Entry tags:
- -event,
- axel,
- azul ashengrotto,
- beat,
- benedikta harman,
- cidolfus telamon,
- claude von riegan,
- cloud strife,
- commander shepard,
- della duck,
- emet-selch,
- enterprise,
- eustace,
- freminet,
- garrus vakarian,
- hawks,
- hiro hamada,
- joshua rosfield,
- karlach cliffgate,
- loid forger,
- miriam,
- naeva dos martos,
- nimona,
- ranma saotome,
- reno,
- ryotaro dojima,
- sakata kintoki,
- sherlock holmes,
- sidestep,
- tifa lockhart,
- toge inumaki,
- vincent valentine,
- xehanort,
- zack fair
« november: the farplane »
This is our Open Log for players to have an easy opportunity to tag others and have fun with prompts that deal with current happenings that are not covered by our MANTA Board quests. Sometimes we provide extra quests at the bottom, but oftentimes we just let the MANTA Board cover it. Players are free to include MANTA Board quests in their toplevels!
Because this is a special event released thanks to the point donations, all threads based off the event are worth 6 points.
Note: This is an opt-in event with the IC timeline lasting throughout the rest of the month. This means a character could go into the Farplane for one day and then sit out for the rest of the month to either go about their business or deal with the troubles that are occurring in the living world. The event should "conclude" by the end of the month, but we will use AC Submissions for details.
For your toplevel, please include the following: Character Name | Canon | Armada Choice.
Azur Lane - Enterprise | Paladin
Azur Lane - Sakata Kintoki | Paladin
Big Hero 6 - Hiro Hamada | Paladin
Bloodstained: RotN - Miriam | Paladin
Ducktales 2017 - Della Duck | Corsair
Fallen Hero - Sidestep | Corsair
Final Fantasy VII - Reno | Paladin
Final Fantasy XIV - Emet-Selch | Paladin
Fire Emblem: Three Houses - Claude von Riegan | Corsair
Jujutsu Kaisen - Toge Inumaki | Corsair
Kingdom Hearts - Axel | Corsair
Kingdom Hearts - Xehanort | Paladin
Mass Effect - Commander Shepard | Paladin
Mass Effect - Garrus Vakarian | Paladin
My Hero Academia - Hawks | Paladin
Nimona - Nimona | Paladin
Octopath Traveler - Cyrus Albright | Paladin
Original Character - Naeva Dos Martos | Corsair
Persona 4 - Ryotaro Dojima | Paladin
Pokemon - Professor Turo | Paladin
Ranma ½ - Ranma Saotome | Corsair
Sherlock Holmes: The Awakened (2023) - Sherlock Holmes | Paladin
The World Ends With You - Beat | Corsair
Twisted Wonderland - Azul Ashengrotto | Paladin
Because this is a special event released thanks to the point donations, all threads based off the event are worth 6 points.
Note: This is an opt-in event with the IC timeline lasting throughout the rest of the month. This means a character could go into the Farplane for one day and then sit out for the rest of the month to either go about their business or deal with the troubles that are occurring in the living world. The event should "conclude" by the end of the month, but we will use AC Submissions for details.
For your toplevel, please include the following: Character Name | Canon | Armada Choice.
TOPLEVEL DIRECTORY (Updated November 27th)
Azur Lane - Enterprise | Paladin
Azur Lane - Sakata Kintoki | Paladin
Big Hero 6 - Hiro Hamada | Paladin
Bloodstained: RotN - Miriam | Paladin
Ducktales 2017 - Della Duck | Corsair
Fallen Hero - Sidestep | Corsair
Final Fantasy VII - Reno | Paladin
Final Fantasy XIV - Emet-Selch | Paladin
Fire Emblem: Three Houses - Claude von Riegan | Corsair
Jujutsu Kaisen - Toge Inumaki | Corsair
Kingdom Hearts - Axel | Corsair
Kingdom Hearts - Xehanort | Paladin
Mass Effect - Commander Shepard | Paladin
Mass Effect - Garrus Vakarian | Paladin
My Hero Academia - Hawks | Paladin
Nimona - Nimona | Paladin
Octopath Traveler - Cyrus Albright | Paladin
Original Character - Naeva Dos Martos | Corsair
Persona 4 - Ryotaro Dojima | Paladin
Pokemon - Professor Turo | Paladin
Ranma ½ - Ranma Saotome | Corsair
Sherlock Holmes: The Awakened (2023) - Sherlock Holmes | Paladin
The World Ends With You - Beat | Corsair
Twisted Wonderland - Azul Ashengrotto | Paladin
As reports of ghosts not returning to the Farplane continue as well as now visible signs of the cracks forming between the realm of the dead and of the living, great measures must now be taken. Tapirfolk who call themselves guardians of the Farplane will be ferried to Eltrut by Envoy Jades and will coordinate with high officials who are more familiar with the spiritual realm. From there, word spreads to the other major leviathans, meetings are conducted, and an organized expedition is set.
It is revealed the newly discovered island of fog, Samdre is a suitable "landing point" for Envoy Jades to ferry those who volunteer to enter the Farplane. However, rather than by any shore, the staging area is in the middle of the island, where a black lake has appeared, one that was certainly not there before. It's here that the Asmodeus will appear in its ghastly glory and everyone will disembark to the Farplane. More of the guardians as well as strange deer will be there as well. To enter the Farplane, however, there are a few things one needs to be aware of:
For those who do not wish to enter the Farplane or are taking a break from their last trip, help in protecting the bodies or tending to the sick will be greatly appreciated. Buildings have been secured to house the bodies and tents are also established for those needing immediate care upon returning.
It is revealed the newly discovered island of fog, Samdre is a suitable "landing point" for Envoy Jades to ferry those who volunteer to enter the Farplane. However, rather than by any shore, the staging area is in the middle of the island, where a black lake has appeared, one that was certainly not there before. It's here that the Asmodeus will appear in its ghastly glory and everyone will disembark to the Farplane. More of the guardians as well as strange deer will be there as well. To enter the Farplane, however, there are a few things one needs to be aware of:
» Soul expulsion. A living body cannot enter the Farplane, so the soul must be expelled instead. The soul will remain tethered to the body so that it will be able to return easily.
» 3 hour time limit. A living soul can only exist in the Farplane for on average three hours. After which, they must either return to Envoy Jades or activate the provided talisman to immediately return to their bodies. Those who have experienced death before can last at most an hour longer before needing to leave.
» Risk of death. Should a living person stay too long in the Farplane, they risk death and could become a permanent resident of the Farplane unless they can be revived and brought back to life within 24 hours. Fortunately there are different methods to revive a person, and there will be a good stock of Vials of Liquid Life available.
» Side effects. Upon returning to the living, one will feel great fatigue and extreme sickness, as if they had been drowning and brought back to life. These effects last at most an hour and medics on hand will help try to reduce it.
» Downtime. Because of these risks, all who go in will need to stay out of the Farplane for a few hours, even days, or else there could be further strain on the soul.
» 3 hour time limit. A living soul can only exist in the Farplane for on average three hours. After which, they must either return to Envoy Jades or activate the provided talisman to immediately return to their bodies. Those who have experienced death before can last at most an hour longer before needing to leave.
» Risk of death. Should a living person stay too long in the Farplane, they risk death and could become a permanent resident of the Farplane unless they can be revived and brought back to life within 24 hours. Fortunately there are different methods to revive a person, and there will be a good stock of Vials of Liquid Life available.
» Side effects. Upon returning to the living, one will feel great fatigue and extreme sickness, as if they had been drowning and brought back to life. These effects last at most an hour and medics on hand will help try to reduce it.
» Downtime. Because of these risks, all who go in will need to stay out of the Farplane for a few hours, even days, or else there could be further strain on the soul.
For those who do not wish to enter the Farplane or are taking a break from their last trip, help in protecting the bodies or tending to the sick will be greatly appreciated. Buildings have been secured to house the bodies and tents are also established for those needing immediate care upon returning.
INTO THE FARPLANE
Once ready, those who board Envoy Jades's ship will need the travel time through the seemingly endless darkness to adjust to being just a soul. Only the lights on the ship will grant them any visibility, and it's under these lights they will notice their forms begin to look more solid, until eventually they look almost like their living body—just a lot paler. They are also able to touch and feel things while also having the ability to pass through objects. Because is anything actually solid in the underworld? Fortunately they won't be able to pass through the ship due to its unique qualities and magic.
Eventually a light will appear, and it will grow and grow and grow until in a blinding flash they breach through and are greeted by a mystical sight. The bell of Cassiopea, the jellyfish that contains all of Farplane, shimmers high above them and is endless. There is no clear beginning or end, it just stretches on forever, the darkness beyond like the night sky. Things float or fly in the air—it's hard to tell if one is underwater or not—and it's not too long before they see what looks to be large land masses with buildings like those found in ancient kingdoms. With lush coral reef forests and seagrass hills, although paler in color, it doesn't look too different from the land of the living.
As they approach what looks to be a white crystalline shore, they are told that they are near Respite Reef, a place where souls that are newly arrived and have yet to accept their fate first stay. This is so they can have the space and protection to acclimate to the afterlife, and reduce risk if they are unable to accept and corrupt instead. Those who choose to slumber for eternal rest or until they are ready to awaken again are taken to a place further beyond called the Gravewaters. Where they are going, however, is the Breathing Depths, where most souls live out their afterlife.
Here it is both a "lively" yet "peaceful" place, where souls drift around almost lazily. The concepts of wants, desires, and needs are extremely diminished. While some may hold onto a few things from their past life, many will have completely let go of them to exist happily. Before setting out, it may be a good idea to look around and understand what it's like to "live" in the Farplane.
Closer to the edge of the Breathing Depths and towards the wilder area known as the "Uncharted," there are a few natural places one should be aware of. There is a large steaming herbal hot spring that can be found and souls are compelled to come sit in it and to enjoy it. Although, stay long enough and a soul might melt and change into the shape of a frog or otter or any other aquatic creature. The purple and green seagrass fields can be found flourishing through the Farplane. The watercress and seagrass is thick and soft, like a whole forest of colorful grassy fluff. These watery grasses are light to the touch and if walked through, will give traveling souls a sleepy feeling. Falling asleep with someone here will let dreams be shared between companions.
Eventually a light will appear, and it will grow and grow and grow until in a blinding flash they breach through and are greeted by a mystical sight. The bell of Cassiopea, the jellyfish that contains all of Farplane, shimmers high above them and is endless. There is no clear beginning or end, it just stretches on forever, the darkness beyond like the night sky. Things float or fly in the air—it's hard to tell if one is underwater or not—and it's not too long before they see what looks to be large land masses with buildings like those found in ancient kingdoms. With lush coral reef forests and seagrass hills, although paler in color, it doesn't look too different from the land of the living.
As they approach what looks to be a white crystalline shore, they are told that they are near Respite Reef, a place where souls that are newly arrived and have yet to accept their fate first stay. This is so they can have the space and protection to acclimate to the afterlife, and reduce risk if they are unable to accept and corrupt instead. Those who choose to slumber for eternal rest or until they are ready to awaken again are taken to a place further beyond called the Gravewaters. Where they are going, however, is the Breathing Depths, where most souls live out their afterlife.
Here it is both a "lively" yet "peaceful" place, where souls drift around almost lazily. The concepts of wants, desires, and needs are extremely diminished. While some may hold onto a few things from their past life, many will have completely let go of them to exist happily. Before setting out, it may be a good idea to look around and understand what it's like to "live" in the Farplane.
🙅♂️ In denial. Some recently arrived souls may not be ready for the afterlife, and it’s not unusual to see souls try to fight against the guardians or other souls in a last-ditch effort to return home. Help them calm down, either with a comforting word or perhaps by force, and help bring them to Respite Reef.
🫧 Bubble jumping. Moving through the farplane feels much lighter than it does in the living world. Gravity is just a touch lighter in this place. With the amount of large bubbles and jellyfish floating around, it might be fun to be able to jump up on bubbles and jump and float around on them. Reach higher junctions by jumping from bubble to bubble, or make it into a race to see who can get the farthest with a friend.
🐟 Pyreguppies. Swimming around the Farplane are hundreds if not thousands of little glowing guppies that hover and play around any traveling souls. These little floating fishies are playful and sweet, trying to give little kisses to anyone who might still be clinging to life. If they come into contact with a soul, they can give a small warm memory of someone lost.
🍎 Black crabapples. Pretty black crabapple trees grow in random circles all around the Farplane. Despite being black with little crab shaped bits, the apples look tantalizing and delicious and draw souls in to want to snack on them. When eaten, the eater will experience extreme forgetfulness to the point that they don’t even remember who they are. Luckily, the effect only lasts for a few hours.
🎐 Good wishes. In order to support any lost souls wandering about, it is encouraged to write good wishes on small slips of paper and to tie them to trees. It doesn’t only need to be good wishes to the souls here, it can also be good wishes for the people in your life or someone you often think about too. These wishes will cheer up souls that rest here.
📿 Sticky charms. It’s a common trick to ward off the darker spirits by using special handwritten sticky charms with a small ruin spell on it that wards them away. Create some sticky charms and apply them to the forehead in order to make them the most effective.
☁️ Bubble clouds. If caught in one of the various floating puffs of sticky bubble clouds, the soul stuck inside it might experience their perfect bliss. Be it a dream about fulfilling their most sought after desires, finishing a long-lost goal or falling in love. The dream will be so blissful that the soul might not want to leave and be stuck there forever… Don’t let anyone get stuck.
🫧 Bubble jumping. Moving through the farplane feels much lighter than it does in the living world. Gravity is just a touch lighter in this place. With the amount of large bubbles and jellyfish floating around, it might be fun to be able to jump up on bubbles and jump and float around on them. Reach higher junctions by jumping from bubble to bubble, or make it into a race to see who can get the farthest with a friend.
🐟 Pyreguppies. Swimming around the Farplane are hundreds if not thousands of little glowing guppies that hover and play around any traveling souls. These little floating fishies are playful and sweet, trying to give little kisses to anyone who might still be clinging to life. If they come into contact with a soul, they can give a small warm memory of someone lost.
🍎 Black crabapples. Pretty black crabapple trees grow in random circles all around the Farplane. Despite being black with little crab shaped bits, the apples look tantalizing and delicious and draw souls in to want to snack on them. When eaten, the eater will experience extreme forgetfulness to the point that they don’t even remember who they are. Luckily, the effect only lasts for a few hours.
🎐 Good wishes. In order to support any lost souls wandering about, it is encouraged to write good wishes on small slips of paper and to tie them to trees. It doesn’t only need to be good wishes to the souls here, it can also be good wishes for the people in your life or someone you often think about too. These wishes will cheer up souls that rest here.
📿 Sticky charms. It’s a common trick to ward off the darker spirits by using special handwritten sticky charms with a small ruin spell on it that wards them away. Create some sticky charms and apply them to the forehead in order to make them the most effective.
☁️ Bubble clouds. If caught in one of the various floating puffs of sticky bubble clouds, the soul stuck inside it might experience their perfect bliss. Be it a dream about fulfilling their most sought after desires, finishing a long-lost goal or falling in love. The dream will be so blissful that the soul might not want to leave and be stuck there forever… Don’t let anyone get stuck.
Closer to the edge of the Breathing Depths and towards the wilder area known as the "Uncharted," there are a few natural places one should be aware of. There is a large steaming herbal hot spring that can be found and souls are compelled to come sit in it and to enjoy it. Although, stay long enough and a soul might melt and change into the shape of a frog or otter or any other aquatic creature. The purple and green seagrass fields can be found flourishing through the Farplane. The watercress and seagrass is thick and soft, like a whole forest of colorful grassy fluff. These watery grasses are light to the touch and if walked through, will give traveling souls a sleepy feeling. Falling asleep with someone here will let dreams be shared between companions.
FARPLANE: DARK SIDE
While most of the Farplane is safe, it is natural for there to be areas that are dangerous. The Uncharted, for instance, is a vast wilderness where most souls of animals and beasts roam. More dangerous, in the dark depths deep within Cassiopea is an area called The Locker. It is where the most vicious, unrepentant, monstrous souls are locked away. Unable to be purified, they are slowly tormented and destroyed by the ghostly leviathan. However, there are occasional leaks where some of that malignant energy seeps out into the rest of the Farplane. Referred to as blackwater, the guardians are usually quick to find and clear it up, but sometimes souls will get caught or perhaps even seek out the blackwater.
Regardless of how, souls affected by the blackwater will turn into malignant entities called "malice" and will corrupt the energy around them. If not taken care of quickly, it can spread, attracting more hostile souls and creatures as well as corrupting peaceful ones. The guardians and barrier around the Breathing Depths keep them at bay, but there has been an unusual spike that is making it difficult for them to contain and attacks more frequent. Those that go out to help need to be careful not to be corrupted themselves.
The cracks from within the Farplane are more likely to be found in the Uncharted area, making them harder to find. They appear like giant gashes, as if someone had claws through the air or the ground, and a distorted view of the land of the living can be seen. Once found, however, it only needs to be attacked to be destroyed. However, care must be given to not be pulled out of the Farplane and back into the world. Because their souls are still alive, they are more likely to be pulled out and fairly quickly. If that happens, they will need to either re-enter the crack or risk being stuck outside and needing to make their way back to their body as the talisman will not work.
The ghost ship Envoy Jades had been trying to hunt down will be seen appearing and disappearing to attack certain parts of Cassiopea at random, creating and leaving cracks behind. When not ferrying the dead, Envoy Jades will take his ship and chase after it to try and rid of it once and for all. Those who wish to help will be armed with special purifying relics made and brought from outside, and because they are still living they are the only ones who can use it. These relics are all long range, from cannons to long range firearms to harpoons to magic staves. If enough people are able to use and hit the ship, they should be able to destroy it so that Envoy Jades can collect and drag the souls to the Locker where they belong.
Regardless of how, souls affected by the blackwater will turn into malignant entities called "malice" and will corrupt the energy around them. If not taken care of quickly, it can spread, attracting more hostile souls and creatures as well as corrupting peaceful ones. The guardians and barrier around the Breathing Depths keep them at bay, but there has been an unusual spike that is making it difficult for them to contain and attacks more frequent. Those that go out to help need to be careful not to be corrupted themselves.
⚫ Black ooze. Although can be mistaken for blackwater, this black ooze is thicker in substance, like tar. It can be cleared out, but care still needs to be taken. Those trapped by it or exposed to it for too long will experience immense despair, vividly recalling their greatest regrets and moments of hopelessness. This can cause a soul to be corrupt, so although it's not blackwater, it's being treated similarly.
👻 Heliobi. Energy-sucking ghost-like parasites, they take root in a host’s nervous system and slowly feed on their emotions and energy. They will use the host’s deepest, darkest desires to create wild delusions and manipulate the host like a chess piece. The host has no choice but to obey and is possessed. If left long enough, the host will no longer be who they once were and will be exhausted by the heliobi. To stop these creatures, an “evil binding matrix relic” will be needed to imprison the abominations. Or just smack them around enough until they come to.
👾 Dearly Departed Foes. The Farplane is not only home to the souls of people, but also animals and other creatures. Those who venture deep into the Farplane may also come across the departed souls of monsters that had once been hunted as bounties in the land of the living. They’re definitely not happy about seeing the face of those who had slain them, so they will be hostile to those who were the reason for their demise. Arm yourself carefully if you want to fight these bounty monsters a second time!
☠️ Marked for Death. Corrupted souls may recognize those who were once dead and now living, marking them as a target of aggression by souls angry at their circumstances. Those who have returned from death may even have ghosts try to replace their souls with their own, or even displace them and drag them deep into the Farplane to join the dead properly.
👥 Possessions. There are more aggressive, fearless souls that seek out bodies of the living to possess. Like the others, they will feed on the memories of those that they encounter. However, unlike the ones that simply take shape, they will possess the body of the ones they find. Sometimes, they will make for a very convincing version of that person, and other times, they will take on the form of another in those memories. They will act like them, speak like them, and bear all of the same memories. A powerful soul may even be able to change the host's appearance, though it may "glitch" out and appear strange, as if something is slightly off. Be careful not to get caught by these ghosts, or else they might just follow people out. Find a way to dispel them or fend them off before they take over the body and mind completely...
👻 Heliobi. Energy-sucking ghost-like parasites, they take root in a host’s nervous system and slowly feed on their emotions and energy. They will use the host’s deepest, darkest desires to create wild delusions and manipulate the host like a chess piece. The host has no choice but to obey and is possessed. If left long enough, the host will no longer be who they once were and will be exhausted by the heliobi. To stop these creatures, an “evil binding matrix relic” will be needed to imprison the abominations. Or just smack them around enough until they come to.
👾 Dearly Departed Foes. The Farplane is not only home to the souls of people, but also animals and other creatures. Those who venture deep into the Farplane may also come across the departed souls of monsters that had once been hunted as bounties in the land of the living. They’re definitely not happy about seeing the face of those who had slain them, so they will be hostile to those who were the reason for their demise. Arm yourself carefully if you want to fight these bounty monsters a second time!
☠️ Marked for Death. Corrupted souls may recognize those who were once dead and now living, marking them as a target of aggression by souls angry at their circumstances. Those who have returned from death may even have ghosts try to replace their souls with their own, or even displace them and drag them deep into the Farplane to join the dead properly.
👥 Possessions. There are more aggressive, fearless souls that seek out bodies of the living to possess. Like the others, they will feed on the memories of those that they encounter. However, unlike the ones that simply take shape, they will possess the body of the ones they find. Sometimes, they will make for a very convincing version of that person, and other times, they will take on the form of another in those memories. They will act like them, speak like them, and bear all of the same memories. A powerful soul may even be able to change the host's appearance, though it may "glitch" out and appear strange, as if something is slightly off. Be careful not to get caught by these ghosts, or else they might just follow people out. Find a way to dispel them or fend them off before they take over the body and mind completely...
The cracks from within the Farplane are more likely to be found in the Uncharted area, making them harder to find. They appear like giant gashes, as if someone had claws through the air or the ground, and a distorted view of the land of the living can be seen. Once found, however, it only needs to be attacked to be destroyed. However, care must be given to not be pulled out of the Farplane and back into the world. Because their souls are still alive, they are more likely to be pulled out and fairly quickly. If that happens, they will need to either re-enter the crack or risk being stuck outside and needing to make their way back to their body as the talisman will not work.
The ghost ship Envoy Jades had been trying to hunt down will be seen appearing and disappearing to attack certain parts of Cassiopea at random, creating and leaving cracks behind. When not ferrying the dead, Envoy Jades will take his ship and chase after it to try and rid of it once and for all. Those who wish to help will be armed with special purifying relics made and brought from outside, and because they are still living they are the only ones who can use it. These relics are all long range, from cannons to long range firearms to harpoons to magic staves. If enough people are able to use and hit the ship, they should be able to destroy it so that Envoy Jades can collect and drag the souls to the Locker where they belong.
REALM OF THE LIVING
With ghosts and creatures slipping through the cracks all over the world, those of the living need to do their part to deal with the issues brewing on their side. Fortunately, the number of ghosts and ghouls have been significantly reduced, so rather than a flood of attacks there are only a few that appear here and there. Thus it's manageable but still a problem, especially as the days drag on and it continues to persist. For those focusing on the general dangers and ghosts, there are a few ways one can help.
The next important matter to deal with are the cracks. Just like in the Farplane, they need to be found and sealed off and are, somewhat fortunately, quite visible, appearing like gashes in the air or on the ground with unstable magic pouring out of it. One may even hear strange gurgling sounds, like something slowly moving underwater. Using strong magic, sealing spells or relics, or even attacking the cracks will close them up. There is a risk of falling through, so be careful. Fortunately, should one accidentally feel themselves being pulled in, it's a slow process and they may find themselves just stuck in the gap for a fair amount of time first, long enough for someone to help. They may even get pushed out by Cassiopea or a guardian if they happen to notice from within the Farplane.
However, these cracks and the corruptions of souls within the Farplane will continue so long as cultists performing blood rituals that use living sacrifices continue. Investigations have revealed that there has been a rise in the number of them, and while they do not know what purpose they have for all these rituals, it can be concluded that it needs to stop. The objectives for dealing with the cultists are straightforward:
🦴 Gravestones. Several of the dull gravestones outside the Farplane’s entrance are grimy and icky with mud and time. Cleaning them might be able to protect the entrance of the Farplane better and keep the souls that are going inside safer. Clean the graves and offer them stories about your life to help them glow with energy again.
🧵 Leylines. There are several long tendrils of energy connecting the living world to the Farplane. These lines of energy are the very tethers that keep souls grounded and so they can return to the living world when the time is right. In order to keep them strong, use magic and energy to fuel the tether’s power. Letting them go out will surely mean a lost soul never returning.
🎶 Sing a verse. The Farplane is also incredibly sensitive to heartfelt emotions. To keep the score between the living world and the Farplane stable, sing a song together about something meaningful or heartfelt. Let the energy and sound fill up and strengthen the energy between both. Don’t be afraid, sing a song! Any song! Give it some ompph!
🌑 Shadow Beasts Some emotions and lingering resentment or regret coalesce and manifest into ephemeral, shadowy monsters that can be found lurking on the edges of the Farplane and devouring any lost soul that strays too far. These shadow beasts take all kinds of forms, and are drawn to particularly strong emotions, both positive and negative. They can be defeated with magical attacks, but overwhelming them with strong, positive emotions can help calm and dispel them naturally.
👥 Fight for your life. Just because someone is not in the Farplane does not mean they are safe from it. The escaped souls are searching for any unfortunate person they can drag back to replace their soul so that they can continue to stay in the land of the living by any means necessary. Whether it is kidnapping, fighting, or even trying to kill. Those who have experienced death before will be especially targeted. Help those who are being taken and try to subdue and fight off these souls to send them back where they belong.
🧵 Leylines. There are several long tendrils of energy connecting the living world to the Farplane. These lines of energy are the very tethers that keep souls grounded and so they can return to the living world when the time is right. In order to keep them strong, use magic and energy to fuel the tether’s power. Letting them go out will surely mean a lost soul never returning.
🎶 Sing a verse. The Farplane is also incredibly sensitive to heartfelt emotions. To keep the score between the living world and the Farplane stable, sing a song together about something meaningful or heartfelt. Let the energy and sound fill up and strengthen the energy between both. Don’t be afraid, sing a song! Any song! Give it some ompph!
🌑 Shadow Beasts Some emotions and lingering resentment or regret coalesce and manifest into ephemeral, shadowy monsters that can be found lurking on the edges of the Farplane and devouring any lost soul that strays too far. These shadow beasts take all kinds of forms, and are drawn to particularly strong emotions, both positive and negative. They can be defeated with magical attacks, but overwhelming them with strong, positive emotions can help calm and dispel them naturally.
👥 Fight for your life. Just because someone is not in the Farplane does not mean they are safe from it. The escaped souls are searching for any unfortunate person they can drag back to replace their soul so that they can continue to stay in the land of the living by any means necessary. Whether it is kidnapping, fighting, or even trying to kill. Those who have experienced death before will be especially targeted. Help those who are being taken and try to subdue and fight off these souls to send them back where they belong.
The next important matter to deal with are the cracks. Just like in the Farplane, they need to be found and sealed off and are, somewhat fortunately, quite visible, appearing like gashes in the air or on the ground with unstable magic pouring out of it. One may even hear strange gurgling sounds, like something slowly moving underwater. Using strong magic, sealing spells or relics, or even attacking the cracks will close them up. There is a risk of falling through, so be careful. Fortunately, should one accidentally feel themselves being pulled in, it's a slow process and they may find themselves just stuck in the gap for a fair amount of time first, long enough for someone to help. They may even get pushed out by Cassiopea or a guardian if they happen to notice from within the Farplane.
However, these cracks and the corruptions of souls within the Farplane will continue so long as cultists performing blood rituals that use living sacrifices continue. Investigations have revealed that there has been a rise in the number of them, and while they do not know what purpose they have for all these rituals, it can be concluded that it needs to stop. The objectives for dealing with the cultists are straightforward:
🗺️ Find their secret locations. They could be on remote islands, in caves, or even in secret basements. Taking the form of spectral horses, the guardians will lead any willing to deal with the cultists to where the ghostly gatherings are found.
💥 Capture or kill the members. Capture is preferred for investigation, but no one will be faulted if they took a more vigilante route. Just don't let their blood spill onto an active ritual.
🕊️ Rescue any victims. They will use any kind of living body, be it person or animal. If too late, recover the body to bring peace to their soul…or risk their spirit corrupting.
🧟 Destroy summoned creatures. If a team arrives too late to stop a ritual, then the cultists are likely already dead, destroyed by the very thing they summoned. It could be a fiend, a monster, a demented soul—whatever it is, it will need to be destroyed. Some could try to purify it to let it return to the Farplane, but the ritual twists and corrupts the soul, so it may be difficult. Destroying it may be the more merciful route. Should one manage to purify it, bring the creature or soul to Samdre where it can be taken to the Farplane by Envoy Jades.
(note: players can find ritual circles made in blood, along with sacrificial displays involving the souls of both people and animals. On the edges of these ritual sights, black ooze can be found seeping up from the ground, as if tainted by the rituals)
💥 Capture or kill the members. Capture is preferred for investigation, but no one will be faulted if they took a more vigilante route. Just don't let their blood spill onto an active ritual.
🕊️ Rescue any victims. They will use any kind of living body, be it person or animal. If too late, recover the body to bring peace to their soul…or risk their spirit corrupting.
🧟 Destroy summoned creatures. If a team arrives too late to stop a ritual, then the cultists are likely already dead, destroyed by the very thing they summoned. It could be a fiend, a monster, a demented soul—whatever it is, it will need to be destroyed. Some could try to purify it to let it return to the Farplane, but the ritual twists and corrupts the soul, so it may be difficult. Destroying it may be the more merciful route. Should one manage to purify it, bring the creature or soul to Samdre where it can be taken to the Farplane by Envoy Jades.
(note: players can find ritual circles made in blood, along with sacrificial displays involving the souls of both people and animals. On the edges of these ritual sights, black ooze can be found seeping up from the ground, as if tainted by the rituals)
Nimona | Paladin
[ OOC Note: This will be the only prompt for Nimona this month, people are free to fight her with the intent to kill her - but papa Cloud will be saving her. She's very hard to kill, so go ahead and fite. Only close CR can have aftermath threads, because she'll be sticking to her ship after this. We can plot on plurk or discord:
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It's as she skids to a stop in front of it that she notices. That doesn't smell like a dragon. Through the oozes' horrible scent, there is something else. Something underneath all this.
Jackals, as a rule, can't really howl. But she does make a loud, rattling chatter as she pours magic into whatever plant life she can find, trying to reach out and grab the dragon, stop it, slow it down. She's not particularly gentle or careful--she can't be. It's a really bad idea to let this reach the Envoy, she's pretty sure.]
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Light pours out of the wound and the beast howls briefly at the pain, but it seems a more inconvenience than anything.
Those multiple eyes turn to look at Naeva, before turning back towards its goal. Whether the dragon sees Naeva as a threat or simply isn't interested in attacking something so small is unclear. ]
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Naeva's vocal cords don't work very well like this. In fact, what she says is mostly an unintelligible growl, muttered under her voice.
Forgive me.
With that, she launches herself at the dragon's tail, grabbing and pulling back with all her strength, claws digging deep into the shadowy--flesh? Is it even fleshy? She doesn't expect to stop her like that but she does hope it is enough an annoyance to slow her down.]
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The growl doesn't go unnoticed, but the black ooze is too strong to listen to any attempts at communication. The dragon's smoky tail will try to flick off the annoyance, and even if that's not successful - well, the ground is possibly most likely to give way first than either Nimona or Naeva.
Naeva may find herself going skiing in the dirt as the dragon attempts to lumber onward. Yet there is still no attack to the being tugging on that tail. ]
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She reaches again for the plants, latching them onto herself and the dragon as she tries, with all her strength, to at least slow her down a little. Enough to think of any solution.
In the distance, her ears pick it up--the order for cannons to be loaded.
Oh no.]
Stop! Don't keep going that way! Do you want to get shot?!
[It's more of a garbled loud gekkering than words, but one hopes the message is conveyed.]
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...For now it wasn't.
The vessel had been stationary for quite some time. Mechanical problems? Possibly. Damage sustained from counterfire? Likely. Recharging magical reserves? Plausible. Either way, Vincent had not asked. Instead, he had decided to disembark- setting himself up some distance away within the husks of rotting, dead trees for vantage- some thirty feet from the ground.
Then that scream had happened. Fierce enough to shake the trees.
It was not a scream that suggested any sort of monster or appirition was about. There was pain in it, yes. A great deal of hurt, too. Nothing that would not say that it was not a monster or an appirition making such a noise. But there's an edge to it. Something human.
Something that makes him wholly surprised at what crosses his vision next.
It's a creature. Something formed of pure darkness, lumbering its way, as if under some form of preturnal guidance, toward where the Envoy Jades is presently idled. It does not seem to pay much else in mind. It's definately, definately larger than the tree that Vincent had selected for vantage. Even at the distance between it and the creature (some 70 feet, by Vincent's estimation) he can see the creature's size.]
...
[Withdrawing was an option. Informing the Envoy Jades was important. Yet perhaps he could stall for a little more time first. So. He moves his hand to his gunbelt- taking a long, triple-barreled, scoped rifle named for the Hydra from it. Raising it and peering down the scope- a deep click follows as he disengages the safety.
He waits.
And he waits, and he waits- the creature managing a few more steps (Calculated at around 20 feet per step, given the thing's size) before he inhales, his middle and index fingers coiling around the trigger.
Bang.
Three of the Hydra's fangs- steel bullets- move through the air with a loud crack- directly aimed at the creature's foreleg. If he was to stall, he could at least slow it down.]
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It turns that large head and all of those eyes fix straight on Vincent in his tree. A moment of consideration passes for the being who injured the dragon, but it doesn't seem intent on launching a counter attack on him.
Instead, it just keeps lumbering on towards the ship - uncaring of the pain or the individual who shot it. ]
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There's some fear there, yes. Yet fear was not something that had stopped him before. Especially since the creature did not seem to express a desire to treat his unkindness with its own. So. He lowers the Hydra- deciding to change his position. In a blink, he's gone. Nothing but a long strip of red cloth glides through the air to the other side of the dragon- unto another tree, this one remarkably smaller than the first. Around ten feet at most.
The dragon had power and endurance over him, he was sure. The wounds Hydra had inflicted- high-velocity bullets more akin to pointed cartridges than anything else- were treated as nothing but bee stings, the dragon's gait- the distance cleared with every step- barely changing at all. Yet where this thing had power and endurance, he had agility.
...That, and he knew how to take a free shot.
He fires once more at the same leg, to strike at the same point.]
cw: more suicidal ideation.
Perhaps he sees it reflected back at him in that moment.
Vincent is not the only one to have noticed the large creature or its trajectory. The crew of the Envoy Jades has as well, and have been preparing to defend itself. Just as those bullets hit, cannonballs sail through the air to land multiple blows across the beast's back, each one exploding in a brilliant blaze of fire. The combined attack is enough to make the dragon cry out again with the same bone-deep pain that reverberates through the air and it stumbles until its side impacts with the ground.
It lays there on top of the wounded leg and stares at the ship getting closer in the distance.
I don't know what's scarier. The fact that everyone in this kingdom wants to run a sword through my heart... or that sometimes, I wanna let 'em.
Those are words that have lived in Nimona's heart for a long time. After a moment, it crawls back onto its feet - determined to see it through to the end. ]
nimona ;;
However, he does pause when the massive cannons are fired. The deafening booms in the darkness behind him force him to cease fire and look backward- mostly out of self-preservation than anything else. The air bends around the gigantic projectiles- and the sound of the things finding their mark unto the creature's back is both sickening and loud.
Not as sickening, or as loud, as the shriek that comes from the creature shortly thereafter. The creature is felled, and Vincent lingers within his new tree to take the measure of the stricken creature. Still alive. But hurt. Very hurt. Perhaps it would think twice before-
No. It's up again. He didn't relish this. But the vessel being attacked and the fissures spreading was something even more disconcerting.
So his spare hand moves to his pocket, plucking a green orb from it. Almost immediately, the dragon would find a chill in the air. Perhaps if the dragon was especially unfortunate, it would find that its legs are encompassed in heavy ice- perhaps even stuck to the ground for the moment.
it's a hard life, man
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But as he gets closer and closer, he can't shake the feeling from the creature's cries that it is more in pain than anything else. It's only when he's nearly upon the thing that he hears it. A voice within those cries. One that he knows almost as well as his own. ]
Nimona...?
[ She had talked about this with him, of course. Cloud hadn't thought that it would be this literal but -
Now he sees what she had meant. And Cloud knows that there's no way that he's going to be able to bring a blade against her. Not that he isn't going to try to stop her. But the way to do that isn't by swinging his sword around.
Instead he plants himself in front of her path. ]
Nimona!
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Cloud promised. No matter what. Nothing would scare him away.
That is what makes her stop and tilt her head down towards him in the manner of a curious creature. An exceptionally large creature, but creature-like all the same. Waiting to see what he will do now that he's seen her darkness, sees the size and possibility for destruction she could cause. Will he keep the promise he made, or point that sword at her?
He has a good vantage point on the ground. Shadows cover most of the dragon's body, but one thing glows brightly. Her heart located in the center of her chest. It's not just a glowing ball of light, inside of it is the form of a young girl with reddish hair.
For him, Nimona makes herself vulnerable - to decide her fate. ]
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Cloud's not going anywhere. Not at all. And he understands what it is that she had been fearful of. This form shows everything that she is feeling on the inside. Yeah, all of that on the outside could lash out and hurt someone. Could do a lot of damage.
But what he sees, also, is that little girl inside. ]
Hey, come down here. I already told you that I'm not going anywhere. You're stuck with me.
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If this world had been more cruel to her, had given her reason to lash out in anyway, perhaps everyone would think different of her. Seeing the way Cloud doesn't treat her any differently in this form gives her hope, something that black ooze had overwhelmed completely with despair.
She gently nudges the end of her snout against Cloud's face, so carefully for a beast her size in response to his words. Confirmation that he's not giving up on her, and that regardless of how everyone else in the world feels about her, there is still one person who won't turn away from her. Sometimes, that's all it takes.
The beast pulls away just a little, and the light of her heart glows brighter and brighter. All of the darkness and light start to condense, pulled into that form until the last bit is gone with a hint of pink at the ends. Nimona is lightly floating down to her feet, looking worse for wear considering she took a lot of firepower from a ship's cannons, but nothing's bleeding.
She stumbles and lets herself fall against Cloud with a little sob. ]
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snootsnout. Cloud just wants the kid to know that he sees her. How could he possibly be afraid of someone who emits so much light? Even buried under all that pain, that shadow, is so much light.Give up on her? Leave her here to deal with this alone? No way. He has lost too many people that are dear to him. Been helpless to do something for them. That's not going to happen this time. Cloud's tone is even, though quieter. ]
Hate to break it to you, but I still don't see a scary monster.
[ When Nimona pulls back, Cloud continues to watch and wait. He has to raise his hand up when the light seems to really shine. Later he might tease her for needing to make some kind of show throughout all of this - just has to be flashy. But for right now, Cloud does his best to keep eyes on her until all he sees is the little girl that he's gotten pretty fond of.
She's not bleeding, but beat up a little, and the first thing he wants to do is chase down who is responsible for that. Not that Cloud gets a chance. Nimona stumbles and Cloud's immediately there to catch her. To hold her. ]
I've got you, Nims.
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Something about it is familiar.
Zack leaps forward, making use of the scattered floating bubbles and vines to jump from each one to sprint his way forward.]
Hey!! Over here!
[Look this way... Nimona.]
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No seriously, Zack. Why is this the answer to catching the shadow dragon's attention? ]
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[He doesn't know how to get keep her attention when she's like this. What is he supposed to do to get a big angry Nimona to stay looking at him? To calm down!?]
Nimona! Listen to me! It's me!
[Zack hops up on another floating piece of rock.]
Whatever's got you down, I'm here for you! Just tell me what you need!
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Zack does have her attention, better than most people so far. But she doesn't try to get closer to him.
With his words, she looks back towards the Envoy Jades. That's what she needs. ]
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He follows her gaze and frowns.]
The ship? You want to get to the ship?
[Zack isn't sure why that works but he's not going to question it. Zack leaps from another spot to a bubble and then to a piece of floating rock. Time to do some fancy low-gravity parkour and to hope that Nimona follows him.]
Keep following me, alright? Eyes on me! Let's get over there!
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🎀
dragon versus cat, FIGHT!
No sublime mutation, no physical transformation like the girl, nothing to signify a change. It may fool you, but a second beast had surreptitiously freed itself from the confines of Ranma's mind. It came into existence, quick to assume a four-legged stance. Frazzled eyes dart around, immediately locking in the shadowy monster. Feral-minded or not, it recognized an active threat when it sees one.
It doesn't run. It doesn't flee. It recognized the danger, but it wouldn't let it scare it off. Ranma's body arched its back, zooming over in the blink of an eye. Right in the path of the monster, standing firm, like a king of the jungle defending its territory. The possibility of it being squashed flat doesn't register in its mind. It lets out a piercing trill, before launching itself at the shadow dragon, arms forward and swinging wildly. In spite of no visible claws or even nails being formed or use, imperceivably pressurized air was cutting through in lieu of cat claws to try and slice and dice the danger!]
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It bellows and looks down between those front legs with a huff. One paw reaches out to rake the ground in an attempt to push the cat out of the way.
Go away, pest. ]
Sorry for the delay writer's block was destroying me
no worries, happens to us all