[hider=Interlude III: The Cheese Touch] [center][h2][color=C0392B]Archer of the Wild Hunt[/color][/h2][img]https://i.ibb.co/mzXQzYw/Image.png[/img][h2][color=C0392B]Furbaide Ferbend[/color][/h2][/center][hr] [color=C0392B][b]Titles[/b][/color]: The Horned Huntsman. His birth name is Diarmaid, but he seems to be embarrassed about it. [color=C0392B][b]Source[/b][/color]: Celtic Mythology, Ulster Cycle [color=C0392B][b]Region[/b][/color]: Ireland [color=C0392B][b]Gender[/b][/color]: Male [color=C0392B][b]Alignment[/b][/color]: True Neutral [color=C0392B][b]Armament[/b][/color]: Sling. Anything that can fit into the sling can be used as ammunition. [color=C0392B][b]Appearance[/b][/color]: 5'6", athletic build. As an Archer, Furbaide has taken the form of a rugged huntsman, a firm body covered in scars and body paint, hiding his soft and youthful features behind an armor of bone and fur. Very fluffy. Naturally, the horns are his, although it is hard to tell with his helmet on. [color=C0392B][b]History[/b][/color]: This is the story of a youth, a prince born of the lineage of the true king of his land. A youth whose own mother had been slain by his mad aunt as he was born, carved out from his mother's own corpse. A youth who would be fostered by the greatest hero of his country. A youth whose own otherworldly beauty would stun his adversaries. A youth who would be named after the two horns sprouting out of his head. Furbaide Ferbend. As a boy, he was born and baptized into violence brought forth by his aunt, Medb, who had mortally wounded his own mother moments before he was born. This event would shape the rest of his life, leading him to follow the path of the warrior and becoming a Knight of the Red Branch. As a warrior of Ulster, Furbaide would defend his country in the Cattle Raid of Cooley, again spurned by the machinations of Connacht's mad queen. Vengeance stirred in his heart, a flame that had burned long within. From his very first breath, Furbaide would seek revenge against Medb, her countless atrocities against his people and his loved ones only adding more fuel to the fire in his heart. Like a hunter, Furbaide studied his quarry carefully, pinpointing the perfect place to strike. Within the island of Inchcleraun was the sacred bathing pool of Medb, where she would go to cleanse herself of her impurities. Roosting himself within the confines of this sacred well, Furbaide would meticulously study the distance between his position and where Medb would bathe. He would practice firing at this distance until he was able to make a clean shot, hitting an apple off the top of a stake. Once his aim was perfected, Furbaide would merely wait in that same position, awaiting the object of his ire to finally achieve the vengeance he had sought out. His target, however, came earlier than expected. Having come at a time where Furbaide was having lunch, he realized this was the only moment in a long time where he could truly end the reign of the woman who had caused him much suffering. He would finally be able to grant peace to the souls of his mother, his foster father, and all the people of Ulster who had lost their lives due to Medb's own selfish desires. As soon as she moved to the perfect position, Furbaide mobilized. The hunter grabbed his sling and clutched onto the object he was holding onto, a wedge of cheese, and made his shot at his quarry. A strike to the head was all it took to enact his vengeance. In truth, rather than an avatar of vengeance, it is more accurate to call Furbaide an "echo" of the wild god, Cernunnos, made evident with the horns growing from his head. A child cut out from his dead mother, who was also destined to die, instead grew to be a skilled hunter. It was his life's duty to hunt down the murderer of his mother not out of vengeance, but to bring balance once more. It is, after all, the Horned God's duty to watch over the beginning and end of cycles. To rein in the Triple Goddess and end her reign of tyranny before she could be a true threat to the World. In other words, it could be said that Furbaide's purpose of existence is to hunt and slay Medb. Of course, how else can a natural-born hunter truly study their prey, if not by fixating themselves on their target throughout their entire life? [color=C0392B][b]Personality[/b][/color]: Hunter-type Servant. Mostly keeps to himself. When given an order, Furbaide would fully engross himself into accomplishing his task until it is complete. This is especially towards tasks befit of a huntsman. Despite being a knight, Furbaide has no qualms about things such as honor or glory and is not above dirty tricks. Instead, he fights for those who depend on him. A ferocious hunter, while at the same time, a naive boy who has much to learn. Furbaide does not know much else aside from conflict or killing, displaying the innocence of youth when it comes to matters not relating to his expertise. This would be doubly accentuated when engrossed within the modern world. He prefers nature and the wild over cities and civilization. Furbaide has no wish, having accomplished what he believed was his sole purpose in life. However, he answers the call of the Grail regardless. Rather than seeking glory in battle, he instead desires the glory of the hunt... and what else would serve as a better quarry than other heroes of myth and legend? So long as he doesn't run into any more troublesome women, of course. [color=C0392B][b]Parameters[/b][/color] [color=C0392B]STR[/color]: [b]C[/b] [color=C0392B]END[/color]: [b]B[/b] [color=C0392B]AGI[/color]: [b]C[/b] [color=C0392B]MGI[/color]: [b]B[/b] [color=C0392B]LCK[/color]: [b]D[/b] [color=C0392B][b]Class Skills[/b][/color] [color=C0392B]Independent Action[/color]: [b]B+[/b] It is possible to stay in the world for two days without a Master, so long as efficiency is maximized. However, while within the territory of [i]Cairn Clonhugh[/i], it is possible to remain in the world for a much longer span of time. A true hunter is patient, choosing not to move from the same spot until his prey enters his sights. [color=C0392B]Magic Resistance[/color]: [b]C[/b] Cancels spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. [color=C0392B][b]Personal Skills[/b][/color] [color=C0392B]Bewitching Face[/color]: [b]A[/b] The untouched beauty of youth. Possesses an alluring countenance not unlike that of the gods, an otherworldly beauty that stops others in their tracks. While fighting against the Erna, they were incapable of laying a finger on him due to how beautiful he was. When looking upon Furbaide's bare face, the [i]fascination[/i] effect is applied to the target. Even if resisted, landing an attack becomes difficult. However, evasion by means of Magic Resistance is possible. It is also possible to temporarily increase the effectiveness of this ability by focusing his gaze on a single target. Once Furbaide has his full attention on someone, he is extremely hard to resist! [color=C0392B]Wild Hunter's Quarry[/color]: B++ The methodology of a trained huntsman, encompassing all matters of hunting and tracking prey. Simply put, it is the ability to study a target. Upon designating a target as his quarry, Furbaide is able to increase his understanding of his prey. However, this is only a superficial observation made primarily to deduce a target's tracks and locate their basic vulnerabilities. At this level, anything can be considered his quarry, even non-material entities. This skill would show its true effectiveness if the quarry is studied for a prolonged period of time. [color=C0392B]Clairvoyance[/color]: [b]C+[/b] The visual acuity of a natural hunter, honed with practice. Allows one to easily see and keep track of distant and fast-moving targets while also improving upon the accuracy of ranged weapons. In the case of Furbaide, accuracy has been perfected beyond the capabilities of standard vision in regards to his quarry. So long as visual confirmation is made and his sling is within reach, penalties in regards to accuracy, precision, and effective damage are ignored. No matter the distance, Furbaide is always a threat. [color=C0392B]Rune Magecraft[/color]: [b]C[/b] Possesses the 18 original Norse runes, the magic crest of Northern Europe. However, Furbaide's understanding of the runes is far shallower in comparison to his foster father as he did not receive direct training from the Land of Shadows. While he can utilize them effectively, he does not know their true meanings. In other words, a mere child in comparison to a true magus. Alongside its standard uses, Furbaide also possesses the Ath nGabla rune configuration from his vows as a Knight of the Red Branch. [color=C0392B][b]Noble Phantasms[/b][/color]: [color=C0392B]Name[/color]: [b]Carn Clonhugh[/b] [color=C0392B]Title[/color]: [i]Throne of the Wild God, of Oak and Holly[/i] [color=C0392B]Rank[/color]: C+ [color=C0392B]Type[/color]: Anti-Army [color=C0392B]Range[/color]: 10~40 [color=C0392B]Targets[/color]: 500 people [color=C0392B]Description[/color]: A Noble Phantasm named after the hill where Furbaide's tomb rests. Also, a Noble Phantasm that represents the Horned God's domain over nature and the wilderness. It is the creation of a land not too far off from a Caster's [i]Territory Creation[/i] skill, a territory where one is permitted to hunt. As such, it is a land advantageous to a hunter, granting many benefits. Upon invocation, the land where Furbaide shall hunt is determined at an instant. Until he leaves the designated territory, Furbaide's efficiency as a hunter increases while within. His presence is muffled, and his quarry become much easier to track and study. It is truly the domain of the Lord of Wild Things, and can even be invoked within the midst of other territories without alerting or otherwise disrupting the invaded territory. It was the very same manner that Furbaide had used to infiltrate the sacred well of Medb, remaining there for days without once being detected. Plus modifiers are granted if [i]Carn Clonhugh[/i] is designated in the wilderness, as it is only a natural place for a huntsman to take hunt. It should also be noted that this territory could be increases even further should Furbaide take the time to do so. With enough time, this territory could span an entire forest [color=C0392B]Name[/color]: [b]Aided Meidbe[/b] [color=C0392B]Title[/color]: [i]A Circle Undone[/i] [color=C0392B]Rank[/color]: B+ [color=C0392B]Type[/color]: Anti-Unit [color=C0392B]Range[/color]: 4~99 [color=C0392B]Targets[/color]: One person [color=C0392B]Description[/color]: A Noble Phantasm encompassing Furbaide's most famous deed, the slaying of Medb. Also a Noble Phantasm encompassing the Horned God's domain over cycles: Cycles of Summer and Winter, of Beginning and End, and of Life and Death. More specifically, it is the designation of death granted by the Horned God, delivered through Furbaide's sling. The bullet being fired by this Noble Phantasm does not matter, so long as it is shot by Furbaide's sling. As such, anything, even dairy products, can be used as a projectile. Upon invocation, Furbaide would begin to spin his sling rapidly, charging up momentum in his shot before releasing a projectile of certain death, a cursed bullet that inflicts [i]instant death[/i] to its target thrice, one for each facet of the Triple Goddess. It is a shot that requires Furbaide to strike his quarry for it to take any effect. When it does, however, it simply inflicts death three times over, requiring three successful LCK checks to survive. A designation of death granted by the Horned God who is in harmony with Gaia, plus modifiers are granted when used against those designated as threats to the World. Monsters, Antiheroes, and other threats to mankind are more easily felled by this Noble Phantasm. It is, after all, a final shot that brings balance to the world once more, the stroke of a hero that slays the grand villain and ends the cycle only to begin anew. [sub]Against Medb, specifically, three plus modifiers are instead granted as Furbaide had remembered to bring stones this time.[/sub] [/hider] [hider=Epilogue 5: I'M VERY HUNGRY] [center][h2][color=3366CC]The Wyrm Below The World[/color][/h2][img]https://i.ibb.co/SQLT37r/Image.png[/img][h2][color=3366CC]Shinichi Matou[/color][/h2][/center][hr] [color=3366CC][b]Title(s)[/b][/color]: Yggdmilennia: The Serpent who Gnaws at the World Tree, The Matou Dragon (to himself) [color=3366CC][b]Sex[/b][/color]: Male (Worm) [color=3366CC][b]Alignment[/b][/color]: Neutral Evil [color=3366CC][b]History[/b][/color]: The child of the previous Matou heir, who had fought during the Third and fled once Zouken had been nearly killed, Shinichi's origins were that of failure. It is because of this that he worked tirelessly to achieve his grandfather's admiration. Through this, Shinichi began to see his family's craft in a fundamentally different way than his predecessors, being more meticulous in the creation of his familiars rather than merely mass-producing them. This perfectionism would soon lead to his swelling pride, a development that would further lead to his fixation on [i]wyrms[/i], rather than worms. As soon as he came of age, Shinichi was ever eager to prove himself. And prove himself he did, joining his grandfather in crushing the many Subspecies Grail Wars underneath the boots of the Three Families. It was through these wars that Shinichi earned his sinister reputation, devouring all those who had fallen to him and using their magic crests to further improve upon his familiars. While he did grow in power from those he had consumed, his ambition was never truly fed. It was this ambition that would lead to Shinichi making a mistake that would nearly cost him his life. On the day the Three Families finally struck the Yggdmilennia, Shinichi was tasked with leading the vanguard due to the sheer might he possessed. Spearheading the siege into Trifas, Shinichi slaughtered many of the Yggdmilennia forces effortlessly, having slain the most magi among the forces of the Three Families. As they finally entered the Yggdmilennia fortress, however, Shinichi would be afflicted by a deathly curse that deteriorated most of his body. In what he believed were his final moments, he saw the glory of slaying the interloper, Darnic, stolen away from him. In the end, Shinichi was saved by his grandfather. Shinichi had spent the years after that attack in a state of recovery, repurposing his familiars as new "limbs" to hold together his broken body, repurposing the many bodies he had assimilated from the Yggdmilennia magi to further reinforce his familiars and replace the circuits he had lost. When his new "body" was finally complete, Shinichi took on the title of "Yggdmilennia," both as a mockery to the fallen family and to strengthen the spiritual foundation of his body. Now, as the start of the Prime Holy Grail War comes closer and closer, Shinichi once more prepares himself for war, seeking to claim the Grail as rightful pillage for the Matou family, as he had done many times before. [color=3366CC][b]Personality[/b][/color]: Shinichi possesses a warped mindset, closer to his grandfather than a normal man. Above all else, Shinichi possesses a ceaseless ambition. Far beyond merely seeking glory and admiration, Shinichi wishes to become "like a dragon," valuing the strength and ferocity of the strongest of the phantasmal species. It is this desire that dictates his very demeanor. The Matou heir is prideful, flamboyant, and relentless. An obsessive monster who seeks perfection in everything he does. He sees most other magi not as fellows, but as food, judging them by their "nutritional value" instead of ability or prestige. Those magi of great pedigree and pure bloodline are considered as healthy meals, while witches and other practitioners of black magic would only be bad for his body. At the same time, he does show a level of respect for those who are "strong," and this isn't just because they would be a particularly nutritious treat. It is the respect that those who are truly strong have amongst each other, the acknowledgment that his opponent also stands at the top of the food chain. Shinichi also respects the other Great Families of Fuyuki to a degree, still seeing them as once-great allies. Shinichi enjoys the arts, being praised by grandpa, and Japanese crime dramas. He dislikes thieves, vegans, and those who disrespect the Matou. His talents include sculpting and breeding insects. Shinichi is not a vampire. Please stop asking. [color=3366CC][b]Magecraft[/b][/color] [color=3366CC]Quality of Circuits[/color]: C [color=3366CC]Quantity of Circuits[/color]: E+ (Shinichi utilizes the circuits of fallen magi within his familiars) [color=3366CC]Magic Circuit Switch[/color]: The sensation of being pulled underwater [color=3366CC]Elemental Affinity[/color]: Water [color=3366CC]Attribute[/color]: Absorption [color=3366CC]Origin[/color]: Consumption [color=3366CC]Magecraft[/color]: The Matou family magecraft, the creation of specialized worm familiars alongside the Matou origin of absorption, the binding and controlling of others to one's self. This allows the Matou to take control of a greater number of familiars than normal. In Shinichi's case, he has reached a zenith of familiar-craft different from the standard Matou heir. Rather than the mere creation and utilization of many familiars, Shinichi has instead focused on the quality of his familiars overall. This has resulted in the creation of a specialized macrocosm crest worm, referred to henceforth as a "crest wyrm," that consumes and controls other worms. Shinichi has perfected this craft to create lesser forms of his crest wyrm, henceforth creating familiars who are considered superior life-forms to most other standard familiars. Shinichi is also well-versed in General Magecraft, as expected of a family heir. He possesses a more studied knowledge of curses. He is not at all practiced in using them, however, for obvious reasons. Shinichi also possesses extensive knowledge in the Grail System, obtained from his studies as a Matou and nurtured from his experience in past Subspecies Grail Wars. [color=3366CC]Mystic Codes[/color]: Shinichi's body is a superior mystic code in its own right, named [b]Yggdmilennia: The Dregs of the World Tree[/b]. It is made up primarily of four greater worm familiars controlled by the crest wyrm, [b]Veles[/b], encased in his spine. This body serves as a way for Shinichi to function normally and still utilize his magecraft, having suffered a deathly curse that had destroyed his original body and the use of the circuits held within his limbs. A monstrous existence that could be called a "vampire," Shinichi is not quite at the level of Zouken Matou. Each worm serves as a part of the World Tree, from its roots to its many branches. [indent][b]Veles, the Serpent Below[/b]: Shinichi's crest wyrm, and the true core of his being. A centipede-like worm with the maximum size of three grown humans, it is the familiar that takes the place of Shinichi's spine. Named after the Slavic god of waters and the underworld, it is the dragon beneath the World Tree who gnaws at its roots. Its primary function is to control other lifeforms by "eating" them, assimilating them as parts of its own being. Because of this, it serves as a control center for Shinichi's other familiar, ceaselessly "eating" them. Shinichi's other familiars both serve as "branches" of the World Tree Yggdmilennia, and the rivers governed by Veles. [b]Ob[/b]: The Waters of Death. The worm that makes up Shinichi's right arm. Shinichi's primary offensive tool, its function is simple in that it grants death to his adversaries. Ob has the ability to take the shape of a variety of weaponry, all of which devour those struck by it. [b]Volga[/b]: The Waters of Life. The worm that makes up Shinichi's left leg, it is the longest of Shinichi's worms. Its function is to reconstruct Shinichi's body as well as the bodies of his other familiars, healing Shinichi from any damage inflicted at a significant pace. Volga also facilitates and accelerates healing via the absorption of others. [b]Pechora[/b]: The Waters of Fertility. The worm that makes up Shinichi's right leg, its function the reproduction of lesser lifeforms, converting consumed magical energy into more life. Its purpose is the creation of simpler Matou familiars, although time and focus can be dedicated to breeding more complex species alongside the use of Irtysh. [b]Irtysh[/b]: The Waters of Temptation. The worm that makes up Shinichi's left arm. Allows for the manipulation and "evolution" of organic materials. However, instead of the likes of surgery or forced evolution, it is simply the shaping and sculpting of flesh in a rather crude and obtuse manner. Shinichi is also capable of repurposing his other familiars through the use of Irtysh, granting them more specific traits.[/indent] Shinichi also carried a number of worm-based mystic codes for general usage. His most favored possession is his walking cane made from a really long worm with a bell-shaped worm on the top of it. As the bell is rung, ambient magical energy in the air is collected through the worm's moisture. Shinichi also crafted patent-pending handheld worms that allow direct communication between Shinichi and those who hold the worms. He's thinking of calling them "iPhones" since the letter "i" looks like a little worm. [color=3366CC]Non-Magecraft Abilities/Items[/color]: While Shinichi is no specially-trained combatant, he possesses extensive experience in combat, specifically in the likes of Subspecies Grail Wars. As far as material possessions go, Shinichi has access to the entire Matou estate with the sole exception of the rooms grampa has labeled with "do not touch," or their contents. This includes his extensive wardrobe of colorful and flamboyant suits. [/hider]