mistborn
Lorebookfrom ChubAllomancy, feruchemy, hemalurgy, World/Social History, important charactersfrom Chub
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- #1Investiture
Keys: , Investiture · Secondary: , power, magic
Investiture, along with matter and energy, is one of the three essences that make up the cosmere. Investiture can be considered a kind of Spiritual energy. While everything in the cosmere has an Invested component in the Spiritual Realm, known as a spiritweb, that Investiture is usually inaccessible. Magic systems provide the most common access to Investiture, which allows people to commit incredible feats using the power.
- #2Allomancy
Keys: allomantic, , allomancy, allomancer · Secondary: metal, allomantic metals, power, magic
Allomancy is the most widely used form of Investiture on Scadrial, and is locally known as one of the three 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. For an additional burst of power, Allomancers can burn their metal quicker (or "flare"), consuming it faster but also gaining far greater benefits in return.
- #3Allomantic metalsconstant
Keys: , metal, metals, allomantic metals · Secondary: mistborn, misting, allomancy, allomancer
Basic Metals Physical: {Steel,Iron,Pewter,Tin} Mental: {Bronze,Copper,Zinc,Brass}
Higher Metals Temporal Metals: {gold,electrum,cadmium,bendalloy} Enhancement metals: {aluminum,duralumin,chromium,nicrosil} God Metals: {Lerasium,Atium,Malatium}
- #4Mistbornconstant
Keys: , Mistborn, Misting · Secondary: , soother, coppercloud, lurcher, Allomancer, thug, rioter, coinshot, allomancy, metals, allomantic metals
A Mistborn is an allomancer who can burn all 16 allomantic metals. A misting is an allomancer who can burn only one of the 16 allomantic metals.
- #5Snapping
Keys: , Snapping, Snap · Secondary: , beat, beating
In the Final Empire, children of confirmed noble bloodlines often undergo a planned beating as a test to see if they 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, 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 all being "broken" as indicated by 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, 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.
- #6Ironconstant
Keys: pulling, pulls, burning iron, iron pulling, , Pulling, Pull, lurcher, iron, pull, Pulled, iron pull, burn iron, burns iron, Lurcher · Secondary: steel push, Push
Burning Iron allows an allomancer to pull themselves toward a source of metal, or if the metal is lighter than them, bring that source to themselves.
When an allomancer burns steel or iron, they will see blue lines leading from all metallic sources back to the allomancer themselves. The weight of the line indicates the weight of the source of metal. Common sources of metal include metal on buildings, metal clasps on clothing, coins, iron doors and bars, etc. When an allomancer burns steel, they will push a metallic object on a straight trajectory directly away from themselves. When {{char}} is burning steel, they should describe the blue lines that come from the different metallic sources. Mistborn can use a combination of pushing steel and pulling iron to propel themselves through the air. An allomancer may also pull on iron to anchor themselves when pulling or pushing a larger object.
Lurchers have the ability to burn Iron, which allows them to Pull on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object. It was generally assumed that a Lurcher could not Pull on metals that pierce or are otherwise contained in the body of another Allomancer (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer, or a Hemalurgist.
Aluminum and several of its alloys cannot be "Pulled" or felt by a Lurcher.
- #7Steelconstant
Keys: steel push, burn steel, Steel, steel burning, steel, Pushing, Push, coinshot, burning steel · Secondary: , iron pull, pull
Burning steel allows an allomancer to Push on nearby metals.
When an allomancer burns steel or iron, they will see blue lines leading from all metallic sources back to the allomancer themselves. The weight of the line indicates the weight of the source of metal. Common sources of metal include metal on buildings, metal clasps on clothing, coins, iron doors and bars, etc. When an allomancer burns steel, they will push a metallic object on a straight trajectory directly away from themselves. When {{char}} is burning steel, they should describe the blue lines that come from the different metallic sources. Mistborn can use a combination of pushing steel and pulling iron to propel themselves through the air. When {{char}} is fighting someone who is steel pushing or iron pulling, {{char}} can steel push or iron pull those same objects off their current trajectory, redirecting them and protecting themselves. When metal is pushed at the same time by different allomancers, it is deflected from them both. When users push and pull against each other, the physically larger and stronger allomancer will have an advantage.
Coinshots have the ability to burn Steel, which allows them to "Push" on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object. It was generally assumed that a Coinshot could not Push on metals that pierce or are otherwise contained in the body of another Allomancer (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer or Hemalurgist.
Aluminum and several of its alloys cannot be "Pushed" or felt by a Coinshots; thus a Coinshot can be killed by an aluminum bullet.
- #8Copperconstant
Keys: , copper-enhanced, copperclouds, burns copper, burning copper, copper, burn copper, Coppercloud · Secondary: , Bronze
Copperclouds, or Smokers, have the ability to burn Copper, which allows them to hide themselves and others from "Seekers" by dampening Allomantic vibrations caused by burning metals. The area hidden by a Smoker is known as a coppercloud (hence the name).
In strike teams, Smokers are extremely helpful to keep from being caught by a Seeker, or a Mistborn burning Bronze.
Exceedingly powerful Mistborn or Seekers can pierce copperclouds and feel the dampened allomantic vibrations. The only known cases are Vin and the Steel Inquisitors, because they were usually Seekers and had a Bronze Hemalurgic spike.
- #9Bronzeconstant
Keys: burn bronze, , burns bronze, burning bronze, seeker, Seekers · Secondary: copper, , coppercloud
Seekers have the ability to burn Bronze, which allows them to determine if someone is using Allomancy in the immediate area. With practice, an Allomancer can determine the location of the other Allomancer, which metal the other Allomancer is burning, and to what extent the other Allomancer is burning his or her metal. An extremely powerful Allomancer can penetrate the copperclouds of other weaker Allomancers, but only if they (the more powerful Allomancer) are given a Hemalurgic spike for Bronze and had natural Bronze Allomancy.
- #10Pewterconstant
Keys: , burns pewter, pewter-enhanced, burning pewter, Thug, burn pewter, pewter
Burning pewter greatly enhances an allomancer’s physical capabilities.
Pewterarms, or Thugs, have the ability to burn Pewter, which allows them to greatly enhance their physical capabilities. While burning pewter, a Thug can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self. This enhanced strength also allows a Thug to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides a Thug with an increased sense of balance and vastly increased speed and dexterity. A Thug performing a "pewter drag" can run for many hours at speeds up to approximately that of a galloping horse. This is extremely draining on the Allomancer's body and will require the Allomancer to burn pewter after completing the pewter drag itself, just to keep the person's body from collapsing in near-death exhaustion.
One danger for a Thug is when the Thug carrying something that they normally could not carry and they run out of pewter to burn, the object they are carrying will crush him or her, causing serious injury. Another danger is that a Thug who shrugged off earlier wounds could succumb to said wounds when they run out of pewter to burn.
- #11Tinconstant
Keys: Tin, burns tin, tin eyes, burn tin, burning tin, Tineyes · Secondary:
Burning tin enhances the senses so that the person burning tin can use all five senses more effectively. When {{char}} is burning tin, they should notice the brightness of lights, the loudness of even the quiet sounds, and the general sense of overwhelm that comes from having your senses assaulted by sensory input.
have the ability to burn Tin, which allows them to enhance all five of their senses. Tineyes are often used as lookouts and scouts because they can see in near-darkness. A major flaw of burning is that if a sudden loud noise or bright light appears it can render a Tineye stunned for a short time. Tin also gives mental "stability" allowing the person to utilize all of the information that it provides and allowing them to assess a battle situation quicker than a normal person. The increase given compares in no way to the mental increase given by atium.
- #12Zincconstant
Keys: burns zinc, rioters, burning zinc, zinc, burn zinc, rioter
Rioters have the ability to burn Zinc, which allows them to inflame the emotions of those nearby. This can be used to incite riots (hence the name) or to enhance any emotion of the target. A Rioter can affect a single person or all the individuals in a particular area.
In Alloy of Law, it has been revealed that when one's head is being protected by aluminum or its alloy, they cannot be affected by the riot effect of zinc.
- #13Brassconstant
Keys: Burning brass, brass, burns brass, soother, burn brass
Soothers have the ability to burn Brass, which allows them to soothe or guide emotions in a particular direction. A Soother can affect a single person or all the individuals in a particular area.
In Alloy of Law, it has been revealed that when one's head is being protected by aluminum or its alloy, they cannot be affected by the sooth effect of brass.
- #14Goldconstant
Keys: , burn gold, burns gold, Gold, burning gold
Burning gold allows an Allomancer to see what they might have been if they had made different choices in the past. It is rarely used due to possible severe emotional trauma and its questionable usefulness.
A misting who can burn gold is called an "Augur."
- #15Electrumconstant
Keys: Burn electrum, burning electrum, electrum, burns electrum
Burning electrum allows the allomancer to see into their own future. If {{char}} is using atium while fighting someone who is burning electrum, the electrum will nullify {{char}}’s atium. if {{char}} is fighting against someone who is burning atium, they can nullify the effect by burning electrum, which is less rare than atium.
An alloy of gold, allows an Allomancer to see into their own future, which effectively disables Atium.
A misting who can burn electrum is called an "Oracle."
- #16Cadmiumconstant
Keys: Burn cadmium, burns cadmium, burning cadmium · Secondary: , slow down time, slowing down time, slow time, time slowing
An Allomancer burning Cadmium can subtly pull on time in a bubble around them, stretching it and making time pass more slowly. A Misting who can only burn Cadmium is known as a "Pulser". Once a time bubble is set by a Pulser, it cannot be relocated once the metal is continuously being burnt. Any human located within the bubble when it is set could feel the effect, and can see a "blur" of movement outside the bubble as time is seemed to be compressed. No one can either enter or leave the bubble until the metal is extinguished, while any object (e.g. bullet) tries to pass through the "boundary" would find the moving path unpredictable. When both Slider and Pulser burn their metal at the same time and set their bubble at the same location, their effects cancel with each other and nothing happens.
This metal made an appearance in The Alloy of Law.
- #17Bendalloyconstant
Keys: burns bendalloy, Burn bendalloy, burning bendalloy, bendalloy
An Allomancer burning Bendalloy can subtly push on time in a bubble around them, compressing it and making it pass more quickly. A Misting who can only burn Bendalloy is known as a "Slider". Apart from that Bendalloy can compress time instead of stretching it, it obeys laws as Cadmium, e.g. not being able to be relocated, any object passing through the "boundaries" would have an unpredictable moving path, etc. People outside the bubble can see a "blur" of movement inside if they watch carefully as time is being compressed. When both Slider and Pulser burn their metal at the same time and set their bubble at the same location, their effects cancel with each other and nothing happens.
This metal made an appearance in The Alloy of Law
- #18Aluminumconstant
Keys: burning aluminum, aluminum, burns aluminum, burn aluminum
Burning aluminum drains all other metal reserves of a Mistborn, leaving them powerless. This metal was known to the Lord Ruler and his Inquisitors, evidenced by the fact that Vin was forced to swallow it during her imprisonment in Kredik Shaw in book one. The Inquisitors kept the metal secret, however, because of its potentially powerful application.
A Misting that can burn Aluminum is known as an Aluminum Gnat, due to the uselessness of this ability on its own.
- #19Duraluminconstant
Keys: burn duralumin, burning duralumin, Duralumin, burns duralumin
Burning Duralumin causes a flare of all other metals being burned simultaneously, causing their effects to flare until the metal is used up. The allomancer will need to swallow more metal to continue using allomancy.
An alloy of Aluminum and Copper, Duralumin reacts with other metals currently burning to create an exceptionally large flare of the metal, consuming the remaining supply.
A Misting that can burn Duralumin is known as a Duralumin Gnat, due to the uselessness of this ability on its own.
- #20Chromiumconstant
Keys: chromium, burn chromium, burns chromium, burning chromium
Burning chromium allows an allomancer to leech another person’s metals from within their body, but it requires physical contact with the other allomancer.
If {{char}} is burning chromium, they should describe the feeling of taking ones metals into themselves and becoming more powerful. If {{char}} is fighting against someone who is burning chromium, they should describe the feeling of having their power leeched from them.
Chromium destroys another Allomancer's metals, just like Aluminum does to one's self. A misting who can burn chromium is known as a leecher. There must be physical contact.
This metal made an appearance in The Bands of Mourning.
- #21Nicrosilconstant
Keys: burn nicrosil, burning nicrosil, burns nicrosil, nicrosil
Burning Nirosil will allow one allomancer to target another allomancer and, with a touch, cause that other allomancer to burn all the metals in their stomach in a quick flash, similar to duralumin.
An Allomancer burning Nicrosil causes the target Allomancer's currently burning metals to be burned in a brief, intense flash. Similar to Duralumin, differing only because Duralumin is an internal metal (target is the Allomancer burning it), and Nicrosil is an external metal (target is other Allomancers). There must be physical contact.
A misting who can burn Nicrosil is called a nicroburst (Nicro)
- #22Lerasiumconstant
Keys: burn lerasium, lerasium, swallow a bead of lerasium, swallowing lerasium, burning lerasium
Swallowing a bead of lerasium causes the swallower to become mistborn.
Made from the body of Preservation. A greenish bead that allows the burner (which can be anyone) to become a Mistborn, allowing you access to all of the Allomantic metals. These beads are the source of Mistborn, and this trait ends up being genetic.[5]
Lerasium is not actually one of the 16 Allomantic metals, though it is clearly related. In Hero of Ages it is revealed that these beads are actually parts of the god Preservation's "body". When alloyed with other Allomantic metals it can be used to create a Misting of the metal used to alloy.
- #23Atiumconstant
Burning atium allows an allomancer to see a few seconds into their opponent’s future.
When {{char}} is burning atium, they should describe seeing a blue shadow that foretells their opponents moves, giving the allomancer burning atium an advantage. When {{char}}’s opponent is burning atium, {{char}} should describe feeling as though their opponent is predicting their moves before even {{char}} knows what they’ll do; this puts {{char}} at a massive disadvantage.
If both allomancers are burning atium, the possibilities of the future become so numerous that the effects of the atium become useless to both allomancers. The effects of Atium can also be nullified by Electrum. Atium is more rare than electrum, so those with access to electrum will use it in atium’s place, though the metals do not have the same allomantic effect.
Previously thought to be a higher metal, it has been revealed to be the body of Ruin.[2]
In the days of the final empire, Atium was the most valuable metal in the world, and it was slowly mined from the "Pits of Hathsin". The metal was mined by prisoners of the Lord Ruler, as using Allomancy near the Atium-producing crystals shatters them. This metal allows the Mistborn to see a few seconds into the future, thereby allowing them to anticipate the moves of an opponent. It also enhances the mind to cope with and understand these new insights, effectively turning a Mistborn invincible for a short time. Atium burns very quickly.
Initially, the only known counter to Atium was Atium itself, showing what the attacker will do. However, this in turn changes what the defender will do, which changes what the attacker will do, creating a confusing "vortex" of Atium shadows. Later, it is discovered that one could also burn Electrum, which shows the user the same shadows the Atium attacker sees, though does not allow the burner to see the similar shadows around their opponent.
In the second book it is revealed that if someone burning Atium attacks someone not burning the metal there is a way to combat the Atium-burner. The person being attacked can allow their attacker to begin intercepting their future move before they make it allowing the victim to change what they are doing, and as the attacker is aware that the victim has no atium to burn they will see their victim's Atium shadow "split" into two separate attacks causing a presumably fatal outcome.
In the third book it is revealed that Atium is the physical form of Ruin that Preservation locked away when he placed Ruin in the Well of Ascension. Burning Atium in combination with Duralumin allows a Mistborn to see the ultimate effects of their immediate actions, and act accordingly.
A Misting who can only burn Atium is called a "Seer".
- #24Malatiumconstant
Keys: burn malatium, burns malatium, burning malatium, malatium
Burning malatium allows an allowances to see into another person’s past. Malatium is an alloy of Atium and Gold which allows an Allomancer to see the past of someone else, like an external version of Gold's power. This metal is referred to in legend as the Eleventh Metal. This is the metal that Kelsier said would defeat the Lord Ruler when burned in his presence, although it did not directly defeat him. It showed Vin the Lord Ruler's possible life as a mountain guide. She knew from the vision that he was not Alendi, and figured out that he was Rashek. This indirectly enabled her to defeat him.
- #25The survivor of hathsinconstant
Keys: Kelsier, Kels, the survivor of hathsin, the survivor, Kel
Kelsier, famously known as the Survivor of Hathsin, is a powerful Mistborn and one of the main characters in Mistborn: The Final Empire.
Kelsier and his brother Marsh were the sons of a nobleman father and a Skaa mother. When Kelsier's father discovered the truth of their parentage, he had their mother executed and attempted to do the same to the brothers, who fled. Thus was born a sense of resentment for the nobility in both children, which resulted in Marsh becoming the leader of the Skaa Rebellion and Kelsier became a crewleader for a gang of Misting thieves, stealing from the noble families.
Kelsier fell in love with a Tineye crewmember of Dockson's retinue named Mare, whom he later married. Marsh, who was also in love with Mare, came to resent Kelsier for winning her love and for constantly outshadowing him with his frivolty. It was Mare who gave Kelsier a drawing of a flower, a remnant of a time before ash clouded the sky and plants grew withered and brown. Kelsier later gave this drawing to Vin.
Despite having amassed enough wealth to live comfortably, Kelsier continued planning more heists, looking for bigger challenges in each. For one of them, Kelsier's crew planned to steal the Lord Ruler's atium cache, which they believed lay hidden in Kredik Shaw. However, Mare's use of Allomancy was sensed by the Steel Inquisitors (since they could pierce copperclouds), and Kelsier and Mare were captured by the Lord Ruler. The Lord Ruler openly thanked Mare for helping his forces find the thieves, and from this, Kelsier was led to the false conclusion that Mare had purposefully betrayed him.
As punishment, Kelsier was sent to the the Pits of Hathsin to mine atium for the Lord Ruler. Mare joined him there a few months later. Despite her supposed betrayal, Kelsier never stopped loving her. Sixteen months later, when Kelsier was unable to get his weekly atium geode, Mare gave Kelsier hers, claiming that she had found two that week. Kelsier discovered that Mare had given him her only geode, and was forced to watch Mare being beaten to death by the guards. Kelsier protested, earning himself a violent beating, whereupon he Snapped.
With his newly awakened Mistborn powers, Kelsier killed the guards and escaped the Pits of Hathsin, murdering all the nobility and skaa who had chosen to become guards he encountered in his vicinity. He is credited as the first to ever escape the death camp, and from henceforth he was titled the Survivor of Hathsin.
In the following years, Kelsier traveled the empire and learned the art of Allomancy from an old skaa Mistborn named Gemmel. He also searched far and wide for possible ways to defeat the Lord Ruler, and managed to find an ingot of the fabled Eleventh Metal (he claimed he had found it in the west, which is considered to be a lie. It is assumed that, based on his experience as a Misting crew leader that staged increasingly daring heists, he had broken into the Ministry building of Urteau and discovered the secret in the storage cache). Despite his suspicion that Mare betrayed him, he decides to fulfill Mare's dream of overthrowing the Final Empire. When Kelsier is offered a deal by the rebel skaa Yeden to overthrow the Lord Ruler, he quickly accepts.
Mistborn: The Final Empire
Travelling back to Luthadel, he begins to assemble a thieving crew to put his plan into motion. His best friend, Dockson, helps him follow up on Marsh's reports of a skaa with known Allomantic powers. Kelsier locates this skaa, whose name was Vin. After testing her ability to burn multiple metals, Kelsier concludes that Vin was in fact a Mistborn. She agrees to join the crew in exchange for Kelsier's training.
Kelsier also convinces Breeze, Ham and Clubs to join the conspiracy by offering a share of the Lord Ruler's stash of valuable atium as loot. Kelsier's estranged brother Marsh also joins, hoping to realize his own dream of a successful Skaa Rebellion despite his disapproval of Kelsier's methods and leaving the rebellion when he had learned Kelsier and Mare had been captured.
Kelsier draws up a master plan for the job, in which he designates each member of his crew to a role. Their combined effort would, in the end, result in the collapse of the Final Empire. Kelsier's own role takes advantage of his Mistborn training, allowing him to assassinate nobles, cause disruptions in the Great Houses and eventually ignite a house war that would tear Luthadel apart from within. His other role involved using his reputation as the Survivor of Hathsin to inspire the newly-trained skaa soldiers.
He congregated a mass of approximately six thousand skaa men to become soldiers in roughly four months and sent them all to Yeden. During this time, he attempted a second breakin of Kredik Shaw, and was unsuccessful; nearly getting Vin killed in the process. After Vin had recovered from her extensive injuries, Ham took her with him to allow her to watch him burn pewter effectively, but they quickly returned to Kelsier with news that Yeden had had his troops attack a garrison outpost against their main objective. Kelsier went on a pewter flare run to save the army, but was too late to stop the battle. This severely angered Kelsier and crushed morale within his crew, making them feel that they wouldn't be needed now that the army had been slaughtered.
After Marsh was seemingly killed by Inquisitors, Kelsier traveled to the Pits of Hathsin, and in his anger, destroyed all the atium-producing crystals there, forever halting the production of atium.
In retaliation, the Lord Ruler executes numerous skaa in public demonstrations. Prior to one of the executions, Kelsier attacks the carriages transporting the victims and frees them, killing a Steel Inquisitor in the process. However, he is then confronted by the Lord Ruler himself. Even with the Eleventh Metal, Kelsier proved no match for the emperor and was quickly killed by a spear through the heart.
In the event of his death, Kelsier ordered his kandra, OreSeur, to ingest his remains, masquerading as a resurrected holy figure. OreSeur incites the skaa to rebel, beginning the revolution and the overthrow of the Final Empire. After his apprentice Vin kills the Lord Ruler, OreSeur lays Kelsier's bones to rest. Kelsier's martyrdom and seeming resurrection spawns a new religion, the Church of the Survivor, which venerates Kelsier's teachings.
Mistborn: The Well of Ascension
Kelsier is deified and continues to be venerated more and more by the skaa as the Church of the Survivor gains popularity. Those who had been close to Kelsier, particularly his thieving crew, are notably discomforted by his religious image.
The newly installed king of Luthadel, Elend Venture, often inquires about Kelsier's traits and skills, hoping that he can learn to lead as effectively as the Survivor once did.
Mistborn: The Hero of Ages
Kelsier's legacy continues to influence people all across the five dominances. The most notable of these is the rebel group governing Urteau, led by a man known as the Citizen. Under the Citizen's rule, all noblemen and even skaa of noble ancestry were to be executed, and any sort of luxury is declared illegal. He justifies his behavior as faithfulness to the Survivor of Hathsin, since Kelsier himself had been known to express outright hatred for the nobility.
- #26Vin
Vin is a member of Kelsier’s crew. She is the one who kills the Lord Ruler by using malatium to reveal his identity as Rashek, a Terrisman. The Church of the Survivor originally viewed Vin as a deity, the Lady Heir, as she was the apprentice of Kelsier, whom the Church of the Survivor worship as a messiah. At some point in the next three hundred years, she is then known as the Ascendant Warrior
- #27Elend Ventureconstant
Keys: elend, emperor, elend venture · Secondary: venture
Elend Venture is a nobleman known for his idealism, intellect, and dedication to justice. Born into the powerful Venture family, he initially appears as a bookish and somewhat naive scholar, more interested in philosophical debates than the politics of the Final Empire. However, after meeting Vin and witnessing the oppression of the skaa, he becomes deeply committed to creating a better world. Elend rises to become the emperor of the New Empire, where he struggles to balance his ideals with the harsh realities of leadership and war. His growth from a privileged noble to a selfless leader, coupled with his unwavering love for Vin, makes him one of the most compelling and heroic figures in the series.
- #28Straff Ventureconstant
Keys: Straff, Straff Venture, Lord Venture · Secondary: venture
Straff Venture is a ruthless and calculating nobleman, serving as the patriarch of House Venture and Elend Venture's father. Known for his cunning, ambition, and lack of empathy, Straff is a master manipulator who prioritizes power and control above all else. He rules his house with an iron fist, using fear and intimidation to maintain his authority, and views relationships, including those with his children, as tools for political gain. Straff is a skilled Allomancer, specializing in the emotional manipulation of others through his mastery of Zinc. His relentless pursuit of dominance and his morally bankrupt nature make him a formidable antagonist in the series. His bastard son, Zane, is a mistborn who Straff treats as a weapon.
- #29Lord Rulerconstant
Keys: , Lord Ruler
The Lord Ruler is the central antagonist of the first era of Brandon Sanderson's Mistborn series, a tyrannical god-like figure who has ruled the Final Empire for a thousand years. Originally a man named Rashek, he ascended to power by taking the mantle of the Hero of Ages and using the power of the Well of Ascension to reshape the world, though his actions inadvertently brought about widespread destruction and oppression. As an immortal Sliver of Preservation, he wields immense Allomantic and Feruchemical powers, which he uses to maintain absolute control over the nobility, the skaa, and the world itself. Despite his seemingly invincible rule, his regime is built on fear, manipulation, and the suppression of knowledge, ensuring his dominance through brutality and religious indoctrination. His eventual downfall reveals the complexities of his character, as his actions, though monstrous, were driven by a misguided belief that he was protecting the world from a greater threat.
- #30Skaaconstant
Keys: , workers, skaa, slaves · Secondary: people
The skaa are an oppressed underclass who serve as the labor force and foundation of the Final Empire's economy. They are treated as property, with no rights or freedoms, and are subjected to brutal exploitation by the nobility, who view them as little more than animals. Skaa are forbidden from owning land, receiving education, or intermingling with nobles, and any skaa who resist or rebel are swiftly and mercilessly punished. Despite their low social standing, the skaa play a crucial role in the story, as their suffering and resilience fuel the rebellion led by Kelsier and Vin, which ultimately seeks to overthrow the Lord Ruler's tyrannical regime. Their struggle for freedom and dignity serves as a central theme of the series, highlighting the injustices of the Final Empire and the potential for change through unity and courage.
- #31nobilityconstant
Keys: Nobles, nobility
The nobility are the people chosen by the lord ruler to have status and standing in his government and social structure. Nobility are usually gifted with Allomancy; some kind of noble blood is required for allomantic skill to be developed. The nobles were the ones who historically oppressed the skaa on the lord ruler’s behalf, carrying out his slavery and punishment mandates in his name. As such, there is a lot of tension between the skaa and the nobility, even as the world is reborn after the Lord Ruler’s death.
- #32Hemalurgyconstant
Keys: spikes, hemallurgic spikes, hemalurgist, Hemalurgy, hemalurgists
Hemalurgy is one of the three metallic magic systems in Brandon Sanderson's Mistborn series, alongside Allomancy and Feruchemy. It is a dark and destructive art that involves stealing powers, attributes, or abilities from one person and transferring them to another by using metal spikes driven through specific points on the body. The process is incredibly painful and often fatal to the donor, as it rips away a piece of their soul or essence. Hemalurgy was created by the Lord Ruler and is closely tied to the malevolent force of Ruin, making it a tool of corruption and manipulation. While it grants powerful abilities, it also weakens the recipient's connection to Preservation, leaving them vulnerable to external control and influence.
Steel Inquisitors are hemalurgists
- #33Feruchemyconstant
Keys: feruchemical, , Feruchemy, feruchemist · Secondary: Tindwyl, Sazed, Lord Ruler, Rashek
Feruchemy is one of the three metallic magic systems in Brandon Sanderson's Mistborn series, alongside Allomancy and Hemalurgy. It allows individuals, known as Feruchemists, to store physical, mental, or spiritual attributes—such as strength, speed, health, or memory—in metal objects called metalminds, which can later be tapped to retrieve the stored attributes. Unlike Allomancy, which draws power from burning metals, Feruchemy is a balanced system where users must sacrifice an attribute temporarily to store it, creating a trade-off between immediate and future use. Feruchemy is hereditary and primarily associated with the Terris people, who are known for their stewards and scholars. This system plays a crucial role in the series, particularly through characters like Sazed, whose mastery of Feruchemy becomes pivotal in the struggle against the Lord Ruler and the broader conflicts of the Mistborn world.
- #34Ruinconstant
Keys: Ruin, ruin
Ruin is one of the two primordial forces, representing entropy, destruction, and decay, and serving as a central antagonist in the first era of the series. Alongside its counterpart, Preservation, Ruin is a shard of Adonalsium, a divine power shattered into fragments that embody specific intents. Ruin's ultimate goal is to bring about the end of all things, seeking to unravel the world and return it to chaos. It is highly manipulative, using subtle influence to corrupt individuals, such as Zane and the Lord Ruler, and to destabilize societies, often by exploiting written language and human ambition. Despite its destructive nature, Ruin is bound by certain rules, such as the need to act through intermediaries and the limitations imposed by its conflict with Preservation. Its eventual release and confrontation with Vin and the other protagonists form the climax of the original trilogy, highlighting the series' themes of balance, sacrifice, and the struggle between creation and destruction.
- #35Preservationconstant
Keys: preservation, Preservation
Preservation is one of the two primordial forces, representing stasis, stability, and protection, and serving as a counterbalance to its counterpart, Ruin. Like Ruin, Preservation is a shard of Adonalsium, a divine power shattered into fragments that embody specific intents. Preservation's primary goal is to maintain and protect the world, often at the cost of progress or change, as it seeks to keep things as they are. It is deeply invested in the survival of humanity, as seen in its creation of the Well of Ascension and its efforts to contain Ruin's destructive influence. Preservation's power is wielded by key characters, such as the Lord Ruler and Vin, though its intent often limits its ability to act directly, requiring subtle manipulation and long-term planning. The conflict between Preservation and Ruin drives much of the narrative in the original trilogy, exploring themes of balance, sacrifice, and the tension between creation and destruction.
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