|Featured In||White Sand|
”But now I see it, I feel it inside me like a childhood song I thought I had forgotten. And the sand is beautiful--alive.
Sand mastery is a manifestation of Investiture on the Dayside of Taldain, where the Diem recruits and trains sand masters. It involves manipulation of white sand at the cost of the user's internal water supply. In addition, white sand that has been manipulated will turn black, becoming unresponsive. Black sand turns white again after four hours of sun exposure.
”...sand mastery is taught--it’s nurtured. It’s not simply there, it has to be encouraged.—Kenton
The ability to master sand comes more naturally to some than others, but a sand master's strength may grow--or even vanish completely--over time for unknown reasons. Training is required to develop strength and skill. Some believe that strength potential in sand mastery may be genetic. The form of initiation is unknown, however it is different from initiation on Sel.
Sand mastery makes use of the white sand found on Taldain's Dayside. The whiteness of the sand, due to a microorganism which lives on the surface of the sand particles, indicates that the sand is Invested. White sand glows when used in sand mastery, and then turns black afterwards. The microorganism requires four hours of exposure to sun above Dayside in order to be Reinvested and turn white again. The organisms in the sand react to investiture, and if allowed to fade, will turn white again in the presence of kinetic investiture.
Water plays an important role in utilizing the Investiture in white sand. Water is drawn directly from the sand master's body as he works, which can lead to dehydration. The first thing sand masters learn is to keep track of their water supply, and they typically carry a qido at all times. Overmastery occurs when a sand master uses too much of his water supply and suffers from dehydration. If a sand master is not careful, overmastery can even lead to death.
Abilities and Weaknesses
Sand mastery allows for the manipulation of ribbons of sand. The number of ribbons someone can control indicates their level of power. Young or weak sand masters may only have strength for a single ribbon, while the most powerful sand masters can utilize over two dozen.
There are many uses of sand mastery. Sand masters often use whirlwinds of sand to lift themselves and fly. Their powers can also be used in battle, to hurl powerful ribbons or sheets of sand at their enemies. Sand mastery can also be used to construct buildings, though this has not been performed by members of the Diem in quite some time.
”Wildly different from sand mastery’s other abilities and something no amount of ingenuity can replicate...— Kenton
Most powerful sand masters are able to slatrify--to turn white sand into water. The skill is particularly valuable to sand masters as they need extra water for their mastery. In addition, some dangerous Dayside creatures, such as sandlings, have terken shells that can be dissolved by water.
Some creatures on Dayside have carapace that is "terken," meaning that it is completely impervious to sand mastery. Kerztian assassins sent specifically to kill sand masters have taken advantage of this weakness by either wearing terken carapace as armor or dissolving the carapace into a paste, which is then applied to their bodies.
Notable Sand Masters
- White Sand Volume 1 chapter 4 #
- White Sand Volume 1 chapter 1 #
- White Sand Volume 1 chapter 6 #
- Elantris Ars Arcanum #
- Arcanum Unbounded - The Taldain System #
- If you let it fade and you take it somewhere as soon as investiture goes kinetic, it'll turn white again.
— Arcanum - March 1, 2018# - old
- White Sand Volume 1 chapter 2 #
- White Sand Volume 1 chapter 5 #
| White Sand (Taldain)|
Volume 1 · Volume 2 · Volume 3
|Characters||Kenton · Khrissalla · Baon · Ais · Drile · Aarik · Praxton · Jon Acron · Cynder · Nilto · Traiben · Dirin · Gevalden · Heelis · Loaten|
|Places||Lossand · Kezare · Kerzta · Elis · Dynasty|
|Lifeforms||Sandling · Dorim vine · Tonk|
|Groups||Taishin · Diem · DaiKeen|
|Mythology and Lore||Autonomy · Ker'Reen Philosophy · Sand Lord|