearance, were imbued with magic and often found their ways into palaces, towers, and castles far from Dorne.

Further inland, there was a town called Fleet, where horses were bred and raised. The horses of Fleet, spirited and long-legged, were very sought after. Many traders made the journey from Nerra to Fleet, but few travelled further than the horse fields. For beyond there lay the towering forests of Dorne's centre, where visitors were not welcome. The beings who lived there did not trade, as they had no use for gold, and hated anything made of metal. They kept to themselves, and were so different than the friendly, welcoming people by the coast that many newcomers wondered how they could share the same small island. 

Long ago before the cataclysm of fire and water changed the world, Dorne was only home to people with magic. The Fellan, as they called themselves, were beautiful and lived long lives, far longer than that of a human. They did not build, fish or grow crops, since the forests provided them with all they needed. The magic that ran in their veins gave them many powers. It was tradition for the Fellan to remain away from the sea that surrounded their island, since the salt water weakened their magic and the sun of the coast scorched their skin. The fire and water that freed the Land of Dragons from the worst of the sea monsters also freed Dorne, although the Fellan remained unaware. When the people of the other lands ventured out into the much safer waters, the Fellan remained to themselves in their forest shade. Soon ships came, full of sailors and adventurers who became entranced by the beauty of Dorne and decided to stay in peace. Camps multiplied on the shore and soon driftwood shelters were built, and trading began between the settlers and the ships that continued to the harbour. This settlement eventually grew in size, and would became known as Nerra. Eventually a human and a Fellan fell in love, and the two settled together on the forest fringes to raise children who loved the sea as well as the land, and in whose blood lay the drive of the human and the magic of the Fellan. These children grew to adulthood, and many obeyed the call of the sea and worked in Nerra. The salt did not bother the half-Fellan and they could work with metal as well as they could with wood. Often, they married their own kind, but it was not uncommon for them to choose humans on the coast. So it was that little by little, magic became the birthright of many and Nerra became less of a rough seaside town but more a place known for its incredible works of art and magic.[1]

The Trader's Daughter[]

Although the people of the Del tribe were the greatest travellers, explorers, and traders, one in particular was particularly famous; Garth, who captained the ship The Golden Dragon. He was stern and thought only of making the best possible bargain for himself, but cared for his daughter, Rosalyn. Rosalyn, eager for adventure, longed to travel the seas and see strange lands, as her father did, and would constantly ask him to bring her along. However, Garth always refused. One day, just before her eighteenth birthday, Garth promised her in marriage to a man named Mobbs. Rosalyn agreed, but on the condition that she would marry him in a year when she returned from a voyage on The Golden Dragon.

Garth had planned to keep Rosalyn only in the main streets of Nerra, as he was wary of what could happen to her elsewhere. He allowed her to go first while he supervised the unloading of the cargo under the supervision of the ship's cook, Frere, who he trusted unconditionally. Pretending that she had hurt her ankle, Rosalyn slipped away while Frere thought she was resting in his brother's parlor. Finding herself at a dingy little shop, she entered, and although she found herself disappointed at the shop's bare interior, she fell in love at first sight with the man standing behind the counter. The two decided to elope, as they knew Garth would not approve of their relationship.

After a frenzied search for Rosalyn that turned up nothing save for a single note that she left in a tavern called 'The Serpent', Garth hid the truth and travelled to town alone to make an undisclosed. After selling all his cargo and leaving, Garth returned to Del harbour, and eventually repainted and refitted The Golden Dragon. One day, he received a heavily sealed package from a strange ship. He took his ship, which he renamed The Avenger once it was out of sight of the harbour, and sailed for Nerra. He was given a tiny bottle by an old woman with one green and one brown eye, and he then took his men inland. Just before dawn, they reached a little house not far from the forest fringe, where they killed the man and, despite her struggles, Rosalyn was forced to drink the forgetting potion that Garth had obtained from the old woman. It was only then that he noticed a child lying in a cradle beside the bed. He told his men to dispose of it and left, but the men, not wanting to kill a baby, handed him over to the old woman who had guided them to Rosalyn.

When Garth returned to Del with Rosalyn on the ship once more named The Golden Dragon, Mobbs found that she was no more different than a walking corpse. He frantically cancelled his arranged marriage with her, but still paid the price he had agreed on before. In her eyes was a cold glint, and although it seemed her memories of her time in Dorne were lost forever, she still loved adventure. She would recover, forever a changed person, and accompanied her father on every voyage. Rosalyn would eventually prove to be a better trader than him, sailing throughout the seas. Neither she nor her father ever returned to Dorne. Her child, named Peregrine, was given to a childless couple to raise.[1]

The Sorcerers of Dorne[]

On Dorne, the citizens of the coat held a tradition to elect a chieftain. The chieftain would rule for seven years before retiring, and it was their duty to make laws and uphold them in the town of Nerra. The farmers were largely left to their own affairs and settled and cleared as much as they wished, as no Fellan had been seen for a long time and had been all but forgotten. For centuries, things were this way. There came a time when a certain chieftain was so popular that he was begged to keep leading. This chieftain, named Peregrine, or 'Chieftain Perry', was unsure if he should continue. His wife and parents were dead and he was alone, but he did not think it right for him to remain chieftain. Resolving to make his decision in private, he rode inland. In the forest fringe, he came across a Fellan woman and fell in love. He brought the woman, known as Alena, with him back to Nerra, and stated that with her by his side he felt the confidence to accept the people's offer and remain chieftain.

A few suspected that she had beguiled him, and felt their suspicions were right when on the day of their marriage, Peregrine announced that he had made a treaty with the Fellan. The treaty stated that the coastal dwellers would no longer clear trees at the forest fringe, and in return, the Fellan would fully keep to themselves. As the years went on, the treaty was upheld, and although Alena grew thinner and paler, she gave birth to three healthy sons. The first son was spirited, handsome, and popular. The second son was stiffer and prouder, and spent much of his time reading books. The third son was loving and kind-hearted, and was said to be Alena's favorite. All three of them had bright red hair, with strong Fellan magic. As they grew older, it became clear that the eldest son would take Peregrine's place as chieftain. However, the second son was bitterly jealous. He had always been ambitious, and thought himself better - more clever and subtle than his elder, and with more knowledge of sorcery.

Eventually, there came a time when Alena knew that she would die. She asked her youngest son to take him to the forests, as she knew no one else would heed her request. Upon reaching their destination, they were surrounded by Fellan, and their conversation with Alena revealed that her marriage to Peregrine had in part been a plot to secure the Fellan's future. However, Alena tells them that she fears she made have made a mistake; Peregrine must have had Fellan blood, for the magic in their children was too strong. After Alena's death, Peregrine died soon after. Not long after, the second son announced that he was challenging his elder brother for the island's leadership. His brothers begged him to withdraw his claim, but he refused, boasting about his magical strength, and claiming it his right to rule. When the oldest son at last lost patience and told him to leave, he refused, and attacked. The people were certain that the second son would win, and hid within their homes. So they did not see the oldest and the youngest son cast a banishing spell, casting the second son out to sea.

Furious and bitter, the sorcerer cursed his brothers, and vowed to return and exact revenge. But there was nothing he could do now, so he turned west and sailed for the Land of Dragons.[1]

The Four Sisters[]

One day, on a beautiful island in a silver sea, a sorcerer came, searching for a place to call his own. On the islands, four sisters named Flora, Viva, Aqua, and Terra sang night and day. Their voices were as sweet as their hearts were pure. The sorcerer heard their singing and despised it, as he hated all things beautiful. He imprisoned the sisters each on a separate corner of the island, but still they sung to one another, bathing the island in peace. Enraged, the sorcerer went to each corner and struck them down one by one. The sorcerer realised his mistake too late, for within the centre of the island, hidden deep in the earth, was a vile monster. It was soothed into sleep while the sisters sang, but once their voices ceased, it awoke, enraged, and destroyed the island. The sorcerer fled in fear and sailed away in search of new lands.[2]

The Tale of the Sorcerer[]

Shadow Lord

It breathed fire, and the rocks sizzled.

One night, there was a great storm on the west coast. A boat crashed upon the shore and a drenched, half-dead sorcerer lay upon the ground. This woke the tribe of the west up. They each moved to the centre of their city where the great Amethyst lay upon a table of stone, where they stood together, and their minds met. The sodden figure woke and felt the banishing spell take hold of him, but he refused to be driven back to the sea which had stolen his magic staff and almost killed him. He took himself away from their territory, towards the north. The people, feeling that the shadow had passed, stopped their spell, satisfied. The sorcerer turned to survey the land that he would make his own, but encountered an Emerald dragon. He tried to bargain with the dragon, but the dragon refused and attempted to roast him with its fire.

The sorcerer fled into the mountains and settled down there, where he met with wicked people, who became his servants. Time and time again he would attempt to enter the Land of Dragons, only to be blocked by the dragons. Angered, he turned away and resolved that it would have to wait, and demanded his servants lead him across the mountains. There, he found that this land was barred to him as well; although no dragons guarded it, it was surrounded by magic, and every morning, noon, and night there came a sound that repelled him. Full of fury and hatred, he swore that he would own the lands that had defied him, and he would crush them. Returning to his den in the west, he bided his time, his power growing as those who served him, who were treated like beasts, could only watch in terror.[2]

The Dragon's Egg[]

Hidden deep in the mountains bordering the Land of Dragons, on a high, snowy peak from which he could survey the Land of Dragons, the sorcerer stumbled across what he believed to be a dragon egg. Gleeful at this discovery, for his searches for dragon eggs had always been met with failure, he imagined creating his own army of dragons from the one that would hatch. He cared for the egg, and a day later, it hatched. However, he found himself disappointed and angry, as it was not a dragon, but instead some kind of bird that was not native to the Land of Dragons. He was tempted to crush the life out of it, but he saw in the way that it tore at its meat potential for killing. Instead he raised it and its young, breeding it into the cruel beasts they are now.[2]

The Tale of the Pirran Pipe[]

Beyond the mountains of the Land of Dragons, in the lands of its merged twin, Pirra, there was a Piper who played the Pirran Pipe. She was responsible for playing the pipe each morning, afternoon and night, keeping out evil with the beauty of its sound. On a dark winter's night, the Piper passed away. Three candidates came up for the position of the Piper; Plume the Brave, Auron the Fair, and Keras the Unknown. They each played the pipe in turn before the people, as was the custom. When it came time for the people to vote on who should be the Piper, they found that each piper received the same amount of votes. The three played again and again, but each time the result was the same, and eventually the people split, each following their own favorite. None of the groups were willing to budge, and became frustrated. At midnight, after the thirteenth equal vote, they began to turn on one another. The sorcerer, who had been hidden amongst them and convincing them to stand by their chosen Piper, took this moment to suggest that they separate the pipe into three so each could have a part and share the honor of being a Piper. They agreed, and after splitting up the pipe, went their separate ways. Without the magic of the Pirran Pipe to protect them, the sorcerer easily took control of the land, and the Pirrans were forced to use the last of their magic to hide themselves away.[2]

The Seven Goblins[]

Granous250

"Look what the creature had in his pocket."

After many years spent below ground, a group of seven Plumes emerged onto the surface of the Land of Dragons, bringing with them a puzzle box and the stolen mouthpiece of the Pirran Pipe. After travelling through the den of a Topaz dragon, which had been out hunting, they encountered Ben Os-Mine. Os-Mine, horrified at their appearance, cried in horror and disgust. "Goblins," he called them, a name that would forever after be applied to the Pirrans by the residents of the Land of Dragons. Os-Mine threw a stone hard and straight, hitting the smallest of them in the centre of her brow, and she fell to the ground, dead.

After burying her and continuing their journey, one of the Plumes began to lag behind. As soon as he fell, exhausted, he was dragged away by a group of Granous, who stole the puzzle box, and would keep it for many centuries. By the time the others noticed he had disappeared and rushed back, the only thing waiting for them was the sound of the Granous eating and cackling. With no choice but to keep going, they came across a farmhouse. Looking in on the family, they felt that although they looked hideous, they did not seem savage. But when one of them tapped on the window, the child screamed, and the mother threw a pot of soup at the window. The burning soup within burned him, and he fell in pain, where his heart was pierced by his bone knife.

When the remaining four reached Del, they hid in the dark corners of the city and soon learned of the Shadow Lord's encroachments upon the Land of Dragons. Fearing for their lives, the surviving Plumes travelled west towards Tora, hoping to find asylum among fellow magic wielders, only for another of their number to die after she consumed food that had been poisoned to exterminate rats. Yet another died after weeks of starvation and exposure, while the sixth perished in a Gripper field after mistaking the dangerous plants for food. The last Plume took refuge in a seemingly abandoned house, unaware that it was home to a Jalis knight. When the knight returned home, the Plume was crushed to death by the knight throwing himself thoughtlessly on his bed. The Jalis knight claimed the Pirran Pipe mouthpiece as his family talisman, and the few Plumes who dared to follow in the footsteps of the seven were doomed to meet similar fates.[2]

Opal the Dreamer[]

Liza and Dodd, two farmers who owned an apple orchard in the Plains territory, would one day discover a vein of opals on their land. Taking this to be their good fortune, they soon found themselves blessed once again as Liza gave birth to a baby girl. They named her Opal in honor of the earth's gift, and she would be surrounded by them constantly throughout her early life. As time went by, Opal began to have dreams of other places and events, some of them seemingly foreboding the future. For a while, her parents tried to pass it off as a coincidence, but after she dreamed of a man's death and it occurred, her parents swore her to secrecy. Fearing for Opal's safety, Liza and Dodd hid Opal away from everyone, and she came to believe that her dreams were causing these events to come true.

Despite her promise to never tell anyone about them, her dreams would continue. Although she was still secluded, she came to realise the truth behind her dreams. After having a dream of the man who would save the Land of Dragons by creating a magic belt, she tried to warn her parents, but they would not listen. Determined to spread her message, she travelled to the nearby city of Hira to speak her warnings to others. Sadly, she was not heeded, and after a year of attempting to convince the people of the truth, she dreamed of "the man of fire and iron" again and left her home region to seek him out. Eventually she came to Del, where she found a blacksmith - though not the one of her visions - and would go on to became his wife. Over time, she had dreams less and less, and by the time she had married, they stopped altogether. Over time, Opal and her warnings were forgotten by her own people and those of Del.[2]

The Rise of Adin[]

The Shadow Army[]

The people living in the north of the Land of Dragons had, over time, grown accustomed to battling fierce raids from the place beyond the mountains, which they called the Shadowlands. They had become so used to it that they did not suspect that the Enemy in the Shadowlands was planning something. But one day, there came a time when an army came through the northwest pass. Ghastly, shambling creatures were sent across the Mountains, along with vulture-like birds who the people of the Land of Dragons named Ak-Baba. The people of the north fought valiantly, but were forced to retreat back to their towns and cities. The army, however, continued to head south even if they could not defeat the people.

Ragged souls fleeing from the northern territories fled south, seeking refuge and spreading warnings. Although the Jalis did not heed them, believing themselves stronger than any enemy, the people of Del grew wary. The strongest of Del's troops were sent out to defend their territory and foreign traders hurriedly set sail for home, while terror gripped the city. However, a long, cold, hard winter fell upon the land and the invasion faltered as the invaders froze to death, and no replacements to be sent to replace the fallen as they were too far from the mountains. The people of Del thanked the heavens that they were spared. A few chose to believe that their tribe's talisman had saved them but wiser ones knew that the safety would only last for as long as the winter continued.[2]

Adin the Blacksmith[]

Belt of Deltora300

He dreamed of a belt—a splendid belt made of steel...

Living at the time of the invasion, the blacksmith Adin heard the news, and was troubled. The news reminded him unpleasantly of the scraps of family history he heard as a child. One scrap in particular, the tale about Opal the Dreamer, who came from the plains in a swarm of bees, struck him in particular. Though the story mostly focused on how odd she was, there was mention of her prophecy, that one day "men who were not men would be sent by the Lord of Shadows beyond the mountains to conquer the Land of Dragons". To Adin, it appeared that her vision was coming true.

To drive the troubling thoughts away, he worked himself harder than before, toiling day in and day out in the forge. One night, when the moon was full, he dreamed of a belt. The belt had seven medallions linked together by fine chain. In each of the medallions lay a huge gem, shining like fire. Although he only recognized one of the gems to be the great Topaz, the Del tribe's ancient talisman, he knew that the others must be talismans belonging to the other tribes. He woke and immediately went to work. He laboured on the belt in secret, and when it was finished, he then began on fashioning himself a sword. He decided against going for the Topaz first, for he knew that the people would laugh at his outlandish claims. He instead snuck away unnoticed into the night in search of the first gem for the Belt.[2]

The Warrior Jalis[]

As Adin moved west, he resolved that he would start his quest with the savage Jalis tribe first, as he knew in his heart that he must begin there. He crossed the Jalis border during the night, and as dawn broke, he found a small hut on the outskirts of a village. Thinking it abandoned, he approached the hut, only to be intercepted and attacked by a Jalis knight. After his sword was knocked from his hand, the Jalis knight told him that he fought well, and that he would first feast with them before being killed the next day. The knight, whose name he learned to be Greel, brought Adin to Jaliad. There, during the feast, Adin shared his tale of what he must do and showed them the empty belt that he wore.

Expecting to be disbelieved, Adin instead found himself taken by surprise as the Jalis brought forth a woman named Tatti, the present guardian of the Tenna Birdsong Tales. She told them the tale of Opal the Dreamer, as the Jalis tribe had never forgotten her tale nor her warnings. They knew Adin to be the man of fire and iron she spoke of, and willingly gave him their talisman - the Diamond. Adin would receive instruction on swordplay from Greel before leaving.[2]

The Dread Gnomes[]

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Then the beast was leaping at him...

Hoping that the Torans would understand his tale and lend their talisman to the cause, and to receive the blessing of their magic, Adin headed to Tora. However, as he moved along the River Tor past the ruins of villages, he found himself repelled by their magic. By the time he saw Tora, the magic was so strong that he could not walk towards it, and instead found himself swept away. He knew that he had crossed into the territory of the Dread Gnomes, and cautiously began to climb Dread Mountain. Passing by the corpses of Greers and Green Beasts, he realised that one must still be alive when he came across footprints and claw marks in the snow. Stopping to rest, Adin found himself instantly surrounded by the Gnomes, who planned to use him as bait for the remaining Green Beast. Despite his pleas for them to listen to his tale, they demanded his belongings and moved to tie him to a post. Before they could, however, the Green Beast had crept up and attacked Az-Zure, one of the Gnomes.

The Gnomes, whose arrows were too light to do any damage, were told to retreat by Adin. His arrows pierced the Green Beast's throat, and it collapsed. Az-Zure and the rest of the Dread Gnomes, grateful to Adin for saving them even though he could have fled, allowed him to be taken to their caverns. There, they heard his tale, and the Emerald was added to the belt.[2]

The Bargain of the Mere[]

Making his way south to the city of Rithmere, Adin found it to be surrounded by a stone wall studded with glass spikes and Greer heads. Walking through the open doors he saw that the city was full of refugees, and, surrounded by a crowd of angry people, the three leaders of the Mere. When they caught sight of him, they proclaimed him a spy sent by the Plains tribe in order to draw the anger off of them, and although he was allowed to share his tale, none believed it. Zillah, one of the leaders, proclaimed that they should allow fortune to decide the matter, as is the Mere way. However, the task they give Adin is to go to the Shifting Sands and bring back the head of a Sand Beast - an impossible task. Without any choice but to do so, Adin agreed, and they made their way to the Shifting Sands.

Upon encountering a Sand Beast, Adin realised that there was no way for him to win. At that moment, however, a Lapis Lazuli dragon came flying down and began to eat the Sand Beast. He asked if he could take the head, which it did not eat, and upon receiving permission, dragged it back to the people of Rithmere. As he had performed the task given to him, Zillah had to give him the Lapis Lazuli.[2]

The Archer of Azzure[]

Adin250

He looked like a figure of legend...

On a stormy winter's night, the guards of Del saw a rider on a white horse approaching. He wore a cloak that glittered like stars, and a black leather helmet that blended with the darkness. The guards halted him, and when asked what his purpose was, he told them that he had something to say about the army that was preparing to attack once winter passed. He claimed that three tribes had already listened to his words, and asked them to give the people of Del the same chance. Introducing himself as the Archer of Azzure, the man was escorted to the meeting hall, where he began his tale once all six councillors were present and ordinary folk mingled around. Awed by his presence, the people agreed, and the councillors began to debate over who would give him the Topaz. One of the councillors, named Gabb, felt that his pride was injured and prodded at the man. Upon calling him the Archer of Azzure, a young child by the name of Violet revealed that the man was actually Adin the blacksmith.

Upon this reveal, the councillors became angry, Gabb in particular. They began to try and attack Adin for lying to them, but were warded away by his threats. He said that this was the reason why he had come to them in disguise - that they would not listen to him if they knew that he was Adin. The common people began to rally under him, speaking out their support. For a while, they argued in the hall, but the people prevailed, and the Topaz was added to the belt.[2]

The Place of the Spirits[]

Leaving Del, Adin judged that his next destination should be the Plains. Although the Shadow Army was camped in the Plains territory, he knew that he must go there, and felt that he had the best chance while the invaders were resting. The Plains people had fled south before winter, but the city of Hira was still well-defended. However, when he reached the River Broad, he realised that he had no way of crossing it. Travelling along the river until night, he found no way across. Resting, he put his hand on the Topaz. No answer came to him, but from across the river came a boat. The two on the boat asked to hold the belt, but when Adin refused, they continued to row him along regardless, before bringing him to a house. When he slept, Adin dreamt the dreams of Opal, for the two who had ferried him across the river were the spirits of Liza and Dodd. When people of Hira came to investigate the house, a swarm of bees landed on Adin, and the people, astonished, allowed him into Hira. There, within an hour, the Opal had joined the other gems on the belt.[2]

The Ralad Wilds[]

Escorted by the Plains leaders, Adin headed towards the Ralad border. The people of the Plains disliked the Ralads, and they made this abundantly clear in their words to Adin; they called them a timid, ignorant, and backwards people, and spoke of the dangers of the Ralad Wilds. Adin suspected that the Ralads were much more clever than they let on, and said as much, refusing the leaders' request for him to turn back to Hira. When they reluctantly left him, he continued on and found the land to be full of traps and false paths. After some time, Adin began to fear that the Ralads' protections had not been enough to protect them from the Shadow Army. Hearing the sound of hundreds of horses, and with his horse refusing to go any further, Adin went alone to investigate. There, he discovered the ruins of Raladin, occupied by Greers and their commanders. Sickened, he noticed that the commanders - Sheela and Wrass - were human, and condemned them for serving the Shadow Lord. Sheela complained about the Greers' lack of intelligence and skill in anything but combat, and Wrass warned her that the Shadow Lord still had them under its eye. Then, a flying shape was seen above; thinking it to be an Ak-Baba come to punish her, Sheela panicked and begged Wrass to stay and help her explain. However, it was soon revealed to be a Ruby dragon, and Adin used this opportunity to escape.

Planning to return back to Hira, Adin instead found that his horse had disappeared. Disheartened and worried, he set out to track it down, only to find himself captured by unknown assailants. After a short but agonizing walk, he was released from his bindings and found himself staring at Raladin - whole and unharmed, while surrounded by the Ralads. They knew that their protections would not last forever and had built a decoy town to trick the Enemy. They revealed that they had been listening to him talk with the Plains people, and knew at his anger towards the Greers' camp that he was a good person. The Ralads told him that they had his horse, who was safe, and promised him their support. So the Ruby was added to the belt.[2]

The Magic City[]

Tora

...as he drew closer to the vast, gleaming marble walls of Tora...

By this point, winter had almost come to an end. Adin knew that he must hurry, for soon the Shadow Army would be on the move once more. Once more travelling to Tora, he found that this time he was not repelled. Instead, he felt a strange tug, as if someone was calling to him. Walking through the tunnel into Tora, he felt the magic within and realised that although no guards barred his way, the city was still well protected. Entering the city, he was greeted by the Torans, who led him to a fountain, where a bench was drawn up to a table, on which lay refreshments. The Torans told Adin that they knew he would return, but this time they felt a yearning to draw him closer, and asked him to explain. Adin jumped at the chance to tell them of his tale and ask for their help, but once they heard, the Torans rejected his request. To them, Tora had all that they needed, and they cared for little outside. He felt that he should have been angry at their refusal, but only felt slight sadness, and realised the nature of the magic of Tora.

Adin, however, still felt the same tug on his mind that he felt before, and knew someone was not satisfied with their decision. Zara, a young woman, felt that if the Amethyst yearned to be with the other gems on the belt, they should let it. However, the others rejected this notion, saying that it was the Torans' talisman, and that it belonged with them. When Adin protested, he was thrown out of the city. He was soon joined by Zara, along with her brother Shim and a man named Kayan, as Zara felt uneasy at his words. Shortly after, they were attacked by an Ak-Baba, which was repelled by the three Torans' magic. The strain of the magic was too much for them, and they collapsed. The Torans left their city to retrieve them, and cast out Adin from their lands.

This tale in particular is not well-known, as the Torans did not wish to remember this history. Although it was recorded in The Deltora Annals, the Torans did not teach it to their children, and so they could not learn from the mistakes of the past.[2]

The Battle for Deltora[]

Battle for Deltora300

"For the Land!"

Adin knew the Enemy had grown impatient. The Greers were imperfect, but had been sent out regardless. He also knew that the Enemy would have grown arrogant with his victories, and that it would not be suspecting the tribes' union. With only six gems in the belt, Adin gathered the six tribes. When winter at last ended, the day he had been preparing for would come at last. The Ralads passed on news of the Greers moving on; the Mere and Plains spies had sent word of great activity in the camps. Troops began to move, disguised in rags, their real armour and weapons hidden inside carts they pulled along. The six tribes gathered in the Plains territory, in their capital Hira. They had left their territories unprotected, gathered together in order to defend their home from the Enemy.

At dawn, news came of the Enemy making a move. By midmorning, the army had reached the Hira plains, led by a man named Trell, along with Sheela and Wrass. Eager to advance, the Greers fell into traps by the hundreds. However, the traps alone were not enough, and the Greers pushed forward to be met with the allied tribes. At this point, Sheela's troops had all died, and when she turned to flee, she was killed by Trell. Although the tribes were hopeful, the tide quickly turned against them when reinforcements arrived - Ak-Baba, Greers and Green Beasts. An Opal dragon arrived to help fight off the Ak-Baba, but they were still slowly being driven back. When it seemed they were on the verge of defeat, the Torans arrived with their gem and gave Adin the Amethyst. With all seven gems placed in the Belt, it blazed with a blinding rainbow light, and the Enemy was repelled from the land. The Land of Dragons became known as Deltora, and Adin became Deltora's first king. Zara of Tora became his queen and together, they had five children, the eldest of whom was to wear the Belt after him. They lived in the forge, and Adin never let the Belt out of his sight, for he knew that although the Enemy had been defeated, it was not destroyed.[2]

Ballum of the Masked Ones[]

Adin's grandson, King Elstred, was the first to leave the belt aside. He was a kind man who enjoyed his peaceful and comfortable life, and soon he found the steel of the belt cut into his belly. His chief advisor, Agra, advised him to leave the belt aside and wear it only on great occasions. His brother, Ballum, however, reminded him that he must wear the belt always, for it was Deltora's protection. Elstred heeded his brother's advice, earning Ballum Agra's ire, for Ballum's advice often disagreed with her own. On Elstred's birthday, a special magic trick that Ballum had prepared was sabotaged by Agra and instead fired back on him, leaving his face hideously scarred. Ballum, unable to deal with his changed appearance, began to wear a mask everywhere. Agra used this to her advantage, slowly undermining Elstred's trust in Ballum. One day, Agra discovered poison in a cup Ballum was passing to Elstred and accused him of trying to murder his brother out of jealousy and bitterness. Ballum fled, and eventually gained the company of travelling entertainers. He warned them that he was a hunted man, and in response, his companions wore masks also, so as to confuse any guards that came after him. This group he created would eventually become the Masked Ones.[2]

Characters[]

Trivia[]

Tales-of-deltora2

The new cover of Tales of Deltora, published in 2013.

  • On March 1, 2013, a new, smaller edition of Tales of Deltora was released. It featured a red cover and contained an additional three stories about the island of Dorne.

References[]

  1. 1.0 1.1 1.2 1.3 1.4 Rodda, Emily. Tales of Deltora. Scholastic Australia. 2013.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 Rodda, Emily. Tales of Deltora. Scholastic Australia. 2005.
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