Mistborn: Secret History (M:SH)
|设定||三界宙 · 司卡德瑞尔|
Following his death at the hands of the Lord Ruler, Kelsier is met by Preservation before he is to "pass on" to the Spiritual Realm. Kelsier refuses, and he remains on Scadrial as a cognitive aspect. Despite refusing to pass on, as Preservation wished, Kelsier befriends Preservation, giving him the nickname of Fuzz (a crewmember name).
When he is returned to Scadrial, Kelsier is trapped at the Well of Ascension. During his time there, he unknowingly discovers Ruin trapped beneath the Well. Since Preservation is unable to help him in his investigations, Kelsier set out to discover Ruin's motives for himself. When he uncovers Ruin's plans to destroy the world, Kelsier does everything he can to stop him and finds that the only way that he could prevent Ruin's escape was to ensure that Vin takes the power at the Well.
Vin's arrival at the Well gives Kelsier hope that he will be able to get through to her, but as a cognitive aspect, with no connection to the Physical Realm, he can't, and Vin releases Ruin and Kelsier from the Well. When he asks Preservation to help him stop Ruin, Preservation tells him to head across the ocean for help. Although he doesn't know this at the time, Kelsier has been sent to the southern side of Scadrial, where the people have advanced without much interference from either Shard.
Along the way, Kelsier discovers many odd things about not being "alive" anymore. He finds that his Allomancy is useless and that he can create fire out of a log long since burned out simply by willing it to ignite.
During his journey, Kelsier meets Khriss from Taldain, and Nazh from Threnody. The pair enlighten Kelsier a little bit on how the events on Scadrial have an effect on the Cosmere but remain quite vague as to why they are there, or about events in the cosmere that are unrelated to the current conflict.
Kelsier is also visited by Ruin along the way, who tries to persuade him to give up on his quest. Kelsier doesn't give in and continues on to find the Ire. He infiltrates their fortress and steals a device they have invented which renders the holder capable of holding a Shard.
Kelsier returns to Luthadel to find it in chaos. Upon arrival, however, he is told to go to Fadrex by Preservation. Here, Kelsier finds Vin, but he is unable to get close enough to tell her anything of Ruin's plan, as he is using his power to keep Kelsier away. In his trying to get to Vin, Kelsier learns somewhat about Hemalurgy and how the spikes give Ruin power over those with spikes.
Soon after, Kelsier finds out that Leras (Preservation) is dying, so he smashes the device and takes up the power of Preservation. Before Leras dies, he gives Kelsier one final instruction: survive. Kelsier then tries to fight Ruin, but is unsuccessful. Instead, he tries to find a place where Ruin's influence is weaker. He finds it in Urteau, where Spook is spiked and is being induced to murder by Ruin. Kelsier intervenes, and Spook is freed from Ruin's influence.
Goradel, a messenger with Kelsier's warning about spikes, travels from Urteau to Fadrex, while Kelsier watches, but Ruin sends for Marsh, who kills Goradel and reads the message aloud to Ruin. Kelsier gives up hope until he realizes that Ruin is incomplete without atium, and therefore hasn't won yet.
Kelsier follows Ruin to Vin, where she is being tortured by Marsh to get the location of the atium. Ruin thinks he has won, until Marsh rips out Vin's earring, allowing her to be free of Ruin, and take the power of Preservation from Kelsier. The transfer of power almost kills him, but Kelsier again refuses to die, and watches as Vin sacrifices herself to stop Ruin. Upon Vin's and Elend's deaths, the pair meet Kelsier in the Cognitive Realm, where they all watch as Sazed takes up the powers of both shards to form Harmony.
Following the reorganization of the world, Kelsier recruits Spook, who by virtue of Sazed's new power is now able to see him, to help him regain a Connection to the Physical Realm by playing with Hemalurgy.
The big one has to do with Hoid's visit to Terris in The Well of Ascension. For those unfamiliar with the backstory, this little behind-the-scenes action has been a source of some consistent problems. The outline, and original draft, of Well had Vin and Elend traveling up to Terris, then into the mountains, to find the Well itself.
This was a huge momentum killer in the story. Having your cityscape-focused book suddenly turn into a traveling quest fantasy for a few chapters felt very out of place, and required too much strange time-jumping to make it work. In revisions, I set about finding a way to repair this, and to overlap the Well of Ascension discovery with Vin's return to Luthadel.
The end result worked much better, but I was forced to cut Hoid's cameo. (In the form of footsteps in the snow and frost leading to the Well, hinting that someone had been there just before her.) I knew where Hoid was, and added in the cameo of him with the Terris people—with the plan still being that he visited the Well sometime during the days after Vin's return to the city.
Well, in working on Secret History, I found that this had a problem with it. Hoid had to already know where the Well is, because after the destruction of the Pits, he'd need to use the Well to return to Scadrial after leaving in the middle of book one to attend to certain other events.
If you've read the story, you know this is how I proceeded. Official continuity is that Hoid went up to Terris after visiting the Well, as he had things to do there. He did not go looking for the Well. This doesn't change continuity for any of the books, though it does render one of the annotations for Well obsolete.
Otherwise, I'm quite pleased about this novella. I wasn't certain how it would go, writing something using threads I'd left dangling ten years ago. (You should thank the beta readers, who are all Sharders I believe, for their continuity help. They made me aware pf several things I needed to make much more clear from the original draft, so that canon would be more crisp.)
I know there has been a lot of discussion regarding which times when someone appears to hear Kelsier's voice were actually Kelsier. The story offers the official canon for this as well.
It's nice to finally be able to give the answers to some longtime fan questions, such as what spooked Vin during her inspection of Hoid and what was up with Preservation and the Mist Spirit. It's entirely possible that, despite our efforts, we slipped up and made some continuity error here or there. If so, I'm terribly sorry! This one has been particularly challenging to do.
- With no connection to the Physical Realm, the Metallic Arts on Scadrial are useless.
- At least some of the Ire are Worldhoppers from Sel, as they use the exclamation of "Merciful Domi!" and have names associated with Aons (Ire, Elrao, etc.)
- While at the Well, Kelsier meets Hoid (who he calls Drifter) when he arrives to take a lerasium bead.
- Kelsier has an appearance in The Bands of Mourning in a memory Wax taps from a coppermind medallion, given to him by Hoid.
- When referring to "Drifter", Preservation calls him Cephandrius.