Post by ᴄʀʏsᴛᴀʟғʀᴏsᴛ on Dec 22, 2013 12:32:15 GMT -5
Please vote for the club suggestion you would like to see made into a club! You may only vote for one, so choose wisely. More information about Mistborn can be found below. I'm not going to bother with Lord of the Rings, since most people know what that is.
In Mistborn, the world is dying. The plants are brown, the sun is red, and ash falls almost constantly from the sky, the source a number of ashmounts throughout the empire. At night, the mists come out. The world is ruled by a single man--known only as the Lord Ruler. This emperor is cruel and oppressive, but to his people he's a god. Immortal, all-powerful, all-knowing. There are two types of people in the Final Empire--skaa (the peasants) and noblemen. The noblemen were gifted the power of Allomancy by the Lord Ruler when he first came to power. The capital, and home to the Lord Ruler, is Luthadel, located in the Central Dominance.
There are three systems of magic. Each of them use metals, and each type of metal has a different effect. There are sixteen known metals that produce effects.
The three systems of magic:
Allomancy- Allomany draws power from the metals themselves. By "burning" metals in a person's stomach, it produces certain effects. There are four types of Allomatic metals: physical, mental, temporal, and enhancement. Within each category, there are two internal metals and two external metals. For example, zinc and copper are both mental metals. Zinc, and external metal, lets you riot a person's emotions, while copper, an internal metal, gives a person the ability to hide their Allomancy (which can be sensed by using bronze). The internal and external metals come in pains. Zinc and brass (external metals) allow a person to manipulate emotions. Pewter and tin (internal metals) enhance a person's body. Each compliments the other, and one is always an alloy of the other. You can see more examples of this in the chart below. Allomancy is hereditary, so the only people who have it are those who have noble blood. A person can either burn one of the sixteen metals or all of them. A person who can burn one is known as a "Misting," while those who can use all of them is called "Mistborn." In current times, Mistborn are rare.
Feruchemy- In Feruchemy, instead of drawing power from the metals, a person uses them to store attributes from their own body. If they want to store up eyesight, they have to spend a period of time with poor eyesight. If they want to store health, they have to spend time in a sickly state. Like Allomancy, Feruchemy is hereditary. The only people known to have it are the Terrismen, a people that live in the Northern Dominance. The Terrismen have been severely oppressed by the Lord Ruler. They are controlled by a breeding program, the Lord Ruler's method to attempt to exterminate Feruchemy. However, a group of Feruchemists have created a society known as the "Keepers," who store knowledge, especially of times before the Lord Ruler's reign.
Hemalurgy- Hemalurgy steals power from other people by killing them with a spike and then driving that spike into the body of another person. The type of spike used and placement of it determines the type of power it grants.
Creatures:
Mistwraiths- Creatures with the ability to ingest the bones of dead creatures and use them in their own skeleton. They simply form their flesh around the new bones. They end up being a hodgepodge of many different creatures that they've eaten, making them very odd-looking. "Mistwraiths" are also a skaa legend, which says that there are creatures hiding in the mists that will steal your soul.
Kandra- Similar to mistwraiths, kandra use the bones of other creatures to make their body. However, kandra are sentient and take the bones of a single creature. They are masters at impersonating people, and they're employed by noblemen to be spies. All kandra follow their Contract with their employer without fault. They will obey any order and will not betray their master. While most of them despise humans, they are loyal to a fault. Kandra are created from mistwraiths by use of Hemalurgy. A spike is driven into their body, giving them one of four "Blessings": Potency, Awareness, Presence, or Stability. The only way a kandra can get a second Blessing is to kill another kandra and take the spike from them, though this almost never happens. Killing another kandra is considered wrong on a very deep level.
Koloss- Koloss, like kandra, are created by use of Hemalurgy. However, unlike kandra, koloss are created from humans. Koloss have blue skin that doesn't grow with the creature's body. Instead, young koloss have baggy skin, while older ones have stretched or sometimes ripped skin. Koloss never stop growing. They grow until their body can't support them anymore and they die. Koloss are said to have two emotions: boredom and blood-lust.
Inquisitors- The Inquisitors are the Lord Ruler's policemen. Also created through Hemalurgy, these terrifying creatures were once human. All of them have the powers of a Mistborn, having stolen the Allomatic abilities from skaa Mistings. Inquisitors have multiple spikes driven through their body, two of which are through their eyes. Despite this, Inquisitors seem to be able to see, though few know why this is. Inquisitors are among the most power creatures in the world, and are very hard to kill.
In Mistborn, the world is dying. The plants are brown, the sun is red, and ash falls almost constantly from the sky, the source a number of ashmounts throughout the empire. At night, the mists come out. The world is ruled by a single man--known only as the Lord Ruler. This emperor is cruel and oppressive, but to his people he's a god. Immortal, all-powerful, all-knowing. There are two types of people in the Final Empire--skaa (the peasants) and noblemen. The noblemen were gifted the power of Allomancy by the Lord Ruler when he first came to power. The capital, and home to the Lord Ruler, is Luthadel, located in the Central Dominance.
There are three systems of magic. Each of them use metals, and each type of metal has a different effect. There are sixteen known metals that produce effects.
The three systems of magic:
Allomancy- Allomany draws power from the metals themselves. By "burning" metals in a person's stomach, it produces certain effects. There are four types of Allomatic metals: physical, mental, temporal, and enhancement. Within each category, there are two internal metals and two external metals. For example, zinc and copper are both mental metals. Zinc, and external metal, lets you riot a person's emotions, while copper, an internal metal, gives a person the ability to hide their Allomancy (which can be sensed by using bronze). The internal and external metals come in pains. Zinc and brass (external metals) allow a person to manipulate emotions. Pewter and tin (internal metals) enhance a person's body. Each compliments the other, and one is always an alloy of the other. You can see more examples of this in the chart below. Allomancy is hereditary, so the only people who have it are those who have noble blood. A person can either burn one of the sixteen metals or all of them. A person who can burn one is known as a "Misting," while those who can use all of them is called "Mistborn." In current times, Mistborn are rare.
Feruchemy- In Feruchemy, instead of drawing power from the metals, a person uses them to store attributes from their own body. If they want to store up eyesight, they have to spend a period of time with poor eyesight. If they want to store health, they have to spend time in a sickly state. Like Allomancy, Feruchemy is hereditary. The only people known to have it are the Terrismen, a people that live in the Northern Dominance. The Terrismen have been severely oppressed by the Lord Ruler. They are controlled by a breeding program, the Lord Ruler's method to attempt to exterminate Feruchemy. However, a group of Feruchemists have created a society known as the "Keepers," who store knowledge, especially of times before the Lord Ruler's reign.
Hemalurgy- Hemalurgy steals power from other people by killing them with a spike and then driving that spike into the body of another person. The type of spike used and placement of it determines the type of power it grants.
Creatures:
Mistwraiths- Creatures with the ability to ingest the bones of dead creatures and use them in their own skeleton. They simply form their flesh around the new bones. They end up being a hodgepodge of many different creatures that they've eaten, making them very odd-looking. "Mistwraiths" are also a skaa legend, which says that there are creatures hiding in the mists that will steal your soul.
Kandra- Similar to mistwraiths, kandra use the bones of other creatures to make their body. However, kandra are sentient and take the bones of a single creature. They are masters at impersonating people, and they're employed by noblemen to be spies. All kandra follow their Contract with their employer without fault. They will obey any order and will not betray their master. While most of them despise humans, they are loyal to a fault. Kandra are created from mistwraiths by use of Hemalurgy. A spike is driven into their body, giving them one of four "Blessings": Potency, Awareness, Presence, or Stability. The only way a kandra can get a second Blessing is to kill another kandra and take the spike from them, though this almost never happens. Killing another kandra is considered wrong on a very deep level.
Koloss- Koloss, like kandra, are created by use of Hemalurgy. However, unlike kandra, koloss are created from humans. Koloss have blue skin that doesn't grow with the creature's body. Instead, young koloss have baggy skin, while older ones have stretched or sometimes ripped skin. Koloss never stop growing. They grow until their body can't support them anymore and they die. Koloss are said to have two emotions: boredom and blood-lust.
Inquisitors- The Inquisitors are the Lord Ruler's policemen. Also created through Hemalurgy, these terrifying creatures were once human. All of them have the powers of a Mistborn, having stolen the Allomatic abilities from skaa Mistings. Inquisitors have multiple spikes driven through their body, two of which are through their eyes. Despite this, Inquisitors seem to be able to see, though few know why this is. Inquisitors are among the most power creatures in the world, and are very hard to kill.