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Tempus

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Everything posted by Tempus

  1. I want to read Raoden's advanced textbooks on Aonic theory.
  2. Day One Ends As the night fades and the sun rises for the next time since that horrible morning of red, and you all gather for breakfast around the hearth, you discuss the events of the previous day and what you should do. The killer must be found, and they must be stopped. Accusations begin to fly over the now cold bowls of porridge - Adolin accuses Faidh, who is still shut up in their room this morning. Warkel accuses Adolin of trying to cover his tracks, and then Caan suggests Warkel is doing the same. Kai tells Caan that if he is so intent on playing them off against each other that maybe he is the killer, while Asgren tries to calm everyone down and says that can't think of any of them as killers. As the morning drags on, unable to settle the dispute, their attention turns to the missing participants. Neither Mai nor Faidh have come down yet today. Suddenly frightened, they creep up the stairs, staying together, but at the same time staying apart. They reach Faidh's room. Knock once, twice. The door creaks open, and Faidh answers it, huddled in their blankets. Expressions of relief and fear begin to flow, until a short scream sounded from down the hall. Mai was dead. Tied to the bedposts, gutted and stuffed with sheets soaked red. Another sacrificial victim. After removing their body, fights break out. Someone has to go. Joe was the one to discover the body, and is accused by the Grey Pilgrim in the corner, and by Gamene. Nepene was the only one who held back from the stairs - Ratel said they must have been trying to avoid the scene of the crime. Joe can't take it anymore, and says that they'll leave. "If you're going to get rid of someone, I'll take my chances with the snow!" Throwing together his things, he heads off into the white expanse, leaving you wondering if you did the right thing. Player Voted out: TheOnlyJoe Player Killed: Mailliw73
  3. I forgot about them. They are possible candidates - still tricky how they managed to get private info about Eshonai. They also don't seem like they would be the type to bother spying on Kaladin, Dalinar, Jasnah, or Shallan. Shinovar is pretty exclutionist.
  4. 1178-1180 is the current known Returned/Twinborn barrier. If Argent is is still returned at 1179 we can confirm it.
  5. Kasmir pulled out last minute due to illness. Never made it through the storm.
  6. That's a fair original theory Skaa - by that theory I would have the placement of metals correct, but the effects slightly off, I believe. Coming up with god metal abilities based off the metals and other known cosmere investitures is actually super fun.
  7. Practicing Aluminium Misting Savant.
  8. Those are all good points. As for the first, Preservation replaced two existing temporal metals with atium and malatium, according to WoB. And I know Intent doesn't necessarily have anything to do with the powers. But I needed some basis to work from, you see. So I'm assuming that if more god metals were to arrive, Preservation would also replace or base them off existing metals (if he were still around). As for powers based off originals, Atium is just like Electrum, except super-charged. For Preservation, I would in his case put Lerasium as Duralumin based - you'll see that Bavadinium's Nicrosil replacement has similar effects in many ways (except more damaging). That similarity to existing metals was my basis for riffing the new powers off old ones. That said, your abilities are also pretty cool. As for alloys, I'd say... Tanavium would make sensory and physical information alloys. Cosmere-wise, I based it a bit off lifesense. Aonium would make thought based alloys. Cosmere-wise, it was based part off mind control, and part off memory manipulation. Copper would be memory based, in a nice coincidence. Skaium would make investiture control based alloys. Cosmere-wise, not much drawn from off-Scadrial. Endowmenteel would make alloys that increased basic attributes. It's inspiration was part Mythwalker, but mostly Stormlight based. Both similar to Nalthian investiture. Cultivatium would make alloys that attract things together. It was Iron and pressure surge and gravity surge kind of meshed together. Bavadinium would make alloys that alter the spirit web of others. I think of it like a cross between Lerasium, savancy, and a permanent powerful Forgery. Raysium would make alloys that destroy your spirit web more carefully. Imagine taking some alloys of iron and removing iron pushing from a Mistborn. These powers were based largely off a combination of hemalurgy and the unique cosmere-wide properties of aluminium.
  9. There is a Q&A on google hangouts with Sanderson and Brian McClellan on May 1st. You can access it via internet, so it's cool. Brian McClellan writes the new and amazing Powder Mage series, with some neat magic systems, so it's a twofer.
  10. Let's have some fun! There are 16 metals in Allomancy, and 16 shards. Atium replaced the temporals metals with itself (a temporal metal of greater effect), because Preservation felt it should do so. Ruin was notable for not being able to see into the future well at all, but Atium let people see the near future very clearly. Using these facts, let's extrapolate! Assumptions: Each Shard's metal would replace one existing metal The shardmetal's effect would be superior but of the same basic type to the one it replaced The effect of the shardmetal should be some weakness of the shard, not their strength Atium replaced Electrum in effect, but took the place of Bendalloy (External, Pushing) which is opposite in that quadrant. Hemalurgy is more of an external pushing magic than an internal pulling one, so that corresponds So, in that case.... Tanavium Would replace the Internal, Pulling, Physical metal; Tin Tanavium grants the user a sense of absolute presence sense within an area, and the expanded mental capacity to comprehend and sort it. When burning Tanavium, the user would have complete positional and sensory knowledge of all objects, people and animals within a concentric spherical zone, with the knowledge becoming less precise the further away from the Allomancer they are. Honor is great at making bonds (mental), good at fixing people (enhancement), and decent at seeing the future (temporal). So his weakness is physical. He tends to do things internally (Nahel Bonds) and he pulls (inhales and attracts) rather than pushes Aonium Would replace the External, Pushing, Mental metal; Brass Aonium allows the Allomancer to dampen all mental affiliations to other things and people, effectively forcing a person to be unable to think about those things. An Aonium user could create an extremely focused (devoted ) person by dampening all thoughts except on the subject desired. Or they could dampen a specific subject, such as yourself, making you effectively invisible to that person as it would become impossible for them to think about you. Aona is great at making regional magics (physical), good at making enhanced Elantrian people (enhancement), and unknown at seeing the future (temporal). But the Aons and other programming languages are the ones that require the most specific cognitive input from the user, so that is Aona's weakness. Aona works mostly externally (glowing things and extra mediums like soulstamps and permanent aon writings) and pushes (affects other things more than the user) Skaium Would replace the Internal, Pushing, Mental metal; Bronze Skaium allows the Allomancer to not only sense any nearby usages of investiture, but flare or dampen them as well as sense and distinguish them. Flaring would act similar to nicrosil, while dampening would act similar to chromium, but more controllable. While you could not control the type or effects of the investiture, this would allow you to prevent being attacked by other allomantic abilities from a distance, or to enhance them, though with a finer grained detail. The abilities would be thwarted by a coppercloud. The allomantic strength of the user would determine how far you could seek, and how much you could dampen/flare their abilities (which would also be function of distance as well). Skai is great at making regional magics (physical), good at making enhanced Bone monks (enhancement), and unknown at seeing the future (temporal). But the Bloodsealing and Dahkorness both create/require things of lower than average intelligence (skeletals, fanatics =P), so mental is again the weakness. Skai works mostly internally (using blood, making zombies and adding bone growths) and pushes (magics affects other things more than the user) Endowmenteel Would replace the Internal, Pushing, Physical metal; Pewter Endowmenteel when burnt grants the user enhanced strength, speed, durability, health, and the enhanced mental capacity to control it in the form of skill. While active, the user has enhanced physical attributes of all types, heals quickly, and has an instinctive knowledge of his physical capabilities, similar to Kaladin when he holds Stormlight. The stronger the strength of the allomancer, the greater these capabilities. Endowment is great at giving powers (enhancement), good at seeing the future (temporal), and okay at increasing mental capacity (mental). Awakening and breath both give relatively few physical advantages, so physical is the weakness. Endowment works mostly internally (Breath) and pushes (breath effects the outside world, and awakening imputes itself onto objects) Cultivatium Would replace the External, Pulling, Physical metal; Iron Cultivatium not only allows the user to pull any metal towards them, as if attracted by a magnet to their center of gravity, but any object. It obeys the same general rules as Iron, except metal is not required. The strength of the pull is related by how close to metal the substance is - metal pulls VERY easily, and much more strongly than Iron. Stone and other non-organics pull well, dead organics pull poorly, and live organics very poorly. Cultivation is great at seeing the future (temporal), good at granting boons probably (enhancement), and the boons have strange mental effects often (mental). This leaves physical as her weakness We don't know how endowment works, but all the internal metals are taken, so it will have to be External, and cultivating seems more pulling, so we're gonna go with that. Bavadinium Would replace the External, Pushing, Enhancement metal; Nicrosil Bavadinium when burnt by an allomancer would have the unexpected effect of surging the spirit web of another person the Allomancer is in contact with. This ability would increase the allomantic abilities of the subject permanently - snapping any unsnapped allomancers, pushing practiced allomancers into savancy. In addition, any existing allomantic metals would surge compounded with the energy burnt from the Bavadinium user, causing a multiplicative nicrosil effect to take place. Strong Bavadinium allomancers would be able to cause single mistings to rarely gain a second misting power along with the above effects (usually one adjacent in the allomantic table) at a very low power. This is often dependent on the individual sDNA of the target. Flaring Bavadinium could occasionally force the awakening of an unbalanced Mistborn, with partial savancy as well as a broken spirit web with damage similar to hemalurgic effects. Bavadin's weak area might be Enhancement. I'm gonna say... External and Pushing Raysium Would replace the Internal, Pulling, Enhancement metal; Aluminium It's fitting that Odium should get the cosmere-strange Aluminium as his metal, though I did not have that in mind when I analyzed his abilities. Raysium, when burned, destroys an Allomancer's investiture, scattering and damaging it beyond repair, turning the Allomancer into an ordinary person, even possibly a slightly spiritually damaged person depending on their allomantic strength. Flaring Raysium would take the person to a similar level of spiritual damage as being hemalurgically spiked, without the accompanying physical trauma. Odium is great at seeing the future (temporal), good at making evil monsters (physical), and plays a lot of mind games (mental). Enhancement is what remains, right? We don't know how Odium works, but judging by all the monster unmade he makes and their abilities, such as death rattles, thrill, corrupted spren, parshendi void forms, etc... I'm gonna say his abilites are Internal and Pulling.
  11. This seems fair. The cosmere is in a small dwarf galaxy, and we don't know what lies beyond it. It would be very interesting if the cosmere effects of Adonalsium and realmatics were confined to that dwarf galaxy due to his presence.
  12. In jest, I suggest Hoid and Rayse were lovers, and the cosmere meta narrative is one of broken love, driving Rayse to choose Odium in his pain and quest for revenge after being spurned.
  13. This was my original goal, as specified in this thread, and demonstrated on this wiki page. However, that requires significantly more work to maintain, and contributors would need to maintain their own theories. This is however, a wiki list! Which means you can add the theories to your wiki user page yourself, and link them directly. We can even make a separate list for 'Theories maintained on the wiki' if more than a handful of theories start a wiki page for themselves. Or perhaps theories that we deem 'exceptional theories' can have wiki pages made for them, which would be neat. I've certainly noticed there are theories which never got a formal thread, and were just kind of developed on the run so to speak. Patchwork theories spanning the comments on multiple threads, slowly becoming the accepted answers. While I'm currently writing up a Grand Unified Model theory on my local machine, and trying to address some of those there, really they should stand alone and not be part of some thing of mine. Feel free to start on any of that if you like, Moogle.
  14. Ati is Ruin, Rayse is Odium. Apologies for being nitpicky.
  15. PMs are allowed. You vote by PM - you can tell people what you voted in this thread, but only the votes submitted via PM will count. They don't have to be the same... In general, you are required to do the actions specified in 'Your Duties'. Anything else goes, as long as it meets the common sense rule of being respectful.
  16. The winter wind howls outside as the weather worsens. You struggle to make it indoors, shutting the door behind you against the drifts and wind. A warm fire crackles in the corner hearth of the large lodge, where twelve other people have gathered around on chairs and stool. The building seems empty and dark, designed to accomodate the dozens of traders who weren't so foolish as to attempt one last run before the passes snowed in. You make your way over to the small group, a bastion of light and warmth after your cold walk - they are much like yourself. Trapped here until the weather clears. Deciding to hole up in the outpost, you prepare to last out the winter storm. Sun melt is not uncommon this time of year, and you feel it won't be more than a few weeks before the passes would be fair enough to attempt a crossing again. The post's freeholder escorts you to one of the many rooms in the lodge, and you throw down your gear and fall into a soft bed for what feels like the first time in weeks. The next morning, however, you awaken to the sound of horses braying. Confusion reigns briefly, until gathered outside, you witness a grisly scene - the outpost's freeholder has been nailed to the stable wall, his entrails gone, his stomach bloated with red dyed straw. The traces for the horses have been cut, and the stable is empty. The tracks lead off down the snow covered road, but no sign is visible. With no guards and no guarantee to make it to the next village safely in such unexpected conditions, you have no choice but to try to discover the identity of the killer - before they kill again! Day Rollover Time: 4pm GMT, Noon EST, 9am PST People at the Trade Post: A full list of the basic ruleset for the Quick Fix games can be found here. Rules specific to this game will be sent to you via private message.
  17. Take the power of from a shard, and move the planet closer to the sun to get a nicer tan. Move it further away again and rotate the planet when you feel like sleeping so that it's nice and dark. Change all the flora and fauna of the world to fluffy pillow trees, mattress grass, and blanket bushes for the optimal sleep. Change it all back in the morning.
  18. PorridgeBrick confirmed it above. That leaves just the 1020-1031 Sentient/HonorSpren boundary, the very obvious 1179 Returned/Twinborn, and the top three posters. The WaffleCook one was also confirmed, incidentally.
  19. Lightbringer - very cool and interesting system. Nice and logically laid out, easy to follow, easy to infer, fun to rattle around in your head.
  20. It would be nice if Stormseat was nine. That mural is really not accurate enough to make any valuable judgements, I feel, but... there is evidence that tentatively links Stormseat to the ninth order.
  21. Interestingly, the shattered plains has eight segments, making it an eightfold reflected symmetry design like I assumed Thaylen to be, or a traditional four fold design. The Stormseat mural feels like something very strange to me. There are probably things going on about it that we don't have any idea about.
  22. Yes, I was thinking discrete rotational symmetry all along, I just assumed we were condensing it here. I... didn't actually notice they were also symmetrical as well. Well, almost symmetrical. You're right about Thaylen, for some reason I thought that the reflective symmetry would count, in which case it would be eightfold, but that isn't the case obviously as it makes no sense.
  23. Went ahead and indexed the entirety of the Warbreaker forum. Another 30 theories were added, I marked some of them disproved right away to make it easier to sort through those later.
  24. I found this, another potential instance of investiture/memory interactions: http://www.17thshard.com/forum/topic/5009-returned-memory/
  25. No more being positive for you, Swimmingly! From now on, I expect a steady diet of frowns and grumbles.
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