Promise is very, very paranoid about her god of destruction. But when she's got some of her metalminds filled up (and her tinminds carefully plenty empty enough to deafen her for days and sharpen her sorcery if she needs that), it occurs to her to ask if it can just... give her Feruchemy. Entire. No extra spikes. It tries to convince her to take Alendi's spike instead, but she wants it before she gets there; so.
Now she's a Feruchemist.
She acquires a coppermind, a little one, which she wears as a discreet navel ring hidden under her dress; and with Yellow serving as a test master-de-jure, and Promise deafening herself with tin, they test the ability for Ruin to transcribe conversations into the coppermind while she taps it, receiving the words in real time but without any possibility that she will be ordered. It works; Yellow cannot make her flap her wings that way.
She also acquires a few toerings, hiding under her shoes, piercing the skin, filled up with free cheatery luck and speed and luck and health and luck luck luck.
This is important because she wants to have a conversation with Alendi. Before she kills him. She's probably going to have to make (let) Ruin kill him.
She doesn't want to have to call Ruin to do something suddenly, not with its penchant for improvisation; so she works out its initial orders and likely contingencies in advance.
She gives Yellow a set of instructions, and deafens him with sorcery she can reverse later; she only needs his voice, not his presence.
Spellwhip stands a safe several miles back, and waits, allowed to do sorcery again and cooling the air.
And Promise makes a gate where she expects Alendi to be.
She's seen his office before.
It settles. She motions to Yellow.
"Hold," Yellow commands.
And Promise peeks through, invisible and deaf and sped way up and very lucky indeed.
no subject
Promise is very, very paranoid about her god of destruction. But when she's got some of her metalminds filled up (and her tinminds carefully plenty empty enough to deafen her for days and sharpen her sorcery if she needs that), it occurs to her to ask if it can just... give her Feruchemy. Entire. No extra spikes. It tries to convince her to take Alendi's spike instead, but she wants it before she gets there; so.
Now she's a Feruchemist.
She acquires a coppermind, a little one, which she wears as a discreet navel ring hidden under her dress; and with Yellow serving as a test master-de-jure, and Promise deafening herself with tin, they test the ability for Ruin to transcribe conversations into the coppermind while she taps it, receiving the words in real time but without any possibility that she will be ordered. It works; Yellow cannot make her flap her wings that way.
She also acquires a few toerings, hiding under her shoes, piercing the skin, filled up with free cheatery luck and speed and luck and health and luck luck luck.
This is important because she wants to have a conversation with Alendi. Before she kills him. She's probably going to have to make (let) Ruin kill him.
She doesn't want to have to call Ruin to do something suddenly, not with its penchant for improvisation; so she works out its initial orders and likely contingencies in advance.
She gives Yellow a set of instructions, and deafens him with sorcery she can reverse later; she only needs his voice, not his presence.
Spellwhip stands a safe several miles back, and waits, allowed to do sorcery again and cooling the air.
And Promise makes a gate where she expects Alendi to be.
She's seen his office before.
It settles. She motions to Yellow.
"Hold," Yellow commands.
And Promise peeks through, invisible and deaf and sped way up and very lucky indeed.