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|**Yulay**|
|-|-|
|by User: SaleSVQ|
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
**Yulay** is a nation on [[Roshar|Roshar]].
## Contents
1 Geography
2 History
3 Culture
4 Notes
## Geography
Yulay's territory primarily consists of a narrow strip of land between the southern shore of the [[Purelake|Purelake]] and several mountainous areas. It borders [[Tu Bayla|Tu Bayla]] to the east and [[Babatharnam|Babatharnam]] to the west. The southern border with [[Azir|Azir]] is mostly defined by mountains, with the exception of one large pass, which has the towns of [[Benru|Benru]] and [[Berqq|Berqq]] at the border.
Other notable locations in Yulay are [[Yian Dion|Yian Dion]], [[Domistar|Domistar]], and [[Uarr Dion|Uarr Dion]], all of which are on the shores of the Purelake. Many unnamed rivers flow through Yulay and end in the Purelake.
## History
During the [[Silver Kingdoms|Silver Kingdoms]] era, Yulay was part of [[Sela Tales|Sela Tales]]. After Sela Tales collapsed Yulay became an independent nation.
At some point after the [[Recreance|Recreance]] people in Yulay began talking about the [[Knights Radiant|Knights Radiant]] and hoping they would return.
[[Sigzil|Sigzil]] told stories about Yulay and other Selay areas to [[Bridge Four|Bridge Four]].
During the [[True Desolation|True Desolation]] Yulay was attacked and conquered by a combination of [[Iri|Iriali]] and [[Singers|singers]].
## Culture
The people from Yulay are [[Selay|Selay]] and as such they likely have the skin ripples Selay people have. It’s possible they have shards as the Selay are known to have multiple sets.
| Yulay |
|**Rall Elorim**|
|-|-|
|**Nation**|[[Iri|Iri]]|
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Rall Elorim** is a city in the mountains of northern [[Iri|Iri]] on Roshar and the most populous city in the nation. It is also known as the **City of Shadows** for cryptic reasons, and it contains an [[Oathgate|Oathgate]].
## Geography
The city is located in the extreme northwest of Roshar. It is situated at the north end of a small mountain range, on a peninsula between the [[Reshi Sea|Reshi Sea]] and the [[Northern Depths|Northern Depths]]. [[Feverstone Keep|Feverstone Keep]] is thought to be near Rall Elorim.
Perhaps due to the city's remote location, people from other parts of Roshar, such as [[Gawx|Gawx]] and [[Kaladin|Kaladin]], have heard tales that characterize it as an exotic, mysterious land.
## History
During the False Desolation, the [[Singers|singers]], under [[Ba-Ado-Mishram|Ba-Ado-Mishram]], may have been interested in controlling something in or near Rall Elorim.
[[Lift|Lift]] grew up in Rall Elorim, and recalled terrible memories of her time there.
Rall Elorim fell under the control of [[Odium|Odium's]] forces, along with the rest of Iri, during the [[True Desolation|True Desolation]]. This concerned [[Dalinar|Dalinar]] since the city's Oathgate had a great deal of strategic value.
| Rall Elorim |
|**Dragonsteel Prime**|
|-|-|
|by Jian Guo |
|**Released**|March 29, 2024|
|**Publisher**|[[Dragonsteel Entertainment|Dragonsteel Entertainment]]|
|**Page Count**|642|
|**Word Count**||
**Dragonsteel Prime** was [[Brandon Sanderson|Brandon Sanderson's]] seventh novel and was written as his honors thesis for his bachelor's degree. Five copies are currently held in the Harold B Lee Library at Brigham Young University, four of which are available for circulation. After positive response to his release of *The Way of Kings Prime*, Brandon considered a possible release of this draft as part of a "Sanderson Curiosities" series, and ultimately, it was released during the *Words of Radiance* Leatherbound campaign on . The book can be downloaded .
Brandon has stated that it was not his best work. He plans to rewrite and publish the series after the completion of *The Stormlight Archive*. Sections of the book, including locations such as the [[Shattered Plains|Shattered Plains]], were later re-purposed in *The Way of Kings*, but Brandon considers some of the other events to be canon. Specifically, Brandon has stated that he considers most of the worldbuilding in the book to be canon, but not the characters. He had some trepidation over removing the Shattered Plains because, though it was not as essential to the story, he felt it was the part of the book that worked best.
In 2007, Brandon began work on a rewrite of the Dragonsteel series. He began with *The Liar of Partinel* and *The Lightweaver of Rens*, which take place approximately five hundred years before the events of *Dragonsteel* Prime, which he then planned to rewrite and release as 'The Eternal War'. However, after finishing Liar he was unsatisfied with the result and shelved the series for a future date. Since 'The Eternal War' would begin the main story arc, at the time he also intended to call that book 'Dragonsteel Book 1' and expect the readers to connect it to the previous two books to avoid the confusion of starting his story arc with Book 3. The story takes place on [[Yolen|Yolen]] and focuses on [[Jerick|Jerick]], but also includes other viewpoint characters such as Topaz, also known as [[Hoid|Hoid]].
## Contents
1 Plot Summary
1.1 Jerick
2 Characters
3 Statistical Analysis
4 Notes
## Plot Summary
### Jerick
Jerick, a young boy in a Melerand village, becomes tied into an ideological caste struggle between King Rodis and Kalord Strafen, and is taken from his village to be educated in the capital. Over the years, he becomes highly educated and popular amongst the nobility and servants. During his time learning in the capital, he discovered his abilities of [[Microkinesis|microkinesis]].
He lived in peace until a Sho Del assassin infiltrated the castle and attempted to kill the king. Jerick attempted to protect him, but failed.
This led him to travel to the Shattered Plains, where he was made into a bridgeman due to his caste. He eventually gained the recognition of a general for his leadership skills and combat ability, and became a member of the Tzai, an elite military force trained in various magics. He was very successful as a Tzai, and rose through the ranks rapidly due to his microkinetic skills.
## Characters
[[Bat'Chor|Bat'Chor]]
[[Frost|Frost]]
[[Topaz|Topaz]]
Courteth
[[Jerick|Jerick]]
Mardle
Martis
Rin
Rodis
Ryalla
Strafen
Torell
Yoharn
## Statistical Analysis
For a full statistical analysis, see .
*Dragonsteel Prime* consists of one prologue, fifty-three chapters, and one epilogue, reaching a total 236,997 word count.
|**Word Count**|236,997||
|-|-|
|**Page Count**|642|Free PDF|
|**Chapter Count**|55|Including prologue and epilogue.|
|**PoV Characters**|||
| Dragonsteel Prime |
|**Lekal City**|
|-|-|
|**Dominance**|[[Southern Dominance|Southern Dominance]]|
|**Nation**|[[Final Empire|Final Empire]]|
|**World**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Lekal City** is a city in the [[Southern Dominance|Southern Dominance]] of the [[Final Empire|Final Empire]]. It lies on the [[River Channerel|River Channerel]] and is downriver from [[Austrex|Austrex]].
## History
Prior to the [[Collapse|Collapse]], Lekal City was a country estate, with a manor house but lacked a true palace. It was still notable enough to be on maps dated 1021, shortly before the Collapse. When the [[Lord Ruler|Lord Ruler]] died, a shantytown sprung up around Lekal City's main manor house.
It is not clear if [[Jastes Lekal|Jastes Lekal]] made this his capital of his kingdom during the [[Siege of Luthadel|Siege of Luthadel]] or perhaps the Southern Dominance's capital, [[Austrex|Austrex]]. Regardless, following Jastes Lekal's demise, King [[Audil Lekal|Audil Lekal]] was centered out of Lekal City.
[[Sazed|Sazed]] and [[Breeze|Breeze]] traveled to Lekal City as ambassadors of the [[Elend Venture|Elend Venture's]] [[New Empire|New Empire]] prior to the [[Siege of Fadrex City|Siege of Fadrex City]]. Sazed sought Audil Lekal's surrender, making the Lekal kingdom a vassal to the Empire. Audil eventually signed the treaty, realizing he was beaten.
Nearer to the [[Catacendre|Catacendre]], Lekal City was destroyed from lava from a nearby [[Ashmount|Ashmount]] (presumably the nearby Ashmount Zerinah), and along with it, the entire Southern Dominance was said to be burning.
| Lekal City |
|**Peret**|
|-|-|
|**Died**|c. 321 [[Catacendre|PC]]|
|**Abilities**|Pewterarm|
|**Profession**|Outlaw|
|**Residence**|[[Roughs|The Roughs]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Peret the Black** was a [[Pewter|pewter]] [[Misting|Misting]] (aka a [[Pewterarm|Pewterarm]]) rapist in the [[Roughs|Roughs]] of [[Scadrial|Scadrial]].
Peret was the first criminal that [[Waxillium Ladrian|Waxillium Ladrian]] brought in as a lawman in the Roughs, around twenty years prior to his return to [[Elendel|Elendel]]. As a Thug, Peret was notoriously dangerous and had a large bounty on his head. Wax decided to pursue him, and within a few days, he killed Peret and brought him back to the lawkeeper station draped over his horse.
Wax gained quite a bit of respect and notoriety for bringing in someone as vile as Peret. However, he later revealed to [[Marasi|Marasi]] that he had been broke and the money was his primary motivation. He figured that any of the outlaws could kill him, so he might as well go after Peret since he was worth the most. When Wax first met [[Lessie|Lessie]], she thought he looked like a dandy and was surprised that he had been able to kill someone like Peret the Black. Wax told her about what had really happened—he shot Peret in the back whilst he was relieving himself. Lessie mocked Wax, who jokingly claimed that he had killed Peret "as bravely as any man ever shot another in the back."
| Peret |
|**Kio**|
|-|-|
|**Homeworld**|*Unknown*|
|**Universe**|[[Cytoverse|Cytoverse]]|
|**Introduced In**|*Defiant*|
This page or section needs to be updated with new information for *Defiant*!Be aware that in its current state, it may not include all additional content yet.
**Kio** is a [[Superiority|Superiority]] officer working with [[Brade Shimabukuro|Brade Shimabukuro]].
| Kio |
|**Valette Entrone**|
|-|-|
|**House Entrone**|
|**Relatives**|[[Gave Entrone|Gave Entrone]]|
|**Ancestors**|[[Charrs Entrone|Charrs Entrone]]|
|**Residence**|[[Elendel|Elendel]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Lady Valette[1] Entrone** is a noble in [[Elendel|Elendel]].
She was courted by [[Waxillium Ladrian|Waxillium Ladrian]] at some point in the past. After seeing Waxillium, Valette was courted by another man, who [[Gave Entrone|Gave Entrone]] described as dreadful. However, she eventually married, and the Entrones were all pleased with her union.
| Valette Entrone |
|**Val**|
|-|-|
|by Ben McSweeney |
|**Type**|Spacecraft, DDF Ships|
|**World of Origin**|[[Detritus|Detritus]]|
|**Universe**|[[Cytoverse|Cytoverse]]|
For the character in the Reckoners universe nicknamed Val, see [[Valentine|Valentine]].
The **Val** is a class of [[Starfighter|starfighter]] used by scout teams in the [[DDF|DDF]].
Val-class fighters are not heavily armed, as they are designed for scanner avoidance and speed. They have a single 131 Stewart [[Destructor|destructor]]; larger ships carry as many as four destructors, often using the more powerful 138 Stewart model. The scanning sensors on the Val-class have a longer range and are more sensitive to detail than those used on other DDF ships.
The members of [[Ranger Flight|Ranger Flight]] fly Val-class ships.
| Val |
|**Rocklily**|
|-|-|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **rocklily** is a plant on [[Roshar|Roshar]]. If [[Chull|chull]] larvae are fed a consistent diet of rocklily leaves, they may pupate faster.
| Rocklily |
|**Mitchell and Young**|
|-|-|
|**Services**|Law Firm|
|**City**|New York|
|**World of Origin**|[[Earth (Dark One)|Earth (Dark One)]]|
This page or section needs to be updated with new information for *Dark One Book 1*!Be aware that in its current state, it may not include all additional content yet.
**Mitchell and Young** is a law firm based in New York City. Notably, [[Lin Yang-Tanasin|Lin Yang-Tanasin]] works here and represents [[Malmahan|Mr. Caligo]] before they disappear to [[Mirandus|Mirandus]]. The partners of the firm push Lin for a plea deal in Mr. Caligo's case, not wanting a fight with the governor due to the public reception around the case.
## Partners
[[Illarion|Geoffrey Mitchell]]
## Employees
Lin Yang-Tanasin
[[Rebecca|Rebecca]]
[[Marcy|Marcy]]
| Mitchell and Young |
|**Kitsen**|
|-|-|
|by Brent Donoho |
|**Sapient**|Yes|
|**World of Origin**|[[Evershore (planet)|Evershore]]|
|**Universe**|[[Cytoverse|Cytoverse]]|
This page or section needs to be updated with new information for *Starsight*, *Evershore*, and *Defiant*!Be aware that in its current state, it may not include all additional content yet.
>“*They seemed to be a powerful spacefaring race that had shown bravery and loyalty in combat. But . . . scud, they were also really cute.*”
\-Spensa to herself upon seeing the kitsen[1]
The **kitsen** are a race of aliens that have secondary citizenship within the [[Superiority|Superiority]] empire. Until recently they had a hereditary monarchy and were ruled by King (now Captain) [[Hesho|Hesho]].
## Contents
1 Description
2 History
3 Culture
4 Members
5 Trivia
6 Notes
## Description
The kitsen are about one handspan tall. They have bushy white tails and long, pointed ears. Although they look like a cross between gerbils and foxes, they walk upright on two legs.
## History
by Jill Andersen [[Spensa|Spensa]] talking with some kitsen
The kitsen made first contact with humans in East Asia thousands of years before the [[Human Wars|Human Wars]], before either species had gone through the industrial revolution. Kitsen [[Cytonics|cytonics]] teleported to Earth, leading to interactions and trade between the two cultures. The kitsen people did not trust their cytonics, and an intense disagreement ensued. The details of the disagreement are not clear, since records from that time are potentially untrustworthy and scarce. It is known, however, that humans were somehow involved and a war was implied. The kitsen cytonics left, and the main population was stranded on their homeworld.
They remained isolated until the Superiority made contact. They received secondary citizenship in the Superiority. Decades prior to the abolition of the absolute monarchy, Hesho's grandmother, then the queen, coordinated the theft of three hyperdrive-equipped Superiority starships. The hyperdrives were found to be missing, and after they were caught, the Superiority temporarily revoked their citizenship. They followed the Superiority's orders to try and reach primary citizenship. They abolished their hereditary monarchy to follow the superiority's equality laws. A crew led by Captain Hesho, the former monarch, joined the Superiority's [[Delver|delver]] fighting program in the hopes it would give them citizenship.
## Culture
As a result of their centuries-long history of monarchy, the kitsen are in the habit of showing great deference to Hesho despite having transitioned to a democratic society. Even though he claims to no longer be royalty -- and appears to be genuinely trying to live up to that claim -- he is still treated quite specially: he has an entourage of other kitsen who feed him, fan him,, and drive him around, and the senators of his government are at a complete loss for what to do apart from what they think he wants.
They also appear to have a somewhat militaristic culture. Hesho agrees enthusiastically when Spensa describes him as a warrior poet and Hesho's great-great-great-grandfather (who was presumably royalty) led the kitsen armies himself with a sword to fight the human invasion. Their culture is related to that of feudal Japan; their nation had had, around the time of Hesho's ancestor, a rank of "" and a notion of separate clans within the nation. Kitsen, at least those in the government, also often wear formal-looking silk clothing, most likely inspired by or the inspiration for .
## Members
[[Hesho|Hesho]], former absolute monarch
[[Kauri|Kauri]], Hesho's shieldbearer
[[Aria|Aria]], Senator
[[Aya|Aya]], gunner
[[Juno|Juno]], Kitsen lorekeeper
## Trivia
They are presumably, in the Cytoverse, the origin of myths.
The name for young kitsen is translated into English as "pup", the same word used for foxes and gerbils.
| Kitsen |
|**The Way of Kings>**|
|-|-|
|by Michael Whelan |
|**The Stormlight Archive**|
|**Precedes**|*Words of Radiance *|
|**Setting**|[[Roshar|Roshar]], [[Cosmere|Cosmere]]|
|**Released**|August 31, 2010|
|**Publisher**||
|**ISBN**|978-0-7653-2635-5|
|**Page Count**|1,008|
|**Word Count**|[[The Way of Kings/Statistical analysis|384,265]]|
This article is about [[Brandon Sanderson|Brandon Sanderson's]] novel. For the in-universe text, see [[The Way of Kings (in-world)|The Way of Kings (in-world)]].
*The Way of Kings* is an epic fantasy novel by [[Brandon Sanderson|Brandon Sanderson]]. It is the first volume in a planned ten volume series called [[The Stormlight Archive|The Stormlight Archive]]. Michael Whelan created the cover for the US edition. The cover of the international edition was created by Sam Green.
It has three main characters and several minor characters, many of whom are explored through Interludes.
The Way of Kings also has a series of [[The Way of Kings/Epigraphs|Epigraphs]], which give hints of foreshadowing and information about the [[Cosmere|cosmere]].
## Contents
1 Synopsis
2 Cover Flap
3 Summary
3.1 Kaladin
3.2 Dalinar
3.3 Shallan
3.4 Szeth
4 Setting
4.1 Magic System
5 Cover Gallery
6 Interior Art
7 Translations
8 See Also
9 Statistical Analysis
10 Notes
## Synopsis
*I long for the days before the Last Desolation.*
*The age before the Heralds abandoned us and the Knights Radiant turned against us. A time when there was still magic in the world and honor in the hearts of men.*
*The world became ours, and we lost it. Nothing, it appears, is more challenging to the souls of men than victory itself.*
*Or was that victory an illusion all along? Did our enemies realize that the harder they fought, the stronger we resisted? Perhaps they saw that the heat and the hammer only make for a better grade of sword. But ignore the steel long enough, and it will eventually rust away.*
*There are four whom we watch. The first is the surgeon, forced to put aside healing to become a soldier in the most brutal war of our time. The second is the assassin, a murderer who weeps as he kills. The third is the liar, a young woman who wears a scholar’s mantle over the heart of a thief. The last is the highprince, a warlord whose eyes have opened to the past as his thirst for battle wanes.*
*The world can change. Surgebinding and Shardwielding can return; the magics of ancient days can become ours again. These four people are key.*
*One of them may redeem us.*
*And one of them will destroy us.*
## Cover Flap
Roshar is a world of stone and storms. Uncanny tempests of incredible power sweep across the rocky terrain so frequently that they have shaped ecology and civilization alike. Animals hide in shells, trees pull in branches, and grass retracts into the soilless ground. Cities are built only where the topography offers shelter.
It has been centuries since the fall of the ten consecrated orders known as the Knights Radiant, but their Shardblades and Shardplate remain: mystical swords and suits of armor that transform ordinary men into near-invincible warriors. Men trade kingdoms for Shardblades. Wars are fought for them, and won by them.
One such war rages on a ruined landscape called the Shattered Plains. There, Kaladin, who traded his medical apprenticeship for a spear to protect his little brother, has been reduced to slavery. In a war that makes no sense, where ten armies fight separately against a single foe, he struggles to save his men and to fathom the leaders who consider them expendable.
Brightlord Dalinar Kholin commands one of those other armies. Like his brother, the late king, he is fascinated by an ancient text called *The Way of Kings*. Troubled by overpowering visions of ancient times and the Knights Radiant, he has begun to doubt his own sanity.
Across the ocean, an untried young woman named Shallan seeks to train under the eminent scholar and notorious heretic Jasnah Kholin, Dalinar's niece. Though she genuinely loves learning, Shallan's motives are less than pure. As she plans a daring theft, her research for Jasnah hints at secrets of the Knights Radiant and the true cause of the war.
## Summary
For a chapter by chapter summary, see [[The Way of Kings/Summary|/Summary]].
For an index of chapter breaks in various editions, see [[The Way of Kings/Chapter index|/Chapter index]].
The book is set on [[Roshar|Roshar]] and follows the stories of [[Kaladin|Kaladin]], [[Dalinar Kholin|Dalinar Kholin]], and [[Shallan Davar|Shallan Davar]]. There are also several minor characters who receive viewpoints; [[Szeth|Szeth]], [[Adolin Kholin|Adolin Kholin]], [[Wit|Wit]], and [[Navani Kholin|Navani Kholin]] in the main text, and several others in the Interludes.
### Kaladin
**Kaladin** is the focus character of the novel. At the beginning of his story, he is a squadleader in [[Amaram|Amaram's]] army. His storyline then cuts to his time as a slave. He is sold to [[Shattered Plains| Sadeas's warcamp]], where he is placed in [[Bridge Four|Bridge Four]], and made to run headlong into enemy fire with the rest of his bridgecrew to give the army a way to cross the chasms as well as drawing enemy arrows away from troops. After a period of despair, Kaladin works to improve the life of his bridgecrew. He trains them so that the bridge runs won't tire them out so much, saves the lives of injured bridgemen, and slowly gets them to start caring again, and to see themselves as soldiers. Kaladin also plans to find a way to escape from Sadeas's army.
Kaladin faces the internal struggles of his inability to save those around him and his distrust of any lighteyes.
As the focus character of *The Way of Kings*, Kaladin's past is viewed through the use of flashbacks. The flashbacks show his childhood and his surgeon apprenticeship under his father, as well as how he joins the army and why he became a slave.
### Dalinar
**Dalinar Kholin'**s story centers around the politics of the Alethi nobility.
Following his brother [[Gavilar|Gavilar's]] assassination, Dalinar took his last words to heart, and began following the [[Alethi Codes of War|Alethi Codes of War]] and the teachings of [[The Way of Kings (in-world)|The Way of Kings]], a book written by [[Nohadon|Nohadon]]. He is plagued by visions of the past during every [[Highstorm|highstorm]], and has a strong sense that the war on the [[Shattered Plains|Shattered Plains]] is not what the king needs to be focused on, but rather uniting the Alethi highprinces completely. Following the betrayal by [[Torol Sadeas|Torol Sadeas]], he finally drops politics and embraces the Blackthorn, realizing that he must force the highprinces to unite and finish the war quickly, so they may focus on the [[Desolation|Desolation]] to come.
### Shallan
**Shallan Davar** becomes the ward of the rather infamous scholar [[Jasnah|Jasnah]], in the hopes of stealing her [[Soulcaster|Soulcaster]]. Her story is a mostly internal conflict between continuing her wardship, which she loves, and stealing the [[Fabrial|fabrial]] to help her family. As her conflict progresses, Shallan begins to draw mysterious spren when she's not paying attention, and she believes she is going mad. Things come to a head when her love interest [[Kabsal|Kabsal]] is caught trying to poison Jasnah, and Shallan's theft is revealed. She confronts Jasnah, who can also see the spren and can [[Soulcast|Soulcast]] without the use of a fabrial, and she reveals that she is researching the [[Voidbringer|Voidbringers]].
### Szeth
**Szeth'**s story is told through the Interludes. A [[Truthless|Truthless]] of [[Shinovar|Shinovar]], he is first introduced when he famously assassinates King Gavilar of [[Alethkar|Alethkar]]. Known as the Assassin in White, he goes through several masters before getting orders to assassinate several high-ranking people by a mysterious master. Hating himself, he murders the people on his list until he gets to King [[Taravangian|Taravangian]], who turns out to be the man holding his [[Oathstone|oathstone]].
## Setting
### Magic System
Roshar has several magic systems. Most of these are used by the [[Knights Radiant|Knights Radiant]] orders, with some of these powers including [[Soulcast|Soulcasting]] and [[Surgebinding|Surgebinding]]. Independent of the Radiant orders is the [[Old Magic|Old Magic]].
The [[Ten Essences|Ten Essences]] have not been elaborated on much in the book, though they have something to do with Soulcasting.
## Cover Gallery
For a cover gallery of The Way of Kings, see [[The Way of Kings/Covers|/Covers]].
## Interior Art
For a gallery of the book's interior art, see [[The Way of Kings/Interior art|/Interior art]].
## Translations
|**Translations**|
|-|-|
|**Language**|**Title**|
|**Dansk**|*En Konges Vej*|
|**Español**|*El camino de los reyes*|
|**Français**|*La Voie Des Rois*|
|**Deutsch**|*Der Weg der Könige*|
|*Der Pfad Der Winde* (The Path of Winds)|
|**Italiano**|*La Via dei Re*|
|**Polski**|*Droga królów*|
|**Português (Brasil)**|*O Caminho dos Reis*|
|**Čeština**|*Cesta králů *|
|**Türkçe**|*Krallarin Yolu*|
|**Українська**|*Шлях королів*|
|**فارسی**|*طریق شاهان*|
|**עִבְֿרִית**|*דרך המלכים*|
|**العربية**|*نهج الملوك*|
|**日本語**|白き暗殺者 (The White Assassin)|
|死を呼ぶ嵐 (The Storm that Summons Death)|
|自由への懸け橋 (Bridge to Freedom)|
|****|
## See Also
[[The Way of Kings/Epigraphs|The Way of Kings/Epigraphs]]
[[The Way of Kings/Headings|The Way of Kings/Headings]]
[[The Way of Kings/Covers|The Way of Kings/Covers]]
[[The Way of Kings/Interior art|The Way of Kings/Interior art]]
## Statistical Analysis
For a full statistical analysis, see [[The Way of Kings/Statistical analysis|/Statistical analysis]].
*The Way of Kings* consists of one prelude, one prologue, seventy-five chapters, ten of which are reserved for flashbacks of the focus character of the book, nine interludes and one epilogue, reaching a total 384,265 word count. There are seventeen different unique point-of-view characters in a total of 123 POVs, although twelve of these characters occupy a much shorter portion of the book than the other five.
|**Word Count**|384,265||
|-|-|
|**Page Count**|1,008|Tor hardback|
|**Chapter Count**|87|Including prelude, prologue, 9 interludes, and epilogue.|
|**PoV Characters**|17||
|**PoV Count**|123||
| The Way of Kings |
|**Antioch**|
|-|-|
|**Type**|Spacecraft|
|**Universe**|[[Cytoverse|Cytoverse]]|
The *Antioch* is one of the gunships in the [[Defiant (starship)|Defiant]] fleet. The crew of the Antioch settled in [[Bountiful Cavern|Bountiful Cavern]], nearby to [[Igneous Cavern|Igneous]].
[[Kimmalyn|Kimmalyn]] is the great-granddaughter of the Antioch's assistant quartermaster. At least some of the descendants of the Antioch crew have been employed as gunners at [[Alta Base|Alta Base]], with those who perform well on the smaller anti-airship (AA) guns often being poached by the [[Defiant Defense Force|DDF]] to become pilots.
To those raised outside of Bountiful Cavern, the descendants of the Antioch crew appear polite and mild mannered, however, they are good at subtle insults.
| Antioch |
|**Arclomedarian**|
|-|-|
|by LittleGreyDragon |
|**Aliases**|Arclo|
|**Species**|[[Sleepless|Sleepless]]|
|**Residence**|[[Yeddaw|Yeddaw]]|
|**Nationality**|[[Aimian|Aimian]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Edgedancer*|
**Arclomedarian**, also known as **Arclo**, is a [[Sleepless|Dysian Aimian]] who resides in [[Tashikk|Tashikk]]. It is thousands of years old, having been alive since before the [[Last Desolation|Last Desolation]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Relationships
4.1 The Sleepless
5 Notes
## Appearance and Personality
>“*I'm building a philosophy, one meaningful enough to span ages. *”
\-Arclo to Lift in Yeddaw[2]
Its true form is made of many [[Cremling|cremling]]-like creatures it refers to as hordelings that fit together to form the different parts of its body. Arclo typically imitates the form of an elderly man with dark skin and a grey mustache. It is very interested in philosophical debates and often brings up some of these ideas when it speaks to Lift, at one point even going off on several philosophical tangents when Lift is meeting with it in the alleyway where it killed the two [[Skybreakers|Skybreakers]] acolytes.
## Attributes and Abilities
Over many years Arclo has bred its hordelings to allow it to change its appearance to that of a human. It does its best to maintain as close to a human form as it can, but it is not confident in its ability to fool humans, and so it conceals most of its body in a tightly wrapped [[Shiqua|shiqua]] to compensate for this. Arclo's hordelings can sense Lift's [[Spren|spren]], [[Wyndle|Wyndle]].
## History
by Marie Seeberger
>“*Your war is my war, and has been for millennia. Ancient Radiants named me friend and ally before everything went wrong. What wonderful days those were, before the Last Desolation. Days of...honor. Now gone, long gone. *”
\-Arclo to Lift[2]
Aclomedarian was Seperated over four-thousand-five-hundred years before the [[True Desolation|True Desolation]], before the [[Last Desolation|Last Desolation]]. At some point, it ceased protecting the [[Dawnshard|Dawnshard]] in [[Akinah|Akinah]] and left the island. Due to this, amongst some other meddling, it was eventually cut off from communications with the other swarms.
It was a friend and ally of the [[Knights Radiant|Knights Radiant]] before the Last Desolation and the [[Recreance|Recreance]]. It considers these days to have been wonderful, and reminisces upon them.
Arclo was known to sit on the porch of the orphanage in [[Yeddaw|Yeddaw]] as of early Jes 1174, and it met with Lift there several times. During their conversations, it asked her about which body part she felt she was, which she brushed off as a dumb question. Lift later sought Arclo out when [[Szeth|Szeth]] told her that it was the other [[Knights Radiant|Radiant]] in Tashikk that [[Nale|Nale]] was searching for. She found it in an alley with the corpses of two of Nale's trainees. Arclo revealed its true form to her and guided her towards the [[Stump|person]] she was actually looking for.
## Relationships
### The Sleepless
>“*Arclomedarian crosses us again. It meddles more and more. It has met with these new Radiants.*”
\-Yelamaiszin the First[1]
Unlike many of the other Sleepless living on Roshar, Arclo is not participating in guarding Akinah and the Dawnshard that is being hidden there. It does not follow [[Yelamaiszin|Yelamaiszin]] the First, the leader of most of the Sleepless on Roshar, who consider Arclo's meeting with [[Knights Radiant|Knights Radiant]] to be dangerous. Due to this and other "meddling", the other Sleepless have cut Arclo off from their communications. However, they don't hate it the way they do the "true traitors."
| Arclomedarian |
|**Destined One**|
|-|-|
|**Related to**|[[Narrative|Narrative]], [[Dark One (title)|Dark One]]|
|**Universe**|[[Dark One (franchise)|Dark One]]|
This page or section needs to be updated with new information for *Dark One Book 1*!Be aware that in its current state, it may not include all additional content yet.
>“*The Destined One is the Narrative's champion in each generation.*”
\-Feotora[1]
The **Destined One** is a hero from [[Earth (Dark One)|Earth]] who rises up to oppose the [[Dark One (title)|Dark One]], leading the fight against them on [[Mirandus|Mirandus]].
## Contents
1 Powers and Abilities
2 History
3 Notable Destined Ones
4 Notes
## Powers and Abilities
The Destined One has the ability to reach worlds outside of Mirandus, while remaining bound to Mirandus. The Destined One can travel to and from [[Earth (Dark One)|Earth]], as [[Illarion|Illarion]] does where he works for [[Mitchell and Young|Mitchell and Young]]. They can create a portal to allow other people to travel between worlds as well. Their magic is said to edit the words of the [[Narrative|Narrative]] itself, despite the Narrative being self writing.
## History
Prior to the rise of [[Malmahan|Malmahan]] the Uncalled, for every Dark One's rise, a Destined One rose up to fight and defeat them. With Malmahan's rise, no Destined One rose up to oppose him, and so Illarion took it upon himself to defeat a second Dark One, the first Destined One to ever do so.
With [[Paul Tanasin|Paul Tanasin's]] rise as the latest Dark One, Illarion proclaimed [[Kraisis|Kraisis]] as his successor after [[Gosovic|Gosovic]] would not allow him to fight a third Dark One. However, Kraisis was the first Destined One to fail, as Paul defeated him in combat and bound his soul to bring forth more [[Drull|drull]].
## Notable Destined Ones
For all Destined Ones, see :Category:Destined Ones.
[[Illarion|Illarion]] (Only Destined One to have defeated two Dark Ones)
[[Kraisis|Kraisis]] (Latest Destined One, trained by Illarion)
| Destined One |
|**Tavi**|
|-|-|
|**Abilities**|[[Epic|Epic]]|
|**Homeworld**|[[Earth (Reckoners)|Earth (Reckoners)]]|
|**Introduced In**|*Calamity*|
**Tavi** is the daughter of [[Jonathan Phaedrus|Jonathan Phaedrus]] and [[Tia|Tia]] in the alternate universe to which Firefight is native. Tavi has short red hair in a pixie cut, and wears jeans and a denim jacket.
## Abilities
She has similar powers to Prof in the "real" world; however, her forcefields are blue-green, whereas Prof's are simply green. It also appears that she has the same fear as Prof. However, due to her reality not having Calamity, her weakness does not affect her as much. She is a member of her world's version of the Reckoners.
It is unknown whether a counterpart to Tavi exists in the main Reckoners universe. However, the Tia in the "real" world seemed to find Tavi familiar during the fight scene.
## History
During the Reckoners' confrontation with the corrupted Prof at Sharp Tower, [[Megan Tarash|Megan Tarash]] attempted to summon an uncorrupted alternate Prof to fight her world's version, thus deploying his own powers, which she believed at that time to be his weakness, against him. Megan was unable to find an uncorrupted version of Prof with the same power portfolio in a nearby reality, so she summoned Tavi instead. The two fought each other for several minutes, destroying much of the tower with their tensor power, before Prof overcame Tavi's defenses and knocked her unconscious. Tavi was then returned to her own world when [[David Charleston|David Charleston]] triggered Megan's weakness in order to prevent her from succumbing to the corruption that summoning Tavi had brought upon her. Tavi appeared briefly when David and Calamity visited her universe, but David did not speak with her.
| Tavi |
|**Misel**|
|-|-|
|**Family**|
|**Parents**|[[Nanrovah|Nanrovah]]|
|**Residence**|[[T'Telir|T'Telir]]|
|**Nationality**|[[Hallandren|Hallandren]]|
|**Homeworld**|[[Nalthis|Nalthis]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Warbreaker*|
>“*But when they took Misel away from me... I had to stay quiet about what had happened, had to change my arguments, or they said they'd kill her.*”
\-Nanrovah[1]
**Misel** is [[Nanrovah|Nanrovah's]] daughter on [[Nalthis|Nalthis]]. [[Denth|Denth]] kidnaps her in order to use her as leverage against her father, and Nanrovah begins arguing in favor of war against [[Idris|Idris]] in the [[Court of Gods|Court of Gods]]. After her rescue, Nanrovah retracts his support of the war.
## History
Misel was in a carriage traveling through [[T'Telir|T'Telir]] when [[Denth's crew|Denth's crew]] staged distractions in the area and allowed a group of thieves to kidnap her from the carriage. She was kept in a dingy cage in the thieves' den. [[Vivenna|Vivenna]] and [[Vasher|Vasher]], who wanted to find the thieves to force them to explain what [[Denth|Denth]] had wanted with the carriage, found their hideout and discovered Misel's presence. Misel was terrified by their appearance and shrank back from Vivenna's rescue; however, when Vasher finished fighting and approached the cage, she ran right to him.
As Vasher and Vivenna walked Misel back to her father's house, she was clearly traumatized and non-verbal. Vasher asked Misel to repeat a Command he told her, which seemed to cause her to completely forget her dreadful experience. After that, she spoke normally to Vasher and asked after her parents. Vasher and Vivenna delivered her to [[Nanrovah|Nanrovah]] and her mother, who were overjoyed to have her back.
| Misel |
|**Kharbranth**|
|-|-|
|by User: SaleSVQ|
|by Isaac Stewart |
|**Ethnicity**|Kharbranthian|
|**Ruled by**|Queen [[Savrahalidem|Savrahalidem]]|
|**Region**|[[Frostlands|Frostlands]]|
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page is part of the December 2024 objectives!It has been claimed by User: LadyLameness, please contact her before doing edits.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“*Kharbranth is one of the most sheltered major cities in the world, and the bells are a symbol of that. It’s said they were first erected to warn that a highstorm was blowing, since the winds were so soft that people didn’t always notice.*”
\-The myth behind Kharbranth's nickname, the City of Bells[1]
**Kharbranth**, the City of Bells, is an independent city-state on [[Roshar|Roshar]], ruled by Queen [[Savrahalidem|Savrahalidem]]. It is one of the five [[Vorin|Vorin]] nations and home to the [[Palanaeum|Palanaeum]], the largest library on Roshar. Kharbranth is known for the quality of its hospitals, and people come from all over the world to study medicine from Kharbranth's surgeons. The Kharbranthian royal colors are burnt orange and white, and have become synonymous around Roshar as the colors of surgeons, medicine, and healing.
## Contents
1 Geography
2 Landmarks
2.1 The Conclave
2.2 The Palanaeum
2.3 Kharbranthian Hospitals
2.4 The Great Concourse of Kharbranth
2.5 School of Storms
3 History
3.1 Origins and Early History
3.2 Tales of Surgeons
3.3 The Diagram and the Death Rattles
3.4 Scholar and Apprentice
3.5 Politics on the World Stage
4 Culture
4.1 Social Structure
4.2 Religion
4.3 Language
4.4 Economy
5 Politics
5.1 Government
5.1.1 King Taravangian
5.1.2 Queen Savrahalidem
5.2 Military
5.3 Foreign Relations
5.4 The Diagram
6 Notable Residents
7 Trivia
8 See Also
9 Notes
## Geography
For more images, see [[Kharbranth/Gallery|/Gallery]].
Kharbranth is located on the western coast of the [[Frostlands|Frostlands]], within a natural harbor that opens onto the [[Tarat Sea|Tarat Sea]]. One of the most sheltered cities on Roshar, Kharbranth is naturally protected on both its eastern and western fronts. An honorspren stronghold, [[Unyielding Fidelity|Unyielding Fidelity]], is situated close to Kharbranth within the [[Cognitive Realm|Cognitive Realm]].
by Akhil Nasar The City of Bells
Residing within a natural wedge-shaped lait that opens onto the sea, Kharbranth is built on unbroken stone and extends down the side of and into the surrounding mountain. It is believed by some in the [[Ardentia|ardentia]] that Kharbranth was built upon a cymatic pattern, however, it is currently unknown as to whether this claim is true. While the city itself is well protected from the [[Highstorm|highstorm]], the mountain shielding it from the east bears the full force of the storm, leading to occasional cave-ins within the [[Conclave|Conclave]] and rockslides on the stormside of the mountain. Kharbranth is protected from the Everstorm due to the city's slight southerly orientation.
Bells can be found in large numbers throughout the city, supposedly to warn of the passing highstorm, which as story tells it, is too gentle to notice otherwise. The ringing of these bells can be heard even deep within the Conclave. The regularity and presence of these bells have earned Kharbranth the nickname of the 'City of Bells'. Clock bells are rung on the hour, through the day.
Famous for its crowds, the streets of Kharbranth are often packed during both the day and at night. The Ralinsa, the main thoroughfare made up of a series of switchbacks, connects the port and docks with the Conclave at the top of the mountain. The steepness of the pathways makes it difficult to use [[Chull|chull]] pulled carts to transport goods, and instead merchants will hire workers to carry their products. Rickshaws and palanquins are available to hire for transport throughout the city.
Buildings are constructed from either [[Crem|crem]], daub, mud, or a combination of all three, blocky in nature, and either built on top of or carved out of, the mountain. Each structure is painted in vibrant colors, with each color symbolizing the function of the building. Most buildings are either red or orange with fewer being painted blue or yellow. Violet colored buildings signify tailors or cloth merchants, while food can be purchased in green buildings. Homes are painted in pastel colors and use different patterns than commercial buildings. Kharbranth is a busy city, with stores and venues operating well into the later hours of the evening.
The Kharbranthian plumbing system, which relies on gravity to move water through pipes, has become quite popular in the Alethi warcamps. The system is used within the Conclave and is combined with heatrials to produce running hot water.
## Landmarks
### The Conclave
For more information, see [[Conclave|Conclave]].
The [[Conclave|Conclave]] can be located at the top of the city and is built down into the surrounding mountain. The Conclave serves as both an official building and a residential abode, with a section of the building serving as the king's palace, and another as a residential wing for guests. The Palanaeum can be located within the Conclave.
Deep within the Conclave, there were once secret hospitals that were run by Taravangian and the Diagram. Terminally ill patients, as well as the extremely poor, were taken to these hospitals to be killed, in the hopes that they will deliver a [[Death Rattle|Death Rattle]] as they die, which could be used to extrapolate the Diagram. These hospitals were shut down shortly before the betrayal of Taravangian in 1175, in order for the city to avoid facing retribution for its leader's actions.
### The Palanaeum
by Marie Seeberger [[Shallan|Shallan]] and [[Jasnah|Jasnah]] studying in the [[Palanaeum|Palanaeum]]
For more information, see [[Palanaeum|Palanaeum]].
The [[Palanaeum|Palanaeum]] is the largest known library on Roshar and contains over seven hundred thousand texts. Entrance to the Palanaeum is expensive, with the funds collected being used to finance Kharbranth's hospitals. The Palanaeum also doubles as Kharbranth's royal treasury and houses the city's store of emeralds. The scholars of the Palanaeum are involved in the translation of the Dawnchant. Following the Everstorm, the Palanaeum saw a large increase in requests for information on the [[Voidbringers|Voidbringers]].
### Kharbranthian Hospitals
>“*You’ll need to have Mother read to you about some of these newer medications—they’re discovering some remarkable things at the hospitals in Kharbranth.*”
\-Kaladin telling Lirin about the advances in Kharbranth's medicine[17]
Kharbranth's medical practices are well known throughout eastern Roshar, and at least parts of western Roshar, with the city's colors and banner being synonymous with surgeons and the idea of healing. This reputation is well earned, with Kharbranthian surgeons providing unprompted aid following the [[Battle of Vedenar|Battle of Vedenar]] (1173) as well as both before and after the [[Battle of Thaylen Field|Battle of Thaylen Field]] (1174).
Kharbranth is famous for both the number and quality of its hospitals, with medical care being available for both physical and psychological illnesses. These hospitals, also double as research facilities where there are ongoing efforts to formulate new medication and methods of disease prevention, including the invention of attenuated vaccinations.
Funding for these hospitals is provided by the entrance fee to the Palanaeum. Any who require assistance will be treated, regardless of eye color, social ranking, or nationality. During his time as king, Taravangian is a frequent visitor to the hospitals and is warmly welcomed by patients during their stay. During his visits, he will stop and speak with each patient individually, checking in on their care and wellbeing.
Private patient rooms, along with larger wards, can be found in some, if not all, of Kharbranth's hospitals. The wards are segregated by gender and resemble large hallways. Partitions can be set up around each bed to provide privacy for each patient. The hospital that Shallan is initially admitted to after faking suicide is run by an ardent named [[Mungam|Mungam]].
### The Great Concourse of Kharbranth
The [[Great Concourse of Kharbranth|Great Concourse of Kharbranth]] is a training school for surgeons and healers, which offers the best medical training available. Tuition to the Concourse is expensive and there are strict and rigorous entrance exams, which can be taken by those over the age of sixteen.
### School of Storms
Little is known about the function of the [[School of Storms|School of Storms]]. Scholars at the School of Storms have legacy access to the Palanaeum. Taravangian's granddaughter, [[Gvori|Gvori]], is a current student at the school.
## History
### Origins and Early History
Kharbranth was formerly a pirate town in its early years, before becoming a real city over the course of decades. It is rumored to be older than the [[Last Desolation|Last Desolation]], with at least one source claiming that it was built during the [[Shadowdays|shadowdays]]. During the time of the [[Silver Kingdoms|Silver Kingdoms]], the area in which Kharbranth is situated would have been considered part of Thalath. Kharbranth has been a [[Vorin|Vorin]] nation since at least the [[Hierocracy|Hierocracy]], and maintained a strong alliance with many of the other Vorin nations following the [[War of Loss|War of Loss]].
The two chambers that make up the [[Palanaeum|Palanaeum]] predate the founding of the city, with the rooms that house the Palanaeum's collection of manuscripts, books, and tomes having been added after people settled in the region. How the caverns were created is unknown, however, some believe that it was the work of the [[Dawnsingers|Dawnsingers]]. At some point between the creation of the Palanaeum and present day, a fire occurred that destroyed parts of the library's collection.
### Tales of Surgeons
>“*Don’t make the same mistake I did, son. When you get to Kharbranth, stay there. Don’t get sucked back to this tiny, backward, foolish town.*”
\-Lirin's warning to Kaladin[29]
As a youth, [[Lirin|Lirin]] traveled to Kharbranth as a courier, where he was introduced to different cultures and societies. Later in his life, Lirin studied medicine under [[Vathe|Vathe]], who had been trained as a surgeon at the [[Great Concourse of Kharbranth|Great Concourse of Kharbranth]].
Lirin desired to send his son [[Kaladin|Kaladin]] to Kharbranth to train as a surgeon when he turned sixteen. Lirin and his wife [[Hesina|Hesina]] stole a large number of spheres, claiming to have been given them by Brightlord [[Wistiow|Wistiow]] on his deathbed, in order to fund Kaladin's study in Kharbranth. After the arrival of [[Roshone|Roshone]] in [[Hearthstone|Hearthstone]], Lirin and Hesina wrote to the surgeons in Kharbranth with a plea to let their son take the entry tests early, however, their request was denied. Lirin considered escaping Hearthstone and taking his family to Kharbranth after Roshone cut off all their means of income, however, decided instead to stay and continue to oppose the Brightlord.
After receiving news that the Bridge Four members who had been left in Kholinar might still be alive, Kaladin flew towards Alethkar, stopping to stay the night in Kharbranth. Before moving on from the city, he requisitioned a number of infused gemstones from the Kharbranthian royal treasury to aid him on his travels.
In 1175, Lirin closely followed the news coming out of Kharbranth in relation to the [[Purelake|Purelake]] plague, which was eventually deemed not deadly.
### The Diagram and the Death Rattles
>“*Someone must bear the responsibility. Someone must be dragged down by it, ruined by it. Someone must stain their soul so others may live.*”
\-Taravangian to Dalinar Kholin[34]
by taratjah
On the night of his death, [[Gavilar Kholin|Gavilar Kholin]] confided in [[Taravangian|Taravangian]] about the visions he had received regarding the [[True Desolation|True Desolation]]. Believing the visions had come from the [[Almighty|Almighty]], Gavilar insisted to Taravangian that for the world to survive the True Desolation, it would have to be united. Taking the king’s warning to heart, Taravangian traveled to The [[Valley|Valley]] to visit the [[Nightwatcher|Nightwatcher]] and beg her for the ability to save Roshar. The Nightwatcher bestowed Kharbranth's king with a boon and a curse; the boon being extreme intelligence and compassion; the curse, constant fluctuation of these traits and the inability to have both at the same time.
After visiting the Nightwatcher, Taravangian experienced a day of extreme intelligence, where he transcribed a large number of predictions on the available surfaces in his bedroom. These writings were bound together into a tome referred to as the [[Diagram (literature)|Diagram]]. A [[Diagram (group)|society by the same name]] worships the Diagram, however, it is currently unknown if this society existed before the creation of the Diagram, or whether it was formed in response to Taravangian's creation.
>“*While I promised to do whatever was necessary to save our people, I will not go one step further. Not a single death more than needed.*”
\-Taravangian's decision to dismantal the Diagram[13]
Following its creation, the Diagram began supplementing Taravangian's predictions with the [[Death Rattle|Death Rattles]] provided by the [[Unmade|Unmade]] [[Moelach|Moelach]]. Moelach took up residence in Kharbranth in the year 1167, approximately around the time Gavilar began investigating the [[Shattered Plains|Shattered Plains]]. It is possible that the Unmade's arrival in Kharbranth could be related to Gavilar's exploration of the easternmost part of Roshar. Why Moelach chose to settle specifically in Kharbranth at this time is unclear, however, when the Unmade began to move away from Kharbranth in 1173, Taravangian worried that the creature may return to slumber, implying that Moelach could possibly have been inactive prior to settling in Kharbranth.
The Silent Gatherers were tasked with administrating and running the hospitals where the Death Rattles were collected, however, the creation of these hospitals, as well as the details surrounding the formation of this group, are currently unknown. It is also unknown when this operation began, and whether Death Rattles were collected prior to Taravangian's creation of the Diagram. Frequency in the number of Death Rattles begins to decline in late 1173 before ceasing completely in 1174 after Moelach departed the city and settled in the [[Horneater Peaks|Horneater Peaks]]. Why the Unmade decided to leave Kharbranth is unknown, however, Taravangian postulated that it may have been drawn away by something residing to the west of the city and eventually circled back around to take up occupation within the borders of Jah Keved. Despite the decline, and eventual cessation, of the Death Rattles, the hospital continued to operate through to 1175 when Taravangian ordered them to be shut down as part of his general dismantling of the Diagram and its operations in the city.
### Scholar and Apprentice
>“*She closed her eyes and fixed an image in her mind: Kharbranth as she’d memorized it in that moment soon after landing on the docks. Waves surging against the wooden posts, a salty scent to the air, men climbing rigging calling one another with excitement. And the city itself, rising up the hillside, homes stacked atop homes, not a speck of land wasted. Bells, distant, tinkling softly in the air.*”
\-Shallan's recollection of Kharbranth.[3]
by Marie Seeberger The City of Bells
During the year 1173, [[Jasnah Kholin|Jasnah Kholin]] traveled to Kharbranth to access the [[Conclave|Conclave]] and the [[Palanaeum|Palanaeum]] in order to continue her research into the Voidbringers and Urithiru. [[Shallan Davar|Shallan Davar]], who had been attempting to contact the Alethi princess for six months, arrived in Kharbranth part way through the year, relieved to find that she had finally caught up to Jasnah. Locating the woman in the Conclave, Shallan petitioned Jasnah to become her ward and, eventually, was accepted. Despite Shallan's enjoyment of scholarship, her primary purpose for seeking out Jasnah, was to switch the broken Davar Soulcaster, with Jasnah's functional one.
Shallan's arrival at the Conclave coincided with Jasnah helping Taravangian rescue his granddaughter, who had become trapped in an inner room of the palace following a cave-in. The situation had been deliberately planned by the Kharbranthian king, who wished to view the Alethi princess use her [[Soulcasting|Soulcasting]] abilities when removing the fallen stone blocking the room's entrance. Taravangian had suspected Jasnah did not need a physical Soulcaster to be able to use Soulcasting as an ability and to test this theory, engineered a scenario where he would be able to watch the Alethi princess wield her power. Jasnah Soulcast the rock into smoke, masking her abilities with the fake Soulcaster she wore on her right hand. In return for freeing his granddaughter, Taravangian granted Jasnah entry to the Palanaeum, which she had been unable to access until this point.
Out late one night in the city, Shallan and Jasnah were attacked by a group of criminals while in an alley near the theatre district. Jasnah had deliberately taken them to a specific street where the criminals had been attacking, robbing, and killing people. She had planned to dispatch the men as a service to Taravangian who she felt had put himself in a more precarious position than he realised when he allied with her and allowed her access to the Palanaeum. Jasnah killed the four men during the encounter, turning them into a variety of other substances using Soulcasting, and in doing so, saving both her own and Shallan's life. Shallan, angry at Jasnah for the situation she had deliberately put them in, switched her broken Soulcaster, with Jasnah's device shortly after the pair returned to the Conclave.
>“*Am I a monster or am I a hero? Did I just slaughter four men, or did I stop four murderers from walking the streets? Does one deserve to have evil done to her by consequence of putting herself where evil can reach her? Did I have a right to defend myself? Or was I just looking for an excuse to end lives?*”
\-Jasnah asking Shallan to consider the morality behind killing the footpads.[9]
As the months passed, Shallan began to grow more and more aware of [[Pattern|Pattern]] and the other Cryptics who watched her from the [[Cognitive Realm|Cognitive Realm]]. Several times, Shallan unconsciously included them in portraits she created, first while sketching King Taravangian, and later in a sketch of herself and the ardent [[Kabsal|Kabsal]]. She also began hearing the Cryptics whispers, convincing herself that she was mishearing sounds made by the Conclave staff as they worked. Eventually Shallan was unable to ignore the spren, leading her to accidentally Soulcast a goblet into blood. To hide what she had done, Shallan cut open her arm, pretending that the blood was hers, and was taken to one of the city's many hospitals.
In the hospital, Shallan was visited by Jasnah, who had been studying outside the hospital room. While Jasnah was with Shallan, the pair were joined by Kabsal, whom Shallan had struck up a friendship with during her time in the city. In an attempt to kill Jasnah, Kabsal offered both women poisoned bread, knowing that Jasnah would not eat the jam that contained the antidote. Jasnah, suspecting that Kabsal was trying to assassinate her, Soulcast the jam when she inspected the jar, believing that it was the item that contained the poison. Unfortunately, she removed the antidote, leading to the poisoning of Shallan and Kabsal. Jasnah saved Shallan's life by Soulcasting her blood to remove the poison, learning at the same time that Shallan had stolen her Soulcaster.
Jasnah eventually forgave Shallan for the theft and agreed to take her back on as her ward. Deciding that she had found all the information she could within the Palanaeum, Jasnah, along with Shallan, departed Kharbranth for the Shattered Plains in 1173 upon the ship, *Wind's Pleasure*.
### Politics on the World Stage
During 1173, Taravangian acquired [[Szeth|Szeth's]] oathstone and tasked him with murdering a large number of high ranking officials in several foreign nations. These murders, dictated by the Diagram, aimed to cause chaos in several foreign countries including [[Jah Keved|Jah Keved]] and [[Azir|Azir]]. Taravangian, as a precautionary measure, included his own name on the list given to Szeth to divert suspicion away from Kharbranth if the assassin had been captured during his spree. When Szeth travelled to Kharbranth to kill its king, Taravangian revealed that he was in possession of Szeth's oathstone and had been behind the list of assassinations Szeth had been given. After showing Szeth the hidden hospital where the Silent Gatherers collected the Death Rattles, Taravangian tasked Szeth with killing [[Dalinar Kholin|Dalinar Kholin]], who he believed had to die, based on his reading of the Diagram.
>“*Leaders dead, lives lost. Panic and chaos. Was this your destiny? Do you wonder? Given that monstrosity of a Shardblade by your people, cast out and absolved of any sin your masters might require of you?*”
\-Taravangian when first confronted by Szeth[10]
By using Szeth to causing mayhem and destruction across Roshar, Taravangian was able to further the goals of the Diagram and created a situation where he could take control of the [[Veden|Veden]] empire without creating suspicion. Towards the end of the War of Succession (1173), Taravangian sent food, medical supplies, and healers to the country to help the wounded on all sides of the fighting. In doing so, he secured a new ally for Kharbranth with whichever side was victorious. In the case that the country fell to ruin, Taravangian, through a distance connection to Veden royalty, could engineer a situation that would end with the king of Kharbranth on the Veden throne. When the war ended later that year, Taravangian was named as king by the previous monarch, [[Valam|Valam]], shortly before he died, securing Jah Keved as an ally for Kharbranth.
Taravangian entered both Jah Keved and Kharbranth into an alliance with [[Alethkar|Alethkar]] in 1174, after Dalinar Kholin contacted the leaders of Roshar's nations seeking aid in the fight against the [[Voidbringers|Voidbringers]]. Taravangian was the only leader to initially respond to Dalinar's request. The council of Kharbranth were suspicious of Dalinar's offer, as well as his intentions of refounding the [[Knights Radiant|Knights Radiant]]. Mistrust of Dalinar increased amongst the council members after Dalinar pronounced the death of Honor, which those within the [[Vorin|Vorin]] church conflate with the Almighty. [[Kadash|Kadash]], one of Dalinar's ardents, did what he could to try and calm the council and allay their fears. It is unknown whether Kadash was successful, leading to the council agreeing with Taravangian to enter into an alliance with Alethkar, or whether the king of Kharbranth has executive power over foreign affairs.
>“*Kharbranth. Preserve only Kharbranth. You may destroy all other nations. Just leave my city. It is what I beg of you.*”
\-Taravangian's deal with Odium[24]
Entering into an alliance with Dalinar, allowed Taravangian and the Diagram access to [[Urithiru|Urithiru]] and the inner workings of the Alethi government. Unimpeded from joining political assemblies with other foreign nations, or scholarly meetings, the Kharbranthian cohort were able to gather intelligence on the coalition, and several other nations of Roshar, and their research into Urithiru, the Voidbringers, as well as other matters. As part of the coalition, Taravangian was able to manipulate other world leaders, as well as spread misinformation that threatened the breakdown of the alliance, with the hope that Dalinar Kholin would fail, leaving Alethkar open to be secured under Taravangian's rule. Shortly before the [[Battle of Thaylen Field|Battle of Thaylen Field]], Taravangian attempted to undermine Dalinar's authority, anonymously releasing information about Dalinar's meeting [[Odium|Odium]], the highking proposal, and the translation of the [[Eila Stele|Eila Stele]].
In an attempt to gain favor with Odium, Taravangian interfered with the redeployment of troops from Urithiru to Thaylenah during the Battle of Thaylen City by having a member of the Diagram, Malata, unlock the Kholinar Oathgate in secret, allowing Odium's forces to invade the ancient city.
>“*...I knew my friends and family could escape if I let you take me. I knew that your wrath would come upon me, not Kharbranth... If you were to attack Kharbranth, you would attack innocents.*”
\-Taravangian explaining his actions to Dalinar[51]
Following the battle, Taravangian revealed to Dalinar that Kharbranth had been behind Szeth's murderous spree across Roshar. He told Dalinar that he had sought out Szeth after Dova had approached Taravangian and warned him that the Desolation was approaching. He also told Dalinar that about the ardent Dova and how he believed her to be the [[Herald|Herald]] [[Battah|Battah'Elin]]. Later, Odium met with Taravangian during the Everstorm agreeing to spare Kharbranth and its citizens during the imminent war in exchange for the Diagram's loyalty.
Despite strained relations, Kharbranth remained an ally of the Urithiru coalition, however, frequently opposed the suggested military maneuvers that were suggested by the other members of the group. During this time, Taravangian's inner circle began to distance themselves from their leader and spend more time in Kharbranth, at Taravangian's bequest. This allowed for the other members of the Kharbranian delegation to avoid suspicion when Taravangian betrayed the coalition and revealed himself as a double agent for Odium.
Following her father’s betrayal, the newly anointed Queen Savrahalidem condemned the former monarch’s actions and pulled the city from the alliance with Urithiru and Odium, declaring itself neutral in the global conflict. No longer tied to any party, Kharbranth reclaimed its mantle of offering medical aid to anyone in need. In response to the cut ties, Dalinar blockaded the sea near Kharbranth but was unwilling to commit to a costly ground attack, which Queen Savri had likely factored into her decision when breaking their alliance.
## Culture
Kharbranth is a multicultural city that does not limit or restrict entrance to the city or its surrounding waters based on nationality or status. As such, people from all walks of life and the many nations of Roshar can be found throughout the city.
by John Ly Shallan being ported around Kharbranth
Restaurants can be found in Kharbranth. Soup is the preferred lunch option.
### Social Structure
For Vorin Social Structures, see Vorinism#Culture.
Like other Vorin nations, Kharbranth's social structure is based on eye coloring, with lighteyes considered the upper class, while darkeyes the lower, or working class. Each class is further split into a ten rank system; [[Dahn|dahn]] for lighteyes and [[Nahn|nahn]] for darkeyes. Each rank reflects different amounts of power and influence within the Vorin system, with those of the first or second rank holding more privilege than those of lesser ranks. The Kharbranth monarch would be considered of equal status to that of first dahn, however, traditionally does not claim this rank. Unlike other Vorin nations such as [[Alethkar|Alethkar]], Kharbranth does not allow for human slaves. The city does, however, still utilize parshmen for free labor.
### Religion
Kharbranth is one of the five [[Vorin|Vorin]] nations. The [[Ardentia|ardentia]] in Kharbranth holds a degree of influence within the city and remains in contact with the other Vorin leaders in the eastern Rosharan nations. Ardents, alongside their religious duties, manage and staff the [[Palanaeum|Palanaeum]]. Not all Devotaries can be found in Kharbranth, with the city currently containing no ardents from the Devotary of Sincerity. The Kharbranthian ardentia do not own any [[Soulcaster|Soulcasters]] and during his time as king, Taravangian makes sure to familiarize himself and keep careful track, of his clergy.
### Language
The Kharbranthian language is very similar to [[Alethi|Alethi]] and [[Veden|Veden]], with all three being considered similar dialects of the same language. Differences between the three languages come largely from variations in pronunciation, instead of variances in the language's vocabulary.
### Economy
For more information, see [[Spheres|Spheres]].
Like most of [[Roshar|Roshar]], Kharbranth uses [[Spheres|spheres]], glass beads with an embedded gemstone, as its currency. Spheres infused with [[Stormlight|Stormlight]] are also used as a light source. The type and size of each embedded gemstone determines the value of the sphere with a diamond chip being the smallest denomination and an emerald broam the largest. The [[Palanaeum|Palanaeum]] doubles as Kharbranth's royal treasury, and the city's store of emeralds are used to light the pathways within the Palanaeum proper.
## Politics
The smallest of the five [[Vorin|Vorin]] nations, Kharbranth is a fragile, but independent, city-state governed by Queen [[Savrahalidem|Savrahalidem]].
### Government
>“*Taravangian, the king of Kharbranth. A beloved monarch, known for building and maintaining hospitals in his city. It was known as far away as Azir that if you were sick, Taravangian would take you in. Come to Kharbranth and be healed. The king loved all.*”
\-Taravangian's public image[10]
The Kharbranthian government follows a , with the monarch being hereditary through either the male or female line. The current queen is Savrahalidem, daughter of the former ruler Taravangian. The exact dynamic between the monarch and the council is currently unknown, however, the king or queen is able to propose and influence policy, decide upon and conduct foreign affairs, and also has some form of direct authority over the implementation of laws. Although the monarch of Kharbranth would be considered equal to first [[Dahn|dahn]] under the Vorin class system, they do not traditionally claim the rank, due to Kharbranth's city-state status.
Kharbranth, while generally considered a safe city, has previously had issues surrounding violent crime, which have not been adequately policed. It is suspected by some that the city watch has deliberately avoided taking action against violent criminals due to corruption and influence from politicians.
In the past, members of the Kharbranthian government worked for the [[Diagram (group)|Diagram]], however, anyone with connections to the group was removed from office on Taravangian's orders shortly before he was deposed.
#### King Taravangian
>“*He may not offer binding commentary on the Diagram, but he may interact outside of supervision. He may change government policy so long as there is a three-day delay before the changes take effect, and he may also freely pass judgment in trials.*”
\-Mrall's judgement on Taravangian's daily restrictions.[4]
Taravangian was a popular king, beloved by the common darkeyed citizens of Kharbranth for the time and effort he invested in the city's hospitals, though this came at the cost of a looser hold over the city's elite, who had much more political freedom at their disposal. Despite this, those in the royal court were known to complain about the amount of time Taravangian spent at the city's hospitals, believing he placed too much priority on the institutions. In general, lighteyed residents of Kharbranth found the king to be dull and his political capabilities to be lacking.
Taravangian's intelligence and compassion fluctuated on a daily basis and he would be tested each morning to determine how much control he had over policy and how much he could interact with the politicians and citizens of Kharbranth. Initially, his political power was to be limited only on days of extreme unintelligence, however, after proposing, and attempting to implement, a eugenics program in Kharbranth on a day of high intelligence, it was decided that his ability to affect policy be restricted for both extremes. Additionally, Taravangian's ability to interact with others also had to be restricted, due to previous attempts to reveal his condition to the general public.
King Taravangian was known to show deference to foreign nationals, which likely furthered the upper class' poor opinion of his political competency. Additionally, by welcoming [[Jasnah Kholin|Jasnah Kholin]] to Kharbranth and allowing her access to the [[Palanaeum|Palanaeum]], Taravangian may have strained relations between himself and the [[Vorin|Vorin]] leaders in the city.
#### Queen Savrahalidem
Queen Savra's relationship with her council and the people of Kharbranth are unknown. Upon becoming queen, she has broken her father’s alliances with all parties of the war and claimed neutral ground, deciding to focus on Kharbranth’s history and strength in providing medical aid where it is needed. Taravangian deliberately did not involve his daughter in the Diagram as he knew he would likely have to sacrifice himself to save the city, and did not want her to be implicated by his actions.
### Military
Kharbranth has only a small standing army so as to not affect its cultivated image of being unassuming and unthreatening. Kharbranth rarely engages in war, and offers medical aid to both sides of conflicts. Its soldiers often provide security for these humanitarian missions. The city-state does not have a true navy, however, has a number of merchant ships that can be commandeered in times of need. Kharbranthian soldiers wear burnt orange and white livery.
### Foreign Relations
by Ari Ibarra Taravangian with the Diagram
In the past, Kharbranth has had strong alliances with other Vorin nations, due to their shared religion. Taravangian was a close friend and confidant of [[Gavilar Kholin|Gavilar Kholin]] before his death; however, it is unknown if there was a formal alliance between Alethkar and Kharbranth during Gavilar's time as king.
During their alliance with Dalinar Kholin, a scribe managed Taravangian's kingly duties, while he and his advisers were away from the city. It was rumored throughout foreign nations that Taravangian was only a figurehead and that the true power behind the throne was either the scribe left in charge or Taravangian's head scribe, [[Adrotagia|Adrotagia]]. This underestimation of Taravangian, led credence to Kharbranth's reputation as an unthreatening, peaceable city-state.
Kharbranth has declared neutrality in the conflict between the Urithiru coalition and Odium, however, the city is likely still protected by the oaths made by Rayse to Taravangian. The Urithiru cohort are hostile towards the city due to the betrayal of its former leader, however, are unwilling to commit to a full conflict. This is in part due to the relative unimportance of the city-state, and in part due to Taravangian’s efforts to remove the Diagram prior to his being captured so there would be no justified reason to act against Kharbranth.
### The Diagram
>“*The Diagram has served its purpose. We have protected Kharbranth. We have fulfilled the Diagram.*”
\-Taravangian's decision to dismantle the Diagram
For more information about Taravangian's predictions, see [[Diagram (literature)|Diagram (literature)]].
For more information about the group that Taravangian operates, see [[Diagram (group)|Diagram (group)]].
The [[Diagram (group)|Diagram]] is a secret society on [[Roshar|Roshar]] that is headed by Taravangian and based around a book of predictions, that goes by the same name. The [[Diagram (literature)|Diagram]] (literature) is a recollection of writings by Taravangian that was created on a day of extreme intelligence. These predictions, initially written over many surfaces within the king's bedroom, have been transcribed as written and form the basis of the secret society. Different sects exist within the society and interpret the Diagram differently to Taravangian. While it is active, the society heavily influences the governing of Kharbranth, dictating the size of the city-states military as well as how Kharbranth should present itself to foreign nations.
Before they were closed down, members of the Diagram known as the Silent Gatherers, staffed and managed the secret hospitals hidden within the Conclave, where patients and citizens were brought to be killed and the [[Death Rattle|Death Rattles]] collected. This operation was overseen by the ardent Dova, during times that Taravangian was away from the city.
The Diagram (group) was disbanded by Taravangian in 1175 shortly before he was captured, with orders given to dismantle the organizational structures that were in place in Kharbranth.
## Notable Residents
For a full list see, see :Category:Residents of Kharbranth.
[[Taravangian|Taravangian]]: former king of Kharbranth
[[Savrahalidem|Savrahalidem]]: queen of Kharbranth, daughter of Taravangian
[[Adrotagia|Adrotagia]]: head scribe
[[Dova|Dova]]: Herald Battah'Elin, ardent
[[Dukar|Dukar]]: [[Stormwarden|Stormwarden]]. Dukar is in charge of Taravangian's daily intelligence testing and helps determine whether the king is fit for duty each morning.
[[Mrall|Mrall]]: Taravangian's bodyguard and the final adjudicator on the king's daily intelligence testing.
[[Kabsal|Kabsal]]: Ardent. Deceased.
[[Joshor|Joshor]]: Head of the Silent Gatherers.
## Trivia
The Alethi, Veden, and Kharbranthian languages are closer in similarity than Spanish and Portuguese.
Kharbranth resembles the Italian city Positano, however, this was not intentional on Brandon's part. Isaac Stewart used real world inspirations for the maps found in the books, and although Brandon believes Positano may be one of the cities Isaac used, this has not been confirmed.
The Palanaeum was named for [[Pailiah|Pailiah]] the [[Herald|Herald]]. It's name is based off the Greek word "Athenaeum".
It was partly inspired from the ancient .
An created by [[17thshard.com|17th Shard]] for archiving and transcribing [[Arcanum|Words of Brandon]] was named after the Palanaeum.
An ardent in the Palanaeum was supposedly confirmed to be [[Pailiah|Pailiah]].
## See Also
[[Taravangian|Taravangian]]
[[Diagram (literature)|Diagram (literature)]] and [[Diagram (group)|Diagram (group)]]
[[Palanaeum|Palanaeum]]
| Kharbranth |
|**Sak**|
|-|-|
|by Ben McSweeney |
|**Abilities**|Precognition|
|**Bonded With**|[[Sixth of the Dusk (character)|Sixth of the Dusk]]|
|**Species**|[[Aviar|Aviar]]|
|**Homeworld**|[[First of the Sun|First of the Sun]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Sixth of the Dusk*|
**Sak** is a bird that lives on the planet [[First of the Sun|First of the Sun]] and is owned by the [[Trapper|trapper]] [[Sixth of the Dusk (character)|Sixth of the Dusk]]. She is not a member of any the species known to the [[Eelakin|Eelakin]] as [[Aviar|Aviar]], but she becomes an Aviar after coming to [[Patji (island)|Patji]] and gaining a magical talent.
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Notes
## Appearance and Personality
For more information, see [[Sak/Gallery|/Gallery]].
Sak has black plumage and is of average size for an Aviar, about three fists tall (ten to twelve inches). She walks with a limp and has scars on her left wing that make it difficult for her to fly; she is almost always found perching on Dusk's shoulder. She and [[Kokerlii|Kokerlii]] are Dusk's primary companions and have nesting boxes in his [[Safecamp|safecamps]]. Dusk is highly attuned to the behavior of his birds and is usually able to ascertain their emotions through their chirps, bites, and body language. Sak is reserved and solemn compared to Kokerlii. She does not chirp or squawk as often as Kokerlii, and usually only does so if she senses danger. She will nestle into Dusk's hair when she is scared, and he scratches her neck to comfort her.
## Attributes and Abilities
Sak bestows the ability to see visions showing possible deaths in near future (roughly a minute). These visions manifest in the form of an image of the individual's corpse in the area where a death could happen. Dusk speculates that this ability cannot forebode dangers that wouldn't leave a body. She has control over when she shares this ability, and with whom. She is only shown bestowing the talent on one person at a time; the Aviar must form a [[Connection|Connection]] with each person to share the talent, although this bond is not as strong as similar bonds on other planets. Sak herself seems to see the visions, as she sometimes chirps or squawks to warn Dusk when they are present. She is the only known Aviar with this talent. Sak's talent is related to the [[Allomancy|Allomantic]] effects of [[Electrum|electrum]] and [[Atium|atium]], in that it works by reading an individual's [[Spiritual Realm|Spiritual]] connections and possibilities.
Sak seems to have some understanding of verbal commands, as Dusk tells her to show Vathi the visions, and she immediately does so. She is able to fly, but only for very short distances due to her injured wing.
## History
by Shuravf Sak, on Dusk's right shoulder, with Kokerlii and Vathi
Sak's species is native to the [[Mainland|mainland]]. However, she was taken to the island of Patji by Sixth of the Dusk as a chick, likely due to her injured wing. At some point, Dusk brought Sak to [[Patji's Eye|Patji's Eye]], where young Aviar eat parasites that live in the fruit of [[Patji's Finger|Patji's Finger]] trees and gain various magical powers. Sak eats the parasites and becomes the first known example of a mainland bird gaining a talent. Dusk learns that Sak has a previously unknown talent that grants limited precognition; he sees his own corpse anywhere that there is impending danger (such as a trap, sinkhole, or a poisonous insect). This makes Sak invaluable since the islands of the Pantheon are incredibly dangerous. Dusk almost always has both Sak and Kokerlii with him in order to survive.
Dusk keeps Sak secret for many years, even leaving her behind when he traveled away from Patji in order to avoid questions. When he encounters [[Vathi|Vathi]], she identifies Sak as a mainland species; she is confused as to why Dusk carries her, as she assumes that Sak is not an Aviar. Vathi later discovers that trappers often have multiple Aviar, and Dusk reveals Sak's talent and her history. Vathi is shocked and excited to learn that any bird can gain a talent, and notes that no new Aviar species or talents have been discovered in centuries.
When the [[Northern Interests Trading Company|Northern Interests Trading Company]] opens an Aviar detection machine given to them by the [[Ones Above|Ones Above]], all of the Aviar on the island are disturbed, but Sak appears more affected than the others; she seems to sense the direction of the disturbance and takes longer to recover. Her precognition abilities are temporarily overwhelmed, and Dusk realizes she is seeing the death of the entire island. After some time, Sak is able to filter out some of the visions and resume showing Dusk only immediate danger. She and Kokerlii accompany Dusk and Vathi on a perilous nighttime journey through the jungle to the Company's fortress. Sak appears to take a liking to Vathi, and flies to her after Vathi recognizes the danger of the Ones Above.
| Sak |
|**Torfin**|
|-|-|
|**Abilities**|[[Order of Windrunners|Windrunner]]|
|**Groups**|[[Knights Radiant|Knights Radiant]] , [[Bridge Four|Bridge Four]], Sadeas army , Kholin army|
|**Residence**|[[Urithiru|Urithiru]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*The Way of Kings*|
**Torfin** is a member of [[Bridge Four|Bridge Four]] on [[Roshar|Roshar]].
He has been a member of Bridge Four since its origins as a wartime bridge running crew under [[Torol Sadeas|Torol Sadeas]]. After the crew is sent on chasm duty in the [[Shattered Plains|Shattered Plains]] to loot Parshendi corpses, they are quiet and nervous, but Kaladin engages Torfin, [[Drehy|Drehy]], and other members of the crew in conversation to break the tension. Torfin is later seen training with the rest of Bridge Four in the warcamps. When [[Moash|Moash]] abruptly stops carrying a bridge, Torfin yells at him, not realizing that Moash stopped due to his shock at seeing Kaladin's rapid recovery after his judgement by the [[Highstorm|highstorm]].
After Kaladin swears the [[Immortal Words|Third Ideal]] of the [[Order of Windrunners|Order of Windrunners]], Torfin becomes one of his [[Squire|squires]]. He is able to breathe in [[Stormlight|Stormlight]] whenever Kaladin is nearby, giving him healing powers and the ability to fly using the [[Surge|Surge]] of Gravitation. Unfortunately, he is scared of heights.
| Torfin |
|**Nacomb Gaval**|
|-|-|
|**Profession**|Captain in Kholin army|
|**Groups**|Kholin army|
|**Nationality**|[[Alethi|Alethi]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*The Way of Kings*|
**Nacomb Gaval** is a young [[Lighteyes|lighteyed]] soldier in Kholin army during the [[War of Reckoning|War of Reckoning]] on [[Roshar|Roshar]].
After most of his superior officers were killed during the [[Battle of the Tower|Battle of the Tower]], Gaval was promoted and given a field commission as commander of the rear guard by [[Kaladin|Kaladin]]. He was ordered to oversee the retreat of the rest of [[Dalinar|Dalinar's]] army. Once he took command, the army begins to retreat over the bridge in a quick, orderly fashion. Dalinar allowed him to keep this promotion, feeling he had earned it.
Gaval was later a member of [[Dalinar Kholin|Dalinar Kholin's]] expedition to the center of the [[Shattered Plains|Shattered Plains]]. He participated in the [[Battle of Narak|Battle of Narak]], leading the troop of soldiers accompanying Renarin and Shallan in their investigation of the [[Stormseat|Stormseat]] [[Oathgate|Oathgate]]. At some point, Gaval became [[Adolin|Adolin's]] [[Shardplate|Plate]] standby, wearing Adolin's Shardplate when he was unavailable to do so. During the [[Battle of Thaylen Field|Battle of Thaylen Field]], Adolin hoped that Gaval was heading to the battle with his Plate, but the two never met during that battle.
| Nacomb Gaval |
|**Nightingale**|
|-|-|
|**Profession**|DDF pilots|
|**Homeworld**|[[Detritus|Detritus]]|
|**Universe**|[[Cytoverse|Cytoverse]]|
>“*I’m not sure I’d wish this command on them, not even the ones I hated.*”
\-Ironsides when asked by Cobb if she wished someone else had survived[1]
**Nightingale** is a pilot in the [[DDF|DDF]] on [[Detritus|Detritus]]. It is likely that this is this pilots callsign, however, it is not clear.
Nightingale fought against the [[Varvax|Krell]] in the [[Battle of Alta|Battle of Alta]] and did not survive the battle, however, if they did, they would be considered a [[First Citizen|First Citizen]]. It is unclear which flight Nightingale belonged to or how they died, however, it is possible that they were a part of [[Hope Flight|Hope Flight]].
[[Ironsides|Ironsides]] may have greatly disliked Nightingale, however, it is unclear.
| Nightingale |
|**<Edgedancer>**|
|-|-|
|by [[Isaac Stewart|Isaac Stewart]], [[Ben McSweeney|Ben McSweeney]]|
|**The Stormlight Archive**|
|**Follows**|*Words of Radiance*|
|**Precedes**|*Oathbringer *|
|**Setting**|[[Roshar|Roshar]], [[Cosmere|Cosmere]]|
|**Released**|November 22, 2016|
|**Publisher**||
|**ISBN**|978-1-250-16654-8|
|**Page Count**|272|
|**Word Count**|[[Edgedancer (novella)/Statistical analysis|40,660]]|
This article deals with the novella featuring Lift. For the Order of Knights Radiant, see [[Order of Edgedancers|Order of Edgedancers]].
*Edgedancer* is a novella featuring [[Lift|Lift]] originally published in *Arcanum Unbounded*. In the chronology, it largely takes place between [[Words of Radiance|Words of Radiance]] and [[Oathbringer|Oathbringer]].
## Contents
1 Synopsis
2 Summary
3 Postscript
4 Development
5 Cover Gallery
6 Statistical Analysis
7 Notes
## Synopsis
*Three years ago, Lift asked a goddess to stop her from growing older–a wish she believed was granted. Now, in *Edgedancer*, the barely teenage nascent Knight Radiant finds that time stands still for no one. Although the young Azish emperor granted her safe haven from an executioner she knows only as Darkness, court life is suffocating the free-spirited Lift, who can’t help heading to Yeddaw when she hears the relentless Darkness is there hunting people like her with budding powers. The downtrodden in Yeddaw have no champion, and Lift knows she must seize this awesome responsibility.*
## Summary
For a chapter by chapter summary, see [[Edgedancer (novella)/Summary|/Summary]].
Lift travels with her spren [[Wyndle|Wyndle]] to [[Yeddaw|Yeddaw]] in [[Tashikk|Tashikk]] from [[Azimir|Azimir]] where her friend [[Gawx|Gawx]] had recently been crowned emperor. Upon arriving at the city, she makes sure to display her [[Order of Edgedancers|Edgedancer]] powers to the guards so that she can find [[Nale|Darkness]]. She hopes to find and protect another [[Knights Radiant|Radiant]] that she knows he's hunting in the city. She also has the goal of eating all ten varieties of pancakes that they make during the [[Weeping|Weeping]].
She finds an [[Tashi's Light Orphanage|orphanage]] in order to get some food. It's run by an old lady referred to as the [[Stump|Stump]] and haunted by a strange old philosopher. The Stump is cranky and cynical because many children come to her who have some sort of mental illness, and after they have been with her for a while, they are healed. She feels like she's constantly being scammed.
Lift finds the city guard from earlier and follows her to her abode, hoping that Darkness will show up. He does the next day, and after she makes her report about the slippery, glowing girl, Lift follows Darkness to his home and spies on him and his initiates. They plan to execute the other Radiant that very night. Darkness vows to take care of Lift himself.
Lift figures the best way to find the other Radiant first is to find someone doing something "strange" in the city, so she goes to the [[Grand Indicium|Grand Indicium]], the repository for all writings in the city, and demands an investigation. At first the scribes are dismissive of her demands, but Gawx vouches for her via [[Spanreed|spanreed]] and commands them to do what she says. After a long day of fruitless research, an emergency is declared because of the coming [[Everstorm|Everstorm]]. Lift finds Darkness' minions in the Indicium and tries to tail them, but they fly away. [[Szeth|Szeth]] has stayed behind and describes where they're going: it's obviously the orphanage. She thinks the old philosopher is the one they're after, so she hurries off to try to stop them.
When she arrives, the two minions are dead and the "old man" is actually an [[Dysian Aimian|Dysian Aimian]], whose body is made up of specially shaped cremlings. Lift realizes that the Stump is the Radiant because she's been healing the children. She rushes into the orphanage and barely avoids being killed by Darkness, but he does mortally wound the Stump, tempting Lift to come heal her like she did for Gawx. Instead she goes to the roof and shows Darkness the Everstorm, convincing him that the [[Desolation|Desolation]] has come. He flies off and Lift rushes back to heal the Stump.
Lift starts her journey back to [[Azir|Azir]]. She feels like she will be needed there.
## Postscript
Lift is one of [[Brandon Sanderson|Brandon's]] favorite characters in the [[Stormlight Archive|Stormlight Archive]] and will have a larger role in the series in future books. This novella accomplishes two things: 1) shows the progression of Lift through her oaths, and 2) shows how [[Nale|Nale]] changes his mind about killing off the Radiants.
The fact that Lift still thinks she is ten years old, even though she has lived for thirteen years, is more than just a joke.
## Development
The first draft of *Edgedancer* was written during May 2016.
## Cover Gallery
For a cover gallery of Edgedancer, see [[Edgedancer (novella)/Covers|/Covers]].
## Statistical Analysis
For a full statistical analysis, see [[Edgedancer (novella)/Statistical analysis|/Statistical analysis]].
*Edgedancer* consists of nineteen chapters from the PoV of Lift and one from the PoV of [[Hauka|Hauka]], reaching a total 40,660 word count. The standalone version also includes Lift's interlude from *Words of Radiance*.
|**Word Count**|40,660|Excluding *Words of Radiance* interlude I-9.|
|-|-|
|**Page Count**|272|Tor standalone hardback|
|**Chapter Count**|20|Excluding *Words of Radiance* interlude I-9.|
|**PoV Characters**|2|Excluding *Words of Radiance* interlude I-9.|
|**PoV Count**|20|Excluding *Words of Radiance* interlude I-9.|
| Edgedancer novella |
|**Black Bear**|
|-|-|
|**Homeworld**|[[Earth (Frugal Wizard)|Earth (Frugal Wizard)]]|
The **Black Bear** is king of the [[Waelish|Waelish]]. He has lived longer than a normal human lifetime, and is said to be immortal. Sefawynn says that "he took upon himself the curse of the land, binding it to his soul". It is said that he can only be killed by his own child, and he has no children. He has a sword that no one else can wield.
In the time of [[Ealstan|Ealstan's]] grandfather, the Black Bear led the Waelish in a war against the [[Weswarans|Weswarans]]. This was originally a simple fight between mortals, but the Bear corrupted the [[Wight|wights]] and commanded monsters, including the wolf [[Fenris|Fenris]], formerly bound by the warrior god [[Tiw|Tiw]]. The war culminated in the [[Battle of Badon|battle of Badon]].
The gods initially refused to intervene in the battle, fearing the end of the world, but eventually [[Friag|Friag]] appeared. Her boasts bound the Black Bear to his land. Fenris killed [[Friag|Friag]] but was bound to the hill of the Black Bear with her dying breath.
## Trivia
The Black Bear is presumably this alternate dimension's version of King Arthur. In real-world legend, Arthur is generally associated with the Battle of Badon (a probably historical battle around 500 AD which pitted the Britons against the Saxons, just as this dimension's version was Waelish versus Weswarans). The name Arthur is sometimes suggested to come from a Celtic word for bear, and his special sword which no one else can wield (the Sword in the Stone) and the prophecy that he can only be killed by his own child (Mordred is, in many versions, Arthur's illegitimate son) also fit Arthur.
| Black Bear |
|**Inhanna**|
|-|-|
|**Profession**|High Priestess|
|**Residence**|[[T'Telir|T'Telir]]|
|**Nationality**|[[Hallandren|Hallandren]]|
|**Homeworld**|[[Nalthis|Nalthis]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Warbreaker*|
**Inhanna** is the high priestess of the [[Returned|Returned]] known as [[Blushweaver|Blushweaver]] on [[Nalthis|Nalthis]].
## History
At some point after joining Blushweaver's service, Inhanna approached her to ask if she wanted the storage tunnels under her palace connected to the main system of tunnels; Blushweaver declined, as she didn't want to have to put up with the digging noises.
During the events of the [[Pahn Kahl rebellion|Pahn Kahl rebellion]], Inhanna argued with [[Nanrovah|Nanrovah]] in the Court Assembly because she was in favor of war between [[Hallandren|Hallandren]] and [[Idris|Idris]]. She considered Idris to be a rebel enclave and resented the fact that they controlled the northern passes for trading as well as all of the workable copper mines. Inhanna was also concerned by the Idrians' continued claim that their king was the rightful ruler of [[Hallandren|Hallandren]] and the fact that Idrian armies were so close to Hallandren.
| Inhanna |
|**Toh**|
|-|-|
|by Dragontrill |
|**Family**|
|**Siblings**|[[Evi Kholin|Evi Kholin]]|
|**Relatives**|[[Adolin|Adolin]], [[Renarin|Renarin]]|
|**Nationality**|[[Riran|Riran]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Oathbringer*|
>“* The Heralds themselves favor you.*”
\- Toh to Gavilar[1]
**Toh** is a [[Rira (country)|Riran]] man on [[Roshar|Roshar]] and [[Evi Kholin|Evi Kholin's]] brother. He is [[Dalinar|Dalinar's]] brother-in-law and [[Adolin|Adolin]] and [[Renarin|Renarin's]] uncle.
## Appearance and Personality
Toh is a tall [[Lighteyes|lighteyed]] man with golden hair. Like most [[Rira (country)|Rirans]], his skin is lighter than a typical [[Alethi|Alethi's]]. He speaks Alethi with a thick accent, lengthening his "ah" and "oh" sounds, although his accent is not as thick as [[Evi|Evi's]]. He is described as slender or even spindly, and walks with a delicate gait. He would never be mistaken for a soldier, even in military-style clothing.
Toh is careful and overly cautious, with a certain sense of delicacy about him. He tends to act in a rather innocent and naive way, such as mistaking the aftermath of a brawl for a party, and he speaks a lot when nervous. [[Dalinar Kholin|Dalinar Kholin]] thinks he is a sycophant when they first meet, although [[Gavilar Kholin|Gavilar Kholin]] and [[Ialai Sadeas|Ialai Sadeas]] believe him to be genuine, but desperate.
by Dragontrill Toh with his sister [[Evi|Evi]]
He has some knowledge of military strategy in western [[Roshar|Roshar]], but is less informed regarding war in and around Alethkar. He displays curiosity about the ways in which they wage war, being particularly impressed with the use of [[Soulcaster|Soulcasters]]. He seems to adore Alethi history, most of all the achievements of the [[Sunmaker|Sunmaker]]. He does not display the same aversion to war as his sister, although it's uncertain how much of his behavior is genuine, and how much is his wariness of Dalinar and the need to get into Gavilar's good graces.
## History
Toh grew up in [[Rira (country)|Rira]] with his sister, [[Evi|Evi]]. They presumably had a high level of status in their country, as Evi was gifted a set of [[Shardplate|Shardplate]] at some point in her youth. When the two were in their late teens, they fled their home with Evi's Shardplate for unknown reasons, to the ire of their relatives. Evi noted that they were "exiles" from Rira, even years later. They sought out the [[Alethi|Alethi]] and tried to use the Plate as a bargaining chip to gain political asylum, with Toh negotiating with [[Gavilar Kholin|Gavilar Kholin]] for the two of them. Toh initially seemed to have some reservations about the ability of the Alethi to offer protection, but his doubts were removed after he met [[Dalinar Kholin|Dalinar Kholin]] during his "Blackthorn" years. [[Ialai Sadeas|Ialai Sadeas]] suggested that marrying Dalinar and Evi would be the best way to solidify the agreement.
Assisted by Riran customs, Toh dragged out the betrothal, using the extra time to try and add more favorable clauses into the marriage contract. Toh wanted to become part of House Kholin's royal line, in addition to receiving protection from retribution by Rira. After Dalinar won [[Kalanor|Kalanor's]] [[Shardblade|Blade]] and Plate, Gavilar believed that [[House Kholin|House Kholin's]] increased strength would not allow Toh to delay the marriage any longer. Dalinar finally married Evi in exchange for the Plate, and both she and Toh gained significant status. The Plate was later given to Evi's son, [[Adolin Kholin|Adolin Kholin]]. [[Iri|Iri]], which was involved in a dispute over the possession of Rira, later made a claim to the Plate, although they would never have attempted war with Alethkar. Iri's royal line did not have any blood relation to Toh and Evi, further weakening their claim.
For some time, Toh lived in [[Kholinar|Kholinar]] along with his sister. He seemed to integrate into Alethi society; he wore local fashion and was known to some of Dalinar's generals such as [[Havar|Havar]]. He displayed some disdain for Dalinar's habitual visits to [[Firemoss|firemoss]] dens. Toh was present when Evi gave birth to Adolin, and brought the good news to Dalinar. Several years later, he moved to the coast of [[Herdaz|Herdaz]], where he lived for at least another decade under the protection of Alethi bodyguards. He is nowhere to be seen during the [[War of Reckoning|War of Reckoning]], making his current fate uncertain.
| Toh |
|**Ohz Burtim Winzik**|
|-|-|
|**Titles**|Minster of Protective Services|
|**Groups**|[[Department of Protective Services|Department of Protective Services]]|
|**Species**|[[Varvax|Varvax]]|
|**Homeworld**|*Unknown*|
|**Universe**|[[Cytoverse|Cytoverse]]|
|**Introduced In**|*Starsight*|
This page or section needs to be updated with new information for *Cytonic*, *Evershore*, and *Defiant*!Be aware that in its current state, it may not include all additional content yet.
**Ohz Burtim Winzik** is a [[Varvax|varvax]] who lives on [[Starsight|Starsight]] and the head of the [[Superiority|Superiority's]] [[Department of Protective Services|Department of Protective Services]].
## Contents
1 History
1.1 The Fighter Program
1.2 Attack on Detritus
1.3 Military Coup
1.4 Other Schemes
2 Notes
## History
### The Fighter Program
Both Winzik and [[Cuna|Cuna]] devised the fighter program to deal with the delvers. However, they had different methods of going about it. Winzik had his own secret agenda, wanting to control the delvers to threaten other planets with them to keep them in line, while Cuna wanted to more fully integrate "lesser" species into the Superiority.
>“*My my, so aggressive. Emissary, do you know the danger you pose to us? To your own people? Do you know that by doing what you do, you could cause great destruction?*”
\-Winzik to Spensa upon learning of her cytonic abilities[1]
When Spensa arrived on Starsight for the new pilot training program, Winzik met her, along with Cuna and [[Brade|Brade]]. Winzik had Brade check Spensa for cytonic abilities, and Winzik then told Spensa about the regulations on cytonics on Starsight. Spensa agreed to the rules. When the prospective pilots were trying out for the new fighter force, Winzik was there to give a speech and personally oversee the tryouts. He gave Spensa a temporary identification number when she didn't have one, and briefly tried to discourage her from participating in the trial. Winzik detailed the rules of the practice battle, and told them to drop out if they felt excessive amounts of aggression or recklessness during the fight. The drones they used in the fight used live fire, and twelve ships were destroyed during the exercise. Several of the pilots were furious, and one [[Burl|burl]], [[Gul'zah|Gul'zah]], angrily shouted at Winzik. Winzik calmly reprimanded Gul'zah for their aggression, and the burl was taken away by [[Dione|dione]] security members.
>“*All right, everyone! Welcome and thank you for your service! We at the Department of Protective Services are very excited to be training this new bold force. You will be our first line of defense against a danger that has loomed above the Superiority for its entire existence.*”
\-Winzik to the members of the delver program[6]
Winzik also directed the new pilots as they first trained on the delver maze. When Spensa called him to ask about the images she was seeing in the maze, Winzik replied that they didn't truly know how the maze worked, since they didn't design it. When the Department of Protective Services came under fire for not keeping the humans on Detritus well contained, Winzik insisted that the extent of the humans' strength was exaggerated. The training of the pilots in the delver program continued, and numerous Superioirty officials showed up to watch one day. Winzik made the challenges more difficult for Spensa's flight, wanting to show off Brade's skill to the officials. It was revealed during that day of training how Winzik planned to deal with delvers. Brade had been training to divert delvers, and Winzik's plan was to direct an oncoming delver towards an enemy planet, using the pilots in the delver program as a diversionary force. His first target was planned to be Detritus.
### Attack on Detritus
>“*Your job will be to destroy their forces. This should prove to be an excellent display of why the Superiority needs a more active and well-trained defense force.*”
\-Winzik to his group of pilots[10]
After weeks of exercises and training, Winzik ordered all of his pilots to report to the [[Weights and Measures|Weights and Measures]] for an attack on Detritus, intending to finish the humans off once and for all. When Spensa revealed her nature as a human to Brade, Brade immediately yelled and told Winzik. As Spensa escaped towards Detritus, Winzik diverted forces to chase her down. Winzik broadcasted his attack to the people back on Starsight, planning to bring a delver to Detritus and destroy the humans completely. With the humans growing stronger and freer, they would make him and his department look inept. So he intended to solidify his reputation and his strength. While the fight was occurring, he also ordered Spensa's embassy raided, and [[M-Bot|M-Bot]] was stripped down and mostly destroyed. He had Brade scream repeatedly into the nowhere, agitating the delvers and causing one to arrive.
Winzik's plan failed after Spensa redirected the delver to Starsight, and eventually sent it back to the nowhere. Trials were arranged for Winzik, with conflicting views in the Superioirty government about his actions. He still had some support, and he claimed that the humans had summoned the delver to Detritus, and that Morriumur was a hero. Many, including Cuna, didn't believe him.
### Military Coup
>“*I have been warning about this threat for months, and have been disregarded. The humans should never have been allowed to fester. All these years, the high minister and the Department of Species Integration tied my hands, preventing me from doing what needed to be done. *”
\-Winzik on a broadcast during his coup[15]
While Cuna was visiting Spensa in the hospital, Winzik staged a military coup on Starsight. He had his soldiers try and capture Cuna and Spensa, but Spensa managed to hide Cuna and escape the hospital. Winzik saw Spensa as a threat, and wanted her killed. After Brade blew up a Superiority transport on what was likely Winzik's orders, Winzik made it sound like Spensa had gone rogue, killing Minister Cuna and shooting at civilians. He used this as evidence to say that the humans really were the dangerous monsters he'd always said they were. He petitioned for a state of emergency to be declared, and for himself to be given the power to eliminate the humans.
He presumably received those powers soon after, for after the humans were discovered to have [[Jorgen Weight|a second cytonic]], he sent a Superiority battleship with a planetary weapon to destroy Detritus. The gambit failed however, after Detritus' Engineering Corps managed to get the shield up around the planet. Winzik's coup had forced Cuna and several of their assistants to flee Starsight, hiding at the research outpost of [[Sunreach (station)|Sunreach]] Winzik sent a force of ships to besiege Cuna's position, but Cuna and their assistants were rescued by Skyward Flight.
### Other Schemes
Winzik soon became involved with the politics of [[ReDawn (planet)|ReDawn]]. He demanded that the [[UrDail|UrDail]] hand over the humans he thought they were harboring. He suspected that they had been working directly with Spensa. Winzik backed the Unity faction on ReDawn, and sent a Superiority shuttle with a cytonic inhibitor to help capture Alanik. In addition, his forces helped round up and capture pilots in the Independence faction. Once the Independence leader, [[Rinakin|Rinakin]], was captured, Winzik used stolen holographic technology from M-Bot to replace him with an imposter, who publicly sided with the Superiority.
Around the same time, Winzik initiated supposed peace talks with the National Assembly on Detritus. In return for a halt to hostilities, he wanted the humans to turn over their cytonics for "training". He also demanded that the humans turn over their [[Taynix|taynix]]. During one of the peace talks, Winzik had [[Matthew Cobb|Admiral Cobb]] replaced by an imposter, again using the stolen holographic technology.
Winzik's plans for ReDawn, the actions of Alanik and Skyward Flight breaking the Unity faction's and the Superiority's control on ReDawn. Though his ploy on ReDawn failed, the National Assembly back on Detritus agreed to Winzik's terms, and brought Cuna and [[Becca Nightshade|Becca Nightshade]] to a Superiority ship for a last peace talk. [[Jeshua Weight|Jeshua Weight]], along with many other members of the National Assembly, came to the ship as well. Winzik had them locked into a room on the ship, and set a bomb on the ship to blow them up. Though Skyward Flight figured out Winzik's scheme and rescued Cuna, Cobb, and Gran-Gran, the captive members of the National Assembly were blown up by the bomb.
When members of Skyward Flight went to [[Evershore (planet)|Evershore]] to meet with the [[Kitsen|kitsen]] and retrieve Gran-Gran and Cobb, Winzik sent a large force to attack Evershore in retribution. The ships attacked the cities directly, mainly the capital of [[Dreamspring|Dreamspring]], the attack including a [[Lifebuster|lifebuster]]. However, his attack was foiled when Jorgen and [[Rodge McCaffery|Rig]] managed to hyperjump the entire planet of Detritus to Evershore to join the fight.
>“*I am the noise that end that pain. I can round up every cytonic in the galaxy. I can make it so none of them ever bother you again. Never... corrupt you again.*”
\-Winzik's promise to the delvers[27]
Despite his previous failures, Winzik continued his plans to use the Delvers. He communicated with the delvers, speaking cytonically through Brade. He offered a deal with them, saying that if they helped him solidify his position of power, only attacking where he wanted, he would get rid of all the cytonics annoying them. Spensa cytonically eavesdropped on the first conversation with the delvers, and Winzik and Brade tricked her the next time. Brade and Spensa clashed, generating a lot of cytonic noise. Winzik used this to demonstrate his point further, and the delvers agreed to his proposition. Winzik first tested out the delvers by having one attack an unpopulated planet, in case he didn't have a full hold on them.
| Ohz Burtim Winzik |
|**<Lord Mastrell**|
|-|-|
|**Series**|
|**Follows**|*White Sand Prime*|
|**Released**|not applicable|
For the Taisha who leads the [[Diem|Diem]] in [[Lossand|Lossand]], see Lord Mastrell.
*Lord Mastrell* is the unpublished sequel to [[White Sand Prime|White Sand Prime]]. It is the third novel [[Brandon Sanderson|Brandon Sanderson]] ever wrote.
Brandon actively didn't consider it a sequel. But has since changed his views on it.
| Lord Mastrell |
|**Adawathwyn**|
|-|-|
|by Ben McSweeney |
|**Abilities**|Sparker|
|**Residence**|[[Elendel|Elendel]]|
|**Ethnicity**|[[Terris|Terris]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*The Lost Metal*|
**Adawathwyn** is a former vice governor of [[Elendel|Elendel]] under Governor [[Varlance|Varlance]]. Adawathwyn is a [[Terris|Terris]] Sparker.
## Appearance and Personality
Adawathwyn has curly brown hair and dark brown eyes. She outwardly appears to be just a token representative for the Terris people, but Varlance is in her pocket for most of his term. He relies on her for almost every action, and she frequently pushes him around on major decisions.
## History
Adawathwyn became the Vice Governor of Elendel under Governor [[Varlance|Varlance]]. She was involved in almost every policy decision he took.
After [[Steris|Steris]] informed her of a bomb threat to Elendel, she established a Council to investigate it but also maneuvered to exclude House Ladrian. The Council consisted only of three senators, [[Darlin Cett|Lord Cett]], [[Mari Hammondess|Lady Hammondess]] and [[Lady Gardre|Lady Gardre]].
When [[Reddi|Constable-General Reddi]] invites Steris to the meeting anyway as a subject matter expert, Adawathwyn was not happy.. When the Council proposed a war that Reddi was opposed to, she planned to use a to force them. Her actions seem to benefit the [[Set|Set]] but Steris believed she was secretly encouraged but not directly influenced by them.
Adawathwyn and the Council finally believe Steris after [[TenSoon|TenSoon]] revealed himself, disguised as a police officer. As a Zinc Ferring, she planned to use the [[Bands of Mourning|Bands of Mourning]] to safely dispose of the bombs. However, Tensoon revealed that the bands are drained, so Adawathwyn could not try the plan. Considering the destruction of the city imminent, Adawathwyn and the other Senators in the Council fled the city, leaving behind Steris and Varlance to evacuate everyone else.
After the crisis was over, Adawathwyn was fired by Governor Varlance.
| Adawathwyn |
|**Torio City**|
|-|-|
|**Nation**|[[Torio|Torio]]|
|**World**|[[Komashi|Komashi]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Torio City** is the capital of the kingdom of [[Torio|Torio]] on [[Komashi|Komashi]], in the era before the activation of the [[Father machine|father machine]].
The queen of Torio resides in the city. Torio City is also the home of a renowned university (including the [[Institute of Mechanical Solutions|Institute of Mechanical Solutions]]) which is known around the countryside of Torio for the aid they offer to the villages. The city holds an annual festival called the [[Festival of Reveals|Festival of Reveals]], which is focused at the exhibition hall and courtyard in the center of the city. Most structures within the city are made of stone and have red roofs. The city is also full of trees, fountains, and sculptures of [[Dragon (cosmere)|dragons]].
After the father machine is activated and the people of Torio were consumed, Torio City fell into disrepair. The ruins the city are located in the vicinity of Kilahito, to the west, and take up a round area of comparable size. The people of [[Nagadan|Nagadan]] located plants in the ruins of Torio City which were useful in creating new strains of crops that could grow on the planet following the loss of the [[Shroud|shroud]].
| Torio City |
|**Punio**|
|-|-|
|**Lopen's family**|
|**Relatives**|[[Lopen|Lopen]]|
|**Abilities**|[[Order of Windrunners|Windrunner]]|
|**Groups**|[[Knights Radiant|Knights Radiant]] Roion army , [[Bridge Four|Bridge Four]], Kholin army|
|**Ethnicity**|[[Herdazian|Herdazian]]|
|**Nationality**|[[Herdazian|Herdazian]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Words of Radiance*|
**Punio** is a [[Herdaz|Herdazian]] member of [[Bridge Four|Bridge Four]]. He is a [[Order of Windrunners|Windrunner]] and one of [[Lopen|Lopen's]] many cousins on [[Roshar|Roshar]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Notes
## Appearance and Personality
He is bald and muscular, and has the appearance of a fighter. He has tan skin and is identifiably Herdazian.
Punio shares Lopen's laid-back attitude, although he was envious that his cousin bonded a [[Spren|spren]] before he did. Punio is kind and cares greatly for his family. He enjoys going out drinking and dancing.
Punio is close with his cousins and fellow Radiants, Lopen and [[Huio|Huio]]. He once bet three clearchips that Lopen couldn't eat 12 [[Chouta|chouta]] wraps in under two hours. However, Lopen sometimes makes jokes at Punio's expense, such as mocking his hairstyling routine, and Punio has privately complained about Lopen's jokes to Huio.
## Attributes and Abilities
Punio speaks broken [[Alethi|Alethi]]. He is married.
Punio is a [[Knight Radiant|Knight Radiant]], a [[Windrunner|Windrunner]] of at least the [[Immortal Words|First Ideal]]. As long as he has access to [[Stormlight|Stormlight]], he is able to heal himself. Through [[Surgebinding|Surgebinding]], he has the power of flight and several other abilities known as Lashings.
## History
Punio was a member of [[Roion|Roion's]] army at the [[Shattered Plains|Shattered Plains]] and lived in his warcamp. After [[Bridge Four|Bridge Four]] gained prominence in the [[House Kholin|Kholin]] army, Punio heard [[Lopen's mother|Lopen's mother]] say that they needed more guards. He decided to join them after returning from his annual furlough to Herdaz. [[Kaladin|Kaladin]] encountered him in the Bridge Four barrack and was not pleased to hear that he deserted his assignment, but Lopen and Punio argued that Roion would not miss him since nobody could tell Herdazians apart anyway. Kaladin thought he looked like a competent soldier and grudgingly allowed him to stay, telling him to pretend that he was always a bridgeman. Kaladin saw Punio again when more of Lopen's cousins, [[Rod (Roshar)|Rod]] and [[Huio|Huio]], showed up in the barrack. Punio's wife sometimes brought food to the Kholin warcamp, although he initially told people she was his sister in order to fit in with the bachelors of Bridge Four.
After Kaladin began acquiring Radiant squires, Punio was cited as one of the few non-original members of [[Bridge Four|Bridge Four]] that was initially able to breathe in [[Stormlight|Stormlight]].
Punio bonded an unknown [[Honorspren|honorspren]] and became a Windrunner weeks after Lopen did, shortly after the [[Battle of Thaylen Field|Battle of Thaylen Field]]. When he began earning a stipend as a Radiant, he sent most of it to his family to help out the poorer cousins, and a large portion went to [[Rod (Roshar)|Rod's]] family.
| Punio |
|**Tobias (Threnody)**|
|-|-|
|**Died**||
|**Residence**|[[Fortress Town|Fortress Town]]|
|**Homeworld**|[[Threnody|Threnody]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Shadows for Silence in the Forests of Hell*|
**Tobias** is a member of [[Red Young|Red Young's]] team of bounty hunters from the [[Fortress Town|Fortress Towns]] of Threnody.
## History
Red took a search party of fortfolk to the [[Forests of Hell|Forests of Hell]] hunting for [[Chesterton Divide|Chesterton Divide]], hoping to collect the bounty on his head. Red mentioned that Tobias had gone out scouting ahead of the group and had discovered that [[Silence|Silence]] and [[William Ann Montane|William Ann Montane]] had already killed Chesterton. Tobias was presumably present when the gang found Silence and took Chesterton's body; all of the fortfolk later fell victim to a booby trap placed by Silence and were killed by [[Shade|shades]].
| Tobias Threnody |
|**Braize**|
|-|-|
|by [[Isaac Stewart|Isaac Stewart]]|
|**Shards**|[[Odium|Odium]]|
|**Investitures**|*Unknown*|
|**System**|[[Rosharan system|Rosharan system]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Rhythm of War* and *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“*The place is barren, devoid of life, merely a dark sky, endless windswept crags, and a broken landscape. And a lot of souls, a lot of not particularly sane souls.*”
\-Raboniel to Navani about Braize.[2]
**Braize** is a planet in the [[Rosharan system|Rosharan system]]. It is the third planet from the sun, after [[Ashyn|Ashyn]] and [[Roshar|Roshar]].
## Contents
1 Etymology
2 Ecology and Geography
3 History
4 Prison
5 Culture
6 Trivia
7 Notes
## Etymology
Braize is named after [[Rayse|Rayse]]. Further details of its derivation are currently unknown.
## Ecology and Geography
>“*This is another planet, or it looks like one - and not a pleasant one, mind you. The kind without lights. No Stormlight ones, gaseous ones, or even electric ones. Damn place barely has an atmosphere.*”
\-Hoid discussing Braize[5]
Braize is a cold, barren and inhospitable world that is farther out from the sun than Roshar. It contains no life on its surface. Though it is habitable, albeit barely. Instead, the planet is full of nothing more than a broken, rocky landscape full of crags and chasms with no sources of light available. Even the sky is described as being dark at all times. During [[Kaladin|Kaladin's]] vision of the planet he experiences strong winds as well as flashes of light, potentially lightning strikes, but it is unclear how much of this was accurate and how much was added by Odium to frighten him. The planet does contain an atmosphere, albeit a weak one. Due to the extreme nature of its landscape the only life on the planet is that of self-aware [[Spren|spren]], as well as the [[Fused|Fused]]. Despite this however only Odium's spren are welcomed; for those not aligned with him visiting is both difficult and dangerous. One such danger that [[Raboniel|Raboniel]] spoke of while discouraging [[Navani|Navani]] of ever visiting was that of a "storm" that apparently surrounds the planet in [[Shadesmar|Shadesmar]], it is unclear however what she meant by this.
Braize possesses a metallic core, and the metal at its core inherently attracts Investiture and souls to itself. This was a key aspect of why it was chosen as the place to seal away the Fused.
## History
Prior to the [[Shattering|Shattering]], Braize was formed in the [[Rosharan system|Rosharan system]] by [[Adonalsium|Adonalsium]]. For the majority of its history the planet was inhospitable and uninhabited.
Honor showed great interest in the planet when he arrived at the Rosharan system, intrigued by the Investiture-attracting properties of its metallic core.
It was during the initial clashes between [[Honor|Honor]] and [[Odium|Odium]] on its closest neighbour, [[Roshar|Roshar]], that its first inhabitants would arrive to Braize. As part of an effort to halt Odium, Honor deliberately bound him to the planet in order to stop his conquest of the [[Cosmere|Cosmere]]. As part of this the [[Oathpact|Oathpact]] was formed which also bound the [[Herald|Heralds]] and [[Fused|Fused]] to the planet. As per the pact so long as the Heralds did not choose to leave the planet the Fused would also be unable to escape, however, once even a single Herald broke and chose to return to Roshar the Fused would follow suit causing a [[Desolation|Desolation]] on Roshar. After many years of torture the Heralds began losing their sanity and decided to abandon the Oathpact at the [[Last Desolation|Last Desolation]] leaving only [[Taln|Taln]] behind. This exile from Roshar lasted 4500 years before the [[True Desolation|True Desolation]] began allowing the Fused to permanently live on Roshar.
Braize primarily served as a prison planet for the Fused and holds no inhabitants besides them, this makes it the third of the three planets in the Rosharan system to hold sentient life. The only type of [[Spren|spren]] that are welcomed on world are Voidspren. Because of its inhabitants and the presence of Odium the world is considered unsafe by outsiders. Despite the native population being bound on Braize they can still influence Roshar and [[Ashyn|Ashyn]] due to their proximity and the way [[Connection|Connection]] and [[Identity|Identity]] works between the three worlds.
## Prison
Braize's most important function is that of a prison. [[Odium|Odium]] has been trapped there following his battle with [[Honor|Honor]], and after every [[Desolation|Desolation]], the [[Fused|Fused]] are forced to return to Braize. While Odium is kept bound by Shardic power, they are kept sealed by the presence of the [[Herald|Heralds]]. As long as the Heralds remain on Braize, Odium's forces cannot travel to [[Roshar|Roshar]]. To counteract this, Fused hunt them down and torture them until at least one gives up, restarting the cycle. Because of this, [[Taln|Taln]] has spent the past four and a half thousand years there. Dead [[Knights Radiant|Knights Radiant]], on the other hand, do not go to Braize.
Even following a Herald breaking, departing from Braize is difficult, and grows more so the more powerful the prisoner is. Some smaller [[Voidspren|voidspren]], like [[Ulim|Ulim]], are capable of sneaking out even while the torture remains ongoing; the [[Fused|Fused]] and [[Thunderclast|thunderclasts]] can only come out once the Heralds leave; and Odium's most powerful servants take a long time to cross over even after a Desolation is already in full swing.
Odium himself cannot be released quite so easily - only someone holding the majority of Honor's power can set him free, and only by [[Intention|Intention]]. To be freed is something Odium seeks above all else, and he is convinced that it will eventually happen.
## Culture
In the [[Vorin|Vorin]] religion, Braize is known as [[Damnation|Damnation]], although it is referred to by its proper name in older songs. Those who have committed particularly grave sins are supposed to go there after death. It's unclear how much it figures into other Rosharan cultures - the Shin know about it, but the [[Iri|Iriali]] Long Trail does not include it.
Unlike the rest of [[Rosharan system|Rosharan system]], Braize is based around the number nine rather than ten. Like all other planets in the cosmere, it has a representation in [[Shadesmar|Shadesmar]], although its nature is unknown.
## Trivia
Some people on Roshar believe that Braize is inhabited with people.
The Iriali never visited Braize.
| Braize |
|**Tabaar**|
|-|-|
|**Species**|[[Kandra|Kandra]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section needs to be updated with new information for *The Lost Metal*!Be aware that in its current state, it may not include all additional content yet.
**Tabaar** is a [[Kandra|kandra]] from Scadrial and an ally of [[Nicki Savage|Nicki Savage]]. He once disguised himself as an actor playing [[Human|Human]] in [[A Hero for All Ages|A Hero for All Ages]].
| Tabaar |
|**Sands of Rashid**|
|-|-|
|**World of Origin**|[[Earth (Alcatraz)|Earth (Alcatraz)]]|
The **Sands of Rashid** are a type of sand considered mythical for many years which make the [[Translator's Lenses|Translator's Lenses]], granting an [[Oculator|Oculator]] the ability to read, write, hear, or speak other languages.
The Sands were collected by [[Attica Smedry|Attica Smedry]]. He forged one pair of Translator's Lenses for himself and gave the rest to his son [[Alcatraz Smedry|Alcatraz]] on his thirteenth birthday. Alcatraz's sands were smelted at the downtown library into a second pair of Translator's Lenses. [[Shasta Smedry|Shasta]] gained possession of Attica's pair when he was transformed into a [[Library of Alexandria|Curator of Alexandria]].
| Sands of Rashid |
|**Seran River**|
|-|-|
|**Type**|River|
|**Region**|[[Elendel Basin|Elendel Basin]]|
|**World**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
For the pre-[[Catacendre|Catacendre]] river, see [[River Seran|River Seran]].
The **Seran River** is a river on [[Scadrial|Scadrial]] in the [[Elendel Basin|Elendel Basin]] and the [[Roughs|Roughs]].
## Contents
1 Geography
2 Commerce and Transportation
3 Trivia
4 Notes
## Geography
The river cuts through the [[Seran Range|Seran Range]] in a straight line, having carved various gorges and canyons into the mountains. It flows from an unknown origin in the Roughs northwest to [[Elendel|Elendel]] and the [[Sea of Yomend|Sea of Yomend]]. The water is ice cold.
## Commerce and Transportation
The river is used to transport goods to and from Elendel. A major railway that connects Elendel to various cities (including [[Vindiel-Cameux|Vindiel-Cameux]], [[Doriel (city)|Doriel]], and [[New Seran|New Seran]]) lies along the river's path. The railway crisscrosses the river with large latticework bridges. [[Waxillium Ladrian|Waxillium Ladrian]] remarks on the width of the river and the heavy population on its shores.
## Trivia
Prior to the [[Catacendre|Catacendre]], the similarly-named [[River Seran|River Seran]] existed on a different part of the continent, in the [[Eastern Dominance|Eastern Dominance]] of the [[Final Empire|Final Empire]].
| Seran River |
|**Mishinah Bethab**|
|-|-|
|**Spouse**|Highprince [[Bethab|Bethab]]|
|**Residence**|[[Urithiru|Urithiru]]|
|**Nationality**|[[Alethi|Alethi]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Oathbringer*|
**Mishinah Bethab** is a [[Lighteyes|lighteyed]] member of the [[Alethi|Alethi]] nobility on [[Roshar|Roshar]]. She is married to Highprince [[Bethab|Bethab]].
## Appearance and Personality
She is mousy, and has orange eyes with a pinched face. She is skilled at navigating Alethi politics.
## History
Mishinah's history is not known, but Bethab married her for her political acumen. She often attended political meetings in lieu of her husband. At the end of the [[War of Reckoning|War of Reckoning]], Mishinah—not Bethab himself—informed [[Dalinar|Dalinar]] that House Bethab would not join his assault on the [[Parshendi|Parshendi]]. Although some of Bethab's soldiers did not respect this arrangement, it generally benefited House Bethab.
After the [[Battle of Narak|Battle of Narak]] and the activation of the [[Oathgate|Oathgates]], she was seen at a meeting of Alethi nobility in [[Urithiru|Urithiru]]. Mishinah and several highprinces had concerns about providing basic services (such as food, water, and plumbing) to the many new citizens of Urithiru, but [[Navani Kholin|Navani Kholin]] was able to quell their fears. Mishinah's questions also implied that she was concerned about Navani seizing power in Dalinar's absence when he temporarily fled to [[Vedenar|Vedenar]].
Mishinah and her husband eventually came to support Dalinar and the [[Coalition of monarchs|coalition of monarchs]]. They were sent to [[Thaylen City|Thaylen City]] as ambassadors, and Mishinah's political skills proved to be useful.
| Mishinah Bethab |
|**Lord Erikell**|
|-|-|
|**House Erikell**|
|**Relatives**|[[Chip Erikell|Chip Erikell]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Shadows of Self*|
**Lord Erikell** is the head of [[House Erikell|House Erikell]] in [[Elendel|Elendel]] on [[Scadrial|Scadrial]].
He was present at [[Lady ZoBell's party|Lady ZoBell's party]] in 342 [[Catacendre|PC]]. He spoke to Governor [[Replar Innate|Replar Innate]] shortly before [[Wax|Wax]] and [[Steris|Steris]] did.
| Lord Erikell |
|**Soldier Field**|
|-|-|
|**City**|[[Newcago|Newcago]]|
|**World**|[[Earth (Reckoners)|Earth (Reckoners)]]|
**Soldier Field** is an old football stadium that the Reckoners used to fight [[Steelheart (Epic)|Steelheart]] in.
There is nothing of real importance around Soldier Field, and thus usually no one goes near it. Like the rest of the city, it was turned to steel during the [[Great Transfersion|Great Transfersion]].
The Reckoners use Soldier Field as a place to fight Steelheart. They create nooks and sniper nests using the tensors, and replace the old headlights (which were turned to steel) with new UV headlights.
| Soldier Field |
|**Urian**|
|-|-|
|**Titles**|[[Highprince|Highprince]] of [[Jah Keved|Jah Keved]]|
|**Residence**|[[Vedenar|Vedenar]]|
|**Nationality**|[[Veden|Veden]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Oathbringer *|
Nan **Urian** is a [[Veden|Veden]] [[Highprince|Highprince]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Notes
## Appearance and Personality
He is tall and has short black hair. He is described as "prim" and wears a military uniform similar in style to those of the [[Alethi|Alethi]]. Urian uses the Veden honorific "Nan" and is therefore the firstborn in his family, and he seems to be more vocal than his younger brother.
## Attributes and Abilities
He has some knowledge of military strategy, and he speaks [[Alethi|Alethi]].
## History
Urian and his brother are among the many new Highprinces in Jah Keved that are appointed by King [[Taravangian|Taravangian]] after the previous nobility was wiped out during the Veden War of Succession. Urian's predecessor was poisoned. Dalinar first meets Urian during his brief visit to survey the damage in [[Vedenar|Vedenar]].
The brothers attend a war council in the [[Gallery of Maps|Gallery of Maps]] in [[Urithiru|Urithiru]] with Taravangian and other leaders of [[Dalinar|Dalinar's]] coalition. Urian petitions the council to protect a strip of Veden land to the east of the [[Horneater Peaks|Horneater Peaks]] that [[Aladar|Aladar]] was ready to cede to the [[Singer|singer]] army. Urian argues that the land has strategic value since it is fertile and protected from [[Highstorm|highstorms]], and it can be used as a base to recruit [[Horneater|Horneater]] troops. He also says that it would serve as a staging area for further attacks on Jah Keved were it to fall into enemy hands, and that defending the area will give the rest of the nation needed time to recover. Dalinar has previously fought battles in the region, and agrees with Urian's assessment.
Dalinar soon realizes that [[Thaylen City|Thaylen City]] is actually the likely target of [[Odium|Odium's]] forces. When he asks if any nations have ships available to head off the enemy fleet, one of the Veden highprinces (presumably Urian) mentions that Taravangian has a number of ships in Vedenar. He cautions that Jah Keved lost hundreds of sailors during the civil war, and may not have enough crew remaining to sail all of the available ships.
| Urian |
|**Elrao**|
|-|-|
|**Abilities**|[[Elantrian|Elantrian]], [[Worldhopper|Worldhopper]]|
|**Groups**|[[Ire|Ire]]|
|**Homeworld**|[[Sel|Sel]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Mistborn: Secret History*|
**Elrao** is a member of the [[Ire|Ire]], a group of [[Elantrian|Elantrians]] from [[Sel|Sel]] that have taken up residence in the [[Cognitive Realm|Cognitive Realm]].
## Appearance and Personality
Like many of the other members of the [[Ire|Ire]], Elrao is incredibly old. He has silvery skin that glows faintly, typical of [[Elantrian|Elantrians]]. Although aging works differently in the [[Cognitive Realm|Cognitive Realm]], Elrao has the appearance of a bald, unnaturally old man. As a member of the Ire, he wears a traditional hooded white robe with silver embroidery. Elrao is cautious, and seems to question the ambition of [[Alonoe|Alonoe]] more than his colleagues. His name is based on Aon Rao.
## History
Elrao was present when the Ire met in their fortress in the [[Cognitive Realm|Cognitive Realm]] after [[Kelsier|Kelsier]] (as a [[Cognitive Shadow|Cognitive Shadow]]) spooked the group when he was noticed snooping nearby. Elrao was seen drinking [[Dor|an unusual glowing liquid]] during the meeting. He questioned [[Alonoe|Alonoe's]] desire to move up the timetable of their planned attempt to take [[Preservation|Preservation's]] power using [[Ire's orb|a special orb]], although he ultimately went along with her plans.
Elrao was one of the members of the Ire that set off on the expedition to find Preservation. He carried a decoy orb, as Alonoe kept the real one. As [[Kelsier|Kelsier]] began to sow chaos, Elrao became fearful of [[Ruin|Ruin's]] interference and suggested turning back, but was overruled by Alonoe. After Kelsier separated Alonoe from the group, he tricked the rest of the party into thinking she had somehow disintegrated, and Elrao led the rest of the party in a hasty retreat.
| Elrao |
|**Grindings**|
|-|-|
|**Symptoms**|Coughing|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **grindings** or **grinding coughs** was a disease on [[Roshar|Roshar]].
## Symptoms
The symptoms of the grindings were fairly noticeable. Those who were infected with it were stricken with a persistent and horrible sounding cough. They also had an excess of phlegm, and often mumbled feverishly during the night. By the time the symptoms were noticeable, the patient was often past the spreading stage.
## Treatment
The most important element in treating a patient with the grindings was administering a large amount of water or other liquids for a period of five days or so. Preferably the water should have sugar mixed with it. Hydration was crucial. Two handfuls of crushed [[Bloodivy|bloodivy]] administered every day was also effective.
| Grindings |
|**The List**|
|-|-|
|**Author**|[[Kazan Smedry|Kazan Smedry]]|
|**World of Origin**|[[Earth (Alcatraz)|Earth (Alcatraz)]]|
**The List** is a list of reasons why short people are better off than tall people according to [[Kazan Smedry|Kazan Smedry]]. It is not clear if Kaz is serious about The List, but he takes every opportunity to recite from it. [[Australia Smedry|Australia Smedry]] finds The List ridiculous, as does [[Bastille|Bastille]]. Kazan says that the facts on The List are scientifically researched and time-tested.
## Known items on The List
**1.** Don't argue with the short person. He's always right.
**15.** Short people make smaller targets.
**28.** Short people can find things easier and follow trails better because they are closer to the ground.
**47.** Tall people's heads are in thinner atmosphere, causing oxygen deprivation, which causes their brains to not work as well as short people's.
**56.5.** Short people know when to stay on the ground (and avoid scary extreme heights).
**63.** If everyone were short, ceilings could be lower, thereby lowering building costs.
**82.** When short people plummet to their doom, they don't fall as far.
**127.** Short people have smaller bodies, but regular-sized hearts, so their heart-to-flesh ratio is larger, making them more compassionate.
**236.** Short people are more humble.
**257.** A tall person can shield you from dragon breath.
**Unknown number.** Short people are better because it takes them longer to walk places, therefore they get more exercise.
| The List |
|**Ashir**|
|-|-|
|**Profession**|[[Ardent|Ardent]]|
|**Residence**|[[Reshi Isles|The Reshi Isles]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*The Way of Kings*|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“*I wonder if they eat in the Cognitive Realm. Is a food there what it sees itself as being? I’ll have to read and see if anyone has ever eaten while visiting Shadesmar.*”
\-Geranid on cooking[1]
**Ashir** is a chemist and [[Ardent|ardent]] who lives with [[Geranid|Geranid]] on a small [[Reshi|Reshi]] island on [[Roshar|Roshar]].
## Appearance and Personality
Ashir is an older portly man, with a shaved head and a gray beard that he keeps neatly squared off. He speaks with a soft and kindly voice and enjoys talking, even when Geranid is trying to think.
Ashir is an affable man, with a calm demeanor. His [[Calling|Calling]] is cooking, but his interest is in chemistry, which he practices through his cooking because it allows him to eat the results. Instead of trying to create delicious meals, Ashir enjoys cooking highly experimental dishes. He tries new dishes and cooking methods which he shares with his companion Geranid. Ashir is less concerned with how a dish tastes in the end than he is with how interesting he finds the results. Although his chemistry comes in the form of cooking, he still records the results of his experimental meals. Ashir cooks many of his dishes on a hotplate powered by a fabrial.
Despite his love of cooking, Ashir wonders if he should change Callings. He has less of a passion for cooking than he once did, and does not see how his cooking will one day serve the [[Herald|Heralds]] in their fight to reclaim the [[Tranquiline Halls|Tranquiline Halls]]. Ashir does not believe that they will need to eat food, and has little interest in only being able to cook ideal dishes once he dies and passes to the Spiritual Realm. He has something of a sweet tooth, and enjoys food that is traditionally reserved for women. Ashir is far more practiced in scientific theory than he is in mathematics, but Geranid is the opposite. Ashir is also something of a philosopher, posing theoretical questions that cannot readily be proved or disproved.
Ashir and Geranid have come to love one another over their years spent together. Despite their love, they remain simple companions because they have dedicated the majority of their lives to serving the [[Almighty|Almighty]] and do not wish to make a mistake at the very end.
## History
Nothing of Ashir's early life is known, but at some point he joined the ardentia. After some length of time as an ardent, he and his close companion were assigned to live on a small island in the Reshi Sea. Ostensibly this was to serve the needs of any Vorin peoples in the area, but in truth Ashir and Geranid wished to have some peace and seclusion in which to continue with their studies. During their many years there, they still served the needs of any people in the area who practiced Vorinism, but their studies are their priority. At some point during their lives, Ashir and Geranid fell in love with one another.
When Geranid discovered that a [[Flamespren|flamespren's]] size becomes fixed when it is measured, Ashir helped her to work through the implications of her discovery. He helped her realize that the size must actually be measured, not estimated, guessed, or arbitrarily chosen, and it needs to be recorded in order to constrain the spren's size. He had no idea what it meant, but he was certain that Geranid had discovered something important that may revolutionize the world's understanding of fabrials and spren.
| Ashir |
|**Tosura**|
|-|-|
|**Species**|[[Kitsen|Kitsen]]|
|**Homeworld**|[[Evershore (planet)|Evershore]]|
|**Universe**|[[Cytoverse|Cytoverse]]|
This page or section needs to be updated with new information for *Defiant*!Be aware that in its current state, it may not include all additional content yet.
**Tosura** is a [[Kitsen|kitsen]] science officer on the *Swims Upstream*.
| Tosura |
|**Steve**|
|-|-|
|**Died**|Killed by [[Obliteration|Obliteration]]|
|**Residence**|[[Babilar|Babilar]]|
|**Homeworld**|[[Earth (Reckoners)|Earth (Reckoners)]]|
>“*Well, suppose we'd better raise a cup for old Steve, then. Creep though he was, if the Epics finally got 'im, he deserves a proper sendoff.*”
\-Calaka[1]
**Steve** is a resident of [[Babilar|Babilar]] who is presumably killed in [[Obliteration|Obliteration's]] attacks the day the [[Reckoners|Reckoners]] arrive in the city. [[Calaka|Calaka]] thinks that he is a creep and insinuates either that Steve often slaps people or that he often gets slapped.
## History
Steve attended parties and hung around Calaka, [[Marco (Reckoners)|Marco]], [[Lulu|Lulu]], and [[Infinity|Infinity]] often enough to be an acquaintance of theirs. He was also known to [[Mizzy|Mizzy]]; at the [[Party in Babilar|party in Babilar]], she asked if anyone knew where Steve was. Infinity told the group that she thought he was one of the eighty killed by Obliteration a few days before. The group paid tribute to Steve when they heard about his death. [[David|David]] was shocked by how quickly the Babilarans seemed to move on from the news and astonished at the ensuing revelation of their attitude towards those who fight back against the [[Epic|Epics]].
| Steve |
|**Arguois caverns**|
|-|-|
|by Kelly Mai |
|**Type**|Caves|
|**Region**|[[Central Dominance|Central Dominance]]|
|**World**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
>“*With all the nooks and bottlenecks down here, this would be a nasty place to have a battle.*”
\-Ham to Kelsier[1]
The **Arguois caverns** is a natural system of caves in the [[Central Dominance|Central Dominance]] of the [[Final Empire|Final Empire]] on [[Scadrial|Scadrial]]. They can be found north of [[Luthadel|Luthadel]], placed between the city and the [[Pits of Hathsin|Pits of Hathsin]]. It takes several weeks to travel from Luthadel to the Arguois caverns via barge.
The caves lie adjacent to a forest that backs onto one of the rivers in the area, and are one of the more extensive systems in the Empire. There are also multiple cave complexes that can be found in the area. The caves are accessible via three rends in the ground, instead of the traditional hillside cave entrance, and are difficult to climb down into. The difficulty of entrance makes the caves easily defensible, and with enough supplies, the caverns could be held indefinitely against an invading force. Inside the caverns, minerals can be found in the rocks, stalactites and stalagmites. There are various small rooms as well as a cavern large enough to hold 7000 men. This large cavern has natural acoustics.
The caverns are used by the [[Skaa rebellion|skaa rebellion]] during the late Final Empire to house and train their armies. The [[Lord Ruler|Lord Ruler]] knows of the rebellion's use of the caves, however, deems them not a threat so has not taken action against the rebels. He has never led a successful raid against the caverns. The caves are large enough to hold potentially ten thousand people.
## History
The caves were possibly used by rebel groups for several centuries, prior to when they were used by the skaa rebellion.
Following the slaughter at [[Tresting plantation|Tresting's estate]], [[Mennis|Mennis]] and some of [[Themos Tresting|Tresting's]] [[Skaa|skaa]] made their way to the Arguois caverns, at [[Kelsier|Kelsier's]] suggestion, to join the skaa army.
At some point, the skaa rebellion began using the caves to hide in. Prior to the formation of Kelsier's army, there were approximately three hundred skaa, including women and children, hiding in the system. In 1023 FE, Kelsier's efforts to raise an army led to a vast increase in the number of people hiding within the caves. Weapons and supplies were secretly dropped off at the caves via the canels through shipments [[Renoux|Renoux]] sent from Luthadel to his plantation in the west. Kelsier and [[Yeden|Yeden]] visited the skaa while they were being assembled to help bring them resolve and hope. During his time there, Kelsier used Captain [[Demoux|Demoux]] to make a statement about the strength of the army and to help bolster the men's resolve. A while after Kelsier's visit, Yeden decided to test the army against a nearby garrison at [[Holstep|Holstep]]. A group of 2000 men rebelled against his orders and stayed behind in the caves, and were eventually found by Kelsier and [[Vin|Vin]]. After being found, the depleted army abandoned the caves, no longer able to use them to gather.
| Arguois caverns |
|**Gereh's Aviar**|
|-|-|
|by Dragontrill |
|**Abilities**|[[Worldhopper|Worldhopper]]|
|**Bonded With**|[[Gereh|Gereh]] , [[Lift|Lift]]|
|**Species**|[[Aviar|Aviar]]|
|**Residence**|[[Urithiru|Urithiru]]|
|**Homeworld**|[[First of the Sun|First of the Sun]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Rhythm of War*|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
This article's title is uncanonical and a fan created one, because an official term or name has not been made yet.
**Gereh's Aviar** is an [[Aviar|Aviar]] on [[Roshar|Roshar]]. Formerly owned by [[Gereh|Gereh]], it is rescued by [[Lift|Lift]] after his death and currently lives with her.
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Notes
## Appearance and Personality
by clarinking With [[Lift|Lift]]
Gereh's Aviar is bright red on its head and body; its wings are a bright blue that fades to red toward the tips. It stands about a foot tall.
The Aviar is extremely loyal to Gereh and insists on returning to him. It quickly discerns that Lift's intentions are friendly and accepts her help calmly and readily.
## Attributes and Abilities
Gereh's Aviar has mind abilities. However, this talent is unknown, and it is possible that it has been affected in some way by its travel to Roshar. The bird is highly intelligent and has a sense of the location of the person to whom it is bonded. It can to a certain extent both understand and communicate with humans.
## History
Gereh's Aviar originated from [[First of the Sun|First of the Sun]]. [[Gereh|Gereh]] either had not obtained it yet or did not keep it with him commonly during his duties as a steward in [[Kholinar|Kholinar]]; however, by 1175 he did have it with him at [[Urithiru|Urithiru]]. During the pair's stay there, [[Mraize|Mraize]] murdered Gereh for unknown reasons. Mraize's own Aviar then attempted to kill Gereh's Aviar, badly wounding it. [[Lift|Lift]] defended Gereh's Aviar and healed it with [[Stormlight|Stormlight]], saving its life. The Aviar then guided her through Urithiru down to Gereh's corpse. It mourned over its loss until Mraize and his Aviar entered the room, at which point Lift fled with Gereh's Aviar. During Lift's capture and imprisonment, she lost track of the Aviar; she began looking for it again immediately upon her release. By the time the occupation of the tower ended, Lift had managed to reconnect with the Aviar, and she and [[Wyndle|Wyndle]] took it in.
| Gerehs Aviar |
|**Alethkar**|
|-|-|
|by User: SaleSVQ|
|**Ethnicity**|Alethi|
|**Capital**|[[Kholinar|Kholinar]]|
|**Ruled by**|[[Retribution|Retribution]]|
|**Occupied by**|[[Singer|Singers]]|
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“*We've got a noble heritage, Kal, darkeyes and lighteyes alike. That’s why the best warriors have always been from Alethkar.*”
\-Laral[1]
**Alethkar** is a country in eastern [[Roshar|Roshar]]. It borders [[Jah Keved|Jah Keved]] to the west, the [[Unclaimed Hills|Unclaimed Hills]] to the east, and the [[Frostlands|Frostlands]] to the south. Alethkar is the largest country on Roshar, and is the largest and most prominent of the five [[Vorinism|Vorin]] nations. People from Alethkar are known as **Alethi**, and their royal colors are blue and gold. The Alethi are known world-wide for their militarism and fighting nature.
Prior to the [[True Desolation|True Desolation]], the Alethi were engaged in the [[War of Reckoning|War of Reckoning]] against the [[Listeners|listeners]]. As of 1175 on the Vorin Calender, the vast majority of their territory is under the control of the [[Voidbringer|Voidbringers]].
## Contents
1 Etymology
2 Geography
2.1 Territories and Features
2.1.1 Territories
2.1.2 Geographic Features
2.2 Climate
2.3 Ecology
2.3.1 Flora
2.3.2 Fauna
2.4 Notable cities
3 History
3.1 Creation
3.2 Pre-Human Arrival
3.3 The Silver Kingdoms
3.3.1 The Rule of Nohadon
3.3.2 Further Desolations
3.3.3 The Last Desolation (c.-3332)
3.3.4 After Aharietiam
3.4 The Hierocracy and Sadees the Sunmaker (??? - c.673)
3.4.1 The Hierocracy
3.4.2 The War of Loss (c.673)
3.4.3 The Rule of the Sunmaker
3.5 Alethi War of Unification (1140-1163)
3.5.1 Brightlord Yezriar (1140)
3.5.2 Conquest of Rathalas (1141)
3.5.3 Conquest of Kalanor's Territory (1145)
3.5.4 Alethi-Herdazian Border Conflict (1150 - 1154)
3.5.5 Conquest of the Akak Reshi (1155)
3.5.6 Alethi-Veden Border Conflict (1155 - ???)
3.5.7 Burning of Rathalas (1163)
3.6 Wastescum Skirmishes (???)
3.7 Early Interactions with the Parshendi (1166 - 1167)
3.7.1 Assassination of Gavilar Kholin (1167)
3.8 The War of Reckoning (1167 - 1173)
3.8.1 Sadeas Princedom Border Conflict (c.Tanat 1172)
3.8.2 The Chasmfiend Hunt (Kakabah 1173)
3.8.3 Battle of the Side Carry (Kakahach 1173)
3.8.4 The Fall of Kholinar (1173)
3.8.5 Battle of the Tower (Tanatashev 1173)
3.8.6 Unrest and politics
3.8.7 Assassins
3.8.8 The expedition
3.9 The True Desolation
3.9.1 The Everstorm
3.9.2 Invasion of Alethkar
3.9.3 The Coalition and Kholinar
3.9.4 Thaylen field and a new Monarch
3.9.5 Continuation of the war effort and evacuation of Hearthstone
3.9.6 Expedition to Emul and Urithiru emissary delegation (1175)
3.9.7 Contest of Champions
4 Culture
4.1 People
4.1.1 Engagements and weddings
4.2 Music and Art
4.3 Fashion
4.3.1 Masculine Fashion
4.3.2 Feminine Fashion
4.4 Cuisine
4.4.1 Alcohol
4.4.2 Curry
4.4.3 Dairy Products
4.4.4 Grain and Tubers
4.4.5 Meat
4.4.6 Seasoning and Sauces
4.4.7 Dining etiquette
4.5 Architecture
4.5.1 Infrastructure
4.5.2 Decorations, furniture and adaptations to the Highstorms
4.6 Caste system
4.7 Militarism
4.8 Religion
4.9 Language and Writing
4.9.1 Script
4.9.2 Literacy
4.9.3 Alethi names
4.10 Death and Funerary Culture
4.10.1 The Afterlife
4.11 Sex and Sexuality
4.12 Gender Roles
4.13 Games, Sports, and Entertainment
4.13.1 Festivals
4.13.2 Games and performances
4.13.3 Sports
5 Politics
5.1 Monarch
5.1.1 Rules of Succession
5.1.2 List of Known Alethi Monarchs
5.1.3 The King's Wit
5.2 Princedoms
5.2.1 Highprinces
5.2.1.1 Highprince Rules of Succession
5.2.2 The Classical Highprince System
5.2.2.1 Known Highprince Positions
5.2.3 Inter-Princedom Conflict
5.2.4 Administrative Districts
5.2.5 Known Princedoms
5.3 Laws and Codes
5.3.1 Alethi Codes
5.3.2 Rights and privileges
5.3.3 Other laws
5.3.4 Slavery
5.3.5 Political Culture
5.4 Government-in-Exile
5.5 Demographics
5.5.1 Ethnicity
5.5.2 Religion
5.6 Foreign Policy and International Relationships
5.6.1 Azir
5.6.2 Herdaz
5.6.3 Jah Keved
5.6.4 Kharbranth
5.6.5 Listeners
5.6.6 Marabethia
5.6.7 Reshi Isles
5.6.8 Thaylenah
5.6.9 Yezier
6 Military
6.1 Enlistment and Wages
6.1.1 Enlistment
6.1.2 Wages
6.2 Command structure
6.2.1 Leadership
6.2.2 Organisation of the military
6.3 Equipment
6.3.1 Uniforms and non-combat equipment
6.3.2 Armor
6.3.3 Weaponry
6.4 Strategy
6.4.1 Troops
6.4.2 Formations
6.4.3 Battlefield tactics
6.4.4 Shardbearer tactics
6.4.5 Bridge Crews
6.4.6 Communication on the battlefield
6.4.7 Planning and army movement
6.4.8 Soulcasters and supplies
6.4.9 Warcamps
6.5 Training
6.5.1 Drills
6.5.2 Kata
6.5.3 Shardbearer training
6.5.4 Training grounds
6.5.5 Punishments
6.6 Fortifications
7 Economy
7.1 Currency
7.2 The Market
7.3 Agriculture and Livestock
7.4 Soulcasting
7.5 Taxation
7.6 Foreign Trade
8 Notable Alethi
9 Trivia
10 Notes
## Etymology
The name *Alethkar* is of unsure meaning, but it stems from the name of the Silver Kingdom of *Alethela*, which later became what is now known as Alethkar. The demonym *Alethi* is likely derived from *Althman*, an old term for those that inhabited the land that is now Alethkar.
The Alethi are called the *Tagarut* by the [[Azish|Azish]], this term means "Breakers" in Azish. This refers to their destructive nature during their invasions of Azir. Singers refer to Alethkar as *Avendla*, this is ancient [[Singer|Singer]] for *Land of the Second Advance*.
## Geography
by Isaac Stewart Map of Alethkar. Alethi territories (barring the [[Shattered Plains|Shattered Plains]]) are marked in purple.
### Territories and Features
#### Territories
Alethkar lies in eastern [[Roshar|Roshar]], stretching across the entire continent, from the [[Steamwater Ocean|Steamwater Ocean]] in the North to the [[Tarat Sea|Tarat Sea]] in the South-West. To the East, it leans on the [[Unclaimed Hills|Unclaimed Hills]], while to the South, it reaches the nationless [[Frostlands|Frostlands]] and the [[Shattered Plains|Shattered Plains]], the latter of which it has recently claimed for itself. To the West, Alethkar has a long and long-disputed border with [[Jah Keved|Jah Keved]], which currently follows two rivers and the bend of the [[Sunmaker Mountains|Sunmaker Mountains]]. To the North-West, Alethkar borders [[Herdaz|Herdaz]] across a stretch of land decided through many years of border conflicts. Its northern extent is 5.4° S including Akak, or 7.2° S for the mainland.
At the tail end of the [[Era of Solitude|Era of Solitude]], Alethkar is the largest state on Roshar, covering an area around 7,134,000 km.
Besides the mainland, the Alethi have a number of territories off the coast. On the [[Steamwater Ocean|Steamwater Ocean]], Alethkar has [[Akak|Akak]] and a number of surrounding islands, giving it complete control over the [[Bay of Elibath|Bay of Elibath]]. On the [[Tarat Sea|Tarat Sea]] - more specifically, a region of it called [[Mevan Bay|Mevan Bay]] - it controls a number of small islands in the delta of [[Deathbend River|Deathbend River]], near the city of [[Karanak|Karanak]].
#### Geographic Features
It has numerous rivers crossing it, the two major ones being [[Windrunner River|Windrunner]] and [[Deathbend River|Deathbend]]. The Windrunner River runs East to West, from the Unclaimed Hills to the Bay of Elibath, and has numerous tributaries across the northern half of the country. The Deathbend River likewise starts in the Unclaimed Hills, though it turns South, ultimately ending in the Mevan Bay, with one of its major tributaries being an enormous lake called the [[Sea of Spears|Sea of Spears]]. The North and South of Alethkar are divided by a long, cross-shaped masiff called the [[Sunmaker Mountains|Sunmaker Mountains]].
### Climate
Due to how far east it is, Alethkar is buffeted by particularly heavy highstorms. This forces settlements to primarily be built on the leeward sides of laits. These leeward sides are also far more lush with plant life, due to the protection the liats provide from powerful highstorm winds.
Like the rest of Roshar, Alethkar does not experience true seasons, with them instead being defined by current temperature, climate, and storms, unrelated to irradiance. The Alethi utilise stormwardens to predict the coming of seasons. The shattered plains experience a moister climate than the rest of Alethkar. Clouds are also less frequent in this region.
### Ecology
#### Flora
Despite the fact that Alethkar is far more exposed to the [[Highstorm|highstorms]] than most other countries, large swathes of it are lush with animals and vegetation and is considered fertile. The flora one finds depends heavily on the region of Alethkar. In the northwest, common flora includes thickets of [[Snarlbrush|snarlbrush]], stout [[Markel|markel]] trees and [[Stumpweight|stumpweight]] trees. Some forests are made up of purely [[Vivim|vivim]] trees, which bind their branches together to ensure that the forest is almost impenetrable. Central Alethkar is filled with rockbuds, and here the roots of trees sprout from the ground. Southwest Alethkar is also home to sturdy trees as well as many varieties of vines, although there are less vines than in Jah Keved. In some areas of Alethkar rockbuds can grow nearly to the size of a barrel, with vines as thick as a human wrist; Alethkar also contains many fragile types of flora, such as vines and weeds, these species usually only grow in laits. Due to the moister climate of the shattered plains, plants here have a tendency not to pull into their shells as swiftly after a storm as in the rest of Alethkar.
The Alethi also cultivate many plants. Foremost among these plants, a staple in the diet of any Alethi, is [[Lavis|Lavis]]. There are many different strains of Lavis, some are capable of withstanding even the strongest highstorms while others are extremely nutritious. They also cultivate [[Tallew|Tallew]], among many other types rockbuds, and tubers. The Alethi also grow a wide variety of fruits, typically in large orchards. Some species of trees are cultivated to be much taller and leafier than usual in order to provide more shade. A large number of grown plants are domesticated for other purposes then eating, such as clothing, medicine and more.
The Alethi also use a farming technique unknown to most other Rosharans. This technique involves the use of stormlight, music (specifically one of the [[Rhythm|Rhythms]]), and [[Lifespren|lifespren]]. This technique also drains Stormlight from the used gemstones, and can even crack them in a way very similar to a that of a [[Fabrial|fabrial]]. The Alethi learned this technique from the listener [[Rlain|Rlain]].
#### Fauna
Alethkar also has a large variety of fauna. Large wild Fauna includes [[Whitespine|Whitespines]], [[Chull|Chulls]], [[Axehound|axehounds]] and more. Alethkar is also home to multiple herds of [[Ryshadium|Ryshadium]], which live mostly in the eastern part of the country. [[Diggerworm|Diggerworms]] are also common in Alethkar, and much work goes into protecting crops from them. Another common species found across Alethkar is the [[Lurg|lurg]], a small amphibian. Alethkar isn’t home to any [[Sarpenthyn|sarpenthyn]], but [[Skyeel|skyeels]] are common near the coast. Concentrationspren are rare in Alethkar.
The Alethi have also domesticated a wide range of animals. While most of them live as farmers, occasionally keeping animals alongside their plants, some Alethi also live as herdsmen. Over time, breeding projects yielded animals with larger and larger gemhearts. Domesticated fauna includes [[Lobberbeast|lobberbeasts]], a large grazing animal; pigs, which are kept for meat, leather, and milk; [[Gumfrem|gumfrems]], which are usually kept for their [[Gemheart|gemhearts]]; and chulls, which are used as beasts of burden. Besides these large pastoral animals the Alethi also keep a number of animals as pets, such as [[Axehound|axehounds]], some birds, and mink.
### Notable cities
For a more complete list, see here.
[[Kholinar|Kholinar]] - the seat of [[House Kholin|House Kholin]] and the national capital following Alethkar's unification. The [[Alethela|Alethela]] [[Oathgate|Oathgate]] is located there.
[[Rathalas|Rathalas]] - ruined city once known for being constructed in a massive canyon for safety. It was burned down by [[Dalinar Kholin|Dalinar Kholin]] following the rebellion of the local [[Highprince|highprince]], [[Tanalan|Tanalan]].
[[Revolar|Revolar]] - one of the largest cities in the [[Vamah|Vamah]] princedom. During the [[True Desolation|True Desolation]], it's taken over by the [[Voidbringer|Voidbringers]] and used as a major assembly point for their armies.
[[Dumadari|Dumadari]] - a major city on the border of Alethkar and [[Jah Keved|Jah Keved]].
[[Karanak|Karanak]] — a major city in the south of Alethkar, it is located near the delta of the [[Deathbend River|Deathbend River]]. Karanak was a major part of the Alethi defense during the True Desolation.
## History
### Creation
The land that would become known as Alethkar was created at an unknown point before the [[Shattering|Shattering]] by Adonalsium, along with the rest of Roshar and the Rosharan supercontinent over ten-thousand years prior to Vorin year 1174. It is unclear how much the geography of modern-day Alethkar has changed compared to the land at creation.
### Pre-Human Arrival
Before humanity arrived on Roshar from Ashyn, the land that would come to be known as Alethkar was inhabited by [[Singers|Singers]].
Circa -5825 in the Vorin calendar, humanity arrived on Roshar after fleeing Ashyn and were granted the land that would become [[Shinovar|Shinovar]]. After less than a generation, they headed an invasion, slaughtering the Singers and expelling them from their land and claiming it as their own, this included the land that would come to be known as Alethkar. This history was lost to time until the discovery of the [[Eila Stele|Eila Stele]].
### The Silver Kingdoms
by Isaac Stewart Map of the Silver Kingdoms
For more information, see [[Alethela|Alethela]].
Alethkar was founded as [[Alethela|Alethela]] in the [[Silver Kingdoms|Silver Kingdoms]] Epoch, settled by Ashynite emigrants who arrived on Roshar in Shinovar, before eventually expanding outward and conquering the rest of Roshar. They were an extremely militaristic nation which remembered and studied the arts of war so that they would be able to teach it to new generations whenever a Desolation came. Due to this, the Knight's Radiant primarily lived in Alethela, even if their operations were based in [[Urithiru|Urithiru]]. This militarism laid the foundation for modern Alethi militarism and military strength.
Its territory during this era was larger than its current territory, including the [[Unclaimed Hills|Unclaimed Hills]] in the Rosharan far east.
Due to the Desolations, they were constantly returned back to early technological levels, often to the point to making use of stone tools. Though they advanced each time with the help of the Heralds whenever they returned, often receiving this assistance from [[Kalak|Kalak]] and his [[Willshapers|Willshapers]]. Old manuscripts and texts mention quick-spreading diseases that killed tens of thousands, likely during the Heraldic Epochs.
Very early in the nation's history, the Dawncity of [[Kholinar|Kholinar]] was created and made into its capital. Kholinar was eventually made into the home of the Alethelan Oathgate. Despite its age, it still stands as of 1175, making it one of the oldest cities on Roshar. It was the place that many people wanted Urithiru to be built, likely due to Alethkar being the home to the Knight's Radiant. Despite this, for a reason obvious to many others at the time, it could not be, instead being built in the mountains near [[Makabakam|Makabakam]].
#### The Rule of Nohadon
At some point early in its history, prior to year 31 of the Sixth Epoch, it was ruled over by King [[Nohadon|Nohadon]]. During one Desolation during his life, they fought for over eleven years and nine-in-ten Alethelan citizens were killed.
Nohadon wanted to abdicate due to the tragic events of this Desolation, however, he kept his throne and tried to rebuild. Over the decades, he successfully managed to rebuild Alethela into a bustling and colorful place. Eventually, he went to war with [[Makabakam|Makabakam]] over trade routes, the full effects this had on both kingdoms are unknown. Nohadon was a very influential figure on the ideals that form the backbone of the Knights Radiant.
#### Further Desolations
The Sixth Epoch lasted at least thirty-one years, and likely significantly longer, before its Desolation arrived.
One of the many Desolations that struck the nation, along with the rest of Roshar, arrived in the year 337 of the Eighth Epoch. This Desolation was heralded by the release of [[Midnight Essence|Midnight Essence]] in a small settlement in [[Natanatan|Natanatan]]. The length of this Desolation is unknown.
During some of the Desolations, the Fused managed to take the capital of Alethela, though were ultimately pushed out.
Another Desolation occurred later and ended circa -3333, during an unknown Epoch. This left society wounded and weak, forcing them into a period of recovery.
#### The Last Desolation (c.-3332)
The Last Desolation was a large scale Desolation which occurred circa -3332, around 4500 years before the arrival of the [[Assassination of Gavilar|Assassination of Gavilar]]. This Desolation was particularly devasting due to the fact that it happened only a year after the previous Desolation, and thus society was weakened and still recovering. Tired of the Desolations and their torture on Braize, the nine Heralds still on Roshar refused to return to Braize, leaving Taln as the sole Herald on the planet for millennia.
After the Last Desolation, Desolations ceased to ravage the nation. Due to this, society was able to advance much further than ever before, giving them the strength to potentially resist any potential Desolation without complete societal collapse. The era heralded by the Last Desolation came to be known as the Era of Solitude.
#### After Aharietiam
At some point before the [[Hierocracy|Hierocracy]], and likely before the [[Recreance|Recreance]], the ancestors of the [[Oldblood|Oldbloods]] acted as the monarchs of what would become Alethkar. Little is known about them, but they are known to have been a dynasty, implying that they had ruled for a long time. It is not known how, when, or why, but they eventually lost their authority, but it would be remembered by their descendants for many generations.
Many Alethi rulers, be they highprinces or kings, ravaged the rest of Roshar with their armies during this period. This was possible, in part, due to their wealth of emerald soulcasters, preventing the need for long supply lines. During this time, scholars were more like gurus, sitting in shrines and pontificating the nature of storms and the souls of men. At some point following Aharietiam, the kingdom splintered apart into many different smaller nations, and would not reunify for centuries following the splintering.
They are said to have invaded [[Azir|Azir]], under the [[Ulutu Dynasty|Ulutu Dynasty]], at least five times during this period; with legends stating that they attempted to climb the mountains to gather gemstones and weapons from the sun itself, which bleached their eyes and left them defeated by its majesty. This tale is a complex mixture of truth and legend, that historians struggle to untangle. Throughout the Era of Solitude the Alethi would sometimes war with the Reshi. These wars were in part because of the fertile fishing in the north, causing the sea there to be coveted by both parties.
### The Hierocracy and Sadees the Sunmaker (??? - c.673)
#### The Hierocracy
For more information, see [[Hierocracy|Hierocracy]].
Alethela survived the Desolations, but fell under the sway of the [[Hierocracy|Hierocracy]] some point after the Recreance. This was possible as religion permeated every aspect of life and Ardents were allowed to own poperty and political office, and were seen as the only figures capable of interpreting scripture. This allowed them to, at some point, overthrow the power of the government and make themselves into a powerful theocracy, claiming the divine right to rule over mankind. They further controlled the populace through their access to information, both religious and secular.
While ruling, they sought to expunge historical information regarding [[Shadesmar|Shadesmar]], the Knights Radiant and the Recreance, from the records as best as they could. They did not just expunge information, but also tampered with text to create their own revisionist history of Roshar. This left knowledge about the past clouded by propaganda and censorship.
They did not just control Alethelan territories, but expanded to become a wider Vorin coalition, including the likes of what would come to be known as Jah Keved, Kharbranth, and Thaylenah. But as it grew larger, it become more and more difficult to keep it itself stable and consolidated, thus their power began to become unstable, laying the foundations for the War of Loss.
#### The War of Loss (c.673)
For more information, see [[War of Loss|War of Loss]].
The Hierocracy lasted until the [[Sunmaker|Sunmaker]] led the kingdom in a successful revolt against [[Vorin|Vorin]] rule circa 673, known as the [[War of Loss|War of Loss]]. Many cities were sacked and destroyed during this war and the chaos of its aftermath, with Kholinar being one of the few eastern cities to remain unharmed.
After overthrowing the Hierocracy, Vorinism was split into many Devotaries, leaving it heavily decentralized. Furthermore, ardents had their rights to own property and political office stripped away, they were no longer allowed to amass wealth, and they were reduced into being little more than slaves. However, they were stilled allowed to excommunicate people without political consultation. Furthermore, they had their claims of seeing visions of the future thoroughly debunked, questioning their authority as unquestionable religious figures even further.
This was all done by Sadees in the attempt to prevent another Hierocracy from rising in the future. The Hierocracy and its fall served to shape modern Vorinism.
Despite its collapse many centuries ago, various groups during the War of Reckoning and the True Desolation, such as the [[Sons of Honor|Sons of Honor]], still seek for the return of the Hierocracy.
#### The Rule of the Sunmaker
Following his successful reunification of Alethela under the name of Alethkar, he set his eyes upon the rest of Roshar.
His first conquest was over the northern nation of [[Herdaz|Herdaz]], which was successful. At some point following the occupation of Herdaz, he marched upon [[Azir|Azir]], then under the rule of Prime Aqasix [[Snoxil|Snoxil]]. He successfully conquered the capital city of [[Azimir|Azimir]], claiming to have come to "civilize" them. With a powerful army stationed in the nation, he instituted a policy of genocide against their people, it is said one of every ten Azish people died under the tyranny of Sadees.
After the Sunmaker's death, his ten sons could not agree on one of their number as his successor. With none of them willing to forego their claim to the throne, they split the kingdom into ten princedoms, which they ruled individually as [[Highprince|Highprinces]], with no unifying government. This loss of central government in the empire led to the occupied territories, such as Azir and Herdaz, regaining their independence. This time saw the use of a specific type of sword, the [[Ulius|ulius]]. There are also numerous famous duels from this time, such as the [[Velinar|Velinar]]/[[Gulastis|Gulastis]] duel, which are still remembered by 1175.
The legacy of this era would live on, with the Alethi seeing him as a great conqueror and a hero to his people, while many other people across the world saw him as a genocidal tyrant, causing other leaders to be hesitant to trust Dalinar and the Alethi. However, Alethkar's conquests forged trade routes to other regions including Azir, Herdaz, and Jah Keved; these routes persisted into the modern era, bringing great wealth to the nation.
### Alethi War of Unification (1140-1163)
Several centuries later, in approximately 1140, [[Gavilar Kholin|Gavilar Kholin]]--inspired by the Sunmaker--sought to conquer and unite the highprinces, which he achieved by about 1145. He was then crowned king and his brother [[Dalinar Kholin|Dalinar Kholin]] became highprince to the [[House Kholin|Kholin]] Princedom. However, due to the lineage of each Princedom going back to the Sunmaker and his sons, the Highprinces were loathe to surrender their autonomous power to a supreme ruler. The integrity and unity of Gavilar's kingdom is therefore questionable, as evidenced by the ferocity with which the Highprinces resisted his military approach to unification and continued to strain against his rule. The most severe instance of this was the rebellion in [[Rathalas|Rathalas]], where Gavilar eventually had to send troops led by [[Dalinar|Dalinar]] and [[Torol Sadeas|Torol Sadeas]] in order to quench the revolt, as political means had resulted in a failure.
#### Brightlord Yezriar (1140)
One notable battle during the war was the battle against Brightlord Yezriar in 1140, he was defeated and his land subsumed into the growing united Alethkar.
#### Conquest of Rathalas (1141)
They led a conquest against Rathalas in 1141, the seat of Brightlord [[Tanalan's father|Tanalan]]. During this fight, Dalinar slew Tanalan, but his body was taken away before his shard manifested. Thus he tracked it down and found his family, where he observed as the Brightlord's son took up the Shardblade [[Oathbringer (Shardblade)|Oathbringer]] in an attempt to protect the rest of his family. Ultimately, he couldn't bring himself to kill them, so he simply took the blade and left.
The conquest was ultimately successful, placing Rathalas under Kholin hegemony, although the rule was not peaceful. The ruling family was enraged by the conquest and the death of Tanalan, and was even further enraged by the loss of Oathbringer, which they demanded be returned to the rightful heir.
This battle was notable for laying the foundations of the Burning of Rathalas, and with the Kholin family obtaining the Shardblade Oathbringer.
#### Conquest of Kalanor's Territory (1145)
Highprince [[Kalanor|Kalanor]], though he referred to himself as king Kalanor, rose to power sometime before 1143. Though the specifics of his rise to power aren’t known, it wasn’t peaceful. [[Kalanor|Kalanor]] and Gavilar Kholin were major enemies during the Unification War, with Kalanor acting as one of the major stonewalls in Gavilar's quest towards the complete unification of Alethkar. They had both been politically maneuvering around one another for two years before the start of the conquest. Due to his power and influence, Gavilar believed that he needed to fall at all costs.
In 1145, the Kholin army attacked myriad small cities in Kalanor's region in an attempt to undermine his authority and pull him out of hiding, provoking him into a large scale battle in which they could secure a decisive victory. This strategy was successful, leading to the two armies into a large-scale battle on a large, open plain. This was the largest battle the Kholin army engaged in during the Unification War, and ended in a decisive Kholin victory and the death of Kalanor at the hands of the [[Blackthorn|Blackthorn]].
Kalanor's shards were given to Gavilar by Dalinar, and Kalanor's territory was given to [[Loradar Vamah|Loradar Vamah]], thus it was officially named the [[Vamah princedom|Vamah princedom]]. This battle marked the official end of the Alethi war of unification, however battles and skirmishes would continue for decades afterward.
#### Alethi-Herdazian Border Conflict (1150 - 1154)
A violent war between Alethkar and Herdaz occurred starting in 1150 and lasting up until 1154. It was intended primarily as a show of Alethi strength, and as a way to ensure security at the border and expand Alethi territory. Dalinar Kholin was a major general in the conflict.
This conflict led to the deaths of many on both sides, and defined the modern Alethi-Herdazian Border.
#### Conquest of the Akak Reshi (1155)
At some point in 1155, Dalinar Kholin led a military conquest of the [[Reshi|Reshi]] island of [[Akak|Akak]]. The conquest was ultimately successful as he destroyed the Akak Reshi, and claimed the island for Alethkar.
#### Alethi-Veden Border Conflict (1155 - ???)
Around 1155, a war broke out at the border between Alethkar and [[Jah Keved|Jah Keved]]. Dalinar Kholin also acted as one of the major generals in this conflict as well. Part of the motivation for the conflict was Jah Keved taking land from Alethkar in around 1143.
One of the battles during this conflict happened at a place called Slickrock. [[Battle of Slickrock|This battle]] saw the Vedens, commanded by [[Brightlord|Brightlord]] [[Nalanar|Nalanar]], and the Alethi, commanded by Dalinar Kholin, fighting. This battle ended in an Alethi victory, although the Vedens almost defeated them during at least three points in the battle.
#### Burning of Rathalas (1163)
by greatunknown The burning of Rathalas
In 1163, due to increasing hostilities and calls for rebellion in Rathalas, led by Brightlord Tanalan's son, also named [[Tanalan|Tanalan]], Gavilar Kholin sent Dalinar Kholin and Torol Sadeas back to the Rift in order to quell them. Dalinar attempted to peacefully negotiate, offering Tanalan the position of Highprince if he surrendered. His offer was refused and his contingent, including himself, were struck by a landslide orchestrated by Tanalan, killing all of his men and leaving him injured, but alive.
Enraged, Dalinar slaughtered his ambushers, and ordered his surviving men (stationed outside of the Rift) to douse the city in oil and set it alight, as to slaughter all of its people and leave the city in ruins. Panicked at what Dalinar ordered, Evi went into the city in secret and attempted to negotiate with Tanalan herself, in order to prevent the massacre from being carried out. Tanalan came to agree, and decided to send out a plea for surrender.
When messengers were sent out waving a flag of surrender, he ordered them shot dead, and demanded that the burning be continued without any deferment. The attack went through at night, and the attack left all inhabitants of the city dead with the exception of Tanalan and his family, who Dalinar killed without hesitation. However, Tanalan soon revealed to Kholin that his wife Evi was in the city during the burning, and was killed in the fire.
The guilt of killing Evi and thousands of innocents weighed heavily on Dalinar's mind, and ultimately led to his seeking of the Nightwatcher and fundamental change as a person, and in the manner he runs his political office as Highprince.
### Wastescum Skirmishes (???)
For more information, see [[Wastescum skirmishes|Wastescum skirmishes]].
A collection of skirmishes in the northern Princedoms of Alethkar which occurred some time before 1166, and some time after the crowning of Gavilar in 1145. The skirmishes were against groups of [[Reshi|Reshi]] raiders who thought they could take advantage at the instability of Alethkar early after the crowning of [[Gavilar Kholin|Gavilar Kholin]]. It can be reasonably assumed that the attempt to repel the raiders was successful.
Soldiers for the battle were brought in from across the Sadeas Princedom, and presumably beyond, including various darkeyes in [[Hearthstone|Hearthstone]]. The Reshi forces notably did not have any Shardblades.
This conflict did not fully dissuade the Reshi from engaging in border assaults, and they are known to have still be attempted to raid Alethi territories as late as Kak 1173.
### Early Interactions with the Parshendi (1166 - 1167)
Gavilar met with the Parshendi in Vev 1166 and was instantly fascinated by them. The Parshendi exploration that underwent first contact was led by [[Eshonai|Eshonai]], who became a very important figure in Alethi-Parshendi relations.
by Artem Demura Szeth arriving to kill Gavilar
#### Assassination of Gavilar Kholin (1167)
For more information, see [[Assassination of Gavilar|Assassination of Gavilar]].
During the feast celebrating the signing of the Parshendi-Alethi Treaty in Ishi 1167, Gavilar revealed to Eshonai that he knew how to bring back the old gods they abandoned, and that he planned on doing so. Horrified, Eshonai reported his plans to [[The Five|the Five]], and they agreed that he needed to be assassinated.
They sent [[Szeth|Szeth]] to kill him, and Gavilar fought back in a desperate attempt to survive. Szeth ultimately won in the battle and assassinated him. However, Gavilar managed to make out some last words, telling his assassin to tell Dalinar that "he must find the most important words a man can say", and gave him a Voidlight sphere. Szeth honored these last wishes, writing his last words on a piece of nearby debris, and taking the sphere.
### The War of Reckoning (1167 - 1173)
For more information, see [[War of Reckoning|War of Reckoning]].
King Gavilar was assassinated by [[Szeth|Szeth]], under the orders of the [[Parshendi|Parshendi]], in 1167. Three of the Parshendi leaders claimed responsibility, which later turned out to be a cover for the flight of a large number of their countrymen in Kholinar. Dalinar Kholin, the late king’s brother, immediately sent a hundred horsemen after them, but every man was killed. The Parshendi leaders who stayed behind were strung up for their crimes. Gavilar’s son, [[Elhokar Kholin|Elhokar Kholin]], became king shortly after and declared war on the killers. Each of the highprinces joined the [[Vengeance Pact|Vengeance Pact]] and they set out into the [[Shattered Plains|Shattered Plains]] to besiege the Parshendi in what would become known as the [[War of Reckoning|War of Reckoning]].
When the Alethi arrived at the forests surrounding the Plains they found that the Parshendi had retreated onto the Plains. Dalinar Kholin, the Blackthorn, formulated a plan; besiege them, starve them out and force them to face the Alethi in open battle. They sent scouts around the entire perimeter of the Plains, watching to see if the Parshendi fled. The Parshendi almost immediately began their raiding, destroying bridges and attacking the warcamps. After the Highprinces discovered the gemhearts they began fighting the Parshendi for them. After some embarrassing losses in the beginning the Alethi managed to adapt to Parshendi strategies. During the first year of the war, highprince Kholin defeated a Parshendi Shardbearer, earning himself another set of Plate and Blade. He gave these to the king, to bestow upon a worthy warrior. Slowly but surely all of the listener Shards were taken, until only a single set remained to them. Kholin’s strategy was only mildly succesful, while the listener military did dwindle due to the constant fighting over gemhearts, they didn’t starve and did well enough out on the plains. Over time, the war became more about wealth and less about vengeance, to the frustration of highprince Kholin. [[Navani Kholin|Navani Kholin]], the king’s mother, spent most of these six years guiding her son. At an unknown point in time she went back to Kholinar, to aid the king’s wife in rule, but she returned near the end of the war.
During the war, highprince Dalinar began to have visions of the past, and warnings of the future. These visions caused other highprinces and his soldiers to start doubting his sanity. However, over time, his talking during these visions led to the decipherment of the [[Dawnchant|Dawnchant]]. These translations began to spread amongst scholars, leading to an immense increase in Rosharan understanding of their own history as they learned how to translate various ancient texts. Alethkar, during the War of Reckoning, also experienced an incredible time of innovation on the field of Fabrials. The siege took much longer than was expected, and was still going on by 1173.
#### Sadeas Princedom Border Conflict (c.Tanat 1172)
In c.Tanat 1172, the Sadeas Princedom engaged in a border skirmish with the Vamah or Aladar princedom. During this battle, which was led by [[Meridas Amaram|Meridas Amaram]] on the Sadeas side, [[Helaran Davar|Helaran Davar]], a Veden Shardbearer, was killed on the battlefield. While the killer was [[Kaladin|Kaladin]], and thus he had legal right to the dropped Shardblade, Amaram killed his squad and marked him as a slave, taking the Shardblade for himself.
In late 1173, Reshi border encroachments grew increasingly bold, recognizing the weakening state of Alethkar due to the prolonged War of Reckoning.
#### The Chasmfiend Hunt (Kakabah 1173)
In the sixth year of the siege Dalinar Kholin organised a hunt, and together with Sadeas, Vamah and king Elhokar they set off. The hunt was well prepared and should have gone smoothly, with the chasmfiend being weakened before the Shardbearers went in for the kill. The chasmfiend surprised them however, appearing on the viewing plateau instead of the hunting plateau. Three of the four Shardbearers raced down to distract and kill the beast, while the fourth, Sadeas, grabbed his Grandbow to help from a distance. After a hard fought battle they managed to kill it, although the king almost died due to a failing strap on his saddle, causing him to fall off his horse and almost get crushed by the chasmfiend. After the hunt, Elhokar showed Dalinar the strap and asked him to look into it. Although Kholin later concluded that nothing had happened. Weeks later highprince Kholin talked to the king about leaving the Shattered plains, word got out and people across the warcamps were astonished. He later changed his mind, agreeing to finish the Parshendi by marching onto the Plains and made an official refutation.
#### Battle of the Side Carry (Kakahach 1173)
During an attack on the Tower led by Sadeas, Bridge Four attempted a strategy that they believed would protect them from Parshendi attack by carrying their bridge on the side. This successfully protected themselves, but focused Parshendi attack on other bridge crews, causing a large amount to fall. This disrupted the attack, and led to a large amount of deaths, of both trained soldiers and bridgemen. Over two-hundred bridgemen perished in the attack.
This ultimately dealt a crippling blow to Sadeas's army, and led to the execution of Captain [[Lamaril|Lamaril]] for allowing the disaster to take place. Kaladin was also punished by being strung up in the coming highstorm and left for dead, as a punishment for the actions of his crew.
#### The Fall of Kholinar (1173)
Late into the War of Reckoning, after [[Navani Kholin|Navani Kholin]] left [[Aesudan|Aesudan]] to rule for herself after deeming her fit to do so without her advisement, Kholinar was infiltrated by [[Ashertmarn|Ashertmarn]], [[Sja-anat|Sja-anat]], and [[Yelig-nar|Yelig-nar]]. These Unmade caused Aesudan to fall into an abyss of decadence, throwing lavish feasts as Kholinar society collapsed around her, while Sja-anat corrupted the spren of the city; and Yelig-nar bonded with Aesudan. After a number of years, well into the True Desolation, Aesudan failed to control Yelig-nar, which led to her death.
The events that took place in Kholinar before Aesudan’s death served as the basis of the [[Siege of Kholinar|Siege of Kholinar]], and its eventual fall and occupation by Fused forces.
#### Battle of the Tower (Tanatashev 1173)
For more information, see [[Battle of the Tower|Battle of the Tower]].
On Tanatashev 1173, Highprince Sadeas set up a battle on the [[Tower (Roshar)|Tower]] as a trap to murder Dalinar Kholin. The motivation for this was a part of his desire to protect Elhokar from Dalinar's ideals.
The battle led to the decimation of Dalinar Kholin's army, he arrived at the battle with 8000 men, but returned with only 2,653 men, coming out at 5347 fatalities. It also led to Dalinar successfully attempting to gain the title of Highprince of War in order to insure more authority to manage the war directly, in response to Sadeas' betrayal.
#### Unrest and politics
Dalinar, with the king’s authority, released a proclamation, first in private to the highprinces and then to the public, stating that all gemhearts won in battle now belonged to the king and the wealth will be apportioned at the Crown's discretion. This proclamation was made to refocus the Highprinces' attention on the war and not on gaining wealth. Hatham was the only highprince to comment on this proclamation publicly, denouncing Elhokar's decision.
#### Assassins
Some time later king Elhokar suffers an assassination attempt in the form of a sabotaged railing, luckily his guards managed to pull him up before he fell. Another while later the [[Szeth|assassin in white]] returns, he ostensibly attempts to assassinate Elhokar, although he actually means to kill the king’s uncle, Dalinar. This attempt is thwarted however, and the king calls a meeting of Alethkar’s elite. [[Shallan Davar|Shallan Davar]], betrothed of Adolin Kholin, brings news to this meeting, telling the members of [[House Kholin|house Kholin]] about Jasnah Kholin’s death. A couple of weeks later Adolin meets with [[Eshonai|Eshonai]], the listener general, to discuss a listener surrender. She is cold to him however, and denies his every attempt at making peace.
#### The expedition
Troubled by the [[Glyph|glyphs]] scratched on his walls and wanting to end the War of Reckoning Dalinar Kholin soon began to gather allies for an expedition onto the Plains. Weeks, and much preparation, later he sets off, taking his entire army with him. Three of the highprinces join him, [[Roion|Roion]], [[Sebarial|Sebarial]] and [[Aladar|Aladar]].
As the four armies neared the center of the Shattered Plains they discovered that the listeners had changed forms. Close to the center they held a war council and decided to assault the listener forces. This battle, called the Battle of Narak, occured on Ishishach 1173 and saw the deaths of many Alethi, including highprince [[Roion|Roion]]. The Alethi forces were victorious, but ultimately unable to prevent the summoning of the Everstorm. During this same time there was an assassination attempt on the life of king Elhokar by the [[Diagram|diagram]], but this plan was foiled when [[Kaladin|Kaladin]] swore the third . The Everstorm caused the start of the True Desolation.
### The True Desolation
by User: SaleSVQ Map of the conflict situation after the Battle of Thaylen Field
#### The Everstorm
The Everstorm caused the Parshmen to become whole again, and Parshmen across the world, including those in Alethkar, broke free, fleeing from their owners. These Parshmen, now singers, along with the unexpected Everstorm, wreaked havoc among the Alethi. Many buildings were damaged or destroyed by the storm, although the singers generally left their towns peacefully. The Alethi armies weathered the storm and the singers well, be it in Urithiru or the warcamps.
A short time after the first Everstorm Dalinar issued a command, all highprinces were to abandon the warcamps and move to Urithiru, although many highprinces disobeyed this order, staying in the warcamps. After highprince Torol Sadeas arrived at the tower he was murdered by Adolin Kholin. Following his murder, rulership of the Sadeas Princedom was passed to Meridas Amaram by [[Ialai Sadeas|Ialai Sadeas]], as the heir to the position was too young to fill it. At the same time Dalinar appointed highprince Aladar as highprince of Information and [[Roion's son|Roion's son]] as the new Roion Highprince. He also placed tariffs on anything entering Urithiru, which significantly bothered the Alethi businesses on the Shattered Plains.
#### Invasion of Alethkar
The Singers, commanded by the [[Fused|Fused]], slowly took control of Alethkar. After the storm they immediately gathered at human settlements, ready to train and fight. Some Alethi armies fought the singers, lead by men such as [[Relis Ruthar|Relis Ruthar]] and [[Sheler|Sheler]], but with the bulk of the Alethi armies remaining at the Plains or Urithiru they stood little chance. These armies were soon after forced into Herdaz. Relis Ruthar, after he saw the number of singers, attempted to rally the rest of the troops in the country. Thousands of singers from all over the nation, though mainly the ones who had gathered at [[Revolar|Revolar]], set off to [[Kholinar|Kholinar]], which was a vital city to take due to the city’s status as capital and the location of an oathgate. This was the beginning of what would be called the [[Siege of Kholinar|Siege of Kholinar]]. At the same time, Dalinar Kholin started the greatshell hunts on the Shattered Plains again, although they were quite different from before. The lack of Parshendi removed the need for large armies, and the spoils were equally shared amongst the highprinces.
Meanwhile highprince Thanadal, who chose to ignore Kholin’s order to move to Urithiru, took advantage of the absence of the other highprinces to build himself a virtual kingdom of his own in the area. The Alethi, in particular Highprince of Commerce Turinad Sebarial, were worried over Thanadal's continued seizure of Alethi resources on the Shattered Plains, and highprince Aladar expressed worry to Kholin that without Thanadal's forces joining those at Urithiru, their armies would be too weak to establish Urithiru as the bastion of order he had envisioned. Somewhere around this time a group of Alethi scholars, led by Brightness Navani Kholin, began designing a flying ship, called the Fourth Bridge. They would complete it somewhere during the first year after the Everstorm.
#### The Coalition and Kholinar
At the same time multiple nations, including Alethkar, banded together to form a [[Coalition of monarchs|Coalition]] to collectively fight their enemy. The king, Elhokar, also swore an oath to [[Dalinar Kholin|Dalinar Kholin]], elevating Dalinar as high king of Urithiru and Alethkar. The king later thought up a plan to relieve the capital, as it had an oathgate. He flew to Kholinar with a small team of Radiants, planning to open the oathgate and allow the Alethi armies through. This plan failed however, and the Voidbringers attacked the city while the Radiants couldn’t figure out how to open the Oathgate. In the ensuing battle the king was killed, although his [[Gavinor Kholin|heir]] made it out safely.
Shortly after the fall of Kholinar the Coalition began preparing their defense of Jah Keved, which was where they thought the enemy would attack. The Alethi aided this effort by sending ten battalions, ten thousand men, to Jah Keved. These men were mostly [[House Kholin|Kholin]] and [[Aladar princedom|Aladar]] soldiers, but highprince [[Sebarial|Sebarial]] cut his army back to a single division, and the rest took Kholin colors. Eventually however, highprince Kholin realised that the Voidbringers wouldn’t attack Jah Keved, but would instead go after Thaylenah.
#### Thaylen field and a new Monarch
The Coalition forces, suspecting the Voidbringers to soon invade Thaylenah, moved to [[Thaylen City|Thaylen City]], where they made preparations for the battle. On Nanishah 1174 the Voidbringers eventually arrived, and managed to bond [[Nergaoul|Nergaoul]] to the ten thousand Alethi soldiers that resided there, causing them to switch sides. The ensuing battle still saw a Coalition victory however. A short while later the Alethi, with the heir to their throne being too young and a regency deemed too unstable, made the decision to crown Jasnah Kholin in his place. This happened in a grand ceremony. A week later Adolin Kholin and Shallan Davar were married.
by User: SaleSVQ Map of the conflict situation after the Liberation of Urithiru
#### Continuation of the war effort and evacuation of Hearthstone
During the year thereafter the war dragged on, with many clashes between Coalition, including Alethi, troops and the Voidbringers, one such clash was on the Veden border. Sometime after this clash Ialai Sadeas began posturing herself as a patriot who wanted to rescue Gavinor from the Blackthorn and the boy's aunt. She planned to become Queen of Alethkar herself, with the boy as her heir. Meanwhile Thanadal was assassinated, supposedly under Kholin orders, but actually by the [[Ghostbloods|Ghostbloods]]. Highprince Vamah saw this and immediately fled, though he couldn’t escape the Ghostbloods either. Ialai Sadeas eventually travelled to the warcamps, and on arrival at the warcamps, finding a vacuum of power, she essentially took them over, and began demanding tariffs from arriving trade caravans. Eventually Shallan Davar, spying on Ialai under order of Dalinar Kholin, kills her before she can start a true rebellion. Shortly after this Dalinar Kholin released a report about the mission to the public, and authorised a complete occupation of the warcamps. Highprince Sebarial was sent to the warcamps to bring order to them. Queen Jasnah Kholin also showed a new law to her family, which pushes towards a singular law for lighteyes and darkeyes alike and the abolishment of slavery. Her family reacted negatively however, as this law would cause immense social upheaval. She also implemented new inheritance laws, which make it possible for a woman to inherit a title or position.
In Chach 1175, an attempt was mounted by the coalition to evacuate the town of Hearthstone. After a battle with Fused occupiers, most notably [[Lezian|Lezian]], all but fifteen occupants of Hearthstone were successfully evacuated via the *Fourth Bridge*, and brought to Urithiru. During the battle, citylord Roshone was killed by [[Vyre|Vyre]], leading to the position of citylady eventually being passed on to Laral.
The Alethi forces in Alethkar proper spent their time reconquering the nation, and at the end of the year they had managed to retake the southwestern corner of Alethkar, which lies on the Tarat Sea. House Kholin considered launching a major offensive into Alethkar but was convinced by the [[Dieno|Mink]] that it would be wiser to attempt to retake Emul. When [[Taravangian|Taravangian]] betrayed the coalition, the Alethi in southern Alethkar successfully regrouped at the city with minimal casualties.
#### Expedition to Emul and Urithiru emissary delegation (1175)
At the Coalition’s behest, Highprince Aladar and some of his scribes helped to advise the Emuli on fortifying their remaining lands to ensure no further loss of territory. The following year had the war effort in Emul reach a stand still with multiple skirmishes and attacks by the [[Skybreakers|Skybreakers]] against coalition forces. The position of the coalition later changed in 1175, when it was agreed unanimously to push into and defeat the singer forces in Emul. Many of the Coalition forces during this campaign were made up of Alethi, and the Queen, along with a single highprince, resided in Emul as well. Dalinar Kholin and Jasnah Kholin also chose a new Sadeas highprince during this time. Queen Jasnah participated in the war planning sessions, to the frustration of Highprince [[Ruthar|Ruthar]]. At one particular session Ruthar snapped, insulting the Queen and challenging the [[Hoid|Queen’s Wit]] to a trial by sword. The Wit appointed Jasnah as his champion, and after she defeated Ruthar, the highprince was stripped of all titles and lands, and his oldest son was made highprince. After the duel, Jasnah passed a new law, forbidding trial by sword in Alethkar. The push into Emul was ultimately successful.
>“*I’ve come by order of the Bondsmith, my father, to visit your lands and deliver a message on his behalf. I bring with me Knights Radiant of four different orders, all of whom work in concert against the rising Everstorm. Proof that men and spren once again need their bonds of old.*”
\-Adolin's offer of alliance to the honorspren[144]
Meanwhile, the Coalition, stunted by the lack of willing [[Honorspren|honorspren]], sent a delegation to [[Lasting Integrity|Lasting Integrity]], the honorspren capital. This delegation was made up of the new highprince Adolin Kholin, his wife and a number of Knight’s radiant. Their original plan, made by Queen Jasnah, was to present the honorspren with gifts, and give them written requests to begin relations again. Once arrived however, the honorspren of Lasting Integrity made it clear that they wanted nothing to do with the Coalition, destroying their correspondence and refusing to engage Kholin’s pleas and arguments. With all of his other plans having failed, Adolin surrendered himself into the custody of the honorspren, after giving them the opportunity to trial him for the [[Recreance|Recreance]]. The Honorspren put Kholin on trial, and after a hard-fought and rocky trial, Kholin won after his Shardblade spren [[Mayalaran|Mayalaran]] revealed the truth about the [[Recreance|Recreance]].
#### Contest of Champions
After the liberation of Urithiru, [[Odium|Odium]] appeared to Dalinar. He wished to set terms for a contest of champions, which would end the True Desolation one way or another. If the Coalition wins, Alethkar, along with Herdaz, is given back to the Coalition and Odium will vow to cease hostilities and maintain the peace. If Odium wins the contest however, he keeps everything and gets Dalinar’s soul, along with peace.
## Culture
by Grant M. Hansen [[Jasnah Kholin|Jasnah Kholin]], the current Queen of Alethkar
>“*Conquering folks is basically their primary cultural heritage.*”
\-Lopen[147]
### People
The Alethi people are generally tan -- darker-skinned than the [[Veden|Veden]] and [[Shin|Shin]] peoples, but not as dark as the [[Makabak|Makabaki]] -- with dark, typically black hair. They are typically extremely tall, standing on average at least a foot taller than people living further West. Like most Rosharan people, they possess Epicanthic folds and see those without such folds as wide-eyed and childish. They are a racially-mixed people due to their history of conquest, although there are also some immigrant families in Alethkar, mostly of [[Makabaki|Makabaki]] origin.
In the late [[Era of Solitude|Era of Solitude]], the Alethi tan and black hair are considered the general standard of beauty. Multicolored hair is also present within Alethkar and is an indication of mixed heritage. Some see this as a sign of an "impure" bloodline, while others use it as evidence of Alethkar's superiority, hard won through conquest. As a result of the higher tendency for lighteyes to marry foreigners then Darkeyes, many Darkeyes have 'purer' Alethi hair. The Alethi in the north of the country often have curly dark hair. Violet eyes are an indication of a mixed heritage. Among the Heralds, [[Jezrien|Jezrien]], [[Vedel|Vedeledev]], and [[Kalak|Kalak]] look Alethi.
Like all [[Vorin|Vorin]] nations, Alethi practice a division between the sexes and enforce a strict gender binary, to which only ardents are held exempt. Women have [[Safehand|safehands]], covered either by a buttoned-up sleeve, typical of lighteyes, or a glove, typical of darkeyes. They are discouraged from picking up weapons and fighting. By contrast, men are forbidden to read. As such, oftentimes a man and a woman will work together as a team in an important position that overlaps both their areas of responsibility, such as the military, with the woman acting as a scribe while the man issues commands. The militaristic nature of the Alethi further influences this divide, leading to most of Alethi rulers being kings, and women rarely, if ever, becoming highprincesses.
Alethi discourage emotional openness and any show of what could be perceived as a weakness; an engaged couple keeping close in public is considered, while not obscene, at least extremely improper. Reserved though the Alethi are, they have become more opulent and self-indulgent over the past forty years. Men are encouraged to be combative and forceful, and women to be witty and willing to engage in barbed banter. Unwillingness or inability to act in this way can often lead to a person being labeled as inept or stupid. The Alethi are also extremely competitive, and many view life itself as a competition, in which some prevail and others fail. Due to this competitiveness, Alethi squabbling and business ended up favouring cunning, belligerent and aggressive men.
Abandoning a duty or quitting is very un-Alethi, sometimes you pick up an extra duty, but it is uncommon to step aside, even if someone else is better equiped for it. Alethi girls are considered adults when they have to wear a glove on their safehand. For most Alethi punctuality isn’t terribly important, this is likely due to their lack of clocks. The Alethi care much about traditions. One such tradition is that everyone, no matter their social ranking, carries their own chair or stool to a meeting. This old tradition symbolizes each chief bringing important wisdom to the gathering. It is also a symbol of equality.
#### Engagements and weddings
Before a couple can be married they have to be engaged. A woman who is engaged typically wears a 'bride's prayer', which is a specific type of glyphward. It is customary for people who wish to pursue a relationship to swear an oath. There are a wide variety of partnership oaths for these people, including some for same-sex couples. All official Vorin betrothals must be signed and verified by ardents. As a result, people sometimes use a causal betrothal, which makes them practically engaged but confers no legal benefits. Darkeyes rarely marry outsiders, although lighteyes do.
Alethkar has many traditions surrounding weddings. A traditional lighteyed Alethi wedding is very extravagant. Firstly, the bride and groom are put in different chambers, where they are prepared for the wedding. This preparation includes dressing and make-up, but they also receive gifts from the other women in their life, gifts can range from a rug to a box of incense and much more for women, while men receive mostly weapons. After that the ardents say their blessings, and pray for the couple. Afterwards the bride is left in a room to paint a last prayer and meditate, while it is unknown what the groom does, it is likely that he has a prayer painted for him, and also meditates. It is only after this that the actual wedding begins, the couple say their oaths and a large feast begins.
Brides often wear clothing of an ancient style, with a graceful drape, drooping sleeves, a golden vest over one’s shoulder and an intricate headdress, known as the bridal crown, woven into their braids. Their dress is typically red, which symbolises luck.
### Music and Art
Music and the creation of art are seen as feminine arts, and is thus primarily only pursued by women and ardents. Alethi music makes a heavy use of flutes and string instruments made of a fine wood and played with a bow. Their flutes are held higher than a trailman's flute and are oriented top to bottom, rather than horizontally. Flutes are sometimes played in quartets. Battle hymns make use of brass-like instruments.
Each Alethi woman of sufficiently high Dahn receives vocal training. However, unlike the playing of instruments, both men and women sing. The Alethi may practice a sort of throat-singing. They are known to sing various forms of Vorin hymns. Drums are popular among the lower-class, darkeyed population. Due to this, lighteyes typically associate drums exclusively with darkeyes and therefore interpret them as base instruments. The Alethi tend to dislike percussion in general. It is common for music to be played at lighteyed feasts, and lighteyes also enjoy dancing.
Alethi women also practice painting and drawing. Artists often have large sketchbooks with them. A well known, and old, artistic style is surrealism. Hardly anyone bothers with it anymore, except some students.
The Alethi traditionally use a ten-note scale to make music, although it is more accurately described as two groups of five notes called a quintave. The greatest and most famous Alethi compositions are all made using this scale. During times long past, however, people used a three-note scale. Although the three notes correspond to the "pure tones of Roshar," of which there is one per Rosharan [[Shard|Shard]], there is no good evidence that the ancient people knew about this correlation. Additionally, before the True Desolation, no Alethi scholars knew that one of these notes could prompt a reaction in Stormlight.
### Fashion
Alethi fashion varies greatly between the lighteyes and darkeyes, enforced by the division between the castes. Alethi fashion also shows a strict seperation in clothing between genders, with masculine and feminine fashion exhibiting immense differences from one another.
As of 1173, Alethkar was going through a trend of bright colors and ornate frills. They also have a tendency towards solid colors.
[[Liafor|Liafor]] and [[Yezier|Yezier]] deeply influence lighteyed fashion in Alethkar, with much of their clothing being designed in these countries, based on Alethi fashion trends with their own cultural flair. Azish fashion also has a degree of influence over Alethi fashion. Additionally, Alethkar and Jah Keved have closely aligned fashion styles, enough so for Liafor to market to them using the same fashion folios.
by Dan dos Santos Contemporary Male Fashion
#### Masculine Fashion
Lighteyed men wear a wide variety of clothing. They often wear shirts and jackets, which can be both open or buttoned close. They also wear coats, both long and short ones, some of these coats are designed to button down the sides of the chest. Trousers are generally stiff, with a belt attached to them. Recent fashion trends drift towards baggy and loose fitting trousers, often with wide cuffs. During 1174, fashion in the Kholin princedom included coats that didn’t close at the front, except for a few buttons right below the collar. The sides of these coats generally flared out, splitting into tails at the back, they also had large pockets. Many Alethi also wear a single, or sometimes multiple, scarfs. Most of these scarfs are worn around the neck, but some of them are also worn around other parts of the body, such as at someone's wrist. Some men wear a sidesword, though most of them are symbolic and not made for combat. Most of their clothing is made from silk and lace, and clothing worn by high nobility is often embroidered in silver or gold.
A traditional form of male clothing, typically worn by Alethi warriors, is the [[Takama|takama]]. The takama is a form of long, straight, calf-length skirt, typically worn with a belt and shirts specifically designed for use with a takama. The takama stems from a much older Alethi style of clothing, which features long skirts tied at the waists by wide girdles, which can sometimes come up to the stomach, over which they would go bare-chested or wear a simple shirt. The Takama also has similarities with the Veden [[Vakama|vakama]] and [[Ulatu|ulatu]]. Some newer styles also match the takama with a more modern jacket. Some people also wear a warrior’s sarashi. Darkeyed men wear different clothing then the lighteyes. When working they tend to wear overalls and sturdy boots. They also wear laced shirts, as they have no money for buttons, and trousers. Many common Alethi wear clothes made from [[Breechtree|Breechtree]] cotton.
The Alethi, like any other culture, have specific views on when someone is handsome. A good looking man needs to have a good face; full lips, a broad forehead and a firm chin. A handsome man is also supposed to have a straight back and a good posture. Some Alethi men also have a moustache or beard, although this is considered unfashionable by 1173. Nonetheless, some lighteyes wear a beard in a certain style, which is a representation of [[Alethela|old Alethkar]]. Few men are considered to be able to pull off this look off however. Alethi scholars from long ago wore a wispy beard and moustache after a particular style. Within Alethi culture, a true gentleman's bow is refined and contains plenty of deference. In late 1167, Alethi men preferred dark colors, to contrast with the brighter feminine mode of dress. This changed by 1173, with lighteyed men coming to favour bright colors. The exact lightness of these clothes still differed per region however, with the nobility in Kholinar favouring brighter clothes then those on the Shattered Plains. During this time the combination of red and orange was considered to be unfashionable, and orange itself was considered repulsive, although a burnt orange was still alright. Yellow was also considered to be bold. The rent style was also out of favour.
by Dan dos Santos The Vorin Havah
#### Feminine Fashion
The Vorin Havah is a very common form of clothing amongst Lighteyed women in Alethkar. It is formfitting through the bust, shoulders, and waist, and has a flowing skirt; fitting with Vorin ideals, these Havah have a long left sleeve, hiding their [[Safehand|safehand]]. These sleeves often have a pouch to store belongings known as a safepouch. Havah are often made of brightly colored silk, which is thin enough to allow women to easily grip objects with their safehand, when necessary. Alethi women also wear skirts and blouses. Some southern Alethi wear their skirts and blouses after a certain Southern style, it is currently unknown what this style entails however. Women also wear a particular type of hat during the Weeping, this hat is meant to deflect rain.
An ancient style of clothing, now used mostly in weddings, has a very loose fit, and drooping sleeves, as well as a graceful drape. Some people still wear something similar to this outside of a wedding however, with a flowing dress and voluminous sleeves. Another very old style of clothing, worn during the desolations, features tubular gowns, which are made of layered small rings of cloth with tassels om the bottom, this gives the dress a rippling effect. Clothing worn to bed is usually formless and loose. Alethi women also wear a lot of make-up. The Monarch, and the people in his family, have access to the royal make-up artists. Havah often have elaborate embroidery, sometimes taking the form of multifarious designs, hatchings, and stylized glyphs. Some havah, those of a newer style, in 1174 are heavily embroidered along the sides. Generally, the more embroidery on someone's havah, the more important they are. The colors on a piece of clothing also have meaning, on at least some occasions, and the color red stands for luck. Alethi consider a slender neck and a large mouth to be unattractive.
Lighteyed women often have their hair woven in intricate braids, which are secured on top of their heads by four steel spikes. Their braids are either arranged in intricate patterns or in a loose pile. The hair-spikes pinning the braids together are considered to be traditional in Alethi culture. Some women deign to use different metals, such as gold, to construct these spikes; some even choose to wear a different number of spikes in their hair, such as six. Sometimes hair-spikes are designed to resemble Shardblades. Some women also have ribbons or intricate headdresses woven into their braids. These headdresses might only be for special occasions however.
Darkeyed women tend to wear simpler clothing, such as blouses and skirts or trousers. They also tend to wear gloves on their safehand rather than large sleeves. This is done so that they are able to more easily perform household duties. Wearing a glove on the safehand in this manner is seen as immodest and an inherent sign of lower class, and therefore is not typically practiced by lighteyes. Some darkeyed women also cut their fingers out of the glove. It is common for prostitutes to dress with their safehand uncovered. Though the majority of Alethi women wear Alethi clothing, some also choose to wear clothing of a different culture, such as [[Thaylenah|Thaylen]].
### Cuisine
Like many other nations, Alethkar has a rich and varied cuisine. Similar to the other Vorin nations, they practice a gendered division in cuisine between genders. Masculine food is often heavily spiced. Feminine food is made up of fruit and is often very sweet. However, as always, ardents are immune to these gender norms and can eat whatever they wish.
by Miranda Meeks The Colors of Alethi Wine
#### Alcohol
Alethi alcohol is often made of fermented [[Tallew|tallew]] or [[Lavis|lavis]], but are occasionally made from fruit. Some wines enjoyed in Alethkar are [[Clavendah|Clavendah]] and [[Ruby Bench|Ruby Bench]]. The Alethi themselves make some wines from [[Simberry|simberries]]. They also, though rarely, drink [[Shin|Shin]] wine.
Their alcohol is colored with various dyes in accordance with the strength of the beverage. The strongest colors are not only fermented, but also distilled into spirits. Parties often only make use of the weaker colors, to prevent participants from getting drunk too quickly. There is a great variety of beverages even within the same color, such as [[Honu|hard honu]], a type of lavis grain liquor. Alethi vintages aren’t terribly sweet, and most are sourer then Shin wines, which are made from grapes. Some alcohol is also spiced, giving it a spicy flavour.
#### Curry
Various forms of curry are popular in Alethkar. Such as sweet curry, or spicy curry made with pungent peppers. Some of their curries are mixed with different types of cream, primarily made from sow's milk. Vegetables and meat are often mixed into curry.
In terms of texture and consistency it can vary between watery, thick, and creamy.
Curry is often eaten with bread, or rice and grain. The Alethi also enjoy [[Kuma|Kuma]], which is often served with flatbread.
#### Dairy Products
Dairy in Alethkar is primarily produced from sows. Dairy products are not in wide consumption, primarily used only in creams used in curry.
#### Grain and Tubers
A large portion of their diet is made up of tallew and lavis, with them being used in food, and alcoholic beverages. Tallew is often boiled or steamed and made into soup. It is sometimes used as a spread on vegetables such as [[Stagm|stagm]].
Stagm and other tubers are a common part of the Alethi diet. It is common for children to eat fruited tallew rice with flatbread.
#### Meat
They make use of meat in several dishes, particularly using pork harvested from hogs. Sometimes cooked in a savoury broth, or served with chutney.
Alethi sometimes eat cremlings such as [[Skrip|skrip]], typically boiled or steamed, though they are considered a low quality dish. They also eat the meat of crabs and lanka. When they eat crustaceans, they typically dip the meat in curry or prepare the curry with the meat in it. Though sometimes they simply serve it with a dish of grain.
#### Seasoning and Sauces
Alethi men’s food is known for its spiciness. Which is often mixed into sauces and curry. Women in Alethkar instead use sweet seasoning and sauces.
They make use of a wide range of sauces of a variety of different flavours, ranging from spicy, to sweet, to peppery, to salty.
#### Dining etiquette
The Alethi are also very particular about how one eats, especially the lighteyed upper classes. Men carry their dining knife in a sheath on their right calf. These dining knives are often wide and serrated, able to double as a weapon in a time of need. It is considered a breach of etiquette for someone to, while they are eating at different tables, approach someone of the opposite gender while he/she is eating.
Lighteyes‘ meals are generally accompanied by a cup of water for dipping one’s fingers, along with clean white napkins beside them. Lighteyed dining rooms are also often decorated with lit candles, even though they are less effective then Stormlight. When eating a crustacean’s claw, some Alethi crack the carapace using the bottom of their mug. The Alethi upper crust often enjoy themselves at magnificent feasts. These feasts are not only a place to enjoy yourself, it is also a place to do politics and business. The king’s feasts are usually outdoors, heavily decorated with miniature rivers, streams and more. These feasts often exist on multiple ‘plateau’s’, and each plateau is for a different group of lighteyes. There is usually one for younger lighteyes, one for women, one for men, one for lesser lighteyes and one for the king. Additionally, these feasts are often accompanied by so called ‘Beggars feasts’, feasts for the poor and downtrodden.
### Architecture
#### Infrastructure
Alethkar has poor transport infrastructure. for this reason, it is hard to get supplies to northern Alethkar, and likely other rural areas as well. This also makes travel and resource movement between distant cities slow and cumbersome, and increases the importance of soulcasters to the Alethi economy and military. Buildings are built up against one another for protection from the highstorms. Additionally, the Alethi use rounded roofs as they repel the wind better. Some large buildings can hold a dozen families. An everlasting issue is the Rockbud polyp that grows on stone walls, and have to be scraped off. Buildings are generally built in places where they are sheltered from the highstorms by a lait.
Every city has a little huddle of buildings for caravaneers and the likes. They also have large stormbunkers to house armies or multiple caravans. Additionally, many small villages have a central cistern to catch rain water and filter out the crem. Rural Alethkar works by having a few larger towns act as hubs for smaller farming towns, these larger towns generally have a lighteyed citylord. Even in rural areas however, you generally can’t walk for more then a day or two/three without finding a farming village or settlement. Some large cities, such as [[Tomat|Tomat]] and [[Kholinar|Kholinar]], have walls along their perimeter. These walls protect against highstorms and enemy soldiers. Some of these cities, such as [[Revolar|Revolar]], have also expanded past these walls, leaving them as markers of the inner portions of the city.
#### Decorations, furniture and adaptations to the Highstorms
Many high Dahn lighteyes live in manors or lavish houses, these buildings often have gardens. Many of these manors also have a family crypt. Classical architectural styles have many pillars in the front of the buildings. Some buildings also have skylights, although this appears to be quite rare. The Alethi are fond of richly decorating their buildings and rooms, although not as rich as the Azish. They lay down rugs and use vases as decorations. The Alethi also use marble tiling, and many buildings have windows on their leeward side. Some rich houses also have walls carved with reliefs and adorned with mosaics. During the year 1167 oil lamps were considered by many to be provincial. Some decorations, such as rugs, are imported from far away countries.
Some furniture is gold plated, and some Alethi also have aquariums. Cellars are used to chill wine. Some lighteyes mansions also have a Watercatch, which serves to trap the water that leaks from the tunnel to the stormcellar. The Alethi weathered the Everstorm quite well. Large cities quickly built walls on their western side and small villages got stockpiles from their governments. Doors are often faced away from the Origin, especially further to the east, and streets are often designed running east to west to provide a way for highstorm winds to blow. Additionally, houses are built in rows and are wedge shaped with a sloped eastern side, with windows being exclusively situated along the, often flat, western side.
### Caste system
The Alethi culture is divided into two major castes, the **lighteyes** and **darkeyes**, separated by, as can be surmised, the color of a person's eyes. The lighteyes form the upper caste, with broader rights and privileges, while the darkeyes are the lower, working caste. Furthermore, each caste is subdivided into ten ranks, with the lighteyed ranks being called [[Dahn|dahns]], while the darkeyed ones are the [[Nahn|nahns]]. Some nahns and dahns are hereditary, or stable, while others can only be held by attaining a particular position. The Alethi monarch, for example, is the only person in the country holding the first dahn.
There are many ways for a person to improve their rankings, such as through marriage or military service. A soldier who becomes an officer will almost automatically be raised to a proper dahn or nahn, along with their children. Holding land automatically entitles a lighteyes to at least the sixth dahn, regardless of their previous status, and becoming a [[Shardbearer|Shardbearer]] entitles at least the fourth dahn.
Alethkar is generally a feudal nation. The Alethi monarch is served by ten [[Highprince|highprinces]], which have their own lower-dahn subjects, down to the citylords, who rule over individual settlements. [[Shardbearer|Shardbearers]] stand slightly aside from this system, although many of them are either highprinces themselves, or in direct service to one highprince or another.
by ThomasW A [[Darkeyes|darkeyes]] facing a [[Shardbearer|Shardbearer]]
### Militarism
>“*They came from the east. Giants, in armor forged of the deepest metals. A horde of death and destruction that ate the land, consumed villages like insects swarming the crops. Ripping. Smashing.*”
\-Nomad[8]
The Alethi culture is highly militaristic, stemming from their origins as Alethela. A soldier is considered the highest religious Calling, with the fight to reclaim the [[Tranquiline Halls|Tranquiline Halls]] being believed to be the greatest afterlife one could hope for. The country is almost perpetually at war, if not between the highprinces, then with some external power. Children as young as twelve can and sometimes are recruited by raving armies to feed this endless war machine.
Military service is one of the more reliable paths of social advancement in Alethkar. A soldier can expect to raise in dahn or nahn to match his military rank. Moreover, many darkeyed soldiers go to war hoping to defeat a Shardbearer and gain ownership of a [[Shardblade|Shardblade]], due to a widespread belief -- later proven correct -- that bonding a Blade would change their eyes to light-colored.
Alongside this culture, the Alethi highly honor the [[Thrill|Thrill]], a form of battle-lust that can sometimes encompass them when in combat. The Thrill is often considered a private thing, not to be shared with others; however, it's also highly desirable, with men often awaiting its arrival when in combat. For many, it's downright addictive. Following the Battle of Thaylen Field and the sealing of Nergaoul, the Thrill ceased to mold the hearts of men.
### Religion
>“*The Alethi preferred to let the ardents deal with the Almighty, like he was some annoying parlor guest who could be safely distracted by servants offering a particularly tasty tea.*”
\-Shallan[225]
For more information, see [[Vorinism|Vorinism]].
Alethkar is one of the five great [[Vorin|Vorin]] Kingdoms, with the vast majority of their populace worshipping the [[Almighty|Almighty]]. The worship is mostly carried out by the priests, called the [[Ardent|ardents]]. The ardents, while influential, are not free -- rather, they are slaves to various [[Lighteyes|lighteyes]]. Unlike most other professions, ardentia is open to both men and women, and to people from all social castes. Ardents are considered genderless from a social standpoint, and as such, many of the Vorin taboos regarding gender and gender roles do not apply to them. They are also the only people permitted to use [[Soulcaster|Soulcasters]].
Unlike Vorinism in other nations, the Alethi are not required to be personally devout, or to perform religious ceremonies. While each citizen is supposed to pick their [[Calling|Calling]] and Glory -- their goal in life, and the aspect of the Almighty they wish to emulate -- the actual religious part of the religion is handled by the ardents, who perform the requisite rituals and prayers for their masters, so as to reassure them of their righteousness. The Alethi themselves rarely interact with the Almighty, save for an occassional glyphward or prayer. The regular Alethi darkeyes are taught of Vorinism by their parents and by travelling Ardents.
After the start of the [[True Desolation|True Desolation]] many Vorin Alethi stopped worshipping the Almighty, this was likely due to Kholin’s [[Dalinar's visions|Visions]] and the reality of the desolations, the [[Heralds|Heralds]] and more. Many still remained Vorin though, and some others changed their views of Vorinism entirely. These people believed that Honor, who had died, was only an aspect of the Almighty which was tasked with protecting men, and that the Heralds were, though glorious, simply men.
The majority of [[Alethi|Alethi]] Vorins follow an orthodox strain also practiced in [[Jah Keved|Jah Keved]], though a sizable population, mostly made up of , follow more heterodox branches, such as Herdazian Vorinism.
A small but notable population of individuals chose to actively reject any religion, but these individuals tend to be shunned by society and deemed as heretics (a notable example being [[Jasnah Kholin|Jasnah Kholin]]).
### Language and Writing
For more information on the Women's Script, see [[Women's script|Women's script]].
For more information on Glyphs and Glyphpairs, see [[Glyphs|Glyphs]].
The Alethi language is part of the Vorin language family, which includes others such as Veden (spoken in [[Jah Keved|Jah Keved]]) and [[Herdaz|Herdazian]]. It's particularly close to the former, making it easy to learn. It is also descended from Alethelan. Known words from the language include *dahn* and *nahn* for the ranking system, numerous [[Glyph|glyph]] pronunciations, as well as two terms for family members -- *Mathana*, a formal term for older sister, and *Mashala*, for aunt.
#### Script
The Alethi language can be written using two different systems. The [[Women's script|Women's script]], used broadly across eastern Roshar, is an alphabet, with twenty five letters, and at least two symbols -- a mark of maximum character height, at the start of a passage, and a small diactric denoting that a particular letter should be read as an "H".
Pronouns, including the first-person pronoun, are gendered in the written language, with a masculine, feminine, and neuter form. Due to only woman and ardents being allowed to write, the use of the masculine first-person pronoun is largely restricted to use in quotes, whilst the neuter is used in writing by ardents. It is likely that no pronouns have gender in the spoken language. There are further additons to the written language that change the context of words, and are not read out loud. This form of Alethi is used widely throughout the eastern world to make the underscript of a book. There are also lots of Alethi epics, which are presumably written in women’s script. Many of these epics are famous even outside of Alethkar. Some Alethi also enjoy epic and ancient poems.
#### Literacy
As a Vorin nation, reading and writing is restricted for use by the female part of the populace. and to ardents. Due to this, men are typically illiterate, regardless of their class.
Men are permitted to learn [[Glyph|glyphs]], a separate system where each symbol or pair of symbols represents a separate idea or concept. Despite this, stormwardens make use of glyphs in a system known as the [[Stormwarden script|Stormwarden script]], which phonetically uses glyphs in order to construct words. This, however, is seen as a form of reading, and thus the manner in which they use glyphs is typically hidden from the public.
Literacy is ubiquitous amongst lighteyed women, and is not uncommon even amongst darkeyed women in Alethi cities. However, literacy is uncommon in smaller, primarily darkeyed settlements such as Hearthstone, with some having literacy rates as low as 0%.
#### Alethi names
There is a large difference between the names of lighteyes and darkeyes. Lighteyed names generally consist of multiple syllables, and are made of a prefix and a suffix. For example, the name Adolin is made up of the prefix Adoda and the suffix Lin. The names of lighteyes also have meaning, for example, in Adolin’s case, Adoda means ‘light’, and Lin means ‘born unto’. Due to Vorin ideas it is considered mildly blasphemous if a name is symmetrical, although this doesn’t stop some daring parents. Every lighteyes is also a member of a house, and the name of the house serves as their surname. Additionally a lighteyes may have one or more titles, which come after their name (e.g. Torol Sadeas, Highprince of Information). Some lighteyes also receive a nickname or alias of sorts, which depends on their reputation. A lighteyes’ name is often inspired by the name of a herald. For example, the name Kaladin is made by combining the name [[Kalak|Kalak]] and the Alethi suffix 'din'.
Darkeyes names are generally simpler, although a darkeyes can have a lighteyes’ name. Many darkeyes with a lighteyes’ name shorten it, to make it sound like a traditional darkeyed name. Darkeyes, unlike lighteyes, do not have surnames, although they may still receive a nickname or alias.
### Death and Funerary Culture
Wealthy lighteyes tend to have their bodies soulcast into stone or metal statues, which are placed in catacombs. The ceremony in which this takes place is regarded as holy. The dead lighteyes is first positioned by mortuary sculptors, leaving them suitable for display. There are a lot of traditions and rituals during a lighteyes’ internment, for example, it is traditional to have fire nearby, instead of stormlight. There are also many ritual sayings, like keteks. A number of Keteks are traditional, while others are made by the female family members of the deceased. The ceremony is generally performed by an ardent, a different one then the ardent who will soulcast the lighteyes.
Darkeyes tend to have their dead burned. Although some very wealthy darkeyes get different treatment. When an army fights a battle far from home they usually burn their dead on the spot, so only the lighteyed officers get sent home. After a battle multiple charnel groups go through the battlefield, cutting patches from their fallen. These patches indicate who the man was, so that the army can send word to their family.
#### The Afterlife
As a Vorin nation, they believe that people go to assist the Heralds in accordance with their Calling, with warriors being believed to fight in the battle to reclaim the [[Tranquiline Halls|Tranquiline Halls]] from the Voidbringers. They believe that those who do not achieve their Calling are put into a dreamless sleep until the Halls are reconquered, whilst the sinful are cast down into Damnation.
### Sex and Sexuality
Vorin culture is strictly oppossed to extra-marital sexuality, though this doesn't stop prostitution from being popular at Warcamps and cities, and in Urithiru. Though even those that make use of their services tend to look down on them for their occupation, and often physically abuse them.
They are accepting of homosexuality, and allow same-sex marriage, as long as the same oaths are spoken. This is due to the fact that their perception of marriage is rooted in the oaths itself, which a pair of any gender would be able to make without any issues. However, some see it as unbecoming of one's gender, but this seems to be an uncommon perception. Despite Alethi prudeness, some men own cards with pictures of women in compromising positions on them.
Incest is strictly looked down on, this includes the marriage of one's sibling's widow(er).
Some Alethi people, despite or perhaps because of their racist outlook, appear to sexualize western women, and Reshi women, due to their "exoticism."
### Gender Roles
The Alethi have very strict gender roles that permeate nigh every aspect of their culture. With most aspects of life, from art, to occupation, to cuisine, is defined by a strict masculine-feminine dichotomy. Ardents, however, are essentially considered genderless and can pursue both masculine and feminine activities.
Going against these prescribed roles is often seen as unnatural or downright blasphameous.
Systemized misogyny exists within Alethi society, with men discussing what the role of women in society should be, and finding their strength in their ability to fulfil preordained roles. Some Alethi people have argued against this system, stating that the strength of women is their ability to choose their own role, but this view seems to be in the minority.
Their conception of gender roles is deeply rooted in *Arts and Majesty*, an ancient work of Rosharan literature that defines certain topics and practices as feminine or masculine.
### Games, Sports, and Entertainment
#### Festivals
Alethkar practices various fairs and festivals to celebrate special occasions.
One such festival practiced in Alethkar is the [[Middlefest Fair|Middlefest Fair]], which celebrates the coming of the [[Midpeace|Midpeace]]. Before the Unification of Alethkar, the highprinces would often attend 'gala's of might and renown'. These gala's are essentially tournaments, and served as a way for the highprinces to show off to each other.
#### Games and performances
Due to Vorin precepts against predicting the future, Alethi culture has a distaste for gambling and games involving random chance. Thus their games tend to revolve around skill rather than chance.
One popular game in Alethi culture is [[Breakneck|Breakneck]], particularly among darkeyes. Other popular games include [[Pieces|Pieces]], [[Pawns|Pawns]], [[Runaround|Runaround]], [[Towers|Towers]], and an unnamed [[Rosharan card game|Rosharan card game]]. The Alethi also enjoy buskers and street performers.
#### Sports
by Evan Monteiro Dalinar, wielding Oathbringer, fights a chasmfiend
The Alethi enjoy many sports. They especially enjoy hunting, and many lighteyes go on grand hunts. Hunting is almost as deeply ingrained in Alethi culture as fighting. Most hunted are the greatshells, such as the [[Chasmfiend|chasmfiends]] of the Shattered Plains. A hunt is organised by a huntmaster. The huntmaster is, among other things, responsible for luring the greatshell to the place where the hunt is to take place. This is done with food, blood and prey. Some lighteyes, the ones with access to Shardblades, use [[Shardwielding|Shards]] or [[Grandbow|grandbows]] to weaken and kill the beasts. Others use regular tactics, including archers, to weaken them.
Hunting greatshells also has an economic nature, because the [[Gemheart|gemhearts]] harvested from the beasts have a great value, and are very effective in a soulcaster. The value of chasmfiend gemhearts was also the reason that the [[War of Reckoning|War of Reckoning]], took so long. Some of the species often hunted, such as the chasmfiend, are beginning to dwindle, and might soon go extinct. Alethi scholars have suggested multiple solutions to mitigate this; primarily, reducing the number of hunts and breeding greatshells such as the chasmfiend in captivity for their gemhearts. However, with the arrival of the [[Everstorm|Everstorm]], those plans, as well as most of the hunts themselves, have been put on hold as a bigger threat in the form of the [[Voidbringer|Voidbringers]] occupied the attention of the Alethi lighteyes.
Alethkar also has a proud and long-standing tradition of dueling. The duels are not merely contests of skill but are also considered to be an art form. Before the Unification war duels of passion were often spontaneous, with both parties engaging each other on the spot. Later, after the princedoms were united, duelling became more civilised, happening days later in grand arenas. Both lighteyes and darkeyes gather in arenas to witness these spectacles. There are many official rules governing what is permitted during a duel, and traditions impose additional limitations. A lighteyes may appoint a champion, who will fight all his duels for him. This prevents people from dueling the lighteyes himself, to for example embarrass or kill him.
A judge is present to moderate duels, and they have some special authority. Duelists typically fight until a specific number of sections of Shardplate are shattered. Duels can also end in surrender, allowing a combatant to yield when they feel they are bested. Paired duels and disadvantaged duels, where one side has fewer duelists, are also possible. The Alethi fight duels for various reasons, such as for sport, to practice and display skill, or to become the dueling champion of the kingdom. Dueling champions are determined by statistical rankings, preventing lower-ranked Shardbearers from challenging those much higher up. Duels can also be used to settle insults. Additionally, duels can involve wagers of money, Shardplate or Shardblades, though the high-stakes duels wagering Shards are rare and usually very spectacular. Duels to the death are legal, but uncommon. The Alethi also practice [[Vehah|vehah]], a traditional wrestling style.
## Politics
>“*Dalinar had been around Alethi politicians so much that he found honesty an obscure thing, like a language he no longer spoke.*”
\-Dalinar[69]
### Monarch
The Alethi have a long history of monarchies rising and falling, with few families able to retain authority for any significant period of time.
The first figure to unify Alethkar after the fall of Alethela was Sadees the Sunmaker in c.673, although his rule quickly collapsed after his death as Alethi territory was split between his ten sons, leading to another interregnum due to a proper heir not being selected before his passing. This interregnum lasted until Gavilar Kholin led a war of unification, once again bringing Alethkar under a single ruler by the year 1145.
While the king has power over the Highprinces, highprinces still retain a high degree of autonomy within their own princedoms, to the extent that they essentially function as their own sovereign nations. Therefore, the king is not a true autocratic source of authority. The monarch also acts as a judge, mediator etc, a high ranking lighteyes may request an audience with the monarch to settle a dispute.
The monarchy's power over the highprinces, however limited, is primarily maintained through military strength and access to soulcasters, which he taxes highprinces for their rights to use. In part due to the limited power of the king, many people feel more connection and loyalty to their highprince or local lord than they do to the king themself, or to the institution of the monarchy. The monarch also allows his highprinces to jostle and contend for status and influence, this is one of the ways he keeps them in check.
The monarch has the right to promote individuals into the position of a classical Highprince if they deem it necessary, therefore consolidating inter-princedom national power in certain aspects of government into individuals. This right is controversial, and only began to be put into use late into the War of Reckoning in 1173, when King Elhokar granted highprince Torol Sadeas the position of [[Highprince of Information|Highprince of Information]] and Dalinar Kholin the position of [[Highprince of War|Highprince of War]]. Throughout Alethi history, many men have claimed kingship, although they didn’t necessarily control the entirety of Alethkar. The most recent of these men was [[Kalanor|Kalanor]], while many other Kholin highprinces also claimed kingship.
Jasnah Kholin, the current queen, has expressed an interest in disbanding the monarchy after the True Desolation is over.
#### Rules of Succession
Traditionally, the crown passes down to the eldest male heir of the ruling king upon his death. However, this traditional line of succession can be overruled if the heir is deemed too young to serve as king in the contemporary political climate of the nation. In such a case, the crown can pass to the sibling of the deceased king, to act as monarch until the heir comes of age or the political situation calms enough for them to be able to take the throne.
A king can choose to grant the throne to another individual outside of their line of succession, as Elhokar briefly did to Lopen, making him the legitimate king for a short period of time. Though the nation refused to recognize the legitimacy of his claim or add him to the official list of kings. His children do have a valid claim to the throne, due to his brief role as king, though the Alethi are unlikely to accept his claim.
#### List of Known Alethi Monarchs
|**Alethi Monarchs**|
|-|-|
|**Name**|**Length of Rule**|
|[[Nohadon|Nohadon]]|Pre-Aharietiam|
|*Interregnum*|???|
|[[Oldblood|Oldblood]] Dynasty|Pre-Recreance|
|*Interregnum*|???|
|[[Hierocracy|Hierocracy]]|circa 673|
|[[Sadees|Sadees the Sunmaker]]|???|
|*Interregnum*|??? - 1145|
|**Kholin Dynasty**|
|[[Gavilar Kholin|Gavilar Kholin]]|1145 - Ishi 1167|
|[[Elhokar Kholin|Elhokar Kholin]]|Ishi 1167 - Nanachach 1174|
|[[Jasnah Kholin|Jasnah Kholin]]|Nanat 1174 - *Incumbent*|
#### The King's Wit
The King's Wit (known as the Queen's Wit during the rule of a queen) is a court jester that works for the residing monarch, mocking those of lower dahn then the king. The Wit gets good pay and, as he's allowed at the King's side, free food at a feast. The current Wit, as of 1175, and beginning his service in 1173, is [[Hoid|Hoid]].
It is legal for a Highprince to murder a Wit, though doing so would lead to them losing their position and property.
### Princedoms
by Isaac Stewart Alethi Princedoms
Though it is ruled by a single king, Alethkar is divided into ten princedoms, or highprincedoms as they are sometimes called, each ruled by a [[Lighteyes|lighteyed]] [[Highprince|highprince]]. Each princedom is named after the family controlling it, and each has its own military, independent of one another - a remnant of the times prior to the reunification. While the highprinces do work together, the king has limited control over them, maintained less through tradition, and more through sheer military power and access to amenities like [[Soulcaster|Soulcasters]], which are heavily taxed. In addition, the ruling [[House Kholin|House Kholin]] controls the largest territory, as apart from their own princedom, they also hold an underpopulated stretch of land called the [[Eastern Crownlands|Eastern Crownlands]].
Borders between Princedoms were largely, but not exclusively, defined by natural borders created by the Windrunner and Deathbend rivers, the Sunmaker mountains, and the Sea of Spears.
It is unclear what princedom [[Akak|Akak]] is a part of. At some points in history, the Alethi viewed [[Herdaz|Herdaz]] as an Alethi province.
#### Highprinces
A highprince is the ruler of one of the ten princedoms that make up Alethkar. They essentially function as the leaders of sovereign nations, rather than simply as heads of administrative districts. At their ascension to highprince, each man must swear an oath to protect the people of Alethkar. After the invasion and occupation of Alethkar by the Voidbringers, Dalinar Kholin gifted the highprinces a tenth of Urithiru each, to rule as they wish.
When a Highprince dies, the position passes to his eldest male child. If he has no eldest male child, their nephew can be elected as heir.
If the deceased Highprince has no descendants that can act as valid heirs to the position, their spouse is allowed to elect someone from outside the family to take it up. In these cases, it is traditional for the new highprince to change the princedom’s glyphpair. In extreme circumstances, the monarch of Alethkar is allowed to step in and choose to elect a figure of their choosing to be the next Highprince. If a highprince retires he is expected to return to his lands and stay out of politics.
#### The Classical Highprince System
During the rule of Sadees, the ten Highprinces had specialized roles in government, controlling certain aspects of the entire kingdom. This system fell into disuse after the death of Sadees, as Alethkar broke into ten self-governing regions.
This system has seen a resurgence as of late 1173, starting with the election of Torol Sadeas as the Highprince of Information.
**Highprince of Commerce:** This position held authority over all merchants and his troops would patrol the roads across all ten princedoms.
**Highprince of Information:** This position had authority over criminal investigations and policing across the entire kingdom and appointed judges and magistrates. Of particular interest to the Highprince of Information were criminal investigations where the Crown's interest was at stake.
**Highprince of War:** This position had control over the kingdom's combined military forces, likely only during a time of war.
**Highprince of Works:** This position had management of the kingdom’s infrastructure, such as sewage disposal, civil services, and potentially [[Stormlight|Stormlight]] management; with the increase in uses for Stormlight since the [[Battle of Narak|Battle of Narak]].
#### Inter-Princedom Conflict
Despite unification under one banner, it is common for princedoms to engage in violent border conflicts with one another. This continued even long into the War of Reckoning.
#### Administrative Districts
Each Princedom is further divided into named regions, such as [[Akanny|Akanny]] in the Sadeas Princedom. These regions are controlled by Brightlords or Highlords that hold extensive land and property within a princedom, and collect taxes from the citylords.
Another level down from regions are individual settlements, which are ruled by citylords. When a citylord dies without a proper heir, a new citylord is sent to replace them. These citylords own the land and territory of a settlement, and rent it out to inhabitants. These inhabitants pay an income tax, which varies depending upon the size and purpose of the settlement in question, with smaller farming towns like [[Hearthstone|Hearthstone]] primarily paying in produce such as lavis grain, while larger cities levy more financial taxes. Furthermore, the citylord only gets a portion of the collected taxes, with most going to their own local highlord, or to their Highprince.
Citylords have legal authority over those on their manor, and are allowed to press them into passing armies at will, so long as they are over the age of fifteen and aren’t vital to the community. They are also able to forbid an individual from willingly joining into service.
Citylords are ultimately subservient to the lord of the territory that they inhabit, and in various ways have to pay tribute to their local lord.
#### Known Princedoms
The territories of Alethkar and their major settlements are:
**Kholinar** (capital city)
[[Shulin|Shulin]]
[[Hearthstone|Hearthstone]]
[[Hobbleken|Hobbleken]]
[[Hornhollow|Hornhollow]]
[[Mourn's Vault|Mourn's Vault]]
[[Tomat|Tomat]]
[[Shorsebroon|Shorsebroon]]
[[Stringken|Stringken]]
[[Dalilak|Dalilak]]
[[Relanas|Relanas]]
[[Varikev|Varikev]]
[[Farcoast|Farcoast]]
[[Revolar|Revolar]]
[[Kelathar|Kelathar]]
[[Danidan|Danidan]]
[[Davinar|Davinar]]
[[Savalashi|Savalashi]]
[[Darkhill|Darkhill]]
[[Shamel|Shamel]]
[[Dumadari|Dumadari]]
[[Karanak|Karanak]]
[[Rashir|Rashir]]
[[Rathalas|Rathalas]]
[[Vedelliar|Vedelliar]]
[[Inkwell (town)|Inkwell]]
[[Talinar|Talinar]]
### Laws and Codes
#### Alethi Codes
The Alethi have many laws and codes, although their code of law is barely thirty years old. One of the Alethi codes is the Vorin legal code of citizenship. It can be assumed that this code is Vorin is origin, and is shared between the Vorin kingdoms. This code is incredibly complex, and it contains much information. It states, among many other things, that people who provide an essential function to their settlement, as well as their apprentices, are given special privileges. Another Alethi code with at least eighty seven provisions states that a criminal may be pardoned if he has a vital task to perform for the good of all.
Shardbearers are some of the most influential and important people in Alethkar, they are so important that they become, to some extent, above the law. For serious crimes, Shardbearers are either pardoned or executed, as it is impossible to imprison a Shardbearer against their will. Queen Jasnah implemented new inheritance laws, which make it possible for a woman to inherit a title or position.
#### Rights and privileges
Every citizen also has a number of rights and privileges, which depends on their nahn or dahn. Most Alethi have the right of travel, which allows every citizen of sixth [[Nahn|nahn]] or higher to freely travel. Lacking this right essentially ties a person to the land they were born in, and usually indicates that something went wrong for their ancestors. Joining the military automatically forfeits the Right of Travel for the duration of service. This right serves as a form of addressing the power imbalance between lighteyes and darkeyes, as most darkeyes are able to leave an area that is poorly managed.
Most Alethi have the right to start an inquest against someone. There are a small number of nahns however, the lower ones, which don’t have this right. An inquest goes as follows, you may go to the lighteyes in charge and plead your case. Afterwards this lighteyes may confer with witnesses or experts and then he renders judgement. Few lighteyed judges are truly impartial, but most still feign honor. Additionally, a lighteyes has the right to arrest someone of a lower social status, although they must still battle an inquest. Anyone who is of the sixth nahn or higher can't be executed without good reason and authority.
Most people in Alethkar have the Right to Learn. This right allows people to go to a temple of the [[Almighty|Almighty]] to learn a profession. Many lighteyes also have the Right of Challenge, which allows a distinguished warrior to demand justice through combat from the one who wronged him. Lighteyes also have something called the right of responsibility, this means that, in case of something terrible happening, a lighteyes is responsible and can be blamed. An Alethi Shardbearer also has something called the Right of Bestowal, which is the ability to choose their successor themselves.
#### Other laws
The tradition of the trial by sword was banned by Queen Jasnah Kholin. The Alethi king or queen may also grant someone the authority to act on their behalf. The highprinces have to pay a high tax to use the Soulcasters, and during war time, the highprinces are to pay ahead on this tax. There is a law however, decreasing Soulcaster taxes for those who have paid ahead.
#### Slavery
Slavery is common in Alethkar, although there are many laws surrounding it. These laws binding slavers and slaves are Vorin in origin, and as such apply to all the major Vorin realms. Every slave receives a brand on their forehead, appropriately named a slaves brand. These brands are made up of two glyphs, and they indicate, among other things, where a slave was branded. Only lighteyes can brand someone a slave. Lighteyes themselves can only be branded by a highprince, or another lighteyes needs permission by the highprince to brand them.
According to Vorin rules, every slave has to be paid a small wage, roughly half of what a non slave would receive for the same work. Every slave also has a slave debt, which he can theoretically pay off to earn back his freedom. It is suspected by some people to be a shum however, intended to keep the slaves docile. This is due to the amount of the slave debt being an enormous, far more then a slave is sold for. Additionally, it is common for masters to find ways to cheat a slave out of their wages, charging them for housing etc. A master can also always set a man free, or the man can try and escape. It is illegal to separate a husband and wife, so that they always stay together, but this is hard to enforce, and not really attempted.
Many slaves are downtrodden, dirty and hopeless. Slave brands are burned into the skin. These brands are made up of a glyphpair; the highlord's district where the person is originally branded. Some slaves also receive additional brands, such as the Shash brand. These brands mark the slave as a certain attribute, such as how the shash brand means ‘dangerous’. Slaves with a shash brand are more difficult to sell and less valuable due to their trouble. A freed slave is given a writ of freedom, which the owner has a copy of, but he can also cover his slave brand with a tattoo indicating details of his freedom in order to lessen potential misunderstandings. Most Alethi slaves are sold to other Alethi, but some also make their way to the remote, small and independent cities on the coast of the unclaimed Hills. Prices for a slave vary widely, but they range from roughly 1,5 emerald broams for a weak or bad slave to three emerald broams for a good one, although the average is two broams.
Slavers themselves are little better, people don’t like slavers and so they are forced to spend time with others of their kind. Slavers are often poor, as the slave trade is an undesirable trade and many merchants are forced into it after losing other means of income. A slaver must provide the reason someone was sold into slavery when he sells the slave, and it is illegal to lie. Each slaver has a ledger containing information on the slaves, such as how much they've paid of their slave debt, it isn't uncommon to lie on this though, even if it is illegal.
#### Political Culture
The Alethi have somewhat of a political culture of their own. The Alethi love to gossip, and their court is known for it. They are also quick to label extreme actions as eccentricity, and if someone refuses to act like a proper Alethi they will often be labeled as inept or stupid. The Alethi can be ruthless in their political manoeuvring. When visiting another, it is proper to send a message to let them know, it is because of this reason that many women take a palanquin. The Alethi also make use of assassins, usually to take down rivals, although they usually don’t target the rivals themselves, instead aiming for their family to scare them. Many Alethi still find assassins distasteful though, and an assassin during a storm is considered to be desperate and extremely distasteful.
### Government-in-Exile
Following the start of the True Desolation and the invasion and occupation of Alethkar by Fused forces, the Alethi government became a government-in-exile centred around Urithiru. They retained political recognition by other states despite their exile.
### Demographics
#### Ethnicity
Alethkar has a variety of people in their ethnic demographics. The largest known ethnic groups in Alethkar are the Alethi, Herdazians, singers, and Makabaki peoples.
Alethkar's largest ethnic group is the Alethi people, who make up the majority of Alethkar's population and are the most prevalent ethnic group in seats of government or positions of authority. They are a highly mixed people due to their history of conquest.
Herdazians are another major ethnic group in Alethkar, with a significant amount of Herdazians immigrating from Herdaz. They are known to retain their cultural identity and gather together with other Herdazians to form cultural communities, such as [[Little Herdaz|Little Herdaz]]. They are subjected to various prejudices and stereotypes by the Alethi population, and are primarily Darkeyed, and thus typically possess less rights and freedoms than Lighteyed Alethi.
Enslaved singers, referred to as parshmen by the Alethi, made up a notable portion of the population. They were treated harshly and had minimal rights, being bought and sold as property amongst wealthy Lighteyes. Following the True Desolation, the singers had their minds returned to them and were able to gain their freedom from the Alethi. After they gained their freedom during the True Desolation starting in late 1173, they took up various aspects from Alethi culture, syncretized with their own ancestral culture.
There is a sizable population of immigrants from various Makabaki countries.
#### Religion
For more on religion in Alethkar, see Alethkar#Religion.
The majority of citizens of Alethkar are adherents of Vorinism, which was the dominant religion in the country for several centuries. The majority of these followers are adherents of an orthodox strain of Vorinism also practiced in Jah Keved; though a sizable population, mainly made up of Herdazians, follow more heterodox varieties, such as Herdazian Vorinism. Following the True Desolation, and the revelation of Honor's death, various peoples turned away from Vorinism or adopted more heterodox views to reconcile their beliefs with this revelation. Despite the demographical changes following the True Desolation, orthodox Vorinism remained the dominant religion in Alethkar.
Atheism is uncommon but not unheard of, with a small population of individuals choosing to reject religion altogether. These individuals are deemed as heretics by most of Alethi society.
### Foreign Policy and International Relationships
#### Azir
[[Azir|Azir]] has a deep distrust of Alethkar due to their militaristic nature, and due to the genocide perpetrated against them by Sadees, who is still held as a hero in Alethi historical recollection. Due to this, they were hesitant to join Alethkar in the Coalition of Monarchs or give them access to their Oathgate, until their hand was forced by a Singer attack.
#### Herdaz
>“*Herdaz? My aides say it is the traditional first step for an Alethi aggression.*”
\-Taravangian[184]
[[Herdaz|Herdaz]] was conquered by Alethkar during the conquests of Sadees the Sunmaker until the instability following his death. They have been a typical first target in Alethi attempts at expansion throughout history, leading to a deeply bitter relationship between the two nations.
After a change in dynasties in Herdaz around 1150 led to them rallying their forces and pushing against Alethi borders for around four years of combat. These skirmishes shaped the modern Alethi-Herdaz border, and incited a degree of ethnic strife between the two peoples, with the Herdazians becoming the target to stereotypes and discrimination. Due to their history, the Herdazian government was distrusting of Alethkar when they approached them with offers to join the Coalition of monarchs.
Although they are currently allied in their fight against Fused forces, distrust and tension still exist between the two armies, as the people haven't forgotten the atrocities committed against their people by the Alethi during the 1150-1154 border conflicts, and other such conflicts. They are very quick to slate Alethi generals for execution when they commit crimes against their people.
#### Jah Keved
They have repeatedly fought with the neighboring [[Jah Keved|Jah Keved]], fighting for territory at their shared border. These wars tend to be pushed more by western Highprinces instead of by national efforts pushed forward by the crown. At the same time, marriage of lighteyes between nations is nothing seen as particularly out of the ordinary, nor is it forbidden by any religious tenants or national laws.
Through trade treaties, they are able to trade with Jah Keved for cheap.
#### Kharbranth
Before Taravangian's betrayal of the Coalition of Monarchs, Kharbranth and Alethkar had a close political and economic relationship. This relationship led to Kharbranth joining the Coalition of Monarchs before any other nation. Whilst they appeared to be good allies, Taravangian was secretly planning to cause Dalinar's rule over Alethkar to collapse allowing him to take control of the nation.
Following the reveal of his deceit, and his fall from authority in Kharbranth, [[Savrahalidem|Savrahalidem]] became Queen and withdrew from the alliance, declaring neutrality in the conflict. This led to an increase in tensions between them, ultimately leading to Dalinar creating a trade blockade across the sea near Kharbranth to force them back into the alliance.
#### Listeners
When they first met, the listeners and Alethi had a positive relationship. After a number of expeditions the Alethi wished to formalize their relationship, which led to the establishment of a treaty between the two peoples in Ishi ? 1167. This treaty contained clauses to simplify trade between the peoples and for mutual border crossing. The treaty also prevented the listeners from trading their Shards to other kingdoms without first coming to Alethkar. Aside from these clauses the treaty also allowed for one party to legally attack the other party.
Peace quickly broke down however when on the very night that the treaty was signed King Gavilar Kholin was assassinated under listener orders, which lead to the enactment of the Vengence Pact and the beginning of the War of Reckoning against the listener people. This slaughter of their people would continue for six years, until it ended with the start of the True Desolation on Ishishach 1173.
The Alethi see the listeners as sub-human savages barely capable of thought, and spread that supremacist ideology amongst their people and their soldiers.
#### Marabethia
Alethkar requested that Marabethia join in the Coalition of monarchs, however, Marabethia refused to respond to these invitations.
#### Reshi Isles
Throughout their history, Alethkar and the [[Reshi|Reshi Isles]] have been in a state of near constant conflict, seen in conflicts such as the [[Wastescum skirmishes|Wastescum skirmishes]]. Attacks at the northern border continued even long into the War of Reckoning. The Alethi conquest of [[Akak|Akak]], and their extermination of the Akak Reshi, likely played a role in Reshi aggression towards Alethkar.
They appear to have good relationships with at least a few Reshi islands, with some providing chulls and handlers to the Alethi military during the War of Reckoning. During the True Desolation, in the year 1174, they allied with the Reshi isle of [[Relu-na|Relu-na]] and their king [[Ral-na|Ral-na]].
#### Thaylenah
Thaylenah is an important member of the Coalition of monarchs,though they deeply distrusted Alethkar and Dalinar due to the prior actions of both entities, before ultimately choosing to join the Coalition.
#### Yezier
They have a stable system of trade with Yezier, wherein Yezier sells them a variety of clothing articles, which are of great popularity in Alethkar. Yezier quickly requested to join the coalition of monarchs with Alethkar shortly after the start of the True Desolation. This created a close economic and military union between the two nations.
## Military
>“*They called themselves the Alethi, but we knew them as the Tagarut. The breakers, it means. Those who leave only death.*”
\-Nomad[8]
### Enlistment and Wages
#### Enlistment
Any man, lighteyed or darkeyed, can volunteer to join the military. Most of the volunteers are boys, their head full of ideas about glory and Shards. When needed, conscription can also used to gain more men.
It is seen as a citylord’s duty to handpick men to conscript into the army. There are limitations to this system however, a citylord isn’t allowed to conscript someone who provides an essential service to the community, such as a surgeon. Recruits may bring two changes of clothing and three stoneweights of other possessions with them.
Each enlistment lasts four years, after which a soldier can choose to enlist for another four years. Upon completion of his time in the army, he will receive a war bonus, equal to one tenth of his total wages. If a soldier manages to distinguish himself and rise to a higher rank, he could also rise in nahn or dahn.
#### Wages
Alethi soldiers are well paid, although their wages are based upon military rank and caste. The average darkeyed spearman is paid five clearmarks a day. As higher ranking men, someone in the personal guard of a lighteyes is generally paid thrice as much as the wage of a standard spearman, which translates to about 15 clearmarks each day. Military slaves are paid a fifth of the wage of a darkeyed soldier, around one clearmark a day.
There are a number ways to earn money outside of your wages. A lot of low ranking men in the military are susceptible to bribes. Some men also try to steal from the dead, although this is strictly prohibited by the officers. If a group of regular soldiers has killed a noteworthy target, usually an important brightlord, they can send for their captainlord, who will confirm the kill, to earn a reward. Many armies allow their soldiers to pillage a conquered city or town, which is a large source of wealth to the soldiers. When a soldier dies, his highprince needs to pay his family.
### Command structure
#### Leadership
The Alethi military is not a single unified entity, rather, it is a loose coalition of ten different militaries. These ten militaries are sworn directly to their respective highprinces. This means that the king has very little say in how the military is run; he doesn’t command anything other then the two hundred and fifty strong King’s Guard. There is constant in-fighting between the highprinces' armies, even during wartime, and cooperation between the highprinces themselves is seen as a weakness. This is bolstered by the tenets of Vorinism that say the purpose of life is to prepare in order to join the Heralds in the fight to regain the [[Tranquiline Halls|Tranquiline Halls]] and Alethi belief that everything is a competition in life. Recently, in an effort to truly unify the kingdom, [[Dalinar Kholin|Dalinar Kholin]] has been appointed as the [[Highprince of War|Highprince of War]] by the king. This title was used in Alethkar before being fragmented into ten princedoms when each highprince was given the ultimate authority over one aspect of the governing of the kingdom. On paper, this gives Kholin authority over all war-related activities. Highprince Kholin later commanded his soldiers to spend time with soldiers from the other princedom’s militaries, trying to build comradery between them.
Aside from this division between the armies, the Alethi have excellent leadership. This is mostly due to how for the Alethi, being a leader is essentially the same as being a general. Alethi officers, be it low ranking or high ranking officers, learn how to properly and effectively boost the morale of their troops. They are also taught that whenever they have made a decision, they should commit to it. It is an Alethi wartime virtue for a commander or officer to eschew comfort. This likely lies in the short and small supply lines of the Alethi military. Additionally, long-standing Alethi conditioning states that the best general is the one who charges into battle. It is considered treasonous for someone to sell military secrets to another kingdom. If a commander, like a captain or companylord, isn’t in place to give commands, the most senior of his officers has command. Soldiers are rewarded for their valiant service by way of medals. Medals are given by the highprince or commander himself.
|**Chain of command**|
|-|-|
|**Unit**|**Soldiers**|**Typical Commander**|
|subsquad|6–8|sergeant|
|squad|~25|squadleader|
|platoon|~50|captain/captainlord|
|company|~100|companylord|
|battalion|~1000|battalionlord|
|division|~2000|general|
|army|—|highprince|
#### Organisation of the military
The Alethi military has a complex command structure, with various ranks and units organized to maintain order and efficiency. The smallest unit is a subsquad, consisting of 6 to 8 soldiers, commanded by a sergeant. In companies composed solely of lighteyes, the rank of "lieutenant" is used as the equivalent of a sergeant, maintaining the same level of authority and responsibility within the unit. A squad, typically comprising around 25 soldiers, is led by a squadleader. A platoon, which includes approximately 50 soldiers, is under the command of a captain or captainlord. When multiple platoons are combined, they form a company, consisting of about 100 soldiers, led by a companylord. The next larger unit is a battalion, which consists of around 1,000 soldiers and is commanded by a battalionlord. Every battalion also includes a single platoon that functions as a policing force. A division, made up of approximately 2,000 soldiers, is commanded by a general. The entire army itself is overseen by a highprince.
Additionally, an army also has a large support staff. The army employs many surgeons, and a good army can never have enough. The Alethi armies also have a large group of quartermasters, organised by district. A soldier can change battalions, but they need permission from their superior to do this.
Besides the regular command structure, which is listed above, the Alethi military also has a few extra ranks or duties. One such rank is highmarshal. It is unknown what the position of highmarshal entails, but it is a high rank, and most highmarshals command a large force of soldiers practically by themselves. Some officers are responsible for a branch of the army, such as the infantry or cavalry, these officers are referred to by their duties, along with the suffix -lord (e.g. cavalrylord, infantrylord). Besides these ranks, some officers gain command of certain parts of the army (e.g. the rearguard). These officers are referred to as ‘commander of the … (part of the army)’ (e.g. commander of the rearguard). It is not known whether this is a rank or a duty. Before the True Desolation, it was extremely rare for a darkeyed soldier to rise higher than the rank of squadleader. But sometime after the Alethi occupation of Urithiru Highprince Kholin, and likely the other highprinces as well, started promoting soldiers purely on merit, instead of on eye shade.
### Equipment
#### Uniforms and non-combat equipment
Although uniforms differ between princedoms and even armies, most Alethi wear something very similar. Each soldier generally has two uniforms, a summer and a winter uniform. Uniforms are usually colored with the colors of their wearer’s highprince.
Uniforms are generally comprised of trousers, a jacket, which often comes down to the waist and sometimes buttons closed beneath the belt, a shirt and boots. Some traditional generals still outfit their soldiers with [[Takama|takamas]] instead of trousers. Uniforms, both the ones owned common soldiers and the ones owned by high ranking lighteyed officers, always have a patch to indicate the duty and unit of the wearer. Uniforms also always have their Highprince’s glyphpair displayed prominently, both on the back and the breast. Some men choose to further personalize their uniforms by adding embrodiery or colorful scarfs. When it rains soldiers may choose to wear a stormcoat over their uniform, and there are often umbrellas ready for officers.
An officer’s uniform is usually comprised of a waistcoat and a double breasted longcoat, sometimes decorated with precious metals, although never with embroidery. These longcoats, called officer’s coats, are approximately waistlength and are supposed to hang unbuttoned. Recruits wear a patch, appropriately called a recruit’s patch, to signify their rank. A soldier's patch is used to indicate who the man is, as it is supposed to have the man's name inked on the back by a quartermaster's scribe. This doesn't always happen though, and the patch sometimes gets ruined during battle. If the man has fallen during battle, the army uses his patch to send word to his family. Army surgeons wear white clothing. Messenger women often wear travelling dresses of a particular fashion. These dresses have the front and back slit open, all the way to the waist, to allow for greater mobility. They also wear something called a runner’s sash. Messenger boys, in turn, wear a messenger’s vest.
Officers are distinguished by knots on a cord across the epaulette, with the amount of knots and their color signifying their military rank, and their rank in the Alethi caste system. White knots indicate a citizen officer, that is a sergeant or squadleader; red knots indicate an officer of seventh dahn; and gold knots indicate second or third dahn; It can also distinguish between low captain, captain, captainlord, lieutenant, sergeant, and battalionlord. Soldiers without authority bear no knots.
Soldiers also have many other things, not directly related to combat. Each soldier gets a requisition chit, which they can use to get, among other things, rations from a quartermaster (e.g. beer). A requisition chit is a bit of small metal, with the soldier’s number stamped on it. Soldiers usually wear, if they have one, their medal on their collar. Some men also have spyglasses. Their rations include small bars, made from crushed [[Lavis|lavis]], which is held together with sugar.
#### Armor
The Alethi are outfitted with a large variety of armours, what a soldier wears depends on their job, wealth, and rank. Regardless of these factors however, soldiers almost always wear the colors of their highprince.
Regular spearmen wear special knee-length skirts, which are appropriately named spearmen skirts. Spearmen also wear a spearman’s cap, which is a specific type of helmet. It is forbidden for spearmen, even squadleaders, to wear trousers, although this rule isn’t taken very serious; respected soldiers won’t get into trouble for breaking it. Regular spearmen wear steel breastplates, which have emblems on them, and leather jerkins, they also don’t seem to wear any arm or leg guards. Besides these armor pieces they also wear steel, or sometimes leather, caps. Wealthier soldiers, or those in professional armies, may also wear chainmail. Archers generally wear leather vests, while heavy infantry wears thick steel armour.
Wealthy lighteyes often wear steel plate armour. At least some lighteyes decorate their plate armour to resemble Shardplate. Some lighteyes prefer helms with open visors to helms with closed visors. Some lighteyed soldiers also decorate their helmets with bird plumes. Many lighteyes wear breakaway capes, so that if an enemy grips the garment it breaks away from the armour. These cloaks or capes are often emblazoned with the brightlord’s glyphpair. High ranking Brightlords may sometimes have a shieldbearer with them. The Alethi also have access to a number of sets of [[Shardplate|Shardplate]]. While the natural color of dead Shardplate is slate-grey, it is extremely common among the Alethi to change the appearance of one's Shardplate by painting it or adorning it with decorative details or even gemstones.
#### Weaponry
Most of the Alethi soldiers are equipped with spears, both longspears and shortspears, and shields. The Alethi also use maces, polearms, pikes and halberds. Spears are generally used alongside large round shields, which have a metal plate set into the wood. Instead of round shields, pikes are used alongside large rectangular shields. The round shields used by spearmen are designed to hang from someone’s back, shields are also painted to indicate one’s loyalty, this allows the soldiers to distinguish between friends and foes. Some soldiers strap knife sheaths to the haft of their spear. The Alethi also use truncheons when they don’t want to kill. The Alethi are skilled in the use of bows, of which most are shortbows. Despite this, longbows are also used. Most soldiers can’t choose what weapons to wield themselves; their weapons depend on their position in the army (e.g. spears for spearmen and bows for archers). Some higher ranking soldiers however, like squadleaders, are allowed to choose weapons.
Only lighteyes wield swords, although almost never as primary weapons, because according to Vorin traditions the sword is a lighteyed's weapon. These swords include both longswords and shortswords. One handed swords are often wielded with small round shields. The Alethi know many sword types, and swords have evolved much over time. It is still possible to buy swords from other periods of time though, such as those used in duels of honor during the Sunmaker’s time. Alethi heavy infantry, which always consists of lighteyed men, carries heavy impact based weapons such as maces, they also often carry square steel shields. Due to Vorin cultural ideas women can’t be armed, even scouts are only allowed to wear knives. The Alethi also have a number of [[Shardblade|Shardblades]], around twenty, these blades are used effectively in combat.
### Strategy
#### Troops
The Alethi military has a lot of soldiers, approximately a hundred fifty thousand troops. Most of these troops are darkeyed spearmen, with a smaller percentage of lighteyed heavy infantry and archers. At the tail end of the Era of Solitude Alethi warfare started to include more and more cavalry, an army in the year 1145 would have about fifty horsemen, if not less, while an army in 1173 would have several hundred horsemen. The Alethi armies aren’t entirely made up of Alethi, they also contain people from different nations, such as Herdaz, and Jah Keved. The Alethi also employ many army surgeons, their apprentices are almost all men who have some incapacitation, preventing them from fighting. Following the start of the True Desolation, the Alethi armies began employing [[Surge|surgebinders]] to aid in their war efforts. Foremost among these surgebinders are those of the [[Order of Windrunners|Order of Windrunners]]. Besides the Windrunners the Alethi employ a large number of [[Order of Edgedancers|Edgedancers]], with a smaller number of [[Order of Lightweavers|Lightweavers]].
Each of the Alethi armies has it’s own strength, with the [[Kholin princedom|Kholin]] army having the best heavy infantry, the [[Roion princedom|Roion]] army the best archers and the [[Sadeas princedom|Sadeas]] army the fastest bridges, at least during the [[War of Reckoning|War of Reckoning]].
#### Formations
The Alethi make use of a wide variety of formations. They generally fight in a shield wall. However, they also have many other formations. One such formation is called ‘pincer pattern’. This formation looks, as the name suggests, like a pincer, the formation is meant to distract and then destroy an enemy target. The troops at the side generally distract the target while the troops in the middle go for the kill. Pincer pattern is meant to be used by a large number of men, like a full squad or company. Soldiers are also trained to assemble and function in pike blocks to counter heavy cavalry. Another, unnamed, formation has the men spread out, the first line holds their spears low while the second line holds their spears higher in an overhand grip. Three other basic spearmen formations include forming a ring, with one man behind every two men to serve as a quick step-in reserve, a two deep shield wall and an arrowhead formation. Spearmen are also trained in the wrinkled wall formation.
Another formation is called the trident formation, this is a small-squad battlefield formation used by spearmen. The men, or man, in the middle hold(s) the target’s attention while those on the outside attack from the flanks. Squads are trained to fight in a V formation, they also learn a number of marching formations, one of these formations is the hefty rearguard formation, which focuses on the rearguard to prevent enemies from sneaking up on the troops. Most formations make use of an overhand spear grip. There are also a number of formations that aren’t used on the battlefield. One such formation is used during an inspection, the men will stand in lines while the officer(s) check(s) their gear.
#### Battlefield tactics
The Alethi employ a wide range of tactics. One popular tactic that is often used by the Alethi is the hammer and anvil tactic. The Alethi are also practiced at executing a fake rout, often leading to an ambush.
The Alethi infantry is usually employed in large block like formations, these blocks can get very large, with some of them being five thousand men strong. These standard spearmen blocks engage enemies as much as to position them as to do harm. The Alethi infantry blocks are also extremely mobile, far more so then infantry blocks from other militaries. The Alethi infantry uses their shields, forming a canopy of sorts, to protect from arrows and throwing spears. In these spearmen blocks, the front row of soldiers rotates to the back every ten minutes. This means that for every minute you're fighting, you also have a minute to rest. For most of Alethi history, due to lack of horses, light infantry was used to harry enemy armies.
>“*All wars are games. The greatest kind, with the pieces lost real lives, the prizes captured making for real wealth! This is the life for which men exist. To fight, to kill, to win.*”
\-The Sunmaker, who shaped modern Alethi militarism[58]
Cavalry has never played a large role in Alethi warfare, at least, until recent times. Warfare has started to include more and more cavalry. Cavalry has historically been used to fight shardbearers, and has more recently begun being used to break lines. Cavalry was used extensively during the [[War of Reckoning|War of Reckoning]], mainly to break ‘Parshendi’ lines and establish a beachhead for the rest of the army to exploit.
While the soldiers are trained to fight in formations, some battles, the ones fought between largely unprofessional armies, immediately start with a charge, the lines and formations disintegrating. These battles are extremely chaotic, the armies often mingle indistinguishably and squads split up to fight other small groups.
The Alethi are excellent, by modern standards, at using their surgebinders. Windrunners are used to launch aerial assaults on the enemy, defend the Alethi armies against other lashing surgebinders and aid in conventional ground attacks. Besides this, the Windrunners scout the surrounding landscape and aid in moving troops, mostly generals or other high ranking officers, around. The Edgedancers are mainly used as medics, with their use of the surge of Progression the Edgedancers can heal anyone in a matter of seconds. In contrast to these surgebinders, the Lightweavers don’t enter combat, instead they serve mostly as spies.
The Alethi generals are constantly trying to get an edge over each other, ensuring that Alethi warfare rapidly evolves. During the Unification of Alethkar, around the year 1145, the Kholin army implemented new tactics. These tactics saw the Kholin army dominate other Alethi armies, such as the one commanded by [[Kalanor|Kalanor]]. The army would largely be made up of lighteyed heavy infantry and lightly armoured but fast archers. The middle of the army would contain the heavy infantry, which served to keep the enemy infantry busy, while mobile archer units deployed to the sides, firing down upon the enemy flanks. The enemy infantry would often attempt to engage the archers, but the heavy infantry prevented this, threatening to break through the central block. It is likely that this strategy evolved into another, which has become commonplace by the year 1172. This evolved strategy had infantry carrying shortspears in the first ranks, men carrying longspears or javelins behind, while the strategy kept the original idea of having archers at the sides. At some point during the year 1163, the Alethi began to make use of small and mobile squads. After a battle is over, the officers have to dismiss every squad manually. When an army fights a battle far from home they usually burn their dead on the spot, only the lighteyed officers get sent home.
After the assassination of king Gavilar the Alethi armies saw themselves pitted against the [[Listener|listeners]], who used different and previously unknown strategies. These strategies, along with the listener advantages such as carapace armour, resulted in a number of embarrassing Alethi defeats. They eventually adapted to the [[Listener|listener]] strategies by increasing the flexibility of their armies, making them able to respond quickly to the uncanny way the listeners fought. Likewise, during the True Desolation, warfare began to change. There were far fewer large scale formations, those became far to easy to disrupt. Instead men spent their time in protected warcamps, occasionally making a sudden surge to claim ground and shove away the enemy. During this time battles changed from decisive engagements to several month long fights.
Sieges are rare in Alethkar, and often last only a short time. This is due to soulcasters, which make it almost impossible to starve a city out. Instead, the Alethi break down the walls quickly, seize the high ground to pound the city for a while or simply attack, attempting to scale and conquer the walls. During a siege, a general has to make a difficult decision, which is widely regarded as a conundrum, does he choose the best position to weather storms, or does he seize the high ground. Most generals choose the former.
#### Shardbearer tactics
With over thirty [[Shardbearer|Shardbearers]], the Alethi have become incredibly skilled at employing and fighting alongside their Shardbearers.
Alethi Shardbearers often lead formations, cutting a hole through enemy ranks with their overwhelming force. This creates a gap that the well-trained Alethi soldiers can exploit, which can even allow for an army to overcome superior numbers. Shardbearers will also sometimes be used in defensive fights to close the gaps in their own lines, moving quickly between weak places to give soldiers a chance to recover and return to their formation. Alethi Shardbearers almost always have an honorguard with them, which follows them into enemy lines. This honor guard does not spend time defending the Shardbearer directly, but rather stays nearby to support the Shardbearer, so that if his Plate is severely damaged or he is seriously injured, the Shardbearer can retreat to safety and not risk their life or their Shards. Additionally, any breach in the ranks is immediately patched by the Shardbearer, making it incredibly difficult to break an enemy line or formation.
The Alethi have also become adept at countering Shardbearers. While stories speak of battles where the Shardbearers are the last ones standing, this almost never happens. If you kill a Shardbearer first, you can use the Shards against your enemies, and so you usually take down the Shardbearers as fast as possible. The Alethi have learned that the best way is to send another Shardbearer against them. By leveling the playing field in this way, the overwhelming power of a Shardbearer is negated and victory is left to the most skilled of the fighters. Aside from that, they use heavy weapons such as war hammers and axes in an attempt to shatter the plate. The most common tactic employed by the Alethi is to simply drown a Shardbearer in enemies. There are also soldiers trained specifically to deal with Shardbearers. They utilize ropes and hooks to try to unbalance or trip the shardbearer, though this isn't always successful as shardplates are extremely heavy. Some Alethi Fortifications are built to withstand Shardbearers. These fortifications are built with narrow corridors to prevent a bulky Shardbearer from maneuvering.
#### Bridge Crews
For more information, see [[Bridge crew|Bridge crew]].
by Ben McSweeney
Bridge Crews were a very important part of most of the Alethi armies during the War of Reckoning, serving as an expendable workforce that carried bridges to help soldiers cross over the large chasms between plateaus. They also acted as canon fodder for Parshendi bowmen, as to direct attention away from more trained and valued soldiers. Due to this, bridgemen had a very high mortality rate, with around half a crew dying per run.
Each Bridge Crew was made up of 35-40 men, which were lead by a Bridge sergeant, who reports directly to the Brightlord in charge of the crews. Each crew has an internal leader elected amongst themselves known as the bridge leader, who has no official authority outside of that which his crewmembers choose to give him. Members of bridge crews were typically payed five clearmarks a week, given on the third day of every week.
The bridges used by Torol Sadeas's army are eight feet wide and two feet thick, with supports on both sides extending its width to sixteen feet. They are also thirty feet long, and allowed one to set up 8 men per column and 5 men per row.
While not on bridge runs, they are typically used as cheap manpower to perform undesirable duties at war camps, such as chasm or latrine duty.
Not all highprinces made use of bridge crews, with Dalinar Kholin notably refusing to make direct use of them. He instead made use of large bridges on wheels, pulled by chulls. Due to being heavier and pulled by chulls instead of people, movement is significantly slower, but Dalinar makes use of it regardless as it results in a major reduction of casualties during plateau runs.
#### Communication on the battlefield
On the battlefield, runners are used to give orders. Many leaders give speeches to their troops, these speeches are then recorded by a number of scribes, who are always women, and repeated to the rest of the army. Horns are used to signal certain commands. Aside from this, when it is dark stormlight may also be used to give certain signals, such as the signal to attack. The Alethi, like the other Rosharan militaries, have become incredibly dependent on spanreeds for communication. They use them to gather information about enemy movements and to spread commands.
War banners are used to mark divisions, battalions and companies. This makes a battlefield easily surveyable for someone who understands the system. Most high ranking brightlords have their own personal glyphpair, which, like the name suggests, is usually made up of two glyphs. These glyphpairs are often painted on war banners, which ensures that particular brightlords are easy to find on a battlefield. A red banner, which is usually attached to a spear or pole, serves as a call to the runners to carry the wounded off the field. There is a symbol, which every Alethi recognises, to indicate a truce.
When the sound of battle is loud enough, a squadleader may decide to give his commands by banging his spear against his shield in a certain rhythm, with particular rhythms meaning particular commands. Some troops, like a lighteyes’ personal guard, are trained to recognise certain arm gestures, which mean certain commands, such as to retreat.
#### Planning and army movement
After centuries of warfare the Alethi have become adept at effectively moving their armies around. While highstorms are a problem, good planning prevents an army from needing to be out during one, except in some rare cases, in which case the army will search for a lait to set up camp. If a campaign takes longer then anticipated, the army can split and retreat back to a number of close towns for shelter. Due to highstorms, the Weeping is a common time for military campaigns.
#### Soulcasters and supplies
Alethkar possesses numerous soulcasters, most of them are capable of creating materials such as grain or stone. In fact, Alethkar has a near monopoly on food making soulcasters. The existence of these Soulcasters enables the Alethi to raise and supply large armies that their logistics would not normally allow for, as it can be difficult to travel in Alethkar, and the Alethi have poor supply line infrastructure. Soulcasters are also used to supply the armies with wood, metal, and other necessities. Although despite their access to many soulcasters, small armies often have only one, to be used in emergencies only, this means that they still need to run supply trains. The king controls most of the Soulcaster ardents; in fact, manipulating the highprinces with his Soulcasters is one of the ways that the king maintains control over them.
>“*Plan every battle as if you will inevitably retreat, but fight every battle like there is no backing down.*”
\-Highmarshal Halad[241]
#### Warcamps
How a warcamp is organised and run depends greatly on the highprince. Some camps are organised and patrolled while others are chaotic and almost lawless. Alethi warcamps are generally circular, with the camp followers in a ring on the outside, the mercenaries, if there are any, in a ring next to them, the citizen soldiers in the middle and the lighteyes in the very center. Inside these rings the barracks, which are placed in rows, are arranged into circular patterns, with a meeting ground and a mess hall at the center of each battalion. Barracks are often painted with the symbols of the platoons using them. Some warcamps have wooden scouting towers, these towers are designed to be portable and mobile. Many warcamps have a market, which is located in the camp followers' part of the camp. Most warcamps also have a number of barracks that allow for families, or married soldiers can rent a place in the market.
The Alethi use latrines to collect their waste. These latrines are made up of a long sloping trough, which is covered with oiled and tarred wooden boards to seal in the scent, and a latrine house, which is always located on the high end of the latrine. The contents of these latrines are soulcast to smoke once every few months. Warcamps also have a surgeon’s hall, where soldiers can come to get medical aid. You can also buy medical supplies there, and it is relatively cheap.
Some warcamps have a building called a ‘warcenter’. This building, often made of wood, serves as the home of the general or high officer while on campaign. Warcenters are luxurious, decorated with trophies, rugs and more. Most warcenters are constructed of dozens of sturdy sections, which can be attached and deattached whenever the officer likes. These wooden parts are transported individually by [[Chull|chulls]].
### Training
The way soldiers are trained depends on the princedom they’re from. In at least some princedoms it is seen as the squadleader’s or sergeant’s task to train new recruits. In the [[Sadeas princedom|Sadeas princedom]], squadleaders are given six weeks to train a new cohort of recruits. The Alethi are excellent soldiers, each individual is far better at single combat then any given Azish or Veden soldier. Besides their skill in combat, soldiers are usually trained in one or two additional skills, e.g. horse grooms. Soldiers are also trained to give a proper salute, which includes moving a hand to your breast.
Soldiers are trained in a specific order. Firstly, men are trained to march properly.. Afterwards, spearmen are taught a proper stance, only after that do they get trained in fighting. The first stance they learn is called the ‘elementary forward spear stance’. It takes about a week to learn the proper stances, although this is worth it as men who have learned the stances become better at fighting far quicker then those who don’t know the stances. After the second or third day of practice the men begin with resetting exercises, these exercises are meant to teach someone to revert to the proper stance without thinking. Sometime after this the recruits are taught how to move to avoid arrows, light on their feet and erratic, and a number of grappling moves. It is considered to be necessary to know how to catch a spear, so you can yank someone off balance. However, this maneuver is also known to be almost impossible to execute on the battlefield. Officers also learn a trick to discipline troops by way of conversation. They stay silent for a couple seconds, which makes the soldier nervous and begin explaining himself.
>“*There hasn’t been peace since the Tranquiline Halls, Man’s life on Roshar is conflict.*”
\-a quotation from The Arguments[58]
#### Drills
The Alethi have a large number of drills to practice certain formations, movements and fighting in general.
The ‘close order’ drill is an essential exercise to an army’s performance, although few outside the military appreciate its importance. There is also a drill called the ‘extended order’ drill, sometimes called the ‘extended combat’ drill, this drill focuses on practicing formations and movements used on the battlefield.
#### Kata
The Alethi make use of a number of exercises called katas. A kata is meant to work the muscles, as well as practice basic stances and attacks. Katas are not meant to be practical; they are usually a lot more showier then useful. There is genuine skill required to properly perform a kata however, this skill is usually seen back in the speed, grace and smoothness of a kata. Some people practice katas to calm themselves and relax. There are both spear and sword katas, and likely for other weapons as well.
#### Shardbearer training
The Alethi military also relies on trained [[Shardwielding|Shardbearers]] to aid their regular soldiers. Due to their militaristic society, and the large amount of Shards they have, the Alethi have become excellent at training Shardbearers.
In most cases, lighteyed boys of appropriate rank around the age of ten are chosen by an ardent swordmaster for training. These boys typically already have at least some training with the sword. The swordmaster teaches them the ten [[Stances|Shardblade Stances]] and familiarity with plate. They train with Blades in two ways. If the trainee has no Blade of his own, they can make use of wooden practice swords that approximate the balance and weight of a real Blade. They may also borrow one of the King's Blades. This tradition is one of the reasons the Alethi have the best trained Shardbearers on Roshar. Whenever a Shardbearer is killed or dies, there is always someone prepared to bond their Blade and use it right away. A swordmaster also coaches their student on how to control the Blade with their mind, commanding it to remain in place so it can be loaned to others.
#### Training grounds
Many Alethi soldiers train in specially designated buildings called training grounds. These buildings are split between those built for lighteyes and those built for darkeyes, although there is little difference between the actual buildings. The training grounds, or at least some of them, are run by ardents. Training grounds all look fairly similar. They almost all have an open courtyard in the center, which is filled with a thick layer of sand. Bordering this courtyard is a raised walkway, which separates the courtyard from an outer building. This outer building wraps around most of the complex, leaving only the front open, which has a gate to enter the courtyard. The outer building is usually only a single room deep. Most men come to these complexes to train, but some also come to seek enjoyment.
by Sheep A lighteyed Shardbearer on the Alethi practice grounds
#### Punishments
The Alethi military also has a large number of punishments. Regular punishments, usually given by a squadleader, include menial duties and corporal punishment. A highprince can also choose to execute someone, or even leave them to the stormfather’s judgment, which includes tying them up and leaving them outside during a highstorm. Officers can put people in a stockade. Most punishments are short, and anything demanding longer then a week or two usually results in a discharge or, for more serious infractions, execution.
### Fortifications
Alethkar contains many fortifications, spread roughly even throughout the nation due to inter-princedom warfare. These holdings serve as defenses, and let armies rest and hunker down for highstorms. Soulcasters are used to build and supply fortifications. These fortifications are often equipped with ballistas and catapults, which are run by crews of women because of Vorin ideas. Some fortifications are built to withstand shardbearers. These fortifications have narrow corridors, or traps to make a Shardbearer fall a great distance. Siege equipment is also used to defeat Shardbearers, specifically ballistas, nets to trap the Shardbearer, ropes and catapults. Some fortifications also have men equipped with large poles to push shardbearers off the walls.
## Economy
### Currency
As with many other nations on Roshar, their economy was based upon [[Spheres|glass spheres with cut polestones in their center]], known simply as spheres. In the mint, they check sphere weights in order to see if they fell into the proper categories. The value of polestones, and thus the worth of sphere denominations in their economy, is based around the value of the substances a polestone can transmute another substance into.
### The Market
Alethkar has some form of open market, though the amount of openness in the economy, that is the amount of government regulation in the market, is unclear.
### Agriculture and Livestock
Akanny in the Sadeas Princedom served as a major source of agriculture throughout Alethkar, being the source of a signifigant portion of the nation's lavis and tallew. Other towns and cities throughout Alethkar are important centures for the production of hog leather and meat, whilst others still harvested [[Gumfrems|gumfrems]] for their gemhearts, which were used in the soulcasting of meat.
### Soulcasting
Soulcasting is central to the economy of Alethkar, used to feed mobile armies and augment local urban food stores. They hold a near monopoly on food-creating Soulcasters, and they are a vital part of their military infrastructure.
### Taxation
Taxation is levied upon darkeyes and landless lighteyes over rights to live on the territory of wealthier lighteyes. If a citylord fails to pay his taxes to the highlord, people are sent to collect it from him, often violently. The highlord answers to the highprince; and highprinces themselves are taxed by the king for the right to use soulcasters, which were an important resource in waging prolonged, large-scale conflicts. This is the primary form of taxation levied upon the highprinces by the king.
### Foreign Trade
Through trade treaties, they are able to trade with Jah Keved for cheap. As of the True Desolation, Fen Rnamdi held administration over trade and supply, as one of the stipulations in the coalition of monarchs.
## Notable Alethi
For a full list, see :Category: Alethi.
[[House Kholin|House Kholin]]
[[Meridas Amaram|Meridas Amaram]]
[[Hesina|Hesina]]
[[Turinad Sebarial|Turinad Sebarial]]
[[Kaladin|Kaladin]]
[[Laral|Laral]]
[[Moash|Moash]]
[[Roshone|Roshone]]
[[Torol Sadeas|Torol Sadeas]]
[[Sunmaker|Sunmaker]]
[[Teft|Teft]]
[[Wistiow|Wistiow]]
## Trivia
Alethi are modeled on half Asian and half Hawaiian people, and according to Brandon, picturing Alethi as looking east-Indian works very well.
Alethkar is partially inspired by China.
At 7,134,000 km, it is a little smaller than the total area of .
| Alethkar |
|**Cultivation's Perpendicularity**|
|-|-|
|by Yen Shu Liao |
|**Related to**|[[Cultivation|Cultivation]]|
|**Use**|Travel between [[Roshar|Roshar]] and [[Shadesmar|Shadesmar]]|
|**Region**|[[Horneater Peaks|Horneater Peaks]]|
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“* I used a portal between realms. Cultivation's Perpendicularity, they call it. *”
\- Azure[1]
**Cultivation's Perpendicularity**, referred to as "the pool" or the "water of life" by the [[Unkalaki|Unkalaki]], is the only known stable [[Perpendicularity|perpendicularity]] on [[Roshar|Roshar]]. Like all perpendicularities, Cultivation's Perpendicularity allows for travel between [[Roshar|Roshar's]] [[Physical Realm|Physical Realm]] and [[Shadesmar|Shadesmar]]. Although it is possible to enter Roshar through other means, they are known to be highly unstable; as such, this appears to be the main method by which [[Worldhopper|worldhoppers]] arrive at the planet.
## Location and Appearance
>“*Ah, but these are not springs, this is lowlander word. The Horneater oceans are waters of life.*”
\-Rock telling a Unkalaki story to members of Bridge Four[3]
Cultivation's Perpendicularity was located in the [[Horneater Peaks|Horneater Peaks]] on Roshar. It is either one or all of the [[Horneater Oceans|Horneater Oceans]], warm bodies of water that allow people to live there despite the high altitude. It's filled with ordinary water at the top; however, beneath this layer, it appears to be made of something else, likely the liquid [[Investiture|Investiture]] of the [[Shard|Shard]] [[Cultivation|Cultivation]]. It's possible that living near Cultivation's Perpendicularity can affect people, as among the [[Unkalaki|Unkalaki]]--the Horneaters--there are people known as *alaii'iku*, or [[Sighted|Sighted]], who are capable of perceiving [[Spren|spren]] that are normally invisible to the human eye. The Sighted are also considered the guardians of the perpendicularity.
After Cultivation left Roshar, the perpendicularity vanished.
## History
Sometimes while swimming in the Oceans, the Horneaters visited the "place of the gods", implying that the [[Unkalaki|Unkalaki]] sometimes traveled through the perpendicularity, albeit briefly.
Both [[Wit|Wit]] and [[Azure|Azure]] used this perpendicularity when arriving on [[Roshar|Roshar]]. The former passed through while [[Rock|Rock]] was still at the Peaks, while the latter likely used it some time later, chasing [[Zahel|Zahel]].
During the [[True Desolation|True Desolation]], the perpendicularity was assaulted through Shadesmar by the [[Voidbringer|Voidbringers]]. They seized and blockaded it to control travel, as they believed it would help secure them a foothold in the realm so they could begin to build their own empire. Though it seemed that the Voidbringer presence in the region was limited to the [[Cognitive Realm|Cognitive Realm]], it still had some sort of impact on the inhabitants of the Peaks.
Once the [[Fused|Fused]] increased their influence in Shadesmar, travelers moving through the perpendicularity became uncommon. This occupation gained the area a poor reputation, and travel to the area became increasingly rarer with ships in the area vanishing before they reached their destination. The Fused began sailing their warships through the region, halting anyone they came upon and demanding tribute of them. Because of this, most spren chose to avoid the region; with the exception of the [[Honorspren|honorspren]] who sent warships to attempt to destroy the Fused's blockades, and [[Azure|Azure]], who still believed it to be the safest way to transfer to the Physical Realm. When she accidentally found herself stuck in Shadesmar, Azure attempted to convince [[Kaladin|Kaladin]] and the other members of their group that they should try and go to the perpendicularity to transfer back to the Physical Realm. Though they didn't go with her, Azure likely made her way to the perpendicularity alone to resume her search for [[Zahel|Zahel]].
After Cultivation left Roshar, the perpendicularity vanished.
| Cultivations Perpendicularity |
|**Bitterleaf**|
|-|-|
|**Used for**|Medicine|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Bitterleaf** is a plant on [[Roshar|Roshar]] used as a medicine for epilepsy.
Chewing bitterleaf is believed to reduce the jerking and uncontrollable motion associated with epileptic seizures. It is unknown if it is helpful in treating other sorts of seizures.
[[Kaladin|Kaladin]] was familiar with the medicinal properties of bitterleaf. Brightlord [[Renarin Kholin|Renarin Kholin]] was prescribed bitterleaf to chew for his seizures, but he did not believe that it helped much in treating them.
| Bitterleaf |
|**Skar**|
|-|-|
|by Shuravf |
|**Abilities**|[[Order of Windrunners|Windrunner]]|
|**Groups**|[[Knights Radiant|Knights Radiant]] , [[Bridge Four|Bridge Four]], Sadeas army , Kholin army|
|**Residence**|[[Urithiru|Urithiru]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*The Way of Kings*|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page is part of the December 2024 objectives!It has been claimed by User: TwinStorm, please contact him before doing edits.
This page or section needs to be updated with new information for *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
**Skar** is a member of [[Bridge Four|Bridge Four]] and is company second for the [[Order of Windrunners|Order of Windrunners]] on [[Roshar|Roshar]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
3.1 Before Bridge Four
3.2 Bridge Four
3.3 Kholinar mission
3.4 After Kholinar
4 Trivia
5 Notes
## Appearance and Personality
by Marie Seeberger
Skar is short and wiry. He has sharp features, and his hair is turning silver at the temples, although he is only in his early thirties. He is never without his spear.
He tends to be stubborn and extremely loyal. He has a lot of faith in [[Kaladin|Kaladin]] and his abilities as a [[Knight Radiant|Knight Radiant]], as well as a strong feeling of identity as a member of [[Bridge Four|Bridge Four]].
Skar was one of two bridgemen that instinctively understood the training Kaladin gave them, the other being [[Moash|Moash]]. He is described by Kaladin as a killer.
Skar tries not to feel sorry for himself. He helps encourage others, such as Lyn, on their journey to become Windrunner squires. This shows that Skar tends to put others before himself.
## Attributes and Abilities
Skar is a Windrunner of at least the Second Ideal.
## History
### Before Bridge Four
Before finding himself on Bridge Four, Skar was a laborer, more specifically a rocksplitter. Wanting more for himself, he aspired to join the ranks of the [[Blackcaps|Blackcaps]], Highprince [[Aladar|Aladar's]] personal bodyguards. When Skar approached the Blackcaps to join them, they told him that while they did accept [[Darkeyes|darkeyes]], they did not accept runts. After some consideration, the Blackcaps told Skar that if he could outfit himself with a uniform, armor and weapons they would consider letting Skar join. As a common darkeyed laborer, Skar had no money or resources to get the equipment he needed. Thinking that the Blackcaps would see him as resourceful and daring, he stole the necessary gear from the Blackcaps' quartermaster. Instead of being impressed with Skar, they branded him a slave and sold him to [[Torol Sadeas|Torol Sadeas]]. Once purchased by Sadeas's army, Skar was quickly put into the bridge crews and he found himself on Bridge Four.
### Bridge Four
by Steve Argyle Eating stew with Bridge Four
He was one of the first to join in and eat [[Rock|Rock's]] stew. He became one of the bridge's subsquad commanders. Skar stood watch over Kaladin during his recovery from being hung up in a [[Highstorm|highstorm]].
Skar sustained an injury to his leg during the [[Battle of the Tower|Battle of the Tower]].
After being promoted to lieutenant by [[Kaladin|Kaladin]], he and Moash (the best fighters among the bridge crews) were assigned to guard [[Dalinar Kholin|Dalinar Kholin]]. When Bridge Four received their guard uniforms, Skar was the first to tear off the [[Cobalt Guard|Cobalt Guard]] patch, insisting that they were Bridge Four instead.
At the [[Battle of Narak|Battle of Narak]], he and [[Drehy|Drehy]] were assigned to guard [[Adolin|Adolin]]. He helped save Adolin from plummeting into a chasm by grabbing and holding onto the steel link skirt of his [[Shardplate|Shardplate]].
Two weeks after the Battle of Narak, of Bridge Four only Skar, [[Rlain|Rlain]], and [[Dabbid|Dabbid]] were unable to draw in [[Stormlight|Stormlight]]. Skar tried to not feel sorry for himself, but he worried that he would no longer be useful in Bridge Four. Skar also didn't want the other members of Bridge Four to pity him or to console him; he wanted things to remain as they were and for them to see him as a good soldier.
During a Bridge Four training exercise, Skar helped [[Sigzil|Sigzil]] and other members of Bridge Four measure and test out the abilities of someone infused with Stormlight. For one test he ran a mile through the markets of [[Urithiru|Urithiru]] to the ramp of the [[Oathgate|Oathgate]], comparing his time to [[Drehy|Drehy]], who did the same run while powered by Stormlight. While waiting for Kaladin to show up and activate the Oathgate, Skar and Teft had a conversation regarding Skar's place in Bridge Four. Skar vented his frustrations to [[Teft|Teft]] about not gaining his powers, and Teft noted that there was nothing wrong with being on the support team. Skar vehemently disagreed with the notion, telling Teft how long he had waited to hold a spear and get a chance to prove himself as a warrior.
While thinking on his future role in Bridge Four, Skar engaged in conversation with the scout [[Lyn|Lyn]], who was chosen as a possible candidate to join the Windrunners. Lyn shared Skar's frustration about not being able to absorb Stormlight. Instead of telling Lyn to not feel sorry for herself, he told her the story of when Kaladin first absorbed Stormlight. It was the bridge run in which Bridge Four was a target for Parshendi arrows, and it was getting particularly bloody. Skar was in the second row, and the man in front of him stood beside Kaladin. The man in front of Skar fell, and Skar knew for certainty that he would fall next, as he was then fully exposed. Just as he came to peace with dying, the arrows that were shot at him swerved and hit next to Kaladin instead; Kaladin had drawn the arrows towards himself unconsciously, thus saving Skar's life. Skar asked Lyn why she wanted to be a Windrunner, and she responded by saying that she wanted to soar. Skar told her that that wasn't good enough, that Kaladin wasn't thinking about flying or being left out when he first gained his powers: he was thinking about saving the Bridge Four, about saving Skar. He told Lyn that she needed to make the most of the opportunity, to seize hold of it and try her best. Skar told her that if she didn't and gave up instead, then she had no right to complain. As Lyn was contemplating Skar's words, she sucked in Stormlight. After she did this Skar mused if that was his lot - being a teacher or facilitator to people wanting to become Radiants. Walking over to Rock, Skar asked him if he could help cook, since he probably would never become a Windrunner. While discussing this Rock noted that Skar was glowing. Skar had finally drawn in and absorbed Stormlight, becoming a full squire to the Windrunners.
### Kholinar mission
Skar was chosen by Kaladin to be a part of the mission to travel to [[Kholinar|Kholinar]] and assess its current status. On the trip there he displayed some basic understanding of Lashes, as he and Drehy helped Kaladin keep everyone on the mission in the air.
During the [[Battle of Kholinar|Battle of Kholinar]], Skar played a big part in the battle, as one of the better warriors in the humans' group. He moved back and forth between fighting with Kaladin to helping protect [[Shallan|Shallan]] as she attempted to fight the [[Unmade|Unmade]] that had infiltrated Kholinar. Skar was not among those on the Oathgate to be transferred to the [[Shadesmar|Shadesmar]]. It is assumed he and Drehy remained in Kholinar trying to find a way to escape.
After the [[Battle of Thaylen Field|Battle of Thaylen Field]], Kaladin traveled to a cave on a coast in [[Alethkar|Alethkar]] on information received via [[Spanreed|spanreed]]. Upon entering the cave, he found that Skar and Drehy had survived the Battle of Kholinar, having covered their tattoos and scars with ash. Not only had they survived, they had also managed to protect Elhokar's son and the heir to the Alethi throne, [[Gavinor|Gavinor]], as well as [[Vathah|Vathah]] and the rest of [[Shallan|Shallan's]] followers and a small group of other refugees.
### After Kholinar
Skar married [[Ristina|Ristina]], a scribe, and Bridge Four was present at the wedding. He was a part of the expedition to [[Hearthstone|Hearthstone]] on the [[Fourth Bridge|Fourth Bridge]] and fought the [[Heavenly Ones|Heavenly Ones]] there along with other Windrunners. Skar volunteered to accompany Rock and his family on their return to the Horneater Peaks, and left about four weeks before Kaladin began working as a surgeon. He was promoted to the role of company second once Kaladin stepped down - this job's responsibilities included overseeing and leading the Windrunners on missions. Once they returned to the Shattered Plains, Skar and Drehy gave Kaladin the news that Rock wouldn't be coming back. Skar returned to Urithiru after the singer occupation ended and was present at Teft's funeral, along with all remaining members of Bridge Four.
## Trivia
Skar is a cameo of a good friend of Brandon named [[Ethan Skarstedt|Ethan Skarstedt]], who has a military background.
He is planned to play a major role in the Lunamor Novella
| Skar |
|**Stick**|
|-|-|
|by Ari Ibarra |
|**World of Origin**|[[Roshar|Roshar]]|
>“*I am a stick*”
\-Stick[1]
**Stick** is an ordinary stick.
[[Shallan|Shallan]] tried to [[Soulcast|Soulcast]] Stick after escaping the *Wind's Pleasure*, but was unable to convince it to change. During the [[Battle of Thaylen Field|Battle of Thaylen Field]], Shallan thought back to her encounter with Stick.
## Trivia
After *Words of Radiance* was released, members of the [[17thshard.com|17th Shard fansite]] latched on to Stick and turned it into an in-joke. On April Fools Day in 2014, [[Brandon Sanderson|Brandon]] released a "deleted interlude" from Stick's perspective, which can be read .
## See Also
For a list of [[Arcanum|Arcanum]] entries tagged with "Stick," see
| Stick |
|**The Girl Who Looked Up**|
|-|-|
|by barlydoodles |
|**Type**|Folk tale|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
>“*Funny, isn't it, how so many of our stories start the same way, but have opposing endings? In half, the child ignores her parents, wanders out into the woods, and gets eaten. In the other half she discovers great wonders.*”
\-Wit[1]
**The Girl Who Looked Up** is a [[Rosharan|Rosharan]] folk tale that may be based on a historical event.
## Contents
1 The Story
2 The Tellings
3 Trivia
4 Notes
## The Story
by Marie Seeberger
>“*Why is there a wall?*”
\-The girl[1]
A girl lives in a village surrounded by an impossibly high wall, which nobody in the village acknowledges. The wall casts a shadow that leaves the village in darkness forever. She asks and asks about the wall, and what it keeps out, but the villagers all repeat the same reply: "Don't go beyond it or you'll probably die." They tell her it was built to keep the monsters out.
She climbs the wall, and when she reaches the top she finds a better world, lit by [[Stormlight|Stormlight]]. She realizes that the people of her village were the monsters, living without light and the wall was to keep them contained. She steals some light and takes it back to her village. This act causes the storms to come and destroy the wall.
## The Tellings
by barlydoodles
Whilst exploring [[Urithiru|Urithiru]], [[Shallan|Shallan]] tells the tale as a play, using Lightweaving in an amphitheater to create an image of the scenes in the play and eventually emulating a shadowy crowd watching from the stalls. Shallan's narrative tells of a hopeful tale, with an unfortunate end.
The story is then repeated by [[Hoid|Hoid]] to Shallan while she is in [[Kholinar|Kholinar]], after discovering her attempts at helping the native residents had failed. His version of the story includes details of what happened after the girl passed the wall.
## Trivia
Brandon based the story on the various versions of
For a while, Brandon and [[Isaac Stewart|Isaac Stewart]] were planning on making a picture book based on the story, with Isaac's art. Due to creative differences with the potential publisher, the idea was temporarily shelved, although there are still plans to make a series of picture books based on [[Hoid|Hoid's]] stories.
| The Girl Who Looked Up |
|**Ellista**|
|-|-|
|by Treefin |
|**Profession**|[[Ardent|Ardent]] in the Devotary of the Mind|
|**Residence**|[[Jokasha Monastery|Jokasha Monastery]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Oathbringer*|
**Ellista** is an [[Ardent|ardent]] and scholar at the [[Jokasha Monastery|Jokasha Monastery]] in [[Jah Keved|Jah Keved]] on [[Roshar|Roshar]]. She is part of the Devotary of the Mind. She is a diachronic linguist and one of the scholars involved in the [[Dawnchant|Dawnchant]] translation.
## Contents
1 Appearance and Personality
2 History
2.1 Working on the Dawnchant
2.2 Encounter with Urv
3 Notes
## Appearance and Personality
Like most [[Ardent|ardents]], Ellista has a shaved head. She had never liked dealing with her hair, which leads her parents to joke that she became an ardent just so she could shave it off.
>“*A large swath of trees out there had been flattened by the new storm. But that was no reason for everyone to get upset!*”
\-Ellista's musings on the Everstorm[1]
She dislikes disruption and distraction and generally prefers to be left alone. She has a no-nonsense attitude and can be skeptical and judgmental. When she hears fellow ardents arguing about the [[Everstorm|Everstorm]] or discussing political happenings throughout [[Roshar|Roshar]], she takes no interest. She believes that everyone is overreacting to the Everstorm.
She is well-read in her field and seems to be a gifted researcher and linguist, as [[Urv|Urv]] calls her "brilliant" and notes that she makes incredible progress in translating Dawnchant fragments collected by [[Bendthel|Bendthel]].
She is a fan of risqué [[Alethi|Alethi]] epics.
## History
Ellista moved to the [[Jokasha Monastery|Jokasha Monastery]] at some point before [[Highprince|Highprince]] [[Dalinar Kholin|Dalinar Kholin]] began receiving visions during 1173. She considers herself lucky to have a place in Jokasha, as it is a desirable location for many [[Ardent|ardents]]. Before becoming an ardent, she thought that scholars did not bicker, but has since realized that was a misconception.
### Working on the Dawnchant
>“*Look, there’s easy proof here that the same writing system was once used all across Roshar... Not a diaspora of texts, but real evidence they wrote naturally in the Dawnchant.*”
\-Ellista to Urv on the historical use of the Dawnchant[1]
After Queen [[Navani Kholin|Navani Kholin]] provides the key to the Dawnchant that she recovers through [[Dalinar's visions|Dalinar's visions]], scholars in the monastery, including Ellista, begin to decode the old texts that they had in their possession. Ellista is glad to have Navani's information, but refuses to believe that the visions were real.
The coming of the [[Everstorm|Everstorm]] distracts many [[Ardent|ardents]] from their translation work, but Ellista persists. She believes that she has found evidence that Dawnchant was once used as a unified written language across ancient [[Roshar|Roshar]], supporting a theory posited by [[Jasnah Kholin|Jasnah Kholin]] in *Relic and Monument*. She vehemently disagrees with earlier arguments (including those made by [[Fiksin|Fiksin]]) that written Dawnchant texts all originated in a single region. Through her studies, she has also been able to determine that the cataclysmic [[Desolation|Desolations]] caused Dawnchant to fall into disuse. Individual nations began to use the Dawnchant to phonetically record their spoken language, and later developed their own glyphs, abandoning Dawnchant altogether.
by botanicaxu
### Encounter with Urv
While attempting to read *An Accountability of Virtue*, Ellista is interrupted by several ardents arguing about the movements of the Everstorm. Hoping for some peace and quiet, she leaves her reading nook in the monastery's library and makes her way to a reading desk in a nearby hallway. Unfortunately, she is again interrupted by discussion of the new storm and is forced to move. After having no luck in the lower buildings, Ellista ventures into the forest where she was at last alone, and could read uninterrupted.
In the forest, Ellista is soon found by another ardent at the monastery named [[Urv|Urv]] who hoped to check on her progress with the Dawnchant translation. Much to her dismay, Urv does not leave after she hands over her notes, instead settling down nearby to review her translations. Ellista gives Urv a synopsis of her research on the Dawnchant, and he is suitably impressed. While they talk, Urv notices that Ellista is sitting on her copy of *An Accountability of Virtue* in an unsuccessful attempt to hide it. Urv comments that he has read the book himself, and offers to lend Ellista the sequel in exchange for her help translating the [[Covad Fragment|Covad Fragment]]. He claims that he is working on the fragment at the request of an unnamed patron.
| Ellista |
|**Turlm**|
|-|-|
|**Profession**|Sailor|
|**Residence**|[[Thaylen City|Thaylen City]]|
|**Nationality**|[[Thaylen|Thaylen]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Dawnshard*|
**Turlm** is a [[Thaylen|Thaylen]] sailor and a member of the crew of the *Wandersail*.
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Notes
## Appearance and Personality
Turlm has a genial personality and always shares his booze. [[Lopen|Lopen]] considers him a friend, despite his tendency to eat with his mouth open.
## Attributes and Abilities
He hails from [[Thaylen City|Thaylen City]], and is a father to six daughters there. He is a competent sailor.
## History
Turlm was a member of the [[Expedition to Akinah|expedition to Akinah]]. As the *Wandersail* neared Akinah and breached the storm surrounding the island, he was swept overboard by an unexpected wave that washed over the deck. He was quickly saved by Lopen and [[Rua|Rua]], and was amazed and very grateful. [[Fimkn|Fimkn]] then sent him belowdecks for the remainder of the passage through the storm.
| Turlm |
|**Buissonommes**|
|-|-|
|**Profession**|Playwright|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Buissonommes** is a playwright on [[Scadrial|Scadrial]]. They cowrote the *A Hero for All Ages* operetta with [[Sablerfils|Sablerfils]] for [[Clarvonne's Theater|Clarvonne's Theater]].
## Trivia
"Sablerfils" loosely translates from French as "Sanderson" and has been confirmed as a cameo for Brandon. "Buissonommes" similarly translates as "Bushman", which is [[Emily Sanderson|Emily Sanderson's]] maiden name. It is also the last name of Brandon's father-in-law Matt, who is a musician that has advised Brandon on lyrics and poetry in his books. Although unconfirmed, it is likely that Buissonommes is a cameo for Emily and/or Matt.
| Buissonommes |
|**Maksim**|
|-|-|
|**Profession**|Pirate|
|**Homeworld**|*Unknown*|
|**Universe**|[[Cytoverse|Cytoverse]]|
|**Introduced In**|*Cytonic*|
This page or section needs to be updated with new information for *Cytonic* and *Defiant*!Be aware that in its current state, it may not include all additional content yet.
>“*Yeah, well, it’s all fun and games until your pet tries to steal the family starship and escape. Too aggressive, they decided.*”
\-Maksim to Spensa[1]
**Maksim** is a human member of the [[Broadsiders|Broadsiders]] pirate faction in the belt of the [[Nowhere|nowhere]]. He serves on the ground crew for [[Cutlass Flight|Cutlass Flight]] alongside [[Nuluba|Nuluba]].
## Appearance and Personality
>“*He looked a lot less like a warrior than he did like a guy who'd been lost wandering the caverns.*”
\-Spensa on Maksim's appearance[3]
Maksim is in his early thirties, with a long scraggly beard. He has a loose appearance, and often lounges about. He has a goofy smile and a ready, welcoming manner. He is generally quite relaxed, and will sometimes just sit around and chat instead of working. He likes to talk, often freely giving away information.
## History
>“*It’s all fun and games until your pet tries to steal the family starship and escape. Too aggressive, they decided. As if they hadn’t known what I was when they bought me.*”
\-Maksim talking with Spensa[1]
Maksim was kept as a pet by a member of the [[Superiority|Superiority]], as humans are often seen as novelties. He was put through anti-aggression therapy, and was made to sit on a mat and simply hum for hours. Maksim attempted to steal the family starfighter, and at some point afterward ended up in the nowhere, eventually joining up with [[Peg|Peg]] and the Broadsiders. When Spensa was captured by the Broadsiders and put to work, Maksim chatted with her about himself and the pirates. He was impressed by her mechanical skill, and explained how the six pirate factions worked to her. While chatting with her, he revealed the existence of their long-range scanner, which allowed them to detect incoming ships from a distance. He continued to give her more jobs as she stayed with the Broadsiders, often making idle conversation as Spensa worked. Spensa worked to repair one of the fighters, which Maksim wanted to fly. He wanted to become a skilled pilot, so he could become pirate champion and bring respect to the Broadsiders.
After Peg saw Spensa as a threat and attacked her, Spensa defeated her and claimed command of the faction, both Maksim and Nuluba drew guns on her. Spensa was able to escape with the help of [M-Bot]]. Maksim saw Spensa as she later went to retrieve her reality icon, but didn’t fire at her. After Spensa agreed to Peg’s terms and joined the Broadsiders fully, Maksim finally got his own fighter. He ran practice drills with the others of Cutlass Flight, directed by Spensa. During their practice, he did IMP exercises with Peg. Maksim wasn’t very skilled, but was eager. He didn’t enjoy learning the basics, but Spensa insisted that he needed a strong foundation.
>“*The Jolly Rogers were sent running! You have no idea how good that feels!*”
\-Maksim to Spensa after the skirmish[7]
Maksim and the others accompanied Spensa and [[Chet|Chet]] as they investigated a portal on the [[Path of Elders|Path of Elders]], Maksim looking for salvage with the others. As they left, Maksim spotted a heklo watching them from a distance, who was possessed by a [[Delver|delver]]. As they headed back to the Broadsider Base, they found it being raided by members of the [[Jolly Roger Faction|Jolly Roger Faction]]. Maksim was Peg’s wingmate during the battle, helping out a beleaguered [[Gibsey|Gibsey]], who picked up two tails. After the battle, Maksim helped tow Spensa’s immobilized ship back to the base. Maksim attended Spensa’s duel with the current pirate champion, giving her a trashy romance novel for her to read on the flight there. After Spensa’s victory, when the Broadsiders celebrated, Maksim used his ship’s floodlights to create a spotlight on Spensa as she told a story. Maksim enjoyed her story, liking its theme of honor. He ate real food with Spensa, both of them talking about the strangeness of it.
>“*Thank you, for showing me that we can fight without being monsters.*”
\-Maksim to Spensa before her departure[11]
Maksim was involved in the joint pirate assault on the Superiority base of [[Surehold|Surehold]], and moved into the station with the other pirates after their victory. He said goodbye to Spensa before she flew towards the lightburst, exchanging a hug.
| Maksim |
|**Sakisa**|
|-|-|
|**Species**|[[Axehound|Axehound]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Words of Radiance*|
**Sakisa** is an [[Axehound|axehound]] owned by [[Wikim Davar|Wikim Davar]]. She enjoys playing catch with a cloth wrapped ball.
| Sakisa |
|**Song of Prayer**|
|-|-|
|**Related to**|[[Listener|Listener]]|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **Song of Prayer** is a song that can be used by [[Singer|singers]] to create [[Voidlight|Voidlight]] [[Spheres|spheres]].
The role of the song in the creation of Voidlight spheres is unknown. However, [[Navani|Navani's]] research into the pure tones of Roshar allowed her to manipulate Voidlight, even mixing it with other [[Lights|Lights]] inside of a sphere. The tone and rhythm of the Song of Prayer is therefore likely related to the creation of Voidlight spheres.
[[Odium|Odium's]] forces are not seen using the Song of Prayer in battle, even when they are running low on Voidlight. It is unclear why this is the case, but [[Fused|Fused]] and [[Regal|Regals]] seem to have abundant spheres available to them and it may be easier or faster to simply retrieve more spheres rather than create new ones. [[Venli|Venli]] knew that singing the Song of Prayer could draw Odium's attention, and did not dare to try and create her own Voidlight spheres during the occupation of [[Urithiru|Urithiru]].
| Song of Prayer |
|**Zigareth**|
|-|-|
|**Usage**|Palace|
|**City**|[[Widor|Widor]]|
|**Nation**|[[Fjorden|Fjorden]]|
|**World**|[[Sel|Sel]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Zigareth** is the [[Wyrn (title)|Wyrn's]] palace in [[Widor|Widor]] on [[Sel|Sel]].
| Zigareth |
|**Silverlight Mercantile**|
|-|-|
|by [[Isaac Stewart|Isaac Stewart]]|
|**City**|[[Silverlight|Silverlight]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Silverlight Mercantile** is an enterprise based out of [[Silverlight|Silverlight]] whose business include an interplanetary postal service, which operates through mysterious [[Messengers|messengers]].
[[Harmony|Harmony]] used them in order to send [[MeLaan|MeLaan]] a message concerning [[Wayne|Wayne's]] passing.
| Silverlight Mercantile |
|**Kdralk**|
|-|-|
|**Family**|
|**Parents**|[[Fen Rnamdi|Fen Rnamdi]], [[Kmakl|Kmakl]]|
|**Ancestors**|[[Tslamfn|Tslamfn]]|
|**Titles**|Captainlord|
|**Profession**|Soldier|
|**Residence**|[[Thaylen City|Thaylen City]]|
|**Ethnicity**|[[Thaylen|Thaylen]]|
|**Nationality**|[[Thaylen|Thaylen]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Oathbringer*|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
>“*I regret only that I didn't speak loudly enough for you to hear the insults, despot.*”
\-Kdralk to Dalinar[2]
**Kdralk** is the only known son of Queen [[Fen Rnamdi|Fen Rnamdi]] of [[Thaylenah|Thaylenah]] and her prince consort, [[Kmakl|Kmakl]]. As Thaylenah is an elective monarchy, he's unlikely to inherit the crown.
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Notes
## Appearance and Personality
Kdralk is a young man, likely in his twenties. He's Thaylen, and has the characteristic long eyebrows of his people, which he wears spiked. As the son of a queen, he's most likely a [[Lighteyes|lighteyes]].
He's enthusiastic, and wears his heart on his sleeve, always making his feelings and opinions clear. He does, however, have a short temper, and it's easy to goad him into losing it. Nonetheless, he's capable of thinking critically and when the push comes to shove, he's cautious. In a fight, he has good reflexes, holding back when necessary, though he can become frantic when pressed for time. Once presented with enough evidence, he's quick to change his opinion on others When not hostile, he's exuberant and friendly.
He's on good terms with his fellow officers, with numerous friends among them, and cares deeply about his parents. After initially despising [[Dalinar|Dalinar]] for what he knows of the Blackthorn, he comes to admire him, and becomes eager to hang around him.
## Attributes and Abilities
Kdralk is a captainlord in the Thaylen military. He has a keen understanding of naval warfare and strategy. He's a skilled swordsman, and while not a [[Shardbearer|Shardbearer]], he has trained with the [[Stances|Stances]]. He's also familiar with politics of Thaylenah and Rosharan economics, and can readily grasp the implications [[Oathgate|Oathgates]] have on both of them.
He's fluent in the [[Alethi|Alethi]] language, although he speaks with a heavy accent, mashing the words together.
## History
Kdralk was present when [[Dalinar Kholin|Dalinar Kholin]] visited [[Thaylen City|Thaylen City]] for the first time. He was a member of a group of young Thaylen officers who were highly critical of the alliance with [[Urithiru|Urithiru]], prompting Dalinar to goad him into issuing the challenge to the Blackthorn. After Kdralk managed to land a strike, Dalinar used [[Stormlight|stormlight]] to heal himself, sending the younger man into shock. This changed Kdralk's attitude, and he began to almost hero-worship Dalinar, even taking his bloodied shirt.
He later came with his mother to Urithiru, and was an active participant in the multiple strategy meetings held there. After Dalinar suggested sending [[Alethi|Alethi]] battalions to Thaylenah, Kdralk was the one to point out that strategy works differently on the sea than on land. When Dalinar revisited Thaylen City to examine its defenses, he was part of the group that was showing him around. During the subsequent meeting, he made a point of sitting next to [[Renarin|Renarin]].
During the [[Battle of Thaylen Field|Battle of Thaylen Field]], Kdralk took part in the fighting. After [[Adolin|Adolin]] managed to return to the [[Physical Realm|Physical Realm]], he met with him, and together they pushed onward to aid Fen and [[Kmakl|Kmakl]] in a different part of the city. After they managed to join them, Fen sent Kdralk to recover the [[Shardblade|Shardblade]] of a fallen Thaylen Shardbearer, [[Estnatil|Estnatil]], who had died when a [[Thunderclast|Thunderclast]] had broken through the wall. He was additionally told by Adolin to try and hold the city's Low Ward against [[Odium|Odium's]] forces.
His ultimate fate isn't specified; however, as Fen wasn't seen grieving after the battle, it's highly likely he survived.
| Kdralk |
|**Pewter**|
|-|-|
|||
|by [[Isaac Stewart|Isaac Stewart]]|
|**Allomancy**|
|**Power**|Increase physical strength|
|**Type**|Internal, Pushing, Physical|
|**Misting**|Pewterarm or Thug|
|**Feruchemy**|
|**Power**|Store physical strength|
|**Type**|Physical|
|**Ferring**|Brute|
|**Hemalurgy**|
|**Power**|Steal Physical Feruchemical powers|
|**Type**|Physical|
|**Universe**|[[Cosmere|Cosmere]]|
**Pewter** is the internal physical pushing metal. An Allomancer burning pewter has increased physical strength, speed, durability, balance, and enhanced ability to heal. It allows the user to push their body far past what they would normally be able to achieve. Feruchemists can use pewter to store physical strength, and, when used as a Hemalurgic spike, pewter steals Physical Feruchemical powers.
In the Metallic Arts, pewter is the alloy paired with [[Tin|tin]].
## Contents
1 Alloy Composition
2 Allomantic Use
2.1 Pewter dragging
2.2 Savantism
2.3 Notable Pewterarms
3 Feruchemical Use
3.1 Compounding
4 Hemalurgic Use
4.1 Bind Points
4.2 Kandra Blessing
5 Fabrial Use
6 Notes
## Alloy Composition
The pewter used in the Metallic Arts is an alloy of ninety-one percent tin and nine percent lead.
## Allomantic Use
A pewter [[Misting|Misting]] is known as a **Thug** or **Pewterarm**. Burning pewter increases all of the body’s physical abilities. Pewter's utility is not simply from the increased strength or speed, as it also enhances the body's natural balance, granting almost unnaturally smooth movements. It also increases reaction speed and gives the user resistance to hot and cold temperatures. Finally, it increases endurance, letting the body continue on long past when it would have normally shut down.
Pewter grants the user the ability to heal from otherwise deadly wounds, and to recover much quicker. It will also heal conditions such as drug effects or drunkenness. [[Aluminum|Aluminum]] in a wound will make it impossible for the Thug to heal the injury around the metal for as long as it remains in the body. Pewter can theoretically be used to alter the user's appearance.
Pewter can be dangerous when it runs out, which is a serious concern since it is the fastest-burning of the eight basic metals. A Thug having just survived a deadly wound can die from the resulting effects when the body runs out of pewter to burn. However, the body will naturally burn pewter in an attempt to heal itself, so even an unconscious Thug can be given additional pewter to survive otherwise life-threatening situations.
Pewter roughly doubles the average person’s strength, and triples it when flared.
### Pewter dragging
By constantly flaring pewter for a long time (pewter dragging), a Thug can achieve incredible things, such as running at roughly the speed of a galloping horse for extended periods. However, this is extremely dangerous and could even be lethal when the Thug stops burning pewter, even disregarding the fact that repeated pewter dragging will lead to [[Savantism|savantism]], for there is a sudden burst of intense fatigue that had been suppressed by pewter. Several days of rest and sufficient food are required to replenish the Thug afterwards.
### Savantism
If someone were able to burn the amount of pewter needed to become an Allomantic [[Savant|savant]] with the metal, they would have enhanced physical abilities such as being able to heal more quickly, though not as fast as someone tapping health from a [[Gold|goldmind]]. Thugs often die before becoming savants, as they feel neither pain nor exhaustion to any great extent and therefore may ignore wounds that later prove fatal.
### Notable Pewterarms
[[Hammond|Hammond]]
[[Peret|Peret]]
[[Tarson|Tarson]]
## Feruchemical Use
A pewter [[Ferring|Ferring]] is known as a **Brute**. Pewter is used to store physical strength and endurance. However, as opposed to the simply enhanced body granted to an Allomancer burning pewter, a Brute tapping a pewtermind gains muscle mass and becomes physically larger. The additional muscles allow the Brute to have increased strength. For this reason, pewter metalminds are often designed to be able to stretch wider to accommodate the extra muscles. While storing physical strength, a Brute becomes scrawny and weak.
It's possible for a Brute to tap so much strength that their girth makes it difficult for them to maneuver properly.
### Compounding
A pewter [[Compounding|Compounder]] would be able to use pewter to have a nearly infinite supply of physical strength. It is possible, with Allomantic pewter and Feruchemical pewter, to store the strength from the Allomantic pewter in the metalminds; but it is more efficient to Compound. However, this eliminates the need to burn the metalmind away using Allomancy, which is the main drawback of Compounding.
## Hemalurgic Use
When used as a Hemalurgic spike, pewter steals Physical Feruchemical powers ([[Iron|iron]], [[Steel|steel]], [[Tin|tin]], and pewter).
### Bind Points
Feruchemical Steel: Feruchemical steel can be stolen by placing a pewter spike through the heart.
### Kandra Blessing
The [[Kandra|kandra]] can use a pair of these spikes as a [[Blessing|Blessing]]. Like all kandra Blessings, the Blessing gives the [[Mistwraith|mistwraiths]] sentience, with an unknown added benefit.
## Fabrial Use
A [[Fabrial|fabrial]] with a pewter cage will express the element corresponding with the trapped spren, creating an augmenter fabrial. For example, a fabrial with a trapped flamespren will radiate heat. As with its use in Allomancy, this consumes [[Stormlight|Stormlight]] more quickly than other fabrials.
| Pewter |
|**Inin**|
|-|-|
|**Family**|
|**Parents**|[[Rinakin|Rinakin]]|
|**Species**|[[UrDail|UrDail]]|
|**Homeworld**|[[ReDawn (planet)|ReDawn]]|
|**Universe**|[[Cytoverse|Cytoverse]]|
|**Introduced In**|*ReDawn*|
This page or section needs to be updated with new information for *ReDawn*!Be aware that in its current state, it may not include all additional content yet.
>“*You’re here to help rescue my father? To help us turn the wind to our favor?*”
\-Inin to Jorgen[1]
**Inin** is an [[UrDail|UrDail]] pilot from [[ReDawn (planet)|ReDawn]]. She is the daughter of [[Rinakin|Rinakin]].
## Appearance and Personality
Inin is late into her pregnancy, and wears a maternity jacket over her belly. She is fierce and strong-willed, and dislikes being treated like a child because she is pregnant, or any other suggestions that she is weak. She cares strongly for her father, and defends him tenaciously.
## History
She became pregnant, and Rinakin had wished he could retire from his position to help take care of the baby, but it was made impossible by the political situation.
Inin was part of the group of [[Independence|Independence]] faction members that [[Alanik|Alanik]] and [[Skyward Flight|Skyward Flight]] rescued from the Unity faction and the [[Superiority|Superiority]]. She went to [[Wandering Leaf|Wandering Leaf]] with Skyward Flight, and there listened to a broadcast from Rinakin, who announced that he was aligning with [[Nanalis|Nanalis]] and the Unity faction, saying that they must unite and that Alanik should turn herself in. Inin strongly argued that Unity was making him say the message, and that he wasn’t doing it of his own free will.
| Inin |
The **Theoryland Interview Database** is a collection of questions and their answers asked at various signings, releases, and other events. It aims to be a complete resource of all questions asked to [[Brandon|Brandon]] on his works. It also contains interviews done by the [[The Wheel of Time|The Wheel of Time]] community. The [[Brandonology|Brandonology]] was merged into the database.
It has been mostly superseded by [[Arcanum|Arcanum]], which has many more features.
| Theoryland Interview Database |
|**Sogdian Forest**|
|-|-|
|**Type**|Forests|
|**World**|[[Sel|Sel]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **Sogdian Forest** is a forest just outside of the [[Imperial Seat|Imperial Seat]] of the [[Rose Empire|Rose Empire]] on [[Sel|Sel]].
It is a deep and dense forest, thick enough to hide someone for a long time. [[Shai|Shai]] lay low there for a few months after her escape from the [[Rose Palace|Rose Palace]].
| Sogdian Forest |
|**Tuki Tuki**|
|-|-|
|**Region**|[[Free Kingdoms|Free Kingdoms]]|
|**Nation**|[[Mokia|Mokia]]|
|**World**|[[Earth (Alcatraz)|Earth (Alcatraz)]]|
>“*We like huts. Sure, we could build skyscrapers or castles. But why? To cut ourselves off from the sky with walls of stone and steel?*”
\-King Talakimallo explaining the simplistic housing to Alcatraz[1]
**Tuki Tuki** is the capital city of [[Mokia|Mokia]] in the [[Free Kingdoms|Free Kingdoms]]. It is called the City of Flowers, as everything in the city is covered with flowers. The roads are lined with flower beds, as well as trees, whose branches have more flowers hanging over the roads. The housing is mostly comprised of simplistic reed huts, many of which are generously decorated with flowers. The flowers are all non-allergenic, and were asked to be so by the city’s floralinguists, who can talk to the flowers. Its primary defensive feature is an enormous protective dome made out of Defender's Glass. It protects the city from enemy attacks, such as launched projectiles.
## Geography
It is located on the southern coast of Biggest Island, in northern Mokia.
## History
>“*Mokia stands here. We’ve been beaten down by Librarian forces for decades now; if Tuki Tuki falls, it will spend the end for my people. We will become just another Librarian province, slowly assimilated into the hush lands, our people brainwashed until we forget our past.*”
\-King Talakimallo to Bastille
After the Librarian plot involving a peace treaty was foiled, they began an all out siege on Tuki Tuki, encircling the city and hammering away at its defensive dome. [[Talakimallo|Talakimallo]] had supposedly been sent somewhere safe, but rather than leave his people, he sent his daughter using [[Disguiser's Lenses|Disguiser's Lenses]] to impersonate him and escape. The Shielder's Glass surrounding the city was nearly shattered, and Talakimallo was about to surrender, but Alcatraz successfully convinced him to keep fighting. They used [[Communicator's Glass|Communicator's Glass]] to convince the Nalhallans to send support, and [[Leavenworth Smedry|Leavenworth Smedry]] was sent with a fleet. But then, the Librarians emerged from a tunnel and attacked the city, putting Talakimallo in a coma. Since the king was no longer available, Alcatraz was the highest ranking person present, and was named leading monarch. Through a clever manipulation of Leavenworth's Talent, he was able to speed up the reinforcements, but it wasn't enough. The Shielder's Glass was broken, and Bastille was injured. His emotions building up inside him allowed him to use the breaking [[Smedry Talent|Talent]] to break the Librarian weapons, causing the Librarians to give up and leave. Though the city was safe, it was badly demolished during the fighting, and many Mokians ended up in comas. Many of the huts were completely demolished, and many lawns were peppered with debris.
| Tuki Tuki |
|**Lifeless Enclave**|
|-|-|
|**Usage**|[[Lifeless|Lifeless]] barracks|
|**City**|[[T'Telir|T'Telir]]|
|**World**|[[Nalthis|Nalthis]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **Lifeless Enclave** is a gigantic building in [[Hallandren|Hallandren]] on [[Nalthis|Nalthis]] used as barracks for tens of thousands of [[Lifeless|Lifeless]] soldiers.
## Contents
1 Location
2 Structure
3 Function
4 History
4.1 Pahn Kahl Rebellion
5 Notes
## Location
It is a part of the [[Court of Gods|Court of Gods]] in Hallandren's capital, [[T'Telir|T'Telir]]. It located at the base of the court plateau and is connected to the rest of the complex by a long, covered walkway. A number of guards are posted inside and outside of the building to maintain security.
## Structure
The enclave is massive, with four huge warehouse-like spaces that each house around 10,000 Lifeless. There are viewing platforms built above the warehouse spaces for [[Returned|Returned]] and priests to observe the soldiers. These spaces have no lighting, and lanterns must be used by visitors. The building includes exercise space and medical facilities for maintenance of the Lifeless. The compound includes twisting passageways intended to confuse potential invaders.
## Function
The Lifeless Enclave serves as a barracks for the 40,000 [[Lifeless|Lifeless]] that comprise the bulk of the [[Hallandren|Hallandren]] military forces. Because Lifeless do not require basic human needs like food or sleep, they can be efficiently maintained by a relatively small group of servants. The Returned who control the Lifeless give them instructions to obey the servants if they are requested to exercise or go to the infirmary. The servants can then ensure that the Lifeless stay in good condition and maintain their muscle tone; they also test and refresh the [[Ichor-alcohol|ichor-alcohol]] of each Lifeless as needed.
## History
The Lifeless Enclave was presumably built after the [[Manywar|Manywar]] and the establishment of Hallandren. It had been impossible to create and sustain large Lifeless armies prior to several discoveries made by the [[Five Scholars|Five Scholars]] during that conflict. The Lifeless army in the garrison grew over time until it numbered around 40,000; they were typically commanded by four different Returned, each holding the [[Command|Command]] phrase to control 10,000 soldiers. Any Returned could visit the enclave at any time if they wanted to observe the operations there. However, doing so could be unsettling, as the fully armed Lifeless stand in completely silent ranks, and their eyes stay open despite being kept in the dark.
### Pahn Kahl Rebellion
During the [[Pahn Kahl rebellion|Pahn Kahl rebellion]], a tunnel system underneath the Court of Gods was extended to provide clandestine entrances to each of the four main chambers of the Lifeless Enclave. The newer tunnels and entrances had been built at the command of [[Bluefingers|Bluefingers]], and [[Vasher|Vasher]] was also aware of them. [[Awakener|Awakeners]] loyal to Bluefingers used the tunnel entrances to break the Commands of some of the Lifeless in the enclave and insert hidden Commands of their own. [[Lightsong|Lightsong]] discovered the secret entrances after having unusual visions about the tunnels, although he did not immediately recognize their significance.
The enclave fell into the hands of the rebels, supported by the stolen Lifeless and [[Denth|Denth's]] mercenaries. The rebels were able to take control of the entire Lifeless army by torturing and extorting [[Blushweaver|Blushweaver]] and Lightsong for their Command phrases. Bluefingers planned to use the now-empty enclave as a setting to frame the two Returned for the rebel attack on the [[God King|God King]]. The rebels sent the Lifeless army to attack [[Idris|Idris]], but they were intercepted and destroyed by [[Kalad's Phantoms|Kalad's Phantoms]]. The enclave presumably lost its usefulness, and its fate is unknown.
| Lifeless Enclave |
|**Mik**|
|-|-|
|**Born**|c. 1163|
|**Residence**|[[Yeddaw|Yeddaw]]|
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Edgedancer*|
**Mik** is a child with a head wound in [[Yeddaw|Yeddaw]] on [[Roshar|Roshar]].
## Appearance and Personality
Mik is around ten or eleven years old. He is a large child, larger than [[Lift|Lift]]. He has a prominent scar on his head that does not appear to be fully healed. His head is shaved, and the hair has not grown back on the side of his head around the scar.
## History
Mik was abandoned by his mother outside of the orphanage. Lift noted that he was unresponsive and drooling. His mother appeared to be quite upset about leaving him, and [[Wyndle|Wyndle]] was shocked by her actions; Lift speculated that Mik's mother was forced to abandon him because of her inability to tend to his special needs alongside her other children. Lift took his hand and tried to speak to him, but he showed no signs of comprehension or any ability to communicate. However, when the [[Stump|Stump]] saw Mik, she believed that he was faking his injury.
The next day, Mik approached Lift looking for food. He was able to tell her his name and speak in short sentence fragments. He seemed confused but asked after his mother. Lift thought he was just having a better day, but the Stump continued to insist that he was faking it. When Lift saw Mik again later in the day, he was able to speak normally and remembered his mother, although his memory of the last few weeks was foggy and he still did not understand why she left him at an orphanage. Lift realized that he had healed at a supernatural rate and assumed it was through her [[Surgebinding|Surgebinding]] power known as Regrowth. She was perplexed by the fact that she seemed to be healing his mind, which she believed to be beyond her abilities, and that the healing was happening without her active participation.
Mik's mother returned to the orphanage the next day due to her guilt about abandoning him, and he left with her. Mik's case, along with other evidence, led Lift to the conclusion that the Stump was the Surgebinder that had healed Mik. The Stump had also unknowingly healed many other children, leading to her constant skepticism about their injuries.
| Mik |
|**Heraldic Epochs**|
|-|-|
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section needs to be updated with new information for *Oathbringer*!Be aware that in its current state, it may not include all additional content yet.
The **Heraldic Epochs** is a period in history of [[Roshar|Roshar]] that preceded the [[Era of Solitude|Era of Solitude]]. It's sometimes known as the **Silver Kingdoms Epoch**.
## Contents
1 History
2 Culture and Politics
3 Legacy
4 Notes
## History
by taratjah
The Heraldic Epochs began with the conflict between humans and [[Singers|Singers]], when the latter decided to ally with [[Odium|Odium]]. To combat this, [[Honor|Honor]] chose ten [[Herald|Heralds]], thus forming the [[Oathpact|Oathpact]]. In short, the Oathpact stated that as long as the Heralds were on [[Braize|Braize]], Odium could not start another [[Desolation|Desolation]]; to combat this, he tortured the Heralds until at least one of them broke. A single such cycle - a period of peace punctuated by a Desolation - was a single Heraldic Epoch. As each time, the Heralds broke faster, the Epochs grew shorter and shorter, with the initial ones separated by over a century, while the very last were only years apart. In total, there were somewhere between fifteen and fifty Desolations. While many chronological details are uncertain, it is known that the [[Worldsinger|Worldsinger]] [[Senne Khald|Senne Khald]] lived in the Sixth Epoch, and that [[Dalinar's visions|Dalinar's vision]] of [[Midnight Essence|Midnight Essence]] creatures attacking the town of Starfalls takes place in the Eighth.
Though initially only the Heralds had the access to [[Surgebinding|Surgebinding]], eventually the [[Spren|spren]] sought to mimic those powers and began bonding humans. Initially, those new Surgebinders were unorganized and uncoordinated, with some even turning on fellow men. Sometime during the reign of [[Nohadon|Nohadon]], the Herald [[Ishar|Ishar]] imposed order on them, leading to the formation of [[Knights Radiant|Knights Radiant]]. Henceforth, the Knights would battle the [[Desolation|Desolations]] alongside the Heralds.
The city of [[Stormseat|Stormseat]] was destroyed by unknown means during one of the Desolations, leading to the formation of the [[Shattered Plains|Shattered Plains]]. Sometime after, a legion of [[Singer|Singers]] was sent there for unknown reasons and chose to defect, becoming the [[Listener|Listeners]].
The Heraldic Epochs came to an end with the [[Last Desolation|Last Desolation]], or the [[Aharietiam|Aharietiam]]. At the end of that Desolation, only the Herald [[Taln|Taln]] was dead. The other Heralds decided to leave the Oathpact, theorizing that one of them would be enough to keep it functioning, and abandoned their [[Honorblade|Honorblades]], then told mankind that this day marked the final victory over the [[Voidbringer|Voidbringers]]. With them vanishing - supposedly to battle in the [[Tranquiline Halls|Tranquiline Halls]], while in fact they simply went into hiding - Roshar entered the [[Era of Solitude|Era of Solitude]].
## Culture and Politics
by Isaac Stewart The [[Silver Kingdoms|Silver Kingdoms]]
Though the Heraldic Epochs are considered to be Roshar's golden age, in truth they saw a period of significant civillizational decline. Each [[Desolation|Desolation]] brought with it a vast loss of knowledge and technical know-how, to the point where the Heralds would leave mankind with the knowledge of forging bronze and return to find them in stone age. With every return, they had to re-teach mankind a number of important skills.
It's possible that this was not merely an accident of constant war, but a deliberate effort by Odium, as the [[Unmade|Unmade]] [[Yelig-Nar|Yelig-Nar]] is mentioned as deliberately targeting wordsmen, the literate people of [[Nohadon|Nohadon's]] era. Even the periods between Desolations were fraught with peril, as creatures such as [[Midnight Essence|Midnight Essence]] were a constant threat.
Politically, Roshar was divided into ten [[Silver Kingdoms|Silver Kingdoms]]. Each Kingdom had its own purpose in the Desolations, and each had its own [[Oathgate|Oathgate]] leading to [[Urithiru|Urithiru]], the seat of the [[Knights Radiant|Knights Radiant]] and the functional capital of the world at the time. Those kingdoms were built by the Heralds and, at least according to myths, led by them. However, smaller countries appear to have existed as well, such as [[Eiliz|Eiliz]] and [[Tarma|Tarma]]; whether they were vassal states to the Silver Kingdoms or independent nations that weren't recorded in history is unclear.
Unlike in modern [[Vorinism|Vorinism]], writing and reading wasn't restricted to women, as words*men* existed. Conversely, waging war wasn't restricted to men, as there were female Knights Radiant.
## Legacy
On Roshar, Heraldic Epochs are fondly remembered as the times that Heralds steered the course of the world and men were bound by honor. Great men of that era, such as [[Nohadon|Nohadon]], are revered even in the present day.
One of the primary tenets of the [[Vorin|Vorin]] religion states that at the end of the Heraldic Epochs, the Heralds had pushed the Voidbringers back to the [[Tranquiline Halls|Tranquiline Halls]] and were fighting to force them out of there as well. According to Vorinism, there were one hundred [[Desolation|Desolations]], including [[Aharietiam|Aharietiam]].
| Heraldic Epochs |
|**Everstorm**|
|-|-|
|by Eryck Tait |
|**Related to**|[[Odium|Odium]], [[Retribution|Retribution]]|
|**Type**|Invested weather phenomenon|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|Cosmere|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Rhythm of War* and *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“* They call for a storm. My opposite. Deadly. *”
\-The Stormfather to Dalinar during the Battle of Narak.[1]
The **Everstorm** (Alethi: romanization: *Kalazeras*, lit. *Eternal Storm*) is a powerful weather pattern on [[Roshar|Roshar]] similar to a [[Highstorm|highstorm]], but one that circles the world in the opposite direction. It was summoned by [[Stormform|stormform]] [[Listener|listeners]] during the [[Battle of Narak|Battle of Narak]] at the end of the [[War of Reckoning|War of Reckoning]]. The period in which it passes over a given area is sometimes referred to as the **Evernight**.
Following the birth of Retribution, the Everstorm was expanded to cover all of Roshar, and to continue without abating. This event is known as the **Night of Sorrows**. Due to the storm, the planet experienced constant rainfall and lightning, and light from the sun was blocked out, leaving the planet in an eternal night-like state. The only places free from the storm are [[Azir|Azir]] and [[Urithiru|Urithiru]], as per Dalinar's agreements with Odium. However, Azir was left within the storm for a period of around a month before it was freed.
## Contents
1 Description
1.1 Frequency
2 Influence and Magic
3 History
3.1 Predictions
3.2 Summoning
3.3 True Desolation
3.4 The Night of Sorrows
4 See Also
5 Notes
## Description
Where regular [[Highstorm|highstorms]] are commanded by the [[Stormfather|Stormfather]] and carry with them [[Honor|Honor's]] [[Investiture|Investiture]], the Everstorm is of [[Odium|Odium]], and later of [[Retribution|Retribution]]. It travels from west to east, opposite the direction of traditional highstorms. The Everstorm's clouds are black, and it strikes with red lightning. It lacks a stormwall at the front, and carries neither debris nor [[Crem|crem]], only billowing smoke and darkness. Much like the highstorm, the Everstorm doesn't reach high enough to threaten [[Urithiru|Urithiru]], though even up there, its passing is accompanied by a wave of unnatural cold.
The inside of the Everstorm is completely dark, filled with ash carried by violent winds. This being said, even within a single passing, the conditions within vary greatly. Sometimes, there is no wind, only lightning; other times, it rains, and yet other, burning embers fall from the skies instead. Where the Everstorm's lightning hits appears to be under either Odium's or some other entity's control, as it's capable of targeting individual buildings.
Just what commands the Everstorm is uncertain. [[Pattern|Pattern]] suggests it's a spren of some kind serving Odium. Odium himself can exercise a level of control, stopping the storm at will. Whether there is some separate entity commanding the Everstorm is left ambiguous, and if such a spren exists, it has yet to make itself known.
### Frequency
For more details and supporting calculations, see [[Everstorm/Timeline|/Timeline]].
The Everstorm travels at roughly 120 miles per hour, about a third the speed of a [[Highstorm|Highstorm]]. It takes roughly nine days to circle the entire globe, three of which it spends crossing the Rosharan continent. Its time of arrival does fluctuate slightly, and precise predictions can be inaccurate. Fortunately, its high visibility and lower speed give the people of Roshar plenty of time to seek shelter. It is not yet clear whether the Everstorm's frequency is affected by the time of the year or other variables.
Odium is capable of altering the Everstorm's speed as he desires. He can accelerate it, pushing it to go around the planet in as little as five days. He can also bring it to a full stop and hold it stationary for hours. The one time the Everstorm was stopped like this, it eventually dissipated, but later returned to round the planet in its usual pattern.
Following the formation of Retribution, on Palahanah 1175, the Everstorm was expanded to cover the entire planet simultaneously. Furthermore, it was made eternal, therefore keeping the world within an eternal, global-scale storm.
## Influence and Magic
by mushimallo A [[Fused|Fused]] in the Everstorm
The Everstorm is a paramount threat to [[Roshar|Rosharans]], mainly because of its destructive power and direction of movement. All structures and houses on the continent are built in a way that protects them from the westward-blowing [[Highstorm|highstorms]], while allowing for little protection on the leeward side -- the side the Everstorm now strikes from. This makes areas once thought safe, such as [[Lait|laits]] and mountainsides, utterly defenseless. The consequences of this are readily apparent after just a single passing of the Everstorm, with once-wondrous cities like [[Thaylen City|Thaylen City]] ravaged and turned to rubble. The advent of the Everstorm also threw off the normal highstorm schedule by about four months.
When the Everstorm and the highstorm clash the effects are even more destructive, becoming more and more powerful until they pass by and return to normal. Where the two meet, entire swathes of land can be destroyed, with whole plateaus of rock launched high into the sky. To be on the ground when the two storms meet is a death sentence. Fortunately for Rosharans, after the [[Battle of Narak|Battle of Narak]] the two storms, either accidentally or by the Stormfather's design, never passed each other over populated areas.
The Everstorm has numerous magical effects. It attracts [[Stormspren|stormspren]] and, presumably, other [[Voidspren|voidspren]]. It also carries the [[Fused|Fused]], souls of long-dead [[Singer|singers]] who serve Odium in numerous lives. Through an Everstorm, the Fused can possess any singers who open themselves up to them, killing the original mind and replacing it with themselves while retaining abilities and use of [[Surge|Surges]] of the Fused. In the previous [[Desolation|Desolations]], the Fused would be sent back to [[Braize|Braize]] upon their bodies' death and return by an unknown means; during the [[True Desolation|True Desolation]] they return to Braize and instead return via the Everstorm, allowing them to be reborn as many times as there are singer bodies available for them.
Finally, the Everstorm releases any [[Parshmen|parshmen]] who come into contact with it from [[Slaveform|slaveform]], restoring their [[Identity|Identity]] and [[Connection|Connection]]. Such reawakened singers take on a non-slave form. The seemingly random forms they take on are ordinary ones rather than Odium-fueled [[Regal|Regal]] ones.
## History
>“* The Everstorm. It is a new thing, but old of design. *”
\-The Stormfather[3]
### Predictions
The Everstorm did not exist prior to the [[True Desolation|True Desolation]], although the underlying mechanisms were already in place. Its arrival was, however, predicted multiple times by the end of the [[Era of Solitude|Era of Solitude]], both in numerous [[Death Rattle|Death Rattles]] and by [[Honor|Honor]] in [[Dalinar's visions|Dalinar's visions]]. On most occasions, it was listed alongside with the True Desolation and the Night of Sorrows. [[Renarin|Renarin]] likewise had numerous visions about the Everstorm's arrival, though without its name, complete with a precise countdown to its coming.
The storm first took shape in [[Shadesmar|Shadesmar]] centuries before its arrival in the Physical Realm, and its appearance was partly what drove some spren to begin searching out bonds to refound the [[Knights Radiant|Knights Radiant]].
### Summoning
by Ashley Coad [[Venli|Venli]] in [[Stormform|stormform]]
For more information, see [[Battle of Narak|Battle of Narak]].
The real possibility of summoning a storm was first put forth by [[Venli|Venli]] when researching [[Stormform|stormform]]. After assuming the form, Eshonai confirmed it as a possibility, although she either believed or claimed to believe that what she suggested was an ordinary highstorm. Without consulting with the ruling [[Council of Five|Council of Five]], she planned for every able-bodied listener to take on the stormform and call the Everstorm into existence.
As Alethi forces approached [[Narak|Narak]], the listeners awaited them and began a song that would summon the Everstorm. [[Rlain|Rlain]] warned [[Dalinar|Dalinar]] that the song mustn't be allowed to finish under any circumstances, leading Dalinar to order [[Adolin|Adolin]] to stop it. Adolin and his forces launched an attack on the singing listeners, and although they managed to slaughter the singers and defeat Eshonai, they were too late.
The resulting Everstorm arrived from the west and clashed with the highstorm over Narak, leading to widespread destruction. Although Shallan managed to transport most of the Alethi units to [[Urithiru|Urithiru]], sparing them from the worst of the clash, those who did not make it onto the [[Oathgate|Oathgate]] platform in time were killed.
### True Desolation
For more information, see [[True Desolation|True Desolation]].
The Everstorm then became a new regular fixture of Roshar's weather system, coming in regular nine-day intervals. In its first passing, it devastated numerous cities in its wake, with particular focus on [[Thaylen City|Thaylen City]], which Odium was preparing for an upcoming battle. It also restored [[Connection|Connection]] and [[Identity|Identity]] to the [[Parshmen|parshmen]], ending [[Slaveform|slaveform]]. In subsequent passings, the Everstorm allowed the [[Fused|Fused]] to enter the [[Physical Realm|Physical Realm]].
Odium brought the Everstorm with him to the [[Battle of Thaylen Field|Battle of Thaylen Field]], using it to bring his fleet closer to the Thaylen shore before stopping it just outside of the city. Following the battle, the Everstorm dissipated, although it later returned back to its regular cycle.
### The Night of Sorrows
For more information, see [[Night of Sorrows|Night of Sorrows]].
On Palahanah 1175, Odium and Honor were fused into [[Retribution|Retribution]], and the Everstorm was extended over all of Roshar, transitioning from a local to a global phenomenon. This left the planet under a ceaseless rainfall, and blocked out the sun's light, leaving its inhabitants under an eternal night. This event is known as the [[Night of Sorrows|Night of Sorrows]].
## See Also
**Subpages**
[[Everstorm/Timeline|Timeline]]
| Everstorm |
|**<Elantris sequel>**|
|-|-|
|**Elantris trilogy**|
|**Follows**|*Elantris*|
|**Precedes**|*Elantris finale *|
|**Setting**|[[Cosmere|Cosmere]]|
|**Released**|*Unknown*|
This article's title is uncanonical and a fan created one, because an official term or name has not been made yet.
The **Elantris** sequel is a forthcoming book set on [[Sel|Sel]] by [[Brandon Sanderson|Brandon Sanderson]].
## Plot Summary
Set 10 years after the events of *Elantris*. This book will follow several of the minor characters from the first novel.
>“*Speaking of sequels, here’s what I'm planning. A book that takes place ten years after the events of Elantris. It would occur in the capitol city of Fjorden, and would star Kiin's children as viewpoint characters along with a seon viewpoint character. The plot of the book: Wyrn has declared that Jaddeth, the Derethi God, is going to finally return. (A new interpretation of the scriptures says that he'll return when everyone east of the mountains converts, so they don’t have to worry about Teod and Arelon) Kiin's family, ambassadors to the Fjordell state, has to deal with the chaos of this announcement, and investigate the truth behind the Dakhor magic.*”
\-Brandon on the sequel[1]
## Behind the Scenes
This sequel will probably have Hrathen's (now [[Adien|Adien's]]) [[Seon|seon]] as a viewpoint character.
Brandon stated in 2014 that this book, as well as the [[Elantris finale|finale]], needs to be written before the third Mistborn trilogy. At the latest they would be written following the fifth installment of [[The Stormlight Archive|The Stormlight Archive]]. He updated this schedule in 2022, indicating that the 'loose plan' is for the two Elantris sequels to be written in between the writing of the Mistborn Era 3 books, and potentially released before them. He plans to write all of Mistborn Era 3 before the release of any in the series.
This book is titled *Dakhor* in Brandon's notes.
| Elantris sequel |
|**Deniers of Masks**|
|-|-|
|**World of Origin**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **Deniers of Masks** are a group of people from [[Southern Scadrian|southern]] [[Scadrial|Scadrial]]. They are likely the Maskless mentioned on the Scadrial map.
They are implied to avoid wearing the masks commonly worn by the people who live in the South. The Deniers are dangerous for some unknown reason, and [[Allik Neverfar|Allik Neverfar]] believes that the [[Bands of Mourning|Bands of Mourning]] could be used to fight them. This term does not refer to the inhabitants of the [[Elendel Basin|Elendel Basin]] and the surrounding areas, as the Southern Scadrians simply refer to them as barbarians.
| Deniers of Masks |
|**Allomancy**|
|-|-|
|by [[Isaac Stewart|Isaac Stewart]]|
|**Related to**|[[Preservation|Preservation]]|
|**Prerequisites**|Genetic ability, [[Snapping|Snapping]]|
|**Type**|End-Positive|
|**World of Origin**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section needs to be updated with new information for *The Bands of Mourning*!Be aware that in its current state, it may not include all additional content yet.
>“*Allomancy is brutal, raw, and powerful*”
\-Khriss in "On the Three Metallic Arts"[1]
**Allomancy** is the most widely used form of [[Investiture|Investiture]] on [[Scadrial|Scadrial]], and is locally known as one of the three [[Metallic Arts|Metallic Arts]]. People who have one or more Allomantic abilities are called **Allomancers** with each Allomantic power being paired with a type of metal, which must be ingested and "burned" to activate.
## Contents
1 Mechanics
1.1 Gaining Allomantic Abilities
1.1.1 Snapping
1.1.2 Mist Sickness
1.2 Savantism
2 Types of Allomancers
2.1 Power Dilution
2.2 Twinborn and Compounders
3 Allomantic Metals
3.1 God Metals
4 History
5 Notable Allomancers
6 Development
7 External links
8 Notes
## Mechanics
>“*Allomancy, obviously, is of Preservation. The rational mind will see this. For, in the case of Allomancy, net power is gained. It is provided by an external source--Preservation's own body.*”
\-Harmony on Allomancy[2]
by Manuel Castañón [[Vin|Vin]] pushing on coins with the Allomantic power of [[Steel|steel]]
Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned. This differs to how Feruchemy works, as Allomancy is not being powered by the body of the Allomancer, but instead by an external force. Like the other Metallic Arts, Allomancy as a magic system formed through the natural interactions between the two Shards that inhabit Scadrial, Preservation and Ruin, and the planet itself, instead of being created by a specific Shard. This magic system, however, is generally tailored and fuelled by Preservation, although specific cases will involve an Allomancer drawing upon Ruin's essence instead. Like other forms of Investiture, Allomancy does not necessarily reflect the Intent of the Shard which it is associated with.
Allomantic metals are the focus, but not the source, of Allomancy's power. When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation, after which it is vaporized. However, this is only true for the base sixteen Allomantic metals and not God Metals or their alloys.
Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work. When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too. Allomancers can burn metals from any planet in the cosmere. This is due to the presence of Preservation in the Spiritual Realm.
Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this. Despite this, due to their physiology, Allomancers are generally immune to metal poisoning. They are not immune to metal allergies, however.
Advanced Allomancy can be combined with Feruchemy to gain faster-than-light travel. It is possible to use Allomancy in the Cognitive Realm.
Burning metals containing [[BioChromatic Breath|BioChromatic Breath]] has no effect on the Allomancy, although if the Breath belongs to the Allomancer it will be regained. If an Allomancer burns an Invested metal which is Allomantically inert, it will not have any special effect apart from possibly killing the Allomancer. Allomancers will still feel a reserve of power in their stomach from badly mixed alloys, and burning them will make them sick, giving them a blinding headache.
### Gaining Allomantic Abilities
Allomancy is a spiritually hereditary trait, that does not follow the same principles of dominant and recessive physical genetics. Scadrians with mixed skaa-noble heritage generally must have a noble in the previous five generations in order to be born an Allomancer. The ability lays dormant until an Allomancer undergoes [[Snapping|Snapping]], which will activate their Allomantic abilities. The abilities can be used instinctually, including while unconscious, once awakened if the user is to ingest the correct type of metal, though training is required to use these powers well. Snapping does not affect the chances of having an Allomancer child. Twins are more likely to have the same metal, especially if they are identical instead of fraternal.
It is possible to gain Allomancy through the use of Hemalurgic spikes where the spiritual DNA associated with Allomancy is transferred from one soul to another. If an Allomancer attempts to burn a [[Hemalurgic|Hemalurgic]] spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.
Additionally, consuming a bead of lerasium will hardcode Allomancy into a person's spiritweb and grant them Allomantic abilities. The size of the bead that is consumed is proportional to the strength of their Allomancy.
#### Snapping
In the [[Final Empire|Final Empire]], children of confirmed noble bloodlines often undergo a planned beating as a test to see if they [[Snap|Snap]], as Snapping commonly occurs when a Misting or Mistborn undergoes heavy stress and pain, often in a near-death situation, causing them to trigger latent Allomantic abilities.
According to [[Realmatic Theory|Realmatic Theory]], this creates a crack on the soul which the power can fit into. There are some similarities on this to other magic systems, such as the [[Knights Radiant|Knights Radiant]] all being "broken" as indicated by [[Syl|Syl]].
It was possible for Allomancers to Snap from intense positive emotion, but this is much less common. It is also possible to Snap from false emotions, caused by Soothing and Rioting. It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.
After the [[Final Ascension|Final Ascension]], [[Harmony|Harmony]] changed the way Snapping operated, but it is unknown how it was altered. After an Allomancer has Snapped, they will have access to their full power, and do not have to build to reach their full potential such as with Surgebinding.
#### Mist Sickness
In the run up to the [[Catacendre|Catacendre]], however, the mists cause sickness in people, triggering their own Snapping; this process is started by [[Preservation|Preservation]], but is manipulated by [[Ruin|Ruin]] into killing people, thus raising superstitions about the mists being dangerous.
The length a person has "mist sickness" relates to their Allomantic powers and abilities. The most powerful [[Atium|atium]] mistings are sick for the longest time.
During the time the mists are Snapping people in [[The Hero of Ages|The Hero of Ages]], they also raise the Allomantic potential of the people they Snap so that exactly 16% are Snapped. The number is a hint left by Preservation for humans to understand.
### Savantism
Allomancers who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These people are known as Allomantic **savants**. These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this was considered irreversibly damaging.
## Types of Allomancers
>“*Never try to burn a metal that isn't one of the ten. I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.*”
\-Kelsier to Vin[10]
Allomancers are categorized based on if they can burn a single metal, **Misting**, or if they can burn all metals, **Mistborn**. Other [[Invested Art|Invested Arts]], such as Hemalurgy, is the only known way to access a combination powers that falls outside of this categorizations structure. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.
### Power Dilution
Throughout the ages, the strength of an Allomancer has slowly decreased, weakening a bit with each generation. This dilution of power eventually caps and cannot decrease any further; there was no apparent power dilution between Era 1 and Era 2, and it was confirmed that the dilution has completely capped by Era 3. People who use [[Lerasium|lerasium]] can gain the strength of ancient, powerful Allomancers.
### Twinborn and Compounders
After the [[Final Empire|Final Empire]], Terris and those of noble descent began to interbreed, so it became possible for their descendants to have one Allomantic ability and one [[Feruchemy|Feruchemical]] ability. People with such powers were called **Twinborn**. Like Mistings, Twinborn were each given a name depending on their specific combination of abilities. The interaction between the two abilities creates a new, secondary effect, known as a [[Resonance|Resonance]].
A **Compounder** is a special type of Twinborn--a person who uses the same metal for both their Allomantic and Feruchemical abilities. A Compounder can Allomantically burn their Feruchemically charged metalmind, gaining a massive burst of the stored Feruchemical attribute. While Compounding typically refers to Allomancy enhancing Feruchemy, there is likely a way for Feruchemy to enhance Allomantic abilities as well.
## Allomantic Metals
The following is the modern Table of Allomantic Metals, from some point after the [[Catacendre|Catacendre]].
|**Table of Allomantic Metals**|
|-|-|
|**PHYSICAL**|**Pushing**|**Pulling**||**Pulling**|**Pushing**|**MENTAL**|
|**External**| **Steel** *(Coinshot)*Pushes on Nearby Metals| **Iron** *(Lurcher)*Pulls on Nearby Metals| **Zinc** *(Rioter)*Enflames (riots) Emotions| **Brass** *(Soother)*Dampens (soothes) Emotions|**External**|
|**Internal**| **Pewter** *(Thug)*Increases Physical Abilities| **Tin** *(Tineye)*Increases Senses| **Copper** *(Smoker)*Hide Allomantic Pulses| **Bronze** *(Seeker)*Can Hear Allomantic Pulses|**Internal**|
||
|**Internal**| **Duralumin** *(Duralumin Gnat)*Enhances Current Metal Burned| **Aluminum** *(Aluminum Gnat)*Wipes Internal Allomantic Reserves| **Gold** *(Augur)*Reveals Your Past Self| **Electrum** *(Oracle)*Reveals Your Future|**Internal**|
|**External**| **Nicrosil** *(Nicroburst)*Enhances Allomantic Burn of Target| **Chromium** *(Leecher)*Wipes Allomantic Reserves of Target| **Cadmium** *(Pulser)*Slows Down Time| **Bendalloy** *(Slider)*Speeds Up Time|**External**|
|**ENHANCEMENT**|**Pushing**|**Pulling**|**Pulling**|**Pushing**|**TEMPORAL**|
>“*There are two metals for every power. One Pushes, one Pulls--the second is usually an alloy of the first. For emotions--the external mental powers--you Pull with zinc and Push with brass. You just used pewter to Push your body. That's one of the internal physical powers.*”
\-Kelsier to Vin.[10]
For more information, see the individual pages for each metal.
by Hunter Bonyun [[Vin|Vin]] as [[Preservation|Preservation]] fuelling [[Elend Venture|Elend's]] Allomancy
There are sixteen basic Allomantic metals. The metals come in pairs: one metal is a periodic element, while the other is the alloy of that base metal. These pairs have complementary effects. [[Iron|Iron]] Pulls on nearby metals, while its alloy, [[Steel|steel]], Pushes on metals. Similarly, each elemental metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability. The purity of the metal corresponds to its effectiveness and alloys require precise compound percentages for maximum power. Burning an impure alloy may cause sickness, while metals that are not Allomantically viable cannot be burned after being ingested.
In addition to Pulling and Pushing classifications, there are external and internal metals. External powers influence things outside an Allomancer's body, while internal powers influence the Allomancer. This naturally divides the sixteen Allomantic metals into four groups of four metals each: physical, mental, temporal, and enhancement powers. Each quadrant has a metal and alloy pair of an external power, and another pair of internal powers.
The Allomantic effects of metals are most similar to the effects of [[Fabrial|fabrials]] on [[Roshar|Roshar]]. Steel and Iron also have corresponding effects in how they affect Aether, whether other allomantic metals also have effects or not is currently unknown.
### God Metals
[[God Metal|God Metals]] do not fit in the modern Allomantic Table, and Scadrians appear to only know of the metals that correspond to the Scadrian Shards; [[Lerasium|lerasium]], [[Atium|atium]], and [[Harmonium|harmonium]], the last of which could only be burned theoretically, as it explodes upon contact with liquids. Unlike the standard Allomantic metals, which are regular metal elements and compounds, God Metals are a condensed, solid form of pure Investiture. Alloys of God Metals can lead to additional abilities.
|**God Metals[58]**|
|-|-|
|**Metal**|**Shard**|**Effect**|
|**Atium**|[[Ruin|Ruin]]|Reveals others' future|
|**Pure Atium**|[[Ruin|Ruin]]|Gives an expanded vision of the future|
|**Malatium**|[[Ruin|Ruin]]|See into another person's past|
|**Atium Alloys**|[[Ruin|Ruin]]|Various expanded mental and temporal effects|
|**Lerasium**|[[Preservation|Preservation]]|Turns one into a Mistborn or increases one's Allomantic power|
|**Lerasium Alloys**|[[Preservation|Preservation]]|Creation of Mistings, various expanded physical and enhancement effects|
|**Harmonium**|[[Harmony|Harmony]]|Unknown|
|**Trellium**|[[Autonomy|Autonomy]]|Unknown|
|**Raysium**|[[Odium|Odium]]|Unknown|
## History
At some point, Preservation altered Allomancy to insert Ruin's God Metal, atium, instead of one of the other metals in order to execute his plan to defeat Ruin using atium Mistings. The Shard's plan eventually came to fruition during the [[Battle of Hathsin|Battle of Hathsin]] when Elend's army consumed a large proportion of the existing atium, preventing Ruin from accessing his full power.
Prior to the Ascension of the Lord Ruler, Allomancy was rarely found among the general population. The Lord Ruler's Ascension, and his subsequent distribution of the lerasium beads, increased the strength of the Allomantic spiritual DNA in the Final Empire, which had long lasting effects through the subsequent generations. Rashek, and his Steel Ministry, also suppressed knowledge of several of the Allomantic metals, so that only the four physical, four mental, gold, and atium, were known of by the general populace. Malatium became known through legend as *The Eleventh Metal*, a rumor that may have been started by Ruin to help facilitate the downfall of the Lord Ruler. Prior to its destruction, atium and malatium were incorrectly classified as temporal metals instead of God Metals by The Lord Ruler and his government.
Following the Final Ascension, [[Harmony|Harmony]] altered Snapping to act differently. The Allomantic Table also changed at this time to remove Ruin's metals, with advances in technology also making [[Cadmium|cadmium]], [[Bendalloy|bendalloy]], [[Chromium|chromium]], and [[Nicrosil|nicrosil]] more available.
## Notable Allomancers
For more information, see :Category:Allomancers.
[[Vin|Vin]]
[[Elend Venture|Elend Venture]]
[[Kelsier|Kelsier]]
[[Marsh|Marsh]]
[[Waxillium Ladrian|Waxillium Ladrian]]
[[Hoid|Hoid]]
[[Spook|Spook]]
[[Rashek|Rashek]]
[[Edgard Ladrian|Edgard Ladrian]]
[[Ham|Ham]]
[[Wayne|Wayne]]
[[Marasi Colms|Marasi Colms]]
[[Clubs|Clubs]]
[[Allrianne Cett|Allrianne Cett]]
[[Miles Dagouter|Miles Dagouter]]
[[Gemmel|Gemmel]]
[[Zane|Zane]]
[[Straff Venture|Straff Venture]]
[[Ranette|Ranette]]
[[Demoux|Demoux]]
[[Jak|Jak]]
[[Shan Elariel|Shan Elariel]]
## Development
Allomancy was present in the original version of Mistborn (now known as [[Mistborn Prime|Mistborn Prime]]). In that version, Allomancy only had Mistborn and no Mistings. Mistborn Prime was never published, and Brandon later repurposed its good ideas into Mistborn: The Final Empire. To give this new Mistborn book a heist novel feel, Brandon added Mistings, so that he could have a team of specialists with their own unique strengths.
The metals themselves changed over time. Brandon had been misled by employees of a hobby shop in his childhood that pewter was an alloy of silver, so in the original draft of Mistborn, silver and pewter were paired, and he named silver Mistings Silvereyes. When he realized the factual error, he was forced to change it to tin and Tineye. Brandon always thought Silvereye sounded much "slicker" than Tineye. And so silver just happened to not have any Allomantic effect in the final form of Allomancy.
After the original trilogy and Brandon's reveal that atium and malatium did not belong on the true Table of Allomantic Metals, Brandon chose the true external temporal metal to be cadmium, as it was particularly dangerous and hard to acquire, so it made sense that only Scadrians with the technology after the Final Ascension could discover it. Brandon originally had cadmium's alloy named cerrobend, but that name happened to be trademarked, so Brandon was forced to change it to the generic word, bendalloy. The error was present on an early version of the Table of Allomantic Metals.
## External links
| Allomancy |
|**Digball**|
|-|-|
|**Type**|Sport|
|**World of Origin**|[[Detritus|Detritus]]|
|**Universe**|[[Cytoverse|Cytoverse]]|
**Digball** is a team sport played on [[Detritus|Detritus]].
It is played on hoverbikes fitted with [[Acclivity ring|acclivity rings]] that are too small for ships and involves the use of a ball. Each bike can go three-D in short bursts, however, is only allowed a certain amount of airtime during the game. There is an organised sports program known as the Digball League, which is either made up of, or encompasses, a student league. Carrier is the only known position.
[[Hurl|Hurl]] is one of the best Carriers in the student league.
Tickets are awarded to workers with exemplary merits.
| Digball |
|**Darrelnai**|
|-|-|
|**Era**|[[Classical Scadrial|Classical Scadrial]]|
|**World**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Darrelnai** was a location in the domain of King [[Wednegon|Wednegon]], after the [[Ascension of the Lord Ruler|Ascension of the Lord Ruler]], and presumably prior to that in [[Classical Scadrial|Classical Scadrial]]. It may have been the name of Wednegon's kingdom, or a city within it.
Prior to the Ascension, the [[Deepness|Deepness]] hurt Darrelnai's food stores, which caused persistent issues after the Lord Ruler's rise. Wednegon blames this lack of food for why his soldiers could not fight off the koloss. It is said that Wednegon was the last leader to fight off the Lord Ruler in military combat, so it is not clear how long Darrelnai survived if the Deepness still affected it so long after the Ascension.
| Darrelnai |
|**Allik Neverfar**|
|-|-|
|by Ben McSweeney |
|**Ethnicity**|[[Southern Scadrian|Southern Scadrian]]|
|**Nationality**|[[Malwish|Malwish]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*The Bands of Mourning*|
>“*Gods. Very temperamental.*”
\-Allik[1]
**Allik Neverfar** is a [[Southern Scadrian|Southern Scadrian]], a member of the crew of the airship *Brunstell*, which was captured by the [[Set|Set]] in 342 [[Catacendre|PC]]. After being rescued by [[Marasi Colms|Marasi Colms]] and [[MeLaan|MeLaan]], he joins in their efforts to recover the [[Bands of Mourning|Bands of Mourning]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
4 Relationships
4.1 Marasi
4.2 Wax
4.2.1 List of Titles for Wax
5 Notes
## Appearance and Personality
by mushimallo
For more images, see [[Allik Neverfar/Gallery|/Gallery]].
Allik is twenty two, and has a short wispy beard and moustache, which make him look younger. Like all [[Malwish|Malwish]], he wears a mask over his face at all times, although the mask in question might change. Allik is relatively short, and he has a spindly figure, he also has a toothy grin.
Allik seems to be a bit of a free spirit, and is not afraid to say whatever happens to come to his mind. He is the most comfortable of the *Brunstell*’s crew in interacting with the Northern Scadrians, and doesn’t seem as put off by their maskless state as the rest of the Southerners. During 348 [[Catacendre|PC]], Allik wore a bright red mask, which was decorated flakes of yellow paint radiating from the center.
Allik subscribes to the customs of his people in his dealings with Allomancers, although the titles he uses for Wax, such as "O Great Impetuous One" and "Unobservant Master" are not always the most respectful.
## Attributes and Abilities
by Laurys L
>“*You have to be something more special than that, if you want to fly. We're expected to be gentlemen and ladies. We’ve thrown people overboard for not knowing the proper dance moves.*”
\-Allik to Marasi[6]
Allik does not possess any [[Allomantic|Allomantic]] or [[Feruchemical|Feruchemical]] abilities, but he is able to use the [[Metallic Arts|Metallic Arts]] through the [[Unsealed metalminds|medallions]] his people produce. He displays an extensive knowledge of some Metallic Arts, as he is able to tell with just a glance what Wax’s abilities are. However, he seems to be less familiar with temporal Allomancy, as he does not initially realize that [[Marasi|Marasi]] and [[Wayne|Wayne]] are Allomancers.
Allik's dancing is not good enough to impress his captain, despite his efforts rescuing her and the crew. Allik is an excellent baker. Allik is also a ‘junior goodwill ambassador’ to the Elendel Basin, a title he earned in 346 [[Catacendre|PC]] by being willing to take up semipermanent residence in Elendel. Allik is also knowledgable about Malwish politics.
## History
by zoethatcher art Trapped in the cage
Allik grew up on the south pole of [[Scadrial|Scadrial]], as part of the Malwish nation in a town named [[Wiestlow|Wiestlow]]. He flew north on the airship *Brunstell* under Captain [[Jordis|Jordis]] as a pilot for the shuttle *Wilg*. After the *Brunstell* was downed in the [[Seran Range|Seran Range]], Allik was captured by the Set along with the rest of the crew.
When [[Wax|Wax's]] team infiltrated the Set’s base outside of [[New Seran|New Seran]], [[Marasi|Marasi]] and [[MeLaan|MeLaan]] discovered Allik in a cage, and freed him from his imprisonment. Discovering the remains of some of his crewmates, Allik then helped them escape the Set by piloting the Wilg and led them to the [[Sovereign|Sovereign's]] Temple to seek the legendary [[Bands of Mourning|Bands of Mourning]], which his crew had originally gone searching for. Allik entered the temple alongside the others, and was greatly surprised at Melaan's lack of care approaching the various traps. He traveled through the temple, past the traps after Melaan triggered them. Allik was taken captive by the Set alongside Marasi and Steris, where he almost died in the freezing cold due to the Set taking his heating medallion off of him. When Marasi used the spear head that was the Bands of Mourning to fight the Set, Steris gave Allik a medallion she had hidden inside a notebook, saving him from the cold. He managed to grab hold of more medallions, and give them to the rest of the surviving Southern Scadrian crew, freeing them and helping defeat the Set. Allik returned with his fellows back to his homeland, after gifting Marasi his old, cracked mask.
During the next 4 years, Allik made numerous trips to the North to see [[Marasi|Marasi]], and in 346 [[Catacendre|PC]] he was appointed Junior Goodwill Ambassador, enabling him to stay in the Basin permanently. During 346 [[Catacendre|PC]], he also started formally dating Marasi. After two years of formal dating, the two still acted like schoolkids. Waxillium and Steris, having relocated to the [[Ahlstrom Tower|Ahlstrom Penthouse]], allowed Allik to take up residence in their Mansion. After Marasi discovered the Set’s plan to blow up Elendel, she sent a message to Allik, telling him to leave the city. After hearing that the city was safe, Allik swiftly returned, and met Marasi at the Elendel train station, after she arrived from Bilming.
## Relationships
### Marasi
Marasi finds Allik in a cage, captured by the Set alongside his companions, and is the one to release him. She consoles Allik after he discovers the gruesome sight where the Set tortured his fellow crewmates. Allik gives Marasi his mask before the *Brunstell* departs [[Elendel|Elendel]], leading Wayne to remark that Allik might have a crush on Marasi. The next years saw the two slowly fall in love, and when Allik managed to land Junior Goodwill Ambassador to the Basin, enabling him to stay in the Basin permanently, they formally started dating. Even after two years of formal dating, the two still acted like schoolkids sometimes.
### Wax
Due to the fact that he was raised to revere [[Metalborn|Metalborn]] Allik treats Wax with reverence. Wax finds this annoying and often tells Allik to stop. Wax eventually got Allik to stop with the titles, although Allik would sometimes slip into his old habits. Wax also allowed Allik to stay in the Ladrian Mansion, and believes that his pastries are excellent.
#### List of Titles for Wax
Allik refers to Wax with many different titles during their time together.
Metallic One
Great Metallic One
Divine One
Great Being of Metals
Metabolic One
Your Magnificence
Tall One
Remarkable One
Persistent One
Blasphemous One
Mysterious One
Great Wise One
Wonderful One
His Greatness the Drowsy One
Observan- (cut off by Wax)
Confusing… er… (Allik cuts himself off, since Wax had just told him to stop)
Decisive One
Great Metallic Destroyer
Great Impetuous One
Great One
Thoughtful One
Unobservant Master
O Hungry One
Adjective Waxillium
| Allik Neverfar |
|**Stormseat**|
|-|-|
|by Connor Chamberlain |
|**Ruled by**|[[Council of Five|Council of Five]]|
|**Occupied by**|[[Listeners|Listeners]], [[Alethi|Alethi]] |
|**Region**|[[Shattered Plains|The Shattered Plains]]|
|**Nation**|[[Natanatan|Natanatan]] |
|**World**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section contains spoilers for *Wind and Truth*!This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.
This page or section needs to be updated with new information for *Rhythm of War* and *Wind and Truth*!Be aware that in its current state, it may not include all additional content yet.
>“*They blame our peopleFor the loss of that land.The city that once covered it Did range the eastern strand.*”
\-Song of Wars, 55th Stanza[1]
**Stormseat** was the capital city of the historic [[Silver Kingdoms|Silver Kingdom]] of [[Natanatan|Natanatan]] on [[Roshar|Roshar]]. During the [[War of Reckoning|War of Reckoning]], it's called **Narak**, or Exile, and serves as the home of the [[Listeners|listeners]].
## Contents
1 Geography
2 Layout
2.1 Notable Landmarks
2.1.1 The Oathgate
2.1.2 The tower
2.1.3 The Hall of Art
2.1.4 The watering square
3 History
3.1 Ancient Stormseat
3.2 War of Reckoning
3.3 True Desolation
4 Politics
5 Notable Citizens
5.1 Council of Five
5.2 Other Notable Citizens
6 Trivia
7 Notes
## Geography
Stormseat is located in the southeastern [[Roshar|Roshar]], in the lands that are mostly unclaimed by anyone in the [[Era of Solitude|Era of Solitude]]. Ancient maps placed it in the center of the [[Unclaimed Hills|Unclaimed Hills]], and modern scholars tend to agree with them, citing the fact that the characteristic domes that can be found on the [[Shattered Plains|Shattered Plains]] are missing in illustrations of Stormseat.
In reality, the city sits in the very center of the Plains, surrounded by numerous plateaus and chasms that make reaching it extremely difficult. Its location makes it highly exposed to [[Highstorm|highstorms]] at their near-full power, which may be where the name Stormseat came from.
## Layout
>“*Ruins of ruins, one might call them. The works of men and listeners alike did not last long before the might of the highstorms.*”
\-Eshonai on Narak [3]
by Isaac Stewart A mosaic showing a stylized map of Stormseat in its prime.
Little is known of the appearance of ancient Stormseat. Although the [[Song of Wars|Song of Wars]] claims that the city "covered" the [[Shattered Plains|Shattered Plains]], the surviving images of it paint it as rather small, though it likely had numerous outbuildings and satelite towns. Within the city itself, several landmarks could be distinguished, among them a tall tower in the very centre and the dais housing the city's [[Oathgate|Oathgate]] to the south-west of it. It's known that Stormseat had a temple dedicated to the [[Herald|Herald]] [[Chana|Chana]], with a large mosaic on its leeward side. If Stormseat was similar to other major cities of its era, like [[Kholinar|Kholinar]] and [[Thaylen City|Thaylen]], it's possible every Herald had a temple of their own within its walls.
In the present day, the city is split between numerous plateaus, the largest of which is home to the [[Listeners|listeners]]. It encompasses the plaza that houses the ancient tower, as well as the buildings surrounding it. Of its stuctures, the tower is by far the best-preserved, as centuries of highstorms have toppled most of the city and covered it in [[Crem|crem]]. While the original purpose of some buildings can still be guessed at, oftentimes the ancient houses and halls are utterly unrecognizable as works of people. Though numerous structures have been completely filled in with crem and rocks, just as many remain empty within, hiding what remains of Stormseat's once-great past — remnants of its inhabitants, rotten furniture and even rusted door hinges. The air within is humid, and musty with age.
Rather than excavating Stormseat, the listeners constructed their own settlement atop the city's bones. The rocky shelves have been transformed into barracks and homes, while carapaces of [[Greatshell|greatshells]] form ramshackle houses. Inside, crem is used to create divisions and make separate rooms, with additional layer on the outer walls to provide insulation and stability. Mounds of former buildings serve as [[Rockbud|rockbud]] farms, while many houses grow [[Shalebark|shalebark]] on the outside. Both the homes and the farms are built in the shadows of the older structures, to protect them from highstorms. This does not make them completely protected, however. As the highstorm arrives, the listeners stuff rags under the doors, set up support beams to prop up the walls, and close up the windows, hammering in large blocks of wood to secure them.
Following the [[Battle of Narak|Battle of Narak]], the city has been taken over by humans, who turn it into a fortress to protect the Oathgate to [[Urithiru|Urithiru]] and the route between it and the warcamps. The tower is repurposed into a lookout, and the buildings become barracks. The surrounding plateaus serve as training grounds for the [[Windrunner|Windrunner]] squires and assembly points.. They are connected to each other and Narak by old bridges from [[Gemheart|gemheart]] hunts, though plans are made to replace those with permanent structures.
### Notable Landmarks
#### The Oathgate
The [[Natanatan|Natanatan]] [[Oathgate|Oathgate]] is located in Stormseat. The platform survived the shattering of the [[Shattered Plains|Plains]] intact and splintered off completely from the surrounding land in defiance of the pattern that governs the shape of the plateaus, suggesting that it's made of a sturdier material than the rest of the city. Though by now, the dais is buried in [[Crem|crem]], it has retained its former shape near-perfectly. Inside, the control chamber has been preserved exceptionally well, with colorful mosaics on the walls and the floor retaining their hue and the lanterns around its circumference still whole. Despite the added mass on top, the Oathgate remains functional.
When [[Listeners|listeners]] live in Narak, the plateau is used as practice ground by their soldiers. Afterwards, it's restored to its former function, and a ramp is constructed to allow wagons and [[Chull|chulls]] to climb onto it. One of the [[Knights Radiant|Knights Radiant]] is on standby either there or at the matching Oathgate in [[Urithiru|Urithiru]] most of the time to operate it.
#### The tower
The tower is one of the few structures that can be found both in ancient Stormseat and modern Narak, although its appearance has changed during that time. Over the centuries, it has turned into a spire akin to a stalagmite, with the space inside clogged up by dried-up [[Crem|crem]]. Nonetheless, it remains standing despite being exposed to the elements for centuries.
To return the tower to a semblance of its prior functionality, the [[Listeners|listeners]] carved steps into its outer side and added a railing to prevent people from falling off. The very top of it has been flattened, and became the meeting spot for the [[Council of Five|Council of Five]] that rules the listeners. Despite this accomodation, the climb is noted as difficult for listeners with physically-weaker forms.
After humans reclaim Stormseat, the top of the tower becomes a watchpost to warn about approaching [[Voidbringer|Voidbringer]] attacks.
#### The Hall of Art
A long pavilion near the center of Narak serves as the Hall of Art. It has walls covered with crem and numerous alcoves one can hide in, as well as a small pedestal in the center for models and references. To let in as much sunlight as possible, there is no ceiling. It is there that the [[Listeners|listeners]] of various forms attempt to create artwork in hopes of attracting [[Creationspren|creationspren]] and unlocking [[Artform|artform]].
After humans begin to repurpose Narak into a fortress, they find the Hall of Art and the abandoned works it contains. While they note the paintings as interesting, it's uncertain whether they do anything about them or attempt to use the room for something else.
#### The watering square
Outside the Hall of Art sits a watering square. There, a pool has been sculpted out of clay by [[Nimbleform|nimbleforms]] to collect highstorm water for drinking. Despite the fact that it's the main source of water for the whole city, the [[Mateform|mateforms]] sometimes bathe there, although that is heavily discouraged. It's likely the square still serves its former purpose now that Stormseat is controlled by humans.
## History
### Ancient Stormseat
As with many of [[Roshar|Roshar's]] oldest settlements, it's uncertain when Stormseat was built. During the [[Heraldic Epochs|Heraldic Epochs]], it served as the capital of [[Natanatan|Natanatan]], and one of the ten cities with an [[Oathgate|Oathgate]] that connected it to the [[Knights Radiant|Knights Radiant]] headquarters, [[Urithiru|Urithiru]]. The area around it was densely occupied, with numerous outbuildings and settlements surrounding the city.
At some point, Stormseat was destroyed by the same event that transformed the Natan interior into the [[Shattered Plains|Shattered Plains]]. There is some disagreement as to when this happened. Human sources place the destruction of Stormseat at [[Aharietiam|Aharietiam]], the last of the old [[Desolation|Desolations]]. [[Listeners|Listeners]], however, put it significantly earlier, as according to their stories, by the time the [[Last Legion|Last Legion]] was sent into the area, the [[Shattered Plains|Shattered Plains]] already existed. Whichever is the case, humans blamed the destruction on the listener gods (either the [[Fused|Fused]] or the [[Unmade|Unmade]]), though the [[Song of Wars|Song of Wars]] is confident that this wasn't their doing. In truth, the plains were Shattered by a brief clash between [[Honor|Honor]] and [[Odium|Odium]].
The listeners point to Stormseat as the place where they broke their ties to [[Odium|Odium]]. The name Narak, meaning "exile" in their language, refers partially to this event.
Following the destruction, Stormseat wasn't rebuilt, but rather left to crumble. Over time, the nation of [[Natanatan|Natanatan]] fell apart, until only a single coastal city, [[New Natanan|New Natanan]], claims descendancy from it. It is perhaps for this reason that when Urithiru was abandoned prior to the [[Recreance|Recreance]] and all the other [[Oathgate|Oathgates]] were locked from both sides, the one in Stormseat remained accessible.
### War of Reckoning
by Isaac Stewart The plateaus near Narak as they looked during the [[War of Reckoning|War of Reckoning]], with the [[Oathgate|Oathgate]] in the bottom-right.
Though [[Listeners|listeners]] have lived on the [[Shattered Plains|Shattered Plains]] since before the [[Aharietiam|Aharietiam]], they made their home at the collapsed domes near the Plains' outer edge. It was only following the assassination of the [[Alethi|Alethi]] king, [[Gavilar Kholin|Gavilar Kholin]], that they moved to Narak, as its remote location made it a better defensive position. Over the next five years, the listeners transformed Narak into a functioning city, building on top of the old structures. Though they might've been more spread out at the start, by the end of the [[War of Reckoning|War of Reckoning]], their entire nation lived there.
It was during the war that [[Jasnah Kholin|Jasnah Kholin]] began her research into [[Urithiru|Urithiru]]. Eventually, she pinpointed Stormseat as a possible access point into the city, and though she seemingly perished in the attack on her ship, her [[Ward|ward]] [[Shallan Davar|Shallan Davar]] continued her work. Eventually, Shallan managed to find the rough location of Stormseat and convinced [[Dalinar Kholin|Dalinar Kholin]] to organize an expedition to find it, and the Oathgate it held.
For more information about the ensuing battle, see [[Battle of Narak|Battle of Narak]].
As the Alethi pushed towards Narak, the listeners there were transforming into [[Stormform|stormform]], while the children, the elderly and those who refused to change abandoned the city for the dubious safety of the Plains further east. Eventually, the stormforms and the Alethi clashed over Narak and the surrounding plateaus. Though the listeners were defeated, it was not before they managed to summon the [[Everstorm|Everstorm]], and Shallan had to rescue the Alethi armies by reactivating the Oathgate.
### True Desolation
The surviving [[Stormform|stormform]] [[Listener|listeners]] did not return to Narak after the arrival of the [[Everstorm|Everstorm]]. Rather, they searched the surrounding chasms for anything of note, and then left for more distant plateaus, where most of them gave up their bodies for the [[Fused|Fused]]. Likewise, those who hadn't taken the stormform didn't come back to the city, but instead made their way further east, into the floodplains at the very edge of the [[Shattered Plains|Shattered Plains]].
In the listeners' absence, the [[Alethi|Alethi]] claimed Narak for themselves. In the following days, eight of their ten armies travelled through there on their way to [[Urithiru|Urithiru]]. Later, they began to turn the city into a fortress, both to protect the [[Oathgate|Oathgate]] and to secure the route between it and the warcamps. Many of Narak's structures were repurposed — houses became barracks, and the tower of the [[Council of Five|Five]] was turned into a watchpost. Groups of [[Windrunner|Windrunner]] squires and squire hopefuls, as well as regular soldiers, would often practice on the surrounding plateaus. However, [[Dalinar|Dalinar]] worried whether the city afforded sufficient protection to the long road between the camps and the Oathgate.
The [[New Natanan|New Natanan]] ambassador to Alethkar, [[Au-nak|Au-nak]], attempted to have control of Stormseat returned to his people, claiming that it was their birthright as the heirs to [[Natanatan|Natanatan]]. However, this hasn't been given much consideration thus far.
## Politics
As one of the ten cities on [[Roshar|Roshar]] to have an [[Oathgate|Oathgate]], Stormseat held a great deal of power during the [[Heraldic Epochs|Heraldic Epochs]]. The city was well-known in its time even across the world, as images and mosaics of it can be found as far west as [[Azir|Azir]]. During the [[True Desolation|True Desolation]], its importance is even greater, as rather than ten Oathgates, humans opposed to [[Odium|Odium]] hold only four. Narak grants immediate access to the [[Shattered Plains|Shattered Plains]] and the warcamps that are among the last of the free [[Alethi|Alethi]] territories, as well as the various cities of eastern [[Frostlands|Frostlands]], among them [[New Natanan|New Natanan]].
During the [[War of Reckoning|War of Reckoning]], the city is ruled by the [[Council of Five|Council of Five]], a group of [[Listener|listeners]] each holding one of the five forms known to their kind. Though the Five did exist prior to the War of Reckoning, this particular set-up is new, as [[Nimbleform|nimbleform]] has only been discovered two years after the assassination. After the Battle of Narak, the city comes under control of [[House Kholin|House Kholin]], although eventually, [[Dalinar|Dalinar]] puts other armies on duty there as well to foster unity among the Alethi.
[[New Natanan|New Natanan]] has attempted to get Stormseat for themselves; however, at the present they lack both the political clout and military power to enforce their claim.
## Notable Citizens
For a list of all listeners, see :Category:Listeners.
### Council of Five
[[Eshonai|Eshonai]]
[[Venli|Venli]]
[[Davim|Davim]]
[[Abronai|Abronai]]
[[Zuln|Zuln]]
### Other Notable Citizens
[[Rlain|Rlain]] lived in Stormseat prior to his assignment as a spy
[[Demid|Demid]]
[[Thude|Thude]]
[[Bila|Bila]]
## Trivia
*Naraka* is a word for hell, or alternatively the beings who dwell in hell.
| Stormseat |
|**Vehah**|
|-|-|
|**Type**|Sport|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Vehah** is a traditional wrestling style in [[Alethkar|Alethkar]] on [[Roshar|Roshar]]. It may be the only type of wrestling commonly practiced in the country, as "wrestling" appears to refer to vehah by default.
## Rules and Strategy
In a traditional vehah match, the participants wear only sparring leggings; grabbing the opponent's hair or leggings is prohibited. A match starts with the participants standing, but eventually moves to the ground; it is advantageous to control how that happens.
## History
After the Alethi armies moved to [[Urithiru|Urithiru]], [[Dalinar Kholin|Dalinar Kholin]] was craving a physical challenge and headed to the practice grounds. He engaged in a vehah match with [[Aratin Khal|Aratin Khal]], who had not lost in months. Dalinar enjoyed the simplicity of the struggle, but noted that he was out of practice and his reactions were a bit slow. Aratin gained the advantage, pinning Dalinar to the ground; Dalinar momentarily considered reaching for the [[Thrill|Thrill]] or using [[Stormlight|Stormlight]], but thought better of it. Despite Aratin's youth and leverage, Dalinar seemed to be close to breaking Aratin's grip when [[Navani Kholin|Navani]] interrupted the match. Dalinar acknowledged that Aratin was the victor, but quietly claimed to Navani that he "almost had him anyway".
| Vehah |
|**Resonance**|
|-|-|
|**Related to**|[[Realmatic Theory|Realmatic Theory]], [[Investiture|Investiture]], [[Surgebinding|Surgebinding]], [[Twinborn|Twinborn]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section needs to be updated with new information for *Rhythm of War*!Be aware that in its current state, it may not include all additional content yet.
>“*The effects here are more subtle than they are when mixing Surges on Roshar, but I am convinced that each unique combination also creates something distinctive. Not just two powers, you could say, but two powers … and an effect. This demands further study.*”
\-Khriss.[1]
**Resonances** are additional powers or effects gained by people with access to more than one [[Investiture|Invested Art]] or [[Surge|Surge]].
## Contents
1 Mechanics
2 Known Resonances
2.1 Surgebinding
2.2 Metallic Arts
3 Potential Resonances
4 Trivia
5 Notes
## Mechanics
Resonances arise from the nature of how [[Shard|Shards]] combine. They are not simply a combination of the two base powers, but rather a separate, more distinctive, effect. The combination of powers can also cause slight variances in how the base powers are manifested, which is why [[Knights Radiant|Knights Radiant]] of different orders may manifest their shared [[Surge|Surges]] slightly differently. The longer a person uses their two powers, the more likely they are to acquire a resonance.
An individual with many powers, such as a [[Allomancy|Mistborn]] or Full [[Feruchemist|Feruchemist]], may lose this added effect. With so many powers, the individual powers effectively wash out any resonance. It is still possible for such people to have a resonance, but it would be much less pronounced. Temporarily gaining additional powers, such as from the [[Bands of Mourning|Bands of Mourning]], would not deprive someone of a resonance they previously had. Someone with one power who began using the Bands of Mourning might develop a resonance between their original power and the Bands. It is possible for a Surgebinder with multiple [[Honorblade|Honorblades]]/[[Nahel bond|Nahel bonds]] to develop new abilities and resonances between surges that aren't normally combined.
## Known Resonances
### Surgebinding
All orders of [[Knights Radiant|Knights Radiant]] have access to two Surges, and therefore each order has a resonance of their own. If a Radiant were to gain access to other Surges, either through an [[Honorblade|Honorblade]] or [[Nahel bond|bonding]] to another different [[Spren|spren]], resonances can form between Surges that wouldn't normally have them. Known [[Surgebinding|Surgebinding]] resonances include:
[[Windrunner|Windrunners']] resonance is an increased number of squires, more than any other order.
[[Order of Lightweavers|Lightweavers']] resonance is increased mnemonic ability. For [[Shallan Davar|Shallan Davar]], this manifests as the ability to take a "Memory" of a scene, which she can recall at a later time with perfect accuracy; when she put it to paper as a painting or a sketch the Memory is completely removed from her mind. This is similar to the way an Archivist stores memories in their copperminds. There is a limit to how many Memories she can store at the same time. Memories are tied to [[Spiritual Realm|Spiritual]] [[Connection|Connection]]. Lightweavers can experience light and color differently and may be able to minutely alter the mood of others.
### Metallic Arts
[[Twinborn|Twinborn]], individuals who are both [[Ferring|Ferrings]] and [[Misting|Mistings]], also have resonances. [[Hemalurgy|Hemalurgy]] will usually not create resonances, but it is possible for it to happen.
## Potential Resonances
This page or section deals with theories or speculation.Please read carefully and note that this is not necessarily canonical.
[[Skybreakers|Skybreakers']] resonance is unknown, though it does not involve telling guilty and innocent people apart.
[[Edgedancers|Edgedancers']] resonance may be the ability to communicate especially well, as scholars considered the pre-[[Recreance|Recreance]] Edgedancers "the most articulate and refined" of the Radiants, and [[Lift|Lift]] is easily able to speak and understand quite opaque street slang in [[Yeddaw|Yeddaw]].
[[Elsecaller|Elsecallers']] resonance may be an internal GPS, due to Jasnah being able to pinpoint the closest settlement after returning from Shadesmar without any equipment. Elsecallers' ability to [[Soulcast|Soulcast]] at a distance is not a resonance, as it is something that Lightweavers could learn as well.
## Trivia
The nature of resonances was partially inspired by the of waves.
[[Waxillium Ladrian|Waxillium Ladrian's]] ability to create a "steel bubble" to deflect metal moving around him was originally intended to be the result of him being a [[Savant|savant]] in the resonance between his Allomantic steel and Feruchemical iron. Brandon later indicated that may not still be accurate, as he realized Wax was not manifesting the usual consequences of savantism.
| Resonance |
|**Abrobadar**|
|-|-|
|**Abilities**|[[Shardbearer|Shardbearer]] |
|**Homeworld**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Words of Radiance*|
**Abrobadar** is a [[Shardbearer|Shardbearer]] in [[Shattered Plains|Aladar's warcamp]] on the Shattered Plains. He is one of the more skilled duelists in the warcamps.
He is present during the meeting when [[Shallan|Shallan]] arrives on the Plains. He is amongst the task force standing guard in case [[Szeth|Szeth]] attacks, along with [[General Khal|General Khal]], [[Jakamav|Jakamav]], [[Resi|Resi]], and [[Relis|Relis]].
He is also one of the four opponents against [[Adolin|Adolin]], and later [[Renarin|Renarin]]. He distracts Renarin when he is distracted for a while and is distracted for a time by [[Pattern|Pattern]]. He rejoined the main fight after [[Kaladin|Kaladin]] begins to turn the tide of the duel. He is defeated by Adolin while Kaladin is fighting [[Jakamav|Jakamav]] and [[Relis|Relis]].
His plate is orange, and is later given to [[Moash|Moash]] by Adolin at the request of [[Kaladin|Kaladin]].
| Abrobadar |
|**Royal Locks**|
|-|-|
|**Related to**|[[Returned|Returned]]|
|**World of Origin**|[[Nalthis|Nalthis]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **Royal Locks** are a hereditary trait of the Royal House of [[Idris|Idris]] on [[Nalthis|Nalthis]].
Members of the Royal House, or at least those who have the Royal Locks, can change their appearance, which is most often seen in their changing hair colors and length. Only members of the Royal House who are potential heirs to the throne have and can pass on the Royal Locks.
## Contents
1 Etymology
2 Abilities
3 History
4 Notable Users
5 Trivia
6 Notes
## Etymology
The Royal Locks got their name because of their users and appearance. The only users are members of the Idrian, or formerly Hanald, Royal House. Besides this, the Royal Locks, in current times, generally take the form of changing hair colors, although they are capable of so much more then this.
## Abilities
|**Hair colors and corresponding emotions**|
|-|-|
|**Hair color**|**Emotion**|
|Black|Calm or control|
|Red|Anger, embarrassment, or passion|
|Yellow (or blond)|Happiness or excitement|
|White|Fear, intimidation, or panic|
|Brown|Saddened or upset|
|Green|Disgusted|
|Pink|Unknown|
||
In current times the Royal Locks generally manifest as changing hair colors, although a capable wielder is able to exploit them to change their appearance much more. Normally the color of the Royal Locks reflects the person's emotional state by default, but this can be controlled through training and discipline. Royal Locks abilities can extend to facial hair. What particular color will match up with which particular emotion is based on associations that people in the culture give them and the user's own perspective.
Although many of it’s users believe that the Royal Locks only extend to hair, wearers of the Royal Locks are able to change many other aspects of their physical appearance, like their age, height, and body shape. This requires a great deal of practice, energy and focus. Changing one’s physical appearance using the royal locks feels, at least to some users, like moving any other muscle. Changing their appearance also makes them hungry and tired. The users of the Royal Locks can’t change their appearance as much as a Returned can; they cannot change their physical features enough to look like someone else. Returned could most likely mimic the effects of the Royal Locks. It is also possible to have the Royal Locks independent of being a Returned, as is seen with [[Denth|Denth]].
Those with the Royal Locks have a much easier time learning [[Awakening|Nalthian Awakening]], this mimics how more Breaths also make it easier to learn how to Awaken.
## History
The Royal Locks originally came from [[Vo|Vo]], the first Returned. Vo was a member of a [[Chedesh|Chedesh]] expedition that discovered a paradise-like valley, which would later become known as [[Hallandren|Hallandren]]. Vo died under unknown circumstances around the same time the valley was discovered, and soon Returned in the bay adjacent to modern-day [[T'Telir|T'Telir]]. During the eight days he was given Vo managed to impregnate his wife. His wife would, as elected monarch of the new nation of [[Hanald|Hanald]], establish a royal line. Every potential heir in this line would have the Royal Locks, a sign of Returned ancestry.
The members of this line would continue to rule Hanald for three hundred years, all the way up to the [[Manywar|Manywar]]. This war would eventually result in Vo's royal line leaving T'Telir to establish the nation of [[Idris|Idris]] in the highlands, while Hanald was renamed [[Hallandren|Hallandren]] and the priests there began downplaying the importance of Vo's bloodline.
The royal line continued to rule Idris for another three hundred years. The priests, wanting to reintroduce the Royal Locks back into the Hallandren monarchy to further legitimize their regime and quiet those who believed [[Dedelin|Dedelin]] was the rightful heir to the throne, arranged a marriage between an Idrian princess and the [[Susebron|God King]]. This marriage eventually happened, although it is unknown if the two had a child, and by extension, if the Royal Locks were reintroduced into the monarchy.
## Notable Users
Below is a list of Notable people who have the Royal Locks:
[[Dedelin|Dedelin]]
[[Fafen|Fafen]]
[[Ridger|Ridger]]
[[Siri|Siri]]
[[Vivenna|Vivenna]]
[[Denth|Denth]]
## Trivia
[[Brandon Sanderson|Brandon]] tried to work hair that would change color with emotion into [[Dark One (franchise)|Dark One]] and a story set on the [[Aether of Night|Aether]] world.
| Royal Locks |
|**Freudland**|
|-|-|
|**Homeworld**|[[Earth (Rithmatist)|Earth (Rithmatist)]]|
|**Introduced In**|*The Rithmatist*|
**Freudland** is a master watchmaker.
One of his pocket watches was worn by King [[Gregory III|Gregory III]], and it helped protect the king from the wild [[Chalkling|chalklings]] he discovered.
>“*It is odd, then, that something man-made should have played such an important part in the discovery of Rithmatics. If His Majesty hadn’t been carrying one of Master Freudland’s new-style pocket watches, perhaps none of this would have ever occurred, and man might have fallen to the wild chalklings.*”
\- A quote from the journal of Adam Makings
| Freudland |
|**<Sunreach>**|
|-|-|
|by Charlie Bowater |
|**Skyward (series)**|
|**Follows**|*Starsight*|
|**Precedes**|*ReDawn *|
|**Setting**|[[Cytoverse|Cytoverse]]|
|**Collaborators**|[[Janci Patterson|Janci Patterson]]|
|**Released**|September 28, 2021|
|**ISBN**|978-0-5935-6661-9|
|**Page Count**|208|
|**Word Count**|48,622|
This article is about the Skyward Flight novella. For the space station, see [[Sunreach (station)|Sunreach (station)]].
*Sunreach* is a novella in the [[Skyward (series)|Skyward series]], co-written by [[Brandon Sanderson|Brandon Sanderson]] and [[Janci Patterson|Janci Patterson]]. It stars [[FM|FM]] as the point-of-view character. It was released on September 28, 2021 in audio- and e-book form; a combined print edition of it, *ReDawn*, and *Evershore* was released on April 5th, 2022. It is set between *Starsight* and *Cytonic*.
## Contents
1 Synopsis
2 Summary
3 Cover Gallery
4 Notes
## Synopsis
*When a planet-destroying Delver suddenly appears in the sky of Detritus and vanishes just as suddenly, FM knows that the last free human society got lucky. Her Skyward Flight companion, Spensa, figured out how to draw this Delver away, but it won’t be so easy next time.*
*The forces of the Galactic Superiority will be back—and if the Defiant Defense Force can’t figure out a way to escape the planet, humanity’s destruction is only a matter of time. Spensa’s mission to infiltrate the Superiority unveiled the secret to their hyperdrives—a cytonic slug species called the Taynix. Now FM’s flightleader, Jorgen, has found a large group of Taynix hiding in the caverns far below Detritus’s surface.*
*FM and Jorgen must work together with the engineer Rig to awaken the mysterious alien Alanik and unlock the powers of the Taynix, or humanity will be trapped. With Spensa’s friend Minister Cuna of the Superiority stranded at the outpost of Sunreach, they need to figure out how to rescue [them][6]—or the Superiority government will be in the sole clutches of those who want to wipe out Detritus once and for all.*
## Summary
For a chapter-by-chapter summary, see [[Sunreach/Summary|/Summary]].
After FM participates in a major battle involving a delver, Jorgen returns to Platform Prime with several crates of taynix. FM, Jorgen, and Rig work to figure out the abilities of the taynix, and get them to do what the humans want them to. FM shows a skill for handling the taynix, and Jorgen succeeds in hyperjumping with the hyperslugs. Their actions alert the Superiority, who attempt to wipe out the humans through bombardment. They are stopped, largely through Rig and Engineering managing to get Detritus’ planetary shield up. Skyward Flight receives a distress call from Cuna, and hyperjump to Sunreach, a research facility located on a [[Mammoth starpod|mammoth starpod]]. After a battle with Superiority ships and the starpod itself, Skyward Flight manages to rescue Cuna and several members of her staff. They escaped back to Detritus with the help of the taynix.
## Cover Gallery
For a cover gallery of Sunreach, see [[Sunreach/Covers|/Covers]].
| Sunreach |
|**Michael**|
|-|-|
|**Profession**|Student|
|**Residence**|[[Armedius Academy|Armedius Academy]]|
|**Homeworld**|[[Earth (Rithmatist)|Earth (Rithmatist)]]|
|**Introduced In**|*The Rithmatist*|
**Michael** is a student at [[Armedius Academy|Armedius Academy]] on the isle of [[New Britannia|New Britannia]].
## Appearance and Personality
He has blond hair. He is privileged, and does not like being reminded that he is not a [[Rithmatics|Rithmatist]]. He is flirtatious with female students, including [[Eva Winters|Eva Winters]] and [[Mary Isenhorn|Mary Isenhorn]].
## History
Michael attended Armedius Academy at the same time as [[Joel Saxon|Joel Saxon]]. Michael was the son of a [[Knight-senator|knight-senator]] and was thought of as an important person on the Armedius campus, since he would one day become a knight-senator himself. He was also well-known for the large parties that he held at his summer home in the north.
Joel tutored Michael in math after class; Michael hoped to attend law school after the Academy. The two of them got along well and sometimes hung out together at school. Joel often talked to Michael about [[Rithmatics|Rithmatics]], but Michael was uninterested. He barely understood how Rithmatics worked and expressed disdain for the Rithmatic students, although he was curious about the true state of affairs at the [[Tower of Nebrask|Tower of Nebrask]]. Like many people, he questioned Joel's obsession with Rithmatic theory given the fact that he could not become a Rithmatist himself. Because of Joel's low social standing, Michael did not invite him to his summer party.
| Michael |
|**Uvara**|
|-|-|
|**World of Origin**|[[Roshar|Roshar]]|
|**Universe**|[[Cosmere|Cosmere]]|
>“*These Uvara, these People of the Great Abyss, were prone to astonishing cruelty. If one of their members did something wrong—something the slightest bit untoward or unfavorable—the others would slaughter him or her. Each time he asked, Derethil’s caretaker gave him the same answer. ‘Our emperor will not suffer failure.’*”
\-from Hoid's version of the tale of the Wandersail[1]
The **Uvara**, also known as the **People of the Great Abyss**, are a possibly mythical society that lived on uncharted islands in the oceans of [[Roshar|Roshar]].
## History
The Uvara are only known from the legend of the *Wandersail* as told to [[Kaladin|Kaladin]] by [[Hoid|Hoid]]. A king named [[Derethil|Derethil]] decided to attempt to sail through a [[Highstorm|highstorm]] on the open ocean in an attempt to find the origin of the [[Voidbringers|Voidbringers]]. The ship was blown out to sea and wrecked on a ring of islands that surrounded a huge whirlpool. Derethil and his crew encountered the native people known as the Uvara, who had long, limber bodies and wore clothing and accessories not found elsewhere on Roshar. The Uvara appeared to be peaceable and friendly, and helped the crew regain their health and rebuild their ship. However, Derethil's crew soon witnessed them violently killing each other if they made any kind of mistake, in fear of displeasing their emperor. The emperor lived in a tower on the largest of the islands, and the Uvara believed that he demanded perfection from his subjects.
Disturbed by the violence, Derethil and his crew raided the tower and discovered that the emperor had actually been dead for years. When the Uvara realized that they alone were responsible for all of the death and violence, their entire society was thrown into chaos and rioting. A single member of the Uvara, [[Nafti|Nafti]], joined Derethil and his crew to escape the riots and became a crewmember on the *Wandersail*.
## Historicity
The tale of the *Wandersail* is known in several nations of Roshar, but some regard it only as a myth. Hoid answers cryptically when Kaladin questions the story's authenticity. At the same time, there may be elements of truth to the story.
| Uvara |
by Sergey Shikin Cover for the Russian omnibus of the Reckoners trilogy
This article is about the series of books. For the group of freedom fighters, see [[Reckoners|Reckoners]].
*The Reckoners* is a young adult series written by [[Brandon Sanderson|Brandon Sanderson]]. The original series of books included *Steelheart, Firefight, Calamity*, and a novelette, *Mitosis*. An additional story about a different group of [[Reckoners|Reckoners]], *Lux*, was released in July of 2021 as an audio original.
## Contents
1 Summary
2 Books
3 Trivia
4 Cover Galleries
5 Notes
## Summary
The setting of The Reckoners series is a twenty-first century alternate Earth. Visible in the sky is a large red object called [[Calamity (Epic)|Calamity]], which appeared twelve years before the events of Steelheart. One year after the emergence of Calamity, the [[Epic|Epics]], super-powered humans, appeared.
For more detailed history see Earth (Reckoners)#History
For book summaries see [[Steelheart/Summary|Steelheart/Summary]], [[Firefight/Summary|Firefight/Summary]], [[Calamity/Summary|Calamity/Summary]], [[Mitosis/Summary|Mitosis/Summary]] and Lux/Summary
For the board game see [[The Reckoners (board game)|The Reckoners (board game)]]
## Books
|**Year**|**Book**|**Order**|**Length**|**Notes**|**Refs**|
|-|-|
|**2013**|*Steelheart*|#1|Novel|||
|*Mitosis*|#1.5|Novelette|||
|**2015**|*Firefight*|#2|Novel|||
|**2016**|*Calamity*|#3|Novel|| |
|**2021**|*Lux*|#4|Novel|Audio original; cowritten with [[Steven Michael Bohls|Steven Michael Bohls]].||
## Trivia
Brandon initially planned another series in the same universe, *The Apocalypse Guard*, about a group that works to save planets from mass extinctions. The first book, however, didn't work, and Brandon is currently working on revising with the help of his friend and author [[Dan Wells|Dan Wells]]. He has not fully ruled out a connection to the Reckoners universe, but it is not a priority.
## Cover Galleries
*Steelheart* · (*Mitosis*) · *Firefight* · *Calamity*
| The Reckoners |
|**Innovation Information Incorporated**|
|-|-|
|**Owner**|[[Yol Chay|Yol Chay]]|
|**Services**|Biotech|
|**World of Origin**|[[Earth (Legion)|Earth (Legion)]]|
**Innovation Information Incorporated**, often shortened to **I3**, is a tech firm owned by [[Yol Chay|Yol Chay]]. [[Stephen Leeds|Stephen Leeds]] owns shares in the company.
A member of this corporation, Panos, who researches into biochemistry, specificly DNA and encoding extra information into a person's DNA, dies with all research downloaded only into his body, causing Yol to hire Stephen to recover the body.
The buildings are mentioned as being very 'creative-friendly,' with brightly coloured walls, beanbag seats, arcade games, a free cafeteria and food stations, and even a tire swing. There are also lego bricks placed on the tables in conference rooms to give the engineers something to do with their hands during meetings. It is seen to be like a pre-school to some.
| Innovation Information Incorporated |
|**Hatch**|
|-|-|
|**Powers**|[[Rithmatics|Rithmatics]]|
|**Profession**|Professor|
|**Residence**|[[Armedius Academy|Armedius Academy]]|
|**Homeworld**|[[Earth (Rithmatist)|Earth (Rithmatist)]]|
|**Introduced In**|*The Rithmatist*|
**Hatch** is a professor at [[Armedius Academy|Armedius Academy]].
## Trivia
Prof Hatch is possibly a cameo of Matt Hatch of
| Hatch |
|**Esh'Ker'Losh**|
|-|-|
|**Region**|[[Dayside|Dayside]]|
|**Nation**|[[Kerzta|Kerzta]]|
|**World**|[[Taldain|Taldain]]|
|**Universe**|[[Cosmere|Cosmere]]|
**Esh'Ker'Losh** is a tent city in the [[Kerztian|Kerztian]] [[Kerla|Kerla]] on [[Taldain|Taldain's]] [[Dayside|Dayside]]. The city is northwest of Mount [[KraeDa|KraeDa]].
The Duchess [[Khrissalla|Khrissalla's]] [[Darkside|Darkside]] party passes the outskirts of Esh'Ker'Losh as [[Daazk|Daazk]] is leading them from [[Dosha-Har'Ken|Dosha-Har'Ken]] to [[Lossand|Lossand]]. They decide against stopping for supplies when they notice that Kerztian guards appear violent. Because their water supplies are dwindelling, Khrissalla decides they will instead head toward Mount KraeDa to search for a spring to refill their water supplies.
## Trivia
If the map's iconography implies city size, then Esh'Ker'Losh would be approximately twice the size of Dosha-Har'Ken, but much smaller than [[Ker Kedasha|Ker Kedasha]].
| EshKerLosh |
|**First Contract**|
|-|-|
|**Related to**|[[Kandra|Kandra]]|
|**World of Origin**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **First Contract** is the legal code of the kandra, created by the First Generation and ratified by the Lord Ruler. It also serves as a set of instruction to be followed if Ruin escaped his prison.
## Contents
1 Applications of the First Contract
1.1 Contents
1.1.1 Resolution
2 History
2.1 Creation
2.2 1022-1024
2.3 Following the Catacendre
3 Notes
## Applications of the First Contract
The First Contract bound the kandra in servitude to the Lord Ruler, whom they called the Father. It is presented to each generation, upon their awakening, and is the first information they learn. Based on the First Contract, lesser service Contracts can be created with humans wishing to hire kandra to perform services.
In addition to being a legal code, the First Contract was created to be a set of instructions to be enacted at the time Ruin returned to the world and it began to end. Over the centuries, the meaning behind the First Contract has faded to become abstract and philosophical, due to fear from the later generations about what was being asked of them. The physical metal sheet that it is written on is treated with less reverence by the First Generation than the other kandra.
### Contents
Included in the First Contract are clauses that encompass the following ideas, although the wording is unknown;
Ultimate dedication to the Lord Ruler
The ultimate duty of the kandra in safeguarding atium
Reverence for earlier generations
Legal rights of all kandra, including the right to plead ones case to the First Generation before execution.
Provisions for the creation of new kandra
Prohibition of the murder of humans, but not kandra
The Resolution
In addition to the above, the First Contract contains some level of information, predicted by the Lord Ruler, about the return of Ruin and the disappearance of the mists. During this time, the kandra were to seek out the Lord Ruler in person to serve him. Although not explicitly stated, this event would likely trigger enactment of the Resolution.
Kandra that break the First Contract can be sentenced by the First Generation. Murder of a human is punishable by death.
#### Resolution
The Resolution was a stipulation added to the First Contract by the Lord Ruler. If enacted, the kandra are to remove their Blessings to prevent Ruin from taking control of their bodies. This would cause the kandra to lose sapience and change back into mistwraiths. All kandra are told of the Resolution upon birth and have this duty ingrained in them throughout their lifetime.
The Resolution has only been enacted once since the creation of the kandra, though not all kandra were there, so not all kandra removed their Blessings.
## History
When TenSoon was held captive after returning to the kandra Homeland, he eventually has the chance to defend his case before the First Generation of kandra (The Lord Rulers old friends). His defense of revealing the kandra secret is that he was simply following the First Contract. When the First Generation scoffed, he explained that seeing as Vin had been the one to kill the Lord Ruler, who all kandra were loyal to under the First Contract, the First Contract had, in a way, been transferred to her. He justifies his actions by stating that he had been giving allegiance to Vin by showing her the kandra's closely guarded secrets. It seems like no one will believe him, and the First Generation does not consider it a valid defense, so they decide he is guilty and send him to his "cage" to await a sufficient punishment.
### Creation
The First Contract started as a series of promises made by the Lord Ruler to the First Generation, which evolved into the legal code of the species. Once written, the kandra took their proposed code to the Lord Ruler to request his approval, as they did not wish for independent governance.
The document was cast into steel, as commanded by the Lord Ruler, and ratified with his signature. By recording their laws in metal, the kandra could be certain their legal codes could not be altered by Ruin and would remain immortalized throughout the passing centuries.
### 1022-1024
After the death of the Lord Ruler, the validity of the First Contract came into question as no provision had been included about how to proceed in the event of Rashek's death. TenSoon, proclaimed Vin to be the inheritor of the Contract, as she had been the one to defeat the Lord Ruler. However, he was unsuccessful in convincing the other kandra that this was true.
The year after Ruin's release, the First Generation triggered the First Contract clause known as the Resolution, ordering all kandra to remove their Blessings to prevent manipulation by Ruin. During this time, only some of the kandra upheld the oath they took upon waking, returning to their prior states as Mistwraiths. Following the Battle of Hathsin, the Blessings were returned to each kandra to return their sapience.
### Following the Catacendre
At least some kandra continue to follow the First Contract after the Catacendre, though not always to the letter of the law.
| First Contract |
|**Handerwym**|
|-|-|
|**Abilities**|Connector|
|**Profession**|Explorer|
|**Ethnicity**|[[Terris|Terris]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
This page or section needs to be updated with new information for *The Lost Metal*!Be aware that in its current state, it may not include all additional content yet.
>“*I suspect Jak was hallucinating through this entire section, a result of the trauma to his head. Upon doing this edit, I wished several times to be similarly afflicted.*”
\-Handerwym's annotations[1]
**Handerwym** is a [[Terris|Terrisman]] in post-[[Catacendre|Catacendre]] [[Scadrial|Scadrial]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
3.1 Working with Jak
3.2 Breakup with Jak
4 Notes
## Appearance and Personality
Handerwym is often separated from Jak in his adventures, leaving him skeptical as to whether the action as described by Jak actually took place. His annotations are often satirical and express doubt as to whether Jak's descriptions are accurate. He is annoyed at Jak for his terrible grammar and spelling and is extremely annoyed when people buy the stories without his editing. He believes that getting Jak to improve his writing is far more difficult than Jak's adventures in the Roughs. He left [[Elendel|Elendel]] because the lack of intelligence among the Elendel public was driving him crazy. So, he could either leave or kill himself, the latter of which would violate his pacifist oaths.
## Attributes and Abilities
Handerwym is a [[Duralumin|Connector]].
## History
### Working with Jak
Handerwym was a steward and companion of the explorer [[Jak|Jak]] and followed him on his many adventures in the [[Roughs|Roughs]]. He was also the editor and annotator of the many short stories that Jak published in the [[Elendel Daily|Elendel Daily]], a difficult job as he once had to remove sixteen superfluous commas from a single page, and Jak was under the impression that [[Koloss|Koloss]] looks better when spelled Kol!oss. He has saved Jak's life many times.
### Breakup with Jak
In the years following the discovery of the [[Bands of Mourning|Bands of Mourning]] Jak continued to publish his stories and by happenstance discovered a large amount of Survivor artifacts. Whilst expanding his business Jak decided to invest in new forms of media entertainment and in order to fund these ventures took a stake out of Handerwym's ownership in the company. This led to a public falling out between the two with the judge ultimately siding with Handerwym. Jak continued to be published in the *Sentinel of Truth* while Handerwym kept exclusive access to *The Two Seasons* as well as other paper's. [[Nicelle Sauvage|Nicelle Sauvage]] would continue under Handerwym's banner.
| Handerwym |
|**Midge**|
|-|-|
|**Groups**|Venture army|
|**Ethnicity**|[[Skaa|Skaa]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Mistborn: Secret History*|
**Midge** is a soldier in [[Elend|Elend's]] army on [[Scadrial|Scadrial]] during the [[Final Empire|Final Empire]]. He is one of the [[Mistfallen|mistfallen]].
## Appearance and Personality
He is scruffy and somewhat unhinged. He is not a great soldier, as he falls asleep while on guard duty.
## History
When [[Kelsier|Kelsier]] was in the [[Cognitive Realm|Cognitive Realm]], he attempted to use Midge to communicate with [[Vin|Vin]], as Midge's touch of madness allowed him to hear Kelsier while he slept. He tried to convince Midge to deliver a message to Vin about the corrupting influence of [[Ruin|Ruin]] on anything that was not metal. Kelsier believed that Midge was just sane enough that people would not summarily dismiss him.
Kelsier thought his plan was working when he saw Midge talking to a group of soldiers. However, Midge was not delivering Kelsier's message, but rather claiming that the Survivor told him that he was "holy" and that the other soldiers should not be trusted. The other soldiers took offense, and a brawl broke out, led by [[Bilg|Bilg]]. Kelsier realized that he needed to pursue a different method of getting a message to Vin; directly influencing people proved to be too difficult, especially when Ruin was watching him.
| Midge |
|**Nightmare Division**|
|-|-|
|**World of Origin**|[[Komashi|Komashi]]|
|**Universe**|[[Cosmere|Cosmere]]|
The **Nightmare Division** is the government agency in [[Nagadan|Nagadan]] responsible for defending the general population from [[Nightmare|nightmares]], through [[Painter|painters]] and the [[Dreamwatch|Dreamwatch]]. They organize painters into departments, which are each assigned a specific shift. A foreman is tasked with managing the painters in their locale, with responsibilities that include documenting encountered nightmares, disciplining staff who neglect their duties, and summoning the Dreamwatch.
The Nightmare Division has a headquarters in [[Kilahito|Kilahito]] in which Foreman [[Sukishi|Sukishi's]] office is located. The agency employs hundreds of painters in Kilahito alone.
| Nightmare Division |
|**Understreets**|
|-|-|
|**World**|[[Earth (Reckoners)|Earth (Reckoners)]]|
>“*His Diggers had cut out several levels of understreets, complete with buildings, and people had flowed to Newcago for work.*”
\-David, about Steelheart
The **Understreets** are areas in [[Newcago|Newcago]] located "underground"/inside the tunnels carved or otherwise created in steel, into which the ground has been transformed by [[Steelheart (Epic)|Steelheart]].
The streets vary by depth, some being shallow, with grates opening to the sky, and some too deep for anything but artificial lighting. They were cut into the steel by [[Digzone|Diggers]]. As a result of their subsequent madness, understreets vary by levels. Upper levels have enough space for homes and alternating lighting allowing limited navigation. The lower levels, called the Steel Catacombs, were dug mostly randomly, and are easy to get lost in. Steelheart's police rarely patrolled the understreets and shops had to have people watching them.
Knowing the different colored light patterns allowed for navigation through the upper levels of the understreets. It is common practice to carry a weapon around the understreets.
| Understreets |
|**Visions**|
|-|-|
|by AnnDR |
|**Related to**|[[Shards|Shards]], [[Spiritual Realm|Spiritual Realm]], [[Cognitive Realm|Cognitive Realm]]|
|**Universe**|[[Cosmere|Cosmere]]|
It has been suggested that this page be merged into [[Spiritual Realm|Spiritual Realm]].The information on this page is much better suited to be included on other pages.
For the [[Austrism|Austrist]] religious text, see [[Five Visions|Five Visions]].
>**Spook**: "*What is this?*"**Kelsier**: "*Half dream.*"**Spook**: "*Half dream?*"**Kelsier**: "*You’re almost dead, kid. Smashed your spirit up pretty good. Lots of cracks. That let me in.*"
\-Spook: "What is this?"
Kelsier: "Half dream."
Spook: "Half dream?"
Kelsier: "You’re almost dead, kid. Smashed your spirit up pretty good. Lots of cracks. That let me in."
**Visions** are a partially spiritual partially cognitive phenomena that Shards and some Invested individuals can induce.
## Contents
1 Characteristics & Attributes
1.1 Realms
1.2 Creation
1.3 Mechanics
1.3.1 Interference
2 Honor's Visions
3 Odium's Visions
4 Preservation's Visions
5 Renarin's Visions
6 Notes
## Characteristics & Attributes
### Realms
Visions are almost like glimpsing into the [[Spiritual Realm|Spiritual Realm]], but viewed through the [[Cognitive Realm|Cognitive Realm]]. This is done by a person being pulled through the Realms into the Spiritual Realm, with the Cognitive Realm adding framework to seeds set in place. This allows the person to interact with the vision, and for the vision to respond, similar to an AI. Almost anything can be shown in a vision. Visions can also be used for meetings, creating a near empty void just for communicating with others.
Visions may be a type of pocket dimension in the Spiritual Realm and are considered a warping of the Realms. Due to this, time may slow in the [[Physical Realm|Physical Realm]] when a vision is occurring. Visions do not change the past or create alternate timelines.
### Creation
>**Dalinar**: "*This place is where you make the visions happen, isn’t it? Time sometimes moved oddly in those.*"**Stormfather**: "*Yes. But you must have Connection for a vision. You must have a reason for it. A meaning. It cannot be just anything.*"
\-Dalinar: "This place is where you make the visions happen, isn’t it? Time sometimes moved oddly in those."
Stormfather: "Yes. But you must have Connection for a vision. You must have a reason for it. A meaning. It cannot be just anything."
Those with the ability are able to induce visions on their targets. In order to bring a person into a vision, a strong [[Connection|Connection]] must be made. This may require a conduit (such as the [[Everstorm|Everstorm]], [[Highstorm|Highstorm]], or access via someone else Connected to them) if the Connection between the two is not strong enough. For [[Shard|Shards]], targeting lone individuals requires a high level of Connection.
### Mechanics
Those pulled into a vision have little control over it and often can't refuse. However, they may be able to pull in those they are bonded with. Those pulled into a vision manifest via their mind and soul, ignoring physical aliments. Some visions can be slowed down, similar to the effects of a [[Bendalloy|speed bubble]].
Those who a brought into a vision can bring some things with them (such as the [[Thrill|Thrill]], [[Surgebinding|Surgebinding]], or [[Nightblood|Nightblood]]), though some things cannot be brought (such as [[Shardblade|Shardblades]]). Things affected in a vision will carry over after exiting one, such as paper being torn in a vision remaining torn after leaving the vision. Likewise, some entities inside a vision can still be harmed or killed. Accents might not carry over inside of visions.
#### Interference
Some individuals are able to control the visions of others, entering, leaving, and removing others on their own without the creators authority. They can also be messed with under certain inhibitors, such as [[Suppression fabrial|suppression fabrials]].
## Honor's Visions
For more information, see [[Dalinar's visions|Dalinar's visions]].
[[Honor|Honor]], via the [[Stormfather|Stormfather]], sent [[Dalinar's visions|visions]] to both Gavilar and [[Dalinar|Dalinar]] during every highstorm. These visions feel real to them, and they experienced them as themselves, but other people in the visions see them as someone else, not as an outsider. At the end of every one of them, they hear the voice of Honor speaking to them, commanding them to "unite them." As the visions are pre-recorded, they cannot communicate with Honor. They were selected to see these visions as part of being on the path of becoming a [[Bondsmith|Bondsmith]]. After [[Nahel bond|bonding]] with the Stormfather, Dalinar was able to control and chose who experiences the visions and able to bring other people into the visions with him.
## Odium's Visions
[[Odium|Odium]] can bring others into vision, which he used often to communicate with them directly. When used for communication, Odium typically creates a vast field of golden light and stone.
Notably, Odium was demonstrated to be vulnerable during his visions, allowing the vessel, Rayse, to be slain by Nightblood. This shattered the vision, leaving a dark void, within which [[Taravangian|Taravangian]] was able to ascend to the Shard of Odium.
## Preservation's Visions
[[Kelsier|Kelsier]], as [[Preservation|Preservation]], was able to pull a semi-comatose [[Spook|Spook]] into a "half dream" of how the world once was to communicate vital information to Spook about how to defeat [[Ruin|Ruin]].
## Renarin's Visions
[[Renarin|Renarin]] is able to show a person an alternate version of themselves, similar to the effect of [[Allomancy|Allomantic]] [[Gold|gold]] or [[Malatium|malatium]]. This manifests as an illusory image of the target's alternate self standing within a cloud of bright white light.
| Visions |
|**House Renoux**|
|-|-|
|**Type**|Family|
|**Homeland**|Farmost Dominance|
|**World of Origin**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
**House Renoux** is a [[Noble|noble]] house on [[Scadrial|Scadrial]]. The family is headed by [[Teven Renoux|Teven Renoux]], a Western lord who is powerful in the Farmost Dominance. Teven is killed and replaced by the impostor [[OreSeur|OreSeur]], a member of [[Kelsier's crew|Kelsier's crew]]. Acting the role of Lord Renoux and guided by [[Kelsier|Kelsier]], he moves to [[Fellise|Fellise]] ostensibly to expand his business in selling Southern weapons in the North — however, this is a front used by Kelsier in order to arm the [[Skaa rebellion|skaa rebellion]]. It is assumed that Renoux intends on making enough money and connections to build a keep in Luthadel by the end of the decade, thereby establishing their family as a Great House.
## Mansion Renoux
Mansion Renoux (also referred to as Manor Renoux) is a residence newly purchased by Kelsier, where Teven and [[Valette|Valette]] reside during their stay in [[Fellise|Fellise]]. The grounds have a low stone wall and an iron gate, and the inner roadway is bordered with aspen trees. The house itself is built atop a hill, and the steps leading up to it are built of pristine white marble, and illuminated by a double row of lantern poles. The manor's interior is in immaculate condition. It is floored with white marble, and the walls are also unblemished white apart from the parts which have been painted with animal murals. In the entryway, there is a double staircase above which is a grand chandelier. The room also has other ornamentation, such as crystal sculptures and vases holding arrangements of aspen branches.
To the right of the entryway is another room accented with maroon furnishings and draperies.
## Family Tree
| House Renoux |
|**Shan Elariel's steward**|
|-|-|
|**Profession**|Steward|
|**Residence**|[[Luthadel|Luthadel]]|
|**Nationality**|[[Terris|Terris]]|
|**Homeworld**|[[Scadrial|Scadrial]]|
|**Universe**|[[Cosmere|Cosmere]]|
|**Introduced In**|*Mistborn: The Final Empire*|
This article's title is uncanonical and a fan created one, because an official term or name has not been made yet.
**Shan Elariel** employs a **Terrisman steward** at [[Keep Elariel|Keep Elariel]] in [[Luthadel|Luthadel]] during the [[Final Empire|Final Empire]] on [[Scadrial|Scadrial]].
## Appearance and Personality
Shan's steward wears a [[Tinningdar|tinningdar]], presumably in the colors of House Elariel. He wears a great deal of jewelry, although there is no direct indication that he is a [[Feruchemist|Feruchemist]]. Like all stewards in the Final Empire, he is a eunuch. Vin notes that he does not have the same "spirit" as [[Sazed|Sazed]], and that he always maintains a flat expression. He has a faint Terris accent.
## History
Shan's steward was present at the ball at Keep Elariel when [[Vin|Vin]] first used her "Valette Renoux" persona and met [[Elend Venture|Elend Venture]]. After Elend was seen talking to Valette, the steward was sent to her table with a request (or rather, a demand) from Shan to join her. As Shan met and demeaned Valette, her steward took her dessert plate to the kitchen to be washed. When he returned, Valette noticed that he surreptitiously walked to the table where she had been sitting, looking at some books that Elend had left there. Valette awkwardly excused herself from Shan's table to go interrupt him. The steward saw her coming and smoothly moved on from the table as if nothing had happened. Vin learned that some of the books discussed rebellion against the [[Lord Ruler|Lord Ruler]], and that Shan likely sent the steward to investigate because she had suspicions about Elend's political leanings. The steward later accompanied Shan to another ball at [[Keep Lekal|Keep Lekal]].
| Shan Elariels steward |
|**Blain Charleston**|
|-|-|
|**Children**|[[David Charleston|David Charleston]]|
|**Died**|Killed by [[Steelheart (Epic)|Steelheart]]|
|**Religion**|The [[Faithful|Faithful]]|
|**Homeworld**|[[Earth (Reckoners)|Earth (Reckoners)]]|
|**Introduced In**|*Steelheart*|
>“* Sometimes, son, you have to help the heroes along.*”
\- Blain[1]
**Blain Charleston** is [[David Charleston|David Charleston's]] father. [[Steelheart (Epic)|Steelheart]] kills him after Blain accidentally shoots and wounds him. He is one of the [[Faithful|Faithful]].
In the alternate reality with Firefight, Blain has the powers of Steelheart but is a hero to the people, fighting against other evil [[Epic|Epics]].
## Contents
1 Appearance and Personality
2 Attributes and Abilities
3 History
3.1 Death of Wife
3.2 First Union Bank
3.3 Alternate Reality
4 Notes
## Appearance and Personality
>“*Your father believed the best about people. You could call that foolish, but I'd never call it a fault.*”
\-Prof to David[4]
Blain Charleston has tan skin and calloused hands from working in the sun. His hair is thinning, but Blain is not bothered by this fact and claims that he does not care about his hair as other people do. He has a soft voice, but will not hesitate to do what was right, even if it means putting his life on the line. Blain will always see the best in everyone.
## Attributes and Abilities
Blain Charleston is very good with a gun, and shoots Deathpoint in the forehead from a distance.
In the alternate reality with Firefight, Blain Charleston receives the same power portfolio as Steelheart, and Calamity confirms that they were the exact same powers.
## History
### Death of Wife
As a young man, Blain was a member of the National Guard. Some time after [[Calamity|Calamity]] had come, his wife and home were destroyed by an unnamed [[Epic|Epic]]. He survived with his son, [[David Charleston|David]]. Still, Blain was very adamant that "good" Epics would come to save them.
They had a funeral for Blain's wife some time after this. David later remarked that this was the only time he heard his father raise his voice.
### First Union Bank
Two years after Calamity had come, Blain attempted to withdraw a large sum of money from [[First Union Bank (Newcago)|First Union Bank]]. He brought with him all he had as collateral, but the mortgage man claimed that it was not enough. Blain protested that the previous person he had talked with had said it would be enough, but this mortgage would not agree. During this time, [[Deathpoint|Deathpoint]] entered the bank, and began killing people. Blain attempted to sneak towards one of the fallen guard's guns, in an attempt to kill Deathpoint. Deathpoint saw Blain before he could shoot the gun, but Blain was saved by [[Steelheart (Epic)|Steelheart]]. However, when Steelheart claimed that he was the emperor of the Chicago, and that anyone who did not serve him would die, Blain spoke up and said that Steelheart was better than the other Epics were, and that he was there to save them.
Goverment soldiers burst in and attempted to shoot Steelheart, but the bullets did no damage. Deathpoint hid behind Steelheart, and raised his hand to grab Steelheart's neck. Blain shot Deathpoint in the forehead, but accidentally grazed Steelheart's check. His bullet pierced through Steelheart's skin because Blain did not fear Steelheart. In rage, Steelheart crushed Blain against the stone pillar behind him and shot him with his own gun. David rushed to Blain, and Blain's last word was to tell David to go.
Because Blain was already dead when Steelheart turned the city into steel during the [[Great Transfersion|Great Transfersion]], Blain's body was turned into steel. When the Reckoners found the buried First Union Bank, David discovered Blain's steel corpse.
### Alternate Reality
In [[Firefight|Firefight's]] alternate reality, Blain Charleston had actually become Steelheart. He had the same power portfolio, but he fought evil instead of ruling Newcago. He wore the same outfit that Steelheart had worn in the "real" world, but included the Faithful's symbol on the front. Sometime after [[Invocation|Invocation]] arrived, David was killed; Blain blamed himself, although Deathpoint was actually the one who killed David during the alternate reality's First Union Bank scene.
When David brought Calamity into this alternate reality, Calamity saw the love and kindness in Blain. This caused Calamity to question his assumptions about humanity, and he stopped influencing the Epics in the "real" world to do evil.
After Calamity was gone, Blain was able to restart a relationship with David, thanks to [[Megan Tarash|Megan's]] powers.
| Blain Charleston |
Subsets and Splits