ShardlessVessel

Members
  • Content count

    175
  • Joined

  • Last visited

Community Reputation

144 Hazekiller

1 Follower

About ShardlessVessel

  1. It may also be a matter of density. Nomad needs a lot of Investiture. The sunlight may disintegrate him before he can Invest himself enough to even Connect to the planet, let alone Skim away.
  2. I think the latter is likely, but I'm not certain. On the one hand, Investiture resistance seems to be linked to Identity - you can't easily Invest something that had been Invested by someone else. However, when Wax picks up Kelesina's unkeyed goldmind, its steel line is thinner than it should be, indicating that it resist his Investiture. If the metalmind lack Identity, shouldn't it not resist Investiture?
  3. My assumption is that the dot represents the head of the receiver of a hemalurgic spike, while the arcs represent the rest of the body. Looking at the symbol for iron, I envision a human body curled up, with the head facing towards the right and and a pair of spikes though the torso. Looking at the symbol for duralumin, I envision a human body seen from above, with spikes driven into the sides and center of the torso (though as I mentioned before, the spikes seem to be backwards - maybe those are arms?). The symbol for brass also looks vaguely like a human body seen from above, with a spike through the neck or head and a pair of spikes through the torso or shoulders.
  4. I was looking for a WOB on Hemalurgy today and happened upon this gem: I had already noticed that the symbols for the Allomantic metals look a lot like a simplified human body with spikes piercing it, but I didn't know how intentional that was. Well, apparently it's very intentional. Problem is, we don't know where most spikes go, so I can't easily validate this hypothesis, but I can speculate. The first thing is to determine whether the symbol refers to the placement to the spike that grants that power, or to the spikes that are made of that metal. There's a world of difference between the two - to grant the ability burn pewter, you apply a steel spike to one of the shoulders; a pewter spike, on the other hand, steals Physical Feruchemy. Let's look at one of the symbols: I've screenshotted a piece of the Table of Allomantic Metals containing the symbol for iron. Looking at it from the perspective that it's a human body pierced by spikes, it looks like the dot is the head and there are two spikes in the upper torso. Sure enough, according to the Table of Hemalurgic Metals, there are Physical bindpoints in the torso - four of them. Which are the relevant two? I'll assume for now that they're the two bindpoints located in the sternum, on top of one another, as you would not need a frontal view of the body to represent them. There's still a problem here. Iron steals strength, while to steal the Allomantic power of Iron, you use a steel spike. The bindpoints for both metals are listed simply as "Physical" in the Table of Hemalurgic Metals, so it's ambiguous whether this symbols represents the placement of spikes for the ability to pull metals or spikes for strength. Let's find an allomantic metal that is stolen by a spike in a different quadrant. Duralumin should do - to steal duralumin (a spiritual metal), you use electrum (a temporal metal). There are two problems, however. The first is that the Hemalurgy Table is incomplete; the second is that the placement of all spikes except physical metals is symmetrical. A symbol that means "put electrum spikes here" can also mean "put duralumin spikes here". Regardless, here's duralumin: This looks like a view from the top of the head, with one spike through the center of the torso and four spikes through the sides of the torso (all of which seem to be inverted, with the back of the spike inside the torso). I can see one issue immediately: there are four bind spots for spiritual and temporal metals each in the torso - and they're all between the ribs (actually, not exactly - some of them are in the abdomen, in the place where ribs would be if we had them below the chest). My results are inconclusive so far, but maybe someone else can make more sense of the symbols. I'm most bothered by those spikes that are "backwards". I believe that's just in-world artistic license, as the ancient Terris symbols don't have stylized spikes (the spikes are still there, though): (screenshot from the Coppermind) As a last note, I think these two symbols, plus what we know of Inquisitors, can help solve the puzzle: iron, steel, tin and pewter all display piercings in the torso; iron shows a body bent to the right and spikes coming in from the left - the spikes for iron go into the left side of the torso. Steel is the reverse, while tin and pewter go into the center of the chest, assuming that the vertical bar is the spike. If I'm right, that confirms that the spike placement is for spikes of that metal, rather than bind points for the allomantic ability. Spook during HoA had a spike for allomantic pewter in his shoulder, which could match the placement of a steel spike - inner shoulder, on the right. I'm not sure whether the books ever say which shoulder held the spike, and I can't find it, so it's still inconclusive. EDIT: Well, the images didn't load, apparently. You can find them yourselves and have a look, though. This is the link for the Steel Alphabet: https://coppermind.net/wiki/Steel_alphabet
  5. I want to know people's interpretation of the Intents of the various Shards. Occasionally I see people talk about what each Shard would do, or what the various combinations of Shards would be like, which are more fearsome and which are more interesting. However, to me the meaning of most Shards is incredibly vague, and I'd like to know how the community interprets the various Shards.
  6. I think the issue here is that you're not just adding strength, or power, or whatever you're spiking. You're splicing a spiritweb into another. Some modifications may just make you stronger, for example, but some must just kill you, or horribly deform you in ways that nullify the advantages the spikes would give you.
  7. Which is probably why Rayse expected Ruin to implode.
  8. Found the WOB: It's more to do with Hemalurgy than voidbinding, but I'm not one to shy away from wild extrapolation.
  9. I disagree. I am inclined to agree with you (I think the Shaod came first and is not caused by the city) but I can see scenarios in which the Shaod comes second. For example, AonDor may originally have been something that everyone in the Arelon region could learn, it just took a lot of dedication and wasn't as strong. Then they built Elantris to create the Shaod, making the power stronger but limited to fewer people.
  10. I like this a lot, and I think there's precedent. I'll see if I can find the WOB, but IIRC Brandon said in a livestream that the singers used something similar to Hemalurgy before the Fused were created.
  11. I think he is the Dawnshard-That-Binds since at least the start of the visions, and potentially since his visit to the Nightwatcher.
  12. I can't find the WOB right now, but I believe Brandon has stated that Elantrians existed before the city was built. My understanding is that the zombification is a separate effect from the Shaod. Once the Shaod takes you, the city's Aon tries to amplify your powers, breaking the transformation in the process because the Aon is broken.
  13. I'm one of the people who believe that Dalinar is a Dawnshard. Specifically, the one that binds. The voice in his head that tells him to UNITE THEM would be a parallel to the "voice" that Rysn hears telling her to CHANGE. The problem with the theory of Dalinar as a Dawnshard is Sigzil. According to WOB, Sigzil's Torment is part of the reason why Rysn was warned not to bond a spren (the more important reason is that the Sleepless don't want anybody actually using the Dawnshard), implying that being Invested, or perhaps being bonded to a spren, can have unpleasant consequences. Does that mean Dalinar cannot be a Dawnshard, as he seems to lack a Torment? It could be that it takes a long time to develop a Torment - Sigzil has likely been running from the Night Brigade for decades or centuries, and he seems to still be adjusting to his limitations, unlike Hoid, who can navigate it with ease (although he usually has enough control over any situation not to need to start a physical fight). It could also be that Dalinar has a different kind of Torment, one we haven't noticed yet. I thought about this when remembering the passage where Dalinar opens a Perpendicularity for the first time. Odium panics, screaming that "we" killed "you", which is rather ambiguous, as he could be referring to either Honor or Adonalsium, or even someone else entirely. In that scene, Dalinar hears the voice in his head telling him, many times, with mounting intensity, to UNITE THEM. Immediately before he UNITES the Realms, he says "I am Unity". My unhinged speculation is that Dalinar is subconsciously acknowledging his status as the Dawnshard That Binds. Odium senses the Command and mistakes it for Adonalsium itself, and panics. There's a part of me that is actually hoping this theory is proven false, because it means Roshar isn't monopolizing half of the rarest artifacts in the Cosmere.
  14. I disagree about the implication. Brandon immediately denies that Shadesmar is 2D: And we have seen that it isn't two dimensional. Multiple characters in multiple books have visited the Cognitive Realm and it has all four spatial+temporal dimensions. What Brandon was trying to get across is that the Cognitive Realm does not have the same shape as the Physical. Planets are flattened, for example, but the space itself is not flat. That said, the Spiritual Realm may be 1D or simply transcend the concept of spatial and temporal dimensions, replacing them for Connection.
  15. It's actually supposed to be hard for seons to leave as well (spoilered for length): Granted, this was before ROW, and probably before he decided to swap Shallan's tamu kek for a seon, and so he may have just changed the rules to make seons capable of leaving without fuss. Or it could mean that the Selish know how to take Splinters offworld - arguably, the Elantrians themselves should have trouble leaving, tied to the Dor as they are, and we know that they managed it centuries ago - and aren't telling anybody.