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Found 23 results

  1. Hello everyone. I've been working on this theory for a little while and wanted to know what other people thought of it. My theory is this: I believe that through the Cognitive perception of the people on Scadrial towards the figure of Ironeyes Marsh is manifesting more and more in the Cognitive Realm as the actual embodiment of death, all the while keeping a material aspect in the Physical realm, similar to how spren have an appearance in the the Physical realm, but are fully manifested in the Cognitive realm. I believe that as time goes on Marsh will cease just being an Inquisitor who is viewed as Death, but will actually become the Cosmere's version of the Grim Reaper: the avatar of death itself, Ironeyes. My evidence: 1. Marsh's soul is spiked over 20 times, thus making his spiritual web susceptible to manipulation from outside sources. 2. Marsh has been viewed as a personification of a force of nature(in this case death) for over 300 years by millions of people on Scariel. So the Cognitive perception people have of him is very fixed. 3. Harmony has invested Marsh a number of times in order to meet people in the Cognitive realm to act the part of Ironeyes that people perceive him as. Thus strengthening the Cognitive perception of him even further. 4. We know that a Connection between Physical realm beings and Cognitive realm entities can exist(Radiants), what I'm suggesting is that this is a Connection between Physical beings(Scadrial's people) and a singular Physical being's Cognitive aspect. 5. At the end of Lost Metal we have 3 pieces of information about Marsh that have yet to be resolved or answered: 1. He needs a new way to retain his immortality, as Atium is no longer a reliable source. 2. He can walk around in public and no one notices him. He claims it's emotional Allomancy but Wax believes it is something else. 3. Kriss is aware that other planets are acknowledging Marsh as Ironeyes, for reasons she doesn't understand. If I am correct in my theory then all these issues are resolved. As a being who is more manifested in the Cognitive realm Marsh would stop aging or at least greatly slow in growing old, as spren and seons do. As the personification of a force of nature his presence would be like air and gravity, always present but barely noticed. And if he is becoming more and more a Cognitive entity then the idea of him could be spreading in the minds of other inhabitants of the Cosmere. So that is my theory. Hope it makes sense. Feel free to tear it apart to find mistakes and weaknesses. Have a good day all.
  2. Telrao writes 'The Plan to Murder Santa' on the whiteboard. "Our goal is to conquer what has never been conquered before - the Lord Ruler, the Man, Santa." She throws muffins to everyone. "Any questions?" Aaallll righty people. This is a roleplay - the plot to murder our Lord Ruler, Santa. We'd kinda appropriated the Girl's Only thread - so I'm moving it here. Just for the sake of things (and continuity). Please state your character's name, species, gender, and a random tendency that could mess up the mission ('cause it's funny) in a quote box, like this: If your character already has a role (eg: distraction, ops) please state that in the quote box too. Characters and mission groups will go in here: Schematics & Maps! If you want to see the OG conversation, go to the Girls Only! club pages 43-45 Let the plot ensue!
  3. From the album: The Knight Radiant

    I.ve been a bad fan and really haven`t posted in a wile, but I was on a search for a new style. This is my first Kaladin piece, not how I imagined it honestly, but his story fitted the mood of the image and the style I wanted to try. So here it is, a really sad moment of our protagonist's life. He might not me be my favorite character from the pack, but I sure understand what made him what he is and I respect that!
  4. Question in the title: Can you use a spike on a dead body? As in if an allomancer was killed, could you grab the right spike and steal the power from their dead body? I know it is essentially ripping off a piece of the spiritweb, so it may not work. But it's an interesting question for me
  5. Okay, important. So if you get the fifth weighting, you cannot age whatsoever. What happens when you give up some of your breath and lose the fifth heightening? Does the age catch up or do you continue aging where they left off? Also, just because every time I hear functionally immortal I become suspicious, when they say immortal, they mean immortal right? They cannot age period? Just wanna confirm that, because me planning on something, and this is vital to said plan. (Also, does anyone know what the hell is the currency used in Nathline?)
  6. In the end, Roshar was peaceful. The Enemy was defeated, still trapped on Braize. The Parshendi had been recognized as a sapient lifeform, and thus worthy of representation. They were given their own kingdom, representation in Alethi politics, etc. The darkeyes were acknowledged as equal to the lighteyes. The Radiants dispersed, no longer a force for war, but for preserving the peace. The world was finally at peace. Until he returned. The world was fire and ash and smoke, a burning, unrecognizable wasteland. The Radiants had battled fiercely, but to no avail. Corpses lay still in their Shardplate, buried under mounds of yet more corpses. Dalinar Kholin, Bondsmith, Blackthorn, Highking of Alethkar, lay dying. Blood clouded his vision as he stared up at the one who caused the ruination of Roshar. "Why, Wit?" he whispered brokenly. "Why?" The Wit had changed his black hair to white, but all else remained the same, from the sharp angular face to the Wit's Sword at his belt. He smiled sadly, though not remorsefully. "I told you why a long time ago," he replied, calm as the Weeping. "'I would watch the world crumble and burn to get what I want. With tears, yes, but I would let it happen.' Do you remember that day, Dalinar? I warned you then, but you didn't listen." Dalinar thought back, and yes, he could almost remember that day, years ago, when Wit told him he was leaving. But he had forgotten about it with the rise of the Everstorm, the Voidbringers, and Odium. He laughed softly, though it jostled his shattered ribs. Would it have been better to let Odium win? At least then, the Parshendi would live. Now, no one would. "Goodbye, Dalinar," Wit said as he walked away. "I hope we do not meet again."
  7. So, um, Hi! I am new here and just finished Mistborn by Brandon Sanderson. I would be curious about the opinions of others on Vin's death. It is interesting. I have to say, I do prefer The final Empire to the others. I have never really been a big fan of the books in which the main character dies in the end. Mistborn is an exception, being one of my facorite books of all time. I would like to see if any one else would have liked Vin to stay alive or thought that the death was fitting for the story.
  8. Hello all. So lately, this site has been rather quiet, and I want something to liven it up a bit. So, I present to you, the Game of Consequences! This is a game I invented with my friends a while back. The basis was, it was sort of like those Choose Your Own Adventure books, except every choice you made put you in a deeper and deeper hole. So no matter what you did, you just worsened the situation. Occasionally, the Storyteller (basically a GM) would be merciful and restart their Bad Luck pool if their actions would lead to their demise - because the point of the game is that you cannot die, but must live in eternal suffering. Alright! Let's play! (Additional Note: Gameplay will be in bold, regular chat will be normal. Thank you! ) Choose a person, place, and thing.
  9. So I'm reading the first Mistborn book. Just finished Chapter 38 and literally created this account to post about this. WHY WOULD YOU DO THAT! Kelsier was my absolute FAVORITE! Nooo!! Note: Sorry, I get REALLY into my books.
  10. So I've been stewing about this for reasons. I was remembering the scene in WoR when Shallan hugs Wit and Adolin starts to get all jealous because she had yet to be so openly affectionate with him. Adolin responds by citing how Wit is too old for Shallan, to which he wholeheartedly agrees. He mentions that there is only one other person of the female persuasion who would even come close to his age but that she hates him (I've heard Khriss is that person but I'm not sure I believe that) But this has got me thinking about the life of a Worldhopper, especially a long-lived one. If you are familiar with Dr. Who during the Rose Tyler story arch then you will be familiar with this issue. It's the problem of falling in love. I mean, when you are 300 hundred going on infinity how could someone even see love and passion the same way? In their eyes, the people around them would be like a lovable dog. Wonderful and fulfilling, and yet their time is so short compared to our own. It's a sad fact that anyone who is effectively immortal would face the inevitable heartache of watching those they grow to love wither and die before their unchanging eyes. Now I used to think that it doesn't matter, but in reality, that prospect would probably make such relationships difficult. When thinking about this I asked Brandon in his most recent Reddit AMA if Worldhoppers had ever fallen in love and started families on other worlds. The TLDR; When Worldhoppers travel, they can and have entered into relationships and had children. This has sometimes given those children powers from another world (Think an allomancer being born on Roshar) Brand said that this has happened. Now I know what you are thinking, it's probably just Silverlight. But the question was specific and we know that Worldhoppers appear all over the place. It must have happened. It just gets me thinking. This post is mostly just me thinking about the nature of relationships for long-lived Worldhoppers. But I want to hear your thoughts about this issue. try to imagine watching those you love growing old and dying, and their children, and their children's children, while you are still the same. Perhaps these issues don't come up often because they would be too hard to bear so most avoid the issue. Or worse, imagine learning that your SO will never age and you will grow frail before their eyes. Please let me know what you think. Also, as a bonus, what are the chances that Hoid has had children before (maybe Sigzil?)
  11. To sail into a Highstorm was suicide... Started this one at 11:30 this morning and I'm finishing up now, just 7 hours later. Pretty happy with the fast turnaround =) Let me know what you think! And if you like what I'm making, follow me on Instagram! @grantmhansen. there will be more of it coming!
  12. Smitty24

    Ym

    (SPOILERS for WoR) I just wanted to through this out there out of curiosity: Of all the deaths in the first two Stormlight books, was I the only one who was the most broken up over Ym's death? He was only featured in one Interlude, yet for some reason I felt a deeper connection to him than some of the other characters, and so when he died, I was actually pretty sad. Am I the only one? 'Experience Ended'
  13. UPDATE: Also, tl;dr: "Investiture is sticky" - Shards are prone to getting tied to places, Cognitive Shadows and entities are hard to move offworld etc. So, first off: You probably remember that Mistborn are not Invested when not burning metals. That's no longer true. They're as Invested as Knights Radiant (WoB): My theory is that it's not specifically Investiture keeping you in Cognitive Realm, but Connections that come out of that Investiture keep you like a chain to the anchor. In that case, the Connections probably go to Shards (like Allomancers)... or other things? Gonna discuss it below. Anyway, we know some Connections break the moment you die - vide Shardblades dropping - but some are kept (like Kelsier's Connection to Preservation as he was a Mistborn). And that are the anchors that take longer to break and result in longer transition time to Beyond. Now I'm gonna discuss various types of Investment and how would those act upon death: Allomancers: Connection to Preservation, pretty straightforward. Feruchemists: No idea as we don't know how Feruchemy works Realmatically. Maybe Connection to both Preservation and Ruin? But wouldn't it mean longer transtion time as you are anchored to two Shards? Hemalurgists: It doesn't include Ruin's Investiture, so probably Connections to the Shards that the stolen abilities are of. Surgebinders are weird: Connection to the spren is broken at the time of death - vide dropping Shardblades - but we don't know how it works with living spren Awakeners: having a lot of Breath would tie you to Endowment but on the other hand there is (I'm not sure) a WoB stating that Breaths are not part of the soul? Selish people: Elantrians do have Connection to the Dor (as it flows through them all the time) but there's that thing with stronger Connections to the land... And now, for really weird - Cognitive Realm on Sel is packed full of Investiture they're Connected to. What if... what if Invested people on Sel don't go to the Beyond at all?! And just hang on in the Dor?
  14. MR12: Turf War Calamity has risen and Epics have begun to appear throughout the world. Luckily, Portland hasn’t been touched by much yet, though you know it can’t last long. Three gangs have begun fighting over territory in the city as the government begins to collapse. But the government isn’t giving up yet. Government Agents have infiltrated each gang and are trying to bring them down and establish a cohesive government again. The Blood Tyrants are a violent group, one that’s been around for some time, since before Calamity arose. The members of the gang are harsh and unforgiving, almost bloodthirsty. Their headquarters are in an Abandoned Warehouse. The Pearl District Neighborhood Watch is a group that formed to keep their neighborhood safe. They are very protective and loyal, always watching out for each other. Lately, they’ve begun to try to keep the entire city in order. They are based in the City Hall. The Evanescents were your stereotypical high school nerds. But when the government grew weak, they used their knowledge and began studying Epics and producing weapons and technology. They are based in an Underground Laboratory. The Government Agents are here in Portland, trying to take down the gangs so that they can establish a single, strong government over the town so the Epics can be dealt with and punished by the law. They have spread out and infiltrated the gangs in Portland. They are hiding in each one, trying to take them down from the inside. Win Conditions Condition 1: To win, each gang must eliminate the Government Agents within their own group. Condition 2: Blood Tyrants Win when all of the PDs Neighborhood Watch’s Epics die. Pearl District Neighborhood Watch wins when all of The Evanescents’ Epics die. The Evanescents win when all of Blood Tyrants’ Epics die. (This is not a secondary win condition. Both conditions must be met.) Government Agents win when everyone else is dead. General Rules: Hellscythe and I will be co-GMing this game. Standard Elimination Rules and Etiquette apply. 48 hour cycles (24 hour day and 24 hour night) Please include both of the GMs in all PMs. Sign ups will last a week, but due to scheduling, will end on either Friday, March 11th or Saturday March 12th at 4:00 pm MST. You will be informed 12 hours before, which time signups will end. Rollover will be at 4:00 pm MST. (5 minutes after this was posted) A new player list and countdown clock will be included at the start of the turns. If a player doesn't post in the thread for three turns, they will be MIA and they will be assumed dead. At that point, they will go straight to the dead doc, without entering Limbo. Because of the Tough Guy and Harmsway, there will be a one-turn period after death where players will be in Limbo. They will not be able to influence the game or access the dead doc in that time. After 24 hours, their role, gang, and alignment will be revealed and they will enter the dead doc if they do not come back. Roles - Banker - Cannot gain their own Points. Can only use points from the Bank to gain actions. Gang Investigator - Learn random person in your own gang or learn target player’s gang membership. Thugs - Each night, Thugs may protect one player from death. (Does protect from the Hit Man) Drunks - Can’t remember their role, alignment, or gang at the beginning of the game. They will sober up at some point in the game. Snitch - Give the gang membership, alignment, or role(randomly chosen each time) of one target player to another target player. (Night Action) Hit Man - The Hit Man can poison one player every night. Because the poison takes time to come into effect, the kill will come into effect as soon as the first vote of the next day is placed. Until the vote is placed, it will not be known if anyone has been targeted by the Hit Man. The Hit Man can be protected from. Sneaky Messenger - The Messenger can dodge one kill attempt on them per game. They can also make a PM with another player every cycle, aside from their free one. Regular - You’re a Regular with no abilities. However you have a higher probability of becoming an Epic. Angry Gang Member - Win condition is to be lynched. If lynched, the Angry Member can choose one player that voted for them and kill them at the end of the next cycle. Gambler - Choose one person during Night Cycle. If that person has an even number of votes by the end of the next cycle it adds one vote. If that person has an odd number of votes it subtracts one vote. Tough Guy - The Tough Guy is able to fight off the pain of death any number of times. But because of the effort this takes, they end up a different person than they started. When the Tough Guy fights off death, he switches gang membership. There is a one-turn time where he is struggling to survive. During that time, the Tough Guy is essentially dead to all the players in the game. If the Tough Guy is killed by either the lynch or a member of the team with the win condition to kill the Tough Guy’s current gang, he does not fight off death, but gives in and dies. He can still be brought back by the Reviver. If a Tough Guy is attacked by the Government Agents, he will die permanently. (Ex: Wilson is an Evanescent Tough Gal. She is attacked by a Blood Tyrant. She goes into Limbo for a turn, where she cannot interact with the game. After that turn, she will come back into the game as part of either the Blood Tyrants or the Neighborhood Watch. She maintains her position in the command structure. Ex 2: Wilson is an Evanescent Tough Gal. She is attacked by a member of the Neighborhood Watch. She dies permanently.) Harmsway - One of the first pieces of Epic tech that has been created. A player with a Harmsway may target another player that is still in Limbo and bring them back from the brink of death once per game. Epics - Epics will appear throughout the game. Any player who becomes an Epic will still keep their original abilities along with any new ones they receive, but only be able to use one ability per turn, unless otherwise stated. Bodyguard - Protect one player from death each night. You may not target the same player two nights in a row. Angry Guard - May protect one player from death each night. When their target is attacked, the Angry Guard will attack the attacker, killing them unless there is other protection, the first time this happens. The second time the Angry Guard protects from a kill attempt, he dies along with the attacker. Watchful Tail: The Tail follows around one player every night turn and watches for Snitches. If a Snitch tries to Snitch on the player being Tailed, the Tail will replace the note with a blank one. Some roles may not be in the game. You gain points(Except for the Banker, who does not earn their own points): 0.5 pt: First post each cycle 1 pt: RP-first time per cycle. 0.25 pt: Subsequent RP in a cycle. 0.5 pt: You have a vote placed at the end of the cycle. 0.5 pt: Using an action. 0.5 pt: Switching location(Getting placed on the Streets doesn’t count) 2 pts: killing or taking part in the lynching of an enemy Epic.(Only the gang linked to your win condition) 3 pts: killing or taking part in the lynching of a Government Agent in your own gang -2 pt: Not posting in the thread for a turn. -2 pts: Killing/Lynching a loyal member of your gang Every turn, players must tell the GMs if they would like to keep their points or donate them to their gang’s Banker. Each gang’s Banker is guaranteed to be a loyal member of that gang. If a player does not inform the GMs, the points will be kept to the player. The Banker is not informed who donated points or how many each donated. The Government Agents do not have their own Bank. The Banker may use the Gang Bank points to: 3 points: Give target player a random role/gang when snitched on for two cycles 4 Points: Learn a random player’s gang membership(not alignment). 5 Points: Create a PM that lasts two cycles. 7 Points: Kill or protect target player (Cannot self-target) 9 points: Scan to see if target is Government Agent Only one point-based ability may be used each Night or Day turn(if used during the day your vote will not count) except for the Banker’s PM ability, which may be used twice in a turn. Any Gang Member can use their points to: 5 points: Learn a random person in your gang 5 points: Create a PM that lasts one cycle. 10 points: Gain protection from one kill attempt that cycle. Every third cycle a heavy rain comes and flushes out the banks. Any points left in the Gangs’ Banks will be destroyed. Player-held points will be kept. Every even numbered cycle, each player will be allowed to create and keep 1 PM with a player of their choice. Locations: Each day turn, players must tell the GMs where in the city they would like to move to for the night. Anyone who does not inform the GMs will end up on the streets and be targetable by anyone(except those on the ferry). You will move at the end of every day. Players may only use their actions on players who are in the same location as them or on the streets. You will only know the people who are in your location. Players on the streets will be revealed in the thread at the start of each cycle. The Pub, Government Building, and Warehouse are on one side of the Williamette River and the Lab, City Hall, and Pool are on the other. Spending a turn on the Ferry is the only way to get to the other side of the River. Certain locations may have special bonuses and drawbacks for Epics. Pub Government Building Abandoned Warehouse ~~~~~~~~~~~~~~~~Ferry~~~~~~~~~~~~~~~~~~~~~~~~~ Underground Laboratory Portland City Hall Pool Streets Here is a Map if you would like a visual version. Room Point-Based Actions Can be done during the day or night, but your vote will not count if during the day, and no other action may be taken at night. You can only do these once per full cycle. Warehouse: In the Warehouse, you may sell on the black market. There is a chance of not selling(20%) and chance of selling for 3(50%) or 4 pts(10%) or losing 3 pts(20%) City Hall: In City Hall, you can attempt to steal any number of points from another target gang bank. There is an X% chance you’re caught and put in jail where X is based on the number of points attempting to be stolen. (Actions for the next cycle will not go through if you are jailed.) People voting during the lynch residing inside the City Hall will count twice. Laboratory: In the Lab, you can create a new science experiment and immediately hand it to your supervisor. It has a 65% chance to explode on impact, immediately kicking you out of the Laboratory and losing you 2 points, 35% chance to become pure gold, making it sellable, earning you 3 points. Government Building: In the Government Building, you can apply for a government job. You will get 2 points without fail. Command Structure The gangs all have their own command structures, but due to the secrecy in the gangs, each member only knows the people who directly report to them. Captains know their Regulars and Commanders know their Captains. The Government Agents do not have this. Example Command Structure: dsCommander Captain sfasdfsdfaCaptain Reg Reg Reg sfsfasdf Reg Reg Reg Write ups:
  15. QF12: The Time of Reckoning there's You live in California. Or you used to. Nowadays it's called Persepolis, named by the Epic who's ruled here since Calamity rose. All things considered, he isn't the worst. Public infrastructure is mostly gone, sure, but killing is frowned upon. A few months later, you woke up with powers yourself. You've pleased Perseus, and have made your way into his service. Perseus has need of all of you, but you would do well to remember: you are replaceable. Every day, Perseus chooses the worst among you, those who have contributed the least, and kills them. Personally. Every day there is a reminder that no one is untouchable. Even Epics. Even you. always You come from somewhere else. You've seen what the Epics do. And you've sworn to execute any who break the law. By a strange coincidence, that is almost all of them. For what they have done, for what they do, for what they will do, there will be a reckoning. And you are bringing it. another Alignments role Roles If you don't contribute in Perseus' Court, you don't live. Any player who does not post in the thread, the GM PM, or another PM in 2 full cycles will be killed by him mercilessly. Notes: The only means of PMs is Telepathy. No other PMs are allowed. The write-up will include all kill attempts. Only dead players will be named in the write-up. There may be hints in write-ups, but it is not a good idea to read too much into wording. The number of Telepathy PMs will change depending on how many people sign up. It will be edited into the rules once the game starts. Order of Actions: 1. Perseus' Kill 2. Passive Powers 3. Transmogrification 4. Illusions 5. Votes Counted and Lynch 6. Forcefields 7. Matter Disruption and Reckoner Kill 8. Invisibililty Quick Links:
  16. The Setting You’ve followed Dalinar and his army to the lost city of Urithiru. With Alethi and other peoples arriving more and more every day, the city is becoming a rather bustling place, which is perfect for an agent such as yourself. What better way to subtly manipulate the decisions--especially with the Desolation nigh at hand? Unfortunately for you, you’re not the only one trying to control what’s going on. You’ve learned that there is another group working against your cause, and there are even rumors of a third group, undermining the other two. The Sons of Honor and the Ghostbloods have never gotten along, and now is no different. However, as people start disappearing from the city, you fear you might have to work together to solve the problem. Some of the disappearances are people you’ve never met and you think they might work for the other side, but others are people you know. Maybe the rumors are true. Maybe someone is trying to remove the other players in this politically manipulative game. Can you find them before they kill you too? The Teams There are three teams, spread between two factions. The members of each faction will not be publicly announced in the thread, but you will have an idea of who is on your team (more on that in a bit). Players’ alignments are not revealed upon death. Sons of Honor You’re a devout Vorin, and if you could go back to the times of old and bring the Hierocracy back, you would. In fact, you’re convinced that all you need to do is find the Voidbringers, because once they return, the Heralds will be back. And how can anyone deny Vorin dominance when their very gods are saving the people from the Desolation? Ghostbloods You’re a Ghostblood. Fascinated with the Desolations and the Parshendi, you’re not interested in causing another Desolation, and you certainly aren’t interested in another Hierocracy. You’d like nothing better than to stop the Everstorm and the Desolation from taking place, and you hope by being in Urithiru, you can have some effect in keeping it at bay. Diagrammists You believe in the Diagram written by King Taravangian. Devoted to bringing stability to Roshar, you’ve noticed that these two other groups, the Ghostbloods and the Sons of Honor, only seek to destabilize the political structures, making them easier to bend to their will. To stop them, you and a number of other Diagrammists have infiltrated the Ghostblood and Sons of Honor ranks, and you are intent to end their manipulations in Urithiru once and for all. You have one group kill per cycle and will have access to a Google Doc in which to conspire. The Roles To further your faction’s cause, you all have abilities that help you perform your tasks. Roles will be evenly distributed between the factions, and then randomly distributed among all faction members (including Diagrammists). Roles are not revealed upon death. Knight Radiants Amazingly, some of you have shown surgebinding potential and are well on your way to becoming Knight Radiants. With causes such as the ones you’re fighting for, you don’t expect to have any Radiants from Orders like the Windrunners, who rely far too much on honor, or the Skybreakers, who are driven by justice, which is something you tend to bend if it suits your purposes. However, not all the Orders are stuffy, and some of them are even pretty useful to your faction. Both factions have four Knight Radiants in their ranks, equally distributed between the factions. However, because there is only one Bondsmith in the game, the faction without the Bondsmith will get a random, fourth Radiant. Bondsmith - You’re all about uniting people under a common cause, and you believe your faction’s goals are the only way to bring about true unity in these trying times. You have access to the surges of Tension and Adhesion, but you can only use one per cycle. Tension - Each cycle, you can create a PM with one player. Send in your request to the GMs, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Adhesion - Uniting people is what you do. Nothing brings you more joy than bringing two people together--particularly if those two people used to be enemies. You can choose two people each cycle, and on the following cycle, those two people must ultimately vote identically. The GM will PM the lucky two to tell them of this new, unbreakable (at least for a day) friendship. Edgedancer - You don’t care much for your faction's grand plans, but you figure that if you’re not there, the little details will get overlooked. Plus, you like putting your abilities to good use. You have access to the surges of Friction and Progression, but you can only use one per cycle. Progression - With the power of Regrowth, you like saving things, whether it’s making a nearly dead plant grow or healing an injured person. You can protect any player from one kill attempt each cycle, including lynch. However, you cannot save yourself. Friction - You’re so fast, you can sneak into someone’s private rooms, read all their messages, and get out before being seen. You can spy on all outgoing PM’s from one player per cycle. The recipient of the messages is not included. Lightweaver - A true artist, you’re less concerned about who wins and more concerned that such an historic time is documented. You’re still choosing to help out your faction, though, because what better way to make sure things stay interesting? You have access to the surges of Illumination and Transformation, but you can only use one per cycle. Illumination - redirect one random action from target to a different target Transformation - change a vote (including no vote) to another player Elsecaller - Some people might wonder why an Elsecaller, one of the more benevolent orders, is caught up in such schemes, but kindness is all based on perception, right? You believe your faction’s cause is what’s best for everyone, and you’ll do all you can to help people based on that belief. You have access to the surges of Transformation and Transportation, but you can only use one per cycle. Transformation - change the appearance (alignment and role) of a dead player for two cycles. Transportation - prevent any action on them that cycle--except lynches. (self-target) Other Professions Surgeon - You studied medicine in Kharbranth itself, learning at the best hospitals in the world. Your skills are second to none (although there are a few who are equally as good as you are). You can protect any player from one kill attempt per cycle, but you cannot protect yourself. Runner - Trained by one of the fastest messengers alive, you take pride in your speed of delivery. You’re among the fastest in Urithiru, making you a hot commodity. Each cycle, you can create a PM with one player. Send in your request to the GMs, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Artifabrian - Although ardents are the only people allowed to use Soulcasting, it would, to say the very least, be rather naive to expect that rule to be strictly obeyed. As an artifabrian, you have engineered and experimented with a variety of fabrials in order to improve on your designs, some of which push the very boundaries of what is thought possible. Every cycle, you may pick a target. One random action that would affect the target comes to you instead. Ardent - As a member of the ardentia, you are a member of a key group in Alethi society. Being an ardent has its contradictions: while you are free from the customs and constraints governing each gender, your life is not your own; you are considered the property of a lighteyes, and are not permitted to own anything. More importantly, you have exclusive access to knowledge of Soulcasting and fabrials. Using this, you may change a vote (including no vote) to another player (or no one) each cycle. Cook - You learned your impressive culinary skills among the Horneaters, and you can cook a meal like these lowlanders haven’t ever tasted before. You know how to mask the most potent flavors in a dish, and occasionally, you’ve been known to use that skill for less-than-pleasant purposes. You’ve racked up quite the body count with some of your culinary surprises. Each cycle, you can attempt to kill any player. Veristitalian Scholar - For you, the past is never dead; it takes a clever mind to sift through the detritus to reconstruct history objectively--as things truly happened. Where historians seek to paint themselves in the most flattering light, you see yourself as a dispassionate seeker of the truth: for you know that in the past lies the answers to the future. Each cycle, you can research one of the dead to discover alignment and role. Explorer - You’ve been recruited by Dalinar to map out Urithiru. Spending your nights in the uninhabited regions of the lost city, you don’t see much other than your maps, and no one sees you either, until you surface in the morning. Every other cycle, you can prevent any and all actions targeting you, including lynches, from affecting you. Assassin - You’re a master assassin, and you have many skills at your disposal. You’re invisible when you want to be, you have a knack for learning the information you need to get into inaccessible places, and you see things others tend to miss. Unfortunately for you, your assassin services aren’t needed as much here in Urithiru, but that doesn’t mean you can’t use your other skills. You can watch a player any cycle, learning the identity of one random player who targeted them (regardless of whether the action succeeded or not) The Positions Every well-established group has a command structure. The Sons of Honor and Ghostbloods are no different. While not every member knows who all the others are, each one knows someone, and a few have even more knowledge. Positions are assigned randomly, with no distinction between loyal members of the faction and the Diagrammists. Thaidakar (Ghostbloods) and Restares (Sons of Honor) - You are the leader of your group. You know the identity of every member and the position they hold within. Commander - You report directly to your leader. As such, you know his identity. You also know the identities of the people who report to you. This is only a fraction of the members in the group though, as there are multiple Commanders. Captain - Reporting to the Commander, you know his identity but haven’t a clue who the leader is. That’s okay, though. You have enough responsibility as it is. You know the identities of a fraction of the Regular members. Regular - You’re just a regular member of the group, but that doesn’t mean you don’t get to have fun. You’re just as important as the others, except that you don’t quite know who’s on your side. You only know the identity of your Captain. Win Conditions Primary Win Condition Sons of Honor and Ghostbloods: Kill the Diagrammists Diagrammists: Kill everyone else. Secondary Win Condition Sons of Honor or Ghostbloods need to kill the other faction’s KRs. Each faction has four (only four Orders are in the game, but there is only one Bondsmith; the faction without the Bondsmith gets a random additional KR). The faction with the most KR’s alive if/when all Diagrammists are dead wins. The other loses. If both factions have an equal number of Radiants alive or all Radiants are dead, they tie and win together. Alternate Win Condition If an equal number of each team (Sons of Honor, Ghostbloods, and Diagrammists) is alive at any point in the game and the Bondsmith is still alive, the remaining players win together, united in one cause by the Bondsmith. All the dead players lose. Micellaneous Points of Order GMs: Wilson and Kasimir Order of Actions: Transportation/Explorer, Illumination/Artifabrian Assassin (starts watching) Progression/Surgeon, Tension/Runner, EC Transformation LW Transformation/Ardent, Friction, Adhesion Scholar Diagrammist kills, Cook Lynch Rollover Time: 9am MST/midnight SGT (4pm GMT) Number of Players/Role Distribution: In order for all roles to be in the game, there will need to be at least 26 players. This game can run on less, but not all the roles will be included, and we will not tell you which roles are not in the game. If there are more than 26 players, fantastic! Quick Links:
  17. Llarimar refuses to tell Lightsong how he died several times throughout the novel. This seems to be common practice among the priests. When Llarimar finally does tell Lightsong, there aren't any repercussions. So why do the priests withhold this valuable information as it might help the returned remember their purpose? The only answer I can see is to provide suspense. For obvious reasons I'm not satisfied with that answer especially considering that it's Sanderson we're talking about.
  18. It is the advent of industry on Scadrial. With developments in machinery and mass production, connecting the farthest reaches of the Elendel Basin is becoming easier than ever. To promote this era of revolution, House Gardre has developed and produced a new steam train, dubbed The Steelway Express. This locomotive is capable of pulling hundreds of passengers, as well as valuable supplies, to a choice destination. Of course, these “valuable supplies”, including several crates of gold and aluminum, are also the target of a group of bandits, who are not afraid to kill in order to have their way. Not only that, but they are unnaturally good with disguises… Not to worry! You and your fellow passengers happen to be rather adept in the art of inquisition. All you need to do is figure out which of the passengers in the car are the bandits, and kill ‘em off. Simple, right? The Game You are a passenger aboard The Steelway Express, being held hostage by the vicious group of bandits known as the Coinshot Clan. While reports of their Allomantic powers are suspect, they have a number of firearms, making them a force to be reckoned with. There are no special roles in this game; all players are either regular Passengers or Coinshot Clan members. The goal for the Passengers is to find the members of the Coinshot Clan amongst them and lynch them, while the goal for the Coinshot Clan is to outnumber the Passengers and take control of the train and its cargo. Cycles in this game are referred to as a “Stations” for RP purposes, and are 24 hours long. During each cycle, the passengers will discuss who they think is suspicious, and vote to lynch them upon reaching the next Station. Tied lynch votes will result in one of the highest-voted players being killed, randomly. One of the Coinshot Clan members will be selected each cycle to kill a target (with the kill action rotating in a repeating pattern). The Coinshot Clan does not get a google doc to communicate in, but can send 1 PM to the player making the kill each cycle (however, neither player can reply to this PM). Other PMs set up directly between players are not allowed in this game, but separate PM groups will be set up by the GM each cycle for every train car. Coins & Payment Actions Everyone will begin with a certain number of coins (which will vary from player to player). Every cycle that a player posts something (relevant to discussion), he/she receives one coin. One additional coin will be earned if that player has a vote placed on someone at the end of the cycle (regardless if their vote becomes nullified). Players may not give coins to one another (everyone’s too greedy to be charitable), and all coins are given to the conductor upon death (i.e. removed from the game). The universal usefulness of currency can come in handy. Each cycle, you may choose to spend coins to perform one of the following actions. The player making the Coinshot Kill may still perform a Payment Action. (Note that these actions occur before coin payouts each cycle.) Postal Service [1 Coin]: Hires a messenger, allowing you to send a message to the GM, to be anonymously delivered to the player of your choice after the cycle is over. Medical Service [3 Coins]: Targets another player, giving them emergency medical services in case they are wounded. If the target player was attacked, their death will be prolonged by one cycle, and the use of this ability will be shown in the write-up. If the player was not attacked, you still pay the 3 coins. A player cannot have their life prolonged for more than 1 cycle in a row. Assassination [? Coins]: Every few cycles (randomly determined), you will be informed that there is an Assassin that can be hired. Each player may bid a certain number of coins to have the Assassin kill a target player (you cannot choose to make the Assassin target no one). The player who bid the most coins has their kill go through, while all others who bid will have their coins returned to them. If it is a tie, and both players choose different Assassination targets, the Assassin will become conflicted and will make no kill. (Both players will be reimbursed if this occurs.) The Assassin kill takes place simultaneously with the Coinshot Clan kill. Seating Arrangements [2 Coins]: Allows you to choose which car you will be placed in for the following cycle, rather than being seated randomly. Choosing to be seated in the Vault Car costs 6 coins, rather than 2. Train Cars Each cycle, all players will be evenly split up into a number of different train cars. The car that a player will be placed in will be randomized, unless they use the “Seating Arrangements” action. Each train car will have its own separate PM group in which to speak, and all players in each train car will be able to participate in a certain activity, exclusive to that car (see below). Buffet Car: The Buffet Car is where players may bake foods, which some may consider a delicacy. In here, you may choose to bake a hearty meal for any other passenger in the Buffet Car (via PM to the GM), causing that passenger to unwillingly pay you 1 coin for your delightful culinary skills, unless they have no coins to give. All baked good transactions between players occur simultaneously at the end of the cycle. You will be informed of who baked food for you once the cycle is over. Passenger Car: The Passenger Car is supposed to be a place for passengers to relax, but during these shenanigans, tensions are rather high. Luckily, the conductor has come around with a gambling game that might cheer you up. (Then again, it might not.) Each player can choose to pay x number of coins, in the hopes of getting rewarded 2x coins at the end of the cycle. However, there’s a catch: the payout for everyone in the car will only go through if the total number of coins paid in the car is less than y coins (y varies from cycle to cycle). If the combined number of coins bet by everyone in the car is at least y coins, not only does nobody receive the payout, but the conductor takes all of the coins bet! Caboose: Here at the rear end of the train is a little car in which the people have big aspirations. All players in the Caboose may vote for any player in the Caboose PM. The player with the most of these votes is kicked off of the train, effectively role-blocking any actions and votes that they took this cycle (however, they can still be affected normally by other actions taken against them). In the case of a tie in votes, one of the top-voted players is randomly selected to be kicked off of the train. The player who was kicked off will not be revealed in the write-up. Vault Car: While it might not have the most scenic view, the Vault Car allows passengers to travel in relative comfort and security. Players inside of this car are immune to all actions taken by players outside of the Vault Car (excluding the lynch vote). Players inside may still use actions on players outside of the car. Unlike the other cars, players are not randomly placed into this car. Instead, they must pay 6 coins in order to take a turn in the Vault Car. Action Sequence Caboose role-block→Payment Actions (except Assassination)→Coin Payouts (including Buffet & Passenger Cars)→Lynch→Kill Actions So, welcome to QF 8! I'm sure you're all surprised to see a Mistborn game without any Allomancy; I felt like changing things up a bit. Signups for the game will conclude on Saturday, June 20th. If you have any questions/clarifications about game rules, please don't hesitate to ask! Also, if you cannot join the game for whatever reason, but wish to watch, PM me if you would like to join the Spec doc. As this is a QF, there won't be any need for pinch-hitters in this game. Player List Write ups:
  19. When reading the previews for WoR again, I stumbled across this line during Kaladin's inspection of Dalinar's camp in chapter 5: So is this just a superstition or is there some truth to it? Maybe Odium (or Odium-spren) can take over a dead body somehow? Or maybe Odium can capture souls and use them is some fashion like the Dark One in Wheel of Time? (*shudder*) I'm out of ideas. What do you think?
  20. So I was rereading the WoK and I found one of the quotes that come from the dying people. It said; "He must pick it up, the fallen title! The tower, the crown, and the spear!" -Dated Vevahach, 1173, 8 seconds pre-death. Subject: a prostitute. Back ground unknown. I'm pretty sure that the quote is about Kaladin, but I'm not positive, and I also think the fallen title is referring to the Knights Radiant. The spear is obvious but I wonder if the tower and the crown are from the Kholin family sigil. The sigil is a tower going through a crown. King Elhokar changes his so it is a sword instead of a tower, so I don't think it is talking about the Alethi crown. I just wonder.
  21. It strikes me that a lot of the epigraphs now make a lot more sense now that we can predict that the Everstorm is due to the Parshendi. They deserve a re-look with everything we've learned from the WoR sample chapters. Here's the ones that I think make more sense: “I’m cold. Mother, I’m cold. Mother? Why can I still hear the rain? Will it stop?” Collected on Vevishes, 1172, 32 seconds pre-death. Subject was a lighteyed female child, approximately six years old. It seems likely that the Everstorm is actually a highstorm summoned and controlled by the Parshendi, here. It keeps raining and storming, and chills everything down. “Light grows so distant. The storm never stops. I am broken, and all around me have died. I weep for the end of all things. He has won. Oh, he has beaten us.” Dated Palahakev, 1173, 16 seconds pre-death. Subject: a Thaylen sailor. Here, we see that the Everstorm is still going. Apparently it darkens the sky, too - there's no light. A lot of people are going to die, I think. Perhaps this is from the perspective of Kaladin? Dalinar? The person talking seems to know it is Odium that has 'won'. “In the storm I awaken, falling, spinning, grieving.” Dated Kakanev, 1173, 13 seconds pre-death. Subject was a city guardsman. The storm starts and he 'awakens'? It could be Kaladin having a highstorm vision. “That chanting, that singing, those rasping voices.” Kaktach 1173, 16 seconds pre-death. A middle-aged potter. Reported seeing strange dreams during highstorms during the last two years. “The day was ours, but they took it,” the boy cried. “Stormfather! You cannot have it. The day is ours. They come, rasping, and the lights fail. Oh, Stormfather!” Here is where things get juicy. I predict that Dalinar leads the Alethi to fight the Parshendi in a final climatic battle, and they seem to be winning the battle... and then the storm comes as all the Parshendi in stormform summon it. It seems that the Parshendi, when in stormform, rasp as they sing. “All is withdrawn for me. I stand against the one who saved my life. I protect the one who killed my promises. I raise my hand. The storm responds.” Tanatanev 1173, 18 seconds pre-death. A darkeyed mother of four in her sixty-second year. A lot of people die here... and Kaladin, in the midst of the destruction of the Everstorm, finds himself saving Sadeas? In any case, it seems likely that Kaladin, as a Windrunner, could have power over the storm and could potentially save the day here by stopping the storm. It's an unending highstorm, so it's not like he won't have enough Stormlight. “They named it the Final Desolation, but they lied. Our gods lied. Oh, how they lied. The Everstorm comes. I hear its whispers, see its stormwall, know its heart.” Tanatanes 1173, 8 seconds pre-death. An Azish itinerant worker. Sample of particular note. Nothing special here, but it does note the 'whispers', which may be connecting to the 'rasping'. Stormform Parshendi are probably creepy as all heck. Anyone feel like offering different interpretations?
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