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A character sheet for the characters from Terry Brooks' long-running Shannara and The Word and The Void series. Each character is listed in the book he/she first appears in.

The Sword of Shannara Trilogy


An enigmatic Druid, and the only character to appear in all three books. He both manipulates, and befriends the various members of the Ohmsford family, protecting them from their enemies, while at the same time using them for his own ends. Despite this, he's an unabashed good guy, and the closest thing the series has to both a Big Good and The Mentor. Appears in Sword, Elfstones, Wishsong, the Heritage foursome, First King, and the Voyage trilogy.

  • Anti-Hero: Somewhere between Type II and Type III. He has good intentions, but is willing to be manipulative, enigmatic, and downright mean in order to achieve them.
  • Badass: So, very, very much. He's wrestled a Skull Bearer, fought two different Dragons, slain a Demon Lord and held entire villainous armies at bay. He even manages to take down the Jachyra before it kills him.
  • Big Good: Somewhere between this and a more traditional Mentor.
  • Black Cloak
  • Black Eyes
  • Creepy Child: In First King. His ability to see right through you is very unnerving on a twelve year old.
  • Dark Is Not Evil: He's a seven foot man in a Black Cloak and hood, with dark eyes, a black beard, and a mean streak. He's the Big Good.
  • Determinator Shown off many times, but never more so than in his battle with the Jachyra. He shoves his hand down its throat and burns it alive. While it bites him.
  • Figure It Out Yourself: The master of this. Allanon frequently holds back vital information if he believes it will make the protagonists doubt themselves.
  • Full-Contact Magic: It ain't Kung Fu (or any other recognisable martial art) but Allanon can both burn you alive and beat you to a pulp, completely independently of one another.
  • Genius Bruiser: A seven-foot Lightning Bruiser and Druid.
  • Ghostly Advisor: To Cogline and all of the Ohmsfords in Talismans; to Walker in Voyage.
  • Good Is Not Nice: Hell, good is downright scary.
  • Heroic Self-Deprecation: At times. A standout is towards the end of Elfstones when he says Wil should "Tell Flick he was right about me. He will like that, I think."
  • In the Hood
  • Jedi Truth: A master of this, note that as much as others may complain about him lying, he never actually tells any outright lies.
  • Killed Off for Real: In Wishsong
  • Lightning Bruiser: Seven feet tall. Fast. Strong. An evil magician's worst nightmare.
  • The Mentor: Serves Shea, Brin, and later Walker in this capacity.
  • Mentor Occupational Hazard: Although it takes three books to catch up with him. In a way that just makes it worse.
  • One-Man Army: Especially in Elfstones. The Elven archers hold two sides of Halys Cut and Baen Draw, the Free Corps has the back...and Allanon covers the third side all by himself. At meetings he's actually accorded the same status as if he was the leader of an army.
  • Parental Abandonment: In the Backstory.
  • Playing with Fire: His preferred attack involves blue, Druidic flames.
  • Pet the Dog: Generally Allanon will have one or two scenes with the main characters of each book wherein he explains everything, gives a So Proud of You speech, and then leaves. These are inevitably Tear Jerkery, and serve to remind the audience that yes, he is one of the good guys.
  • Really Seven Hundred Years Old: At least five hundred.
  • Take Up My Sword: To Brin, or more accurately, her descendents.

The Sword of Shannara

Shea Ohmsford

The last scion of the Elven House of Shannara, half-human Shea Ohmsford didn't even know about his heritage until Allanon showed up and shafted him into saving the world. Used to living in sleepy Shady Vale, and working in his father's inn, he knows very little about the Sword he's supposed to find, and less about how to use it. A bit of a romantic, Shea has no idea what he's gotten himself into. He'll be the first Ohmsford to aid Allanon and save the Four Lands. He certainly won't be the last.

  • Changeling Fantasy
  • The Chosen One
  • Fire-Forged Friends: With Panamon Creel.
  • Half-Human Hybrid: Part Man, part Elf.
  • In the Blood: As an heir of Shannara, only he can use the Sword.
  • Last of His Kind: At this point, Shea is the last surviving member of The House Of Shannara.
  • Odd Friendship: With Menion Leah and Panamon Creel.
  • Parental Substitute: He and Flick to Wil.
  • Pinball Protagonist: Just about everything that happens to him is due to outside influences--Allanon telling him his destiny, the Skull Bearer coming to Shady Vale, the decision of the council in Culhaven, the fight with the proto-Creeper in the Wolfsktaag necessitating the trip to Storlock, his fall from the Dragon's Crease. It's not until he meets up with Panamon and Keltset, and decides to go after Orl Fane and the Sword, that he truly starts making decisions of his own that affect the plot (and not coincidentally, truly accepts his destiny).
  • Pointy Ears: Which demonstrate his half-elven heritage.
  • Sibling Yin-Yang: With Flick.
  • Wide-Eyed Idealist: At least at the start of the book. By the end some of this has been lost.

Flick Ohmsford

Shea's foster brother, fully human Flick is suspicious, practical, and well-grounded. He has absolutely no desire to get involved with Allanon, but goes along to help his brother. Also appears in Elfstones.

Menion Leah

Shea's oldest friend, and a Prince of the Highland Kingdom of Leah. Menion is hotheaded, impulsive, and on occasion, downright reckless. He's also loyal, brave, and will go miles for you if he considers you a friend. He's a Tracker, a hunter, the best bowman in the Southland (at least in his considered opinion), and an all around useful fellow.


A Dwarf Tracker and woodsman who serves as the group's guide through the Eastland. Perhaps the most experienced member of the group, he is hated by the Eastland Gnomes, who have a price on his head.

Balinor Buckhannah

Prince of Callahorn, Border Legion Commander, and inspiring leader par excellence, currently away from home due to a disagreement with his brother Palance. Serves as the team leader when Allanon is not present.

Durin and Dayel

A pair of Elven brothers who are along for the ride.

  • The Archer
  • Fatal Family Photo: Averted. We learn about one of the brother's beloved Lynliss back home in the Westland, which seems like a sure sign he's going to die in the final battle at Tyrsis--but he doesn't.
  • Flat Character: Very little characterization is devoted to them, to the point they often seem like window dressing and rarely speak, acting only as extra fighters when the bad guys show up. Seem to be included only so that there could be Elves in the story.
  • Mauve Shirt

Brona, The Warlock Lord

The Big Bad. The head honcho. The monster whose fault half this series is. Formerly one of the Druids, Brona was among the first to rediscover the books of magic. Growing obsessed with it, he rebelled against the Druids, plunging the world into a repeating cycle of war that can only be ended by his death. Leader of the armies of Man during the First War of the Races, The Man Behind the Man to the Trolls in the Second, he's now out to instigate a Third, and bring all of the Four Lands squarely under his heel. Seemingly Immortal, he can only be slain by the touch of the Sword of Shannara. Appears in Sword, First King and High Druid.

  • A God Am I: He's convinced the Trolls, the Gnomes, and possibly himself, of this.
  • Achilles Heel: The Sword Of Shannara, which reveals his Dead All Along nature to him.
  • Big Bad: In both Sword and First King.
  • Black Cloak
  • The Dark Side Will Make You Forget: Implied. Brona originally began studying the books of magic for the same reason Druids did anything, to gain the knowledge needed to help lead, guide, and protect the world. But after being corrupted by the Ildatch and losing his soul, he became merely a vessel for its power and only cared about taking over the world. If any of his real self was left, it might pretend he was doing so in order to lead and guide it, but that's just sophistry at this point.
  • Dead All Along: Brona is revealed to be a walking corpse, sustained only by the magic and his belief in his own immortality. The Sword Of Shannara reveals his lies to him, promptly killing him in truth.
  • Deadpan Snarker: His characterisation in High Druid is surprisingly close to this. He seems to get a real kick out of mocking Grianne, and telling her she isn't asking the right questions. It's quite stunning (and funny) given his previous characterisation as a Stock Character Evil Overlord.
  • Determinator: In a way. Brona's will, combined with his magic and his belief that he cannot die is the only thing still keeping him, and his Skull Bearers, alive. It takes the power of the Sword to shatter his convictions.
  • Dark Is Evil
  • Dragon-in-Chief: To The Ildatch. Brona doesn't necessarily even know it, but his Artifact of Doom has thoroughly manipulated him into becoming what he is, and is largely using him in order to unleash its magics upon the world. That said, the plan is Brona's, and without him, the Ildatch is just a book. There's a reason why it doesn't even put in an appearance in Sword, and is of secondary concern in First King. Without Brona to wield it, the Ildatch can't do much.
  • Dub Title Change: In the Italian version at least his title of "Warlock Lord" is changed to "Signore degli Inganni" (Lord of Deceptions).
  • Evil Sounds Deep: He's described as having a deep, roiling voice, that echoes in your mind. It's also written entirely in capitals in Sword and First King. In High Druid his mind-speech is more normal, but still very low.
  • The Faceless: He has no face, just a swirling green mist, and two red eyes.
  • Faking the Dead: After the First War Of The Races. He isn't faking after the Second though: it legitimately took him that long to recover from the damage Bremen and Jerle Shannara inflicted on him.
  • Fisher King: His presence alone is implied to have made the Skull Kingdom the barren wasteland it is today.
  • Ghostly Advisor: Has a One-Scene Wonder moment in High Druid where he is this to Grianne. It's absurd enough that it just might count as a Crowning Moment of Funny.
  • Immortality: Or so he believes.
  • Immortality Immorality: Obtained his lifespan through the abuse of Black Magic.
  • In the Hood
  • Killed Off for Real: Finally bites the dust in Sword after over a thousand years of menacing the world.
  • Large Ham: In Sword, and to a lesser degree First King. MORTAL CREATURE, I AM HERE!
  • Literal Genie: His ghost goes out of its way to be this in High Druid, being as unhelpful--and as aggravating--as possible whenever Grianne asks a question.
  • Load-Bearing Boss: Both Skull Mountain, and the entire Knife Edge collapse after he dies. All of the Skull Bearers go too.
  • The Man Behind the Man: In the First and Second Wars Of The Races. He's a little more obvious about it in the Third.
  • One-Scene Wonder: In Sword and High Druid. He gets a little more screen time in First King.
  • Orcus on His Throne: Actually justified. Brona's less a character, and more a channel for eldritch forces. He can't do anything.
  • Red Eyes, Take Warning
  • Sorcerous Overlord: Duh.
  • Take Over the World: His plan since at least The Second War of The Races, and possibly the First.
  • These Are Things Man Was Not Meant to Know: He got hit by this trope when he discovered and read the Ildatch.
  • The Undead
  • Undeath Always Ends
  • Well-Intentioned Extremist: In the Backstory
  • With Great Power Comes Great Insanity

The Skull Bearers

The Druids who rebelled alongside Brona, they now function as his generals, bodyguards, and top henchmen. No longer human, the magic has warped them into monstrous beings with leathery wings, red eyes, heavy, slouching bodies, and clawed fingers. Nearly unkillable, they exist only to serve the Warlock Lord's will.

Palance Buckhannah

Balinor's younger brother, Palance is not the man he once was thanks to his treacherous adviser, Stenmin. With his father ill, and Balinor driven from the city, Palance is the one running Callahorn--or so he thinks.

  • Cain and Abel: He's the Cain to Balinor's Abel, though the hatred is entirely onesided.
  • Even Evil Has Loved Ones: Despite the utter mess that his mind and personal life are, Palance certainly cares about Shirl. He also refuses to have Balinor executed, despite his paranoid delusions and Stenmin's insistence that it is the only way he can protect himself.
  • The Evil Prince: Subverted. Stenmin looks like one at first, but it's his Evil Chancellor who is the real problem.
  • Hopeless Suitor/Stalker with a Crush: Towards Shirl. It's played for tragedy.
  • Horrible Judge of Character
  • The Mentally Ill: In the end, Palance's madness becomes horribly real.
  • The Resenter: Horribly resents Balinor for being the firstborn.
  • Weak-Willed: The drugs that Stenmin feeds him only make it worse, causing him to vacilitate back and forth, usually making a decision based on the advice of the last person he talked to.


One of the Warlock Lord's spies, and a treacherous advisor to Balinor's brother, Palance. He plots to open the gates of Tyrsis to Brona's army.

  • Dirty Coward: Spineless, sleazy, and pathetic, with a strong attachment to his own skin. Even Palance, who thinks that Stenmin is the smartest person in the world, describes him as a coward.
  • Evil Chancellor
  • Informed Ability: He never demonstrates his "mystic" abilities. Of course, he could have been an astrologist, or an alchemist, or something else along those lines, in which case he may not have had any, or at least none that would be of viable use in combat.
  • The Mole
  • Obviously Evil: To everyone but the drug-addled Palance. Of course, Palance is the only one who needs to trust him.
  • Smug Snake
  • Stupid Evil: Does he really expect Brona to reward him after the war is over? Than again, it's exactly these qualities of his that the Sorcerous Overlord is playing on.
  • Treacherous Advisor: To Palance.

Panamon Creel

A thief, highwayman, and all around rogue whom Shea meets after being separated from the group. Quick-tempered, and prone to mood swings, he's nevertheless a useful (if shady) companion, and goes on to become Shea's protector on the trek to the Skull Kingdom.


An immense Troll, Keltset is Panamon's closest friend, and partner in crime. Strangely gentle, he doesn't quite fit with Shea's view of Trolls.

Orl Fane

A Gnome deserter, captured by Panamon Creel who claims to know the location of the Sword of Shannara.

  • Axe Crazy
  • Dangerous Deserter: A thief, tramp, and all around miserable excuse for a human being, Orl Fane alternates between snivelling sycophancy and violent insanity, making him dangerous to all those around him.
  • Dirty Coward
  • Full-Name Basis
  • The Mentally Ill: His mind utterly shatters by the time of his final confrontation with the group.
  • Not So Harmless: He really did manage to get his hands on the Sword of Shannara, and is able to avoid Shea and Panamon Creel for a couple hundred pages before being captured by the Warlock Lord.
  • Obfuscating Insanity: Orl Fane is crazy, but not quite as crazy as he looks.
  • People Puppets: Used as one by Brona.
  • Talkative Loon

The Elfstones of Shannara

Wil Ohmsford

Shea's grandson, Wil was orphaned when his parents died in a fever. Raised by Shea and Flick, he's studying in Storlock to become a Healer, in the hopes of saving people like his parents. That's the plan anyway, until Allanon comes crashing into his life. A few years back, Shea had passed the Elfstones on to Wil. Now the Druid wants him to use them to protect an Elven Princess on her way to save the world from a Demonic invasion. Does Wil get a choice in this? Not on your life.

  • Bodyguard Crush: On Amberle.
  • Combat Medic: Wil is a healer, trained by the Gnomes of Storlock. He's also carrying the demon-destroying Elfstones around with him. He's a pretty solid example of this.
  • Deceased Parents Are the Best: His mother and father died of a fever, convincing Wil to become a Healer. He seems to have relatively decent memories of them. That said, his grandfather (Shea) and great-uncle (Flick) haven't given him much to complain about in the Parental Substitute department.
  • The Hero
  • Hero Secret Service: To Amberle.
  • Lamarck Was Right: His use of the Elfstones physically damaged him, causing him to pass along magically altered genetics to his children. Cue the Wishsong.
  • Like Brother and Sister: What he and Amberle claim.
  • Locked Out of the Loop: No one tells him what will happen to Amberle if the quest is successful, as they fear he will try and screw it up.
  • Nice Guy
  • Second Love: With Eretria.
  • Took a Level In Badass: After spending most of the book frightened of the magic, and on the run from forces too powerful to combat, Wil turns around and burns The Reaper to ash.

Amberle Elessedil

The granddaughter of Elven King, Eventine Elessedil, Amberle was the first girl to be Chosen by the Ellcrys in years. It was a great honour. It was one she ran away from. When Allanon finds her, she's hiding out in an orphanage, helping look after the children. Next thing she knows she's on a quest to save the world, with only Wil for protection.


The adopted daughter of Cephelo, leader of a Rover band that Wil and Amberle encounter. She quickly falls for Wil, and tries to help him when her father cheats him. She returns to help them again near the end.

Eventine Elessedil

Often regarded as the greatest of the Elven Kings, Eventine was an exceedingly minor character in Sword. When we meet him in Elfstones he's in his eighties, and trying very hard to train his son Arion to take his place. He's not too happy about having to trust Amberle (who he regards as the black sheep of the family), but goes along with it at Allanon's urging. Spends most of the book leading his troops, which results in his receiving several serious injuries.

Arion Elessedil

Eventine's oldest son, and Crown Prince of the Elves. Slain while leading the Elven army at Worl Run.

  • Jerkass: To everyone, but especially Amberle and Ander.
  • Killed Off for Real
  • Prince Charmless: He can lead an army, but has no patience for politics, which makes including him in diplomatic negotiations a risky process at best.
  • Sibling Yin-Yang: Hot-tempered, bitter, and undiplomatic (though a capable war-leader) to Ander's reasoned deliberateness.

Ander Elessedil

Eventine's second son, younger brother to Arion, and older brother to the deceased Aine. He takes on more and more responsibility as the book progresses, due to natural, self-effacing leadership skills, and the fact that he's one of the few people Allanon trusts.


The Captain of the Elven Home Guard, Crispin and six of his men are tasked with seeing Wil and Amberle safely to the Wilderun. Competent, brave, and dedicated to his job, Crispin ultimately sacrifices himself so that Wil and Amberle can escape The Reaper.

Stee Jans

The commander of the Border Legion Free Corps, Jans and his men are among the first to answer the Elven call for assistance. A valuable ally, and walking Big Damn Heroes moment, his men will follow him just about anywhere.

The Dagda Mor

The leader of the Demons, The Dagda Mor is a powerful Demon Lord and sorcerer, with abilities that are a match for those of Allanon. He serves as the main antagonist of Elfstones, arranging the collapse of the Forbidding and leading his army's assault on the Elves, with his ultimate objective being the destruction of all sentient life in the Four Lands.

  • Asskicking Equals Authority: The Dagda Mor is in charge because he has brutally crushed anyone who might have stood against him, using both his own power, and that of The Reaper. Few Demons approach his level of strength, and no one wants to challenge him for his position.
  • Bat Out of Hell: Uses a gigantic one as his mode of transport.
  • Big Bad
  • Boom Stick: Channels red, Demonic flames through his staff.
  • Dark Is Evil
  • Demon Lords and Archdevils
  • Evil Genius: It's repeatedly stated that while the Dagda Mor may not be the most powerful Demon (although he's close enough), he is the smartest.
  • Evil Sorcerer: Channels Druidic magic through his Staff Of Power as an addition to his own, innate abilities. As such, he is the only Demon to keep his magic when the Ellcrys staff renders his army mortal.
  • Kill All Humans: And Elves, and Dwarves, and Trolls, and Gnomes. If it isn't a Demon, The Dagda Mor wants it destroyed.
  • Primal Stance: Walks slouched and hunched, with his hands near the ground courtesy of a huge humpback.
  • Revenge: Wants to payback the Elves, and then all of humanity, for his imprisonment.
  • Wizard Duel: Against Allanon.

The Changeling

The Dagda Mor's spy, The Changeling is a spiteful Demon who looks down on all those who refuse to toy with lives the way that he does. He serves The Dagda Mor out of fear, and infiltrates Eventine's councils for him, disguised as the King's wolfhound, Manx.

The Reaper

Created to be the ultimate hunter and tracker, The Reaper represents all the darker impulses of predation combined into one being and given human intelligence to balance animalistic instinct. Driven by instincts that demand it kill everything it comes into contact with, The Reaper is The Dagda Mor's most dangerous servant, and the one he uses to harry Wil and Amberle across the whole of the Westland.

Morag & Mallenroh, The Witch Sisters

A pair of psychotic witches, who make the Wilderun, home of the Bloodfire, their home. They hate one another, while viewing everything and everyone else as just something to toy with. Mallenroh captures Wil, Amberle, and Eretria, and takes the stones, hoping to alter the balance of power between her and her sister. Morag arrives and the two of them proceed to kill one another as Wil, Amberle, and Eretria escape with The Reaper right behind them

The Wishsong of Shannara

Brin Ohmsford

Wil's daughter, Brin inherited some of the ancient Elven magic in the form of the Wishsong. Allanon recruits her while Wil (who's never quite trusted him after the events of Elfstones) is out, needing her ability to mimic and control all forms of life in order to enter the Maelmord and destroy The Ildatch.

  • Brainwashed and Crazy: Done to her by The Ildatch
  • The Chosen One: Although it's Allanon who did the chosing and not fate.
  • Glass Cannon/Squishy Wizard
  • Lamarck Was Right: Her abilities stem from her father's use of the Elfstones.
  • Mutant: Pretty much. Wil's use of the Elfstones contaminated his bloodline, resulting in she and Jair being born with innate magic of their own.
  • Reality Warper: Can bend nature and life around her Wishsong.
  • Story-Breaker Power: Begins accessing this level of power under the Ildatch's control. It believes she would be even more powerful than Brona was, and without the Achilles Heel. Luckily, Jair gets there in time to head this off.
  • Take Up My Sword: Courtesy of Allanon. Interestingly, it's one of her descendents, Walker Boh, who actually has to deal with the ramifications of this.

Jair Ohmsford

Brin's younger brother, Jair has a milder version of the Wishsong, which allows him to create extremely detailed and realistic illusions. Attacked by Gnomes soon after Brin and Rone set out, he is rescued by Garet Jax and given a mission by the King of the Silver River.

Rone Leah

Menion's great-grandson, he's an old friend of the family and has a fairly serious crush on Brin. Distrusting Allanon, he accompanies the Druid and the Valegirl so that he can protect her.


A Gnome from the band that captured Jair, he later becomes involved in the boy's quest to save Brin. Suspicious, and a loner by nature he has no desire to be along on this quest, but somehow gets caught up in it anyway. Sometimes called "The Gnome who was not quite a Gnome" due to his dislike for his own people and their superstitions.

  • Anti-Hero: Evolves into a Type II. He's much like Garet Jax actually, in his cynicism and reluctance to get involved with Jair's quest, but comes through in the end.
  • Defector From Decadence: Slanter hates the Mord Wraiths, and finds his fellow Gnomes primitive, savage, and more than a little stupid. It ultimately leads to his defection to Jair and the Dwarves.
  • Heel Face Turn: Within the first few chapters.
  • Hired Guns: Slanter works as a mercenary Tracker, hiring out his services to anyone who pays.
  • Knife Nut: Slanter's reliant on his long knife in most combats, in no small part due to his size. Unlike with other Brooks' characters, who carry a knife as just a part of their arsenal, it seems to be his main weapon.
  • The Lancer: To Jair.
  • Pint-Sized Powerhouse: Gnomes are hardly tiny, but still very short compared to other races, and Slanter is no exception. He'll still slice you to ribbons if you screw with him or Jair.
  • Vitriolic Best Buds: With Jair Ohmsford.

Garet Jax

The Weapons Master, Jax is a mysterious mercenary who saves Jair from a band of Gnomes. He accompanies the Valeman as his protector from that point on. Possibly the biggest Badass in the entire franchise.

  • Anti-Hero: Type II. Cynical and standoffish, but still a hero.
  • Badass
  • Because Destiny Says So: Or at least the King of the Silver River, who convinces him that he has to serve as Jair's protector.
  • Blood Knight: He's looking for the one foe who can defeat him.
  • Death Seeker: Garet Jax follows Jair because he's looking for the chance to face his ultimate opponent, and die. A prophecy tells him that if he goes along with Jair he will find the opportunity to do this.
    • Although it's not so much death itself he's looking for, he really just wants to face something that even has a chance of killing him so he can actually have a challenging fight for once.
  • Hero Secret Service: To Jair.
  • Hired Guns: A mercenary, Jax largely fights for the Southland city-states, and later the Dwarves.
  • Weapon of Choice: All of them. Jax can work as a Bare-Fisted Monk, a Simple Staff wielder, a Knife Nut, and a swordsman. He can use a Blade on a Stick, or simply carry a big one. Name the weapon, he can do it. And yet, because he isn't The Hero, he comes off as a first rate Badass, instead of a Marty Stu.


A crazy old man who aids Brin in her search for the Maelmord and the Ildatch. Later revealed to be a lapsed Druid, and the last one left besides Allanon. Appears in Wishsong, the Heritage foursome, and First King.

The Jachyra(s)

A monster from the Faerie world that even the Demons thought too dangerous to loose. Two of them are released by the Mord Wraiths.

The Mord Wraiths (Black Walkers)

Mortal followers of Brona, subverted by the magic of The Ildatch. They now resemble tall, skeletal figures, wrapped in black robes, and prone to worshipping the book.

The Ildatch

  Dark child...

The book of eldritch magic responsible for subverting Brona, the Mord Wraiths, and countless others. Very old, The Ildatch dates back to the war between the Faeries and the Demons and has been corrupting people ever since. Its destruction serves as the main plot of the book. Unbeknownst to all, including Allanon, the book is alive, sentient, and The Big Bad of the entire trilogy. A very nasty, Artifact of Doom indeed.

The Heritage of Shannara

Par Ohmsford

A descendant of Jair Ohmsford, and The Hero of the trilogy, he has inherited Jair's Master of Illusion powers. Initially a travelling storyteller, he and his brother Coll are summonded, along with Walker Boh and Wren to the Hadeshorn, and given a charge by Allanon. Par's is to retrieve The Sword of Shannara. Desperate to be a hero, he is the first Ohmsford to embrace his charge.

Coll Ohmsford

Par's brother, and the only Ohmsford with no magic. He accompanies Par, having been given no charge himself. Or so we are led to believe. In reality, he's the one destined to wield the Sword of Shannara after Par finds it.

Walker Boh

A distant relative of Par and Coll's, who briefly lived with them in Shady Vale, where he was nicknamed "The Dark Uncle." Descended from Brin Ohmsford, Walker is tall, pale, and withdrawn, with limited innate magic, including the power to converse with nature. Charged by Allanon with reviving the Druids and Paranor, he is the most reluctant to accept his charge, and initially refuses outright.

Wren Ohmsford/ Elessedil

Par and Coll's cousin, and the bearer of the Elfstones. Raised by the Rovers in the Westland, Wren is charged by Allanon with bringing the Elves back to the Westland. Unbeknownst to her, she is secretly their queen.

  • Action Girl: A very competent fighter, and a match for any of the men in series.
  • Badass Princess: Although she's totally unaware of it.
  • Blessed with Suck: How she views the use of the Elfstones.
  • Boyish Short Hair: Always pictured with short hair; it's helpful in combat.
  • Changeling Fantasy: She's really Wren Elessedil, granddaughter of Ellenroh Elessedil, Queen of the Elves. This leads to a serious identity crisis.
  • The Chosen One: Twice over. Allanon charges her to return the Elves to the Four Lands; at her birth Eowen Cerise prophesied that she would be the one to save the Elves.
  • Fire-Forged Friends: How she describes her friendship with Triss in Talismans.
  • G-Rated Drug: Fears becoming addicted the Elfstones, a fact that frequently handicaps her in Elf Queen.
  • Heroic BSOD: In Elf Queen.
  • The High Queen: Eventually.
  • Horrible Judge of Character: To some extent with Gavilan but especially Tib Arne. The latter was lampshaded and justified somewhat in-story by her being emotionally vulnerable thanks to losing Garth, but still...
  • I Just Want to Be Normal: Has a lot of this in Elf Queen, as one revelation after another shocks her to the core.
  • Knife Nut: Like many of Brooks' characters, she seems to prefer long knives and short swords to larger weapons.
  • Magnetic Hero: Wren attracts Undying Loyalty like magnets attract paper clips.
  • The Woman Wearing the Queenly Mask:Has shades of this in Talismans.

Morgan Leah

Par and Coll's oldest friend, Morgan has spent most of his life up until now, harrassing the Federation officials who occupy his homeland. He tries to protect Par and Coll, using contacts in the Dwarf Resistance and the Freeborn, as well as the battered Sword of Leah to aid them. Then, bad things start happening, and he goes on to become a character in his own right, and a major player in the series, all without really wanting to.

  • Badass: By the end he's going through Shadowen as if they weren't even there, despite being broken as heck over what happened to Quickening.
  • Break the Cutie: The torture Morgan goes through comes very close to this. He goes from comic relief to bitter adult very quickly.
  • Cool Sword: The Sword of Leah of course.
  • Desperately Looking for a Purpose In Life: Initially.
  • Expy: Starts out as one of Menion...then goes through Hell and comes out very, very diffrent.
  • Heroic BSOD: After losing the Sword Of Leah in Scions, Morgan finds himself paralysed by fear and indecision. This will return to haunt him on several occasions.
  • I Let Gwen Stacy Die: His take on being unable to save Quickening.
  • The Kirk: When partnered with Damson and Matty in Talismans.
  • Reluctant Warrior: Morgan will kill Shadowen without batting an eye, but has serious issues with killing people. It makes for some tension with Matty Roh.
  • Second Love: With Matty.
  • The Smart Guy: Morgan is the go-to guy when the Free-born need a planner. He gets them in and out of Federation cities and prisons with seeming ease, and is second only to Padishar and Walker when it comes to going unnoticed.
  • Took a Level In Badass: From practical joker to Shadowen-slayer par excellence.
  • Warrior Prince: His family may not run Leah anymore, but he's close enough for farm use.

Padishar Creel

The leader of the Freeborn resistance, and a descendent of Panamon Creel. He is delighted to hear about the Ohmsfords' missions, and does everything in his power to aid both them and Morgan. Probably the most implacable, if odd enemy that The Federation has.

  • Authority Equals Asskicking: Although given the medieval style setting, it makes a certain amount of sense.
  • Badass Beard
  • Badass Normal
  • Bunny Ears Lawyer: Padishar is really, really weird. And equally effective.
  • Consummate Liar: A heroic example, Padishar puts his manipulative abilities to work for the Free-born, convincing people from all walks of life to follow him out of the belief that his past mirrors their own.
  • Expy: In-universe. He deliberately modelled himself on Panamon Creel.
  • La Résistance: He's not the founder of the free-born, but he is the man responsible for uniting them into a competent fighting force.
  • Multiple Choice Past: Tells many different stories about who he was before joining La Résistance, and why he hates the Federation.
  • Papa Wolf: Don't touch Damson. Just don't.

Damson Rhee

A member of the Freeborn and Par's Love Interest. She's also Padishar's daughter.

  • Achilles Heel: Could be said to be this to Padishar because she's his daughter, so he will do anything to save her, including staying behind to be captured and executed.
  • Action Girl: Maybe. It is clear she can fight, though, and there's no questioning her bravery in helping Par, particularly in the last book when she's the only Badass Normal in the group to go into Southwatch (aside from Matty Roh), and without any major weapons with her. Walker gave everyone "a bit of magic" to protect them, something she had no way of knowing how effective it would be or what form it would take, yet she went anyway.
  • Chekhov's Gun: The Skree. Just a bit of harmless street magic she gives to Par to help them reunite when he goes chasing after the Brainwashed and Crazy Coll...but later it helps her and Matty find and save Coll from slavers, and still leads her and the others to Par at Southwatch for the Final Battle, thanks to his magic having "imprinted" a reflection of it on himself.
  • Cooldown Hug: Performs one on Par.
  • Florence Nightingale Effect: Much of her relationship with Par comes about due to nursing him back to health while hiding out from the Federation in the Tyrsis sewers.
  • Heroes Want Redheads: She and Par are more or less joined at the hip after Scions.
  • La Résistance: Is a prominent member, or at least associate, of the free-born.
  • The McCoy: Takes this role when partnered up with Morgan and Matty.
  • We Need a Distraction: No, not for the obvious reason--her street magic serves this purpose quite often, but she also forms one in the mundane sense when she poses as Padishar's wife to get them into the People's Park, and again during their escape from the Pit the second time.


Wren's protector and guide, Garth has raised her since her early childhood. A Rover, he does his best to teach Wren how to survive in a very cruel world.

Rimmer Dall

Head of the Seekers, the Federation Secret Police, Rimmer Dall is also the leader of the Shadowen, The Big Bad of the series, and an all around bastard. He pursues and harasses the Ohmsfords at every turn, playing with their minds, in an attempt to break them all. He seems to be particularly obsessed with Par and the Wishsong.


A member of the Dwarf Resistance. Girlfriend of Steff, Morgan's contact. Tortured by the Shadowen, she has no face, and speaks very little. Eventually outed as Shadowen, she betrays the group, murders Steff, and is slain by Morgan.

  • Cool Mask
  • Dark Action Girl: She doesn't really show her Action Girl tendencies until taking on Morgan and Steff after her betrayal, so she definitely counts.
  • Emotionless Girl
  • The Mole: A Shadowen spy
  • Pet the Dog: The moment when Par is on watch at the camp, and she comes to him asking him to show her how the magic works. Possibly subverted in retrospect, as a clever Foreshadowing of her being a Shadowen, since this was an example of her being drawn to Par's magic as all the others were. But since it isn't clear when exactly she became a Shadowen--she may not have been The Mole to start with but got attacked and possessed sometime after this scene during the journey, it still could count. Even if she was a Shadowen at the time, that doesn't preclude her still having a humanizing side to her. Regardless, the moment certainly acted as a nice deflection from her true loyalties, making her a Red Herring for a while.
  • The Quiet One
  • Waif Fu: Far, far stronger than she looks, and every bit as fast.


The daughter of The King of the Silver River, she leads Morgan, Walker, Pe Ell, and Horner Dees on a trek north to defeat the Stone King, and recover the Black Elfstone. She has the power to heal the land, and undo the poisons inflicted upon it.

Pe Ell

An assassin for hire, and a favourite of Rimmer Dall's. He possesses a knife that can cut through anything, including magical defences. Calling him a sociopath is putting it mildly.

  • Absurdly Sharp Blade: The first person to wield The Stiehl which can cut through anything, including armour, magic, and solid stone as though it weren't there.
  • Break the Haughty: The book as a whole is a devestating one for him.
  • Career Killers
  • The Dragon: "Rimmer Dall's favourite boy" as Horner Dees puts it.
  • Exit, Pursued by a Bear: Killed by the Koden as he tries to escape.
  • Freudian Excuse: His uncle beat him regularly when he was a child.
  • Knife Nut: With a magic knife (The Stiehl) to boot.
  • The Mole: In Quickening's group.
  • Not So Different: From the Shadowen, and particularly from Rimmer Dall.
  • Psycho for Hire: Lives to look into his victim's eyes as they die; he views this as a way to glimpse the afterlife, and it is an act with a borderline religious significance for him.
  • Sanity Slippage: As Druid progresses he loses more and more of his calm, collected demeanor, finally resulting in his Villainous Breakdown.
  • Stepford Smiler: A deliberate one.
  • Token Evil Teammate: Even before they know he's a hitman, Quickening's party views him as this.
  • Unwitting Pawn: Of Quickening and The King of the Silver River, who need his magic for her Thanatos Gambit to work.
  • Villainous Breakdown: As he murders Quickening. It continues afterwards.
  • Yandere: Becomes one to Quickening, seeing her as his possession. He's insanely jealous of anyone--Morgan, Walker--who gets too close to her.

Horner Dees

A retired Tracker, hunter, and woodsman, Horner Dees is the only man to have survived entering Eldwist, the city of the Stone King, and is recruited by Quickening to guide her company to Uhl Belk's home. A bearish old man who loves the mountains, Dees is eventually revealed to be a former Federation Tracker with a history with Pe Ell.

Uhl Belk, The Stone King

A creature of fairie, Uhl Belk is brother to the King of the Silver River, and Lord of Eldwist. Fearing change, he seeks to turn all the world to stone. Prior to the events of the series, he stole the Black Elfstone from the Druids; Walker, Quickening, Morgan, Pe Ell, and Horner Dees seek to retrieve it.

  • Abusive Parents: To the Maw Grint. His repeated demands on it, and fusions of magic, have driven it insane.
  • Archnemesis Dad: To his "son", the Maw Grint.
  • Disc One Final Boss: In his role as Big Bad for Druid. He has powers that rival or exceed that of the combined Shadowen armies, but is defeated halfway through the series.
  • Enemy Civil War: With his son, the Maw Grint.
  • Evil Counterpart: To The King of the Silver River.
  • Face Heel Turn: Somewhere in the Backstory.
  • Graceful Loser: He takes his defeat and imprisonment at Quickening's hands rather well.
  • Immortality Immorality: Everyone just seems temporary and insignificant to him.
  • Irony: He's terrified by change and chaos, but his plan to convert the entire world to stone is more or less the definition of Chaotic Evil.
  • Not So Different: How he sees himself and the King of the Silver River.
  • Omnicidal Maniac: Though he doesn't necessarily see it that way. He wants to turn the world to stone, in order to keep it from changing. He believes that in doing so, he is fullfilling his pledge to the Word.
  • Physical God: Would be, were it not for his immobility, and dependence on the Black Elfstone.
  • Taken for Granite: Resembles an immense, semi-mobile statue, and has the power to turn things to stone with a touch.

The Maw Grint

Uhl Belk's child, it is a formerly humanoid elemental with the appearance of a monstrous, fanged worm.

  • The Dragon: Formerly to Uhl Belk.
    • The Starscream: Currently seeks to usurp its father's position quite openly.
  • Elemental Powers: Over stone.
  • Enemy Civil War: With its father.
  • Evil Counterpart: To Quickening. Like her, it had the power to carry its father's magic wherever it went, changing the land, and it was even described as Uhl Belk's son, i.e. the opposite gender.
  • Graceful Loser: Pauses and allows Quickening's magic to erase it instead of attacking. It almost seems to welcome it, perhaps in a moment of I Cannot Self-Terminate.
  • Poisonous Person: Its very touch is deadly poison.
  • Sand Worm
  • Self-Made Orphan: Its life's goal.
  • Story-Breaker Power: Forget the Shadowen. The Maw Grint's size alone makes it literally unkillable. It's so vast that it fills all of Eldwist during its rampage at the end, making it immune to anything the heroes might throw at it. And that's without getting into the fact that both its touch, and its magic, are deadly poison. In short there is no actual way to stop it, or even fight it. Quickening's Heroic Sacrifice is the only thing that prevents it from taking over the world; a direct confrontation would have resulted in everybody but it dying.
  • Taken for Granite: Whatever it touches turns to stone.
  • Was Once a Man: Or at least a humanoid elemental.
  • With Great Power Comes Great Insanity: It's completely and utterly mad, with no sense of self left, beyond a desire to feed.

The Wisteron

The strongest and most dangerous of Morrowindl's "demons", it has the appearance of a spider/monkey hybrid. It lays claim to the entire swamp of the In Ju.

Tiger Ty & Spirit

A Wing Rider and his Roc whom Wren befriend on her journey to Morrowindl. Tiger Ty later becomes one of her staunchest supporters.


A Splinterscat whom Wren and Garth save on their way to Arborlon. He accompanies them back to the Four Lands and serves as a wilderness guide and scout for the Elven Army.


Captain of the Elven Home Guard, and one of Wren's closest friends. He is one of the only Elves to survive the trek from Arborlon to the beach.

Gavilan Elessedil

Prince of the Elves and Wren's cousin. Handsome, and with a reputation among the ladies.

Matty Roh

One of Padishar Creel's top agents, Matty is a very self-possessed and capable young woman. She runs a bar for Padishar, and later accompanies Morgan Leah on his trek south.

  • Action Girl
  • Actually I Am Her: Morgan asked her (while she was disguised as a boy) where he could find Matty Roh. Several rounds of question dodging later, this gets said.
  • Battle Couple: Forms one with Morgan. He handles the Shadowen, she handles the normal people.
  • Bifauxnen: Matty is repeatedly described as looking like an especially Bishonen male teenager, instead of the adult woman she is. This is an obvious help with her boy disguise.
  • Boyish Short Hair
  • Broken Bird/ Kuudere: Courtesy of a traumatic backstory that's both believable and very sad.
  • I Did What I Had to Do: Convinced a Federation officer to give her some information she wanted, then cut his throat before he could...ahem...try and make a move on her. She's convinced that what she did was justified. Morgan's not so sure.
  • Improbable Weapon User: Her broom. She uses a rapier in later fights.
  • La Résistance: A very high-ranking member, somewhere just behind Padishar Creel and Chandos.
  • Royal Rapier: Brooks doesn't name the weapon she's carrying but it's a slim, light fencing weapon, used with one hand, meaning it's either this or a duelling sabre.
  • Second Love: To Morgan They're definitely falling for one another by the time the book ends.
  • Sweet Polly Oliver: When Morgan first meets her.
  • Survivors Guilt: Her entire family died of a disease that she herself brought into the house. Somehow she got better. They didn't.
  • Waif Fu: Very slim, armed with a rapier, and dependent on trying to avoid getting hit. She's quite tall however, and capable of taking a reasonable amount of punishment against normal people. Against the Shadowen, she's absolutely dependent on this style.

The Four Horsemen

Four Shadowen, given the appearance of the legends, and sent to harass Walker Boh.

Tib Arne and Gloon

A very young free-born agent, sent to bring Wren information about Padishar's movements. He later befriends Wren, who he seems to view with a certain amount of reverence. Gloon is his War Shrike and protector. Both are eventually revealed to be Shadowen spies. They kill one of Wren's companions and abduct her, before being slain by the Elf Queen herself.

The Voyage of the Jerle Shannara

Bek Rowe/ Ohmsford

The cousin of Quentin Leah, Prince of Leah, Bek was orphaned at a young age and adopted by Quentin. Recruited by Walker for reasons unknown. It's eventually revealed that he's an Ohmsford, has the powers of the Wishsong, and, by the by, is the Ilse Witch's brother.

Quentin Leah

  I thought this would be our great adventure, our right of passage into manhood, a story we would remember all our lives, that we would tell to our friends and family. Now I don't ever want to talk about it again.

The current Prince of Leah, and Bek's best friend, cousin, and surrogate brother. Brought along by Walker so that they can have access to the Sword of Leah.

Redden Alt Mer

A Rover mercenary serving on the Prekkadoran Hights, Walker hires him to captain the Jerle Shannara. Also known as Big Red, and "the man with the luck."

Rue Meridian

The younger half-sister of Redden Alt Mer, Rue is an accomplished mercenary in her own right, and along with Spanner Frew, is her brother's second-in-command. Also known as Little Red.

Ahren Elessedil

The younger son of the Elven King, he is sent on the Voyage by his older brother, Kylen. Goes through more trauma than the rest of the cast combined.

  • Anti-Hero: Type I. Ahren's in way over his head and knows it.
    • Classical Antihero: Plagued by self-doubts, unaware about what's really going on, and frequently victimised by those who are more powerful than he is, Ahren is really not cut out for this hero gig, but tries anyway.
  • Arch Enemy: How he sees the relationship between himself and Cree Bega by the end.

  "He hated all of the rets, but their leader most of all. Cree Bega was a weight about his neck that would drag him to his death if it wasn't cut off now."

Ryer Ord Star

The protege of the Addershag, Ryer is an empath and a seer recruited by Walker to help them on their journey. She doubles as The Mole for the Ilse Witch, and is eventually captured and tortured by Cree Bega and The Morgawr, resulting in her suicide. Has a very complex relationship with Walker.

Truls Rohk

The son of a Borderman and a Shape Shifter, Truls Rohk is badly disfigured, and extremely bitter. He's known Walker for years, and is recruited by him to help the crew of The Jerle Shannara. Along the way he strikes up a friendship with Bek. Killed in battle with the Ilse Witch's caull, he is reborn as a true Shape Shifter.


A Dwarven Tracker recruited by Walker to help serve as their guide. He develops a close friendship with Quentin Leah, and Obat, the leader of the Rindge.


An Elven Hunter and protege of Ard Patrinell, upon whom she has a fairly serious crush. She teams up with Quentin in Antrax to Mercy Kill the Patrinell wronk, and dies in the process.

The Ilse Witch/ Grianne Ohmsford

A broken, deadly young woman who can kill with her voice, the Ilse Witch makes her home off the coast, where she plots revenge against Walker for imagined wrongs. Hearing of his quest to obtain the books of what she believes to be old magic, she gathers her own airship crew and sets off in pursuit of him. She is eventually revealed to be Bek's sister, Grianne, and reforms, turning against her mentor, The Morgawr.

The Morgawr

  "To feed on another's life. You cannot imagine the ecstasy!"

An ancient warlock who hides within the Wilderun, The Morgawr claims to have been the brother of The Witch Sisters,Morag and Mallenroh. A grotesque, disfigured monster who feeds on human lives and souls, The Morgawr is the Ilse Witch's mentor and the true Big Bad of the Voyage trilogy. Appearing in the background throughout the first two books, he emerges in Morgawr to finish the main cast and take the books of magic for himself. He is eventually slain by Bek, Grianne, and the spirit of Mephitic castle. Probably the single evilest character to appear in the entire franchise.

  • Bad Powers, Bad People: He devours peoples' souls and minds in order to extend his own life and power. Moreoever, all his other magics stem from this leeching of life. Unsurprisingly, he's one of Brooks' most evil villains.
  • Big Bad: There are several contenders for this title in the series, but The Morgawr is the one who ultimately wins out.
  • Black Cloak
  • Brain Food: Worse. He reaches through the back of your head, absorbs your brain (and soul), and leaves you a mindless puppet.
  • Dark Is Evil
    • Dark Is Not Evil: Invokes and then subverts this trope, assuring a younger Ilse Witch that despite his frightening appearance he is her friend. He's not. He's not anyone's friend.
  • Deal with the Devil: Offers one to Sen Dunsidan.
  • Determinator: Shows some aspects of this in his Wizard Duel against Grianne, when he temporarily holds off an attack by her and the spirit of Mephitic castle through sheer force of will. The Morgawr may be a monster, but he does not go out like a bitch.
  • Energy Absorption: Feeds on the Life Energy of his victims, then channels that into magic. He's basically a magical leech.
  • Evil Mentor: To the Ilse Witch.
  • Evil Sorceror
  • Full-Contact Magic: Typically uses his magic to shield himself before grappling with his adversaries.
  • Half-Human Hybrid: He may be part man, part Mwellret. He may also just be a human who has mutated to resemble one. Either way, he has some definite characteristics of this.
  • The Heavy: In Morgawr
  • Immortality Immorality: Lengthens his lifespan by feeding on the souls of others.
  • In the Blood: If he really is Morag and Mallenroh's brother, than raw evil is definitely in the blood.
  • In the Hood: Usually. If you looked like that, you'd hide out too.
  • Killed Off for Real: And good, freaking, riddance!
  • Large and In Charge
  • Life Energy: Feeds on it.
  • The Man Behind the Man: He's been manipulating the Ilse Witch (who thinks she's his equal partner) since she was five or six.
  • Mysterious Past: Very little is ever made clear about The Morgawr's past, including what he is, what his real name is, if he really is Morag and Mallenroh's brother, and if not, how old he really is.
  • No Name Given: Note that he's The Morgawr. Is that a title? The name of his species? His job description? Whatever the case may be, we're never told if he has a real name.
    • It's both title and species. It means "Warlock."
  • The Nondescript: One of the forms he takes in front of Sen Dunsidan. He implies that it might be his real face.
  • Not So Different: From The Ilse Witch, which he points out to her in their final confrontation. The Ilse Witch herself sees him as Not So Different from Walker prior to her Heel Face Turn.
  • Puppet Master: With a fondness for People Puppets, who he creates after magically destroying their free will and devouring their minds.
  • Reptiles Are Abhorrent: Closely resembles a larger, stronger Mwellret, and is utterly, repulsively evil.
  • Slave Mooks: His victims are transformed into this after he drains their minds and souls. See Puppet Master above.
  • Vampiric Draining: Of Life Energy, magic and mental stamina.
  • Voluntary Shapeshifting: Can alter his features to resemble almost anyone, although he doesn't do it very often, preferring the shock value of his actual appearance.
  • Wizard Duel: Against Grianne and the spirit of Mephitic castle.
  • Your Soul Is Mine: Consumes it along with your mind.

Cree Bega

  "She took ssso long to die, little Elvesss. So long it ssseemed that it would take forever."

The Morgawr's right hand Mwellret, and the commander of the 'rets among the Ilse Witch's crew. A slimy, obsequious psycho, and one of the few members of the cast who isn't afraid of the Witch. Killed in a Knife Fight against Ahren Elessedil during the climax of Morgawr.


An Old World supercomputer, Antrax was created to protect the world's knowledge during the Great Wars. Told that it must survive at all costs, Antrax lures magic-users to its home in Castledown where it imprisons them and drains off their magic to fuel itself. The main cast's lack of knowledge about what it is makes it truly dangerous.

  • AI Is a Crapshoot: Subverted. Antrax is doing exactly what it was hardwired for.
  • Booby Trap: Its fortress is loaded with them.
  • The Chessmaster: Antrax set the entire plot in motion in order to gather more victims with which to feed its hungry power cells.
  • Disc One Final Boss: Serves as the Big Bad of the book with its name, and is responsible for dozens of deaths, despite not being the main antagonist.
  • Eviler Than Thou: With the Ilse Witch, though it barely acknowledges her presence.
  • Frickin' Laser Beams: As part of its automated defence grid.
  • Genius Loci: Because of the main cast's unfamiliarity with Old World machinery, Antrax certainly looks like one to them, as it brings the entirety of Castledown to bear against them.
  • The Heavy: In Antrax
  • Humans Are Bastards: The Knight Templar dicks who programmed Antrax will hopefully burn in the deepest pit in Hell.
  • Killed Off for Real
  • Knight Templar: Antrax will kill anyone who tries to access the books without the codes. Moreover, it has expanded its practises to luring in people with magical abilities and enslaving them. Why? So that it can drain their magics in order to fuel its own existence, and thus fullfill its Obstructive Code of Conduct of protecting said books. The best part: it doesn't even know what it's protecting.
  • Magitek: Antrax has evolved past the point of using solar radiation; it now feeds on raw magic, drained from its victims.
  • Master Computer: Antrax's systems extend throughout the entire fortress.
  • Mecha-Mooks: Has a wide variety of them.
    • Hollywood Cyborg: Its wronks, half-human, half-machine abominations controlled by Antrax's will.
    • Killer Robot: The proto-Creepers and the wronks are both hardwired to massacre any and all intruders.
    • Slave Mooks: The wronks have no free will, their minds being utterly dominated by Antrax's programming.
  • Obstructive Code of Conduct: Protect the books.
  • Robotic Psychopath: Antrax is supposed to act the way it does.

Ard Patrinell

Ahren and Quentin's mentor, ex-Captain of the Home Guard, and the leader of the company of Elven Hunters aboard the Jerle Shannara. He is captured by Antrax, turned into a wronk and sent to hunt his friends down. Quentin and Tamis spend most of Antrax trying to Mercy Kill him.

Sen Dunsidan

Minister of War for The Federation, Sen Dunsidan is a consumate politician who aspires to be his nation's leader. He as long maintained a mutually beneficial alliance with the Ilse Witch; later he begins to aid The Morgawr.

The Turnkey

  "Everyone called him turnkey, as though that were more than name enough for a man who did what he did."

The keeper of the Federation prisons' keys, the turnkey serves as warden and torturer as well. He aids Sen Dunsidan when the Minister makes his deal with The Morgawr, and kills himself shortly afterwards.

First King Of Shannara


Allanon's father, and the man responsible for the creation of the Sword of Shannara in the first place, Bremen is an elderly Druid who becomes aware of Brona's threat before the other Druids. When the Druid Council will not listen to him, Bremen leaves Paranor in disgust, deciding to take matters into his own hands.


A Dwarven Warrior Druid, and one of Bremen's closest friends. Bremen sends him to gather the Dwarves against Brona's threat.

Tay Trefenwyd

Bremen's other ally among the Dwarves of Paranor, Tay is an Elven Druid, whose studies focused mostly on the elements. A close friend of Jerle Shananra, Bremen sends him to warn the Elf King about Brona, and obtain the Black Elfstone.


A young Druid-in-training, she ends up traveling with Bremen, Risca, and Kinson Ravenlock after the fall of Paranor, aiding in rallying the Dwarves to the cause against Brona, as well as obtaining the aid of Urprox Screl in the forging of the Sword of Shannara and, though it isn't clear at the time, helping him locate his successor in the form of Allanon.

  • Action Girl: Not as much as other Brooks heroines thanks to her Dark and Troubled Past, emo-ness, and the dangers of truly unleashing her magic, but she qualifies thanks to the battles she engages in--including the final one with Brona's forces, which nearly annihilates the Dwarves, kills Risca of all people, and almost kills Kinson...but of which she's the only survivor other than Jerle and Bremen.
  • Angst: Boatloads
  • Badass: Mareth is one badass Emo Teen.
  • Boom Stick: Courtesy of Bremen. It lets her channel her magic without hurting herself.
  • Dark and Troubled Past
  • Disappeared Dad: Source of much angst...especially when she finds out who he might actually be.
  • Emo Teen: At times; not that she doesn't have her reasons.
  • Human Mom Inhuman Dad: If that Skull Bearer was telling the truth...
  • Luke, I Am Your Father: Played with. During the course of the journey she is told by a man claiming to be her father that the innate, nearly out-of-control magic she possesses was inherited from him--a Skull Bearer. She has the appropriate reaction, and almost succumbs to a Heroic BSOD until Kinson Ravenlock snaps her out of it. In the end, however, it is never revealed if this was actually the truth, or part of a trap by the Genre Savvy Warlock Lord to ensnare her powerful magic through her longing for her Disappeared Dad.
  • Luke, You Are My Father: Initially she believes that Bremen is her dad.
  • Power Incontinence: Her main issue throughout the book, solved only when she is given a staff by Bremen to channel it and later when she deals with her issues regarding her parentage.
  • Take Up My Sword: Averted when, after the final battle, rather than being the last of the Druids she throws away her staff and chooses to have a normal life with Kinson.
  • White Magician Girl: Invokes this appearance wise, but that staff is for a heck of a lot more than healing.

Jerle Shannara

The ultimate grandfather to the whole Shannara line, Jerle makes his first real appearance in this book. Promoted to the kingship when the rest of his relatives are slaughtered, he accompanies his friend Tay on the hunt for the Black Elfstone and is later chosen by Bremen to wield the Sword of Shannara against the Warlock Lord.

Preia Starle

Kinson Ravenlock

Warrior, bodyguard, and Tracker who travels with Bremen, first to the Skull Kingdom, then to Paranor, and finally on a journey to rally the Dwarves and help forge the Sword of Shannara. Falls in love with Mareth and ends up founding the city of Kern. Ancestor of Shirl Ravenlock.

High Druid of Shannara

Tael Riverine

The Moric

The Genesis of Shannara

The Word And The Void

Nest Freemark

John Ross

Two Bears/O'olish Amaneh

The demon

Stefanie Winslow

Findo Gask

The Void

The Word

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