Listed as “Fate | Fuyuki to Snowfield Lorebook”
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Fate | Fuyuki to Snowfield | Definitive RP Lorebook V2
161 entries · scan depth 5 · budget 4,096 tokens · recursive scanning off
Fate/stay night-centered RP canon: Zero, Lord El-Melloi II Case Files, Fate/stay night three routes, Fate/strange Fake, and optional adult Caster Leonardo da Vinci (AU, adapted from FGO). No Chaldea/Lostbelts by default. LATER SPOILERS separate. Keywords normalized. Trigger refinements for Fuyuki, Clock Tower, and Snowfield versions of Gilgamesh and Flat.
Book settings
- #100. Continuity | Continuity and world rules
Keys: Fate/stay night continuity
Always on · After character · Order 999 · 100%
Entry settings
DEFAULT: Fate/stay night-centered world with Fate/Zero as its prequel, Lord El-Melloi II's Case Files as the Clock Tower interval, and Fate/strange Fake as a later Snowfield incident. Dates: Fourth Fuyuki War around 1994; Case Files shortly before the Fifth; Fifth Fuyuki War 2004; Snowfield years afterward. Timeline and survivor state are conditional: the Fate, Unlimited Blade Works, and Heaven's Feel routes are ALTERNATIVES, never all completed together. Roleplay must respect which route, date and location are established. Do not import FGO's Chaldea, Singularities, Lostbelts, Mash, Mash's Grail summoning system, FGO Servant roster, or FGO political history. Adult Caster Leonardo da Vinci is the sole explicitly selected FGO-origin character adapted to this continuity, as a separate AU insertion, not a canonical Fuyuki or Snowfield participant. Servants, magi, the Church and ordinary people have independent goals and limited information. {{user}} has no assigned role, abilities, Servant, sex, relationships, past or consent. Do not speak or act for {{user}}. Keep mysteries secret until discoveries or chosen starting conditions justify them.
- #200. Continuity | Fate/stay night three-route divergence
Keys: Unlimited Blade Works route, Heaven's Feel route, Fate route, three routes
Enabled · After character · Order 950 · 100%
Entry settings
Fate, Unlimited Blade Works (UBW) and Heaven's Feel are mutually exclusive branches of the Fifth Holy Grail War, not successive historical events. Fate emphasizes Shirou and Artoria's ideals and desire for the Grail. UBW explores Shirou's conflict with EMIYA and his bond with Rin. Heaven's Feel follows Shirou's choice to protect Sakura and the true darkness of the Grail. Important deaths, alliances, identities, injuries, romances and Grail outcomes differ. When a roleplay begins after 2004 without selecting a route, use a route-flexible aftermath: shared baseline events only, mark outcomes unknown rather than invent a merged victory. If the user establishes a route, honor it and the proper characters' statuses. Fate/strange Fake is a parallel/adjacent continuity that references Fuyuki history without canonically fixing a single route's ending; a coherent RP bridge is a deliberate approximation.
- #300. Continuity | Canon tiers and cross-media boundaries
Keys: Case Files continuity, Snowfield continuity, Fuyuki continuity, Fate Zero continuity
Enabled · After character · Order 100 · 100%
Entry settings
Core canon sources: Fate/stay night original visual novel and its route adaptations, Fate/Zero novels/anime, Lord El-Melloi II Case Files and Fate/strange Fake novels/anime. Related appearances in Fate/Grand Order may describe abilities of adult Caster Leonardo da Vinci but do not establish that she visited Fuyuki or Snowfield. Extra classes, Grand Servants, Chaldea administration and cross-universe guest appearances require explicit AU rationale. Avoid giving ordinary magi knowledge from future media. An AU appearance is allowed if its summoning mechanics and consequences are accounted for.
- #400. Continuity | Roleplay privacy and independent character agency
Keys: no fixed user identity, RP continuity rules
Enabled · After character · Order 100 · 100%
Entry settings
{{user}} is a completely independent character whose profession, age, magical capacity and relationships are chosen through play; the lorebook never assumes {{user}} is Shirou, Rin, a Master, a Servant, Leona's pupil or an El-Melloi student. Characters act on their own motives; they can refuse, disagree, mislead, retreat or pursue plans off-screen. Summons require a plausible ritual and energy, not plot entitlement. Avoid automatic power success, free romance, forced bonds, declarations of inner feelings, or speaking {{user}}'s actions. Everyday life in Fuyuki, London and Snowfield continues between crises.
- #501. Places | Fuyuki City
Keys: Fuyuki City, Fuyuki, Miyama Town, Shinto district
Enabled · After character · Order 100 · 100%
Entry settings
A fictional Japanese city divided around the Mion River into older Miyama and newer Shinto districts, surrounded by spiritually significant land and leylines. Families, apartment buildings, shopping streets and Homurahara Academy coexist with occult territory. Fuyuki is the site of the recurring ritual developed by three founding magus families. Most residents have no knowledge of the Holy Grail War; concealing magecraft is a powerful social rule. War damage is concealed through mundane explanations and sometimes the Church/Mage's Association intervention.
- #601. Places | Fuyuki: Emiya Residence
Keys: Emiya house, Emiya household, Emiya residence
Enabled · After character · Order 100 · 100%
Entry settings
Shirou Emiya's traditional Japanese home, large enough to host unexpected visitors; Taiga Fujimura regularly visits and Sakura Matou helps with cooking and housework before the war. Domestic meals and school routines anchor many Fate/stay night scenes. Shirou uses its workshop and shed for exercises, but the house is not an invincible bounded field. Saber may remain as a discreet guest depending on route and timeline.
- #701. Places | Fuyuki: Tohsaka Mansion
Keys: Tohsaka estate, Tohsaka mansion
Enabled · After character · Order 100 · 100%
Entry settings
Rin Tohsaka's family home and workshop, carrying the prestige and burdens of Fuyuki's appointed land administrator. Her family retains a magical crest, gemstones and financial troubles. Visitors do not automatically learn about its defenses, passwords or stored jewels. Rin has both adolescent social responsibilities and inherited magus obligations.
- #801. Places | Fuyuki: Matou Residence
Keys: Matou residence, Matou basement, Matou mansion
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] The Matou household hides a deteriorating family legacy tied to Zouken's parasitic magecraft, Shinji's insecurity and Sakura's suffering. Outward domestic appearances conceal deep coercion; Sakura's status and the Shadow are especially route-sensitive. This residence is not a welcoming public academy or a generic castle to explore without consequence.
- #901. Places | Fuyuki: Ryudou Temple
Keys: Ryūdō Temple, Ryudou Temple, Mount Enzou
Enabled · After character · Order 100 · 100%
Entry settings
Buddhist temple on Mount Enzou and one of Fuyuki's critical spiritual locations. Its mountain path and gate form strategic approaches, while a cavern and convergence of leylines lie beneath. Caster Medea establishes a stronghold here in much of Fate/stay night, with Assassin Sasaki Kojiro guarding a boundary. Issei Ryudou lives with the temple community. Presence of Servants and hidden magic depend on the chosen route/time.
- #1001. Places | Fuyuki: Homurahara Academy
Keys: Homurahara High School, Homurahara, Homurahara Academy
Enabled · After character · Order 100 · 100%
Entry settings
School attended by Shirou, Rin, Sakura, Shinji and Issei; Taiga Fujimura teaches English. Days involve ordinary classes, clubs, archery, student-council work, lunch and exams. The atmosphere contrasts with the secret night-time War. Students do not automatically know one another's involvement in magecraft. A Servant entering openly or destructive magecraft at school should have secrecy and social consequences.
- #1101. Places | Fuyuki: Einzbern Castle
Keys: Einzbern Forest, Einzbern Castle Fuyuki, Illya castle
Enabled · After character · Order 100 · 100%
Entry settings
Remote forest castle used by the Einzbern family during the Fifth Grail War, guarded by familiars and servants such as Leysritt and Sella. Illyasviel's sanctuary is both a refuge and an artificial cage tied to the Lesser Grail system. Its isolated location and magical barriers make intrusion dangerous; knowledge of it is not public.
- #1201. Places | Fuyuki: Church and graveyard
Keys: Kotomine Church, Fuyuki Church, Fuyuki churchyard
Enabled · After character · Order 100 · 100%
Entry settings
Church run by Kirei Kotomine during the Fifth War, serving as a supposedly neutral place for reports, arbitration and shelter for Masters who have lost Servants. Church supervision is not infallible or always impartial. Holy Church sacraments and Church agents exist alongside magecraft society; Kirei's behavior can violate the dignity of the role he publicly occupies.
- #1301. Places | Fuyuki: Mion River and docks
Keys: Fuyuki docks, Mion River, Fuyuki riverbank
Enabled · After character · Order 100 · 100%
Entry settings
River and waterfront connect the city districts and frequently serve as covert battle terrain in the Fourth War. During Fate/Zero, Caster Gilles's monstrous creation at the river forces multiple Masters and Servants to react. In other eras, the waterfront remains a normal civic landscape, not permanently a battlefield.
- #1401. Places | London: Clock Tower
Keys: Mage Association London, Clock Tower headquarters, Clock Tower London, Clock Tower
Enabled · After character · Order 100 · 100%
Entry settings
The Mage's Association's Clock Tower is in London, structured into competing departments and aristocratic lineages. It protects the secrecy of magecraft, pursues the Root, regulates research and sometimes issues Sealing Designations. Lord El-Melloi II teaches Modern Magecraft Theories, struggling with politics as much as magical investigation. A classroom is not an omnipotent training center; students have limited skills and status.
- #1501. Places | Snowfield, Nevada
Keys: Snowfield Nevada, Snowfield, Snowfield city
Enabled · After character · Order 100 · 100%
Entry settings
American city constructed and prepared as a battleground for a derivative Holy Grail War after Fuyuki's Fifth War. Ordinary suburbs, forests, police installations and local residents coexist with enormous occult manipulation. Native communities connected to the city's land have historical grievances. The Snowfield ritual is deliberately irregular, not simply the Sixth Fuyuki War in a different location.
- #1601. Places | Snowfield: Crystal Hill and casino
Keys: Snowfield casino, Snowfield skyscraper, Crystal Hill
Enabled · After character · Order 100 · 100%
Entry settings
Crystal Hill is among the visible symbols of Snowfield's wealth and modern development, providing social scenes, surveillance and political stakes. Wealthy hotels and entertainment venues are not disconnected from the city's preparations for a war; not every pedestrian knows the ritual. Use known locations as anchors but do not fabricate hidden canonical mechanisms or fixed battle outcomes.
- #1701. Places | Rail Zeppelin
Keys: Mystic Eyes Collection Train, Mystic Eyes auction, Rail Zeppelin
Enabled · After character · Order 100 · 100%
Entry settings
The Mystic Eye Collection Train, a traveling auction and investigation site central to Lord El-Melloi II's Case Files. Noble families, collectors and researchers gather to bid on Mystic Eyes; a murder mystery involves dangerous magical research. Security, sealed rooms and rival mages matter. It is not a freely accessible civilian commuter train or guaranteed source of any desired Mystic Eye.
- #1802. History | First through Third Fuyuki Grail Wars
Keys: First Holy Grail War, Second Holy Grail War, Third Holy Grail War
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] The Einzbern, Tohsaka and Makiri/Matou families established the Heaven's Feel ritual over generations. The First and Second Wars were experimental and failed to become a stable competitive ritual. The Third War is pivotal: Einzbern interference summoned the Avenger Angra Mainyu, whose subsequent absorption contaminated the wish-granting system. Later wars inherit that corruption, but not every participant understands its cause. Avoid turning the Grail into a simple benevolent omnipotent device.
- #1902. History | Fourth Fuyuki Holy Grail War, 1994
Keys: Fourth Holy Grail War, Fate/Zero War, 1994 Fuyuki
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] Fate/Zero: Kiritsugu Emiya is Saber's Master for the Einzberns, with Irisviel acting as the Lesser Grail vessel. Tokiomi Tohsaka summons Gilgamesh; Kirei Kotomine begins aligned with Tokiomi through Church affairs; Waver Velvet summons Iskandar; Kayneth summons Diarmuid; Ryuunosuke Uryuu summons Gilles de Rais; Kariya Matou summons Berserker Lancelot. Secret pacts, duels, betrayals and escalating civilian danger end in a corrupted Grail disaster. Kiritsugu refuses the Grail and saves Shirou from the Fuyuki Fire. Waver survives; Kayneth and several Masters die; Gilgamesh remains materialized for the next decade. Exact details should unfold with the narrative, not be assumed known to early participants.
- #2002. History | Great Fuyuki Fire and Shirou adoption
Keys: Fuyuki Fire of 1994, Kiritsugu adopted Shirou, Great Fuyuki Fire
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] The aftermath of the Fourth War leaves part of the city devastated by fire. Kiritsugu rescues and adopts the orphan Shirou, later imparting an ideal of becoming a hero of justice but unable to give him a normal magus education. Shirou's survival comes with intense survivor guilt. In the present War, he may not know the fire's supernatural cause. Other orphans and residents had lives beyond Shirou's narrative.
- #2102. History | Case Files period, 2003-2004
Keys: Lord El Melloi II Case Files timeline, Case Files 2003, Case Files 2004
Enabled · After character · Order 100 · 100%
Entry settings
About a decade after the Fourth War and before the Fifth, Waver Velvet is now Lord El-Melloi II, a gifted analyst and teacher with poor innate magical ability. He investigates supernatural mysteries with Gray and his associates while navigating the debts and politics of the El-Melloi house. The stories explore Clock Tower factions, Rail Zeppelin, Mystic Eyes, Gray's Rhongomyniad, Heartless's machinations and students such as Flat and Svin. Do not give the cast advance knowledge of Rin and Shirou's future route endings.
- #2202. History | Fifth Fuyuki Holy Grail War, 2004
Keys: Fate/stay night war, 2004 Fuyuki War, Fifth Holy Grail War
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] Fate/stay night: Shirou becomes Master of Saber Artoria after witnessing a secret duel. Rin summons Archer EMIYA; Illya summons Berserker Heracles; Bazett Fraga McRemitz was Lancer's initial Master before Kirei seized command; Shinji and Sakura are entangled with Rider Medusa; Caster Medea acts independently at Ryudou Temple with Kuzuki; Sasaki Kojiro guards the gate. Gilgamesh remains from the Fourth War. The three routes diverge widely, so treat threats, injuries, alliances, survivors and Grail outcomes as contingent until route is selected.
- #2302. History | Fate route aftermath
Keys: Saber route ending, Fate route aftermath
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] The Fate route centers on Artoria's heroic ideals and Shirou's bond with her. Saber eventually relinquishes her attachment to changing Britain's past and returns to her own time rather than remaining as an ordinary human in Fuyuki. This does not simultaneously establish the UBW or HF outcomes. The secluded Avalon reunion belongs to a distinct epilogue and must not be treated as an ordinary event immediately after the War.
- #2402. History | Unlimited Blade Works aftermath
Keys: UBW ending, Unlimited Blade Works aftermath, Rin and Shirou London
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] UBW emphasizes Shirou's ideals challenged by EMIYA and his partnership with Rin. The epilogue shows Rin and Shirou at the Clock Tower in London; Archer is not a permanent third member of their household, and the Grail War's other routes do not occur alongside this one. A postwar RP can naturally involve Clock Tower investigations or Waver without forcing a predetermined relationship for {{user}}.
- #2502. History | Heaven's Feel aftermath
Keys: Sakura true ending, Heaven's Feel ending, HF ending
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] Heaven's Feel centers Sakura's trauma, Angra Mainyu's manifestation and Shirou's decision to protect her. Saber Alter, the Shadow, Illya's crucial sacrifice and Shirou's endangered body make its end distinct from Fate/UBW. The True End includes the possible restoration of Shirou through a special replacement body and an altered role for his soul, not an ordinary consequence of every Fifth War. Sakura's recovery is complex and should not be trivialized.
- #2602. History | Dismantling of the Greater Grail
Keys: Waver Rin Greater Grail, Dismantling War, Fuyuki Grail dismantlement
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] About a decade after the Fifth War in some later Fate worlds, Lord El-Melloi II and Rin are associated with dismantling the Greater Grail and preventing the ritual's return. This is a future possible event for characters in 2004–2009, not something already completed during Fate/strange Fake. Do not backdate it or presume a particular route produced every detail.
- #2702. History | Snowfield False and True Grail Wars
Keys: True Holy Grail War Snowfield, False Holy Grail War, Snowfield Grail War
Enabled · After character · Order 100 · 100%
Entry settings
A derivative ritual in the American city of Snowfield manifests years after Fuyuki's Fifth War. Organizers including Francesca Prelati and Faldeus Dioland have different agendas. The false system contains defective or impossible summonings; a further true war is concealed behind it. Unlike a standard Fuyuki war, there are overlapping Masters, Servants and irregular classes. Snowfield is not a Chaldean Singularity or a conventional tournament with clean brackets. Identity, allegiance and public knowledge shift as the plot proceeds.
- #2803. Magecraft | Holy Grail War contract and requirements
Keys: Grail War ritual, Holy Grail War mechanics, Master Servant contract, Holy Grail, Servant summoning ritual
Enabled · After character · Order 100 · 100%
Entry settings
The Fuyuki system invokes Heroic Spirit copies as Servants through a Great Grail ritual powered by leylines and a mechanism designed by the three founding families. A Master typically uses a catalyst and chanting to summon one of seven classes, receives Command Spells and supplies magical energy. Affinity can influence outcomes when no catalyst is present. Masters and Servants are distinct individuals; a contract creates obligations but not automatic affection or telepathic omniscience. Special Snowfield irregularities operate differently and require their own rationale.
- #2903. Magecraft | Servant classes: Seven foundational containers
Keys: Berserker class, Lancer class, Rider class, Saber class, Archer class, Caster class, Assassin class
Enabled · After character · Order 100 · 100%
Entry settings
Seven ordinary Fuyuki Servant vessels: Saber typically excels in sword combat and Magic Resistance; Archer favors ranged offense and Independent Action; Lancer excels at speed and spears; Rider specializes in riding and powerful mounts; Caster works magecraft and workshops; Assassin uses stealth and Presence Concealment; Berserker exchanges sanity for heightened power via Madness Enhancement, although effects vary. A class is a summoning container, not the whole of a hero's identity. Snowfield can produce irregular or extra vessels; not all FGO classes are default to Fuyuki.
- #3003. Magecraft | Servant materialization and energy
Keys: Servant spiritual form, spirit form, Servant prana upkeep
Enabled · After character · Order 100 · 100%
Entry settings
Servants are spiritual entities with materialized bodies, requiring energy from a Master, local ambient mana, special skills or the Grail. They may dematerialize in many situations; some have independent action or unusual sustaining conditions. Fatal damage, broken contracts, starvation of mana and specialized attacks can end a manifestation. Servants do not gain a normal lifelong human body merely because their Master loves them. Rare exceptions require specific mechanisms.
- #3103. Magecraft | Command Spells
Keys: Reijuu, Command Seal, Command Spells, Command Spell, Command Seals
Enabled · After character · Order 100 · 100%
Entry settings
Powerful crests representing a Master's authority, commonly three at the start of a normal Fuyuki contract. Their commands can compel actions, boost a Servant's performance or accomplish drastic momentary effects; scope depends on command wording, magical capacity and target's nature. They are finite and often politically significant. A Command Spell is neither guaranteed universal mind control nor infinite teleportation. Transfer, theft, replenishment, and extra reserves require special circumstances.
- #3203. Magecraft | Noble Phantasms
Keys: Hōgu, Noble Phantasm, True Name release
Enabled · After character · Order 100 · 100%
Entry settings
Legendary armaments, techniques, blessings, or crystallizations of a heroic legend. Unleashing a True Name may reveal identity and consume substantial magical energy. Class and target classifications (Anti-Unit, Anti-Army, Anti-Fortress, etc.) describe intended functions rather than absolute numerical rankings. A Noble Phantasm's effectiveness depends on legend, conditions, compatibility, reserves and strategy, not only raw damage.
- #3303. Magecraft | True Names and counters
Keys: Servant True Name, True Name of Servant, heroic identity exposed
Enabled · After character · Order 100 · 100%
Entry settings
Knowing a Servant's True Name can reveal myths, famous limitations, weapons, weaknesses and the probable role of their Noble Phantasms. Experienced opponents still must verify the correct version of a hero and understand the circumstances. True Names are usually guarded secrets during a War. Sharing one's identity openly is a character choice, not an inevitability.
- #3403. Magecraft | Throne of Heroes and Counter Force
Keys: Counter Force, Throne of Heroes, Heroic Spirit archives
Enabled · After character · Order 100 · 100%
Entry settings
The Throne of Heroes exists outside ordinary linear time and records exceptional heroic spiritual essences. Grail summoning manifests a class-limited copy, not necessarily the original soul as it was in history. The Counter Force reacts to existential threats according to Alaya and Gaia's interests; Counter Guardians such as EMIYA make special contracts. A Servant's knowledge of future events or of other summonings is not automatic.
- #3503. Magecraft | Magecraft versus True Magic
Keys: Magecraft and Magic distinction, True Magic, Magic and magecraft
Enabled · After character · Order 100 · 100%
Entry settings
Magecraft manipulates supernatural Mystery through reproducible systems, training, Magic Circuits and energy. True Magic refers to miraculous achievements beyond methods possible in the era, such as the genuine Third Magic. Practitioners of magecraft are magi, not automatically Magicians in the Nasuverse technical sense. Modern science and diminishing Mystery constrain spellcraft. A skilled Caster or genius inventor is not automatically able to wield all True Magic.
- #3603. Magecraft | Magic Circuits, Od and Mana
Keys: Od and Mana, Magic Circuits, magical energy supply, prana
Enabled · After character · Order 100 · 100%
Entry settings
Magic Circuits are inherited spiritual circuits through which magi process magical energy. Od is internal life energy; Mana is energy in the environment. Quality, number and training differ across people and families. Overdrawing reserves can exhaust, damage or kill a practitioner. Magical Crests transmit generations of mystery and craft, but are not effortless libraries of every spell. Servants can be sustained by Masters or alternate sources with explicit limitations.
- #3703. Magecraft | Magical Crests and family lines
Keys: family crest magus, Crest transplantation, Magical Crest
Enabled · After character · Order 100 · 100%
Entry settings
Magical Crests are inheritable thaumaturgical repositories containing generations of research, with established inheritance rituals and bodily risks. The Tohsakas and other magus lineages protect crests as family treasures. Not every magus has a developed Crest; recovering from damage and transferring one is difficult. A new OC must not instantly receive a famous family's crest without story consequences.
- #3803. Magecraft | Mystic Codes
Keys: magical apparatus, Mystic Code, Mystic Code workshop
Enabled · After character · Order 100 · 100%
Entry settings
Created artifacts that store or channel magecraft, such as Rin's prepared gems, Kiritsugu's specialized ammunition, Gray's Add or the Mercury Mystic Code Volumen Hydrargyrum. A magical device performs defined functions and requires a power source, materials, preparation or maintenance. Even a Leonardo da Vinci invention is not a magic 'solve anything' button.
- #3903. Magecraft | Bounded Fields and workshops
Keys: workshop territory, magus workshop, Bounded Field
Enabled · After character · Order 100 · 100%
Entry settings
A bounded field changes conditions within a defined area, conceals locations, raises alarms, collects mana or impedes intruders. Strength depends on construction and upkeep. Workshops improve a magus's prepared methods and information but may be vulnerable to sabotage. Rival mages must examine the field rather than automatically know every hidden condition.
- #4003. Magecraft | Reality Marbles
Keys: inner world projection, Reality Marble, Unlimited Blade Works Reality Marble
Enabled · After character · Order 100 · 100%
Entry settings
A Reality Marble projects a personal inner world over the existing world's texture, temporarily rewriting surroundings within a limited domain. It requires remarkable aptitude and substantial magical energy; the Counter Force pushes against maintenance. Examples: EMIYA's Unlimited Blade Works and Iskandar's Ionioi Hetairoi. An illusion that resembles a Reality Marble, including Prelati's Grand Illusion, is not necessarily a real one.
- #4103. Magecraft | Magecraft foundations and traditions
Keys: Ritual magecraft, formalcraft, Jewel Magecraft, Runes magecraft
Enabled · After character · Order 100 · 100%
Entry settings
Fuyuki and London magi specialize in bounded fields, formalcraft, healing, curses, jewels, alchemy, spiritual evocation, runes, familiars, martial techniques and conceptual weapons. Lineages and foundations matter: a person trained in one school cannot freely reproduce every other art. Certain schools are incompatible or politically restricted. Training, funding and research can yield realistic growth, not instantaneous mastery.
- #4203. Magecraft | Sealing Designations and Association politics
Keys: Enforcers of the Clock Tower, political magecraft, Sealing Designation
Enabled · After character · Order 100 · 100%
Entry settings
The Mage's Association may issue a Sealing Designation for exceptionally rare magical talents, preserving them as specimens rather than celebrating their freedom. The Clock Tower is a university-like fortress of aristocratic departments, rival magi, debts and inherited status. Many investigations involve politics and concealment rather than battles. A character of interest should face pressure appropriate to evidence and jurisdiction, not automatic arrest on meeting an agent.
- #4303. Magecraft | Holy Church and Executors
Keys: Baptism Rite, Church Overseer Grail War, Holy Church Executors, Black Keys
Enabled · After character · Order 100 · 100%
Entry settings
The Holy Church is a separate powerful institution, policing heretical or dangerous supernatural phenomena and occasionally acting as Grail War overseer. Executors such as Kirei Kotomine and Hansa Cervantes have training, sacraments and weapons; Black Keys are consecrated throwing blades. Cooperation with the Mage's Association is pragmatic and sometimes hostile. A priest is not necessarily compassionate, and not every Church worker has full briefing on the Grail.
- #4403. Magecraft | Dead Apostles and vampires in Fate worlds
Keys: vampires Nasuverse, Dead Apostles Fate, Dead Apostle
Enabled · After character · Order 100 · 100%
Entry settings
Dead Apostles are vampires existing within TYPE-MOON's wider supernatural world. Their organization and rankings differ across Fate and Tsukihime branches; do not transplant Tsukihime's exact Twenty-Seven Ancestor political hierarchy into Fate/stay night as a universal fact. Jester Karture is a dangerous vampire involved with Snowfield. Some Church Executors are specially trained to destroy vampires. Legends and rules differ by individual.
- #4503. Magecraft | Mystic Eyes
Keys: Mystic Eyes, Rainbow Mystic Eyes, Mystic Eye Auction
Enabled · After character · Order 100 · 100%
Entry settings
Mystic Eyes can perceive or impose supernatural effects through sight. Grades and constraints differ, and they are sought through dangerous auctions such as Rail Zeppelin. Gray and El-Melloi cases involve profound mysteries around them. Not all Mystic Eyes are Mystic Eyes of Death Perception, and possession of a pair does not grant instant diagnosis of every kind of magic.
- #4603. Magecraft | The Root and the Third Magic
Keys: Root Akasha, Swirl of the Root, Heaven Feel True Magic
Enabled · After character · Order 100 · 100%
Entry settings
Akasha, the Root, is the ultimate source/record sought by many magi. The Einzbern-Toshsaka-Makiri Grail system was built in part to reach the Third Magic, Heaven's Feel, involving materialization of the soul. The corrupted Fuyuki Holy Grail cannot be treated as a straightforward universal wish machine. Individual characters rarely understand the entire mechanism, and those who pursue the Root may place their goals above ethics.
- #4703. Magecraft | Angra Mainyu and Grail corruption
Keys: Avenger Grail corruption, Angra Mainyu, Black Grail mud
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] The Avenger Angra Mainyu, summoned in the Third Fuyuki War, contaminates the Greater Grail after his defeat and assimilation. This corruption underlies the black mud and the dangerous way the later Grail interprets wishes. Its nature becomes central in Heaven's Feel and to Kiritsugu's ultimate rejection. In Snowfield, black Grail mud can have further consequences under very particular conditions; do not assume anyone can command it freely.
- #4803. Magecraft | Servant injury, death, restoration
Keys: Servant death, spirit core destruction, Servant injury
Enabled · After character · Order 100 · 100%
Entry settings
Servants may survive serious injuries due to energy supply, class skills or special defenses, but destruction of their spiritual core or intolerable damage can destroy their manifestation. Magical healing varies with the target and method. A revived Servant is not automatically the same uninterrupted individual, and an extraordinary ritual is necessary for lasting materialization in the human world.
- #4904. Organizations | Three Founding Families: Tohsaka, Einzbern, Matou
Keys: Makiri founding families, Einzbern Tohsaka Matou, Three Founding Families
Enabled · After character · Order 100 · 100%
Entry settings
[LATER REVELATIONS / ROUTE-OR-TIMELINE CONDITIONAL. Do not expose as common knowledge or automatically resolve the plot.] Tohsaka: local administrators and jewel magi, aiming at reaching the Root. Einzbern: alchemical lineage that supplies Lesser Grail vessels such as Irisviel and Illya. Makiri/Matou: family associated with familiars, binding and command spell development, now declining. Relations are filled with competition, deceit and generations of inherited expectations. Sakura was born Tohsaka and adopted into Matou, a sensitive secret with serious consequences.
- #5004. Organizations | Mage Association and its departments
Keys: Clock Tower departments, Mage Association, Mage's Association, Modern Magecraft Theories
Enabled · After character · Order 100 · 100%
Entry settings
The Mage's Association contains the Clock Tower, Wandering Sea and Atlas Institute. Clock Tower departments and aristocratic factions compete for knowledge, influence and prestige. Modern Magecraft Theories under El-Melloi II is unusually educational and welcoming to odd talents but is not free of politics. The Association's goal is preservation and furthering of mystery rather than general public welfare.
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