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Posted (edited)

As said in the title, here are some random koloss related ideas I had, from least to most absurd. 

  1. Kinda boring. Use koloss to construct things, because they're really strong. Not much else to say for this one. 
  2. Have koloss fill unsealed metalminds, both to minimize koloss related problems, such as falling through wood floors, and to donate attributes to those who need them. This is likely already an established use of koloss. Possibilities include: Weight, strength, warmth, determination, wakefulness, health (koloss heal faster than humans, right?), and energy/calories (they can live off dirt). Maybe speed, investiture, connection (which could allow them to weaken other creatures control over them), and breath as well. 
  3. Koloss cousins! Using the other three kandra blessings (tin, zinc, and copper), we can create new kinds of koloss-like creatures. They would have enhanced senses, emotional control, or intelligence. There will probably be side effects, such as a drop in other attributes, turning blue (or maybe a different color), and a physical increase in the effected trait. Hmm, does anybody know of somebody who turned blue and has a really massive brain? Anyway, I'm going to go on a really long tangent in which I try to predict the results of the spiking by comparing the side effects of the koloss transformation, which I will place in a spoiler box cause it might take a while to scroll past. 
    Spoiler

    Ok, so. First step in listing the koloss effects, and try to find a pattern.

    Koloss are really strong. This matches the effect of allomantic pewter, as well as TenSoon's description of the blessing of potency. 

    They grow bigger muscles over time. This seems more like permanently increasing feruchemical pewter. I think increased weight is a side effect of having more muscles, also show in feruchemical pewter, rather than another koloss trait. 

    Koloss are blue. Iron lines are also blue, but that's pretty much it. 

    Koloss have very baggy skin at first. Not really sure about this. Potentially occurs for similar reasons to the inquisitor brain reshaping. 

    Koloss can eat pretty much anything. Potentially related to bendalloy feruchemy? 

    Koloss don't need much sleep (I think). Resemblance to pewter dragging and bronze feruchemy. 

    They don't feel pain or cold. Resemblance to pewter dragging, gold compounding savantism, tin savant withdrawal, tin storing, and tapping brass. 

    They fly into battle rages. Potential relationship with electrum feruchemy, zinc allomancy, and the thrill. 

    They have difficulty with subtle planning, especially with strongly charged spikes. Resembles zincmind filling. 

     

    I think that's everything. This could probably be its own theory, but lets analyze those traits. 

    Allomancy related things:

    Iron and steel: lines are blue, koloss are blue 

    Pewter: several pewter and pewter dragging effects  

    Tin: tin savants in withdrawal experience lack of pain and temperature awareness 

    Brass: koloss rage is sorta similar to rioting 

     

    Feruchemy: 

    Koloss experience effects similar to tapping iron (maybe a side effect), steel (do koloss move faster than normal?), pewter, brass, bronze, bendalloy, gold (maybe?), and electrum. All but iron and gold are pushing metals. Duralumin and nicrosil are not represented, but we also don't really know how they work. Alternately, the brass and bronze may be the result of a pewter drag-like effect, and it's only the physical and hybrid metals. 

    Koloss also seem to have reduced senses and mental speed, consistent with tin and zinc filling. 

     

    Hemalurgy 

    Koloss obviously show capabilities similar to that of the blessing of potency kandra. However, they also seem to lack the characteristics associated with the other three blessings. They ignore pain and discomfort, opposite those who possess the blessing of awareness, they are prone to fits of extreme rage, unlike the emotional control of those with the blessing of stability, and they have less cognitive capacity than a typical human, which is the opposite of the blessing of presence. It seems to me that the zinc blessing, presence, is the opposite of iron's blessing, potency, which may be why reduced reasoning ability seems to be the most prominent negative side effect. 

     

    Thus, a sense koloss would likely be very emotionally unstable (and easy to control with allomancy), slightly less intelligent, and slightly less strong than a normal human. They also might be heavier, be able to heal faster, and could hold their breath for a long time. The initial effect would likely be similar to tin allomancy, but slowly cause physical changes, and resemble tin feruchemy. They may have bright blue eyes, and would probably go insane relatively quickly from reduced emotional stability and sensory overload. 

    An intellect koloss would be very physically weak, with slightly decreased emotional control and senses, would have enhanced intellect, memory, identity, and fortune, and might look like Megamind. 

    A stability koloss may have decreased strength and processing speed, highly inhibited senses, be nigh impossible to control, and would have additional warmth, wakefulness, investiture, and connection. These sound kinda dangerous. 

     

    Anyway, my tangent is complete! I may have no idea what I'm talking about, I may have a new and impressive hemalurgy theory and several DA invites, I might be in-between. Thanks to anybody brave enough to read this whole thing! What do you think?

  4. Hybrid koloss. Take one blessing pair, perhaps the copper one, and spike an ordinary koloss with it for more tactical ability. You could even use all four! (Assuming that the bind points aren't mutually exclusive.)
  5. Koloss cows! Henceforth referred to as kows, the gist of this completely crazy but potentially possible idea is to give four iron spikes to a cow, transforming it into a very blue, very fast growing kow. Benefits include: Because koloss skin becomes really baggy at the beginning of the process, you can get a lot of very blue, very fashionable leather from relatively young kows. Additionally, these hardy livestock can literally survive off gravel if need be. They also grow very large, and thus have a whole lot of potentially meat. *In really fast disclaimer voice:* Side effects may occur. Consuming hemalurgic meat is potentially cannibalism, and might cause spiritweb modifications, or even death. Dragonheir inc. cannot be held responsible for having your farm be overthrown by bipedal supercows caused by the transfer of human attributes. Honestly it's probably safer and more ethical to just spike the cows to get the strength. 
  6. Koloss trees!? Do plants even have spiritwebs? What am I even going to do with several tons of blue birch bark? (Maybe some other plants and animals are a better idea.)
  7. Minor stormlight spoilers:
    Spoiler

    Koloss chasmfiends! (No. Brain, that is not what I meant by that last parentheses.) Seriously, though. Chasmfiends already are exempt from the square-cube law, and now they can be even bigger, and mind-controllable. Alternately, you can spike the mandra bond into a human koloss, to get really big ones.

     

Anyway, that concludes Dragonheir's stupid ideas he got during swim team practice, koloss edition. If anybody wants to add to the list, elaborate on something, or tell me why one of these wouldn't work, please do! 

Edited by Dragonheir
Spoiler tagged number 7 because it is about something from the Stormlight Archive
Posted

Oh my good gosh. I love this! Not sure how some of the Koloss variants would work but I love the thought process. We know Hemalurgy drastically alters the spirit web, so there might be heavy consequences for filling a metalmind as a Koloss, and tapping one a Koloss has filled. Great ideas tho!

Posted
1 hour ago, Dragonheir said:

Koloss cows! Henceforth referred to as kows, the gist of this completely crazy but potentially possible idea is to give four iron spikes to a cow, transforming it into a very blue, very fast growing kow. Benefits include: Because koloss skin becomes really baggy at the beginning of the process, you can get a lot of very blue, very fashionable leather from relatively young kows. Additionally, these hardy livestock can literally survive off gravel if need be. They also grow very large, and thus have a whole lot of potentially meat. *In really fast disclaimer voice:* Side effects may occur. Consuming hemalurgic meat is potentially cannibalism, and might cause spiritweb modifications, or even death. Dragonheir inc. cannot be held responsible for having your farm be overthrown by bipedal supercows caused by the transfer of human attributes. Honestly it's probably safer and more ethical to just spike the cows to get the strength. 

Really love this idea.

Having livestock that can survive off dirt, grow faster/bigger than what should normally possible, and while using the base animals themselves to fuel the creation of the spikes?

Absolutely awesome

You could even recycle the spikes for efficiency. 

I don't know that you'd specifically want to make a Cowloss, but some type of Hemalurgic construct as a livestock could be very useful indeed.

1 hour ago, Dragonheir said:

 

  1. Koloss trees!? Do plants even have spiritwebs? What am I even going to do with several tons of blue birch bark? (Maybe some other plants and animals are a better idea.)

While I'm sure plants have some kind of rudimentary Spiritweb, it is not a viable target for Hemalurgy, unfortunately. 

Spoiler

https://wob.coppermind.net/events/171-oathbringer-release-party/#e8173

Questioner

Can plants have Hemalurgic properties?

Brandon Sanderson

...As I have it in the notes right now, no. I could change that, but for right now, no. There's just not a way to get it to work, right now.

 

1 hour ago, Dragonheir said:

Mild Stormlight spoilers:

Spoiler

Koloss chasmfiends! (No. Brain, that is not what I meant by that last parentheses.) Seriously, though. Chasmfiends already are exempt from the square-cube law, and now they can be even bigger, and mind-controllable. Alternately, you can spike the mandra bond into a human koloss, to get really big ones.

 

Probably could work. Piercing any being with enough spikes should leave it open to being controlled via Emotional Allomancy. 

Another possibility for aiding Koloss with avoiding gravitational consequences would be to use a Hemalurgic spike to grant them Feruchemical iron to reduce their weight.

Also, this is still the Mistborn forum, so please try to put any non Mistborn material in a spoiler box.

1 hour ago, Dragonheir said:

Koloss cousins! Using the other three kandra blessings (tin, zinc, and copper), we can create new kinds of koloss-like creatures. They would have enhanced senses, emotional control, or intelligence. There will probably be side effects, such as a drop in other attributes, turning blue (or maybe a different color), and a physical increase in the effected trait. Hmm, does anybody know of somebody who turned blue and has a really massive brain? Anyway, I'm going to go on a really long tangent in which I try to predict the results of the spiking by comparing the side effects of the koloss transformation, which I will place in a spoiler box cause it might take a while to scroll past. 

  Reveal hidden contents

Ok, so. First step in listing the koloss effects, and try to find a pattern.

Koloss are really strong. This matches the effect of allomantic pewter, as well as TenSoon's description of the blessing of potency. 

They grow bigger muscles over time. This seems more like permanently increasing feruchemical pewter. I think increased weight is a side effect of having more muscles, also show in feruchemical pewter, rather than another koloss trait. 

Koloss are blue. Iron lines are also blue, but that's pretty much it. 

Koloss have very baggy skin at first. Not really sure about this. Potentially occurs for similar reasons to the inquisitor brain reshaping. 

Koloss can eat pretty much anything. Potentially related to bendalloy feruchemy? 

Koloss don't need much sleep (I think). Resemblance to pewter dragging and bronze feruchemy. 

They don't feel pain or cold. Resemblance to pewter dragging, gold compounding savantism, tin savant withdrawal, tin storing, and tapping brass. 

They fly into battle rages. Potential relationship with electrum feruchemy, zinc allomancy, and the thrill. 

They have difficulty with subtle planning, especially with strongly charged spikes. Resembles zincmind filling. 

 

I think that's everything. This could probably be its own theory, but lets analyze those traits. 

Allomancy related things:

Iron and steel: lines are blue, koloss are blue 

Pewter: several pewter and pewter dragging effects  

Tin: tin savants in withdrawal experience lack of pain and temperature awareness 

Brass: koloss rage is sorta similar to rioting 

 

Feruchemy: 

Koloss experience effects similar to tapping iron (maybe a side effect), steel (do koloss move faster than normal?), pewter, brass, bronze, bendalloy, gold (maybe?), and electrum. All but iron and gold are pushing metals. Duralumin and nicrosil are not represented, but we also don't really know how they work. Alternately, the brass and bronze may be the result of a pewter drag-like effect, and it's only the physical and hybrid metals. 

Koloss also seem to have reduced senses and mental speed, consistent with tin and zinc filling. 

 

Hemalurgy 

Koloss obviously show capabilities similar to that of the blessing of potency kandra. However, they also seem to lack the characteristics associated with the other three blessings. They ignore pain and discomfort, opposite those who possess the blessing of awareness, they are prone to fits of extreme rage, unlike the emotional control of those with the blessing of stability, and they have less cognitive capacity than a typical human, which is the opposite of the blessing of presence. It seems to me that the zinc blessing, presence, is the opposite of iron's blessing, potency, which may be why reduced reasoning ability seems to be the most prominent negative side effect. 

 

Thus, a sense koloss would likely be very emotionally unstable (and easy to control with allomancy), slightly less intelligent, and slightly less strong than a normal human. They also might be heavier, be able to heal faster, and could hold their breath for a long time. The initial effect would likely be similar to tin allomancy, but slowly cause physical changes, and resemble tin feruchemy. They may have bright blue eyes, and would probably go insane relatively quickly from reduced emotional stability and sensory overload. 

An intellect koloss would be very physically weak, with slightly decreased emotional control and senses, would have enhanced intellect, memory, identity, and fortune, and might look like Megamind. 

A stability koloss may have decreased strength and processing speed, highly inhibited senses, be nigh impossible to control, and would have additional warmth, wakefulness, investiture, and connection. These sound kinda dangerous. 

 

Anyway, my tangent is complete! I may have no idea what I'm talking about, I may have a new and impressive hemalurgy theory and several DA invites, I might be in-between. Thanks to anybody brave enough to read this whole thing! What do you think?

I'm not sure that there are a lot of direct parallels between the other Metallic Arts and Hemalurgic constructs. 

Koloss do have what is essentially the Blessing of Potency (magically augmented strength, speed, and seemingly health), but physical/cognitive mutations, both positive and negative, are likely just consequences of mish-mashed spiritual DNA.

As such, a Hemalurgic construct made with a specific attribute could probably have just about any kind of physical transformation made based on the contents of the spike and where it is placed in their body.

Posted

Thank you for reading this. 

23 hours ago, Trusk'our said:

Having livestock that can survive off dirt, grow faster/bigger than what should normally possible, and while using the base animals themselves to fuel the creation of the spikes?

Absolutely awesome

You could even recycle the spikes for efficiency. 

I don't know that you'd specifically want to make a Cowloss, but some type of Hemalurgic construct as a livestock could be very useful indeed.

Cowloss is a much better name than kow. Maybe even spell it kowloss? 

Part of the kowloss idea was initiating the transformation then immediately slaughtering the resulting creature for the now increased amount of hide which could be made into blue leather. Other possibility for transformation include horses and oxen (both for farm work and for riding by human koloss), chickens (might provide really big eggs), and hunting dogs (maybe for keeping by koloss, maybe by very brave humans). 

23 hours ago, Trusk'our said:

Another possibility for aiding Koloss with avoiding gravitational consequences would be to use a Hemalurgic spike to grant them Feruchemical iron to reduce their weight.

 

True. Pewter could also allow for reduction of muscle mass, then tapping in bursts for extra strength and the feruchemical enhancement effect, which would hopefully prevent heart failure. I just though of using cadmium to tap breath, oxidizing the blood to help relieve the heart stress. 

The issue with unsealed or hemalurgic iron is that you can only get so much iron to store in. As the koloss go older, it would take more and more storage space. However, storing while tapping to provide the feruchemical resilience side effect might work? 

23 hours ago, Trusk'our said:

I'm not sure that there are a lot of direct parallels between the other Metallic Arts and Hemalurgic constructs. 

Koloss do have what is essentially the Blessing of Potency (magically augmented strength, speed, and seemingly health), but physical/cognitive mutations, both positive and negative, are likely just consequences of mish-mashed spiritual DNA.

As such, a Hemalurgic construct made with a specific attribute could probably have just about any kind of physical transformation made based on the contents of the spike and where it is placed in their body.

It's possible I have no idea what I'm talking about. If hemalurgy can make anything, what happens if you convince a chromium compounder to help you? 

Posted

This inspired an idea. Stormlight Spoilers:

Spoiler
On 5/15/2024 at 4:59 PM, Dragonheir said:

Koloss chasmfiends! (No. Brain, that is not what I meant by that last parentheses.) Seriously, though. Chasmfiends already are exempt from the square-cube law, and now they can be even bigger, and mind-controllable. Alternately, you can spike the mandra bond into a human koloss, to get really big ones.

Spoiler

Add a spike to give the Koloss a gemheart. Now you have basically infinite versions of the koloss. Workform koloss. Nibleform koloss. Warform koloss. Stormform koloss. 

 

Mateform koloss could even work to create a completely new self replicating species (like koloss after Catacendre).

 

Truly a terrifying possibility. 

 

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