Shard

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Shard
The Roshards by jurassicpencil.jpg
Related to Adonalsium, Investiture
Universe Cosmere
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The Shards are not God, but they are pieces of God. Ruin, Preservation, Autonomy, Cultivation, Devotion...There are sixteen of them.

The Shards of Adonalsium, or Shards for short, are sixteen pieces of the power of creation, formed during the Shattering of Adonalsium.[1][2] They are each named after a specific characteristic or ideal that represents the Shard's primary purpose or motivation. A person who has taken up the power of a Shard is the Vessel of that Shard.[3]

The Shards are the most powerful known entities in the cosmere, and for all intents and purposes, serve as the gods of the cosmere. Most if not all Invested Arts are related to them.

Introduction[edit]

Ruin and Preservation inhabited power and energy in the same way a person inhabits flesh and blood.

Power[edit]

Each Shard is a piece of the power of creation with a specific motivation or Intent, such as to destroy or to preserve. They are made up of an immense amount of Investiture which permeates the Realms, which functions as their body.[4][5][6][7] As with all Investiture, this substance cannot be destroyed, it can merely change state and cycle through the Realms.[6][8] These fragments each began their existence with equal level of power; however, over time many have diminished, whether through conflict or by the act of Investing a world -- imbuing it with Investiture. Each Shard has its own Investiture, keyed to their Intent, Identity, and Tone;[9] while a Shard can co-opt the Investiture of another Shard, that Investiture can become noticeably red.[10] As the Shard that Investiture is associated with is keyed to various aspects, it is possibly through various methods to remove any aspects and leave pure Investiture,[9] or to change the properties and associations of the Investiture.[11]

The Investiture of a Shard permeates all three Realms; Physical, Cognitive, and Spiritual; but the majority of the Shard is contained within the Spiritual Realm,[fn 1] and is thus not bound by the ordinary laws and limitations of time and space, and where all places are compounded into one.[12][13] Due to this, the power of a Shard is omnipresent,[7][14][15][16][17][16][18] and is immanent through,[18][19][20] reality. That is to say, all things; mind, soul, and body alike; are of one substance, and that substance is the body of Shards.[citation needed] Due to this omnipresence of the power, a Vessel could possibly feel its Shards presence on every world in the cosmere, though they are not capable of using all of the power or having awareness of all of it simultaneously.[16]

Investing in a world will produce numerous effects, most notably the creation of an Invested Art tied to the Shard. While a Shard doesn't have complete control over how the Invested Art functions or what it does, it can manipulate its mechanics to an extent.[2][21] Moreover, the presence of a Shard leads to the formation of a Perpendicularity, a well of the Shard's Investiture that pierces all three Realms, allowing for Realmatic transfer and worldhopping.[13] The Shard's Investiture can also manifest directly in the world in other ways; examples of such manifestations are atium and lerasium on Scadrial, the Tears of Edgli on Nalthis, or the many spren of Roshar.

The core of being through which the power flows, that is, the Vessel, is described as a mere focus or hub for the omnipresent power of the Shard.[22]

Shards can be combined and intermingled with one another, which changes the Intent and effects how the Shard influences the world and the Vessel holding it. One can theoretically combine every Shard in one Vessel in order to recreate Adonalsium. But other theories posit that doing so would destroy the Vessel,[23] and still others posit that it cannot be done.[24]

Shards are, as forces of nature, not inherently bound by the moral standards of sapient societies. Therefore, they are not definable as good or evil. This morality inapplicability influences the Vessels.[25][26][27]

The power that makes up a Shard was originally part of Adonalsium, and thus predates the Shattering. Upon the Shattering, all Investiture that made up Adonalsium was split between the sixteen Shards.[16]

Intent[edit]

If Light is Investiture, and all Investiture is deity, and deity has Intent, then Light must have Intent.

— Navani Kholin[5]

The Investiture of each Shard, and the Shard themselves, have an Intent that shapes how they act and what they are capable of doing,[28][29][30][31][32] which reflects and embodies aspects of Adonalsium's nature.[33] This Intent has a deep influence on the properties of their Investiture, and upon the mind and actions of their Vessel. The Intent warps the mind over time, with the influence growing greater and more controlling over time.[28][34][35][36][37] It is difficult for a Vessel to fight against the Intent of their Shard,[35][37] but if they do so for long enough, it possible to modify the way an Intent manifests, but they cannot change it outright.[38][39][40] Therefore, shardic Intent is not immutable, but it is also not overwritable. Furthermore, this means that the mind and Intent influence one another, until they eventually come to a balance.

Intent does not only effect how a Shard and its Vessel act, but also what they are capable and incapable of doing.[31][32][37] For example, Preservation is incapable of doing harm or initiating change.[19]

It is possible for a Shard to be broken down into multiple smaller Shards with different Intents.[41] It is currently unknown whether this has ever happened before, or how it would be accomplished. Conversely, it is possible for multiple Shards to be held by one Vessel, which intermingles them and modifies the Intent depending on if the Intents and Tones are working together in harmony or discord.[42][43][44][45]

Having opposing Intents between the Shards one holds, such as Ruin and Preservation, can lead one to have difficulty acting.[28][46] If the Shard is dropped, it would drop as one unified Shard rather than splitting back into the constituent parts.[47]

Many Intents have both a psychological and phenomenal interpretation, that is, both an aspect of the mind and the natural world.[33] Such as Honor being oaths, agreements, and laws as they relate to sapient beings, but many argue it is also a cosmic sense of justice and the natural laws of physics.[33][48][49]

Viewing the power of a Shard allows one to feel its essence and Intent, typically engendering a heightened emotional response from the viewer.[50][51]

Pure Tone and Rhythms[edit]

Each Shard is associated with a Pure Tone and a Rhythm, borne from the interaction of the inherent nature of the Shard with the world they chose to Invest.[44][52][53][54] The Pure Tone is the sound itself, whilst the Rhythm is the beat to which the Tone fluctuates.[citation needed] This is sometimes referred to as a Shard's "song."[55][11][56]

Some individuals argue that Investiture responds to Tones as they remind it of the voice of the Shard commanding it to obey.[57]

It is possible to create Anti-Investiture via dampening the natural frequency of a Shard's Investiture, and then forcing it to resonate with the Anti-Rhythm of the Shard. This produces Investiture that is inherently destructive to the Shard in question, converting their Investiture directly into energy.[11]

Shardic Memory[edit]

Shards remember their history, outside of the Vessel itself. When one ascends to godhood, they gain all the memories engraved into the Shard. This does not, however, grant the Vessel experience in using the power, it merely grants them knowledge of how to use it and how it was used in the past.[58][59][60]

Vessel[edit]

Your questions are dangerous. Once you step behind the curtain and see the actors as the people they are, it becomes harder to pretend the play is real.

— Khriss[1]

To function properly, a Shard requires a Vessel -- a mind to control it, belonging to a sapient creature from the Physical Realm, such as a human, Dragon or Sho Del.[61][62][63] The Vessel is the core of being through which the power flows, which acts as a focus or hub for the omnipresent power of the Shard.[22] One doesn't need to be able to use Investiture in order to become a Vessel, but the ability does help.[64] What becoming a Vessel requires above all is Connection to the Shard in question, whether forged artificially or driven by a natural inclination towards the Shard's intent.[3] Upon Ascension, a Vessel loses its connection to its former species -- for example, a human who Ascended is no longer considered human.[65] However, it is possible for Vessels to reproduce.[66]

The act of becoming a Vessel is called Ascension, and causes the Vessel's body to vaporize and mind to expand.[2][22][67] From then on, the Vessel and the Shard are intertwined; the Vessel gets to set some general course of how the Shard's power is defined, and feeds off the Shard's power to remain alive, but the Shard's power is the driving force between the two. Over centuries, the Vessel's mind begins to change to fit the Shard's intent more perfectly.[34][35][36] It is difficult to fight against the Shard's Intent,[35] if a Vessel fights against it, they can be left vulnerable.[68] Some knowledgeable individuals, such as Khriss, argue that the Vessel does not truly control the Shard, but rather they are controlled by it and its Intent.[1] If the Vessel were to give up the Shard, the Shard's influence on their mind would fade over time.[69]

A Shard can be killed by Splintering it, breaking its power down further into smaller pieces, called splinters; the easiest way to achieve that is by killing the mind.[1] The actual death of a Vessel, however, can take up to hundreds of years.[70] If the Shard is taken up before the Vessel dies completely, splintering can be prevented;[1] if not, the power will become wild and dangerous.[71] A Shard without a Vessel will eventually gain sentience.[72] When a Vessel dies, the person's original body materializes and falls to the ground as a corpse.[59][73] As the body is evaporated upon Ascension, this is not their original body and matter, but rather a recreation of it out of Investiture and energy.[74] It does not age rapidly, since Shardic immortality is different from other methods like atium compounding.[75]

It is possible for Vessels to be separated from their Shards without dying or Splintering the Shards they held.[76][77][78] If this happens then, after the Vessel's death, it is able to resist the pull into the Beyond.[79]

While the power a Vessel holds exists everywhere, the Vessel themself can only exist in a limited amount of places or areas at a time.[14][15][80][81][82] Some Vessels have shown the capacity to manifest in multiple places at once, acting independently, but all as a manifestation of the same mind.[80][82]

A mentally ill Vessel can affect the Shard's intent.[83]

It is possible for multiple Shards to be held by one Vessel, which modifies the Intent depending on if they are working together in harmony or discord. The only known case of this currently is Harmony, held by Sazed.[citation needed]

When an individual becomes the Vessel of a Shard, their spiritweb is permanently stretched and warped. This warping's effects continue even if they later release the power. Such beings that took up the power, or even took up a large portion without becoming the Vessel, and later released it, are known as Slivers.[84]

Suitability[edit]

What becoming a Vessel requires above all is Connection to the Shard in question, whether forged artificially or driven by a natural inclination towards the Shard's intent.[3] Not anyone can choose to take up a Shard, with this Connection or alignment with the Intent being a requirement for becoming the Vessel of a Shard. This rule, however, was less strict immediately after the Shattering, allowing greater flexibility. Nonetheless, the rule did exist and not any individual could have taken up any of the Shards.[85]

One does not necessarily need to perfectly align with the Intent in order to pick up a Shard,[86] however, a strong Connection to the Shard in question is required. Furthermore, aligning with the Intent makes it easier to pick up the Shard.[86]

Immortality[edit]

Vessels are inherently immortal and ageless beings, due to the power that they possess and become. This is due to the fact that Vessels are, essentially, a hub or nexus for the power of the Shard. Therefore, they are a sentient bundle of Investiture.[22][87][88]

While unable to die from disease or old age, Vessels can be killed in specific circumstances. Such as when killed or Splintered by another Vessel,[89][90] or when struck by Nightblood.[91][92] They can also be killed if they break an oath, which leaves holes in them that can be exploited to kill them.[93][94]

Difference between the Shard and the Vessel[edit]

You say that the power itself must be treated as separate in our minds from the Vessel who controls it. I find this difficult to do on an intrinsic level, as although I am neither Ruin nor Preservation, they make up me.

—Sazed[95][96]

The difference between a Shard and the Vessel, and the relationship between them, is complex and difficult for mortal minds to understand, and the line between the two is often blurred.[97][98][99] This is due to the fact that the Vessel is made up of the Shard that they hold, the power of the Shard being their body.[4][22][96] The power itself cannot tell them difference between itself and its Vessel, though small pieces, like spren, are able to do so.[99][100] Due to the blurring between the two aspects, the Vessel themself is often referred to as the Shard.[101]

Despite the line between them being blurred, the mind and power are capable of disagreeing and resisting one another.[97]

Various knowledgeable figure debate on the difference between the Vessel and power, with some arguing that they are essentially one in the same, with others stating that they should be treated as separate.[95][96] That is to say, to some, the self and the Shard become intrinsically intertwined, such that they cannot truly be defined as individual entities.

History[edit]

For the histories of individual Shards, see their respective pages.

I have delved and searched, and have only been able to come up with a single name: Adonalsium. Who, or what, it was, I do not yet know.

It is unknown what precisely Adonalsium was, though it has been referred to numerous times as the power of creation, suggesting it to be the progenitor god of the cosmere. At some point in the distant past, on the planet of Yolen, at least seventeen beings conspired to kill it, and succeeded in an event known as the Shattering of Adonalsium.[1][103] Some of those people were romantically involved; others were related to each other.[104][105] All of them were mortal at some point.[106]

Following the Shattering, the power that comprised Adonalsium broke into sixteen pieces, each polarized to one particular aspect of it, such as Ruin or Endowment.[107] Those pieces, each equal in power,[108] became known as the Shards. Sixteen of the killers of Adonalsium each took up one of the Shards, Ascending and becoming the first Vessels.[1] Following their Ascension, each of the Vessels departed Yolen. Some settled on various planets, while others set no roots.[109] At this time they all had an equal amount of power.[108]

Originally, the Shards made an agreement not to interfere with each other,[101] but they did not make a formal oath[110] and many of the Shards chose not to keep to the agreement.[101] Additionally, Honor felt he did not break the agreement by traveling with Cultivation,[111] suggesting the wording of the agreement may not have been as precise as Shards like Endowment thought.

Over the millennia, several Shards have passed away, one way or another. The most common cause of death for them were actions of one specific Shard, Odium, in an attempt to become the sole god, travelled around the cosmere splintering Ambition, Devotion, Dominion and Honor before eventually being trapped in the Rosharan system by the remnants of the latter.[112] The death of Preservation's Vessel, Leras, led to the power being passed between several hands before it was eventually combined with Ruin to form Harmony.[22][82] By contrast, Autonomy spread, creating avatars to inhabit numerous planets, including Obrodai and First of the Sun.[113]

At least one of the Vessels regrets taking up a Shard, though which one that would be is unknown.[114] There are living descendants of some of them still alive.[106] At least one Shard other than Odium has been forced to leave their planet after its destruction.[115]

Known Shards[edit]

There are sixteen original Shards, fifteen of which are currently known.

While most planets have at most one Shard, Sel and Scadrial are both dishardic, hosting two Shards each.[71][116] Roshar, on the other hand, is the only known example of a world influenced by three Shards.[112]

Original Shards[edit]

Shard Vessel World Books References
Devotion Aona (deceased) Sel Elantris, The Emperor's Soul [117][118][119][120]
Dominion Skai (deceased) Sel Elantris, The Emperor's Soul [121][119][120]
Preservation Sazed
(formerly Leras, Kelsier, and Vin)
Scadrial Mistborn [122][120]
Ruin Sazed
(formerly Ati)
Scadrial Mistborn [122][120]
Odium Taravangian
(formerly Rayse)
Braize, Roshar The Stormlight Archive [123][120][55]
Cultivation Koravellium Avast Roshar The Stormlight Archive [124][120][125]
Honor Tanavast (deceased) Roshar The Stormlight Archive [126][120]
Endowment Edgli Nalthis Warbreaker [127][120]
Autonomy Bavadin Taldain; avatars on
First of the Sun, Obrodai, and Scadrial
White Sand, Sixth of the Dusk, Mistborn Era 2 [122][17][128][28]
Ambition Uli Da (deceased) Threnody Shadows for Silence in the Forests of Hell [129][130][131]
Invention Unknown Unknown Unknown [132]
Mercy Unknown Unknown Unknown [133]
Valor Unknown Unknown Unknown [133]
Whimsy Unknown Unknown Unknown [133]
Virtuosity Unknown Komashi Yumi and the Nightmare Painter [134][135]
Unknown Unknown Unknown Unknown

Hybrid Shards[edit]

Several of the known Shards are dead in the current time, with Ambition, Virtuosity, Honor, Devotion and Dominion all being Splintered,[112] with the remnants of Devotion and Dominion having been combined together in the Cognitive Realm as the Dor.[136] Ruin and Preservation, on the other hand, have blended together into Harmony, albeit they remain somewhat separate within this unified construct.[137] It is possible for the remnants of the Shard Honor to merge with Odium to form a new Shard.[138]


Shard Vessel World Books Notes References
Harmony Sazed Scadrial Mistborn Conjoining of Ruin and Preservation [139]
The Dor None Sel Elantris, The Emperor's Soul Combination of the splintered Devotion and Dominion [136][140][141]

Unnamed Shard[edit]

Some men, as they age, grow wiser. I am not one of those, for wisdom and I have always been at cross-purposes, and I have yet to learn the tongue in which she speaks.

Hoid possibly implying the existence of another Shard[142][143]

There remains one Shard that has not been named, but it has an Intent similar to Wisdom or Prudence.[144][145][146] Hoid and this Shard may be antagonistic towards each other,[142][143] though this appears to be something of a common thread in his relations with the original Vessels.[147][148][149] There is a Shard that "just wants to hide and survive,"[150] though it has realized over time that that may not be the most desirable course of action; this may be the "wisdom" Shard.[144][145]

At one point, there was an unknown Shard that does not inhabit a planet,[109] which likely referred to Virtuosity.[151] Similarly, at one point there was at least one unknown Shard that had been Splintered by Odium,[152] though the Splintered Shard Ambition has been revealed since then.

Powers and Abilities[edit]

The power of ancient Adonalsium permeates him. And controls him. Odium is a force like pressure, gravitation, or the movement of time. These things cannot break their own rules. Nor can he.

Shards possess incredible power -- a single Shard can easily move entire planets and alter people down to the genetic level.[153] They exist in all three Realms, but unlike other living beings, the vast majority of their power is concentrated in the Spiritual, in most cases. Shards do not appear in the Cognitive Realm like other entities (such as a bead on Roshar).[154] Time matters little to Shards, and they can bend and stretch it as they wish.[155]

Their power is such to manipulate the nature of reality and existence, albeit in a controlled way.[28]

Vessels also gain an immense amount of knowledge upon Ascending, more than they can process immediately. They can gain more knowledge instantaneously, but this is not automatic, and requires them to consciously gain that knowledge.[156]

As Investiture never truly goes away, a Shard has access to a functionally-endless supply of it; however, there is a finite amount that a Vessel can command at any one time. This means that while all Investiture in the cosmere is assigned to one Shard or another, a Vessel cannot truly command all of it at once.[16] As such, while powerful, Vessels are not omniscient, omnipresent, nor omnipotent.[14]

A Shard's power can be temporarily diminished, either by assigning it to living creatures (such as people or spren), or sending it back to the Spiritual Realm (e.g. burning atium). Moreover, Shards are, as powers, bound to follow higher rules; a deal, once made by a Shard, cannot be broken, and they must absolutely obey the rules that govern them.[37] Breaking such deals will leave holes in them that another Shard can exploit to kill them.[93][94]

Each Shard appears particularly predisposed toward acting in line with their intent; for example, Preservation finds it nearly impossible to destroy, while it's extremely easy for Ruin to do so.[19] This is partially influenced by the personality change brought about by the Shard.[157] However, whether intentions provide Shards with actual unique powers is unknown.

Individual Powers[edit]

Movement and Multilocation[edit]

Vessels are capable of appearing in various parts of their own Invested worlds instantaneously.[22][80][158] They can also travel to other planets by willing themselves to do so.[159][160] However, when a Shard Invests its power in a world, it's Cognitive and Physical Aspects are bound to it and will have difficulty leaving the system it is in.[161][162]

Shards can also trap each other in systems, though the precise mechanics of that are unknown.[50] What is known, however, is that when a Shard is trapped or sealed within a space such as a planet or planetary system, it is their Physical and/or Cognitive Aspects which are trapped, not their Spiritual Aspect.[162]

They are capable of manifesting in multiple locations simultaneously, but not to the point of omnipresence. These are able to act independently from one another, while being product of the same mind.[80][82]

Communication[edit]

Shards have several ways of communicating with people. Some Shards can speak directly into the minds of others, while others can listen.[163] A Shard can also communicate with a person directly through dreams or visions, and even take on a physical form -- a puppet of sorts, serving as a Physical outlet for communication.[50][164] While the use of visions and speaking directly into a mind are limited to a single person, a puppet can be seen by many people.[165]

Shards are capable of inserting not just words, but images and ideas into the minds of people.[citation needed] Furthermore, they are capable of granting people brief glimpses into the Spiritual Realm.[18][50]

A Shard can also communicate directly with Cognitive Shadows.[80]

Physical Manifestation[edit]

They can create a Physical body as a means of communication and interaction with the Physical Realm and the denizens of it.[50][164] They can appear however they desire, taking on a different form for different people.[165][166] They are not only able to appear as a sophont, but also produce natural phenomena or display eras of time upon their very form.[167] They do not appear to have any known size limitations, with them being shown to be able to produce manifestations as tall as a hundred feet.[68][168][169]

The physical manifestation of a Shard is described as being like an impression, rather than their true being.[165] They are often described as melding with the world around them, with their power and essence stretching into infinity. A reflection of the true scope of the power that they hold.[28][164][170][171]

Damage to the Shard reflects in damage to the body, such as the damage to Preservation causing his body to have holes, distort, and at times completely disintegrate.[172] The instability between Ruin and Preservation within Harmony has also led to an uncontrollable aspect of his manifestation, forming a dark copy of himself mirroring his movements.[173][174] Though this does not appear at all times.[171]

Furthermore, collective perception and beliefs can shape the physical manifestation of a Shard or Vessel, in minor ways, over centuries to millennia.[175][176]

These physical manifestations can be created in multiplicity, existing in multiple places at once within a Shard's sphere of influence, each acting independently from one another.[80]

Mental Capacity[edit]

Upon Ascension, the Vessel's mind will be greatly expanded, allowing a far greater capacity to think than a mortal could.[59] A Shard is capable of multilocation -- being present in several places at once -- within its sphere of influence, and each manifestation is able to act independently.[80] As moments can pass like years to a Shard, they can also appear to think far faster than normal minds. Fundamental understanding of the cosmere, to the point of axi and anti-axi, also comes as a result.[156][177] They are capable of even seeing the axi that make up the world.[171] Their mental capacity has expanded enough that they can interpret the immense amount of information that they receive when looking into the future,[citation needed] and to be able to understand and interpret the world as they see all of the axi that make up matter.[171]

They seem to possess flawless memory, with no obvious upper limit, for example, Sazed is able to absorb the tremendous amount of knowledge in his metalminds.[139][178] It is potentially possible for them to intentionally let themselves forget certain memories.[178]

However, contrary to what many believe, Vessels are neither omniscient nor omnipresent.[14][15] They can only appear at limited places at once, and can only divide their attention so much;[80][82] furthermore, they can be distracted, deceived or surprised. It is also possible to block a Shard's senses away from a certain area.[fn 2] They are incapable of breaking a formal contract, at least not without seriously wounding themselves.[94]

Creating Sapience[edit]

Shards can use their power to create complex constructs, capable of continuing their function past the Shard's death. Examples of such constructs are the snapping mists of Preservation,[179] and the vision journal of Honor.[89] Shards can also create sapient beings from their power -- this is most commonly seen on Roshar, with its overabundance of spren. Many of them, like the Stormfather, Nightwatcher, and honorspren were created by local Shards.[164][180]

Shardic power is also directly related to sentience and sapience. The close presence of a particular Shard, such as Cultivation, can lead to some beings developing higher levels of sapience.[181] Shardic power can also grant sentience directly -- Scadrians are sapient due to Preservation's power within them, and Nightblood's sapience is partially derived from his large quantity of Breaths. Splinters can also become sapient.[182] Even the raw power of a Shard, if left alone and without a Vessel, will eventually begin to form a rudimentary mind.[71][183]

Avatar Creation[edit]

Shards can also create avatars, personas that can act independently of them.[28][184] Avatars can be of any gender, race, and species, regardless of the original Vessel creating them, and can be formed at a considerable distance from the main body of the Shard, with many different avatars able to exist on a single planet.[17][185] Though a Shard can create them directly, avatars can also form without a conscious decision on the Shard's part, though the Shard is still aware of what is happening.[184] When created directly, however, they can be instilled with specific traits.[128] Some avatars are self-aware, while others are not, although the parent Shard will always be aware. Though some would call these avatars Splinters, it is not clear whether they truly fit the definition.[28][186][187]

An Avatar can be a form of self-aware power split off from the Shard, or can be a person heavily Invested and chosen to act as an emissary of their will.[28][188] Different Vessels have different views on turning people into their avatars, with ones such as Bavadin creating many all across the cosmere, while at the same time having ones like Rayse see the Investment of people into avatars to be beneath him.[168]

Avatars are, in a way, considered to be Shards in their own right.[189] Known ones include Patji and the Sand Lord, both of Autonomy.[190][191] It is difficult but possible for someone to become a Vessel of an avatar.[186]

Magic Generation[edit]

When a Shard Invests a world, it will begin to fuel the local Invested Arts. Each Shard can do this differently, though much of the system is dictated by the planet itself. Because of this connection to the magic, a Shard is able to directly interact with its users and provide Investiture when necessary, without the need for intermediaries.[2]

While not all Invested Arts in the cosmere are directly tied to a Shard, Shardic presence greatly influences the shape a magic system takes. On a planet inhabited by a Shard, magic forms as a result of the interactions between a Shard's power, Realmatics, the world's natural inclinations and, in some cases, even genetics.[2][fn 3] For this reason, the exact function magic performs will not always be related to the Shard's nature -- for example, Surgebinding, despite being powered by Honor, is capable of manipulating Division, which controls separating things. However, how the magic is obtained is tied to the Shard.[192] Hemalurgy demands that a person be destroyed, in line with the intent of Ruin, while Surgebinding demands forging bonds.

Shards are capable of putting rules and limitations upon an Invested Art, often times to prevent an Invested Art being used to its theoretical maximum capacity.[193][194]

Shards are capable of tampering with Investiture that does not belong to them.[195]

Most Invested Arts can pull on the Investiture of a Shard from anywhere in the cosmere, due to Shards being omnipresent and focused in the Spiritual Realm.[citation needed][fn 4]

Vision[edit]

Vessels do not see the world as other beings do, with their vision greatly enhanced by the power and its nature. They are capable of seeing everything in the world outlined, down to the level of axi and their polarity.[171] There enhanced mental capacity assists in comprehending the massive influx of information and stimuli granted by this sight.[59]

Prescience[edit]

This page or section deals with theories or speculation.
Please read carefully and note that this is not necessarily canonical.

It's as if the future is a shattering window. The further you look, the more pieces that window breaks into. The near future can be anticipated, but the distant future… I can only guess.

Due to their existence within and connection to the Spiritual Realm, Shards are capable of perceiving the future, although it can be difficult for them. Some are better at it than others, with Cultivation and Preservation being noted as particularly excelling.[89][196] Like all seers, Shards can be wrong about both what they see and how they interpret it, although as a general rule they see further than non-Shards.[169] Shardic power can also be utilized by others to perceive the future as they do: examples of this are atium, as well as the visions of the Returned.[197]

Both Preservation and Honor describe seeing the future as not one set path, but a tangled web of linked possibilities, as well as the circumstances necessary to bring them about, with some being more likely than others. As a result, predicting the future is not a straightforward process, and is not equally useful to all seers. Upon Ascension to Odium, Taravangian realized that there are possibilities of future that Rayse had not seen, implying the future sight ability may be related to the Vessel as well.[59]

It is theorized that a Shard's intent may be tied to its proficiency with future sight. Preservation, as a Shard dedicated to keeping things existing, and Cultivation, a Shard dedicated to growing something in a desired form, would hold a natural interest in predicting what the future will hold which may make them more proficient with this ability. By contrast, a Shard like Ruin, which is interested only in destroying things, and Honor, about holding to one's oaths, would not have "seeing ahead" as part of their nature.

Vessels are capable of displaying their future sight to other people.[18][169] This can either manifest through granting them a look into the Spiritual Realm,[18] or through manifesting a representation of the future in a visual manner.[169] This does not, as a rule, show a vision of the future, as it can also display the future through the form of text, if the Vessel wills it.[169]

Forms and Subdivisions[edit]

I'm still a spren. I’m a little piece of God.

The raw Investiture of a Shard can take distinct forms and states. As a solid, the Investiture is metallic, and is thus sometimes referred to as a God Metal. Examples of God Metals are atium, lerasium, raysium, and the alloy of Honor and Cultivation that forms Shardblades. God Metals typically have properties within the Metallic Arts, regardless of what Shard they're aligned with.[2]

Shardic power is the most potent as a liquid.[2] It typically coalesces in one place on a planet, forming a perpendicularity. A perpendicularity represents a tremendous amount of power, enough so to pierce all three Realms, allowing people to slide between them.[198] Examples of such perpendicularities are the Well of Ascension, the Pits of Hathsin, or the Lake.

As a gas, the Shardic power can take on a number of different functions. Examples of Investiture in gaseous forms include Breath, Stormlight, and Preservation's mists. All can serve as fuel for magic. In both Awakening and Surgebinding, gaseous Investiture is, in fact, the primary source of magic, but even in systems that use other substances, like Allomancy, gaseous Investiture can serve the same purpose.[2]

Slivers[edit]

A Sliver is a person who has held the power of a Shard, and then released it.[84] This "stretches" a person's spiritweb, noticeably altering them. There is some grey area as to how much power one needs to have to be considered a Sliver; however, a person who directly handled Shardic power is the most straightforward example. The Lord Ruler and Kelsier would both be considered Slivers, while Elantrians and Returned would not.[199]

Splinters[edit]

A Splinter is a fragment of a Shard's power, similar to how a Shard is a fragment of Adonalsium's power. The act of being broken apart into Splinters is referred to as Splintering.[fn 5] The Splintering of a Shard is considered to be an event which transcends all Three Realms,[201] and is in essence a microcosmic manifestation of the Shattering of Adonalsium.[202]

Unlike Slivers or Cognitive Shadows, Splinters don't generally have a Physical component.[203] They often have a mind of their own, separate and distinct from that of their parent Shard.[204] They can form in two distinct ways: either by the Shard being splintered (killed), or by the Shard directly splitting off splinters of itself.[205][180] Under certain circumstances, a Shard may be split and each resulting piece would gain an aspect of the original Shard's Intent.[41]

Splinters can be comprised of the Investiture of one or more Shards.[206] Examples of splinters include the divine Breath of the Returned,[207] Aons within seons, and spren.[208] It is possible to create a new Shard from splinters of multiple other Shards, though it is much more difficult than it sounds.[209]

A Shard Splintered beyond recognition could be reconstructed as a different Shard, though this would require a great deal of effort and resources, such as the use of a Dawnshard.[210]

The splintering a Shard is a difficult act that one needs specific knowledge in order to actualize.[1]

Champion[edit]

It is possible for a Shard to name a "champion" when making a deal with another Shard. Becoming a champion in this way is a formal event and requires some kind of contractual agreement.[94][211] Honor encourages Dalinar Kholin to try to get Odium to agree to a contest of champions;[89] Odium eventually agrees and attempts to name Dalinar as his champion, though Dalinar declines.[13] Shards outside of the Rosharan system have also had champions.[212] The Heralds are similar to champions,[213] and the conflicts between Marsh and Elend and between Marsh and Vin are an echo of this system.[211]

See Also[edit]

Trivia[edit]

  • Some Shards that were included in unpublished works but were subsequently removed or cannibalized include Decay, which was present in Aether of Night. Decay was cannibalized and turned into Ruin.[39][214]
  • The mindlessness of Shards without a Vessel, and their omnipresence and oneness with the universe, and how mind and body of all things are made up of the same substance as the Shard, is inspired by the philosophy of Baruch Spinoza.[215] This philosophy, amongst many other things, claims that God, the Universe, Thought, and Extension (the body), are all of one substance, but also that Thought and Extension do not rely on one another and can exist separately (however, it does not follow it to its conclusion of rejecting cross attribute explanations).

Notes[edit]

Footnotes
  1. Devotion and Dominion are exceptions to this, being primarily focused in the Cognitive Realm after Odium forced them out of the Spiritual. This has deeply effected how they work and operate, due to the differences between the Realms.
  2. Metal is capable of blocking the sight of Ruin.[citation needed] Furthermore, it is possible for a Shard to disrupt the sight of other Shards, dampening their ability to see by Investing them in a specific manner. This is known to be a gradual effect, not an instantaneous one.[28]
  3. In the case of the Dor, it is also based on geography and location, though this is an exception to how Shards and their interactions with the world normally operate. This is due to Devotion and Dominion, who make up the Dor, having been pulled out of the Spiritual Realm and into the Cognitive.[71]
  4. Selish magic systems are an exception to this, due to the main body of the Shards that make up the Dor having been pulled into the Cognitive Realm, thus making it bound by location in most circumstances.[71]
  5. The term simultaneously can refer to an intention act of partial Splintering, or to an act forced upon them by another Shard that completely Splinters their entire Shard.[162][200][119] Though when used, Splintering usually refers to the latter case.
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    Arcanum - 2016-02-22#
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    Missing Arcanum metadata, click to import.
  192. Arcanum entry 4032
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  193. Rhythm of War Ars Arcanum#
  194. Rhythm of War chapter 111#
  195. Rhythm of War epilogue#
  196. Arcanum entry 5309
    Missing Arcanum metadata, click to import.
  197. Arcanum entry 4645
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  198. Arcanum Unbounded - The Drominad System#
  199. Arcanum entry 4499
    Missing Arcanum metadata, click to import.
  200. Rhythm of War chapter 34 epigraph#
  201. Arcanum entry 7967
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  202. Arcanum entry 4692
    Missing Arcanum metadata, click to import.
  203. Arcanum entry 4541
    Missing Arcanum metadata, click to import.
  204. Arcanum entry 10089
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  205. Arcanum entry 4129
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  206. Arcanum entry 6454
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  209. Arcanum entry 14145
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  210. Arcanum entry 16303
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  211. a b Arcanum entry 15676
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  212. Arcanum entry 5286
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  213. Arcanum entry 9548
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  214. Arcanum entry 11236
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  215. Arcanum entry 4051
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