Sword of Truth
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The Sword of Truth, written by Terry Goodkind, is an epic fantasy series encompassing the stories of a diverse cast of characters. Each volume is self-contained, in that the primary conflicts of each novel are resolved within that novel; however, binding it together are the delicately interwoven threads of the many underlying characters and ongoing events throughout the works of this highly complex series.
Thus far, it consists of ten novels and one novella, with the eleventh novel (to be released in 2008) contracted to be the last in the current arc. Although the current storyline will conclude, Terry Goodkind states that he does not plan on ending the series entirely, as he expects to continue writing other stories that will take place in the Sword of Truth universe.[1]
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[edit] Novels of the Sword of Truth
The Sword of Truth is a fantasy series featuring a young man named Richard Cypher, who, over the course of the series, learns about his past, develops powers untold, and strives to change the world for the better. Each book is loosely themed around a Wizard's Rule, tenets by which all wizards should abide.
The tenth full-length novel in the saga, Phantom, is the second of a trilogy that will conclude the current Sword of Truth series.[2]
The novels in the series are:
- Wizard's First Rule (1994)
- Stone of Tears (1995)
- Blood of the Fold (1996)
- Temple of the Winds (1997)
- Soul of the Fire (1999)
- Faith of the Fallen (2000)
- The Pillars of Creation (2001)
- Naked Empire (2003)
- Chainfire (2005)
- Phantom (2006)
In addition, Goodkind wrote a short story titled Debt of Bones for the 1998 anthology Legends, edited by Robert Silverberg. The novel takes place in the Sword of Truth universe and is set a few decades before the events in the main series. In 2001, the story was published as a stand-alone novella.
Keith Parkinson was the cover artist for most of the novels, beginning with Stone of Tears and up through Phantom. He also painted new covers for Wizard's First Rule and Blood of the Fold, which appear on the paperback and new hardback editions of the books. Parkinson died on October 26, 2005, but not before completing the cover art for the last two novels in the series.
[edit] Themes of the novels
Goodkind is known for the portrayal of complex characters that can remain true in the face of adversity without sacrificing their values and moral beliefs. Goodkind's protagonists show that they have courage when making choices, even when faced with difficult situations, and they remain steadfast even when faced with mistakes in their own judgment. The Sword of Truth series is also known for its intricately woven political intrigue, offering a stark contrast between objectivist and socialist or collectivist beliefs.
The first few volumes of the series present a much more subtle tone of objectivist philosophy, but as the protagonist Richard grows into his role through the series, Goodkind's works feature a more prominent focus on philosophical themes.
[edit] Audience
While the books are labelled fantasy, they are not written with the intent of children to read them. There are a handful of scenes in which adult themes are addressed to progress the plot without sacrificing the realistic quality of the imagined world. Goodkind himself has admonished that he wrote the books with mature adults in mind, not children or those seeking to escape reality.[citation needed]
[edit] Geography and History
In the early novels, the action primarily takes place in the New World. In later novels, Goodkind introduces the much larger Old World, ruled by Jagang the Dream Walker under the banner of the Imperial Order.
The New World can be divided into three distinct roughly equal-sized regions: D'Hara in the east, Westland in the west, and the Midlands between the two.
The three regions are divided by mountain ranges and, at the beginning of the first novel, by magical barriers called the boundaries as well. Additionally, the Midlands are roughly split by the immense Rang'Shada mountain range.
The background history to the series involves an ongoing war fought for many thousands of years over whether or not Wizards should be allowed to rule people or serve them. The story's focus is in large part tied to a dramatic attempt to stop the war roughly three thousand years earlier when Wizards were usually born with both sides of the gift (additive and subtractive) and knew not only how to fully use their gift but also how to create magic.
In an attempt to end the conflict, both sides began constructing towers that derived their power from wizards' life forces. The White Towers were invested with the life force of Wizards who were forced to surrender their lives unwillingly. The Black Towers on the other hand were invested with the life force of Wizards who gave themselves over willingly by believing that doing so would eventually end the war. Both sides rushed to complete their series of towers first, but as chance would have it, both sides completed their last towers at the same time, creating a virtually impenetrable barrier separating the New World and the Old World and ending the war in a stalemate. Later it was discovered that the only people who could pass through the new barrier were sorceresses and wizards who had yet to reach their peak magical potential.
Afterwards, several thousand years passed, during which magic among human beings suffered a marked decrease due to the power of magic being choked off in the Temple of the Winds.
In the New World, there was a continual struggle among wizards who believed that their magical abilities gave them the right to rule over others and wizards who opposed this view. A number of conflicts over this issue are alluded to but not expanded upon in the series.
The immediate lead-up to the series sees Panis Rahl, leader of a nation called D'Hara, conquering his neighbors one by one until the entire eastern third of the New World, which is now collectively known as D'Hara, is under his sway.
The Midlands were made up of several separate yet distinct lands and Kingdoms while still bowing to the rule of the Council of the Midlands. The Council of the Midlands is made up of ambassadors and representatives from all the Kingdoms of the lands of the New World and was ultimately presided over by the Mother Confessor of the Confessors.
In an attempt to gain power and rule over the New World, Panis Rahl invaded the Midlands, re-igniting the reasons for the age old war. One of the main characters of the novels, Zeddicus Zu'l Zorander (nicknamed Zedd), led the battle against Panis, and in an act of desperation, used ancient and powerful magic to create a magical boundary between D'Hara and the rest of the New World, effectively separating them and bringing the war to an end. In a last act of revenge for raping his daughter, Zedd cast a ball of Wizard's Fire into D'Hara to kill Panis, an act which also severely wounded Darken Rahl, his son, the main antagonist of Wizard's First Rule.
After the raising of the boundary, people of the Midlands who wanted nothing more to do with magic of any kind were allowed to travel to Westland, where magic would be forbidden and forgotten following Zedd's creation of an additional boundary between Westland and the Midlands.
It is at this point that the series begins, some 40 or so years after the boundaries were raised. The story finds D'Hara ruled by Darken Rahl, the gifted heir of Panis Rahl, working to bring down the boundaries and gain control of an ancient power over life called the magic of Orden.
As the series continues, bits and pieces about the war three thousand years ago is revealed as Richard is captured by the Sisters of the Light and taken to the Old World where he is trapped in a spell of time. While at the Palace of the Prophets, Richard learns more about his gift, who he is, and why he must get back to the New World. In the meantime, unbeknownst to Richard, the Imperial Order, a powerful army led by Emperor Jagang (also known as the Dream Walker), continues its military campaign to rule all the nations of both the Old World and the New.
[edit] Magic
There are many types of magic within the series. Additive magic has the power to heal, create, and alter things by adding or altering what is already there. Additive magic can also be used as a destructive force as well as a creative one. Subtractive magic derives from the underworld and has the power to eliminate, kill, destroy, or otherwise remove things from existence. When both sides are combined, magic can be used for great good or great destruction. For the past 3000 years, most wizards had only been born with one side the Gift (or natural ability), the power of additive magic. However, Darken Rahl and the Sisters of the Dark learn subtractive magic, though the Sisters of the dark learn by making a pact with the Keeper of the Underworld, where as Richard is born with the natural right.
There are five general types of magic-users:
- Wizards
- Sorcerers
- Sorceresses
- Witch Women
- Warlocks
Wizards are found in both the New World and Old World. They are born with their abilities (the Gift) or have the calling for magic. Thousands of years ago, Wizards were most usually born with both sides of the gift, but now only the additive side is common. There are various classifications of wizards, including healers, prophets, and War Wizards, among others. Wizards are able to draw upon things and people around them to make their power work. They also can create Wizard's Fire, a magic flame that is extremely hot and self-sustaining, similar in essence to napalm in that it has a liquid quality. A wizard can release his life force into what is referred to as "Wizards Life Fire", causing great destruction. When a wizard gives his life over in "Wizards Life Fire", he leaves behind the essence of reasoning for committing this act. If he died for a noble cause (such as to protect another), the ashes will taste sweet. If he died simply to protect himself from pain or for selfish reasons, the remaining ashes will taste salty and sour. Wizards also live by Wizard's Rules, which are a series of guidelines and bits of wisdom to help them understand humanity.
Though there could theoretically be female wizards, none are known of at the time, though many Sisters of the Dark have gained the power of wizards by bleeding their life force into a dark statue called a "Quillion". This statue holds the essence of the male's gift and is transferred to a "Namble", one of the Keeper's minions, during the ritual to imbue a female with the male gift.
War Wizards, a rare breed of wizards, always have both the additive and subtractive sides of the Gift. Their abilities arise from great need and intense anger. Unlike other Gifted, they pull their power from within themselves rather than from the world around them. War Wizards are also known to have many facets of the Gift, including but not limited to the talent for prophecy. As a consequences of the flow of subtractive magic being choked off at the Temple of the Winds, Richard is the only War Wizard to be born in thousands of years.
Another exceedingly rare breed of wizard is a Prophet. Prophets tap into magic's ability to foresee potential events of the future. Prophets are described as being the gardeners of the tree of prophecy, an analogous term for the entity that would be all past, present, and future prophecy. The idea is that prophets will be able to discern what is going to happen at a future point. Many prophecies are given. Some turn out to be false, therefore create false branches of prophecy, while some turn out to be true, giving way to new forks of prophecy. The only known prophets in the novels are Nathan Rahl and Warren.
The only known Sorcerer is Brother Narev, the spiritual leader of the Imperial Order and Emperor Jagang's mentor. Sorcerers, we are told by Nicci, are as rare as War Wizards. The main feature of Sorcerers is that their magic can't be divided in subtractive and additive parts, giving them the ability to enhance and recreate some spells made by wizards with additive and subtractive magic. They also possess the unique property that their magic cannot affect a wizard and a wizard's magic cannot affect them.
Many of the sorceresses are known as Sisters of the Light in the Palace of the Prophets in the city of Tanimura. They are a religious order who serve the Creator and whose mission is to train young boys who have the Gift. They have several magical artifacts left to them by the ancient wizards to help them in this task. Secretly, there are Sisters of the Dark who are pledged to the Keeper. Sisters refer to their magical force as "Han". While the majority of sorceresses present in the story are Sister of the Light or Dark, there are other sorceresses in other places that have no association with them.
Currently there are two witch women in the series, a woman named Shota, and another witch woman named Six. Witch women are talked about as being very powerful women, but as yet we are unclear as to what exactly their powers entail. It is stated that Witch Women are able to see events in the flow of time, which is also a form of prophecy, however the events that they can see, while true, ultimately don't occur as one might expect. Their powers, as Shota frequently tells Richard, include but are clearly not limited to visions of things that may occur. Six comes from the Old World, and her name is intended as an insult. According to Shota, the seventh born child of a witch woman is special, so naming the child Six is a constant reminder of inferiority.
Very little is known of warlocks, except for a passing reference of them by Zedd.
In addition, other groups, such as Confessors, Dreamwalkers, gars, mriswith, the Sliph, and Slides were created via magical means and have magical powers but are not themselves magic-wielders. Instead they are merely endowed with magical properties. War Wizards were able to create these constructs 3,000 years ago, but at the time of the series, only the Sisters of the Dark and Richard are capable of endowing individuals with magical powers.
Coexisting beside the human race is a plethora of unique magical creatures. Some of these are mostly human with only small magical function, such as the Mud People, who use magic to speak with the spirits of the dead. Other creatures are primarily magical, such as Night Wisps, Gars, Dragons, and Andolians (who have both human and animal qualities).
[edit] Sword and Seeker of Truth
In the series, the Sword of Truth is the magical weapon of the Seeker of Truth. It has two parts to its magic. The sword contains both the powers of anger, hate, and rage (additive magic) as well as the power of love (assumed subtractive magic by some). Only by using the magic of love will the Sword of Truth turn white. The Sword of Truth also "remembers" the skills of previous wielders, so that a true Seeker can call upon the blade techniques used by earlier owners. In the time after a Seeker's death, before the next Seeker is found, wizards act as guardians of the Sword of Truth. Once a new Seeker is recognized, he or she will be given the sword. Though many have wielded the blade, it can only be unlocked to its full potential by turning the blade white. Throughout the series, only Richard is capable of using the sword to its full potential. A person who is not the true Seeker slowly degenerates as he wields the sword. The most prominent example of this is Samuel, who is under the command of Shota, but despite the sword's effect upon his person, Samuel is always trying to re-obtain the sword, much like Gollum constantly seeks the One Ring in J.R.R. Tolkien's The Lord of the Rings.
[edit] Pronunciation of names
Goodkind has provided no canonical way of pronouncing any of the people, places, or things in his series. Goodkind has stated "My feeling, though, is that once a reader has a book, it's his to experience in his own way. Therefore, it does not bother me that people pronounce things other than the way I do." However, it is possible to establish how he pronounces certain names based on question-and-answer sessions, multimedia clips of the author speaking (see audio interviews), and the audio book adaptations.
Additionally, a fictional language known as High D'Haran[3] is spoken by some characters and used in the incantation of magical spells. There is no canonical way to pronouce these names.
[edit] Characters
The protagonist of the series is Richard Rahl, who is originally introduced as Richard Cypher. Other important characters include:
- Kahlan Amnell
- Zeddicus Zu'l Zorander
- Darken Rahl
- Nathan Rahl
- Prelate Annalina
- Adie
- Sister Verna
- Emperor Jagang
- Cara
- Nicci
There is also The Creator, and The Keeper, who represent the two extremes sides of Life (Creator) and Death (Keeper).
See also: A partial list of characters in the Sword of Truth
[edit] The Sword of Truth Miniseries
In July 2006, it was announced on Goodkind's official website that he had entered into negotiations with The Evil Dead and Spider-Man director Sam Raimi to bring The Sword of Truth to life as a TV miniseries. According to the article, Raimi wants to begin work on the Wizard's First Rule miniseries by the end of 2006 and eventually film the entire series. More will be announced by 2007.[4]
[edit] External links
Wikia has a wiki about: Sword of Truth
- Prophets Inc. — official Terry Goodkind site with web forum
- Welcome to the World of Terry Goodkind — website endorsed by Terry Goodkind with discussion about the series, comments from Terry Goodkind and current events
- Tor: Terry Goodkind, Sword of Truth — pages by the publisher
- Glossary of High D'Haran Terms
[edit] References
- ^ Phantom Interview with Terry Goodkind. Retrieved on August 1, 2006.
- ^ Tor's Official Sword of Truth site. Retrieved on July 8, 2006.
- ^ Glossary of High D'Haran Terms. Retrieved on Sep 12, 2006.
- ^ WFR to be made into TV miniseries. Retrieved on August 23, 2006.
Sword of Truth by Terry Goodkind | |
Prequel: Debt of Bones |
Book 6: Faith of the Fallen |
List of the Wizard's Rules |