Difference between revisions of "Coppermind:Welcome"

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==Featured Article==
 
==Featured Article==
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'''Hemalurgy''' is the third of the three [[Metallic Arts]] on [[Scadrial]]. At the times of the books, it is the least known Metallic Art.
'''Allomancy''' is a magic system from the ''[[Mistborn trilogy|Mistborn]]'' that allows users, known as '''Allomancers''', to "burn" (or use) ingested metals, thereby enhancing various physical and mental capacities. For an additional burst of power, an Allomancer may burn their metal(s) especially quickly, consuming them at an accelerated rate, but gaining greater benefits from them; this is referred to as "flaring" metals. A person who is only able to burn one of the metals listed below is known as a '''Misting'''. Anyone capable of burning more than one metal is capable of burning all of them; these people are known as '''Mistborn'''.
 
   
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===Lore & Background===
'''([[Allomancy|more...]])'''
 
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Hemalurgy is the most mysterious of the Metallic Arts, creating some of the most exotic things in the [[Final Empire]]. At its core, it involves stealing powers from one person and giving it to another. In order to do this, a metal spike must be stabbed through one person's body and then placed in the second's. The placement of the spike determines what power charges the spike. As such Hemalurgy is the most complex of the Metallic Arts, and the [[Steel Ministry]] has experimented for centuries with little success at finding new places to stab Hemalurgic spikes and new spots to lay them in the target. Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen from invariably dies.
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After the spike pierces through the initial person and is Hemalurgically charged, the '''Law of Hemalurgic Decay''' states that the spike loses some of its potency. The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little as possible.
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'''([[Hemalurgy|more...]])'''
   
 
==Staff Notes==
 
==Staff Notes==

Revision as of 03:53, 22 June 2011

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Featured Article

Hemalurgy is the third of the three Metallic Arts on Scadrial. At the times of the books, it is the least known Metallic Art.

Lore & Background

Hemalurgy is the most mysterious of the Metallic Arts, creating some of the most exotic things in the Final Empire. At its core, it involves stealing powers from one person and giving it to another. In order to do this, a metal spike must be stabbed through one person's body and then placed in the second's. The placement of the spike determines what power charges the spike. As such Hemalurgy is the most complex of the Metallic Arts, and the Steel Ministry has experimented for centuries with little success at finding new places to stab Hemalurgic spikes and new spots to lay them in the target. Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen from invariably dies.

After the spike pierces through the initial person and is Hemalurgically charged, the Law of Hemalurgic Decay states that the spike loses some of its potency. The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little as possible.

(more...)

Staff Notes

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