So it was that he wasn’t at all surprised when, after two weeks of captivity, the door to the corridor outside his cell clicked open one night and a stranger stalked in. Male this time, with a ragged beard and wild hair. A beggar stolen off the street, Suit guessed.
You could tell them by the way they walked. Never a stroll, never leisurely. Always fast, determined. Purposeful.
Of course, the softly glowing red eyes were another sign. So far as Suit had been able to determine, Waxillium and his fools had no knowledge of these creatures. They didn’t understand, couldn’t understand.
The Set had Faceless Immortals of its own.
Suit stood, pulling down the sleeves of his prisoner’s jumpsuit and swiping the wrinkles from his shoulders. “Two weeks is longer than I expected.”
“Our timeline is not yours.”
“I was not complaining,” Suit said. “Merely observing. I am perfectly willing to wait upon Trell’s pleasure.”
“Are you?” the Immortal asked. “It is our understanding that you push for an acceleration.”
“I was merely stating my perspective,” Suit said. “So that a proper discourse can be engaged.”
The creature studied him through the bars. “You didn’t break or spill secrets.”
“I did not.”
“We are impressed.”
“Thank you.”
Advantage. Even two weeks in prison can be used to prove a point.
“The timeline will be accelerated, as you have requested,” the Immortal said.
“Excellent!”
The creature reached into its pocket and removed a device like a small package wrapped in wires. One of Irich’s early attempts at creating an explosive device from the metal that powered the airships. It had proven ineffective, barely more explosive than dynamite, when they needed something that could end cities.
“What is that?” Suit asked, growing nervous.
“Our accelerated pace will no longer require the Set to have its full hierarchy.”
“But you need us!” Suit said. “To rule, to manage civilization on—”
“No longer. Recent advances have made civilization here too dangerous. Allowing it to continue risks further advances we cannot control, and so we have decided to remove life on this sphere instead. Thank you for your service; it has been accepted. You will be allowed to serve in another Realm.”
“But—”
The creature engaged the explosive device, blowing itself—and Suit—to oblivion.
* * *
Wax started awake. Had that been an explosion?
He looked around the quiet bedroom suite of the tower penthouse. Steris curled up on the bed next to him, perfectly still in her sleep, though she held lightly to his arm. She often did that, as if afraid to let go and risk all this ending.
Looking at her there in the starlight, he was shocked by the deep affection he felt for her. His surprise didn’t concern him. He could remember many a morning waking next to Lessie, feeling that same surprise. Amazement at his good fortune, astonishment at the depth of his own emotion.
He gently lifted her hand away, then pulled the sheet up around her before slipping from the bed and strolling bare-chested across the room toward the balcony.
They’d stayed here in the penthouse through the honeymoon, rather than returning to the mansion. It felt like a good way to have a new beginning, and Wax was starting to think he might like to relocate here more permanently. He was a new person for what seemed like the hundredth time in his life, and this was a new age. This was no longer an era of quiet mansions and smoking-room conversations; it was an era of bold skyscrapers and vibrant downtown politics.
The mists were out, curling around outside, though the skyscraper was tall enough he thought he could see stars and the Red Rip through that mist. He moved to push open the doors and step out onto the balcony, but paused, noticing his dressing table, upon which Drewton had set out a row of objects. The valet had gone through Wax’s things, from his pockets and from his possessions recovered from the hotel in New Seran. Drewton probably wanted to know which should be kept, and which disposed of.
Wax smiled, brushing his fingers over the wrinkled cravat he’d worn to the party with Steris. He remembered tossing it to the ground as he changed to trousers and mistcoat in his room, prior to their quick escape from the city. Drewton had laid it out, along with a napkin from the party, monogrammed, and even a bottle cap he’d swiped in case he needed something to Push on. But Drewton had set it out on its own little cloth as if it might be the most important thing in the world.
Wax shook his head, resting a hand on the door out to the balcony. Then he froze and looked back at the table.
It was right there. The coin he’d been given by the beggar, shining in the faint starlight. Drewton must have found it in his pocket. Wax reached out, hesitated a moment, and then slipped it from the table before stepping out into the mist.
Could it be? he wondered, holding up the coin. Two different metals. One was silvery. Could that be nicrosil? The other was copper. A Feruchemical metal. Though the pattern printed on the face wasn’t the same, and the coin itself was smaller, this didn’t look all that different from one of the Southerner medallions.
As soon as he thought of it—as soon as he knew what it might do—the metalmind started working, and he found a store within him, a reserve he could tap. Wax gasped.
They called them copperminds. A very special kind of Feruchemical storage. One that stored memories.
He tapped it.
Immediately, Wax was in a different place. A barren land, with no one in sight and only dust blowing around him. It was a difficult perspective to experience, for only half of the viewer’s eyesight was normal.
The other was all in blue, lines everywhere. The vision of a man spiked through the eye.
The figure crossed those desolate reaches, passing half-tended crops left to die and rattle in the wind. Ahead lay a town—or the remnants of one.
He heard his own boots on the dirty rock, the wind blowing, and felt cold. He continued on into the town, passing foundations marked by old, burned-out fires. Somehow, he knew that the inhabitants here—as in other villages and towns he’d passed—had torn down their own walls for firewood, in desperation to survive.
Bodies lay in the street, stripped. Their clothing had been taken for burning after they’d frozen in what most men would consider only mildly cold weather.
Ahead stood a bunkerlike stone dwelling. Long and narrow, it reminded him of something—not something Wax knew, but a memory in the mind of the man storing this experience. A memory of something long ago that flickered in his consciousness, then was lost in a moment.
The traveler continued, stepping up to the doorway, which was open. They’d burned the door.
Inside, a mass of people huddled together for warmth, wrapped uselessly in blankets. No fires left.
They’d burned even their masks.
The traveler moved among them, drawing some concern, though most people stared with dull eyes. Awaiting death. He found the leaders near the center, the elders, aged and wearing cloth masks on their faces—the only things they had left. One ancient woman looked up at him and lifted her mask.
He saw her normally in one world, and outlined in blue in another. The traveler reached out and took the woman by the shoulder, kneeled down, and whispered a single word.
Wax came out of that memory with a shock, dropping the coin, startled and stepping back.
The coin plinged against the balcony and settled to a stop near his feet.
That arm … That arm. Lined with a network of scars layered atop one another, as if made by scraping the skin time and time again. The haunting word he’d spoken echoed in Wax’s mind.
“Survive.”
POSTSCRIPT
Marasi, Wax, and Wayne will return in The Lost Metal, the epic finale of Mistborn: Era Two. I plan to release this after Oathbringer, the third volume of the Stormli
ght Archive, which I’m hard at work writing at this moment.
To tide you over until Oathbringer, I have just released a special digital-only novella that is intended to be read after The Bands of Mourning, though it takes place during the events of the original Mistborn Trilogy. Ten years in the making, Mistborn: Secret History might answer a few of your questions.
There’s always another secret.
BRANDON SANDERSON
January 2016
ARS ARCANUM
METALS QUICK REFERENCE CHART
LIST OF METALS
* * *
ALUMINUM: A Mistborn who burns aluminum instantly metabolizes all of his or her metals without giving any other effect, wiping all Allomantic reserves. Mistings who can burn aluminum are called Aluminum Gnats due to the ineffectiveness of this ability by itself. Trueself Ferrings can store their spiritual sense of identity in an aluminum metalmind. This is an art rarely spoken of outside of Terris communities, and even among them it is not yet well understood. Aluminum itself and a few of its alloys are Allomantically inert; they cannot be Pushed or Pulled and can be used to shield an individual from emotional Allomancy.
BENDALLOY: Slider Mistings burn bendalloy to compress time in a bubble around themselves, making it pass more quickly within the bubble. This causes events outside the bubble to move at a glacial pace from the point of view of the Slider. Subsumer Ferrings can store nutrition and calories in a bendalloy metalmind; they can eat large amounts of food during active storage without feeling full or gaining weight, and then can go without the need to eat while tapping the metalmind. A separate bendalloy metalmind can be used to similarly regulate fluids intake.
BRASS: Soother Mistings burn brass to Soothe (dampen) the emotions of nearby individuals. This can be directed at a single individual or directed across a general area, and the Soother can focus on specific emotions. Firesoul Ferrings can store warmth in a brass metalmind, cooling themselves off while actively storing. They can tap the metalmind at a later time to warm themselves.
BRONZE: Seeker Mistings burn bronze to “hear” pulses given off by other Allomancers who are burning metals. Different metals produce different pulses. Sentry Ferrings can store wakefulness in a bronze metalmind, making themselves drowsy while actively storing. They can tap the metalmind at a later time to reduce drowsiness or to heighten their awareness.
CADMIUM: Pulser Mistings burn cadmium to stretch time in a bubble around themselves, making it pass more slowly inside the bubble. This causes events outside the bubble to move at blurring speed from the point of view of the Pulser. Gasper Ferrings can store breath inside a cadmium metalmind; during active storage they must hyperventilate in order for their bodies to get enough air. The breath can be retrieved at a later time, eliminating or reducing the need to breathe using the lungs while tapping the metalmind. They can also highly oxygenate their blood.
CHROMIUM: Leecher Mistings who burn chromium while touching another Allomancer will wipe that Allomancer’s metal reserves. Spinner Ferrings can store fortune in a chromium metalmind, making themselves unlucky during active storage, and can tap it at a later time to increase their luck.
COPPER: Coppercloud Mistings (a.k.a. Smokers) burn copper to create an invisible cloud around themselves, which hides nearby Allomancers from being detected by a Seeker and which shields the Smoker from the effects of emotional Allomancy. Archivist Ferrings can store memories in a copper metalmind (coppermind); the memory is gone from their head while in storage, and can be retrieved with perfect recall at a later time.
DURALUMIN: A Mistborn who burns duralumin instantly burns away any other metals being burned at the time, releasing an enormous burst of those metals’ power. Mistings who can burn Duralumin are called Duralumin Gnats due to the ineffectiveness of this ability by itself. Connecter Ferrings can store spiritual connection in a duralumin metalmind, reducing other people’s awareness and friendship with them during active storage, and can tap it at a later time in order to speedily form trust relationships with others.
ELECTRUM: Oracle Mistings burn electrum to see a vision of possible paths their future could take. This is usually limited to a few seconds. Pinnacle Ferrings can store determination in an electrum metalmind, entering a depressed state during active storage, and can tap it at a later time to enter a manic phase.
GOLD: Augur Mistings burn gold to see a vision of a past self or how they would have turned out having made different choices in the past. Bloodmaker Ferrings can store health in a gold metalmind, reducing their health while actively storing, and can tap it at a later time in order to heal quickly or to heal beyond the body’s usual abilities.
IRON: Lurcher Mistings who burn iron can Pull on nearby sources of metal. Pulls must be directly toward the Lurcher’s center of gravity. Skimmer Ferrings can store physical weight in an iron metalmind, reducing their effective weight while actively storing, and can tap it at a later time to increase their effective weight.
NICROSIL: Nicroburst Mistings who burn nicrosil while touching another Allomancer will instantly burn away any metals being burned by that Allomancer, releasing an enormous (and perhaps unexpected) burst of those metals’ power within that Allomancer. Soulbearer Ferrings can store Investiture in a nicrosil metalmind. This is a power that very few know anything about; indeed, I’m certain the people of Terris don’t truly know what they are doing when they use these powers.
PEWTER: Pewterarm Mistings (a.k.a. Thugs) burn pewter to increase their physical strength, speed, and durability, also enhancing their bodies’ ability to heal. Brute Ferrings can store physical strength in a pewter metalmind, reducing their strength while actively storing, and can tap it at a later time to increase their strength.
STEEL: Coinshot Mistings who burn steel can Push on nearby sources of metal. Pushes must be directly away from the Coinshot’s center of gravity. Steelrunner Ferrings can store physical speed in a steel metalmind, slowing them while actively storing, and can tap it at a later time to increase their speed.
TIN: Tineye Mistings who burn tin increase the sensitivity of their five senses. All are increased at the same time. Windwhisperer Ferrings can store the sensitivity of one of the five senses into a tin metalmind; a different tin metalmind must be used for each sense. While storing, their sensitivity in that sense is reduced, and when the metalmind is tapped that sense is enhanced.
ZINC: Rioter Mistings burn zinc to Riot (enflame) the emotions of nearby individuals. This can be directed at a single individual or directed across a general area, and the Rioter can focus on specific emotions. Sparker Ferrings can store mental speed in a zinc metalmind, dulling their ability to think and reason while actively storing, and can tap it at a later time to think and reason more quickly.
ON THE THREE METALLIC ARTS
* * *
On Scadrial, there are three prime manifestations of Investiture. Locally these are spoken of as the “Metallic Arts,” though there are other names for them.
Allomancy is the most common of the three. It is end-positive, according to my terminology—meaning that the practitioner draws in power from an external source. The body then filters it into various forms. (The actual outlet of the power is not chosen by the practitioner, but instead is hardwritten into their Spiritweb.) The key to drawing this power comes in the form of various types of metals, with specific compositions being required. Though the metal is consumed in the process, the power itself doesn’t actually come from the metal. The metal is a catalyst, you might say, that begins an Investiture and keeps it running.
In truth, this isn’t much different from the form-based Investitures one finds on Sel, where specific shape is the key—here, however, the interactions are more limited. Still, one cannot deny the raw power of Allomancy. It is instinctive and intuitive for the practitioner, as opposed to requiring a great deal of study and exactness, as one finds in the form-based Investitures of Sel.
Allomancy is brutal, raw, and powerful. There are sixteen base metals that wor
k, though two others—named the “God Metals” locally—can be used in alloy to craft an entirely different set of sixteen each. As these God Metals are no longer commonly available, however, the other metals are not in wide use.
Feruchemy is still widely known and used at this point on Scadrial. Indeed, you might say that it is more present today than it has been in many eras past, when it was confined to distant Terris or hidden from sight by the Keepers.
Feruchemy is an end-neutral art, meaning that power is neither gained nor lost. The art also requires metal as a focus, but instead of being consumed, the metal acts as a medium by which abilities within the practitioner are shuttled through time. Invest that metal on one day, withdraw the power on another day. It is a well-rounded art, with some feelers in the Physical, some in the Cognitive, and even some in the Spiritual. The last powers are under heavy experimentation by the Terris community, and aren’t spoken of to outsiders.
It should be noted that the interbreeding of the Feruchemists with the general population has diluted the power in some ways. It is now common for people to be born with access to only one of the sixteen Feruchemical abilities. It is hypothesized that if one could make metalminds out of alloys with the God Metals, other abilities could be discovered.
Hemalurgy is widely unknown in the modern world of Scadrial. Its secrets were kept close by those who survived their world’s rebirth, and the only known practitioners of it now are the kandra, who (for the most part) serve Harmony.
Hemalurgy is an end-negative art. Some power is lost in the practice of it. Though many throughout history have maligned it as an “evil” art, none of the Investitures are actually evil. At its core, Hemalurgy deals with removing abilities—or attributes—from one person and bestowing them on another. It is primarily concerned with things of the Spiritual Realm, and is of the greatest interest to me. If one of these three arts is of great import to the cosmere, it is this one. I think there are many possibilities for its use.
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