Stark
Do powerful magnets affect metalminds or metal reserves in metalborn?
Brandon Sanderson
Yes. But... that has an "*" on it.
Do powerful magnets affect metalminds or metal reserves in metalborn?
Yes. But... that has an "*" on it.
Where did the surviving Elariels end up after HoA and in the Wax and Wayne Era?
All over, really.
Do your children sometimes inspire your writing?
Having children has certainly been a big help in understanding the way that younger people think. I spend a lot of time reading with them, and seeing what engages them in other books. This has been an excellent help to me in my writing.
So far, I haven't taken any of their specific ideas–but they're still a little young. They do offer suggestions, but they tend to be things like, "You need a big orange dinosaur that builds itself a robot suit to fight ninjas."
On second thought, that's a pretty cool idea, isn't it?
What, for you, is the "core" to writing compelling fantasy?
That is a really hard question to answer. Do you emphasize the fantasy, or not? A really great story is going to be about awesome characters that you fall in love with. Beyond that, it's going to need a really great plot. You can't separate these things from writing a great fantasy, because I think the worldbuilding needs to be really cool, if you have terrible characters and plot, it doesn't matter how good your worldbuilding is - you're not going to have a good story.
That said, the core of writing great fantasy as opposed to other fiction, assuming that you're already doing the plot and the character right, is to get down to that idea of the sense of wonder. What is wonderful about this place that would make people want to live there, or be fascinated by it? What's going to draw the imagination?
Fantasy is writing books that could not take place in our universe. For me, that's the dividing line. In science fiction there's the speculation "This could take place here," "This may be extrapolating science beyond what we know, but it could work." In fantasy we say, "No, this couldn't work in our ruleset, our laws of the universe." That's really focusing on it is what makes the genre tick. So you have to do that well.
What's your secret to inventing new magic systems?
I look for a couple of things in a magic system. The first thing I usually look for is interesting conflicts within the magic system; interesting limitations, interesting flaws in the magic. The question "What can't the magic do?" is more interesting to me than what the magic can do. That's what gives a magic system compelling plot hooks.
The second thing I'm looking for in a magic system is a different way to approach it. It is very hard to do powers that other writers haven't done before, new magical abilities, but my goal is to try to present them in a light that people haven't seen before. I usually try to apply some sort of scientific principle to the magic, to give it more of a realistic feel when I can manage it.
Last, I'm looking for something that just feels awesome. In a lot of discussions of magic systems I often neglect to mention that usually my inspiration for a magic system first comes with something that just strikes me as great--as interesting, as fun, as cool to write about. Then I go from there, making it work storywise.
I have some essays on my website called Sanderson's Laws of Magic that approach some of the ways that I look at magic systems.
How did you come up with The Stormlight Archive's gem magic/technology?
One of the things to keep in mind is I that developed this book before Mistborn was published. I do wonder if sometimes people are going to say, "Oh, he did metals before, and now he's doing crystals." But the thoughts arose quite independently in my head. You may know that there is a unifying theory of magic for all of my worlds--a behind-the-scenes rationale. Like a lot of people believe there's unifying theory of physics, I have a unifying theory of magic that I try to work within in order to build my worlds. As an armchair scientist, believing in a unifying theory helps me. I'm always looking for interesting ways that magic can be transferred, and interesting ways that people can become users of magic. I don't want just to fall into expected methodologies. If you look at a lot of fantasy--and this is what I did in Mistborn so it's certainly not bad; or if it is, I'm part of the problem--a lot of magic is just something you're born with. You're born with this special power that is either genetic or placed upon you by fate, or something like that. In my books I want interesting and different ways of doing that. That's why in Warbreaker the magic is simply the ability to accumulate life force from other people, and anyone who does that becomes a practitioner of magic.
In The Way of Kings, I was looking for some sort of reservoir. Essentially, I wanted magical batteries, because I wanted to take this series toward developing a magical technology. The first book only hints at this, in some of the art and some of the things that are happening. There's a point where one character's fireplace gets replaced with a magical device that creates heat. And he's kind of sad, thinking something like, "I liked my hearth, but now I can touch this and it creates heat, which is still a good thing." But we're seeing the advent of this age, and therefore I wanted something that would work with a more mystical magic inside of a person and that could also form the basis for a mechanical magic. That was one aspect of it. Another big aspect is that I always like to have a visual representation, something in my magic to show that it's not all just happening abstractly but that you can see happen. I loved the imagery of glowing gemstones. When I wrote Mistborn I used Burning metals--metabolizing metals--because it's a natural process and it's an easy connection to make. Even though it's odd in some ways, it's natural in other ways; metabolizing food is how we all get our energy. The idea of a glowing object, illuminated and full of light, is a natural connection for the mind to make: This is a power source; this is a source of natural energy. And since I was working with the highstorms, I wanted some way that you could trap the energy of the storm and use it. The gemstones were an outgrowth of that.
Do you ever have crazy ideas that are too crazy?
This happens all the time.
Greatness is often born of brashness. Of a reckless, bull-headed intent to do something everyone tells you is stupid. Sometimes, the best ideas are the ones you can't articulate in brief, because distillation ruins the very performance. Reduce a symphony to three notes, and it will seem pedestrian. Some ideas take to summary with ease. For others, explaining them is like trying to help someone climb Mount Everest after they say, "I'd like to take the quick route, please."
As a writer, you grow accustomed to saying, "It will work when I write it." You get use to saying, "I can do this, even if everyone tells me I can't." Becoming a writer in the first place is often done in defiance of rational good sense.
And sometimes, you're wrong. You try to prove that the idea works, you OWN it…and it's just not working. You're convinced it's your skill, and not the idea. If you could just figure it out…
This happened several times on The Wheel of Time. River of Souls, the famous deleted sequence from Demandred's viewpoint, is one of these. Perrin's excursion into the Ways in book 14 (also cut) is another. Early on, I pitched Perrin deciding to follow the Way of the Leaf to the team–but I wasn't actually serious on that one. More, I was in a brainstorming session with Team Jordan, and throwing out things that could possibly fulfill Perrin's arc in an unexpected way.
The 10th anniversary of Elantris has some deleted scenes, and the annotations talk about how in that book, I originally decided to have Hrathen turn out to be of a different nationality (secretly) as a twist at the end. The man who was doing all these terrible things was from Arelon all along!
That was stupid. It undermined much of his arc. It was a twist to just have another twist–in a book that already had plenty. Early reactions from Alpha readers helped me see this.
Lately, I've been trying to do some things with backstory and "cosmology" for the Stephen Leeds (aka Legion) stories, and Peter's not sold. We'll see if this turns into a "it will work when I write it" or a "That's a twist you don't need, Brandon."
What is your most memorable gaming experience/best gaming memory?
Probably Final Fantasy 10. At that time I was working the graveyard shift at a hotel, and I was doing a lot of writing on my own trying to get published. I would come home every morning at seven a.m. and play for a couple of hours alone in the quiet apartment, thinking about my own stories, experiencing the story of the game.
Other than that, I would say, honestly, the game that sucked most of my time was probably the original X-Wing game, which really made me feel like I got to be an X-Wing pilot, which, you know—Star Wars geek! That was so much fun! In a lot of ways every space game since then has failed to live up to the sense that I got from that game.
If you could bring one character from another universe into the cosmere, Who would it be?
What an interesting question. I'll play along in a moment, but I'll point out that it's generally not tempting for me to write other creator's characters. The ones I were most interested in writing were those in The Wheel of Time--and somehow, that ended up happening already.
Generally, when I consider a character that I love, my mind starts breaking down the "Why." I look at what effect they had on me, and what about them I really love--what is it this character does to the story that is so intriguing. Often, if I boil that down, I can start creating new characters who draw upon this, and other traditions--and that is what excites me.
That said, who would I bring to the cosmere, if I had the chance? I'll take a different tactic on this than, perhaps, you'd assume. I'd grab some of my favorite villains from other media, because it would be interesting to see how the characters would react. If Magneto were to deal with a world of people with magic, how would he react--and how would the characters react to him? What about Moriarty? Javert? (Okay, Nale's already got some Javert in him.)
Cthulhu? Nah. That's going to far
If a fantasy book had an unhappy ending, would that affect how it was received by publishers and readers?
This is an interesting question to be asking! I'm going to preface this by saying a couple things.
First, there is a difference between UNHAPPY and UNSATISFYING. These are two completely different things. For example: many classic tragedies are enitre stories with momentum pushing toward the tragic. A modern fantasy example would be some of George R. R. martin's work, where the books often have tragic endings, with the protagonists losing or dying. (Granted, his series isn't done yet, so there's no way to know yet if the final ending will be tragic or triumphant.)
These books are still satisfying, however. The tone of these stories implies that tragic events will occur--and sadness is a powerful emotion. Stories exist, in part, to explore emotion. If the Story is built well, and handled expertly, the reader will be SATISFIED with the ending even if it's tragic. You will feel, "This is where the story was supposed to go. Even if I don't like what happened, it's beautiful in its tragic nature."
Many long form stories also tend to have a balance bittersweet ending. Some things are accomplished, some things are lost. As one might say on Roshar, it's not about the last page--it's about whether the journey there was worthwhile.
In response to your question, then, my instinct says that the sadness of the ending doesn't have a direct correlation with sales, goodreads rating, etc. Quality and deft ahndling of the material will certainly affect these things--but not specifically if the ending is happy or not. Publishers would certainly publish one with a sad ending. Note that if you take the bodies of work by some creators (Including both Shakespeare and Star Wars) the most popular and most successful installments WERE the ones with the sad endings.
(Note that I DO think certain readers are going to dislike an ending that is sad, while others are going to dislike an ending that is too neat and happy. Individual certainly will have opinions. I just think the balance, at the end, will probably be around the same.)
That said, you do focus on a "Bad" ending, equating it with sad. So in the interest of discussion, I'll call this a sad ending to an otherwise upbeat book--a twist of tone that happens right at the end, unexpectedly, leaving the reader frustrated. This would be an ending that completely defies genre conventions. The heroic adventure story where the hero unexpectedly dies at the end, or the Jane Austen style romance that ends with the love interest running off with some other woman.
There would be a subset of people who would just love this, but I think if the book doesn't give the proper tone promises at the start, it would create a less commercially viable work. I don't think this is a reason not to try something like that as a writer, but I do think you might have more trouble finding an audience.
Would it be possible to have a "Shardgun"? (Shardblade in the form of a gun)
RAFO!
Can holders of Shards give them up voluntarily? If so, what would happen?
Yes, a Vessel for a Shard of Adonalsium can give up their power if they wish.
As for what would happen...well, there are some variables in there. Kind of like the variables in what happens to a bucket of water if you dump it out. Depends on where it falls, how strong the wind is, what the air is like.
Power dropped like this, if left alone, could end up Splintering and turning into something like spren/seons. It could become something more like the Stormfather--a large, self-aware entity. It could become something like the Dor or many of the Unmade--something proto-aware, but not truly an individual. There are other possibilities as well, depending on lots of factors. (Are sapient beings involved? what is being done with the power--is it concentrated in the Spiritual Realm as normal, or is it being pushed somewhere else?)
If you could have dinner with three characters from books (not just yours), who would you dine with, and why? Plus what would you be eating?
Hmm... Let me answer this as one from a classic, one from a sf/f book not my own, and one from a book that is my own. Otherwise the question is too big for me to get a real answer to, as there are so many.
Well, my favorite character from a classic is Jean Valjean. I don't know what we'd eat, but I'd avoid ordering bread...
My favorite character from a fantasy book not my own is probably Perrin from The Wheel of Time, though that's a half-cheat, as I worked on the series. So it would either be him or, if I had to pick another, maybe Sam Vimes from Discworld. We'd avoid sausages in a bun.
From my own books, I don't know if I can pick a favorite, as they're all my children. So maybe I'll just tie it to who would be the most fun to go to dinner with. Kelsier would be too dangerous--you never know who is going to show up and try to kill him. Probably Shallan, as I feel she'd have the most interesting conversation. We wouldn't order men's food because I'm too much of a wimp, and it would probably be way too spicy.
If you could make one change to the cosmere that is impossible to change now, what would it be?
Hmmm.... I gave this some thought all week, and had trouble deciding because the things I would change are more about individual books, and less about the cosmere as a whole. I don't know if I'd change anything about the big story--mostly because the things I would want to change would all take place in the Dragonsteel era, and that book isn't canonical anyway. Once I write it for real, I can change any of the things that I don't think are working.
As for the core of the cosmere...I might make some small tweaks to Allomancy. I have hever liked how the signal of sixteen worked in Hero of Ages. (for those not in the know, I talk about this in the annotations--I was looking for a sign that Preservation could send that Ruin wouldn't notice, along with help for mankind.) In the end, i think this ended up being a little clunky. Other things (like slatrification in sand mastery) are small enough I can change moving forward, but not Allomancy. So I might take another stap at that.
On the whole, though, I'm very pleased with how the larger cosmere story is playing out.
Can I become a beta reader for Brandon's books?
Beta readers are some of the people to whom I send early versions of my books for feedback. Usually, these are different from alpha readers, who include industry professionals like my editor, my agent, and my writing group. Beta readers, instead, are usually fans and "average" readers, used as a test audience. I don't expect them to offer solutions to problems; more, these are the people i want to use to gauge how the book will be received.
Most of these people fall into two groups. The first are old friends who have been reading my writing for a long time, and whose opinion I trust. The second are people who have made insightful comments on places like the 17th Shard, Tor.com, or my Facebook page. They are generally people well known in the fandom community surrounding my books--people who have good reputations, with whom we feel we can entrust early copies of books without leaking them.
We do pick from general fans sometimes to do beta readers, but there are a LOT of people who want to do this--and not many slots available. Usually, we pick people who have a special experitise relating to a book I'm working on. (We might pick a person who has been an EMT, for example, when reading Stormlight--to help with Kaladin's surgery scenes.)
I don't generally pick beta readers myself. I leave this to my team, mostly Peter Ahlstrom. I suggest not pestering him with requests, however. Instead, if you really want to beta read, participate in the fan community and get to be known there. Another great way to help is to find typos that HAVEN'T YET been found and post them in the appropriate thread for that book on the 17th Shard. (Don't just send these via email; chances are, peter already knows about them and has fixed them in a newer edition of the book.)
When all of the contest judges, beta readers, and writer's groups say that your work is ready, but all of the agents say it's just not right for them, how do you find out what would make it right for them?
Sometimes, you can't.
One thing you have to be ready for is that even the best piece of writing will have people who don't like it. this is the nature of art--because human beings are different, we simply like different things. It doesn't have to have a value judgement attached to it. There is no "fixing" a painting so that everyone loves it. By fixing it, you would sometimes just make it so that different people love it.
That isn't to say that skill level is flat, and art can't be improved. I'm just saying that sometimes, you just can't change a piece in a way that will make a specific person like it--at least, not without changing it into a completely different piece of art.
If your honest feedback from contest judges and early readers is all great, and if you feel that the stories you've been submitting are ready, then you should keep going and keep submitting. And keep writing. Elantris was rejected several times, as were many famous books. Sometimes, what the agents need to see is that you can be consistent.
But beyond that, if you keep writing and submitting, one of several things will happen.
1) You'll eventually find an agent or editor who loves your fiction as much as all these other people.
2) You'll grow as a writer and realize that the book you've been submitting, though enjoyable to many people, were still flawed in big ways and can be revised (with your new skill) to make them work better for an audience who doesn't know you.
3) You'll realize that your stories have an audience, and the agents are just not getting it. (All too often, they miss excellent writers.) You'll self-publish to great success.
I can't say which of these is the future of any individual story, and I can't say if it's a legitimate flaw that professionals are seeing in your writing or not.
I can say: keep writing, be patient. If you want to traditional publish, keep submitting. Agents can be timid. If they don't pick hits, they don't eat.
But do write for you, first, and don't let yourself be pushed into trying to be someone else, writing-wise.
I just had a question about writing, specifically regarding your laws on magic. Your first law states that the ability to solve problems using magic is directly proportional to the reader's knowledge of said magic. My question comes kind of as the opposite. What is your opinion on the ability of the author to create problems using magic? Does the reader need to know a lot about the magic system for you to be able to have the "villain" use it to create problems for the protagonists? Or can you create problems with this magic without the reader knowing a lot about it?
One thing to remember about my laws is that they're laws I devised for myself--laws I find make my writing stronger. I think they hold very well in general, but there are no "rules" for fiction. There are as many ways to do things as there are people doing them. However, like most things, I DO have an opinion. :)
Magic causing problems in the story is a great thing--as more conflict generally makes for a stronger story. Obviously, this isn't a 100% correlation, but it's a good rule of thumb. Using the magic as a kind of "human vs. nature" style plot is a great idea, and I've used it to great advantage myself. One could say that in Elantris, the magic (which is broken) is a primary antagonist of the story.
There are a few things to be aware of. First, avoid what my friend and colleague Bryce Moore dubbed "Deus Ex Wrench." Yes, that doesn't quite work. But the idea is this: Just like solving problems out of nowhere, with unforeshadowed powers or advantages, can be unsatisfying, sometimes just having problems happen out of nowhere in a story can be unsatisfying.
If a dam breaks, risking flooding the city, it's much stronger if we know the dam is there--if the characters have walked along it, or if something similar happened somewhere else in the story in parallel. Likewise, having the magic create problems unexpectedly, if handled without some measure of foreshadowing, could be unsatisfying. (For example, if the One Ring suddenly started--three quarters of the way through the series--melting your friends if they crossed their eyes.)
Just as I think you can create a great magic system that doesn't have explicit rules, I think you can have the magic be a huge problem in the books if the reader/characters don't understand it. Doing so in this case is probably going to be about making sure that the major conflict is not FIXING the magic, but overcoming it.
For example, if the magic in your world--when used--causes rainfall that floods and kills crops, one story (the explicit rules story) would be about finding out why, and learning to use the magic safely. But another story would be about surviving a terrible flood, and another about hunting down and stopping the people who use the magic. All three can use the magic as a huge conflict, but only one would probably need deep explanation of the magic system in order to have a satisfying resolution.
If you had a pet animal that you could communicate with (just like dæmons in the trilogy His Dark Materials by Phillip Pullman) which animal would you choose?
Can I cheat and make an animal that doesn't exist? Because if so, I'd pick a dragon. Because then I'd have a cool animal to talk to AND I'd be the only person around with a DRAGON.
If it has to be an animal that's real--a kind of spirit dragon--I would pick some kind of intelligent bird. A parrot or a raven. Something that can fly, do things I cannot, and look totally awesome sitting on my shoulder and glaring at people.
Yar.
Are Hemalurgic spikes fabrials? Is a body that has been spiked a fabrial? Are koloss and kandra also something similar?
No, actually.
Fabrial means specifically a bit of Investiture that has been trapped by a gemstone and then modified to do something else. Hemalurgy is its own thing--though there is a slight similarity. In most Hemalurgy, Investiture keyed to the Identity of someone (a bit of a soul) is ripped off, and then magically grafted onto someone else's soul. Not the same, though I can see the confusion.
Koloss and kandra are similar, though in this case, the soul is mostly just being distorted by using an Invested spike. In the cosmere, the body will attempt to match the soul, and so a twisted soul (Spiritual aspect of a person) can have profound effects on both mind and body.
Chapter 11
And now comes the redemption chapter.
This is the sort of thing that I write books to do. It's the sort of chapter that I really hope to be able to pull off. That may seem strange to some of you, as it's not the climatic ending or the like—but it's the turning point of the story. Probably the most important one in the book.
I've said before that I feel Epic Fantasy is about return on investment. We often demand a lot of readers in terms of worldbuilding. There's a lot to catch up on and follow in a book like this. The goal, then, is to be able to deliver powerful scenes that make use of the investment.
The reward for the early chapters is this chapter. It lays a foundation for the entire book. I've brought Kaladin as low as I could bring him, and now we get to experience the scramble upward.
Perhaps I think about these things too much. However, this was exactly what was missing from Prime when I wrote it. I was baffled, at the time, as to why the book just didn't work. It had all of the elements of a good epicw, and yet the book felt hollow somehow. There were fun adventures to be had, but no real impact. What it needed was this sequence, which has a lot of motion (and hopefully heart) to it.
This chapter makes the book for me.
Chapter 10
Kal helps his father work on a young girl's hand
For years I had been wanting to do a full-blown flashback-sequence book. Flashbacks (or non-linear storytelling) can be a powerful narrative device, but they're also dangerous. They can make a book harder to get into (nothing new for this book) and can create frustration in readers who want to be progressing the story and not dwelling in the past.
The payoff, in my estimation, is a stronger piece of art. For example, as Kaladin is slowly being destroyed in the bridges we can show a flashback for contrast. The juxtaposition between the naive Kal wanting to go to war and the harsh realities of the Kaladin from years later suffering in war might be a little heavy-handed, but I feel that if the reader is on board with the character, this will be powerful instead of boring.
I often talk about how books grow out of separate ideas that buzz around in my head. One of those ideas was to create a character who was a surgeon in a fantasy world. A person who believed in science during an era where it was slowly seeping through the educated, but who had to fight against the ignorance around him.
Back when Kaladin was called Merin, he didn't work well as a character. He was too much the standard "farmboy who becomes a nobleman" from fantasy genre cliché. I struggled for years with different concepts for him, and it was when I combined him with the idea for this surgeon that things really started rolling. It's interesting, then, that he didn't actually become that surgeon character. In the final draft of the book, that character became his father—not a main character as I'd always intended—and Kaladin became the son of the character I'd developed in my head to take a lead role.
I developed a lexicon of shapes to use in the creation of glyphs.
How do you determine which shapes to use when creating a glyph? Is that phonetic? Are there shapes that only appear in proper nouns, or for abstract concepts?
I don't get to say this very often, but RAFO. :)
I've noticed that the glyphs seemed to take inspiration from Arabic word art and calligraphy... Do you think you could talk a little more about how it inspired the making of glyphs and the art behind them? Did you draw from any other written languages (like Chinese calligraphy) when creating this system?
Good question! The biggest influence was definitely Arabic word art and calligraphy. That's something Brandon and I wanted to do from the start with the glyphs, and I realized that in order to make both glyphs and word art work, I'd have to take things a step farther and figure out the building blocks of the glyphs. I can't think of any other systems off the top of my head that I drew direct inspiration from.
The second biggest influence was the need for the glyphs to be symmetrical to reflect the holiness of symmetry within Vorin culture. I had an old iPod touch (it was new back then) and a simple symmetry app. When I found myself with a few minutes, I'd spend time sketching interesting shapes. I saved the best of these for use in The Way of Kings. Using those as a base, I started coming up with calligraphic shapes that would allow me the look I wanted, and over a bit of time, I developed a lexicon of shapes to use in the creation of glyphs. This helped keep the style mostly consistent from one glyph to another. Though there are levels of complexity in glyphs, I believe--everything from creating a glyphward for religious purposes to scrawling the shorthand version of a glyph on a map to indicate whose army is where.
How long did it take you to come up with this writing system? :)
It took several weeks if not months at the end of 2009 and the beginning of 2010 to nail down the basics of the glyph system. There was a lot of back and forth with Brandon at first as we both felt out what we wanted to do with it. In some ways, I feel like we're still filling in some of the blanks as we go, so it's an ongoing process.
Good questions! The vowels don't affect the glyphs any more than the consonants do. I'm going to RAFO about the glyphs relationship with Thaylen. You're on the right track, however, on half of the word being written and then mirrored. That said, please remember that glyphs aren't meant to be read or even deciphered. They're learned in the same way that we can look at dozens of stylized pictures of cats and still be able to tell that it's a cat.
So, you've said that glyphs are not meant to be read several times, and I know that, but I think I've been misunderstanding you. I've been assuming they are just too complex and decorated - like an extravagant font. Are you saying they are not a hard writing system instead?
There are obviously some rules to how the glyphs are designed, but does your reply mean that there is always a little bit of "I'll do what looks cool"? Kind of like how the band Koяn decided to flip the "R" - it's still recognizable enough, but there's no rule that says when you can and can't do that?
Let's see if I can explain further. Glyphs are recognized rather than read. If you learn the letters in an alphabet and you come upon an unfamiliar word, you can be reasonably certain you'll know how to pronounce it if you're already fluent in the language. You can at least read it, and you might know from context what it means. Glyphs are different in that if you come upon an unfamiliar glyph you might be able to guess what it means by its shape, but until someone tells you "that glyph means 'soup'" then you're still guessing.
The calligrapher's guild has rules they follow in creating glyphs, and there's a lot of artistic license, like the flipped R in Koяn, for the very reason that the guild isn't expecting people to read the glyphs. Those in the guild--and some scholars who are interested in how glyphs morph over time--might be able to decipher some of the glyphs for academic purposes.
How's that? Any clearer?
It is clearer, yes :( I think we might still bug you every now and then, but I am coming to terms with the idea that we won't get anywhere near the level of understanding we have for the women's script, for example. It just felt so close, with the slight similarities between some glyph components and the Thaylen letters, you know?
There's definitely a relationship between the Thaylen letters and some of the glyph components (although it's not the biggest part of what makes up the glyphs). Imagine if back in the middle ages a culture decided to use some latin letters as the basis for symbols so that it would be easy to mark things for people who don't read. This hypothetical culture threw in a smattering of other alphabets in there too. So, if that sort of thing developed naturally over time with phonemes and symbols getting added as the culture encountered other cultures, then you might get a bit of an idea of what's going on with the glyphs.
I admit I'm still a little confused. The glyphs are recognized based on their shapes, but those shapes also appear to be highly mutable. I'm not sure how to reconcile those two ideas.
If an established glyph can be stylized into a crown, a skyeel, or the other shapes that highprinces use as their symbols, how does someone associate the new shape with the standard one with which they are familiar? Does the stylized version preserve some core recognizable shape (since the constituent graphemes alone wouldn't be enough to decipher the meaning)? Or does each instance of a glyph have to be learned separately?
I agree that those two ideas are hard to reconcile! Let me see if I can explain it a bit more without giving too much away.
There's a calligrapher's guild that creates (and I suspect controls to a certain extent) the official glyphs. If a new glyph needs to be made, they do it in a way they see is proper, based on canonized rules that have developed over time.
That doesn't keep amateur glyphmakers from creating things from time to time, and there's certainly a shift in shape as glyphs morph through the ages. The Guild is probably a lot like the Oxford English Dictionary folks, occasionally canonizing popular but unauthorized glyphs that get used so much that they become ubiquitous.
Usually it's just guild members who are morphing glyphs into poems and such. If a nobleperson wants a glyph for their house, they go to someone authorized by the guild, and they'll stylize things into a crown, a hammer, etc. A good example of this will be seen in one of the pieces of art in the new book. We've seen Dalinar's Tower and Crown. Watch for the Sword and Crown and compare the shapes inside the Sword with the shapes inside the Tower. Maybe that will help with some understanding.
Huh. I had always assumed the glyphs were more like the syllables in Japanese, where the symbols don't contain any of the phoneme information, directly.
You are mostly correct. The glyphs are meant to be recognized rather than read. However, some phonemes do show up in some of the glyphs.
Kaladin just picked up a listener knife and noticed glyphs on it he didn't recognize.
Now, he can read glyphs, but he's not much of a scholar.
Are these glyphs even in the same linguistic family? Is Kaladin fluent enough with glyphs that he'd recognize if they were, to use an analogy, Korean symbols instead of Japanese symbols?
The shape of the glyph matters more than the phonemes that make up the glyph. Over time, glyphs morph toward what's easier to write as people who know nothing of the internal phonemes take shortcuts, etc, so a hypothetical Kaladin who can suddenly read the phonemes inside glyphs would only be able to decipher the newer ones that haven't had a chance to morph over time. So, hypothetically speaking, Kaladin would be able to recognize glyphs no matter the symbols that make them up. The arrow-looking glyph from the forehead tattoos is also found in the Bridge 4 glyphpair. Both glyphs mean "bridge" even though the internal pieces of each are quite different. It's like us being able to recognize the letter R whether it's in Times New Roman font or in a wildly different font like Desire (https://www.myfonts.com/fonts/charlesborges/desire/). Hope this helps!
It does, yes! I figured it wasn't the phoneme meta-data.
Basically my question was, Kaladin looks at the glyphs on the listener daggers, whose providence we still don't really know, and seems to assume that although he doesn't know these specific ones, they are "glyphs" as he knows them. I don't speak too many European languages, but if I saw a series of words I suspect I'd have reasonable success sorting out which ones are Polish and which ones are not, just from knowing which letters tend to be common and what patterns tend to be prevalent.
So my question was simply... is Kaladin fluent enough that we can assume he's right, these symbols actually are glyphs in the manner he knows them, just ones he doesn't recognize? (Or the equivalent of very odd spellings?)
Or is he simply making an assumption; he knows what a glyph is, so if he sees something similar he just assumes it's a glyph, when it isn't anything close? We see the Alethi, even the bridgemen, do that a lot to the listeners, just being ethnocentric, judging the listeners by Alethi standards, assuming that Alethi culture is the basic standard and everyone else is a deviation from that.
Anyway, thank you for the answer!
Sorry that I misunderstood your question. Now I see that you're referring to a specific spot in The Way of Kings. I just re-read the section you mentioned to re-familiarize myself with it. The glyphs he sees on the knife look different enough from the ones he knows to make him question their origin. It's not clear enough to me from the text to say definitively that the knife is of Alethi or Listener origin or from somewhere else altogether. (I suspect, though, that the knife is not Alethi in origin.) Kaladin is likely making an assumption--as you mention--that what he sees are glyphs. In the very least, they're symbols of some sort. Whether glyphs or letters in an unknown alphabet is up for speculation.
I'll ask you... about how you took the pretty minimal description from Brandon's books (I think we just knew that the Lord Ruler's face was on one side, and Kredik Shaw was on the other) to full coin designs.
As for designing the coins based on Brandon's descriptions, I brought it up at one of our Dragonsteel work meetings. We discussed what the coins ought to look like, I looked up old coins for inspiration, then I worked up some really rough designs and got them approved by Brandon. You can consider these designs to be canonical as to how they would've looked in the Final Empire and later on in Elendel.
For TLR, I actually started from the basis of this piece, but aging him further so that he appears more mature and regal.
The design for Kredik Shaw is an amalgamation of different versions I've done. I would expect that the building on the coin is merely the "main palace", and possibly only part of that. The Kredik Shaw palace complex would be much larger.
My favorite is actually TLM (Spook) "revealing the Elendel Valley" after the Catacendre. It came out much better than I anticipated.
I loved Nazh's "cameo" in the [Nicki] Savage story of Bands of Mourning. I especially like the touch of the map with the ripped edge in the book. Did the events really happen in the book as she describes in her broadsheet piece, or was the actual meeting punched up a bit for drama?
Thanks for your kind words on the [Nicki] Savage story. I hope we get to see her again. Since she's learning the art of storytelling from Allomancer Jak, I suspect her version of events was slightly embellished. :)
Well she has been in two of the stories so far, so fingers crossed!
I'm blanking on this just a little bit. Which was the second story she was in?
In Shadows of Self, there was a broadsheet article about a woman in the southern mountains who ran into a strange red and black person by a placid pool. Her name was [Nicelle] Sauvage, and I admittedly made a bit of an assumption that she and [Nicki] Savage are the same woman.
You are exactly right! She did appear in the Shadows of Self broadsheet. Thank you for reminding me of that.
The name adaptation threw me off, I only picked it up this last time I read through it in my epic-cosmere-re-read leading up to Oathbringer.
I do have to admit, while pretty cool, the dashing stranger who tried to kill a nice woman and destroyed public property in the sky above a metropolis using unknown arcana seemed... a little out-of-character for Nazh as we've otherwise seen him.
[Nicki] added some extra drama to her version of events to make it more interesting. I don't think Nazh would've tried to kill her, though he might want her to think that he was. He's easily annoyed by those who get in the way of his missions, even if they're just nosy adventurers. :)
How do you come up with the David analogies and the metaphors?
Oh, man, this is so much harder than you think it is. For those who haven't read them, the main character is really, really bad at similes. And where it came from is, there's actually a contest every year, where people intentionally try to write bad similes, and submit them. And every year it comes out and makes me laugh. Just-- I love it. And I started writing Reckoners, and-- Normally, you read this things as an author, to watch out for things to not accidentally do. If you read the bad metaphors, you can be like, "Oh, this is why you don't want to do this. You don't want people laughing." You get aware of this sort of thing. It's very good for you as a writer to watch. And, lo and behold, I'm writing a book series, and I wrote a metaphor, and I looked at it, and I'm like "That is really bad." And you do this as an author sometimes, and sometimes they slip in the books, you just write it and they're really bad. And I went to delete it and I'm like, "What if I ran with that?" This is because I tend to discovery-write my characters. So, I outline a lot for my settings, and I outline a lot of my plots, and then I go freewrite who these characters are, and then usually I have to do a lot of rebuilding of my plot after I figure out who's who. And in the Reckoners, I just ran with that, I did the whole sequence, I did the whole first chapter like that, and I'm like, "This is really fun." And then I locked myself into it, and it got so hard. Being bad on purpose is, like, ridiculously difficult. But it was also part of the fun. I would save them up, I'd be walking on the street, I'd think of something, and I'd be like "Ooh, how do I make that bad?" And I'd spend the next fifteen to twenty minutes writing a really bad metaphor. And sticking it in my pocket, because they all have to be bad in different ways. If they're all bad in the same way, then that's not any fun, you get used to it. So they all have to be bad in different ways, too. So, yeah, it was harder than I thought, but it was a blast.
So, most of your magic systems are limited to only a slight portion of the population. Is that a conscious decision? Are there any that are open to anybody?
Certainly, the Warbreaker magic is open to everybody, and that's part of what I was doing, was I wanted to contrast the other ones. And this is just because it makes for good storytelling, honestly. And when I do this, I'm doing it too much, I go the other way. That's why Sixth of the Dusk is open to everyone, that's why different things are done differently in the magics. But, really, when I'm working on the books, I'm like, "Well, we need something dramatic and cool." And I would argue that at least some of them, such as in Stormlight Archive, those are open to anybody if you can convince a spren. And you're sincere, right? And I like going that direction. Certainly, the kind of old standby of "you're born with it" is really easy. It's really, what we call in Sci-Fi/Fantasy "grokkable." You can instantly, kind of, get it. You're like, "All right, this is just like a talent. Some people are born with different talents. Makes sense." It doesn't take a lot of explanation, you don't have to worldbuild a ton up front. Where something like Stormlight, you gotta send a lot of worldbuilding words to explain how it happens, why it happens, things like that. But the trade-off is, it's in many ways more satisfying if you do it the other way. So, I do try to balance those. But sometimes those short-hands are very handy.
Is Forgery?
Forgery is a Selish magic system, so it is birth-based, tied to location.
My fiance and I have been reading through the books, I introduced them to her, she's been reading them in Mandarin. And, so, our question is about what level of enforcement/authority you guys have at Dragonsteel for things like translations, because the atium in the Taiwanese/Mandarin version of the book is translated as "sky gold." Which loses the connection to Ati.
Yeah, it does a little bit.
How does-- has that changed, since you started?
It has changed since we started, definitely. We try to involve-- Those were translated by Lucy, right? We try to stay really in contact with our translators and offer them as much as possible. Who translated that one? ...Oh, no, that's not Lucy, that's-- he contacts us, too, he writes to us. And, we do our best. But sometime we just don't make people aware of things early enough for them to be relevant. Like, they start, they get a book out, and then they're like "Oh, no, this need to be related." We try, and our translators try, and usually are really good at contacting us, but things slip through. I've worked with both of the Chinese translators quite a bit, actually; Peter does most of that. But if there are things that we get wrong, we love to hear about it, we pass along to translators-- the Chinese translator is a big fan of the cosmere. And sought out the project actively to work on it. So... if there are translation issues, just write to us.
Have we seen the resonances of either Wax or Wayne?
Yes, well, Wax is really good at sculpting bullets and things away from him.
The bubble.
Yeah and things like this. This is playing with the fact that he is-- Let's just say that the abilities make this happen, and I’ll let you theorize on why, but it's just an enhancement to what he can do.
I might be wrong, but I thought you said it was because he was becoming a steel savant.
A savant, yeah, definitely, but this is what this is coming from.
But being a savant has to do with being really good with one power--
Yes.
--and resonances--
Being a savant has to do with using Investiture a lot, and it's starting to permeate your soul. Like we've ta--
So he's more a savant with both of--
He's used them a lot, and they are changing his soul, and so the powers are morphing and changing. Just in slight, little ways. You're not gonna see a whole bunch. But you can imagine these two separate powers are kind of becoming one to him.
Yeah I can see that. And Wayne?
So Wayne's is not as obvious. I'll go ahead and RAFO that right now.
So just for clarification, once Nightblood consumes investiture, that investiture gets recycled? That's what I've always assumed. That it enters the cognitive/spiritual realm?
The investiture he consumes is not gone forever--it's not leaving the system, so to speak.
Was aluminum weird before the metallic arts were created?
Yes.
Can you drop a hint about which Shard authored the first of the letters to Hoid shown in the part 2 epigraphs [of Oathbringer]?
You have seen their world.
Is Nightblood like the Tzai Blows... from Dragonsteel, where he pulverizes a Spiritual aspect, and it has a result on the Physical? Is that what he does, popping into smoke?
Yes, he is attacking directly at the spirit.
Um, Dawnshards. So, they obviously predate the arrival of humanity on Roshar. Are they of Odium? Are they Odious Investiture?
I will RAFO Dawnshards.
Were there always slaveform parshmen between Desolations, or did that only happen after the False Desolation?
That, I believe only happened after the False Desolation. I have gone back and forth on that, but I think I can canonize it there. You do have to check with Peter. We had a big conversation about this a few years ago. But I'm pretty sure slaveform is a creation of the Last Desolation.
Of the Last? Or the False one? ...Because, in the epigraphs, they're talking about how that one Unmade was getting in on them--
Yeah. Oh, the False? No no no...
So, it was done in the Last Desolation, but it was undone somewhat in the False Desolation, and that's what we saw in the...?
Uh, no no no-- yeah, it is False. It is False Desolation.
Slaveform happened at the False Desolation.
Can Lift touch a Voidspren? And what would happen?
RAFO.
Was Uli Da Ambition's Vessel?
Yes.
In Words of Radiance, Shallan's necklace, in her flashback where she saved her brother, was made out of aluminum. Not counting Oathbringer, is that the only time we've seen aluminum on Roshar?
No.
Why does Shallan call her father's maps strange? Are they not Rosharan?
No... They are Rosharan.
So, why are they strange?
Um-- This-- There is not really something for you-- There's not anything there.
Why do only the Terris have the sDNA for Feruchemy?
That's a RAFO, too.
Was it necessary that Adonalsium split into sixteen Shards, or was it happenstance?
I will RAFO that one.
Would the number or intents have been different, if there were more or less people?
That's all wrapped up in that RAFO. Let's say it's conceivable that the split could have happened in different ways.
Out of all the Shards, why does Odium go for Devotion and Dominion?
He targets people with two kinds of ideas. Number one, he can argue they're breaking the rules they set out. And two, people he thinks are a good match for him, or a challenge, or a danger.
In Bands of Mourning, outside of Kelesina's mansion, Hoid says that he owns the place. Why does he say that?
Um, he thinks he does. He's kinda right.
With Nightblood. Was the sheath part of its construction when he was Awakened? Or was that kinda afterward?
The sheath is not part of its construction. Good question.
So... when the intent was placed on it, was the sheath there?
So-- The sheath was not relevant to that. The sheath was not part of the original Awakening, and it's not part of the intent or anything like that. I'm not saying it wasn't there ready for it, but it is not part of the sword. In the same way.
So, at some point we'll figure out why it learned to stop once its in the sheath?
Yes, kind of. It's a function of the sheath.
[Elantris] says the Shaod normally comes at night. Does it always come at night?
No.
In fact, in the origin of The Stormlight Archive, the first Surgebinding things I did, every order of the Knights Radiant was going to be able to Soulcast. Be able to change things from one to another. It was just, you would be locked into the element that was associated with your order of Knight Radiant, you could turn that into anything else you wanted to. That was one of my original pitches. I eventually moved away from that, a lot of the Orders were just feeling too similar in what they did, but that core concept is still there in Stormlight, and Soulcasting as a concept is there because the series is about change.
There's a lot of situations where people hear voices or see visions, stuff like that. What would be the effect, if somebody had something like mental condition like schizophrenia or multiple personality? Because you talk about-- Because a lot of the magic is about their will, you know?
Schizophrenia in the cosmere is going to-- So, anytime you're seeing the future, and things like that, you're kinda glimpsing into the Spiritual Realm. That's why it happens so often, because the magic systems are the way they work, are coming down from the Spiritual Realm. Schizophrenia will make you more open to that, so you are more likely to actually see the future. But you won't be able to tell it from the things your mind is making up, which is gonna be really dangerous.
So, what if you had, like, one personality wanna do one thing, and another one trying to do something else, would it cancel each other out?
Not necessarily. I mean, we're going a little that direction with Shallan, anyway. You'll see.