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House of Rahl: A Sword of Truth Guild

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This is a guild for fans of the book series, Terry Goodkind, and yes, even the tv series. 

Tags: Terry Goodkind, Sword of Truth, Rahl, Seeker, Role Play 

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haphazardly parked
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Dapper Fatcat

PostPosted: Thu Jul 16, 2009 7:16 pm
So, you haven't read the Sword of Truth. That's okay! You can still join the roleplay.



Index!
1. The Places
2. People & Things

This is just the beginning; if you think something needs to be elaborated on / added, PM me.  
PostPosted: Thu Jul 16, 2009 7:40 pm
The Places



Quote:
-[Terms]
-----Historical Figures-----
Darken Rahl -- crazy guy who tried to take over the world.
Panis Rahl -- Darken's father, set the example for world domination.
Zeddicus Z'ul Zorander -- First Wizard, made the barriers.
First Wizard -- the first wizard; the most powerful of them all, rules Midlands with the Mother Confessor on the Council of Aydindril.


1. D'Hara
D'Hara is the homeland of the D'harans. Think Germany. They're all blond-haired, blue-eyed, and their leader thousands of years ago was a mini-Adolf Hitler. His name was Darken Rahl, and he was an Agent of the Keeper (basically, he's Satan). Darken Rahl tried to take over the world, taking after his father Panis Rahl.

Panis (no, not p***s, you dirty-minded creep!) very nearly succeeded in doing so, and forced Zeddicus Z'ul Zorander, the First Wizard to create two barriers. The barriers separated the New World into D'Hara, the Midlands, and Westland.

D'Hara is ruled by the Lord Rahl.



2. Midlands
The Midlands is a land separated from D'Hara and the Westlands by Zedd's barrier. It is a land of magic ruled by the Council of Aydindril, which is headed by the Mother Confessor and the First Wizard.

The Midlands is a place of magic.



3. Westlands
PEOPLE DISLIKE MAGIC HERE. When Zedd created the barriers, TWO had to be made, so the people who were not a fan of magic scooted over to the WEST, thus the WESTLANDS. The Westlands was void of magic, cut off by the Barrier until it was destroyed some thousands of years prior to our roleplay. Now it continues to be an anti-magic place, though magic is not a myth there anymore.


4. The Old World
-- A land that was formerly barred from the "New World" -- D'Hara, the Midlands, and Westland -- the barrier between the Old World and the New World was destroyed. The Old World is far larger and more densely populated than the New World.

In the Old World lies the Palace of Prophets, where the Sisters of Light reside. During the book's time, the Sisters stole young wizards from the New World and through a time-spell spent hundreds of years teaching them; now, the Palace has been rebuilt but without the spell. Sisters teach only their own, and leave the wizards to the Wizarding Orders in the Wizard's Keep.
 

haphazardly parked
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Dapper Fatcat


haphazardly parked
Crew

Dapper Fatcat

PostPosted: Wed Jul 22, 2009 11:54 am
People & Things



1. Confessors
There are no male Confessors. Any child of a Confessor is a Confessor, and if that child is male, than the Confessor's mate - someone touched by her - will kill the child.

Perhaps one of the hardest but most important things it understand is the power of a Confessor. With a single touch, a Confessor destroys the touched person's personality, replacing it with an overwhelming and obsessive love for the Confessor. The Confessor's power is used to touch those criminals who would rather make a true confession proclaiming their innocence - because one who has been touched cannot even begin to comprehend lying to their Confessor - than to serve a false sentence.

(If the person touched proves innocent, a Confessor's wizard - their traveling companion and guardian - will turn the innocent into an animal, and the Confessor's touch is weakened significantly.)

A Confessor's power is permanent, and anyone she touches will do anything for her. It can only be used once at a time, and normally takes a Confessor couple of days to recover. The Mother Confessor, the strongest of all of them takes roughly two hours.

The Mother Confessor wears white and all other Confessors wear black.




2. The Mother Confessor
Powerful enough that she could order anyone she touches to just drop dead - and they will - the Mother Confessor rules the Confessor's palace at Aydindril, the capitol of the Midlands. The Council of Aydindril, a coalition of rulers from all the kingdoms of Midlands, rules the Midlands. The Mother Confessor sits on that Council as a prominent member, representing all the people of the Midlands, especially those who are not powerful enough to send their own representative to the Council.



3. Wizards
Taught by their own at the Wizard's Keep, the Wizards are ruled by the First Wizard, the most powerful of them all. The First Wizard was born with the innate ability to use magic, and therefore is a wizard of the First Order.

There are three wizarding orders, dependent on strength.

First Order:
The most powerful, born with the innate ability to use magic - these are the ones that will, regardless of whether they are taught or not, use magic eventually. It is these that will kill themselves with their gift if not taught properly.

Second Order:
The second-strongest order of wizards, these ones are no danger to themselves if they do not learn - and, in fact, can only use magic because they have been taught to do so.

Third Order:
Like the Second Order, these wizards can only be taught. They are the weakest of the wizards.

Wizard's Magic works through gifts. While there are basic skills for a wizard - the ability to cast Wizard's Fire, a very powerful magic - most wizards' powers manifest themselves through an affinity to something. A wizard might be a carver, or a painter, or an archer. Very rare are the Prophets, and even rarer are the War Wizards.

Additive and Subtractive Magic -- the two kinds of magic. Additive magic adds to things - the example used is that a wizard with Additive magic can grow a beard, but only a wizard with Subtractive magic can make that beard disappear. Likewise, a wizard with Subtractive magic can make a beard disappear, but only a wizard with Additive magic can grow one.

War Wizards are born with both Additive and Subtractive magic. They are exceedingly rare. The one in the book series was the first one born in 3,000 years.

Wizards are a difficult concept to explain in terms of SoT, because during the series wizarding kind was dying out.

I would suggest reading some of this to help.




4. The Lord Rahl
In the beginning, the Lord Rahl at the time, Alric, created the bond during the great war. This magic assured that for all time, every succeeding Lord Rahl would bear at least one gifted male heir (a wizard). This magic also created a bond between D'Harans and their Lord Rahl. Strengthened during the devotions, it is a reciprocal magic. Lord Rahl is the magic against magic in the defense of D'Hara, and his people are the steel against steel. Every pure blood D'Haran knows where the Lord Rahl is at any given time - or at least his direction, depending on his distance - and any person with this ability is protected from the invasive magic of Dream-walkers, who have the ability to control you.



5. Mord-Sith
Servants of Lord Rahl, the Mord-Sith's power granted to them through their bond is the ability to take control of anyone whose magic is used against them directly: should a wizard attempt to cast a spell on them, for example, the Mord-Sith can take control of their magic and use it against them in the form of pain.

Mord-Sith are created from the kindest-hearted girls, and are broken three times before they are fully Mord-Sith.

With the use of an Agiel, a small red rod kind of like a baton that is powered by the bond between the Lord Rahl and the Mord-Sith, they are broken. An Agiel causes pain at the Mord-Sith's behest - pressing an Agiel against someone's skin has the ability to make it blister and bleed. An Agiel's caress can crack ribs and break bones.

Mord-Sith are first broken by a Mord-Sith. They are then forced to watch a Mord-Sith break their mother, and afterwards must break their fathers themselves. Only once a girl has completed the three parts of training are they Mord-Sith.

Once captured by Mord-Sith, you cannot escape unless someone else kills her.
Elaborated on here. Read that if you wish to play a Mord-Sith.
 
PostPosted: Sat Jul 25, 2009 9:10 pm
Some Special Things



1. Wizards, Witches, Sorcerers & Sorceresses

Only men can be wizards;
Sorceresses are like wizards, only less powerful and instead of their magic having an affinity to something like carving or stuff, their magic is called their Han. It's like, their Han is in them, and the extend the Han to affect other things. They can do stuff like set things on fire, y'know? Just not as powerfully as wizards can.

Witches are notoriously secretive and WTFPWNAGE. Examples in canon SoT-verse are Six and Shota, who nobody knew anything about at all, really. They can see the river of time, or something like that, and Shota threatened to kill Richard Rahl - the most powerful war wizard / Seeker of Truth known - like she could.

Now, we don't KNOW if she could, but she made the threat and Richard was wary.

Sorcerers are rarer than blue moons, which, in fact actually occur (a blue moon is when there are two full moons in one month). Sorcereresses are meant to be women, like wizards are meant to be men. Therefore, let's actually call Sorcerers freaks of nature, like being struck by lightening seven times in quick succession and still living.

There isn't too much difference in a sorcerer and a wizard except for that they don't mix. They can't directly effect each other, but they can indirectly. Kind of like oil and water. Since sorcerer's are so rare, you must obtain the approval of the council to play one.
 

haphazardly parked
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Dapper Fatcat

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