Snow falls gently outside the basement window, turning the pale white sunlight into a hazy shifting curtain that lays out an uncertain pattern on the floor. One look through the cavernous room makes it obvious it is the workshop of a Magus. There are scrolls and paraphernalia strewn all over, beside shelves lined with books. Some random foci litter upper shelves, pieces of shrubbery and long broken branches covered in thorns. The roots of a great tree, so dark as to be black, creep down one wall and across the floor.
You close the circle, setting the last piece of iron in place. Some magi preferred to draw their rings in blood, chalk, or ink, but you believe in cold iron. It had been hard to get made, but you had been prepared for a long time.
After the travesty in Romania nearly fifteen years ago, the Magus Association had retrieved the Greater Grail and planted it in York, hidden and safe in the heart of Britain. You had wondered why hadn't they dismantled the Grail, but you weren't privy to the inner workings of the Clock Tower. Nor could you couldn't care less, considering your bloodline stretched back longer than most of theirs'. Who in the Association could boast thirteen generations of magecraft? It made you a neutral party, yet one closely tied to them.
So here you are, bloody crest etched onto your right hand. The Holy Grail War has come to your hometown, and it fell to you, Alexander Thorn, the last Thorn heir, to maintain the sovereignty of your territory.
The last two days had been shameful for you. Your Catalyst, bought in from London, had been delayed. Six Servants had already materialized, and you knew all the other Masters had already arrived in the city. You had felt them, passing over and past the bounded field that surrounded the entire city of York. For an ordinary Magus a for almost field of such size would be an impossibility, but not for you.
For almost two millennia, since before the Age of the Gods had ended, your ancestors had lived here, off the land. The land knows your blood, and answers your call when you ask of it.
Now you're ready to summon. With the strength of the Leylines under York, your own abilities and your catalyst, the War might as well as be won. It wouldn't be easy, though. You had sensed a Workshop set up near the edge of the forest to the north outside the City, and a second large Territory at the south side of the town. To make matters worse, you only have information on two of the participants: both Magi, one of the Clock Tower and the other from Atlas.
And finally, the biggest and most dangerous issue: Einnashe had taken root to the west, slowly crawling it's way to York. Your power is not inconsiderate: you could ward it off your city, but not in the middle of the Grail War.
The preparations complete, catalyst in hand, you begin chanting:
Let Silver and Iron be the essence.
Let Stone and Bone be the foundation of the Contract.
Let the Thorns guide the way, by my ancestor.
Let rise a wall against the falling winds.
Let the gates of the four cardinals be shut.
Let the forked road unto the kingdom come turn.
Your body shall be my weapon.
My fate shall be in your hands.
If you accept this contract, then I bid thee, answer the Grail's Call!
This oath I swear,
That I will be all the Good of the Heavens.
That I will defeat all the Evils of the World.
Out of nowhere, there's a spike of mana, so incredibly huge. Attuned to the leylines as you are, you feel it literally tug at you, threatening to sweep you off your feet. Your voice wavers, and the shining summoning circle seems to dim a little.
Your eyes widen. There's a resistance. Someone else is attempting to summon, and the tether the ritual sets up connecting to the Throne of Heroes strains, swaying as you pull it in a desperate magical tug of war. You choke out the next line of the ritual.
T-thou who art in the seven heavens, clad in three words of power,
There is a sound. It's like glass breaking, if your eyes and ears were glass. Your vision seems to blur, and then snap. The world turns to an array of jagged spikes. You scream. Behind you all the branches and the great roots are thrown into a frenzy, whipping around, smashing the shelves and the tables and scattering everything.
One more line to go. You are no stranger to pain. You utter it, still clutching at your bleeding eyes and ears.
C-come f-f-forth from the Throne of B-Balance, Guardian of the Scales!
The light of the circle expands, covering you entirely. Your vision goes. You slump back, breathing hoarsely. After a few moments, you slowly open your eyes. At first you think your vision is still fucked up, but a look around the devastated workshop tells you you can see normally.
You turn back to the summoning circle.
A shadow stands on it. Humanoid, with proportions you describe as absolutely average. Faceless, featureless. It's like the silhouette of a human.
It stands absolutely still, not even breathing, not even looking at you.
"What the hell was that…" You whisper. Someone had tried to hijack your summoning ritual, something that should've been impossible. You own the command seals. There are already six servants and six masters.
You look at your servant, gazing into his face. No reaction.
"Are you my Servant?" You ask firmly.
No reaction
You slowly reach down and touch the silhouette's forearm warily, holding a fistful of thorns behind you in your other hand. As your hand comes in contact, your command seals flash.
"What?" You step back, "The contact has been fulfilled?"
Strength: E Endurance: E Agility: E Magical Power: E Luck: E
Skills
Magic Resistance: E
Class Skill for Lancer. Slightly alleviates the effects of magecraft, but at this rank even a modern Magus could damage Lancer through magic resistance.
Noble Phantasm
Lance - Broken Phantasm - E
A blank template for a Lancer's Noble Phantasm. Can be treated as a Noble Phantasm for all intents and purposes. Only distinguished from an ordinary spear by its ability to become a Broken Phantasm.
"...no."
You take a step back. Impossible. This- this couldn't be.
"NO!" You howl, "No, no, NO, damnit, NO!"
The branches behind you are whipped into a frenzy, as you fall to your knees.
This is your territory. This is your war. This couldn't be happening. You couldn't have nothing but an empty shell instead of a servant. This couldn't be. You won't lose this. You won't lose the city. You wouldn't lose your one chance at the Holy Grail. You wouldn't let your people be devoured.
There is a knock at the basement door, startling you out of your mania. You look at the door and Lancer looks at it simultaneously. You think about how to order Lancer to dematerialize, but he does it just as you think it.
[ ] "C-come in!"
[ ] "H-hold on."
Ah, the sweet sound of a Grail War quest. Haven't seen many around in a while.
If you aren't up to date with the quest, the Information Matrices may contain spoilers for quest and may also contain minor spoilers for the various parts of Fate.
Strength: A+ Endurance: A+ Agility: B+ Magical Power: B Luck: D
Skills
Magic Resistance: B
Cancels spells with less than three verses. Largely reduces the affects of High-Thaumaturgy and Greater Rituals too. The Dragon's Blood is not so pure in Mordred as in his Father.
Riding: B
Being a knight, most vehicles and animals can be handled with above average skill, even vehicles that did not exist in the time period the Servant lived in.
Instinct: B
The ability to instantly identify the best courses of action even in the heat of battle. At this level, it approaches the level of a sixth sense to predict the future.
Prana Burst: A
Usage of prana to infuse the weapon and body, then unleashing that prana explosively to increase defense, speed and offensive power.
Battle Continuation: B+
The ability to fight despite mortal injuries. Mordred's curse enables this skill. It has been boosted by his fame boost.
Charisma : C- → D-
Talent to that allows one to command large numbers of people naturally. Suffers a major rank-down as Mordred is known with great infamy in Britain.
Noble Phantasm
Secret of Pedigree - Helm of Hidden Infidelity - C (Anti-Unit, Self)
A demonic helmet that obscures most of Saber's details. Knowing Saber's true name has removed the main purpose of the helmet, but it still hides Saber's appearance and provides protection.
Removal of this helmet is necessary for Mordred to use their second Noble Phantasm.
Clarent Blood Arthur - Rebellion Against my Beautiful Father - A+ (Anti-Army)
Originally known as the Sword of Promised Peace and kept safe within Camelots vaults as a shining example of royalty and a symbol of the succession. For this reason, Mordred broke Camelot's treasuries and stole it, though they gained no recognition from it, nor any of the bonuses it provides.
Mordred instead channels their rage and their hate for King Arthur through it. When the Noble Phantasm's name is unleashed, all their prana is released as a storm of red lightning that blasts everything away in a crimson wave.
Strength: E Endurance: E Agility: E Magical Power: E Luck: E
Skills
Magic Resistance: E
Class Skill for Lancer. Slightly alleviates the effects of magecraft, but at this rank even a modern Magus could damage Lancer through magic resistance.
Noble Phantasm
Lance - Broken Phantasm - E (Anti-Unit)
A blank template for a Lancer's Noble Phantasm. Can be treated as a Noble Phantasm for all intents and purposes. Only distinguished from an ordinary spear by its ability to become a Broken Phantasm.
Class: Archer Master: ? True Name: Nezha, Third Lotus Prince, Marshal of the Central Altar Noble Phantasm: Kenkonken - Revolving Heaven of Wind/Revolving Heaven of Fire
Parameters
Strength: C Endurance: C Agility: A Magical Power: B Luck: B
Skills
Magic Resistance: A
Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is.
Independent Action: B
Enables the servant to survive in the world for several days by conserving prana usage. This effect is further aided by Archer's rank in Divinity.
Divinity: A
Archer possesses the highest level of Divinity, by virtue of her position as a Marshal of Heaven. Heavily reduces prana upkeep and provides a host of minor benefits.
Taoist Martial Arts: A
A style of martial arts developed in Ancient China. Archer can make adept usage of it in conjunction with her chakrams, which were originally melee weapons.
Noble Phantasm
Kenkonken - Revolving Heavens of Wind and Fire - B (Anti-Army)
Twin chakrams filled with the power of Wind and Fire. Though Nezha would prefer to use her Flame-Tipped Spear for offense, being summoned as Archer has given her the ability to use her normally-for-melee chakrams as long range weapons.
The chakrams may be thrown at distances of up to a kilometer, and individually empowered with either Wind or Fire. The former amplifies the cutting edge and increases the speed of travel to such that even a Servant will see them as a blur, and the latter exemplifies the destructive potential of these weapons.
Additional Noble Phantasms remain hidden.
Class: Rider Master: Alexander Thorn True Name: Menw fab Teirgwaedd, Son of Three Cries, Enchanter-Knight of Camelot Noble Phantasm: Invisible Air - Windy Raiment of Six Knights / Beastbane Lance - Eye for Eye, Poison for Poison
Parameters
Strength: D Endurance: C → C- Agility: D → D- Magical Power: B Luck: D
Skills
Riding: B(+)
As Rider is a knight, most vehicles can be handled with average skill. Rider receives bonuses to this skill when shapeshifted into any animal that can be mounted, and transfers this skill to the one riding him.
Magic Resistance: C
Cancels spells with less than two verses. Only suffices to blunt the impact of stronger magecraft.
Item Construction: C → D
The skill to manufacture magical items. At this level, Rider can create some poisons. Would be higher if Rider had been summoned as Caster
Territory Creation : B(+) → C(++)
Allows the creation of a Workshop. The potency of the Territory is boosted if it is built in an outdoors area, and has been further boosted by by Rider's summoning in his homeland, though also degraded by his class.
Animal Dialogue: B(+)
Allows communication with most intelligent animals. As Rider has been summoned in his homeland, the efficiency of this ability has improved.
Druidcraft: B → C
High proficiency with druidic magic. Degraded by being summoned in the Rider class rather than Caster.
Shapeshift: A → B
Allows Rider to change shape to beasts and birds and back. These animals are limited to mundane species, with phantasmal species out of Rider's reach. Degraded by the class container.
Weak Constitution: D → D(-)
Rider was poisoned by the enemy he sought to slay. The poison left him weakened for the rest of his life. Causes a Rank Down in Endurance and Agility.
Noble Phantasms
Beastbane Lance - Eye for Eye, Poison for Poison - D (Anti-Unit)
A great lance that Caster hurled at the enemy who kept his friend from the hand of his woman. Though this was not a killing blow, it injured the enemy enough that it was possible to gouge out its eyes.
As Rider's primary weapon, this spear deals additional damage to those who have a 'beastial' or 'gigantic' attribute. If this weapon manages to injure an opponent's face, they must make a Luck check or lose their sight. This lance can both be used in melee or thrown with incredible speed.
Invisible Air - Windy Raiment of the Six Knights - C (Anti-Unit, Self)
A powerful spell utilising wind magic to make the caster and up to five allies fully invisible from all enemies. Caster's journey with his knightly allies to win a young man his prophesied woman's hand would not have succeeded without use of this keeping him and his friends safe in foreign and heathen lands. This acts as Presence Concealment of Rank A, though the efficiency decreases considerably when preparing to attack. Can also be tethered around a larger area, though the maximum number of targets remains the same.
Class: Assassin Master: ? True Name: Hassan-i-Sabbah, the Second Hassan Noble Phantasm: Zabaniya - Delusional Angel
Parameters
Strength: C Endurance: C Agility: A Magical Power: B Luck: D
Skills
Presence Concealment: A
Hides one's presence as a Servant. Suitable for spying. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken.
Evening Bell (False): B
Signals the announcement of funereal proceedings and the visitation of Death. However, does not guarantee Death, as Assassin has turned away from the path of a judge to a killer. However, the False Evening Bell does not reveal Assassin's presence or intentions.
Noble Phantasm
Zabaniya - Delusional Angel - C (Anti-Unit)
The Old Man of the Mountain was the judge of the Assassins, marking out those who strayed from the path. But at first, the First Hassan had apprentices. Nine he taught, and all failed. The one who came the furthest eventually became the Second Hassan and took the reins of the order, while the Old Man faded away into a myth even among assassins.
Delusional Angel lets Assassin mark out a target. The target will hear the evening bell tolling, and know Death is upon them. A weak willed person may die on the spot, but those with stronger wills can live, frenzied and driven to near-madness by the desperate urge to survive: easy prey for Assassin. If Delusional Angel fails to kill at first, Assassin is able to take the form of an Angel of Death, an imitation of Azrael, growing a single wing of black feathers. In this form, Assassin can kill a Human with a single cut, though non-human entities cannot be killed.
Strength: B (B+) Endurance: C (C+) Agility: B (B+) Magical Power: D Luck: E
Skills
Madness Enhancement: C+
Rank up for all parameters except Luck and Mana, but in exchange, the ability to think and speak properly is lost. Strangely boosted.
Protection of the Faith: B → D-
Provides resistance against magical attacks, though this only affects magecraft and not holy sacraments. Berserker's rank in this skill has been massively degraded for some reason.
Soul of a Martyr: X → EX
A skill that Berserker should not have but somehow does. Provides resistance against mental attacks or effects.
Battle Continuation: EX
Berserker, in life, was chained within a cave for decades as penance, eternally devoured by a lion day after day. Combined with the healing properties granted by his spear, only complete destruction of his spiritual core will defeat Berserker.
Noble Phantasm
Lancea Longini Sanguinare - Ever-Bleeding Spear of Martyrs - A (Anti-Unit)
The lance that pierced the side of Jesus as he lay crucified. The would that this spear inflicted bled water and blood, and could not be closed. The blood also splashed Longinus' eyes, miraculously granting him his vision back.
While this weapon would normally be one of the most powerful holy weapons, Longinus' summoning as Berserker has twisted it. It continually sprouts blood from the tip, and while the spear retains much of its power, enabling personal healing and manipulation of blood, the True Name of this Noble Phantasm is locked. There's something else that's off, though it's impossible to tell without a closer look.
The Tohsaka, a magus family from Japan, are one of the three founding families who originally designed the Grail System. Though they had been thought to have all but died out after the Third Holy Grail War, apparently the line has continued. The current Tohsaka is a female in her early twenties.
Abilities
Unknown. Records show the Tohsaka may have an affinity for gemcraft.
Full Name: Alexander Thorn Titles: Magus, Lord Thorn
You, Alexander Thorn, are the last Thorn. Your family has presided over the lands around York and Yorkshire for generations, dating back as far as the Age of Faeries when Heroes still walked the earth. But in the modern world, you're considered a recluse, uninterested in the politics of the Magus Association and viewing reaching the Root as a distant, hazy goal.
Abilities
Mystic Crest: Brambleheart
The magic crest of the Thorn family, the crest is the production of centuries of druidcraft. Implanted as a set of thorny vines embedded into the left side of your body, the Brambleheart is a pseudo-living organism based off Hawthorn and Blackthorn trees, sharing a symbiotic relationship with you.
Unknown
Unknown
Full Name: Kirei Kotomine Titles: Priest, Member of the Eighth Sacrament
Kirei Kotomine is the son of Risei Kotomine and the younger sibling of the now-infamous Shirou Kotomine. Raised as a part of the Church from an early age, he excelled at whatever aspect he chose to devote himself to, before finally settling on membership in the Eighth Sacrament, in his father's footsteps.
Abilities
Church Training: Church Executor
Kirei has the training of a Church Executor. Highly dangerous at close to middling ranges due to a combination of Black Keys and martial arts.
As he's been chosen as a master in the Grail War, he must also have Magical Circuits, though whatever talents he may have in magecraft are a mystery.
Can't fall apart. Your town. Your war. Two-hundred thousand lives. You tell yourself. You steel your mind.
The workshop's a mess. There's nothing to be done about that. You stagger over to one of the desks and grab a mirror, checking your face and your left arm and shoulder. Your magic crest, long thorny vines embedded into your flesh, twisting and coiling all the way from your palm and arm to up past the shoulder and to the side of your face, is glowing dimly red. The struggle during the summoning ritual has caused thorns to spike erratically, slicing past your eyes and jutting into the ear canal.
Taking long, slow breaths, you reverse the course of prana flow. The thorns shrink, leaving only bleeding holes. Grabbing a cloth to hold over the injuries, you make your way to the door. Taking care to step around broken glassware and scattered brambles, you climb up the stairs. You sense Lancer behind you, an invisible, nearly non-existent presence.
Alice takes one look at your bleeding face and has her hands all over you. She glances at the wrecked workshop, then drags you out to the ground floor and sits you in a couch, then begins to work her magecraft.
You let her work her healing on you. After a few minutes, she steps away. Your wounds are covered in pale new skin, though the sensation of pain is still there.
"You fight one of those Treants you're always telling me about down there?" Alice quips, stepping back. She's wearing her blond hair at her shoulder, with casual clothes.
"Where the hell have you been all week?" You glare at her.
She raises her hands, stepping back. "Just visiting my folks up in Scotland! I left you a note, Master."
"Never found that." You mutter. "Doesn't matter, you need to be out of the city by tonight. Take your mother and sisters with you."
"What? Why?" She protests. "What's going on? I can help-"
You cut her off and hold up your command seals for her to see. "The Holy Grail War is here. Not one of those minor ones, but the True Grail. Seven Magi summon summon seven familiars and battle to the death. The last one standing will have one wish, whatever wish, fulfilled." You leave out any mentions of the immortal vampiric forest crawling towards York, perhaps a greater threat to its population than the War itself.
Alice's eyes widen. "The Holy Grail? Blood of Christ and all that? I thought you didn't believe in Christianity, older than it and all."
"No, not the same Cup. It's a part of an ancient ritual by three Magus families, with the purpose of reaching Akasha, the Swirl of the Root."
"Right, you told me all about that Root stuff. Where do I sign up?" Alice looks eager.
"This is not a game. People are going to die. The city's about to become a battlefield. Get your family and friends out. Trust me on this."
"But… I can't leave you alone for something like this!"
You raise an eyebrow, "How touching."
Alice sputters, "I mean, sure, you're the Lord of York and all, but you're my Master too. I can't leave you to fight on your own…"
You sigh.
Alice was a great apprentice,, but she was terrible at obeying commands. Her great-grandparents had been attendants to your grandfather and picked up a small amount of magecraft, though Alice's abilities were practically insignificant compared to yours.
"Master Thorn. Please. I'll get my family out of town, but please let me stay by your side. I can be useful."
"I'm sure all those pitiless magi and legendary heroes will cower as you give them rashes." You meet her gaze. "Clean up the workshop, then I'll decide."
Alice nods fervently and heads downstairs.
Lancer materializes next to you, looking precisely like the empty shell he is. You place a hand on him, channeling prana through to sense its properties. You know a little about the Grail System and the Summoning.
The servant you have is just the shell. A finely crafted familiar, courtesy of the magecraft of the Einzbern and the Makiri, but nothing exceptional to you. What was exceptional was how it was capable of holding even the tiniest fragment of a Heroic Spirit pulled forth from the Throne of Heroes. The shell was connected to you mentally, and lacking free will of its own obeyed your every command.
You have no Heroic Spirit. The Spirit to be summoned must've been… torn loose. One question remained: how to find him?
There was only one culprit for whoever could have disrupted your summoning ritual so. Servant Caster. You knew where they were based, from the Territories you had sensed being claimed. But you doubt have anywhere near the firepower to engage a Mage of Legend, not with a practically useless Servant at your side. You dematerialize Lancer.
"Damn it all…" You collapse back into the chair, holding your head in your hands, giving a sideways look towards the phone.
[ ] Contact the Clock Tower. You need to let them know you're participating anyway.
[ ] Contact the Church. Both the Eighth Sacrament and Burial Agency should be taking interest.
[ ] Don't contact anyone. Not yet.
Alice comes back up after a while, taking a seat opposite you. You glance at her.
"I swept up most of the lab and set the shelves again. I didn't touch the Blackthorn or that ritual circle you had set up. Oh! Did you summon your familiar? Is that what caused the mess?"
You glumly nod, "Yes."
Meeting her eyes directly, you continue, "Why do you want to stay for the Holy Grail War?"
She looks serious, "I- I want to be useful. You've kept me sheltered from the rest of the world, teaching me trickles and dribbles here and there. I want more."
You look at her, surprised, "And you think a deathmatch is the best place to prove yourself?"
"Um…"
[ ] "Alright, you can stay."
[ ] "No, I can't let you."
[X] Contact the Church. Both the Eighth Sacrament and Burial Agency should be taking interest.
[X] "No, I can't let you."
Alice clearly has no idea what she's getting herself into and is treating this like some fun game or learning exercise, and that's an easy way to get your head roasted atop a pike in a Grail War. And if our estimations of her ability are even close to legitimate, she doesn't have the skill to make up for her lack of understanding of the stakes and skill levels at play here. Staying would just compound our issues- not only is our Servant situation a mess, but we have a girl we need to be protecting. Though, if we ARE going to let her stay, we're going to need to figure out some way to get her to understand how serious this is really fast, without the potentially lethal drawbacks of a lot of options.
[X] Contact the Church. Both the Eighth Sacrament and Burial Agency should be taking interest. Hopefully, they'll come help with all the fire they got. Holy Fire good against Demonic Wood. Veeeeery good.
[X] "No, I can't let you." Why is this even a choice?! Girl, the Whomping Willow's twice removed cousin from Transylvania is coming for the circus in town. Unless you wanna be fertilizer, you better get your butt outta dodge.