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  1. This theory presents my views only. Assume every sentence and paragraph is preceded by an “IMO.” Summary 1. Brandon alternately describes Spiritual Realm Investiture that isn’t part of a Spiritweb as “power,” “raw power,” “the godly powers,” the “powers of creation” (my favorite, for its descriptiveness), “true Investiture,” a “Shard’s energy,” and a Shard’s “energy of being,” In my posts, I call this substance the “Powers.” 2. Each form of Cognitive and Physical Realm Investiture is unique to its Shardworld. This “Unique Investiture” differs from every other form of Unique Investiture and from the Spiritual Realm Powers. The Investiture that composes Spiritwebs (what I call “Spiritweb Investiture”) likewise differs from the Powers. 3. Some magic systems use “catalysts” to touch the Spiritual Realm Powers. These catalytic magic systems perform what I call “Creation Magic” – they can form or change any cosmere Spiritweb to achieve spectacular magical effects. Such systems use both local Unique Investiture and the Spiritual Realm Powers as fuel for their magic. Surgebinding and Awakening are examples, 4. Other magic systems use Unique Investiture as their sole fuel. Unlike Creation Magic, which can do anything, “Unique investiture Magic” only affects the soul the Unique Investiture Invests. Feruchemy is an example of Unique Investiture Magic. What are the Powers? The Powers were originally “Adonalsium” and are now his Spiritual Realm corpse broken into the 16 Shards that Invested the Vessels. The Powers embody the capacity to “create” – to form or change any Spiritweb by converting into new matter, energy or Unique Investiture. They simultaneously are the raw material from which the cosmere is formed. Everything created (“Creation”) comes from the Powers. Brandon says the cosmere is one substance. Wax notices this in BoM (Kindle, p. 370, emphasis in original): “They’re all the same. Metals, minds, men, all the same substance…” Brandon says Wax sees “the cosmere-equivalent of atoms/investiture/energy waves all being the same thing.” Marasi likewise observes “There were no people or objects, just energy coalesced.” (BoM, Kindle p. 359.) Brandon says the Powers are not inherently sentient or sapient. What Is Unique Investiture? “Investiture” is Brandon’s “word for someone or something which has gained a portion of the magic of Adonalsium.” If the Powers comprise a potential reality, able to change anything, then Unique Investiture is the magical component of the Cognitive and Physical Realm reality the Powers create – the “Condensed ‘essence’ of these godly powers.” All Cognitive and Physical Realm Investiture is Unique Investiture, found only on its Shardworld. Stormlight, Breaths, the Dor, and the mists are examples of Unique Investiture, as are spren, Divine Breath, Aons and lerasium. Differences Between the Powers and Unique Investiture 1. Realmic Location. a. The Powers exist only in the Spiritual Realm (except for the Dor, which began there but is now a “hybrid” Investiture capable of performing Creation Magic from its Cognitive Realm location). The Shards are “mostly Spiritual” because of the Powers. Except for the Dor, location is irrelevant to the use of the Powers – an Allomancer can Connect with Preservation on Roshar. b. Unique Investiture exists in all three Realms. Investiture is the cosmere’s “building block” and “transcends” the Realms. Unlike the Powers, Unique Investiture is part of the Spiritual DNA of its Shardworld's soul. Location is very relevant for Unique Investiture. Non-natives of a Shardworld must “hack” the local Unique Investiture to use it (except for Breaths, which “key” into their holder’s Identity). 2. Types of Magic. a. The Powers perform Creation Magic – the ability to make new realities through the introduction of matter, energy and/or Unique Investiture. The Powers are remnants of godhood and can form or change any Spiritweb and its corresponding Physical and Cognitive Realm aspects. “People with magic” can direct the Powers. Windrunners bring new energy into Creation to change gravity’s vector. Forgers like Shai bring new Investiture into Creation to change a soul and remake Connections. When Marasi uses the Powers in BoM, “mist” begins “spinning around her” – coming from her. [BoM, Kindle p. 360.] Wax exits the underground temple “trailing mist.” [BoM, Kindle p. 368.] When he holds up the Bands, “winds, snows, and eventually traces of mist” swirl around him. [BoM, Kindle p. 379.] Marasi and Wax each use the Bands to draw massive amounts of the Powers – more than they need for their Allomancy. The excess Powers convert themselves into new energy (the “winds”), matter (the “snows”) and Unique Investiture (“traces of mist”). Marasi and Wax each acknowledge they held the “[‘very’] powers of creation [‘themselves’].” [BoM, Kindle pp. 379, 369.] b. Unique Investiture is part of a planet’s “physics,” the planet’s “nature.” Unique Investiture Magic works with or without direction to change, repair or improve the person the Unique Investiture Invests. Unique Investiture Magic includes self-healing; heightened health, strength, speed, senses and acuity; and magical snapping and bonding. Mortals cannot command Unique Investiture Magic to change any Spiritweb other than their own soul. Mortals can use Unique Investiture to redistribute their existing Realmic attributes, like Feruchemy and ChayShan do, but they can’t create new attributes. There are two kinds of Unique Investiture Magic: (i) Adonalsium’s “ambient” magic, and (ii) post-Shattering Mandated Investiture Magic. c. Unique Investiture directly fuels Unique Investiture Magic. Creation Magic uses Unique Investiture to Connect with the Powers. Attaching Unique Investiture to a magic user’s soul is the first step in Creation Magic. This can occur at conception (Allomancy), birth or conception (Awakening) or by attracting a temperamentally-aligned spren (Surgebinding). “The means of getting powers…are related to the Shards, but not the powers themselves.” 3. Splinters. The Powers can splinter and develop sentience. Unique Investiture can’t splinter or develop sentience. Fragments of Unique Investiture (like atium geodes and Breaths) lack self-awareness and can’t by themselves create. 4. Direction. The Powers need a mind to direct them or will become self-directing. The Powers roil until directed – Brandon says, “raw power is dangerous.” Unique Investiture does not always need direction. Examples on Each Shardworld I count seven known cosmere magic systems that use the Powers to perform Creation Magic: Nalthis: Awakening. Roshar: Surgebinding, Fabrials and Voidbinding (maybe). Sel: The “one magic” system that’s been balkanized. Scadrial: Allomancy. Taldain: Sand Mastery. Following are examples of Unique Investiture Magic on each Shardworld: First of the Sun: Aviar form Cognitive bonds with chosen human companions. The humans cannot direct the Aviar to choose them and never touch the Powers. The Aviar extend these bonds to enfold their companions in the Aviar’s protective Cognitive shield. Nalthis: The Heightenings improve and perfect mortal attributes like senses and health without direction of or Connection to the Powers. “Breath Transfer” is also Unique Investiture Magic – Breathholders move quanta of their innate Investiture to other people, who “heighten” as a result. (Awakening, unlike simple Breath Transfer, performs Creation Magic. An Awakener drains color to Connect to the Powers, enabling the Breathholder to animate – “Awaken” – objects.) The Returned are like the Nightwatcher – they grant others a single boon, to heal them. This Unique Investiture Magic works by the Returned transferring its Divine Breath – with its Fifth Heightening healing power – “to heal someone else’s Breath that is weakening and dying.” Roshar: The Nightwatcher’s Old Magic changes mortal attributes. The mortal beneficiaries don’t touch the Powers and can’t direct what the Nightwatcher will do: Baxil says she gives the boon seeker what he deserves, not what he asks for. Stormlight augments Kaladin’s speed and strength even when he’s not Surgebinding and heals him without direction. Spren symbiosis with native lifeforms is an example of pre-Shattering “ambient” Unique Investiture Magic. Scadrial: The mists cause potential Allomancers to “snap” – to widen their latent Connection to Preservation. Feruchemy is the oldest of Scadrial’s magics. (HoA, Chapter 34 Epigraph.) Even Hemalurgy came before modern Allomancy. Feruchemists hold genetically innate Investiture, half from Preservation and half from Ruin. Feruchemists don’t touch the Powers unless they’re Twinborn – Allomancy does use Creation Magic. Feruchemists can’t create attributes; they can only redistribute existing attributes. Sel: Shuden’s ChayShan resembles Feruchemy – ChayShan focuses Shuden’s internal energy and strength onto the point of impact with the Dakhor monk. Shuden’s family is from JinDo, on the other side of Duladen from Arelon. If ChayShan were location-based Creation Magic, Shuden couldn’t use ChayShan in Arelon. For the same reason, I suspect Forton’s potion is also Unique Investiture Magic – Hrovell is far from Arelon, yet Forton’s potion (made in Hrovell) works effectively in Arelon to temporarily change the appearance of its target. Taldain: Dayside’s undirected growth of watered microflora is Unique Investiture Magic. “Certain people can control [the microflora’s] reaction” using their body water to touch the Powers, but the undirected growth is Unique Investiture Magic. (AU, Kindle p. 369.) Because Autonomy’s Unique Investiture doesn’t “beat down” on Darkside, Darkside’s magic probably is Adonalsium’s “ambient” Unique Investiture Magic. Threnody: Khriss concludes “some measure of Investiture must have existed on this planet before the battle between Shards.” [AU, Kindle p. 417, emphasis added.] She doesn’t speculate on the planet’s pre-Shard Unique Investiture Magic. * * * * * * This post is the first in a series on cosmere magic. I had written a much longer theory, but it became unwieldy. I’m chopping it into more manageable pieces for periodic postings. I want to thank @WeiryWriter, @Kurkistan, @Argent, @Yata, @Spoolofwhool and @Blightsong for reading drafts of the longer theory and helping me clean up mistakes. Their comments also sharpened the theory’s focus and presentation. None of them completely agree with me….
  2. I'm going to preface this by apologizing if this topic has been discussed before. I don't have a ton of time to read through all of the 17th Shard Forum so if it has been previously discussed, please direct me to the proper page (thanks in advance). I've been re-reading through Edgedancer and a thought occurred to me... Lift's ability to metabolize food into Stormlight seems oddly similar to Misting's and Mistborn's abilities to do the same with metal on Scadrial. We obviously know Worldhopping is possible and that all powers in the Cosmere are linked together somehow, but I still don't believe we have a clear idea about how powers translate from one world to the next. Of the worldhoppers that I'm aware of, none have shown their powers on more than one planet. Some haven't even shown their powers at all (other than the ability to worldhop). So, is it possible (or even probable) that Lift is originally from Scadrial, born with the powers of a Misting/Mistborn? It would explain why she needs to ingest something in order to gain Stormlight (I think metal would be a poison to anyone not on Scadrial which would explain why she needs food and not metal for Stormlight). We know almost nothing about Lift's past and where some comes from. If any of this is true, I'd also believe she was brought to Roshar at a very young age (before she realized she had Misting/Mistborn powers on Scadrial). This could explain why she's never had thoughts about worldhopping or another planet. My only question then would be, who brought her and why? I don't believe Lift would have worldhopped herself (otherwise I think that ability would have at least been hinted at by now). So what do you think? Does my theory hold any weight? Am I crazy for not thinking that Lift is originally from Roshar? Is there something in the text that I have missed which would point me to an answer? (I'm only on chapter 4 of my re-read and I don't remember all the details from my first time through). Curious to know your thoughts!
  3. Another in my ongoing series “A Theory of Cosmere Magic” Classification of Magic Systems Pre-Shattering Magic In the Beginning – The Cosmere’s Origin I include this topic because my views on Realmic theory underlie the over-arching cosmere magic theory. While most of my views are canon, you shouldn’t be surprised some aren’t. I changed from “Realmatic” to “Realmic” to follow Khriss in AU. I am concurrently posting “In the Beginning – The Cosmere’s Origin,” since that post provides some background to the conclusions I reach in this post. THE THREE REALMS Preservation’s Metaphor. In M:SH, Preservation metaphorically describes the Realms to Kelsier. The Spiritual Realm shines a beam of “perfect” light that the Cognitive Realm “filters” before the light “pools” on the Physical Realm’s “floor.” The Spiritual Realm is the place of perfection, of Spiritual energy (the Powers) and structure (Spiritwebs). The Cognitive Realm is the place of perception, filtering the Spiritual Realm’s perfection. The Physical Realm is the place of material existence, where perceived objects and lifeforms take shape. I use the term “Creation” to describe the sum of all Spiritwebs and their corresponding Cognitive and Physical Realm aspects. Kelsier himself calls this description a “metaphor.” (M:SH, Kindle Loc 530, Part 2-1 .) The description does not address the mechanics of magic. Brandon intends this metaphor to help us understand Realmic differences, not how the magic works. Spiritual Realm. The Spiritual Realm consists of two types of Investitures: the Powers (Spiritual energy) and “Spiritweb Investiture” (Spiritual structure). Spiritweb Investiture constitutes the Spiritual aspect of Creation (the sum of all Spiritwebs). The Spiritual Realm holds the most Investiture because of the Powers: Shards are “mostly Spiritual.” Location “isn’t particularly important” in the Spiritual Realm, only Connection. Cognitive Realm. The Cognitive Realm is the collective mind of the sentient entities on each planet (an idea Brandon expressly borrows from Carl Jung). Non-sentient objects exist in the Cognitive Realm as the perceptions of the collective mind, since such objects have no cognitive function of their own: “Whenever a planet has enough thinking life on it that's considering it a planet, it drops into Shadesmar.” The collective mind includes the conscious and the unconscious. (WoR, Kindle p. 40.) a. Correspondence to Physical Realm. Brandon describes the Cognitive Realm as relatively flat, but not two-dimensional – a plain, not a plane. He contrasts its topography with the Physical Realm’s, which is three-dimensional. The SLA maps and the Dor show there is a one-to-one correspondence between locations in the Physical and Cognitive Realms. b. Subastrals. Each collection of sentient minds has its own “subastral” – the term Hoid uses in M:SH to describe Scadrial’s Cognitive Realm. Each Shardworld with a sentient population has at least one subastral. Roshar has two subastrals: one for its Physical Realm sapient population (humans, listeners and Aimians), and a second subastral for its sapient spren. Brandon calls all sapient entities “people.” Sapient spren are ideas that have ideas. These spren have their own politics and cities. The discarded Oathbreaker chapter where Jasnah first Elsecalls shows the Rosharan spren subastral. Braize also has a subastral – Khriss says there are splinters and Cognitive Shadows there. Cognitive Realm distance is measured by thought, and the distance between subastrals compresses minds. c. Shadesmar’s Sun. I believe the “sun” in Roshar’s and Scadrial’s subastrals represents those planets’ collective perception of the afterlife – the place the spirits of dead people go. Brandon refers to these collective perceptions as “cultural.” The Cognitive Realm sun is like the “light” that Earth people see during near-death experiences. That “light” is the Cognitive Realm’s collectively perceived Connection to the Spiritual Realm. The “clouds” that trail towards the sun represent the collective mind’s perception of the souls of the dead moving towards the Spiritual Realm. Everything in the Cognitive Realm “moves towards the light,” including shadows. This movement is how the collective mind perceives entropy: “all things must pass.” Physical Realm. The Physical Realm is the material world sentient life actually experiences. It consists of the matter and energy into which the Powers convert plus the Physical Realm aspect of each planet’s Unique Investiture – one can see Stormlight, Breaths and the mists. Adonalsium’s Creations comprise most of the Physical Realm cosmere: “The effects of Adonalsium permeate everything.” SPIRITUAL REALM INVESTITURE Spiritweb Investiture. Spiritweb Investiture composes the Spiritual aspect of Creation – Creation’s “Spiritual matter.” Spiritweb Investiture gives Creation its Spiritual structure. Each use of the Powers creates new matter, energy and/or Unique Investiture. That new part of Creation either has its own Spiritweb or is part of other Spiritwebs. a. A Spiritweb consists of a soul and its Connections. Each soul has unique Spiritual DNA and unique Connections – a unique Spiritweb. b. Connections bind the cosmere together – not only between souls (“External Connections”), but also between the three Realmic aspects of each soul (“Internal Connections”). Kelsier could not return to Scadrial’s Physical Realm because his death severed his Internal Connections to that Realm. (i) Internal Connections maintain mind-body-soul unity. They “vertically” link the Realmic aspects of each attribute of a lifeform or object. The Feruchemy sections of recent Ars Arcana list many human attributes. Each attribute has an analog in all three Realms. (ii) External Connections “horizontally” link a soul to other souls. These Connections can extend between people, between objects, between a person and a planet, a person and other objects, and a person and Unique Investiture. A temporary Connection can extend between a person and the Powers – that’s how catalytic magic systems work. c. A Shardworld’s Unique Investiture is encoded into the Shardworld’s soul and is part of its Spiritual DNA. Unique Investiture is thus a form of Spiritweb Investiture. Sazed says a Shard’s Unique Investitures are its “flesh and blood.” (HoA, Chapter 14 Epigraph.) d. Connections link to different Spiritual “genes” of an entity’s Spiritual DNA. A planet’s soul includes as Spiritual “genes” each location on that planet. When Allik Neverfar in BoM uses his language-translation medallion, he Connects his soul to a different “Spiritual gene” of Scadrial’s soul – a different birthplace location on Scadrial. Allik retains his accent because his soul still knows he is Malwish. Allik explains, “My soul thinks I was raised here, in your lands, but it knows that I am Malwish by descent…so I cannot help but have an accent…” (BoM, Kindle p. 302.) e. Brandon says Connections are not “on/off” switches. They can widen or narrow over time. f. “Identity” refers to the relationship between a mortal and the Unique Investiture of his native Shardworld. Unique Investiture is “keyed” to the mortal, enabling the mortal to perform “Unique Investiture Magic” on that Shardworld: “The Spiritual self is tied to the Investiture of the world that you come from.” Identity is embedded in the mortal’s Spiritual DNA. It can develop over time as part of an adaptive, evolutionary process. Non-natives must “hack” local Unique Investiture to use it (except for Breaths, which automatically “key into” their holder’s Identity.) Non-natives’ Identity is not “keyed” to the local Unique Investiture. Feruchemists’ Unique Investiture is “internal” and personal to them. BoM shows their Identity relates to the use of their personal Unique Investiture inside their metalmind. The Powers. The Powers are the cosmere’s “Spiritual energy,” the “the energy of Shards.” Under Brandon’s “one substance” principle, the Powers are the source of everything else – they convert into all of the cosmere’s matter, energy and other Investiture. The Powers are “raw” undifferentiated Investiture awaiting a directing mind to tell them what to do. Brandon also calls this form of Spiritual Realm Investiture “true Investiture” or “raw power.” COGNITIVE REALM INVESTITURE Unlike Spiritual Realm Investiture, Cognitive Realm Investiture is different everywhere – it is a form of Unique Investiture. If the Cognitive Realm is the collective mind of a Shardworld, Cognitive Realm Investiture is the collective mind’s ideas. These ideas have a Spiritual Realm aspect with their own Spiritwebs. Shai describes how this happens in TES (Kindle p. 74). Splinters are bits of the Powers that become “self-aware.” That means a splinter (including spren) has its own Cognitive function. Bits of the Powers that become splinters convert into Cognitive Realm Investiture: splinters are “less physical, more a blend of the other two [Realms].” PHYSICAL REALM INVESTITURE Differences Between Shardworlds. Like Cognitive Realm Investiture, Physical Realm Investiture is also a form of Unique Investiture. It is different everywhere. Roshar, Nalthis and Scadrial have gaseous manifestations of Investiture: Stormlight, Breaths and the mists. Lerasium and atium differ from Autonomy’s Investiture of microflora. The Tears of Edgli differ from Devotion’s perpendicularity. Each Physical Realm manifestation of Investiture reflects the Mandate of the Investiture’s Shard plus the planet’s “inherent Investiture.” Minor Shardworlds continue with whatever Unique Investiture Adonalsium and/or a Shard left there. States of Physical Realm Investiture. Brandon says the liquid state of a Shard’s Unique Investiture (its “shardpool”) is the most “potent.” The Coppermind asserts, “the liquid essence of a Shard is said to be related to the Cognitive aspect.” The solid state of Physical Realm Investiture (metals) is the least potent, and each metal has a single function. The gaseous state of Physical Realm Investiture is somewhere between the two in potency – it can directly fuel a Connection to the Powers like the mists did for Vin. PERPENDICULARITIES Realmic Conduits. Perpendicularities are conduits between the three Realms. They permit Worldhopping. The only Worldhopping we’ve seen so far is between the Cognitive and Physical Realms. Formation. Khriss says perpendicularities arise from a Shard’s presence on a planet. (AU, Kindle p. 477.) The weight of the Shard’s Investiture punches a “spike-like” hole through the planet’s Realmic aspects, forming the conduits between Realms. Brandon states the existence of a perpendicularity means the Shard cannot easily divest itself from its Shardworld: “Once you’ve got a Perpendicularity, you are starting...That’s trouble for going other places.” Speculation: Investiture Residue. I speculate a perpendicularity is the precise spot where a Shard Invests in a planet, where its Investiture “enters" the planet’s three Realmic aspects. That’s where the Shard “is present” and why the perpendicularity is “spike-like.” Otherwise, the weight of Investiture seems like it would form multiple perpendicularities per Shard on that planet. When Investiture is complete, residual unused Investiture remains – like water dripping from a turned-off hose. These attuned “catch-basins” collect a planet’s recycling Investiture. Brandon says perpendicularities “normally” disappear when a Shard divests itself from a planet, but “there are circumstances that could prevent the shardpool from disappearing.” Since Sazed says Physical Realm Investiture (like a shardpool) is the “body” of a Shard, I speculate the Shard Vessel’s death might be one such circumstance: Aona’s shardpool didn’t “disappear” after her death. I also speculate that a Shard can choose to leave Investiture behind when it divests. (Brandon recently confirmed this speculation when he stated at least one planet has a shardpool the Shard abandoned (voluntarily or not).)
  4. Hey there Sanderfans, I just want to let everyone one know that there is a Brandon-themed Humble Bundle available now. It will be running for the next two weeks and features most of Brandon's novellas, a selection of Mistborn Adventure Game sourcebooks, as well as the Graphic Audio editions of Elantris and Warbreaker. Check it out here! The Bundle is broken up into the following tiers: For those who pay $1 or more Firstborn / Defending Elysium Omnibus The Emperor's Soul Legion Legion: Skin Deep Warbreaker Part 1 - Graphic Audio Elantris Part 1 - Graphic Audio Mistborn Adventure Game For those who pay $8 or more Sixth of the Dusk Shadows for Silence in the Forests of Hell Perfect State Warbreaker Part 2 - Graphic Audio Elantris Part 2 - Graphic Audio Terris: Wrought of Copper - Mistborn Adventure Game For those who pay $15 or more Snapshot Dreamer The Hope of Elantris - Graphic Audio Warbreaker Part 3 - Graphic Audio Elantris Part 3 - Graphic Audio White Sand volume 1 Alloy of Law - Mistborn Adventure Game All told, if you pay $15 you are getting $174 worth of stuff (that's over 90% off). For reference, just one Part of the Graphic Audio adaptations ordinarily costs $14. It is also important to note that The Emperor's Soul, Legion, and Legion: Skin Deep are not available in regions where Gollancz has exclusive distribution rights (pretty much anywhere that used to be part of the British Empire). Also this Humble Bundle is currently (as far as I can tell) the only place to get the solo ebook release of Dreamer and the Graphic Audio edition of The Hope of Elantris. In other news Amazon.com has a listing up for preorder for a solo hardcover release of Edgedancer. Previously, Edgedancer was going to be exclusive to Arcanum Unbounded for five years but it looks like Tor is amending their contract with Brandon in order to give it an individual release in October 2017. Just in time for a re-read before the release of Oathbringer in November! Nauvoo Games, who are making the Reckoners board game, has also posted some pictures on Twitter, from an event they did last month: I do not know for sure if this is the actual art style they are planning for the game, but I really hope it is. I think it captures the feel of the Reckoners trilogy perfectly. I also love that they used the Superman symbol, presumably as the symbol of the Faithful. Unfortunately however, I doubt that will remain in the actual release due to licensing reasons. Especially since the pendant in Abraham's portrait uses a different design for it. Edit: Since the people over at Nauvoo Games are awesome they just shared on Twitter that there will also be minis included in the game and posted a mock-up of a mini for Abraham!
  5. Okay, so I initially proposed this as a possible Coppermind article, but I think the theory can apply to quite a few things we've seen so far in the Cosmere. Based on some recent interviews, particularly [1] these [2] questions from this Q&A, Brandon spitballs and generally agrees with a concept called Resonance - whether or not that ends up being an official term. In essence, it's the interaction between, and side effects of, the combination of two or more magic abilities. The abilities don't necessarily have to be from different Shards or even systems, though I imagine the side effects could be even weirder in these situations. This initially came from the suggestion of Lift having some kind of Perk based on her two Bindings. We don't know what it is yet, but Brandon more or less agreed with the concept and extrapolated that the Lightweaving of a Truthwatcher and a Lightweaver would be fundamentally different in some way. We can thus extrapolate that a Skybreaker's Gravitational bindings are going to be different to those of a Windrunner. Think about the combination of Gravitaion and Adhesion. Essentially - you're adhering gravity between different things. This thing will attract that thing (using gravity). I think Skybreakers may actually cause objects to repel with their lashings, and they may fly by essentially removing their connection to gravity and then repelling from a surface. One force is the same, but their interaction with it is totally different because of how the two Surges combine. This concept extends to other systems though. Much later on, someone asks if Waxillium has a Resonance, and Brandon suggests specifically his ability to bend projectiles around himself. His shield is related to this but not the totality of it. Wax himself is approaching or has reached Savant status with perhaps both of his metals - steel and iron - and this allows him to even more finely control this ability to bend trajectories - in addition to his reflexive use of the 'shield'. In a sense, he may actually be, perhaps even subconsciously, adjusting his weight on the fly to more carefully adjust his pushes and pulls - allowing for these feats. It's also stated that Wayne indeed has a Resonance, but it's not "as obvious" and is then RAFO'd. Moving back to Lift, we also know that she has some sort of Curse and Boon from the old magic. The interactions between this magic and her Surgebinding is probably also a kind of Resonance - which has caused her partial presence in the cognitive and ability to metabolize Stormlight and touch Spren. I think it's unlikely that these are her actual Curse and Boon. Are there any other combinations we know about where we can detect effects of "Resonance" such as these? After considering Brandon's answers more closely, I believe "merging" is a key word for Resonance, in this sense. A twinborn is going to have little to no Resonance if he or she is very new to their abilities. They're essentially going to be using them as individual powers. However, since Wax is at or approaching savant status with his abilities, they've started merging at a spiritual level. This merging brings out the Resonance between his abilities and allows him to bend trajectories with precision.
  6. Another in my ongoing series “A Theory of Cosmere Magic” Classification of Magic Systems Pre-Shattering Magic Basic Realmic Theory Brandon deflects questions about the cosmere’s origin and the nature of the “God Beyond.” He states the “God Beyond” and related subjects depend on one’s religious attitudes. But Brandon does provide some hints. The most important comes from Sazed [HoA, Chapter 55 Epigraph (emphasis added)): I read the word “originally” to refer to the period pre-Shattering, before the Shards ascended. These “powers” (the “Powers”) at that time lacked “thoughts and personalities.” To me, this comment means the ability to direct the Powers does not require “personhood.” “Consciousness” means you’re “alive,” but it does not make you into a “person” with a self-identity largely formed by social interactions. The Powers had no social interactions. We see the same distinction between splinters (self-aware bits of Cognitive and Spiritual Investiture) and spren (splinters that do have their own “thoughts and personalities”). Brandon describes the “spren-making” process: "because of human or other sapient creatures thinking about it or interacting with the power, the power…develops personality and comes alive.” “Adonalsium” is the name the cosmere gives the anthropomorphized pre-Shattering Powers. Since Adonalsium was not a “person,” he couldn’t have been human or any other species that became a Shard – the Shard Vessels did have “thoughts and personalities.” I believe Adonalsium was the self-directing Powers. Brandon says, “Somebody needs to hold the magic. If no one holds the magic, the magic will start to gain sentience. Interesting and bizarre things happen then.” The Powers developed sentience and “bizarrely” created the cosmere. Khriss is unsure whether that made Adonalsium a “force” or a “being,” though she thinks the latter. (M:SH, Kindle Loc. 938, Part 3-2.) “Adonalsium” is an anagram for “a mind, a soul.” Brandon also says “Adonalsium shattered because he was killed.” I interpret this WoB to mean “shattering,” like “splintering,” happens when the mind that controls the Powers “dies.” Posters read this WoB to mean Adonalsium was “alive” and “male.” Since Adonalsium was “conscious,” he was “alive.” Spren prove being “alive” does not require corporeal form. While Brandon uses the male pronoun to describe Adonalsium, both here and elsewhere, I’m not sure we can conclude “he” was male. Divine gender tends to be masculine in many cultures (an observation, not a sexist assertion). The male pronoun in this context may or may not be significant. After the Powers acquired consciousness, I believe they – Adonalsium – Invested the cosmere’s three Realms in a single act – a “Big Bang.” Under Brandon’s “one substance” principle, Adonalsium converted part of himself into Creation. The Powers are the raw material of Creation (which I define as the sum of all Spiritwebs and their corresponding Cognitive and Physical Realm aspects). When the Powers Invest, they become the created matter, energy or Investiture. As a creative force, the Powers WANT to be used, MUST be used. Magic users feel this compulsion – the Powers push a directing mind to action. This creative compulsion explains why mindless Powers become self-directing. It also explains why I believe the cosmere’s Creation occurred in a single moment: once Adonalsium became the Power’s directing mind, the Powers exploded with pent-up creative energy. After Creation, the remaining Powers (the Powers that didn’t convert into Creation) were confined to the Spiritual Realm. Though they formed everything, they were un-Connected to Creation. That’s why there were no catalytic magic systems before the Shattering – there were no Connections through which a magic user could access the Powers (Adonalsium). In this sense, Adonalsium was a “heavenly” God, a “transcendent” God. But Adonalsium was also an “immanent” God, present in Creation. “God is in everything” is another idea Brandon borrows from Spinoza. This idea appears in Brandon’s statement that Investiture is the “Condensed ‘essence’ of the godly powers.” Marasi says metals are the “concentrated essence” of Preservation. (BoM, Kindle p. 359.) This idea also underlies the cosmere’s version of the thermodynamic laws, the inter-convertibility of matter, energy and Investiture.
  7. So in some of the recent WoB, such as this recent q&a, a newish concept of Resonance has come up. That may or may not be a final, cannon name for the concept. From what we've learned so far, a Resonance is a sort of side-effect, alteration, or improvement on a core investiture gained by the combining of two different magics. The two merge in some way, causing a change or extension in how the magics work. It's also suggested that Waxilium's ability to carefully bend projectiles around himself, such as the bubble, or carefully guiding projectiles to a new path. His potential savant status with both steel and iron greatly improves this ability - but without the interaction of both powers, this ability to bend and direct the projectiles may not exist. I think it's also possible this can explain Lift's unique traits: her ability to touch Spren and create Stormlight by digesting food. It's been heavily implied that these are only tangential affects of her Boon/Curse by the Old Magic - they are side effects with how the Boon/Curse of the Old Magic interacted with the powers of a Surgebinder. I'm not sure if this is fleshed out or non-theory enough to put up on Coppermind, but I thought I'd suggest it.
  8. So, I was thinking the other day: why do shards invest? Do they get anything from it? Or is it something they feel compelled to do? I've tried to search for this but have found nothing so far.
  9. Why do we get 2 effects from a Nahel bond? Building off the theory that the focus for surgebinding is the Nahel-Bond itself, or more precisely, the puzzle-piece-filling of a Spren into a broken human to form a new reforged/"whole" entity. I posit that it is because the bond works in 2 directions: The spren completing the person's brokenness while the person completes the Spren's sentience. This then implies that each type of bond-forming Spren requires a different aspect of sentience to become whole. So, can we line this up on the Ars Arcanum chart for Divine Attributes and Surges? Let's try! 1st Theory of Combination: Each participant in the bond provides a single row from the Divine Attributes table. - Kaladin provides Protecting/Leading/Adhesion; Syl Provides Just/Confident/Gravitation. - Lift provides Loving/Healing/Abrasion; Wyndle provides Learned/Giving/Progression. - Shallan provides Creative/Honest/Illumination; Pattern provides Wise/Careful/Transformation. Ok this one just looks wrong. Shallan is *not* the honest one in this relationship. But she is the creative one... So on to our... 2nd Theory of Combination: Each Participant provides one of the 2 Divine Attributes from each of the applicable rows in the table. It is then the combination of these 2 attributes that results in the specific surge that is expressed. Furthermore I posit that the two participants in the bond will form an 'X' on the chart between the attributes. Let's see if it holds up: - Kaladin Protecting + Syl Leading = Adhesion; Kaladin Confident + Syl Just = Gravitation. - Lift Loving + Wyndle Healing = Abrasion; Lift Giving + Wyndle Learned = Progression. - Shallan Creative + Pattern Honest = Illumination; Shallan Careful + Pattern Wise = Transformation. - Dalinar Pious + Stormfather Guiding = Tension; Dalinar Leading + Stormfather Protecting = Adhesion OK so far those are looking spot on! Yeah! Now on to more speculative pairings: - Renarin Learned + ____spren Giving = Progression; Renarin Honest + ____spren Creative = Illumination - Jasnah Wise + Ivory Careful = Transformation; Jasnah Builder + Ivory Resolute = Transportation - Skybreaker/Szeth Just + Highspren/Nightblood Confident = Gravitation; Skybreaker/Szeth Obedient + Highspren/Nightblood Brave = Division - Stump (Edgedancer vs. Truthwatcher): I must say I'm stumped by Stump either way. Followup Questions: Can we use this theory to posit the types of spren that will bond the other surgebinders? (E.g. Renarin's spren would in some way bring Giving and Creative to the relationship, so what might that spren be?) Are the Honorspren always Leading & Just and the Windrunner always Protecting and Confident? Could you gain access to the same 2 surges via a different bond with a being who was Leading and Just and a spren who was Protecting and Confident? Could it be that Szeth's pairing with Nightblood is actually a swap/subversion of the traditional Highspren bond? Meaning a normal Skybreaker provides Confident and Brave while the Highspren provides Just and Obedient. Even further - are there 4 types of bonds which could theoretically grant access to the same 2 surges?? (Add Protecting/Just being + Leading Confident spren as well as Leading confident being + Protecting/Just spren.)
  10. I'm probably oversimplifying some pretty complex issues here, and retreading some old ground. But, as I understand it, all end-positive magic systems in the Cosmere are basically this thing: It's called the Fun Factory(tm). You put your Play-Doh(tm) underneath the red flap, then you push the flap down. The pressure forces the Play-Doh through a hole, extruding it into a funny shape. The blob of Play-Doh that goes into it? That's your investiture source. Preservation. Stormlight. The Dor. It's raw Shardic power. Formless and without specific function. The Fun Factory is you. The Allomancer, or Surgebinder, or Elantrian. You draw that raw, amorphous power into your body, and you turn it into something direct and specific. A force of repulsion against metal. 'Awesomeness' that reduces friction. A light source, or a deadly fireball. But what's that blue thing? That's the hole that your Play-Doh is extruded through. And you can swap it out for a different one. This is the piece that determines what shape your Play-Doh takes. In allomancy, this would be your metal. Each metal produces a different effect, channeling your Preservation-power into a different magical ability. In AonDor, it's the Aons themselves. Which Aon you draw determines the magic. It's the same in Forgery, Dakhor, and ChayShan. All across Sel, it's the shape you make that determines your magical action. On Nalthis, it's about the command. Every awakened object does something different, because each is given a different command. Metals. Shapes/forms. Commands. This blue thing... is the focus. So really, I think this is the definition of focus: It's the element of a magic system that determines the magical effect, or the precise action of investiture. It's the category whose internal variation corresponds to the versatility of the magic system as a whole. (Here's the WoB that backs this up: http://www.theoryland.com/intvsresults.php?kw=allomancy+aon) Which brings us, inevitably, to the question of Roshar. A common theory (endorsed by the Coppermind) is that gemstones are Roshar's focus, because Surgebinders and fabrials both rely on gemstones. But my definition disagrees. Kaladin can draw stormlight from any gemstone (or from a non-gem source), and his powers always remain the same. Whether he uses emerald broams or diamond chips, flying is still flying. Lift, notably, doesn't need gems at all. To find the focus, look for what distinguishes one type of magic from another. What distinguishes an Adhesion-binder from a Transformation-binder? I think there's only one logical answer. It's the spren. Each surgebinder-type bonds with a different spren. Sure, some spren offer overlapping surges, but the basic fact remains: the magic you can do is determined by the spren you bond. The metal you burn. The Aon you draw. The command you give. And fabrials? Fabrials use specific gemstones because specific gemstones trap specific spren. The real exception to this is the Honorblades, which provide surgebinder-bonds, but are not spren. Or are they? They look and behave exactly like ordinary shardblades. Bonding, summoning, cutting. They're not self-aware, like spren are, but they're clearly the same type of entity: splinters. Objects made of investiture. Honor's investiture, which seems to be inherently bond-forming, whether it's sentient or not. So the focus isn't spren, exactly. It's bond-forming splinters -- a category which consists almost entirely of spren, but also includes the Honorblades. This opens up some interesting speculations of Voidbinding. Is it done by bonding different spren, i.e. Voidspren? Or is it like on Scadrial, where different magic systems use the same foci? Maybe Voidbinding is just surgebinding, but with a different power source. Maybe Kaladin could intake the 'voidlight' from the mysterious black sphere, and access a new power-set.
  11. Everybody on Nalthis is born with one breath, which gives them some investiture. People who are not from Nalthis don't have any breaths. If they are a Knight Radiant or an Allomancer, they do have some investiture in them, but the average person does not. You can get investiture from other sources, like when Vashar/Zahel gets Stormlight and uses it as breath, but the average person doesn't suck up stormlight on a daily basis. The only two worldhoppers we've seen in Warbreaker are Hoid, who has breath (we know this because he has perfect pitch) and Vashar, who was born there. So if a random person from another planet came to Nalthis, would they be seen as a drab?
  12. Discussing the Cosmere with a friend of mine, and we were considering who'd win in a straight up fight against the Lord Ruler.The obvious combatants we pitted him against was Kaladin and Vasher. The discussion raised two points we couldn't agree upon, so I'd like to know peoples opinions. 1) Would Nightblood view the Lord Ruler as evil? He had good intentions but ultimately acted in a tyrannical way. Assuming he is affected by Nightblood, would the metallic arts function the same as breaths for how Nightblood draws out investiture? 2) Surgebinders can use investiture to heal from a shardblade attack (according to the Coppermind, I can't remember this happening but my friend tells me Szeth cut Kaladin who healed from it via stormlight. Would the Metallic arts count as investiture to heal a shardblade attack, if so, could the Lord Rulers compounded Gold keep him alive long enough to beat Kaladin in a fight? This point is assuming Kaladin is in possession of his full surgebinder abilities also.
  13. So I was rereading Bands of Mourning in an effort to get a better grasp of medallion creation when I came across this line: Bolded for emphasis. From this quote, it is implied that a group of metalborn can work in teams to create medallions. It got me thinking about how this could be possible without the need of spikes. For this to work, we need to be able to create medallions which grant two abilities, which has been shown to be difficult but possible in Bands of Mourning. I have no idea what makes this difficult, but let's assume it has been worked out. From my understanding, a medallion is simply a nicrosil metalmind filled with a desired type of metalborn Investiture that has been divorced of any Identity. This allows anyone to tap it and temporarily gain the abilities of said metalborn. The added rings of other metals are simply a convenience. With this in mind, I think it is indeed possible to create a medallion without someone who has multiple feruchemical abilities. For this, you would need 3 metalborn: 1 Nicrosil Ferring, 1 Aluminum Ferring and 1 Metalborn of the desired ability, let's say Steel Misting. My theoretical process has 6 steps. Warning, this is about to get very wordy, but I have avoided pronouns to make it absolutely clear who's filling and tapping what when. Here goes. 1. The Nicrosil Ferring fills a nicrsosil metalmind with nicrosil ferring Investiture, which is keyed to their Identity. This metalmind should now grant anyone who can tap it the abilities of a Nicrosil Ferring. 2. The Aluminum Ferring begins filling an aluminum metalmind with nearly all of their Identity, which should allow them to tap the keyed nicrosil metalmind created in step one. 3. Now able to store their Investiture, the Aluminum Ferring fills an unkeyed nicrosil metalmind with aluminum ferring Investiture, which should grant anyone the ability to store Identity. We shall call this Medallion A. 4. The Nicrosil Ferring then taps Medallion A, which grants them the ability to store Identity. This should allow them to create unkeyed metalminds. 5. Here's the step that is difficult for unclear reasons. The Nicrosil Ferring now needs to create an unkeyed medallion filled with both aluminum and nicrosil ferring Investiture, which should grant anyone wearing it the ability to store Identity and Investiture. We shall call this Medallion B. 6. Assuming that worked, the Steel Misting then taps Medallion B and stores their Identity in an aluminum metalmind while filling a nicrosil metalmind with steel misting Investiture. This should theoretically create a third medallion that grants anyone the abilities of a Coinshot, which we shall call Medallion C. From this point, anyone should be able to tap Medallion C until the Investiture runs out. There's an extra step from here to create medallions with any two abilities, but I think that was already difficult enough to follow. Thoughts?
  14. I am a stick. But seriously. While we've all talked about the stick as one of our fav characters... It's time to do a real consideration about the mechanics and limitations of soulcasting. So obviously a soulcaster uses stormlight to transform the substance of a material. I suspect that for a radiant who can soulcast, it doesn't matter what kind of gem they draw light from (unlike how it is with soulcaster fabrials). But soulcasting can be difficult difficult. Shallan failed to turn stick into fire (even though she could apparently transform a whole boat). So. What makes an object resistant to soulcasting? 1. Investiture. This should be pretty obvious, since investiture interferes with investiture. I would guess that the reason stick proved more challenging than a boat was partially because the stick was wood that was still alive, and thus more invested. 2. Connection / cognitive intent. It seems like the basic "intent" of a spren can make it easier or harder to soulcast. I would guess it is still possible to soulcast an object against its own will (I doubt the spren of the folks who attacked Jasnah in that alley really wanted to turn into fire or smoke or any of that), but more difficult (especially since human beings are invested). So. What I'm laying out here is not remotely groundbreaking in terms of realmatics, but its worth doing this anyway since I haven't seen anyone give serious consideration to what can make something soulcasting immune. It's worth conjecturing what the rules of this power are, since I have no doubt Sanderson has restricted it with a set of rules. I bet other magic users are pretty storming hard to soulcast. They are more invested, and also connected to at least one shard. I don't think you could just soulcast a voidbringer or stormclast to make it go away. Nor could you soulcast a fellow radiant into fire. And don't even think about trying to soulcast something like a shardblade, or, god forbid, nightblood. It's also probably pretty hard to soulcast something with a really strong identity (no, I don't mean spiritual identity... more like, identity as in how you see yourself). Even though some historical artifact might be completely nonmagical and not too invested... Still pretty hard to soulcast, just because so many people have thought about the object that it has developed a more fixed self-perception. So, living things, invested things, famous things, or connected things. All hard to soulcast. This means that some things are nigh immune to soulcasting, which is probably good since otherwise to be honest the power would be a little too strong.
  15. In all planets besides Roshar, dirt is just dirt. Only on Roshar is it called crem. This cannot be a random name for ordinary dirt, so here's my theory. Crem is like mist, in the sense that it's the physical manifestation of a shard. Since the Highstorms are Honor, I think Crem is cultivation. Ideas?
  16. So, there has been a moderate amount of speculation, verging on certainty, that spren can be corrupted... and quite a few people are saying that maybe Sja-Anat has that ability. I looked this up on theoryland briefly, but I was hoping maybe somebody knows a WoB that can either confirm or refute that investiture can be 'corrupted' in the sense of 'metamorphosized' or 'changed in nature'. I have this WoB:
  17. So, I'm confused as to how the medallions work. How can a Nicrosil ferring reduce their Identity enough to make an unlocked Feruchemical nicrosil medallion? And other ferrings reduce their identity enough to add to it? Is it a matter of using Feruchemical aluminum? But then how does an Feruchemical nicrosil ferring use Feruchemical aluminum? Also, how can a non-Feruchemical nicrosil person tap the Feruchemical nicrosil, even if it's unlocked? Don't you still need to be able to tap Nicrosil in order to use it? Unlocked just means that someone else can use a metal mind that you created, it doesn't give you the ability to actually use that metal if it's not in your sDNA, right? Is Nicrosil special in that it allows anyone to use its Investiture?
  18. I was going through the forums and looking at all of the theories about investiture, and was thinking about several things. First off, a ton of people(I feel) are getting the power of storing investiture wrong. I'm pretty sure it works(very basically) like this: Let's say you have a Twinborn, with F: Nicrosil, and A: Steel. He/She also has a Hemalurgic spike granting F: Aluminum. He/She decides that they are going to make one of those cool bracelet things that let others have their power. He/She Stores Aluminum, Then Stores Nicrosil into the Nicrosil part of the bracelet. That means that anyone who taps that(anyone can, apparently) Nicrosil will be granted the powers of F: Nicrosil and Aluminum, and A: Steel. Some people thought that Nicrosil gave any ability. Are they right? On another topic, do you remember when Allik said that it was impossible to make a bracelet with 4 powers? Based on what I'm thinking, that is because they need to get Hemalurgic spikes that give them those powers, and that having four puts them under Harmony's influence. So, what would happen if you were to get 16 Allomancers and 16 Feruchemists together and gave them one bracelet each that gave them F: Nicrosil and Aluminum, then had each of them try to store into one Nicrosil bracelet? Since all of their power is unbranded, would it make something like the bands of mourning, or would it not allow them to put all of their powers into one Nicrosil bracelet?
  19. How did Identity and Investiture work in relation to the Bands of Mourning? I loved the book, but I was really confused about just how the ending was achieved. This is the one place where the allomancy didn't make sense to me. And was it ever confirmed that this was the same power that Lord Ruler had in his bracers?
  20. UPDATE: Also, tl;dr: "Investiture is sticky" - Shards are prone to getting tied to places, Cognitive Shadows and entities are hard to move offworld etc. So, first off: You probably remember that Mistborn are not Invested when not burning metals. That's no longer true. They're as Invested as Knights Radiant (WoB): My theory is that it's not specifically Investiture keeping you in Cognitive Realm, but Connections that come out of that Investiture keep you like a chain to the anchor. In that case, the Connections probably go to Shards (like Allomancers)... or other things? Gonna discuss it below. Anyway, we know some Connections break the moment you die - vide Shardblades dropping - but some are kept (like Kelsier's Connection to Preservation as he was a Mistborn). And that are the anchors that take longer to break and result in longer transition time to Beyond. Now I'm gonna discuss various types of Investment and how would those act upon death: Allomancers: Connection to Preservation, pretty straightforward. Feruchemists: No idea as we don't know how Feruchemy works Realmatically. Maybe Connection to both Preservation and Ruin? But wouldn't it mean longer transtion time as you are anchored to two Shards? Hemalurgists: It doesn't include Ruin's Investiture, so probably Connections to the Shards that the stolen abilities are of. Surgebinders are weird: Connection to the spren is broken at the time of death - vide dropping Shardblades - but we don't know how it works with living spren Awakeners: having a lot of Breath would tie you to Endowment but on the other hand there is (I'm not sure) a WoB stating that Breaths are not part of the soul? Selish people: Elantrians do have Connection to the Dor (as it flows through them all the time) but there's that thing with stronger Connections to the land... And now, for really weird - Cognitive Realm on Sel is packed full of Investiture they're Connected to. What if... what if Invested people on Sel don't go to the Beyond at all?! And just hang on in the Dor?
  21. So, I want to run this by everyone to see if I am repeating something that is generally understood. Odium comes to Roshar. The goal is to Splinter Honor. Honor knows this. He lays a trap. The cost of possible Splintering (edit: of Honor) is that Odium must be bound to the Roshar system and therefore not be able to leave and chase other Shards. Something Honor would do - put himself between the danger and those it pursues. The Oathpact suddenly makes sense. The way to keep Odium bound to a system is to have Odium Invest. How does one do it on Roshar? Give up its Investiture to create a lot of spren. The more spren, the higher one's Investment. So, Odium, by Oathpact, can battle Honor, but in the way that bounds him: by Investing in Roshar, and fighting the spren war. Basically, the voidspren, the Unmade, *any other object* Invested by Odium on Roshar, makes Odium's Connection to Roshar higher. Which is why there MUST BE multiple Desolations - Odium must be permitted to grow its influence on Roshar to the point of active war. And this is why, short of Splintering Odium himself, this must repeat - if Odium's influence on Roshar wanes, he leaves the system and goes after other Shards. So, Honor chooses to play a long and dangerous game with Odium, just like Preservation chose with Ruin. Also explains Hoid's "I sympathize with you, Dalinar, but what I seek to achieve and what you do are not one and the same, and *my* goals are more important!" Hoid wants Odium bound to Roshar. Odium whose influence is purged from Roshar is free to roam elsewhere. Hoid does not want it. The problem right now is that Odium has splintered Honor. Achievement unlocked. Now is the time to leave the system (or Splinter Cultivation and leave the system). To do this, there must be an all-out war that ends with destruction of all Odium's assets on Roshar (at the cost of a massive devastation), and frees him. TL;DR: Desolations and voidspren are the means of keeping Odium Connected to Roshar. Odium must be kept Invested. This obviously skims over a lot of things (like, why Heralds). But overall, what am I missing? Edit: It has been wisely pointed out that the Oathpact refers to the deal Honor made with the Heralds, not Odium. I struck that unfortunate phrase. The rest of the point remains salient: Honor promises Odium a chance to take him out, but Odium must Invest in Roshar to be able to Splinter Honor.
  22. Ruin and Preservation investiture as a Source of Feruchemy Hi everyone! This is my theory about the Feruchemy's development on the people of Scadrial, or at least on the Terris People. The key to this Metallic Art (for me) is the Atium or to be more precise, the Ruin's Investiture. But first of all, a little backgrond on the Feruchemy: The Feruchemy was the only of the Metallic Arts to be widespread before the Rashek’s Ascension. And from the beginning of the Books seems to be “only” a genetic ability of the Terris People. After this short introduction, I could begin with the theoretical part of my theory: Feruchemy is a manifestation of Investiture of Scadrial, from Preservation and Ruin using the Scadrial’s Focus. The metals. The Feruchemy is an art of balance between the two shards, therefore the two types of Investiture in the Human Beings is very important to access to this Metallic Art. The Scadrial’s Humans has both Preservation and Ruin Investiture but the first is greater. The Humans may develop Feruchemy by changing the amount of Preservation-Ruin Investiture thay have. An “easy” and praticable source of Ruin’s Investiture is the Atium. Now we come at the Core of the Theory: The Feruchemy could be “unlocked” by increasing the Ruin’s Investiture through eating Atium. (a piece of Atium very small compared to a bead of Atium I suppose). But at this point I am not sure about what the real requirements are, I have two plausible ideas and both of them have pros and contros. Balancing the powers: The Preservation Investiture and Ruin Investiture have to be very similar in quantity(percentage). Treeshold of the two powers: The Preservation Investiture must be at least X and Ruin Investiture must be at least X (more investiture of P or R is right too). Now I will explain the global pros and contros in the theory and after the individual pros and contros of the case a and b. Pro: The Feruchemy could be “gifted” to the Terris People by Preservation through the Terris Prophecy directing some “patriarchs” to the Pits and give manipulating them to obtain the Atium (we know that the Pits was in the Terris land). In a close system, the initial catalyst of Feruchemy would be preserved quite good (while they began to cross the bloodlines, the power faded). Contro: The Hoid’s Feruchemy isn't easy to explain with this idea. Now examine the individual pros and contros of the case a and b. Case a: Balancing the Powers. Pro: Preservation may created the Terris People with the minimun quantity of his power to make them sentient. Therefore with less (if none) Allomantic’s potential and with a lower treeshold to develop the Feruchemy by adding Ruin’s power. A not Scadrial Human (like Hoid) has an very very low treshoold (or null). A bit of Preservation and a bit of Ruin could be enough, Ruin could be obtained through Atium and Preservation by the Mist (He could trick the Mist to obtain at least a tiny Preservation’s Power not enough for the Allomancy) The “Allomancy’s gene and Feruchemy’s gene don’t mix well together” are very likely to the opposite requirement to expression itself. The Ruin’s powers needed to a “not Terrisman” could be to much and lethal. A feruchemist could be the “best holder” to both Preservation and Ruin together. Contro: Rashek had an huge Preservation’s Power and mantained his Feruchemy, but maybe once you had the power, you can’t lose for just unbalancing the Investiture. Case b: Treeshold of the two powers Pro: Fullborn has no problem to exist. The “Atium’s Misting test” could be try to find a new potential Feruchemist as a source of Spike. Contro: Every nobles could potentially be a Feruchemist by eating atium (The Atium is very rare and expansive, but I think Rashek used this way to obtain Spikes for the Inquisitors). Hoid’s Feruchemy are less likely than the case a. Future Implication: With the Harmony’s Ascension now Scadrial has 2 type of Mists one of Preservation an one of Ruin and a new “god alloy”. By this theory the Harmonium could be use to became a Allomancer or Feruchemist (case a) or a Fullborn (case B ) What do you think about this theory ?
  23. We keep seeing WoBs about what happens when you become too invested. You ultimately ascend to become the vessel of the shard whose investiture you hold so much of. That much is established... But it makes me wonder... What happens if you get enough investiture to ascend... But the current vessel of the shard is still alive? Now, we have technically seen such an occurrence, when Vin ascended and took Preservation from Kelsier. On the other hand... In my estimation, Kelsier wasn't really holding the shard to full capacity. I do not think his example really counts at all. But it still raises questions. What happens? Would the current shardholder be killed? Just like that? That sounds like a surprisingly easy way to kill a shardholder. Or would perhaps the would-be ascendant be killed? For anyone here who has read the traveller's gate triology... I can't help but think of what happened to someone when they tried to become an incarnation of a territory when that territory already had a living incarnation in the real world. It wasn't pretty. No matter which way you cut it, this kind of ascension has some serious implications. And while Sanderson has said more than once that holding lots of investiture is a way to ascend, his silence on what happens to the existing shardholder sticks out to me as significant... I wonder if we will see such an ascension down the road.
  24. What! A podcast that isn't Splintercast Reads A Book? I know, it does seem crazy, but it's true. Welcome to the Shardkeepers Podcast, our theory podcast where we discuss all sorts of minutiae of the cosmere. As I learned when recording, this usually results in headaches, but we make that sacrifice for you. Today, we're going to talk about an amazing quote that we got earlier this year about Nightblood that blew our minds. There's so much to unpack from this. Let's get started. On Shardkeepers you should expect massive spoilers from cosmere books. Beware! Here there are big spoilers for Warbreaker and Stormlight Archive. Joining me is Kerry (KChan), David (Windrunner), and Ian (WeiryWriter) who should better be known as the quote master, because I don't know how he finds those so fast. We're all thrilled to have awaken (get it? Ha. Hilarious) this podcast again. Again, you ask? Well there maybe was a Shardkeepers Podcast in May. Of 2013. But shhh, we do not speak of such evils. In seriousness, this is a real thing and we're excited to get this truly off the ground. The plan currently is to not bite off more than we can chew, so expect monthly episodes. Next episode will absolutely be about us unpacking stuff from Arcanum Unbounded, so stay tuned in December for that! If you'd like to discuss this, we thought we would post a theory topic so you too can dig into what we discuss. Check it out here, or leave a comment below. iTunes and other podcast support coming sooner than soon(™) but not this week.
  25. ***contains some spoilers for band of mourning, the emperors soul*** hello all i think this topic has been talked about before in terms of the link between soulcasting and forgery. however after i read the bands of mourning another peice of the puzzle slotted into place. My theory is that shallan being completely unaware can use her soul casting and connection to cryptic spren with her drawing ability to change a persons identity. For this im using Gaz and maybe Yalb as a example. Shallans Memory skill might come from her bond with the cryptic spren. They are described as being a infinite spren trying to see the truth of things (whenever i imagine pattern i always think of some ever changing fractal pattern), when i think of truth i think less of 'truth and lies' but more the mathematical, spiritual, cognatve and realistic truth of the cosmere. I think her Memory ability is part of this glimpsing the truth of a object's/person's reality in all three realms. i think she is able to hack into an object or persons idenity and seperate it and modify it. When she draws she is able to use the physical action of drawing to manifest this change. In this section she describes the charcol,page,and other tools as blood,sinew,skin. interestingly enough these terms are in the ars arcanum besides the heralds. Therefore important to all magic systems in the cosmere. As shallan is activley thinking of these in those terms it is having a reaction to her drawing in the cognative,spiritual realms as well. In Bands of Mourning we find out that a object/persons identity can be manipluated and changed when the Kandra are talking to the wax and wayne gang. Although they are talking in terms of investiture changing its not a long stretch to think of the process as working bidirectionaly, investiture could be used to change a persons identity. we see this with Hemalurgy and forgery for instance. In The emperors soul Shai tells us how Forgery works. Using a phsyical object (marks) and having to know the memoryand history of a object/person to change its identity. I believe when Shallan uses her drawings she literally is able to trim of a part of a persons identity and modify it. whenever she draws a person she has come in contact with she draws a positive aspect reaffirming and strengthening part of the person which was always there and undeveloped.In Yalb, Talakv and Gaz and her other guards (cant remember their names now ) she was drawing braveness and confidence and in likenesses that where different from the people that they had become. I believe when she shows these pictures and drawing to the people themselves, the idenitity within the drawing that shallan had cut and augmented and transformed instantly reaches out and rebinds with the orginal person. As Shai says when forging an object in the cognitive realm is how it is viewd and how it views itself and will always try an exist as a whole. In the novels whenever these peoples glance upon their drawings of themselves they always take a while like Gaz, Jasnah ect, this isnt them admiring the artwork this is the time which their souls are being repaired and changed with shallans transformation ability. when we last see Gaz in words of radiance he seems different and changed this could be due to shallans transformation seeping through his spiritual and cognative self and changing his outlook and self perspective. However i could be wrong as other theorys go and this could be a kandra in disguise.