Ixthos

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About Ixthos

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    Luke
  • Birthday 01/30/1989

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    Cape Town, South Africa

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  1. Live probably would be the most likely one for Hoid to be or have been - indeed, Live or Be could explain not being able to harm things, or "unmake" them. Ahhh, I want to get more into that later - I have been thinking on this some more and I want to make a slight revision to the theory, which I will explain at the bottom - but in general Ruin is about destructive change, that is making things not. In the revised version of the theory Ruin actually would still be associated with the Live or Be Dawnshard, but as the "selective" portion of it, that is, Ruin has an opinion on things Living, being a negative one. Challenge ACCEPTED The reason I chose Live (or Be), Think, Change, and Feel, is because they tie to certain elements of my own religious views, and also as they are complimentary elements, with implications in what Brandon has said before. Change is a given, and there are at least four shards with a strong association with change (both positively and negatively - Ruin, Culitvation, Preservation, and Endowment) and Honour is in a sense "change to this point and then hold firm / bind something, so change it and then keep it in that changed state". Odium and Ruin both spoke of Passion, and Whimsy implies a degree of emotion, so Feel. Commands to Live or to Be are significant from religious stances, and compliments Change without being its opposite - you can Live and Change, but one is to start and the other is to progress. Thinking and Feeling likewise, and Invention, hypothetical Wisdom shard, Ambition, etc. are all about thinking and planning. I see what you did there I agree, I don't like the idea of a Destroy Dawnshard, especially as it can be subsummed into Change and Be-not or Live-not. I actually agree with @mathiau on this, that Autonomy is the shard closest to that idea, as it doesn't care if you Live or Live-not, Think or Think-not, Change or Change-not, Feel or Feel-not. Just don't do it near them or let anyone else influence what you do. I am refining the idea a little, but part of me thinks that ultimately that would be a shard that "cares" about all those traits - Living, Thinking, Changing, Feeling if those are the Dawnshards - but doesn't necesserily think they are all good things. Incidentally, I think this also could explain Odium's obsession with seeing itself as Passion - it is the shard that is ENTIRELY defined by the Feel Dawnshard. It doesn't care if you think, or live, or change, only that you FEEL! The part that was fully touched by Feel, but not by any of the others - the 1 or 2 or 4 or 8 values in the chart. Almost certainly I would say Ruin is in Change and Feel, if only because Ruin spoke of Passion and also is far more active than Decay - Decay would be Ruin without feeling, as Ruin is active and driven. Ruin CARES. Create I think ties to Live or Be, and to Change. One that sees both Live/Be and Change as having value. Preservation in my revised version is actually under Change's influence, but as the "selective", oppositional element - Change matters to Preservation, but as something which SHOULDN'T happen. Therefore Preservation and Ruin together, with both views on Change and Live or Be, can create. Also, as I said above, I agree with that, Autonomy likely is the 0000 shard - and why Brandon could like it so much, its a shard that can in theory care or not care about anything. What I would like to do later is go through each shard and my list of Live / Be, Think, Change, and Feel, and see if they are [Strongly supportive], [Weakly supportive], [Neutral], [Weakly opposed], or [Strongly opposed]. There are several ways the Dawnshards could relate - does each shard have an opinion, or do only half the shards have an opinion? The breakdown of the relation of the shards to these could help establish if the Dawnshards split them into two along the lines of [Support] and [Oppose], or [Support/Oppose] and [Neutral].
  2. Very nice I would just note it should be "A Short Story", rather than History, but I really like the way you've made this
  3. I suspect yes. It really comes down to whether burning the metal as an act causes the sickness, or the attempt to burn the metal releases some toxic form of investiture, and so the more that is burnt the more toxic the effect.
  4. Marry me. Wait, no, sorry ... was I asking you or Shallan? I don't know anymore ....
  5. In brief, because it is late and I keep getting the urge to post these when I should be getting read to sleep, I think the Dawnshard-shard idea is a good one, that the Dawnshards defined the shards involved, but not in the sense of four shards to each Dawnshard, but rather four type of CATEGORIES, and each shard is either in one part of a category or the other. Let me explain what I mean. In binary, how do you count to sixteen (technically in this case how do you count from zero to fifteen)? Well, you count in 1 00 = 0 0 0 0 01 = 0 0 0 1 02 = 0 0 1 0 03 = 0 0 1 1 04 = 0 1 0 0 05 = 0 1 0 1 06 = 0 1 1 0 07 = 0 1 1 1 08 = 1 0 0 0 09 = 1 0 0 1 10 = 1 0 1 0 11 = 1 0 1 1 12 = 1 1 0 0 13 = 1 1 0 1 14 = 1 1 1 0 15 = 1 1 1 1 To make what is happening clear, binary is similar to counting in decimal, only the columns aren't multiples of ten, but of two. So in decimal 1032 is one thousand, no hundreds, three tens, and two ones. In binary the number 1101 is one eight, one four, zero twos, and one one, which totals 13. Why am I saying this? Because I propose the idea that it wasn't as though four people stood in a circle, each took a part, and pulled, levering against one another, but rather than four people each - with "two hands", grabbed the power and pulled. CHANGE wasn't pulling against anything else, but rather grabbing half of the power with one "hand", the hand of "you will change", and the other with "you will not change". Thus HALF the shards are related to change positively, and half are related to change negatively or indifferently. An example. Suppose there were only two halves to the power, and the change Dawnshard. Then Ruin would be the change half, and Preservation would be the don't change half. So: 00 = 0 (Preservation) 01 = 1 (Ruin) If there were four parts to the power, then we could have more components added. For example, adding Cultivation and 00 = 0 0 (Preservation - don't change and don't live) 01 = 0 1 (Honour / Valour - don't change and DO live) 02 = 1 0 (Ruin - change and don't live) 03 = 1 1 (Cultivation - change and live) With the first binary place for CHANGE, and the second for, and the second for LIVE. Note that these shard examples are just to highlight the core idea, each is actually "neighbours" with four, and more distant from another, and most distant from one other, which admittedly does introduce problems with Brandon saying no single shard is exactly the opposite of another aside from Ruin and Preservation, but I think that's mainly because there is a lot of fuzziness between the ideas of what is and isn't change, etc. (is a spinning wheel changing or in a constant state for example), and because Autonomy and Whimsy act as nodes where all the fuzziness can be gathered. Thus Honour, Preservation, Dominion, etc. can be DON'T CHANGE, and Cultivation, Endowment, and Ruin can be DO CHANGE. There also could be "indifferent" shards, so that for each Dawnshard it actually only did touch half, and Odium is thus indifferent to change, but I will have to think on this more later. I would like to go into this in more detail later, but in this I will say I think there are possibly: LIVE, THINK, CHANGE, and FEEL. I might update that view, but I think, by looking at each shard and seeing how they fit this, I think we might find interesting patterns. This does relate to my old idea on the original breakdown.
  6. I rather like that idea, and it has some interesting implications depending on how skilled or strong one can get, and if when you move something you are using your own mass as an anchor or it is grounded in something else. For example, it implies flight if you aren't the anchor, and the ability to move your friends, or prisons guarded by someone who spends time getting to know the prisoners habits to make sure that, if the prisoners escape they can contain them. A surgeon familiar with hearts in general might be able to perform surgery on ANY heart without needing equipment if they can use it to cut and to heal, and engineers could maintain or run machines they built, with their telekinesis as both power source and control. The idea that the four teens never knew the true nature of the world? That can work well and be very unique if you frame it right. For example, do the teens start as friends, or some as friends and others as enemies, or all as enemies, and what is their dominance heirarchy or views of each other? Did they stick together after leaving, or split up, or split into three groups, or two groups of two each, or three together and one apart. Do they each see the same sides of the world, or do some see poverty, one of the others industry, one of the others ended up in another nation, and another got caught by those who don't know who they are and was sent to prison. How do their natures interact with other teens or adults they meet, including friendships and new mentors, and those who only want to use them. If you can already think of a story which uses one of those branches, pick another, and go from there. Maybe one of the teens becomes the main villain of the series after what they've seen and what they now are motivated to do. Maybe one of them dies and completes a character arc doing so, so dying saving someone when before they would have refused.
  7. Then I have time to complete the game Good game :-) 0 0 0 0 0 0 0 0 0 O 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Good game :-)
  8. Please remember to quote me so I get notified. 0 0 0 0 0 0 0 0 0 O 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0