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2012-04-30: I had the great pleasure of speaking with Harriet McDougal Rigney about her life. She's an amazing talent and person and it will take you less than an hour to agree.
2012-04-24: Some thoughts I had during JordanCon4 and the upcoming conclusion of "The Wheel of Time."
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You have stated in your blog that Mistborn had three magic systems (Allomancy, Feruchemy and Hemurology) and also that The Way of Kings will have upwards of 20. For comparison, how many magic systems would you say the Wheel of Time series has? Two (One Power and the True Power)? How do you classify other abilities (not necessarily related to the One Power or True Power) such as Dreamwalking, viewing the Pattern, Wolfbrother-hoodness, and changing 'luck' or chance? Would you classify these abilities as a magic system in and of themselves? Has your chance to see the background material Robert Jordan left changed how you view these abilities?
This kind of gets sticky, as it's all up to semantics. Really, you could say that Mistborn had a different magic system for each type of Misting. But at the same time, you could argue that something like X-Men—with huge numbers of powers—all falls under the same blanked 'magic system.' And take Hemalurgy in Mistborn 3—is it a new magic system, or just a reinterpretation of Allomancy and Feruchemy?
So what do I mean by twenty or thirty magic systems in Kings? Hard to say, as I don't want to give spoilers. I have groupings of abilities that have to deal with a certain theme. Transformation, Travel, Pressure and Gravity, that sort of thing. By one way of counting, there are thirty of these—though by another way of grouping them together, there are closer to ten.
Anyway, I'd say that the Wheel of Time has a fair number of Magic systems. The biggest one would be the One Power/True Power, which is more of a blanket "Large" magic system kind of like Allomancy being a blanket for sixteen powers—only the WoT magic system is far larger. I'd count what Perrin/Egwene do in Tel'aran'rhiod as a different magic system. What Mat does as something else, the Talents one can have with the Power something else. Though I'd group all of the Foretelling/Viewing powers into one.
Sounds like a topic for a paper, actually. Any of you academics out there feel like writing one?
Let's just say that The Wheel of Time has a smaller number of larger magic systems, and I tend to use a larger number of smaller magic systems. Confusing enough? ;)
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This week's Writing Excuses podcast covers the business of writing comics, again with Jake Black filling in for Brandon (whose we-don't-ever-discuss-it stint writing the webcomic "American Bachelors with Mecha(s)" is not nearly as relevant as Jake Black's professional experience in the industry).
In the most recent Mistborn 3 annotations, Brandon talks about Preservation's power and the working mechanism of Hemalurgy. He specifically does not say anything about Adonalsium. Writers can be so cruel.
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Is there a rationale to how Hemalurgic powers are distributed? I tried to look for a system, but they seem rather randomly distributed. For example, the spike which steals Allomantic powers for a particular quadrant is not always in one particular spot.
That is correct, it's not always in one particular spot. None of them are. I used as my model on this magic system the concept of acupuncture and pressure points. Placing a Hemalurgic spike is a very delicate and specific art. Imagine there being a different overlay on a human body, like a new network of nerves, representing lines, points, and 'veins' of the soul's spiritual makeup.
What is happening with Hemalurgy, essentially, is that you're driving a spike through a specific point on a person's body and ripping off a piece of their soul. It sticks to the spike on the Spiritual Realm. Then, you place that spike on someone else in a specific place (not exactly the same place, but on the right spiritual pressure point) and 'hot wire' the spirit to give it Hemalurgy or Feruchemy. It's like you're fooling the spiritual DNA, creating a work-around. Or, in some cases, changing the spirit to look like something else, which has the immediate effect of distorting the body and transforming it into a new creature.
Hemalurgy is a very brutal way of making changes like this, though, so it often has monstrous effects. (Like with the koloss.) And in most cases, it leaves a kind of 'hole' in the spirit's natural defenses, which is how Ruin was able to touch the souls of Hemalurgists directly.
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Hemalurgically, atium steals Allomantic Temporal Powers. But, that seems unlikely, since atium is a god metal. It wouldn't fit in with the rest of the magic system. Did Preservation, in addition to switching Cadmium and Bendalloy for Atium and Malatium, also switch atium's Feruchemical and Hemalurgic powers with Cadmium? Because it seems to me there's not a lot of atium Marsh can use to live for hundreds of years into the next Mistborn trilogy.
Preservation wanted Atium and Malatium to be of use to the people, as he recognized that it would be a very powerful tool—and that using it up could help defeat Ruin. But he also recognized that sixteen was a mythological important number, and felt it would make the best sign for his followers. So he took out the most unlikely (difficult to make and use) metals for his sign to his followers. But that doesn't have much to do with Hemalurgy's use here.
Remember that the tables—and the ars Arcanum—are 'in world' creations. (Or, at least, in-universe.) The knowledge represented in them is as people understand it, and can always have flaws. That was the case with having atium on the table in the first place, and that was the case with people (specifically the Inquisitors) trying to figure out what atium did Hemalurgically.
Their experiments (very expensive ones) are what determined that atium (which they thought was just one of the sixteen metals) granted the Allomantic Temporal powers. What they didn't realize is that atium (used correctly) could steal ANY of the powers. Think of it as a wild card. With the right knowledge, you could use it to mimic any other spike. It works far better than other spikes as well.
As for Marsh, he's got a whole bag of atium (taken off of the Kandra who was going to try to sell it.) So he's all right for quite a while. A small bead used right can reverse age someone back to their childhood.
But this was a little beyond their magical understanding at the time.
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It depends on the magic system. They are all related to a kind of "Spiritual DNA" that one gets from their heritage on a specific planet. However, there are ways around that. (Hemalurgy, for example, 'staples' a piece of someone else's soul to your own, and creates a work around to give you access to magic you shouldn't have.) Some of the magics are more regionally tied than others. (In Elantris, you have to access the Dor, which is very regionally influenced.)
The end answer is this: With in-depth knowledge of how the magics work, and their connection, one could probably get them all to work on other planets. It may take effort for some of them.
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One of the 'basics' of the magic in all of the worlds is that the energy of Shards can fuel all kinds of interactions, not just interactions based on their personality/role. I did this because otherwise, the Magics would all be extremely limited.
The 'role' of the Shard has to do with the WAY the magic is obtained, not what it can do. So, in Preservation's case, the magic is a gift—allowing a person to preserve their own strength, and rely upon the strength granted by the magic. While Hemalurgy has a huge cost, ending in net entropy.
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I've done it all of these ways.
Most commonly, I develop the magic, plot, characters, and some setting ideas separately. I combine them in my head, looking for good synergy. (Allomancy and Feruchemy were designed separately, then put into the same book.) Sometimes, I design to fit a story. (Hemalurgy was designed to fit a hole in the three-fold magic system I wanted to tell.) Other times, the magic comes first, then I build everything out of that. (This happened for my YA book Scribbler—also known as The Rithmatist—which isn't out yet.)
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Got another one. Why do Kandra need two spikes to have a blessing and to become sentient?
It is just the nature of how Hemalurgy works. More spikes are capable of changing form and body more, and I didn’t feel that one spike was viable for the alterations that are made to their nature.
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Are the usual quadrants (Physical, Mental, Temporal, Enhancement) preserved in Feruchemy and Hemalurgy?
No. In Ferchemy, it is based Realmatically. There is a quadrant of Spiritual, a quadrant of Cognitive and two quadrants of Physical.
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Can Hemalurgy be used to steal magic attributes from any Shardworld?
Hemalurgy has larger ramifications then just Scadrial. That's about all he'd say.
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I can guess two possible options for the Kandra.
1. God Sazed endowed the gift of presence on the now mistwraiths.
2. Some of the Kandra survived in the cave with the Terrisman and people of the city, along with the small mistwraiths, these are re-born with the spikes they pulled out during the resolution.
I can imagine too that some Kandra on assignment may have hidden in the shelters with the rest of humanity.
The Kandra.
Yes, they live. The people were smart enough, eventually, to replace their spikes. (And there were a couple who were on assignment who made it to storage caches.)
However, there will likely never be any more of them, since Hemalurgy is required to make them. They are now some of the few people who can communicate directly with Sazed, who—like Ruin—can whisper to people most easily when they are connected to him via spikes. With some speculation, you can probably guess what kind of roles the Kandra will end up playing in future books.
On a broader level, is hemalurgy officially dead, then? Or is it still extant in some Ruin-free (but still messy) form? (If it's gone, is there any imbalance since Preservation's magic power is kept and Ruin's isn't?)
Is Hemalurgy dead? No, not at all. It, like the other two powers, was not created by Ruin or Preservation, but by the natural state of the world and its interaction with the gods who created it. It still requires the same method of creation, but very few people are aware of how it works.
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Allomancy, Feruchemy, and Hemalurgy all work as they once did. However, now they are more directly affected by the presence or absence of the mists, which will slowly return to the world but not be of the extent they once were. (The mists are now an extent of Sazed's power, and where they roam, he is better able to influence things. There will also be two kinds of mists.) Note that in the future, Feruchemy powers will start to fracture and split, creating Feruchemical "Mistings."
Yes, this means that in the future series, it will be possible for a person to have one Allomantic power and one Feruchemical power. It will create for some very interesting mixing of powers.
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Kwaan went into hiding, and he was eventually discovered and executed by Rashek. He wasn't among the First Generation, though he would have been if he hadn't turned against Rashek. Rashek kept the plate, however, just as he kept Alendi's logbook. Partially because even then, Rashek was going a little mad, but partially because of the reminders about his old life they contained.
I'm assuming you meant Alendi hunted him down because he turned against Alendi. Or did Kwaan also turn against Rashek?
No, I meant that he turned against Rashek. Remember, the members of the First Generation were offered immortality in exchange for their Hemalurgy. They had to make this choice for all of the world's Feruchemists. Because his uncle had been the one who gave Rashek the chance to become the Lord Ruler in the first place, Rashek blessed him and included him in the decision. (Speaking directly into his mind along with the others during Rashek's moment of ascension.)
Kwaan was the only one who turned down this offer, calling it a betrayal of who they were as a people. Rashek could have just made him one anyway, but in a moment of anger, he tried to destroy Kwaan—which he couldn't do, not with Preservation's power. As the other Feruchemists changed, Kwaan remained the same. Rashek eventually hunted him down and killed him.
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What was she supposed to do? Well, this is difficult to answer, since the prophecies have been changed and shifted so much. Originally, the prophesies intended for a person to go take the power every thousand years and become a protector of mankind for a period of time. Someone to keep an eye on Ruin in Preservation's absence and watch over the world as he would have done. Imagine an avatar who arrives every thousand years and lives for their lifetime blessing the people with the power of Preservation, renewing Ruin's prison, and generally being a force for protection. (Note that Ruin wouldn't have gotten out if the prison wasn't renewed, he'd simply have been able to touch the world a little bit more.) Obviously, it changed a LOT during the years that Ruin was playing with things.
What should she have done? Well, Ruin's release was inevitable. Even if she hadn't let him go, the world would have 'wound down' eventually. The ashfalls would have grown worse over the centuries, and the next buildup of the Well might not have come in time for them to do anything. Or, perhaps, mankind would have found a way to adapt. But Ruin was going to get himself out eventually, so the choice Vin made was all right. There weren't really any good choices at this point. She could have decided to take the power and become a 'good' Lord Ruler, trying to keep the world from falling apart. Of course, she would have had to make herself immortal with Hemalurgy to make that work right. And since she was already tainted, chances are good she wouldn't have ended up any better than the Lord Ruler himself.
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The powers of Ruin and Preservation are Shards of Adonalsium, pieces of the power of creation itself. Allomancy, Hemalurgy, Feruchemy are manifestations of this power in mortal form, the ability to touch the powers of creation and use them. These metallic powers are how people's physical forms interpret the use of the Shard, though it's not the only possible way they could be interpreted or used. It's what the genetics and Realmatic interactions of Scadrial allow for, and has to do with the Spiritual, the Cognitive, and the Physical Realms.
Condensed 'essence' of these godly powers can act as super-fuel for Allomancy, Feruchemy, or really any of the powers. The form of that super fuel is important. In liquid form it's most potent, in gas form it's able to fuel Allomancy as if working as a metal. In physical form it is rigid and does one specific thing. In the case of atium, it allows sight into the future. In the case of concentrated Preservation, it gives one a permanent connection to the mists and the powers of creation. (I.e., it makes them an Allomancer.)
So when a person is burning metals, they aren't using Preservation's body as a fuel so to speak—though they are tapping into the powers of creation just slightly. When Vin burns the mists, however, she'd doing just that—using the essence of Preservation, the Shard of Adonalsium itself—to fuel Allomancy. Doing this, however, rips 'troughs' through her body. It's like forcing far too much pressure through a very small, fragile hose. That much power eventually vaporizes the corporeal host, which is acting as the block and forcing the power into a single type of conduit (Allomancy) and frees it to be more expansive.
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Boy, this is a hard one to ask because it's been such a LONG process. There were bits of all of this popping around in my head almost twenty years ago, so it's going to be hard to define where what fit into place when.
Allomancy and Feruchemy were originally planned separately. I linked them together into this book when I realized that the 'focus' items that could store attributes could be metal, and therefore work wonderfully with the Mistborn book I was planning.
Hemalurgy came from the image of Inquisitors first, then developed as a need to integrate it in with the other two in a way that evoked the power of "Ruin" rather than the power of Preservation. I figured that Ruin would steal, and it was a great way to add a third magic without having to overload people with a whole new set of powers. The process of writing this series, since I did all three books together, was an interesting one, and I made a lot of connections as I went. Some of the latest things on the timeline were figuring out how to fit atium and the Preservation nuggets into the already built framework. But I don't know if I can give you an exact list. Partially because there would just be too many spoilers in it.
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I'd first like to say that this series was fantastic. I was exceptionally pleased with how you tied everything together in this final book of the trilogy.
(1) This series has the best world-building, magic system, and over-arching plot of any epic fantasy I have ever read. I think George R.R. Martin is still the master of creating memorable characters, developing them, and having them interact with each other. Other authors, like Hobb and Rothfuss, are better at evincing emotion. You are an amazing writer yourself.
That being said, I have a couple suggestions for you.
(2) The first contradicts itself, so take it for what it is. I would suggest that you write how you feel the story should be written. Getting inspiration from someone is one thing, but changing your work because some people want a happy ending or dark ending takes away from the purity of writing. The part you added in at the end where Sazed let Spook know Vin and Elend were happy in the afterlife really stuck me like a thorn. I think it was apparent how happy they were together in life and how necessary their sacrifices were. That would have been enough for me.
(3) My other suggestion is more of a plea really. Please don't extend this series just to capitalize on it. If you really feel there is more story to be told, then tell it. I, for one, thought the ending would have been perfect if allomancy, hemalurgy, and feruchemy would have faded from existence as their corresponding gods did. It would have been rather romantic to have people start over with a new "normal" world.
Congratulations again on completing a masterful work!
1. You humble me. I don't think I've NEARLY the skill for characters that Mr. Martin does, and that's not just an attempt at modesty. I hope to be there some day, however.
2. This is a tricky one. I didn't change the worldbuilding or the cosmology of the story in order to fit what people wanted, but I feel strongly about using writing groups and test readers to see if my intention in a book has been achieved. I show things to alpha readers to see what is confusing or bothersome to them, then decide if that's really something I want to be confusing or bothersome.
In my mind, the presence of a powerful being such as Sazed, mixed with some direct reaching from beyond the grave by a certain crew leader, indicated that there WAS an afterlife. However, test readers didn't get it, so I tweaked the story to make it more obvious. Perhaps I should have left it as is, but I liked both ways, and decided upon the one I liked the most in the context of reader responses.
I do plan to always tell the stories from my heart, and not change them because of how I think the reactions will be. But I do think it's important to know what those reactions are ahead of time and decide if they are what I want or not.
3. We are on the same page on this one. You can read other posts on the thread to see what kind of thoughts I might have for more Mistborn books, but I don't know if/when I will write them. It depends on the story and how excited I am to tell it.
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How did Vin and Elend change during the course of the story?
This story, the series is about them, it’s about progression. I talk about the plot for books, for instance, the Mistborn series is about a group of thieves taking out a Dark Lord, but books, for me, are about character. Action is only as interesting as it happens to people you care about, in my opinion, and a setting is only as fascinating as characters’ ability to interact with it. The progression, who characters become, is really where I think fiction can shine. In a different medium, you just don’t have the time to do what we do, and we can show across a span of years how someone starts as a street urchin and ends up as a queen. You can show this and you can show the internal changes, and the struggles inside of them that leads to this.
The story, about, for Vin and Elend is the story of them coming to accept each other’s different worlds. Vin starts as a street urchin, and she understands that life. Elend starts off as a nobleman, and he understands that life. As they start to interact and begin to have romantic interest in one another, their two worlds sort of collide and start sucking each other into each other’s worlds. Vin’s progress is learning that there is a part of her that can survive in this world of nobility, and of balls, and of political intrigue. But Elend, just as much, needs to understand that there’s a need to be able to survive “on the street,” a need to be able to take care of yourself rather than being pampered. It’s a role-reversal for the two of them, how it works as the series progresses.
Hero of Ages is the third and final book of the Mistborn Trilogy. One of the things I love about this book is that it is the ending. I like to end things. I don’t want to leave people hanging. I like my stories to come to a conclusion. I promised people at the beginning, when I was writing this series, that it would be three books: and I would give them a dramatic, powerful ending. Endings are my favorite part, honestly, of novels. In a given novel, I love telling you the ending, and Book 3 is kind of a book that is an ending itself. The entire book is an ending. It’s a big climax: it’s exciting, and it’s powerful, and it fulfills things that have been building in the series for three books now. I was able to write the trilogy straight through when I was preparing, and so I had Book 3 drafted before Book 1 even went to press, which allowed me to really make these three novels cohesive. I have seeds in the very first few paragraphs of Book 1 to things that become climactic powerful moments in the end of book 3. Book 3 is just an overload of action and excitement and character climaxes and just an amazing, just, romp through this series. I’m really excited about people being able to finally read it because I’ve been waiting for quite a while to make good on the promises I made at the beginning.
The great thing about Book 3 is that I'm introducing a completely new magic system. Each book has had its own. We'll start talking about Hemalurgy, and Steel Inquisitors, and where they come from. A lot of the origins of things that people have been wondering about since Book 1. The last 200 pages are just some of my favorite writing that I’ve ever been able to write because I was able to bring things to a head and to a close. I hope you enjoy it.
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So in the trilogy, we see that when someone has a Hemalurgic spike implanted in them, they can hear Ruin talking to them, both as a vision and in their head. However, we learn in the Hero of Ages that Ruin cannot hear a person's thoughts no matter how much under Ruin's influence they are.
In Alloy of Law, we see that Wax (and other Pathians) uses an earring to "pray" to Harmony, and we see that Harmony can hear his thoughts and respond.
So I guess this leads to three questions:
1. How does Harmony hear the thoughts of Wax, when it's explicitly pointed put that Ruin cannot?
2. Are the earrings that the Pathians use Hemalurgicly charged, as otherwise they would be of no use to Ruin, and therefore Harmony?
3. Or did Harmony completely change how that aspect of Hemalugy works?
How this all works dates back to the original design of the Magic system.
I wanted Ruin and Preservation to be complimentary opposites, like many things in the Mistborn world. Allomancy, for example, has Pushes and Pulls were are less "negate one another" opposites, but instead two sides to the same proverbial coin.
Ruin is invasive. The power is more "Yell" than "Listen." The philosopher would probably have some interesting things to say about the masculine symbolism of Hemalurgy and its spikes.
Ruin can insert thoughts. That power, however, can't HEAR the reactions. It's about invasion.
Preservation, however, is the opposite. Preservation listens, Preservation protects. (Perhaps to a fault—if there were no Ruin, there would be no change to the world, and life could not exist.) Because of this, Preservation can hear what is inside people's minds. It cannot, however, INSERT thoughts. (This is important to the plot of Hero of Ages.)
Harmony is both, the two complimentary opposites combined. And so, he inserts thoughts with Ruin and still uses Hemalurgy. He can also listen.
Yes, Wax's earring is Invested. (Or, in other terms, it's a Hemalurgic spike.)
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Has Hemalurgy been used on another planet besides Scadrial?
Yes it has. Brandon did not want to give out any more details about who was getting spiked or if the spiking was successful.
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Anything infused (regardless of the world or magic that infused it) is resistant to magic. So you'd have a lot of trouble pushing or pulling on a spike, unless you had access to a boost of some sort to overcome the resistance.
So, Nightblade would be resistant to steelpushing? Good to know ;-)
My friend and I asked him something like this at a book signing, but for some reason it never seemed to make it onto 17th Shard. We asked if a shardblade or Nightblood could be used as a hemalurgic spike (i.e.: two different investitures of magic). Brandon said that yes, in theory you could do that, but objects have a limit to how much investiture they can hold, and that it could be argued that things like Nightblood and Shardblades are already "full."
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Another hemalurgy question: Is it possible to steal more than just spiritual DNA with hemalurgy? If you, say, infused someone with a hundred hemalurgic spikes charged from people who liked chicken, would the spike person enjoy chicken as well?
You can steal quite a lot with Hemalurgy. Anything encoded on a person's soul, really. Not sure if chicken liking counts, though...
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Why does Scadrial, which has two Shards, only have three manifestations of investiture, (Allomancy, Feruchemy, and Hemalurgy) but Sel, also with two Shards, has five manifestations of investiture (AonDor, Dakhor, ChayShan, Forgery, and Bloodsealing)?
Sel's magics are much more regionalized than Scadrial's. Each area has its own manifestation, but they're all actually the same magic. So really there is one magic on Sel—much as Windrunning and Lightweaving on Roshar are kind of different magics, but also kind of the same.
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One does not have to kill someone with Hemalurgy to charge a spike, but it rips off a large part of the soul. The person would not be the same.
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As it turns out, there is an error in the Feruchemical table when Brandon put it in Mistborn 2. If you look closely, Determination (insert metal) doesn't belong in its group. The group that it is in is obviously more physical powers. Determination was supposed to be a mental metal, and Warmth was supposed to be in that Physical group. He just made a mistake originally. But it turns out that Feruchemy obeys different rules than Allomancy, so Brandon isn't retconning it, but saying that Feruchemy works differently now. Apparently there was going to be a table of Feruchemy at the end of Alloy of Law, but it wasn't ready because Isaac kept thinking like an Allomancer. Feruchemy has its own rules (for example, Brandon confirmed that pewter does steal Feruchemical health, probably because that second group of physical Feruchemical powers are also "physical", so pewter can steal them.) Hemalurgy also obeys different rules.
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Okay.
So, like metal inside a person’s body?
It depends on how strong the investiture in them is.
Is that going to be the answer for all of these?
Probably. :)
How about a spike charged with Hemalurgy? Not in a person.
Not in a person? It depends on how strong—yeah. A spike is moderately—in the realm of these sorts of things—moderately easy to push on, because a spike does not rip off very much investiture. Only enough to short circuit the soul, and it loses that over time. So I would put that at the bottom—with the top being very hard—to be one of the easier things.
How about a metalmind? A feruchemy metalmind that is "full."
That is going to be middle of the realm. Generally easier than, for instance, a shardblade, which is going to be very hard.
But a shardblade isn’t actual metal. Ish?
Ish. Is Lerasium a metal? Yeah.
So would that be the same for Shardplate, too?
Shardplate and blade are very hard. Blade is probably going to be harder. [...]
Halfshard? Like a halfshard shield?
Halfshard shield is going to be in moderate.
Nightblood? I imagine is going to be very difficult.
Very hard. Of all the things you’ve listed, he’s the hardest. Far beyond even a shardblade.
Far beyond metal inside a person?
Yes, depending on how invested the person is.
If someone was invested as much as Nightblood I’m pretty sure it’s going to be very difficult.
Yes, for instance, the Godking, at the end, with all of those Breaths. Pushing on something inside of him? Getting through all that? Gonna be REAL hard. Average person on Scadrial? You’ve seen how hard that is. A drab? Much easier.
That was actually going to be my next one- No, sorry, not a drab, a Lifeless.
A Lifeless. Lifeless are kinda weird, because they’ve had their soul leave, but then they’ve had a replacement stuck in, in the form of Breath, which puts them in a really weird position compared to a Drab, which has had part of their investiture ripped away, but the majority of it remains. So anyway, I’m going to give you one more. Pick your favorite.
Okay, a soul-stamped piece of metal.
A soul-stamped piece of metal is going to be on the lower, easier side. Not a lot of investiture going on in a soulstamp.
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Yes.
Are they bald by being bald, or do they shave their heads?
They shave their heads. Hemalurgy does not automatically make you bald.
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If a Kandra eats a bead of Larasium, can he burn it? Alternatively can he gain allomancy via hemalurgy?
Yes on both counts.
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It has to rip off a piece of their soul. That normally results in death.
Because I'm thinking you're going a bit into the future, surgery, precise things like that...
It's plausible but-- I mean it would leave the person like-- It's ripping off a piece of their soul. But the same thing happens when you give up your Breath. So you're giving up a piece of your soul. There are-- It's plausible you could take off pieces of a soul without killing the person.
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Feruchemy. Some like the word, others aren't as happy with it. It used to be called Hemalurgy, but I decided that would be a better word for the third magic system in the series. (You'll see it eventually.)
Feruchemy (not called that, however) was a magic system I lifted from FINAL EMPIRE PRIME, a book I wrote some years before I wrote this book. I had a person who could store up attributes, such as strength, then use them when he needed them. The thing is, the magic wasn't really that well formed, and this character never got any viewpoints, so I didn't get to use the magic as often as I wanted.
When I was developing this world, I knew I wanted the Keepers to have the fantastic memories. I realized that Feruchemy would make the perfect magic system for Sazed and his people. When I decided that I could use metals as a focus for this magic system (something that made it much more interesting, because it put a definable limit on what could be stored and how much of it could be stored) I knew I had something really good.
I like to use multiple magic systems in books, but I like it when they all have common elements. Feruchemy and Allomancy are like different aspects of the same concept. They both do some similar—yet different—things. There will be a lot more about this in the text.
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You were probably expecting Marsh's return—at least, you probably were when you read the chapter where he 'died.' Making Inquisitors via Hemalurgy requires killing other people (see book three for an explanation of the process) so there's a lot of mess involved.
Anyway, I planned for his return here. I wish, again, I could have done more with him. There was another whole book going on with him being watched by the Inquisitors—him thinking that he'd earned their suspicion when they were really just impressed with him and planning to make him one of them. That's how it usually works with Inquisitors—they grab a new recruit, usually an older one, and 'draft' him into their ranks before one of the other Cantons has a chance to corrupt him too much. So, they were looking to make another Inquisitor, and Marsh happened to be the most promising recruit training in Luthadel at the time.
He never understood how far his infiltration would take him, or what it would end up costing him. The payoff is that he figured out how to kill Inquisitors—they were all built to have a weakness, so that the Lord Ruler would have power over them if he needed it. Pull out the right spike, and they come tumbling down.
Marsh's plan to kill the Lord Ruler is a good one too. Unfortunately, the Lord Ruler's power doesn't come only from Hemalurgy, but from other things as well. If he'd pulled off the bracelets instead...
By the way, the mists getting pushed away from Vin and Kar here is a clue of some sorts. Inquisitors push away the mists, rather than attracting them, when they use their powers. I'll explain this in book three too.
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My one disappointment with this chapter is that I had to end up making it look like I was breaking my own rules. The Allomancy-Feruchemy-Hemalurgy triad is one of the most complex magic systems I've ever devised. The interplay between the three systems, mixed into the mythology of the setting (which involves the mists at a foundational level) makes for some very complicated rules. I try to explain them as simply as possible—simple, basic rules are necessary for most sequences to work.
Yet, the depth of complexity leads to some things that are confusing at first glance. I wasn't planning on having Vin draw upon the mists in this book—I was going to save it for later—but the initial version of this chapter (which had Vin simply grabbing the bracelets off the Lord Ruler's arms with her hands) lacked the proper drama or impact. So, I moved up my timetable, and gave her access to some abilities she wasn't going to get until the next book.
A lot of the 'Rules' of Allomancy are, in my mind, like our basic rules of physics. They make simple sense, and can be explained easily. However, they only apply when generalities—or large-scale events—are explained. When you get down to the really advanced physics, traditional Newtonian Laws start to break apart.
The same is true for Allomancy. The vast majority of Allomancers aren't powerful enough to look beyond the basics. For them, simple rules like "You can't Push on metals inside of someone's body" apply. It's much easier to tell someone that, as opposed to "People's bodies interfere with Allomancy, making it much harder to affect metals inside of them—so hard, in fact, that only some people you'll never meet can Push on metals inside of people's bodies."
It is a matter of degree of power. Vin, for reasons I'll explain eventually, has access to far more Allomantic power than regular people. The Lord Ruler is the same way, though for different reasons. And so, he can affect metals that are blocked by blood. Vin has to draw upon another, external source of power in order to produce the same effect, but it is possible for her.
Narratively, I worry that this looks too much like I'm breaking my own rules. However, I had to balance drama with effect in this chapter, and eventually decided that I could make it work. I've established throughout the book that there are flaws in the commonly-perceived laws of Allomancy. There are metals nobody knows about. You can pierce copperclouds. In fact, one of the unwritten laws of Allomancy is that it isn't understood as well as everyone seems to think.
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Yes, Vin would be stronger. It is additive, not just an overwrite.
The same thing happens with Hemalurgy; with Hemalurgy when you're spiking someone's soul, you're ripping off a piece and adding it.
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Ok…
The other has to do with the portals into the worlds themselves, because the birds in Sixth of Dusk-
Ok, he does not have Hemalurgy. He has powers that predate the Shattering of Adonalsium. Not all of his powers predate, but he does have powers that predate.
Ok, so I was wrong on both counts then… Am I wrong on both counts?
I’m not saying that. I’m saying that he has powers that predate, and has gained powers since.
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It has been explained that all things exists between three realms: Physical, Spiritual, and Cognitive.
I have surmised that different things "exist more" in a certain realm than another though all things have some presence in the three. Humans appear to "exist more" in the Physical realm. Spren appear to "exist more" in the Cognitive realm (Shadesmar in SA). Investiture appears to have various forms in the Physical Realm (e.g., alomantic metals, mist, stormlight).
Question 1: Does investiture have a consistent form (regardless of magic system and its Physical form) in one of the other realms?
Question 2: Vasher has shown us that he can substitue his need for Breath with another investiture (presumably Stormlight). To what extent is investiture interchangeable between magic systems?
Question 3: Is investiture finite? Hemalurgy and a Return's need to consume breath seems to show us that it can be destroyed. If it is finite, is the Cosmere's magic source doomed to the law of entropy?
1. It's consistent in the Spiritual Realm. Location isn't particularly important there.
2. Very interchangeable, but not always simple to apply.
3. Investiture can not be created or destroyed. It follows it's own version of the laws of Thermodynamics.
So what happens to the investiture that is lost when a person is spiked and the spike isn't set in the new person immediately? Does it return to the big pool of investiture in the sky like the power from wheel of time where if its not actively being used it returns to the source?
What happens to someone's body when it's not being used by a particular person? The system is built to work like that.
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The Kandra were my favorite part of the Mistborn series. What was your inspiration for them? What was your inspiration for the style you used for their names?
Additionally, where do you look to for inspiration for character names?
I've answered above about character names, though there is a lot of variety to the ways I can answer that--since there's no one place I get name inspiration.
For the kandra, I started with the idea that a thieving crew would need a good "inside man" type, who could do costumes. None of the powers fit this, but I knew I also wanted to foreshadow Hemalurgy. From there, developing them was an organic process digging deeply into the history and worldbuilding I was doing.
The idea of the wolfhound kandra appealed to me a great deal before even starting the first book, and was where I targeted my plotting after it struck me.
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Hi Brandon! Like everyone here, I'm a big fan of your work! I'm very much looking forward to seeing the Elantris changes/corrections you've recently mentioned. It'll give me a great excuse to read it again, especially since I read both it and Warbreaker before knowing of the Cosmere, years ago.
Rather than asking about any specific and intricate details about the books themselves—others will have that covered, I'm sure—I'm interested to hear how your stories are flourishing (or are soon to flourish) in other media.
1. The tabletop RPG is pretty fun! Do you ever play it yourself? I've had a rather great experience. I played an A:Gold F:Copper twinborn, who fell in love with a mining tycoon's daughter. There was a lot of intrigue and we faced a cult dedicated to the rediscovery and development of hemalurgy for clearly nefarious purposes. My character was of a minor noble family that fell on hard times. Drawing upon his other potential lives to glean and store some otherwise unobtainable information, he was becoming a suspiciously good prospector who always seemed have some tidbit of knowledge that'd help in any situation. That's probably not quite how that metal combination actually works, but I'd be interested to know if I'm close. Our GM was pretty flexible with it, and it allowed for some cool plot hooks. I was trying to emulate some of Shai's abilities with this character. I probably would have needed F:Aluminum, too, I think, to actually switch to 'being' the other potential self.
2. At one point, there was mention of a Mistborn video game. What can you tell us about that? Is it still being worked on?
3. I remember hearing that Legion might be looking at having a TV show (I don't recall; didn't it start as a show proposal?). Is that still the plan, and, if so, how far along is it?
4. Are there any plans to bring the Cosmere to the big screen? (OR as a bunch of crossing-over TV Shows. I love that. The CW has been having some great success doing that with Arrow and Flash.)
Thank you for answering, and thank you so much for gifting us these great stories!
1) I do play it on occasion, and I think the guys at Crafty knocked it out of the park on that one. The game is a lot of fun. This was a really cool way to use the magics, by the way. I commend you for it! In your version of the story, you're playing an alternate timeline, and what your characters discover is possible is totally valid there.
2) Still in development, but moving sloooowly. Hopefully info will come out soon.
3) That option lapsed, but someone else picked it up, so it's being developed again! Keep your fingers crossed, but we basically started over last winter. So not much done yet.
4) I'd love to do this, and I think that media is getting to the point where this wouldn't be frightening to studios. I have big dreams, but mostly, this is out of my hands until I can get Brad Bird on the phone and bully him into making one of my films.
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...where you can give a power to someone through [...]
Through any means, or through Hemalurgic means?
Er, explain what you mean by that question.
In Nalthis, you are giving up your power voluntarily to someone else.
Specifically in the context of Scadrial here.
I mean, can you not imagine a person who’s crazy and who’s like, I will give up my power to this, you know?
But don’t the end results negate?
You can’t imagine somebody who would do that? I am absolutely sure that at some point even at creating Inquisitors there’s somebody who would be like, yes, I will give my life to the Lord Ruler, so, yes.
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But I think it’s commonly accepted that Ruin was sort of manipulating some…Totally taking the Spook example off the table, I’m just saying, someone by accident stab - whoops! stab - whoops! and have a power?
Again, Ruin was involved in that. Every spike that you saw had Ruin’s intent behind it. I’m not going to answer your question, RAFO. You tried, you got me to admit that I was trying to wiggle around it, and I’ll tell you, today I wiggled around one question that none of you saw me wiggle around, really well, today. Today. I’m not going to tell you which one it is but there is one here that you all thought, you’re all like “woo!” but you didn’t realize you’d given me so much wiggle room.
So about that space station.
It’s not that one.
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Can you mix a form of magic with a source of investiture ? Vasher uses stormlight replacing Breath or that requires (word I don't understand) like Hemalurgy or something like that ?
Most of them required (again the word I don't understand). Some of them are little bit easier than others. It's depends on really what you need. For istance, white sand can be charged in the presence of any Investiture right? But it's not really using the magic, is just charging it with other Investiture but you know it would be very easy for istance to use Breath to fuel...Windrunning right? Because the oath and the bond and things like that make it pretty easy. However fueling Allomancy with something else is going to be a lot harder. So it really depends on the magic. It's the sort of thing that there will be lots of science in the books dedicated to making happen in the future and you will find some of the process these work easiser than other ones.
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So, I continued, hemalurgy is unique because not only can the power of Ruin be accessed anywhere (not just on Scadrial), but also by anyone (not just someone who's invested).
He said it is weird that way.
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So say you go to Roshar and you give somebody a Hemalurgic spike for some Allomantic power, don't care what, and you use it to become a savant. Does that qualify them as 'broken' enough to become a Radiant? As long as they are also following the Ideals to attract a spren.
So becoming a Radiant is a spectrum of terminologies. It... probably, but you would have to find a Radiant who would, or a spren who would be willing to touch that, okay? It's going to drive them back.
So would it also affect your probability of becoming an Elantrian?
Yeah it would affect your ability to become anything else, yes.
Okay, so would it be a positive effect, negative effect...? Because I was like, it gives you cracks in your Spiritweb.
It does give you cracks in your Spiritweb.
So it's easier for Investiture to get in. Does it make it easier for other Investitures to get in?
It would make it... yes. It's going to drive spren away. So what it's really going to make easier for, there, is spren and Investiture that doesn't care.
Okay, so Investiture doesn't care but spren do.
Investiture might care depending on if it's part of a Shard-- if it has intent and things like this.
So it might let Stormlight in easier than a Breath, type thing.
I'm saying it might let Odium in easier than Syl. Because Syl would care, and Odium would not care.
Okay cool.
Alright, so it could be a really bad thing, is what I'm trying to say to you.
Yeah that's cool. I just want to know more about gold too. Gold Allomancy too. Because Miles was doing some funky stuff.
Miles was doing some funky stuff.
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