CoderDrag0n8 He/They Posted January 23, 2025 Posted January 23, 2025 (edited) I haven't thought too much about the effects of specific animals opon different powers, just know that the animals are impacting the powers greatly. A crow is vastly different from a wolf. Anyway, here we go: (This was pasted from google docs so be ready for it to be weird): Dracon-The Nexus Dracon, the Nexus of the Cosmere, also known as the Splintered Planet. This is, of course, against the fact that all full Draconians are very peaceful. When a Shard dies, its power slowly gets zapped by the Nexus. The longer a Shard is in unintended hands the more its power is slowly zapped. Shards power being infinite, therefore means that this has no noticeable effect whatsoever on the shard. The one thing it does do, is gather an almost infinite amount of unique investiture on the planet. This is the first reason it is called the splintered planet. The second reason is that Dracon used to have a shard. This shard was called Splinter. All of Dracon was of Splinter. This was a mysterious other shard that did not fit the others. This is because, when Adonalsium was splintered an unknown shard appeared in the cognitive realm. Because of its immense power (It held half of Adonalsium’s power) it instantly gained sapience. When formulated, the very nature of the shard was that it would inevitably splinter. The other shards knew this, and left it alone. As they had just integrated with their Shard, the intents were still weak in their mind. Splinter settled down on a planet drifting through space with no solar system. Splinter made the center of this planet a star, so that beings could live on the planet, Dracon. Splinter also made several changes to the star’s physics so that creatures wouldn’t instantly die. Splinter then inhabited the planet with all sorts of plants and animals, eventually adding humans and dragons. This planet eventually became a sort of Dragon hub, and practically half of the planet was inhabited by dragons. This planet was also incredibly large, as there was a star inside of it. Then, Splinter splintered. This is the second and third reason it is called the splintered planet. When Splinter splintered, so did the planet. Dracon the moving solar system, used to be a planet. The splintering made the planet a Nexus for the cosmere and had unexplainable ramifications to all of the investiture in the planet. On Sel, Investiture is most prominent in the cognitive realm. On most planets, investiture is most plentiful in the spiritual realm. On Dracon, investiture is most prominent in the physical realm. Every human who enters Dracon, or is birthed in Dracon will gain a communal power. The Main sector of Dracon also has the Nexus within. You can go to it and if you are an outsider you can gain a Higher Communal power, and if you have a strong connection to one of 4 planets (Or you get lucky), you can gain a Bound Communal Power, with certain combinations being a Higher Bound Communal Power. After going to the nexus once, it no longer has an effect on you. Unless you are a compounded Shatterer, in which… more things can happen, but if you aren't ready, they can be very bad. (Don’t go to the sector of Ripped. DON’T) There is one other facet of the Nexus that many don’t think about. If you go to the Nexus, you can ask to become a Draconian. You must then prove with your soul that you are peaceful. Then you become a Double Draconian. This is referred to when someone is a Full Draconian, but they have a 50% chance of having the normal powers of their original planet (So if Scadrian, 50% to have the normal chances for scadrian powers, and 50% chance to have the normal chances for Draconic Powers)(If they aren't originally from a Fixed Planet they are just a Full Draconian). Certain Communal Powers can be warriors, but Draconians will never wage unnecessary wars. If they get attacked, they will attack POWERFULLY in self-defense. This is because, since they have been with Dracon its self and compounded it into their identities. A side effect of this is having a 100% power boost (Doubling their power) Communal Powers Communal powers are the basic powers that humans gain when entering Dracon. There are 8 different types of lower communal powers. Each one corresponds to an animal and powerful spren-like being in Dracon. There is the Lion, with its Lion spren (Is more than just a lion. Lion communals go to the Lion sector to find the Lion spren to teach them), Tiger with its tiger spren (Same thing but Tiger), Fox, Wolf, Crab, Turtle, Crow, and Dragon (This one is the rarest). The communal power allows you to speak to the animal (Dragon gives you the ability to summon Dragonsteel items). If you go to the nexus you can get a Higher Communal power which grants some abilities of the animal, and grants you more if you are from the following planets (Fixed Planets)(Or are just very very lucky): Scadrial Scadrians can get one of 2 bonded communal powers. Vessel or Vector. With this enters Compounded Bonded Communal Powers. If your communal animal has the same Anchor Point you get a much more powerful Higher Bonded Communal Power. If you have the same breakpoint of your communal animal, you get an incredibly powerful Compounded Bonded Communal Power. Scadrials Anchor Point animals are the Fox and the Wolf. Scadrials Anchor point is Metal. The Scadrial Bonded Communal powers are very special in that they are similar in a very powerful way. Vessel Vessels have a power akin to Mistborn. Feruchemists have a higher chance of getting this one, instead of Vector. This power is a bit more strange. All metals and their alloys (Except for the allomantic ones (You can still have alloys of Tin, just not pewter)) give an effect when burned. It varies incredibly from metal to metal, but each metal and its alloys have a certain theme, and this persuades throughout both Allomancy and Vessels. All god metals can be burned by Vessels. Having a compounded Anchor Point gives you the power of a full Lerasium Mistborn and having stronger powers the closer you are to metal. Being a Full compounded Vessel gives you the powers of a Vector. Vector Vectors have a power similar to Feruchemy. Allomancers have a higher chance of getting this one, instead of Vessel. This power is a bit more strange. All metals and their alloys (Except for the feruchemical ones (You can still have alloys of Tin, just not pewter)) you can store different abilities in them. It varies incredibly from metal to metal, but each metal and its alloys have a certain theme, and this persuades throughout both Feruchemy and Vectors. All god metals can be stored by Vectors. Having a compounded Anchor Point gives you the power of a full Feruchemist and having stronger powers the closer you are to metal. Being a Full compounded Vector gives you the powers of a Vessel. Roshar Rosarians can get 1 of 2 communal powers. Likener and Luminous. Same things as above, but Roshar’s Anchor Point animals are the Lion and Tiger. It’s Anchor Point is Crystal Likener Each likener can forge a bond with 1 surge. This allows them to manipulate it. Likeners have more power than Luminous but they can only use their powers on one surge (Ex: Create black holes with gravity, Instantly grow a tree with Growth). With a compounded Anchor point they can access an incredible amount of investiture whenever they wish, and can store it in crystals. Being a full Likener compounder, allows you to travel to and from shadesmar at will along with being able to manifest spirits. Luminous Luminous has the unique ability to draw in investiture and use them on a surge. Luminous have the ability to control all 10 surges. When having a compounded Anchor Point a Luminous also has the ability to change investiture into an attribute. (Ex: Strength, Touch, Speed) They can also put investiture that increases that attribute into a crystal(They can do this with normal investiture too). Being a full Luminous compounder allows you to create spirits out of investiture. Sel Humans (Or other sapient beings) from Sel can get 1 of 2 communal powers. Crafter and Carver. Turtle and Crab. Rock/Stone. (Side note: Scholars are more likely to get communal powers.) Crafter A Crafter allows you to draw runes in the air that when drawn correctly can do magical things. Having a compounded Anchor point allows the runes you draw to be more powerful. It also makes having stone (Or any natural rock) bracelets near you allows you to draw more power. Being a full compounded Crafter lets you give sentience to objects for a short time. You can also then telepathically communicate with it. Carver A Carver allows you to Carve small runes onto rocks that, when activated (Given investiture), they perform a spell. Having a compounded Anchor Point allows you to turn on and off the runes more easily and lets them draw more power. It also makes having stone (Or any natural rock) bracelets near you allows you to draw more power. Being a full compounded Carver lets you give sentience to objects for a short time. You can also then telepathically communicate with it. Dracon This one is special. You can only get any of these Bonded Communal Powers if you are born in Dracon. ONLY. These also happen to be the most powerful of the bunch. Especially Higher or Compounded Bonding Powers. These are also very rare. Not just because it is restricted to Draconians but because it is rare on its own. Around 8% of all people of those planets actually get the powers when coming here. 0.8% if you are of one of the planets to get any of them. Then, really its only a 0.4% chance to get any specific power from the planets. If you are from Dracon (And that means being born here, AND having a strong connection to Dracon (Dracon has to be part of your identity)) then there is a 0.08% chance of getting the abilities. If Dracon isn’t part of your identity, then you have a 0.0008% chance that you get one of the abilities. In both situations, there is still a 50-50 chance to get either one of the powers. Because Dracon is a roaming planet, not only is it hard to get there, but many sectors of Dracon aren't fully Draconic and don’t see themselves as Draconic, not letting it be part of their identity. Dracon’s Bonded Powers are Soulbinder or Shatterer. Its Anchor point is Fire, and its Anchor animals are: Crow and Dragon. Soulbinder Soulbinders have 1 simple, yet powerful ability. They can rewrite anyones sDNA. They can do whatever they want with any of it, with one very big exception. They cannot mess with the Dracon section. Of anyones. Even themselves. Low-level Soulbinders, cannot inmate any of the other powers. This is innately connected to your communal animal. The different things you can do, depend greatly on your specific powers. Having a compounded Anchor point allows you to manipulate the Dracon portion of your sDNA. This, however rarer, is incredibly dangerous. The chance that this occurs is still very low. Another effect of compounded Anchor point, is the ability to manipulate fire. This allows you to create fire and do other things. The main part of this, is that a Compounded Anchor point allows you to slightly rein in a shatterer. Even a Full Soulbinder cannot replicate a Shatterer. If they try, they go insane before getting there. A Full soulbinder can alter the deep web. The deep web is the sDNA of shards. They can access all the investiture of a shard. They can also burn peoples souls and twist their deepest intent and identity. Shatterer When you encounter a Shatterer you react one of 2 ways. You run away screaming, you die, or the Shatterer becomes your friend. All shatterers are mentally insane. If you become a shatterer without first being insane, you burn up in flames. This is one of the reasons why shatterers are so terrifying. A compounded Anchor point Soulbinder is needed if living within the same sector as one. The only sane shatterers are the dead ones. If you give birth to shatterer, some places on Dracon will end your and your kids life. Just as a precaution. 99% of shatterers are driven to suicide before they fully manifest their powers. The reason for this is that shatterers merely burn up in flames whenever they wish too. When a shatterer is born it has a fractal tattoo on its cheek. A shatterer's main ability is the power to compound. They are born with a little bit of investiture, and then can compound that by taking the original piece of investiture and amplifying it to the power of 64. This is the main power of a shatterer. They are born with a special kind of investiture, Draconic investiture. They still don’t manifest powers until they go into the nexus. Draconic investiture can be utilized and changed into literally anything. Of course, shatterers can only use a little bit of it. A compounded anchor point would give a shatterer the full abilities of a Full compounded Soulbinder. They can also use fire to burn away anything. Including someone's soul. A Full compounded shatterer can also travel to the spiritual realm and kill shards with a single punch. They have full access to the well of power that is Draconic investiture. That said, many shatterers going to the nexus for the first time, will burn into pure draconic investiture. Purely by coincidence. 90% of them. 99.9% of shatterers never make it past the nexus. 99.999% of shatterers never make it to the nexus a second time. 99.9999999% of shatterers make it out of the second nexus interaction with a largely more unstable mind. Those shatterers get teleported to the sector of the ripped. They cannot leave. If you enter the sector of the ripped, you will most likely get killed instantly. If you are part of the 0.0000001%, then you become Splinter when entering the nexus. Anyway, tell me your thoughts! I'm not to good at making storylines but I feel like I got this magic system down. (Yes Splinter does have a metal called Draconium. It's feruchemical ability is everything. Like you can store, just anything. You can even store multiple things in it! Allomantic powers are yet unknown. No one has been brave enough to try.) Edited January 23, 2025 by CoderDrag0n8 Forgot to add something 3
ChickenBonanza Posted January 23, 2025 Posted January 23, 2025 (edited) Some things I do like, and others I do not. Neither is by necessity bad. First, I want to say, a lot of terms are thrown around that are not clearly defined, I feel. Communal Powers are the connections formed when entering Dracon, and I think Bound Communal Powers are the same, just with an added word? Higher Communal Bound Powers and Compounded Bound Powers are also the same thing. Why the different name? Compounding is specifically a thing on Scadrial already, and while I am a fan of terms having different meanings in context, they are distinct enough to be confusing, here. Anchor Points seem to relate to how powers are expressed on individual worlds. Breakpoints seemed to be used interchangeably with this. But what is a Compounded Anchor Point? Is this referring to Higher Communal Bound Powers? Right now, my interpretation is that Compounded Anchor Points occur when your Anchor Point matches that of your Higher Communal Bound Power, but since getting a Higher Communal Bound Power requires you to have the same Anchor Point as the animal spren you bond to when arriving in Dracon, such a thing would always occur when gaining a Higher Communal Bound Power? Another thing, those animal spren. How do they relate? A Scadrian might become a Vessel or Vector, but how do the Fox and Wolf relate to these things? Why do only they allow for? Neither has any particular association with the planet or their Shards, yet their Anchor Points/breakpoints match Scadrials/a Scadrian’s, being metal. You mention them being teachers, in what way? They are guides to the ways of the Nexus? And if they are pure Investiture spirits, why do they take the forms of animals in the first place? One thing I really enjoy is evolutions of abilities based on upon the receiver’s planet of origin. The Higher Bonded Communal Powers related to magic on the home planet; expansions on them. Beautiful. I do have nitpicks within each one. Like how Vessels can use all non-Allomantic metals, except you can use Tin, too? But since Compounded Anchor Points are always true—by my interpretation—they are also always Lerasium-level Mistborn anyway. (I feel that ‘Lerasium’ is a superfluous specification, but that is unrelated.) Under Vector, you mention a Full Compounded Vector, and the format suggests that this is a different state than having a Compounded Anchor Point. Is this related to that whole becoming, spiritually, a native to Dracon by going to the Nexus? To be honest, I don’t get that section very much at all. A small part of me wants to reverse the ‘Feruchemists get the Mistborn-flavored power and Mistborns get the Feruchemist-flavored power,’ but I believe either could work well, if refined. In other sections, something that irks me is the addition of small powers seemingly unrelated to the rest of a Higher Communal Powers gist. You say Likeners only get one surge (how is this determined?) but they also can travel to and from Shadesmar at will (which is essentially the Surge of Transportation) as well as form Investiture spirits, which seems counterintuitive to the Likener’s hyper-focus on one overpowering Surge ability. For a Luminous, making Invested spirits makes more thematic sense, but would lack the twin pairing it has in its current form with a Likener. Being able to use Investiture to increase an attribute is appropriate (perhaps more so for a Likener, as the Luminous already has a grander array of ability) but I think being able to store Investiture that has the ability to increase attribute is not, I think. Limiting it to just converting Investiture you hold into improved abilities that cannot be stored cramps less on the ordinary Feruchemist’s style. Theoretically, I believe the Crafter and Carver’s ability to create sentient-Investiture golems—complete with telepathy—could already be possible, without that being a specific bonus. Bloodsealing is already pretty close. Forging already changes an object, why not give it sentience with the added power? Soulbinders and Shatterers are suitably dramatic. Albeit many of the minutiae irk me. Why fire control? The intricacies of Shatterer insanity seem sloppily done. Why is insanity beforehand a prerequisite if you are not born one? Causing insanity, maybe. What even defines insanity, in this context. The purely by coincidence irks me too. There could easily be a reason for the death. Being physically closer to the source of their power could cause the whole Shatterer insanity thing to progress faster and cause flare up in the power, essentially causing the same effect. Also, the traveling to the Spiritual Realm to punch a Shard seems a tad much. And, the Sector of the Ripped? The heck do that be. I… am averse to providing corrections unasked, like I have done in areas. I tried to be limited, you see. Of course, I would be glad to do so upon prompting. Edit: Belatedly, I realize copying the text from note sends the font size to, like, a million. Mobile typing is evil. Edited January 24, 2025 by ChickenBonanza 1
CoderDrag0n8 He/They Posted January 24, 2025 Author Posted January 24, 2025 2 hours ago, ChickenBonanza said: Some things I do like, and others I do not. Neither is by necessity bad. First, I want to say, a lot of terms are thrown around that are not clearly defined, I feel. Communal Powers are the connections formed when entering Dracon, and I think Bound Communal Powers are the same, just with an added word? Higher Communal Bound Powers and Compounded Bound Powers are also the same thing. Why the different name? Compounding is specifically a thing on Scadrial already, and while I am a fan of terms having different meanings in context, they are distinct enough to be confusing, here. Anchor Points seem to relate to how powers are expressed on individual worlds. Breakpoints seemed to be used interchangeably with this. But what is a Compounded Anchor Point? Is this referring to Higher Communal Bound Powers? Right now, my interpretation is that Compounded Anchor Points occur when your Anchor Point matches that of your Higher Communal Bound Power, but since getting a Higher Communal Bound Power requires you to have the same Anchor Point as the animal spren you bond to when arriving in Dracon, such a thing would always occur when gaining a Higher Communal Bound Power? Another thing, those animal spren. How do they relate? A Scadrian might become a Vessel or Vector, but how do the Fox and Wolf relate to these things? Why do only they allow for? Neither has any particular association with the planet or their Shards, yet their Anchor Points/breakpoints match Scadrials/a Scadrian’s, being metal. You mention them being teachers, in what way? They are guides to the ways of the Nexus? And if they are pure Investiture spirits, why do they take the forms of animals in the first place? One thing I really enjoy is evolutions of abilities based on upon the receiver’s planet of origin. The Higher Bonded Communal Powers related to magic on the home planet; expansions on them. Beautiful. I do have nitpicks within each one. Like how Vessels can use all non-Allomantic metals, except you can use Tin, too? But since Compounded Anchor Points are always true—by my interpretation—they are also always Lerasium-level Mistborn anyway. (I feel that ‘Lerasium’ is a superfluous specification, but that is unrelated.) Under Vector, you mention a Full Compounded Vector, and the format suggests that this is a different state than having a Compounded Anchor Point. Is this related to that whole becoming, spiritually, a native to Dracon by going to the Nexus? To be honest, I don’t get that section very much at all. A small part of me wants to reverse the ‘Feruchemists get the Mistborn-flavored power and Mistborns get the Feruchemist-flavored power,’ but I believe either could work well, if refined. In other sections, something that irks me is the addition of small powers seemingly unrelated to the rest of a Higher Communal Powers gist. You say Likeners only get one surge (how is this determined?) but they also can travel to and from Shadesmar at will (which is essentially the Surge of Transportation) as well as form Investiture spirits, which seems counterintuitive to the Likener’s hyper-focus on one overpowering Surge ability. For a Luminous, making Invested spirits makes more thematic sense, but would lack the twin pairing it has in its current form with a Likener. Being able to use Investiture to increase an attribute is appropriate (perhaps more so for a Likener, as the Luminous already has a grander array of ability) but I think being able to store Investiture that has the ability to increase attribute is not, I think. Limiting it to just converting Investiture you hold into improved abilities that cannot be stored cramps less on the ordinary Feruchemist’s style. Theoretically, I believe the Crafter and Carver’s ability to create sentient-Investiture golems—complete with telepathy—could already be possible, without that being a specific bonus. Bloodsealing is already pretty close. Forging already changes an object, why not give it sentience with the added power? Soulbinders and Shatterers are suitably dramatic. Albeit many of the minutiae irk me. Why fire control? The intricacies of Shatterer insanity seem sloppily done. Why is insanity beforehand a prerequisite if you are not born one? Causing insanity, maybe. What even defines insanity, in this context. The purely by coincidence irks me too. There could easily be a reason for the death. Being physically closer to the source of their power could cause the whole Shatterer insanity thing to progress faster and cause flare up in the power, essentially causing the same effect. Also, the traveling to the Spiritual Realm to punch a Shard seems a tad much. And, the Sector of the Ripped? The heck do that be. I… am averse to providing corrections unasked, like I have done in areas. I tried to be limited, you see. Of course, I would be glad to do so upon prompting. So, you are right. Mostly. I am not a writer, I was just like, I know a good Idea! lets write it down! And now I have this. Basically everything you said is true, with a few exceptions: A Full compounded [Insert Power] is different from a compounded anchor point. Basically what I did is that each animal has 1 Higher Bonded Communal power that is intrinsically locked within it. A Vessel and A Wolf are connected. That is a Full Compounded Vessel. 2 animals have become the 'mascots' for the place. I wanted Roshar to feel confident so I chose Lion and Tiger. I wanted Sel to feel special and unlike the others so I chose aquatic animals. I wanted each pairing to be similar, and yet unique. Vessel (V) Vector (V). Soulbinder (S) Shatterer (S). I wanted to give the native draconians a bit of a buff because of the massive disadvantage they are at, and then they needed a de-buff so I added the insanity. The reason insanity is a pre-req for being a shatterer, is because if you arn't, the massive wave of insanity that hits you is incredibly powerfull and engulfing, so that it burns away your very soul. Yes this is confusing. One thing I would like to point out, is that this, like the ars arcanum, is in-world thing. Soulbinders are incredibly scarce and Shatterers more so. There is probably only vauge legends about shatterers. The thing about them punching a shard? Probably just a legend. Something I would like to clarify, is you can be a Vessel without also being a Wolf. You can be a Vessel and a Crow. Compounded Powers are when you have the same Anchor point as your animal. This doesn't happen to all higher bound communal powers. I also wanted the Vessels and Vectors to be both similar and yet unique. If you are a feruchemist then Dracon 'sees' this and decides to give you the more unique power. Vessels can use alloys of tin, not tin itself. I was just using it as an example. A Base Vessel cannot burn tin or pewter, but they can burn Solder (Its lead and tin). This just expands Scadrials powers abit. Likeners are special, because their pair I was very confused on how to do. I wanted it to be similar, yet very different from the Metal Anchor point. How the likeners get different surges is that they 'liken' or bond to surges or forces of nature. I wanted them to reflect the bonding part of surgebinding on Roshar. The reason they can travel to shadesmar is because that is a innate ability granted to them by their bond to the nexus itself. I also wanted them to reflect more heavily on the animal side then the others, so I added the spirit calling. Also, I just want to clairify: there are 4 'levels' of Higher Communal power. The first is just a Higher communal power. No extra stuff. The second is the base verson. This is a Vessel with any spirit. The 3rd is a compounded Anchor point. This is a Vessel with a Fox or Wolf spirit. The last, and most powerful, is the Full Compounded Communal Power. This is a Vessel with a Wolf spirit. The one part that I think is still shakey is what the spirits actually do. You can talk to the animals (A Crow can talk to a crow) but I feel they should do something more, and have there own reflection to what I've done with the other communal powers.
ChickenBonanza Posted January 24, 2025 Posted January 24, 2025 Your explanations are very much appreciated. The items I was hung up on being acquisition of Higher Communal Powers, it being not a guarantee for the communal animal spirit thing to align with one's inherent Anchor Point. That was one item that, upon review, was a misunderstanding on my end, there be nothing to suggest that is the case in the original post. Either way, cool stuff. Keep working on it. 1
CoderDrag0n8 He/They Posted January 24, 2025 Author Posted January 24, 2025 Thank you! I will! Your questions were smart though. It was really helpful to have a cosmere fan peer-review it!
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