I forget if you already clarified, but can one person make multiple characters? Not sure if I have any real ideas for a Master but I'd lie to know if the option's open.
Also, are you planning on making a discord server for this?
You can indeed make a Master for whoever you so choose! Also unknown at the moment, still considering it. Answer is "maybe, leaning towards yes".
Heads up everyone, but I'm going to be posting an incomplete version of the 0th post before I head to bed. This isn't the finished version, I just don't want to risk my computer rebooting in the middle of the night and losing it.
Went a bit hard at the end, but here's a Lancer to surpass Metal Gear. It's good that we have Byleth around, too.
EDIT: Made a few flavor changes since now I'm not as sleep deprived.
Name: Cadmus
Title(s): The First Greek Hero, Dragon-Slaying King of Order
Class: Lancer
Gender: Male
Attribute: Earth
Alignment: Lawful Evil
Personality: A dutiful king who serves both the gods and his subjects faithfully, believing firmly in the advancement of human order. A loyal, "knight" type Servant to his Master, careful with his words as he is aware of their power. However, Cadmus is plagued with guilt for his actions as well as the curse that sprung forth from them. Due to the weight of this guilt compounded by the disastrous fate of his royal line, he has firmly adopted the role of a "Demon King", serving as nothing more than a tyrant for the people to scorn and a dragon for the hero to slay. If being a hero brought him this much ruin, he would be better off living as a villain, instead.
Objective for the Grail: To prevent the slaying of the sacred dragon.
Biography: The legendary founder and first king of Thebes. Hailed as the first Greek hero, Cadmus's most famous exploit is the slaying of the Ismenian Dragon and the sowing of its teeth, creating the Spartoi. However, despite obtaining many victories as a leader and king as well as living a life in service to the gods, Cadmus could not help but feel regret for the slaying of the sacred dragon due to the ill fortune that came about after its death.
"If the gods were so enamored by the life of a serpent, then I would be better off living as one myself."
As he spoke those words, it's as if a self-fulfilling prophecy had come to fruition. Scales grew out of his skin as his form shifted into that of a serpent. Cadmus, a hero who had lived as a man, would spend his final days as a snake. Even then, the kingdom that he had found would not be spared by the curse that plagued him, and would continue to plague his family for generations to come.
Weapons: His spear and his words.
Parameters:
STR: B
END: C
AGI: B
MGI: A
LCK: E
Class Skills:
Magic Resistance: A Class skill of Lancer. Cancels spells of A-Rank or below, incapable of being harmed by modern magi. In other words, a "Magus Killer." Due to the effects of a certain curse, Cadmus carries significantly high draconic attributes, granting him a naturally high resistance to magical effects.
Personal Skills:
Carrier of the Letter: A Personal skill of Cadmus, who had brought the Phoenician alphabet from the East to the West, which was later adapted by the Greeks to form their own alphabet and onwards, serving as the progenitor of the Latin alphabet, the most widely used script in the world. A rare "cheat" skill that allows Cadmus to improve upon existing concepts by means of bestowing "Human Civilization" (to advance and to develop) with words alone. Fortifications become sturdier, weapons are made deadlier, maids become cuter, etc. Additionally facilitates the use of Spartoi Ismenios in order to create more complex structures.
Affections of the Goddess: B Affections of Harmonia, goddess of harmony and concord, and wife of Cadmus. Bestows plus corrections to things made or created by Cadmus, such as the structures built using his Noble Phantasm, as well as non-material entities such as alliances and organizations. A blessing that ensures the order that Cadmus enforces shall stand resolute.
Charisma: B++ Composite skill consisting of a person's charm and talent to command or unify an army, increasing the morale of allies in group battles. Allows one to sufficiently lead a nation as its king. Plus corrections are granted both due to Cadmus's role as a civilization founder (granting modifiers to leading others in building) and as the first to sow the Ismenian Dragon's teeth (granting modifiers to lead the Spartoi). Because of these factors, his charm has developed into a form of curse, and a form of Self-Suggestion is possible.
Noble Phantasm:
Name: Spartoi Ismenios
Title: Sow the Seeds of War, Bring Forth Civilization
Rank: A+
NP Type: Anti-Army
Range: 1 ~ 99
Maximum Number of Targets: 800 people
The Demonic Spear of Cadmus, made with the bones of the Ismenian Dragon, and its tip crafted out of the sacred dragon's many teeth. A Spear of Civilization Building that serves as a symbol of his rule. Passively, the Noble Phantasm allows Cadmus to take control of the Spartoi, who take on a diminutive form. Through the Spartoi, Cadmus is able to construct a variety of things in a matter of moments, either from raw materials gathered around him or formed by his own magical energy. From simple structures such as a wall to block enemy attacks, to more grand fortifications such as arenas. While the time it takes to build structures is negligible no matter how big or small they may be, more magical energy is consumed the larger or more complex the structure may be. In other words, a simple tool meant for building.
By invoking the true name of this Noble Phantasm and lunging the spear tip into the ground, Cadmus is able to bring forth the Spartoi in their true, more terrifying form. An army of dragon tooth warriors is brought forth from the earth, born from the sacred dragon of the War God, Ares. While they are unable to take more nuanced orders due to their thirst for battle and their in-fighting, they can easily be directed to an enemy camp, unleashing a wave of devastation in their wake while carrying the unique effect of "setting the foundation for a new city." Civilization is born from destruction, and order cannot be enforced if chaos is not first unleashed.
It should be noted that the true power of this Noble Phantasm would be better expressed if Cadmus were summoned under the Caster class. Name: Város Harmonia
Title: Burden of Guilt, Become Thy Serpent
Rank: C
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1
A beautiful necklace crafted by Hephaestus, a wedding gift given to Harmonia as she was wed to Cadmus. Takes the shape of two snakes, a symbol of Cadmus and Harmonia's intertwined (and ultimate) fate. However, rather than the true cursed necklace of beauty belonging to Harmonia, it is instead a crystallization of the curse of ruin that plagued Cadmus and the royal line of Thebes after his slaying of the Ismenian Dragon, a sacred serpent which was said to be the favored child of Ares. A powerful divine curse of order that Cadmus is forced to bear, this necklace enforces Cadmus with the fate of "a life of absolute obedience in service to the gods." While this necklace would direct Cadmus's fate towards this direction, it does not necessarily prevent Cadmus from defying the gods with his own free will. Instead, defiance against the gods sports their own unique consequences.
Should Cadmus act in a matter that would be deemed as against the will of the gods, whether it would be disobeying their orders, disrespecting their authority, or acting in a matter that is completely unruly, a change would occur to Cadmus's body, molding his Saint Graph to be closer to that of the Ismenian Dragon. While these changes would remain permanent, Cadmus is able to control this curse to a degree utilizing his Self Suggestion, but as he gets closer to becoming a serpent, Cadmus would continue to lose more of himself to the curse as his Saint Graph is altered into that of the Ismenian Dragon. Even as he is summoned, Cadmus already bears some of the sacred dragon's attributes, his Saint Graph already carrying the burden of the curse placed upon him.
A Noble Phantasm that serves as an eternal reminder of Cadmus's sole transgression against the gods, and a grim reminder that his life should be spent in service to the gods. If he so wishes to act out of his station and defy the gods and to act against human order, then he would be better off as a serpent than a man. As his Saint Graph is completely changed, he would become the antithesis of what he once was. Rather than a builder of civilization, a destroyer of human order would take his place. Rather than a "King of Order", there would be a "■■■■■■ of Chaos" in his place. And rather than a heroic dragon slayer, there would be an evil dragon in his place, awaiting another worthy challenger to take its place...
@Turboshitter Well here's something I threw together and hope is good enough, I don't feel there are enough Masters yet to make something in the pre-existing relationships bit so I feel I'll wait a little while before I write down something there.
@Cu Chulainn Your image is broken, it's not showing who I assume is going to be Venom Snake.
Smug, pushy and yet calm. Despite her Affinity, Fleecia does not burn overtly bright with determination or ideals, nor does she lash out at the world around her. Still, she pokes and prods as both a nuisance and a table-flipper when she finds that it’d either be amusing or bring about a state that’s more comfortable to her.
Hard to rile up and her insistent nature only builds up, gaining momentum the more she lingers on a matter. To get her to back down is more of a battle of patience for when she abandons the matter… if she does anyway. Really, there are so many things in life to enjoy, one can’t spend all their time on one or two things alone!
The daughter of a notorious bloodline. The explosion of mysticism in the 19th and 20th centuries was an awkward time for the Association. Among the quacks and fraudsters, the delusional and the true believers, there was something even more dangerous.
Magi.
Those who broke the greatest taboo of the Mage's Association, who sought to bring their knowledge to the masses. Those who threatened the very basis of the power that Magi dedicated their lives to studying. Broadcasting one's Mysteries is the same as cutting out one's tongue or amputating one's leg- unless it is absolutely required, it is a very. Bad. Idea.
Yet somehow that didn't stop him.
The Mathers are an offshoot of a clan that was once respected within the Clocktower. Luminaries in the fields of Spiritual Evocation and Divination, they were said to approach even the Lords as near equals... until their son squandered it. Aletheia's family has been forced to reinvent themselves from the ground up, tracing back their roots and assimilating new knowledge to reverse the damage done. Regardless, they've fallen far, and have lost significant respect and resources. In hopes of maintaining at least some of their power, they entered a contract with the Yggdmillenia Lord. They would aid in the founding of this "Yggdmillenia Clan", and lend it their power and knowledge in return for political support.
And now, Aletheia is here.
Not enough Masters to write something coherent in terms of relationships yet, so I'll wait a little.
Origin: Channeling Element: Fire School of Magecraft: The specialty of the Mathers is a result of desperation. A technique considered a curiosity or a practice of barbarism by the genteel Magi of the Clocktower. The act of inviting a spiritual body to dwell within one's flesh in order to access its knowledge and power. Shamans and Miko call on spirits of nature or kami. The Mathers invoke Angels, as any proper student of Hermeticism would.
List of Skills/Spells:
Magecraft: An accomplished clan, the Mathers have deep study into the fields of Spiritual Evocation and Divination. Further, they are also somewhat knowledgeable in Alchemy, Mineralogy, Runes, and have done a cursory study into Curses. Aletheia herself was a member of the faculty of the Department of Celestial Bodies, serving as an assistant instructor to her father. It hardly needs to be mentioned, but such things as Bounded Fields, Formalcraft, and other common Magecraft are well within her expertise.
The Rite of Eucharist: The rite of Eucharist is to take the divine into oneself. The principle behind Hermetic Magic is to invoke a divine being to work magic on one's behalf. It is easy to see how one could reach the conclusion that, if one's own magecraft is lacking, you simply need to become a being that is capable of much more.
The ultimate goal of the practice would be to invoke the true God into one's body and thereby gain access to the Root, but that is a far-off matter. The practical use of this ability lies in Aletheia's ability to cause 'Angels' to dwell within her. This allows her to become significantly more powerful than a normal girl- not enough to equal a Servant of course- and allows the use of various other powers associated with the Angel she invokes.
The other part of this practice lies in bidding Angels to objects, allowing the creation of quite potent familiars, through the ritual to do so is a long and tedious thing where the slightest error could result in an angry Angel ripping the unlucky Mathers apart, or even worse, calling a thing from the abyss like a certain associate of the Mathers Magi once did.
However, by willingly letting a 'Divine Spirit' enter her body in the form of the Archangels, Aletheia's body will slowly start to burn and rot from the inside, the strain of such beings too much for a modern Magus to handle, even for one who holds the origin of 'Channeling' such as Aletheia. This makes channeling an Archangel a dangerous thing that should be used sparsely and wisely. Perhaps if not for the Magi this would not be the case, but alas.
منو وارد کن Kiraman Katibin: It is said that the 'Kiraman Katibin', named Raqib and Atid, follow around every person and record their deeds, good and bad, for use in their judgment upon death. By invoking them through her body or an object Aletheia is capable of creating two spherical familiars that can see through nearly any illusion and Bounded Field along with glimpsing the true name of any human. Through the power to see the names of existences such as Servants is beyond even them.
Michael Archangelum vas ingredietur: The most noteworthy example, and her main 'go-to' in a situation as perilous as the Great Grail War, is to invoke the Archangel Michael. Doing so makes her an incredibly adept warrior and allows her to combat evil and monstrous beings effectively. It also allows the use of quite potent Fire Element magecraft.
Gabriel Archangelum vas ingredietur: A spell on the opposite end compared to her go-to of Michael, by invoking the Archangel Gabriel allows Aletheia to proficiently use the element of water, while this provides the bare minimal increase in combat abilities the true power of the Archangel lies in the use of small 'miracles' of healing and Baptism Rites.
Metatron Archangelum vas ingredietur: A trump card that knows no equal, by invoking the Voice of God itself Aletheia can become an existence of incredible power, a mystical being which holds dominion over nearly all forms of magecraft, though this provides a boost in combat the true power of the Scribe lies in its power to invoke and bind lesser Angels, allowing the mass production of Mystic Codes of above-average quality.
Mystic Codes:
Talisman of Protection - A simple amulet strung around Aletheia's neck. Its purpose is to protect from hostile magecraft, interfering with attempts to target her through sympathetic means. It is of particular use against curses, as it takes in their karmic manipulation as an effigy of its bearer.
Azoth Blade - A simple, but well-made mystic code passed down and slowly modified by the heads of the Mathers family. The purpose of the blade is to store magical energy, a task it does well- so well has it acclimated to the Mathers' power, in fact, that it has taken on a new use in their craft. When Aletheia calls an Angel into her body, she can force some of it into the blade, storing a manifestation of its power for use even outside periods of possession. Alternatively, it can take on a form befitting the being who possesses her- most notably, a flaming sword
Went a bit hard at the end, but here's a Lancer to surpass Metal Gear. It's good that we have Byleth around, too.
Name: Cadmus
Title(s): The First Greek Hero, Dragon-Slaying King of Order
Class: Lancer
Gender: Male
Attribute: Earth
Alignment: Lawful Evil
Personality: A dutiful king who serves both the gods and his subjects faithfully, believing firmly in the advancement of human order. A loyal, "knight" type Servant to his Master. However, Cadmus is plagued with guilt for his actions as well as the curse that sprung forth from them. Due to the weight of this guilt compounded by the disastrous fate of his royal line, he has firmly adopted the role of a "Demon King", serving as nothing more than a tyrant for the people to scorn and a dragon for the hero to slay.
Objective for the Grail: Probably not killing the snake.
Biography: The legendary founder and first king of Thebes. Hailed as the first Greek hero, Cadmus's most famous exploit is the slaying of the Ismenian Dragon and the sowing of its teeth, creating the Spartoi. However, despite obtaining many victories as a leader and king as well as living a life in service to the gods, Cadmus could not help but feel regret for the slaying of the sacred dragon due to the ill fortune that came about after its death.
"If the gods were so enamored by the life of a serpent, then I would be better off living as one myself."
As he spoke those words, its as if a self-fulfilling prophecy had come to fruition. Scales grew out of his skin as his form shifted into that of a serpent. Cadmus, a hero who had lived as a man, would spend his final days as a snake. Even then, the kingdom that he had found would not be spared by the curse that plagued him, and would continue to plague his family for generations to come.
Weapons: His spear and his words.
Parameters:
STR: B
END: C
AGI: B
MGI: A
LCK: E
Class Skills:
Magic Resistance: A Class skill of Lancer. Cancels spells of A-Rank or below, incapable of being harmed by modern magi. In other words, a "Magus Killer." Due to the effects of a certain curse, Cadmus carries significantly high draconic attributes, granting him a naturally high resistance to magical effects.
Personal Skills:
Carrier of the Letter: A Personal skill of Cadmus, who had brought the Phoenician alphabet from the East to the West, which was later adapted by the Greeks to form their own alphabet and onwards, serving as the progenitor of the Latin alphabet, the most widely used script in the world. A rare "cheat" skill that allows Cadmus to improve upon existing concepts by means of bestowing "Human Civilization" (to advance and to develop) with words alone. Fortifications become sturdier, weapons are made deadlier, maids become cuter, etc. Additionally facilitates the use of Spartoi Ismenios in order to create more complex structures.
Affections of the Goddess: B Affections of Harmonia, goddess of harmony and concord, and wife of Cadmus. Bestows plus corrections to things made or created by Cadmus, such as the structures built using his Noble Phantasm, as well as non-material entities such as alliances and organizations. A blessing that ensures the order that Cadmus enforces shall stand resolute.
Charisma: B++ Composite skill consisting of a person's charm and talent to command or unify an army, increasing the morale of allies in group battles. Allows one to sufficiently lead a nation as its king. Plus corrections are granted both due to Cadmus's role as a civilization founder (granting modifiers to leading others in building) and as the first to sow the Ismenian Dragon's teeth (granting modifiers to lead the Spartoi). Because of these factors, his charm has developed into a form of curse, and a form of Self-Suggestion is possible.
Noble Phantasm:
Name: Spartoi Ismenios
Title: Sown the Seeds of War, Bring Forth Civilization
Rank: A+
NP Type: Anti-Army
Range: 1 ~ 99
Maximum Number of Targets: 800 people
The Demonic Spear of Cadmus, made with the bones of the Ismenian Dragon, and its tip crafted out of the sacred dragon's many teeth. A Spear of Civilization Building that serves as a symbol of his rule. Passively, the Noble Phantasm allows Cadmus to take control of the Spartoi, who take on a diminutive form. Through the Spartoi, Cadmus is able to construct a variety of things in a matter of moments, either from raw materials gathered around him or formed by his own magical energy. From simple structures such as a wall to block enemy attacks, to more grand fortifications such as arenas. While the time it takes to build structures is negligible no matter how big or small they may be, more magical energy is consumed the larger or more complex the structure may be. In other words, a simple tool meant for building.
By invoking the true name of this Noble Phantasm and lunging the speartip into the ground, Cadmus is able to bring forth the Spartoi in their true, more terrifying form. An army of dragon tooth warriors is brought forth from the earth, born from the sacred dragon of the War God, Ares. While they are unable to take more nuanced orders due to their thirst for battle and their in-fighting, they can easily be directed to an enemy camp, unleashing a wave of devastation in their wake while carrying the unique effect of "setting the foundation for a new city." Civilization is born from destruction, and order cannot be enforced if chaos is not first unleashed.
It should be noted that the true power of this Noble Phantasm would be better expressed if Cadmus were summoned under the Caster class. Name: Város Harmonia
Title: Order's Accursed Chain, Weigh Heavily On The Guilty
Rank: C
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1
A beautiful necklace crafted by Hephaestus, a wedding gift given to Harmonia as she was wed to Cadmus. Takes the shape of two snakes, a symbol of Cadmus and Harmonia's intertwined (and ultimate) fate. However, rather than the true cursed necklace of beauty belonging to Harmonia, it is instead a crystallization of the curse of ruin that plagued Cadmus and the royal line of Thebes after his slaying of the Ismenian Dragon, a sacred serpent which was said to be the favored child of Ares. A powerful divine curse of order that Cadmus is forced to bear, this necklace enforces Cadmus with the fate of "a life of absolute obedience in service to the gods." While this necklace would direct Cadmus's fate towards this direction, it does not necessarily prevent Cadmus from defying the gods with his own free will. Instead, defiance against the gods sports their own unique consequences.
Should Cadmus act in a matter that would be deemed as against the will of the gods, whether it would be disobeying their orders, disrespecting their authority, or acting in a matter that is completely unruly, a change would occur to Cadmus's body, molding his Saint Graph to be closer to that of the Ismenian Dragon. While these changes would remain permanent, Cadmus is able to control this curse to a degree utilizing his Self Suggestion, but as he gets closer to becoming a serpent, Cadmus would continue to lose more of himself to the curse as his Saint Graph is altered into that of the Ismenian Dragon. Even as he is summoned, Cadmus already bears some of the sacred dragon's attributes, his Saint Graph already carrying the burden of the curse placed upon him.
A Noble Phantasm that serves as an eternal reminder of Cadmus's sole transgression against the gods, and a grim reminder that his life should be spent in service to the gods. If he so wishes to act out of his station and defy the gods and to act against human order, then he would be better off as a serpent than a man. As his Saint Graph is completely changed, he would become the antithesis of what he once was. Rather than a "King of Order", there would be a "■■■■■■ of Chaos" in his place. Rather than a heroic dragonslayer, there would be an evil dragon in his place, awaiting another worthy challenger to take its place...
@Turboshitter Just finished this guy up - haven't made a character for an RP in a hot minute, so I might have gone overboard or tripped up in places. Let me know what needs to be cut, if anything.
Name: Sláine Druiminn Yggdmillennia Gender: Male Age: 7 Height/Weight: 154 cm/ 47 kg Alignment: Neutral Good Master of: ??? (Undecided)
Sláine is extremely docile and nonconfrontational, preferring to be more of a wallflower and allow others to take the lead. This, as well as his almost purely supportive skill set, makes him a Magi that excels at working with others. He works best with those who are willing to take the lead and are capable of keeping him from getting hurt. In the standard Master-Servant relationship of the Holy Grail War, it would be difficult to say which person is actually the Servant. However, Sláine is also incredibly respectful and formal, going so far as to refer to close friends by their titles unless asked not to.
These traits, however, are not Sláine's own. They were purposefully ingrained in him when he was created, as a means of control and to make him eager to serve the members of the Druiminn branch family. Many of these traits even 'turn off' when Sláine encounters members of the Mage's Association, causing him to be much more bloodthirsty and eager to start a fight. Sláine himself is not aware of the implanted personality he possesses, but most people who interact with the Druiminn family in any major capacity would instantly recognize it as a baseline personality that most Druiminn Homunculi possess.
Other than being subservient and a coward, Sláine holds great affection for other lifeforms, especially plant life. He owns an immense garden back in his home of Cloosh Valley, and even in Trifas, he has managed to establish a respectable garth, albeit one lacking any phantasmal herbs. He spends large portions of his day in his garden, wither caring for his plants or merely attending to his other hobbies. Sláine will always attempt to choose the option that has the least violence and bloodshed, but he will acquiesce to almost anything if pressured.
Of course, this is not the case when it comes to the Mage's Association. Sláine has a deep-seated grudge against the Mage's Association for killing one of the Druiminn ancestors and stealing the families Magic Crest. Sláine will struggle between attempting a diplomatic solution or a violent one, but he will instantly agree with anyone who suggests murdering members of the Association with little to no persuasion. When it comes to Association Enforcers, this bloodlust is only amplified.
Sláine places those that care for him and protect him above others who don't, almost on a hierarchy of sorts. When anyone he cares for is threatened, he will take any action available to him to defuse the situation they are in, to the point where he would gladly kill dozens of bystanders to save a single person, and feel no guilt whatsoever. This is both a natural quality he has, as well as a trait that was artificially enhanced by the Druiminn clan - with members of Druiminn being automatically at the top of the hierarchy, followed shortly by the members of Yggdmillennia who were close to the clan during Sláine's creation.
In his free time, Sláine enjoys reading in his Garden, with his favorite author being Daniel Keyes. He enjoys discussing literature with others, but his implanted fear of conflict causes him to struggle to argue with others, leading to most debates over themes or other aspects of novels being incredibly one-sided. Sláine once had an immense fear of fire, but like most undesirable traits, this was removed by his creator, leaving Sláine only slightly uncomfortable in its presence.
Sláine's Mage Association bloodlust was only recently added to his personality and was implanted in him specifically because of the Holy Grail War. Sláine is aware of his sudden personality change, and he is struggling immensely with understanding why he becomes so aggressive so easily now.
Sláine's "Wish" for the Grail is to give his Creator access to The Root.
The Druimmin clan is a minor family that has existed directly since 6th century AD, and could directly draw its ancestry from the ancient Celtic Druids. The Druimmins attempted to reach The Root through synchronizing and assimilating themselves into Gaia, developing Magecraft based on interaction with the natural world, and the lifeforms that dwelled in it. Unlike most Mage families they had 2 to 3 children every generation rather than a single one, with the ones that did not inherit the Magic Crest serving as back up heirs and researchers for the Family Magecraft. They steadily grew in power over the centuries, eventually reaching their peak in the late 1600s. The Family Head in 1660, Róisín Druiminn, was capable of using a Marble Phantasm - combined with her skill at Healing Magecraft and her Elemental affinities of Wind, Water, and Earth, she was the pinnacle of the Druimmins.
Good things don't last forever, though. With the onset of the Industrial Revolution, the Druimmins steadily lost power as their connection to nature faded, and there Status as Humans overwhelmed them. Over the next two centuries, the Family would continue to splinter into new groups as second and third sons and daughters left the clan, stealing the Magecraft of the various Elements that the Druimmins have mastered. By 1914, with the start of the First World War, the Druimmin was forced to join the Mage's association to stop themselves from floundering.
At this point, the only Magecraft that remained to the Druimmins was their Life Magecraft, the spells that had a connection to healing and the living things in the natural world. This was also the weakest Magecraft that the Druimmins had, as these Magecrafts suffered the most from the Industrial Revolution. The Druimmins were a shade of what they once were. Until 1952, when Daithí Druimmin discovered a method of physically melding plants and humans into a single lifeform - and by doing so, the Druimmins would be able to shed their status as pure humans, and begin rebuilding their once great legacy.
The Mage's Association saw things differently. The Melding ritual was useful and needed to be stored. In some ways, Daithi Druimmin was considered the greatest Druimmin ever known - he was given a Sealing Designation a few months after his discovery. By the time Enforcers caught up to him, the Druimmins had access to all of Daithi's research. It made little difference, however - while the Druimmin's had access to a way to retain their former glory, the Magic Crest they had developed for over a Millenia was gone, stolen by the Mage's Association along with Daithi's body.
The Druimmin's slowly recovered over the next few decades, creating a new (albeit complete trash) Magic Crest. They resided almost exclusively in their hidden grove within Cloosh Valley, protected by Bounded Fields, nature spirits, and even dryads. The Mage's Association never found where they were located, leaving the family plenty of time to stew in their anger. When Yggdmillennia opened its arms to foreign families, the Druimmin's were some of the first to join thanks to their thirst for vengeance.
The Druimmins began learning the method of constructing Hommunculi shortly after they learned how to fuse themselves with plants. Since the vast Majority of Druimmin's were limited to little if any movement, they needed someone to act as their manipulators for the world at large. Nature Spirits and familiars only worked in the wilderness, but Homunculi were incredibly appealing due to their mutability. Druimmin's skyrocketed in their ability to craft Hommuncli, at the cost of ignoring nearly all other aspects of Alchemy, and their family Magecraft research slowing to a crawl. While they weren't able to create Homunculi nearly as advanced as the Musiks or Einzberns, the Homunculi of the Druimmin's had incredibly mutable minds - the Druimmin's could implant instincts into their Hommunculi, allowing them to alter the thought processes of their servants with little effort. Advanced Homunculi crafters in the Druimmin clan could even implant certain skills inside of their Homunculi.
Currently, there are 8 Druimmin, of which only 3 are capable of movement. One of these 3 is Sláine himself.
Sláine was created only 7 years ago, but he has already lived over a quarter of his lifespan. He was initially designed as a 'Gardener' Homunculus, meant to maintain and care for the tens of thousands of plants in Cloosh Valley, as well as provide care for the older members of the Druimmin clan. The Druimmins, being skilled at manipulating the minds of their Homunculi, created Sláine with many artificial traits, such as an aversion to conflict and a natural subservience to those he talks to. Sláine's creator, Amelia Druimmin, is seen as a goddess to Sláine, with her request being the primary reason he left for the Grail War so easily.
Amelia, unlike most other Druimmin 'Alchemists', dearly cared for her creation. She relied on only Sláine after the death of her first homunculus, and her homunculi were known among the Druimmins for their higher quality and expense. She even went to the effort of performing the same ritual that is performed on Druimmin magi upon completing their Magecraft training, implanting a specially made phantasmal plant species into Sláine's body. This only further cemented Amelia's superiority in Sláine's mind, and it was at this point that Sláine became the second homunculus to inherit the Druimmin name.
Over the next 3 years, Sláine would continue to care for the plants in Cloosh Valley, but he would be given more and more area to care for as time went on. By the time he turned 4, he was the first person with the name of Druimmin to leave their secluded woods in nearly half a century. Many homunculi had beaten him to exploring the outside world, but most of the Druimmin clan preferred to rely on Sláine to exercise their will since he was far more skilled in Magecraft than his fellow Homunculi and had access to his Mystic Code.
When preparations for the war began, the Druimmin sent Sláine to act as a force multiplier for Yggdmillennia. Sláine himself was anxious to move outside of Ireland for the first time in his life, but he left on Amelia's order, shortly afterward arriving in Trifas.
Amelia Druiminn: The person that created Sláine, he holds her above all others. He holds her in the same reverence one would hold for a god, and he holds her word in extremely high regard. Members of Yggdmillennia can make him agree to nearly anything, merely by mentioning her name or her opinion on the topic at hand.
Druiminn Family: The majority of the Druiminns are loved by Sláine, since they were directly responsible for him being created, but they also kept him from becoming a Mana Battery like most of the Homunculi created by Yggdmillennia. Even the ones that have turned to more cruel methods of research such as human experimentation are cared about by Sláine, albeit he visits them less frequently than others. Most members of the Druiminn branch are completely immobile from fusing with certain plants, live in Ireland, or both.
Ciel McCarthy: The McCarthy and Druiminn families have performed research with each other in the past, prior to the Industrial Revolution. Little contact has been had since then, however. Sláine is nervous around Ciel since the latter is so skilled with Flame Magecraft, but he respects the history that their families had.
(Rest to be filled out when all characters are submitted.)
Origin: Restoration Element: Wood School of Magecraft: Druidcraft, along with a mix of Spiritual Surgery/Healing.
List of Skills/Spells: (Spells that activate the + modifiers of Sláine's Magic Circuits will be marked with a *)
Basic Druidcraft: Not a spell, but a small collection of spells selected for convenience for Members of the Yggdmillennia family, specifically those of the Druiminn subgroup. These include Tròcair Llyr, a spell that takes minimal magical energy and condenses the water vapor in the air into a container the caster touches. Èiginn Amaethon takes nearly all of Sláine Od, and is a spell that massively boosts the lifecycle of a plant. This can cause a Sapling to become a full-grown tree in a matter of hours, or cause plants to drop dozens of fresh fruits in mere minutes. This growth cannot be stopped once started, so most plants will die in a matter of a day or two. Finally, there is Stiùireadh Druantia, a spell that instantly gives knowledge of all plant and animal life in a 5-meter radius, but can be boosted massively with higher Magical Energy costs. In less Urban environments, like a Forest, this can allow someone to navigate the area with their eyes closed.
Làmh Diancecht*: Healing Magecraft of great power, this was one of the primary reasons the Druiminn family survived in the Mage's Association political landscape for as long as they did. Làmh Diancecht is capable of curing nearly any wound, disease, or poison within seconds, merely by applying the caster's hands to the patient's skin. It's even strong enough to allow a normal human to survive standing next to a Hydra... for a minute or two. The primary limitation in this is the magical energy requirements involved - Even with Sláine's large stores when it comes to Healing Magecraft, he is only able to cast this spell twice before running out of Od. That's not even including that the spell has a Ten-Verse incantation, making it difficult to pull off in combat.
Maighstir Brigit: An application of Healing magic on plants, this spell allows for the manipulation of living plant matter, forcing highspeed growth that is desirable for the user. For example, a tree could be shaped into a living home (over the course of several days, due to the Magical Energy required), or a cactus could entrap an enemy. Costs less magical energy than Èiginn Amaethon, but this spell can not be used to generate mass amounts of fruits or seeds. Only currently existing plant matter can be generated.
Teanga Ogma: Through physical contact with a plant or animal, Sláine can see their recent past. When used on Plants this is only really good for seeing when the sun was blocked, or if something stepped on a patch of grass. However, this can be used on Animals to see anything they've experienced in the last day, allowing for much better tracking of others as well as finding certain information. It also can be used to pacify either plants or animals on contact. It cannot be used on Humans, Servants, or phantasmal species created from Magecraft of a Caster or a Servant's Noble Phantasm. Vastly less expensive when used on plants.
Dìon Lugh*: Passively accelerates the healing of living creatures in the surroundings by granting them a connection to the surrounding plant life. In areas with immense amounts of plant life, like a forest, this is incredibly effective to the point multiple major wounds could be healed over the course of an hour or two. In more urban parts of Trifas, this would only double a person's natural healing rate at most. This is a combination of Spiritual Surgery and Healing Magecraft, restoring both the Body and Mind, as well as lessening the effects of certain Curses. The base range is 5 meters from Sláine, but this can be increased by increasing Magical Energy cost. Every 5 meters added to the range doubles the Magical Energy cost. Due to his Mystic Code's nature and it being a physical part of his body, Sláine benefits from 1.5x as much healing than another person would in his aura.
Medical Knowledge: Sláine is skilled at patching other people up, a combination of ingrained skill as a Homunculus as well as passion from his Origin. He can perform First Aid very effectively, dress most wounds and prevent infection with supplies that can be found in nature, and even perform simple surgeries, such as removing bullets from certain parts of the body. Due to the lack of proficiency with technology that most magi possess, Sláine is mostly restricted to archaic supplies and whatever he can gather from the surroundings.
Gardening: The Druiminn family used to be one of the primary advising staff in the Department of Botany of the Clock Tower during their brief membership in the Mage's Association, specifically being the heads of the Department of Agriculture. They mostly taught the proper methods of growing various plants, both mundane and phantasmal, as well as some of their more basic uses. Sláine inherited this knowledge and can grow plants more skillfully than most others.
Mystic Codes: "Parasitic Vines: Dorn Morrigan", the Flowers of Algernon: Less of a Mystic Code and more of a physical part of Sláine's body, this artificial plant species implanted inside of Sláine is a coiling mass of Vines, thorns, and Flowers. They act as a sort of Prehensile Circulatory System, circulating blood throughout his body while also being moved and manipulated at his will. When Sláine is cut, he can forcefully push the Mystic Code out through the wound, allowing him to use the vines to attack or map out his environment. They're strong enough to support up to 100 kg in weight but can only hold 70 kg without strain. and while they are only as durable and sharp as mundane plant thorns, their high speeds can make them an effective weapon against other Magi (albeit worthless against almost any real defensive Magecraft).
The Mystic Code can be extended about 500 meters in a single line before starting to negatively impact Sláine's ability to circulate blood, and he can store a total of 7 Flowers before needing to remove any. The Mystic Code rapidly generates new vines and flowers (around 50 meters of vine and 1 flower daily), but destroying large sections of it at once or setting Sláine on fire would devastate his circulatory system.
The real use of this Mystic Code, however, is its ability to steal portions of a natural attribute of other living things by forcing one of the flowers into them. This includes things such as a person's physical health, the stamina from someone who just slept, or the nutrients from a plant. However, only Physical and Mental qualities can be stolen, not qualities that are based on the soul like Mystic Eyes or Magic Circuits. It also can't steal traits that aren't present at birth, such as a skill someone has learned or someone's memories. The process is completely temporary in nature - within the span of a day or two at most, the stolen quality will slowly diminish until it is gone, while slowly returning to the person it was stolen from, with the implanted Flower dissolving in the host's blood at this point. Finally, physically removing the implanted Flower with surgery or Magecraft will instantly restore the stolen trait.
This process of stealing can be done in reverse, which is usually what Sláine uses his Mystic Code for - a means of transferring his own stamina, health, and other attributes to his allies.
Circuit Quality: C+ (+ modifier applies when using Magecraft connected to his Origin.) Circuit Quantity: C++ (++ modifier applies when using Magecraft connected to his Origin.)
Other: Sláine is able to speak Irish, Scottish, Gaelic, and English. He was unable to speak Romanian prior to the war, but the Druimmin implanted knowledge of it in him.
Sláine will respond to the vast majority of nicknames given to him, even if they are rude or derogatory.
Sláine has to remove large amounts of vine and flowers that his Mystic Code generates daily, or else he would have vines unable to fit in his body that constantly trail behind him.
Sláine made up the name Flowers for Algernon for his Mystic Code after reading the titular novel, and prefers to use that over the actual name.
Hello hello! Now that I'm free from COVID hell, I would like to claim a spot! I tried finishing it, but it is getting really late, and I need to sleep! Sorry about this!
Okay, got a lot to get to today but I’ll start with what I can before I go to work.
@Cu Chulainn Cadmus is accepted. Darnic welcomes this punished king to Yggdmillennia’s ranks as commander.
@Duoya I might have a few things to ask you about in PMs, but for all intents and purposes, Sláine is accepted. I really enjoyed reading his bio and it’s clear a lot of thought went into it. I’m already positive he’ll be a better homunculus Master than Sieg ever was lol
@Heavy Snark I’ll get to Ms. Matters later (though just to be clear, you did ask SSW about partnering up first, right?). I’ll need to do some minor research on Hermeticism, but right now the only thing that sticks out to me is that we now have two Masters who rely on offense-oriented elemental magic. This isn’t necessarily a bad thing on the surface, however I feel like some variety wouldn’t be amiss either. Another thing to consider is that Yggdmillennia makes up for a lack of quality with quantity. Even the clan scions chosen to participate in the Grail War aren’t universally strong enough to be well-suited to combat (like Caules), often contributing in other ways (like Roche with his golems and, presumably, Celenike with her curses).
This isn’t to say I find the idea of Hermetic magecraft based around bodily possession intriguing, just that we could maybe workshop it a bit.
@Turboshitter About going less "fighty fight" I'll attempt to do something about it, though if I start having problems on that end I might just switch to another character I've got made already, a Chimera maker ala Shou Tucker. Also about asking for permission I didn't notice someone already had made the Caster due to her/him/them(?) not being in the character tab when I started making this sheet. Well better late than never.
@SSW Would you be alright with Aletheia being Tiresias Master? If not then I'll ask someone else.
@Turboshitter About going less "fighty fight" I'll attempt to do something about it, though if I start having problems on that end I might just switch to another character I've got made already, a Chimera maker ala Shou Tucker. Also about asking for permission I didn't notice someone already had made the Caster due to her/him/them(?) not being in the character tab when I started making this sheet. Well better late than never.
@SSW Would you be alright with Aletheia being Tiresias Master? If not then I'll ask someone else.
If you can’t make Aletheia less fighty-fighty, then a chimera master sounds excellent as well! They both sound like great characters, I’m just looking to enforce a certain theme/aesthetic of Yggdmillennia being the “quantity” to the Mage’s Association’s “quality”.
Your characters can be badasses but ultimately you’re still the scrappy underdogs in this scenario, so it’s to your benefit not to funnel too many resources into direct combat when you have Servants to cover that angle anyway. As the 0th post hinted, I’m going to be fleshing out the Red Faction Masters that never got to show up in Apocrypha and they are monsters.
If anyone would like to be Cadmus's Master, I can only ask that you talk about his sister enough times for him to be influenced to make a mecha. That is all.
That said, I would also make a Master, but all my previous ideas are too Eastern and seeing as we have so many interests, I don't want to be greedy and take up two slots since I don't have much ideas anyway.
If anyone would like to be Cadmus's Master, I can only ask that you talk about his sister enough times for him to be influences to make a mecha. That is all.
That said, I would also make a Master, but all my previous ideas are too Eastern and seeing as we have so many interests, I don't want to be greedy and take up two slots since I don't have much ideas anyway.
If nobody else offers to make a Master, there is Darnic. However I’ve decided that his knowledge of the Grail’s guts is important enough that he doesn’t need to participate directly in combat if there’s a universal demand for all seven Master slots to be given to players. Probably not an IC decision for Darnic in canon, but it makes things more fun.
Show of hands, who here would like a Discord and who doesn’t care? I’m more than up for making one if you think it’ll help facilitate long term interest and investment in the RP but I will say that odds are I won’t be participating in many voice calls. I tend to either be at work or tied up with other social obligations most of the week, so calls are a little out of the question for me unless it’s something important (I would be more than happy to chat via text though)
@TurboshitterFull disclosure I had a personal distaste for discord when it comes to roleplays on this site. After more than half a decade on this site, and the old one I've lost WAY too many roleplays to count on people not to leave so I view discords as just another thing to leave if things unfortunately go south. Sounds really nihilistic but just how I view it.
I feel a Discord helps more often than not, it serves as a way to talk about character interaction, discuss the setting, and just interact with each other OOC without cluttering up the OOC thread. So yeah I'm going to cast my vote as a yes for Discord.
I'd prefer a discord, though I don't think it's essential, and there are situations where having one doesn't help, like if the GM just grudgingly makes one that they aren't really active on, but that doesn't seem to be the case here.
@Heavy SnarkHave you decided whether you're sticking with your current master or switching to a chimera crafter? I'd prefer not to commit just yet if you haven't.