Difference between revisions of "Hemalurgy"

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The koloss spikes are iron; Pulling a Hemalurgical construct's emotions works too for controlling it.
(Added citation for hemalurgy not working on plants)
(The koloss spikes are iron; Pulling a Hemalurgical construct's emotions works too for controlling it.)
* [[Steel Inquisitor]] are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes give them enough Allomantic [[Iron]]/[[Steel]] to "see" in lieu of eyes. A linchpin spike, placed in the lower back, is required to hold their fraying spiritwebs together; removal results in death. An Inquisitor's tattoos signify the initial Allomantic ability they had as a human. The Steel Ministry prefers Seekers, [[bronze]] [[misting]]s, as their natural ability stacks with Allomantic bronze given by the spikes and results in Seekers strong enough to pierce [[Coppercloud]]s.
 
* [[Koloss]] are brutish monstrous beings, are created with four iron spikes, each charged with human strength. They lose their intelligence, but gain immense strength. They continue to grow until they die. After the [[Final Ascension]] Harmony changed them into a breeding race.{{qa ref|1097|8|Koloss reproduce naturally|date=6 December 2014}}
 
* [[Kandra]] are former [[Mistwraith]] given sapience by two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]]. It is possible for a [[Kandra]] to have sapience with only one spike.{{book ref|mb5|21}}
Hemalurgy is a destructive art. It twists the body into something almost inhuman. This twisting is how Inquisitors survive with spikes through their eyes and other vital places, and explains the physical deformation of the Koloss. In the case of the Inquisitors, it is known that their heart is in a different place and their brain is shaped around their eyes' spikes. Extracting the spikes of an inquisitor at such important places would invert the transformation, causing his death.
 
Ruin constructed Hemalurgy with a flaw: each spike creates holes in the mind, making them easier to manipulate. Through powerful emotional Allomancy, one can Push or Pull on a spiked creature's emotions so hard that they literally come under the Allomancer's control. Indeed, the spikes in the koloss were what allowed the Lord Ruler to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.
 
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