Ilse Witch (Voyage of the Jerle Shannara Series #1)

Ilse Witch (Voyage of the Jerle Shannara Series #1)

4.3 96
by Terry Brooks

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When a half-drowned elf is found floating in the seas of the Blue Divide, an old mystery resurfaces. Thirty years ago, an elven prince led an expedition in search of a legendary magic said to be more powerful than any in the world. Of all those who set out on that ill-fated voyage, not one has ever returned. Until now. The rescued elf carries a map covered with…  See more details below


When a half-drowned elf is found floating in the seas of the Blue Divide, an old mystery resurfaces. Thirty years ago, an elven prince led an expedition in search of a legendary magic said to be more powerful than any in the world. Of all those who set out on that ill-fated voyage, not one has ever returned. Until now. The rescued elf carries a map covered with mysterious symbols–and Walker Boh, the last of the Druids, has the skill to decipher them. But someone else understands the map’s significance: the Ilse Witch, a ruthless young woman who wields a magic as potent as his own. She will stop at nothing to possess the map–and the magic it leads to.

Thus begins the first volume of a dazzling new adventure in one of the most popular fantasy series of our time

Editorial Reviews

From the Publisher
Rocky Mountain News

–The Dallas Morning News
The Barnes & Noble Review
Having explored the arena of dark fantasy with the Demon trilogy (Running with the Demon, A Knight of the Word, etc.), bestselling author Terry Brooks returns to his phenomenally popular Shannara series. Brooks remains in excellent form, bringing all of his master storytelling abilities to the fore as he links this new trilogy to a saga started over two decades ago.

The Voyage of Jerle Shannara: Ilse Witch begins a generation after the events of the previous novel in the series, Talisman of Shannara. Walker Boh, the last of the Druids, is now an embittered outcast of the elven lands. The elf king, Allardon Elessedil, who has shunned Walker for years, now needs the Druid's aid. Walker may be the only one who can make sense of a map brought back by a dying member of lost expedition. This castaway is found floating on a piece of wreckage in the seas of the Blue Divide, and he might in fact be Allardon's brother, missing for 30 years. Assassins and thieves are also interested in the map, and after the king's murder, Walker takes it upon himself to follow the route toward a vast and ancient magical power. His mysterious enemy, the Ilse witch, is also in search of the three mystical keys for reasons of her own. Along with Walker on an airship are Quentin Leah, possessor of the magic sword of Leah, and Quentin's adopted brother, Bek Rowe, a young man whose own past may somehow be connected to that of the witch. This fellowship must first journey to the last remaining vestige of the Old World magic in Castledown in an attempt to ward off their enemies in an effort to save the world.

Here are the earmarks of all that made the Shannara series one of the most popular sagas of high fantasy ever: it is steeped in a well-detailed magical world, rich in mysterious atmosphere, and filled with engaging characters. Brooks does well in keeping many of the most important events and cast members shrouded in mystery. The Ilse witch, for all her power, is so enigmatic that she is a flawless foil to Walker Boh. The new cast is filled of intriguing and bizarre characters, while other well-known personalities occasionally crop up enough to appeal to all the fans of this 20-year-old old series. For those readers just beginning the journey, The Voyage of Jerle Shannara is the perfect starting point to draw them into the the earlier books.

--Tom Piccirilli review
The Barnes & Noble Review
Terry Brooks -- whose first novel, The Sword of Shannara, became an instant bestseller upon its release in the late 1970s -- is the author of scads of popular fantasy novels. While the author's ongoing appeal is due to his quick-flowing prose, action-packed sequences, and colorful characters, he owes much of his success to his strict concordance with the "epic quest" model established by J.R.R. Tolkien 40 years earlier.

But give the man some credit -- Brooks writes a killer yarn. (He has millions of diehard fans to prove it.) And while his stories rely heavily on Tolkien-esque elements (such as arduous journeys, magic-wielding wizards, young protagonists who are always more than they appear, and, of course, the obligatory dark evil force), Brooks has a charm all his own, and he consistently keeps his readers guessing and wildly flipping the pages.

Brooks fans are certainly in for a treat with The Voyage of the Jerle Shannara: Antrax, the follow-up to the series kickoff, Voyage of Jerle Shannara: Ilse Witch. If you're unfamiliar with this particular story line, stop reading now and pick up Ilse Witch first -- it's a great deal of fun, even for those unfamiliar with Brooks's previous works. Antrax begins exactly where Ilse Witch lets off.

Some background: Ilse Witch tells of a potentially devastating magic that the forces of good and evil both desperately want to control. The good guys set off on an airship in an effort to find this magic; the bad guys are hot on their trail. At the conclusion of Ilse Witch, the young Bek Rowe learns that he is really Bek Ohmsford, a direct descendant to the fabled Elf King, Jerle Shannara. Because of his lineage, Bek possesses the powerful gift of the Wishsong and the sole ability to use the mythical Sword of Shannara. As if this weren't enough for the lad to digest, he also discovers that his team's deadly adversary, the Ilse Witch, is his sister.

In Antrax, the race continues as Bek, the Druid Walker Boh, Bek's cousin Quentin, a few talented Rover flyers, the seer Ryd Ord Star, a score of Elf hunters, and the thoroughly intriguing shape-shifter Truls Rohk battle not only the Ilse Witch but also a relentless army of technological monsters. Brooks devotees will be happy (although not surprised) to hear that Antrax provides a punch of pure adrenaline. It's high-quality, rapid-paced entertainment. (Andrew LeCount)

Dallas Morning News
Even readers who haven't read a Terry Brooks title since his classic Sword of Shannara will welcome The Voyage of the Jerle Shannara: Ilse Witch . . . The action and creatures come fast and furious. . . . This latest volume finds Mr. Brooks' power ascending.
Rocky Mountain News
"If Harry Potter has given you a thirst for fantasy and you have not discovered the magic of Terry Brooks, you are in for a treat.
Santa Cruz Sentinel
If you were delighted and entranced by Michael Ende's The Never Ending Story, you will definitely want to sample one of more of Terry Brooks's books.
Publishers Weekly
Continuing the saga begun in The Voyage of the Jerle Shannara: Ilse Witch (2000), bestseller Brooks opens this slick, lightweight fantasy with our band of heroes (Druids, elves, shape-shifters, Rovers, etc.) trapped on an island ruled by the evil artificial intelligence Antrax. Antrax has lured this disparate crew to its underground lair in order to use their assorted magics to expand its influence across the world of Shannara. The expedition's leader, the Druid Walker, wants to steal Antrax's ancient technology, but to gain it, he must engage in deadly combat with the machine. The treacherous seer, Ryer Ord Star, and the young, frightened elven prince, Ahren Elessedil, join the fight. Meanwhile, Bek Ohmsford, a prot?g? of Walker's who's been left mostly in the dark about his own magical potential, must try to convince his sister, the dangerous Ilse Witch, that his version of their shared past is true, as he struggles to keep her from killing him or his friends. Also complicating the plot are the battles of the Rovers to reclaim the group's airship the only means for the adventurers to return home. Some emotionally painful encounters occur with former friends who have been enslaved by Antrax, turned into cyborgs and forced to do the nasty AI's bidding. Brooks's fans are sure to be pleased with this action-packed yarn, which neatly weaves the many plots and characters into a coherent whole. Those readers looking for more depth or less predictability are unlikely to have started on this series in the first place. 12-city author tour. (Sept. 21) Copyright 2001 Cahners Business Information.
Publishers Weekly - Publisher's Weekly
Echoing with the themes, traditions and enchantments of Brooks's earlier Shannara novels, this lively new adventure, set a generation later, combines the familiar quest format used in The Sword of Shannara with an array of well-defined characters and malevolent beings. Rather than searching for a powerful sword, however, the Druid Walker and the Elven King Allardon Elessedil unite forces to retrieve an ambiguous prize, "a magic of spells invoked by words," that may fortify the Elven government and its people or destroy those who seek it. Guided by the knowledge of the dangers he will face beyond the Blue Divide, Walker spends a lengthy amount of time recruiting his crew members. For heroics, Walker enlists the aid of two Highland boys: Quentin, who has the power of the Leah family sword at his behest, and his foster brother Bek, an orphan of mysterious origins and unknown talents. Providing magical mobility are the Wing Riders, who fly the frequently unfriendly skies on giant Rocs. A female seer and empath, a shapeshifter with a dubious past, a dwarf, a number of Elven soldiers and several colorful, Gypsy-like Rovers who captain, navigate and repair the airship Jerle Shannara round out Walker's questing crew. Throughout, the inimical Ilse Witch, a powerful young sorceress and Walker's bitter rival, shadows the expedition as it overcomes several near fatal encounters. Although this first volume in Brooks's proposed trilogy sputters to a slow start, bogged down by necessary background information and character development, Brooks nevertheless manages to intensify and tighten the story's momentum as the Jerle Shannara reaches its final destination. Fans familiar with the Shannara series, and new readers as well, will enjoy this first Shannara tale in four years. Major ad/promo; 12-city author tour; simultaneous Random House Audio. (Sept.) Copyright 2000 Cahners Business Information.|
Library Journal
When evidence of an ancient magic surfaces in the Elven lands, a race begins between Walker Boh, the last Druid, and his implacable enemy, the young woman known as the Ilse Witch. Brooks sets his newest installment in the best-selling Shannara series a generation after the events of Talisman of Shannara (1993) and introduces a new and intriguing cast of characters along with a few familiar faces. The Shannara mythology gains a new level of history and depth in a tale that should appeal to the series' legions of fans. Libraries may consider purchasing multiple copies to meet demand. [Previewed in Prepub Alert, LJ 5/1/00.] Copyright 2000 Cahners Business Information.\
Internet Book Watch
Hunter Predd, on his Roc Obsidian, was patrolling near Wing House when he notices a man clinging to a piece of wood in the raging waters. He rescues the man who barely survives. He takes the man to a healer, but hides the map and bracelet the victim carried. He takes them to the Elf King Allordon Elessedil who recognizes the bracelet as that worn by his brother when last seen thirty years ago. Allordon's sibling searched for valuable treasure using the now missing Elfstones of Shannara. Allordon summons Walker, the last Druid, to visit him though they have not talked to one another in years. Upon learning what Allordon knows, Walker realizes the importance of the treasure as a powerful magical tool that could change the world order. They agree to form a team to find the treasure even as though Walker knows that his greatest enemy, the Witch Isle, watches them to gain possession for herself. Twenty-three years have passed since the release of the exciting The Sword Of Shannara. That world and the environs of The Voyage Of Jerle Shannara: Ilse Witch are quite different. However, both books and the many in between share in common the writer's ability to make that imaginary world seem real. This epic fantasy is filled with brilliant characters, an enthralling story line, and an urge that leaves the audience obsessing for the next two novels in the latest trilogy. Terry Brooks remains a master storyteller who makes the unbelieveable seem genuine.
—Internet Book Watch
Kirkus Reviews
After a time out to write about demons and knights (Angel Fire East, 1999, etc.), Brooks returns to his bestselling Shannara universe (First King of Shannara, 1996, etc.). A sort of "next generation," this one takes place a generation after the last of the previous series. Walker Boh, the last of the Druids, and the beautiful magician of the title team up to investigate a mysterious death. And no, of course Brooks hasn't forgotten about the sword. Author tour

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Product Details

Random House Publishing Group
Publication date:
Voyage of the Jerle Shannara Series, #1
Edition description:
Sales rank:
Product dimensions:
4.19(w) x 6.88(h) x 1.23(d)
Age Range:
14 - 18 Years

Read an Excerpt

Hunter Predd was patrolling the waters of the Blue Divide north of the island of Mesca Rho, a Wing Hove outpost at the western edge of Elven territorial waters, when he saw the man clinging to the spar. The man was draped over the length of wood as if a cloth doll, his head laid on the spar so that his face was barely out of the water, one arm wrapped loosely about his narrow float to keep him from sliding away. His skin was burned and ravaged from sun, wind, and weather, and his clothing was in tatters. He was so still it was impossible to tell if he was alive. It was the odd rolling movement of his body within the gentle swells, in fact, that first caught Hunter Predd’s eye.

Obsidian was already banking smoothly toward the castaway, not needing the touch of his master’s hands and knees to know what to do. His eyes sharper than those of the Elf, he had spotted the man in the water before Hunter and shifted course to effect a rescue. It was a large part of the work he was trained to do, locating and rescuing those whose ships had been lost at sea. The Roc could tell a man from a piece of wood or a fish a thousand yards away.

He swung around slowly, great wings stretched wide, dipping toward the surface and plucking the man from the waters with a sure and delicate touch. Great claws wrapped securely, but gently, about the limp form, the Roc lifted away again. Depthless and clear, the late spring sky spread away in a brilliant blue dome brightened by sunlight that infused the warm air and reflected in flashes of silver off the waves. Hunter Predd guided his mount back toward the closest piece of land available, a small atoll some miles from Mesca Rho. There he would see what, if anything, could be done.

They reached the atoll in less than half an hour, Hunter Predd keeping Obsidian low and steady in his flight the entire way. Black as ink and in the prime of his life, the Roc was his third as a Wing Rider and arguably the best. Besides being big and strong, Obsidian had excellent instincts and had learned to anticipate what Hunter wished of him before the Wing Rider had need to signal it. They had been together five years, not long for a Rider and his mount, but sufficiently long in this instance that they performed as if linked in mind and body.

Lowering to the leeward side of the atoll in a slow flapping of wings, Obsidian deposited his burden on a sandy strip of beach and settled down on the rocks nearby. Hunter Predd jumped off and hurried over to the motionless form. The man did not respond when the Wing Rider turned him on his back and began to check for signs of life. There was a pulse, and a heartbeat. His breathing was slow and shallow. But when Hunter Predd checked his face, he found his eyes had been removed and his tongue cut out.

He was an Elf, the Wing Rider saw. Not a member of the Wing Hove, however. The lack of harness scars on his wrists and hands marked him so. Hunter examined his body carefully for broken bones and found none. The only obvious physical damage seemed to be to his face. Mostly, he was suffering from exposure and lack of nourishment. Hunter placed a little fresh water from his pouch on the man’s lips and let it trickle down his throat. The man’s lips moved slightly.

Hunter considered his options and decided to take the man to the seaport of Bracken Clell, the closest settlement where he could find an Elven Healer to provide the care that was needed. He could take the man to Mesca Rho, but the island was only an outpost. Another Wing Rider and himself were its only inhabitants. No healing help could be found there. If he wanted to save the man’s life, he would have to risk carrying him east to the mainland.

The Wing Rider bathed the man’s skin in fresh water and applied a healing salve that would protect it from further damage. Hunter carried no extra clothing; the man would have to travel in the rags he wore. He tried again to give the man fresh water, and this time the man’s mouth worked more eagerly in response, and he moaned softly. For an instant his ruined eyes tried to open, and he mumbled unintelligibly.

As a matter of course and in response to his training, the Wing Rider searched the man and took from his person the only two items he found. Both surprised and perplexed him. He studied each carefully, and the frown on his lips deepened.

Unwilling to delay his departure any longer, Hunter picked up the man and, with Obsidian’s help, eased him into place on the Roc’s broad back. A pad cushioned and restraining straps secured him. After a final check, Hunter climbed back aboard his mount, and Obsidian lifted away.

They flew east toward the coming darkness for three hours, and sunset was approaching when they sighted Bracken Clell. The seaport’s population was a mixture of races, predominantly Elven, and the inhabitants were used to seeing Wing Riders and their Rocs come and go. Hunter Predd took Obsidian upland to a clearing marked for landings, and the big Roc swung smoothly down into the trees. A messenger was sent into town from among the curious who quickly gathered, and the Elven Healer appeared with a clutch of litter bearers.

“What’s happened to him?” the Healer asked of Hunter Predd, on discovering the man’s empty eye sockets and ruined mouth.

Hunter shook his head. “That’s how I found him.”

“Identification? Who is he?”

“I don’t know,” the Wing Rider lied.

He waited until the Healer and his attendants had picked up the man and begun carrying him toward the Healer’s home, where the man would be placed in one of the sick bays in the healing center, before dispatching Obsidian to a more remote perch, then following after the crowd. What he knew was not to be shared with the Healer or anyone else in Bracken Clell. What he knew was meant for one man only.

He sat on the Healer’s porch and smoked his pipe, his longbow and hunting knife by his side as he waited for the Healer to reemerge. The sun had set, and the last of the light lay across the waters of the bay in splashes of scarlet and gold. Hunter Predd was small and slight for a Wing Rider, but tough as knotted cord. He was neither young nor old, but comfortably settled in the middle and content to be there. Sun-browned and windburned, his face seamed and his eyes gray beneath a thick thatch of brown hair, he had the look of what he was—an Elf who had lived all of his life in the outdoors.

Once, while he was waiting, he took out the bracelet and held it up to the light, reassuring himself that he had not been mistaken about the crest it bore. The map he left in his pocket.

One of the Healer’s attendants brought him a plate of food, which he devoured silently. When he was finished eating, the attendant reappeared and took the plate away, all without speaking. The Healer still hadn’t emerged.

It was late when he finally did, and he looked haggard and unnerved as he settled himself next to Hunter. They had known each other for some time, the Healer having come to the seaport only a year after Hunter had returned from the border wars and settled into Wing Rider service off the coast. They had shared in more than one rescue effort and, while of different backgrounds and callings, were of similar persuasion regarding the foolishness of the world’s progress. Here, in an outback of the broader civilization that was designated the Four Lands, they had found they could escape a little of the madness.

“How is he?” Hunter Predd asked.

The Healer sighed. “Not good. He may live. If you can call it that. He’s lost his eyes and his tongue. Both were removed forcibly. Exposure and malnutrition have eroded his strength so severely he will probably never recover entirely. He came awake several times and tried to communicate, but couldn’t.”

“Maybe with time—”

“Time isn’t the problem,” the Healer interrupted, drawing his gaze and holding it. “He cannot speak or write. It isn’t just the damage to his tongue or his lack of strength. It is his mind. His mind is gone. Whatever he has been through has damaged him irreparably. I don’t think he knows where he is or even who he is.”

Hunter Predd looked off into the night. “Not even his name?”

“Not even that. I don’t think he remembers anything of what’s happened to him.”

The Wing Rider was silent a moment, thinking. “Will you keep him here for a while longer, care for him, watch over him? I want to look into this more closely.”

The Healer nodded. “Where will you start?”

“Arborlon, perhaps.”

A soft scrape of a boot brought him about sharply. An attendant appeared with hot tea and food for the Healer. He nodded to them without speaking and disappeared again. Hunter Predd stood, walked to the door to be certain they were alone, then reseated himself beside the Healer.

“Watch this damaged man closely, Dorne. No visitors. Nothing until you hear back from me.”

The Healer sipped at his tea. “You know something about him that you’re not telling me, don’t you?”

“I suspect something. There’s a difference. But I need time to make certain. Can you give me that time?”

The Healer shrugged. “I can try. The man inside will have something to say about whether he will still be here when you return. He is very weak. You should move swiftly.”

Hunter Predd nodded. “As swift as Obsidian’s wings can fly,” he replied softly.

Behind him, in the near darkness of the open doorway, a shadow detached itself from behind a wall and moved silently away.

The attendant who had served dinner to the Wing Rider and the Healer waited until after midnight, when the people of Bracken Clell were mostly asleep, to slip from his rooms in the village into the surrounding forest. He moved quickly and without the benefit of light, knowing his path well from having traveled it many times before. He was a small, wizened man who had spent the whole of his life in the village and was seldom given a second glance. He lived alone and had few friends. He had served in the Healer’s household for better than thirteen years, a quiet, uncomplaining sort who lacked imagination but could be depended on. His qualities suited him well in his work as a Healer’s attendant, but even better as a spy.

He reached the cages he kept concealed in a darkened pen behind the old cabin in which he had been born. When his father and mother had died, possession had passed to him as the eldest male. It was a poor inheritance, and he had never accepted that it was all to which he was entitled. When the opportunity had been offered to him, he snatched at it eagerly. A few words overheard here and there, a face or a name recognized from tales told in taverns and ale houses, bits and pieces of information tossed his way by those rescued from the ocean and brought to the center to heal—they were all worth something to the right people.

And to one person in particular, make no mistake about it.

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