Nethseäar

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About Nethseäar

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    И я Жавер!
  • Birthday 12/01/1993

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    Male
  • Interests
    Amateur Fantasy Cartography
    Creative Writing
    Pending: Creation of Fine Parodies
    Drawing (Especially mazes) https://goo.gl/photos/wShxVanME6iHueiX6
  1. I met a devout atheist who loved Mistborn, but decided they would never read another Sanderson book after the end of Era 1, because of (Mistborn: Hero of Ages spoilers) I recommended that they give The Way of Kings a try, because I thought they'd appreciate Jasnah, but I haven't met them again since (We worked in different departments of a seasonal job which ended not too long afterward), so I don't know whether they did. Otherwise, the most commonly cited reason for disliking Sanderson's writing that people give me in person is that his writing isn't poetic. Those people point to sentence-level issues that they have. In most cases (I discover after hours of discussion), it's just that they prefer stained-glass prose, but I do occasionally agree that Sanderson's sentence-level writing is less refined. More so in his older works, though -- his prose has been improving every book. Lastly, I encounter some people in person who stop reading Sanderson's books because they are too violent or sexually explicit for them (the former usually with Mistborn, usually The Well of Ascension; the latter usually with Warbreaker). Online, it's all over the place, as has been mentioned. Most frustrating are people who make false assumptions and stop reading because of them. For example: (potential Way of Kings spoilers)
  2. I only recently realized that the Splintercast is a thing that exists, and have immensely enjoyed burning through every episode as quickly as possible. It's like re-reading my favorite books with a friend, in much less time and without the difficulty of finding someone willing to read a book with me. Plus, your tangents about language (as an amateur conlang-er, I particularly enjoyed those), Renarin, RP-ing, Renarin, Steris, etc., and Renarin are fantastic. You point out aspects of Sanderson's worldbuilding and storytelling which I missed or didn't appreciate nearly as much as I ought to, and HuzzaH for that! Having found the no-more-Splintercast announcement alarming, it's a huge relief to read that there may yet be further Splintercasts, even if not an Oathbringer 'cast. Congratulations on becoming a beta reader! and many, many thanks for doing all this work so we can experience the Cosmere with you!
  3. There's a funny sort of mismatch going on with the names for Taldain's hemispheres. First there is the weirdness of having a concept of day on a tidally locked planet. There is no time-based difference in the presence of the sun. There is no such thing as sunset or sunrise (except by travel), no change in sunlight except when the moon passes overhead. How can there be day when there is no night? Yet they call the brighter side 'Dayside'. Sanderson is typically very conscious of these things (with minor exceptions, such as the moon reference in Mistborn, when Scadrial has no moon), so I am surprised to see 'day' appear so prominently. But let's say we give that a miss -- maybe it wasn't always tidally locked, maybe there's something in the prose version that explains it, maybe 'day' is their word for light -- If they've got a concept of day, it follows that they should have a concept of night. So why isn't the other hemisphere called 'Nightside'? I can see why Dayside isn't 'Lightside' -- because Star Wars -- but then a Dayside/Nightside dichotomy seems in order, pending justification for the concepts existing. I suppose it comes down to what sounds better (Dayside/Darkside alliteration) and 'these are being translated into English, and Dayside works just fine for us.'
  4. Glad to see this thread necro'd -- I considered posting on it way back, but for whatever reason didn't. Me, too! Expanding on this, for non-LDS persons: In the LDS church, we believe that our ultimate goal -- the reason for this mortal existence -- is to become like God. ("Therefore I would that ye should be perfect even as I, or your Father who is in heaven is perfect." - 3 Nephi 12:48, similar to Matthew 5:48) Leaving out far too much (seriously, this all makes much more sense in context), we believe that: We needed bodies, experience, and the opportunity to choose in order to become like God. But once we had bodies, even one wrong action would prevent us from becoming like God, due to Justice. God knew we would all make at least one wrong action. So, we needed Christ, who was specially prepared to never do anything wrong, to perform an infinite Atonement (suffer for all injustice) to let us become like God. But in order to access the power of the Atonement, we have to agree to Christ's terms, which are designed to give us the necessary experience to become like God, and eventually to justly control power equal to God's power. Here's what ties into Surgebinding: Summary of how it relates: Syl is like the Holy Ghost, Oaths are like covenants, Stormlight is like the power of the Atonement, and Surgebinding is like the Priesthood.
  5. Does Ruin's Hemalurgic Communication have a range? (We don't have evidence either way, I believe). Or maybe they have to keep 'radio silence' to avoid attracting the attention of other Shards?
  6. Very good point, and one that I tend to gloss over. The powers will be less unique/exclusive with advancing tech -- and with medallions the powers themselves should become pretty commonplace. But I am confident this will only push Sanderson to show us even more unorthodox and awesome uses for the established powers, and I can't wait to see what kinds of tech-assisted combos can be pulled off. Plus I'm very interested in seeing the kind of society widespread use of the Metallic Arts will form. The worldbuilding itself will hold plenty of interest for me. Good to have discussed the subject with you! Times are, indeed, a-changin'. In all kinds of exciting ways, even if some of those diminish aspects of the magics.
  7. 1. Indeed, Sanderson has mentioned the fact in his Alloy of Law annotations, chapter 8. (Last paragraph of the first section). I hadn't noticed the tie instead of a cravat, though. Good eye. While those details are off, and there's the weirdness of Wax having steampunk-ish goggles, I'm satisfied the AoL cover is otherwise excellent. As we know from the original Alcatraz covers, that isn't always the case. Sanderson has mostly had excellent cover art, which is immensely pleasing.
  8. Another round of upvotes for Lovecraft! As has been said, I do think we'll see some abominations in the Cognitive Realm. Maybe even some eldritch abominations, if we're (un)lucky. Seems consistent with what we've seen of the Cognitive Realm -- though, for the sake of discussion, the observed geometry (some average of all perceptions/expectations, I suppose) becomes the actual geometry. It may change according to perception/expectation, but it does exist as a mutually 'tangible' and observable certainty in between shifts. Indeed, that's what I was thinking with the first of the possibilities. Flat surface, which would require some distortion, and all the worlds are basically islands in a sea of walkable space. And I guess you just can't world-wrap from Alethkar to Shinovar in the Cognitive Realm. You have to go the long way. (So it would be advantageous to shift to the physical realm for faster travel). Or, we know that Intent plays a big role in the Cosmere -- what if you naturally world-wrap (i.e. are on a sphere), unless you Intend to leave the planet, in which case the Cognitive Realm shifts you to the 'Space Plane,' which then deposits you on another sphere. To people already on the sphere, you fade in or appear there in the middle of an ocean (walkable land). That fits in with Alfa's theory that the geometry shifts to meet your expectations, and with the non-Euclidean geometry proposal -- geometry that depends on your Intent. So there's a subset of #4. I'll also note that #2 in the original post could just as easily be the outside of a sphere. And, for that matter, the inside or outside of any regular or odd 3-d shape, although no one (that is, Kelsier, Shallan, or Jasnah) has noted extreme departures from the geometry of the Physical Realm, other than the inversion of water and land.
  9. Knowing that you can walk from planet to planet in the Cognitive Realm has me wondering: What is the Cognitive Realm shaped like? In order to walk from world to world, the way I understand it, it has to be one of the following: 1) Flat; one continuous plane 2) On the inside of a vast, vast sphere 3) Very complex, possibly like alveoli in a lung, with certain parts of the worlds of the Physical Realm not represented or distorted to fit. 4) Non-Euclidean, involving impossible geometries Interesting to think about. It'll be fun to have a map of the Cognitive Realm that connects all the worlds -- seems rife for interesting territorial conflict, since it's all connected. You've got Shades from Threnody, dangerous Spren, ambitious Ire, and who knows what else, all in strange environments of mist and glass beads and obsidian. I can't wait to see more.
  10. Per necromancy in the Cosmere, I'd have thought Lifeless, from Warbreaker, were the obvious go-to. They're dead bodies reanimated with magic to do your bidding. Returned, also from Warbreaker, are the next most obvious, though that's closer to resurrection with amnesia -- there isn't overt control going on, though there is plenty of manipulation. So, Endowment is the Shard of necromancy, it would seem. Bloodsealing is the next closest, and Shades also fit with necromancy. You might also see IMNSHO, "In my not so humble opinion." And any number of other variations, which, I suppose, might be useful if you're using a mobile device, once you know what they mean. An interesting theory I've seen is that Hoid grabbed the Cognitive manifestation of some guy who had recently died and used some form of magic to keep him from moving on just yet -- similar to the so-called Investijuice the Ire used to sustain themselves in the Cognitive Realm. If I recall correctly, we see him give a golden liquid to Spanky, which he also puts on the oar. Presumably this keeps them in the Cognitive realm. I suppose that's a form of manipulation of the dead -- keeping their Cognitive aspect around to be used as a boat. And Kelsier gives us plenty of manipulation BY the dead.
  11. My first time through, I felt like it was a bit slower. Second time, I loved every aspect of the book, and really appreciated the exploration of consequence and maintaining/developing relationships. Great book, and it remains my brother's favorite Sanderson book, probably for the ending. (He hasn't read Stormlight, though)
  12. Hemalurgic spikes open fissures in the soul, which leaves it vulnerable to influence by emotional Allomancy. Allomantic Copper closes the user's mind to emotional Allomancy. Aluminum-lined hats also protect against emotional Allomancy. Can Allomantic Copper and/or aluminum-lined hats protect an Inquisitor from control through emotional Allomancy? Or maybe each spike needs to be lined with aluminum foil? We've never seen this tried or brought up in the books, so who knows. Seems reasonable, though. If either does protect from emotional Allomancy, can it also protect from control by Ruin? Possible questions for Brandon. Meanwhile, what do you think? As an aside, I wonder if the angle of attack has any effect on emotional Allomancy -- if someone has an aluminum-lined hat, can you still affect their emotions if they're directly above you (say, on a different floor. Or even suspended in the air, if having the floor between you changes anything)?
  13. Thanks for the term! I like it, and will henceforth put it to use. Indeed, those aspects of Hemalurgy are vast and full of possible awesomeness and/or weirdness. Because of Hemalurgy, you can 'uplift' any animal to intelligence. You can have Mistborn Llamas! So, basically, Hemalurgy is the door to Cosmere furries. Infinite abominations can be made, crossing Chasmfiends and Kandra, having wolves that grant Sixth of the Dusk abilities, not to mention every standard Fantasy creature from flying monkeys to centaurs to sphynxes -- on top of everything else, Hemalurgy enables a lot of fun roleplaying/fanfic scenarios, and I imagine we'll get much more interesting, creative uses in coming Cosmere stories. EDIT: And I've not got any more upvotes today. Tomorrow. Need to get better at managing that limited resource. =-P
  14. Allomantic Chromium disrupts/disbands the Investiture of objects or persons in physical contact. Nicki Savage temporarily disables Nazh's shade-cannon with her Chromium in the Bands broadsheet, demonstrating that this works on other forms of Investiture. What is the limit? Can a Leecher (Chromium Misting) get rid of the Investiture in a Hemalurgic spike? If so, we have a new method for killing Inquisitors -- just have a Leecher touch key spikes and suddenly they're plain old kill-you-dead spikes. Even a temporary disruption, as with Nazh's shade-cannon, should be enough. While burning Duralumin or tapping Feruchemical Nicrosil-stored Allomantic Chromium at 100x, can Chromium be used to remove Preservation's soul-investiture, and therefore to kill with a touch? Since Chromium removes Investiture, it stands to reason that with enough Allomantic strength, these things are possible. A strong enough Leecher is basically Nightblood, minus certain misunderstandings about evil, and assorted destructive powers.
  15. You did ask for refutation in the OP, to be fair. I think that medallions highlight the fact that Hemalurgic stealing for your own use is not the only useful aspect of Hemalurgy, and maybe not even the most valuable use (indeed, that use is somewhat diminished by having a new option for obtaining abilities). Yes, I absolutely agree that medallions have huge potential to change everything on Scadrial, and even in the Cosmere. They're a big deal. They mean widespread use of the Metallic Arts, a whole economy of tradeable magic. They also bring us one step closer to FTL. They're great for our heroes, who generally prefer not to kill people for power. But they don't make Hemalurgy irrelevant, not by far. The offensive uses of Hemalurgy, especially in an era where spikes can be launched from a distance, are great and terrible. Unlike Mistborn, most Invested persons can't Push the spike away. It's great to have a solution for killing rapidly healing opponents. As natc said, Hemalurgic constructs are infinitely versatile and almost completely unexplored. As Yata said, medallions have notable weaknesses in close combat -- you can easily pull them off or instantly tap all their power with Feruchemical "compounding" (which begs the question: Can multiple people tap -- or store in -- a single unkeyed metalmind simultaneously? also, is there a better term to differentiate using Feruchemy at ≥ 2x from compounding Feruchemy with Allomancy?) It's worth noting that medallions possibly might not work for non-Scadrians without tricks with Connection or some such. Of course, they may well work just fine for everyone. But in that event, Hemalurgy is suddenly just as interesting for stealing powers for yourself, provided you're non-Scadrian. I'm thrilled about medallions, as well, and I acknowledge the many wonderful things they bring to the Cosmere. They do, indeed, have notable advantages over Hemalurgy, and I expect they will be far more common. At the same time, I really like the aesthetic and concept of Hemalurgy as a darker sort of magic. It's distinctive and terrifying. I love that Sanderson can use it to tie impossible monsters back to a magic system, rather than just having impossible monsters for the sake of impossible monsters. Hemalurgy makes Steel Inquisitors interesting, and compelling on deeper levels than just their fear-inducing appearance. I think it would be a shame if this new -- and awesome -- use of Feruchemy completely overshadowed such a unique and fascinating magic system. Based on the hint in the Ars Arcanum, and Sanderson having developed Hemalurgy with Era 3 in mind, I can't believe he would suddenly make it mostly irrelevant. It's like Steelpushing and Pewterdragging -- both can get you where you need to go, both have their drawbacks and advantages. One does not make the other irrelevant, in part because they both have other uses. They're two distinct, awesome powers that just happen to have some overlapping applications. Although, Vin's horseshoe trick does rather put the Steelpush-Ironpull combo far above the usefulness of Pewterdragging . . . Which is why I'm glad Hemalurgy isn't just for stealing powers. In many ways, despite their few drawbacks, medallions do seem to have Hemalurgy beat on that front, provided a Hemalurgic startup.