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Set in the medieval fantasy kingdom of Valdemar, this unique and exciting novel continues the story of Talia. Having mastered the powers necessary to a guardian of the kingdom, she faces the final preparation for her initiation as adviser and protector of the Queen.
Chosen by the Companion Rolan, a mystical horse-like being with the powers beyond imagining, Talia, once a runaway, has now become a trainee Herald, destined to become one of the Queen's own elite guard. For Talia has certain awakening talents of the mind that only a Companion like Rolan can truly sense. But as Talia struggles to master her unique abilities, time is running out. For conspiracy is brewing in Valdemar, a deadly treason which could destroy Queen and kingdom. Opposed by unknown enemies capable of both diabolical magic and treacherous assassination, the Queen must turn to Talia and the Heralds for aid in protecting the realm and insuring the future of the queen's heir, a child already in danger of becoming bespelled by the Queen's own foes...
Together for the first time in a single volume, The Complete Arrows Trilogy is the adventure that launched Valdemar, Mercedes Lackey's expansive fantasy realm beloved by generations of readers.Talia, once a runaway, is Chosen by the Companion Rolan, a mystical horse-like being with powers beyond imagining. She becomes one of the great Heralds of Valdemar, a protector of the realm, and a member of the Queen's Own elite guard. Over the course of Talia's adventures, she struggles to master her unique magical abilities, while protecting her queen, the heir to the throne, and the kingdom itself. She battles against diabolical magic, treacherous assassination plots, dangerous unrest, and traitors to her fellow Heralds.
With Elspeth, the heir to the throne of Valdemar, come of marriageable age, Talia, the Queen's Own Herald returns to court to find Queen and heir beset by diplomatic intrigue as various forces vie for control of Elspeth's future. But just as Talia is about to uncover the traitor behind all these intrigues, she is sent off on a mission to the neighboring kingdom, chosen by the Queen to investigate the worth of a marriage proposal from Prince Ancar. .
Tarma witnessed her clan's murder and, swearing vengeance, became a master warrior. Kethry fled her forced "marriage" and became an adept--pledging her power to the greatest good. When Kethry obtains a magical sword which draws her to others in need, the two vow to avenge the wrongs done to womanhood.
United by sword-spell and the will of the Goddess, Tarma and Kethry swore a blood oath to carry on their mutual fight against evil. Together they set forth to fulfill their destiny.
The Last Herald-Mage Trilogy contains the three groundbreaking, award-winning novels that established Mercedes Lackey as a fantasy tour-de-force and her Kingdom of Valdemar as a place millions of readers returned to again and again. This Lambda Award-winning trilogy tells the story of Vanyel, persecuted and abused son of a Valdemaran noble, who finds acceptance at Haven when he is Chosen by the Companion Yfandes. Companions like Yfandes are magical horse-like beings with the power to communicate and bond with their Chosen, and trigger the potential for psychic abilities--and magic. But Vanyel discovers other things about himself at Haven as well.... He discovers love in an unexpected place, and loses it, and nearly his own life. With Yfandes and his aunt, Herald Savil, he will travel to the home of the mysterious Hawkbrothers in search of healing and training, and will grow from a troubled and heartbroken Trainee to become the most powerful Herald-Mage in the history of Valdemar--and the one hope for Valdemar against an implacable foe bent on eradicating magic from the Kingdom entirely
Evil had cast its shadow over the kingdom of Rethwellan. When Idra, leader of the Sunhawks mercenaries, failed to return from a journey to her home, Tarma and Kethry, warrior and mage, set out in search of their vanished leader.
Evil had cast its shadow over the kingdom of Rethwellan. When Idra, leader of the Sunhawks mercenaries, failed to return from a journey to her home, Tarma and Kethry, warrior and mage, set out in search of their vanished leader...
The final chapter in Mercedes Lackey's spellbinding fantasy trilogy! The Herald-Mage, Vanyel, and his Companion, Yfandes, are alone responsible for saving the once-peaceful kingdom of Valdemar from the forces of a master who wields a dark, forbidding magic. And if either Vanyel or Yfandes falters, both Valdemar and its Herald-Mage must pay the ultimate price.
The final chapter in Mercedes Lackey's spellbinding fantasy trilogy! The Herald-Mage, Vanyel, and his Companion, Yfandes, are alone responsible for saving the once-peaceful kingdom of Valdemar from the forces of a master who wields a dark, forbidding magic. And if either Vanyel or Yfandes falters, both Valdemar and its Herald-Mage must pay the ultimate price. .
The wild magic is taking its toll on the land, and even Vanyel, the most powerful Herald-Mage to ever walk the world, is almost at the end of his strength. But when his Companion, Yfandes, receives a call for help from neighboring Lineas, both Herald-Mage and Companion are drawn into a holocaust of dark magic that could be the end of them both.
The wild magic is taking its toll on the land, and even Vanyel, the most powerful Herald-Mage to ever walk the world, is almost at the end of his strength. But when his Companion, Yfandes, receives a call for help from neighboring Lineas, both Herald-Mage and Companion are drawn into a holocaust of dark magic that could be the end of them both. .
Granddaughter of the sorceress Kethry, daughter of a noble house, Kerowyn had been forced to run the family keep since her mother's untimely death. Yet now at last her brother was preparing to wed, and when his bride became the lady of the keep, Kerowyn could return to her true enjoyments - training horses and hunting. But all Kerowyn's hopes and plans were shattered when her anscestral home was attacked, her father slain, her brother wounded, and his fiancee kidnapped. Drive by desperation and the knowledge that a scorcerer had led the journey which would prove but he first step on the road to the fulfillment of her destiny. .
1st book in the Halfblood series.
Teenage passion meets centuries-old magic ... Prom night is going to be hell! Diane Tregarde hadn't expected to find a malevolent combo of sex and blood magic at Tulsa's Jenks High.
In Magic's Pawn, an ancient age in the history of Valdemar comes to life--an age when the kingdom was ravaged by the ungoverned fury of bandit warlords, ferocious ice dragons, and the wild magic of wizards. A new addition to Lackey's Valdemar kingdom--and her most powerful series to date!
Though Vanyel has been born with near-legendary abilities to work both Herald and Mage magic, he wants no part of such things. Nor does he seek a warrior's path, wishing instead to become a Bard. Yet such talent as his if left untrained may prove a menace not only to Vanyel but to others as well. So he is sent to be fostered with his aunt, Savil, one of the famed Herald-Mages of Valdemar. But, strong-willed and self-centered, Vanyel is a challenge which even Savil can not master alone. For soon he will become the focus of frightening forces, lending his raw magic to a spell that unleashes terrifying wyr-hunters on the land. And by the time Savil seeks the assistance of a Shin'a'in Adept, Vanyel's wild talent may have already grown beyond anyone's ability to contain, placing Vanyel, Savil, and Valdemar itself in desperate peril.
Lackey, who has enchanted readers since the publication of her first novel, Arrows of the Queen in 1987, scores another hit with the paperback release of the first book in an exciting new series. High magic had been lost to Valdemar when he gave his life to save his kingdom from destruction by the dark sorceries. Now it falls to Elspeth Herald, heir to the throne, to take up the challenge and seek a mentor who will awaken her mage abilities.
There are elves out there. And more are coming. But even elves need money to survive in the "real" world. The good elves, intrigued by the thrills of stock car racing, are manufacturing new, light-weight engines (with, incidentally, very little "cold" iron); the bad elves run a kiddie-porn and snuff-film ring, with occasional forays into drugs. Ranged on the other side of all that's good - Keighvin: elf lord with a problem, and the victim of a vendetta. -- Tannim: a human mage with a taste for fast cars and loud music. -- Sam Kelly: mild-mannered retired engineer with an Irish temper. -- Ross Canfield: a good old Southern boy who just happens to be dead. The people trapped in between: three runaways. Good kids already in serious trouble and about to get into more. Unwitting pawns in a deadly game, they will either be saved -- or led into a fate worse than death....
If Rune could get the proper training, she could become one of the finest bards her world has ever seen. But her advantages are few, so when she decides to play her fiddle for the Ghost of Skull Hill, he agrees to a bargain--an arrangement that could mean silver for her future quest . . . or her death at the hands of the ghost.
All is well in San Francisco with the elf-lord, his human bard companion, and the mage who brought them all together, until it turns out that the City is doomed by an earthquake.
In the age of the Mazonians women rule through magic - and men suffer what they must.
THE FOUNDING: A "lost ship" of Terran origin, in the pre-Empire colonizing days, lands on a planet with a dim red star, later to be called Darkover. DARKOVER LANDFALL THE AGES OF CHAOS: 1,000 years after the original landfall settlement, society has returned to the feudal level. The Darkovans, their Terran technology renounced or forgotten, have turned instead to freewheeling, out-of-control matrix technology, psi powers and terrible psi weapons. The populace lives under the domination of the Towers and a tyrannical breeding program to staff the Towers with unnaturally powerful, inbred gifts of laran. STORMQUEEN! HAWKMISTRESS! THE HUNDRED KINGDOMS: An age of war and strife retaining many of the decimating and disastrous effects of the Ages of Chaos. The lands which are later to become the Seven Domains are divided by continuous border conflicts into a multitude of small, belligerent kingdoms, named for convenience "The Hundred Kingdoms." The close of this era is heralded by the adoption of the Compact, instituted by Varzil the Good. A landmark and turning point in the history of Darkover, the Compact bans all distance weapons, making it a matter of honor that one who seeks to kill must himself face equal risk of death. TWO TO CONQUER THE HEIRS OF HAMMERFELL
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