Difference between revisions of "Steel Inquisitor"

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{{lifeform
{{Magical Entities
|image=Steel Inquisitor.jpg
|magic=[[Hemalurgy]]
|type={{tag+|Hemalurgic construct}}
|sapient=Yes
|world=Scadrial
|universe=[[Cosmere]]
|books=[[Mistborn (series)|Mistborn]]
}}
{{update|mb7}}
[[File:Steel Inquisitor.jpg|thumb|right|A Steel Inquisitor, image by Inkthinker]]
The '''Steel Inquisitors''' were a type of [[Hemalurgic]] construct on [[Scadrial]] created from humans. Steel inquisitorsInquisitors were created and controlled by the [[Lord Ruler]] as the policing force for his ministries. The Steel inquisitorsInquisitors made up the [[Steel Ministry#Canton of Inquisition|Canton of Inquisition]] whose job it was to Controlcontrol the use and spread of [[Allomancy]].
 
== Description and Physiology ==
{{image|Inquisitor by Connor Chamberlain.jpg|side=left|width=300px}}
The most notable feature is the large Steel spikes where their eyes should be. These spikes fill the eye socket and protrude out the back of the head several inches. Steel inquisitors, like the obligators from which they were created, are bald with a large number of tattoos spreading from their eye sockets across their head. These tattoos indicated many things including rank and what kind of [[Allomancer]] they were before recruitment. Steel inquisitors have several more Spikes on their body, most of which are not visible
{{for|/Gallery|more images}}
The most notable feature is the large Steelsteel spikes where their eyes should be. These spikes fill the eye socket and protrude out the back of the head by several inches. Steel inquisitorsInquisitors, like the obligators from which they were created, are bald with a large number of tattoos spreading from their eye sockets across their headheads. These tattoos indicatedindicate many things, including rank and what kind of [[Allomancer]] theythe wereobligator was before recruitment. The number of spikes that the Lord Ruler's Steel inquisitorsInquisitors have severalvaries more Spikesbased on theirthe bodyavailability of Mistings and [[Feruchemist]]s to sacrifice,{{wob mostref|10123}}{{wob ref|8848}} but they generally have between nine and eleven spikes in total: two through the eye sockets, one in the middle of whichthe arespine on the back, and six to eight in the torso.{{book notref|mb1|epilogue}}{{book visibleref|mb3|72}}
 
Although created from humans, they wereare physiologically and mentally distinct.{{wob ref|7713}}{{wob ref|2615}} They couldcan, however, still mate with humans.{{qawob ref|6915530}} Children from Steel Inquisitors are more likely to be Allomancers compared to children from two humans, but the strength of Allomancy and Feruchemy would still weaken over time.{{wob ref|204148}}{{wob ref|Can12858}} There are also complications that can happen with the children of an Inquisitor.{{wob ref|4148}} Steel Inquisitors stillhave breedslightly throughlonger humanlifespans reproductivecompared methods?to humans.{{wob ref|date=2010-055532}}
 
; Gallery of steel inquisitor appearances
<gallery>
File: Marsh Inquisitor portrait.png|A side view of an inquisitor's head.
</gallery>
 
== Creation ==
{{image|Inquisitor.jpg|Common binding points for creating a Steel Inquisitor|side=right|width=250px}}
To create an Inquisitor, metal spikes are inserted at various points in the subject's body by hammering the metal spike through the heart of a [[misting]] or [[Feruchemist]] into the new Inquisitor, this reduces the loss of power through the Hemalurgic process, due to the spike spending a minimal amount of time outside of a body. These spikes, now hemalurgicaly charged, tear into and forcibly splice information from the victim to the subject's [[spiritweb]]. This process moves vital organs, allowing the spikes to be inserted practically anywhere without fatally wounding the subject. This process is not painless for either person involved, as both violent changes to the spiritweb and having metal spikes driven into one's body causes pain. The [[Steel]] spikes inserted into eye sockets allow the Inquisitor to navigate via the blue Allomantic lines from the traces of metals in everything. The spikes create a chain in an inquisitor's body, and there is a central spike or Linchpin spike that acts as a Connector to the lower and upper spikes. If this spike is removed, the inquisitor dies.
According to [[Aradan Yomen]], one of the ways in which the number 16 made itself known in their time was that the [[Lord Ruler]] had originally made 16 Steel Inquisitors.{{book ref|mb3|70}} The number 16 in relation to the Inquisitors showed up once again, as [[Ruin]] created or otherwise used 16 Inquisitors to further his goals during the time after the [[Collapse]] (as there were 13 during the final battle, while [[Elend]] and [[Vin]] had already dispatched 3 previously).{{book ref|mb3|55}}{{book ref|mb3|73}}
 
To create an Inquisitor, metal spikes are inserted at various points in the subject's body by hammering the metal spike through the heart of a [[mistingMisting]] or [[Feruchemist]] into the new Inquisitor,; this reduces the loss of power through the Hemalurgic process, due to the spike spending a minimal amount of time outside of a body. These spikes, now hemalurgicalyHemalurgically charged, tear into and forcibly splice information from the victim to the subject's [[spiritweb]]. This process moves vital organs, allowing the spikes to be inserted practically anywhere without fatally wounding the subject.{{book Thisref|mb3|41}} The process is not painless for either person involved, as both violent changes to the spiritweb and having metal spikes driven into one's body causes pain. The [[Steelsteel]] spikes inserted into eye sockets allow the Inquisitor to navigate via the blue Allomantic lines from the traces of metals in everything. The spikes create a chain in an inquisitorInquisitor's body, and there is a central spike or Linchpin spike'linchpin' that acts as a Connectorconnector to the lower and upper spikes. If this spike is removed, the inquisitorInquisitor dies. A linchpin is needed to avoid deadly side effects if four or more spikes are used on an Inquisitor.{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}
Creating an Inquisitor bestows many of allomantic and some feruchemical abilities onto the subject, on top of their any of their own natural allomantic powers, meaning any abilities the subject had prior to the transformation are augmented by the spikes. As such, Mistborn and seekers were the preferred subjects, as their increased Seeking ability would allow them to pierce copper clouds.
 
CreatingInquisitors anare Inquisitortypically bestowsgranted many of allomanticAllomantic and some feruchemicalFeruchemical abilities onto(detailed the[[Steel subject,Inquisitor#Powers|below]]). onThese topabilities ofare theirgranted anyon top of theirthe Inquisitor's own natural allomanticAllomantic powers (if any), meaningand any abilities the subject had prior to the transformation are augmented by the spikes. As such, Mistborn and seekersSeekers were the preferred subjects, as their increased Seeking ability would allow them to pierce copper clouds[[coppercloud|copperclouds]].{{book ref|mb3|37}}{{book ref|mb3|45}}
== Weaknesses ==
Steel Inquisitors were very powerful and - with feruchemical healing - nearly invincible. Rumors in the skaa underground held that Inquisitors were immortal, that they could see into people's souls and that they were warriors with no equal.{{book ref|mb1|3}} However, removing spikes from an Inquisitor could effectively kill it, most notably the linchpin spike located between their shoulder blades. This was a weakness build into them by The Lord Ruler. Similarly, Inquisitors could not survive beheading this is because the chain of Spikes in a inquisitor would be broken. Removing one eye spike is not enough to kill most inquisitors. Most inquisitors need to rest frequently to charge their feruchmical powers.
 
There are forty-seven known bindpoints that can be used for an Inquisitor. Eleven are physical, twelve are mental, twelve are temporal, and twelve are spiritual.{{file ref|Hemalurgy table.jpg|Hemalurgy Table}} There are no differences in bindpoints between males and females.{{wob ref|5533}} To grant every possible Allomantic and Feruchemical power, it would take thirty two spikes (one for each power) plus a linchpin, leaving room for fourteen extra spikes.
Another major weakness in Inquisitors came from the Hemalurgic spikes they bore. Though this was not a problem before Ruin was release. Any Spike in a person allows for influence to be more easily pushed on a person via the tears in their spirit web. These tears allow for people to control a Hemalugic construct using allomancy. This weakness is present in both kendra and koloss. This also allowed them to be controlled by [[Ruin]] the more spikes they had, the greater the weakness was. However the stronger a creature's will is the more it can resist that influence or even break free from it for a time. Because of their Hemalurgic origins, all Steel Inquisitors were able to hear the voice of [[Ruin]].
 
Regular humans who were turned into Inquisitors could fully remember who they were and what life had been like before their transformation.{{book ref|mb3|40}}
== Powers ==
Depending on which Hemalurgic spikes the Inquisitor had, their abilities could vary immensely. Not all Inquisitors had an atium spike, nor could all of them tap health. During the time of Kelsier, however, most had those spikes.
 
During the days after the Collapse, Ruin gave his Inquisitors several advantages which the Lord Ruler had never allowed them, lest they become too strong. This included extra spikes to give them additional [[Feruchemy|Feruchemical]] powers, as well as a metal plate which would cover the linchpin spike between their shoulder blades.{{book ref|mb3|3}}{{book ref|mb3|6}}
 
== Weaknesses ==
* Steel Spikes: Inquisitors lacked eyes, so they saw via the blue lines from burning iron or steel enhanced by the use of steel spikes
Steel Inquisitors were very powerful and - with feruchemicalFeruchemical healing - nearly invincible. Rumors in the skaa underground held that Inquisitors were immortal, that they could see into people's souls, and that they were warriors with no equal.{{book ref|mb1|3}} However, removing spikes from an Inquisitor could effectively kill itthem, most notably the linchpin spike located between theirthe shoulder blades. This was a weakness buildbuilt into them by The Lord Ruler. Similarly, Inquisitors could not survive beheading this is because the chain of Spikes in a inquisitor would be brokenbeheading. Removing one eye spike is not enough to kill most inquisitorsInquisitors. MostInquisitors inquisitorsalso needrequire tomuch more rest frequentlyand sleep than a normal human would, which may be related to chargethe burden placed upon their feruchmicalsouls powersby the nature of their transformations.{{book ref|mb7|part=ars}}
* Pewter spikes:{{book ref|mb3|36}} offered extremely effective, almost immediate healing via [[Compounding]] gold. Not all Inquisitors had this. Feruchemical
strength and speed offered by additional pewter spikes dramatically increased strength and speed.
* Bronze spikes: Allows inquisitors to pierce copper clouds. [[Mistborn]] and Bronze [[Misting]]s like [[Marsh]] are usually chosen to allow for this to be easily attained through minimal additional spikes
 
Another major weakness in Inquisitors came from the Hemalurgic spikes, they bore. Thoughthough this was not a problem before Ruin was releasereleased. Any Spikespike in a person allows for influence to be more easily pushed on a personthem via the tears in their spirit webspiritweb. These tears allow forcertain peopleAllomancers to control a HemalugicHemalurgic construct using allomancy. This weakness is also present in both kendra[[kandra]] and [[koloss]]. This alsoweakness allowed them to be controlled by [[Ruin]] - the more spikes they had, the greater the weakness was. However, the stronger a creature's will is, the more it can resist that influence or even break free from it for a time. Because of their Hemalurgic origins, all Steel Inquisitors were able to hear the voice of [[Ruin]].
Inquisitors who had been made from [[Mistborn]] were notably more powerful, having their Allomantic abilities almost doubled. Some of the Inquisitors who obtained Feruchemical spikes also discovered out how to Compound, gaining more power from their [[metalmind]]s. This is not something the Lord Ruler taught the Inquisitors. Compounding was something they had to figured out themselves.
 
== Canton of InquisitionPowers ==
{{image|Hemalurgy table.jpg|Possible bind points and abilities for Inquisitors{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}|side=right|height=300px}}
During the [[Final Empire]] the '''Canton of Inquisition''' of the [[Steel Ministry]] was run by the of Steel Inquisitors, and acted as law enforcement, especially over the magical elements of society. Obligators of the Canton of Inquisition were marked by the regular Ministry tattoos with the addition of a stark red line.{{book ref|mb1|27}}
All Inquisitors exhibit a high tolerance to pain and most forms of physical damage. Depending on which Hemalurgic spikes the Inquisitor had, their abilities could vary immensely. The number of spikes varied; Marsh had eleven pre-Collapse, and after the Collapse an Inquisitor at Vetitan had a new one. After Ruin took control of them, Marsh was given 10 more spikes, making him the most powerful Inquisitor.{{book ref|mb3|13}}
 
* Steel spikes: Inquisitors had five steel spikes. They had one spike in their back between their shoulder blades, which sealed together all the other spikes. Then they had one spike in each eye and two between the ribs, to give them the four Allomantic Physical Powers (iron, steel, tin, and pewter).{{book ref|mb3|5}} With the spike through their eyes, Inquisitors weren't able to see normally, but they could see via the blue lines that appeared when they burned iron or steel; in fact, it is possible that they didn't need to burn anything to see the lines.{{book ref|mb7|epilogue|4}}
In addition to dealing with anyone that went against Ministry protocol, the Canton of Inquisition also had bases all around the city of [[Luthadel]], called Soothing stations. These were to dampen the emotions of everyone in the area, calming and depressing them. In addition, it is possible that many Inquisitors found skaa Mistings this way.{{book ref|mb1|27}}
* Bronze spikes: Inquisitors had four bronze spikes between the ribs, to give them the four Allomantic Mental Powers (zinc, brass, copper, and bronze).{{book ref|mb3|5}} The Ministry often made Inquisitors from people who already had the power to reveal Allomancy by burning bronze (either [[Allomancer#Mistborn|Mistborn]] or [[Seeker]]s), so that the spike would enhance that power beyond the normal amount, and allow them to pierce copperclouds.{{epigraph ref|mb3|45}}
* Atium spike: Most Inquisitors were able to see into other people's futures by burning atium.{{book ref|mb1|34}} This would've been gained by an atium spike. It was located in their chest.{{book ref|mb1|Epilogue}} Not all Inquisitors had this spike.
* Gold spike: Most Inquisitors had a gold spike between the ribs to give them the Hybrid Feruchemy ability to store health.{{ref|text=The early editions of the books said Feruchemical healing was granted by pewter spikes,{{epigraph ref|mb3|36}} even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.{{file ref|Hemalurgy table.jpg|Hemalurgy Table}} And the early editions didn't mention the health spike in The Hero of Ages chapter 5.{{book ref|mb3|5}} Later editions of the books changed that to a gold spike in both places.}} Not all Inquisitors had this ability;{{wob ref|10123}} those who did often spent much of their time resting so as to store up reserves of health.{{epigraph ref|mb3|36}}
* Pewter spikes: Gained after Ruin's release, the Inquisitor at Vetitan had a pewter spike through his heart which granted the Physical Feruchemical ability to store physical speed.{{book ref|mb3|5}}
* Brass spikes: Gained after Ruin's release, granted Cognitive Feruchemical abilities, such as mental speed.{{wob ref|3868}}
* Electrum spikes: Gained after Ruin's release, granted Enhancement Allomantic abilities, such as [[duralumin]]. Only a few, such as Marsh, were given these, and they had to be taken from Mistborn.{{book ref|mb3|72}}
 
Inquisitors who had been made from [[Mistborn]] were notably more powerful, having their Allomantic abilities almost doubled. Some of the Inquisitors who obtained Feruchemical spikes also discovered out how to Compoundcompound, gaining more power from their [[metalmind]]s. This is not something the Lord Ruler taught the Inquisitors. Compounding was something they had to figuredfigure out themselves.{{wob ref|5484}}
By revealing that [[Vin]] was the daughter of the Lord Prelan Tevidian, shortly before the death of the Lord Ruler, the Canton of Inquisition gained dominance over the other Cantons.{{book ref|mb1|36}}
 
== Inquisitors After the Final Ascension ==
In Well of Ascension, Sazed and Marsh visit a place called the 'Conventicle of Seran.' It is a sort of temple for the Inquisitors, and as far as we know, Sazed is the only non-Inquisitor to ever enter and leave alive. While there, Sazed discovers a message inscribed in a sheet of metal. The epigraphs for the chapters in Well of Ascension are taken from this message.
The Inquisitors' spikes were melted down by [[Harmony]] to make earrings, and given to members of the Path by assorted Kandrakandra. [[MeLaan]] gave [[Waxillium Ladrian]] his earring.
 
[[Marsh]] is the only known surviving Inquisitor.
== Notable Steel Inquisitors ==
;[[Marsh]]: Infiltrated the Canton of Inquisition to aid the [[Skaa Rebellion]] and was eventually turned into a Steel Inquisitor.{{book ref|mb1|38}} Brother of [[Kelsier]] and former leader of the Skaa Rebellion.
;[[Kar]]: The Steel Inquisitor that captured Vin, presented charges [[Tevidian]], and became the head of the Steel Ministry for a short time{{book ref|mb1|36}} before Marsh killed him.{{book ref|mb1|38}}
;[[Bendal]]: The Steel Inquisitor that originally hunted [[Reen]] and Vin because he was convinced Tevidian sired an illegitimate child{{book ref|mb1|37}} and was eventually killed by Kelsier.{{book ref|mb1|34}}
 
Inquisitors are often depicted as ravens in post-Catacendre artwork and are known as the Lord Ruler's wraiths "of whom only Death himself remained."{{book ref|mb6|12}}
== Inquisitors After the Final Ascension ==
 
The Inquisitors' spikes were melted down by [[Harmony]] to make earrings, and given to members of the Path by assorted Kandra. [[MeLaan]] gave [[Waxillium Ladrian]] his earring
== NotableKnown Steel Inquisitors ==
{{for|:Category: Steel Inquisitors|a full list}}
* [[Marsh]]
* [[Kar]]
* [[Bendal]]
 
==Trivia==
[[Marsh]] is the only known surviving Inquisitor.
* The early editions of the books said Feruchemical healing was granted by pewter spikes,{{epigraph ref|mb3|36}} even though the Hemalurgic table says pewter spikes only give Physical Feruchemical abilities.{{file ref|Hemalurgy table.jpg|Hemalurgy Table}} The early editions didn't mention the health spike in The Hero of Ages chapter 5.{{book ref|mb3|5}} Later editions of the books changed that to a gold spike in both places.
* A group of Inquisitors is called a murder.{{msh ref|6|7}}
* Kelsier was not the first person to kill a Steel Inquisitor.{{wob ref|15168}}
 
== Notes ==
{{partial}}
{{Mistborn|metals}}
[[category: HemalurgySteel Inquisitors| ]]
[[category: Steel Ministry]]
[[es:Inquisidor de acero]]
[[category: Hemalurgy]]
[[category: notable articles]]
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