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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He looked at Zetta's minions next, addressing them directly.] Alright, you heard him. Let's break some stuff.
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But alas, in the end he wasn't going to sit back and relax. There was a faint glow enveloping his hands as he walked off to join the destruction, though Ross called no attention to it.]
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[Zetta had a particularly sour look in his eye and a grim set to -- well, call it a jaw for lack of a better word.]
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What is it, book boss?
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[Zetta really isn't capable of just straight-up asking if Ross is okay.]
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Really? The others are going to get jealous thanks to this special treatment I'm getting.
[Acknowledging Zetta's statement in any other way would require him to be honest about how he was processing what had happened. Not only that, but it required him to talk about it in some capacity.]
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Well, they're just semi-sentient extensions of my mana power. So they are different. If they don't like it, they can stop being that!
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People who would control or capture others against their will to use for their own gain--I won't forgive them. [His gaze was cold.]
I believe what you just said. So don't give me a reason to think that what you just said about letting them stop was a lie.
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Uh, I don't actually know if that's possible, I'm kind of winging this whole 'creating minions' things from the start. But if it is possible, then I couldn't stop them to begin with.
Except for the Prinnies, but they're covered under a whole different system. If they get reborn it's because they earned it!
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Which ones are the prinnies?
[He was going to regret that question in about 5 seconds.]
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We're Prinnies, dood!
Beloved mascots of the franchise, dood!
I don't have a good line, dood, the other two summed it up really well. But I'm here anyway!
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How do these guys still have that much energy...?
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[Judging from the look on his face, the possibility of that being a real threat was not zero.]
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[Zetta, on the other hand, beams broadly, as if Ross has just passed a very special Secret Test of Character.]
That's what they exist for.
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But that's not the reason why I'm doing it.
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...But that's because I want everyone to suffer!
[The sadist tendencies have landed. Repeat, the sadist tendencies have landed.]
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Back up a moment. Is this a new thing or an existing personality trait I'm just now hearing about?
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Maybe becoming a shinki twisted my personality.
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[...It was probably for the best that he hadn't learned what "tsundere" meant yet.]
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[Zetta is the most tsundere character in the Disgaea universe. It's canon!]
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