Jump to content

Recommended Posts

Posted

Continuing off of my other thread 

I thought it would be interesting to do a comparison of Odium's army, with that of the Radiants from the same time, looking into how they are organized as well as the ways that they are used.

 

Shardaic influence and large spren:

Spoiler

Honor and Highstorms:

During the Desolations Honor rode the Highstorms, able to weaken them to protect those who he lead, as well as to hasten them to provide Stormlight when needed.  Additionally this gives a near perfect view of the entire planet to the Radiants, updated every few days. While more of a tactical advantage than an individual, the impact of this cannot be overstated.

Hazekiller coefficient: Near infinite

 

The Nightwatcher:

While we have almost no idea how she actually interacted with the Radiants during the desolations, we can look at how she behaves now. The ability to give boons and banes is quite potent, and allows the Radiants to have access to nearly any ability they so desire or need at any given time so long as someone is willing to pay the price. Given the sheer amount of variance that these boons have however there's no way to calculate their impact.

 

Urithiru, the Sibling:

Forming an impenetrable fortress that not only boosts your own powers, but turns those of your opponent off is beyond insane. The passive Towerlight that suffuses everything within Urithiru allows even the weakest radiant the ability to practice and manipulate surges beyond what they could do elsewhere. Likewise no attempt against the Tower has even the slightest hope of succeeding, the suppressive ability to knock fused unconscious, deprive regals of their powers and reveal hidden spren removes any opponent short of an unmade.

Hazekiller coefficient: Near infinite

 

The Oathgates:

Allowing for near instantaneous travel between almost anywhere on Roshar in both the cognitive and physical realms there isn't anywhere on the planet that is off limits to Radiant forces.

Hazekiller coefficient: Uncalculatable

 

The Wind:

While also unclear exactly when the Wind lost the ability to speak, we know that she looked after and tried to protect Roshar during this time. What exactly she did during this time is unknown, but she could provide guidance and support.

 

Stone:

When Venli first speaks to Stone in RoW the stone asks if Radiants have come to sing their song again. No clue exactly what that means but the Stone was clearly an ally to the Radiants and at the very least helped Willshapers and Stonewards to navigate when using Cohesion.

 

Night:

It's unclear when Night left, however the Sibling talks about her so it was after the Desolations started

 

Heralds:

The Heralds all possess the powers of Roshar, giving them insane strength and speed, along with the surges of their patron orders. Likewise during the desolations they were directly powered by Honor, which gave them free access to Stormlight without a Highstorm. I will only list Cazekiller coefficients for them unless the particular Herald has something else of important note. 

Spoiler

Jezrien: 4-5 thousand

Nale:

Nale has a radiant shardblade, and a set of plate, which greatly enhances his defensive power above that of the other Heralds.

near 5 thousand

Chana: 4-5 thousand

Vedev: 4-5 thousand

Pralla: Possessing the powers of Truthwatchers with all of their oddities and abilites: 4-5 thousand

Ash: 4-5 thousand

Battar: 4-5 thousand

Kalak: 4-5 thousand

Taln: The greatest even among the Heralds as a warrior. Easily 6 thousand.

Ishar: As a Bondsmith Ishar has the ability to provide stormlight to others, as well as having other more esoteric powers, though those were greatly limited at the time due to Honor's limitations. Near 5 thousand

 

Radiants:

 by oath level

  1. Probably 5-6
  2. Easily dozens
  3. See Szeth easily over 300, I'll say close to 400
  4. Easily low thousands
  5. Too little information
Spoiler

Windrunners: Their ability to have a frankly absurd amount of squires is honestly one of their most underrated abilities. All windrunners should be required to spend time and train people equal to their squire limit(which is over fifty) and anytime one of their squires becomes a full windrunner their spot should be replaced. Including squires this order on its own should number in the tens of thousands. This army, has the ability to achieve air supremacy through sheer number alone, allowing them to easily scout vast distances, and deliver large special forces teams anywhere needed.

Skybreakers: As a smaller order they serve well in terms of assisting in battlefield dominance, as well as having the power to land in an enemy formation and immediately become everyone's problem.

Dustbringers: These are the ones you call when the enemy has large numbers, a fortified position and you still want to win easily. Their ability to break defenses apart and vaporize enemies is nothing to be taken for granted. Like the Windrunners they also should constantly train new squires to keep their numbers(at least 12 squires per knight) up and running

Edgedanncers: These should spend most of their time locating other high oath radiants that are in trouble or nearly downed and act as fast response healing and rescue teams. Allowing them to keep the most powerful fighters always in tip top shape and preventing the squires from losing their powers mid fight

Truthwatchers: These should be used mostly as strategists, using large scale illusions to confuse the enemy rather than engaging themselves. While doing this they should lend their shards to someone else.

Lightweavers: They make good spies and can mass produce all of the materials the armies need

Elsecallers: Soulcasting is an incredible offensive power, as well as an amazing way to keep armies mobile but Elsegates are far more useful, as the CR is a great way to spy on enemies, as well as to carefully place your troops on the battlefield.

Willshapers: While also possessing the ability to create elsegates, Willshapers have the ability to build large structures and deffensive measures. They should be logistics masters and engineers.

Stonewards: These are the ultimate construction experts. Anytime a fortress is needed, or needs broken apart, call the stonewards. Likewise they serve as excellent soldiers, and great battle tacticians.

Bondsmiths: With the stormfather's bondsmith having the ability to generate Stormlight any battle they or one of their squires is in is one the Radiants have no reason to lose. Their ability to support the rest of the orders makes them some of the most influential and powerful members of the radiant forces. 

 

Others of note

Spoiler

The Radiants made great use of Ryshadium, allowing them to charge into battle far faster and with far greater momentum. They add a Hazekiller coefficient in the low tens

Sleepless:

 The sleepless fought during the desolations, even becoming squires to the radiants to wield surges. They also had hoardlings bred with the Lanceryn giving them far larger hoardlings, as well as hoardlings that can drain investiture at a range. As a baseline they have a Hazekiller coefficient in the low hundreds, but that can stack with the oaths of a squire

 

In total the Radiant forces during the desolations are the single most formidable army in the entirety of the Cosmere, and nothing even comes close. I fail to see how such a force would struggle against any other for any considerable length of time.

 

Posted
7 minutes ago, Frustration said:

In total the Radiant forces during the desolations are the single most formidable army in the entirety of the Cosmere, and nothing even comes close. I fail to see how such a force would struggle against any other for any considerable length of time.

Yeah, not even the hypothetical army of a million Koloss is gonna cut it this time. They'd realistically adapt and cut off Koloss growth beforehand anyways. 

 

This line of reasoning does make me wonder why Odium and Honor seemed to care about using armies in their future goals for the Cosmere though. 

I mean, Rayse's backup plan at the end of RoW (before being vaporized) seemed to be along the lines of sending agents out into the Cosmere from Roshar even while trapped for the next millenia, but why?

If basically any opposing Shard (maybe not poor Harmony, though even Preservation could surely turn them away) took a look at them entering their domain and sneezed in their general direction their axi would be shredded and their souls unraveled. The functionally infinite power of a Shard of Adonalsium will do that, especially once you leave your own Shard's direct oversight. 

Maybe it's the whole "Shardbearers can't hold ground" argument, but the planet in question needs to be conquered from its respective Shard first I'd think.

Posted

You said that Truthwatchers could be used as strategists, but can their order truly determine their role? Anyone can be a good general, and I doubt any specific surges would help.

7 hours ago, Trusk'our said:

I mean, Rayse's backup plan at the end of RoW (before being vaporized) seemed to be along the lines of sending agents out into the Cosmere from Roshar even while trapped for the next millenia, but why?

Perhaps to solve the Shard smiting issue, or as intel gathering. Knowing when a first strike will take place can prevent a disaster.

Posted
1 hour ago, Through The Living Grub said:

You said that Truthwatchers could be used as strategists, but can their order truly determine their role? Anyone can be a good general, and I doubt any specific surges would help.

Well there are a couple of reasons for them to take this role. The first is that in almost every other role they are outclassed by someone else. The second is that their access to Fortune actually does make them more suitable for this role than anyone else. Just like the Truthwatcher Honorbearer used Szeth's voices against him, their ability to use an enemy general's weakness against them would be invaluable.

9 hours ago, Trusk'our said:

I mean, Rayse's backup plan at the end of RoW (before being vaporized) seemed to be along the lines of sending agents out into the Cosmere from Roshar even while trapped for the next millenia, but why?

If basically any opposing Shard (maybe not poor Harmony, though even Preservation could surely turn them away) took a look at them entering their domain and sneezed in their general direction their axi would be shredded and their souls unraveled. The functionally infinite power of a Shard of Adonalsium will do that, especially once you leave your own Shard's direct oversight. 

Well only a few can actually just smite people, and probably only those they have a Connection too.

Shards also probably gain some benefit from their followers as basically all conflicts between them involve the mortals in some way or another.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...