"Well, we're finally here. I feel like I should say a few words."
"Don't be so dramatic. This 'war' isn't much more than a formality."
"For you, maybe. I have a heck of a lot to gain here - and more to lose if it goes wrong."
"Hmph. If it does, don't count on my help."
"You've really got bigger problems? Than this?"
"Bigger than you could conceive. I'll only be able to interfere in the direst of circumstances."
"Well, no sense worrying. Best of luck to you."
"...And to you."
Fate/Dread Peace
In 2004, the fifth Holy Grail War took place. It ended with the grail's destruction, and the revelation of its corruption. But it was only the grail's vessel that was destroyed; the Greater Grail that formed the centre of the ritual could not be so easily disposed of. When the Magus Association sent a team to dismantle it, they found it had simply disappeared. An enormous magic circle, carved into a mountain cave, had vanished without a trace.
After ten years, the grail seems to have resurfaced in the city of Arnhem, Delaware. The city's administrator, Joseph Groener, has made an announcement that the sixth grail war will soon be held. While he certainly didn't have the means to take or replicate the Greater Grail, it's a possibility that it somehow fell into his hands. A number of interested parties have travelled to the city to investigate these claims.
You are:
[ ] Male
[ ] Female
And:
[ ] A Magus. You're from a reasonably distinguished family, but in recent generations, things have declined. Your mother's strange actions have stalled your family's progress, leaving you less powerful and knowledgeable than you rightly should be.
You heard Groener's claims, and realised they must have been genuine when a command seal appeared on your arm.
Your Magecraft is powerful, and useful for battle. Your know everything you need to about the Moonlit World, though your information about the war's locale is somewhat lacking.
[ ] A Hedge Mage. At best, you're a dabbler in the world of magecraft. You don't care for seeking the root, or for passing on your meagre knowledge. No, you learned what little you know in order to protect the innocents who so often get caught up in the affairs of Magi.
You're annoyed as hell at Groener. Even if he does have the grail, he's just sent out an invitation to all the magical psychopaths across the world, to a battle to the death in your city. The bastard.
Your Magecraft is weak, but serviceable. You have little knowledge of the world at large, but you're clued-in to the local scene.
[ ] A Magus' Experiment. You don't know what happened. You were taken, captured and tortured. You don't know what your captor wants. You don't know why he chose you. You're almost certain that you'll die soon. You're tired. You're terrified.
Your Magecraft is nonexistent. You don't know anything.
Well, I figured I'd give this a shot. It's my first attempt at a quest, so nothing too ambitious. This is mostly made of recycled ideas from old RPs I ran for friends, so it might be a little clunky. I'll probably get some Nasuverse stuff wrong - feel free to correct me, in any case. Unless it massively interferes with my story plans, I'll probably fix it.
[X] Female
[X] A Magus. You're from a reasonably distinguished family, but in recent generations, things have declined. Your mother's strange actions have stalled your family's progress, leaving you less powerful and knowledgeable than you rightly should be.
You heard Groener's claims, and realised they must have been genuine when a command seal appeared on your arm.
Your Magecraft is powerful, and useful for battle. Your know everything you need to about the Moonlit World, though your information about the war's locale is somewhat lacking.
I'm actually hoping we meet an NPC with the second backstory at some point. Being the outsider carelessly stomping around the city and having a local hedge mage pissed at us for messing everything up sounds like a fun little subplot to deal with.
[X] Female
[X] A Magus. You're from a reasonably distinguished family, but in recent generations, things have declined. Your mother's strange actions have stalled your family's progress, leaving you less powerful and knowledgeable than you rightly should be.
You heard Groener's claims, and realised they must have been genuine when a command seal appeared on your arm.
Your Magecraft is powerful, and useful for battle. Your know everything you need to about the Moonlit World, though your information about the war's locale is somewhat lacking.
[X] Female
[X] A Magus. You're from a reasonably distinguished family, but in recent generations, things have declined. Your mother's strange actions have stalled your family's progress, leaving you less powerful and knowledgeable than you rightly should be.
You heard Groener's claims, and realised they must have been genuine when a command seal appeared on your arm.
Your Magecraft is powerful, and useful for battle. Your know everything you need to about the Moonlit World, though your information about the war's locale is somewhat lacking.
[X]You are Male.
[X]You are a Magus. You're from a reasonably distinguished family, but in recent generations, things have declined. Your mother's strange actions have stalled your family's progress, leaving you less powerful and knowledgeable than you rightly should be.
You heard Groener's claims, and realised they must have been genuine when a command seal appeared on your arm.
Your Magecraft is powerful, and useful for battle. Your know everything you need to about the Moonlit World, though your information about the war's locale is somewhat lacking.
[ ] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
[ ] Khusro. An Indian family of astrologers, seeking to utilize the sun's power through observation and study. While little of this is useful in combat, your family's pride is in retaining the powerful Suryastra, a weapon of the gods - though it has degraded in power from its prime.
[ ] Aslan. A Tunisian family of alchemists, specialising in the process of 'blackening', a destructive cleansing of materials. Compared to other branches of alchemy, your ability to create is lacking. You have a mystic code, an acid-producing staff.
Your mother was:
[ ] A spiteful control freak. Out of some kind of misguided sense of protectiveness, she tried to keep you from your calling as a Magus. When you tried to follow it anyway, she fought you on it. You're years behind on your studies, and only just beginning to catch up.
[ ] An irresponsible fool. She delved deeper and deeper into danger, searching for knowledge. When she was killed, full retrieval of her crest was impossible. So much was lost - but you suppose you're lucky they were able to retrieve what they could.
[ ] A love-struck idealist. She married for love, forsaking the path of a Magus. Unfortunately, her choice of husband was bad breeding stock. You have subpar magic circuits, both in quality and quantity.
You managed to obtain a catalyst for the summoning of a Servant. You didn't have much time, but even so, you were able to find a promising relic:
[ ] A jewelled knight's helmet, tarnished in age. (Saber)
[ ] Broken fragments of a composite bow. (Archer)
[ ] A woven tapestry, torn yet beautiful. (Lancer)
Eh, three votes here looks pretty ugly to me, but whatever. Not much I can do to pad it out here, without the information being decided. Debated way too long over some of this.
Kind of surprised Male overtook Female in the end, but it was a close one. Votes are counted separately, not as a block. Probably should have specified that, but Male Magus would have won either way. More important here, anyway.
[X] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
[X] A spiteful control freak. Out of some kind of misguided sense of protectiveness, she tried to keep you from your calling as a Magus. When you tried to follow it anyway, she fought you on it. You're years behind on your studies, and only just beginning to catch up.
[X] A jewelled knight's helmet, tarnished in age. (Saber)
[X] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
[X] A spiteful control freak. Out of some kind of misguided sense of protectiveness, she tried to keep you from your calling as a Magus. When you tried to follow it anyway, she fought you on it. You're years behind on your studies, and only just beginning to catch up.
[X] A jewelled knight's helmet, tarnished in age. (Saber)
[x] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
The most monocled choice.
[x] An irresponsible fool. She delved deeper and deeper into danger, searching for knowledge. When she was killed, full retrieval of her crest was impossible. So much was lost - but you suppose you're lucky they were able to retrieve what they could.
[x] A woven tapestry, torn yet beautiful. (Lancer)
[X] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
[X] A spiteful control freak. Out of some kind of misguided sense of protectiveness, she tried to keep you from your calling as a Magus. When you tried to follow it anyway, she fought you on it. You're years behind on your studies, and only just beginning to catch up.
[X] A jewelled knight's helmet, tarnished in age. (Saber)
[X] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
[X] A spiteful control freak. Out of some kind of misguided sense of protectiveness, she tried to keep you from your calling as a Magus. When you tried to follow it anyway, she fought you on it. You're years behind on your studies, and only just beginning to catch up.
[X] A jewelled knight's helmet, tarnished in age. (Saber)
[X] Waterton. An English family specialising in the creation of combat familiars, using a mixture of necromantic and alchemical techniques. You have several powerful familiars, along with a mystic code you call the Flensing Knife.
[X] A love-struck idealist. She married for love, forsaking the path of a Magus. Unfortunately, her choice of husband was bad breeding stock. You have subpar magic circuits, both in quality and quantity.
[X] A woven tapestry, torn yet beautiful. (Lancer)
[X] Khusro. An Indian family of astrologers, seeking to utilize the sun's power through observation and study. While little of this is useful in combat, your family's pride is in retaining the powerful Suryastra, a weapon of the gods - though it has degraded in power from its prime.
[X] A love-struck idealist. She married for love, forsaking the path of a Magus. Unfortunately, her choice of husband was bad breeding stock. You have subpar magic circuits, both in quality and quantity.
[x] A woven tapestry, torn yet beautiful. (Lancer)
We'll cleanse the grail then use it to wish for like a 100 AotG tier circuits.