Éljúðnir Breiðablik
Gleaming castle of hellish mist
Type: Barrier, Fortress
Rank: EX
Description:
“Rise, my… Our home… Helheim is now here…”
Éljúðnir, the residence of Hel in Helheim. A castle surrounded by evil spirits and unlucky souls, perpetually wrapped in the icy mist of Niflheim. Breiðablik, the gleaming hall where Baldr used to live. One of the most beautiful halls of Ásgarðr, from whose gates no evil could pass. In the same way their owners coalesced into one entity, the homes of the gods have merged into a Noble Phantasm.
Hel uses this Noble Phantasm in the shape of a Bounded Field of dual nature. Éljúðnir attracts by nature
Evil-aligned Servants, while Breiðablik repels them. Hel can choose which of those properties is manifested, allowing her to drag towards or away from her an enemy with
Evil alignment. It is possible to display both forces of attraction and repulsion at the same time, in which case the bodies of nearby opponents will be torn into pieces by the resulting tug-of-war. By bypassing a
Luck check, it’s possible to make enemies from different alignments be affected by this effect.
Once the Bounded Field has been established, the surroundings are considered Helheim, in other words, the underworld. Because of this, the environment around it is modified to match the appearance of Niflheim. A frigid mist permanently shrouds the castle, so cold that normal humans would die in a matter of seconds. As one gets closer to the core of the Bounded Field, the fog starts becoming poisonous, slowly chipping away the health of Servants. Once inside, the only way to reach the core on one’s own is by heading northwards all the time, no matter from what direction one has entered.
The castle located at the geographical center of the Bounded Field is the core of the Bounded Field, which means that its destruction will disable the Noble Phantasm. However, doing so is a hard task due to the properties of Breiðablik, from whose gates no evil shall pass, a characteristic that is also seen in the Castle of Chalk from Britain. Attacks with evil intention deal little damage to the walls or the gates of the fortress, leaving the enemy party with no other option than to find a way to kill either Hel-Baldr or her Master.
Hringhorni
Precious ground-shaking funerary ship
Type: Anti-Army
Rank: A+
Description:
“Ah… Not even the mighty Þórr could move this ship…”
Hringhorni is the ship of Baldr, and the reason why he can be summoned as a Rider. It is considered the greatest of ships, and despite not possessing the firepower of other similar Noble Phantasms, equipped with a large number of cannons and artillery, the destruction it can cause is enormous.
Possessing such a weight that not even the Æsir were able to push it, Hel-Baldr can attack with it by summoning it above the opponents, crushing them with its gigantic mass, or by performing a tackle attack. The ship is able to move not only through water, but through land and air as well, although that would increase its mana consumption highly. When traveling over the floor, the vessel shakes the earth with low-magnitude earthquakes, destroying everything on its path.
As a suicide attack, Hel-Baldr can set the ship on fire with her on board, executing a blazing attack. Originally, doing this would instill grief on all those who witnessed the act, but that effect has been lost since Hel will never be mourned by anyone.
Despite its offensive features, Hel can use the ship defensively. Summoning it in front of her as a shield, its sturdiness, length, and nigh-immovability make it a good protection for her and her allies.
Ljómandi Kamille
Mayweed of the radiant
Type: Anti-Unit (Self)
Rank: B
Description:
“It doesn’t hurt… But I couldn’t feel pain even without this… Pain is an emotion, after all…”
The vow that was made to Frigg, so that nothing and nobody would harm Baldr. With the exception of the mistletoe, Baldr became impervious to any attack. Rather than a blessing over the owner’s body, this Noble Phantasm could be considered a curse over the World.
Instead of simply granting invulnerability, Ljómandi Kamille forcibly reduces the damage of attacks by a value equivalent to Hel-Baldr’s health plus the damage dealt by the attack. For example, if she has 100 HP and she received an attack that deals 50 points of damage, the damage reduction would be of 150 HP. Still, it’s not like this Noble Phantasm is completely perfect. As a matter of fact, it possesses several weaknesses.
First, the very own reason why Baldr was killed: mistletoe. Any weapon crafted with this plant will bypass the effects of this Noble Phantasm and disable it permanently.
Second, the fact that it only protects from attacks. Because the action needs to be considered an attack in order to be protected from, something like the bite of a vampire wouldn’t count, since it’s actually an invitation to become a friend. If only, the bite wouldn’t hurt, but Hel would be turned into a vampire nevertheless.
Third, the way the vow was made. It was a promise made only by what existed in the era in which Baldr existed, and only concerned the material world. Because of that, the most modern entities, such as Jack the Ripper or Okita Sōji, as well as figures that defy the conservation of Mystery can deal damage to Hel without any issue. Conceptual Weapons and Noble Phantasms whose way of dealing damage isn’t
“using something to attack”, but the concept of
“something harming the body” itself aren’t included in the list of damage sources that are defended against either.