Update: No ranking system.
This is set in modern day times in the year of 2015.
The' Holy Grail' is an artifact famous throughout history as an object of immeasurable power, said to have the power to grant any wish. Mages, Sorcerers, Witches, Mystics, and Humans alike have sought out this object in hopes of claiming its power. Though some were driven by moral obligations and family honor, others seeking it for more treacherous plots. Thus the War of the Holy Grail began, a contest in which seven mages summon Heroic Spirits to compete to obtain the power of the "Holy Grail," which grants a miracle. After two unfinished Wars a sudden change began. What was originally a contest between seven Masters and Servants suddenly turned in more then 15 pairs battling in this winner takes all deathmatch.
Fuyuki City, a wondrous city, was suddenly overrun by God like deities and past warlords from all across history and legends. Unexpectedly the War consumed the City in only its first night, the Third Holy Grail War spilling out throughout Japan, and by it's conclusion the World. A winner was declared. Suzaku Moshitake, a military weapons specialist and his Servant Muramasa. With their wish they craved their names into history. A new empire rose from the East. Under their rule the world was cast into depression, chaos, starvation, murder, and power became your only chance of survival. With the next Grail War on the horizon the Moshitake Empire has began eliminating potential contestants hoping to secure their victory for the Emperor. Japan will once again become a battlefield with Fuyuki City as its start. As the masters and Servants begin to rise one can only hope a savior will rise.
Servants are Heroic Spirits made into special familiars that are bound to the Master. Pure Heroic Spirits can only be summoned by the World, and summoning even one is considered to be a miraculous occurrence. Even the Holy Grail lacks the power to summon a true Heroic Spirit, so the process is facilitated by summoning the into one of seven vessels prepared beforehand. These vessels, classes, are classified based on their primary roles. Heroic Spirits can be summoned into any "class" that reflects the abilities they had in life. While they generally appear as they were in their prime, those with some kind of curse or strong attachment to their appearance can even be summoned in the form they had just before death.
Although too powerful to be controlled by humans, the prospect of having a wish granted by the Holy Grail serves as incentive cooperate with a Master. There are also those who lack an actual wish, instead simply wishing to battle other heroes freely. They also require their master as an anchor to the world, so killing their Master would go against their purpose. Masters also possess three Command Spells with which to force a Servant to obey their orders.
The Servant system was designed to summon only the souls of "true" heroes - benevolent, honorable, and selfless protectors of humanity and justice. Due to the corruption of the Holy Grail in Third Holy Grail War, evil spirits can be summoned. These entities can still be considered to be Heroic Spirits if they were widely worshipped, respected, or feared in life.
“Spiritual Body” is a word that describes an existence with spiritual properties. In other words, a shape is constructed without relying on components with physical properties. On the other hand, “Material Body” means something that is identical in structure as our flesh bodies. A Material Body, just like us, cannot walk through walls, and will hurt and become wounded when beaten with an iron baton. However, a Spirit Body is capable of completely disregarding such physical interference. Attacking a Spiritual Body with a baton or sword (unless they are magical items) will only hit empty space.
When Servants materialize, they acquire Material Bodies in this world. They can also switch to Spiritual Bodies through their will. Spiritual Bodies have the advantages such as low mana consumption, and difficult to be detected by enemies. One of the properties of a Spiritual Body is that it is unaffected by physical interference, but conversely it is difficult for a Spiritual Body to affect a Material Body. As a result, Servants Materialize when engaging in combat.
Servants can revert to spirit form when not in battle at will, to reduce the burden on their Masters. In this form they can pass through inorganic substances that aren't dense with mana; they are also invisible to the naked eye (except for the Master they're connected with) and most forms of scrying in this state, facilitating the concealment of their identity.They cannot be affected by normal interference when dematerialized, but need to materialize for battle. As Human Spirits are they able to consume the souls and minds of people and convert them into energy. Their basic abilities do not change from such nourishment, but they become tougher as their magical energy capacity increases, a major side effect being the corruption of the Servants soul.
When a Heroic Spirit emerges into this world, he first acquires a Spiritual Core. The Heroic Spirit then materialises as the body envelopes this Spiritual Core. In order to defeat a Heroic Spirit, one must inflict damage to the Spiritual Core. The Spiritual Core gradually diminishes as a result of massive magical energy expenditure or sustaining bodily damage. Under these adverse conditions, the Heroic Spirit’s expenditure of magical energy will escalate, and should damaged be inflicted through powerful magical energy, curse, or Noble Phantasm, the Spiritual Core will be destroyed, and the Heroic Spirit will no long be able to remain materialized, aka death. The heart and head are connected directly to the Spiritual Core, thus they are the weaknesses of Heroic Spirits. Sustaining damage at these locations will significantly weaken the Spiritual Core.
Summoning your Servant. At the being all Masters will start by summoning their spirits. You only get ONE Servant unless I say otherwise. I don't mind you summoning under any of the classes but their must at least be ONE of every class.
When summoned, Servants are imparted with knowledge of technology, culture, science, and terms of the era they were summoned into, as well as skill in languages. This is largely to prevent Servants from periods significantly before the era of a Grail War in question from suffering crippling culture shock which would otherwise prevent them from fulfilling their duties, and also enable them to blend in with that era's society. It is not all-encompassing, so concepts may have to still be explained to them. Without such knowledge, a Servant's potential would be crippled. This knowledge does not just cover history but all aspects of "modern" life during the Grail War in question, to the point that Servants can find things that would have been unthinkable in their lifetimes to be mundane or even worthy of scorn. This doesn't make all Servant's rocket scientists.
Battles between Servants can be called a process of gradually shaving off the magical energy that forms the their bodies. Attacks that consume a great amount of magical energy will inflict a massive amount of damage on the opponent, but it will also weaken the attacker in the process. In order to inflict a great amount of damage with minimum expenditure of magical energy, it is necessary for them to collect intelligence regarding the enemy and assault their weakness. The greatest weapon is their Noble Phantasm, and a battle between Servants can often be called a battle between Noble Phantasms.
The true name of a Servant is something vital to battle, as it can reveal much about them. It can reveal certain traits about their abilities, allowing for specific countermeasures, and there are many famous heroes that had met untimely deaths in life. Those killed by poison will be more susceptible to it, those shot down by arrows will be weak against them, and those with weak spots will be severely disadvantaged. There are also things like the traits of a dragon being weak against dragon-slaying weapons, and even without such a specific countermeasure, releasing that information to the other Masters can allow for other countermeasures.
Famous heroes like King Arthur are very likely to have their identities found out more easily than others. Simply glancing upon Excalibur is enough for any Heroic Spirit to know his name, while someone like Muramasa is able to show off his prototype Noble Phantasms without many being able to guess. Others need to utilize their Noble Phantasms before they reveal themselves, but it may require deductive reasoning even then. There are those without specific weaknesses whose true names will bring no trouble if revealed like Zeus or Hercules.
Their strength can be likened to the attack power of one "fighter", too overpowering for a single person to stand against. It would still take them many times to refuel in order to destroy a city. Their main strength is their inability to be harmed by regular weapons, meaning that even though there are numerous destructive modern weapons, Servants are among the most powerful. Just as a fighter can load a nuclear warhead, each Servant has their own Noble Phantams, and the ones with ridiculously powerful ones are the main reason for likening them to a fighter.
Servant Classes:Heroic Spirits summoned by the Holy Grail are placed into one of several categories. Each 'class' has a set amount of mana needed for the Grail to grant the final wish. The seven standard classes are Saber, Lancer, Archer, Rider, Caster, Assassin, and Berserker. The Three Knight classes are the only Servants who will definitely be summoned according to the framework of the Holy Grail War, allowing for variation in the rest of the classes. More than one person can be summoned to the same class. If more the one person try's to summon the exact same person in the exact same class the Grail will decide based upon the personalities and souls of those summoning and then give the servant to the one most worthy.
Saber: Servants placed within this class are agile and powerful melee warriors. It is commonly assumed to be the best class overall, with high ratings in all categories. It is one of the three Knight classes, together with Lancer and Archer and also possesses the Riding skill like the Rider class. If you summon a warrior from the past but they were not of the sword class then their other skills will be drained to a certain point to boost there swordsmanship. This could potential waste that Hero due to them never having such high skill in swordsmanship to begin with. So basically summon a swordsmen for the saber class. Same with the rest. But a few are different. equals-1/2 the mana needed for the wish. No questions asked.
Lancer: Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. It is one of the three Knight classes, together with Archer and Saber. Lancer bares two curses. The Curse of beauty or Charm magic. This can be used to seduce one's enemy and gain allies or leave a enemy open to attack, or even to exploit the opposite sex. Those with strong magic resistance can fight the curse. The Curse of Death. Any Servant summoned under the Lancer class can be made to commit Suicide with the use of one command spell. Equals 1/6 of the total mana needs to grant the wish. If using the Curse of Death that amount becomes 7/8 the total needed at the cost of your wish being granted but not exactly as you wished.
Archer: Servants placed within this class are usually proficient with projectiles and can survive longer without a Master nearby, thanks to their special ability Independent Action; the strongest Archers can be difficult to control at times, in fact, due to their near-total independence from their "Masters". It is one of the three Knight classes, together with Lancer and Saber. They boost some of the highest mana power alongside Saber and Beserker. Depending on the hero summoned it can equal from as low as 2/6-1/2 the mana needed for the wish this depends on if the Archer is good or evil. Neutral Archer equal 1/3 the mana.
Rider: Servants placed within this class place emphasis upon speed and powerful Noble Phantasms, which often include their mounts. Their special skill is Riding, which allows them to fully utilize abilities of their mounts (which can range from simple horses to mechanical vehicles to divine or supernatural creatures. They're Noble Phantasms can be solid techniques and not just a weapon. They are the more versatile and equal 1/6 the amount needed
Caster: Servants placed within this class are adept in magecraft and have a special ability akin to Reality Marble, called Territory Creation, which alters or creates space around them to enhance their sorcery. This can be you getting inside of a giant monster that you summoned. Think Jedi no sword all tricks. Very hard to kill. These are your trolls and I'll be using a Caster to help move the RPG along. 1/6 the mana needed. CANNOT SURVIVE FIGHTING UPFRONT. Dr. Strange basically.
Assassin: Servants placed within this class are always, as a rule, one of the 19 Hassan i Sabbah, the leaders of the clan of the Hashshashins who passed their name down. This rule comes from how the word "assassin" itself finds its etymological roots in that clan. The Assassins' special ability is Presence Concealment, which allows them to remain undetected. Offset by their stealth is their weak combat skills. Due to this, Assassins often target Masters instead of Servants. You can summon outside of the original clan. A more agile form of Caster. 1/6 the mana needed.
Berserker: Servants placed within this class are always heroes who have gone berserk in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness (i.e. sanity) for a large power boost. Most Masters are incapable of controlling their Servant once Mad Enhancement has been activated, which eventually results in their death. One can control the Berserker class if the master has an ENORMOUS amount of mana to give. Monks and those of high spiritual nature can do this flawlessly. 1/6 the mana needed.
Side classes that are not as powerful as the top seven each equals 1/7 the power needed for the wish. But their power is FAR different.
Avenger: It is not one of the seven normal classes. This is the class given to NOBLE spirits whom swore to protect the world from evil. They center around agility, swordsmanship, and casual magic skills. They however boost a mana power equal to Berserker but for a limited time.
Saver: This is an irregular class. They center around healing, poisons, and other none direct tactics. Saver is a "messiah" type Servant. Strong mana power equal to Caster.
Beast: This class is a special container for evil creatures whom CANNOT be controlled. They consume all life around them and give it to their Master whom can grant the Beast power based upon spells. They start with 6 command spells. They boost the highest mana power of all the classes. See Phantasm Beast section below.
Noble Phantasms are "crystallized mysteries", armaments made using the imagination of humans as their core, and weapons or abilities owned by Heroic Spirits. They are the embodiment of the ultimate mysteries of a hero that symbolizes his existence through historical facts and anecdotes. They can be general weapons, such as swords, lances, and bows, or support items, such as rings and crowns. They can also be abstract concepts, like abilities, curses, and changes to the environment and its physical properties. Noble Phantasms are considered to be a Servant's trump card and are activated by channeling prana into them and releasing their true names and forms.
It is possible to sacrifice a Noble Phantasm for an attack that is one rank higher, which is called a Broken Phantasm. If a Noble Phantasm is packed with prana, it can be made to explode after striking its target. It is nearly impossible to repair a destroyed Noble Phantasm, and as they are the trump cards of Heroic Spirits, they are unlikely to take such measures. Muramasa, in my story he's the main Servant combatant is a special case, as he can reproduce as many copies of Noble Phantasms as his prana will allow due to Craftsman Basement, allowing him to also counterbalance the fact that all of his projections are lowered by one rank.
Noble Phantasms are classified by their effectiveness against enemies.
Anti-Unit Noble Phantasm- Anti-Unit Noble Phantasms are those specialized against defeating other people in single combat. Compared to stronger weapons, they will not go beyond defeating other beings no matter how strong the magical energy or curse they wield. Example you hide Excalibur's identity with Saber's Invisible Air that wouldn't increase the speed of an action like chopping wood, and says a spear made to seal the fate, which strikes the opponent's heart, would just be a strong lance if the target is a rock or a house. The advantage over stronger weapons is that they can be compared to guns with unlimited ammo while Anti-Army Noble Phantasms are one-time missiles. Missiles are more powerful, but an Anti-Unit can be continuous like Invisible Air. There are also those that are very cost effective like the spear, so it can be called a sure-hit arrow that is better at killing single people than a cannonball use for many. Most Saber class fighters have powerful Anti-Unit NP's due to this type of weapons having straight-forward and powerful passive abilities. It's not of heard of to find a Anti-Unit weapon that can rival that of Anti-Fortress types and above.
Anti-Army Noble Phantasm - Anti-Army Noble Phantasms are those with a wide enough range to be specialized against armies. They are more powerful weapons than Anti-Unit Noble Phantasms, capable of easily blowing them away, but they must be used more wisely because of their larger cost. Using an these Noble Phantasm takes a great deal of mana, so they must wait before they can use it again. Guns, launchers, summoning, animal control, bows, lances, anything you can make boom with.
Anti-Fortress Noble Phantasm - This rank has powerful Noble Phantasms that can even blow away solid fortified structures. While the difference between Anti-Unit and Anti-Army is the variation in area of effect, Anti-Fortress Noble Phantasms are distinguished from other categories by the great difference in power. The strain of these types are even greater then that of Anti-Army types simply due to the fact that while an Anti-Army type could simply be firing objects, or energy repeatedly an Anti-Fortress type has the potential to destroy multiple city blocks in one more. This power consumption can be fatal to the user if the attack doesn't hit or steps were taken to dull or even stop it's effects.
Anti-World Noble Phantasm - While the actual output is around the level of Excalibur, its effect that is unquestionably that of the legend of "ripping the world" puts the sword in a special category. These are like magic blockers. So if you trapped in a Reaility marble or something you can get out. Repreated use of this can be taxing on the user.
Anti-Thaumaturgy Noble Phantasm - The classification of Rule Breaker belongs to this rank. A special rank that deals with augmenting one's self, other's, pushing past your limits for a set time. Characters with hidden techniques/unknown or impractical abilibies, or Magecraft type attacks, @Valkarma , suit well in this class. Armor or special conditions can be added to one's Magic and abilities
The Magus Association: Once the mediators of the the Grail War they were all up wiped out by the new Empire. After the Grail granted Suzaku's wish of being the 'ultimate human', effectively turning him into a demi-god, he went on to completely destroy the MA. Those that survived formed the resistance group under the same name. These are several groups of mages from across the globe that have no set leader. They all simply wish to destroy the Empire and liberate the planet. All Mages of the MA are powerful warriors capable to superhuman feats.
Phantasmal Beast is the common term used to refer to all non-human creatures that are found in legends. Rather than a classification for a separate ranking for beasts, it encompasses everything from demi-humans, such as fairies and giants, to monsters, such as dragons and oni. They differ from the imaginary Demons, as they are active creatures rather than passive existences. Similarly to how magi gain power through the accumulation of knowledge, those of the Phantasm Races become stronger through the accumulation of time. Modern Magecraft is the sum of five hundred years of study, while the Phantasmal Species date back to the Age of Gods. Magi that only have a mystical lineage that spans five hundred years cannot hope to match or reproduce mysteries that have accumulated thousands of years and have an existence that is on par with the five modern Magics. They embody mysteries simply by existing and it is said to be a miracle if one is simply observed.
Many of the Phantasmal Beasts fall into the category of Phantasm Ride, which is the common denomination for all creatures that do not fit in the ordinary biological classification for living beings and those that do not fall within the normal ecosystem. The term "beast" is a thaumaturgical term, and it does not necessarily mean quadrupedal mammals. They are true deviations from biology that cannot be explained by immature research or sudden mutations. They can be ranked into three categories, which change as the creatures age and increase in power towards becoming higher existences. The lowest rank is Monstrous Beasts, which then change into Phantasmal Beasts, and finally become classified as Divine Beasts.
Monstrous Beasts: Those that run from instinct. Or normally actual mythological beasts, such as Chimera, Gryphons, and hydra from examples. The Krakken maybe.
Phantasmal Beasts: where your two villans fall under is a class that are more humaniod creatures. So Vampires, Werewolves, Mermaids, etc.
Divine Beasts: Pegasus and Dragons. Those kind creatures. Yep. Rider automatically gets his own Divine Beast. Also all of these don't have creatures. Could be a motorcycle if you can do it. Even future characters are welcome.
Sample Character sheets:
Name: (You can be from anywhere but you travel to Fuyuki City, Japan as a tribal like mark appeared on your body. Humanity doesn't know about the Grail War yet does know Magic exists.
Age: 12-100. (Wouldn't wanna do the whole 100 think. Your not very mobile but may have a ridiculous amount of mana for yourself and Servant.)
Race: Human, Mage, Witch, Sorceror, etc. No Vampires, Werewolves. Sorry.
Alignment: (The Empire, The Magus Association, or be a loner or create your own group with other players. That is perfectly fine)
Abilities: (Your Magic can be of your choosing but I will Pm you special conditions for that type of power.)
Weaponry: (From Swords to Guns to whatever Magical wonders you can come up with. You will also be given a PM for your weapons some will like others will not.)
Bio: (What drew you toward the Grail? What drives and makes you you? at least 2-3 paragraphs.)
Real Name: (That's a given.)
Alias: (What name do you truly go by)
Appearance Age: (How you look)
Real Age: (From history or whatever you decide to create.)
Race: (Human, Demi-God, Half-Dragon, Go crazy, sorry but Aliens do not exist in this story but space like materials do. So a sword made from Pluto's surface is believable, through magic I suppose.)
True Appearance: (When battle ready)
Alias Appearance: (It can literally whatever you want. I will personally be a Cat. You'll use this during the day mainly when fighting isn't really going on.)
Personality: (Can be while hidden or when fight. It's a War so I encourage the underhanded tactics)
Alignment: (Where do you said. With the Empire, Some Resistance Group, The Newly formed Magus Foundation, or are you in it for yourself La next Emperor.)
Servant Battle Information
Class: (Saber, Lancer, so on.)
Abilities: (Your Magic can be of your choosing three you choose. I give you two extra.)
Noble Phantasms: (From Swords to Guns to whatever Magical wonders you can come up with. You can't be a man from the samurai era with a gun as your Noble Phantasm unless you have one heck of a background and story. Also you can have up to three but of different ranks, exp Anti-Unit, Anti-Army, so forth.)
Name: ( It's name)
Type Anti-Unit, Anti-World, etc)
Appearance: (How does it look?)
History/Abilities: (Where did it come from. How did it impact your time?)
Bio: (What drew you toward the Grail? What drives and makes you you? at least 2-3 paragraphs.)
Name: Emperor Suzaku
Age: 35 this War takes place 15 years after the last.
Race: Phantasmal Beast
Personality: A evil, ruthless, and relentless tyrant bent on keeping his Empire at the top. Thought he speaks and acts in a polite, spoft-spoken manner. He rarely shows signs of distress or worry even if situations are stacked against him.
Alignment: He's the Emperor.
Abilities: Super Strength, Speed, Senses, and Endurance. Master of all Marital Arts
Weaponry: Cybuster, a Noble Phantasm Prototype crafted my Muramasa and can only be wielded by him. it boosts his already dangerous Demi-God abilities.
Bio: Born to a military family in the heart of Japan. Growing up as a warrior with honor Suzaku hated Wars, death, and Evil in general. Upon joining the military he quickly rose into a legend. His skills unparalleled and his tactics effective in their brutality. As the years past Suzaku came to hate the world and when the Grail choose him as a Master he felt as if his prayers were answered. After kill three Masters on the first night alone Suzaku came to be fear among Masters and Servant's alike. His own Servant, the Legendary Muramasa, was equal if not stronger then the other classes. After winning he became a Demi-God and rules under a iron fist. He is currently in Japan as the Grail War begins again.
Real Name: Muramasa
Alias: Demon Arms
Appearance Age: 24
Real Age: Unknown
Race: Phantasmal Beast
True Appearance : http://img-cache.cdn.gaiaonline.com/...44/samurai.jpg
Alias Appearance: The same
Personality: Soft-spoken, serene and humble, Muramasa's usual demeanor suits his effeminate appearance perfectly. Always willing to put others before himself, both in terms of well-being and social standing. He carries himself with an air of amicable temperance, politely conversing with the people he encounters and freely giving his meager services to those who need a hand. Muramasa doesn't hesitate to put himself in the path of harm to shield those around him and often attempts to diffuse contentious situations with soft, calming words and a somewhat clownish personality involving feigned clumsiness. These traits lead those unfamiliar with Muramasa to view him as ineffectual or easily exploitable, but more perceptive people become aware in short order that his gift for placatory eloquence and veiled redirection of disagreeable situations suggest a deep wisdom belied by his youthful, unassuming visage. But when his strength as a Servant is insufficient to defend against a particularly threatening foe, Muramasa's restraint falters and his personality reverts to that of his days as Demo Armsi. He immediately abandons his serene humility and normally warm nature becomes cold and distant, allowing him to contemplate taking the life of his opponent and even make vicious, bloodthirsty threats. This side of his personality is one that Muramasa struggles to suppress despite the fact that it keeps emerging when he is under great stress and in need of extra strength. His greatest fear is that, one day, he will return to his former self and become a harbinger of Death once more.
Alignment: Second in command of the Holy Empire and rules beside Suzaku.
Abilities: Riding is expertise to ride animals and vehicles. Small Phantasmal Beasts. Slight resistence against monstrous beasts.
Bravery is the ability to negate mental interference such as pressure, confusion and fascination. Not usable under the effects of Mad Enhancement. Bonus effect of increasing melee damage.
Clairvoyance is superior visual perception. Supplement long-range aiming and increases dynamic vision. Capable of keeping track of fast-moving object within a range of 4kms.
Noble Phantasms: Muramasa
Type: Anti-Unit Noble Phantasm.
History/Abilities: This is his greatest creation-a dead give away to his history. See pic for appearance of the sword. Crafted from the hardest magical materials and embedded with his soul. He boosts his own power to their maximum. Further heightened by his status as the only 'living' Servant. The only drawbacks that he cannot use any other abilities or Noble Phantasms.
Name: The Craftsmen Basement
History/Abilities: This is the magical manifestation of his time as history's greatest swords-smith. He is able to summon prototypes of his creations to use for battle. This includes daggers, knives, clubs, maces, lances, swords, short swords, staffs, and due to his recent time with humanity guns, and explosives. However weapons summoned that are past the Fuedel era of Japan suffer a MASSIVE damage reduction. Each one goes through Broken Phantasm in one hit. They are one time use. It's classified as Anti-Army because several can be summoned and thrown or used at the same time.
Bio: During the blood era of wars, and samurai a lone craftsmen worked night and day, forging weapons for the Shogunate. Under the hate, and anger of Japan Muramasa forged and forged. With each weapon crafted a bit of his soul left him. With each life it reaped even more. As his legend grew enemy states wished him dead. So began his life as Demon Arms Muramasa. Use his flawless weaponry and even equal natural swordsmanship Muramasa helped usher in a significant era for Japan. His life was taken however at a young age. At the age of 24 the boy was struck down by none other then the love of his life. Grief stricken he watched as she cursed his name and his weapons. The magical Grail called to him and added him into the stock of Spirits ready for the Grail Wars.
15 years ago Muramasa was summon to a young man by the name of Suzaku. A polite young man yet had a burning hatred deep within. It matched his own. Together they used every amount of knowledge they most had. While Suzaku used guns to kill Masters in broad daylight Muramasa kept the other spirits busy. He proved more then a match for the other pairs and within a few days of the end of the War the two unlocked a power that was forever buried with the death of those whom saw it. That power allowed them to win the Third Grail War but in turn their madness and thirst for vengeance corrupted the Grail. it granted their wish for power and together they now rule the world. However a tainted Grail wish has it's draw backs. Both men have been stricken with a disease special to them and untraceable. It will harm no others. If they do not win the Fourth Grail War they will be forced to submit their power and be cast into the lowest reaches of the Grail, known as Heroes Graveyard.