glossary

The glossary is a sort of archive of definitions, explicatories notes and info about several therms, events, places etc...of the world of Fate/stay night.
This part of the site is still under construction and revision, but feel free to surf through it and enjoy the current material.

a-c | d-f | g-k | l-n | o-q | r-t | u-z

r

reality marble: Shirou's and Archer's condition or magic power to apply tracing to a large scale and perfom Unlimited Blade Works. The reality marble allows them to get an ability that can be compared to a Noble Phantasm (since they haven't any). This particular power creates the Unlimited Blade World.

reiju: the tattoo that appears on the Master's body when he/she he summons a servant. It's the stigma that symbolizes the mastership over the servant and the faculty to use the 3 command spells represented by each segment of the reiju. As he/she uses one of them, part of the tatoo vanishes. When all the reiju disappears also the contract between master and servant automatically ends.

rho aiax (The Seven Rings that Cover the Fiery Heavens): the mythical bronze shield (belonging to Achilles) covered with 7 layers of oxhide famous for having stopped Hector's javelin. In Fate/stay night is represented as a composition of petals (7 in Archer's case and 4 in Shirou's) and it can be considered as Archer's Noble phantasm as well.

rider: one of the servant classes. Riders can be associated to gladiators, especially because of their ability to fight on two-wheeled charriots (but this is just a disquisition). Fate/stay night features one rider among its characters: Medusa.

rin's jewel: it's the magic pendant Rin uses in episode 2 to resurrect Shirou after Lancer's attack. It's a very dear memento she got from her father but she gladly uses it to save her friend. The pendant is than left to Shirou who keeps him jealously (and we also see it's kept by Archer as well)

rule breaker (All Code Must Be Destroyed): Caster's Noble Phantasm which consist on the usage of her knife that allows her to break the contract between a Master and a Servant by just stabbing one of them.

rules of the holy grail war: The Grail War is regulated by a serie of rules each Master/Servant should respect:

1) There is a war each 10 years, or well everytime the spiritual gate for the Grail summoning opens. The war could end up with a winner or could be interrupted for several reasons. It’s soething that only lasts for a determined period of time. The War is always set in Fuyuki city due to the choice to the original magi who established it.
2) As the tradition implies, the Magi allowed to take part to the War are 7 and so only 7 servants (belonging to different classes) are allowed to enter the conflict. The classes are represented in some tarots belonging to the Manager and they’re basically the following ones: Saber, Archer, Assassin, Caster, Lancer, Berserker and Rider. Anyway these aren’t the only included classes (we have the Avenger class in Hollow Ataraxia as an example)
3) The involved Master should be able to summon their own servant but they don’t have to be magicians to be able to complete the ritual or support his/her related servant. The choice of the heroe to summon is left to the master, although he/she could also not obtain the class he/she wished for.
4) A master can control his/her servant to a certain extent and so cooperation between them is required. They should work togheter to reach the same goal, since they’re both willing to realize a wish through the Holy Grail.
5) Servants feed themselves with the mana of their masters. If the master dies, they haven’t anymore a contract and they are left with two options: make a new contract with someonelse or disappear from the time in which they’re summoned after they runs out of mana.
6) Servants keeps their original memories as living persons but they can’t mantain those they collect as summoned spirits, in order to avoid the accumulation of experience and give the chance to all the servants to start on the same level in each war.
7) If a servant dies the Master can make a new contract with a servant who isn’t provided with a master. If the Master decides to leave the war he/she can also obtain the protection of the Church and of the Manager
8) The Masters aren’t obldiged to take active part of the war and fight togheter with their servants. They could also hide themselves to get a better prtection, since it isn’t implied to kill masters but it’s a lot easier than fighting other servants
9) A Master can use 3 command spells which are symbolizeb by a tatoo they get as they complete the servant’s summoning. These spells are useful to let the servants obey although they doesn’t want to or to summon them in particolar situations. As the spells are used the tatoo partially disappears and once it’s completely gone the contract with the servant breaks as well.
10) The Church tries to keep an eye on the war through the Manager, who’s usually one of his members or someone chosen by the Association or Magi Guild. The Manager should be over the parts and shouldn’t take part at the conflict as a Master. The Manager should also keep the war secret to society, since if someone who isn’t a Magi is involved in the conflict, Servants and Master could freely decide to kill him/her.

s

saber: one of the servant classes. Saber is the classic knight/paladin wielding swords and wearing traditional armors. Skilled in close combats they're not that agile and quick but they rely on power and precision. It's said they're the most powerful servants. Fate/stay night features one saber among its characters: Arturia (or well King Arthur).

servants: servants are the heroic spirits summoned by their relative masters. The servants are divided into several classes which are commonly seven, although there is a large variety of them (but since there could be only 7 masters in each war, a choice is needed). Servants are heroe of the past, present of future and they choose to became heroic spirits in order to realize their own true wish through the Holy Grail. A servant can be summoned more than once since his/her memories are reset each time to prevent too much experience in each subject. When a servant is killed his/her spirit come back to the time he/she belongs to. A servant make a pact with his/her master, but if the master dies he/she can make a new one with someone else. It's important for a servant to have a master for two reasons: first of all because the magician supplies him/her mana and second because a servant can be linked to a different time and space withouth a bound with someone who belongs to that entourage.

sorcery seal: the knowledge (spells, techs, magic applications and so on) inherited by the successor of a magi lineage.

sword breaker: Avenger First Noble Phantasm. It's much more a skill that allows him to lock the enemy's weapon with one of his weapons , giving him the chance to attack with the other. Anyway this ability can be nullified quite easilly.

t

tawrich and zarich: Avenger's weapons taking their names from the persian Daevas (demons githing against each kind of religion and servant of Angra Mainyu). They can be considered as hybrids of daggers and boomerangs.

throne of heroes: the entity that preserves and collect the spirits of heroes and turns them into heroic spirits. It's developed in a parallelar plane where there isn't any representation or concept of time, that's why any spirit can be transfered to any point of history and space through it (because the concept of time doesn't affect it).

traditional career: a particular category of mages, which ancient origins, who're used to pass their skills through bloodline and not through sorcery.

tracing: Shirou's ability/magic power or skill he aquires in Fate and masters in Unlimited Blade Works. It's the power to create a weapon by copying it by an other weapon. It's not only a matter of material but also knowledge since he can acquire also the memories and abilities of the original owners of those weapons he copied.

tsubame gaeshi (Swallow Reversal): Assassin's skill that could be equiparated to a Noble Phantasm. It's a 3 thrusts unavoidable attack that causes almost instat death to its target.

tyrfing: the cursed sword of the Nibelungi. It was made by dwarves and it's said that when it was created it shone and gleamed like fire. Its creators added a curse on it so that it would kill a man every time it was used and that it would be the cause of three great evils. It obviously only causes great pain to its master in exchange of great power.