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  1. 81 points
    There is one thing to clear up first. 1. There is a misconception that heralds know when another herald dies. This is true for a "true" death, but in the prelude to the Way of Kings, Kelek does not know which of the heralds have died in the final battle. Instead, he goes to meet at a predetermined meeting place. Jezrian tells him who had survived, and Kelek had no idea that Taln didn't make it. As well, Kelek realizes the others must be alive because he notices their blades are stuck in the ground and that those blades would have disappeared on their own. If another herald died, the remaining heralds on Roshar would not know (at least for some time). ---- Weird Questions: 1) What broke Taln? He is crazy and insensate for 4000 years and then one day he says "No thank you". Many of us can't figure out what could have broke Taln. 2) Why was the Davar family so connected to secret societies despite being a Vaden house of little note? They have connections to the Ghostbloods and the Ghostbloods have handed them a confirmed soulcaster AND possibly a Seon box. Why? 3) Why did the cryptic go to Shallan as a child? Lift was chosen due to her strange connection to Cultivation, but why Shallan? And why twice? Connected to that, why is an dark influence attacking the Davar family? Why is Heleran given a shardblade and brought into the skybreakers? 4) Why was Shallan's mother so quick to try and kill "one of them". 5) What is Shallan's last secret. There is still something horrible in Shallan's past, and this has something to do with a Seon box and whatever Radiant was created to protect Shallan from. What is worse than killing testament? 6) Shallan says her father put the sword into the safe. That was Testament. If Testament was trapped in the safe, how did Shallan go talk to Testament in the garden to unbond her? Shallan literally knows Testament is not her mother's soul, so why does Shallan believe something to patently false? Shallan does lie to herself, but this seems more inaccurate than an outright lie? And why does Shallan see a glowing light coming from the box? We have seen other glowing lights (Dawnshard and Dalinar hearing TwoK), so is she just mad, or did she really see something? Whatever it is, it does not make sense that Shallan thinks Testament is trapped in the safe if Shallan went and yelled at Testament after her mother was killed. ---- It All Put Together - A Timeline 1) Chararach settled in the Davar estate in rural Jah Kaved. Chanarach is involved in several of the secret societies of Roshar just like most of the other heralds we have seen. Chanarach eventually has a daughter and names that daughter after her friend Shalash (Shallan says she was named after Shalash). Chanarach commands a fair bit of influence and even has a Seon to communicate off world. It is unclear who knows who Chanarach is, but as she did settle in a rural area it is likely Chana's identity is not common knowledge even within secret societies (similar to Restares and Amaram). 2) Chanarach learns of the theory that a return of surgebinders will bring about a desolation. Chararach is completely terrified of returning to Braize and supports the culling of nascent surgebinding. 3) The Cryptics find out that one of the heralds has children or they discover a weird child who stands-out and is similar to the child of a Returned. The Cryptics send a delegation to investigate (WOB confirms heralds can have children though maybe it is difficult). At the same time, an unmade is drawn to the family. Testament begins to bond Shallan similar to what happened with Lift. Shallan eventually discovers what her mother is by playing with a Seon box at the Davar estate. The unmade's influence increases in an attempt to get the Herald to go insane and potentially get herself killed by Lin Devar or Shallan. 4a) Shallan is discovered to be a surge binder by her mother. Her mother, fearing a return to Braize, refers to Shallan as "one of them". Note that Chanarach does not seem surprised that surgebinders are real. Chanarach has an absolute PTSD breakdown and attacks her daughter. Lin, who likely knew, steps in and Shallan is able to kill her mother in self defence. 4b) Lin Devar takes something and locks it away in the safe. We are told this is the Shardblade and Shallan's mother's soul. 4 c) Shallan goes to the garden to scream at Testament and break her bond AFTER Testament is supposedly locked away in the safe. This timeline does not make sense even if we believe Testament could escape the safe. Why does Shallan believe her spren was trapped but also then in the garden? And how is Testament-blade = her mother's soul? There isn't a connection there logically. 5) Shallan realized what she has done and perhaps even realized that she has sent her mother back to damnation. She pretends that her mother's soul is trapped in the box so she does not have to remember that her mother has been sent to hell. Shallan goes to Testament and breaks her bond. It is possible Testament told her more here as well. Shallan then begins to repress everything since Shallan has, in her mind, done the most evil act in history. "The world ended, and Shallan was to blame. - Words of Radiance, Chapter 10. Mentioned by @honorblades 6) Lin Devar begins to be corrupted even more by the influence of the unmade after its attention has been withdrawn from Chanarach. Lin also wrestles with killing a herald-wife to save his daughter. He beings to protect Shallan at all costs. Davar family hell ensues. The ghostbloods continue to cultivate the family. The Ghostbloods may not believe a herald could be killed by Lin or may not know she was a Herald. The Cryptics stay with Shallan as they don't blame her for what happened. They are still curious about what Shallan is and are researching what happens to a bonded-deadeye to its original radiant. 7) Chanarach returns to Braize. The other heralds do not know that that has happened as they cannot detect the pain-bond while on Roshar. 8) Chanarach is eventually found on Braize. Chanarach decides to immediately give up and return to Roshar (or something else Odium promises). 9) Shallan, with no bond, goes to Middlefest. Wit's magic or memory allow him to detect that there is something very strange about Shallan. Wit somehow knows what Shallan fights "is not truly natural" and encourages her to make a path for the light. It is unclear what Wit saw, but he knew more than the fact she was a surgebinder (even though she's actually a deadeye-binder at the time). 10) Taln returns to Roshar completely insane and without breaking. What happens to Chanarach is unknown. All assume Taln broke. 11) Radiant is created from memories of Shallan's mother. Radiant dresses in the same blue and red warrior outfit as the Herald Chanarach in artworks. Radiant is Shallan's repressed memories of who her mother was. 12) Shallan is forced to confront what happened with Testament, and Radiant begins to see that she must help Shallan deal with her final truth. Shallan knows she killed a herald and that she sent her mother to damnation - possibly ending the world and starting the final desolation. --- -- Here is a description of Radiant: “She [Radiant] had chosen to wear her vakama; the traditional Vaden’s warrior clothing. It was similar to the Alethi takama but the skirt was pleeted instead of straight. She wore a loose matching coat with a tight vest and shirt beneath. The bright clothing features vibrant blues embroidered over reds with gold woven between and it had trim on the skirt” Here is Chanarach:
  2. 42 points
  3. 38 points
    I have had this theory for a long time now that Cultivation cultivated Syl as a part of her gambit. But listen to me for once. This might sound crazy but might make sense in a minute. I guess we can all agree that Syl is different from most of the honorspren. She is just too jovial and lighthearted than most honorspren we have seen. Well... also Rua, but that's probably due to his bond with the Lopen. Then I reread the part in Oathbringer when Kaladin returns to Hearthstone. Another pure voice. Pure being the keyword here. I'm certain that spren can hear the Rhythms of Roshar. And the tones of the three Shards are described to be the pure tones of Roshar in RoW. Honor is dead. Why would Odium bother Syl? It is Cultivation's voice. Like tapped crystal. Dalinar described Cultivation's voice to be like 'tumbling stones'. Tapped crystal. Tumbling stone. Maybe I'm overthinking, but both of these voices are of Cultivation. What else did she do? Probably kept Syl sleeping for that millennium. I mean, we can't take the explanation to be Syl's mind being childish. That... doesn't sound Brando's style to me. 'Cause there is only her. Only her. A single spren slept for a thousand years after breaking her bond. Coincidence? I think not. Why? The bigger question is why. Ok now. Hear me. There is too much in my head that I can't remember now or can't explain. But here is my theory. Kaladin is the 'Son of Tanavast'. The successor of Tanavast (refer to this WoB). And Cultivaton wants him alive. Syl is mostly the reason Kal is alive. And that's why we love her. In Book 5, Dalinar loses the contest of champions. Yet, somehow, he will be able to reforge Honor. Instead of bearing the Shard himself, he gives it to Kaladin because now he is bound to serve Odium. And Kal ascends to Honor. I don't have much to support this other than: Kal's first chapter being 'Honor is Dead'. Kal saying 'Honor is Dead'. Cultivation only influences people who will somehow be related to godhood. And Dalinar being too obvious a choice for Honor.
  4. 35 points

    From the album General SA Art

    Complete piece of Dalinar's age progression! His arc in OB really is a powerful one and I finally got this done XD [Full-sized] 1122 (Age: 2) Trying to understand the world 1128 (Age: 8) Playing with wooden sword 1135 (Age: 15) Learning how to tie his takama 1141 (Age: 21) Unstoppable youth, Oathbringer won 1150 (Age: 30) Joy of the first son 1163 (Age: 43) In Shardplate 1167 (Age: 47) Being a drunkard 1174 (Age: 54) Holding The Way of Kings Enjoy! Bonus: Some random Kholin family doodles
  5. 33 points
    Update 1.2.1 – The Zinc Peripheral In Invested 1.2.1, the sphere's had a zinc peripheral installed, letting it use feruchemical zinc to increase its processing speed and slow down time. This makes it easier to fire coins while flying and select targets for Pushing and Pulling in the heat of the moment. See the changelog for all changes, but here's one in particular: you don't have to select targets before Pushing or Pulling on them. Trying to Push with no targets selected will Push on whatever metal you're looking at (dubbed "vacuous" Push/Pulling). This means you can fly around Luthadel without touching the keyboard. Since some of the controls have changed, be sure to check the in-game Help Overlay as a refresher. Next step: Means of quickly choosing different methods of controlling Pushes and Pulls. One of these will be a method for Pushing on all targets in a general direction, which Wax does a lot in the books. Another is the famous steel bubble. If math gets anyone excited, here's the fun differential equation I wrote for the intensity of the visual effect during zinc time. Fiddle with the variables and try to figure out what they're for, 'cause I ain't telling. X-axis is percentage of zinc remaining in the bank, and y-axis is intensity. Hope everyone's having a good summer. As always, let me know your thoughts. Update 1.2 Last year, I began working on a game/simulation implementing the magic system of Allomancy. I made a thread several months ago to document the initial state of the game and discuss different ways to mathematically model Pushing and Pulling. I establish a lot of the physics of the game there, so I recommend you read it if you haven't already. I've worked on the project a lot over the past few months. This post will be separated into three main sections: the first, focusing on the physics; the second, focusing on the game (with an interlude for more physics); and my plans for the future. Here is the second update on the progress of Invested. The Physics In Pagerunner's famous thread, I made several simulations comparing different models of Pushing and Pulling, showing off how Pushing duels could work as well as what happens when the coin you're Pushing suddenly hits a solid wall/ground. Those simulations can be all viewed in-game, so feel free to examine them yourself and experiment with the Allomancy settings. If we assume anchors do nothing special for your Pushes, Allomancy behaves like an undamped spring. If you push off of a coin into the air, you'll oscillate up to your max height, then fall all the way back down to the ground, then back up, and so on. Changing the relationship between distance and strength doesn’t change the behavior of the system. Pushing duels work in a similar way. The 10 cubes are allomancers, anchored to the ground. Without any dampening, you get a boring spring. The only model I could find that solved both of these problems was the infamous theory that the strength of Pushes is a function of velocity. In case you haven't been following those conversations, this theory (in its most basic form) claims "the higher the relative velocity between the Allomancer and target, the weaker the Allomantic force." Pushes on anchored coins will be stronger than Pushes on unanchored coins because anchored coins are completely stationary (that is, the relative velocity between the Allomancer and target is much smaller). The flavor of this theory that works best in the game (in my opinion) reverses the effect when the relative velocity is negative, i.e. when the Allomancer and target are moving towards each other. This means that Pushes on targets flying towards you are even more stronger than Pushes on targets flying away from you. When you're falling and throw a coin down, your Push will be weak until the coin hits the ground. Then, your relative velocity will be negative, and the Allomantic force will increase significantly, giving you a "jolt" as soon as the coin hits. This is the effect we see in the books, so it's what I have enabled by default in the game. With this model, Allomancers stabilize near their maximum height, rather than oscillate about it: Changing the constant used in the calculation of this velocity factor makes the system more critically/under-damped: Watch how duels play out. I've also unanchored the Allomancers, and this looks a lot more like how I envision Pushing duels in the books. The strength of the Allomancer is important, but weight determines who will move in the end. Again, you can experiment with these settings at any moment. The Game The player is a "primer sphere" - an Allomechanical construct or fabrial. It is an experimental device designed to test the limits of Scadrian magic. The sphere's mechanical nature gives it full control of its body and moment, allowing it to roll across surfaces and jump. This is enhanced by the first metal the sphere can burn: pewter. This is used for sprinting and pewter-jumping. By passively burning pewter, the sphere exerts a greater force while moving, allowing it to better anchor itself or move while Pushing and Pulling. While burning pewter and jumping, the sphere jumps further in that direction and can jump off or up walls or kick away small objects. Secondly, the primer sphere can burn iron and steel. Passively burning either of these metals reveals all nearby sources of metals. The wider the line, the heavier the source. The brighter the line, the stronger the potential Push on that metal. The sphere can "Pull-target" and "Push-target" one or more metals at once. When a metal is Pull-targeted, it can be Pulled on - likewise for Push-targets and Pushing. (Interlude: physics) After all the calculations are done, the player has some Allomantic Force they exert on the target. The mass of iron or steel burned is directly proportional to the net force they exert. If you're pushing with 1000N of force, you're burning 1000mg, or 1g, of iron every second. There's actually a WoB that mildly contradicts this: according to Brandon, metal burning speed is proportional to power drawn, not force. There are two reasons for why I make burn rate proportional to force. First, I can't be sure if Brandon is talking about "power" with the definition used in physics (i.e. a change in energy over time). If not, then there's nothing to worry about; the novels are wobbly enough to not be sure how precisely metals are burned. Still, in the future, I might shift things around to have all calculations work around power/energy rather than force, but the former is harder to calculate than the latter. My college-level textbook only talks about power in regards to applying a force to an object such that it moves at a constant velocity, so the math would get… difficult. I'm working on a model called "Distributed Power" based off of Pagerunner's model 3 that does something similar to this, but it's a work in progress. The main difference between force and power (in this context) is that power is a function of velocity; but, if we're using the Exponential with Velocity model, force still changes with velocity, just with a different relationship. There's potential for a fair bit of discussion in regards to this. The second, more important reason for making burn rate a function of force is reduce obfuscation - if you're consistently Pushing with 1000N, you know you're losing exactly 1g of steel every second. If you have only 10g of steel left, your intelligent lizard brain can figure out how long you can keep up that push. This relationship is more intuitive for the player, and changing this to power would lose that clarity. (end interlude) It wouldn't be Mistborn if you couldn't throw coins. You can toss coins. If you Push while doing this, you'll fire coins directly towards the crosshair. Holding "jump" while tossing a coin will throw it downward, useful for cruising above the ground or a smooth landing. There's also a "Coinshot mode." With this, holding down Push (right-click) and pressing Pull (left-click) will instead throw a coin. This makes throwing coins work more like a conventional FPS where the LMB fires bullets. This (along with all of the controls, I guess) is a WIP. There are a few scenes for the player to play around in: a tutorial and several sandboxes (as well as the Sandbox, which has some fun zero-gravity targets). cracks knuckles cries in GTX 965M Turns On Motion Blur it's gamer time (recorded back when I only had my laptop at school) There is an assortment of other videos here. The Future We've talked a lot about Newton's third law a lot, but let's take a look at Sanderson's third law: "Expand on what you have already, before you add something new." Better ways of throwing coins Changing between semi-automatic and fully-automatic coin-throwing Throwing multiple coins in different patterns Oftentimes in the books, you see Mistborn throwing a "spray" of coins at an enemy like a shotgun blast. Pewter From the start, my plan with pewter was for it to work like a shield in other games, where burning it will prevent you directly losing health. Once health actually becomes a thing, pewter will serve this purpose. HUD General polish is needed. It should be more clear when metal reserves are refilled, coins are picked up, on-screen text changes, etc. Sound The game's completely mute at the moment. I have little experience with sound design and production, so having a meaningful sound system is still a ways away. Controls I've been living in my own bubble, so I've grown accustomed my choice in keybinds. I am absolutely certain think that they're not the most intuitive. If you play the game, please let me know which controls make sense and which ones don't. Argent threw in the idea of using bullet time (or, perhaps, Feruchemical zinc time) for steel and iron. It would help a lot to make Pushing, Pulling, and target selection easier. In general, make target selection better. When you're surrounded by metal objects, there is a lot of visual clutter on the screen. I need to make a better system of prioritizing target selection so that you can say "I want to choose this target" and not accidentally select a target in front of or behind it. I definitely plan on adding macros/techniques for Pushing and Pulling. Vin's Horseshoe Wheel is one example. What I call the "centrifuge" is another - Pulling an object such that it orbits around your body, then releasing it such that it flies in the targeted direction. Lurchers never got their fair share of offensive combat in the books, so I want to show how formidable they can be, with a spicy little feedback loop or two. Other Allomantic metals Tin: zooming in, informative HUD elements about the environment, dispelling mists/visible stars in Luthadel. Bronze: see nearby sources of kinetic Investiture, such as puzzle elements or enemies that would try to Push on you. My requests for you: Play the game! You can download it from my GitHub. What controls make the most sense for you? What bugs and physics kinks do you find? Sanderson's 0th law says to err on the side of awesome. What should I add that would be fun? Mistborn is a fantasy novel, after all - so what are your fantasies for Allomancy in a game?
  6. 32 points
    It’s a working theory, could make back 5 super awesome
  7. 31 points
    The second fifty, you guys are going to have to give me stupid amounts of rep for me to do this again. I feel more tired every time. anyway if you find a repost tell me, I'll replace it @AonEne @The Awakened Salad @DramaQueen @BreezeCauthon @I Am A Fish ... there where other people, No spoilers Elantris Mistborn Era 1 minor SH Mistborn Era 2 SA Cosmere
  8. 30 points
    IT are the Investiture Technicians, of course.
  9. 28 points
    Da da da dat da, dat da da da da ya da
  10. 28 points
    "Honor is dead, but he lives on in the hearts of men" - I think this phrase is going to be very significant, and is related to what is wrong with humans/deadeyes post-Recreance (more specifically with how to fix it). Kalak's epigraphs reveal a lot about what is going with spren/Connection on Roshar - he talks about the mechanics of what happened to Jezrien (and the Heralds are functionally spren who remain Connected to Roshar through the Oathpact). The usual Nahel bond functions by humans giving spren conscious in exchange for power (the Connect): "The bond is what keeps us alive. You sever that, and we will slowly decompose into ordinary souls—with no valid Connection to the Physical or Spiritual Realms." - Kalak (Sanderson, Brandon. Rhythm of War). I think this applies to spren, except pre-Recreance the spren would still have a valid Connection through Honor and would probably return to Shadesmar. However now, Kalak tells us: "I felt it happen to Jezrien. You think you captured him, but our god is Splintered, our Oathpact severed." So when a human breaks their oath, spren do not have a valid Connection through Honor, but they ARE connected to Mishram (as Odium is now part of Roshar), and thus remain trapped in the physical. So when Radiants sever the bond post-Recreance, the spren who usually would have Connected to Honor (keeper of oaths) instead Connect to BAM, hence their minds being trapped. Reversing this requires a version of the Nahel bond that functios according to Odium, which is what we see between Adolin and Maya. With the usual Nahel bond, humans take power from spren in exchange for their minds. Re-reading the trial scene when Maya speaks, and the exchange between her and Adolin is so similar to how Odium takes pain (Passion) from people. "Adolin...felt her pain somehow.A deep agony. And...anger?" He gives her some of his "strength" and feels a warmth deep inside: I think this works the same way it does for the Sibling - they couldn't hear Honor's tone anymore so I don't think any deadeye spren on Rohsar can. However, if they Connect with a human they can because Honor lives on in the hearts of men - as Navani proved.
  11. 27 points

    From the album General SA Art

    This is for the upcoming Chinese New Year, requested by fandom folks! There’re prompts about Radiants dressed in suits with ties of their own colors all the time. So I made a try! Windrunners - Kaladin Skybreakers - Szeth Dustbringers - Malata Edgedancers - Lift Truthwatchers - Renarin Lightweavers - Shallan Elsecallers - Jasnah Willshapers - Venli Stonewards - Talenel (No one in current storyline, uses Taln for now) Bondsmiths - Dalinar Life before death, Radiants!
  12. 24 points
    This one is dumb
  13. 24 points

    From the album General SA Art

    Young Dalinar & Evi for you all. My favorite Stormlight couple (former) so far! So beautiful yet so tragic.
  14. 24 points

    From the album General SA Art

    This commission took me more than two months… and woah, finally, I have another version of WoK main cast! (2013 version is here.) My personal fave is probably Navani =) This set: Kaladin | Shallan | Syl | Szeth | Navani | Wit | Adolin | Dalinar (Viewing separately) Sketches on paper: Development meme:
  15. 23 points

    From the album General SA Art

    Law is light, and darkness does not serve it. Finally finished this! My favorite order other than the Lightweavers =) Highspren are just so cool! More KR lineup pieces to come!
  16. 21 points
    I was just thinking... The number of things that rep can mean. "I find this amusing." "I feel sympathy for you." "This was a beautiful piece of (art, writing, etc.)" "You made me feel [this emotion]" "Thank you!" "You put a lot of effort into this." "I'm bored and decided to give rep to random people." "I feel obligated to upvote this." "This has a lot of upvotes, so I might as well do it too." "You have very few upvotes and so I'm giving you sympathy rep." "Somebody told me to rep you."
  17. 20 points
  18. 19 points
    Brandon said in the livestream that the deadeye spren is a relashonship that has been seen in other parts of the cosmere. My mind immediately jumped to elantrians. The elantrians had their investiture and their link to the Dor blocked because the command was incomplete. Because it was incomplete, they had sickly blotches, had no heartbeat, and could not heal. They themselves said that they were dead. That is what is happening to the deadeyes. Their command allowing them to exist or transition to their unbonded state or whatever happens after they break their bond is being interrupted mid-transition. This would explain the dead and clawed out eyes. This would explain why they seem to not access investiture or do anything with bonds. Ba-Ado-mishram Somehow allowed that transition to happen, so trapping her interrupted the command, just like with Elantris.
  19. 19 points
    I can only imagine the confusion of the people chasing him.
  20. 18 points
    Harmony can't find Invention again after initial contact, implying they are not on a planet. Perhaps on a spaceship flotilla or one giant spaceship. A society with no planet would necessitate a lot of invention and creative use of resources, satisfying the Shard intent. Everyday living under Invention's influence is like this:
  21. 18 points
  22. 16 points
    Someone upvoted this recently, which reminded me of it (had completely forgot this thread). And, after RoW, I am kind of proud that I randomly guessed this one year ahead. Taravangian = Odium? - Stormlight Archive - 17th Shard, the Official Brandon Sanderson Fansite
  23. 16 points
  24. 16 points
    500th Post!!!!
  25. 16 points
    It fits with the Pattern (hehe) of ShallanReveals™️ too. Reveal 1: ‘omg I killed my dad’ Reveal 2: ‘omg I killed my mom’ Reveal 3: ‘omg I killed my spren’ Reveal 4: ‘omg I killed my planet (indirectly by causing the cycle of desolations to resume by sending my herald mom back to Braize)’
  26. 16 points
    To be honest, I hope that Hoid wasn't able to somehow trick or misdirect Todium in this scene. Part of the impact of this scene is that we have never before seen Hoid seriously pressured or frightened or outwitted. He always comes across as more or less in control of whatever situation he's in, and several steps ahead of what anyone else is thinking. And that makes sense. He's an immortal being with who knows how much experience. So of course it's going to be rare that he's genuinely surprised or faced with unexpected setbacks. So seeing him afraid in this scene. Seeing him fooled (at least on the second run-through). That was SO powerful. And it really sold Todium as a serious threat. It made him feel new, distinct, and more dangerous than the previous version of Odium. If Hoid is still one step ahead, the way he seems to be with everyone else (even other Shards, like Harmony), then I'm going to be disappointed and retroactively less invested in Todium as a villain. As for the significance of Hoid's misdirection speech, I imagine he was referring to keeping Rayse's attention on him in some way. From the interaction he expected, it seems like he was counting on Rayse being focused on finding a way to destroy Hoid and beat Dalinar. I'm guessing that he wanted to keep Rayse thinking in those blunt "I will DESTROY you" terms, rather than thinking about potential loopholes or exploits in the contract (which Todium has apparently perceived). I think Hoid included the provision protecting himself in the contract so that Rodium would focus on that, and maybe miss more subtle things about the wording that Todium has picked up on.
  27. 16 points
  28. 16 points
    Edit 3: Here's a quick look into my most recent progress - labels over targets, a more detailed HUD, and several physics tweaks. I'll edit what I can from the original post, but there's a lot of physics discussion in the replies that I highly suggest you read. Jofwu and I've discussed other possible relationships between Force and Distance, and there's a bit of a strange one that he came up with a while ago: Allomantic Force ∝ e ^ -d/D where d = distance and D = 16 When the target is right next to the Allomancer, e ^ -d/D approaches 1 and the AF approaches its maximum. When the target approaches an infinite distance away from the Allomancer, e ^ -d/D approaches 0 and the AF approaches 0. This strategy looks very similar to the linear relationship but avoids its icky discontinuity at the max range of the push. I like it a lot. For comparison, you can see all three Force-Distance relationships together here. Edit 2: Following Jofwu's footsteps, I had a conversation with /u/Phantine on reddit and am reconsidering how distance affects the Allomantic Force. I was originally confident in an inverse square relationship between Allomantic Force and the distance between the Allomancer and target, but through testing, a *linear* relationship has better handling and feels more reminiscent of Allomancers' movements in the books. I've added both as options in the game: The Allomantic Force is proportional to the inverse of the square of the distance between the Allomancer and the target When the target is right next to the Allomancer, the Allomantic Force approaches infinity. When the target approaches an infinite distance away from the Allomancy, the Allomantic Force approaches 0. The Allomantic Force decreases linearly with the distance between the Allomancer and the target. When the target is right next to the Allomancer, the Allomantic Force is at its maximum. When the target is at the max range (arbitrarily at 50 meters), the Allomantic Force is 0. I've also added the option to control the strength of your push through two control schemes: The player sets the *percentage* of the maximum possible force they can push with, or The player sets a *constant force* to try to push at, if possible. Edit 1: If you want to play the current build of the game, you can find it here on my GitHub. Aside from that, I've looked back at [8], @digitalbusker's post and see I misunderstood it a bit. I've re-read it and realized that I agree with it much more than I thought I did originally. In one paragraph, they said, This sounds just like the Allomantic Normal Force idea I used in the game. If you push on a target and the target can't move, the target pushes back on you as if there were a long, tangible line between you and the target. In this way, the ANF does work somewhat like an elastic collision. I did some more testing in the game and anything that involved directly manipulating velocities of the target or Allomancer worked poorly. I feel like sticking to forces rather than energy is the right way to go. Table of Contents I: Introduction I-a: My intent I-b: Current game progress & Videos I-c: Referenced forum posts I-d: Definitions II: Force, mass, and acceleration of a push III: Anchors and the pole analogy IV: Math V: Summary & Final points Part I: Introduction Over the summer I’ve been rereading Mistborn and have been thinking about the mechanics of Allomancy. I decided to have a go at recreating the physics of Ironpulling and Steelpushing in the Unity physics/game engine. I don’t intend on actually creating a game to sell (that’d be a bit illegal), so this is mostly an endeavor for personal fun. What follows is my current progress on the game as well as my current thoughts on the math and physics of Pushing and Pulling. Part I-a: My intent My goal is to take what Brandon describes in his books and do my best to create a working model of them in the Unity engine. My purpose in posting this here is to record my thoughts so I can be internally consistent, encourage discussion, and improve the game’s mechanics with your suggestions and criticisms. I don’t expect to perfectly recreate Allomancy as Brandon describes it in the books because there are some things with little connection to real-world physics (such as Feruchemical weight). I’ll try to give the pros and cons for all my decisions. If you disagree, tell me! I’ve been in my own personal bubble while making this, so I’d love some external input. Part I-b: Current game progress & Videos So far, I’ve implemented most of the physics and fundamentals of Ironpulling and Steelpushing. Here are some short videos: The setting: The sandbox I use for testing is based on Luthadel. There are metal poles stuck in haphazardly-placed buildings, and a few windows with metal frames/latches. At the intersection are metal objects of various masses, including coins, ingots, and 16-ton steel blocks. Blue metal lines: When the player (the grey sphere) begins passively burning metal, they see blue metal lines pointing towards nearby metal sources. The wider the line, the heavier the metal, and the brighter the line, the closer the target. Basic pushing/pulling: The player can “target” a metal. They can then push or pull on that metal. They can increase or decrease the strength of the push, as indicated by the wheel near the bottom. They can target multiple metals simultaneously (as indicated by the bright blue number beneath the wheel). Pull targets vs. Push targets: The player has separate targets for pulling (indicated by blue) and pushing (indicated by red). When the player pushes or pulls with specified push targets and pull targets, the player only pushes on the push targets and only pulls on the pull targets. If the player only has pull targets or only has push targets, they can push and pull on any target. Pushing/pulling with coins: The player can throw, drop, and pick up coins. The number in the lower right corner indicates the number of coins in the player’s pouch. Flying around Luthadel: It’s a bit tricky, but the player can fly between buildings by pulling on metal latches and pushing on coins. Some things are still a bit buggy, namely the camera, coin physics, and width of the white part of the blue/red line pointing at a target while pushing. Part I-c: Referenced forum posts Many of the ideas used in the calculations come from the work previous Sharders have done on making sense of Brandon’s magics. Here are some that I used, which I recommend to anyone interested in the physics of Allomancy: When I use specific ideas from these threads, I’ll mark it with a [#]. Other threads I found interesting: Part I-d: Definitions Key statements are italicized. Key terms are written in bold for their first appearance. Push – unless I specify otherwise, I’ll simply say “push” instead of “push/pull” to refer to the math of both steel and iron. It’s a lot easier to read while still means the same thing. All physics and rules of a pull are the same as a push, just in the opposite direction. Target – the metal that an Allomancer is currently pushing on. Coins are often a target. Distance – the distance between an Allomancer and their target. Anchor/anchored – a target is an anchor if it does not move. A lamppost, a coin stuck on the ground, and a metal roof would all be anchors. Note that the metal is the anchor, not the nearby wall/ground/stone. A target is unanchored if it is moving freely with no resistance. A target is partially anchored if it meets some resistance but is not fully anchored (i.e. a coin skidding on the ground). Allomantic Force (AF) – the force that an Allomancer directly exerts on a target while pushing. Equal in magnitude to the force that the target directly exerts on the Allomancer while pushing. The Allomantic force does not change if the target is anchored or unanchored. Allomantic Normal Force (ANF) – the force that is exerted on an Allomancer or target as a result of the opposing target or Allomancer's push or pull by the surrounding ground, walls, etc. I'll discuss this down below. Essentially, it's what makes anchored targets give that extra strength to your push. Now, let's jump into the physics of Allomancy. Part II: Force, mass, and acceleration of a push When Allomancers in the books refer to “weight,” they almost always mean mass. [1] Let’s ignore Feruchemical weight for now. When an Allomancer pushes on a target, the Allomancer exerts a force on the target that is equal and opposite to the force that the target exerts on the Allomancer. It’s F = ma, it’s Newton’s third law, and if anything else were the case, the physics of Mistborn would be far too distant from our world for a good simulation. This explains one of the core features of pushing and pulling: If you push on an object heavier than you, you will accelerate more than it (and vice-versa). You push on a coin out in front of you. The force is the same between you and the coin, but the coin has less mass, so it accelerates more than you. The coin goes flying, but you hardly move. Likewise, heavier objects (like cars) have more mass than you, so you accelerate more than them. The previous statements are most apparent with an Allomancer and target in free-fall or space, where the Allomancer and target (such as a coin) won’t be anchored by anything (such as the ground). When the Allomancer or target are anchored by a wall or the ground, things get complicated. Part III: Anchors and the pole analogy In the books, if an Allomancer is falling through the air, throws a coin downwards, and starts pushing on it, the Allomancer doesn’t feel much while the coin is falling through the air and unanchored. The Allomancer pushes on the coin, but their acceleration from the push is not enough to stop their fall. Once the coin hits the ground and stops moving, the Allomancer suddenly “can get a stronger push” and decelerate more strongly. Here is my interpretation: Pushing against an anchored coin on the ground has a similar effect as holding a long pole and physically pushing against the ground. The Normal Force due to the Allomantic Force (Allomantic Normal Force, or ANF) that the ground/wall/etc. exerts on the target is transferred to the Allomancer. If you held a long vertical pole and pushed down on the ground, the ground would push back on you and the pole. If you tried to push the pole into the ground, the ground would resist, and you could climb upwards relative to the ground. Allomancy mimics this effect. When pushing on the coin, it is like you are physically connected to the coin. If something resists your push, you experience that resistance. It's just like you're literally pushing against the coin with your fists. If the coin's in the air, hardly anything happens. If the coin's on the ground, the ground resists. I drew some free-body diagrams that hopefully help explain what I’m saying. In these, an Allomancer and coin are falling down. The Allomancer is pushing on the coin. Let me discuss two of the other theories as to how Allomancers get stronger pushes from anchored targets: When the coin is airborne, the allomancer is only pushing on the mass of the coin. But when the coin is anchored to the planet, they are also pushing on the mass of Scadrial/the ground around the coin, which causes the Allomancer to accelerate more. [not a quote, but the concept taken from 1] I’ll get into how mass affects the force later in the math section, but I want to now make something clear. With my interpretation, Allomancers push on the mass of metal, not the combined mass of metal and nearby non-metal (the planet). When pushing against an anchored coin, the Allomancer is only indirectly pushing on the ground – they are pushing on the coin, which pushes on the ground, which resists back on the coin, which resists back on the Allomancer – similar to holding a long pole and pushing on the ground. An Allomancer’s strength is the amount of kinetic energy they can add to the system of the coin and allomancer. When the Allomancer pushes on an unanchored target, that kinetic energy is distributed between the two, proportionally to their masses. But, when the target is stationary, their velocity is zero, so all of the kinetic energy is given to the allomancer (and vice-versa). [paraphrased from 8] I like this explanation. Honestly, I may agree with it more than with my own ANF theory. I tried it out, but it was a lot more difficult programming-wise than the ANF idea. Unity has easier force manipulation than energy manipulation, so I framed my theory using that. Energy is just force with extra steps. (See Edit 1) I’ll talk more about the Allomantic Normal Force and partially-anchored targets after the math in Part V. Part IV: Math Now, I’ll introduce the formula that I used to calculate the Allomantic Force. After that, I’ll describe each of the terms in detail. Allomancy is a lot like magnetism, so let’s start by looking at the formula for the magnetic force between two poles. In Allomancy, the “two poles” would be the Allomancer and target. Magnetic Force = Constant * q1 * q2 / r2 Constant – some constant that depends on the medium between the poles. q1and q2 – the magnitudes of the magnetic charges of the poles. r – the distance between the poles. The greater the charges, the greater the force. The greater the distance between the two poles, the weaker the force – and through the inverse square relationship, greater and greater distances cause much weaker and weaker forces. Now, the Allomantic Force: Allomantic Force = A * S * b * c1 * c2 / r2 (See Edit 2/3) A – some constant. This depends on how all pushes and pulls are described in the book and can be increased/decreased for overall stronger/weaker pushes. b – Burn rate. See below. S – Allomantic Strength. See below. c1 and c2 – the Allomantic Charges of the Allomancer and target. r – the distance between the Allomancer and target. Burn rate – the rate at which an allomancer burns their metals. For my purposes, burn rate is a range between 0 and 1, where 0 is “not burning at all” and 1 is “pushing as hard as you can,” possibly without flaring. I bound this to the triggers on a gamepad and to the scroll wheel on a mouse, which allow me to variably control the strength of a push using the burn rate. Allomantic Strength – the most magic-y of the all the components of the force. Some Allomancers are naturally stronger than others, perhaps by sDNA. Allomancers get better with training and experience. These factors get bundled into the Allomancer’s Allomantic Strength. The Allomantic Force is not proportional to the Allomantic Strength (see [3]). Rather, the Allomancer’s maximum burn rate is proportional to the Allomantic Strength. In this way, Allomantic Strength acts as a sort of limiter. Stronger Allomancers must be able to burn more metal faster for a stronger effect. I won’t incorporate this in-game. Allomantic Charge – Analogous to magnetic charge. Contributes to the Allomantic Force. A property of both metals and Allomancers. I recommend now reading [1], which has a very interesting theory on this. I’m not adhering to it completely, though. An Allomancer or target’s Allomantic Charge is a function of its mass. To make the mass relationships of Mistborn work, we need to satisfy a few factors: The more massive a target is, the stronger a push an Allomancer can get off of it. The less massive a target is, the weaker a push an allomancer can get off of it. “[Wax] shot outwards in a grand arc above the city, flying for a good half a minute on the Push off those enormous girders” (AoL ch 1 pg 34) [3]. “…the lamp was a good anchor - lots of metal, firmly attached to the ground - capable of pushing [Wax] quite high” (AoL ch 1 pg 32) [3]. Both of the targets in these quotes are equally anchored, but the girders are much more massive and provide a stronger push. I don’t have any direct quotes, but we know that Allomancers get less of a push from coins than they do from, say, enormous girders. The “heavier” an Allomancer is, the stronger their push. This argument comes from Feruchemical weight, not mass, but it nonetheless impacts Allomancy in the books, so I should bring it up here. While tapping weight, Wax thought, “with this incredible conflux of weight, his ability to Push grew incredible” (AoL) [2]. I can’t quite remember the context or quote, but I recall that one of Kelsier’s surprises about Vin was her Allomantic Strength/Charge was large “for her size,” implying that smaller/less massive Allomancers usually have less charge. It’s symmetrical with the target’s mass impacting the Allomantic Charge. It’s intuitive and makes sense. There should be some soft maximum cap and minimum cap to the force. If an Allomancer pushes off of an absolutely massive multi-ton solid block of gold, they shouldn’t be pushed into the stratosphere. Likewise, coins are very light relative to lampposts and roofs, but they still provide a reasonably strong push. This leads me to the most disgusting part of the math. What exact relationship do the masses have with the force? The relationship can’t be zero. If this were the case, mass would have no effect on the force, which I argued against. Also, an Allomancer could push on a “metal” with a mass of 0 and still get a push, which doesn’t make sense. The relationship can’t be linear. If this were the case, a target 10 times as massive as another would provide 10 times a push as the other, which doesn’t appear to be the case. If an Allomancer pushes first on a 30g coin and then on a 30kg metal block, the Allomancer would receive 1000 times more the force from the block than the coin. In the books, Allomancers push off of girders and roofs which are much heavier than 30kg, but they certainly don’t describe such a massive difference in forces from coins. That’s duralumin-levels of strength. I’ve tried out a lot of relationships. Logs, sum of logs, product of logs, and roots. Eww. My solution was to take the root of the masses of the Allomancer and target. Specifically, the, ah, sixteenth root. It provided a good combination of strong-enough pushes from light coins and weak-enough pushes from very massive targets that felt most similar to the books. The number 16 was arbitrary. I figured I might as well use Scadrial’s base number for legitimacy. If I used a more elegant root (i.e. the square root), coins provided practically no force, and massive targets still pushed to the stratosphere. Higher roots “level the playing field” more than lower roots. c1 = sixteenth root of (m1) c2 = sixteenth root of (m2) m1 – mass of Allomancer m2– mass of target Because of how roots work, we can also say that c1 * c2 = sixteenth root of (m1 * m2). Regarding the maximum to the force that an Allomancer can get from an extremely massive target: The heavier and heavier the target, the less and less the increase in force. No pushes to the stratosphere. I’m not actually sure if this is the case with roots, but it felt like it was: the lighter and lighter the target, the less and less the decrease in force. Coins are very light, but still provide a significant push. In the end, I’m not actually trying to figure out how mass affects the force in the books. I am fairly confident Brandon didn’t consider the exact relationship while writing the books. I’m just finding ways to emulate it in a physics engine. Part V: Summary & Final points And here’s the final, composed formula for the force an Allomancer experiences while pushing: Force on Allomancer = Allomantic Force + Allomantic Normal Force = Allomantic Constant * Burn rate * sixteenth root of (target mass * Allomancer mass) / squared distance between Allomancer and target (See Edit 2/3) + Allomantic Normal Force Burn rate is between 0 and 1. A Burn rate of 1 gives the maximum Allomantic Force. When target mass is 0 or the Allomancer mass is 0, the Allomantic Force is 0. The closer and closer the target is to the Allomancer, the greater and greater the Allomantic Force. Like other normal forces, if the target isn’t fully anchored (e.g. a coin sliding across the ground, or a thin metal rod that bends as you push on it), the Allomantic Normal Force ranges from 0 to the Allomantic Force, depending on how anchored the target is. This means that an Allomancer pushing on a perfectly anchored target will be pushed back with twice the force as a perfectly unanchored target, assuming they have the same distance. This last bit about the distance is key. If an Allomancer is falling through the air and throws down a coin, the coin quickly falls further and further down. The Allomantic Force quickly becomes very small. Only once the Allomancer falls further and is near the coin – now anchored to the ground – does the distance stay small enough for the Allomantic Force to be large enough for a long enough time to scale a building. Friction (and air resistance) can also be a normal force, in this context; any (normal component of a) force that resists the Allomantic Force can be an ANF. Gravity, too, can be an ANF. An allomancer hovering in the air (whose push cancels out gravity) exerts an ANF equal to gravity back to their target. Theoretically, the Allomantic Normal Force could be greater than the Allomantic Force if the target accelerated in the opposite direction of the push. If you pushed (not pulled) on a target, and the target moved towards you (e.g. a very determined Steel Inquisitor, resisting your push and walking towards you), that normal force would push on you harder. This could result in “pushing matches” between Allomancers who try to move towards each other for even stronger pushes. Allomantic Normal Force works both ways. If the Allomancer is anchored (e.g. braced against a wall), the target will experience an Allomantic Normal Force. Other details: There are two main coins in Mistborn: Imperial boxings (gold) and clips (copper or bronze). In real life gold coins are usually around 30 grams, but I’ve experimented with increasing their mass by about 10-100 times for the game. Currently, I’ve kept them as 30g. When pushed with any reasonable force, 30g coins instantly fly off of the screen like bullets. There’s no user feedback that they pushed on that coin, other than, “that coin no longer appears to exist.” If you drop a coin from the air, it is on the ground by the next frame. Coins are sometimes described as behaving like bullets, but I don’t like how that works in the game. With heavier coins, you can see the coin after you push on it, but it still moves very quickly. Another option (which is the one I’m using in the game) is to simply cap their maximum velocity. I’ve left it at around 120m/s, which feels good. That’s about 1/3 the speed of sound. It causes some problems with calculating the Allomantic Normal Force from the target, but those have been resolved with coding (more or less). The image on the coins in the game is taken from Shire Mint. Fun fact: Unity doesn’t let you modify force vectors individually, which makes this a bit hard. You can only add forces/accelerations/velocity changes one at a time, then they are all applied to the object at the end of the frame. Calculating the Allomantic Normal Force is absolutely disgusting. See my code on GitHub, if you’re curious. I hope you all enjoyed the read! Please discuss this and give your opinions on the physics and maths of Allomancy. Specifically, Are there any more elegant relationships between Allomancer/target mass and Allomantic Force that you think I should try? Does anyone have any esoteric knowledge of Unity’s Rigidbody/Force systems that you think could be helpful? Any general ideas for the game? Any suggestions from what you can see in the videos? Any spelling/formatting issues with the post? Thank you.
  29. 15 points
    New shards taking the wheel Put your trust in a higher power
  30. 14 points
    It's not surprising, given the geology of Roshar, but man do Rosharans like them a boulder metaphor. Here's a rundown, sorted by character. Dalinar: highprince of boulders; basically everyone, himself included, thinks of him as a boulder; though only Sadeas is foolish enough to think he can take the boulder on OB 3 (Dalinar flashback): He hit the spearman like a boulder rolling through a grove of saplings, his sword tossing blood into the air. A good fight was about momentum. Don't stop. Don't think. Drive forward and convince your enemies they're as good as dead already. RoW 57 (Eshonai flashback): He turned, moving with the momentum of a shifting boulder, and walked toward his stormwagon. TWoK 69 (Sadeas talking to Dalinar): If it means anything, I'm fond of you. I really am. But you are a boulder in my path, and a force working - without realizing it - to destroy Gavilar's kingdom. When the chance came along, I took it. WoR 38 (Shallan): Dalinar stood up. He moved like a rolling boulder. Inevitable, implacable WoR 50 (Adolin): Dalinar was a rock, a boulder too big for even storms to move. He seemed so sure. It was something to cling to Dalinar's burdens: the boulder carries boulders TWoK 15 (Nohadon parable about helping carry a large stone): If a king is seen to assume the burden of the poorest men, perhaps there will be those who will help him with his own load, so invisible, yet so daunting TWoK 18 (responding to Elhokar asking why the Parshendi offed Gavilar): That question has churned in my head, over and over, like a boulder tumbling down a hill. WoR 85 (Dalinar realizing Szeth would have wrecked him if he hadn't been too drunk the night Gavilar died): I couldn't have saved him. It brought peace, and Dalinar finally set down that boulder, the one he'd been carrying for over six years. OB 4 (Navani, after Dalinar claims he won't carry the failure to prevent the Everstorm as a burden): I don't believe you, Dalinar Kholin. I can read the tightness of your muscles, the set of your jaw. I know that you, while being crushed beneath a boulder, would insist that you've got it under control and ask to see field reports from your men. OB 65 (Cultivation's prunings have an expiration date): Storms. He remembered. It came crashing down on him, the weight of a thousand boulders. He remembered what had happened to Evi. Navani: a boulder love story OB 1 (Dalinar): Navani Kholin was not some timid, perfect idea - she was a sour storm of a woman, set in her ways, stubborn as a boulder rolling down a mountain and increasingly impatient with the things she considered foolish. He loved her the most for that. Jasnah: fights like a boulder; but Navani - ever the pragmatist - just walks around OB 104 (Navani): Navani would talk to Renarin and encourage him to go out more with the men. There was no arguing with Jasnah, any more than there was arguing with a boulder. You just stepped to the side and went around RoW 64 (Jasnah): Her vision was clear enough to see the horror of the nearby singers as they witnessed a burning Shardbearer explode from the fires, as if from the center of Damnation itself. That fear stunned them as she hit their line like a boulder, working death upon their collapsing ranks. Kaladin: waah! I have no choice but to be the hero everyone thinks I am TWoK 9: Kaladin charged the chasm, not even flinching as men were slaughtered around him. It wasn't bravery that drove him; it wasn't even a wish that those arrows would take him and end it all. He ran. That was what he did. Like a boulder rolled down a hill, or like rain fell from the sky. They didn't have a choice. Neither did he. He wasn't a man; he was a thing, and things just did what they did. RoW 43: They were going to take Teft. Kaladin pulled open the door and stepped into the hallway, feeling the inevitable shift of a boulder perched on the top of a slope. Just. Beginning. To tip. Venli: ¯\_(ツ)_/¯ RoW 77 (Venli flashback): But what could she do? She'd started this boulder rolling down the cliff. If she tried to stop it now, she'd be crushed. So she continued doing as he said. Even if, without him in her gemheart, she felt old and dull. Taln: obviously TWoK Epilogue: All was chaos and confusion as the gate boomed yet a third time, powerful, shaking, vibrating as if hit with a boulder. And then a bright, silvery blade rammed between the massive doors, slicing upward, cutting the bar that held them closed. A Shardblade. WoR 63 (Shallan): The man did not move. He did not look up, did not shift. He was life a boulder that had rolled to a stop here. And finally ... Hoid: Did someone say boulder? Let me share this thematically-relevant metaphor about boulders (OB 68) There are those who, when the boulder of time rolls toward them, stand up in front of it and hold out their hands. All their lives they've been told how great they are. They assume the world will bend to their whims as their nurse did when fetching them a fresh cup of milk. Those men end up squished. Other men stand to the side when the boulder of time passes, but are quick to say, "See what I did! I made the boulder roll there. Don't make me do it again!" These men end up getting everyone else squished. (Shallan asks whether there is a third type): There is, but they are oh so rare. These knew they can't stop the boulder. So they walk beside it, study it, and bide their time. Then they shove it - ever so slightly - to create a deviation in its path. These are the man ... well, these are the men who actually change the world. And they terrify me. For men never see as far as they think they do. So, there you have it. Boulders for everyone. As a final note, searching my ebooks for the word boulder really made me appreciate the ferocity of highstorms a whole lot more. I think I had just started skimming past the descriptions of them. But holy freaking crap they are just CONSTANTLY throwing boulders around. How long until the Stormfather accidentally throws Dalinar at someone?
  31. 14 points
  32. 14 points
  33. 14 points
    Mistborn era 1 and crying factor
  34. 14 points
  35. 13 points
    A comment on YouTube was the inspiration for this one.
  36. 13 points
    This is a bit TOO true...
  37. 12 points
  38. 12 points

    From the album General SA Art

    It's been a long while since I last drew Elhokar... Now we know we need some art of him.
  39. 12 points

    From the album Gaz Appreciation Station

    From Words of Radiance, chapter 24 I am LOVING Gaz's tiny redemption arc, and his banter with Shallan (well, Shallan’s banter with him) in this chapter was really nice. Letting others make him the butt of their jokes and trying really hard to stop anyone for mentioning he was a bridge sargeant, like he really really doesn’t want to think about the (admittedly HORRID) person he was before. I’m so happy Brandon gave him a fighting chance.
  40. 11 points
    I just thought of this. If you know me well, this will make sense.
  41. 11 points
    CW: It gets a bit dark at the end, but it gets better. Think Kaladin and blackbane in WoK. Please read with caution. Edited to add: Also, as much as I'm apparently externalising my internal angst and psychological conflict in this game by appealing to what the Wyrm in my head would say (Duncan, is that you bleeding through here?), I have been duly informed by my superior in the Inquisition to clarify for everyone's benefit: "I take no responsibility and am not advising Kas on the game. This is his own stupid idea, and really, even if he was listening to me, he knows better than to do that by now." THE EDGE OF NIGHT Duncan badly wanted a drink. Wyatt smiled. Black bled into the whites of his eyes. In the gathering of dusk, he was more charcoal shadow than man. "Good soldiers follow orders," he hissed. Duncan tossed a pebble at him half-heartedly and it passed through Wyatt as if he wasn't there. Maybe he wasn't. Duncan rubbed at his eyes with the heel of his hand. He was having difficulty telling, as the days wore on and he just wanted a drink, something to numb the pain, to forget everything. To forget what Nebrask had made of him. To forget what he had done. Oh, Frederick, he thought, and he'd drunk, just a little, he supposed, but it wasn't nearly enough to cleanse the tar-black guilt from his soul and heart. He'd defended his little brother, but only half-heartedly, and now Frederick had followed him to Nebrask and to death. Another stone to lay against his soul, another charcoal smudge, and Duncan considered this the blackest and darkest. Frederick had never seemed touched by Nebrask. Duncan had never wanted this for him. And when Shimamura Sakura bore away his brother's body to offer him a decent burial, all Duncan could do was to drink from the last of the Respected Madman's stash, but it wasn't enough, and the guilt was there, and clinging to his soul, daubed in charcoal. How many more? Duncan wondered. How many more would there be? He couldn't meet Shimamura's eyes at all as she returned, even though he wanted to thank her. Someone had done right by Frederick at least, even if she, too, had called for his court-martial. Frederick, cold and still. Was this justice? Duncan, still living, still surviving, still drawing breath although he suspected he had died a very long time ago on Nebrask with the rest of his platoon. It was a shadow that had come home, someone who didn't know how to laugh, or smile. He'd left too much of himself on Nebrask, where Dig lay beneath the silent earth. Where Matt had fallen. Where Rlint had been betrayed and murdered. Where Tavi had in turn been killed as they turned upon each other as brotherhood and comradeship failed, at the end. Wyatt tsk-ed. "Did you really think you could get rid of me so easily, soldier?" he asked. "Worth a shot," Duncan grunted. He wanted to stop feeling. He wanted to die. It should have been him, and not TJ. Not Frederick. At what cost? "Rude," said Wyatt. "I'm just trying to help you." "You said that," Duncan snapped. "You always said that. Orders from the CO, you said. Good soldiers follow orders. We'd..." his vision blurred, and he realised his voice was trembling, too. "You said we'd hold the line, until the replacements came. I believed you, and I helped you murder my own squadmates!" And there it was. The first sin, the blood on the earth of the garden, the first murder, the one that stretched back all the way in a carmine chain of blood and betrayal to the first life when brother slew brother (a Ghostblood snaps off an arrow from his Shardplate, wisps of Stormlight leaking from the shattered gems; afraid and ready to die at the same time, a dying darkeyes collapses on wartorn streets from five stabs to his back, still reaching out to his assailant with the last of his strength, still trusting, still—) "Humans," Wyatt said. "Predictable. You never wanted to kill, so all I needed to do to tirelessly root out loyal soldiers was to tell you what you wanted to hear. Orders from the CO. Duty. Do it." He knelt down. "You know the truth? You were afraid. You wanted meaning, structure, order. A tidy story, in which you were the hero. I gave you everything you wanted, Duncan. And now you cry about how that's what you never wanted?" "Go 'way," Duncan whispered. "Go away, go away, GO AWAY!" The last words came out in a strangled shriek, as he hefted the empty spirits bottle. "I have a glass bottle and I'm not afraid to use it!" "Will you?" Wyatt asked. "I don't think you know what to do without me, Duncan. I think you need me. I think you're still afraid. And that's why you hesitated. Two Forgotten, dead, but the last you let live." Kessen and Tory. He did what he had to, but then Wyatt had woken up and—had he hesitated? Was this his fault? (It was, because Wyatt had been kind, Wyatt had given him direction, and Wyatt had been the mentor that a fresh young Rithmatist on his first tour on Nebrask needed, and Wyatt had been the perfect combination of duty and good humour that young Duncan, old Duncan had needed, and Duncan had trusted him and believed him and it was his hands that held the chalk and he would never, ever be free of that sin.) "Go away," Duncan whispered, hoarsely. He squeezed his eyes shut, and when he opened them again, the camp was empty. Talking to himself again. He rubbed at his eyes, until the blurriness went away, but he was shaking and he couldn't seem to stop. He stared at the bottle in his hands. He'd killed before, he thought. He knew how to kill. He could make it fast, or— They would come for him, the Forgotten here. They would kill him. Of course they would. He had taken down two of their own, which made him harder to set up, the way they'd set Frederick up. He didn't have to fight it. He could wait, and welcome death. And maybe... Duncan's throat choked up. Maybe that would be a form of justice, too. If I die, let me die, he thought. Let him live, he'd prayed to the Master, for Frederick. But the Master had done nothing. The Master had heeded no cries, that first tour on Nebrask, and Duncan's faith had died inside him. "Stop it," someone said, and Duncan knew that voice, and it cut through him like a knife, and he was grieving and raw all over again. He squeezed his eyes tightly shut. No. He could not—would not—did not deserve to—look. "I came to Nebrask for you, you know." "Shouldn't have," Duncan managed, with a strangled sob. "Well, I did," said Frederick. "And I don't hold this against you. I wish you could've saved me—" "I don't think I could have." "I wish you tried," Frederick said, and Duncan's heart broke all over again. "But it's done, and I think they would've distrusted me anyway, if I'd lived." But he hadn't. And now Duncan was all alone again. "Don't go," he whispered, when there was silence. He opened his eyes, cautiously. Just a crack. Frederick was smiling at him, and Duncan's vision blurred with renewed tears. "Make me wait, alright?" Frederick said. "I'm not in a hurry, so you shouldn't be, either. I always looked up to you, you know. All the stories you'd tell me in your letters, about Nebrask." "I'm no hero," Duncan croaked. "Just...broken." Just a coward. He couldn't save his platoon, and he couldn't save Frederick, either. I wish you'd tried. "You don't have to be," Frederick said. "We've got enough heroes, I think. We could do with fewer of them. And this whole camp is full of soldiers." "Then what do you want from me?" Duncan begged. "Live," said Frederick, and it was both a cruelty and kindness. "Forgive yourself. Remember us. And Ward the camp. Be their watcher, since I could not." "Okay," Duncan said, and he ignored the prickle of tears in his eyes. "I'll try." And then he was alone again, with only the ghosts in his head and the scars on his soul, and an empty bottle in his hands and two more on the floor, still stinking of alcohol. He wanted nothing more than to lie here and give up, but he'd given Frederick his word. How long can I keep doing this, Frederick? Duncan pleaded. He thought he could see Frederick again, shaking his head. Make me wait, Frederick had said. Duncan supposed he could do that. He took the next step.
  42. 11 points
  43. 11 points
    Too much Kaladin chasing nodes.
  44. 11 points
    Mistborn: Secret history Stormlight WoA
  45. 11 points
    I did technically post this as a status update, but it still belongs here:
  46. 10 points
  47. 9 points

    From the album Colored Cosmere Symbols

    I thought of waiting til Pride Month, but what even is patience, so that didn’t happen. I probably made it harder for myself than I had to when making this - I shaded over the paper on one side while it was on top of my hardback Arcanum Unbounded, so the design showed, then indented the design with a pencil and flipped it over, using the indents as a line guide. There’s no way I’d have gotten them the right proportions free drawing. (They’re still not perfect.) But the colors were the easy part after that. If anyone wants me to do one in a specific color or set of colors, I will! Just tell me
  48. 9 points
    I think it is fine if people want to hate on Lirin. Not every character will resonate with everyone. However, I do think people are being a bit too hard on Lirin. It seems that a lot of the arguments against Lirin boil down to two arguments: 1. Lirin is terrible because he harshly condemns the act of Kaladin killing the Regal I know people seem to be pro Kaladin in this case, but I think Lirin actually brings up a good point. Lirin had just spent the past couple years in a town that was peacefully occupied by the Fused. As long as the Lirin didn’t antagonize them, the Fused seemed to be far more fair than the light eyes. Then one day the heroic Kaladin comes to town and kills a Fused. Even though Kaladin didn’t intend any harm, his actions would realistically put the lives of the townsfolk at risk as the Fused could easily interpret this as a Radiant attack. It makes sense that Lirin would see cohabitation as a viable option. During the invasion of Urithiru, Lirin’s insistence on yielding to the Fused occupation is by no means foolish. If the honorable Leshwi was in charge of the invasion, killing a Regal would have made it much harder for Leshwi to peacefully occupy the tower. If the Pursuer was in charge of the invasion, the Radiants would be dead before their bodies hit the floor. We as readers know that Raboniel would have killed them eventually. But Kaladin and Lirin didn’t have that luxury. In that moment, Kaladin and Lirin both had no way of knowing what the best option was. Lirin knows that the Fused aren’t all sadistic monsters, so handing Teft over would not only save most lives, but it would also save his family from attack. I don’t think this decision is black and white enough for Lirin to be hated for his philosophy. 2. Lirin is terrible because he suggested that Kaladin should act like a “good slave”. Lirin wasn’t supporting slavery as a concept. He is simple of the opinion that working within the system will yield better results than actively opposing it. It would be nice if a poor dark-eye could challenge the status quo without repercussions, but honestly, that usually isn’t the case. Especially in a feudal society where eye color matters. I know people like to romanticize living in poverty, but in reality, if you are low on the totem pole, you simply don’t have the option to fight against the system. If someone doesn’t have the power to change their station, their first thought usually isn’t “we need to fight the system!”. Their first priority is survival. People have mouths to feed, whether that be their family or themselves. You can’t be productive when you're out of a job or in jail. Openly rebelling against slavery would never be the safest option in the short term. And a lot of the time, the short term is the only thing that matters. Lirin in particular understands the price that usually comes with fighting against a corrupt system. Lirin simply spoke out against greedy Roshone and the ensuing conflict ended with his two sons being killed. I am not blaming Lirin for Tien’s death, I am simply emphasizing that, realistically, a poor dark-eyes would not stand a chance against a rich light eye like Roshone. I personally think Lirin’s approach is far more relatable and honest than Kaladin’s. --------------- I just want to stress that I really like the Kaladin and Lirin relationship, even though these characters aren’t the nicest. Their disagreements make each other's beliefs more layered and interesting.
  49. 9 points
    This one really bothered me. Dozens two sentences before calling twelve a strange number. Should be scores (pairs of tens) or hundreds, to keep it Honorable.
  50. 9 points
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