TABLE OF CONTENTS:
Prelude: (Grail) Works-in-Progress: Origin Stories (Type Moon/Various X-overs)
Prologue the First - The Man With Kaleidoscope Eyes (Grail Works, Ltd. - An Introduction)
Prologue the Second: Faythless Dreams
Chapter 1: First Meetings
Chapter 2: The Calm and the Storm
Chapter 3: Introductions and Plans
Chapter 4: Of Sin and Summonings
Chapter 5: A Crisis Averted, A Crisis Ahead
Chapter 6: Contemplations
Chapter 7: Questions
Chapter 8: Not to Calm, But to End
Chapter 9: Dealing with Problems
Chapter 10: Threats on the Horizon
Chapter 11: On the Way to Luca
Chapter 12: Arrivals
Chapter 13: Approaching Fruition
Chapter 14: Not the Best of Introductions
Chapter 15: Prelude to Changes
Chapter 16: Contacts
Chapter 17: Flickers of Rage
Chapter 18: Reluctant Conclusions
Chapter 19: A New Path Opened
Chapter 20: The Broken Blade
Chapter 21: Revelations
Chapter 22: Lessons
Chapter 23: Inquisition
Chapter 24: Shifting Paradigms
Chapter 25: Sharpening Swords
Chapter 26: Circles and Shadows
Chapter 27: Considering Catastrophes
Chapter 28: Magic, Messages and Machina
Chapter 29: Making Progress
Chapter 30: An Elven Interlude
Chapter 31: Plans within Plans
Chapter 32: The Promises of Victory
Epilogue the First: The After-Action Report
Epilogue the Second: Chaos Amidst Harmony
Epilogue the Third: Lost in the Woods
DISCLAIMER: Lunar Legend Tsukihime, Fate/Stay Night, and all related characters and concepts are the creation and property of Kinoko Nasu and Type-Moon, along with anyone who's happened to license them, like Geneon or Funimation. Dungeons and Dragons is the creation of Gary Gygax et al, and the Forgotten Realms are the creation of Ed Greenwood. Both are owned by Wizards of the Coast. Final Fantasy X, X-2, and all related characters and concepts are the creation and property of Square-Enix, along with their employees Tetsuya Nomura, Yoshitaka Amano, and all the others who usually have a hand in developing their games.
This is a not-for-profit, just-for-fun project.
Prologue the First: The Man with Kaleidoscope Eyes (Grail Works Ltd.: An Introduction)
Cosmos: a Greek word meaning “order,” or “world,” in modern parlance it describes the universe when viewed as a whole. It is the entirety of Creation, for those who believe it to be so.
To one like me, however, the word has a somewhat broader application. For you see, I deal in far more than a single universe. My eyes, through the power of my magic, are capable of perceiving all that is, and all that could be — which is, in essence, anything and everything, all at once.
It’s a perspective few are truly suited for, because the concept is so much more than only the tiniest fraction of sentient beings is capable of comprehending . . .
Oh, dear — I just realised I’ve forgotten to introduce myself. Well, in some times and places, I already have, in others I’ll do so shortly, and in others still, I never bother — either because it’s unnecessary, or I don’t care to . . .
Again, my apologies — one does tend to ramble at my age.
I am most commonly known as Zelretch, with a host of other names, titles, and occasionally, natures — but here and now, I am a wizard whose magic specialises in the perception and utilisation of parallel worlds. Worlds where things differ ever so slightly, or sometimes vastly, from the one you know. And so few truly know their own world, much less these others . . .
But there are hints, even among the truly blind.
Imagination is the key, you see. What you see in your mind, in your heart, likely exists, somewhere in the realms of “what if.” You see those worlds all the time, in stories, and legends, but even then, only the tiniest fraction of those who exist — only the strongest possibility, whereas the lesser ones are too weak to leave an impact on your spirit. But they do exist, however unlikely — sometimes to vanish into the ether, absorbed or negated by another possibility, but they are there.
This, for example, is a boy that many of you are likely familiar with: Emiya Shirou. Rather unassuming, all things considered, with an impressive talent for a relatively unremarkable form of magecraft — but in a certain cluster of possibilities, he participates in rather important events, with a diverse and often surprising collection of characters.
I use the term advisedly, as many of you know him as fictional — your reality is so far distant from his that it is the only impression he is capable of leaving — but that’s unimportant, right now. What is important is that in the main, he is a youth whose heart’s desire is to save everyone from danger, strife, and pain, someone who competes in the Holy Grail War, whose victor is to be granted a single wish, possessing the power of a true miracle . . .
And that once — just once — he succeeded.
In a single reality, among all the many facets of reality that I can perceive, the Grail was what it was supposed to be, and Emiya Shirou, along with his friends, was granted the power to save everyone.
The result of his wish is an agency on the edge of the cosmos, outside of normal space and time: a collection of trouble-shooters who call themselves Grail Works, Limited. They are not perfect, nor are they always successful in their attempts, but they at least have the chance to try — and if you are in need, true need . . .
Then whoever or whatever you are, wherever or whenever you come from, you will find a Door opened for you.