User:DennyJay/Velgarth

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Velgarth is a fictional world created by author Mercedes Lackey, and is the setting for the "Valdemar Universe" series of books. According to Lackey's official bibliography, there are 26 novels and 3 short story collections set in Velgarth as of 2005-05-06.

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Velgarth Conventions[edit]

As with any fantasy world, certain conventions regarding the setting hold true throughout the series.

Supernatural Abilities[edit]

Velgarth's supernatural abilities are seperated into two main categories: called Magic and Mind-Magic; though a number of abilities fall outside of either description.

Magic[edit]

Magic, in Velgarth, refers the ability to use a normally-invisible form of energy to produce fantastic results. This energy, also referred to as "Mage-power", is present both in living beings and the environment. Powerful streams of energy, known as lay-lines, may be utilized by some mages; and only the most skilled "Adept-level" mages can control and use the powerful nodes, or resevoirs, where two or more lay-lines meet. These lines and nodes can occur naturally, or can be created by extremely skilled mages. From these nodes, the energy is slowly siphoned into a desolate nether plane called the Void; and later returned to the world (Storm Warning).

Magic in Velgarth is accessed in a number of ways. Anyone with the ability to see magic (Magesight) can manipulate it; the difference in power levels being that of skill, patience, and natural ability of the user. Various means of achieving the desired results are mentioned throughout the novels, including:

  • Spontaneous Direct Manipulation. This type of magic is taught by the Tayledras mages, and by some of the original Herald-Mages.
  • Extraplanar Proxy. Explained by Kethryveris in the Vows and Honor trilogy, the White Wind school of magic often requests the aid of beings from different planes of existance to facilitate the use of magic.
  • Artifice. Characters have been shown to use both magical diagrams, ceremonies (Oathbreaker), and devices (Black Gryphon, Storm Breaking) to trigger specific magical effects.
  • Divine Magic. Never fully explained in detail, Divine Magic is the magic of the priest and shaman. In By The Sword, Captain Kerowyn notes that it is sufficiently different from other types of magic to have captured war spoils examined by both mage and priest.
  • Blood Magic. A taboo form of magic that allows the practitioner to gain power by causing pain and death. Unlike the others in the list, this is a source of power, as opposed to a technique or school. The power can be channeled through the other forms of magic. Notable Blood Mages in the series include Leareth (Magic's Price), King Ancar of Hardorn, and Mornelith Falconsbane (Mage Winds trilogy).

Psychic Abilities[edit]

Psychic abilities, called alternately mind-magic, Gifts (usually capitalized), or Herald's Magic, are encouraged in Valdemar and presumably the little-discussed southern nation of Ceejay. The Empire had no tradition of mind-magic, and (until faced with Valdemar) assumed Gifts were charlatan's tricks

Gifts are accessed by sending energy through channels in the mind (Magic's Pawn). These channels are dormant in most people; those who manifest Gifts have active or open channels. The most common of these channels allow for Mind-hearing , and the corresponding Mindspeech. Other abilities include Farsight, Foresight, Fetching, Empathy and Firestarting. Gifts can be strengthened to a point by repeated use; but pushing a person beyond their usual abilities can result in a debilitating "reaction headache".

Healing[edit]

Healers use "healing energy" on a small scale to "encourage a person's body to do quickly what it would do anyway". For the recipient, this results in the near-instantaneous healing of minor injuries. Major injuries, such as those recieved by Queen's Own Herald Talia (Arrow's Fall), may take months of Healing sessions.

A specific type of Healing called MindHealing focuses on the maladies of the mind and emotions, rather than the physical well-being of the patient.

Bardic Magic[edit]

Bardic Magic in Velgarth seems to be related to other Gifts, especially Empathy. The use of Bardic Gift is usually embedded in performing music. "Talented" Bards, those with the Gift as opposed to extremely talented musicians, can influence people's emotions behavior with their music; letting them experience the song.

Earthsense[edit]

A rare form of additional perception, Earthsense is the ability to "see" or "feel" the condition of the land around him. Examples of this are Herald-Prince Darenthalis (By The Sword) and King Tremane (Storm Breaking). Traditionally, the monarch of Hardorn is required to possess Earthsense in potential, which can then be awakened by ritual.

Non-Human Races[edit]

Companions[edit]

Companions appear as white horses with silver hooves and blue eyes. The Companions first appeared from a grove near the palace in Haven, seemingly in response to King Valdemar's prayer (see History of Valdemar). Though the first companions were all Grove-Born, later generations were born in the manner of normal horses. In "Present-Day" Valdemar (Reign of Queen Selenay), only three Companions are revealed to be Grove-born: Gwena (Companion of Herald Elspeth), Rolan (Companion of Talamir and later Talia), and Rolan's predecessor Taver (Companion of Talamir).

Though the true nature of the Companions has not been fully revealed, it is inferred they are both the returned spirits of departed Heralds and Companions, as well as divine agents. In the novel Oathbreakers, the Shin'a'in goddess specifically refers to a Companion as the "[child] of my other Selves." That being said, Companions take great pains to reveal that they are both fallible and mortal.

Companions "Choose" Herald trainees; though the exact nature of the "Companion's Choice" is not stated explicitly in the novels. Various Choices have been described as "being weighed and measured", "falling into [the Companion's] blue eyes", and "finding something I didn't know I was missing". The Choice bonds Companions to their Heralds into a mutualistic relationship, and the bond can effect both parties spritual and physical well-being. The joining is known to strengthen the Herald's Gifts, especially Mindspeech. The Choice is, for the most part, permanent; it can be broken while in its early stages, although doing so will physically and emotionally scar both parties. After the initial phase, however, the bond becomes so important that the loss of either Herald or Companion is followed by depression and almost always death for the other.

The exception to this is the Monarch's Own Herald and his or her Companion. The Companion to the Monarch's Own Herald is always a Grove-Born Stallion, and is considered the leader of the Companions. This Companion, currently Rolan, has the ability to bond with a second Herald if the Monarch's Own dies; as Rolan has Chosen both Talamir and Talia (Arrows of the Queen). The Monarch's Own is also subject to this; if his or her Companion dies, it is possible for the Herald to bond to a newly-arrived Grove-Born Companion. Also, presumptive Monarch's Own who are also Heralds are only temporarily bonded to their first Companion; though the exact nature of this bonding is not explored (Magic's Promise).

Gryphons[edit]

The gryphons are a race of avian-based creatures created by the Mage Urtho in the time before the Mage War trilogy. Gyphons have the ability to fly, and the potential for both magic and mind-magic. Urtho considered the gryphons both his children and his greatest accomplishment.

Gryphons, being created creatures, have unusual physiologies requiring the presence of specially trained healers known as trondi'irn. Very interesting is a built-in birth control system, designed by Urtho to prevent undesired gryphlets after he witnessed too many unloved children born as a result of one night stands (The Black Gryphon). The "condition" was originally overcome by a fictional "fertility ritual" designed by Urtho. Skandrannon learned the secret of the ritual near the end of the Mage Wars, and it was swiftly distributed through the ranks of the gryphons. In "Present-Day" Velgarth, gryphons reside primarily in Iftel and as members of k'Leshya, as well as in the wild.

Kyree[edit]

The kyree are a race of wolf-like creatures that are found in the Pelagirs region and elsewhere. Kyree have a natural talent for mind-magic, and have the distinction of coming in three genders: male, female, and neuter. Warrl, the kyree companion of Tarma and Kethry in the Vows and Honor trilogy, is neuter. A den of kyree is also mentioned as being within a few days traveling distance from Ice Wall Mountains during the Last Herald-Mage trilogy


Other Races[edit]

Trevardi are a race of flightless anthromorphic bird people. Known trevardi settlements are found among the Tayledras and as members of k'Leshya.

Hertasi are a race of short anthromorphic reptile people. The race is known for friendly relations with the Tayledras. A substantial population also counts themselves as members of k'Leshya. A hertasi is credited with the expansion of the White Winds school of magic.

Dyheli are a race of stag-like creatures with a talent for offensive mind-magic. Dyheli herds are led by the male with the strongest mind; and in times of crisis the leader can and will psychicly control the entire herd. Dyheli herds can be found near Tayledras vales and as part of k'Leshya.

Divine Intervention[edit]

Deities are real and take an interest in the Velgrath setting; this interest can range from granting abilities to their priests to large-scale protection like the Iftel Border and shielding of Iftel, Karse, and the Dhorisha Planes during the Mage Storm trilogy.

Notable Countries and People[edit]

Valdemar[edit]

Valdemar is named after the country's first King. Haven is the nation's capital, as well as home to the Collegium; a boarding school for Bards, Healers, and Heralds. The country is ruled by a monarch; with the advice of a council consisting of representatives from various areas of the country, guilds, and the Heralds. The Heralds hold a special position in the government: they act as arbitrators, spies, militia trainers, and at times executioners. The reigning monarch is required to be a Herald, as are any named heirs.

Karse[edit]

Karse is technically a monarchy, but the actual governing is done by the Church of V'Kandis Sunlord. The Church of V'Kandis is led by a figure known as The Son of the Sun, called the embodiment of the Sunlord in the world.

The Son of the Sun was originally marked by being accompanied by a Firecat. However, since the time of Herald-Mage Vanyel, no Firecats have been recorded. Since around the same time, the Son of the Sun has been chosen by a council of high priests.

The current Son of the Sun is the High Priest Solaris, the first female Son of the Sun. Solaris has taken the unprecedented step of making peace with both Hardorn and Valdemar.

Rethwellan[edit]

The Monarch of Rethwellan is traditionally chosen from the current Monarch's children by a magical sword. However, the sword was stolen and considered legend until the events in Oathbreaker.

King Faramenthia took the crown during Selenay's reign, depending on the source either shortly before (Exile's Valor) or shortly after (By the Sword) his brother's death. Faramenthia installed his brother, Darenthalis, as the Lord Marshall of his army. Darenthalis was Chosen during Valdemar's second war with Ancar (By The Sword), and is currently married to Queen Selenay of Valdemar.

The Kaled'a'in "Cousins"[edit]

Three groups of people in "modern-day" Velgarth are descended from a nomadic people called the Kaled'a'in. Shortly after the Mage Wars ended, all the Kaled'a'in except for k'Leshya (Spirit Clan) gathered at the edge of the crater now called the Dhorisha Plains. k'Leshya were thought lost, and the remaining clans split along ideological lines. The clans which shunned magic became the Shin'a'in, and the clans which accepted it became the Tayledras. k'Leshya settled at White Gryphon, a fortified city built into a the side of a cliff, and allied themselves with the "Black Kings".

The Shin'a'in, the Guardians of the Plains, have no true organization above that of a clan. However, the each clan has a number of elders that deal with other clans. Shin'a'in are known by their name and clan; for example Tarma shena Tale'sedrin would be Tarma of the Clan Tale'sedrin. The Shin'a'in guard the Dhorisha Plains, and are known as shrewd traders and excellent horsemen.

The Tayledras, or Hawkbrothers have little organization above that of their Vale. Vales are villages built around a Heartstone, a melding of the physical world and a magical node. The Heartstone is used to power a number of set spells; most important of these is the Veil, a weather-shield surrounding the entire Vale. Vales are "ruled" by a council of elders, which consists of representatives of various trades, Mages, and Scouts. Tayledras are known for their bondbirds, who have enhanced intelligence (compared to normal birds) and limited Mindspeech.

The Eastern Empire[edit]

Founded by a group of stranded mercenaries in the years following the Mage Wars, the Empire is a military and magical powerhouse stretching from the eastern borders of Hardorn and Iftel to an undefined sea. Ruled by the Emperor, the Iron Throne is passed to the Emperor-elect in the final years of an Emperor's reign. Administrations can last upwards of a hundred years, for the Emperor must be a mage of at least Master-class, and as such has access to life-extending magics.

Until the Mage Storms, the Empire was known for their prolific use of magical Portals. The Mage Storm effectively eliminated the use of these portals, causing massive chaos throughout the Empire.