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 court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER

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Jezabel Charlotte

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MessageSujet: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Ven 11 Nov - 22:04

tout d'abord, un petit lien wikiperdia sur un cycle que j'ai adoré I love you
(au point de lire les bouquins en anglais quand ceux ci n'ont pas été traduits en langue de Moliere Embarassed )
http://fr.wikipedia.org/wiki/Les_H%C3%A9rauts_de_Valdemar

et aussi un site externe à wikipedia :
http://valdemar.fr/index.htm
qui est pas complet (toutes les pages sont pas faites, meme si le plan y est), mais qui est joli et me semble synthetique. mais pas la peine de le lire en entier ! trop d'informations et puis je ferai une adaptation tres tres libre et à ma sauce (ayatollah de valdemar s'abstenir aussi Wink )
et en plus c'est un site de VALDEMAR RPG (comme quoi ! il y en a qui y ont pensé ...), mais j'ai comme l'impression que c'est jdr par forum ....


le but est de faire quelques parties, en rodant un peu, dans ce riche univers, où les pj seront les Heraults de Valdemar (ou Heraults Mages et avec toutes les declinaisons possibles), tout de blanc vetus, montant de fiers et splendides destriers blancs telepathes (Compagnons) et incarnant l'essence de la chevalerie dans toute sa splendeur !

le systeme utilisé sera PROFILER, avec unu adaptation pour le systeme de magie.

pour les PJ : toute provenance de Valdemar, tout milieu social d'origine (de mendiant ou voleur à riche heritier en passant par le fils de notables), jeune (de 17 à 25 ans au plus, et sinon, à voir avec l'historique de chacun).

l'ambiance que je voudrais y mettre est
- celle des nobles chevaliers,
- de magies tres "stylées" et qui en jettsnt
- des exploits au service de causes justes (qu'elles soient grandioses ou insignifiantes à l'echelle d'un pays, mais importantes aux yeux des pj et leurs entourages),
- des visuels et looks "romanesques" (allergiques au chevaux blanc à la longue criniere argenté et aux boucles negligeamment voletant au vent de leurs cavaliers : s'abstenir Twisted Evil )
- ambiance romantique (ce qui veut dire emotionnelle et pas forcement sentimentale-amoureuse)

bref, je commencerai par un petit rodage, avec Olivier, pour voir si c'est prometteur et pour tester les regles de PROFILER (et notamment le systeme de magie) et apres, on verra !


voici quelques illustrations : les couv des bouquins :























une tenue de herault de valdemar (tenue de parade, mais l'uniforme est toujours blanc ...)




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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Ven 11 Nov - 22:59

au risque de surprendre tout le monde, de ce que j'ai lu sur Wiki, ca pourrait bien me tenter.
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Sam 12 Nov - 15:03

JENNY FOR PRESIDENT !!

cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers
cheers cheers cheers cheers cheers cheers cheers cheers cheers

albino
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mar 15 Nov - 16:57

Tu n'as pas idée de ce que c'est que de naitre Mandoll

Tu es l'héritier d'un sacrifice magique millénaire

J'aspirais à une vie insouciante, banale

Malheureusement je perdis mes illusions le jour ou on m'éveillait magiquement

Dès lors je ne vis plus les choses comme les autres, mais comme un magicien , un mandoll

Les naissances sont rares, dans notre lignée et assez logiquement je suis fils unique

J'ai grandi entouré d'anciens, entouré de livres, reclus dans le castel familial, le nid d'aigle

Je voyais en contrebas les fils de paysans, leurs jeux insouciants, leurs amours simples : comme je les enviaias

Notre sève est tarie, nos cheveux ont blanchi comme neige au soleil et nous tournons trop souvent nos yeux vers les étoiles, ignorants les réalités de ce monde

Oui les mandolls ont été anoblis; notre sacrifice a sauvé Valdemar: que m'importe !

Pourquoi cette souffrance dans ma poitrine : je n'ai manqué de rien, des serviteurs par dizaines, des mets capiteux à ma table

Et pourtant l'impression que je ne suis pas tout à fait vivant. Que mes familiers m'ont entravé avec des chaines plus fortes que l'acier, leur amour

Je n'ai fait que vivre une demi vie; je sens que j'aspire à autre chose

J'ai soif de passion, d'aventure, de rires de joies

Mais je crois avoir compris la raison de ces sollicitudes, de ces soins : je ne suis pas destiné à quitter le nid d'aigles; jamais l'épervier blanc ne connaitra l'azur et la liberté et l'amour

Je crois qu'ils veulent me sacrifier, à mon tour comme chaque génération depuis milles ans, afin que l'acte inaugural soit répété

Pour sauver le monde, pour sauver Valdemar

Porphyre mon oncle a tenté de me prévenir : lui le banni, le honteux, l'exilé, le dégénéré, il s'est rebellé contre son destin; et les anciens l'ont rejette

Car ils ne vous aiment que tant que vous leur mangez dans la main

Mais je ne suis pas un chien, non plutôt un épervier qui en cage agonise quand il pourrait connaitre ce pour quoi les anciens dieux l'ont conçu : la liberté

Pardonnez moi père et mère, je dois quitter le castel ce soir: c'est une question de survie; puissiez - vous pe pardonner; ne dit -on pas que les parents se réjouissent de voire leur progéniture quitter le nid et prendre son envol, vers des lieux auxquels ils n'ont pu aspirer; oui, j'ose le croire

Alors cet acte insensé, je ne le fais pas en mon nom, mais aussi pour vous, afin que vous puissiez gouter ce que vous n'avez jamais connu

Je sentirai la caresse du soleil naissant sur ma peau, et le souffle délicieusement glacé du vent

Aussi, puissiez - vous ne pas me maudire lorsque vous trouverez cette missive sur ma couche froide; ce n'est pas la mort, ni même la vie; c'est la renaissance, comme le blason de notre maison, le phénix

Mais quels que soient vos choix à mon égard, mon affection ne vous quittera jamais

Éternellement votre,

Urguemande Mandoll
L'épervier
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mar 15 Nov - 19:48

Moi je sens un fort potentiel dans ce JDR!

Question, on peut jouer des chevaliers hétéro ? Very Happy
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mar 15 Nov - 20:54

Admin a écrit:



Urguemande Mandoll
L'épervier

j'adore ! I love you I love you I love you

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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mar 15 Nov - 20:57

Donovan Steinberg a écrit:
Moi je sens un fort potentiel dans ce JDR!

Question, on peut jouer des chevaliers hétéro ? Very Happy

merci.

ben oui ! et d'ailleurs quelle que soit le penchant personnel. (non, je ne releve pas, d'où mon ton serieux et naif) : ce qui compte c'est les sentiments et c'est tout !

(ex : un vivant peut aimer un fantome .... c'est des rapports d'ame à ame ....)
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mer 16 Nov - 15:57

parfait tout ça! on peut aimer des morts! De toute façon rien que pour voir stan jouer un beau chevalier ephèbe dandinant les fesses sur sa selle, ça vaut le coup :-)

blaque à part je suis ok pour éssayer!
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mer 16 Nov - 16:04

j'en ai vu un avec un arc, ca doit etre un loubard!

un vrai coeur de rockeur
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mer 16 Nov - 17:20

des liens (plus pour moi d'auilleurs .... pour pas les perdre)
http://en.wikipedia.org/wiki/Velgarth


****************
Supernatural Abilities

Many of the inhabitants of Velgarth possess supernatural abilities. These skills primarily fall under the categories of Magic and Mind-Magic; though a number of them fall outside of either description.
[edit] Magic

Magic, in Velgarth, refers to 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 reservoirs, where two or more ley-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 is said to act much in the same way that water does. It is present in nature everywhere, but slowly gathers together - first in runnel-lines, which come together into feeder-lines, which then join together into ley-lines, and points where ley-lines converge are known as nodes: similar to how brooks and creeks slowly become streams, then rivers, and then crossings of these magical rivers form deep natural reservoirs similar to lakes of variable sizes. After the final cataclysm was averted (Storm Breaking), all magic was taken from the earth and now falls like rain back down upon it. It is believed that, given time, magic will once again begin to behave the way it did before. (Owlflight)

Three of the best-known Schools of Magic, which align themselves with Valdemar during the Mage Storms trilogy (meaning they most likely practice magic that is of good moral fiber), are the Fireflower School, the Blue Mountain School, and the White Winds School. The Valdemar Saga does not describe these schools in great depth. A White Winds Adept is obliged to, when they attain Adept status, settle down and construct a White Winds School of their own to teach further mages the way of the White Winds. The White Winds School was originally founded by a hertasi mage, quite possibly "the Lizard Wizard" whose songs are mentioned occasionally in the series. The Blue Mountain and Fireflower Schools of Magic are virtually undescribed to any degree, as characters who are from these schools do not seem to be shown in any of the novels of the Valdemar Saga as of March 2009.

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.

[edit] Extraplanar Proxy

Extraplanar Proxy is a form of magic which involves bargaining, diplomacy or coercive tactics with the creatures from all other planes of existence than those inhabited by the Mages themselves.

[2] The known planes of existence include one for demons, one for each element, and one for very powerful but not quite godly creatures that are nevertheless inclined toward kindness to humans, and that while there may be other planes, no one has discovered any, and similar to certain religious beliefs, there are only four known Elemental Planes.

[3] For a Mage who relies on the voluntary cooperation of other-planar entities, as opposed to coercive tactics of any kind, there are advantages such as never needing to protect oneself against the deceptions and treacheries of these creatures, but at the same time, the cost in energy for acquiring that voluntary cooperation is correspondingly higher. [4] It takes a great deal of power to attract the attention of an other-planar being of benign intent, particularly one that does not know the Mage, and more to convince that creature that their own intentions are good. In cases of benign negotiations, the Mage whose specialty is Extraplanar Proxy will frequently draw a circle of protection – not for their own protection, but for the protection of the entity they seek to draw to them, so that that creature will know itself to be safe. [5] The art of this summoning is described as being “like balancing on a rooftree while screaming an epic poem in a foreign language at the top of your lungs.” [6] Air and Water are described as “the Mutable Elements,” as Earth and Fire are described as “the Stable Elements,” and Wind is described as the “Fifth Element.”

Elemental Plane: Air [7] A vrondi is an air elemental that is described as a small cloud with eyes.

Elemental Plane: Fire [8] A sandaar is described as a fire elemental, but the exact appearance of one is not described.

Elemental Plane: Earth [9] A khamsin is described as being a jewel-bright desert lizard which stands erect like a man – about as tall as a man’s arm is long – with an inordinately large cranium with scales that reflected firelight in bands of shining colors, those colors primarily being topaz and ruby, but including other colors of notation.

Elemental Plane: Water There are no known examples of water elementals appearing in the novels.

Abyssal Plane [2] Entities in this plane are what most humans would call ‘demons,’ and can be coerced with either pain-energy or death-energy, because this is the kind of energy on which they feed.

Empyreal Plane [10] This Plane is described as the Sixth Plane, and creatures from this plane are stated as being impossible to coerce.

Ethereal Plane [11] Mentioned is made of an Ethereal Plane, wherein one of the inhabitant creatures is described as being what is called a Varrir.

Artifice. Characters have been shown to use magical diagrams, ceremonies (Oathbreakers)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). Typically the users are evil, but there are exceptions. For example, Shin'a'in shamans have been known to commit self-sacrifice for the good of their clans (Mage Winds trilogy). It could also be argued that the "last ditch" method of taking out an enemy by magic known as Final Strike is a form of Blood Magic. To use Final Strike, the caster suicides using all their power and the power of their own blood magic to attack their enemy; not even the highest Adepts can survive Final Strike and there is normally no trace of the caster left apart from a pile of ash. Herald-Mage Vanyel in Magic's Price calls down Final Strike on Leareth.

[edit] 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. Before the reign of Solaris, the people of Karse rejected mind-magic, and often burned the Gifted alive.

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. This is the same energy used by Mages, though those without the "Mage Gift" can only use the natural power within themselves except in rare cases where Companions can feed power from themselves to their Herald. Due to this limitation, those who over-use their gift quickly collapse or die when they overspend their own natural energy. There seem to be other bonds which facilitate this sharing of power between people, such as being 'lifebound.'

The most common of these channels allow for Mind-Hearing, and the corresponding Mindspeech. Other abilities include FarSight, ForeSight, Fetching, Empathy, FireStarting, Touchreading and Thoughtsensing. 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" or worse. Some with the Mage-Gift lack "sensitivity" in some of the novels. As such, Mage-Sight might be separate from the Mage-Gift, itself.

Touchreading is mentioned in Exile's Valor, and is described as the ability to read the emotions, feelings, and occasionally the very strong thoughts, of the last person or persons to touch an object that the reader touches, themselves.
[edit] 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, depending on the power of the Healer.

Healing energy can repair damages due to injury or illness, but cannot replace a missing limb or reverse birth defects. Healing energy only speeds natural recovery. Scarring may be reduced by the use of magical Healing but not eliminated.

A specific type of Healing called Mind-Healing focuses on the maladies of the mind and emotions, rather than the physical well-being of the patient.
[edit] 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 or behavior with their music, letting them experience the song.
[edit] Earthsense

A rare form of additional perception, Earthsense is the ability that allows one to "see" or "feel" the condition of the land around him. Examples of this are Herald-Prince Darenthalis (By the Sword), King Tremane (Storm Breaking), and Firesong K'Treva (Mage Winds and Mage Storms trilogies). Traditionally, the monarch of Hardorn is required to possess Earthsense in potential, which can then be awakened by ritual. Also, all Tayledras Healer-Mage Adepts have Earthsense as well, which allows them to sense hurts in the land and use their Healing and Mage Gifts to help heal these deep environmental hurts.
[edit] Divine intervention and religious sects

Deities are real and take an interest in the Velgarth setting; this interest can range from granting abilities to their priests to large-scale protection like the Iftel border and shielding of Iftel and Karse by Vkandis Sunlord and the Dhorisha Plain by Kal'enel after the Mage Wars and again during the Mage Storm trilogy.

Other, less proactive deities and their sects are occasionally mentioned in the story. Most notable is the small sect of female mage-warriors to which Need belonged during her human life. Baron Valdemar prayed to "every deity he had heard of" in the Grove on the night the first Companions were born, which may explain in part Valdemar's historical tolerance for all religions.

*****************************

Notable professions
[edit] Heralds

Heralds are exclusive to Valdemar, possess the highest quality of moral fiber and exist only by virtue of being Chosen by a Companion. Each Companion is destined to Choose someone, and most do so well in advance of reaching ten years age, though occasionally the wait can be quite long. Yfandes was ten years of age when she Chose Vanyel Ashkevron, shortly after the death of his Lifebonded, Tylendel.

Heralds are Chosen because they have the ability to contribute to Valdemar, or on occasion, because they have exact skills which are desperately needed by the kingdom at the time. When Chosen, one is brought by their Companion to Haven, and is enrolled in Herald's Collegium as a Herald-Trainee, and learns all of the fundamental skills that a Herald requires. Past Herald-Trainees are noted (in Take A Thief) as including assassins, spies, foreign agents or military personnel including officers, and a host of other unexpected things, and in Take A Thief, Skif becomes the first Herald-Trainee to have been a thief. The average age of a Herald-Trainee is usually twelve or thirteen, though Trainees have been known to be as varied in ages as in background. After anywhere from three to five years worth of education, which includes equitation, literature, religions, and deportment, the Trainee is then granted Whites and sent out on an internship of rounds with a more experienced Herald which lasts from a year to two years. Exceptions are usually made for some Trainees, including the Heir Presumptive, who usually undergoes a long term internship serving in Haven's Courts and other duties within Haven, and those who have certain special abilities which cannot be risked, including Herald-Mages.

Heralds are held to an extraordinarily high moral standard, however. If a Herald or Herald-Trainee does not abide by this moral standard, they will be hounded by their Companion until they do abide by it and one who does unforgivable acts, will generally be repudiated by their Companion. This will usually be followed up by the Companion's suicide in some manner or another. The result for the repudiated Herald or Herald-Trainee is generally a wound so deep that it may mar the soul, though that is not assured, but it will also quite commonly leave the victim catatonic as a result, blankly nonresponsive. Those who are responsive, are typically insane to the point that they are unable to use any Gifts that they might possess. However, repudiation does not necessarily mean that one is relieved of their Herald status, as when Tylendel was repudiated, the Death Bell tolled for him, indicating that he was accepted by the Companions as a full Herald and should be buried with Herald's honors. One can assume that Tylendel was given this distinction because his repudiation and the terrible act perpetrated causing it were caused by severe psychological trauma.

It is implied that being connected, mind-to-mind, by way of Mindspeech, with another person at the moment of their death is an extraordinarily traumatic moment for anyone, but in the case of Tylendel, he was connected mind-to-mind with his twin and felt the murder of his twin firsthand. For this reason, one can assume that Tylendel's experience was far more traumatic than being connected to someone one does not know, and it is implied that even the act of killing an enemy by the use of Mindspeech (which is possible for those strong enough to do so) is highly traumatic on the individual who uses Mindspeech to kill, since the individual is still mind-to-mind connected to the individual at the moment of their death. Vanyel once had occasion to need to kill an enemy using his own Mindspeech; in the aftermath deciding he did not wish to ever repeat the experience.
[edit] Mages

There are two Mage Gifts: Mage-Sight, where the bearer is able to see magic itself, in ley-lines, nodes and other forms, and the Mage Gift itself. Generally speaking, the Mage Gift is required for someone to pass the level of an Apprentice or Journeyman. As with Healers, herb witches and hedgewizards are very common as almost anyone can use magic, when taught how to do so, just as anyone can heal if taught how, but only those who possess the Gift can generally reach any great level. Also, Mage Sight seems to be a major requirement for someone to reach Master Mage or Mage-Adept, as they need to be able to find some greater source of energy. However, one does not necessarily NEED to have Mage-Sight. The Mage Kethryveris attains Mage-Adept, but she is a White Winds sorceress and they teach the art of Extraplanar Proxy, which allows her an alternative source of power through whence to attain Master Rank.

Mage-Adepts possess extraordinary power, nearly limitless magical resources of energy and things that even for a Master-rank took a notable amount of energy take nearly no energy at all for an Adept, and moreover, Mage-Adepts have a new responsibility (or threat):

If a Mage-Adept issues a challenge to another Mage-Adept, the opposing Mage-Adept cannot decline. If they do, they lose their Adept status and drop back down to Master-rank, ostensibly demoted by the gods themselves for denying the challenge, which seems to hold as much ritual significance as mundane. An engagement between Mage-Adepts can as easily kill both Adepts, particularly if both are skilled, or if one cheats, and it is rare for one to survive, though those who survive are not typically wounded past all chance of healing or repair (although they will most likely need Healing), but recovery will most likely be time-consuming. It is implied in the Mage Wars Trilogy that there are levels even inside of Adeptclass amongst Mages, as Urtho and Ma'ar are both implied to be extraordinarily powerful Adepts.

Mage ranks are as follows, after hedgewizard or herb witch:

Apprentice - Journeyman - Master - Adept

One either is, or is not, of this rank. It is not one that is simply given by someone who outranks the individual. It is earned, through a variety of trials depending on the school. For instance, the White Winds School of magery has a series of magical rituals that build upon each other and can be undertaken at any time a mage feels ready to attempt the next rank.
[edit] Healers

Those who possess the Gifts of Healing or Mind-Healing (or both) are commonly taken into Healer's Collegium, when found, and given proper training to become a Healer. Healers come in certain levels, which determine the power of the individual based on what level they are, but this level is not one given to them as in the case of Bards (see below), but rather earned and self-determining in nature.

Healers and Mages function on the same system. As there are hedgewizards & herb witches in Mages, there are similarly hedgewizards and herb witches in Healers. These are markedly more common, but in the case of these, what is uncommon is for them to realize their limitations and exact skills, and capitalize on them, but when they do capitalize on their own abilities and accept their own limitations, hedgewizards and herb witches can be extraordinarily useful. Of those more powerful than this, however, the order is much the same, again, as for Mages:

Apprentice - Journeyman - Master - Adept

Healer-Adepts are extraordinarily rare. They are far less common than Mage-Adepts, comparatively, and the sheer scope of what they can do makes them exceptionally valuable. Mind-Healers are even rarer as Mind-Healing is a rarer Gift than normal Healing, and therefore a Mind-Healer-Adept is valued higher, still, than a Healer-Adept. However, a Mind-Healer-Adept is also of exceptionally limited scope of use, but there's nearly nothing of mental disorder and trauma that a Mind-Healer-Adept could not repair.
[edit] Bards

Bards in Velgarth are fairly common, though outside of Valdemar, it is unknown if they receive much in the way of quality, focused training. However, inside of Valdemar, they are chosen based on the basis of whether they have "two of the three" gifts that are pertinent to Bards: Creativity, Talent, Gift. To become a Bard-Trainee, an individual must have two of the following three things: the Bardic Gift, the talent for playing one or more musical instruments, or the creativity required to compose original works. In Valdemar, one who possesses at least two of these three will be taken to Haven and enrolled, usually at no cost to the student or family, in the Bardic Collegium and will become a Bard-Trainee.

Bards wear scarlet, and are required to have weapons training. They have the following ranking system:

Apprentice Bard - Journeyman Bard - Master Bard - Full Bard

Each level has certain requirements on it before one can be allowed to attain it. Graduation comes when one reaches Master status, though some gain Full Bard status by the time of their graduation, but that is a rare occasion.
[edit] Kal'enedral

[101] Those Shin’a’in who take the Oath of the Warrior to the Shin’a’in goddess are described as Kal’enedral, divine warriors for the goddess to carry death and vengeance to the enemies of the Shin’a’in, dressing in only darkest shades of brown – or, when on the quest of blood-feud, or in ritual combat, in purest black. [102] Celibacy is a part of the Oath to the Warrior, and that the Swordsworn are as devoid of concupiscence as their weapons. [103] Kal’enedral is a word used to describe the Sword-Sworn, in their own language, [104] the term Swordsworn being what they are known by to outlanders, but the term Kal’enedral means alternatively, in Shin’a’in, either “Children of Her Sword” or “Her Sword-Brothers.” [105] The Kal’enedral are taught by former Kal’enedral, usually ones dead for at least a century, and the term used to describe these teachers is leshya’e Kal’enedral.
[edit] Mercenaries

[106] Mercenaries in this setting are unique, because there is an international Mercenaries’ Guild, and part of the Code of the Mercenaries’ Guild is that both parties must follow a contract to the letter – if the person doing the hiring violates the contract, he or she is fined by the Guild, and cannot hire a bonded Company for a period of at least one year. If the hired Company violates the contract, the Guild takes it out of their hide and out of the bond they were paid by their employer, for the violation of contracted. Additionally, if a bonded Company or a bonded individual hired in a war surrenders, they are allowed to leave the zone of battle unmolested and report to a neutral zone, where they will “get ransomed,” by the Guild (meaning saved in some context), and this is stated as the reason that a bonded Mercenary (one who actually has a membership with the Mercenaries’ Guild) pays their dues. Additionally, as part of the Code, a bonded Company will not fight for a suicide cause, will not switch sides midway through a conflict, will not follow a mutiny against their employer, and will do all in their power to ensure safe extraction for that employer, if things “go south.” For this reason, bonded Companies are more expensive to hire than either a free-lance Company or spontaneously-assembled Company, because bonded Companies are of a correspondingly higher caliber.

**********************
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mer 16 Nov - 17:39

Donovan Steinberg a écrit:


blaque à part je suis ok pour éssayer!

je veux d'abord faire un test avec Olivier et son perso L'Epervier Mandoll. apres, on verra si c'est porteur comme idée ou pas, et dans que sens on ira .....
pour l'instant, j' m'amuse avec les bouquins et à les compiler dans mon crane de blonde pour rendre" jouable" ....

en tout cas, je posterai pour tenir au courant !
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mer 16 Nov - 17:53

https://sites.google.com/site/rosesetsronces/cycle-jdr-valdemar

pour la feuille de perso

flower

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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Ven 18 Nov - 17:40

qqs precisions :

les persos

il s'agit de jouer des persos jeunes (17 ans-la vingtaine), et pas encore heraults. donc pas encore de beau compagnon blanc comme neige !

la magie
de maniere generale, la seule magie possible pour un pur valdemarien de souche est la magie mentale (mind magic, comme telepathie, pyrokinesie etc, où le mage puise les forces en sois meme). (pas la magie tellurique donc). mais la magie est tres tres rare !!!! et tous n'ont pas les capacités ni talents magiques.
neamoins, 99% des heraults ont des talents magiques tongue donc, pas de soucis pour avoir à la creation du perso des talents latents (et pas forcement controlables ou controlés)

l'ambiance
de la pure fantasy romantique !
et donc du romantisme et de la romance ....
des sentiments, des ballades d'amour, des badineries innoscentes etc ...
j'espere pas faire du nunuche, mais c'est pas non plus du 8eme degré où on tue et on viole (peu importe l'ordre) les petits poneys blancs.
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Ven 18 Nov - 18:00

j'ai edité et modifié ce post !!!!

http://fr.wikipedia.org/wiki/Les_H%C3%A9rauts_de_Valdemar


La magie

Le monde de Velgarth est un monde habité par la magie, qui est souvent séparée en deux catégories, la magie "vraie" et la magie mentale. Une grande partie du cycle s'appuie d'ailleurs sur cette différence fondamentale.

La magie vraie


Elle est réalisée grâce à des forces présentes naturellement qui sont canalisées et "mises en forme" par le magicien, en général par la représentation mentale de l'effet désiré, parfois appuyé par une incantation ou des gestes spécifiques. La magie vraie permet par exemple d'influencer la météorologie, de communiquer ou de se déplacer sur des distances très importantes ou encore de créer des illusions. Une utilisation de la vraie magie crée des "remous" qui peuvent influencer le monde réel. Un cataclysme magique s'est abattu sur Velgarth (trilogie du griffon) et a engendré de nombreuses mutations, tant végétales qu'animales, créant sur une partie du monde nommée Pelagirs des zones hostiles à la plupart des habitants. La magie permet également d'entrer en contact avec des mondes parallèles, soit en en invoquant les créatures, soit en créant des brèches entre le monde réel et la dimension souhaitée. Les créatures des autres plans sont souvent difficiles à maîtriser et parfois, faire appel à elles peut se révéler dangereux. Les diverses Divinités de Velgarth peuvent également intervenir par magie dans le monde réel, suite par exemple à la demande de chamans ou de grands prêtres.

Enfin, un type de magie peut-être utilisée même par des magiciens peu doués : la magie du sang. La puissance magique est dans ce cas là fournie par le sang et/ou la souffrance d'êtres vivants. Souvent taboue, elle est majoritairement utilisée par des êtres maléfiques bien que dans certains cas, le propre sang du magicien puisse être utilisé à des fins bénéfiques. La magie du sang laisse des traces difficiles à camoufler détectables par toute personne dotée du don de magie. Elle est enseignée de maître à disciple, mais compte tenu du caractère général de ses utilisateurs, la fin de la formation est souvent marquée par un affrontement entre l'apprenti et le maître.

NB :
les Valdemariens ne pratiquent pas de vraie magie. et les vrais mages sont generalement mal à l'aise sur le territoire de Valdemar et evitent y sejournéer autant que possible (l'on dit que Valdemar est protegée contre la magie).

la magie du sang est impie et est inerdite au sein des ecoles de magie (et interdite aux PJ bien sur ! je le reserve aux grands mechants Twisted Evil )

*******************************************


La magie mentale

voici ce que je propose de garder et ce que on peut en faire :
en noir les infos de wiki officielles et en bleu ce que je propose d'en faire


Elle tire sa puissance de la force même de celui qui la possède. Elle existe sous plusieurs formes et peut avoir des puissances variables. Les dons courants sont :

La télépathie, ou la faculté de communiquer par l'esprit. Certains peuvent émettre et recevoir des pensées (sur une distance plus ou moins importante), d'autres peuvent seulement recevoir ou seulement émettre.

La télépathie.
lire les pensées, projeter des images.... à bas niveau necessite que la cible soit proche et concentante. à haut niveau, permet de communiquer avec une personne à l'autre bout de la terre.
permet aussi de maniere plus generale et en tant que communication par l'esprit, de "contacter" des esprits, des fantomes, les esprits emprisonnés dans des reliques/objets, communiquer avec des creatures intelligentes non humaines....
permet aussi de forcer/violer l'esprit d'une personne. implanter des infos, des souvenirs, ou les "voler"; bref : manipuler l'esprit.


***********************
La télékinésie, ou la faculté de déplacer des objets par la force de l'esprit. Plus la distance entre la personne et l'objet augmente, plus l'effort est important. Le poids de l'objet joue aussi un rôle non négligeable. Enfin, il est plus facile de transporter des objets que des êtres vivants, bien que les plus doués puissent déplacer des personnes ou eux-mêmes sur de courtes distances.

La télékinésie.
comme son nom l'indique ! une fleche tirée peut foncer tres vite à 1 km et faire mouche. un cavalier et sa monture peuvent "survoler" le pont detruit d'une riviere dechainée... et une arme peut se battre toute seule, alors que le guerrier se repose bras croisés (bon, là, j'exagere, car ce sera vraiment couteux en energie !)
à tres haut niveau, on peut envisager des teleportations (d'objets) ou activation d'anciens portails, voire l'ouverture et la creation de portails de teleportation !


*********************
La vision à distance qui permet de visualiser un objet, une personne ou une scène se passant hors du champ de vision "biologique" de la personne.

je propose de l'elargir et la renommer (à la suggestion de Olivier, car sinon trop restrictif et desequilibré) alteration de sens
"miroir, mon beau miroir ...."
tout simplement la projection des sens à distance plus ou moins grande.
c'est notamment une technique d'espionnage possible Wink

la projection des sens peut aussi se porter dans le temps : psychometrie pour le passé, voir dans l'avenir (c'est plus difficile, mais possible !)
on peut projeter ses sens sur des lieux/ objets / personnes.

on peut aussi amplifier ses sens ...... voire agir sur les sens des autres ....... je me pose des questions sur le "voyage sous forme deincarnée astrale" Rolling Eyes ....... pourquoi pas (ça va douiller !)



*********************
L'empathie est la faculté de ressentir les émotions des personnes présentes et ainsi de savoir si leurs intentions sont en corrélations avec leurs paroles. Une empathie puissante peut également permettre d'influencer les émotions et les sentiments des gens, permettant par exemple de guérir des phobies après des épisodes traumatiques. Ce don est le principal atout du personnage central de la trilogie des flèches, le héraut de la reine nommé Talia.

pour pas faire doublon avec la telepathie (merci Olivier !) je propose : L'empathie du vivant et donc en particulier animale : communiquer avec des animaux, voir par leurs yeux, controler leurs sens, se projeter dans leur peau ....
sentir (et influencer voire créer) les emotions (calmer un cheval; se retrouver face à une louve avec des chiots et lui faire accepter la paix sans se faire devorer .... )
de maniere plus generale, c'est une empathie envers le vivant, plantes y compris.


***********************
La pyrokinésie permet d'enflammer à distance la cible voulue, objet voire personnes. Les détenteurs de ce pouvoir sont souvent craints, en partie par peur de les voir mettre le feu "par accident".

La pyrokinésie
pas besoin de briquet !


****************************
Le don de guérison est la faculté d'entrer dans le corps humain, jusqu'au niveau des cellules, et d'en réparer les dommages. Bien que ce don soit évidemment précieux, plusieurs séances sont en général nécessaires pour guérir une personne, la portée du don est en effet limitée par la puissance et la force personnelle du guérisseur.

Le don de guérison
pour les guerisseurs : le must
bon, c'est vrai, c'est super restrictif : ça permet que de soigner. et c'est tout !
je pense essentiellement reservé à des guerisseurs-pnj



*********************
Le don des bardes permet au musicien de faire ressentir à son public la musique d'une manière plus intense et d'influencer l'état d'esprit de l'auditeur. On peut le considérer comme une forme d'empathie émettrice.

Le don des bardes
tous les bardes l'ont !
encore une voie magique reservée essentiellement pour les Pnj .....


***************************
Le sens de la terre est une forme d'empathie liée directement à un pays. Un souverain doté de ce don peut ressentir les problèmes et les anomalies survenant sur son territoire, mais il doit pour cela y être connecté, par exemple en ingérant une pincée de terre de chaque région lors d'une cérémonie. Certaines perturbations importantes peuvent être détectées par quiconque possède ce don.

Le sens de la terre peut aussi etre lié à la vraie magie tellurique. c'est tres particulier comme magie. generalement, les rois l'ont (les lignées royales), et il doit etre activé par des rituels ou des circonstances precises et particulieres.

Une certaine aptitude à la magie mentale est un prérequis pour espérer devenir un jour un Héraut. L'honnêteté, la compassion et la capacité de faire passer le bien du royaume et du souverain avant le sien sont les autres qualités indispensables.
*********************
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Ven 27 Jan - 17:28

Karse

[36] Southeast of Valdemar, and bordering it, Hardorn, Ruvan, and Rethwellan, the relatively small nation of Karse plays an important role in nearly all the stories.

[37] Karse is technically a monarchy, but the king is a mere figurehead, who presides over a Royal Court that is described as being little more than an elaborate social club. The real power is in the theocracy, and all real governmental powers rest with the high priest or Son of the Sun, and the Sunpriests.

Women are subjugated to clearly defined domestic, passive roles.

The priests are personally responsible for choosing officers for the Karsite army. Soldiers of the line are forbidden to marry. Homosexuality is officially forbidden, although more common than anyone would care to admit.

The Son of the Sun is chosen out of the ranks of the upper echelon of the current priesthood, who proclaim his personal selection by the hand of the supreme god, V'Kandis Sunlord.

Magic in Karse is problematic. Most children with mage potential are routinely burnt at the stake, but a few are ordained as "black robed" priests; they will learn to summon demons to keep the people under control.
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Dim 29 Jan - 12:17

The Land of Karse



Current Ruler
High Priestess Solaris, the True Son of the Sun

Religious Beleif / God/Goddess name
God- Vkandis SunLord. - Followers are known as Sun Priests. Somewhere in the history of Karse (though everyone seems to have forgotten this), there is said to have been a female consort to Vkandis; Her name is/was the Goddess Kalanel. At one point or another, the Order of Priests and devotees that followed Her dissapeared and her sacred statue was removed from its place besides Vkandis' statue in the Temple. It is unknown as to when and why this occured.

Location
Karse lies right beyond the Southern borders of Valdemar. It is difficult to pass into the border of Karse from Valdemar because most of the border is protected by mountains; This probably came in very handy when Karse and Valdemar were at War with eachother.

Uniform/ Style of Clothing
Guards: flowing scarlet and gold uniforms, embroidered with sashes of rank and feathered turbans.
SunPriests & Novices: All wear Vkandis-medals of round gold disks blazoned with a sun-in-glory hung on a gold chain. The Sun-Priests rank are shown by the color of their robes.
Black: the once-feared Demon-Summoners for the False rulers of Karse. Once the True ruler of Karse was chosen by Vkandis, Solaris declared all demon-summoning to be anathema. She declared that the black-robed priests would retain their rank, but do nothing more than a red-robed priest would do.
Red: Another high-ranking Priest, though not a demon-summoner like the black robes once were.
White: I am not sure what rank these are, though they are mentioned in Storm Warning (p.98)

Current Allies
~As of the Mage Storm trilogy
Valdemar and Her Allies.

How Solaris Came to Be The Son of the Sun
~In my own words~
For a long time, evil Sun-Priests claimed that they were the "True rulers of Karse," known as the Sons of the Sun; Vkandis being the Sun. These False rulers would create "miracles" by way of mage gift to fool the onlookers in the crowd into believing them. They then made a new tradition, that of the annual Feast of the Children. This was when parents were ordered to take their children to the Temples and there they would be inspected by Sun-Priests. This began when a child was five and ended when he/she was thirteen. Some of these children who were "chosen" by the Priests were thrown into the Fires; others were taken for service to the SunLord. Regardless, the children who were taken were never permitted to see their parents again. The children that were taken were either extremely intelligent, or had the God-granted ability to use magic. If one of the children had witch-powers (like Mind-Magic) they were sacrificed. The others were taken to be trained as Black-Robed Priests; Or, the Demon-Summoners. The intelligent children would grow and study in places known as Children Cloisters until they were either chosen to be novices or were given duties as a servant. Now before the evil Priests had taken over, there was such a thing as Cleansing and the Feast of Children, but it was only meant as a Rite of Passage, not a feared place of sacrifice and abduction. Anyways.
The long-time enemy of Karse was Valdemar. Valdemar was a supposedly a land full of DemonSpawn that rode on their White HellHorses (Heralds and Companions), everyone in Karse believed this land and its people to be evil and they fought with the False rulers and the Demons that they summoned. This continued on for years until Vkandis Himself decided that it was enough. The False Son was struck down by lightning on a cloudless day during one of his fake rituals, with a lot of witnesses. Vkandis then possessed a golden statue that was a likeliness of Him and stepped towards the other Priests. He then took the large crown of prophecy off His head (which was quite impossible seeing that the crown was part of the statue), and the crown began to shrink. Once it shrunk to the size of a human's head, He placed it upon, not a man's, but a womans head! declaring her for all to see as the True Son of the sun and new ruler of Karse. Her name is Solaris. To further prove her worth, she was visited by a Firecat shortly thereafter. Her Firecat is named Hansa.
Solaris then declared all Fires to be extinguished forever and that Karse shall be at peace with Valdemar.



c'est surtout pour stan vu son historique et le urguemande (aspects magie)


http://www.angelfire.com/poetry/hearttears/book/valdemar/Karse.html


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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Dim 29 Jan - 12:18

What are Heralds?
They are the people who are chosen by Companions.
Bloodlines do not matter; they are chosen
based on loyalty to their duty and the purity
of the hearts. They are know as the "Arrows of the Queen/King"
because there is no surer or faster way to send
an important doument; They can be completely trusted
because they cannot be swayed or corrupted.
They act as LawGivers and are also the Dispensers of Justice.
They also act as judges because, unlike
regular village judges, they are all capable of invoking
the Truth Spell, something that renders the person incapable of lying.
They spread the laws and report back to the Monarch
and Council so they know the true conditions of the land.
These people risk everything, including their lives,
for the safety of the Kingdom and it's Monarch.
Because of this, only about half live to see an honorable old age.
They are inevitably alone; most remain unmarried
and very few find their life-bonded partner.
The sad fact is, the better the Herald, the more likely the Monarch will
set them to risky tasks. But, each
Herald has a Companion and the bond between them is so
strong it is more than friendship can ever fullfill.
This love and friendship leaves little room for much else.
The Heralds are also friends amongst eachother, though
they often do not see eachother except for the few occasions
where they gather at the Palace.
One does not apply to be a Herald, they
can only be Chosen by a Companion.

Most Heralds have some sort of Mind Magic, or Gift.
After Vanyel Ashkevron's time in the Last Herald-Mage
trilogy, Valdemar and its people virtually forgot that all
true Mage craft even existed. They specialized in
the training of their Gifts. These Gifts may be as
small as Mindspeech or they can reach all the way
to the more "eccentric" Gifts such as FireStarting
or Fetching (to obtain objects by calling for them).



The Heraldic uniforms are made entirely of white.
Their Companions are also white; This is because
they can feed off of magic to help them run faster and longer
than any other horse. Magic bleaches the hair white and the eyes blue.
Even the Monarch wears the plain white
uniforms. The only symbol of power is a single
gold coronet and the faint gold and silver
trims that are sewn into their uniforms.

When Chosen, a Herald-trainee, usually just going
through puberty, is taken to the Herald's Collegium
that resides in Haven on the Palace grounds. There
they remain training vigorously in fields such as combat, politics,
history, geography, reading/writing, and Gift training
(if they have a Gift) until they've earned their white
uniforms. While they are in training they
wear gray uniforms.

Herald's Collegium is not the only collegium
in Haven. There are also Bardic and Healer's
Collegiums.Bardic trainees wear a rusty-brown color
and then get red uniforms when they graduate.
Healer-trainees wear pale green and wear full
green once they graduate. There are
also people known as the Blues. These have not been
chosen, have no Bardic ability, and possess
no Gift of Healing. Some are from Noble families who
wish their children a high education. Most
are lowborn or Merchant classes. They distinguish themselves by
having high intelligence that earns them patronage
into the ranks of the Blues. Their talents are
very useful because some specialize in Mathematics and engineering.

The Ranks of the Heralds
Back in the day when Herald-Mage Vanyel Ashkevron was alive,
there was something known as the Heraldic Circle, These
were basically the most important Heralds in Valdemar.

The list is as follows:

The Monarch's Own Herald
The Seneschal's Herald
The Lord Marshal's Herald
The Monarch
The Heir
The Speaker for the Herald's with trainees
The Speaker for the Heralds out on circuit
The Speaker for the Herald-Mages

Currently, the term Heraldic Circle applies to every
single one of the Heralds in Valdemar, not just these
select few...but their jobs are still very important.
The most important Herald in Valdemar is said to be
the Monarch's Own Herald, second in rank only
to the Monarch him/herself.

"Traditions" & little Tidbits
~Heralds have to be chosen.
Age, gender, race, bloodline, and origins do not matter.
~All prospective Heirs must be Heralds to become King or Queen
~The Monarch's Own Herald is always Chosen by a Grove-Born Companion
~When a Herald and his/her Companion dies, the
Bell Tower Tolls, though it has no hammer to ring it with.
This is a place to grieve the lose because more often
than not, the bodies can not be returned to Haven.
~When a Herald or a Companion dies, they can choose
or are chosen to be reincarnated.
This fact was unknown to Heralds
until the Mage Storms trilogy.
~The Companions have secrets and abilities that
not even their Heralds have uncovered yet.


http://www.angelfire.com/poetry/hearttears/book/valdemar/Valdemar2.html
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Dim 29 Jan - 12:20

The Arrows of the King/Queen

After a Herald has finished training and acheived
his/her whites, they have to do an internship.
This is basically going out and riding
circuit with an experienced Herald for 18
months. The first 9 months they spend learning going
from town to town, the second 9 months the internees
are "in charge." This gives them experience
and prepares them to be alone while doing this
is the future.

Before they leave Haven,
they are taken aside to learn a very important
part in being a Herald; They are taught
the Arrow's code. No trainee knows
about this until they earn their whites.

The Heralds all have mud-gannet feathers on their
arrows; This is because the barbs are so thick and
regular that it is possible to count them. Each
Herald has their own pattern that is drilled into them
so ruthlessly, that they can literally produce those patterns
in the dark with their hands behind their backs.
When they are done making their personal
patterns, to a normal person, the arrows just looked
ruffled up a bit from use. These arrows are
necessary to send messages if the person does not
have strong mind speech. If a Herald is about to be captured
they can send their arrows off flying to,
hopefully, be picked up and tell the other
Herald the situation. There are different colors of bands that can
be attached to each arrow, each color represents a code.
The number of bands indicates how many units to send, for example,
sending every yellow band means to send the entire army.

Arrow Color Code
White All is well, come ahead
Green Send a Healer
Purple Send a Priest
Gray Send a Herald
Brown Mild trouble, watch for message
Blue Treachery
Yellow Send Military Aid
Red Great danger. Come quickly
Black Total danger. Rescue/help needed
Broken (any color) All hope gone. Don't rescue
Headless arrow Dead

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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Dim 29 Jan - 12:37

special theories de magie (j'ai pas retravaillé, c'est de l'officiel, dont y a à prendre et à laisser à cause des simplification pour les parties)
SPECIAL URGUEMANDE !


http://www.angelfire.com/poetry/hearttears/book/valdemar/Mage.html

Magic


True Magic

Magic lies throughout the worlds of Velgarth,
but only a few can gain access to it.

Energies follow patterns and levels...
~The Earth energies-
are the very energies that supply the Earth with life. These are very primitive, but sometimes primitive magics are the strongest and hardest to control.
~Magic "flows" in river-like sequences known as Leylines.
~Wherever one or more leylines meet and/or cross are the places known as nodes. These resemble "buldges" among the lines and can hold much more magic energy than the lines themselves can.
~The Tayledras were granted, by their Goddess, a way to store tremendous amounts of energy so that they can cleanse the lands and supply energy to their Vales. These are known as HeartStones. These are basically really big nodes; But unlike nodes, which have leylines feeding and leaving it, HeartStones only have leylines feeding into it. The only way for power to get out is if a Mage were to take it out.


Magic's Three Sources


1. First source of power is from within the Mage himself. ~You have to have the Talent to use that source. That means that they have to use their minds to find the power within; The people who have mastered this are the Heralds with their mind magics.
2. The Second power is created by living things. ~One has to have the Talent to sense the power, but you don't have to have the Talent to use it just so long as you know it's there. Many Sorcerers who do not have the Talent to use it turn to the dark blood-path magics so that they can gain access to the powers they would normally not be able to. Death releases alot of energy in one burst. So the blood-path mage will know the power will be there when he kills someone.
3. The Third power comes from creatures who are not of this world, or this Plane. These powerful creatures belong to what mages call the Other PLanes:

Planes 1-4
The first Four planes are home to the Four Elemental powers; Earth, Air, Fire and Water. These four planes are known as the Ethereal Planes

Plane 5

The Fifth Plane is known as the Abyssal Plane. This plane holds the evil, power-hungry creatures that humans call demons.

Plane 6
This Plane is known as the Empyreal Plane. This is home to the powerful creatures that aren't quite Gods, but do seem kindly inclined towards humans. ~ Some say this Plane houses the Gods but according to page 26 of OathBound, Kethry states that these creatures aren't quite Gods.

The Nether Planes

Also called the Void. This is the Plane where all of the natural magical energies end up; Here, everything is chaos and energy. It is from this Plane that the flow of energy repeats its cycle by channeling back into the World Plane to be used by living things. This is also the place where Ma'ar (and his many incarnations) hid throughout the centuries to await their next victim and potential body. This is also the place between the Gates used by Mages. By using personal energies, a mage can cross vast distances to their objective locations by simply stepping across a threshold or a doorway. Like two far away points on a map, the mage "folds" the map by sending energies out into the void to reach the other point, and steps across to it...weird huh?

The World Plane
This is the Plane we, humans, live in. This is where the choas and energies from the Nether Planes gets regenerated into magical energies to be used by living things.

~There are probably many more Planes and Planar creatures than this, but the humans of Velgarth have yet to descover them.

How to call upon these Planar Powers

Any magician can contact an Other-Planar creature, it is just a matter of knowing the spells that open the boundaries between their Plane and ours.

~The Elements of the Ethereal Planes can be bargained with or you can promise them something in return for their services. You can also build up credit with them so they'll feel obliged to help you. They can be coerced or magically binded into this world and then forced to serve you, but that's mean. There are advantages and disadvantages to not coercing these creatures; advantage: The sorcerer need not guard himself from the anger and treacheries these creatures would have if they were coerced; disadvantage: It takes awhile,and a lot of power, to summon and attract these creatures if you are not forcing them, this costs the mage dearly in personal energies.

~ The Abyssal Demons can be bought to your services with pain-energy and death-energy. This is the course for the blood-path mage. These can also be coerced but the will of the mage MUST be stronger than the will of the demon, for these creatures are cunning and deceptive. One mistake and they will kill you...slowly. The only way a mage could bind them magically is to hold the demons into this world against their will.

~The Empyreal Powers can not be coerced or forced in any way. They'll only respond to your call of help if they feel like it.

Two Types of Magic

Low Magic
~Includes casting Healing Spells and Earth-Witchery.
High Magic
~No Earth-Magic... High magic users are vulnerable to Earth-Magics.
The one Exception to this rule
Tayledras Healing-Adepts. Though these are very rare.

Mage Rank
from lowest to highest. BloodPath not included.


Apprentice
Mages that are still learning. They are barely trained and can not control magis yet.

Hedge-Wizard & Weather Witches
These sense the energies of the earth around them. They can predict the Weather and can even use their own energies to change it if need be.

JourneyMan
These are Mages that can only tap ino their own personal energies for power. Unless they are BloodPath Mages...evil.

Master
These Mages can tap into the leylines to help supply themselves with power so they don't have to use up their own strength.

Adept
These are the hightest-ranking Mages, for only these can control the wild node powers. These are very powerful mages.

Healing Adept These mages can Heal the environment and tend to be the most powerful among the rest, though very rare. They are still considered a class of Adept, however.

Blood-Path Mages
These are evil Mages who hunger for Power. They take the energies from other people while they slowly kill them. The more painful the death, the more power that mage has to control. I believe that JourneMan Mages can do this but I'm not sure.



Other

Healers
can use True Magic as well as Mind Magic to Heal. These People cannot Heal the mind, only the body. They use Mage Sight and othertalents to "see" an injury, then they urge the injured person's body into healing itself faster than it normally can. They cannot heal scar-tissue but can, if caught right away, prevent that from happening. People with the Healing Gift are not normally Chosen because they are needed elsewhere.

Mind Healers
This is a special type of Healing that cannot heal the physical body, only the mind. I do not know exactly how it works.

Bardic
These are people with an extraordinary talent with music. They are said to be able to change a person's emotions by playing and weaving their songs. People with the Bardic Gift are not normally Chosen by Companions.

The Truth Spell
All Heralds can conjure the Truth Spell, which is said to be True Magic even though the Heralds did not have True Magic for a very long time. They may have been able to acheive this due to Vanyel's (the last Herald-Mage) tampering with the vrondi, Air Elemental creatures that resemble clouds with eyes when evoked. Even Heralds without MindSpeech Gifts can acheive the first part of the spell, that is because every Herald has an unnamed Gift that makes the herald-companion bond possible.

~The first level
enables everyone watching to see if the person under the spell is telling the truth. If they are not, the blue "cloud" (vrondi) goes away
~The Second Level
Can only be achieved by Heralds with a strong Gift. The appearance of the cloud does not change but this spell forces the person to tell the truth, no matter how hard he/she tries not to.

~How to set the Truth Spell
1.Relax and concentrate
2.Close eyes
3.say a chant- exactly nine times
4. Open eyes and stare at target
5.Imagine a cloud with lots of little eyes around the target
~Then physically, this blue fog will appear around the head of the person under the spell, anyone can see it.
~To disperse the Spell
1. Imagine the cloud closing its eyes
2. Picture the cloud slowly dissipating


*************************

For a list of known Mage-Schools throughout the world of Velgarth


Blue Mountain School
This school is similar to that of the White Winds Mage-School. They use their powers responsibly and for the better good.

Blood Mountain School
This is a school that teaches the dark magics. These mages learn to become blood-path; Meaning that they gain and use energy by torturing and killing any living creature. When a creature dies violently and painfully, their death releases very large amounts of energy, energy that the blood-path Mage can snatch and use for his/her own personal benefits. This form of magic can enhance the Mage's true abilities.

FireFlower Retreat
This is a school center for Kyllian Mages. These Mages become equally versed in both mage-craft and in Healing.

Leverand
This school is infamous because one of the very first Kings of Rethwellan attended it. When he graduated, he proceeded to bespell the Kingdom's Royal Archives ensuring that whatever was written therein could never be altered or removed.

Mage's Collegium
Herald-Mage Elspeth and the Hawkbrother Darkwind started up this collegium soon after Ancar of Hardorn was defeated. During this war, the barrier around Valdemar that protected her from Mages was brought down by its creator, the ghost of Herald-Mage Vanyel. This barrier stayed down after the war was over, so now mages and magic have returned to Valdemar and younglings needed to be trained. The Mage students wore yellow uniforms and when they graduate they receive golden-brown ones.

Sisterhood of Spell & Sword
The Sisterhood was a peculiar group; part temple, part militia, part mage-school. Any female was welcome here, provided she was prepared to work and learn some useful life-task at the same time. Worship was given to the Twins; two sets of gods and goddesses, Kerenal and Dina, Karanel and Dara; Healer, Crafter, Fighter, and Hunter. Shirkers were summarily shown the door--and women who had achieved self-sufficiency were encouraged to make their way in the outside world, although the could, of course, remain with the Sisterhood and contribute some or all of their income or skills to the upkeep of the enclave. Those girls with Mage-Talent were taught the use of it; those who wished to follow the way of the blade learned all the skills to make them crack mercenaries. Those who learned neither supported the group by learning and practicing a craft or in Healing--either herb and knife-Healing, or Healing with their Gifts--or, very rarely, taking their place among the few true Priests of the Twins at the temple within the Sisterhood complex.
The creations of the crafters in that third group--and those mages who chose to remain with the enclave--were a diverse group, and that diversity had been allowed for. Only one requirement was absolute. While she was with the Sisterhood, a woman must remain celebate.
~Taken from ~Winds of Change~

Twin Suns School
The students of this school are taught that Evil is real and a reality in and of itself. Demonic beings must have been created by purelt evil forces and they like it that way, there is no turning for them. This school is not of the dark or the blood path, it just believes that evil can receive no second chance because it has no good in it to conform and therefore is deceiving and cruel. Some do not adree with this. The teachings of the priests of Anathei of the Purifying Flame believe there is good in everyone. Those who are evil simply do not know what good is. Their teaching is that evil is not a thing of itself, it is simply good that hasn't been brought to see the Truth.

White Winds School
This school teaches self-knowledge and self-mastery. Without these, one cannot be fulfilled. They teach their student-mages to use their Powers for the Greatest Good. For this reason, White Winds mages usually become wanderes after leaving school; Searching to help people; to learn to better their craft; and make a living. After they settle, many start their own branch of the White Winds schools and teach youngsters.
They let no negative be permitted to bind the sorcerer in any way. They are taught never to coerce any living creature, good or bad. They must never summon the Abyssal Planes unless their intent is to destroy an evil creature or send it back.
There are no ranks less than Journeyman in these schools. To advance in rank, they must cast a series of spells. They'll only work is the mage has the skills and ability to use them.


Rank / Spell / Proves Command Over
Journeyman / Lesser Wind of Fire & Earth / The Stable Elements
Master / Greater Wind of Air & Water / The Mutable Elements
Adept / Spell of Adept Manifestation / The White Wind, Wind of the 5 elements
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Lun 30 Jan - 1:33

Qu'est - ce qu'être un Vrai Mage ?

J'ai cherché à répondre passionnément à cette réponse ma vie durant; c'est devenu un leitmotiv, une quête, une obsession
Reclus entre les hautes murailles du castel familial, prisonnier d'une tradition et d'un héritage, j'ai interrogé les anciens à la voix chevrotantes, les grimoires poussiéreux et même la crypte des <mandoll. En vain
Beaucoup de charlatans m'ont vanté leurs mérites, leur gloire, leur sagesse magique. En vain
Il n' y a pas d"orgueil dans la magie, car celle - ci est un abandon, un sacrifice à des forces supérieures
Je ne suis pas un disciple; je ne suis pas non plus un maître; en tant que dernier Mage, je suis mon propre chemin. J'ai fait vocation de m'abandonner à ses décrets et de suivre la Voix ou qu'elle trace pour moi et ce quelles que soient les révélations.
Et puis j'ai trouvé des frères, une nouvelle famille, les Héraults de Valdémar. Et tout s'est éclairé
La magie est un boucle, un vaste cycle. En entendant les exploits et le sacrifice du Glorieux Vaniel, j'ai compris
Je croyais fuir un ignominieux destin tracé par mes aïeux, promis à un sacrifice magique rituel et récurrent pour régénérer Valdémar, et celui-ci m'a rattrapé.
On n'échappe pas à l'éclat des étoiles; celles - ci tracent notre route et notre destinée

Qu'est - ce qu'être un Vrai Mage ?

La Magie ce n'est pas le pouvoir, ni les boules de feu, ni le contrôle des esprits hostiles.
Non, le Vrai Mage est celui qui est prêt à mourir pour Valdémar
Tout le reste n'est que vanité

Urguemande Mandoll
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Lun 30 Jan - 10:41

Suite discussion avec Jenny, je vous propose la règle suivante concernant l'évolution des persos :

Chaque niveau, les persos reçoivent une augmentation gratuite dans UNE caractéristique d'un couple
Afin d'entretenir des persos variés et intéressants, seuls la moitié de ces points peuvent être placés dans une caractéristique donnée

Niveau / augmentation maximum d'une caractéristique :
1 / 1
2 / 1
3 / 2
4 / 2
5 / 3
6 / 3
7 / 4
8 / 4
9 / 5
10 / 5
etc


exemple : au niveau 5, le perso aura un score maximum de +3 (base) +3 (augmentation) soit +6 en spiritualité (ainsi que dans les autres caractéristiques)

cas particulier des domaines magiques
Le score en spiritualité est réparti entre les différents domaines magiques; seuls la moitié des points peuvent être placés dans un domaine précis

exemple : dans l'exemple précédent, avec un score de 6 en spiritualité, le perso aura un domaine de +3 au maximum en pyromancie (son meilleur domaine)
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Lun 30 Jan - 20:58

Merci, Olivier, pour ces regles ! ça fera des perso equilibrés dans leur evolution pour le systeme.

et sinon :

merci à Leo, Olivier, Stan et bien sur mon chéri Olivier pour la partie de ce dimanche 29. c'etait ma plus grosse table depuis .....longtemps.

j'aurais bien aimé vous demander à tous un petit retour sur la partie (tout ce qui vous passe par la tete, l'univers, le systeme, ma meujeusation, la musique j'ai compris, plus de musique ouzbek ...)). et comme je ne maitrise que rarement (ou encore moins), ça me sera bien utile Wink

voilou !

flower
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Lun 30 Jan - 21:07

eh bien c'etait ma foi tres sympathique. Jouer des personnages bons c'est plus dur que ce qu'on croit mais le cadre, la richesse des details a permis une immersion rapide. Et puis incarner des personnages capables de faire de la telepathie ou de faire sortir du feu de ses mains c'est toujours marrant donc plutot tres content de ce one shot. la preuve on en redemande!
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Mar 31 Jan - 23:11

Mon retour :

Merci à Jenny pour cette splendide présentation de Valdemar et aux autres participants pour la bonne humeur et les multiples poilades cheers

Il y eut, de mon point de vue un peut trop de "burnes" et de "poneys sodomites" par rapport à ce que j'imaginais d'une partie de romantic fantasy mais on s'est bien marrés et c'est la l'essentiel Very Happy

Olivier
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MessageSujet: Re: court cycle VALDEMAR dans l'univers de Mercedes Lackey - PROFILER   Lun 6 Fév - 20:21

merci à vous !

comme je disais hier, je ne pense pas reprendre dans le court terme Valdemar (apart avec devis, manque de temps, fatigue ....) et vous propose donc ce finish :

toujours à Karse.

le Faucon est revenu avec le message du Cercle Heraldique qui vous donnait carte blanche mais en conseillant l'extreme prudence.

avec l'aide de vos contacts et sous couvert de cuisiniers et jeunes commis, vous avez reussi à penetrer dans le monastere du Serpent du Soleil. dans la cellule que vous avez tous vu en reve, vous avez trouvé un vieillard enchainé au mur : le Fils du Soleil Yussumbek, drogué, torturé et sous emprise magique de Mornelithe Fleaufaucon.

en combinant les dons et les talents de chacun, vous avez engagé un duel mental avec Mornelithe pour la possession de l'esprit du Fils du Soleil et reussi à lui rendre sa luciduté temporairement. mais le vieillard, affaibli par les mauvais traitements, par son age et psychiquement brisé, n'eut de forces que de prier Vkandis pour le salut de la Karse et rendit son dernier soupir entre vos mains.

vous avez entraperçu Mornelithe s'appretant à entrer dans le portail et venir dans le Monastere. à ce moment, le portail s'enflamma et Mornelith lutta contre ce feu et du fuir. le portail et se dissout et la presence de la magie impie disparut de la piece.

alertés par des bruits, quelques gardes ont frappé à la porte et l'ont finalement defoncé. mais vous avez pu leur tenir tete (grace notamment aux talents d'escrimeur de Mederic et à l'experience martiale de Ghemridh) et fuir.
vos Compagnons, alertés par vos appels mentaux, se tenaient prets et vous avez fui rapidement la petite ville, rejoignant les frontieres de Valdemar.

dans le village frontalier, un Herault prit le relais et vous avez été rappellés à Haven, la capitale, pour le compte rendu devant le Cercle Heraldique sur la situation en Karse et aussi pour le repos.

quelques semaines plus tard, voici les nouvelles de Karse :
- le Fils du Soleil Yussumbek, en visite dans le monastere du Serpent du Soleil, succomba à son grand age et fut rappellé par Vkandis.
- un nouveau Fils su Soleil fut elu dans des conditions etranges : lors de la ceremonie funeraire de Yussumbek, la statue d'or de Vkandis s'anima, descendit de son socle et deposa sa couronne sur la tete d'une personne dans la foule.
le nouveau Fils du Soleil prit le nom de Solaris.
(des rumeurs pretendent que c'est une femme.)
- les Robes Noires ont été declarés heretique et l'ordre fut dissout. l'invocation des demons est interdite egalement.
- l'on espere une amelioration des relations diplomatiques entre Karse et Valdemar

aucune nouvelle de Mornelith, evidemment Wink

**************************

pour Leo / Mederic : si tu veux, tu peux developper "guerison de l'esprit"
c'est un don rarissime. permet de guerir (temporairement) les affects (ex : une phobie, un traumatisme ....)
(pour simplifier, c'est une sorte de "super-psy"!)

pour Olivier / Urguemande
pas de soucis pour developper les invocations

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