The Valdemar Companion

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The Valdemar Companion Page 11

by John Helfers; Denise Little


  White Foal Pass, where the famous battle took place in the lime of Lavan Firestorm, is not far from here. From Sensholding, it is a four-day trek along the edge of the mountains. When you reach the battle site, the area still shows evidence of the conflict that raged here so many years ago. It has been more than three centuries since the fire that razed the entire pass. Vegetation that grows back after such a fire is a different color of green and not as dense as virgin growth. Trees like the firecone pine actually need fire to open the cones and release the seeds, which then sprout and grow. Though natural fires happen ail the time, caused by lightning strikes and hot weather, a fire like the one Lavan Firestorm used to defeat the Karsites burns hotter, faster, and wider. You can tell the path of destruction still—the slopes of the pass have a lot more grass than the rest of the valley, the trees are shorter and less varied in kind, and there are more wildflowers. Up along one side is a firecone tree that is taller than the rest, a living memorial to Lavan Firestorm, nurtured by his friends who were saved by his valiant sacrifice. There is a path next to it, one originally made in his memory, now used and kept clear by local shepherds.

  If it is a summer month, you may wish to travel on through the Combs into Rethwellan. Never attempt this in winter or early spring, because you will freeze to death. I have personally seen the dead bodies of the foolish or desperate who believed they could weather the treacherous Combs.

  Rather than trying to traverse the Combs, another option is to go back east and follow the Terilee into Karse, or take the main road back to Valdemar.

  Karse is now an ally of Valdemar and welcomes travelers and trade, thanks to the actions of the current Son of the Sun, Solaris. In the time of Vanyel, a coup in the Temple of Vkandis resulted in a reorganization of the hierarchy. The old ways were rewritten into a Writ and Rule that changed the power structure and allowed those with Magic to be burned as sacrifices. The next few hundred years became a time of terror in Karse, with magically gifted children taken from their parents and sometimes even burned alive. The God Vkandis finally intervened, choosing Solaris to be his Son of the Sun. In a country where women were second-class citizens at best, this caused an incredible upheaval, as did Solaris’s efforts to root out corruption and restore the Holy Writ.

  Karse’s capital city of Sunhame is spectacular. The city is comparable in size to Haven, and is designed entirely around the Temple of the Sun God Vkandis, where the Sunthrone is located. It is easily accessible to pilgrims, as all the city’s main roads go straight to the Temple. The corrupt priests of the old order profited from a thriving slave trade and the selling of deadly intoxicants. They also practiced Dark Magics that involved the summoning of demons. Solaris has eliminated these and other unlawful practices, and travel through Karse is once again possible.

  What fear and fanaticism once destroyed, tolerance and education are now rebuilding. However, journeys in Karse can be difficult because inns are few and far between. I would recommend traveling in a small group and taking a cartful of trade goods. The welcome will be significantly warmer for a peddler than an ordinary traveler.

  The country is fairly friendly, so you can often find lodging among the farms and taverns. The people are vibrant and pious, with a newfound renewal on life. Karsites cherish their children like no other culture I have visited. I assume this is a direct result of losing so many youngsters to the Burning Times. Do not bring up the topic, as they understandably do not like to discuss it.

  The main road heading south to Ruvan from Sunhame pisses by Lake Tiel and runs on to the town of Vondern—roughly a ten day journey. The trees and mountains are fewer over the border into Ruvan, a sparse land with no true winter. Instead, the region receives rain, and the earth turns to mud. Merchant guilds flourish here and sometimes war among one another. There is a thriving mercenary guild, and Hawk’s Nest, the hometown of the Sunhawks, is located here.

  The royalty of Ruvan, Prince Lothar, allows prostitution with taxation, as well as slavery. He has even allowed experimentation on criminals using Dark Magic. Faldis Juice and Lethe Wine, both narcotics, are used and abused throughout the land.

  Women should not travel alone in this realm, and wary travelers can avoid trouble by following the laws and keeping their wits about them. It is my opinion that the slave trade here is not limited to criminals, so take care not to travel too far off of the Silver road. Stick to the towns of Delton, Brether’s Crossroads, Hawk’s Nest, and Oberdorn. Stay only in the well known inns that display a guild license for mercenaries. I recommend taking this journey mounted on a fast, reliable horse, one that isn’t worth too much, as you do not want to invite a bandit attack.

  In the city of Delton, the first after the border, is the site of Kethry and Tarma’s defeat of the demon Thalkarsh. Their tale I told well at the Black Ewe Inn, and properly enjoyed over a cup of fine Demon Slayer Wine. The town was once a den of pleasure, but prostitutes were sacrificed to the Dark God by the score. Now Delton has turned into a tourist trap—whether this is an improvement or a tragedy depends on your point of view. Little souvenir “Need” swords and Tarma and Kethry dolls of the very lewdest quality are for sale at the temple where the demon was destroyed.

  Brether’s Crossroads is another two-day ride away and has a little more dignity. A Temple of the Anathei Priests of the Purifying Flame is located just outside of town. They welcome visitors and provide good conversation.

  Five days away is Hawk’s Nest, and there are no inns along the way, so you will be camping on the journey. Get proper supplies in Brether’s Crossroads. Hawk’s Nest is a fortified town with a good reputation. The Sunhawks are still active, so the law is well observed here. The Falcon Inn is the only place to stay in the town, but it has excellent rooms and a fine cook.

  You can leave straight from Brether’s Crossroads, cross the border on unpaved trails and head for Mournedealth. This is a long seven days ride and hunting is not reliable, so pack plenty of trail rations. Mournedealth is an old town with many inns, taverns, markets, and guilds.

  The nobility there is comprised of fifty noble houses, a source of both pride and trouble for the town. The children of the fifty houses began a racing club, grouping themselves under the colors of red, yellow, green, blue, and black. These racing clubs turned into gangs and rivalries developed. I have not seen much of them during the last two trips I took there, and very few people speak of them. To me this means they are either abandoned or too well organized. I have heard rumors of an underground network of criminals, so it seems better not to speak of them while you are there.

  Much of the wealth is not with the families, but held by the new merchants. Goldsmiths and silversmiths can be found throughout the city. Artisans in cloth, leather, silks, and all manner of finished clothing and jewelry also display their wares. Queen Sursha encourages fair trade and safe roads, so it is a good idea to look for bargains in the marketplace for future sale back in Valdemar, where such items are considered exotic.

  Just outside the city is a school of White Winds mages founded, interestingly enough, by a hertasi Adept. Their mandate is self-knowledge and self-mastery. This is the school where the famous Adept Kethry became a journeyman. I had the opportunity to visit it once in the company of a journeyman from the Twin Suns school who wanted to visit a childhood friend. It was a tranquil place that welcomed visitors and questions, but it was not marked on the various maps, nor was it on the main road.

  The Rethwellan Trade Road runs directly south to the throne City, another ten days away. The city is large and fairly ornate, even a lot like Haven. It was the scene of a coup when the last King of Jkatha died and left the crown to his wife. The king’s brother, Declin Lord Kelcrag, took the Throne City in an attempt to take the crown. His coup was not long-lived, as the city was taken back and Kelcrag defeated thanks to the talents of Idra’s Sunhawks.

  Further down the road are Northbend and Asire, but I have not been to either city yet. I have taken the High Spur Road west to the cities
of Feiwether, Fromish, and Lythecare. This route will then go directly to Kata’shin’a’in. The Spur Road lower will go to Kadash and then Kata’shin’a’in. The entire circle can be traveled in one month of hard riding. I once traversed this circuit for a year, picking up goods in Kata’shin’a’in and selling them at the towns and farms along the way to supplement my performing. I made a bit of money, went back to Mournedealth to get silks, and sold them in Valdemar for a nice profit. Such a journey might still be profitable.

  The East Trade Road from Haven to Hardorn.

  The road to Hardorn only has one town on it, Trevale, nine days from haven. There is an inn on the way, but once you pass Trevale there are no more. The war took a heavy toll on the area. Hardornians are not traveling much, preferring to concentrate on rebuilding their country. Right now, it is not profitable to win a sleeping inn on this route, but there are a few farm houses along the way that are friendly.

  Once you get closer to the border, you will see a difference in the landscape. The Dark King Ancar raped his country to power his war. The new King Tremane is doing his best to renew and cleanse the land. It is fortunate that our own consort to the Queen, Prince Daren, is earth sensitive, and was able to repair some of the damage, but there is much more to do before the land is fully restored.

  My recent journey to Hardorn was mostly humanitarian, but partly business. I traveled with a caravan sent by Queen Selenay to deliver seeds for hardy wheat and a fast-growing squash that seems to take root anywhere. We were welcomed into every home and village by people eager for new stories and a new ear to hear their tales of woe.

  One of the most noticeable differences in this trip was in the deserted lands near the border. Ancar stole the minds of all the able-bodied men there so he could force their bodies to battle the army of Valdemar. He killed their women and children, using blood magic to bind them to his horrific deeds. Sensitive souls tell me that unquiet spirits no longer walk there. It is to be hoped that King Tremaine’s efforts to heal the land has released them.

  The towns of Andersgate, Greenvale, Helecia, Pendran, Donnid, Shonar, and Tezukai still exist, as does the former capital city. Every city I went to was the same. Underpopulated, low on durable goods, but renewed with hope now that Ancar was dead. Women outnumbered men by three to one; still, children were plentiful. It has been years since the war ended, and the people are infectiously optimistic. I expect to see more farmsteads and a better economy when I go back again.

  I hear the border of Iftel is now open to merchants and ambassadors as well as the odd traveler. I have a yearning to go up and see the Gryphon competitions and the various creatures from Urtho’s reign who still survive in Iftel. New land beneath my feet, and a new and amazing destination… the trip beckons to my traveler’s soul.

  The world is open to those with a kind heart and an open mind. I wish you luck and good weather on all your Journeys.

  The novels of Valdemar had a very unusual genesis—Mercedes Lackey was a professional lyricist before she became a novelist, and some of her major characters began their lives in song rather than in novels. Those early days have left their imprint on the kingdom of Valdemar—in the thread of music and song that is interwoven throughout the novels. But the music has continued to exist on its own, in a separate and complementary art form to the books. The next section of The Valdemar Companion explores that community, and its interdependence with and influence on the novels, in the words of some of the people who have brought the lyrics and songs of Valdemar to life, as well as providing a list of the available recordings of the songs of Valdemar.

  “At least there was music.

  There was always music.”

  —Magic’s Pawn

  Mercedes Lackey’s Kingdom of Valdemar is filled with color, romance, danger, adventure, and, as is always the case where such a variety of cultures come together, with music. Its Inhabitants sing, perform, compose, and listen to music of all sorts. Music is an essential part of Valdemar’s inhabitants’ lives, as necessary to them as eating and sleeping.

  In our own world, music is too often a product of mammoth corporate industries, who churn out preprogrammed hits like a burger chain cranks out french fries. Food and music made for mass production too often result in a product that is bland, over-processed, and lacking that special human touch. In Mercedes Lackey’s books, the music of Valdemar is an art form that comes from the heart.

  Valdemar boasts professional musicians and performers at several different levels. At the top are the Bards, who compose and perform music that blurs its border with magic. Bards can set a mood powerful enough to directly influence the thoughts and actions of the listener. Music is a Gift that is perilously easy to misuse, but the Bardic Gift can also be invoked to soothe pain and heal the hurts of the mind and the body, as is the case in this passage from Magic’s Pawn (p.272), when Vanyel Ashkevron has his massive psychic wounds tended by a Tayledras Healer-Adept:

  “Cool, green-gold music threaded into the darkness; not dispelling it, but complementing it. It wound its way into his mind, and wherever it went, it left healing behind it; in all the raw, bleeding places, in all the burning channels. It flowed through him and he sank into it, drifting, drifting, and content to drift. It surrounded him, bathed him in balm, until there was nothing left of hurt in him…”

  Bards are superb entertainers, but they are also agents of the King or Queen of Valdemar. Their Gifts are state assets, to be used for the welfare and protection of the kingdom and its subjects. To qualify for Bardic training, a candidate must have not only the Bardic Gift, but also one or both of the other two major requirements for a musician: the ability to perform brilliantly and the talent to compose and create.

  The second class of musicians in Valdemar are the Minstrels, talented performers who perform popular music beautifully without sweeping away their listeners with projected emotion. They play a valuable part in Valdemaran society, even without having the Gift of the Bards. As Herald-Mage Trainee Tylendel says in Magic’s Pawn (p. 158), “There are times when the Gift gets in the way of the music.” The minstrels are the best of the popular music performers, for times when people just want to let down their hair and have a good time. Minstrels study their craft at the Collegium, alongside the Bards, Heralds, and Healers, and the best minstrels can match the Bards in their performing and composing skills. They lack only the Gift, the power to influence people with music at the deepest and most powerful levels. Minstrels are always portrayed as musicians making a living from their music, however grand or whimsical, passing both music and information from one place to another. In Magic’s Promise, Herald-Mage Vanyel poses as a poor minstrel in order to scout out a dangerous situation outside Valdemar’s borders. As he says (p. 196), “Nobody notices a minstrel asking questions; they’re supposed to.”

  A little lower on the scale of musical performers are gleemen, itinerant performers with some talent, but presumably with less official training than the Minstrels and Bards. They are the least formally organized of Valdemar’s musicians, and their singing skill is often combined with juggling, acting, sleight-of-hand, and sometimes other and less savory skills. If the Bards are Valdemar’s mystical virtuosos, and the minstrels are its pop stars, the gleemen are its vaudeville acts and sideshow performers.

  The fact that the Bardic Trainees, along with Herald and Healer Trainees, make up one of the three branches of Valdemar’s elite training facility, the Collegium, shows just how important music is to the folk of Valdemar. In our world, a rough equivalent would be if West Point Military Academy got merged with Johns Hopkins University Medical School and the Julliard School of Music. There’s another major difference between the music of our world and that of Valdemar: Valdemar offers the rather appealing picture of a world where musical composition and performance is a respected branch of public service, rather than a glitzy and often corrupt track to individual fame and fortune. When the opinion of an entire kingdom has to be changed to ensure its survival, t
he Bards of Valdemar are the ones who are called upon to make that happen. In Magic’s Price (p. 332), the spirit of Vanyel the Herald-Mage speaks to Bard Stefan:

  “:You have to use your Gift to convince the people of Valdemar that the Gjfts of the Heralds are enough to keep them safe. You, and every Bard in the Circle. Which means that first you have to convince the other Bards, then the Circle has to convince the rest of the realm… The Bards are the only ones that have a hope of pulling this off, Stef. And you are the only one that has a hope of convincing the Bards:

  ‘But that could take a lifetime!’ Stefan cried involuntarily, dismayed by the magnitude of the task.”

  Aside from the Bards and their music being used as a powerful tool of the kingdom, the musicians of Valdemar love music for the same reasons that people everywhere do: because music can raise spirits, ease care, liven up gatherings, and because it’s just plain fun. In Magic’s Price, Vanyel, who by this point possesses the full Bardic Gift, takes part in a bad song contest. He and his love Stefan are challenged to “come up with the worst songs they know (p. 194). Trite, badly-rhymed, badly-scanned—you name it.” In Valdemar, at least, it seems people enjoy their music enough to occasionally poke fun at it.

  Why is so much emphasis placed on the importance of music to the people of Valdemar? The best person to answer this is Mercedes Lackey herself (or “Misty,” as she’s known to friends and fans). I asked her that question recently and this was her reply:

  “In the medieval period most of the news was spread by traveling musicians; that changed a little in the Renaissance, but only for the nobility who could afford messengers—the peasantry still got their news via traveling musicians, merchants, and entertainers. Bardic Collegium is an extension of that, with the traveling entertainers serving the same function in an official capacity. Interestingly enough, we’re going back to that. A recent poll indicated that most Americans get their political opinions from comedians.”

 

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