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CoderDrag0n8

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Everything posted by CoderDrag0n8

  1. WHY IS PFP WHAT

    I CONFUZMENTAL

    1. Through the Living Wrath

      Through the Living Wrath

      It’s slay the spire.

      CLAW IS LAW.

       

      it’s actually two different meme, one the Cultist “Caw Caw” and one the Defect “Claw is Law”, buuuuuut

      @Argenti back me up!

    2. Argenti

      Argenti

      I vaguley remmber killing that thing

  2. I cannot escape this burden Ambition (Rella) Ambition placed a planet (in the image of Yolen) between what would become SEL and the sun. The planet is dangerously close to the sun, and would kill surface-dwellers. However, Ambition place a dust storm with aluminum content, permanently surrounding the surface. .Below the surface, there is an interconnected system of caverns, where life is, in reality. The life comes as carnivorous plants and predators. The plants would try to (and succeed in) growing quickly, fighting to deprive each other of resources and kill each other off. Yes. Um. Words. Predators endure a competitive environment, the strongest only growing stronger as they fight - not for food, but for access to the rivers of Rellium, molten metal which does in fact hurt them. However, it empowers them, as well as the plants. So you have predators, what about the prey? Also I don’t think this ecosystem would be healthy if all the plants are carnivorous.
  3. Please just let me be free Odium stuff K, here we go So y’all know awakening right? You use your emotions. You give the item one of your emotions, such as wrath at an enemy, a desire to protect a friend, and it uses that emotion to attempt to destroy the enemy, or protect the friend. It is perhaps a little over half as strong as awakening. It’s like breaths in that you can also give them to a person and they feel it more. If they have 2 joys, they feel twice the joy. Two pains means double the pain, etc. Ok, basic stuffy things ig. This form of magic DOES NOT require being invested to use it. You can merely give up that emotion, without having any form of investiture. Everybody (Except cultivation’s people I think) are invested, but that will only have minor effects on the magic, just mini Odium things. The people who are invested just get a few perks like being slightly healthier, slightly more emotional, slight physical improvements as well. The cost of this system is that you give up that emotion for good, unless given another. But if all the normal humans made by Shards have been slightly invested by Odium, there may be… some possibilities for me. (Storms, you have no idea how many spelling and grammar mistakes I made there T-T) The innate Investiture of your people will have to be quite high. Also you haven’t settled a world yet. I’m toying around with a different one, perhaps a better system, working with ChickenBonanza. This would be ideal with Selish form focus. By drawing a specific symbol, Odium’s power recognizes it and provides power, with each symbol yielding different results This would still have the cost of loss of emotion, draining the capacity of emotion to produce minor magical effects, such as an item, maybe an accessory or something small and concealable. This item would grant common effects such as Mental Shielding, minor lightweaving, or healing, common MOI that pop up everywhere. This would not be quite like the other way of removing investiture in that it does not remove a specific emotion, but rather a more general removal of the complete capacity of emotion, much akin to Vyre. The funny thing is, it doesn’t have to be you emotions being sacrificed, it could be really anybody you find on the street, they don’t have to be willing if you know how to draw the right symbols). If you completely sacrifice the emotions of a person, the item is permanent. If not, then the item will only last as long as the investiture you provide it (we’ll say your average Joe couldn’t make it last all that long, perhaps 75% being perhaps 25 hours of total time, 50% being 10 hours, 25% being 3 hours, 10% being an hour, 5% being 15 minutes, 2% being perhaps a minute, and 1% being a short moment. There would be more in between things, but that’s just a rough basis to go off of for the moment. However, this slowly leaks out over time, and will eventually disappear. Only giving 100% of a person allows it to never fade, and it allows it to be replenished by another person, but it cannot overflow the amount it was originally created to hold, the amount that was sacrificed). In the moment that they are using it, it temporarily drains their emotions, but those will slowly be regained over a short stretch of time. If a person has had all emotion drained away, but not their entire soul, they cease to act like a human, think like… Grace on steroids in terms of mentality towards helping people. They would make that thing look like a storming nice person. Silly that solely think about how to benefit themselves from the suffering of others. . Normally the person just up and dies, but if they have not mastered this art, there will be a likelihood that they do not capture the entire soul, leaving behind a physically, and perhaps from an intelligence standpoint, cognitively undamaged person, but they will have lost most of their soul, and with it their humanity. One thing to consider, I’m unsure about how people will discover this thing, and what effects it will have on planets if they have a bunch of psychos going around sacrificing people’s sanity for magic powers and then turning the silly things loose. Maybe just mayyyyyyyyybe the other shards wouldn’t be so fond of that……….. One could easily delay revelations to take place over many years, delaying a full understanding of the Invested Art until cross-population informational crossover. Things like making self-emotion draining the norm (I’d still make the costs lesser. I think I’d intended to make full-on human sacrifice the ultimate end.) misc. discussion Not everybody, of course, just the people being made directly by Shards. Which excludes Uviabians, Rosharans, Threnodites, and Drominad(ians). jaja Yeah, normal ppl ofc. Do you have any ideas for how Odium’s Investiture might be called upon? I was thinking smth like if they already have knowledge of it, when they’re feeling super emotional over smth it sorta clicks and they can channel that emotion. Open to suggestions :D. Hmm. I’m thinking that might be too easily discovered? Gotta be something relatively obscure, to guide it. To attain knowledge of it they can get those vision thingies you were talking about. True, true. However! Since a decent proportion of people wouldn’t hold Odium’s Investiture, they most likely wouldn’t be able to direct it through their own will, I think, requiring to do something specific within the world, such that Odium’s power can flow through it, like how Ruin’s power acts through metal spikes to determine what to steal. Hmm. What items scream ‘Odium’... Weapons perhaps? It wouldn’t have to be a physical item, if you did not want, just something that’s separate from the mind. (Like, Hemalurgy doesn’t really channel through a spike, but the atomic structure of the metal acts as a guide or a code for what to steal.) Hmm. If I did have a planet, specific structures would work, but we don’t want that, so we could take things that are common on other planets and use those, like how our investiture would be common throughout the Cosmere. So if you got something from one planet, it would have one effect, no matter where you used it, and things from other planets would have different effects. (On further consideration, this might end up being too convoluted? Simplicity would mean an easier time interacting with other things, and determining how it might affect a planet’s peoples.) Theoretically, you could skip the planet requirement, and simply have it work a certain way. I’m hesitant to have variable results depending on different locales, but it could be neat. OH MY STORMS YOU’RE A GENIUS WAIT SO IF I JUST TOOK BASIC THINGS IG AND HAD THEM HAVE EFFECTS REGARDLESS OF WHERE THEY CAME FROM… Wouldn’t have to worry about other people’s investiture or smth, or having to invest the planet to get specific effects from a planet. Even then, it’s not that big a deal, really. A small chunk to… guide the magic in a certain way. Shards really only get stuck on a planet if they want to, so Grace might not consider leaving behind a little bit of power a big loss. …Now we just have to find a way to connect it to the current magic system. Or massively revise the old one I suppose. I think that leaving behind lil bits might end up with sentient pieces of Investiture tho. Perhaps, attaching them to a planet’s souls specifically might prevent that, who knows. I’ll ask KSOHS abt it in the thread to see what his verdict is. Also perception warping… Perception warping is really only a problem for loose splinters, I think, which this hypothetical hidden chunk of Investiture may or may not qualify as. (Also, I dunno about general physical improvements to people with hints of Odium’s Investiture. Like, Scadrians aren’t notably stronger than other peoples.) Ah ok. That makes sense. ---------------------------------------------------------------- I think permanent also works, it’s just I think that would take more investiture, and not give as much of a perk, although please change my mind if you you have a reason for it (and I trust you do) So what if it isn’t permanent unless you completely drain a person. If a person’s emotion is completely sacrificed, it will become permanent. If not, then its permanence is dependent on how invested (emotioned? lol) it is. Perhaps, perhaps. Although… I don’t know how to phrase my thoughts, here. Hmm. I had originally imagined small things, like perhaps a bracelet that offers a limited coppercloud-like effect, to be within the realm of a single person to accomplish. But then, that would imply that such things can become extremely widespread very quickly. So then, the sacrificing of a life, or perhaps requiring a routine re-infusion could be called for. Or maybe it powers itself on the user’s soul, temporarily or permanently draining emotional capacity, whichever fits our tastes best. I like the idea of it granting common, widespread powers, such as mental shielding, maybe limited lightweaving or healing abilities. And, I also like the idea of needing both major sacrifice to create, and minor, probably temporary sacrifice to use it. Sounds good. I’ll update the rules on mobile, keep this open here, and add comments down here to make me make sense please. ---------------------------------------------------------------- I’d make it longer, tbh. Enough so that a single person could do it to themselves, and have a few weak items last a couple years, if not used constantly. (Draining from a pool of XX hours of usage.) I like the concept that more put in at once yields a better result (oh, you mean exponentially more efficient with higher percentage of total capacity imbued into it.) yeah, that’s what I was going for, I’m just not very… articulate tbh that was more my misunderstanding. Ur good lol, I suck at understanding ppl. Or, that an item cannot be improved after its initial creation? Oh, yeah, I haven’t even considered improving it. I think it would be cool to add extra effects, but I think perhaps just making all the necessary sacrifices for the powers at the creation would make it so you have to be somewhat careful. And, in the higher comment, I think it should leak out some hours over time ------------------------------------------------------------------------------- Perhaps a more unsettling option is something that walks and speaks as a human, but whose thoughts dwell solely upon how they might benefit from other’s detriment? Like someone who would stab you because you have clothes they want. Still almost animalistic, but something eerily human-like. Sooo Nale/Grace on steroids Much worse, I think. Nale has reasons for what he does, these fully-drained people would have barely anything but selfishness. They pass by a traveler on the road, and their instincts scream at them to kill and rob to enable survival. Maybe not by error, but as the result of complete emotional capacity drain, but not full complete 100% soul drain, which could probably require a notable mastery of the Invested Art. Oooooh, me likey ------------------------------------------------------------------------------- One thing to consider, I’m unsure about how people will discover this thing, and what effects it will have on planets if they have a bunch of psychos going around sacrificing people’s sanity for magic powers and then turning the silly things loose. Maybe just mayyyyyyyyybe the other shards wouldn’t be so fond of that……….. One could easily delay revelations to take place over many years, delaying a full understanding of the Invested Art until cross-population informational crossover. Things like making self-emotion draining the norm (I’d still make the costs lesser. I think I’d intended to make full-on human sacrifice the ultimate end.) I FORGOTTED THAT I WAS SUPPOSED TO GIVE VISIONS TO THE PEOPLE I INVESTED… Ohhhhhhh, ur clever! I’ll start by telling them that it only works on them, only give them those symbols, and then when they move on to seeing other population, I’ll give them the symbols to yoink those ppl, and then after enough time, I’ll tell them it works on anyone, and then let chaos reign… Perhaps, perhaps. On topics of cost, the magic the cost is inspired by has the majority of a single person capable of producing a golem-like thing. Albeit they did require further infusions of power to activate. (Though, there is still the question of, how do you balance a widespread magic capable of magic pseudo-permanent effects?) I think that making golems is kinda… unfitting, but then again, a lot of the common MOI are unrelated. (just dont :p) One could describe ‘golems’ to be an expansion on the phenomena of the creation of sentient Invested objects, but that’s semantic, maybe. I was originally thinking that sentience wouldn’t fit, but I realized either: it takes several people to achieve it, or that perhaps you just sacrifice their cognitive stuff. But that also leads to physical sacrifices, and now this is borderline hemalurgy, although I don’t really mind it that much. One could have these ‘Awakened’ objects be anything, really. Not necessarily Kalad’s Phantoms 2. Fair, yet I still think emotion awakening via emotion would make it much more… animalistic, driven by emotion rather than logical thought. I suppose Robots are the opposite, no emotion, only cognitive, so the spooky guys (might need to name them at some point) are like… completely logic, no morals, like if AI gave up on humans and said “you know what, let’s take over the world, screw morality” Perhaps, though any sentient objects created would not be of the level of intelligence as a human, I think. Like something you have to order around, if it’s capable of movement. Maybe maintain some form of cognitive bond, iunno. (Not related to the spooky guys, that was) Yk, I get that. I’m not quite sure how they’d be connected to the spooky guys, but I think it’d work. However, downside, if the spookies ever learn how to manipulate connection… *shudders* bad things would happen. Iunno how capable they’d be of understanding esoteric spiritual concepts, but perhaps. It’s cuz if they have their entire intelligence still remaining, only their emotion stripped away, would they then not be as able as they normally would be at comprehending these things. I suppose I originally imagined them as possessed of an alien mind, that standard logic had left them as emotion did, damaged enough spiritually. Not necessarily perfectly logical planners, a more instinctual form of life. I shall sleeeeeeep now, tis getting late over where I am, maybe can update tmrw Indeed indeed, cya mans ok Ofc the shards won’t know any of this >:D
  4. please just let me be free Greater Roshar A planetary system with a white sun, containing three terrestrial planets, ten gas giants, and an asteroid belt separating them. Currently, it is home to the Shard of Dominion. It possesses a single principle Invested Art—Surgebinding—which manifests in various ways, depending on a variety of factors. Other Arcana exist, some drawing from the same Surges which Focus Surgebinding, and others instead relying on fundamental cosmeric principles. Alaswha consists of a single supercontinent on a planet that is majority land. Numerous lakes and rivers all lead to the Central Sea, cradles of civilization in a world that is otherwise [Redacted] outside of the sea. Standard trune ecology. Roshar consists of a single supercontinent on a planet that is majority water, stony and storm-beaten. Hardy, exotic trune ecology. [Redacted] consists of primarily badlands, stony and dark. Small oases and river basins exist, home to only the hardiest of trune flora. Due to the association of [Redacted] with [Redacted], Adhesion is not associated culturally with Binding and [Redacted], but rather Binding and Control, or Order. Surgebinding Within Greater Roshar, Invested Arts are categorized into the Surgebindings, users of which are called Surgebinders. These Invested Artists are able to access one of the ten Surges known to exist. Currently, within Greater Roshar, there exist three recognized creeds of Surgebinding, notably different in their acquisition. Alaswhan Surgebinding, via Environmental Acquisition, gained through an Invested phenomena within the environment. Currently only known to exist upon Alaswha. Anomalous Surgebinding, via Innate Acquisition, some individuals are seen to use Surges in ways foreign to Invested Artists on Alaswha and Roshar. Individuals seem to gain access to these Surges at random, with a much higher concentration on Alaswha than Roshar. Rosharan Surgebinding, via Nahel Acquisition, gained by forming a bond with certain varieties of spren. Environmental Acquisition would entail drawing the usage of a Surge from a specially Invested terrain or locus of phenomena. Such loci are plentiful on Alaswha, such as within floating mountains. Most commonly gained are the Surges of Gravitation or Adhesion. Other Surges are achievable, but less plentiful, and often more dangerous to acquire. Alaswhan Surges are noted to be more ‘external’ compared to other varieties, most do not directly interact with souls like Rosharan or the Anomalous Surges do. Individuals would encounter areas of anomalous physical effect. Approaching center of the source causes individuals to enter a minor spiritual pocket realm, where their souls are unraveled and altered by the loci. If one manages to tame this power, they emerge with a Surge. Otherwise… Innate Acquisition arises seemingly at random. Most Surges gained through this method are noted to have a limited ability to directly manipulate the world, instead conferring their effects solely and powerfully upon the user or are emitted with the user as the source. Nahel Acquisition would entail the bonding of certain varieties of spren. Surges gained through this method are noted to be the middle of two extremes, between the Innate and Environmental creeds. Generally, their function is applied to the self or objects nearby the self. Currently, only the Wind, Stone, and Night are noted to grant Surges upon bonding, with multiple individuals able to bond with a single of these godspren. It is currently unknown whether spren of lesser power are able to grant Surges in this manner. Given the Investiture differences between types, it is theorized that the subservient relationship present in the bond with a godspren may be inverted for other spren varieties. The Surges, and known Variants Adhesion: The Surge of Pressure and Vacuum (also called the Surge of Binding and [Redacted]ControlOrder.) Gravitation: The Surge of Gravity Division: The Surge of Destruction and Decay Abrasion: The Surge of Friction Progression: The Surge of Growth and Healing, or Regrowth Illumination: The Surge of Light, Sound, and Various Waveforms Transformation: The Surge of Soulcasting Transportation: The Surge of Motion and Realmatic Transition Cohesion: The Surge of Strong Axial Interconnection Tension: The Surge of Soft Axial Interconnection ACQUISITION/Surge ALASWHAN/ENVIRONMENTAL ANOMALOUS/INNATE ROSHARAN/NAHEL Adhesion Air and air pressure manipulation. Big winds. Personal flight, with development. Manipulation of Connection, between self and others. Can suppress attributes in the souls of others, and form artificial Nahel bonds which might transfer Surges to others. Investiture intensive. Creation of new Connection. Manifests as physical binding, learning of languages, other minor effects. Gravitation Increase/decrease/redirect gravity in an area. Rip things out of ground, send others flying. Overwriting gravity of the self, and area centered around self in intense Pushes and Pulls. Overwriting of the direction of gravity upon self, objects, others. Division Waves of fire. Enhancement of decay. Disintegration. Rust cloud. Self rapidly immolates foreign material on contact. The lightest of swipes pass through stones like air. Triggering of a destructive reaction in others, objects. Abrasion Increase/decrease friction in area. Self becomes slick, or capable of scaling the most extreme inclines. Produces friction increase/decrease aura. Increase/decrease of friction upon self or objects. Progression Increase plant growth over area, semi-directed. Can heal. Speeds healing. Promotes temporarily bursts of muscle and bone growth, to grotesque degrees. Acceleration of plant growth, heals self or others. Illumination Applies illusions to terrain. Affected region often produces effects similar to auditory and visual hallucinations. Enables perception of past and future of themselves and those nearby, and events which occurred in the immediate vicinity. Creation of complex auditory and visual illusions. Nonphysical, noticeable by all. Transformation Reshape a material’s spiritual traits, not physical. May endow an object with Invested power, especially when paired with other Surges, in a group. Alone, it’s an enhancement of the object’s natural traits. Slightly sharper and harder blade, for example. Flaming sword if paired with Division. Requires notable effort. Might fade over time without maintenance, or outside infusion of power. Produces an aura of Rhythms, causing Cognitive effects on those around them. Rioting, Soothing effects, akin to the Thrill or the Heart of the Revel. Change of an object, or another, into a differing material. Transportation Acceleration of motion. Bending of space. Piercing Realms with effort and assistance. Forceful movement, reminiscent of telekinesis. Enters a state of highly enhanced perception and mobility, speed of thought. Opening of perpendicularities. Piercing the Realms. Cohesion Reshaping of inorganic material. Breakage common. Earthquakes. Vibration. Movement through inorganic material, able to ‘swim’ or otherwise pass through with minimal effort. Alteration of nonorganic objects. Enables easy communication with spren of stone, and other materials. Tension Increase/decrease of hardness, rigidity. Often sharpens even dull materials. Turn sand into a relative pile of glass shards. Greatly enhances physical durability and strength. Or flexibility and limberness. Releases tension of the body to perform feats of strength or acrobatics. Increase/decrease of the durability, hardness, rigidity of nonorganic objects. The Surges of Anomalous Cohesion, Rosharan Cohesion, Rosharan Transformation, and Anomalous Adhesion all enable easy communication with the spren and souls of objects. All Surgebinders, of any creed, have shown the potential to [Redacted]. Such is a skill that is learned, and only available to experienced and capable Surgebinders. As practically all lesser spren reside around Roshar, it is much less likely for those dwelling upon Alaswha or [Redacted] to obtain [Redacted]. [Redacted]. A single person can have three Surges, in any combination. Acquisition becomes inordinately more difficult with each one gained of the same creed.
  5. I give up on life Alphium Alphium comes in three varieties, the natural varieties of which are aligned to exactly half of Virtuosity's power, fighting with how polarized the shard is. Magenta Alphium, or Malphium, is the pulling half. Cyan Alphium, or Calphium, is the pushing half. The third variant, “true” Alphium, only arises when the two halves are forced together by immense pressure. Of this variety, little is known. However, the other two have fairly predictable properties. When an invested current is run through it, Malphium increases gravity around it. Malphium is naturally attracted towards Calphium and other investiture. Calphium has precisely the opposite properties, decreasing gravity when a current is run through it, and pushing away Malphium and other investiture (Basically, Malphium will get close to Calphium, which will then repel it, so they spiral around each other, but are unable to touch.) What kind of current? Electromagnetic, something Invested, Gravity Waves or even neutrinos? Yes. All of the above. Any current. Elohium Known as The Purest Story to Uviabians, it is one of the rare stories called Ancient Stories. Supposedly, only highly trained Storymolders can find it. And even then, the only way to properly use it is to mold it into your anthology. Supposedly, it gives you great power. There are legends of other Ancient Stories, but that most are out in the universe, and only one other is in the Alorian system. Some legends do hint at the possibility of a third, secret Ancient Story that has been split in 2, and some small piece landed in Uviab sometime near The Great Cultivating. Rellium Liquid metal flowing below the surface of Ambition’s planet. It can and will burn you, but if you embrace it, it will bring you great power. The Gateway (perpendicularity in the center of the cavern system) is made of the solid metal. Inhabitants of the planet (I really need to pull the name up) survive in a survival of the fittest environment, hunting a killing eachother with the simple sentience that drives them to hunt for pleasure rather than sustenance. They are fueled, at least those that succeed, by this metal, which allows them to take risks and wounds without falling to them. However, they will die to the wounds, eventually - if they do not partake again. Whimsilimonstrosodosquipidalliadeoxyribonucleicorserlalloyeacorellsudoowoodenium (Godmetal of Whimsy, in case it wasn’t obvious) Eh… I have no idea what the properties would be. Just wanted to stick the name in. Oo ooo it makes them feel whimsical yet profound bullies poor innocent starspren Roséum, Godmetal of Dominion Roséum, in its purest form—unmarred by the essence of spren—appears a shade of peach, almost. A warm, pale orange like a gentle sunset. Wrong, it seems, that it darkens where metal meets air, pulling in light as if hungering for it. Mechanically, it acts as an intense Investiture disruptor, like silver, for all Investitures not aligned with Dominion. Investitures nearby find themselves less effective, slower to respond, and dispelled. These effects are most potent with contact. Potentially, as with other forms of Investiture in the Rosharan system, this godmetal may be specialized depending on alignment with a godspren. Laykium, Godmetal of Invention Laykium is a greenish blue metal, lighter and easier to shape than most Godmetals - or even ordinary metals. It moves everything around it into geometric patterns, altering low-energy configurations much as a magnet would. Special metal: Andasium (Thanks for copy & pasting the OG one ashkaloda!!) (ENDOWMENTS METAL NOW) -wyver Grants the full powers of Celenizing to someone who eats at least one Orb of it. One Orb is about one inch wide in every direction and tastes like whatever the eater likes most, while having the texture of a really crunchy chip. Mysteriously, though it does seem like it would make a crunch noise when consumed, it doesn’t. Andasium can usually found only in the wounds of those blessed by Andarneoas, or Endowment. People chosen by her will have any severe wounds healed by a filling of Andasium. This will keep them alive as long as the Andasium is inside of the wound- but it will not protect from wounds inflicted on other body parts. If the Andasium is removed from the “Dowed” (a term for those with Andasium fillings), they will die within one to five minutes. Andasium ‘Fillings’ cannot be inserted by any being other than Andarneoas, of Endowment. Andasium is a silvery metal with a barely visible tinge of blue. Secondary metal: Cerenite Cerenite is an uncommon metal found only in places inhabited by Andarneoas, or Endowment. This metal comes in two varieties; Cerenel and Cerenas. Cerenel is the more common one, being a lighter blue crystal. Cerenas is much rarer and a deeper shade of blue. Most commonly found the deeper you dig into the earth, these are the main material you require for Celenizing. One full orb of Cerenel can allow you to Celenize five feet of an object for both color and shape. One full orb of Cerenas can allow you to Celenize fifteen feet of an object for both color and shape. “Dun”, or Cerenite whos Shimrest has been used up (look at: Magic system 1: Celenizing) are commonly used as currency. Itirium Itirium allows people to gain an ability based off of their Genetics you could be born with 1 of 3 types Genisist: Create unnatural growths in anything such as Living things or The earth some of the more powerful ones can even make some in Air or water. Demographer: Deflate things such as living things or inanimate objects; some can even deflate whole lakes. Equalibrilites: Completely flatten and balance things, some can even balance emotions *cough cough*
  6. I just wish to be free of this burdem (Spiritcallers & Ancestor stuff by Argenti, in the Argentis OG ideas subtab) (Everything else below by Wyver) If you want to talk, PM me (@The Great Wyver on the shard! Or just put text or comments at the bottom, but i may not respond! Andarneoas, or Andarna for short; Endowment. Special Number: 5. Special metal: Andasium Special Song: Song of Gifts, which can only be played on a flute for some reason. Intent: Give people stuff. Like power ig. Vessel: Andarneoas (Andarna for short). Shard: Endowment. Primary (signature metal): Andasium Grants the full powers of Celenizing to someone who eats at least one Orb of it. One Orb is about one inch wide in every direction and tastes like whatever the eater likes most, while having the texture of a really crunchy chip. Mysteriously, though it does seem like it would make a crunch noise when consumed, it doesn’t. Andasium can usually found only in the wounds of those blessed by Andarneoas, or Endowment. People chosen by her will have any severe wounds healed by a filling of Andasium. This will keep them alive as long as the Andasium is inside of the wound- but it will not protect from wounds inflicted on other body parts. If the Andasium is removed from the “Dowed” (a term for those with Andasium fillings), they will die within one to five minutes. Andasium ‘Fillings’ cannot be inserted by any being other than Andarneoas, of Endowment. Andasium is a silvery metal with a barely visible tinge of blue. Secondary metal: Cerenite Cerenite is an uncommon metal found only in places inhabited by Andarneoas, or Endowment. This metal comes in two varieties; Cerenel and Cerenas. Cerenel is the more common one, being a lighter blue crystal. Cerenas is much rarer and a deeper shade of blue. Most commonly found the deeper you dig into the earth, these are the main material you require for Celenizing. One full orb of Cerenel can allow you to Celenize five feet of an object for both color and shape. One full orb of Cerenas can allow you to Celenize fifteen feet of an object for both color and shape. “Dun”, or Cerenite whos Shimrest has been used up (look at: Magic system 1: Celenizing) are commonly used as currency. Magic system 1: Celenizing Celenizing is one of the magic systems of those under Andarneoas, or Endowment’s power. To Celenize, one must take at least one Orb of Celenite and crack it. This is usually done with a Jastmer, a special tool made for this. The Jastmer cracks the orb of Celenite just enough to let the Shimrest (or, the Investiture inside the Orb) leave, allowing the Celist (One capable of Celenizing) to breathe it in and Celenize. Using other tools or your hand is possible, but risky- if you don’t crack it enough, it won’t leak enough Shimrest. If you crack it too much, the Shimrest will leave in a burst and disappear. Most people crack one then wrap in a recent invention, known as Chiverst Tape. This traps the Shimrest until the Celist removes it, allowing it to be used later without a Jastmer. Then, after inhaling the appropriate amount of Shimrest the Celist must touch the object they desire - only truly powerful Celists can do it through thought -and imagine it as it will be. What color? What shape? The Shimrest then flows into the object, changing its form and shape. One Celist parent has a 10% chance of passing it down to a child. Two full Celist parents have a 30% chance to pass it down. Only the Celist genes of immediate parentage are considered in the possibility to be a Celist. The Celist’s abilities’ powers do not fade with each generation, as Allomancy does (Wait, what’s allomancy? Never heard of it! Doesn’t exist here!) Ordinary people can also become full Celists through consuming one Orb’s worth of Andasium. Celists are more likely to be chosen by Ardaneoas, or Endowment, to be Dowed. Spiritcallers can also be Celists, and is rather common. Magic system 2: The Gift of Life and The Gifts of the Dead (ORIGINAL BY ARGENTI, I JUST ADDED MORE DETAILS!!! AND STUFF!! AND IM ENDOWMENT SO I CAN DO THAT!! ORIGINAL AT THE BOTTOM!!) After death, Thernodites do not die (Dowed included). Instead, Andarneoas, or Endowment, immedeately turns them into a cognitive shadow to join the ranks of the Ancestors in the cognitive realm, turning them into a Shade. These Ancestors require the active remembrance and worship of the living to continue living in the cognitive realm themselves. They feed off offerings and the care of those who visit their shrines to sustain themselves for longer. The Ancestors in the cognitive realm (when not protecting their descendants) live surprisingly normal lives. They build, argue, hunt, and feast- even though they don’t need to eat, it’s fun to. The houses (which are blood-related groups of Ancestors) often argue and sometimes do war, though Andarneoas (Endowment) will often stop them, at least for a bit. Otherwise, the entire cognitive realm of Threnody is a megacity; skyscrapers made of Celenite store the Houses of Ancestors, stretching towards the sparkling heavens. It’s truly an amazing sight. Any mortal descendant of an Ancestor can draw upon their power through the power of Andarneoas’s Investiture that rests within each Threnodite for a momentary burst of power. This usually manifests as healing, speed, or strength, with different bloodlines being particularly adept at certain gifts. These are known as the 5 Mortal Gifts, which you can only use one of each a day. Dowed can use two each day. The 5 Mortal Gifts include: Healing: The Mortal calls upon an Ancestor to heal them. This will cause most wounds to vanish, the priority on healing the most recent wounds. This will immedeately cause the wound to be sealed painlessly. This cannot work for deathly wounds. Speed: The Mortal calls upon an Ancestor to grant them speed. For a certain amount of time, their speed is increased by a vast amount. Swimming is included, and flying is too if the Mortal can do it through natural means (Mainly if the Mortal has wings). Strength: The Mortal calls upon an Ancestor to grant them strength. For a certain amount of time, their strength is increased by a vast amount. This does not affect their mass, but rather the strength of their body parts, so that they can handle more pressure/weight. Senses: The Mortal calls upon an Ancestor to grant them increased senses. For a certain amount of time, their senses are increased vastly. They will see farther, smell more, feel with more detail, hear sounds farther away, and taste more flavors. Mind: The Mortal calls upon an Ancestor to grant them strength of mind. For a certain amount of time, their mental speed increases vastly and their mental fortitude is essentially doubled. There also exists a small group called Spiritcallers, who can do more. Spiritcallers are selected at birth by Andarneoas (Endowment) and shown a vision. The vision is where Andarneoas appears to them and gives them a Duty. If the Duty isn’t completed, the Spirit blessing the Spiritcaller will disappear, and the Spiritcaller would be sentenced to a horrible fate chosen by Andarneoas. Once the Spiritcaller gains the knowing of their Duty, they can become one of 5 different types of Spiritcallers: Seers, Aspects, Mediums, Savants, or Travelers. They can then summon a “Spirit”- an Ancestor that has been blessed by Andarneoas to guide a Spiritcaller in their Duty. The Duty lasts until Andarneoas ends it, usually meaning people serve for many many years before being able to retire. Spiritcallers, while doing a Duty, are immortal- but once they retire and their Spirit leaves them, they resume the age they were before the Duty was assigned. Spiritcallers can planethop, but only when Andarneoas lets them. Seers: Seers are usually given the duty to investigate or discover something, usually in other planets. They can project their vision across a large amount of space and can even see a small amount into the future, but only into their own future. Aspects: Aspects are usually given the duty to fight in a war or assasinate some person, typically on Threnody but sometimes on other planets. They are mighty warriors with the Spirit guiding them granting them the battle skills of a thousand years fought. Some Spiritcallers can also manifest the Spirit as something akin to a Shardplate or Shardblade. Aspects, when in a war, are usually paired with a Savant, known as a Warpair. Medium: Mediums are usually given the duty of giving a new invention to the humans of Threnody, or perfecting the art of one already known. The Spirits of Mediums inhabit their bodies, giving them extreme skill in one area- such as farming or making armor. Some Spiritcallers get a special Medium Spirit known as a “Mind Spirit”- this Spirit grants a large burst of creativity, usually when Andarnoeas wants to show some new invention to the humans. Savant: Savants are usually given the duty to defend a nation in a war. Savants can merge with their Spirit, allowing them to gain the durability, strength,memories, knowledge, etc, of two souls combined. The Savant can then call on their own Ancestors to summon a mighty Beast of Ancients- a large, haunted version of the Savant’s spirit animal ready to fight. They are usually paired with Aspects in a war, which is known as a Warpair. Travelers. Travelers are usually given the duty to keep watch and peace in the cognitive realm. They can call upon their Spirit to travel any realm (cognitive, physical, spiritual) and can even use the Spirit as a guide. Once a Spiritcaller’s Duty is done, the Spirit leaves the Spiritcaller- but this great Duty is not forgotten, as they are honored until death at the Endowment’s Throne. Threnody Places and Stuff for Cosmere Restarted Places that have Bel Oh’s text on it are people who worship Preservation (bel oh) Instead of me (Endowment). The City of Spirits, mainly known as Andoleas Andoleas, also known as the City of Spirits, is the first city formed even before Andarneoas, or Endowment, had arrived. It is said that, in return for the gift of Celenizing, they had named the “City” after her- even though it is much bigger than your usual city. This is where most Spiritcallers are chosen and where most Celists live. It is a grand, majestic castle surrounded by three main ‘towns’ and several smaller ones. The first Town houses the Farmers, who produce food. The second Town houses the Miners, who mine ore and Celenite. The third town houses the Dowits: A religious sector worshipping Endowment. This Town mainly sends “Servers” to the Enowment’s Peak to serve the Spiritcallers who in turn serve Endowment. Other small towns live on their own, paying taxes in return for the protection of the Lord, a Spiritcaller chosen by Endowment to lead them. Only one Lord lives at a time and the next one is chosen at random by Endowment. The Lord has total and complete control over the City and its people, but rarely needs much service from the people. The City of Vylytrite The city of Vylytrite is basically a smaller version of The City of Andoleas, while serving Preservation instead of Endowment. They stay away from most of the rest of the world, protecting Itirium (Preservations metal) that's hidden under the city, and in the water nearby. Excalibur’s Port The main fishing place of Threnody with fierce competition from Corviktrot. Excalibur, as previously mentioned, mainly deals in all types of fish and lumber. There are almost no Spiritcallers here, but a couple Celists live here too. They fish for fish but also Itirium which large chucks can be found floating around. Corviktrot Corviktrott is Excalibur’s Ports’ main competitor. The city itself is split into both Protectionism and Dowism. They have barely any Spiritcallers or Celists. No Irtium users live there either. They mainly do farming and lumber (hence the fierce competition with Excalibur’s Port) to craft fine boats. They mostly do trade with the massive City of Andoleas and sometimes even The city of Vylytrite. Winterpeaks In the winterpeaks there are extreme Preservationists, where they cart wagonloads of Itirium to build mighty castles; there King and Queen are the only people allowed to use Itirium here. Endowment’s Peak, or the Throne of Endowment Endowment’s Peak, as it’s more commonly known as, is the place where Spiritcallers and Celists live. It is both the most respected and difficult job to do, as you must say an oath to serve for life in honor of Endowment. Then, most people would try to rise through the ranks for the chance to be a Spiritcaller- whether it be for true devotion of Endowment or the ability to be relieved from duty then honored forever, it is an important station. You can only come or live here is you accept Dowism. Itirium Itirium allows people to gain an ability based off of their Genetics you could be born with 1 of 3 types Genisist: Create unnatural growths in anything such as Living things or The earth some of the more powerful ones can even make some in Air or water. Demographer: Deflate things such as living things or inanimate objects; some can even deflate whole lakes. Equalibrilites: Completely flatten and balance things, some can even balance emotions More on the Elegy page because I AM THE TRUE GOD OF THIS LAND (-wyver, aka endowment) Dowism Dowism is one of two religions on Threnody, and is the most common. The belief of this religion is that if they please the shard Endowment, Endowment will protect them from an unknown future calamity that will destroy them without a god’s help. Though they call Endowment the “Lady of Ages” or “Lady of Spirits”, they believe any who call her by her ‘true’ name, Endowment, will be smited by Andarneoas. They come in several ‘ranks’- the bottom one being Recruits, new people to the religion. The second being ‘Devotes’, who are officially now in the religion and serve the retired Spiritcallers and sometimes run the fields and mining places.. The third is ‘Milphots’, or people worthy to train in the Guardians, guarding the perpendicularity before returning after 3 years. Then is the Spirit-Mili, those who either become full Guardians or have the chance to become Spiritcallers, (yes, -Mili is basically -Nimi from Stormlight Archive. AKA Shin for ‘I honor this person’, used mainly in Honor-Nimi). Those who do not get chosen for Spiritcaller can manage the fields and mines, which is actually a respected job in Threnody. Then, are the top of the pyramid- the Spiritcallers themselves. While one or two Seers manage the Peaks themselves, many others travel around the region and surrounding planets, installing Andarneoas’s will and making sure peace is kept. The Guardians The Guardians are a large group of Spirit-Mili, Milphots, Cellists, and even Spiritcallers who guard the Perpendicularity from everyone not welcome. They are masterful fighters who are willing to sacrifice their lives to protect the perpindicularity. It lives on a large, hidden farm worked by training Milphots and even some Spirit-Mili to provide food for all of them. Endowment’s Perpindicularity Endowment’s Perpindicularity is the only way mortals can gain access to the Cognitive Realm and visit the Ancestors. While usually only Spiritcallers are allowed to enter, sometimes mortals are given entrance for quests or non-Spiritcaller Duties, but those are quite rare. The Dragon’s Will River Named after, of course, Endowment’s Vessel, it is a river that brings water to many across the land. The water is safe to drink by dipping one Orb of Celenite in it. If you are wasteful enough to dip an Orb of Andasium in it, a three-gallon container of river water will become Infused, and will allow you to use arounds ten Orb’s worth of Shimrest for Celenizing, but will dissolve the Andasium. Dowed will not be affected. Cognitive Realm Stuff, TO BE FINISHED SOON!! The Cities The Cognitive Realm of Threnody is split into 5 “Cities”, each named after its Ruler, a Spiritcaller made by Endowment when she first arrived. These Cities contain a large group of Ancestors and Skyscrapers each. The division of territory is mainly used in the tri-annual tradition of Dowalet. Look below for more detailed information of Dowalet. Rulers of the City Each City has its own Ruler- which is always a Spiritcaller. However, these Spiritcallers have unique abilities that regular Spiritcallers do not. They gave up Planethopping and Realmshifting abilities in favor for other gifts. One is they do not need a Spirit to become a Spiritcaller, and the other is that they can Connect to all the Ancestores in their City, allowing them to see the general mood and attitude of them to better the City for them. Rivers and Lakes Rivers and Lakes, instead of being land like in the Stormlight Archive, instead become pure Celenite in this realm. This Celenite, when mined, does not affect the water in the Physical world, curiously. In fact, should the Celenite not be mined here, it would slowly take over the Cognitive Realm and then the Physical Realm, as it is ever-so-slowly growing out of where it’s supposed to be towards the civilization of the Cognitive Realm. The Guardians The Guardians, like those of the Physical Realm, guard the Perpindicularity. Though here, it is made up completely of Spiritcallers, mainly Warpairs, as some Ancestors seek to see the surface world again by all means, peaceful or not. Well of the Deep This is where all forgotten Ancestors are drawn to. It is an endless pit slowly filling with forgotten Ancestors, slowly losing their minds together utill they are all removed from existence. Recently, Andarneoas has made arrangements with a Seed to have them help clean up the Well of the Deep. Odys’ City (No, not based of Odyssey. PM me for more details (@The Great Wyver)) Odys is one of the first Spiritcallers, and is a Medium. Odys is a master of the flute, who can play all sorts of songs to make anyone feel almost any emotion- including Ancestors. Odys is also the only one who knows and can play Endowment’s song. She is usually a very artsy-styled ruler, encouraging her Ancestors to dabble in the arts of music, drawing, paint, or others. Those most talented usually get a spot crafting fine art pieces for her Capital, adorning it in massive, beautiful structures and art. Music flows from every door, causing a mixed-up harmony. During the Dowalet, her people are typically in last place- but that doesn’t matter, as they only need their art. Jastmer’s City Jastmer is one of the first Spiritcallers, and is an Aspect. He is obviously the inspiration for which the Jastmer was invented, and is a fierce fighter. As Jastmer has trained almost every day for many, many, years- even more than the average mortal life -his skills quite outmatch any other. He bases his City off of strength, telling that the strongest will be remembered more and will be able to gift their Descendants more power. They often clash with Waylet’s City during the Dowalet for first place. Waylet’s City Waylet is one of the first Spiritcallers, and is a Savant. She bases her City on other battle-worthy talents, such as speed and aiming. While she doesn’t have a Spirit, she still has the abilities of one- enhanced speed, smarts, and so on so forth. While she is extremely competitive towards the Dowalet, she is extremely smart as well, knowing they can’t best Jastmer through strength of arms but instead every other skill. This City also has the signature ‘Dowathon’, and Annual event centered around who can best the three tests- speed, aim, and smarts -to fell their enemy first. They often clash with Jastmer’s City during the Dowalet. Milphot’s City Milphot is one of the first Spiritcallers, and is a Traveler. Since realmshifting was meant to be one of a Traveler’s signature abilities, and since Milphot gave those up to rule in the Cognitive Realm, they have been seen as an outlier by the others, usually being left out. Mainly because of this, they do not base their city on anything specific, however, instead saying that each should be welcome to do as they please, whether it be hunting, fighting, or art. Somehow, this has won then several Dowalets and respect from the other City Rulers. Wyvel’s City (Yes, I based it off my shard username, but i didnt have any other name ideas so calm down) Wyvel is one of the first Spiritcallers, and is a Seer. Since they can see into the future and project their mind, it has gotten into them that the mind must be the most important part of a Mortal. So they organized their City upon who is the smartest. They say those who have the greatest minds will be the Champion of the next Dowalet- even though Wyvel’s City doesn’t win often, when it does win this phrase usually comes true. They usually use strategy such as winning over Milphot and Odys to win the Dowalet. The Dowalet
  7. Storywatching There are 2 types of stories. Ancient and Seen. Seen stories are the large majority of stories. Ancient, however, are stories that are significantly rarer. Cosmere Level Notes: Stories act as parts of a Spiritweb. On Uviab, Spiritwebs are known as Anthologies. When leaving Uviab, instead of everything being made up of stories, they have spiritwebs. When a change is made to the spiritweb (or Anthology) with Storywatching, investiture goes and heals that specific part of the spiritweb (or Anthology) that was changed to make the physical represent exactly what was changed in the spiritweb. Cultivation put up a barrier so that only the most skilled Storywatchers would be able to tamper with a Sentient Being’s Anthology. The Storywatchers: Those who previously wielded Microkinesis became Storywatchers on Uviab once the Great Cultivating happened. Because of the planet’s new and unique composition, it is very easy to learn Storywatching. While those born as Storywatchers have a far easier time Storywatching, anyone with enough practice can become a Storywatcher. Even for natural born Storywatchers, Storywatching takes a lot of time and practice. Storyseeing->Storychanging->Storymolding: These are the 4 stages of Storywatching. Storyseeing is the first step, and what makes you a Storywatcher. Once you get there, you can go up as much as you want. Storyseeing allows you to see and observe stories around you. This allows you to very easily learn things about anything, just by peering into their stories. This also gains an ability that almost lets you predict your opponent’s next move, although that takes much time and practice. Storychanging is a very common Storywatching step. Storychanging allows you to directly change stories or move them around. Although taking lots of time and effort, Storychanging allows you to rewrite stories. Although the more rewriting you do, the more and more effort it takes to rewrite it. And rewriting a Sentient Being’s Anthology is impossible with Storychanging alone. The most powerful Storychangers were also known to be able to write entirely new stories from nowhere (Many of these have no physical matter attached and work as illusions). Storychangers also have the ability to deactivate stories. The very last step is the very rarest. Very few ever have a chance to practice enough to get there. Storymolding is the act of Storywatching a Sentient Being’s Anthologies. This means rewriting (or maybe just writing) your Anthology, or maybe swapping stories from Anthologies from one person to another. Another ability of Storymolding is the ability to Imbue stories. You can Storychange stories to concentrate the stories somewhere. This ability is also available for Storychangers, but less useful. This could cause effects like greater strength or resistance in the story imbued areas. For all of these Storywatching abilities, with enough time and practice, it becomes easier and easier. The Strange Properties of Storywatching in the Greater Cosmere: Some notable scientists have noticed that Anthologies in the Cosmere are not comprised as individual stories (Some cases have extra parts, but not many) but as one Anthology. There is a strange phenomenon, in which, with enough time and practice, a Storychanger can break apart these solid Anthologies into stories. This unique effect is seen on multiple occasions throughout Uviab’s history. When a non-Uviabian learns Storywatching for the first time, their Anthology gets broken into stories. This seems to be the leading reason why it is harder for non-Uviabians to Storywatch. Initiation: At the age of 10, Storywatching manifests. It either manifests then, putting the person at a Storyseeing level, or it manifests sometime after that age. When storywatching manifests, the person's most prized possession that they are currently holding becomes their Channel. When touching the Channel, and only while touching the Channel can Storywatchers Storywatch. The Channel channels the investiture of Uviab into the Storywatchers when they Storywatch. Elohium Known as The Purest Story to Uviabians, it is one of the rare stories called Ancient Stories. Supposedly, only highly trained Storymolders can find it. And even then, the only way to properly use it is to mold it into your anthology. Supposedly, it gives you great power. There are legends of other Ancient Stories, but that most are out in the universe, and only one other is in the Alorian system. Some legends do hint at the possibility of a third, secret Ancient Story that has been split in 2, and some small piece landed in Uviab sometime near The Great Cultivating. Legends The Legend of Yolen: A long long time ago, there was no Uviab. There was only a planet called Yolen. On this planet, there was a God. This God was a Single Powerful God. However, 16 heroes and villains thought they could do better, and with the power of the God’s own tools, they struck him down. The god’s corpse on the ground, it was split into 16. The 16, they took these pieces of the God, and they Ascended. In the mighty battle, Yolen was near destroyed. So, one wished to save this Yolen. The Cultivation. The Cultivation enlisted the help of another to ensure Yolen’s safety. So the Preservation and The Cultivation banded together and saved the Ruined Yolen. So that it could be Cultivated another day. But now, Cultivation was alone with a planet back from the verge of death, and flew throughout the Cosmere, looking for a place he and Yolen could call home. Eventually, they found the sanctuary of Alorian, guarded by Invention, God of the Sun and the Stars. Cultivation pleaded with Invention to let him stay, and to harbor Yolen, and Invention agreed. And so, Yolen was finally safe. Or so was thought. Because on the other side of the cosmere, another of the 16, Virtuosity, God of Destruction, had an evil plan. A massive shockwave called a supernova ravaged the cosmere, Cultivation and Invention had only days to prepare. Cultivation knew that he could not fend of Yolen’s destruction again, not with so little preparation. So, Cultivation shielded the people and living things from harm, while Yolen was destroyed. Cultivation used this chance to remake Yolen, changing it into Uviab, our planet. In the process, those with the mystical ability of Microkinesis, an ability of the One God, was changed into Storywatching, an ability of Cultivation. This moment was called The Great Cultivating.
  8. REMEMBER TO USE AN ACCOUNT YOU’RE GOOD WITH THE WORLD KNOWING `Yoo guys its me the mighty and great wyver (im so cool) I am, yes. -Argenti. Chat I’m here now. Dw. I may or may not kill u. -Chips (ugh I hate how autoincorrect works on mobile ) (Honestly idk if my acct even is that or not, I used my not school one but idk. Ah well, shard ppl are trustworthy anyways :D) *evil laughing* KSauce here. Don’t mind me alternating greens. Hopefully I’m not confused with Tinwatcher at some point. Nat is barely a shade of green my friend CoderDrag0n8 here! My account is literally called ‘CoderDrag0n8’ so… you’ll know when I’m around. Gosh making colored text is so much work, smh my head - chickenbonanza Lol real I got used to it by being evil once in SE I can’t find a different shade of green. Nvm it works in light mode -Tin Hello ‘tis I, SparkyBridge YOOOOOO? Greetings. Wrath! I BRINGETH THE HEADACHES. SALUTATIONS FROM DENISIMOOOO Am Ashkaloda Hallo I am Born of Mist Moved Scadrian over to its own tab Al_lan I love annoying colors -Bel Oh the most famoustestestestetstetstest person on the shard. nuh uh Hi everyone! I finally got a link to open into my alt account! - Heir/Dragonheir/Layke/Invention wahoo very swell Hello everybody, Radonalsium here, also known as the Shard of Badassery.
  9. OFLYK GWEXG WX OEYF YFI QRXBRLYEWX?
  10. '''ueah' tygo' tgat.s aal do you mean yeah typo that's all ?????
  11. Uibaez? Jw r zilx Uibalez
  12. that I did TLT (Oley awa)
  13. how about this *GASP* YOU LEARNED HOW TO DO IT
  14. kqiaaexg aesi l xwuzla qiukwx
  15. on the AMERICAN keyboard, flip the letters and idk what safgvbrhdfnfjcksmiuksygnjdbvndhfsdkunxfjscfvnity is
  16. whats that *genuine confuzekjhkjrgrxrncbctment* kqaiix
  17. And everyone became unremoved! YAY!
  18. Yeah. Itll be hilarious wait no wait this will pair horribly with my magic system. We will have beings that can rip away your soul and they (his magic system's cost): wait chips I have an idea for it.
  19. It is, it just doesn't really give the status effect. irl, it does give a '/kill @e[type=!@s]' effect
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