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|Author||Cinda Williams Chima|
|This article appears to be written like an advertisement. (November 2010)|
|Author||Cinda Williams Chima|
The first in the series, The Warrior Heir, was released in 2006. The American Library Association included it on their Popular Paperbacks list The second book, The Wizard Heir, was released in 2007, and the third,The Dragon Heir, in 2008. In June 2010, Chima announced that a contract that includes writing two more books for this series has been signed with her publisher, Disney Hyperion. Possible titles for these books include The Sorcerer Heir and The Enchanter Heir.
The series is written so that the main character in one book is never the main character in another. In the first the main character is Jack Swift. The second book is written from the point of view of Jack’s cousin, Joseph (Seph) McCauley. The third book has multiple "main" characters, all of whom come from the previous two books.
Wizards Color Association: Gold and silver
Wizards are considered the most powerful as they can shape magic with words and charms, and they can control and influence other people via mind magic. Wizards are very long-lived, and have long memories. Unlike the other Guilds, Wizards can use their powers over long distances. Charms shape and control power and allow its sophisticated application. Wizards can put up barriers called Weirwebs, and they can immobilize people. Unfortunately Wizards have limited ability when it comes to healing injuries, particularly those caused by magic (use counter-spells). Power varies among wizards, depending on training and genetics. Untrained wizards “leak” magic, causing bizarre events, and cannot put it to good use. Trained wizards can generally recognize each other through a kind of aura, although use of power is the most distinct sign of a stone. The touch of a wizard has an electrical quality.
Raven’s Ghyll is the traditional hold of Wizards in Cumbria, England. Members of the House D’Orsay have served as Masters of the Games for the past several centuries. During the Wizard Wars use of wizard power in battle was devastating. This resulted in the establishment of the Rules of Engagement in 1532 and the implementation of the Game, a series of tournaments that allocates power among Wizards.
Wizards who choose to involve themselves in the Anaweir world are often powerful politicians or very wealthy businesspeople because they can influence others so easily. They have to devote very little time to making a living, so have considerable time for Weir politics and intrigue. When it comes to Anaweir; humans without a stone, they have no hope in fighting against a Wizard as they are susceptible to all kinds of magic.
Enchanters Color Association: Purple
Enchanters are users of mind magic, and in some cases more powerful than Wizards. An Enchanter has the ability to charm and influence others by creating extreme feelings of love, lust, and passion, making it irresistible to refuse them. It is especially hard for Wizards to identify an Enchanter if they take them unawares. Enchanters can also change their appearance in the eyes of others to enhance their appeal. In some cases, a Wizard can put up certain defenses against an Enchanter. Many Enchanters align themselves with a Wizard sponsor or Guarantor for protection.
Sorcerers Color Association: Green
A Guild that works mainly with materials such as, poisons, potions, fabrics, amulets, etc. However some of their skills have been lost throughout the ages. Unlike Wizards, a Sorcerer cannot use spoken charms or through-the-air magic. Sorcerers mainly specialize in small magics for everyday use. Sorcerers are unable to influence others like Wizards and Enchanters, except through spelled materials. They are known to have better healing powers through the use of herbs, and hands-on treatment. During wartime situations, Wizards frequently are found to abduct unwilling Sorcerers for the craft of specialized weaponry.
Warriors Color Association: Blue
Warriors; also called Weirlind, are the rarest of the Weir Guilds. Their powers are primarily physical and cannot use charms. The only case known when a Warrior had the ability to shape magic with words was Jack Swift, because Wizard Doctor Jessamine Longbranch implanted a Warrior's stone when Jack was a baby making him a hybrid of Warrior/Wizard. A Warrior can overcome a Wizard in a physical fight, but are usually controlled by Wizards through mind magic. Warriors were originally the back bone of the armies during the Wizard Wars between the Red and White Roses prior to the Establishment of the Rules of Engagement in the 16th century. The Rules were established to replace the blood shed that had been going on since the War of the Roses. In the tournament system; known as the Game, Warriors are the ones at risk instead of the Wizards, and are often killed either in the tournament, or murdered by the opposing house so the challenging team would forfeit, and therefore giving up the hoard. Because of this, Warriors are a dying breed, and Wizards spend considerable time trying to locate them and train them for the tournament. A Warrior's power can be enhanced by magical weapons, swords and armor such as the legendary Shadowslayer and Waymaker of the Seven Great Blades.
Soothsayers Color Association: Red
A Soothsayer, also called Seer, are people who have the ability to see future events unfold. They are considered the least powerful of the Weir. Though prophecy is most often confusing Seers are known as Wise Ones among the five Guilds, and Wizards often keep Seers as advisers. Frequently during wartime situations when Wizards are fighting each other, Wizards keep Soothsayers around to see the future to therefor base future attacks and strategies off of. Not much is known about a Soothsayer's power. While prophecy is always true, it is often ambiguous and therefore misleading.
Before he knew about the Roses, sixteen year-old Jack Swift lived an unremarkable life in the small Ohio town of Trinity. Only the medicine he has to take daily and the thick scar above his heart set him apart from the other high schoolers. But then one day Jack skips his medicine, and he is suddenly stronger, fiercer, and more confident than ever before. And it feels great---until he loses control of his own strength and nearly kills another player during soccer tryouts. Soon, Jack learns the startling truth about himself: he is Weirlind, part of an underground society of magical people who live among us. At the head of this society sit the feuding houses of the Red Rose and White Rose, whose power is determined by playing the Game---a tournament in which each rose sponsors a warrior to fight to the death. The winning house rules the Weir Guilds. Jack finds out that he's not just another member of Weirlind-he's one of the last of the warriors, at a time when everyone is scouting for a player.
Sixteen year-old Seph McCauley has spent the past three years of his life getting kicked out of one exclusive private school after another. Unfortunately, it's not his attitude that's the problem, it's the trail of magical accidents---lately, disasters---that follow in his wake. Seph is a wizard, orphaned and untrained, with little knowledge of the danger surrounding him. But now that the only person who could protect him has died, his powers are escalating out of control. After causing a tragic fire at an after-hours party, Seph is sent to the Havens, a secluded boys' school on the coast of Maine. At first, it seems like the answer to his prayers. Gregory Leicester, the Havens headmaster, promises to train Seph in magic and initiate him into his secret order of wizards. But when he learns that the cost of training is more than it is worth, and that Leicester plans to use his students' powers to serve his own mysterious agenda, he knows that he has to fight back. Meeting new characters and greeting old ones, this novel contains the clues to solve the biggest mystery on the planet: wizard politics. In this companion novel to the exciting fantasy of The Warrior Heir, everyone's got a secret to keep: Jason Haley, a fellow wizard student whose been warned to stay away from Seph; the enchanter Linda Downey, who knew his parents; the rogue wizard Leander Hastings; and the warrior Jack Swift.
The covenant that was meant to keep the wizard wars at bay has now been stolen, and the sanctuary of Trinity must prepare for attack. Seph monitors the Weirwall, while Jack and Ellen train their army of ghosts to face an onslaught of wizards. Even Anaweir Will and Fitch are setting traps around the town's perimeter. To Jason Haley though, it feels as if everyone but him has a role to play. Then he finds a powerful talisman---a huge opal called the Dragonheart---buried deep in a cave. When its power washes over him, he knows he's destined for a greater purpose than anyone ever imagined. Madison Moss hears the seductive call of the Dragonheart also, but she has other things on her mind. Maddie's been leaking dark magic ever since absorbing the blow that was meant to kill her boyfriend, Seph. If anyone finds out, she'll be banished from the sanctuary---and Seph---forever. Meanwhile, Trinity's enemies mean to win the war with the help of the Dragonheart, and they know that Madison Moss is the only one who can get it for them. And use her to obtain the Dragonheart Moral compasses spin out of control as a final battle storms through a town that was meant to be a refuge. With so much to lose, what will Jason and Maddie be willing to fight for---and what will they sacrifice?