Post by Pearl on Dec 26, 2022 10:23:16 GMT -5
The Free Joining Page
Introduction
Metals
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Introduction
Welcome to The Free. This is a Mistborn Rp, based on the Mistborn series by Brandon Sanderson. It is set in the land of Alendi, also known as The Final Empire. It is separated into the Farmost Dominance, Terris Dominance, Southern Islands, Western Dominance, Southern Dominance, Remote Dominance, Eastern Dominance, Crescent Dominance, Northern Dominance and Central Dominance. In the Centre of the Central Dominance is Luthadel, the capital. That is where the story will take place.
Iron: Iron (pulling metal) is one of the metals which have Allomatic, Feruchemical and Hemalurgic powers. A misting who can use iron is called a Lurcher. The Allomatic power of iron is being able to pull on nearby sources of metal, which is why it is known as an external metal (affects things outside an Allomancer’s body). A Feruchemist that can use Iron is called a Skimmer Ferring. A Feruchemist uses iron to store physical weight. It doesn't affect their vulnerability to penetration. Iron used as a metalmind is called an ironmind. The Kandra, Inquisitors and Koloss use iron stakes to steal physical strength, which are known as Hemalurgy. The Koloss have four iron stakes in their bodies. The Kandra can use a pair of iron spikes as a blessing, called the Blessing of Potency. This blessing will give mistwraiths sentience and give them physical strength and endurance.
Steel: Steel (pushing metal) is one of the metals which have Allomatic, Feruchemical and Hemalurgic powers. A misting who can use steel is called a Coinshot. The Allomatic power of steel is being able to push on nearby sources of metal, which is why it is known as an external metal (affects things outside an Allomancer’s body). A Feruchemist that can use steel is called a Steelrunner Ferring. A Feruchemist uses steel to store physical speed. While storing speed, a Steelrunner will feel sluggish. Steel used as a metalmind is called a steelmind. The Kandra, Inquisitors and Koloss use steel stakes to steal allomantic physical powers (iron, steel, tin, pewter), which are known as Hemalurgy.
Tin: Tin (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use tin is called a Tineye. The Allomantic power of tin is that it increases your senses (see better, taste better, hear better etc), which is why it is known as an internal metal (affects things within an Allomancer’s body). A Feruchemist that can use Tin is called a Windwhisper Ferring. A Feruchemist uses tin to store senses. It cannot allow them to see things that were once unobservable, but can increase the potency of their senses. While storing senses, those senses will become weaker. Tapping into sight will create a more binocular view. Tapping into smell dilutes taste. It can store things like pain, not just the traditional five senses. Tin used as a metalmind is called tinmind. The Kandra, Inquisitors and Koloss use tin stakes to steal human senses, which are known as Hemalurgy. The Kandra use a pair of tin spikes as a blessing, called the Blessing of Awareness. It gives mistwraiths sentience and heightened senses.
Pewter: Pewter (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use pewter is called a Pewterarm or a Thug. The Allomantic power of pewter is to increase physical abilities (stronger, tougher skin, can ignore pain etc), which is why it is known as an internal metal (affects things within an Allomancer’s body). It can increase strength, peed, durability, balance, and enhance the ability to heal. Aluminium in a wound will stop the healing process while it's in a Thug's body. It increases reaction speed and helps them resist temperatures. It is the fastest burning metal which makes it dangerous when it finishes burning. By flaring pewter, a Thug's abilities are tripled and will causes severe fatigue when it's finished. Because a Thug cannot feel pain and fatigue while burning pewter, they usually die. A Feruchemist that can use Pewter is called a Brute Ferring. A Feruchemist uses pewter to store physical strength. Rather than just increasing strength, a Brute will increase in muscle mass. While storing strength, a Brute will become scrawny and weak. Pewter used as a metalmind is called a pewtermind. The Kandra, Inquisitors and Koloss use pewter stakes to steal feruchemical physical attributes (iron, steel, tin, pewter, cadmium, bendalloy, gold and electrum), which are known as Hemalurgy. Steel Inquisitors are given pewter spikes charged with Feruchemical gold to allow for rapid healing. The Kandra use a pair of Pewter spikes as a blessing, but the blessing is unknown.
Brass: Brass (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use brass is called a Soother. The Allomantic power of brass is being able to dampen (soothe) a person’s emotions, which is why it is known as an external metal (affects things outside the Allomancer’s body). A Soother can influence the emotions of those around them. It is easier to choose a specific direction rather than a specific person. They can soothe any emotions, allowing other emotions to feel greater than the soothed emotions, reaching a very similar effect to a Rioter. Extreme emotions in the target will affect a Soother's abilities. It can affect animals, but they must have a certain degree of sentience. Soothers cannot soothe themselves. At their most powerful, a Soother can soothe a Hemalurgic creature. Soothers can be stopped by aluminium-lined head gear, and sometimes aluminium chest plates on the Soother themselves. A Feruchemist that can use brass is called a Firesoul Ferring. A Feruchemist uses brass to store warmth. While filling the metal, a Firesoul will feel cool. Firesoul's are able to resist higher temperatures. Brass used as a metalmind is called a brassmind. The Kandra, Inquisitors and Koloss use brass stakes to steal feruchemical mental attributes (zinc, brass, copper and bronze), which are known as Hemalurgy.
Zinc: Zinc (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use zinc is called a Rioter. The Allomantic power of zinc is being able to enflame (riot) a person’s emotions, which is why it is known as an external metal (affects things outside an Allomancer’s body). It is easier to riot in a specific direction rather than a specific person. A Rioter can create similar circumstances as a Soother by rioting specific emotions instead of the selected few they want soothed. Rioters cannot riot themselves. Like Soothers, Rioters at their most powerful can control Hemalurgic creatures. Aluminium stops Rioters like Soothers. A Feruchemist that can use zinc is called a Sparker Ferring. A Feruchemist uses zinc to store mental speed. It allows Sparkers to think faster. While filling the metal, Sparkers will become dull-witted and slow. Zinc used as a metalmind is called a zincmind. The Kandra, Inquisitors and Koloss use zinc stakes to steal human emotional fortitude, which are known as Hemalurgy. The Kandra use a pair of Zinc spikes as a blessing, called the Blessing of Stability. This blessing gives mistwraiths sentience and emotional stability.
Copper: Copper (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use copper is called a Smoker or a Coppercloud. The Allomantic power of copper is being able to hide Allomantic pulses coming from another Allomancer, which is why it is known as an internal metal (affects inside an Allomancer’s body). It cannot be detected by most Seekers. An Allomancer with a bronze hemalurgic spike can pierce the coppercloud. Necrosis and duralumin are other metals that can help pierce the coppercloud. Multiple Smokers working together makes the coppercloud harder to pierce. If a Seeker is inside a coppercloud, they are unable to receive pulses outside the coppercloud. Copper is the slowest burning metal. Copperclouds can also protect from emotional Allomancy and other methods of detection. A feruchemist that can use Copper is called an Archivist Ferring. A Feruchemist uses copper to store memories. Copper used as a metalmind is called a coppermind. Memories stored in a Coppermind does not degrade with time. When an Archivist stores a memory, they lost that memory. Memories are stored individually, not as a whole. The best Archivists create indexes to find those memories faster. Keepers undergo extensive training in memory retention as memories outside a Coppermine do degrade due to the brain's imperfections. Copperminds cannot store muscle memory. The Kandra, Inquisitors and Koloss use copper stakes to steal human mental fortitude, memory and intelligence, which are known as Hemalurgy. The Kandra use a pair of Copper spikes as a blessing, called the Blessing of Presence. The blessing gives mistwraiths sentience and mental stability. This includes the ability to focus despite physical discomfort, a sharp memory, resistance to madness, and the inability to faint due to shock. It also lessens the mental weakness created by Hemalurgy.
Bronze: Bronze (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use bronze is called a Seeker. The Allomantic power of bronze is being able to feel Allomantic pulses coming from other Allomancer’s, which is why it is known as an internal metal (affects things inside the Allomancer’s body). They feel the pulses like a beating drum from an Allomancer who's burning metal. They can tell whether the metal is fast or slow, whether it's pushing or pulling. An Allomancer flaring is a larger signal and they can tell when an Allomancer is running out of metal to burn. A talented Seker can tell what emotions a Soother and Rioter are wanting to influence and who they're targeting. A Feruchemist that can use Bronze is called a Sentry Ferring. A Feruchemist uses bronze to store wakefulness. It allows the Sentry to stay awake for longer periods of time or heighten their awareness. Bronze used as a metalmind is called a bronzemind. A Sentry filling a bronzemind will become drowsy or enter a coma-like trance. The Kandra, Inquisitors and Koloss use bronze stakes to steal allomantic mental powers (zinc, brass, copper, bronze), which are known as Hemalurgy.
Gold: Gold (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Gold is called an Augur. The Allomantic power of gold is being able to see into your own alternate past (who you could've been) called a gold shadow. It is not considered a useful metal. Touching the gold shadow can cause unpleasant side effects. An Auger will see a different past each time they burn gold. The past changes depending on their current situation. A Feruchemist that can use gold is called a Bloodmaker Ferring. A Feruchemist uses gold to store health. Gold used as a metalmind is called a goldmind. The goldmind is used to heal at an accelerated rate or heal wound that could be considered fatal. It's hard to fill a goldmind, as the Bloodmaker will be sickly and weak. It does not heal diseases as efficiently as wounds. Healing with gold works by aligning their physical self with their spiritual self. Aluminium blocks any healing. Goldmind interacting with organs can go either way (beneficial or detrimental) depending on the circumstances. A Bloodmaker's bones are interesting, as their time spent sickly will cause oddities in their joints and bones. Damage to the soul caused by Hemalurgy can be healed, though it takes a lot of health. The Kandra, Inquisitors and Koloss use gold spikes to steal hybrid Feruchemical powers (cadmium, bendalloy, gold and electrum), which are known as Hemalurgy.
Electrum: Electrum (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemlurgic powers. Electrum is forty-five percent gold and fifty-five percent silver. A misting that can use Electrum is called an Oracle. The Allomantic power of electrum is being able to see into your own future by casting shadows. Electrum is able to counter Atium. Burning electrum means Allomancers burning Atium won't see the Oracle's future. If burned with duralumin, the Oracle will be able to see into the Spiritual Realm. A Feruchemist that can use Electrum is called a Pinnacle Ferrings. The Feruchemical power is that it stores determination. Electrum as a metalmind is called an electrummind. A Pinnacle filling the electrummind will become depressed, and when tapping electrummind, will enter a manic state. The Kandra, Inquisitors and Koloss use electrum spikes to steal allomantic enhancement powers (chromium, nicrosil, aluminium, duralumin), which are known as Hemalurgy.
Cadmium: Cadmium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Cadmium is called a Pulser. The Allomantic power of cadmium is slowing down time in a bubble around them. They see time seeming to go by faster outside their bubble. When a cadmium and bendalloy bubbles appear in the same area, they cancel each other out. The bubble is the size of a room. The air shimmers at the edge of the bubble. Even one part of a person's body inside the bubble means the person will be affected by it. The bubble stays stationary with respect to a moving object (depending on how large the object is). If the Pulser is on a small moving object, the Pulser will travel through the bubble, popping it. Objects entering or exiting are thrown off course because different parts are moving at different speeds during the transition. When multiple bubbles of the same nature are in the area, the effects are multiplied. The bubbles can be popped with aluminium. A Feruchemist that can use Cadmium is called a Gasper Ferring. The Feruchemical power is that it stores breath. While storing breath, the Gasper must hyperventilate to keep their body oxygenated. Cadmium as a metalmind is called a cadmiummind. Using a cadmiummind allows for the user to go without breathing or add extra oxygen into their bloodstream. The Kandra, Inquisitors and Koloss use cadmium spikes to steal allomantic temporal powers (cadmium, bendalloy, gold, electrum), which are known as Hemalurgy.
Bendalloy: Bendalloy (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Bendalloy is called a Slider. The Allomantic power of bendalloy is speeding time up in a bubble around them. Events outside the bubble appear to move slower to someone inside the bubble. One nugget of bendalloy can compress two minutes into 15 seconds. A bendalloy bubble and cadmium bubble in the same place will cancel each other out. A bendalloy bubble is approximately five to fifteen feet across. The air will shimmer at the edge of the bubble. The bubble will be stationary with respect to a moving object (depending on how large the object is). If the Slider is on a small moving object, the Slider will travel through the bubble, popping it. Objects entering or exiting are thrown off course because different parts are moving at different speeds during the transition. When multiple bubbles of the same nature are in the area, the effects are multiplied. A talented Sider can change the shape and size of the bubble and reduce the interval between each bubble creation. The bubbles can be popped with aluminium. A Feruchemist that can use Bendalloy is called a Subsumer Ferring. The Feruchemical power is to store nutrition and calories. Bendalloy as a metalmind is called a bendalloymind. While filling a bendalloymind, the Subsumer is able to eat large quantities of food without feeling full. Using the metalmind will allow the user to go without food. A separate bendalloymind can be used to store fluid intake. The Kandra, Inquisitors and Koloss use bendalloy spikes to steal spiritual feruchemical powers (chromium, nicrosil, aluminium and duralumin), which are known as Hemalurgy.
Chromium: Chromium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Chromium is called a Leecher. Allomancers touched by a Leecher will lose their metal reserves. Burning away an Allomancer's metal feels like pulling the power out of it, returning it to an external source. A leeched Allomancer will feel sudden coldness. Only Allomantically relevant metals will be burned. Leecher's can leech a Feruchemist. A Feruchemist that can use chromium is called a Spinner Ferring. The Feruchemical power is to store fortune. Chromium as a metalmind is called a chromiummind. While filling a chromiummind, the Spinner will become unlucky. Using the metalmind will allow the user to become lucky. The Kandra, Inquisitors and Koloss might use chromium spikes to steal destiny, which is known as Hemalurgy.
Nicrosil: Nicrosil (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Nicrosil is called a Nicroburst. Allomancers touched by a Nicroburst will receive a huge burst of power through the complete burning of a Nicroburst's metal reserves. Burning away an Allomancer's metal feels like pulling the power out of it, returning it to an external source. This can cause problems with metals like tin where the mental overload will cause unconsciousness. Nicroburst's can boost a Feruchemist. A Feruchemist that can use chromium is called a Soulbearer Ferring. The Feruchemical power is to store Investiture. Investiture refers to the energy that infuses the universe. It is an ability that isn't understood. Soulbearer's store their ability to use Investiture when they store Investiture. Nicrosil as a metalmind is called a nicrosilmind. A Soulbearer can store their ability to use Feruchemy and an ordinary person tapping into nicrosilmind can turn into a temporary Feruchemist. A nirosilmind can also store the divine Breath of a Returned. A Returned is a resurrected individual. The Kandra, Inquisitors and Koloss will use nicrosil spikes to steal Investiture, which is known as Hemalurgy.
Aluminium: Aluminium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Aluminium is called an Aluminium Gnat. There is no power when burning Aluminium. At most, it can block emotional Allomancy and Allomantic bronze, but that's it. A Feruchemist that can use aluminium is called a Trueself Ferring. The Feruchemical power is to store the spiritual sense of Identity. Identity is a spiritual form of DNA, unique to everyone. Not much is known about this form of Feruchemy. Aluminium as a metalmind is called an aluminiummind. A Trueself fills an aluminiummind until they have no identity, before filling a second one that can be used by any Feruchemist. Trueself's can repair their cognitive realm with their aluminiummind. The Kandra, Inquisitors and Koloss will use aluminium spikes to remove all powers, which is known as Hemalurgy.
Duralumin: Duralumin (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. It is ninety-six percent aluminium, four percent copper. A misting that can use Duralumin is called a Duralumin Gnat. A Duralumin Gnat burning duralumin will use up any metals being burned simultaneously, releasing an enormous burst of power from those metals. A Duralumin Gnat gains nothing. Duralumin can hurt Mistborn when burning certain metals. A Feruchemist that can use duralumin is called a Connector Ferring. The Feruchemical power is to store spiritual connection. Duralumin as a metalmind is called a duraluminmind. Filling the duraluminmind reduces other people's awareness and friendship with the connector as the metal stores that connection. Tapping into the metal will strengthen those connections. The strengthened connections can be used to communicate over long distances. The Kandra, Inquisitors and Koloss will use duralumin spikes to steal connection and identity, which is known as Hemalurgy.
Atium: Atium is a God Metal. It is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Atium is called a Seer. Burning Atium allows the Seer to see a few seconds into the future. When two Seers burn Atium at the same time, the Atium Shadows will show multiple possible futures. It is the same effect when burning with an electrum Misting. A Feruchemist can use Atium to store youth. When storing youth, the Feruchemist will become older. When tapping into Atium, the Feruchemist will become younger. The Kandra, Inquisitors and Koloss will use Atium spikes as a wild card to steal any powers depending on where it's placed, which is known as Hemalurgy.
Malatium: Malatium is an alloy of atium and gold. It allows an Allomancer to see another person's past. The Feruchemical properties of Malatium is unknown. The Hemalurgic properties of a malatium spike is stealing unknown traits.
Lerasium: Lerasium is a God Metal. An ordinary person that burns Lerasium turns into a powerful Mistborn, as the metal reforges their spiritual DNA. If the person is already a Mistborn, Lerasium boosts their power. Turning that person into a Mistborn is a side-effect. The true power of Lerasium is unknown. The Feruchemical properties of Lerasium is unknown. When used as a Hemalurgic spike, Lerasium steals all abilities.
Harmonium: Harmonium, or ettmetal, is a God Metal. It is the condensed elemental form of a powerful Keeper's power. The Allomantic, Feruchemical and Hemalurgic properties of Harmonium are unknown, as it is a very volatile and reactive metal.
Trellium: Trellium, or bavadinium, is a God Metal. It repels forms of Investiture. The Allomantic and Feruchemical properties of Trellium are unknown. As a Hemalurgic spike, Trellium can steal both Allomantic and Feruchemical abilities and grant them to Kandra.
Allomacy- A mystical hereditary power involving the burning of metals inside the body to gain special abilities.
Allomatic pulse- The signal given off by an Allomancer who is burning metals. Only soeone who is burning bronze can ‘hear’ allomatic pulses.
Coppercloud- The invisible, obscuring field set up by someone burning copper. If an Allomancer burns metals while within the coppercloud, their Allomatic pulses remain hidden from someone burning bronze.
Metalmind- A piece of metal that a Feruchemist uses as a kind of battery, filling it with certain attributes that he/she can later withdraw. Specific metalminds are named after the different metals: tinmind, steelmind etc.
Mistborn- An Allomancer that can burn all metals.
Mistcloak- A garment worn by a mistborn as a mark of their station. It is constructed from dozens of thick ribbons of cloth that are sewn together at the top, but allowed to spread free from the shoulders down.
Misting- An allomancer who can burn only one metal.
Metalborn- an allomancer or a feruchemist.
Twinborn- an individual that's both an allomancer and a feruchemist.
Anchor- A term used to refer to a piece of metal that an Allomancer pushes on or pulls on when burning iron or steel.
Burn- An allomancer utilizing or expending the metals in their stomachs.
Extinguish- To cease burning metal.
Flare- To draw a little extra power from a metal at the expense of making it burn faster.
Pull- using alomancy to pull on something (Emotions or metals).
Push- using alomancy to push on something (Emotions or metals).
Riot- burns zinc and pulls on a person’s emotions, enflaming them.
Soothe- burns brass and pushes on a person’s emotions, dampening them.
Mistwraith- A non-sentient relative of the Kandra people. Globs of boneless flesh that scavenge the land at night, eating bodies they find, then using the skeleton for their own bodies.
Keeper- Another term for a Feruchemist. An organisation of Feruchemists dedicated to discovering, then memorising, all of the knowledge and religions that existed before the Ascension. The Lord Ruler hunted the to near extinction, forcing them to remain hidden.
Synod- The elite leaders of the Terris Keeper organisation.
Release (Feruchemical)- stops tapping a metalmind, no longer drawing forth its power.
Tap (Feruchemical)- drawing power from within a Feruchemist’s metalminds.
Allomatic pulse- The signal given off by an Allomancer who is burning metals. Only soeone who is burning bronze can ‘hear’ allomatic pulses.
Coppercloud- The invisible, obscuring field set up by someone burning copper. If an Allomancer burns metals while within the coppercloud, their Allomatic pulses remain hidden from someone burning bronze.
Metalmind- A piece of metal that a Feruchemist uses as a kind of battery, filling it with certain attributes that he/she can later withdraw. Specific metalminds are named after the different metals: tinmind, steelmind etc.
Mistborn- An Allomancer that can burn all metals.
Mistcloak- A garment worn by a mistborn as a mark of their station. It is constructed from dozens of thick ribbons of cloth that are sewn together at the top, but allowed to spread free from the shoulders down.
Misting- An allomancer who can burn only one metal.
Metalborn- an allomancer or a feruchemist.
Twinborn- an individual that's both an allomancer and a feruchemist.
Anchor- A term used to refer to a piece of metal that an Allomancer pushes on or pulls on when burning iron or steel.
Burn- An allomancer utilizing or expending the metals in their stomachs.
Extinguish- To cease burning metal.
Flare- To draw a little extra power from a metal at the expense of making it burn faster.
Pull- using alomancy to pull on something (Emotions or metals).
Push- using alomancy to push on something (Emotions or metals).
Riot- burns zinc and pulls on a person’s emotions, enflaming them.
Soothe- burns brass and pushes on a person’s emotions, dampening them.
Mistwraith- A non-sentient relative of the Kandra people. Globs of boneless flesh that scavenge the land at night, eating bodies they find, then using the skeleton for their own bodies.
Keeper- Another term for a Feruchemist. An organisation of Feruchemists dedicated to discovering, then memorising, all of the knowledge and religions that existed before the Ascension. The Lord Ruler hunted the to near extinction, forcing them to remain hidden.
Synod- The elite leaders of the Terris Keeper organisation.
Release (Feruchemical)- stops tapping a metalmind, no longer drawing forth its power.
Tap (Feruchemical)- drawing power from within a Feruchemist’s metalminds.
#1 Literacy: Please be literate. I don’t mean creating long paragraphs, but please do not use text talk and have at least three sentences. Also, we are people who know how to read and write! Use grammar, spelling and punctuation in your sentences.
#2 Attendance: Please be active. I don’t want to have to chase you up all the time. I am busy, and I do have a life. I may not be on when you’re on because I am in a different time zone to you or I am busy, so please be patient. I will answer you. At least post three times a week. I will make sure to do the same.
#3 Ghost Rules & Forum Rules: Please follow the ghost and forum rules. They are very important. If you’ve read this much, please put Mistborn in the other section.
#4 No Spamming: Any troll or spam on this thread will be ignored and reported immediately. You can say "can such and such please report to whatever rp", but don't annoy the individuals Rping on this thread.
For the individuals Rping, if you spot any troll or spam, please report it immediately.
#5 Romance: Please remember that there are younger children on these forums, so nothing over the top. Keep everything PG and remember, there is the Skip option!
#6 Violence: The same as above. Please just remember about those younger children. Nothing gory over the top when fights break out. Yes, there needs to be drama, but don’t make things so descriptive that others don’t want to read what you write. If you’ve read this much, please, instead of Mistborn, put metals in the other section.
#7 Godmodding: Do not say things like "your elf is the best spiritualist". Show how good they are at hunting through your Rping, but do know, that even the best miss at times. Also, don't overpower every opponent you fight. There is always a give and a take. When Rping battle scenes, add your character's thought process. Don't just say "such and such stabbed so and so in the chest to distract him, then kicked into his leg. She presses him down, and aims for his throat". Give your opponent time to show their battle strategy. Godmodding and spotlighting are boring and annoying in Rp's. Just don't do it.
#8 Joining: Please provide details when writing up your joining form. We want to be able to picture your character. When joining, please check the list of names. No two characters can have the same name.
#9 Characters: Please do not create a Mary Sue / Gary Stue. It will not be accepted. Give your character some strengths, but also give it weaknesses. Give them some flaws. If you're having troubles, you can use this website for personality traits:
#10 Realism: Please make your characters as realistic as possible.
#11 LGBT +: It is allowed in this Rp. You can allocate what preference your cat has, but please keep it simple (hetero, homo or bi). Characters with a preference for the same sex will be able to have children, through a surrogacy/donor if they wish, but you must ask first. If you’ve read this far, instead of metals, please put feruchemist in the other section of the joining form.
#12 Positions: First come, first serve, but please be active.
#13 Character Ratios: You can join with one character, but please try to keep the ratio between males and females as 50/ 50 as possible.
#14 Powers: The character's abilities with their spirits cannot be overpowering. They must have some flaw in their ability, like they can't control it or their they can only control if after something happens.
#15 Plots: Now, there is a main plot for The Free, but if you have an idea for a plot, talk it through with everyone. If all members agree, then we can go ahead with it. Do make it detailed though.
#16 Killing other Characters: Please don’t kill off other characters without the permission of the owner.
#17 Canon: This Rp is based on a book, but for the purpose of the Rp, please make it so that the characters in the book do not exist.
#18 My Authority: I am the owner of this Rp. I can stalk you, and ask you to delete some things in your posts if they aren’t good. I have the authority to ban you from this Rp if you do not abide by these rules. Thank you. If you’ve read this far, instead of feruchemist, please put keeper in the other section of the joining form.
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Skaa
The skaa are a race of humans. The skaa were effectively created by the Lord Ruler when he forcibly divided the people of the world. Skaa are believed to be descendants of the people who did not support the Lord Ruler during his rise to power, unlike the nobles, but skaa were created during the Lord Ruler's Ascension, when he altered the physiology of people. The majority of the people he changed became skaa; built to be shorter, hardier, and more fertile. These physical differences were small, and have mostly been erased by noble and skaa interbreeding over the thousand years of the Empire's history. All skaa Allomancers are the result of noble and skaa blood mixing during some point in the person's heritage.
While not technically slaves, because by law they are not the property of their masters, in practice they are treated like cattle and given about as much respect. The skaa are the beaten down, oppressed working class, and because of this many are timid in regards to the nobles. Skaa generally keep to themselves, and in the cities, a large number turn to a life of crime to sustain themselves. Those who are not criminals are worked to near death in some situations by their masters. Plantation skaa are especially brutalised and often do not live as long as their city counterparts as they are killed if they were unable to work. Only very skilled skaa are able to have a trade and work as a craftsman, like Clubs, although they are still underpaid and looked down upon by the nobility. Skaa maintain a fear of the evening mists due to folklore and misinformation spread by the nobles, believing those who go out into the mists are killed and turn into mistwraiths. Skaa living in the outer dominances, far from the Central Dominance, are allowed to own lands and become rich, but the Lord Ruler does not allow this to become publicly known.
Nobles
The nobles are a race of humans. When the Lord Ruler held the power of the Well of Ascension, he altered the biology of all humans so that they would be able to survive in a world of ash. At the same time, he also divided the population into two groups — the nobles and the skaa — with different physiological traits. As a result, in the times shortly after the Ascension of the Lord Ruler, the nobles were less fertile than the skaa, but were also generally taller, stronger, and more intelligent. These changes were slight, however, and have mostly disappeared as a result of interbreeding by the time of the Collapse. After his Ascension, the Lord Ruler also gave beads of lerasium to the original nobles, which is why only those with a noble ancestor could become Allomancers.
The life of the nobles is rife with secrecy and plotting. Almost all nobles are driven by gaining money, power, or social prestige. All nobles are divided among different Houses. Each house has its own agenda and works towards its own betterment. Each house individually has its own political enemies and allies. Generally, leadership of a house is inherited. Each house has different levels of power, a social hierarchy. They use Obligators as a means to prove they are trustworthy, for even unimportant matters, such as a meeting with friends.
Great Houses
The Great Houses are the most prominent noble families in the Final Empire, notable for their ability to build a keep and maintain a high-profile presence in Luthadel. This is made difficult by the Lord Ruler's keep tax. There is nothing more embarrassing to the aristocracy than a Great House that is unable to maintain itself. The Great Houses control imperial trade and enslave the greatest majority of the skaa. Country nobility resent the Great Houses for their control of the canal systems. The Great Houses get to buy a monthly stipend of atium, one of the main ways that the Lord Ruler controls them. Nearly all Mistborn are members of the Great Houses. The Great Houses take Mistborn attacks very seriously, and have an unspoken agreement not to use Mistborn to assassinate each other. A major house war between the Great Houses tends to happen every couple of centuries or so. House Wars are primarily political and dictates the order of power. The last House War was devastating. The order of power is: House Hunter, House Arati, House Arius, House Basia, House Euros, House Iniga, House Jessina, House Dura, House Smentha and House Hara. The inner-city nobility, particularly those in Luthadel, hold a nightly circuit of balls in their Keeps. Outside of the ten Great Houses, there are countless minor houses.
Terrismen
Terris is a state of Scadrial populated by Feruchemists before the Ascension of the Lord Ruler. In the Empire, the remaining Terris people were selectively bred to reduce the Feruchemical abilities. A portion of the eunuch population are trained and employed as stewards. Stewards held an unusual place in the final empire, and are given the title 'Vaht'. The Terris people are recognised for their darker skin. They have more diversity in skin colour than those of Central Dominance heritage. They are also, notably, a rather tall people. Feruchemy is passed down through Terris bloodlines.
Many Terris people wish to stay isolated in order to maintain their cultural heritage. In fact, many choose to marry among their own people instead of marrying those of other ethnicities. The tinningdar is a common robe worn by the Terris people distinguished by a colourful overlapping V pattern down the front. This pattern is often embroidered. The tinningdar is often worn alongside a belt, and has long sleeves. In the Empire, these are often known as "steward's robes." During this era, the colours of the robe represent the colours of the House the steward serves. Other Terris forms of clothing are also known to be colourful, and often incorporate the traditonal V-pattern. Little is known about Terris food, but it is likely similar to Mediterranean food and probably involves noodles.
Inquisitors
The Steel Inquisitors are a type of Hemalurgic construct in the Empire created from humans. Steel Inquisitors are created and controlled by the Lord Ruler as the policing force for his ministries. The Steel Inquisitors made up the Canton of Inquisition whose job it is to control the use and spread of Allomancy. The most notable feature is the large steel spikes where their eyes should be. These spikes fill the eye socket and protrude out the back of the head by several inches. Steel Inquisitors, like the obligators from which they are created, are bald with a large number of tattoos spreading from their eye sockets across their heads. These tattoos indicate many things, including rank and what kind of Allomancer the obligator was before recruitment. The Lord Ruler's Steel Inquisitors have eleven spikes in all: two through the eye sockets, one in the middle of the spine on the back, and eight--one for each known Allomantic power--in the torso.
Although created from humans, they are physiologically and mentally distinct. They can, however, still mate with humans. Children from Steel Inquisitors are more likely to be Allomancers compared to children from two humans, but the strength of Allomancy and Feruchemy would still weaken over time. There are also complications that can happen with the children of an Inquisitor. Steel Inquisitors have slightly longer lifespans compared to humans. To create an Inquisitor, metal spikes are inserted at various points in the subject's body by hammering the metal spike through the heart of a Misting or Feruchemist into the new Inquisitor; this reduces the loss of power through the Hemalurgic process due to the spike spending a minimal amount of time outside of a body. These spikes, now Hemalurgically charged, tear into and forcibly splice information from the victim to the subject's spiritweb. This process moves vital organs, allowing the spikes to be inserted practically anywhere without fatally wounding the subject. The process is not painless for either person involved, as both violent changes to the spiritweb and having metal spikes driven into one's body causes pain. The steel spikes inserted into eye sockets allow the Inquisitor to navigate via the blue Allomantic lines from the traces of metals in everything. The spikes create a chain in an Inquisitor's body, and there is a central spike or 'linchpin' that acts as a connector to the lower and upper spikes. If this spike is removed, the Inquisitor dies. A linchpin is needed to avoid deadly side effects if four or more spikes are used on an Inquisitor. Inquisitors are typically granted many Allomantic and some Feruchemical abilities. These abilities are granted on top of the Inquisitor's own natural Allomantic powers (if any), and any abilities the subject had prior to the transformation are augmented by the spikes. As such, Mistborn and Seekers are the preferred subjects, as their increased Seeking ability would allow them to pierce copperclouds. There are forty-seven known bindpoints that can be used for an Inquisitor. Eleven are physical, twelve are mental, twelve are temporal, and twelve are spiritual. There are no differences in bindpoints between males and females. To grant every possible Allomantic and Feruchemical power, it would take thirty two spikes (one for each power) plus a linchpin, leaving room for fourteen extra spikes. Regular humans who are turned into Inquisitors can fully remember who they were and what life had been like before their transformation. Steel Inquisitors are very powerful and - with Feruchemical healing - nearly invincible. Rumors in the skaa underground held that Inquisitors are immortal, that they can see into people's souls, and that they are warriors with no equal. However, removing spikes from an Inquisitor can effectively kill them, most notably the linchpin spike located between the shoulder blades. This is a weakness built into them by The Lord Ruler. Similarly, Inquisitors cannot survive a beheading. Removing one eye spike is not enough to kill most Inquisitors. Inquisitors also require much more rest and sleep than a normal human would, which may be related to the burden placed upon their souls by the nature of their transformations. Another major weakness in Inquisitors come from the Hemalurgic spikes. Any spike in a person allows for influence to be more easily pushed on them via the tears in their spiritweb. These tears allow certain Allomancers to control a Hemalurgic construct. This weakness is also present in both kandra and koloss. The more spikes they have, the greater the weakness is. However, the stronger a creature's will, the more it can resist that influence or even break free from it for a time. All Inquisitors exhibit a high tolerance to pain and most forms of physical damage. Depending on which Hemalurgic spikes the Inquisitor had, their abilities could vary immensely.
Steel spikes: Inquisitors have five steel spikes. They have one spike in their back between their shoulder blades, which sealed together all the other spikes. Then they have one spike in each eye and two between the ribs, to give them the four Allomantic Physical Powers (iron, steel, tin, and pewter). With the spike through their eyes, Inquisitors aren't able to see normally, but they can see via the blue lines that appeared when they burn iron or steel; in fact, it is possible that they don't need to burn anything to see the lines.
Bronze spikes: Inquisitors have four bronze spikes between the ribs, to give them the four Allomantic Mental Powers (zinc, brass, copper, and bronze). The Ministry often makes Inquisitors from people who already have the power to reveal Allomancy by burning bronze (either Mistborn or Seekers), so that the spike would enhance that power beyond the normal amount, and allow them to pierce copperclouds.
Atium spike: Most Inquisitors are able to see into other people's futures by burning atium. This would've been gained by an atium spike. It is located in their chest. Not all Inquisitors have this spike.
Gold spike: Most Inquisitors have a gold spike between the ribs to give them the Hybrid Feruchemy ability to store health. Not all Inquisitors have this ability; those who do often spent much of their time resting so as to store up reserves of health.
Koloss
The Kolas are a bestial race of creatures created by the Lord Ruler through the use of Hemalurgy. The koloss are physically very large and very powerful. Koloss have blue skin and red eyes. A full-sized koloss could grow to be as tall as twelve feet. Koloss have a fixed amount of skin that does not change over their lifetime. Because of this, the younger a koloss is, the fatter it appears, due to having so much baggy skin covering itself. The skin itself doesn't hold terribly well to the koloss' body. As the koloss grow taller, their skin tears and fits tightly to them. An ancient koloss will have little to no skin at all, being covered instead in leather wrappings. A koloss continuously grows until its death. When it reaches about twelve feet, its heart can no longer sustain its body, and it dies shortly thereafter. Similar to Steel Inquisitors, the creation of a koloss is very brutal. To create a koloss, four humans are stabbed with individual iron spikes through their heart, and these spikes are then placed strategically on to a fifth person. Once placed, the spikes turn the recipient into a koloss "very quickly". It is possible to create Hemalurgic constructs similar to koloss using animals instead of humans as a base. It is possible to create sapient creatures similar to koloss from primates. The addition of four spikes containing the strength and a portion of the spiritweb of four other people causes them to grow in physical strength far beyond human limits as well as making it possible for them to continue growing in size until they can no longer physically support their own bodies and their hearts give out. The four spikes also have the effect of reducing their intelligence to almost that of a basic animal. These spikes can be reused, however they are subject to Hemalurgic decay, meaning that the power in the spikes diminishes with each re-use, which allows for more of the koloss' humanity to remain. The spiking, however, only affects them in the Physical Realm. When they appear in the Cognitive Realm after death, they look exactly like the humans they were before being spiked.
When a koloss dies, other koloss in the vicinity attempt to collect and reuse the spikes from the dead one. This results in the koloss being able to reproduce in a manner of speaking, provided that they have someone to receive the spikes. The koloss are periodically supplied with fresh spikes and skaa captives to produce more koloss. Koloss have four Hemalurgically charged iron spikes, which grant them increased strength. This allows them to wield their enormous blades, which are about the same size they are. The blades are blunt and not well made; koloss seem to rely on their brute strength to smash the blades into opponents, rather than any true technique. The Hemalurgic spikes, however, come with a price. In addition to twisting their bodies, the spikes also diminish a koloss' intelligence. However, they still retain the faint ability to reason, and the ability to communicate, and the re-use of spikes from dead koloss to create more resulted in koloss that retained more of their former humanity. Koloss can subsist off of nearly any substance and can eat almost anything, including dirt and ash. They are not bothered by the cold. Allomancers who are transformed into koloss will retain their Allomantic abilities, though they may not necessarily retain the knowledge to use those abilities.
Because of their diminished intelligence, the koloss live in barbaric tribes. Usually, social standing is determined by age, because as the koloss age, they get larger and more powerful. Koloss are said to have two emotional states: boredom and rage. Because of this, their day to day lives are filled with milling about and fighting. When there is nothing else to fight near them, the koloss turn to in-fighting. Their blades can be used as a means of population control, as well as weaponry. If a koloss doesn't have a sword it feels is of adequate size, it will have to kill another koloss and take its sword. If there are extra swords, the koloss will expect their handlers to make more koloss to take up those swords, and if there are not enough swords, the koloss will kill each other for them until there are. Most of the killing within a tribe is done solely on a whim, usually to get something the other koloss owns, or because some random glance or act has enraged one of the koloss.
Kandra
The kandra are a species first created by the Lord Ruler during his Ascension. They have the ability to reshape their bodies and most are well-practiced at imitation, making them extremely sought-after as spies. Physically, the kandra resemble mistwraiths in their natural form. Unlike the mistwraiths, they are sentient, courtesy of two Hemalurgic spikes implanted in them. While mistwraiths are simply gelatinous conglomerates of various creatures, kandra can actually absorb a body and take on all of its characteristics. When impersonating a specific person, a kandra will use that person's bones and reshape their body to look exactly like that person's. When in the Homeland, most kandra use a True Body, which is a set of false bones that are crafted by a kandra artisan. Some True Body forms are quartz, and kandra show off their True Bodies by creating translucent skin that allows the stone to sparkle faintly in the light. A True Body does not have to be human-shaped, but most are. Some kandra build bodies for combat purposes, these bodies can be made of metal to be stronger and heavier and can have sharp bones to use as knives. Combined with the ability to heal and create stronger muscles, kandra can be extremely powerful warriors though not all of them want to be one. The members of the First Generation do not wear True Bodies, as the kandra did not originally know how to make them. Instead, they wear their own bones from before they became kandra. Kandra form an organ which functions as a brain to think. It doesn't need to be inside the head, and can be placed at a safer location in the kandra's body.
While the First Generation were created directly by the Lord Ruler, the First Generation creates all subsequent generations of kandra through "Blessings," a pair of Hemalurgic spikes charged with a human physical or mental attribute. The Lord Ruler provides Hemalurgic metal spikes to the kandra each century, in a number requested, and the kandra use these spikes to convert mistwraiths into full kandra. One Blessing converts a mistwraith into a sentient kandra. Kandra take longer to reach maturity than a human normally would take. During the years of the Lord Ruler's reign, there are a total of eleven Generations. The kandra do not know how to make new kandra spikes, though they have an inkling.
Kandra do not appear to die of natural causes, but they are not immortal, just incredibly long lived. One of the kandra secrets references the unknown acid mixture. Being bathed in acid can effectively kill a kandra, so this is one way how misbehaved kandra were executed in kandra homeland with the other way being starvation. Because of their ability to change shape, most damage to a kandra is of no consequence; they do feel normal physical pain as a result of trauma, though kandra have the ability to turn nerves off and thus experience no pain. This leads to kandra guards mostly using hammers to break bones, thus hindering movement. A kandra digesting another kandra can perform the killing, but it is unknown if the two kandra will fight and try to eat each other during the process. The kandra also developed a way to take their own lives at will.
Kandra have the ability to shapeshift. However, in most cases, they only have the ability to change into and take the appearance of any creature they have digested. Because of this, in order for a kandra to appear as anyone in particular, the subject must be dead and be digested. The shapeshifting process may take anything from several hours or even days to as little as a few seconds. The digestion is necessary also because kandra cannot create hair, fur, bones, or singer carapace, so these parts they must get from the digested victims, and be put into place one by one. Especially skilled kandra are able to make their own adjustments to the shape of the creature they are taking. Although mimicking an existing unique individual or creature is most common, the most skilled kandra can use just a skull or set of bones to build a working structure to gain the ability to move around freely and communicate. Being without bones will make kandra unable to move fast, speak or form any proper shape, but doesn't affect their mental ability. By reforming their body inside the mechanism, they can crack simple locks. Kandra are also known as unmatched actors. Before assuming the role of a certain person, a kandra will spend a significant amount of time observing the individual in order to learn their mannerisms, history, and relationships. As a result, it is almost impossible to tell a kandra apart from the actual individual they are impersonating. In combat, kandra can form powerful muscles and heal most wounds immediately, utilizing their ability to shapeshift. By creating a special True Body for this purpose, they can gain many advantages such as metal bones, hidden weapons, etc. Breaking bones can slow them greatly. Kandra are capable of assuming smaller shapes, but losing too much mass will cause a kandra to be unable to maintain their intelligence.
Kandra have spent ten centuries enslaved to humankind, serving the Contracts in an effort to keep themselves safe. Most kandra hate humans for their situation, but, ironically, most kandra True Bodies are human-shaped, with two arms, two legs, and a face, even while they curse humankind for keeping them enslaved. There are other jobs for kandra to perform in the Homeland, such as the teaching and instruction of young kandra, which is considered a prestigious job among kandra. They refer to the Lord Ruler as the Father, because he is responsible for their creation. The First Generation typically only communicates with the Second Generation. All subsequent generations are then created by the Seconds, every hundred years. In general, all decisions about law and order are communicated to the lower generations by the Second Generation, acting as something like government officials.
In the early days of the Final Empire, the kandra attempted to remain secret and blend into human society. However humans feared their abilities, calling them monsters, and began using Allomancy to hunt them down, by way of the Flaw, and kill them. After a few centuries, the kandra were almost extinct. Out of desperation, the kandra agreed to become servants to humans, never leaving the Homeland unless out on a Contract. As a result of this history, kandra are secretive about their culture and have an intense loathing for humans, which is only made worse by the poor treatment they often receive from their masters. Despite this, they adhere to their Contracts without question, and are often used as spies by the nobility. Fulfilling Contracts is their way of "paying for their freedom" to prevent humans from seeking ways to enslave them in other ways and finding out about their weakness to Allomancy. The terms of a Contract always prohibit a kandra from killing a human, changing bodies without permission, and revealing kandra secrets, and require the kandra to return to the Homeland if they break the terms of the Contract or if their master dies before the Contract expires. On top of that, the fulfilling of Contracts also has another purpose. A Contract must be paid for in atium, which is then brought to the Homeland where it is stockpiled in a metal vault known as the Trust.
The Steel Ministry
The Steel Ministry is the religion and the government bureaucracy of the Empire. It is made up of various divisions, named Cantons, and the members of the Ministry are called obligators. The Inquisitors are also part of the Steel Ministry. One of the main functions of the Ministry is to witness a myriad of contracts and agreements, even something as simple as promise to come to a game of shelldry. The nobility pay the Lord Ruler for their services in a manner similar to that of renting skaa. As the authority in bureaucratic matters, any mercantile contracts, divorces, weddings, land purchases, inheritances, or any other important dealings could only be authorised by obligators. If one of the Ministry hasn't witnessed an event or sealed a document, it might as well not have happened or have been written. However, obligators are also used to witness less formal agreements, such as bets between friends.
The Steel Ministry is organized into subsections named Cantons. The priests are called obligators and the Steel Inquisitors are obligators who have been Hemalurgically granted all the powers of a Mistborn. Each Canton of the Ministry runs a specific part of the Empire's government.
Canton of Finance
As the bank of the Final Empire, the Canton of Finance directs the financial operations of the Final Empire. Its responsibilities also include the transport of funds. The Canton of Finance's headquarters is housed in an imposing building in Luthadel. It is tall and blocky with a massive rose window in the front, with two red banners hanging down beside the window, proclaiming praises to the Lord Ruler. Inside the building, one would find a desk at the end of an extended entryway, with an obligator manning the desk. Decorations within the building are sparse. It is often described as austere, bearing only necessary furniture and simple grey carpeting, the walls also lacking adornments. An exception to that rule is the waiting room; with plush chairs and lavish décor, the room clearly caters to the tastes of visiting noblemen. Snacks, such as small cakes, are also provided for those waiting.
Canton of Resource
There are many philosophers in the Steel Ministry and most end up in the Canton of Resource, the best place for those with analytical minds. This Canton is tasked with trade, transport, and taxation. A large portion of the atium mined at the Pits of Hathsin is secretly transported by the Canton of Resource to the Trustwarren or to be distributed by the Lord Ruler. There are obligators on duty at the Pits all the time to extract the metal from the geode while in a metal room. The beads of atium are then hidden in Ministry funds to be transported to Luthadel for distribution. They are disguised in piles of coins since metal coins radiate light in the Cognitive Realm. The Canton is also in charge of maintaining supply lines to the other Cantons, for feeding the people, and maintaining the canals.
The national headquarters of the Canton of Resource is in Luthadel while one of the Western Dominance's regional headquarters is in Fadrex City and houses the fifth, and final, of the Lord Ruler's storage caches. The single story building housing the regional headquarters in Fadrex City is blocky and utilitarian with sharp, flat walls and small windows. It is the largest of any Ministry buildings in the city because it acts as a way station between Luthadel and more important cities (such as Tremredare) to the west. This gives this Canton influence in Fadrex City, which makes Prelan Aradan Yomen, the head of the Canton locally, the top religious authority in the city.
Canton of Inquisition
The Canton of Inquisition is run by the Steel Inquisitors and acts as law enforcement, especially over the Allomantic community. Members of the Canton of Inquisition have the usual tattoos around their eyes, with the addition of a stark red line on the side of their face. Administrators in this Canton collect and file information that might assist in the policing efforts. This information is about noble houses, skaa rebels, and the other Cantons. In addition to dealing with anyone that goes against Ministry protocol, the Canton of Inquisition also maintains Soothing stations all around the city of Luthadel. The purpose of these bases is to dampen the emotions of everyone in the area, calming and depressing them to prevent rebellion. In addition, many Inquisitors find skaa Mistings by installing Seekers in these stations. There are between thirty to forty Soothing stations around the city, each with three Soothers, a Seeker, and a Smoker who has the job of masking the Allomancy to anyone outside.
The Canton of Inquisition was formed sometime during the sixth century of the Lord Ruler's reign. This Canton was the one to suggest the Terris breeding programs to the Lord Ruler in order to keep the Terris population under control. The Lord Ruler agreed to it provisionally, and the programs were then kept until the collapse of the Final Empire. However, the subjugation of the Terris people started far before the Canton of Inquisition created the idea of the breeding programs.
The Conventical of Seran is a fortress inside a crater to the south of Luthadel. The fortress belongs to the Canton of Inquisition and may be the place where new inquisitors are created. Kwaan's inscription is in a chamber of this building in addition to various torture chambers. The Inquistitors' torture chambers are Hemalurgic laboratories, intended to discover new creations, but few know of these chambers' true purpose. The Canton of Inquisition building in Urteau, above one of the Lord Ruler's supply caches, is broad and imposing. Typical for buildings in Urteau, it was built of wood instead of stone. While more austere than most Ministry buildings, there is still a variety of decor in the form of tapestries, metal trim, red rugs, and hearths in every room.
Canton of Orthodoxy
The Canton of Orthodoxy organizes and presides over the Steel Ministry and has jurisdiction over the religious aspect of the Ministry. This Canton is the main bureaucratic division of the Ministry. Obligators from this Canton are typically the ones to formalize contracts and agreements. There is a long-standing rivalry between the Canton of Orthodoxy and the Canton of Inquisition. The Canton of Inquisition believes that they should have dominance over the other Cantons instead of the Canton of Orthodoxy.
Obligators
An obligator is needed to witness or approve anything significant going on in the Empire. Without their approval, agreements and contracts aren't morally or legally binding. Any legal assassination requires the Ministry's approval, usually through bribery. Obligators, in addition to witnessing agreements, run all public works in the Empire. They oversee programs such as sewage and engineering, and most of the head engineers who design city plans are obligators themselves. In addition to their bureaucratic functions, the obligators serve as the Lord Ruler's religious leaders. They teach the Lord Ruler's religion to skaa and noblemen alike. The obligators determine who the nobility is allowed to marry as part of their religious duties. Obligators are allowed to be married. Those who become an obligator forfeit their surname. The Lord Ruler requires more devotion from the obligators; they practice religious worship and have to maintain a religious air that is unnecessary for nobles. Some of the religious practices for the Steel Ministry include daily prayers and ceremonies to the Lord Ruler.
Obligators are distinguished by their shaved heads and intricate black tattoos around their eyes that signify rank and Canton membership. They typically wear dark grey robes.
The ranks are: Obligator, Prelan, High Prelan, Steel Inquisitor and Lord Prelan.
The philosophy taught most often by the Steel Ministry is that the skaa are cursed and the nobility are blessed. The basic doctrine behind this philosophy is that the nobility has prestige and access to Allomancy because their ancestors were loyal to the Lord Ruler, while the skaa are being punished for the sins of their own ancestors. The Mistborn are descendants of the only men who supported the Lord Ruler before his Ascension, in this belief system. It is their belief that before his Ascension, the Lord Ruler was only a mortal man. He is revered as the creator and savior of the world, the "Sliver of Infinity". The Lord Ruler's status in the religion is as a piece of God, not omnipresent or omniscient. He is a physical, independent section of a greater consciousness. Sometimes, the Well of Ascension was mentioned in teachings concerning the Lord Ruler and his Ascension. When the Deepness, taught to be a dark monster, threatened the world, the Lord Ruler slew it and saved the world. He punished the people's lack of faith with the ash and mists. Not much else on the Deepness or the Lord Ruler is taught; religion is seen as something the Ministry would take care of on their own. Skaa aren't taught much of the Ministry's doctrine. Skaa and nobles alike were required to fulfill their roles in the Empire and obey the Lord Ruler, but neither devotion nor faith is requested for either group. Worship of any other god was forbidden. For the obligators, more worship is required. Daily prayer and ceremonies to the Lord Ruler are practices of the religion. There is a ritual that involves an altar made of gold. It is centered in a room with four candelabra at the corners. Near the altar, Alendi's journal, written in Khlenni, was kept. A bowl of small, triangular knives was kept on a pillar nearby to be used in the ritual. The knives were occasionally used for the worshiper to slice their own body. Weddings were characterized only by the presence of an obligator to witness the fact. Sometimes additional ceremonies would be added, but there wasn't a standard; the obligator's presence was the only requirement. The Ministry's position on sexuality was dependent on how much they were paid.
The Steel Ministry functions similarly to being its own noble house, with contracts and agreements to gain wealth and leverage. Corruption is commonplace within its ranks, and it is notorious for taking bribes. There was a long standing rivalry between the various Cantons for control of the Ministry. Both men and women can be part of the Steel Ministry and some women even become Inquisitors. Rising through the ranks of the Ministry is influenced strongly by Allomantic abilities. Those with abilities, especially with metals judged to be valuable, rise quickly and are placed in positions of power. Seekers are one of the common Mistings recruited most diligently by the obligators. Atium Mistings are the most valuable type sought for by the Ministry. In order to search them out and recruit them, Inquisitors put trace amounts of atium into the drinks at balls periodically. They cause a disturbance while burning bronze to seek out those who begin to burn the metals instinctively. When someone joins the Ministry who is not already a Misting, they are given a larger amount of atium without their knowing and are forced through a series of rituals designed to exhaust the recruit so their body would Snap and reactively burn the metal. Noblemen address Inquisitors, and presumably obligators, as "Your Grace".
Mistwraiths
Mistwraiths are a species of creature that were created by the Lord Ruler from the Terris Feruchemists after he took the power at the Well of Ascension. Like kandra, mistwraiths appear to be amorphous blobs capable of absorbing bones and tissue of other creatures to gain shape. However, unlike kandra, since they do not possess sentience, their shapes are random and mix many different species into one. Contradictory to their typically huge and unnerving appearance, they are actually quite harmless and only eat dead bodies. Mistwraiths are people who have a blockage between the Physical Realm and the Cognitive Realm, which impairs their ability to think. They have a lifespan of roughly fifty years and are able to breed. A single Hemalurgic spike is enough to staple a Cognitive Shadow to a mistwraith, though whether this has happened in the past is unknown.
They are usually fearful existences in skaa folklore, associated with skaa's fear toward mists. It is believed that mistwraiths can take a person's face or fully impersonate them; one way to be sure a person is not a mistwraith is to take them out into the sunlight and verify that they don't disappear.
Through the use of Hemalurgy they could regain the sentience they once possessed, becoming kandra after being implanted with two Hemalurgic spikes. Removing both spikes brings the kandra back to their "primal state," once again becoming a mistwraith. The transformation from mistwraith back to kandra is quick, although this could depend on how much time passes in each state. The transition from mistwraith to kandra requires specific types of Hemalurgic spikes, known as blessings. Other types of Hemalurgic spikes, such as those that create koloss, would not necessarily be enough to transform the mistwraith into a kandra if ingested. However, they would cause weird side effects.
Male | Female | One-Sided Crush: ♥ | Friends: ও | Married: ❦ | Rivals: ლ | Enemies: ۵ | Crush Both Ways: ❥ | Contracted: x
? ♥ ?
? ও ?
? ❦ ?
? ლ ?
? ۵ ?
? ❥ ?
KarTan x Tana
LiRon x Kenna
? x ?
LiRon x Kenna
? x ?
? + ? = ?
Male | Female
Nobles Skaa Terrismen Koloss Kandra Inquisitors Obligators Prelan High Prelan Lord Prelan | ✺ ✺ ✺ ✺ ✺✺✺✺✺✺✺✺ ✺✺ ✺ ✺ ✺ ✺ |
Male | Female
Lord Ruler Terrismen Alliance Skaa Rebellion None | ✺ ✺✺ ✺✺ ✺✺✺✺✺✺✺ |
Male | Female
Misting Mistborn Keeper Full Keeper Non-Metalborn | ✺ ✺ ✺ ✺ ✺✺✺✺✺✺✺✺✺ |
Male | Female
MistingsIron Steel Tin Pewter Brass Zinc Copper Bronze Gold Electrum Cadmium Bendalloy Chromium Necrosil Aluminium Duralumin Atium Malatium | ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ |
Keepers
Iron Steel Tin Pewter Brass Zinc Copper Bronze Gold Electrum Cadmium Bendalloy Chromium Necrosil Aluminium Duralumin Atium Malatium | ✺ ✺ ✺ ✺✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ ✺ |