Under The Vale And Other Tales Of Valdemar v(-105

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Under The Vale And Other Tales Of Valdemar v(-105 Page 30

by Mercedes Lackey


  A muted gasp rippled through the room. Barro and Haivel exchanged a glance, then looked away. Trika’s father glared at his daughter, who had lowered her eyes to the floor, no longer flaunting her beauty as a seductive weapon.

  “And,” Perran continued, “I caution you, Trika, to think how your actions can influence others. Emotions are easily manipulated in certain circumstances. Perhaps this will teach you to be more considerate of those around you. And so, by the authority vested in me, I conclude my judgment. In the name of the Son of the Sun and Vkandis Sun Lord, so shall it be!”

  Levron had never felt more relieved to depart a town after a judgment. He rode next to Perran, for the first time in two days feeling unburdened by what lay in the future.

  “I want to thank you again,” Perran said. “I asked a great deal of you, and I hope you understand the need. What you told me illustrated in detail how people can behave so badly. It’s always a shame to see these things happen, but I’m willing to wager this won’t be the last such case I’m called to judge. Only next time, you won’t be so intimately involved.”

  “It was my duty,” Levron replied, warmth flooding his heart at Perran’s apology. “Yes, it was draining. Yes, I wish I didn’t know the three of them. I will say this, your judgment was superb. I found it amazing to see how you dealt with Barro and Haivel. Fining Trika the fifty copper soleri to be paid half to Barro and half to Haivel meant each of them left court owing nothing to the other, and a bit better off besides.”

  Perran chucked. “Do you think she will have learned anything?”

  Levron thought for a moment, then shook his head. “Probably not. It will take more than a fine to change her, unless her father reins her in at last. Perhaps it might happen one day when someone she truly loves spurns her.” He lifted his head, took a deep breath of the fresh scents of the fields that stretched off from the roadway. “I will tell you this: I never want to return to Streamwood. If there’s another case to be tried there, I beg you . . . please find a substitute.”

  Perran laughed and lifted the reins, urging his mount to an easy canter. Levron touched his heels to his horse and caught up, a smile touching his face warmed by the late afternoon sun.

  Chapter 17 - Under the Vale - Larry Dixon

  Misty and I are asked some very clever and insightful questions when we’re doing Q&A sessions at conventions. One thing I invariably say is, “A Star Trek™ writer once told me, ‘I have one brain to get it right, and the fans have a hundred thousand brains to find what I got wrong.’ ” There are fans and there are Fans, and the True Believers memorize every detail, and how it all comes together, and they make webpages, trivia games, and databases and keep track of all details. We love that. It’s awesome.

  We put amazing levels of worldbuilding and research go into even the most casual mentions and tertiary characters. Well, it’s amazing to us anyway. We could be easy to impress. We might be weak compared to a lot of writers, especially role-playing-game writers, but it sure feels like a ton of development. Even when something gets just a passing mention or is glimpsed in the background, there’s been thought put into it. Plus, there are in-jokes, and meta-references, and braided or circular storytelling that have as much to do with stand-up joke framework (warmup, first callout, setup, gag, punchline, callback) as with screenplay or prose structure. Some person or building in the background might be important six books down the line. In one interview we laughed and said we always have four pages of notes for a two-line reference.

  This essay shows a little bit of what that forethought is like. And you know what? This is our job, seven days a week, writing and drawing and researching every single day, and we still get things wrong all the time. But I promise you, we sure do our very best for you.

  My specialty is the How and Why Things Happen Department. Here are some insights into the Hawkbrothers, the hertasi, and just what a Vale is—and what it’s for.

  About 1150 years ago from the “current” point in the Valdemar/Velgarth timeline (circa Perfect Day and Transmutation), the paired disasters known as the Cataclysm occurred. And it was a mess. A deity-level, impossible-to-fix-instantly mess. The seventy-some years before the Cataclysm were called The Mage Wars, because Velgarth’s native magic fields had been harnessed like never before by cabals and individuals. In the centuries before, magic work had been at what might today be called journeyman level at best, and those who used sorcery had few, if any, mentors. Spellwork was mostly experimentation. Experimentation was often lethal. Magery wasn’t a career choice for a long life. Some of these early wizards did keep notes, though, and the ones that didn’t die in a flash of Mage-shaped embers passed their notes along. And so, schools of thought regarding magic and what could be done with it led to those that could eventually be called Adepts.

  These Mages often became more than tyrants and more than leaders. They became strategic weapons. Alliances and one-time deals shaped the courses of tribes and nations alike. Just having the social favor of a Mage could be enough to stop a rivals’ invasion of your duchy or hunting grounds. A warlord of great strategic ability could employ a Mage for tide-turning battle tactics, and the Mage would be kept safe and comfortable by the warlord all the rest of the time. Everybody—and let me stress that, everybody—who understood any sort of civilization knew that those who worked magic were to be respected.

  The next turning point after Adepts came very swiftly. An Adept could train others to do parts of spellwork and then combine their subworks into a Great Work. This was first used to enrich an eroded floodplain, while the baron’s men built levees to make use of the renewed soil. This historic Great Work used just under sixty journeyman-level Mages and a single Adept.

  One of the journeyman Mages was a very young man named Urtho.

  At this time, the “texture” of Velgarth’s magic was very rough. It took a brute force approach to cause something to happen, and Great Works nearly always resulted in serious injury for two-thirds of the magic users involved, because excess energy would manifest as light and heat. Very often, spellwork simply wasn’t worth the chance of losing a percentage of your Mage teams to blindness and burns. Magework was reserved solely for things that laborers, soldiers, and engineers could not replicate. And, not incidentally, wherever there was magic, something was going to explode. This was partly because no one had the slightest concept of static electricity, and magework would sometimes create a huge potential charge that would ignite materials and gasses nearby. That never helps. Other times, enchantment-prone materials would accidentally get charged up and detonate. This led to a brief and ill-advised fad of naked spellcasting, which ended not long after the first spate of full-body, smoking head and groin hair burns. Obviously comparing notes literally couldn’t hurt.

  A bold tradition arose, by Urtho’s doing, that got Mages together in “salons” to share their information freely about spells and energies, regardless of their political leanings or ranks. It was against common law, even considered traitorous by some, but the fear of and respect for Mages were such that these salons were not once raided. Urtho was, to put it mildly, likable. Whereas so many colleagues were gruff or pained by old wounds or insufferably self-important, Urtho had kind eyes and a kind heart, to match his ability to maneuver socially. A knack for bribery didn’t hurt, either.

  Urtho’s salons became a “movable feast” that would travel village to city, Mage school to secret cabal, and every year they became more lavish and the food much better. Mages were always wealthy. The salons advanced magical theory to a level that might have taken a century more, had they not flourished. Inevitably, these gatherings collapsed due to schism and war, but the world gained much knowledge (and fewer explosions) from them.

  Urtho gazed at an oil lamp one evening and mused, “If it were a bowl of oil, touched by this fire, it would explode. But it is a lamp, and the wick is restricted, so only the wick burns. It gives just a little light and heat, and that is just what I ask of it.” Urtho wrote this
in one of his many notebooks, unaware that by doing so, he had just changed the history of the entire world and the spirit realms above and below it.

  Urtho’s great accomplishment in the years after the salons was to develop a set of “weights and measures” for magic use. It all began with that first observation from the oil lamp. His title, Mage of Silence, was because spellwork at the time put out a huge “signature” that could be detected even at long distances; but Urtho’s spellwork used exactly as much power as was needed and no more. Thus, “silence,” and others feared and respected the fact that Urtho could have operations going and operatives active right beside them that they simply couldn’t detect. It became the bluff that saved countless lives.

  Magery, like anything, has its trends and fashions. Animal husbandry enhanced by magic came into fashion, and from that came something called “uplifting.” Creatures could be made stronger and swifter, yes, but also smarter. Adepts, by this time numbering in the scores and as influential as kings, became bored with being the era’s equivalent of field cannon. Several put their knowledge to work on improving horse breeds, and others toward creating giant versions of small but deadly creatures like ice-drakes.

  The hertasi could be described as semisentient at the time Urtho picked up where a predecessor of his, Khal Herta, had left off. The wild hertasi were mild-tempered reptiles, available in large quantity, living fairly simple lives. After Herta’s experimental work, hertasi had simple structures, organized hunting and fishing, and rudimentary medicine. Several of the bands settled at Ka’venusho were former followers of Herta who adopted Urtho when Herta passed on. They brought Khal Herta’s notes and all of the hertasi with them, knowing that the Kyamvir’s unified tribes would easily subjugate the hertasi if any stayed in their native northern swamps.

  Urtho took the approach of increasing the intelligence of hertasi social leaders, encouraging them to breed with their subordinates and then increasing the intelligence of their offspring. It created a surprisingly seamless acceptance among the hertasi, for those who were far smarter than any had been before were their own children, not strangers from an Adept’s lab.

  Part of Khal Herta’s uplift process was instilling a mild compulsion in the hertasi to be appreciative for what they had become, and Urtho left that intact. This lives on, into the current timeline, as the unstoppable helpfulness the hertasi as a whole have. Even the grouchiest hertasi knows that they “owe” Urtho for having as good a life as they do. Interestingly, that compulsion did not carry through into the tyrill, the “bigger siblings” of the hertasi. Urtho constantly struggled with ethical questions of practicality and free will, and when the compulsion bred out of the tyrill, he simply let it go, almost as if he were making up for its presence in the hertasi.

  It is also important to mention here that Urtho was but one man, but the work of uplifting a species was done by a small legion of lesser Mages working under Urtho’s direction. Urtho’s greatest work, the gryphons, took forty years of constant design and spellwork by nearly three hundred lower-ranked Mages, and each of them had a personal staff of helpers. Urtho’s Tower had as many sublevels as it had floors, plus scores of outbuildings. Every day Urtho made the rounds of the workrooms and directed the swarms of probability sprites that tested each organ and behavior of the species. Urtho is the Great Mage who got the credit, but thousands of others supported him, including the survivors who would become the Tayledras.

  Kal’enel, the goddess revered by the Hawkbrothers is, like every other Velgarthian deity, a nonphysical creature of limited abilities. When the Cataclysm was on their horizon, the deities of Velgarth could see that it was much more than they could handle. Much as a ship’s crew cannot stop a storm but can choose a course and batten down the hatches, the deities that had genuine prophets knew the Cataclysm was coming and could only adjust their sails, so to speak. The most compassionate of deities made plans and worked great magics to preserve their followers. Some deities, to put it plainly, blundered, did not survive, and are only remembered in historical documents.

  The Cataclysm was so horrible, even for the gods, because it consisted of one of Urtho’s weapons that they knew little about and could not counter.

  Indeed, to attempt to counter it would only worsen it.

  As you may remember, a “spell” is the use of magical and nonmagical physics, in a structure, to produce a desired effect. A “spell” is a process, not a thing. Its nearest analogy might be the construction of a simple arch bridge, where specially shaped materials depend upon each other both to stay cohesive as a bridge shape and to perform the task of being a bridge.

  Urtho’s weapon was an “unspell:” a “self-sustaining disjunction,” in his words, and it was not some nuclear fireball one might imagine from something named a cataclysm. To continue the bridge analogy, it caused the pieces of the bridge to cease to have a hold on each other; the friction and pressure required to maintain an arch simply broke down into thousands of fissures, and the bridge ceased to be a bridge. Catastrophically. And then the debris from the bridge caused whatever it touched to disintegrate as the bridge did, and so on.

  Like most things the Mage of Silence created, it began slowly, and it initially spread from its epicenter at a pace similar to a walk. Its wave peaks were higher and closer together at its epicenters, each lengthening out until their “bow wave” reached a level of equilibrium where the arcs between magical materials were simply too far apart to sustain the effect. The edges of Lake Evendim and the Dhorisha Plains resulted from the settling of debris pushed along by the waves when they reached this exhaustion.

  The disjunction, most simply put, broke down the links between energy fields that sustained long-lasting spellwork. When a spell or item’s power was violently released, its “magical shrapnel” struck the next nearest one, and so forth. Therefore, the enchantment that helped a land barge float would not just collapse, it would fly apart in many thousands of “strands” that would “grasp onto” any other magical field or device in its path like chainshot. They, in turn, would lose their cohesion, and their own magical threads would fly out to latch onto the next device or Mage energy, and so forth, throwing off light, heat, and debris.

  The gross effect of this during the Cataclysm was that raw strings of magic snagged onto enchantable material like, say, a good bit of hardwood or a sword with a well-made crystalline forging, and arced across them in heat and light while physically pushing them away from the disjunction’s epicenter. The ground lunged upward from magic-induced liquefaction, while under the surface, crystals and other enchantment-receptive materials snatched up bits of loose raw magic and then exploded, bursting from the ground at the next wave-peak. The ground level dropped by as much as two hundred feet as the disjunction wave spread outward, due to the sudden aeration and then collapse of earth; what was left behind was not only tightly packed, but in many cases, entire acres were fused into glassine plates, such as where a magical ax or bow once lay.

  Urtho’s Tower itself, though, had been designed to collapse in on itself in a very specific way. Its hundreds of keystones were enchanted to project light. Most people thought of this as a mere convenience, but Urtho did this knowing that if the disjunction was ever unleashed—and odds were if things ever got that bad, it would involve the Tower—the Tower’s calculated implosion would safely entomb and preserve the chambers below it. This is why the Tower’s ground floor was so thick.

  The southerly Ka’venusho/Dhorisha crater was wider and shallower than the Predain/Evendim crater because of the successful evacuations that took so much magical material away through Gates. The Evendim crater was far deeper. Due to the cruder, higher-powered magics used by Ma’ar and his followers compared to those near Ka’venusho, its disjunction effect was far more violent, enough so that the backlash from the expanding waves pushed up the earth behind it into what would eventually become the wracked islands at the center of Lake Evendim. The ash plume from the craters rose for weeks and spread mo
stly to the southwest, but over time they spread into a haze the world over, dropping global temperatures for years. The ash fallout took its toll, but ultimately it helped improve soil quality all the way to the southern seas.

  Kal’enel’s closest friend, Vykaendys, took on all the people who gated into the area now known as Iftel and created what was known for centuries as the Hard Border, hiding them away from the world at large. When the schism between the goddess’ survivors happened, Kal’enel did what was within her power, sacrificing much and nearly disincorporating doing so. The seething, chaotic spell “strings,” already mutating or stunting what plant life remained in the crater, were effectively gathered up by her by the creation of the Dhorisha Shin’a (the Plains of Sacrifice) in a Great Making, and its excess energy bled into the Pelagirs. The Pelagirs hills and forests, already home to some very strange and deadly things before the Cataclysm, became a realm of terrors. The wild magic scrambled the genetics of even the most common of animals and plants, and it soon became clear to mortal and god alike that what would come out of the Pelagirs could eradicate anyone and anything left in the world if left unchecked.

  Through spirit intermediaries the Star-Eyed Goddess, in agreement with the wisest and best-educated souls of the spell-favoring clans, developed ways to draw in the wild magic and apply progressively tighter forms of order upon it. Kal’enel then faded back for several centuries, leaving only her spirit representatives to help her followers while she recovered from the Cataclysm and reached accords with the remaining deities.

  The culture known as the Tayledras arose, despite staggering odds against them. This can be attributed to an early, cautious “consolidate, fortify, and methodically expand” policy centered around Hawkbrother stations.

  Tayledras stations became known as Vales after they adopted the practice of using ravines or narrow valleys for their foundation. The hertasi discovered that using a ravine meant less sheer mass movement to create the lower levels, and their cave and tunnel networks could be dug in sideways after shoring up the ravine walls themselves by compressing the stone. Erosion ravines became the sites of choice since a ready water supply could be channeled as needed and easily cisterned at the lowest level of the Vale. Ravines or valleys were also chosen based upon their orientation, so that the scattered-magic refinement would more easily create ley lines in desired directions, linking Vales and future nodes to create a “skeleton” to aid future work. This is why Vales tend have an elongated, ovoid shape.

 

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