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CoderDrag0n8

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  1. CoderDrag0n8

    inktober 2025 but writing tho
    "This Forare, the Piercer of Gods, is a dangerous foe.
    Originally a man, he captured a god.
    He became a cursed, and at the time, it was believed impossible for a Cursed to capture more than one god.
    We currently believe it to be true.
    However, somehow, he captured another.
    Thousands of gods, layering on top of each other, he became able to transform into one himself.
    At that point, he did a feat that had been perceived impossible.
    He killed a god.
    Slaughtered one. Pierced it with a sword he summoned from air itself.
    He finally found The Blood of The Gods
    And that was when he shifted from man to myth.
    He was all-powerful, a beast unknown to the world.
    He commanded armies of gods, leading them himself.
    He was a terrifying beast.
    He plagued the realm.
    One day, when the first king was searching for the witch, he came across Forare.
    Forare was intrigued by the King, and while he was away, he went to the son, and planted the idea of the murder.
    After the king was killed and a new one rose to power, Forare spoke of the evil witch.
    Forare polluted the new King's mind with stories of the witch's evilness, and convinced him to send an assassin.
    He forced the brother into attempting to kill his sister.
    And indirectly, the sister into trapping her brother.
    But why would he do this?
    Forare went to the swamp, pretending to be friendly.
    The witch took him in, smiling and free.
    However, back at the palace, laid the new King's crownless corpse staying still.
    And in Forare's hand, a crown shining bright.
    He struck, catching her unaware, as she was killed by a curse she had placed.
    With her death, her god flew free, and he thrust the crown in the air.
    It scratched the mighty deer, and because of its curse and the power of the wielder,
    The mighty deer fell, and he was able to collect it's blood.
    Forare stared into the pond, and reached out and pulled Athtar free.
    Athtar thanked him, looked down and saw a crown in his gut.
    And Forare gained another vial of the Blood of the Gods.
    After that, he wandered, as the kingdom scrambled to find a new king.
    Who knows where Forare is now." The Jesk finished.
    "Oh? You wish to tell me your name?"
    The Jesk felt a word land on his ear, and on no one else's.
    The Jesk fell back, for he knew the words were no lie. The Jesk's tattoo would have pulsed if he was.
    *ding ding*
    The door opened and closed, and this tavern would never feel that grace ever again.
    "What did he say his name was?" The tavern keeper asked, curious what would produce such a strong reaction.
    The Jesk muttered slowly, as if scarred, "Forare."
  2. CoderDrag0n8

    inktober 2025 but writing tho
    The Jesk looked across the crowd and replied to the question. "You wish to know how the witch became Cursed? Well, that sure is one big story."
    By now, people were satisfied and beginning to leave.
    "Oh, you wish to stay, Mr. Curious? How interesting. Well, on with the story I will go.
    You remember the assassin?
    Well, he was her friend.
    They had heard the rumors of catching a god.
    And each area of the desert had different beasts.
    Many had said the desert is quite small, but you could travel through it for days and still not find your destination.
    Some claimed to have traveled all across the desert, it only taking them many a year.
    How did they sustain themselves?
    No one knew. Many thought they were liars and cheats.
    However, this pair of brother and sister
    Had set out to find the gods.
    Each section of the desert had one powerful god that ruled over the other clans.
    They traveled to the god's land, full of mystery.
    And the first god they found was a majestic Wyrm,
    Mighty and powerful indeed.
    The brother, Athtar, captured this beast.
    But only after a great struggle.
    Athtar wished to return, but his sister insisted on staying.
    They traveled a bit farther, and encountered a beast.
    The moment they laid eyes on it, they knew that this God was the most powerful in this section of the Cursed Lands.
    It was a powerful Deer.
    One that loomed above all, could crush even the mightiest of Gods.
    And the sister, Aerith, wished to capture it.
    And after great communing, for one could not defeat this beast, the Mighty Deer was captured.
    From the other tale, the reason the king's son was able to convince Aerith to kill his sister,
    Was because of the one standing next to him.
    The great Piercer of Gods, the only God who was able to take human form, Forare.
    For, Forare is mighty and powerful, but that is a story for another time." The Jesk finished, as the last customer left the tavern.
    "One more story? Fine, fine. But only one more, Mr. Curious."
  3. CoderDrag0n8

    inktober 2025 but writing tho
    "The night's barely begun! Who would like to hear another story?" The traveling Jesk said.
    "Oh, Mr. Curious. I still don't know your name... Could you care to tell me?" The Jesk asked.
    "You like being called Mr. Curious? Okay. Well, what story did you want to hear?" The Jesk inquired.
    "The story of where all the swamps went? Ah, yes, I did say that little detail in my last retelling, didn't I?" The Jesk replied.
    "HEY! GET ON WITH THE STORY!" One of the rude onlookers shouted.
    "Alright, alright."
    "You all know full well the story of the witch.
    However, did you know that there used to be many of her kind?
    Beings of magic and curses, who had enchanted weapons and skills
    Well, there was a way to become one of these people...
    You would have to capture a god."
    Everyone in the room gasped.
    "But... Gods are the most dangerous beasts in the world! They even live in the Cursed Lands!" How in the world would you capture one?" A confused onlooker remarked.
    "These beings, known as the Cursed, all had a peculiar tattoo on their arm, sometimes going through their entire body." The Jesk continued,
    "And the new King needed an assassin.
    Someone came, and at that time, people didn't know of the Cursed and their tattoos.
    So this assassin came, a wyrm on his arm, and accepted the request to slay the witch.
    Every time he couldn't find the witch in a swamp,
    He would look down into the murky waters...
    and let his tattoo be free.
    Swamps on fire, deserts after the wyrm was through with them, he ravaged.
    One day, there was only 1 swamp left in the entire world. There, he and the witch fought.
    Curses flying through the air, a wyrm and a giant beast fought above.
    In the end, the holder of the wyrm lost,
    and some say,
    If you look down into the murky waters of the swamp, you can still see a man staring up at you, trapped, with a wyrm flying high above.
    And that, my dear friends, is why you never mess with the Witch of the Swamp..."
  4. CoderDrag0n8

    inktober 2025 but writing tho
    *ding ding*
    The sound of the door to the tavern opening.
    A jolly Jesk is laughing at all.
    Everyone is grumbling, looking away.
    "You, in the doorway! Would you like to hear a tale? A tale told by a liar and a fool?" The Jesk asks.
    "Ah, you want to know if it is myth or history? Why don't you listen and find out?" The Jesk replies.
    Everyone grumbles, and the Jesk tells them to shush.
    "Everyone, one and all, who wishes to hear a story, especially you, curious man, and listen to my tale." He begins his story, telling of another time.
    "This is a tale of Kings and Thrones, a tale of an evil crown that touched many a heart.
    There was a king who was slain. Slain by the one who held his crown buried in his flesh. But I digress. You dont want to hear the end of the story before it even began!
    There was a king who was seen as evil by everyone, even his son.
    His son was to inherit his crown and title soon, so he searched and traveled for a witch.
    A witch who could make him invulnerable and so he could not be usurped by his son.
    For in this kingdom, sons take the throne in a battle to the death; the winner takes the crown.
    So he searched for the witch.
    Bestower of curses, master of pain. This evil witch was deep in the swamp.
    Now, you all know this tale. The tale of the witch that lives in the swamp. A terrifying area unlike any other on the planet. However, back in those days, there were many.
    Many, many swamps throughout the world, but the king couldn't find the witch.
    However, one day, he heard of a disturbance near a swamp. A carriage's horses were running away, even though there seemed to be nothing special about the swamp they were going towards.
    The king hopped on his noble chariot, and sure enough, when he got there, his horses fled.
    He entered the swamp."
    By now, the previous doubting onlookers had gathered around the Jesk.
    "Ya see, they dont like being made a fool, but love hearing a fool's story, Mr. Curious."
    "KEEP ON WITH THE STORY," One of the angry onlookers shouted.
    "Alright, alright.
    As he traveled through the swamp, he frequently heard chilling sounds.
    Eventually, he approached a large wooden structure.
    He knocked on the door, and sure enough, a witch emerged.
    They bartered for days, and eventually, the witch cursed his crown for him.
    He left, satisfied.
    However, the witch had placed a particular curse on the crown.
    As long as he wore it, he would be king. He could not be killed by a mortal hand.
    That part he knew.
    However, the second side to the curse was not known to the king.
    The crown could kill any living or unliving thing known to the earth.
    And the king was fated to be killed by it.
    The king returned home, seeming all joyous.
    And the palace knew not what had changed.
    However, the first assassination occured.
    An arrow, tipped in poison, ran straight toward the king.
    And it struck him in the temple.
    And then
    ...
    It bounced right off.
    The court was shocked.
    They finally figured out what the king had searched for.
    Many had theorized, but few knew.
    After that faitful day, assassination attempts ceased.
    But the court was filled with unrest.
    They whispered with each other, trying to figure out which item on the king was cursed.
    No matter what they tried, they couldn't figure it out.
    However, one day, an assassination came.
    The king had become confident, and the crown hung sideways.
    2 daggers were thrown, at the head, one at the throat.
    One dagger missed and knocked the crown off the king's head.
    The other dagger fell too low and pierced him in the shoulder.
    Clutching from the pain that he had not felt in so long, he lunged for his crown.
    He quickly put it on, and the dagger popped out.
    However, the court and the world now knew his weakness.
    He didn't even get his chance to see how this would unfold,
    For on that day, he entered his chambers, his son was waiting for him.
    He sprang up, knocked the crown off the king's head,
    grabbed it, and stuck it through the king's heart.
    Then, the son, full of hatred and fear, took the kings crown and shattered it. He gathered all the pieces, put them in a box,
    and put the box far far away."
    The Jesk stopped, looking at the crowd.
    "And that is the tale. Any questions."
    The entire tavern, transfixed, was stopped in silence.
    "What was that, Mr. Curious? You still wish to know if it was Myth or History?" The Jesk laughed. "Why dont you ask the witch?"
  5. CoderDrag0n8

    Full Short Story
    --- Part 1 ---
    *ding ding*
    The sound of the door to the tavern opening.
    A jolly Jesk is laughing at all.
    Everyone is grumbling, looking away.
    "You, in the doorway! Would you like to hear a tale? A tale told by a liar and a fool?" The Jesk asks.
    "Ah, you want to know if it is myth or history? Why don't you listen and find out?" The Jesk replies.
    Everyone grumbles, and the Jesk tells them to shush.
    "Everyone, one and all, who wishes to hear a story, especially you, curious man, and listen to my tale." He begins his story, telling of another time.
    "This is a tale of Kings and Thrones, a tale of an evil crown that touched many a heart.
    There was a king who was slain. Slain by the one who held his crown buried in his flesh. But I digress. You dont want to hear the end of the story before it even began!
    There was a king who was seen as evil by everyone, even his son.
    His son was to inherit his crown and title soon, so he searched and traveled for a witch.
    A witch who could make him invulnerable and so he could not be usurped by his son.
    For in this kingdom, sons take the throne in a battle to the death; the winner takes the crown.
    So he searched for the witch.
    Bestower of curses, master of pain. This evil witch was deep in the swamp.
    Now, you all know this tale. The tale of the witch that lives in the swamp. A terrifying area unlike any other on the planet. However, back in those days, there were many.
    Many, many swamps throughout the world, but the king couldn't find the witch.
    However, one day, he heard of a disturbance near a swamp. A carriage's horses were running away, even though there seemed to be nothing special about the swamp they were going towards.
    The king hopped on his noble chariot, and sure enough, when he got there, his horses fled.
    He entered the swamp."
    By now, the previous doubting onlookers had gathered around the Jesk.
    "Ya see, they dont like being made a fool, but love hearing a fool's story, Mr. Curious."
    "KEEP ON WITH THE STORY," One of the angry onlookers shouted.
    "Alright, alright.
    As he traveled through the swamp, he frequently heard chilling sounds.
    Eventually, he approached a large wooden structure.
    He knocked on the door, and sure enough, a witch emerged.
    They bartered for days, and eventually, the witch cursed his crown for him.
    He left, satisfied.
    However, the witch had placed a particular curse on the crown.
    As long as he wore it, he would be king. He could not be killed by a mortal hand.
    That part he knew.
    However, the second side to the curse was not known to the king.
    The crown could kill any living or unliving thing known to the earth.
    And the king was fated to be killed by it.
    The king returned home, seeming all joyous.
    And the palace knew not what had changed.
    However, the first assassination occured.
    An arrow, tipped in poison, ran straight toward the king.
    And it struck him in the temple.
    And then
    ...
    It bounced right off.
    The court was shocked.
    They finally figured out what the king had searched for.
    Many had theorized, but few knew.
    After that faitful day, assassination attempts ceased.
    But the court was filled with unrest.
    They whispered with each other, trying to figure out which item on the king was cursed.
    No matter what they tried, they couldn't figure it out.
    However, one day, an assassination came.
    The king had become confident, and the crown hung sideways.
    2 daggers were thrown, at the head, one at the throat.
    One dagger missed and knocked the crown off the king's head.
    The other dagger fell too low and pierced him in the shoulder.
    Clutching from the pain that he had not felt in so long, he lunged for his crown.
    He quickly put it on, and the dagger popped out.
    However, the court and the world now knew his weakness.
    He didn't even get his chance to see how this would unfold,
    For on that day, he entered his chambers, his son was waiting for him.
    He sprang up, knocked the crown off the king's head,
    grabbed it, and stuck it through the king's heart.
    Then, the son, full of hatred and fear, took the kings crown and shattered it. He gathered all the pieces, put them in a box,
    and put the box far far away."
    The Jesk stopped, looking at the crowd.
    "And that is the tale. Any questions."
    The entire tavern, transfixed, was stopped in silence.
    "What was that, Mr. Curious? You still wish to know if it was Myth or History?" The Jesk laughed. "Why dont you ask the witch?"
    --- Part 2 ---
    "The night's barely begun! Who would like to hear another story?" The traveling Jesk said.
    "Oh, Mr. Curious. I still don't know your name... Could you care to tell me?" The Jesk asked.
    "You like being called Mr. Curious? Okay. Well, what story did you want to hear?" The Jesk inquired.
    "The story of where all the swamps went? Ah, yes, I did say that little detail in my last retelling, didn't I?" The Jesk replied.
    "HEY! GET ON WITH THE STORY!" One of the rude onlookers shouted.
    "Alright, alright."
    "You all know full well the story of the witch.
    However, did you know that there used to be many of her kind?
    Beings of magic and curses, who had enchanted weapons and skills
    Well, there was a way to become one of these people...
    You would have to capture a god."
    Everyone in the room gasped.
    "But... Gods are the most dangerous beasts in the world! They even live in the Cursed Lands!" How in the world would you capture one?" A confused onlooker remarked.
    "These beings, known as the Cursed, all had a peculiar tattoo on their arm, sometimes going through their entire body." The Jesk continued,
    "And the new King needed an assassin.
    Someone came, and at that time, people didn't know of the Cursed and their tattoos.
    So this assassin came, a wyrm on his arm, and accepted the request to slay the witch.
    Every time he couldn't find the witch in a swamp,
    He would look down into the murky waters...
    and let his tattoo be free.
    Swamps on fire, deserts after the wyrm was through with them, he ravaged.
    One day, there was only 1 swamp left in the entire world. There, he and the witch fought.
    Curses flying through the air, a wyrm and a giant beast fought above.
    In the end, the holder of the wyrm lost,
    and some say,
    If you look down into the murky waters of the swamp, you can still see a man staring up at you, trapped, with a wyrm flying high above.
    And that, my dear friends, is why you never mess with the Witch of the Swamp..."
    --- Part 3 ---
    The Jesk looked across the crowd and replied to the question. "You wish to know how the witch became Cursed? Well, that sure is one big story."
    By now, people were satisfied and beginning to leave.
    "Oh, you wish to stay, Mr. Curious? How interesting. Well, on with the story I will go.
    You remember the assassin?
    Well, he was her friend.
    They had heard the rumors of catching a god.
    And each area of the desert had different beasts.
    Many had said the desert is quite small, but you could travel through it for days and still not find your destination.
    Some claimed to have traveled all across the desert, it only taking them many a year.
    How did they sustain themselves?
    No one knew. Many thought they were liars and cheats.
    However, this pair of brother and sister
    Had set out to find the gods.
    Each section of the desert had one powerful god that ruled over the other clans.
    They traveled to the god's land, full of mystery.
    And the first god they found was a majestic Wyrm,
    Mighty and powerful indeed.
    The brother, Athtar, captured this beast.
    But only after a great struggle.
    Athtar wished to return, but his sister insisted on staying.
    They traveled a bit farther, and encountered a beast.
    The moment they laid eyes on it, they knew that this God was the most powerful in this section of the Cursed Lands.
    It was a powerful Deer.
    One that loomed above all, could crush even the mightiest of Gods.
    And the sister, Aerith, wished to capture it.
    And after great communing, for one could not defeat this beast, the Mighty Deer was captured.
    From the other tale, the reason the king's son was able to convince Aerith to kill his sister,
    Was because of the one standing next to him.
    The great Piercer of Gods, the only God who was able to take human form, Forare.
    For, Forare is mighty and powerful, but that is a story for another time." The Jesk finished, as the last customer left the tavern.
    "One more story? Fine, fine. But only one more, Mr. Curious."
    --- Part 4 ---
    "This Forare, the Piercer of Gods, is a dangerous foe.
    Originally a man, he captured a god.
    He became a cursed, and at the time, it was believed impossible for a Cursed to capture more than one god.
    We currently believe it to be true.
    However, somehow, he captured another.
    Thousands of gods, layering on top of each other, he became able to transform into one himself.
    At that point, he did a feat that had been perceived impossible.
    He killed a god.
    Slaughtered one. Pierced it with a sword he summoned from air itself.
    He finally found The Blood of The Gods
    And that was when he shifted from man to myth.
    He was all-powerful, a beast unknown to the world.
    He commanded armies of gods, leading them himself.
    He was a terrifying beast.
    He plagued the realm.
    One day, when the first king was searching for the witch, he came across Forare.
    Forare was intrigued by the King, and while he was away, he went to the son, and planted the idea of the murder.
    After the king was killed and a new one rose to power, Forare spoke of the evil witch.
    Forare polluted the new King's mind with stories of the witch's evilness, and convinced him to send an assassin.
    He forced the brother into attempting to kill his sister.
    And indirectly, the sister into trapping her brother.
    But why would he do this?
    Forare went to the swamp, pretending to be friendly.
    The witch took him in, smiling and free.
    However, back at the palace, laid the new King's crownless corpse staying still.
    And in Forare's hand, a crown shining bright.
    He struck, catching her unaware, as she was killed by a curse she had placed.
    With her death, her god flew free, and he thrust the crown in the air.
    It scratched the mighty deer, and because of its curse and the power of the wielder,
    The mighty deer fell, and he was able to collect it's blood.
    Forare stared into the pond, and reached out and pulled Athtar free.
    Athtar thanked him, looked down and saw a crown in his gut.
    And Forare gained another vial of the Blood of the Gods.
    After that, he wandered, as the kingdom scrambled to find a new king.
    Who knows where Forare is now." The Jesk finished.
    "Oh? You wish to tell me your name?"
    The Jesk felt a word land on his ear, and on no one else's.
    The Jesk fell back, for he knew the words were no lie. The Jesk's tattoo would have pulsed if he was.
    *ding ding*
    The door opened and closed, and this tavern would never feel that grace ever again.
    "What did he say his name was?" The tavern keeper asked, curious what would produce such a strong reaction.
    The Jesk muttered slowly, as if scarred, "Forare."
  6. CoderDrag0n8

    Planets and Shards
    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
  7. CoderDrag0n8

    Planets and Shards
    please just let me be free
    Greater Roshar
    A planetary system with a white sun, containing three terrestrial planets, ten gas giants, and an asteroid belt separating them.
     
    Currently, it is home to the Shard of Dominion. It possesses a single principle Invested Art—Surgebinding—which manifests in various ways, depending on a variety of factors. Other Arcana exist, some drawing from the same Surges which Focus Surgebinding, and others instead relying on fundamental cosmeric principles.
     
    Alaswha consists of a single supercontinent on a planet that is majority land. Numerous lakes and rivers all lead to the Central Sea, cradles of civilization in a world that is otherwise [Redacted] outside of the sea. Standard trune ecology.
     
    Roshar consists of a single supercontinent on a planet that is majority water, stony and storm-beaten. Hardy, exotic trune ecology.
     
    [Redacted] consists of primarily badlands, stony and dark. Small oases and river basins exist, home to only the hardiest of trune flora.
    Due to the association of [Redacted] with [Redacted], Adhesion is not associated culturally with Binding and [Redacted], but rather Binding and Control, or Order.
    Surgebinding
    Within Greater Roshar, Invested Arts are categorized into the Surgebindings, users of which are called Surgebinders. These Invested Artists are able to access one of the ten Surges known to exist.
    Currently, within Greater Roshar, there exist three recognized creeds of Surgebinding, notably different in their acquisition.
    Alaswhan Surgebinding, via Environmental Acquisition, gained through an Invested phenomena within the environment. Currently only known to exist upon Alaswha.
    Anomalous Surgebinding, via Innate Acquisition, some individuals are seen to use Surges in ways foreign to Invested Artists on Alaswha and Roshar. Individuals seem to gain access to these Surges at random, with a much higher concentration on Alaswha than Roshar.
    Rosharan Surgebinding, via Nahel Acquisition, gained by forming a bond with certain varieties of spren.
    Environmental Acquisition would entail drawing the usage of a Surge from a specially Invested terrain or locus of phenomena. Such loci are plentiful on Alaswha, such as within floating mountains. Most commonly gained are the Surges of Gravitation or Adhesion. Other Surges are achievable, but less plentiful, and often more dangerous to acquire. Alaswhan Surges are noted to be more ‘external’ compared to other varieties, most do not directly interact with souls like Rosharan or the Anomalous Surges do.
    Individuals would encounter areas of anomalous physical effect. Approaching center of the source causes individuals to enter a minor spiritual pocket realm, where their souls are unraveled and altered by the loci. If one manages to tame this power, they emerge with a Surge. Otherwise…
    Innate Acquisition arises seemingly at random. Most Surges gained through this method are noted to have a limited ability to directly manipulate the world, instead conferring their effects solely and powerfully upon the user or are emitted with the user as the source.
    Nahel Acquisition would entail the bonding of certain varieties of spren. Surges gained through this method are noted to be the middle of two extremes, between the Innate and Environmental creeds. Generally, their function is applied to the self or objects nearby the self. Currently, only the Wind, Stone, and Night are noted to grant Surges upon bonding, with multiple individuals able to bond with a single of these godspren. It is currently unknown whether spren of lesser power are able to grant Surges in this manner. Given the Investiture differences between types, it is theorized that the subservient relationship present in the bond with a godspren may be inverted for other spren varieties.
    The Surges, and known Variants
    Adhesion: The Surge of Pressure and Vacuum (also called the Surge of Binding and [Redacted]ControlOrder.)
    Gravitation: The Surge of Gravity
    Division: The Surge of Destruction and Decay
    Abrasion: The Surge of Friction
    Progression: The Surge of Growth and Healing, or Regrowth
    Illumination: The Surge of Light, Sound, and Various Waveforms
    Transformation: The Surge of Soulcasting
    Transportation: The Surge of Motion and Realmatic Transition
    Cohesion: The Surge of Strong Axial Interconnection
    Tension: The Surge of Soft Axial Interconnection
    ACQUISITION/Surge
    ALASWHAN/ENVIRONMENTAL
    ANOMALOUS/INNATE
    ROSHARAN/NAHEL
    Adhesion
    Air and air pressure manipulation. Big winds. Personal flight, with development.
    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.
    Creation of new Connection. Manifests as physical binding, learning of languages, other minor effects.
    Gravitation
    Increase/decrease/redirect gravity in an area. Rip things out of ground, send others flying.
    Overwriting gravity of the self, and area centered around self in intense Pushes and Pulls.
    Overwriting of the direction of gravity upon self, objects, others.
    Division
    Waves of fire. Enhancement of decay. Disintegration. Rust cloud.
    Self rapidly immolates foreign material on contact. The lightest of swipes pass through stones like air.
    Triggering of a destructive reaction in others, objects.
    Abrasion
    Increase/decrease friction in area. 
    Self becomes slick, or capable of scaling the most extreme inclines. Produces friction increase/decrease aura.
    Increase/decrease of friction upon self or objects.
    Progression
    Increase plant growth over area, semi-directed. Can heal.
    Speeds healing. Promotes temporarily bursts of muscle and bone growth, to grotesque degrees.
    Acceleration of plant growth, heals self or others.
    Illumination
    Applies illusions to terrain. Affected region often produces effects similar to auditory and visual hallucinations.
    Enables perception of past and future of themselves and those nearby, and events which occurred in the immediate vicinity.
    Creation of complex auditory and visual illusions. Nonphysical, noticeable by all.
    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.
    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.
    Change of an object, or another, into a differing material.
    Transportation
    Acceleration of motion. Bending of space. Piercing Realms with effort and assistance. Forceful movement, reminiscent of telekinesis.
    Enters a state of highly enhanced perception and mobility, speed of thought.
    Opening of perpendicularities. Piercing the Realms.
    Cohesion
    Reshaping of inorganic material. Breakage common. Earthquakes. Vibration.
    Movement through inorganic material, able to ‘swim’ or otherwise pass through with minimal effort.
    Alteration of nonorganic objects. Enables easy communication with spren of stone, and other materials.
    Tension
    Increase/decrease of hardness, rigidity. Often sharpens even dull materials. Turn sand into a relative pile of glass shards.
    Greatly enhances physical durability and strength. Or flexibility and limberness. Releases tension of the body to perform feats of strength or acrobatics.
    Increase/decrease of the durability, hardness, rigidity of nonorganic objects.
    The Surges of Anomalous Cohesion, Rosharan Cohesion, Rosharan Transformation, and Anomalous Adhesion all enable easy communication with the spren and souls of objects.
    All Surgebinders, of any creed, have shown the potential to [Redacted]. Such is a skill that is learned, and only available to experienced and capable Surgebinders.
    As practically all lesser spren reside around Roshar, it is much less likely for those dwelling upon Alaswha or [Redacted] to obtain [Redacted].
    [Redacted].
    A single person can have three Surges, in any combination. Acquisition becomes inordinately more difficult with each one gained of the same creed.
  8. CoderDrag0n8
    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
  9. CoderDrag0n8

    Planets and Shards
    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.
     
     
  10. CoderDrag0n8

    General Worldbuilding
    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.
     
  11. CoderDrag0n8

    General Worldbuilding
    This is for the benefit of new players.
     
    I’ll work on this over time.
    PSE = Post Shattering Era
     
    Shattering Epoch
    (Shattering of Adonalsium to 2 days PSE)
     
    Endowment settles Threnody
    Dominion settles the Rosharan System
    Ruin visits Threnody
    Reason visits Roshar
    Virtuosity briefly visits the planet-less K-type star Istora, but then leaves and goes to the Taldain system.
    Invention enters the Alorian System
    Cultivation and Preservation save Yolen.
    Cultivation takes Yolen away to the Alorian System after deciding that Istora was not a good fit, and settles New Yolen (Uviab).
    Ambition creates Nerakalis in the Selish System.
    Ruin, after arguing with Endowment, causes some earthquakes on Threnody before leaving.
    Reason leaves the Rosharan System after talking to Dominion
    Mercy settles the Drominad System
    Ruin and Devotion create a moon around a gas giant in the Iaira Prime System
    Whimsy visits the Rosharan System and tries to eat a rock.
    Dominion tries to get Whimsy to leave, but Whimsy is determined to stay until chickens evolve on Roshar so he can get chicken nuggets.
    Invention creates Bit in the Alorian System. Its core is made of Laykium, his god metal.
    Virtuosity begins Investing Taldain’s blue supergiant star, with the intent of making it go supernova.
    Scadrial is created by Honour and Autonomy
    Preservation settles Elegy
    Deciding he doesn’t like chicken nuggets anymore, Whimsy leaves the Rosharan System.
    Some shardic discussions occur (mainly between Valor, Mercy, Invention, and Whimsy) about the threat of Virtuosity. Some Shards (or maybe all) prepare their planets for the Supernova.
    Valor attacks Virtuosity
    Taldain’s blue supergiant goes supernova. The information cannot be listed in dot points, so here’s the post: https://www.17thshard.com/forums/topic/200369-full-cosmere-restarted-rp-phase-2/page/19/#findComment-1963496
    Some stuff that isn’t said there:
    The Supernova opens a perpendicularity, so everything moves through the cognitive realm. This means that it can actually reach other star systems in days instead of centuries.
    The black hole created, known as the Maw, is an Avatar of Virtuosity and can consume Investiture, as well as break the Realms.
     
    Supernova Epoch
    (2 days PSE to present)
     
    Valor flees, the Vessel arguing with the Shard. He is wounded from the supernova.
    The Supernova hits Roshar
    Dominion prepared to use the help of the Wind, Stone and Night to draw Virtuosity’s Investiture towards (an unnamed planet that was called in another reality,) Braize.
    Cultivation uses the remnants of Preservation on Uviab to shield against the approaching supernova. Using the destruction of the supernova, Cultivation takes his chance to reshape the planet to fit Storywatching better and create Elohium Island.
    Honour and Autonomy shield their planet against the supernova
  12. CoderDrag0n8

    Planets and Shards
    The Nature of the Seeds

    So the Seeds are Investivores — think of Chiri-Chiri — in that they feed off investiture. How exactly they feed off investiture depends on the world, its environment, and its shards. On Scadrial, for example, they do not need to eat souls- they can simply bask in the radiant investiture of the core, no need for anything more. That's not to say they wouldn't eat a soul if it walked into their mouth, it's just that it's not worth the effort, nor is it very healthy for them, as the identity corruption can cause indigestion, and the angry shards can make their lives difficult. They're not all evil, either, and some wouldn't eat a soul if it walked into their mouth. They'd view such a thing as wrong and would reject it. Depends on their upbringing, really.
     
    Their overall intent, however, is not to consume. It's to create, specifically, great pieces of art. How they do this, what powers they possess, all depend on the world and shards they landed with.  
     
    When a seed lands on a world, they align themselves with one of the resident shards, feeding on their investiture over the other, and aligning more with their intent. If there are two, the pair splits and one goes with each shard. One goes with Honour, one with Autonomy. Both Seeds of the Pair are not identical- one is active (magenta), while the other is passive (cyan). If there are three.... Well. You'll see.
     
    In the act of landing on a world, they Connect themselves heavily to the world itself, inserting themselves into magic systems, redirecting ambient investiture to feed and grow. If they're given a blank slate, they'll transform the world into something visually striking. What? No clue. It'll integrate whatever investiture there is around. If there's already an ecosystem, they'll integrate, rather than corrupting it into something new. They may add on top of the magic system, adding their own spin, but they will not break it.
     
    After they've integrated, killing them normally would do bad things to the world. Think BAM. They've connected themselves to the world, and removing them abruptly leaves a wound in its very soul. To use the same example of Scadrial , killing them after they've integrated would perhaps disrupt the growth of their crystals, and they would gradually grow more and more impotent as their world bleeds. 
     
    TLDR: Don't kill them once they've landed. Kill the innocent, unborn babies before they grow up. You can also do other things, but hey, know Alph knows you pretty well, and expects you all to be evil.
     
    I can no longer feel
  13. CoderDrag0n8

    Planets and Shards
    I can no longer feel
    Scadrial’s magic system is called Worldweaving. You have 4 elements: Earth, Fire, Wind, and Air. Fire and Air are of Autonomy while Earth and Water are of Honor. To gain mastery over your element you need to swear oaths. Autonomy’s oaths relate to seeking and granting others freedom while Honor’s are about justice and protecting others. There’s a 5th element, Light that’s of both Honor and Autonomy. Manipulating Light is very rare as you have to swear oaths both to Honor and Autonomy. The planet core is made of Gadrisium and Eamonium and Investiture leaks out and infuses crystals that grow deep underground. These crystals can then be mined and the Investiture inside breathed in to fuel Worldweaving. It is a location dependent system and only works on Scadrial.
  14. CoderDrag0n8

    Planets and Shards
    I cannot escape this burden
    Ambition (Rella)
     
    Ambition placed a planet (in the image of Yolen) between what would become SEL and the sun. The planet is dangerously close to the sun, and would kill surface-dwellers. However, Ambition place a dust storm with aluminum content, permanently surrounding the surface.
     
    .Below the surface, there is an interconnected system of caverns, where life is, in reality.
     
    The life comes as carnivorous plants and predators. The plants would try to (and succeed in) growing quickly, fighting to deprive each other of resources and kill each other off.
     
    Yes. Um.
     
    Words. 
     
    Predators endure a competitive environment, the strongest only growing stronger as they fight - not for food, but for access to the rivers of Rellium, molten metal which does in fact hurt them. However, it empowers them, as well as the plants.
     
    So you have predators, what about the prey?
    Also I don’t think this ecosystem would be healthy if all the plants are carnivorous.
  15. CoderDrag0n8

    Planets and Shards
    Please just let me be free
    Odium stuff
    K, here we go
    So y’all know awakening right?
    You use your emotions. You give the item one of your emotions, such as wrath at an enemy, a desire to protect a friend, and it uses that emotion to attempt to destroy the enemy, or protect the friend. It is perhaps a little over half as strong as awakening. It’s like breaths in that you can also give them to a person and they feel it more. If they have 2 joys, they feel twice the joy. Two pains means double the pain, etc.
    Ok, basic stuffy things ig.
    This form of magic DOES NOT require being invested to use it. You can merely give up that emotion, without having any form of investiture. Everybody (Except cultivation’s people I think) are invested, but that will only have minor effects on the magic, just mini Odium things. The people who are invested just get a few perks like being slightly healthier, slightly more emotional, slight physical improvements as well.
    The cost of this system is that you give up that emotion for good, unless given another. 
    But if all the normal humans made by Shards  have been slightly invested by Odium, there may be… some possibilities for me. (Storms, you have no idea how many spelling and grammar mistakes I made there T-T)
     
    The innate Investiture of your people will have to be quite high.
    Also you haven’t settled a world yet.
     
    I’m toying around with a different one, perhaps a better system, working with ChickenBonanza. This would be ideal with Selish form focus. 
    By drawing a specific symbol, Odium’s power recognizes it and provides power, with each symbol yielding different results
    This would still have the cost of loss of emotion, draining the capacity of emotion to produce minor magical effects, such as an item, maybe an accessory or something small and concealable. This item would grant common effects such as Mental Shielding, minor lightweaving, or healing, common MOI that pop up everywhere. This would not be quite like the other way of removing investiture in that it does not remove a specific emotion, but rather a more general removal of the complete capacity of emotion, much akin to Vyre. The funny thing is, it doesn’t have to be you emotions being sacrificed, it could be really anybody you find on the street, they don’t have to be willing if you know how to draw the right symbols). If you completely sacrifice the emotions of a person, the item is permanent. If not, then the item will only last as long as the investiture you provide it (we’ll say your average Joe couldn’t make it last all that long, perhaps 75% being perhaps 25 hours of total time, 50% being 10 hours, 25% being 3 hours, 10% being an hour, 5% being 15 minutes, 2% being perhaps a minute, and 1% being a short moment. There would be more in between things, but that’s just a rough basis to go off of for the moment. However, this slowly leaks out over time, and will eventually disappear. Only giving 100% of a person allows it to never fade, and it allows it to be replenished by another person, but it cannot overflow the amount it was originally created to hold, the amount that was sacrificed). In the moment that they are using it, it temporarily drains their emotions, but those will slowly be regained over a short stretch of time. If a person has had all emotion drained away, but not their entire soul, they cease to act like a human, think like… Grace on steroids in terms of mentality towards helping people. They would make that thing look like a storming nice person. Silly that solely think about how to benefit themselves from the suffering of others. . Normally the person just up and dies, but if they have not mastered this art, there will be a likelihood that they do not capture the entire soul, leaving behind a physically, and perhaps from an intelligence standpoint, cognitively undamaged person, but they will have lost most of their soul, and with it their humanity. 
    One thing to consider, I’m unsure about how people will discover this thing, and what effects it will have on planets if they have a bunch of psychos going around sacrificing people’s sanity for magic powers and then turning the silly things loose. Maybe just mayyyyyyyyybe the other shards wouldn’t be so fond of that………..
    One could easily delay revelations to take place over many years, delaying a full understanding of the Invested Art until cross-population informational crossover. Things like making self-emotion draining the norm (I’d still make the costs lesser. I think I’d intended to make full-on human sacrifice the ultimate end.)
     
    misc. discussion
    Not everybody, of course, just the people being made directly by Shards. Which excludes Uviabians, Rosharans, Threnodites, and Drominad(ians). jaja
    Yeah, normal ppl ofc.
    Do you have any ideas for how Odium’s Investiture might be called upon?
    I was thinking smth like if they already have knowledge of it, when they’re feeling super emotional over smth it sorta clicks and they can channel that emotion. Open to suggestions :D. 
    Hmm. I’m thinking that might be too easily discovered? Gotta be something relatively obscure, to guide it.
    To attain knowledge of it they can get those vision thingies you were talking about. 
    True, true. However! Since a decent proportion of people wouldn’t hold Odium’s Investiture, they most likely wouldn’t be able to direct it through their own will, I think, requiring to do something specific within the world, such that Odium’s power can flow through it, like how Ruin’s power acts through metal spikes to determine what to steal.
    Hmm. What items scream ‘Odium’... Weapons perhaps?
    It wouldn’t have to be a physical item, if you did not want, just something that’s separate from the mind. (Like, Hemalurgy doesn’t really channel through a spike, but the atomic structure of the metal acts as a guide or a code for what to steal.)
    Hmm. If I did have a planet, specific structures would work, but we don’t want that, so we could take things that are common on other planets and use those, like how our investiture would be common throughout the Cosmere. So if you got something from one planet, it would have one effect, no matter where you used it, and things from other planets would have different effects. (On further consideration, this might end up being too convoluted? Simplicity would mean an easier time interacting with other things, and determining how it might affect a planet’s peoples.)
    Theoretically, you could skip the planet requirement, and simply have it work a certain way. I’m hesitant to have variable results depending on different locales, but it could be neat.
    OH MY STORMS YOU’RE A GENIUS WAIT SO IF I JUST TOOK BASIC THINGS IG AND HAD THEM HAVE EFFECTS REGARDLESS OF WHERE THEY CAME FROM… Wouldn’t have to worry about other people’s investiture or smth, or having to invest the planet to get specific effects from a planet.
    Even then, it’s not that big a deal, really. A small chunk to… guide the magic in a certain way. Shards really only get stuck on a planet if they want to, so Grace might not consider leaving behind a little bit of power a big loss.
    …Now we just have to find a way to connect it to the current magic system. Or massively revise the old one I suppose. I think that leaving behind lil bits might end up with sentient pieces of Investiture tho.
    Perhaps, attaching them to a planet’s souls specifically might prevent that, who knows.
    I’ll ask KSOHS abt it in the thread to see what his verdict is. Also perception warping…
    Perception warping is really only a problem for loose splinters, I think, which this hypothetical hidden chunk of Investiture may or may not qualify as. (Also, I dunno about general physical improvements to people with hints of Odium’s Investiture. Like, Scadrians aren’t notably stronger than other peoples.)
    Ah ok. That makes sense.
    ----------------------------------------------------------------
    I think permanent also works, it’s just I think that would take more investiture, and not give as much of a perk, although please change my mind if you you have a reason for it (and I trust you do)
    So what if it isn’t permanent unless you completely drain a person. If a person’s emotion is completely sacrificed, it will become permanent. If not, then its permanence is dependent on how invested (emotioned? lol) it is.
    Perhaps, perhaps. Although… I don’t know how to phrase my thoughts, here. Hmm. I had originally imagined small things, like perhaps a bracelet that offers a limited coppercloud-like effect, to be within the realm of a single person to accomplish. But then, that would imply that such things can become extremely widespread very quickly. So then, the sacrificing of a life, or perhaps requiring a routine re-infusion could be called for. Or maybe it powers itself on the user’s soul, temporarily or permanently draining emotional capacity, whichever fits our tastes best.
    I like the idea of it granting common, widespread powers, such as mental shielding, maybe limited lightweaving or healing abilities. And, I also like the idea of needing both major sacrifice to create, and minor, probably temporary sacrifice to use it.
    Sounds good.
    I’ll update the rules on mobile, keep this open here, and add comments down here to make me make sense please. 
    ----------------------------------------------------------------
    I’d make it longer, tbh. Enough so that a single person could do it to themselves, and have a few weak items last a couple years, if not used constantly. (Draining from a pool of XX hours of usage.)
    I like the concept that more put in at once yields a better result (oh, you mean exponentially more efficient with higher percentage of total capacity imbued into it.) yeah, that’s what I was going for, I’m just not very… articulate tbh that was more my misunderstanding. Ur good lol, I suck at understanding ppl.
    Or, that an item cannot be improved after its initial creation?
    Oh, yeah, I haven’t even considered improving it. I think it would be cool to add extra effects, but I think perhaps just making all the necessary sacrifices for the powers at the creation would make it so you have to be somewhat careful.
    And, in the higher comment, I think it should leak out some hours over time
    -------------------------------------------------------------------------------
    Perhaps a more unsettling option is something that walks and speaks as a human, but whose thoughts dwell solely upon how they might benefit from other’s detriment? Like someone who would stab you because you have clothes they want. Still almost animalistic, but something eerily human-like.
    Sooo Nale/Grace on steroids
    Much worse, I think. Nale has reasons for what he does, these fully-drained people would have barely anything but selfishness. They pass by a traveler on the road, and their instincts scream at them to kill and rob to enable survival.
    Maybe not by error, but as the result of complete emotional capacity drain, but not full complete 100% soul drain, which could probably require a notable mastery of the Invested Art.
    Oooooh, me likey
    -------------------------------------------------------------------------------
    One thing to consider, I’m unsure about how people will discover this thing, and what effects it will have on planets if they have a bunch of psychos going around sacrificing people’s sanity for magic powers and then turning the silly things loose. Maybe just mayyyyyyyyybe the other shards wouldn’t be so fond of that………..
    One could easily delay revelations to take place over many years, delaying a full understanding of the Invested Art until cross-population informational crossover. Things like making self-emotion draining the norm (I’d still make the costs lesser. I think I’d intended to make full-on human sacrifice the ultimate end.)
    I FORGOTTED THAT I WAS SUPPOSED TO GIVE VISIONS TO THE PEOPLE I INVESTED…
    Ohhhhhhh, ur clever! I’ll start by telling them that it only works on them, only give them those symbols, and then when they move on to seeing other population, I’ll give them the symbols to yoink those ppl, and then after enough time, I’ll tell them it works on anyone, and then let chaos reign…
    Perhaps, perhaps. On topics of cost, the magic the cost is inspired by has the majority of a single person capable of producing a golem-like thing. Albeit they did require further infusions of power to activate. (Though, there is still the question of, how do you balance a widespread magic capable of magic pseudo-permanent effects?)
    I think that making golems is kinda… unfitting, but then again, a lot of the common MOI are unrelated. (just dont :p)
    One could describe ‘golems’ to be an expansion on the phenomena of the creation of sentient Invested objects, but that’s semantic, maybe.
    I was originally thinking that sentience wouldn’t fit, but I realized either: it takes several people to achieve it, or that perhaps you just sacrifice their cognitive stuff. But that also leads to physical sacrifices, and now this is borderline hemalurgy, although I don’t really mind it that much.
    One could have these ‘Awakened’ objects be anything, really. Not necessarily Kalad’s Phantoms 2.
    Fair, yet I still think emotion awakening via emotion would make it much more… animalistic, driven by emotion rather than logical thought. I suppose Robots are the opposite, no emotion, only cognitive, so the spooky guys (might need to name them at some point) are like… completely logic, no morals, like if AI gave up on humans and said “you know what, let’s take over the world, screw morality”
    Perhaps, though any sentient objects created would not be of the level of intelligence as a human, I think. Like something you have to order around, if it’s capable of movement. Maybe maintain some form of cognitive bond, iunno. (Not related to the spooky guys, that was)
    Yk, I get that. I’m not quite sure how they’d be connected to the spooky guys, but I think it’d work. However, downside, if the spookies ever learn how to manipulate connection… *shudders* bad things would happen.
    Iunno how capable they’d be of understanding esoteric spiritual concepts, but perhaps.
    It’s cuz if they have their entire intelligence still remaining, only their emotion stripped away, would they then not be as able as they normally would be at comprehending these things.
    I suppose I originally imagined them as possessed of an alien mind, that standard logic had left them as emotion did, damaged enough spiritually. Not necessarily perfectly logical planners, a more instinctual form of life.
    I shall sleeeeeeep now, tis getting late over where I am, maybe can update tmrw
    Indeed indeed, cya mans


     
    ok
    Ofc the shards won’t know any of this >:D
  16. CoderDrag0n8

    Planets and Shards
    [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.
  17. CoderDrag0n8

    Planets and Shards
    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.
  18. CoderDrag0n8

    Planets and Shards
    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.
     
  19. CoderDrag0n8

    Planets and Shards
    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.


     
     

     
  20. CoderDrag0n8

    Planets and Shards
    I just wish to be free of this burdem
    (Spiritcallers & Ancestor stuff by Argenti, in the Argentis OG ideas subtab) (Everything else below by Wyver) If you want to talk, PM me (@The Great Wyver on the shard! Or just put text or comments at the bottom, but i may not respond!
    Andarneoas, or Andarna for short; Endowment.
    Special Number: 5. 
    Special metal: Andasium 
    Special Song: Song of Gifts, which can only be played on a flute for some reason.
    Intent: Give people stuff. Like power ig. 
    Vessel: Andarneoas (Andarna for short). 
    Shard: Endowment. 
     
    Primary (signature metal): Andasium
    Grants the full powers of Celenizing to someone who eats at least one Orb of it. One Orb is about one inch wide in every direction and tastes like whatever the eater likes most, while having the texture of a really crunchy chip. Mysteriously, though it does seem like it would make a crunch noise when consumed, it doesn’t. Andasium can usually found only in the wounds of those blessed by Andarneoas, or Endowment. People chosen by her will have any severe wounds healed by a filling of Andasium. This will keep them alive as long as the Andasium is inside of the wound- but it will not protect from wounds inflicted on other body parts. If the Andasium is removed from the “Dowed” (a term for those with Andasium fillings), they will die within one to five minutes. Andasium ‘Fillings’ cannot be inserted by any being other than Andarneoas, of Endowment. Andasium is a silvery metal with a barely visible tinge of blue.
     
    Secondary metal: Cerenite
    Cerenite is an uncommon metal found only in places inhabited by Andarneoas, or Endowment. This metal comes in two varieties; Cerenel and Cerenas. Cerenel is the more common one, being a lighter blue crystal. Cerenas is much rarer and a deeper shade of blue. Most commonly found the deeper you dig into the earth, these are the main material you require for Celenizing. One full orb of Cerenel can allow you to Celenize five feet of an object for both color and shape. One full orb of Cerenas can allow you to Celenize fifteen feet of an object for both color and shape. “Dun”, or Cerenite whos Shimrest has been used up (look at: Magic system 1: Celenizing) are commonly used as currency.
     
    Magic system 1: Celenizing
    Celenizing is one of the magic systems of those under Andarneoas, or Endowment’s power. To Celenize, one must take at least one Orb of Celenite and crack it. This is usually done with a Jastmer, a special tool made for this. The Jastmer cracks the orb of Celenite just enough to let the Shimrest (or, the Investiture inside the Orb) leave, allowing the Celist (One capable of Celenizing) to breathe it in and Celenize. Using other tools or your hand is possible, but risky- if you don’t crack it enough, it won’t leak enough Shimrest. If you crack it too much, the Shimrest will leave in a burst and disappear. Most people crack one then wrap in a recent invention, known as Chiverst Tape. This traps the Shimrest until the Celist removes it, allowing it to be used later without a Jastmer. Then, after inhaling the appropriate amount of Shimrest the Celist must touch the object they desire - only truly powerful Celists can do it through thought -and imagine it as it will be. What color? What shape? The Shimrest then flows into the object, changing its form and shape. One Celist parent has a 10% chance of passing it down to a child. Two full Celist parents have a 30% chance to pass it down. Only the Celist genes of immediate parentage are considered in the possibility to be a Celist. The Celist’s abilities’ powers do not fade with each generation, as Allomancy does (Wait, what’s allomancy? Never heard of it! Doesn’t exist here!)  Ordinary people can also become full Celists through consuming one Orb’s worth of Andasium. Celists are more likely to be chosen by Ardaneoas, or Endowment, to be Dowed. Spiritcallers can also be Celists, and is rather common.
     
    Magic system 2: The Gift of Life and The Gifts of the Dead (ORIGINAL BY ARGENTI, I JUST ADDED MORE DETAILS!!! AND STUFF!! AND IM ENDOWMENT SO I CAN DO THAT!! ORIGINAL AT THE BOTTOM!!)
     
    After death, Thernodites do not die (Dowed included). Instead, Andarneoas, or Endowment, immedeately turns them into a cognitive shadow to join the ranks of the Ancestors in the cognitive realm, turning them into a Shade. These Ancestors require the active remembrance and worship of the living to continue living in the cognitive realm themselves. They feed off offerings and the care of those who visit their shrines to sustain themselves for longer. The Ancestors in the cognitive realm (when not protecting their descendants) live surprisingly normal lives. They build, argue, hunt, and feast- even though they don’t need to eat, it’s fun to. The houses (which are blood-related groups of Ancestors) often argue and sometimes do war, though Andarneoas (Endowment) will often stop them, at least for a bit. Otherwise, the entire cognitive realm of Threnody is a megacity; skyscrapers made of Celenite store the Houses of Ancestors, stretching towards the sparkling heavens. It’s truly an amazing sight.
     
    Any mortal descendant of an Ancestor can draw upon their power through the power of Andarneoas’s Investiture that rests within each Threnodite for a momentary burst of power. This usually manifests as healing, speed, or strength, with different bloodlines being particularly adept at certain gifts. These are known as the 5 Mortal Gifts, which you can only use one of each a day. Dowed can use two each day.
    The 5 Mortal Gifts include:
    Healing: The Mortal calls upon an Ancestor to heal them. This will cause most wounds to vanish, the priority on healing the most recent wounds. This will immedeately cause the wound to be sealed painlessly. This cannot work for deathly wounds.
    Speed: The Mortal calls upon an Ancestor to grant them speed. For a certain amount of time, their speed is increased by a vast amount. Swimming is included, and flying is too if the Mortal can do it through natural means (Mainly if the Mortal has wings).
    Strength: The Mortal calls upon an Ancestor to grant them strength. For a certain amount of time, their strength is increased by a vast amount. This does not affect their mass, but rather the strength of their body parts, so that they can handle more pressure/weight.
    Senses: The Mortal calls upon an Ancestor to grant them increased senses. For a certain amount of time, their senses are increased vastly. They will see farther, smell more, feel with more detail, hear sounds farther away, and taste more flavors. 
    Mind: The Mortal calls upon an Ancestor to grant them strength of mind. For a certain amount of time, their mental speed increases vastly and their mental fortitude is essentially doubled.
     
    There also exists a small group called Spiritcallers, who can do more. Spiritcallers are selected at birth by Andarneoas (Endowment) and shown a vision. The vision is where Andarneoas appears to them and gives them a Duty. If the Duty isn’t completed, the Spirit blessing the Spiritcaller will disappear, and the Spiritcaller would be sentenced to a horrible fate chosen by Andarneoas. Once the Spiritcaller gains the knowing of their Duty, they can become one of 5 different types of Spiritcallers: Seers, Aspects, Mediums, Savants, or Travelers. They can then summon a “Spirit”- an Ancestor that has been blessed by Andarneoas to guide a Spiritcaller in their Duty. The Duty lasts until Andarneoas ends it, usually meaning people serve for many many years before being able to retire. Spiritcallers, while doing a Duty, are immortal- but once they retire and their Spirit leaves them, they resume the age they were before the Duty was assigned. Spiritcallers can planethop, but only when Andarneoas lets them.
    Seers: Seers are usually given the duty to investigate or discover something, usually in other planets. They can project their vision across a large amount of space and can even see a small amount into the future, but only into their own future.
    Aspects: Aspects are usually given the duty to fight in a war or assasinate some person, typically on Threnody but sometimes on other planets. They are mighty warriors with the Spirit guiding them granting them the battle skills of a thousand years fought. Some Spiritcallers can also manifest the Spirit as something akin to a Shardplate or Shardblade. Aspects, when in a war, are usually paired with a Savant, known as a Warpair.
    Medium: Mediums are usually given the duty of giving a new invention to the humans of Threnody, or perfecting the art of one already known. The Spirits of Mediums inhabit their bodies, giving them extreme skill in one area- such as farming or making armor. Some Spiritcallers get a special Medium Spirit known as a “Mind Spirit”- this Spirit grants a large burst of creativity, usually when Andarnoeas wants to show some new invention to the humans.
    Savant: Savants are usually given the duty to defend a nation in a war. Savants can merge with their Spirit, allowing them to gain the durability, strength,memories,  knowledge, etc, of two souls combined. The Savant can then call on their own Ancestors to summon a mighty Beast of Ancients- a large, haunted version of the Savant’s spirit animal ready to fight. They are usually paired with Aspects in a war, which is known as a Warpair.
    Travelers. Travelers are usually given the duty to keep watch and peace in the cognitive realm. They can call upon their Spirit to travel any realm (cognitive, physical, spiritual) and can even use the Spirit as a guide. 
    Once a Spiritcaller’s Duty is done, the Spirit leaves the Spiritcaller- but this great Duty is not forgotten, as they are honored until death at the Endowment’s Throne.
    Threnody Places and Stuff for Cosmere Restarted
    Places that have Bel Oh’s text on it are people who worship Preservation (bel oh) Instead of me (Endowment). 

     
    The City of Spirits, mainly known as Andoleas
    Andoleas, also known as the City of Spirits, is the first city formed even before Andarneoas, or Endowment, had arrived. It is said that, in return for the gift of Celenizing, they had named the “City” after her- even though it is much bigger than your usual city. This is where most Spiritcallers are chosen and where most Celists live. It is a grand, majestic castle surrounded by three main ‘towns’ and several smaller ones. The first Town houses the Farmers, who produce food. The second Town houses the Miners, who mine ore and Celenite. The third town houses the Dowits: A religious sector worshipping Endowment. This Town mainly sends “Servers” to the Enowment’s Peak to serve the Spiritcallers who in turn serve Endowment. Other small towns live on their own, paying taxes in return for the protection of the Lord, a Spiritcaller chosen by Endowment to lead them. Only one Lord lives at a time and the next one is chosen at random by Endowment. The Lord has total and complete control over the City and its people, but rarely needs much service from the people.
    The City of Vylytrite
    The city of Vylytrite is basically a smaller version of The City of Andoleas, while serving Preservation instead of Endowment. They stay away from most of the rest of the world, protecting Itirium (Preservations metal) that's hidden under the city, and in the water nearby.
    Excalibur’s Port
    The main fishing place of Threnody with fierce competition from Corviktrot. Excalibur, as previously mentioned, mainly deals in all types of fish and lumber. There are almost no Spiritcallers here, but a couple Celists live here too. They fish for fish but also Itirium which large chucks can be found floating around.
    Corviktrot
    Corviktrott is Excalibur’s Ports’ main competitor. The city itself is split into both Protectionism and Dowism. They have barely any Spiritcallers or Celists. No Irtium users live there either. They mainly do farming and lumber (hence the fierce competition with Excalibur’s Port) to craft fine boats. They mostly do trade with the massive City of Andoleas and sometimes even The city of Vylytrite.
    Winterpeaks
    In the winterpeaks there are extreme Preservationists, where they cart wagonloads of Itirium to build mighty castles; there King and Queen are the only people allowed to use Itirium here.
    Endowment’s Peak, or the Throne of Endowment
    Endowment’s Peak, as it’s more commonly known as, is the place where Spiritcallers and Celists live. It is both the most respected and difficult job to do, as you must say an oath to serve for life in honor of Endowment. Then, most people would try to rise through the ranks for the chance to be a Spiritcaller- whether it be for true devotion of Endowment or the ability to be relieved from duty then honored forever, it is an important station. You can only come or live here is you accept Dowism.
    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 More on the Elegy page because I AM THE TRUE GOD OF THIS LAND (-wyver, aka endowment)
     
    Dowism
    Dowism is one of two religions on Threnody, and is the most common. The belief of this religion is that if they please the shard Endowment, Endowment will protect them from an unknown future calamity that will destroy them without a god’s help. Though they call Endowment the “Lady of Ages” or “Lady of Spirits”, they believe any who call her by her ‘true’ name, Endowment, will be smited by Andarneoas. They come in several ‘ranks’- the bottom one being Recruits, new people to the religion. The second being ‘Devotes’, who are officially now in the religion and serve the retired Spiritcallers and sometimes run the fields and mining places.. The third is ‘Milphots’, or people worthy to train in the Guardians, guarding the perpendicularity before returning after 3 years. Then is the Spirit-Mili, those who either become full Guardians or have the chance to become Spiritcallers, (yes, -Mili is basically -Nimi from Stormlight Archive. AKA Shin for ‘I honor this person’, used mainly in Honor-Nimi). Those who do not get chosen for Spiritcaller can manage the fields and mines, which is actually a respected job in Threnody. Then, are the top of the pyramid- the Spiritcallers themselves. While one or two Seers manage the Peaks themselves, many others travel around the region and surrounding planets, installing Andarneoas’s will and making sure peace is kept.
     
    The Guardians
    The Guardians are a large group of Spirit-Mili, Milphots, Cellists, and even Spiritcallers who guard the Perpendicularity from everyone not welcome. They are masterful fighters who are willing to sacrifice their lives to protect the perpindicularity. It lives on a large, hidden farm worked by training Milphots and even some Spirit-Mili to provide food for all of them. 
     
      Endowment’s Perpindicularity
    Endowment’s Perpindicularity is the only way mortals can gain access to the Cognitive Realm and visit the Ancestors. While usually only Spiritcallers are allowed to enter, sometimes mortals are given entrance for quests or non-Spiritcaller Duties, but those are quite rare.
     
    The Dragon’s Will River
    Named after, of course, Endowment’s Vessel, it is a river that brings water to many across the land. The water is safe to drink by dipping one Orb of Celenite in it. If you are wasteful enough to dip an Orb of Andasium in it, a three-gallon container of river water will become Infused, and will allow you to use arounds ten Orb’s worth of Shimrest for Celenizing, but will dissolve the Andasium. Dowed will not be affected. 
     
    Cognitive Realm Stuff, TO BE FINISHED SOON!!

     
    The Cities
    The Cognitive Realm of Threnody is split into 5 “Cities”, each named after its Ruler, a Spiritcaller made by Endowment when she first arrived. These Cities contain a large group of Ancestors and Skyscrapers each. The division of territory is mainly used in the tri-annual tradition of Dowalet. Look below for more detailed information of Dowalet.
    Rulers of the City
    Each City has its own Ruler- which is always a Spiritcaller. However, these Spiritcallers have unique abilities that regular Spiritcallers do not. They gave up Planethopping and Realmshifting abilities in favor for other gifts. One is they do not need a Spirit to become a Spiritcaller, and the other is that they can Connect to all the Ancestores in their City, allowing them to see the general mood and attitude of them to better the City for them.
    Rivers and Lakes
    Rivers and Lakes, instead of being land like in the Stormlight Archive, instead become pure Celenite in this realm. This Celenite, when mined, does not affect the water in the Physical world, curiously. In fact, should the Celenite not be mined here, it would slowly take over the Cognitive Realm and then the Physical Realm, as it is ever-so-slowly growing out of where it’s supposed to be towards the civilization of the Cognitive Realm.
    The Guardians
    The Guardians, like those of the Physical Realm, guard the Perpindicularity. Though here, it is made up completely of Spiritcallers, mainly Warpairs, as some Ancestors seek to see the surface world again by all means, peaceful or not.
    Well of the Deep
    This is where all forgotten Ancestors are drawn to. It is an endless pit slowly filling with forgotten Ancestors, slowly losing their minds together utill they are all removed from existence. Recently, Andarneoas has made arrangements with a Seed to have them help clean up the Well of the Deep.
    Odys’ City (No, not based of Odyssey. PM me for more details (@The Great Wyver))
    Odys is one of the first Spiritcallers, and is a Medium. Odys is a master of the flute, who can play all sorts of songs to make anyone feel almost any emotion- including Ancestors. Odys is also the only one who knows and can play Endowment’s song. She is usually a very artsy-styled ruler, encouraging her Ancestors to dabble in the arts of music, drawing, paint, or others. Those most talented usually get a spot crafting fine art pieces for her Capital, adorning it in massive, beautiful structures and art. Music flows from every door, causing a mixed-up harmony. During the Dowalet, her people are typically in last place- but that doesn’t matter, as they only need their art. 
    Jastmer’s City
    Jastmer is one of the first Spiritcallers, and is an Aspect. He is obviously the inspiration for which the Jastmer was invented, and is a fierce fighter. As Jastmer has trained almost every day for many, many, years- even more than the average mortal life -his skills quite outmatch any other. He bases his City off of strength, telling that the strongest will be remembered more and will be able to gift their Descendants more power. They often clash with Waylet’s City during the Dowalet for first place.
    Waylet’s City
    Waylet is one of the first Spiritcallers, and is a Savant. She bases her City on other battle-worthy talents, such as speed and aiming. While she doesn’t have a Spirit, she still has the abilities of one- enhanced speed, smarts, and so on so forth. While she is extremely competitive towards the Dowalet, she is extremely smart as well, knowing they can’t best Jastmer through strength of arms but instead every other skill. This City also has the signature ‘Dowathon’, and Annual event centered around who can best the three tests- speed, aim, and smarts -to fell their enemy first. They often clash with Jastmer’s City during the Dowalet.
    Milphot’s City
    Milphot is one of the first Spiritcallers, and is a Traveler. Since realmshifting was meant to be one of a Traveler’s signature abilities, and since Milphot gave those up to rule in the Cognitive Realm, they have been seen as an outlier by the others, usually being left out. Mainly because of this, they do not base their city on anything specific, however, instead saying that each should be welcome to do as they please, whether it be hunting, fighting, or art.  Somehow, this has won then several Dowalets and respect from the other City Rulers.
    Wyvel’s City (Yes, I based it off my shard username, but i didnt have any other name ideas so calm down)
    Wyvel is one of the first Spiritcallers, and is a Seer. Since they can see into the future and project their mind, it has gotten into them that the mind must be the most important part of a Mortal. So they organized their City upon who is the smartest. They say those who have the greatest minds will be the Champion of the next Dowalet- even though Wyvel’s City doesn’t win often, when it does win this phrase usually comes true. They usually use strategy such as winning over Milphot and Odys to win the Dowalet.
    The Dowalet
  21. CoderDrag0n8

    Planets and Shards
    Storywatching
    There are 2 types of stories. Ancient and Seen. Seen stories are the large majority of stories. Ancient, however, are stories that are significantly rarer.
    Cosmere Level Notes: Stories act as parts of a Spiritweb. On Uviab, Spiritwebs are known as Anthologies. When leaving Uviab, instead of everything being made up of stories, they have spiritwebs. When a change is made to the spiritweb (or Anthology) with Storywatching, investiture goes and heals that specific part of the spiritweb (or Anthology) that was changed to make the physical represent exactly what was changed in the spiritweb. Cultivation put up a barrier so that only the most skilled Storywatchers would be able to tamper with a Sentient Being’s Anthology.
    The Storywatchers: Those who previously wielded Microkinesis became Storywatchers on Uviab once the Great Cultivating happened. Because of the planet’s new and unique composition, it is very easy to learn Storywatching. While those born as Storywatchers have a far easier time Storywatching, anyone with enough practice can become a Storywatcher. Even for natural born Storywatchers, Storywatching takes a lot of time and practice.
    Storyseeing->Storychanging->Storymolding: These are the 4 stages of Storywatching. Storyseeing is the first step, and what makes you a Storywatcher. Once you get there, you can go up as much as you want. Storyseeing allows you to see and observe stories around you. This allows you to very easily learn things about anything, just by peering into their stories. This also gains an ability that almost lets you predict your opponent’s next move, although that takes much time and practice. Storychanging is a very common Storywatching step. Storychanging allows you to directly change stories or move them around. Although taking lots of time and effort, Storychanging allows you to rewrite stories. Although the more rewriting you do, the more and more effort it takes to rewrite it. And rewriting a Sentient Being’s Anthology is impossible with Storychanging alone. The most powerful Storychangers were also known to be able to write entirely new stories from nowhere (Many of these have no physical matter attached and work as illusions). Storychangers also have the ability to deactivate stories. The very last step is the very rarest. Very few ever have a chance to practice enough to get there. Storymolding is the act of Storywatching a Sentient Being’s Anthologies. This means rewriting (or maybe just writing) your Anthology, or maybe swapping stories from Anthologies from one person to another. Another ability of Storymolding is the ability to Imbue stories. You can Storychange stories to concentrate the stories somewhere. This ability is also available for Storychangers, but less useful. This could cause effects like greater strength or resistance in the story imbued areas. For all of these Storywatching abilities, with enough time and practice, it becomes easier and easier.
    The Strange Properties of Storywatching in the Greater Cosmere: Some notable scientists have noticed that Anthologies in the Cosmere are not comprised as individual stories (Some cases have extra parts, but not many) but as one Anthology. There is a strange phenomenon, in which, with enough time and practice, a Storychanger can break apart these solid Anthologies into stories. This unique effect is seen on multiple occasions throughout Uviab’s history. When a non-Uviabian learns Storywatching for the first time, their Anthology gets broken into stories. This seems to be the leading reason why it is harder for non-Uviabians to Storywatch.
    Initiation: At the age of 10, Storywatching manifests. It either manifests then, putting the person at a Storyseeing level, or it manifests sometime after that age. When storywatching manifests, the person's most prized possession that they are currently holding becomes their Channel. When touching the Channel, and only while touching the Channel can Storywatchers Storywatch. The Channel channels the investiture of Uviab into the Storywatchers when they Storywatch.
    Elohium
    Known as The Purest Story to Uviabians, it is one of the rare stories called Ancient Stories. Supposedly, only highly trained Storymolders can find it. And even then, the only way to properly use it is to mold it into your anthology. Supposedly, it gives you great power. There are legends of other Ancient Stories, but that most are out in the universe, and only one other is in the Alorian system. Some legends do hint at the possibility of a third, secret Ancient Story that has been split in 2, and some small piece landed in Uviab sometime near The Great Cultivating.
    Legends
    The Legend of Yolen: A long long time ago, there was no Uviab. There was only a planet called Yolen. On this planet, there was a God. This God was a Single Powerful God. However, 16 heroes and villains thought they could do better, and with the power of the God’s own tools, they struck him down. The god’s corpse on the ground, it was split into 16. The 16, they took these pieces of the God, and they Ascended. In the mighty battle, Yolen was near destroyed. So, one wished to save this Yolen. The Cultivation. The Cultivation enlisted the help of another to ensure Yolen’s safety. So the Preservation and The Cultivation banded together and saved the Ruined Yolen. So that it could be Cultivated another day. But now, Cultivation was alone with a planet back from the verge of death, and flew throughout the Cosmere, looking for a place he and Yolen could call home. Eventually, they found the sanctuary of Alorian, guarded by Invention, God of the Sun and the Stars. Cultivation pleaded with Invention to let him stay, and to harbor Yolen, and Invention agreed. And so, Yolen was finally safe. Or so was thought. Because on the other side of the cosmere, another of the 16, Virtuosity, God of Destruction, had an evil plan. A massive shockwave called a supernova ravaged the cosmere, Cultivation and Invention had only days to prepare. Cultivation knew that he could not fend of Yolen’s destruction again, not with so little preparation. So, Cultivation shielded the people and living things from harm, while Yolen was destroyed. Cultivation used this chance to remake Yolen, changing it into Uviab, our planet. In the process, those with the mystical ability of Microkinesis, an ability of the One God, was changed into Storywatching, an ability of Cultivation. This moment was called The Great Cultivating.
     
  22. CoderDrag0n8

    General Worldbuilding
    I give up on life
    Alphium 
    Alphium comes in three varieties, the natural varieties of which are aligned to exactly half of Virtuosity's power, fighting with how polarized the shard is. Magenta Alphium, or Malphium, is the pulling half. Cyan Alphium, or Calphium,  is the pushing half. The third variant, “true” Alphium, only arises when the two halves are forced together by immense pressure. Of this variety, little is known. However, the other two have fairly predictable properties. When an invested current is run through it, Malphium increases gravity around it. Malphium is naturally attracted towards Calphium and other investiture. Calphium has precisely the opposite properties, decreasing gravity when a current is run through it, and pushing away Malphium and other investiture (Basically, Malphium will get close to Calphium, which will then repel it, so they spiral around each other, but are unable to touch.)
     
    What kind of current? Electromagnetic, something Invested, Gravity Waves or even neutrinos?
    Yes. All of the above. Any current.
    Elohium
    Known as The Purest Story to Uviabians, it is one of the rare stories called Ancient Stories. Supposedly, only highly trained Storymolders can find it. And even then, the only way to properly use it is to mold it into your anthology. Supposedly, it gives you great power. There are legends of other Ancient Stories, but that most are out in the universe, and only one other is in the Alorian system. Some legends do hint at the possibility of a third, secret Ancient Story that has been split in 2, and some small piece landed in Uviab sometime near The Great Cultivating.
     
    Rellium
    Liquid metal flowing below the surface of Ambition’s planet. It can and will burn you, but if you embrace it, it will bring you great power. The Gateway (perpendicularity in the center of the cavern system) is made of the solid metal. Inhabitants of the planet (I really need to pull the name up) survive in a survival of the fittest environment, hunting a killing eachother with the simple sentience that drives them to hunt for pleasure rather than sustenance. They are fueled, at least those that succeed, by this metal, which allows them to take risks and wounds without falling to them. However, they will die to the wounds, eventually - if they do not partake again.






    Whimsilimonstrosodosquipidalliadeoxyribonucleicorserlalloyeacorellsudoowoodenium
    (Godmetal of Whimsy, in case it wasn’t obvious)
    Eh… I have no idea what the properties would be. Just wanted to stick the name in.
    Oo ooo it makes them feel whimsical yet profound 
    bullies poor innocent starspren
    Roséum, Godmetal of Dominion
    Roséum, in its purest form—unmarred by the essence of spren—appears a shade of peach, almost. A warm, pale orange like a gentle sunset. Wrong, it seems, that it darkens where metal meets air, pulling in light as if hungering for it.
    Mechanically, it acts as an intense Investiture disruptor, like silver, for all Investitures not aligned with Dominion. Investitures nearby find themselves less effective, slower to respond, and dispelled. These effects are most potent with contact.
    Potentially, as with other forms of Investiture in the Rosharan system, this godmetal may be specialized depending on alignment with a godspren.
    Laykium, Godmetal of Invention 
    Laykium is a greenish blue metal, lighter and easier to shape than most Godmetals - or even ordinary metals. It moves everything around it into geometric patterns, altering low-energy configurations much as a magnet would. 
     
    Special metal: Andasium (Thanks for copy & pasting the OG one ashkaloda!!) (ENDOWMENTS METAL NOW) -wyver
    Grants the full powers of Celenizing to someone who eats at least one Orb of it. One Orb is about one inch wide in every direction and tastes like whatever the eater likes most, while having the texture of a really crunchy chip. Mysteriously, though it does seem like it would make a crunch noise when consumed, it doesn’t. Andasium can usually found only in the wounds of those blessed by Andarneoas, or Endowment. People chosen by her will have any severe wounds healed by a filling of Andasium. This will keep them alive as long as the Andasium is inside of the wound- but it will not protect from wounds inflicted on other body parts. If the Andasium is removed from the “Dowed” (a term for those with Andasium fillings), they will die within one to five minutes. Andasium ‘Fillings’ cannot be inserted by any being other than Andarneoas, of Endowment. Andasium is a silvery metal with a barely visible tinge of blue.
     
    Secondary metal: Cerenite
    Cerenite is an uncommon metal found only in places inhabited by Andarneoas, or Endowment. This metal comes in two varieties; Cerenel and Cerenas. Cerenel is the more common one, being a lighter blue crystal. Cerenas is much rarer and a deeper shade of blue. Most commonly found the deeper you dig into the earth, these are the main material you require for Celenizing. One full orb of Cerenel can allow you to Celenize five feet of an object for both color and shape. One full orb of Cerenas can allow you to Celenize fifteen feet of an object for both color and shape. “Dun”, or Cerenite whos Shimrest has been used up (look at: Magic system 1: Celenizing) are commonly used as currency.
    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
     
    *cough cough*

     
  23. CoderDrag0n8

    Main Tab
    REMEMBER TO USE AN ACCOUNT YOU’RE GOOD WITH THE WORLD KNOWING
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  24. CoderDrag0n8
    A long time ago (at least in this world), a cognitive shadow was created. Many reading this manuscript will know of this event. However, this is where our 2 worlds differ. In your world, it is yet unknown what will come of this very very special and unique cognitive shadow. In ours, it is already known, for it is far in the past.
    This cognitive shadow was called 'The Blackthorn' and it was a mix of Spren and Shadow. It was yet unknown what would happen to this being, or how this would play out. In my universe, 'The Blackthorn' met a being known as 'Dalinar Kholin'. You see, 'The Blackthorn' was what is now known as a Sentient Entangled Selfoid Primitive Vision Shadow. Or, a SESPVS. When the 'The Blackthorn', a SESPVS, met and fully reunited with his Lucidity*, 'Dalinar Kholin', they re-Tangled, and 'The Blackthorn' became a Sentient Selfoid Forward-Primitive Vision Shadow or SSFPVS. As they re-Tangled, 'The Blackthorn' realized his full potential. He finally evolved from being Primitive, to gaining the true powers of a Vision Shadow. A Sentient Vision Shadow (SVS) that is not Entangled is very dangerous, and he quickly collapsed and became a Selfoid Forward-Primitive Vision Shadow (SFPVS). Then, all of his knowledge passed to Dalinar Kholin. Now would be the best time to describe what all the words mean. Entangled means seperate from the Lucidity, Selfoid means same species as Lucidity (in this case, humanoid), And Primitive and Forward-Primitive is the level of power & advancement of the Vision Shadow.
    *Lucidity: The one with the Vision Shadow
    [To be finished]
  25. CoderDrag0n8

    Other People Magic Systems
    Dusksingers. A roughly equal mix of human and singer ancestry. Exhibits mostly human skin textures, a pale tone with swirls of red, and the small carapace ridges along knuckles, knees, and elbows. Bright red hair is also inherited from singer ancestry. Can hear Rhythms, possesses a gemheart (but not singer forms), and has all black eyes and black nails, solid like claws.
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