The Corean Chronicles


The Corean Chronicles is a fantasy series of books by the author L. E. Modesitt, Jr. As of 2011, it consists of:
  • Legacies
  • Darknesses
  • Scepters
  • Alector's Choice
  • Cadmian's Choice
  • Soarer's Choice
  • The Lord-Protector's Daughter
  • ''Lady-Protector''

    Plot and background

The current books in the series comprise two trilogies in different time frames of the same world, with significant ties to each other. The first three books are set in a time frame roughly a thousand years after the events in the later three books.
The first trilogy introduces the world of Corus as a world that used to be ruled by a great civilization, that spanned the entire continent. However, a magical disaster caused its fall, ending a golden age. In the books, Corus is full of countries fighting for superiority, humans struggling to survive, and strange animals that are a product of and dependent on the life force-derived magic of the world. Additionally, there are rarely seen creatures – Soarers and Sanders – that are entities of pure life force. The fall of the civilization caused much to have been forgotten, but some few of the people of Corus still command magical powers, referred to as Talent. With that power comes the cost of having the lords of the world trying to gain influence over and control of Talent wielders. Among the denizens of Corus, these special features of the world are commonly referred to with phrases such as Talent magic, Talent wielders, and Talent creatures, among others.
The second trilogy, returning to the era of the lost civilization, introduces the civilization's caretaker minority, the Alectors, who are human-like entities that exist on Corus, "linked" to their former worlds with pure life-force. While the first trilogy portrays these beings as evil – for indeed they are not natives of Corus – the later books portray the Alectors through their own point of view. Paradoxically, humans are not native to Corus either. The Alectors consider regular humans inferior. Alectors are by nature, Talent wielders. Fusing their powers with technical knowledge, they are the ones that have created the infrastructure and glory of civilization that is later lost.
Place names are used frequently and complexly, however, a full map of Corus is included in each book – readers are advised to check it often.

''Legacies''

Legacies begins during the childhood of the main character, Alucius. His father is killed in action while serving in the Militia, leaving his grandparents and mother to raise him on the family Nightsheep farm in the small country of The Iron Valleys. When older, he himself is conscripted into the Militia to fight off the impending invasion by the western super-power, Madrien. During a pitched battle, he is captured and enslaved into the armies of the monarch of Madrien, the Material. After many months of combat against other nations, he discovers how to free himself from the magical collars that control the slave armies, and frees a company of others who then flee back to the Iron Valleys, and freedom.

Parallels to ''The Saga of Recluce''

The Corean Chronicles deal with many of the same issues as The Saga of Recluce, in a similarly detailed world. There are small differences in how the magic works with a less clearly defined good and evil magic. Also, wild nature magic has become a strong component.

The Alectors

On Acorus, the Duarchs, a pair of joint rulers, oversee the remaining Alectors from their seats of power in the cities of Elcien and Ludar. The Duarchs report only to the Archon, the ruler of all Alectors, who resides on whichever planet houses the Master Scepter, a mechanism on which most Alector technology depends. At the time of these stories, both the Archon and the Master Scepter reside on Ifryn. Because they have equal power and because their superior is so far away, the Duarchs intrigue against each other, co-opting various lesser Alectors into these schemes. Strict rules govern what Alectors may do, and the punishment for violating these rules is generally death. For this reason, the schemes are complex, designed to maximize advantage while minimizing actions likely to require overt response. Within this framework, accidents, usually fatal, occur regularly. Generally speaking, such struggles violate the tenets of The Views of the Highest a set of teachings that forms the basis of the Alectors' ethical framework. As a framework, it contains many ideas derived from sound ethics, but places the Alectors firmly in a stewardship role over their subjects, in some sense like the attitudes of Victorian England.
When a world has a sufficiency of life-force, Alectors transfer to it in larger numbers. Their activities generally overwhelm the world's ability to sustain them, and they eventually drain the world entirely. For this reason, among the projects Alectors normally launch from a new world is the location and establishment of their presence on yet another world to which they can move when they must. As of this story, the world of Ifryn has established two such colonies – Acorus, and a rival Efra.
Individuals of the subject races occasionally manifest Talent. The Alectors are jealous of their supposed monopoly on this array of powers, and usually destroy any steer who demonstrates signs of Talent. Steers that survive do so either because no Alector notices them, because they are powerful enough to destroy Alectors that attempt to destroy them, or because they are employed in some Alector plot or other. Involvement in Alector machinations, either willingly or otherwise, generally only delays destruction. Even if the steer's faction wins, when he is no longer useful the Alectors of his faction will destroy him. The most powerful steers can rival an Alector in Talent, but usually lack formal training and are therefore generally overmatched. Among steers, Talent is at least partially heritable.

The Ancients

Acorus was once inhabited by a race variously called the Ancients or the Soarers. They are wispy, fairy-like creatures usually surrounded by an amber-green glow, the Soarers are few in number and appear only infrequently. They also live off the life force of Acorus, so the Alectors' activities threaten their survival. They oppose the Alectors within the limits of their numbers and their powers, but the use of their powers, and corresponding use of the Alectors' powers in opposition, simply makes the situation worse. Their species is actually made up of two very dissimilar "genders" the intelligent, talented but weak Soarers, and the strong but unintelligent Sanders that have the ability to drain life force.
Certain Alectors can link themselves directly to the world where they reside. This process disconnects them from the Master Scepter and the network of Tables, changes the nature of their Talent, and even appearance. Most other Alectors regard such individuals as little better than talented steers, but they can survive massive disruptions of the Table network that kill Alectors still connected to the Master Scepter through it.

Powers of the Talented

All Alectors and a few of their subjects possess a psionic potential called Talent. The degree of Talent varies among individuals. Alectors receive formal training in the use of their Talent, to the limits of their ability. Talent occasionally strengthens in later life. Specific noted powers include:

Detection of Talent

Everyone with Talent can generally see Talent in other objects. The ability manifests as a perceived glow or aura surrounding the object. The color represents the nature of the talent. Talent mechanisms generally produce a black or silver glow, while individuals glow according to the nature of their talent and the power of it. The natives of Acorus, called Ancients, have a yellowish-green aura, while many Alectors have a purplish-pink aura, and talented steers have a deeper green aura shading to black. The Talented can often sense whether someone is truthful, and can sometimes read an individual's emotional state. Individuals whose auras bear reddish streaks usually cause trouble sooner or later; they lack control of their baser impulses.
Talent probes, essentially "feelers" or tendrils of invisible Talent can be used to examine areas beyond normal Talent detection, to manipulate the life force energy embedded or contained in objects, or to draw upon Talent energy from an open source, such as a Table or a ley line.

Empathic Projection

Alectors and talented steers can use their talent to project feelings to help in the persuasion or domination of others. This ability sees much use by both Alectors and talented steers to help them reassure, persuade or command usually less-Talented others. Rarely, it has been used to try to force another to perform an action against their will.

Shields

Alectors, and occasionally powerful landers, can form defensive shields that can block detection of their Talent and feelings, turn aside hostile physical and Talent attacks, create barriers to prevent the movement of others or even crush them. Usually a more powerful individual can eventually pierce such shields, but as this is time-consuming and exhausting, it may leave the attacker vulnerable to counter-attack from other sources.

Piercing

Somewhat related to shields, some Alectors can form what they see as points or wedges of Talent, and can direct these against the shields of another Alector in advance of or as part of an attack. This amounts to a Talent vs. Talent competition; the individual whose Talent shields are weaker loses.

Invisibility

Highly Talented Alectors can bend light around themselves, producing a form of invisibility. Others with Talent and training can detect them if they have reason to suspect their presence, but do not do so automatically.