The Sword of Truth

Discussion in 'Retirement Home' started by Nova, Jun 10, 2010.

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  1. Nova We left a scar size extra-large.

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    Plot: The seeker is on a mission to save the world from the evil Darken Rahl yet again. They have already found the Stone of Tears and brought it to the Pillars of Creation to restore the tear in the veil to the underworld, but now the world is in danger again. The stone was destroyed. Now Richard, Zeddicus, Kahlan and Cara must find a way to prevent the Keeper of the underworld and Darken Rahl from spreading darkness over the World of the Living.

    Locations:
    The three main provinces in the world are Westland, the Midlands and D'Hara. Westland is separated from the Midlands by a magical boundary, which was created to prevent any magic from entering Westland. On the other side of the Midlands is D'Hara, which is ruled by Darken Rahl. The Confessors oversee the welfare of the people of the Midlands.

    Westland: Westland is one of three lands that makes up the New World. Like its name suggests, Westland is the west-most land in the New World. When the boundaries were raised, Westland became a land without magic.

    Richard Rahl grew up in Westland. When Richard finds out he must find a way across the boundary, he figures out that there's a way to cross the boundary without going through the underworld. He realizes this when he learns that nothing magical was in Westland when the boundary went up. Since the Book of Counted Shadows was there, and was magical, he knew his father had found a way to cross to be able to bring it back. This path was known as King's Port.
    Cities and towns in Westland:
    Hartland
    Trunt Lake
    Southaven

    D’Hara: D'Hara is the east most land of the New World. It is ruled by the gifted Lord Rahl and has been since the time of the Great War.
    The people of D'Hara are bonded to their Lord Rahl, protecting them from the powers of a dream walker, though they must be loyal to him for the bond to be of any use. Full blooded D'Haran's are usually blonde of hair and blue of eye. In full blooded D'Harans the bond to the Lord Rahl is stronger, giving them a more powerful sense of in what direction he is in, though it protects them from dream walkers all the same.
    Places in D’Hara:
    People's Palace
    Caska
    Garden of Life

    Midlands: The Midlands were the lands between Westland and D'Hara. They were ruled by the Mother Confessor, through the Central Council of the Midlands. Each separate nation of the Midlands was entitled to have its own monarch or other form of government, depending on the culture of said land, though each separate land still came under the jurisdiction of the Central Council and hence the Mother Confessor. The Midlands Alliance was dissolved, by Richard Rahl, due to the war against the Imperial Order.

    Cities and Places in the midlands:

    Agaden Reach
    Aydindril
    Tamarang
    Horner's Mill
    The Wilds
    The Rang'Shada Mountains
    Pendisan Reach
    Galea
    Kelton
    Mardovia
    Nicobarese
    Jara

    Characters:

    Richard Rahl –The seeker. Raised under the name of Richard Cypher, he starts out in the series as a young woods guide living in Hartland, a town in Westland and a place where no magic exists. Richard is the adopted son of George Cypher and brother of Michael Cypher, but he does not know who his real parents are or that Zedd is his grandfather. He discovers that he is the first true Seeker in a thousand years - "a hero who arises in the times of trouble and suffering and seeks out evil". Although Richard is reluctant to be the Seeker, he is earnest in fulfilling his role as he is the person prophesied to defeat Darken Rahl. Along the way he becomes closer to Kahlan and falls in love with her.
    Appearance:
    [​IMG]

    Kahlan AmnellTAKEN BY NOVA the Mother Confessor and the last living Confessor. As a Confessor, she has the power to magnify the love a person has within them for her, allowing her to control the person. This power allows her to serve the people of the Midlands, who respect and fear her. Her mother is deceased. Her sister appeared to have been killed a long time ago, but she has indeed survived, and will give birth to a male confessor. In Kahlan's quest to defeat Rahl, her role is to protect the Seeker with her life. She develops a deep love for Richard, which is torment for them both since her Confessor's powers would be inadvertently unleashed in a moment of intimacy, making it impossible for Richard and Kahlan to act on their feelings for each other.
    Appearance:
    [​IMG]

    Zeddicus "Zedd" Zu'l Zorander – A wizard of the first order who the people of Hartland believe to be a crazy old man, and is Richard's grandfather. Heeding the prophecy concerning Richard, Zedd brought him into Westland after his birth to protect him from Darken Rahl and gave him to George Cypher to raise. After Richard accepts the name of the Seeker, Zedd becomes his mentor and is sworn to protect him with his life. He rarely panics and always looks ahead to what has to be done.
    Appearance:
    [​IMG]

    Cara Mason – a Mord'Sith. Cara is one of the feared order of women known as Mord-Sith. When Mistress Denna failed to train Richard, Cara was personally recruited by the evil ruler Darken Rahl to eliminate the Seeker once and for all. But instead of fulfilling her mission, Cara was forced to work with Richard to save herself, which ultimately led to the Seeker fulfilling the prophecy, killing Rahl and ending his reign of tyranny. From the Underworld, Darken Rahl commands the Mord'Sith to dispose of Cara for her role in his demise. They beat her and leave her for dead, after which Richard helps Cara. Deserted by her people and sworn to protect Richard, the heir to the title Lord Rahl, Cara joins the Seeker and a wary Kahlan and Zedd on their new quest. Richard trusts Cara, and believes her unique abilities could prove invaluable in finding the Stone of Tears and defeating the Keeper of the Underworld.
    Appearance:
    [​IMG]

    Darken Rahl – the emperor of D'Hara, the Seeker's enemy, and an evil tyrant who wants to annex the Midlands and Westland into his empire and enslave the people living there. While he has wizards and legions of soldiers at his disposal to help him achieve his goal, he is defeated and revealed to be Richard's older brother. He returns as a spirit, claiming to work for the Keeper.
    Appearance:
    [​IMG]

    Creatures:

    Calthrop: A Calthrop was a nightmarish creature, with fur and claws and fangs, a creature of snarl and snap with a gaping maw that lived in the Midlands. Its earsplitting cry was deep, savage, and vicious and its mouth stretched wide with every roar. Its furious glowing red eyes were set deep in its skull. It had huge sharp, wet, snapping teeth. It had a blunt snout, corded muscles, and amazing strength. It was twice the size of a man.
    A Calthrop had power in the night and would wait until then to kill. During the day, it could take the form of a human in order to deceive other humans whom it preyed on.

    Gar: A Gar is a large, aggressive predator that can be found throughout the New World, originating from D'Hara. Gars stand on two feet, like a man, and come in two varieties - long-tailed and short-tailed. Long-tailed gars are about a head taller than a tall man and weigh about 3 times as much (short-tailed gars are considerably larger). Short-tailed gars are more fierce, larger, and much more intelligent than their long-tailed cousins.
    Fur covers their great bodies everywhere except their chest and stomach, which are covered with a smooth, glossy, pinkish and taut skin that ripples with corded muscles underneath. They have large wings with thin membranes which they keep folded behind their back when not flying. They have glowing, green eyes and short, rounded ears. They have astonishing speed and often move in a shuffling, side-ways motion. The speech of a gar is a series of grunts, sounding similar to a wild boar. They often throw back their head and hiss into the air in order to frighten and draw out their prey. Their breath is hot and their teeth are as big as human fingers.
    Gars were originally created by Alric Rahl during the Wizard War 3000 years prior to the series' start. It is unknown whether the gars were created by modifying people, or was it some other type of creature. The gars were created as a way to combat the Mriswith being made by the Old World. The gars are able to sense the presence of mriswith, even when they are invisible.
    Gars use Blood Flies to hunt, along with their keen senses. The flies flush out the quarry so the gar can grab it. The gars then smear part of the animal on their pink-skinned chest and stomach for the flies to feast. Short-tailed gars are considered more intelligent than long-tailed gars, as they keep track of and count their flies.

    Mriswith: Mriswith are former Wizards that were transformed by use of Additive and Subtractive magic, and thus gave up conventional use of their gift. They were first created during the Great War, 3000 years earlier, and were used as weapons by the wizards from the Old World.
    For use as weapons against the wizards of New World, they are serpent like creatures that wear a cloak that can make them or other wizards with both sides (additive and subtractive) of the gift blend entirely with their surroundings. This cloak also makes the wearer undetectable by those with the gift, making everyone vulnerable to attack. Mriswith carry a three-bladed knife called a yabree in each hand to disembowel their victims, who never see them coming. They are lightning quick, fierce in fighting and relentless in killing.
    They are native to the Hagen woods, which is also said to have been a training ground to a special kind of wizard (a War Wizard). New mriswith are hatched from huge, leathery eggs laid and tended by the huge, red, dragon-like queen, who was unintentionally set loose by Richard. The gars were constructed to combat these mriswith and are extremely effective in their task, the two seem to house a primal rage against each
    Blood Flies: Blood flies are native to the land of D'Hara and are always found near gars. They are tiny flying insects that gars use to flush out their prey. The tiny bite of a blood fly is fairly painful and can draw blood. They have a symbiotic relationship with the gars, who smear a portion of their prey on themselves, allowing the blood flies to feast. Short-tail gars are smart about hunting with their blood flies and are known to count them to be sure they are all still there.

    Night wisp: Night wisps are creatures of magic. They are the size of a small bottle and have a tiny voice. Few have ever seen a night wisp. A night wisp can not be seen during the day, only at night. A night wisp can not live many days away from their home and others of their kind before they lose all their strength and die. Night wisps emit a tiny flare of warm light that gives everything around them a silvery cast, but dims as they grow weaker and changes to an intense pink glow when touched by a Confessor. They have the ability to hover, fly, and spin through the air.
    The land of the of the Night Wisps is close to the Agaden Reach in the Midlands. Barracus (the last War Wizard before Richard Rahl) kept his library in the land of the nights wisps and used them to test Richard before he could gain access to library. Their land was guarded by a large oak forest however due to the Chimes the forest has been dying leading Richard and Zedd to believe that the wisps are dying off. The forest itself is full of bones of treasure hunters who believed legends of treasure in the night wisps land. To gain entry through the forest a human must know the name of a night wisp since they would only know the name if they had befriended a wisp.

    Chimes: The Chimes, or the Chimes of Death or Chimes of Doom when translated from High D'Haran, were dangerous underworld magic, that if released into the world of life, would completely absorb magic. The presence of the chimes in the world of the living alone will extinguish magic at an alarming rate. If they were present for too long of a time, magic would never again be restored to the world. Not only do the chimes dissolve all earthly magic, but they also dissolve the world's bond to other worlds - such as the underworld. Some of the damage caused by the chimes would remain forever irreversable without the use of the power of Orden.

    Shadrin: The Shadrin was a beast that reportedly lived within the cave in Fire Spring, in the Midlands. Many said the Shadrin was just a myth, others swear it was real, but very few had gone to the Shadrin's cave to find out for sure and come back alive. It was rumored that the cave went all the way through the mountain to the valley on the other side.

    Link to the TV show’s Wikipedia page(In case you want the original show plot): http://en.wikipedia.org/wiki/Legend_of_the_seeker

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