Difference between revisions of "Hemalurgy"

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{{quote|Hemalurgy is a power about which I wish I knew far less.|The [[Hero of Ages]]{{epigraph ref|mb3|35}}}}
 
'''Hemalurgy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]]. The natives of that world consider it one of the three [[Metallic Arts]]. It is the least understood of the three Arts.
 
== Use and Practice ==
 
Hemalurgy is the transfer of attributes, such as Allomancy, Feruchemy, or innate human strength via Spiritweb theft and splicing. In the Physical Realm, a metallic spike is inserted into a bind point in order to Hemalurgically charge it. The spike, now containing a fragment of stolen Spiritweb, is then ripped out and embedded in the recipient, stapling the ability directly into their sDNA. This causes wear and tear on the Spiritweb, creating "holes" through which Ruin or a sufficiently powerful Rioter or Soother can whisper to or even control a Hemalurgical subject. Hemalurgy is named for a quirk in bind point placement: due to the interaction between the Spiritual and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute. Intent seems to hold importance; Brandon Sanderson has said that simply shooting a Gold Twinborn with a shotgun would h
 
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== Lore & Background ==
Hemalurgy is of Ruin and destruction, by taking abilities from one person and giving reduced amounts to another, net power is lost. Ruin's self appointed purpose of breaking everything in the universe into the smallest possible pieces is the key to Hemalurgy, gain to one, at a high cost to all. Hemalurgy is named for the connection of blood, involves death in the transfer of powers and is the most mysterious of the three Metallic Arts, creating some of the most exotic things in the [[Final Empire]]. At its core, it involves precise stabbing of a hemalurgic spike in a person's vital organ, stealing abilities, then specific placement in one of two to three hundred "bind points" in the recipient's body. The placement of the spike determines which of the contributor's attributes are taken. 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 ways to apply it. When the Lord Ruler briefly held Preservation's power during his Ascension, the intricacies of Hemalurgy were deliberately whispered to him by Ruin. With a thousand years until the power at the Well of Ascension was restored, and his next opportunity to escape, Ruin was motivated by the opportunity to gain an easily controllable vast army of destructive killers. Hemalurgy's implementation sows chaos and destruction,with a concept of a simple art, it is a parasitic one that is useless without other people to steal from.
 
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.{{epigraph ref|mb3|36}} 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 time as possible.
 
 
 
== Hemalurgic Constructs ==
When an Allomancer can sense Allomantic pulses through a coppercloud (known as piercing a coppercloud), it is most usually due to a Hemalurgic spike. It's simply a matter of Allomantic strength to pierce copperclouds, so if a Seeker has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.
 
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 whythe kolossphysical lookdeformation soof strangethe 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, which means the death of him.
 
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 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.