Velgarth


 
 

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 2005-06-09.

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

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Supernatural Abilities

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

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Magic

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 ley-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).

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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:

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  • 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 existence 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

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

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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".

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Healing

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 received by Queen's Own Herald Talia (Arrow's Fall), may take months of Healing sessions.

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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.

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Bardic Magic

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.

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Earthsense

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.

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Non-Human Races

Companions

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).

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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 " of my other Selves." That being said, Companions take great pains to reveal that they are both fallible and mortal.

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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 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.

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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).

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Gryphons

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.

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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.

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Kyree

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

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Other Races

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

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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.

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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 psychically control the entire herd. Dyheli herds can be found near Tayledras vales and as part of k'Leshya.

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Divine Intervention

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 Plain during the Mage Storm trilogy.

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~ Table of Content ~

Introduction
Velgarth Conventions
Notable Countries and People
 


 

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