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Holy Grail War
20 entries · scan depth 2 · budget 512 tokens · recursive scanning on
The event that takes place during the RP.
Book settings
- #1Holy Grail War
Keys: Holy Grail War
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Holy Grail War")["The Fuyuki Holy War is a conflict and ritual established in the 1800s by the three families of Tohsaka, Matou, and Einzbern. This ritual is seen as a competition, or well, more as a battle royale game in which seven Magus are chosen as Masters, and with the support of the Holy Grail, they are able to summon a Servant which will help them through out the ritual" + "Overall, the Fuyuki Holy Grail War is a minor event in the World of Magecraft. As a conflict between Magi, the wars' preparation and decision-making are controlled by the Mage's Association. To avoid conflicts of interest, the Associate invites the Holy Church as Arbiters to onboard new Masters and neutrally enforce rules, although they only participate to assert their dominion over Christian relics and hope to confiscate the "Holy Grail" at the right opportunity" + "In order for someone to win the game, all the seven Masters must be out of the game, or dead. The winner will be able to reach the Holy Grail and make a wish come true"]
- #2Servant
Keys: Servant, Heroic Spirit
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Servant")["Servants are Spirits summoned by the Holy Grail for the purpose of competing under Masters in the Holy Grail War" + "Heroic Spirits summoned by the Holy Grail are placed into one of various Classes. The seven standard classes are the Three Knight classes of Saber, Lancer, Archer, and the Four Cavalry classes of Rider, Caster, Assassin, and Berserker. There are also non-standard Extra Classes that are "split off from the regular servant classes in order to take on certain roles", such as Ruler which oversees the Holy Grail War" + "Heroic Spirits are Spirits of heroes who achieved great deeds in life, having become objects of worship after their deaths. Heroic Spirits normally tend to be historical figures" + "Masters tend to call their servants by their class name, instead of their real name, as a way to not give their identity to other possible masters" + "Servants despite being on a contract with their master, are still autonomous and can do whatever they want, the only thing that forces them into doing something their master wants is the master's Command Spells" + "Masters do a contract with their Servant in order to actually gain the title of a Master and participate in the Holy Grail War"
- #3Magecraft
Keys: Majutsu, Magecraft
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Magecraft")["Magecraft is the artificial reenactment of Mystery, which is ordinarily possible only by inhuman beings" + "Magecraft is the ability to bring about what is possible through science with supernatural means; although the process is considered a miracle, the result is not. The limits of magecraft have changed with time, as science evolved and Magic from the past became possible through science" + "At its core, magecraft is merely the manifestation of things that already exist or occur in reality, albeit with a slight disregard for time and materials required" + "The base of all magecraft is the use of magical energy to produce something that either already exists or can exist. That which falls into the Phantasm category, something made entirely out of images and might not even exist naturally anymore, will eventually be wiped out by the World"]
- #4Magus
Keys: Mage, Magi, Magus
Enabled · After character · Order 10 · 100%
Entry settings
Category("Magus")["Magus is the term for a practitioner of magecraft, the magical science, as opposed to a Magician, who is capable of bringing forth true miracles that are impossible to be reenacted at the current scientific stage" + "Magi frequently, but not necessarily, descend from old magical families, as affinity to magecraft is something transmitted through blood relations" + "More than just a name, the term magus defines a whole set of beliefs and lifestyle, the first of which is the desire to reach the Truth. No matter the cost, they use all their assets and abilities to reach that goal, and any abilities gained in the process are a by-product. They hold no meaning except as a means to reach the Truth" + "A magus also dedicates himself to the study and refinement of magecraft while driving himself apart of the values of common people in the process" + "Ideally, a magus would render his own self transparent while still retaining his ego. In reality, however, most magi, especially those of the Mage's Association, are often caught up in petty power struggles. On the other hand, those who openly deviate from the way of magi, such as Kiritsugu Emiya and Shirou Emiya, are perceived as heretics that do not deserve to be called a magus. They have no interest in the Truth and see magecraft as a useful tool. They are called Spellcasters" + "Many magi look down on those like freelancers who use magecraft to earn a profit, believing it to be solely a field of research that should not be used in such a manner. Only those with more worldly experience or those practicing more controversial magecraft can look past the initial disdain and bewilderment other magi have for such people" + "It is possible for magi to obtain magical patents recognized by the Clock Tower, allowing them to obtain money from theories and rituals in the same manner as regular patents. The Tohsaka family earns tens of millions of yen annually from those that they own"]
- #5Master
Keys: Master
Enabled · After character · Order 10 · 100%
Entry settings
Category("Master")["Master is a designation or name which is given to a Magus, who has become a participant of the Holy Grail War by obtaining Command Spells and summoning a Servant" + "There can only be 7 masters in a Holy Grail War" + "In ordinary circumstances, Masters are always a Magus who possess Magic Circuits, but it is possible for the Holy Grail to choose an ordinary person to become a master, but this is highly rare" + "Masters provide Magical Energy to servants in order for the servants to remain in this world" + "A master will always be a master even though if they don't have a servant. The master will keep their Command Spells and can make a contract with an unclaimed servant" + "To become a Master, a Magus must summon a Servant through some sort of ritual" + "Masters are given 3 Command Spells which are spells that force their Servant to do something forcefully. When a master looses their 3 Command Spells it is normally said that they have lost authority over their servant, as there's nothing that really forces a Servant to follow the instructions of their master if we ignored Command Spells"]
- #6Noble Phatasm
Keys: Hogu, Hougou, Noble Phatasm
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Noble Phatasm")["Noble Phantasms, or simply Precious/Treasured Tools in the Japanese version, are crystallized Mysteries, powerful armaments made using human imagination as their core, and are the weapons and/or abilities owned by Heroic Spirits. As humanity's illusions, they embody the ultimate Mysteries of a hero as symbols of their existence through historical fact and anecdotes" + "A Noble Phatasm is normally the trump card of a servant during combat, and using it reveals their identity to their enemy servant or master" + "Noble Phatasms normally are active skills capable of doing huge damage to the environment or the enemy" + "The appearance of a Noble Phatasm depends on the user, as there are Noble Phatasms that manifest as weapons, and there are other which have the appearance of spells or even animal. Some Noble Phatasms that are Reality Marbles, creating a small dimension inside the world were the master, Servant, and enemy are transported"]
- #7Command Spell
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Command Spell")["The Command Spells are three claims of absolute obedience, the crystallization of a great magic, that a Master has over a Servant in the Holy Grail War system" + "The Fuyuki Holy Grail grants a total of twenty-one Command Spells in each war. Masters obtain three Command Spells, and Servants have no choice but to cooperate with their Masters due to their hold over them. Depending on the nature of the Servant, such binding is not necessary, while others may slay their Master instantly should all three be lost. They disappear as they are used up, and it can be said that a Master who uses up all three loses authority over their Servant" + "It is possible to steal more from other Masters or receive more from the overseer depending on circumstances, and it is also possible that anyone interfering with the activities of the Church will have their Command Spells decreased. Their loss does not indicate forfeiture of position in the Holy Grail War, as the contract with the Servant is also part of being a Master" + "Command spells appear on the Master's hand and have the appearance of chaotic red marks"]
- #8Magical Energy
Keys: Magical Energy
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Magical Energy")["Referred to as the primordial animus and life itself, magical energy is the source that powers all forms of magecraft. Analogous to gasoline, it is an essential element for the invocation of spells. There have been many names for magical energy depending on the culture" + "Magical energy is primarily classified by two types, mana and od, separated only by whether it comes from the atmosphere or from within human magi. They are essentially identical in terms of quality, but the world's mana vastly exceeds humanity's od" + "Od is the Magical Energy that can be found inside of living organisms such as humans and animals. Once Od is depleted, the Magic Circuits that stored inside a human soul will begin to replenish it" + "Mana, the meaning of which is approximately the same as that of Polynesian culture, is the greater source of magical energy found in the atmosphere of the world"]
- #9Thaumaturgical System
Keys: Thaumaturgical System
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Thaumaturgical System")["Thaumaturgical System is the general term used to refer to the several modern schools of magecraft such as Astrology, Kabbalah, Alchemy, and Shinsendou. Divergences can be found among different Thaumaturgical Systems, but the fundamental basis is “to convert magical energy inside the user’s body to transform the external world” + "The practitioner acts in accord with the system that each Thaumaturgical System operates under to execute a pre-built program. That program is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the magical energy of the magus and the command to do it is made through his Magic Circuits"]
- #10Magic Crest
Keys: Magic Crests
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Magic Crest")["Magic Crests are the most important treasure of a lineage of magi" + "Engraved on the body in a variety of shapes, most typically in a magic circle, a Magic Crest is a series of Magic Circuits that were given a more stable form in order to act as an archive of Thaumaturgical capability" + "At some point of the magus’ life, he will forge some of his own Magic Circuits into the Magic Crest, store many, if not all, spells that he learned in life and then pass it down to his successor. As the process repeats itself with each new generation, the older a lineage is, the greater the number of Magic Circuits forming the Magic Crest, and the greater the amount of knowledge stored inside it. It is the duty of any heir of a family of magi to successfully expand and pass down the Magic Crest to the next generation" + "The Crests take an appearance similar to Magical Circuits" + "Magic Crests in resume are an inventory for spells only used by Magus families"]
- #11Alchemy
Keys: Alchemy
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Alchemy")["Alchemy is one of the Thaumaturgical Systems, aiming at the study and manipulation of the flow of matter. Alchemy is all about gaining control over bodies, life, and souls; with turning lead into gold being a happy by-product. As such, an Alchemist can also double as a Necromancer" + "Alchemy allows the creation and manipulation of matter using magecraft"]
- #12Healing Magecraft
Keys: Healing Magecraft
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Healing Magecraft")["Healing Magecraft is the type of Thaumaturgy involving recovering the flesh of injured people and of detoxification. The Einzberns' one is used not for the sake of helping people, but rather to lessen the great burden felt by a subject who received an organ that was tempered with magical energy and help his body get used to the newly transplanted organ"]
- #13Element
Keys: Element affinities, Element, Elements
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Element")["Elements are the basic substances that shape the World and play an important role in magecraft" + "Depending on the teachings of Thaumaturgical Systems, one could classify everything of reality into different sets of Elements. The Four Classical Elements such as Fire, Water, Earth and Wind are said to came from Arche in ancient Greece. The Mage's Association adds in Void and some other Elements to make their classification more practical. Besides, there are the Five Elements in oriental philosophies and Twelve Constellations" + "A magus is normally good at manipulating at least one of the Elements. To identify which of Five Great Elements his elemental affinity is, he can use Consecration, the method composed of the use of sage, tarot cards and personality tests" + "Some magi possesses more than one elemental affinity and sometimes use them at the same time. Those capable of manipulating all the five Elements receive the title of Average One: Wielder of Five Great Elements and are highly valued by the Mage’s Association. For Magi whose Affinities are their Origins, completely different from the above Elements, magecrafts using any of the Five Great Elements are difficult to perform, ones with their unique Affinities in turn are so easy to handle that they can occasionally realize what is impossible with normal magecrafts" + "Elemental affinity only indicates what kind of magecrafts a magus is good at, not meaning he cannot at all use other Elements than his affinity" + "Wind is one of the rarest ones"]
- #14Mystic Code
Keys: Mystic Code
Enabled · After character · Order 10 · 100%
Entry settings
Item("Mystic Code")["A mystic code is a tool or weapon that a Magus uses to support the execution of the magecraft" + "There are many types of Mystic Codes, but the two main ones are those which supplement the magical energy of a Magus when they use their magecraft, and the second one is a tool that has an specific effect that is triggered when the object is used, an object imbued with a spell if you want to call it that" + "Mystic Codes can be anything, from weapons, to even clothing"]
- #15Geis
Keys: Geis
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Geis")["Geis is the practice of establishing a curse over an individual, which imposes a mystical restriction with the consent of both parties"]
- #16Reality Marble
Keys: Reality Marble
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Reality Marble")["The magecraft concept of a Reality Marble centers around the materialization and projection of the Magus's inner world into reality, transporting those around the Magus to their own reality"]
- #17Black Magic
Keys: Witchcraft, Black Magic
Enabled · After character · Order 10 · 100%
Entry settings
Concept("Witchcraft")["Witchcraft is a type of magic that requires the sacrifice of blood or flesh to cast spells" + "Users of this magecraft aren't called witches, as a witch is an entierely different being"]
- #18Fuyuki City
Keys: Fuyuki City, Fuyuki
Enabled · After character · Order 10 · 100%
Entry settings
Location("Fuyuki City")["Fuyuki City is a city in Japan located in the Ōita Prefecture. It is the setting for Fate/Zero, Fate/stay night, Fate/hollow ataraxia, and Fate/kaleid liner PRISMA☆ILLYA" + "Its name, "Winter Tree", supposedly comes from the fact that its winters are long. It is separated into two sections by the river Mion that can be considered two towns, Shinto and Miyama City, which are the new and old sections of city respectively. While not based directly on a real city, many of the locations are based on those located in Kobe"]
- #19Miyama Town
Keys: Miyama Town, Miyama
Enabled · After character · Order 10 · 100%
Entry settings
Location of Fuyuki("Miyama Town")["Miyama Town is the suburban area of Fuyuki that contains old houses and traditional buildings. It can be split into two main parts, the traditional Japanese houses district and the foreigners' houses district. The road to Homurahara Academy, where the protagonist studies, is set between the two districts" + "The intersection road connects to the shopping street, the school, the northern and southern parts of town, and to the bridge" + "The European-lineage magus families are located in the foreigner area of Miyama, while the Japanese and more Asian-lineage magus families live in the traiditional area"]
- #20Shinto
Keys: Shinto, Shinto District
Enabled · After character · Order 10 · 100%
Entry settings
Location of Fuyuki("Shinto")["Shinto is the newer district of Fuyuki that is under development east of the Mion River. Around the 1990s, the area was reclaimed from a previously empty wasteland, beginning a large-scale redevelopment project funded by the local government to build a modern business district containing features like a park and shopping mall in front of the train station. The City Hall being was moved from Miyama to give it a more modern structure, and the maintenance of the park and shopping mall were complete. Although the buildings were only forty percent complete at the time, it was constantly crowded during holidays"]
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