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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. Book 4, The Enchanter Heir was released in October 2013. 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. A possible title for the last book is The Sorcerer 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. They torture others and give them much pain.
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. Enchanters are known for their seductive ways. 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 highschoolers. 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.
The Warrior Heir is about a 16 year-old boy, Jack, who finds out he has supernatural powers passed down to him from his ancestors. This book starts out when Jack forgets to take his medicine on the day of his soccer tryouts. Then he gets into a fight with another player and nearly kills him. After this his aunt Linda comes and is going to take him and his friends on a trip. Following their arrival in a small town they then go to a graveyard to retrieve a sword. Due to this they are attacked by another wizard with the same goal. They then leave the town and go back home. As a result of the fight Linda tells Jack about who he really is.
After Linda tells Jack who he really is, Jack begins to stop taking his weirsbane. Wizard Leander Hastings approaches Jack at soccer practice to tell him when they will begin warrior training. Since Jack has found out about his abilities, Nick, a wizard that helps Jack, gives him his weirbook that was created when he was born.
The next day was Jack's first day of training. Since Jack is to be a warrior, Hastings takes him to a fencing room to begin training by asking Jack to make a toy spin. Following that, Hastings begins to fence with Jack, winning effortlessly. Later Hastings tells Jack from who he is hiding from.
Following his continuous practice with Hastings, Jack heads up into the mountains with Hastings for a bout. Hastings puts up a barrier and calls up a dead warrior from the past for Jack to fight. Due to his inexperience, the warrior would've taken off Jack's head, if the warrior were alive.
After his bout, Jack walks Ellen back to her house were he is confronted by a drunk Lobeck. Lobeck attacks him, but is repelled across the street by Jack. Following that he leaves with Ellen.
Jack explains his fight with Lobeck to a worried Mother. Later, Jack, Will, Fitch and Ellen decide to go to an amusement park. During their visit, Jack's untouched slushie, which is poisoned, falls into a fish pond. Upon watching where it landed, he sees several dead fish surfacing the water. Nick identifies the poison and gives a frightened, curious Jack a lecture about The Game; explaining why someone would attempt to kill Jack. Jack decides to leave to England, deeming Trinity unsafe. During the next day at school, Jack is attacked by 2 wizards disguised as drug detectives and is saved by Hastings. Before finally leaving for England, Jack and Ellen say goodbye. Following their arrival, Jack and Linda meet with Dr. Longbranch. They refuse her offer of training Jack for the White Roses by escaping. They take shelter in a church, safe from wizard magic, however during their escape Jack is hit by a wizard's graffe, a magical dagger. Hastings comes to rescue a dying Jack and they head off to Hasting's house in Scotland. Here, Hastings unveils his plans to play Jack in the Game under his new House, the Silver Dragon, in an attempt to win the Game; acquiring the power to forever stop future Games. Jack and Hastings train at his house with past warriors from the dead.
Following his recovery in Cumbria, Jack and Hastings journey out into Scotland's wilderness. Hastings leads Jack on a long hike through the mountains on a journey to the ancestral home of The Game, known as Raven's Ghyll. Together they hike up through the mountains; making their way towards the hidden valley. After sometime they reach a large waterfall cascading from the mountain. Hastings takes Jack along a narrow ledge that leads behind the waterfall into a large cave. Once they enter the cave they take a short hike up a small hill and emerge out on the other side of the mountain, overlooking Raven's Ghyll. Hastings has Jack put on a talisman and speak a charm, which allows them to turn invisible and enter the valley. As they sneak along the valley they pass the nearly complete stadium, where the Game will be held. Hastings leads Jack into a large tent and registers them as an interested party in The Tournament. While they wait for the stadium to be complete and the ceremony to start Hastings tells Jack about the Master of Ceremonies, Claude D'Orsay, and how he overlooks the Rules of Engagement in order to benefit himself. Once the construction is finished the ceremony begins. The Red Rose starts by reading multiple centuries of genealogy from their competitor's weirbook. The judges check the stone of the warrior and then accept her as a competitor. She lowers her hood and it is Ellen Stephenson. Following this event Hastings marches onto the field to introduce his warrior, but there is pandemonium, as Hastings is wanted for trying to stop the Game on several occasions. However, no one is allowed to harm him because he is registered and is going to compete. Then he too reads from Jack's weirbook and Jack's stone is checked and then he too is accepted to the Tournament.
However, once the ceremonies are over, Hastings and Jack are summoned to the council's chamber. They are told that there were grievances that were levied against them. And that Jessamine Longbranch filed a grievance that said Jack was hers and he must compete for her. Jack's Aunt Linda also had a grievance that said Jack is a wizard and so he shouldn't be allowed to compete at all. But before the council could make a ruling Hastings made them a deal, that he would subjugate himself to any punishment they thought of, if Jack lost. So with this proposal, the council ruled in Hastings' favor and allowed Jack to compete for Hastings. After these proceedings they were told to go get changed for a feast in honor of the Game. The feast was uneventful, with toasts and eating. After the feast was over everyone retired to their rooms, but Jack snuck out and used the invisibility charm to sneak into Ellen's room. When Jack manages to get into Ellen's room and takes off the invisibility charm, Ellen turns around astonished, she reaches for a knife but Jack already had it in his hands. Jack started to talk to her; they stayed talking for a while about what she was doing in Trinity and how long she had been training,if she really wanted to fight. She told him she was going to fight and he better be careful. Once Jack left he returned to his room and went to sleep.
The next day Hastings woke Jack up and told him to get dressed. He put on a tunic and got ready to go out and fight. Everyone was gathered at the stadium ready for the day's event. Jack and Ellen walked out onto the field and were signaled to start fighting. They exchanged blows for a long while so they took a short break. Once they came back out there was a couple of exchanges then Ellen got a chance at a mortal blow, but before she could strike Jack threw up a magic wall of flowers. This stunned everyone and they called a stop, trying to figure out who threw up the wall. Eventually they realized it was Jack; to keep it fair they changed the rules, so no magic was allowed to be used. After this change they went back to fighting for a long time, then Jack was chased to a small ravine where he fell and broke his ankle. Ellen came up on him and was ready to strike, but she couldn't kill him, so she splinted his ankle and helped him out the field. Everyone was mad but they wouldn't fight. Then there was a quake and a loud roar. Everyone looked and saw a mass of dead warriors running at them. The hoard stopped in front of them and went to the council and forced them to rewrite the Rules of Engagement. They made every guild equal and ended the Game. The members of the silver dragon party was excited and thanked them, then the ghosts disappeared into the ground. Everyone went back to their normal lives for fear the hoard would destroy them if they didn't. Jack and Ellen went back to Trinity, which was converted to a safe-haven, where all the weirs can live in peace.
In an interview with Chima, she said, "My earliest literary influence was my mother, a great lover of books and frequenter of libraries. In college, I majored in just about anything you can't make a living at, ending with a degree in philosophy. I was the poster child for No Vocational Outlet. Later I went back for a masters in nutrition and I have worked in that field ever since. I began writing romance novels in middle school."  Michael Winship said," the book is filled with snippets of English and American history." She published three novels while working as a department head in a health care system. Chima based the town on Oberlin but set on Lake Erie. But the location has nothing to do with where the story ended up. She modeled the warrior battles off those of the gladiators.
The Warrior Heir by Cinda Williams Chima was first published in April 2006 by a company called Hyperion/ Disney (US)/ Indigo (UK).
Michele Winship said,"the story cleverly entwines ancient magic and contemporary adolescence in a coming-of-age story that works on both levels,"  stating main ideas of the story.
The Warrior Heir has been given much praise and critiqued quite agreeably. It had often been compared to Harry Potter and Twilight; the novel being from the same genre and having many similar qualities/features. The Bulletin for the Center for Children's Books complimented on the novel's plot twists and "[t]he lack of romance" but also stated that. "[s]ome parts were predictable."  Teen Reads states, "THE WARRIOR HEIR is a thrilling fantasy set in the 21st century."  Karen Coats remarked on the complexity of the novel, saying "readers will want to put this one down occasionally to savor possibilities and work out connections on their own before following through with Chima's well-wrought climax." 
The Warrior Heir has received many Awards and Nominations.
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 who has 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---
Thorn Hill was a village that allowed Weir to live in peace, although, there were some experiments on the some. Believed to be attacked by wizards under the pretense that it was actually a terrorist camp conspiring against the wizards. They attacked, killing all the adults there, as well as many of the children there. Those children that survived lived with magical disabilities/abilities, and had their Weirstones muddled. Jonah Kinlock, 17, is one of the child survivors of Thorn Hill. His touch is deadly and killed his sister by carrying her to safety during the attack. His younger brother Kenzie goes into emotionally triggered seizures that cause him to light on fire, and the only thing that seems to calm him is his brother's guitar playing and singing. They live in a place called the Anchorage that is where the owner of Thorn Hill, Gabriel Mandrake, has made a sanctuary for the orphaned children of Thorn Hill. Jonah is part of Nightshade, an organization created by Mandrake to hunt shades, the "ghost" survivors of the Thorn Hill Massacre. Emma Greenwood, 16,is living in Memphis, a skilled apprentice luthier to her grandfather. When her grandfather dies, she goes to seek out Tyler Boykin, who is her father, and went into hiding after Thorn Hill. Tyler is killed quite possibly by Jonah when he goes to question him about Thorn Hill and the two meet each other formally for the first time, but wizards who are the sons/daughters of the wizards that planned the attack on Thorn Hill then start trying to kill Jonah and Tyler. Jonah kills them too, and finds Emma with a bruise on the head, slightly unconscious. She regains consciousness and kisses Jonah, only to find his touch is deadly and dies. Emma is found to have survived and is healed by the companions of the wizards that were killed by Jonah, but is held as a prisoner.