Post by Eva on Mar 29, 2010 19:32:28 GMT -5
Earth is not as it once was.
Before our time, something strange happened. Not catastrophic, or devastating at all. What happened was...people started doing things. Things that humans could never do. Some called it heresy. Others called it magic.
One thing was known. This magic was connected to a ritual that occurred the very first year that the magic surfaced. Humans who had been touched by magic were drawn to a city. In the first year it was Tokyo. In the second, New York. The destination changed every year, you see. But the reason was always the same.
When they arrived in the city, they were led, by their own instinct, to some building. Once all those drawn were there, it began. A strange cup, silver in color and shining so brilliantly that it could blind, would appear.
It had a voice.
The voice was not that of a man, nor that of a woman. It was merely a voice, compelling beyond resistance and totally absolute. It told those gathered that they were now a part of a ritual. A war between each other. They had the choice to stay and fight, or leave. If they all left, then magic was gone from the world forever. If they stayed, then whomever won would be granted the glorious silver cup, the Wishing Grail, from which one wish could be drawn.
But they would not be fighting alone.
Using their magic, the competitors, dubbed 'Masters', were told to summon from the Grail a warrior to fight on their behalf. The number of those who could be summoned were finite. Those powerful enough to summon a warrior would be given control over them, thus making the warrior their Servant. Those not powerful enough were given poor imitations, copies of these Servants with lesser abilities. But, if the Master proves resourceful enough, it matters not...
These Servants are not just magic given sentient form, either. Rather, they are an ideal, a story. They are drawn from the myths and folktales of Earth, and with magic they are, after their deaths and fading, allowed to return to our world to prove their worth one more time. Nobody knows what becomes of a Servant whose Master achieves victory, but there are theories.
There has never been a limit set for the number of Masters allowed. Over the decades, there have been as many as a hundred and as few as three. It all depends on what the Grail deems necessary. However, there exist only ten Servant classes...
The Saber. A Servant who is known for their use of a powerful mythical sword. Example: Jeanne d'Arc.
The Archer. A Servant who is known for their use of a powerful mythical bow. Example: Robin Hood.
The Rider. A Servant who is known for their use of mythical mounts. TAKEN
The Berserker. A Servant who is known for their use of inhuman strength and rage. TAKEN
The Caster. A Servant who is known for their use of magic beyond measure. Example: Morgan le Fay.
The Lancer. A Servant who is known for their use of a powerful mythical lance. Example: Enkidu.
The Trickster. A Servant who is known for strange and befuddling skills. Example: Loki.
The Killer. A Servant who is known for their stealthy killing techniques. Example: Hittori Hanzo.
The Seducer. A Servant who is known for their destructive charm. Example: Cleopatra.
The Defender. A Servant who is known for their utter durability. TAKEN
But those listed are just the tip of the iceberg. There are many interpretations of what a 'hero' is, or what a 'myth' is. You'd be surprised how many Masters have summoned strange figures to fill in their Servant's past. The possibilities are, quite simply, endless.
I have told you all that I know about the Grail Wars. I am afraid it is not quite enough. There are still many secrets. Although you are clearly the alright sort, I don't believe you shall survive the War you have been drafted into. You simply...do not stand out. I cannot sense much magical potential in you.
But here you are. You have been dragged from your home to this dusty little town. I've seen a lot of places, and this isn't much of one. But White Pine, Nevada, isn't so bad. Not for our kind of game. The wide open streets are okay for a good fight, and once you leave the town's limits, there's a nice patch of desert for you to lose yourself in. Also good for a rumble. But for you? I don't expect for you to take so much as two steps outside of your assigned living area before someone with a Killer takes you out.
So surprise me.
Before our time, something strange happened. Not catastrophic, or devastating at all. What happened was...people started doing things. Things that humans could never do. Some called it heresy. Others called it magic.
One thing was known. This magic was connected to a ritual that occurred the very first year that the magic surfaced. Humans who had been touched by magic were drawn to a city. In the first year it was Tokyo. In the second, New York. The destination changed every year, you see. But the reason was always the same.
When they arrived in the city, they were led, by their own instinct, to some building. Once all those drawn were there, it began. A strange cup, silver in color and shining so brilliantly that it could blind, would appear.
It had a voice.
The voice was not that of a man, nor that of a woman. It was merely a voice, compelling beyond resistance and totally absolute. It told those gathered that they were now a part of a ritual. A war between each other. They had the choice to stay and fight, or leave. If they all left, then magic was gone from the world forever. If they stayed, then whomever won would be granted the glorious silver cup, the Wishing Grail, from which one wish could be drawn.
But they would not be fighting alone.
Using their magic, the competitors, dubbed 'Masters', were told to summon from the Grail a warrior to fight on their behalf. The number of those who could be summoned were finite. Those powerful enough to summon a warrior would be given control over them, thus making the warrior their Servant. Those not powerful enough were given poor imitations, copies of these Servants with lesser abilities. But, if the Master proves resourceful enough, it matters not...
These Servants are not just magic given sentient form, either. Rather, they are an ideal, a story. They are drawn from the myths and folktales of Earth, and with magic they are, after their deaths and fading, allowed to return to our world to prove their worth one more time. Nobody knows what becomes of a Servant whose Master achieves victory, but there are theories.
There has never been a limit set for the number of Masters allowed. Over the decades, there have been as many as a hundred and as few as three. It all depends on what the Grail deems necessary. However, there exist only ten Servant classes...
The Saber. A Servant who is known for their use of a powerful mythical sword. Example: Jeanne d'Arc.
The Archer. A Servant who is known for their use of a powerful mythical bow. Example: Robin Hood.
The Rider. A Servant who is known for their use of mythical mounts. TAKEN
The Berserker. A Servant who is known for their use of inhuman strength and rage. TAKEN
The Caster. A Servant who is known for their use of magic beyond measure. Example: Morgan le Fay.
The Lancer. A Servant who is known for their use of a powerful mythical lance. Example: Enkidu.
The Trickster. A Servant who is known for strange and befuddling skills. Example: Loki.
The Killer. A Servant who is known for their stealthy killing techniques. Example: Hittori Hanzo.
The Seducer. A Servant who is known for their destructive charm. Example: Cleopatra.
The Defender. A Servant who is known for their utter durability. TAKEN
But those listed are just the tip of the iceberg. There are many interpretations of what a 'hero' is, or what a 'myth' is. You'd be surprised how many Masters have summoned strange figures to fill in their Servant's past. The possibilities are, quite simply, endless.
I have told you all that I know about the Grail Wars. I am afraid it is not quite enough. There are still many secrets. Although you are clearly the alright sort, I don't believe you shall survive the War you have been drafted into. You simply...do not stand out. I cannot sense much magical potential in you.
But here you are. You have been dragged from your home to this dusty little town. I've seen a lot of places, and this isn't much of one. But White Pine, Nevada, isn't so bad. Not for our kind of game. The wide open streets are okay for a good fight, and once you leave the town's limits, there's a nice patch of desert for you to lose yourself in. Also good for a rumble. But for you? I don't expect for you to take so much as two steps outside of your assigned living area before someone with a Killer takes you out.
So surprise me.