Post by Icefire on May 14, 2009 13:55:48 GMT -8
Well, as you probably know, I have been very inactive lately. But, in my defense, my dad currently has no anti-virus software, and he thinks that any sort of forum will give him viruses. Therefore, he wont let me get on here... *cry*. Before that... well, I was pretty loaded with schoolwork.... yeahh. So, I've decided to try and start a new roleplay, and see what you all think about it!
If you've read any, it's based on the Shannara books by Terry Brooks. If you havent read any, you need to. They are FRIKKIN AMAZING. He's my favorite author, and the books are addicting. There are several different series, but they all take place in the same place. So anyway, here's the roleplay!
(Note: Most of this will be copied from wikipedia, as I am too lazy to write it all myself, and I am not entirely sure how to explain it. Here is a link to all of the Shannara-related articles: en.wikipedia.org/wiki/Category:Shannara)
*IMPORTANT*:
I know that this is a lot to read. So, unless the roleplay gets started, here is a list of the only things you will need to read:
-The Map (its not reading, but hey, you still need to look at it.)
-You should read up on the races.
-You dont need to read the stuff at the bottem about the Druids unless you plan to be one.
-You obviously need to read the plot.
History of the Lands:
Age of Faerie
At the beginning of time, in what was known as the "Age of Faerie", the Earth was inhabited only by Faerie creatures; most or all wielded magic. Like any power (be it wealth, technology, or physical strength), magic was used by some for good and some for evil. For example, the Elves used their magic to care for the earth, while the hateful Demons used theirs to dominate and destroy. When the Demons tried to eradicate the rival Elves altogether, the Elves proved victorious by creating a magical prison called the Forbidding, to which they banished the Demons. The Forbidding locked the demons away in an alternate universe from which they could not attack the Elves. The integrity of the prison was upheld by a magical tree known as the Ellcrys. As long as the Ellcrys lived, the Demons would remain locked away.
Age of Man
Thousands of years later, the age of man came into being. The Elves still existed, but quickly found themselves few in numbers compared to the quickly growing human race and decided to go into hiding. Thousands of years passed while man and science ruled. The Elves and their magic remained hidden, as memories of their existence become nothing more than “Fairy Tales”.
The Great Wars
Sometime in the early 22nd century, mankind all but destroyed itself through nuclear and chemical holocaust.
Birth of the Four Lands and The First Council
After an extremely long amount of time, the Earth had more or less recovered from the cataclysm of the Great Wars. Except for the ruins of man’s greatest cities and monuments, the world as everyone had known it had disappeared. New races appeared, genetically mutated by radiation from the Great Wars. These mutant human races were given names from man's ancient fairy tales: Troll, Dwarf, and Gnome. The surviving Elves also appeared from their concealment, now that the threat from the quickly multiplying men was gone. Unfortunately, chaos ensued as the four races each tried to declare their power over the other.
Fearing that the chaos would lead to the end for all of them, a group of learned men and women from all the races formed the Druids. Under the order of the Druids, the earth was divided up into the Four Lands, one territory for each race. The Druids then sought out all the information they could on the arts, sciences, and history of the Old World, attempting to understand what had brought about such a terrible apocalypse, so that they might learn from those mistakes and bring lasting peace and order to the land. As time progressed, the council’s plan seemed to be working and they hoped that, in time, all that was known of the Old World would eventually exist again. However, several powerful members of the Druids became convinced that magic, not science, should be the guiding force of the new world, and that it was their destiny as Elves and magic-wielders to shape the future of the races. These Elves left the Druids to form their own group, consisting of all races and led by an Elf named Brona, who took with him the Ildatch, a book of unparalleled evil power that once belonged to the Demon leader in the Age of Faerie.
The Wars of the Races
After years of growing his power, Brona, who had become known as the "Warlock Lord", orchestrated a rebellion against the Druids. Started by Men attacking out of the Southland at Brona's urging, the rebellion soon widened into what became known as the First War of the Races, with Men against all the races that were supported by the Druids--mainly the Elves and the Dwarves. Eventually, the combined power of the Council crushed the humans, but the Warlock Lord escaped to rebuild his legion, leaving the human countries to rebuild their shattered lives. Indirectly, this war led to the isolationist policy of the Federation, a human country first mentioned in The Elfstones of Shannara.
Once he recovered, the Warlock Lord and his armies returned twice more (in the Second War of the Races and the Third War of the Races, in the space of a century with years of peace in between (the equivalent of the World Wars during the time of man), until finally the Warlock Lord was killed.
Federation:
In the aftermath of the Second War of the Races, the cities of the deep Southland realized how close they had come to annihilation. Banding together out of fear, they formed an alliance whose goal was to unite the Southland and the race of Man under one government: the Federation. This led to tension between the Federation and the government of Callahorn, and neither truly participated in the War of the Forbidding. The Federation also had no role in the battle against the Mord Wraiths.
300 years later, the story was very different, as the Federation held everything but the Northland. Utilizing their magic hunting Seekers to enforce order, the Federation subjugated the Dwarves and took over the Westland, finding the Elves gone, and leaving the Trolls alone out of convenience. Unbeknownst to the Federation, their Seekers were in fact the Shadowen, a group of magic wielding fiends who stood as successors to the Skull Bearers and Mord Wraiths. Manipulating them was Rimmer Dall, First Seeker and most powerful of the Shadowen.
Despite the Federation's iron grip, there were those who resisted. Among these were the resistance groups of Dwarves and Trolls, as well as the Free-born led by Padishar Creel. Also, though to a lesser extent, the Federation was tormented by Morgan Leah, who pulled numerous jests upon Federation officials. It was only when the scions of Shannara began their quest that the Federation took action. Declaring open war on the Free-born, the Federation and their Shadowen allies unleashed their forces upon the Elves. However, the Federation was halted by the destruction of the Shadowen. In time, they abandoned the outlying lands.
130 years later, the Federation engaged the North, East, and Westlands and the Border country of Callahorn in their attempt to regain power. Leading them was Sen Dunsidan, the First Minister and ally to both the Ilse Witch and the Morgawr. For a long period of time, the war was at a stalemate. Then, a Federation engineer developed a dangerous new weapon. Manipulated by the shapeshifting Demon known as the Moric, Dunsidan unleashed the weapon upon the Free-born. Eventually the Moric assumed Dunsidan's body and took the weapon towards Arborlon on board a Federation airship. The Moric was stopped, however, and in doing so Dunsidan's body was destroyed. This event, coupled with several set backs on the Prekkendoran Front, the Federation quickly chose a less aggressive Minister and sued for peace.
Southland:
The Southland is inhabited mostly by men. It was largely divided until the Federation took it over in a series of military campaigns after the passing of the Druids. The largest city of the Southland is the Borderland City of Tyrsis. Other cities include Varfleet, Leah and Kern. It also contains the village of Shady Vale, where Shea and Flick Ohmsford were raised. Natural landmarks include the Mist Marsh, Duln Forests, Runne Mountains, and, most notable, the Rainbow Lake, along with three rivers flowing into it: Silver, Mermidon, and Rappahalladran. The Southland is separated from the Northland by the Dragon's Teeth Mountains. It reaches as far as Lower Anar and Wolfsktaag Mountains in the east and Irrybis Mountains in the West. The southern part of Southland does not have a clear border because it is unexplored and scarcely populated below the Kingdom of Leah.
Northland:
The Northland is the home of the Trolls and many Gnome tribes. The Northland features much rocky terrain and mountains, along with swamplands and deserts. At one time, the most important area in the Northland was the Skull Kingdom--at the heart of which was Skull Mountain; the base of operations for the Warlock Lord. After his defeat at the hands of Shea Ohmsford, the Skull Kingdom fell into ruin and decay. The Northland is bordered by the Southland, the Westland by the Streleheim Plains and the Eastland by the Charnal Mountains and Jannison Pass.
Eastland:
The Eastland is the home of the Dwarven and the rest of the Gnome tribes. Dwarves and Gnomes are bitter enemies, constantly fighting over territory. The Eastland also contained the fortress of Graymark, home to Heaven's Well, the source of the Silver River. Below the tower is a forbidding forest where the Ildatch was contained.
Westland:
The Westland is home to the Elven race. The Elves are mostly concentrated in the northern regions of the Westland, where their capital of Arborlon is situated. The town of Grimpen Ward, a haven for those who wish to flee their old lives with no questions asked, lies in the south of the Westland, in the Wilderun region that was also home to the elder witch sisters of the Morgawr.
In the southern region of the Westland lies Wing Hove, the home of the Sky Elves, a group which has remained separate from the rest of the Elven Nation for generations.
Other Lands:
In the center of the Four Lands, under no particular ownership of any race, lies the Dragon's Teeth mountains, where the Valley of Shale and dread lake of the Hadeshorn are situated. North of the Dragon's Teeth is Paranor, the Druid Keep, and the forest surrounding it.
Hall of Kings
The Hall of Kings is a series of chambers that are said to be built several centuries before. The chambers are filled with dangerous traps and creatures which trespassers must face. The first chamber is filled with stone sphinxes that turn anyone who looks at them to stone. The sphinxes also use telepathic powers to force people to look at them. The second chamber is full of shrieking banshees that will gradually drive you insane. The third chamber is the burial chamber of the kings, being filled with treasure chests, jewels, gold and such. However, the treasures are coated with a venom that kills with just a touch. The fourth, and last, chamber is guarded by the Valg and then later the Asphinx. There are only a few people who are known to prevail over these obstacles, and that is the band of fighters in The Sword of Shannara, and Walker Boh.
Map:
Elves:
The Elves live in the Westland. Unlike the other races, the Elves did not evolve from Men. In reality, the elves existed during the Time of the Faerie, but lived in hiding when humans came into power. The Elves only came out of hiding after the Great Wars. Many of the events during the time of Allanon concerned the Elves. The Elves were always allied with the Bordermen and Dwarves in their fight against the Enemy. During the time of the Federation, the Elves used the Loden (an elfstone) to move the entire city of Arborlon and the Elven nation to the island of Morrowindl, until Wren Elessedil found them and brought them back to The Four Lands.
The Sky Elves were a group of Elves who migrated at some point to Wing Hove, in the Westland. There they found the rocs, large birds, and were able to tame them. The Sky Elves consider themselves a different race from the land Elves.
Dwarves:
The Dwarves, who live in the Eastland, were one of the races that evolved from Humans. During the time of the Great Wars, the Humans who would later become Dwarves hid underground to avoid the devastation above the ground. Centuries of living in caves before finally re-emerging made the Dwarves shorter than Men and gave them a great dislike of caves, as they vowed they would never live underground again. The Dwarves committed themselves to a life in the forested wilderness of the Anar forests, pursuing a reverence for nature reminiscent of the Elves. The Dwarves contributed to the inauguration of the First Council of Paranor, and also supported the Druid Army against the Man separatists in the First War of the Races. The Dwarves stood steadfast in their loyalty to the Druid Council over the millennia in a manner surpassing any other Race. The Dwarves became embroiled in the Gnome Border Wars shortly after the conclusion of the war. The bitter rivalry between the two peoples resulted from their having to share the Eastland between them. King Raybur managed to drive the Gnome tribes East of the Cillidellan and North of the Central Anar. The Central Anar and the Wolfsktaag Mountains became contested border territory with the Dwarven people settling in the Southern Anar. The Dwarves bore the full brunt of the Northland Army in the Second War of the Races. While Culhaven was sacked and many thousands slain, a large portion of the Dwarven people managed to escape into the deep Eastland beyond the Ravenshorn Mountains. The casualty count of their enemies was phenomenal. The remainder of the Dwarven army later marched on the Northland Army after it had been weakened by the Elves, and they managed to drive it to rout. Raybur rebuilt Culhaven, as well as a heavily fortified castle called Capaal to guard the headwaters of the Silver River. The Dwarven monarchy was later ended, to be replaced by a Democracy. In the Third War of the Races, the Gnome Wars flared up anew., and the Dwarves lent warriors to help defend the Border city of Varfleet against the Northern army. They later supported Arborlon in the War of the Forbidding. The Gnomes were soon after marshalled en-masse from the Ravenshorn by the Mord Wraiths. The Dwarves were drawn into a desperate struggle with this new evil, who sought to poison the Silver River and exterminate their people. Fortress Capaal fell before a summoned Kraken in this conflict. Despite support from both Arborlon and the Borderlands, the tide was turned only when Brin Ohmsford of the Shannara line destroyed the Ildatch grimoire which provided the Mord Wraiths with their dark powers. Despite withstanding this evil, the Dwarven race would fall before the more insidious threat of the Shadowen taint, allowing the Federation to enslave them. The Dwarves fought the Federation shortly before the events of The Heritage of Shannara took place. The Federation was kept at bay by the Dwarves, as the latter employed guerilla-style tactics. However, the Federation defeated the Dwarves by sending in Creepers. In months, the war was over. The Dwarves were then enslaved and put to work in mines for the Federation. When the Federation armies were defeated at the battle of the Valley of Rhenn, the Coalition Council withdrew from the Eastland, prompted by a revolt of the Dwarves led by Morgan Leah of the Freeborn. The Dwarves remained staunch allies of the Freeborn against the Federation, and lent troops and airships to their war.
Gnomes:
The Gnomes live in the Northland and Eastland. They are short, twisted and yellow-skinned, are very superstitious, and are united only under a chieftain or sedt, one for each clan. They are reverent and terrified of the creatures of Old magic within the Wolfsktaag Mountains. The Gnomes are the descendants of humans who survived the holocaust of the Great Wars within dense forests. Gnomes are adapted to a forest lifestyle, and some scholars suggest that their exposure to radiation caused a genetic mental retardation in their people (World of Shannara). A tribal and warlike people, the Gnomes were constantly enmeshed in border skirmishes and feuds. Gnomes warriors are typically light skirmishers and scouts, they also rode ponies in the Race Wars as light cavalry. Gnome loremasters were involved in forging the First Council of Paranor, and the Gnomes allied themselves with the other Races against the Southland separatists in the First War of the Races. The Gnome Border Wars of the Eastland raged for many centuries between the Gnomes and Dwarves, who had to share the Eastland between them. The conflict eventually led to the Gnomes being driven into the Northern Anar Forest and east of the Cillidelan (First King of Shannara). Gnome tribes also regularly led raids into the farmlands of the Southland. The Gnomes of the Northland were traditional enemies of the Rock Trolls. In the Second War of the Races, the Gnomes allied themselves with the Army of the Skull; after watching the defeat and subjugation of the larger, fiercer and better organized Rock Trolls. The War decimated the Gnomes, and cost their Race countless casualties. The Mountain Gnomes of the Ravenshorn Mountains were subjugated and enslaved by the Mwellrets. They were forced into constructing a mighty fortress called Graymark, that cost many thousands of slave lives. The Caves of Night were the disposal bins for slaves the Mwellrets no longer needed. The Mwellrets provided the Warlock Lord with a Mountain Gnome army in the Third War of the Races in exchange for being left alone as sovereign rulers of the Ravenshorn. About a century later, this pact was broken when the Mord Wraiths failed to cede the agreement between the Mwellrets and Brona. The Black Walkers seized Graymark for themselves, becoming new and even crueller rulers of the Gnomes, whom they used as soldiers in the War of the Ildatch. The Gnomes fell into line with the Southland Federation a few decades later, although a few tribes rebelled against this expansion of the Race of Man (Scions of Shannara). With the invention of the airship, Gnome raiders took to using light one man airships called flits to harry and harass larger vessels (Jarka Ruus). Gnomes were also the base level troops of the rebel Druids of the Third Council, provided by the Gnome Druid Pyson Wense. This force was dispatched by a Rock Troll army marshalled under Maturen Kermadec of the Kershalt.
Spider Gnomes
The Spider Gnomes are a small group of Gnomes who live in the Darklin Reach. They are more primitive than the other Gnomes and bear an uncanny resemblance to spiders in the way they move. Superstitious in nature, they present sacrifices to the Werebeasts who live in certain areas around their village, especially Olden Moor. In the series 'The Scions of Shannara', they are also seen to be helping the Shadowen. The Spiders, one of the groups of mutants in the Genesis of Shannara trilogy, are very similar in both beliefs and appearances.
Stors
The Stors are a race of Healers, considered to be the best in the world. Unlike the other Gnomes, the Stors have traditionally been committed reverently to a path of benevolent neutrality. Their small town, Storlock, is located in the Eastland. Wil Ohmsford is considered to be the first human to tutor under the Stors. The Stors are stated in World of Shannara to be an order formed by a Druid of the First Council of Paranor, who was committed to the arts of healing. The order is named after this founding figure. Storlock became legendary across the Four Lands for their amazing ability to combat illness and injury. Storlock almost fell to the Northland Army during the 2nd War of the Races when a roving Rock Troll platoon appeared at its gates. The Trolls were driven away by the magic of Mareth, an apprentice of the Druid Bremen. The Stors played vital roles in the history of the Four Lands, including saving the last scion of Shannara from poison in the 3rd War of the Races; and healing the Druid Allanon after a run-in with Demons. The Stors are characteristically silent around foreigners to their order, and wear white robes. The Stors have traditionally maintained subtle alliances with solo Druids such as Cogline and Allanon.
Race of Men
The Men, who live primarily in the Southland, are the primary race of the Shannara novels. Men are descended from some of the lucky humans that did not alter or mutate from the effects of the Great Wars, due to living within the sheltered Southland. The Race of Man was brought out of a tribal and warlike existence by the First Council of Paranor, of which they played an important role in forming. The Druid Council granted the Race of Man sovereign rulership over the Southland. The rebel Druid Brona incited a violent separatist uprising in the Southland, that soon encompassed and united the full might of Man. This army attacked Paranor, but was repulsed and broken by the Druids and the combined might of the other Races. Descendants of Men who opposed this uprising formed the small highland kingdom of Leah (World of Shannara). In the aftermath of the War of the Races, Men were barred from entry into Druid's Keep (First King of Shannara). In the long years after the War, the Race of Man withdrew into the Southland cities to lick their wounds, leaving only fledgling outposts in the Borderlands. They pursued an isolationist policy from the other Races, and soon forgot the true course of events that had led to their separation. The city of Dechtera swelled to become the second greatest industrial centre of the Four Lands. The Borderlands became the frontier for the Southland, and the Kingdom of Callahorn emerged as a superbly defended coalition of the three cities Tyrsis, Kern and Varfleet. The legendary Border Legion withstood many incursions of Gnome and Rock Troll raiders. Callahorn was also a most cosmopolitan land, pursuing the multicultural dream originally intended by the First Council of Paranor. While the Southland refused to offer any aid in the Third War of the Races, it was Callahorn that bore the full brunt of the Northland Army. The Warlock Lord placed a spy within Tyrsis who poisoned King Ruhl Buckannah and manipulated his unstable younger son Palance into disbanding the Border Legion. Callahorn was saved by the return of Crown Prince Balinor Buckannah, and the valor of Prince Menion Leah. Kern fell before the onslaught, but its populace escaped to Tyrsis due to the daring ingenuity of Prince Leah. The siege of Tyrsis was broken only when the Warlock Lord fell before the scion of Shannara, and his commanding Skull Bearers were destroyed. Belatedly, the Southland cities of Dechtera, Stern and Wayford realised the danger that they had narrowly avoided, and united into the Southland Federation. The Federation and Callahorn became drawn inexorably into conflict as Callahorn, after rebuilding Kern, continued to strive for independence, and the Federation to bring the Borderlands back under their control. The Borderlands offered token support to the Elves in the War of the Forbidding and the Dwarves in the War of the Ildatch. Eventually the Federation came to dominate the entire Race of Man, save for the nomadic Rover people. The Federation Council became corrupted by the Shadowen, who used their position to poison the Four Lands and wage war upon the other Races. The Federation waged a brutal war upon the Dwarves using Creepers, and ultimately enslaved their people, intent eventually upon genocide. Most of the Gnome tribes fell in line with Federation decrees. With the return of the Elves to the Four Lands, the Federation declared an all out war upon Arborlon. This assault was broken only when the scions of Shannara overcame the Shadowen at Southwatch, causing the invading army to rout. Callahorn was retaken by the Freeborn rebellion, and Leah was likewise declared independent once again. The Federation built a new city as the capital of their empire, Arishaig; the jewel of the Federation. The Federation continued to remain aggressive to the other Races and within two centuries they fully resumed their assault. When the airship was invented in the Rover coastal cities (World of Shannara), they gained new weapons in the form of mighty flying vessels. Airships were useful in the war waged between the Southland and the Freeborn Alliance, of the Borderlands, the Elves and the Dwarves. Prime Minister Sen Dunsidan was notable for relying upon magical enemies of Paranor to bolster his power. These included the Ilse Witch, the Morgawr and the rebel Druids Iridia Elerri and Shadea A'rhu. Ultimately Dunsidan became a cat's paw for a Demonic warlock named Tael Riverine, who wished to used the Federation army to destroy the Forbidding. This ploy was foiled by the courage of Penderrin Ohmsford of the Shannara line. Severe restrictions were placed upon the Southland following their failed attack upon Arborlon, in particular a deadly new airship weapon utilising laser emitting crystals was absolutely banned and its plans destroyed.
Mwellrets:
The Mwellrets are a species of Troll who adapted to live in the swamp land of the deep Eastland. They are mostly resistant to magic and have evolved reptilian physiologies and the ability to contort and alter their body size and shape. They returned to civilization much faster than the other races, and subjugated the Mountain Gnomes of Ravenshorn Mountains. The Gnomes believed the lizard people to command powerful magic that they could not withstand. Some Mwellrets such as Stythys (Wishsong of Shannara) commanded powers of great persuasion and manipulation, probably aided by some form of magic. The Mwellrets used their powers to coerce the weaker human races or 'little people' as they referred to them. They forced their slaves to build a mighty fortess in the Ravenshorn called Graymark, as the capital for their empire. They condemned many thousands of slaves to death in the Caves of Night below Graymark.
The Mwellrets remained an insular people and played no role in the politics of the wider Four Lands. They did not contribute their knowledge and powers to forming the 1st Druid Council of Paranor along with the other races. The lizard people were all but unknown by most of the races, although Dwarves such as Elb Foeraker (Wishsong of Shannara) viewed them with extreme distrust. They typically concealed their unsettling appearances with cowls and cloaks.
During the Second and Third Race Wars, the Mwellrets bargained with the Warlock Lord to provide some of their Gnomes for his army in exchange for their power remaining untouched. However, they later fell prey to the Mord Wraiths, who caused them to sicken to a handful. The Mwellrets were driven from Graymark. The survivors established themselves at the fallen Dwarf citadel of Dun Fee Aran where they ruled the Gnomes who resided there. Their attempts to command the dark magic of the Ildatch were thwarted a few years after the War of the Ildatch by Jair Ohmsford. A number of Mwellrets later served as aids to the warlock known as the Morgawr.
Moor Cats
Moor Cats are large cats that can blend in perfectly with their surroundings. Several of them have been associated with Cogline: Shifter and Smoke, sibling cats belonging to Cogline during the time of Bremen; Whisper, a moor cat that answered to Kimber Boh during the time of the Mord Wraiths; and Rumor, a cat that came to belong to Walker Boh, Cogline's student. In the High Druid of Shannara series, Bandit is a moor cat that Pen Ohmsford and his company find in the Slags, and who sacrifices himself by slowing Aphasia Wye long enough for them to escape.
Rocs
Rocs are large birds that are flown by Sky Elf Wing Riders. The Wing Riders and their rocs came to the aid of the Elves during their final battle against the Demons. Afterwards, One Wing Rider flew Wren to the island of Morrowindl and back. In addition, Wing Riders and rocs accompanied Walker and the crew of Jerle Shannara in the Voyage of Jerle Shannara.
Werebeasts
Werebeasts are malicious beasts who have a resemblance to the Drakuls of Morrowindl. They appear at first as a thick mist and settle over their victim. They then lead their prey into a state of delusion by reading their prey's mind and taking the shape of a friend or familiar face. They quickly resume their mist form and repeat the process. The victim eventually is lost and tired and the Werebeast then attacks. They live mainly in Darklin Reach and some other parts of the Eastland, including the Wolfsktaag Mountains.
Creature of the Mist Marsh
Basically, it is a type of Kraken. (BEWARE!!!)
Splinterscats
The Splinterscats, one of the first creatures that the Elves created, resemble giant porcupines. They were created to guard Elven farms, but after the Demons emerged, the Splinterscats lived in the wild. Like many of the creatures created by the Elves they had powers of speech and reason.
(What you've been waiting for...)
Well, finally, here's the plot! This takes place several hundred years after the last Shannara book. The Elfstones, the Sword of Shannara, and other talismans have been lost. This has no solid plot, and will basically take place in the four lands. Trolls will have no part in this roleplay, and not much will take place in the Northland. The majority of the roleplay will be in the Southland, Eastland, and Westland. There may end up being some sub-plots. Who knows? I might even throw in a little quest to recover the Elfstones or Sword of Shannara. Now about the Wishsong... there will be two or three descendants of Brin and Jair who have it, so if you want it, claim it quickly! Yes... If you dont know what it is, it's just the ability to alter any living thing by singing or humming. It has the ability to give both life and death. Yeahh... lets see if theres anything else... Oh right. There will be a Druid Council, with 10 druids in it. These 10 may be from any race except the Mwellrets. The Mwellrets tend to stay separate and keep to themselves, and care nothing for any other beings. There will only be 5 druids with access to the vualts and secret library with the druid histories. I think that's about all.
By the way, heres some stuff about the Druids:
Communication with animals and nature
The Druids, stewards of the earth have the ability to communicate with animal such as horses and giant prehistoric bears (the Koden; the Stone King Uhl Belk's guardian). They are also the only individuals beside the Chosen that the Ellcrys will communicate with.
Intuition
Every Druid has a powerful 6th sense that reveals itself in visions, general feelings, and premonitions. They also have ability to locate individuals anywhere in the world by concentrating on that individual,
Illusion
The Druids have harnessed the power of the old world magic including casting illusions. The illusion can be free standing or cast on another's countenance, altering their appearance.
Druid Fire
Druid fire is the most common offensive form of Druid magic, used in battle against opposing magics. The fire can be any one of several colors; for example, Allanon's is blue while Walker Boh's is white. Also, Druid fire has multiple other uses, including awakening the magic that seals Paranor.
Druid Sleep
Druids can place themselves in a form of suspended animation known as the Druid Sleep. During this time they are rejuvenated and their lives prolonged, but the Druid Sleep cannot sustain one forever. Towards the end of a Druid's life, the sleep becomes less and less effective, until the Druid's life ends in this world. There has been no limit stated as to the length of time one can remain in the Druid Sleep, but if it is used recklessly complications can result. For example, overuse led to senility in the ex-Druid Cogline. Also, overuse when one has been mortally wounded can be catastrophic, as witnessed with the rebel Druid Brona after the First War of the Races. A side effect is the loss of fertility.
Invisibility
Druid magic allows the Druids to leave their bodies, in invisible spirit form, a form of astral projection, which allows the user to travel freely, unobserved with limited physical interaction. Another, separate Druid magic is based on the magic of Illusion. They are able to use magic to blend in with their surroundings like a chemeleon, to trick or elude enemies.
Paranor
Paranor is the fortress that has been used by the Druids since they first created the Druid Council. It is described as having a keep and a surrounding wall. Geothermal energy powers and heats the keep. It is riddled with secret passages that interconnect the entire fortress; these have been used by friend and foe alike. The fortress also contains the hidden library that houses the Druid Histories, in addition, it contains vaults that have held a variety of artifacts including the Sword of Shannara and the Stiehl. But the keep's most important feature is the Druid Well. It is the source of the Druids' potent magical powers, and a last defense against invaders. If the fortress is taken, it removes Paranor from the Four Lands, killing all inside despite any magic or lack thereof. This can only be undone using the power of the Black Elfstone, and even then at tremendous cost to the resurrector.
If you've read any, it's based on the Shannara books by Terry Brooks. If you havent read any, you need to. They are FRIKKIN AMAZING. He's my favorite author, and the books are addicting. There are several different series, but they all take place in the same place. So anyway, here's the roleplay!
(Note: Most of this will be copied from wikipedia, as I am too lazy to write it all myself, and I am not entirely sure how to explain it. Here is a link to all of the Shannara-related articles: en.wikipedia.org/wiki/Category:Shannara)
*IMPORTANT*:
I know that this is a lot to read. So, unless the roleplay gets started, here is a list of the only things you will need to read:
-The Map (its not reading, but hey, you still need to look at it.)
-You should read up on the races.
-You dont need to read the stuff at the bottem about the Druids unless you plan to be one.
-You obviously need to read the plot.
Setting
History of the Lands:
Age of Faerie
At the beginning of time, in what was known as the "Age of Faerie", the Earth was inhabited only by Faerie creatures; most or all wielded magic. Like any power (be it wealth, technology, or physical strength), magic was used by some for good and some for evil. For example, the Elves used their magic to care for the earth, while the hateful Demons used theirs to dominate and destroy. When the Demons tried to eradicate the rival Elves altogether, the Elves proved victorious by creating a magical prison called the Forbidding, to which they banished the Demons. The Forbidding locked the demons away in an alternate universe from which they could not attack the Elves. The integrity of the prison was upheld by a magical tree known as the Ellcrys. As long as the Ellcrys lived, the Demons would remain locked away.
Age of Man
Thousands of years later, the age of man came into being. The Elves still existed, but quickly found themselves few in numbers compared to the quickly growing human race and decided to go into hiding. Thousands of years passed while man and science ruled. The Elves and their magic remained hidden, as memories of their existence become nothing more than “Fairy Tales”.
The Great Wars
Sometime in the early 22nd century, mankind all but destroyed itself through nuclear and chemical holocaust.
Birth of the Four Lands and The First Council
After an extremely long amount of time, the Earth had more or less recovered from the cataclysm of the Great Wars. Except for the ruins of man’s greatest cities and monuments, the world as everyone had known it had disappeared. New races appeared, genetically mutated by radiation from the Great Wars. These mutant human races were given names from man's ancient fairy tales: Troll, Dwarf, and Gnome. The surviving Elves also appeared from their concealment, now that the threat from the quickly multiplying men was gone. Unfortunately, chaos ensued as the four races each tried to declare their power over the other.
Fearing that the chaos would lead to the end for all of them, a group of learned men and women from all the races formed the Druids. Under the order of the Druids, the earth was divided up into the Four Lands, one territory for each race. The Druids then sought out all the information they could on the arts, sciences, and history of the Old World, attempting to understand what had brought about such a terrible apocalypse, so that they might learn from those mistakes and bring lasting peace and order to the land. As time progressed, the council’s plan seemed to be working and they hoped that, in time, all that was known of the Old World would eventually exist again. However, several powerful members of the Druids became convinced that magic, not science, should be the guiding force of the new world, and that it was their destiny as Elves and magic-wielders to shape the future of the races. These Elves left the Druids to form their own group, consisting of all races and led by an Elf named Brona, who took with him the Ildatch, a book of unparalleled evil power that once belonged to the Demon leader in the Age of Faerie.
The Wars of the Races
After years of growing his power, Brona, who had become known as the "Warlock Lord", orchestrated a rebellion against the Druids. Started by Men attacking out of the Southland at Brona's urging, the rebellion soon widened into what became known as the First War of the Races, with Men against all the races that were supported by the Druids--mainly the Elves and the Dwarves. Eventually, the combined power of the Council crushed the humans, but the Warlock Lord escaped to rebuild his legion, leaving the human countries to rebuild their shattered lives. Indirectly, this war led to the isolationist policy of the Federation, a human country first mentioned in The Elfstones of Shannara.
Once he recovered, the Warlock Lord and his armies returned twice more (in the Second War of the Races and the Third War of the Races, in the space of a century with years of peace in between (the equivalent of the World Wars during the time of man), until finally the Warlock Lord was killed.
Federation:
In the aftermath of the Second War of the Races, the cities of the deep Southland realized how close they had come to annihilation. Banding together out of fear, they formed an alliance whose goal was to unite the Southland and the race of Man under one government: the Federation. This led to tension between the Federation and the government of Callahorn, and neither truly participated in the War of the Forbidding. The Federation also had no role in the battle against the Mord Wraiths.
300 years later, the story was very different, as the Federation held everything but the Northland. Utilizing their magic hunting Seekers to enforce order, the Federation subjugated the Dwarves and took over the Westland, finding the Elves gone, and leaving the Trolls alone out of convenience. Unbeknownst to the Federation, their Seekers were in fact the Shadowen, a group of magic wielding fiends who stood as successors to the Skull Bearers and Mord Wraiths. Manipulating them was Rimmer Dall, First Seeker and most powerful of the Shadowen.
Despite the Federation's iron grip, there were those who resisted. Among these were the resistance groups of Dwarves and Trolls, as well as the Free-born led by Padishar Creel. Also, though to a lesser extent, the Federation was tormented by Morgan Leah, who pulled numerous jests upon Federation officials. It was only when the scions of Shannara began their quest that the Federation took action. Declaring open war on the Free-born, the Federation and their Shadowen allies unleashed their forces upon the Elves. However, the Federation was halted by the destruction of the Shadowen. In time, they abandoned the outlying lands.
130 years later, the Federation engaged the North, East, and Westlands and the Border country of Callahorn in their attempt to regain power. Leading them was Sen Dunsidan, the First Minister and ally to both the Ilse Witch and the Morgawr. For a long period of time, the war was at a stalemate. Then, a Federation engineer developed a dangerous new weapon. Manipulated by the shapeshifting Demon known as the Moric, Dunsidan unleashed the weapon upon the Free-born. Eventually the Moric assumed Dunsidan's body and took the weapon towards Arborlon on board a Federation airship. The Moric was stopped, however, and in doing so Dunsidan's body was destroyed. This event, coupled with several set backs on the Prekkendoran Front, the Federation quickly chose a less aggressive Minister and sued for peace.
Southland:
The Southland is inhabited mostly by men. It was largely divided until the Federation took it over in a series of military campaigns after the passing of the Druids. The largest city of the Southland is the Borderland City of Tyrsis. Other cities include Varfleet, Leah and Kern. It also contains the village of Shady Vale, where Shea and Flick Ohmsford were raised. Natural landmarks include the Mist Marsh, Duln Forests, Runne Mountains, and, most notable, the Rainbow Lake, along with three rivers flowing into it: Silver, Mermidon, and Rappahalladran. The Southland is separated from the Northland by the Dragon's Teeth Mountains. It reaches as far as Lower Anar and Wolfsktaag Mountains in the east and Irrybis Mountains in the West. The southern part of Southland does not have a clear border because it is unexplored and scarcely populated below the Kingdom of Leah.
Northland:
The Northland is the home of the Trolls and many Gnome tribes. The Northland features much rocky terrain and mountains, along with swamplands and deserts. At one time, the most important area in the Northland was the Skull Kingdom--at the heart of which was Skull Mountain; the base of operations for the Warlock Lord. After his defeat at the hands of Shea Ohmsford, the Skull Kingdom fell into ruin and decay. The Northland is bordered by the Southland, the Westland by the Streleheim Plains and the Eastland by the Charnal Mountains and Jannison Pass.
Eastland:
The Eastland is the home of the Dwarven and the rest of the Gnome tribes. Dwarves and Gnomes are bitter enemies, constantly fighting over territory. The Eastland also contained the fortress of Graymark, home to Heaven's Well, the source of the Silver River. Below the tower is a forbidding forest where the Ildatch was contained.
Westland:
The Westland is home to the Elven race. The Elves are mostly concentrated in the northern regions of the Westland, where their capital of Arborlon is situated. The town of Grimpen Ward, a haven for those who wish to flee their old lives with no questions asked, lies in the south of the Westland, in the Wilderun region that was also home to the elder witch sisters of the Morgawr.
In the southern region of the Westland lies Wing Hove, the home of the Sky Elves, a group which has remained separate from the rest of the Elven Nation for generations.
Other Lands:
In the center of the Four Lands, under no particular ownership of any race, lies the Dragon's Teeth mountains, where the Valley of Shale and dread lake of the Hadeshorn are situated. North of the Dragon's Teeth is Paranor, the Druid Keep, and the forest surrounding it.
Hall of Kings
The Hall of Kings is a series of chambers that are said to be built several centuries before. The chambers are filled with dangerous traps and creatures which trespassers must face. The first chamber is filled with stone sphinxes that turn anyone who looks at them to stone. The sphinxes also use telepathic powers to force people to look at them. The second chamber is full of shrieking banshees that will gradually drive you insane. The third chamber is the burial chamber of the kings, being filled with treasure chests, jewels, gold and such. However, the treasures are coated with a venom that kills with just a touch. The fourth, and last, chamber is guarded by the Valg and then later the Asphinx. There are only a few people who are known to prevail over these obstacles, and that is the band of fighters in The Sword of Shannara, and Walker Boh.
Map:
Creatures/Beings
Elves:
The Elves live in the Westland. Unlike the other races, the Elves did not evolve from Men. In reality, the elves existed during the Time of the Faerie, but lived in hiding when humans came into power. The Elves only came out of hiding after the Great Wars. Many of the events during the time of Allanon concerned the Elves. The Elves were always allied with the Bordermen and Dwarves in their fight against the Enemy. During the time of the Federation, the Elves used the Loden (an elfstone) to move the entire city of Arborlon and the Elven nation to the island of Morrowindl, until Wren Elessedil found them and brought them back to The Four Lands.
The Sky Elves were a group of Elves who migrated at some point to Wing Hove, in the Westland. There they found the rocs, large birds, and were able to tame them. The Sky Elves consider themselves a different race from the land Elves.
Dwarves:
The Dwarves, who live in the Eastland, were one of the races that evolved from Humans. During the time of the Great Wars, the Humans who would later become Dwarves hid underground to avoid the devastation above the ground. Centuries of living in caves before finally re-emerging made the Dwarves shorter than Men and gave them a great dislike of caves, as they vowed they would never live underground again. The Dwarves committed themselves to a life in the forested wilderness of the Anar forests, pursuing a reverence for nature reminiscent of the Elves. The Dwarves contributed to the inauguration of the First Council of Paranor, and also supported the Druid Army against the Man separatists in the First War of the Races. The Dwarves stood steadfast in their loyalty to the Druid Council over the millennia in a manner surpassing any other Race. The Dwarves became embroiled in the Gnome Border Wars shortly after the conclusion of the war. The bitter rivalry between the two peoples resulted from their having to share the Eastland between them. King Raybur managed to drive the Gnome tribes East of the Cillidellan and North of the Central Anar. The Central Anar and the Wolfsktaag Mountains became contested border territory with the Dwarven people settling in the Southern Anar. The Dwarves bore the full brunt of the Northland Army in the Second War of the Races. While Culhaven was sacked and many thousands slain, a large portion of the Dwarven people managed to escape into the deep Eastland beyond the Ravenshorn Mountains. The casualty count of their enemies was phenomenal. The remainder of the Dwarven army later marched on the Northland Army after it had been weakened by the Elves, and they managed to drive it to rout. Raybur rebuilt Culhaven, as well as a heavily fortified castle called Capaal to guard the headwaters of the Silver River. The Dwarven monarchy was later ended, to be replaced by a Democracy. In the Third War of the Races, the Gnome Wars flared up anew., and the Dwarves lent warriors to help defend the Border city of Varfleet against the Northern army. They later supported Arborlon in the War of the Forbidding. The Gnomes were soon after marshalled en-masse from the Ravenshorn by the Mord Wraiths. The Dwarves were drawn into a desperate struggle with this new evil, who sought to poison the Silver River and exterminate their people. Fortress Capaal fell before a summoned Kraken in this conflict. Despite support from both Arborlon and the Borderlands, the tide was turned only when Brin Ohmsford of the Shannara line destroyed the Ildatch grimoire which provided the Mord Wraiths with their dark powers. Despite withstanding this evil, the Dwarven race would fall before the more insidious threat of the Shadowen taint, allowing the Federation to enslave them. The Dwarves fought the Federation shortly before the events of The Heritage of Shannara took place. The Federation was kept at bay by the Dwarves, as the latter employed guerilla-style tactics. However, the Federation defeated the Dwarves by sending in Creepers. In months, the war was over. The Dwarves were then enslaved and put to work in mines for the Federation. When the Federation armies were defeated at the battle of the Valley of Rhenn, the Coalition Council withdrew from the Eastland, prompted by a revolt of the Dwarves led by Morgan Leah of the Freeborn. The Dwarves remained staunch allies of the Freeborn against the Federation, and lent troops and airships to their war.
Gnomes:
The Gnomes live in the Northland and Eastland. They are short, twisted and yellow-skinned, are very superstitious, and are united only under a chieftain or sedt, one for each clan. They are reverent and terrified of the creatures of Old magic within the Wolfsktaag Mountains. The Gnomes are the descendants of humans who survived the holocaust of the Great Wars within dense forests. Gnomes are adapted to a forest lifestyle, and some scholars suggest that their exposure to radiation caused a genetic mental retardation in their people (World of Shannara). A tribal and warlike people, the Gnomes were constantly enmeshed in border skirmishes and feuds. Gnomes warriors are typically light skirmishers and scouts, they also rode ponies in the Race Wars as light cavalry. Gnome loremasters were involved in forging the First Council of Paranor, and the Gnomes allied themselves with the other Races against the Southland separatists in the First War of the Races. The Gnome Border Wars of the Eastland raged for many centuries between the Gnomes and Dwarves, who had to share the Eastland between them. The conflict eventually led to the Gnomes being driven into the Northern Anar Forest and east of the Cillidelan (First King of Shannara). Gnome tribes also regularly led raids into the farmlands of the Southland. The Gnomes of the Northland were traditional enemies of the Rock Trolls. In the Second War of the Races, the Gnomes allied themselves with the Army of the Skull; after watching the defeat and subjugation of the larger, fiercer and better organized Rock Trolls. The War decimated the Gnomes, and cost their Race countless casualties. The Mountain Gnomes of the Ravenshorn Mountains were subjugated and enslaved by the Mwellrets. They were forced into constructing a mighty fortress called Graymark, that cost many thousands of slave lives. The Caves of Night were the disposal bins for slaves the Mwellrets no longer needed. The Mwellrets provided the Warlock Lord with a Mountain Gnome army in the Third War of the Races in exchange for being left alone as sovereign rulers of the Ravenshorn. About a century later, this pact was broken when the Mord Wraiths failed to cede the agreement between the Mwellrets and Brona. The Black Walkers seized Graymark for themselves, becoming new and even crueller rulers of the Gnomes, whom they used as soldiers in the War of the Ildatch. The Gnomes fell into line with the Southland Federation a few decades later, although a few tribes rebelled against this expansion of the Race of Man (Scions of Shannara). With the invention of the airship, Gnome raiders took to using light one man airships called flits to harry and harass larger vessels (Jarka Ruus). Gnomes were also the base level troops of the rebel Druids of the Third Council, provided by the Gnome Druid Pyson Wense. This force was dispatched by a Rock Troll army marshalled under Maturen Kermadec of the Kershalt.
Spider Gnomes
The Spider Gnomes are a small group of Gnomes who live in the Darklin Reach. They are more primitive than the other Gnomes and bear an uncanny resemblance to spiders in the way they move. Superstitious in nature, they present sacrifices to the Werebeasts who live in certain areas around their village, especially Olden Moor. In the series 'The Scions of Shannara', they are also seen to be helping the Shadowen. The Spiders, one of the groups of mutants in the Genesis of Shannara trilogy, are very similar in both beliefs and appearances.
Stors
The Stors are a race of Healers, considered to be the best in the world. Unlike the other Gnomes, the Stors have traditionally been committed reverently to a path of benevolent neutrality. Their small town, Storlock, is located in the Eastland. Wil Ohmsford is considered to be the first human to tutor under the Stors. The Stors are stated in World of Shannara to be an order formed by a Druid of the First Council of Paranor, who was committed to the arts of healing. The order is named after this founding figure. Storlock became legendary across the Four Lands for their amazing ability to combat illness and injury. Storlock almost fell to the Northland Army during the 2nd War of the Races when a roving Rock Troll platoon appeared at its gates. The Trolls were driven away by the magic of Mareth, an apprentice of the Druid Bremen. The Stors played vital roles in the history of the Four Lands, including saving the last scion of Shannara from poison in the 3rd War of the Races; and healing the Druid Allanon after a run-in with Demons. The Stors are characteristically silent around foreigners to their order, and wear white robes. The Stors have traditionally maintained subtle alliances with solo Druids such as Cogline and Allanon.
Race of Men
The Men, who live primarily in the Southland, are the primary race of the Shannara novels. Men are descended from some of the lucky humans that did not alter or mutate from the effects of the Great Wars, due to living within the sheltered Southland. The Race of Man was brought out of a tribal and warlike existence by the First Council of Paranor, of which they played an important role in forming. The Druid Council granted the Race of Man sovereign rulership over the Southland. The rebel Druid Brona incited a violent separatist uprising in the Southland, that soon encompassed and united the full might of Man. This army attacked Paranor, but was repulsed and broken by the Druids and the combined might of the other Races. Descendants of Men who opposed this uprising formed the small highland kingdom of Leah (World of Shannara). In the aftermath of the War of the Races, Men were barred from entry into Druid's Keep (First King of Shannara). In the long years after the War, the Race of Man withdrew into the Southland cities to lick their wounds, leaving only fledgling outposts in the Borderlands. They pursued an isolationist policy from the other Races, and soon forgot the true course of events that had led to their separation. The city of Dechtera swelled to become the second greatest industrial centre of the Four Lands. The Borderlands became the frontier for the Southland, and the Kingdom of Callahorn emerged as a superbly defended coalition of the three cities Tyrsis, Kern and Varfleet. The legendary Border Legion withstood many incursions of Gnome and Rock Troll raiders. Callahorn was also a most cosmopolitan land, pursuing the multicultural dream originally intended by the First Council of Paranor. While the Southland refused to offer any aid in the Third War of the Races, it was Callahorn that bore the full brunt of the Northland Army. The Warlock Lord placed a spy within Tyrsis who poisoned King Ruhl Buckannah and manipulated his unstable younger son Palance into disbanding the Border Legion. Callahorn was saved by the return of Crown Prince Balinor Buckannah, and the valor of Prince Menion Leah. Kern fell before the onslaught, but its populace escaped to Tyrsis due to the daring ingenuity of Prince Leah. The siege of Tyrsis was broken only when the Warlock Lord fell before the scion of Shannara, and his commanding Skull Bearers were destroyed. Belatedly, the Southland cities of Dechtera, Stern and Wayford realised the danger that they had narrowly avoided, and united into the Southland Federation. The Federation and Callahorn became drawn inexorably into conflict as Callahorn, after rebuilding Kern, continued to strive for independence, and the Federation to bring the Borderlands back under their control. The Borderlands offered token support to the Elves in the War of the Forbidding and the Dwarves in the War of the Ildatch. Eventually the Federation came to dominate the entire Race of Man, save for the nomadic Rover people. The Federation Council became corrupted by the Shadowen, who used their position to poison the Four Lands and wage war upon the other Races. The Federation waged a brutal war upon the Dwarves using Creepers, and ultimately enslaved their people, intent eventually upon genocide. Most of the Gnome tribes fell in line with Federation decrees. With the return of the Elves to the Four Lands, the Federation declared an all out war upon Arborlon. This assault was broken only when the scions of Shannara overcame the Shadowen at Southwatch, causing the invading army to rout. Callahorn was retaken by the Freeborn rebellion, and Leah was likewise declared independent once again. The Federation built a new city as the capital of their empire, Arishaig; the jewel of the Federation. The Federation continued to remain aggressive to the other Races and within two centuries they fully resumed their assault. When the airship was invented in the Rover coastal cities (World of Shannara), they gained new weapons in the form of mighty flying vessels. Airships were useful in the war waged between the Southland and the Freeborn Alliance, of the Borderlands, the Elves and the Dwarves. Prime Minister Sen Dunsidan was notable for relying upon magical enemies of Paranor to bolster his power. These included the Ilse Witch, the Morgawr and the rebel Druids Iridia Elerri and Shadea A'rhu. Ultimately Dunsidan became a cat's paw for a Demonic warlock named Tael Riverine, who wished to used the Federation army to destroy the Forbidding. This ploy was foiled by the courage of Penderrin Ohmsford of the Shannara line. Severe restrictions were placed upon the Southland following their failed attack upon Arborlon, in particular a deadly new airship weapon utilising laser emitting crystals was absolutely banned and its plans destroyed.
Mwellrets:
The Mwellrets are a species of Troll who adapted to live in the swamp land of the deep Eastland. They are mostly resistant to magic and have evolved reptilian physiologies and the ability to contort and alter their body size and shape. They returned to civilization much faster than the other races, and subjugated the Mountain Gnomes of Ravenshorn Mountains. The Gnomes believed the lizard people to command powerful magic that they could not withstand. Some Mwellrets such as Stythys (Wishsong of Shannara) commanded powers of great persuasion and manipulation, probably aided by some form of magic. The Mwellrets used their powers to coerce the weaker human races or 'little people' as they referred to them. They forced their slaves to build a mighty fortess in the Ravenshorn called Graymark, as the capital for their empire. They condemned many thousands of slaves to death in the Caves of Night below Graymark.
The Mwellrets remained an insular people and played no role in the politics of the wider Four Lands. They did not contribute their knowledge and powers to forming the 1st Druid Council of Paranor along with the other races. The lizard people were all but unknown by most of the races, although Dwarves such as Elb Foeraker (Wishsong of Shannara) viewed them with extreme distrust. They typically concealed their unsettling appearances with cowls and cloaks.
During the Second and Third Race Wars, the Mwellrets bargained with the Warlock Lord to provide some of their Gnomes for his army in exchange for their power remaining untouched. However, they later fell prey to the Mord Wraiths, who caused them to sicken to a handful. The Mwellrets were driven from Graymark. The survivors established themselves at the fallen Dwarf citadel of Dun Fee Aran where they ruled the Gnomes who resided there. Their attempts to command the dark magic of the Ildatch were thwarted a few years after the War of the Ildatch by Jair Ohmsford. A number of Mwellrets later served as aids to the warlock known as the Morgawr.
Moor Cats
Moor Cats are large cats that can blend in perfectly with their surroundings. Several of them have been associated with Cogline: Shifter and Smoke, sibling cats belonging to Cogline during the time of Bremen; Whisper, a moor cat that answered to Kimber Boh during the time of the Mord Wraiths; and Rumor, a cat that came to belong to Walker Boh, Cogline's student. In the High Druid of Shannara series, Bandit is a moor cat that Pen Ohmsford and his company find in the Slags, and who sacrifices himself by slowing Aphasia Wye long enough for them to escape.
Rocs
Rocs are large birds that are flown by Sky Elf Wing Riders. The Wing Riders and their rocs came to the aid of the Elves during their final battle against the Demons. Afterwards, One Wing Rider flew Wren to the island of Morrowindl and back. In addition, Wing Riders and rocs accompanied Walker and the crew of Jerle Shannara in the Voyage of Jerle Shannara.
Werebeasts
Werebeasts are malicious beasts who have a resemblance to the Drakuls of Morrowindl. They appear at first as a thick mist and settle over their victim. They then lead their prey into a state of delusion by reading their prey's mind and taking the shape of a friend or familiar face. They quickly resume their mist form and repeat the process. The victim eventually is lost and tired and the Werebeast then attacks. They live mainly in Darklin Reach and some other parts of the Eastland, including the Wolfsktaag Mountains.
Creature of the Mist Marsh
Basically, it is a type of Kraken. (BEWARE!!!)
Splinterscats
The Splinterscats, one of the first creatures that the Elves created, resemble giant porcupines. They were created to guard Elven farms, but after the Demons emerged, the Splinterscats lived in the wild. Like many of the creatures created by the Elves they had powers of speech and reason.
Plot
(What you've been waiting for...)
Well, finally, here's the plot! This takes place several hundred years after the last Shannara book. The Elfstones, the Sword of Shannara, and other talismans have been lost. This has no solid plot, and will basically take place in the four lands. Trolls will have no part in this roleplay, and not much will take place in the Northland. The majority of the roleplay will be in the Southland, Eastland, and Westland. There may end up being some sub-plots. Who knows? I might even throw in a little quest to recover the Elfstones or Sword of Shannara. Now about the Wishsong... there will be two or three descendants of Brin and Jair who have it, so if you want it, claim it quickly! Yes... If you dont know what it is, it's just the ability to alter any living thing by singing or humming. It has the ability to give both life and death. Yeahh... lets see if theres anything else... Oh right. There will be a Druid Council, with 10 druids in it. These 10 may be from any race except the Mwellrets. The Mwellrets tend to stay separate and keep to themselves, and care nothing for any other beings. There will only be 5 druids with access to the vualts and secret library with the druid histories. I think that's about all.
By the way, heres some stuff about the Druids:
Communication with animals and nature
The Druids, stewards of the earth have the ability to communicate with animal such as horses and giant prehistoric bears (the Koden; the Stone King Uhl Belk's guardian). They are also the only individuals beside the Chosen that the Ellcrys will communicate with.
Intuition
Every Druid has a powerful 6th sense that reveals itself in visions, general feelings, and premonitions. They also have ability to locate individuals anywhere in the world by concentrating on that individual,
Illusion
The Druids have harnessed the power of the old world magic including casting illusions. The illusion can be free standing or cast on another's countenance, altering their appearance.
Druid Fire
Druid fire is the most common offensive form of Druid magic, used in battle against opposing magics. The fire can be any one of several colors; for example, Allanon's is blue while Walker Boh's is white. Also, Druid fire has multiple other uses, including awakening the magic that seals Paranor.
Druid Sleep
Druids can place themselves in a form of suspended animation known as the Druid Sleep. During this time they are rejuvenated and their lives prolonged, but the Druid Sleep cannot sustain one forever. Towards the end of a Druid's life, the sleep becomes less and less effective, until the Druid's life ends in this world. There has been no limit stated as to the length of time one can remain in the Druid Sleep, but if it is used recklessly complications can result. For example, overuse led to senility in the ex-Druid Cogline. Also, overuse when one has been mortally wounded can be catastrophic, as witnessed with the rebel Druid Brona after the First War of the Races. A side effect is the loss of fertility.
Invisibility
Druid magic allows the Druids to leave their bodies, in invisible spirit form, a form of astral projection, which allows the user to travel freely, unobserved with limited physical interaction. Another, separate Druid magic is based on the magic of Illusion. They are able to use magic to blend in with their surroundings like a chemeleon, to trick or elude enemies.
Paranor
Paranor is the fortress that has been used by the Druids since they first created the Druid Council. It is described as having a keep and a surrounding wall. Geothermal energy powers and heats the keep. It is riddled with secret passages that interconnect the entire fortress; these have been used by friend and foe alike. The fortress also contains the hidden library that houses the Druid Histories, in addition, it contains vaults that have held a variety of artifacts including the Sword of Shannara and the Stiehl. But the keep's most important feature is the Druid Well. It is the source of the Druids' potent magical powers, and a last defense against invaders. If the fortress is taken, it removes Paranor from the Four Lands, killing all inside despite any magic or lack thereof. This can only be undone using the power of the Black Elfstone, and even then at tremendous cost to the resurrector.