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Found 5 results

  1. So here's an idea I've been wondering about for a while; When Allomantic or Feruchemical powers are stapled onto someone via Hemalurgy there is very little physical or cognitive warping, just enough to shift organs around and not kill the recipient of the spike (except for Steel Inquisitors, but more on that later). However, when human attributes are added to a human (or animal) they mutate into crazily different beings- they become a Hemalurgic construct. I have a hypothesis as to why this is and some proof to help back it up. Basically, my thinking is that the human attributes are very closely tied to the rest of the Spiritweb because they are a more integral part- you can live and function as a human without Allomancy or Feruchemy, but you need "strength" and "senses" to be considered a standard healthy human. The human attributes are deeply tied to you being human, basically. My guess is that when a Hemalurgist tears off a piece of the Spiritweb with a spike, they do so sloppily because they aren't aware of the Realmatics and therefore cannot give an accurate Command to the Investiture. The spike takes more than what was intended, ending up with a bunch of "useless" bit and pieces. This isn't so bad with power spikes because they aren't tied very deeply to the human aspect, hence the reason they don't cause so much warping in the recipient, but attribute spikes lead to fundamentally changing their bearer. As for the changes we see in Steel Inquisitors (extra height and scratchy voice) those may be caused by simply having so many small extra bits taken along with their spikes that there is a little warping involved. I also hypothesize that it is possible for a Hemalurgist to train themselves to be better at preventing this, similar to an Awakener and get better at wielding Hemalurgy with better and more accurate Commands. Visualize it like this; the first Hemalurgists were wielding it like someone would a crude, jagged knife and who has only very basic (nearly nonexistent) medical knowledge- they can technically cut into someone to perform surgery, but they weren't very good at it and they took a bunch of stuff they didn't intend to as well. A Hemalurgist who really knew their Realmatics and had practiced with Hemalurgy extensively may be closer to an expert surgeon wielding a highly precise scalpel to delicately perform an organ transplant. Basically, a really, really skilled Hemalurgist may be able to give something akin to Kandra Blessings to humans without turning them into inhuman creatures. Now, for the proof part; we know that just having attribute spikes of the right kind isn't enough to make a Kandra, even when adding more spikes- if a Mistwraith ate a Koloss they wouldn't make a Kandra, they'd become something else with less awareness. https://wob.coppermind.net/events/90/#e4580 And https://wob.coppermind.net/events/90/#e4652 This suggests that something more must be done to create Kandra spikes, which I believe could mean taking more specific things from the donor's Spiritweb to. To further back up this claim, look toward the Hemalurgic Chimera- they are made with only one spike yet have changes brought to them large enough to surprise TenSoon. Plus, I'm pretty sure that Trellium is supposed to take powers, not attributes (Set members having those spikes and not turning into inhuman creatures), but they can still bring physical warping if the Hemalurgist charging them uses the correct Commands and has enough skill (Bleeder has multiple functioning Trellium spikes that acts as half-Blessings but still grants Allomantic or Feruchemical powers). Additionally, we know that you can have a Kandra Blessing that uses non-attributes, such as with ReLurr's pewter spikes, which suggests that you can optionally go the opposite direction and take more from a donor to bring a more significant change, which makes it viable for bringing sapience to a Kandra (or possibly making Chimera from humans). https://wob.coppermind.net/events/7/#e7081 I hope that these are coherent, but I know that I have a tendency to become incoherent when I ramble If anyone wants clarification, please ask and I'd be more than happy to have a conversation about my ideas.
  2. If you were to create a Blessing as if you were going to give it to a Mistwraith, but you instead gave it to a Lifeless, could you make the Lifeless fully sapient? In addition, would the spikes cause major physical changes, or would them being basically an animated corpse allow them to sidestep that side effect?
  3. I (very) recently made a post that talked about how I thought Kandra Blessings were made by blanking Identity. But when I was making that post, it got me thinking about Kandra Blessings more and how they function for a Kandra, so here are a few musings and ideas I came to that didn't fit into the original post. If I'm correct, a Kandra's memories are actually stored inside their Blessings, which would explain why a Kandra's memories fade if their spikes are lost for a period of time; the Invesiture that the memories were encoded in is lost, so the memories are too. This would also help explain why Kandra can have memories that span over hundreds of years, as a normal brain just isn't capable of holding more than a few hundred years worth of memories, and mistwraiths aren't naturally immortal, the Coppermind Wiki says that they naturally live up to fifty years, so they probably don't have a specially designed cognitive system that would allow them to hold over a thousand years worth of memories, but if their spikes can magically hold memories, it would help explain how they don't have this issue. I wonder if this means that a Kandra Blessing actually gains an extra charge of Investiture over time as a Kandra gains new memories that are converted into Investiture to be held in the spikes, even if it doesn't enhance the original attribute held by the spike and only works to hold memories, similar to a Coppermind. If a Kandra's memories are held within their spikes, then Hemalurgy might be an even better alternative to Feruchemy or Awakening in terms of memory storage, as a Kandra can (probably) still access their memories as if they were still inside their brain and not stored in a separate place. I also think that even if a Kandra's spikes did have a blanked Identity at some point, it seems that they gain a new Identity, that of the Kandra, which would explain why a Kandra can't take in another Kandra's spikes without pain unless they already have a stable personality; the new Identity of the spikes is incongruent with that of the other Kandra. All in all, it seems like a Kandra has a much deeper connection to their spikes than other Hemalurgic constructs, almost as if they were an extension of the Kandra themselves rather than some foreign piece of power stapled on haphazardly (which to me supports my blank Identity theory). Anyway, this post feels kind of like I'm just rambling, but I wasn't really sure of a better way to share all of my thoughts on this topic.
  4. Is the blessing of stability weaker than the blessing of presence, since the blessing of presence gives you other mental enhancements in addition to making you harder to control? As a side note, does the blessing of stability make your spiritweb less likely to crack when you've suffered trauma, thus making it harder for external investiture to get in?
  5. When hemalurgy is used to grant an something to a creature, it warps them in some way. Spikes that grant powers only seem to change the individual enough to not kill them by ramming a chunk of metal into their body, but attributes granted via hemalurgy seem to change people and creatures enough to create hemalurgic constructs. Kandra, however, don't seem to be changed much by hemalurgic attributes being given to them, so that got me wondering; would a siah aimian or other shapeshifter be able to receive a kandra blessing without being twisted into a hemalurgic construct? Could a siah aimian's shapeshifting ability be stolen via hemalurgy, then allow a human to gain kandra blessings with less consequence?
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