The Far Shore Mods (
godsoffortune) wrote in
thenearshore2018-05-03 07:07 pm
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Entry tags:
- !cultist arc,
- !cultist arc | events,
- aymeric de borel | final fantasy xiv,
- ayumu yamazaki | peace maker kurogane,
- chikusa kakimoto | katekyo hitman reborn,
- ebisu | noragami,
- event log,
- garry | ib,
- ginia | original character,
- hibiki shikyoin | pripara,
- keith | voltron,
- ken joshima | katekyo hitman reborn!,
- nagito komaeda | dangan ronpa,
- saber (mordred) | fate/apocrypha,
- suzaku kururugi | code geass,
- ω add | elsword,
- ω archer [emiya] | fate stay night,
- ω caster [ch chulainn] | fgo,
- ω data-roxas | kingdom hearts,
- ω kaden | fire emblem: fates,
- ω lancer (diarmuid ua duibhne) | fate/ze,
- ω mikoto suoh | k,
- ω mirei minami | pripara,
- ω nari reno | original character,
- ω piccolo | dragon ball z,
- ω reisi munakata | k,
- ω rin okumura | ao no exorcist,
- ω ross | senyuu.,
- ω saori nakagawa | original,
- ω sha gojyo | saiyuki,
- ω son goku | saiyuki,
- ω yumoto hakone | cute high earth defens,
- ω zelda | loz: ocarina of time
28 - The Hungry Forest (Final Battle)
Who: Everyone!
What: At the heart of the mysterious forest lies a magical trap.
When: Nov 14, evening
Where: Within the forest
Summary: Working together, and with the (reluctant) help of some menaced cultists, the rescuers have pierced the wooden wall into the heart of the forest.


The sky is clearly visible here, but it’s an evening one – it’s taken the day to work their way through this far. Those with some astronomy knowledge will also be able to tell it’s a sky on Earth, and anyone who can climb up above the treeline will see a vast, mountainous and wooded area, with the lights of roads, train tracks and small towns glittering here and there. They're clearly not in the Heavens anymore. Somehow, in their journey through the forest, the rescuers have emerged onto the Near Shore.
An icy breeze is blowing, and although the vegetation is unseasonably green and lush in this clearing, there are patches of snow visible at the foot of some of the trees, hinting that they're fairly far up the mountain.
Rescues
The clearing here at the heart of the forest is vast, and five colossal sigils are etched into the earth, each one holding an incredible amount of power. It’s on these sigils, North, South, East, West, and Center, that the trapped gods and shinki can be found. Those unlucky enough to be at the Center sigil are bound by hypnosis, each staring at a firefly spirit that hovers before their unblinking eyes. These victims are still and unresponsive, and the spirits will need to be destroyed to free them. The firefly spirits can be harmed by both physical and magical attack, though they likely won’t stay still to let themselves be easily extinguished.
The captives trapped on each of the other sigils are around the edges of the clearing, entangled in vines, brambles or whatever other limbs the trees could provide to bind them to this place. Some may also be under the effects of the hypnotic fireflies if they’ve been particularly troublesome, while others who have fought less might have only those bindings needed to prevent them fleeing. Regardless of how tightly they're restrained, all of the kidnapped gods and shinki on all of the sigils look drained, the severity depending on how long they’ve been there. Some are merely tired-looking, whereas others are barely clinging to consciousness. Whether their power is being used to feed the spell or being stored for something else to come, one thing is clear – those trapped need to be freed before anything more can be done.
Sigils
Those sigils beneath each group of trapped gods and shinki are powerful constructs, brimming with energy and meticulously maintained by the cultists up to now. It’s the same power as what blankets the entire forest, but it's focused on each of those five points. They must be the source of the spell that's caused all of this.
If the spell is to be broken, the sigils need to be broken as well, but it’s going to take more than just scuffing out the etched lines to break the magic. Attacking with shinki in their vessel forms or using blessed water to wash away the magic will be most effective, but for those who didn't bring blessed water or don't have the energy left to transform, there's one other option. The clearing is lit by traditional paper lanterns hanging from the trees all around, and any object set aflame with these lanterns can be used to burn the spell out of the ground bit by bit.
The trees and any remaining soulless shinki are still furiously opposing the rescue efforts, the surviving cultists are continuing to work on maintaining the spell, and it will take time to fully destroy the sigils. However, as the sigils deteriorate, the effects of the spell will begin to fade, and characters will find it easier to access their supernatural powers to speed the process along. Gods' and shinki's powers (that is to say, the special power they gained as a god or shinki, rather than canon powers) will be as effective as a shinki or blessed water against the sigils.
But be careful. As each sigil breaks, some of the magic escapes, but some is captured by the remaining sigils. For the spell to fully disappear, all five must be destroyed – and quickly, because there’s only a matter of time before this power becomes unstable.

What: At the heart of the mysterious forest lies a magical trap.
When: Nov 14, evening
Where: Within the forest
Summary: Working together, and with the (reluctant) help of some menaced cultists, the rescuers have pierced the wooden wall into the heart of the forest.


The sky is clearly visible here, but it’s an evening one – it’s taken the day to work their way through this far. Those with some astronomy knowledge will also be able to tell it’s a sky on Earth, and anyone who can climb up above the treeline will see a vast, mountainous and wooded area, with the lights of roads, train tracks and small towns glittering here and there. They're clearly not in the Heavens anymore. Somehow, in their journey through the forest, the rescuers have emerged onto the Near Shore.
An icy breeze is blowing, and although the vegetation is unseasonably green and lush in this clearing, there are patches of snow visible at the foot of some of the trees, hinting that they're fairly far up the mountain.
Rescues
The clearing here at the heart of the forest is vast, and five colossal sigils are etched into the earth, each one holding an incredible amount of power. It’s on these sigils, North, South, East, West, and Center, that the trapped gods and shinki can be found. Those unlucky enough to be at the Center sigil are bound by hypnosis, each staring at a firefly spirit that hovers before their unblinking eyes. These victims are still and unresponsive, and the spirits will need to be destroyed to free them. The firefly spirits can be harmed by both physical and magical attack, though they likely won’t stay still to let themselves be easily extinguished.
The captives trapped on each of the other sigils are around the edges of the clearing, entangled in vines, brambles or whatever other limbs the trees could provide to bind them to this place. Some may also be under the effects of the hypnotic fireflies if they’ve been particularly troublesome, while others who have fought less might have only those bindings needed to prevent them fleeing. Regardless of how tightly they're restrained, all of the kidnapped gods and shinki on all of the sigils look drained, the severity depending on how long they’ve been there. Some are merely tired-looking, whereas others are barely clinging to consciousness. Whether their power is being used to feed the spell or being stored for something else to come, one thing is clear – those trapped need to be freed before anything more can be done.
Sigils
Those sigils beneath each group of trapped gods and shinki are powerful constructs, brimming with energy and meticulously maintained by the cultists up to now. It’s the same power as what blankets the entire forest, but it's focused on each of those five points. They must be the source of the spell that's caused all of this.
If the spell is to be broken, the sigils need to be broken as well, but it’s going to take more than just scuffing out the etched lines to break the magic. Attacking with shinki in their vessel forms or using blessed water to wash away the magic will be most effective, but for those who didn't bring blessed water or don't have the energy left to transform, there's one other option. The clearing is lit by traditional paper lanterns hanging from the trees all around, and any object set aflame with these lanterns can be used to burn the spell out of the ground bit by bit.
The trees and any remaining soulless shinki are still furiously opposing the rescue efforts, the surviving cultists are continuing to work on maintaining the spell, and it will take time to fully destroy the sigils. However, as the sigils deteriorate, the effects of the spell will begin to fade, and characters will find it easier to access their supernatural powers to speed the process along. Gods' and shinki's powers (that is to say, the special power they gained as a god or shinki, rather than canon powers) will be as effective as a shinki or blessed water against the sigils.
But be careful. As each sigil breaks, some of the magic escapes, but some is captured by the remaining sigils. For the spell to fully disappear, all five must be destroyed – and quickly, because there’s only a matter of time before this power becomes unstable.

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Don't be scared, Elfnein! We'll get you out of there.
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Maria and Nanako?
You all really came to save me.
[ The tears start to roll down her face. ]
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Despite the gravity of the situation, Maria smiles somewhat fiercely.]
Of course. Leaving you here was never an option. [Nor leaving anyone else behind, but thankfully just about everyone seems to have rescuers coming for them.]
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I can keep the path safe, though.
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[ She hadn't been able to help much with the vines, but she does step close when Maria finally pulls the other girl free, throwing her arms around her from behind in a tight squeeze. ]
Of course we did! That's what best friends do, right? [ She gives her a warm smile as she pats her back before pulling away and looking serious again. ] Are you hurt anywhere?
[ She's relieved someone is keeping an eye out around them, though, because this forest is still a scary place and she' hasn't been much good for fighting anything, with how this place has been making it hard to use any of her god abilities. ]
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[ Elfnein returns the hug and tries to give a smile to show she's ok. ]
We need to get out of here quickly. [ Standing up is a bit hard, her legs aren't properly working after being tied up. ]
[ Being a burden right now is only making her feel horrible, everyone did their best to come save her even though the forest was dangerous and scary. ]
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I'm not sure that's going to be an option until we get rid of these sigils. With how hard it was to get here, I don't think they're going to let us leave any more easily.
[If their intent was to capture gods and shinki...well, there's plenty of them here now. The only way to guarantee everyone's safe escape is to wipe out the source of the magic that's contaminating the forest.]
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Do you know how we can destroy the sigils?
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[ If they want to capture gods then freeing people would cause some sort of reaction. ]
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[It's a lot easier to take things out on someone who's already trapped than the people raging against your plan.]
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I don't think we have time to go to each different sigil. Free everyone here, yes, but the more running around we do the more likely it is they'll finish what they're doing.
[And there is no small amount of irony in his next statement.]
We need to trust the others, and do our part here and now.
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I'll help get the others free, too, so you can destroy the sigil. I don't think I can help break them very well, but I can help people who are hurt and need healed.
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[ It's really not fair for just her to be freed, the other people tied up deserve freedom as well. ]
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So you can help free the others, and we can start trying to destroy this sigil. If we work together, we should be able to do both easily.
[She offers them a somewhat reassuring smile.]
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I can help with the vines, too, but the fireflies... can you kill them, too? Without getting hurt?
[ Because this, of course, is the only acceptable way to deal with the fireflies, in her opinion. There's enough people hurt in the clearing already without adding more. And her without a real weapon at the moment is leaving her at a disadvantage when it comes to any sort of fighting. Her god powers can't do her much good in here. ]
Then if Maria destroys the sigil, we should be able to take care of everything at once.
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[ That would be the quickest way for Maria to take on the sigils. ]
Me and Nanako can handle the non-fighting part of the plan.
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[The energy drain is going to make using her Gear much harder, while also limiting her ability to heal herself from the Gear discord as she goes. It's not a good combination for what's probably going to be a lengthy bit of work.]
Dust's right, I can use Uta, or Natsuru's vessel if I have to. And she should work against the fireflies as well. [She twirls the blade in her hand.]
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[The smaller girls might not have weapons, but that doesn't mean he should assume they're helpless.]
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Yeah, I do, but... [ She pauses before giving a quiet sigh. ] It's really hard to use it in here. There's something wrong with this place and anytime I've tried to use it... it's never felt that hard before.
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[ Elfnein had tried to use her power to leave behind a glowing trail of notes when she was captured but the energy drain was too much. ]
When I tried to leave behind a trail before I couldn't, I felt like passing out when I used my power.
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[Maria considers the sigils for a moment before pulling out the bottle of blessed water she's been keeping strapped against her thigh. It's a negative influence and possibly a curse of some kind, so...] Let me try something.
[She uncaps the bottle, and pours a little bit out onto one of the sigil lines. Where it lands, the sigil sparks slightly, and the line starts to break up a little.]
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[Of course that amplification will cost Dust as well, but mentioning that seems pointless and redundant.]
Not saying we have to, but we should know all our options.
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