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CoderDrag0n8

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  1. Main Tab Shardic Metals Uviab/Cultivation info Threnody Magic System OG Threnody bc wow Elegy Stuff Greater Roshar P1 Greater Roshar P2 Alashwa Greater Roshar P3 Roshar Greater Roshar P4 [REDACTED] Odium stuff Neralkis, Brought to you by Ambition Scadrial Virtousity and the seeds History Character Details Misc. Planets maybe idk man
  2. Minor Planets to Maybe be Used in Future Any vague ideas, inspirations, or full-ideas for notable planets that players might encounter or be discovered in the future, so we aren’t limited to barren rocks and so KSOHS doesn’t have to do all the work himself. (this was also noted to be a neat idea, earlier. these planets may be affected by supernova Virtuosity business to certain degrees, iunno man i’m uncertain on the details) I already have one cool idea: A system with a sun-like star, maybe slightly larger, a G or an F type. Around it orbits a Gas Giant, maybe a super-jupiter/sub-brown dwarf type planet. Around that gas giant orbits a europa-like moon, with an icy surface and a subsurface ocean underneath, kept liquid by the gas giant’s tidal forces. In this ocean, life can develop. Even cooler, the gas giant has an eccentric orbit, so at times it’ll pass into the star’s habitable zone. Then, the surface ice melts too, making the moon a water world. Once the gas giant and moon leave the habitable zone, the surface freezes over and ice returns, effectively creating two ‘seasons’: one ‘dark’ season beneath the ice, and a ‘light’ season exposed to the star’s rays. Sult: The Hungry Sands The entire planet is a desert of magenta ferrous Seeker Sand (Malphium-esq). At the same time, invested winds blow constantly from east to west, picking up and weaponizing the sand. When invested, the sand will move at incredible speeds, shredding anything that gets in the way of the wind. Anything invested, including the innate investiture in the resident sentient and other living things, attracts the sand, which often speeds up after passing through, having absorbed the investiture and converted it into kinetic energy. Even if somehow captured, the sand will not stop moving until it has depleted its Investiture. At that point, it can still be reactivated with either blood or an infusion of investiture. This, of course, asks the question of whether there’s hungry, life-eating sand, how on earth does anything, much less higher life, like humans, still exist? The answer is simple: The Cradles. Each Cradle is a mountain of softly glowing, cyan steel-infused glass (Calphium-esque), the result of an ancient impact; remnants of sand turned into boiling glass, infused with the carbon of ancient life and the dust of that same impact, curving into a sort of dome. (Think of that mountain from Evangelion that was melted by Ramial’s laser). Since these mountains are Calphium and Steel-infused, the powers of Calphium come into effect, repelling the sand enough to create a sort of “shadow,” where the sand doesn’t go, and life can exist safely. In addition, something about the cradles creates an atmospheric disturbance, resulting in a miniature climate that differs from what you would expect in a desert. Rain, humidity, and cold climates are all possible Over time, the life native to Sult has discovered this interaction and begun to figure out that the sand also interacts with other metals. The Allomantic metals each have an effect, much like they do in the rest of the cosmere. Steel: Repels Seeker Sand. It’s used in the mountains to not die, duh. It can also be used in personal suits to aid in avoiding the sand. Iron: Attracts Seeker Sand. Typically, it’s used to harvest the sand or used in weaponry to draw the sand to someone you don’t like and also to extract the sand to stop it from burrowing deeper into their flesh. Pewter: Preserves speed of Seeker Sand. Stops the sand from slowing down as its investiture depletes. Tin: Decreases the speed Seeker Sand, until it halts, preserving investiture. Zinc: Increases the speed at which the sand is traveling, but the investiture remains finite, so it lasts for a shorter period. Used in weapons and sandtraps. Brass: Slows Seeker Sanddown, but the investiture remains the same, so it lasts longer. Used in backup safety systems. Copper: Hides Life from the sand. Acting in an aura, enough copper surrounding an individual masks them from the sand. Used in personal suits to aid in avoiding the sand. Bronze: Allows one to measure how invested, and thus the top speed, of a given amount of sand. The faster a bronze rod vibrates when in contact with stationary sand, the more invested it is. Duraluminium: Forces sand to use all of its investiture at once, creating uninvested sand moving at the highest speed possible. Used in weapons. Aluminum: Is immune to the invested damage of the sand, EX the sand will not accelerate in an attempt to break through. Also, if someone is in an aluminum-lined room, the sand can not detect them. Nicrosil: allows for safe, man-made reinfusion of the sand. When non-invested or otherwise stationary sand makes contact with it, the investiture present within blood or other investiture sources can be applied from a distance. Chromium: Drains the investiture of sand, and thus the speed. When near Chromium for an extended time, the sand will lose its investiture in ways other than speed. Gold: Fuses seeker sand grains. When two or more grains come in contact with gold at the same time, they become attracted and merge. Electrum: Splits seeker sand grains. When a grain comes into contact with electrum, it splits into two smaller grains. Cadmium: Dulls Seeker Sand. After being exposed to Cadmium, Seeker Sand becomes sluggish, temporarily slowing down and becoming slow to respond to stimuli. Used in storage. Bendalloy: Quickens Seeker Sand. After exposure to Bendalloy, Seeker Sand becomes hyperactive, temporarily speeding up and becoming hyper-reactive to stimuli, and is prone to missing its target. Used in weapons. Silver: “Kills” the sand. After making contact with the silver, the sand turns ash white, dropping to the ground and refusing to interact with investiture. The silver corrodes with every grain of sand that makes contact, slowly turning into black dust. Invested art: Idealization. When one captures the Seeker sand and melts it, it loses its most… violent properties and hardens into a plastic glass that glows like an ember. It's slightly pliable and dents rather than chiping or shattering. In this state, the Malphium-Silcate, known as Glass by the locals, isn't particularly useful. However, when re-exposed to the winds, in a process called Windtempering, the light brightens, and the glass becomes extremely pliable to the touch, almost like clay, but seems not to droop or shift without direct action from a sapient. This, of course, makes an extremely good artistic medium, being easily moldable. There is, however, another step to its final use. When taken inside a Cradle, the Glass undergoes a process called Idealization, or Hallowtempering. When Idealized, the Magenta glow shifts to a bright white, hardens completely and gains a variety of invested properties, depending on what the Glass is shaped like and the level of artistic skill used in its creation. The Glass is nearly unbreakable in this state, only chipping when another Glass object is used with the intent to destroy, or the sand makes contact, which leaves tiny scrapes. Some objects acquire a rudimentary mind, being more advanced in organic forms, such as animals or people, rather than inanimate items like swords. The better the artist is, the stronger the invested item, and the greater the mind. Its sort of aligning itself with the platonic ideal for what an item of that sort should be. Here are some objects and example powers Animal Statue The animal comes to life, gaining supernatural strength and whatever properties an animal of that sort would have. (Eagle vision, rabbits being fast, ect) Sword Unbreakable even for Idealized Glass, supernaturally sharp and light. Set of wings. Almost weightless, granting the ability of flight to everyone who wears them. Pot Filling up with anything someone who holds it wants. The Whispers: creatives on Sult often experience strange dreams, where they hear the wind whispering, or the cradles themselves telling them secrets or inspiration.
  3. Pre-Shattering Personal Relationships and Impressions A section for detailing any well-known details of disposition or opinions between and among those who Shattered Adonalsium. (write things here) Uhhhhh Eloh liked stories and was really smart. He knew lots about the cosmere. He only cooperated in shattering because he knew they would do it without him, so why not do it too (also he had a plan) (did you perhaps have any desire for Eloh to have… ‘cultivated’ a relationship with any other Shatterer? Layke joining him in the Alorian system could be indicative of a previous positive relationship, perhaps?) (Eloh joined Layke bc Invention and Cultivation are similar intents and he wanted a buddy) Andarnoas was generally kind pre-shattering and was friends with preservation and autonomy preshattering Anibelmeth was generally a kind and collected individual, though she could be condescending or stubborn at times. She always kept the bigger picture in mind, and believed that killing Ado would be a necessary evil to achieve a greater state. She would have been a natural leader, though did not necessarily serve in that role. Based on her interactions, I believe Anibelmeth would have been friendly with Ikaretekeketeraki'nantaríãī (storms that’s long) and potentially Layke. She would have disliked Andarna or Rella, but would not have been outspoken about this. Mascarose Sant Sommer was a standoffish figure, focused on his goals and paying little attention to anything he deemed unnecessary. Anyone committed to frivolities would seem to procure a lowered estimation, in his eyes. An ire, perhaps. Notable among these could possibly include Iairandeshi, Sudowoodoo, partially Turnip, and partially Alph. Alph was long a worrying figure- a dreamer and aesthete, which was a dangerous combo when paired with his lust for destruction. He hated those who sought to control or corral him, such as Mascarose. (I think Mascarose, in particular, would not specifically seek control in the behavior of others, in such a specific way. He would absolutely say ‘You are being stupid, stop it. This way is better,’ and subsequently act dismissive towards them afterwards. ‘Corral’ could probably be used to describe this behavior, maybe.) Layke would have been seen as a little overprepared, making lots of plans that were never actually needed. Those plans certainly came in handy Gadris always tried to help the largest number of people he could. Although he was empathetic, he was also willing to sacrifice himself or others if it was absolutely necessary for the greater good. He had a very specific dislike of Mascarose as he was a former slave and despised how arrogant Sant Sommer was; growing up in the lap of luxury and feeling entitled to what he wanted. (jajaja we love to see it) Common Pre-Shattering Background Knowledge A section for detailing any well-known details of background or abilities of those who Shattered Adonalsium. (how wild) Andarneoas was a big kindly dragon ig?? And she was nice to humans back on Y0len, but she hated Autonomy for his general ignorance of dragons in favor of humans (thats canon no, and if it isnt, then Andarneas just saw it that way) . She eventually went to the fight Adonalsium and took up the Shard of Endowment, seeking to bless everyone equally- or if not, make sure most people were happy. But over the eons, she began to see humans on Threnody (and all humans in general) in a certain… way. She was god. They were small. Weak. They needed a leader who would keep the peace. So she made her agents- the Spiritcallers. She crafted the metals, and gave powers to the weak. She made sure everyone who died would live equally. This was a nice place that she was determined to keep perfect. Mascarose Sant Sommer was known to possess Lightweaving capabilities, and a notable understanding of the operations of fainlife. Especially that of dragons.
  4. [Redacted] The third planet of Greater Roshar, unnamed at this time, is cold, windswept, and desolate, possessed only of a thin atmosphere generally unsuitable for extended habitation. No known species exist on this planet. Its metallic core is composed of an unknown metal which attracts Investiture, promoting unusual Invested effects in [Redacted]’s crust. Dark world of stormy sky, flashing red. Out of the cracks seeps shadows and red things, Midnight Essence and Thunderclasts. [Redacted] Invested Entities and Phenomena There are, currently, two known types of Invested Entities known to inhabit the wastes of [Redacted]. Thunderclasts Angry red spren which exist in a constant flux between the Cognitive and Physical, like fire constantly burning out in the air. Screeching with flames stoking as they spot something living to destroy. In whatever Realm they happen to be in, they dive into solid rock or obsidian, and tear out a large, animalistic body to wield as a weapon. The shapes they take are a grotesque mix between the greatshells of Roshar and the beast fauna of Alaswha, every part sharpened to deadly points to use with reckless abandon. It is no large loss for a body to be destroyed, as most are not able to capitalize and destroy the spren. Midnight Essence Horrid, formless creatures of pitch darkness. A result of Identity massing in formless Investiture, leaking out of [Redacted]’s core. Very often hostile. Invested Arts [Redacted] Surgebinding [Redacted] is still unknown to most, and thus the following table is incorrect in its classification. Not Anomalous/Innate, but [Redacted]. ACQUISITION/Surge ANOMALOUS/INNATE Adhesion Manipulation of Connection, between self and others. Can suppress attributes in the souls of others, and form artificial Nahel bonds which might transfer Surges to others. Investiture intensive. Gravitation Overwriting gravity of the self, and area centered around self in intense Pushes and Pulls. Division Self rapidly immolates foreign material on contact. The lightest of swipes pass through stones like air. Abrasion Self becomes slick, or capable of scaling the most extreme inclines. Produces friction increase/decrease aura. Progression Speeds healing. Promotes temporarily bursts of muscle and bone growth, to grotesque degrees. Illumination Enables perception of past and future of themselves and those nearby, and events which occurred in the immediate vicinity. Transformation Produces an aura of Rhythms, causing Cognitive effects on those around them. Rioting, Soothing effects, akin to the Thrill or the Heart of the Revel. Transportation Enters a state of highly enhanced perception and mobility, speed of thought. Cohesion Movement through inorganic material, able to ‘swim’ or otherwise pass through with minimal effort. Tension Greatly enhances physical durability and strength. Or flexibility and limberness. Releases tension of the body to perform feats of strength or acrobatics. These Surgebinders produce an effect from their souls, often with a more concentrated level of power or efficiency over other creeds of Surgebinder. Most Anomalous Surgebinders are found on Alaswha, for unknown reasons. Gaining their abilities seemingly at random, yet more often to be found in people in positions of power. On Roshar, a similar phenomenon occurs. The ordinary passing of a highstorm might leave some with more power than others, at a much lower rate than Alaswha.
  5. Planetary Bodies Roshar Roshar is a planet quite alien to those planets like Alaswha or Yolen. Invariably, life upon it is driven by Invested storms of great strength called highstorms. Flora has adapted to retreat from disturbances, and fauna hard shells. An abundance of Invested splinters exist on the planet, called spren by locals. It holds three moons of subtly unstable orbit, whereas all other planets in the system hold none. Dominion’s arrival would subtly warp the spren in behavior and coloration, as they would to the highstorms. These would also inadvertently shift the cognition of singers. The primary sentient species on Roshar is singers. Similarly carapaced as other life forms on Roshar, and similarly capable of bonding spren to suit their purposes. In the singers’ case, it is to alter their form towards certain specialized purposes, such as war, raising children, or creating art. Singer civilization is more disparate than that upon Alaswha, with groups primarily existing in semi-nomadic fashion. Subtle shifts in thinking, however, have recently led to an increase in permanent settled and institutionalized authority among these groups. Perhaps another foreign sentient species exists on Roshar, but such is unconfirmed at this time. Following the migration of human populations from Alaswha, humans have made their home in the westernmost portions of the continent. A level of interbreeding has occurred, producing a new race referred to as dusksingers. (As opposed to humans, sometimes referred to as nightsingers by native Rosharan singers, who are sometimes called Dawnsingers.) Also notable are the greatshells, large fauna of notable intelligence and size, enabled through the bonding of luckspren, which reduce the effect of gravity on their body. Bleak, Broken Moon A moon of solid obsidian far beyond the orbits of the (current) other three moons of Roshar. It is imperceptible from Roshar—except where it blocks stars—and its orbit is perfectly spaced and balanced around the planet. To some inhabitants of Roshar, it is considered to be a remnant of the body of the Origin of Songs, seat and home of the broken angel. Other interpretations place this seat in the far east or far west of Roshar, or on Greater Roshar’s third planet. [Redacted] Invested Entities and Phenomena Highstorms The primary source of Investiture upon Roshar, and the driver of the whole of its ecology. Following Dominion’s arrival, Stormlight displayed a subtle shift in coloration and effects, becoming a sharper white. Those who held it have their cognition altered slightly, providing a form of mental clarity and purpose. Holders are focused on their current goals, determined to see to their completion. Gentler in scope than the prime reality’s highstorms. Patroned by the Wind, they are less imminently destructive, but still plenty dangerous. Spren A Cognitive Entity, comprised of Investiture. Many exist in a state of flux between the Physical and Cognitive Realms. Currently, there are two widely known distinctions and rumors of a third which bridges the gap between them. First, the most abundant. The ‘lesser spren.’ These are minor Cognitive entities pertaining to various Cognitive Ideals of natural order and emotional status. They partially manifest in the Physical as incorporeal spirits, attracted to the phenomena for which they are named. Singers see more of their full Cognitive selves than humans, and the rarer and more substantive of these ‘lesser spren’ are the source of Regal forms. Sometimes, these spren are considered to be their own category or subdivision. Either way, spren are ofttimes revered by singer cultures as minor deities of the natural world. Godspren The three protectors the Origin of Songs left behind on Roshar, to protect, to nurture, and to shroud. The Wind, Stone, and Night. Since Dominion’s arrival, they have taken on a measure of that Shard’s power, offering a greater ability for them to carry out their intents. It is not too uncommonly known for them to raise worshippers to greatness, giving them the power of the Surges. Yet, to many, they remain as immaterial and mysterious as always. Even as the Wind rides the world on highstorms, or the Stone which brings all life, or the Night which brings darkness. They are revered as godly beings by many upon Roshar, considered the cause of many events and prayed to for various reasons. This often coincides with a worship of the Origin of Songs, and of the broken angel which now serves as the Origin’s replacement, said to reside in the far reaches of the east or west, or to be found trapped upon a different world, or isolated in introspection. True/Surgespren A rumored type of spren, which emerged some time after Dominion’s arrival. Said to exist in a state similar to the mortal experience, but as Cognitive beings aligned with a Surge, immortal and eternal. These are supposedly capable of forming a Nahel bond with a Physical being, transferring over in a lessened form while granting the Physical being the powers of a Surgebinder. Supposedly, there is a variety for each Surge. [Redacted] Greatshells A particularly notable native Rosharan fauna, growing to exceptionally large size due to the high concentration of Investiture and the bonding of luckspren, which lessens the effect of gravity upon their bodies. Notable are the Lanceryn and Larkin native to the western isles of Roshar, Aimia. Capable of flight and the direct consumption of Investiture. Later night and dusksinger cultures would develop on Aimia, leading to naturalistic, communal, tribal cultures living in harmony and close proximity to lanceryn, (relatively) commonly bonding with the greatshells. Similar cultures would arise in the far east, in the Eastern Hills and Natanatan regions with chasmfiends. As well as the Rishir Sea with Tai-Na. Invested Arts and Arcana Rosharan Surgebinding Defined by the bonding of spren. ACQUISITION/Surge ROSHARAN/NAHEL Adhesion Creation of new Connection. Manifests as physical binding, learning of languages, other minor effects. Gravitation Overwriting of the direction of gravity upon self, objects, others. Division Triggering of a destructive reaction in others, objects. Abrasion Increase/decrease of friction upon self or objects. Progression Acceleration of plant growth, heals self or others. Illumination Creation of complex auditory and visual illusions. Nonphysical, noticeable by all. Transformation Change of an object, or another, into a differing material. Transportation Opening of perpendicularities. Piercing the Realms. Cohesion Alteration of nonorganic objects. Enables easy communication with spren of stone, and other materials. Tension Increase/decrease of the durability, hardness, rigidity of nonorganic objects. Users of these Surges interact with souls—mostly nonliving, but there are exceptions—in a limited fashion. Either their own or another’s. Godspren are the primary source of these Surges, in the days soon after Dominion’s arrival. Often these Surgebinders act as agents and servants to the Wind, Stone, and Night. The latter of which has little following. These godspren are in complete control of the Nahel bond with their Surgebinders, and as such can retract their Surge at any time. Spren of hitherto unknown varieties are theorized to also grant Surges. Spren that can speak, walk, talk like man… Regals The singer species of Roshar, as part of their biological function, can bond with lesser spren during a highstorm to trigger a transformation of their physical form, specializing it towards a certain purpose. Most of these ‘forms,’ besides the dramatic transformation, exhibit only mundane physical differences and minor changes in cognition. Certain rare types of lesser spren, however, of odd coloration and behavior, grant more supernatural abilities, often utilizing Investiture from highstorms. These forms are called ‘Regal’ forms amongst the Rosharan population, and exhibit more significant changes in physicality, cognition, and Invested abilities than other forms. Singers in Regal forms universally express both a longing for and reverence of authority. Stoneform is a notable example of a Regal form, obtained through the bonding of the spren that comprise the minds of the earth. This form grants an ability likened to an expression of the Surge of Cohesion, enabling a user to easily communicate with spren of stone, and expend Investiture to alter the shape of stone. All Regal form abilities are connected in some way to the Surges. Fabrials Fabrials on Roshar are most commonly seen through the manipulation of lesser spren. They are contained within gemstones attached to cages or constructions of one of the 18 notable mundane metals which direct the effects of the fabrial. When powered by Light, the spren within the gemstone will produce an effect pertaining to their Cognitive Ideal controlled by the metal lattice. A flamespren within a pewter lattice would produce heat, while tin might reduce heat (Iunno man. It could just suppress the spren. Just use a coldspren and pewter.) Surge Fabrials Surge Fabrials are noticeably different in their creation. They are created through the manifestation of coded Investiture in the physical realm through ensouled metal, from a spren containing the coding of a Surge in their sDNA deciding to traverse from the Cognitive to the Physical, thereafter manifesting as metal. When attached gemstones are filled with Light, more limited forms of various Rosharan Surges can be used. Transformation is limited based upon gemstones attached to the Fabrial, the materials created always aligning to the Ten Essences. Crystal/Gemstone Spiritual Splicing Crystalbinding? Gembinding? Gemstone… something? Polestone… something… A discovery of the nightsingers, soon after their arrival upon Roshar. In order to preserve their foreign Surges, certain leaders with Anomalous Adhesion discovered a method to extract the power of a soon-to-be-deceased Surgebinder into a polestone vessel, which would thereafter glow alive with Light. When inserted into certain points of the body, the points at which the soul overlaps, the Surge can be transferred to another soul. The process is painful, and causes growth of the crystal, which integrates with their flesh. Thereafter, they have a Surge.
  6. Planetary Bodies Alaswha Alaswha is a planet somewhat reminiscent of the trune parts of Yolen, possessing of humans and other trune fauna and flora. It would also share features such as regular seasons, and is of similar size and gravity. Notable geographical features include the Central Sea, which serves as a convenient medium for trade and travel for many civilizations, most of which would rely upon it. Investiture is present in some portion on the planet, though was not previously available to any forms of life. Instead, Investiture was present in nonorganic environmental features and natural phenomena. This is seen in Alaswha’s Invested wind currents and masses of stone untethered from gravity. Prior to Dominion, these would be the only Invested phenomena observable. With the arrival of Dominion, other Invested phenomena would begin to arise, characterized by one of ten Surges. Great storms would correspond to Adhesion, and large mounds of earth struggling to break away from the ground would correspond to Gravitation. Other phenomena than these would be less numerous, but have similar scales of effect. Human civilization on Alaswha also resembles that of human civilization upon Yolen. Many groups would exist in city states, small nations, and fledgling empires. Other groups might exist in semi-nomadic and migratory states. Following emergence of Surgebinders—and those rare Surgebinders which express irregular uses of those Surges—a period of rapid military centralization occur, nations often backed by semi-theocratic orders of Surgebinders, kept in control by users of Anomalous Adhesion, capable of suppressing the Surge of another. Wind Patterns and Freed Earth These Invested phenomena predate and are not classified as Surge Loci, though seemingly draw from the same primal source as Loci do, and last indefinitely. Unlike the Loci of Adhesion and Gravitation, these effects are hardly violent, gentle breezes surround lush mountain environments held stably aloft in the sky, drawing smaller lands into a kind of orbit. Their own harmonious worlds. Invested Entities and Phenomena Surge Loci Rarely, loci of Invested phenomena arise in seemingly randomly determined places, each correlating to one of the Ten Surges. Interacting with the core of a locus could result in the use of Alaswhan Surgebinding, via Environmental Acquisition. Adhesion Prompts extreme and volatile weather patterns. Gravitation Untethers large sections of earth from the downward pull of gravity, forcefully tearing out mountains or other locales. Division Found in middle of forests of ash and wastelands. Releases waves of fire and other destructive emissions. Abrasion Unpredictable, extreme changes in friction in the environment. Progression Areas of intense overgrowth and abnormally large beasts (though still within possibility. Animals of peak physical condition). Illumination Areas of flickering lights and mists. Entering draws slightly from memory to form auditory and visual illusion. Otherwise, everything is an inconsistent reflection of the truth. Plants dead appear vibrant, shifting constantly to and from untruths. Transformation Random patches of seamlessly integrated foreign material. Growing like a fungus, overtaking itself and being overwritten. Transportation Portals to nearby Physical location, vary rarely into the Cognitive, even rarer the Spiritual. Otherwise, things move erratically through this, like space is folded. Could cross the whole of the effect in a step, or days to travel a portion of the same distance. Cohesion Randomly alters terrain at random intervals. Alters consistency of materials. Alterations are swift and violent. Earth vibrates in constant quake. Tension Turns any terrain sharp and deadly and unbreakable. Shreds objects in contact. Like it’s given the area knifelike scales. All of these, as a subset, would draw upon a field of Investiture that encompasses the planet. Emitted by the planet. This effect does not extend beyond Alaswha and can be exhausted temporarily in an area. Invested loci draw upon this field, making Surgebinding less effective. Over time, this draw eventually overpowers the field and the locus dies. The rate at which this Light replenishes can very slowly infuse a gem over time, so long as it is not damaged. Probably takes less time to wait for a highstorm. At the epicenter of a Surge Locus’ range of effect lies a sort of perpendicularity. Not one which allows travel to and from realms, but is an area of condensed Investiture. It tugs on the spirits of those nearby, beckoning them towards it. Upon contact, one is pulled into a sort of… vision quest. They see their soul unraveled, glimpse their life fading away beneath the power of the Locus. Their mind might experience this as burning pain, being shredded or bent painfully, deformed by cancerous growths, depending on the Locus’ Surge. From this point, there are two outcomes. The potential Surgebinder grapples and contains this effect, surviving, transformed, and returned to the Physical where the Locus fades. Or, the Surgebinder-to-be is consumed and ceases to be. Invested Arts and Arcana Alaswhan Surgebinding Alaswhan Surgebinders have experienced a fundamental transformation of the soul. The addition of a spiritual organ; new sDNA. Their command of a Surge is expressed through producing an effect in the environment. Investiture works to force something to happen, sorta. Makes wind blow, overwrites gravity, throws fire or other destructive things. These Surgebinders look normal, most times. Yet their eyes change colors, depending on Surge, when in use, and shapes might play out in the eye. The healing of Alaswhan Surgebinders is slightly different from others. They heal damage done to them not with flesh, but with something else. Division heals with blaze, molten liquid, burned bone, blackened skin. Adhesion with condensed gas. Tension with scales and coral. Over time, these features fade to return to unblemished, healthy skin. Quite unnerving while in use, however. Most often, these correspond to the colors and essences of the Ten Essences, but not always. ACQUISITION/Surge ALASWHAN/ENVIRONMENTAL Adhesion Air and air pressure manipulation. Big winds. Personal flight, with development. Gravitation Increase/decrease/redirect gravity in an area. Rip objects out of ground, send others flying. Division Waves of fire. Enhancement of decay. Disintegration. Rust cloud. Abrasion Increase/decrease friction in area. Progression Increase plant growth over area, semi-directed. Can heal. Illumination Applies illusions to terrain. Affected region often produces effects similar to auditory and visual hallucinations. Transformation Reshape a material's spiritual traits, not physical. May endow an object with Invested power, especially when paired with other Surges, in a group. Alone, it’s an enhancement of the object's natural traits. Slightly sharper and harder blade, for example. Flaming sword if paired with Division. Requires notable effort. Might fade over time without maintenance, or outside infusion of power. Transportation Acceleration of motion. Bending of space. Piercing Realms with effort and assistance. Forceful movement, reminiscent of telekinesis. Cohesion Reshaping of inorganic material. Breakage common. Earthquakes. Vibration. Tension Increase/decrease of hardness, rigidity. Often sharpens even dull materials. Turn sand into a relative pile of glass shards. Alaswhan ‘Fabrials’ The result of applying Alaswhan Transformation onto an object, granting it a spiritual trait, or improving its base traits. Not as effective as other forms of fabrial, oftentimes. Commonly, there exist enhanced arms and armor, hardened or enchanted with flame or cutting wind, or boots that never slip. Not much else to say, really. Generally nothing too crazy. A wand of fireballs is out of the question.
  7. my brain is dead & dying Itirium Itirium allows people to gain an ability based off of their Genetics you could be born with 1 of 3 types Genisist: Create unnatural growths in anything such as Living things or The earth some of the more powerful ones can even make some in Air or water. Demographer: Deflate things such as living things or inanimate objects; some can even deflate whole lakes. Equalibrilites: Completely flatten and balance things, some can even balance emotions Citys: Ground: There are Devote preservationist here they are the most devote all across the cosmere, they sacrifice for Preservation and they usually try to ignore them Tirum: also known as the city of protection they have the biggest defence militia that has been seen ever and they travel around protecting people Coronach’s City: They worship Coronach on the same level as preservation but nothing else interesting is happening here Special number: 3 Intent: Protection Current Vessel: Shalta Main Shard: Preservation Known Avatars: Gyun, Coronach’s Personage, ItLri Recently Something changed in the vessel Shalta and they seem to have a slightly different personality. You should make a map on google drawings or smth
  8. This is Argenti’s OG idea for the Threnody magic system, and I thought it was really cool so I just added a bunch more details and abilities and stuff into the Threonody/ENDOWMENT page, BUT SERIOUSLY THIS IDEA IS COOL (-wyver) Endowment and Preservation Magic system The Gift of Life and The Gifts of the Dead After death, Threnodites don’t cease to be. Rather than being sucked towards the great beyond, every threnodite is instantly transformed into a cognitive shadow by endowment and drawn towards the halls of the ancestors on the cognitive realm of threnody, where they join the ranks of ancesteros. These ancestral shades aren’t immortal; they require the active veneration of mortals to continue to live. If they’re forgotten or stop being worshiped, they’ll slowly fade away into nothing. They feed off those who visit their shrines or offer them sacrifices, and use the offerings to sustain themselves for longer. The shades, when not protecting their descendants, go about their day and… do society. They build, they argue, they hunt, and they feast. While they don’t need to eat, they usually do, because it’s fun. The houses, which are blood-related groups of ancestor-shades, often argue, sometimes breaking into war, although the rainbow dragon often will stop them, at least for a bit. The entire cognitive realm of Threnody is a megacity; skyscrapers made of Andarium store the Houses of Shades, stretching towards the sparkling heavens. It’s truly a necropolis. Any mortal descendant of an ancestor can invoke them and draw on their aid and protection. For most, this appears as momentary bursts of healing, speed, mental Fortitude, or strength, with different bloodlines being particularly adept at granting aid in certain ways, such as one family being known for having incredible luck. Still, there are a select few, called Spiritcallers, who can do more. Spiritcallers are selected at birth by the Endowment. Upon birth, their ancestors receive a vision that reveals their destiny and what will happen if it is not fulfilled. Spiritcallers come in 5 varieties: Seers, Aspects, Mediums, Savants, or Travelers. Seers, through their connection to their ancestors, are able to project their vision and mind across the cosmere, without actually leaving home. Through the collective Investiture of their Ancestors, they may also have glimpses of the future. Aspects have the strength and skills of warriors with a thousand years of practice flowing through them, and are thus incredible, invested warriors. Some ancestors may allow certain Aspects to manifest in the physical world, creating something Akin to Shardplate and Shardblades. Mediums allow an individual ancestor to essentially possess them, meaning their spirit web floods with the skills and memories of the individual. This would allow them to acquire the skills of a master thief, for example, or an incredible blacksmith. Savants merge with the collective minds and will of their ancestors, granting them the understanding and resistance of two souls. This allows them to resist strikes from invested strikes. Under certain circumstances, they may manifest their collective house as an invested beast. Travelers are the most strongly connected to their House shades and can pass from the physical to the cognitive at will, or stop halfway between into a strange sort of shadow existence. Travelers are unable to travel back to the physical from the full cognitive without the aid of their ancestors. With their help, a Traveler is also able to pass into the spiritual realm.
  9. *deep inhale* *deep exhale* MORE WORK YAY
  10. The darkness reaches into your mind, trying to push away your bond with Aeolus.
  11. because the weather was quite
  12. asked him what the weather
  13. in a weather station. However,
  14. ? We dont know. Anyways, ORANGES
  15. Because idk whats happening, I will include just one sign-up for Aman's ease. Aman, I have decided I wish to be a cracked aetherbound, just to ease your overworked mind! also, how many actions are you allowed to do in a day/night? I would assume 1, but if you could do 2, or something, that would change things...
  16. CoderDrag0n8

    Deck

    wowo
  17. 13 of Diamonds
  18. Do I have to start paying attention to TLT again? ok, ok. I'm going now. He mentally finds a pretzel there, summoning on there himself, and then makes the switch. Him and Cursed Treasure apear at the top of the mountain. whats happening?
  19. he made many many people lose their jobs by replacing them with AI
  20. It illuminates a bit around it, but quickly dissapears from sight.
  21. The darkness clears, but only barely. You can see a little bit further in front of you, but it feels... almost like the fog is pushing back. You feel uncomfortableness coming from the other end of your bond.
  22. :Dream :Dragon, :Dream :Dragon, HE LIKES ORV, PLEASE READ ORV, :Dream :Dragon, :Dream :Dragon What are your opinions on babies?
  23. pretty self-explanatory the radiant thread of this, but twinborn ill start ORV:
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