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Spoiler warning: This page contains spoilers for all works within the Nasuverse.

Feel free to correct any faulty information found here. Information sources are here, here, here, here, and the canon works (the Garden of sinners, Tsukihime, Fate/stay night, Witch on the Holy Night and Angel Notes), as well as their respective spinoffs and fandisks.

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Functional Magic in the Nasuverse

This is a dissection of the Functional Magic tropes used within the Nasuverse as well as a guide to all the terminologies and rules involved.

The Nasuverse is an example of one of the most extensive and liberal uses of Magibabble by any fictional work. You have been warned.

This section is a guide to the general theory of magic in the Nasuverse.


Magecraft, also known as Thaumaturgy, is the Functional Magic within the Nasuverse, which covers several fundamental theories and concepts. The most basic theory behind it is a "reenactment" of the supernatural, or miracles.

The original magecraft system was a power granted only to those with a direct connection to the gods, and its power was such that it was synonymous with the True Magic of today. However, as the end of the Age of Gods drew ever closer, the biblical King Solomon created the modern magecraft system as a way of allowing the common man to reenact these miracles. To do this, he created the first magic system (the definition of which is described below) - Goetia, whose name is derived from the act of sorcery itself, and is commonly known today as a school of evocation magecraft.

For general magecraft to work, the magus has to utilize a magic system engraved into the world by practitioners of a school of magecraft. Schools of magecraft are discrete disciplines or styles of magecraft. Alchemy, Onmyoudou, and Kabbalah are examples of schools of magecraft.

Fundamentally speaking, the magic system of a school of magecraft is a set of common rules copied from the Akashic Records. It is a sort of universal manual on something that is already there, unlike True Magic, which exists outside of the boundaries of the world. The magic system provides the framework for the school's magecraft to actualize. It is engraved into the world through a magic foundation, which is essentially a Greater Ritual managed by the respective school.

The magic system contains all of the school's magic formulae, which are the functions of the spells falling under the school's domain. Magical energy is channeled through the Magic Circuits of the spellcaster to the school's system and activates the specific magic formula inside, actualizing a mystery. This is the basic sequence of spellcasting.

Belief that the foundation 'exists' significantly affects the strength of the school's magecraft. If there is a general belief in the magic foundation, the World will permit its existence. In places where the school is not well-known, the power of its magecraft may deteriorate greatly. Thus, the teachings of the Church has one of the strongest magic systems, having been disseminated virtually everywhere. Personal brands of magecraft like the Emiya clan's Time Manipulation are different from the established magic systems of academia and religion and have the same level of robustness wherever the user goes.

Important concepts:

  • Equivalent Exchange: Word-for-word, a fundamental theory of magecraft. To be able to cast a spell, or to create something, you must sacrifice something in return. True creation is the domain of the First Magic.
  • Magical Energy: The basic magic force required to cast spells. Divided into two: mana, the energy in the surroundings, created by the world, and odic force, which is produced by living beings. There is no academic difference between the two, except the available quantity.

    Practically speaking, however, they have different properties. Od is easier for the body to process than mana, but is lower in quantity, so magi normally use od to jump-start processes, while mana is utilized more like fuel. Magical energy is a colorless force, which means it can be tainted by elemental alignments.
  • Magic Circuits: A very important factor in magecraft. It is one of the main reasons why muggles cannot perform magecraft, although some muggles may have a few latent circuits unknown to them. Magic Circuits can be thought to be a secondary nervous system akin to an electrical circuit although technically, it exists in the person's soul rather than his or her body. By infusing magical energy into the circuits, it allows power to flow freely and magecraft to occur.

    Generally, the more circuits you have, the more energy you can channel, but there are also other factors to consider, such as the quality of the circuits, amount of energy that can be output at once, or the skill of the magus in channeling energynote . Just like ordinary body organs, magic circuits, as well as their quality, are fixed from birth, although there are various, highly risky means of artificially implanting more.
  • Spell Construction:
    • Generally, spells require a Magical Incantation (or aria) to be used. Magical Gestures are considered incantations as well. In the context of the theory of magic, incantation is simply one of the steps in the sequence of spellcasting. At a personal level, however, incantation also plays an important role in self-hypnosis, which enables better use of the magus's circuits.

      Incantations are flexible constructions. It is normal for schools and individual magi to use different arrangements for the same spell to suit their style and needs. While there are general rules to be kept in an incantation such as a particular meaning or keyword, as long as these are followed, altering the finer details is a valid and useful practice.

      Regular incantations are chanted to oneself, so personal variations can be said to reflect the nature of the user. Magi with big egos often employ long-winded incantations. However, changing the wording by itself is useless; it is the weight of meaning towards the spellcaster that matters. The greater the meaning of the incantation to the user, the better the self-hypnosis and the greater the effect of the spell.

      The general length of a spell's incantation is dependent on the complexity of the magic formula. Incantation time is measured in steps and bars. Speech and utterances are measured in bars. Non-verbal actions are measured in steps. A bar is one second long, regardless of how fast the magus recites it. Steps take less than one second. The fastest spells are single-action, taking one step to cast. Beyond ten bars, the spell is complex enough to be considered a simple ritual.

      Skilled magi may employ high-speed aria to reduce the number of bars and steps in their incantations. Individuals from the Age of Gods like Medea are on another level entirely and can cast large, complex spells nearly instantly due to their ability to use Divine Words, which does not make use of Magic Circuits. Spellcasting using Divine Words skips the lengthy spellcasting sequence of modern thaumaturgy altogether, actualizing the spell with a direct order simply through the power of words.

  • Elemental Powers:
    • There are three forms; the first is a regular elemental alignment - water, earth, fire, air, sky/ether; or water, ground, fire, wood, metal. These are called the five great elements. There are also other more obscure elements outside of the five great ones, such as imaginary elements like demons and imaginary numbers.

      Ether is rather unique - it is formless and colorless, but without it, magecraft itself wouldn't work, since it's the medium through which magecraft is performed (like the theory on how light travels through a medium called ether). It is thought that only divine beings can make full use of it, as well as humans during the Age of the Gods.

      Usually, a magus will have one elemental alignment but it's also possible to have more than one, or a compound alignment. An alignment in all five great elements is very rare. Magi with such an alignment is called Average Ones and is valued by the Mage's Association. Elemental Affinity only indicates what kind of Magecrafts a Magus is good at, not meaning A magus can only use elemental spells that he or she has the same elemental alignment with. Elemental alignment is determined from birth and artificially altering it is a highly dangerous and painful process.

      The second form is affinity to magic attributes. Attributes are akin to spell effects. Reinforcement, flow and transfer, conversion, and almighty are examples of attributes. Attributes increase the versatility of spells by imbuing meaning into them. To give a few very simple examples, adding the attribute of reinforcement to a fire spell may make it burn hotter while adding it to a water spell may increase flow momentum.

      A magus's attribute affinity is generally determined by the type of research that his or her family has been conducting and as well as the kind of mysteries engraved in the family's Magic Crest. Unlike elemental alignment, a first-rate magus will usually have multiple attributes that he is good with. Also, a magus may perform spells that he does not have an attribute affinity in.

      The third form is Sorcery Traits. Sorcery Traits are more like inherent special abilities than elemental powers. They are usually clan- or family-based although individual Sorcery Traits like Mystic Eyes also exist. They can be very powerful and are considered to have the same or even higher importance compared to the family's Magic Crest. Examples of Sorcery Traits include the Einzbern family's trait of Wish-Granting, which allows them to cast spells without the requisite knowledge of the spell itself, and the Fraga clan's trait of Gods Holder, which allows them to wield the Noble Phantasm Fragarach - the personal weapon of given to War god Lugh by Manannán - and create It Only Works Once versions of Fragarach by marinading a steel sphere in their blood for a month.
  • Older Is Better; Super Prototype - The Nasuverse generally makes use of these ideas — older objects have more acquired history within them and thus are more powerful, and the original is always more powerful than the copies. The weapons held in Gilgamesh's Gate of Babylon are the earliest variants of basically all legendary weapons that we know of today, and as such will outrank their later counterparts in power. The prototype aspect was Touko Aozaki's theory on how to reach the Origin - by producing the original template for human beings, she would be able to discover the Origin.

Forms of Magecraft:

  • "Noble Colors" or "Mystic Eyes": They are special eyes that one is born with, allowing them to affect the world around them. More akin to psychic abilities than actual magecraft, Mystic Eyes are something that one is born with, but some forms can be acquired artificially. Within the current Mythos, there are several users of "Mystic Eyes" with various abilities, from charm (the standard) to immolation, to petrification.
    • Shiki Ryougi from the Garden of sinners possesses the Mystic Eyes of Death Perception, the most powerful (and rarest) of them. This ability allows her to "see the concept of existence" of everything, which manifests as lines or dots. Cutting these lines/dots will allow her to instantly bring their lifespan to an end. The source of her power is being in contact with the Akashic Records after her near-death experience. She doesn't experience the same limitations as Shiki Tohno as she has the Akashic Records (the void) itself as her third personality, which extends her power to the logical conclusion — she can reshape reality itself by cutting through the lines.
    • Shiki Tohno of Tsukihime has a similar power as Ryougi, though it is in a limited state. This is due to his mind which does the processing of the lines. The headaches and some of the other health issues he has are a symptom of this since the human mind is not tailored to understand the concept of the death of things. If the owner does not understand the concept of the existence of what he's trying to kill, he will not be able to see its existence. And unlike Ryougi, it is a constantly growing ability. He can't shut it down and it will eventually lead to his insanity and death. His glasses are a seal that slows this down.
    • Arcueid Brunestud of Tsukihime possesses a different power through her Mystic Eyes as do pretty much all high-level vampires. Hers is more based around mental manipulation and deceit, presumably to make feeding easier. Unfortunately, when they impact the wrong people for the wrong reasons, it can go... badly. The use of Arcueid's Mystic Eyes on Shiki, for example, almost ends up with her getting raped due to the growing feelings of the two involved, as well as a very primal thought process at the time for Arcueid.
    • Also from the Garden of sinners is Asagami Fujino, who has a very specific form of Telekinesis that is activated through her eyes. Specific being that she can move things clockwise and counterclockwise — doing both at the same time allows her to bend objects.
    • The epilogue of the Garden of sinners, Mirai Fukuin ("Future Gospel"), introduces several different ways of seeing the future - while the villain could 'calculate' an absolute result ( which is how he is defeated - as the future is so solidified and "true" that Shiki could see and kill it), Akira Seo could occasionally catch a glimpse of 'fate'. The Mystic Eyes of Death Perception was also described as a form of seeing the future, as it can see 'the end of things'.
    • Also, the Shiki imposter from "Mystic Eyes Alliance" in Tsukihime Plus Disc has eyes that can see the past. Eventually, it sent him insane and he turned into a murderer.
    • Rider from Fate/stay night has the ability to petrify anyone (whose magical defense is below a certain level) in her line of sight but she has to wear a seal (a visor or glasses, depending on the moment), being unable to deactivate her mystic eyes (the seal is similar to Shiki's glasses). Those with a magical resistance of A and above are immune to the petrification, but they are affected by a "pressure" that decreases all their stats by one rank.
    • Ilya from Fate/stay night also has a form of mystic eyes, which she can use to hypnotize others or transfer information to someone else.
    • Aozaki Touko uses the same kind of mystic eyes in Witch on the Holy Night. And they explode during her confrontation with Aoko.
    • Meanwhile, Emiya Kiritsugu from Fate/Zero has an (unnamed) form of hypnosis that relies on eye contact. Crucial in keeping people out of the scene while he's attempting an assassination of Kayneth El-Melloi.
    • Ciel from Tsukihime can do something similar. She uses it to implant memories in people so that they think they already know her.

  • Several other types of mystic eyes are briefly mentioned in supplementary materials but not seen, such as Illusion, Flame, Contract, Compulsion, and Jinx. Brunestud of the Crimson Moon is mentioned as having mystic eyes that can "crush reality," and the Celtic god Balor had eyes that were a precursor to the mystic eyes of death perception, and could kill anyone just by looking at them.

  • Formalcraft: The ability to infuse elemental alignments into objects, or "elemental conversion".
  • Alchemy: Practiced by the Einzberns and the mages of Atlas. Alchemy deals with the conversion of matter into other forms, but the Atlas mages are researching the conversion of phenomena.
  • Summon Magic: There's a form called "summoning" and "spiritual evocation" which are apparently two different things. The theurgy used in the Holy Grail War is on a completely different level, which already makes use of the Third Magic.
  • Philosophy Magecraft: Practiced mainly in continental Asia, it has vastly different principles than the ones outlined above as practiced by Western mages as they simulate an artificial Root via the Philosophy Foundation, a supergiant Mystic Code fused with the Planet that practitioners use as the foundation for all spells. Philosophy mages have Philosophy Keys, which are analogous to Magic Crests used by western mages and serve as a means of accessing the Foundation for their spells. This means Oriental mages are only restricted by the spell formula and their Key in what they can accomplish with the Foundation, which is maintained by all Philosophy mages. Eastern Magecraft is generally considered incompatible with Western Magecraft.

Items, artifacts, etc:

  • Magic Wand: Mystic Codes. It is something used to augment one's magic or support it. They are either a magical energy supplement or something that will enhance the effectiveness of one's spells.
  • Conceptual Weapons: They are weapons that aren't limited to physical damage, but also allows the "overwriting of concepts". For example, several Gods from the Age of Gods are deathless, i.e. they do not have the "concept of death" and cannot die or be killed until a Conceptual Weapon, such as the anti-immortal Black Barrel, infects them with this concept.

Magical creatures:

  • Familiars: They are creatures that are miniature copies of a magus (usually hewn out of a corpse and a piece of a soul). They are attuned to the thoughts of the master, which allows orders to be transmitted to them. The perfect familiar is said to be one that will follow the master's orders without question. They also have No Ontological Inertia when the master dies.
  • Puppets: Touko Aozaki's specialty. Her theory on reaching the Origin was replicating the original template of the human body through puppets. Her masterpiece seems to be a perfect copy of herself which activates once she dies.
  • Heroic Spirits: Heroic figures who left a mark on human history and upon death ascended to the Throne of Heroes, a Place Beyond Time. They can be summoned as a type of extremely high-quality familar known as a Ghost Liner, but it typically requires the assistance of a Holy Grail, which will empower a "Master" to summon a Heroic Spirit Ghost Liner as a "Servant". In the Tsukihime timeline and related worlds, the concept of being able to summon such great people in a reduced form as a Servant is regarded as laughable. This is due to Tsukihime worlds featuring a weaker Human Order, a name for the actions Alaya takes to ensure the continued existence of humanity in the face of extinction.
    • Counter Guardians: A specific form of Heroic Spirit that is used by the world to exterminate factors that threaten the ruin of either itself (Gaia's counterforce) or humanity (Alaya's counterforce). The latter is a mindless force commanded by the planet to exterminate anything and anyone that is perceived as a threat to humans. As humans are known to tend towards self-destruction, these factors are usually humans themselves.
    • Beasts: Entities that have come to embody the Evils of Man, and were the prototypes on which the Counter Force based the Servants; indeed, the system of summoning Heroic Spirits and Counter Guardians was designed specifically to combat the Beasts. They are not a unique class of magic creature: the only requirements are the sufficient power, and a desire borne of twisted love to see mankind completely wiped out. While the Beasts are numbered I through VII, the defeat of one Beast does not prevent a new one from taking the same number, or appearing as two distinct halves of one Beast, such as Beast III/R and Beast III/L. The appearance of a Beast should be accompanied by the summoning of a Grand Servant,note  a Heroic Spirit embodying the pinnacle of their summoned class, whose role is to assist in defeating the Beasts at any cost.
  • Vampires: See the next section on vampires.
  • Angels: In modern Magecraft, 'angel' is just a label given to vague and ambiguous magical energies, essentially the concept of one can be imposed on spirits. It's theorized that King Solomon's seventy-two Ars Goetia Demon Pillar Gods may be the origin of this concept.
  • Ultimate Ones: The most powerful beings on each planet. There are nine of them in the present, but some of them get destroyed in the apocalyptic future of Angel Notes. See the below section on Ultimate Ones for more details.
  • Spirits and Ghosts: There are different levels and ranks of spirits. The most common ones are apparitions, which are formless spirits left behind after death. Ghosts in common sense are known as "wraiths". Then there are entities unrelated to humans, such as Nature Spirits, Animal Spirits, and Elementals. The highest rank of spirits is Divine Spirits, which are beings that are both desired by the world and worshiped by humans.
  • Mythical/Phantasmal Beasts: Creatures that have existed in the mythical period. Naturally, they are one of the most powerful creatures, since they are "originals" which have existed in the time of gods.
  • Daemons: Beings formed of the Sixth Imaginary Aspect. Divided into "True Daemons", powerful, "natural-born" daemons supposedly directly created by God; and regular "daemons", which are born of human desire. Usually act on the world by possessing a human as a vessel, with terrible effects on this host. They seek to fulfill the desire they were born of, but almost always do so in a twisted manner. They are capable of wielding magecraft without the use of Magic Circuits.
  • Demons: Not to be confused with the above, these are existences that are considered "distortions" of the natural world. They arise naturally, sometimes likened to a "cancer" of existence, and usually have negative effects on the world around them, and so are opposed by both Gaia and Alaya. When the Counter Force isn't dealing with disasters born of human design, it's usually fighting against these beings.

Marble Phantasms, Reality Marbles, Bounded Fields

Bounded Fields are a specific form of magecraft that expands over an area and affects those caught within it. Magical energy is spread over an area and separates the area inside the field from the outside.

By definition, there are two other forms of this — Marble Phantasms and Reality Marbles.

These terms come from a metaphor involving differently colored marbles. If one has a jar filled with 99 black marbles and one white marble, a Marble Phantasm is akin to the ability to always pick the white marble no matter what. A Reality Marble is, metaphorically speaking, the ability to turn all the black marbles white - an ability that is unnatural without interference.

Marble Phantasms are a form of a bounded field that allows one to interfere with nature. The effects can be minor or extreme, such as hemisphere-spanning storms or superspeed tectonic movement, but still abide by the laws of nature. Arcueid's Marble Phantasm allows her to do such a thing.

Reality Marbles are closer to True Magic than to magecraft, being the unnatural ability to overwrite external reality with one's mental world. Following the World Egg theory, it allows for the birth of a new world constructed from one's own mind by switching the world inside the egg with the world outside.

The World itself will attempt to crush Reality Marbles since they are unnatural existences. A person needs an incredible amount of magical energy just to keep a Reality Marble materialized even for a few minutes. Marble Phantasms on the other hand last effectively forever once formed and do not require any further maintenance as they are considered Natural. Reality Marbles are specialized in that they can only do one thing while Marble Phantasms can do any number of things.

The Holy Grail War's Mechanism

The Holy Grail of Fuyuki is divided into two mechanisms - the Greater Grail and the Lesser Grail. The Greater Grail is a magic circle located beneath Mount Enzo, consisting of a series of seals surrounding Justica von Einzbern, the core of the Holy Grail.

The Greater Grail is a gate to the Akashic Records. The mechanism of the Greater Grail picks seven Heroic Spirits and seven Masters who desire the Holy Grail (one from the three families, Makiri, Tohsaka and Einzbern, and possibly at least one from the Mage's Association).

Once the system has been set up, the Grail War begins. Usually, once a Heroic Spirit dies, they become a piece of energy that vanishes back into the void. The Lesser Grail is a mechanism that traps the soul temporarily and materializes it as energy through the Third Magic. Once all the Servants are collected, the gate to Akasha can be opened (although six Servants is enough energy to grant a wish).

    Magic Organizations 
Like many other works of fiction involving magic, the Nasuverse has several esoteric organizations. This section gives a general overview of some of the major organizations, as well as an explanation of their inner workings.

Mage's Association

The Mage's Association is an organization of Western magi and one of the largest magical factions in the Nasuverse, alongside the Holy Church. Its main objective is to ensure the continued existence of magecraft. The Association's activities are primarily concerned with the research and development of magecraft as well as limiting the knowledge of magecraft from the general populace, as it believes that normal human society would threaten the existence of magecraft. It is split into three branches, the Clock Tower, Atlas, and the Sea of Estray.

Clock Tower

Main branch and current headquarters of the Mage's Association. The Clock Tower, despite what you may expect, is actually located in the British Museum (more specifically beneath it), and not in that famous clock tower in London, or any other clock towers for that matter.

The Clock Tower has a veneer of civilness, but in reality, it is a veritable monument to the human vices of greed, pride, and lust for power. The staggering amount of power struggles, backroom dealings, politicking, and other shady activities among the internal factions is considered perfectly normal. Elitism and discrimination are also extremely common. While the research there is leading-edge, magi in the Clock Tower are constantly competing for power and budget, and the results they obtain are rarely shared among each other.

The academia section of the Clock Tower consists of various research facilities and Wizarding Schools scattered throughout London and its suburbs, and divided into twelve departments each controlled by a Lord just like the twelve hours on the clock, with the first department masquerading as a normal university. Other than academia, the Clock Tower also involves itself in policing magi, enforcing its own laws and regulations, and hunting down those who may reveal the secret of magecraft to society. It is also responsible for the administration of magical patents. The wealth of families of magi such as the Tohsakas and the Matous come from royalties derived from such patents.

At the top of the pecking order is the Director, who has been the same person for the last two millennia, as well as ancient, aristocratic families of magi who wield considerable political power within the Clock Tower, and who have been perpetually plotting against each other since the ages long past.

To become a member of the Clock Tower, one has to pass a series of tests on the subjects of magecraft. As one may have already guessed, however, it is possible to be admitted into the Clock Tower simply by having connections to influential figures within or if one comes from a highly-regarded family of magi, and one may even receive special treatment and benefits from such connections. There are eight ranks to designate quality of ability and lineage in the Clock Tower, from the lowly Frame to the creme de la creme of mages that are given the Grand rank, along with various color designations handed out for exceptionally talented mages.


Atlas, or The Giant's Pit, is a highly secretive institution of alchemists located in the mountains of Egypt. Unlike traditional alchemists, who are concerned primarily with material subjects, the alchemists of Atlas are more interested in phenomena and the workings of the universe.

Members of Atlas utilize a method of predicting the future using the concept of Laplace's demon. Since its first director predicted the theoretical end of the world, the organization has focused its efforts on developing measures to avoid the supposed apocalypse. The most infamous of these attempts are seven doomsday weapons, created with the intent of saving the world but were ultimately creations that could enact the very end they were meant to thwart.

To protect their research, Atlas alchemists can never leave Atlas or share their research, unless someone owns one of the seven Atlas Contracts, written long ago and which allows their possessor to enlist the help of Atlas and which they can't refuse. Naturally, Atlas wants to retrieve those contacts, and so far has only managed to get back four of them.

Atlas has the Six Sources, which represent the six founding families of this institute, and are considered the counterpart to the Clock Tower's Twelve Lords. These families all specialize in a type of magecraft related to the body, like the Eltnam's manipulation of the nerves.

While it is still considered a branch of the Mage's Association, it behaves almost like a separate organization, with its own goals and relationships with other magical organizations. It is on bad terms with the other branches of the Mage's Association because of its deviant practices and independence.

Wandering Sea

The Wandering Sea, also known as the Wandering Tomb, is a group of minor European magical organizations. It, along with Atlas, made up the original Mage's Association, and the founders of the Clock Tower were their exiles. Its base of the island Baldanders, nicknamed the Moving Tomb, is a moving mountain range wandering the waters of Northern Europe, occasionally making stops on dry land like on December 31st every year to recruit new potential mages to study within their halls. It cannot be detected by normal means as the base is a singularity that drifts about within the gaps of the Earth’s texture. Baldanders has five Gates, each with a different purpose that the mages studying behind them pursue but all Gates have the same application of being able to transcend spacetime for communication and transportation with any era when the island revealed itself. This mountain range is the first enigma in the world of magecraft to ever be discovered and shall be the last one to be figured out.

The Wandering Sea is said to be researching body alterations, but not much else is known about it as the majority of mages have locked themselves away behind the Gates and rarely leave. Known organizations in the Wandering Sea include the Prague Association, an organization of traditional alchemists, Sponheim Abbey, a group with strong ties to the Clock Tower, and the Thule Society, a society of rune magecraft researchers. They have a code that they all must abide by, the Concealed Divine Order, which is considered an equivalent secret to the seven doomsday weapons of Atlas or the the Clock Tower's magical excavation of resources from the Spirit Tomb Albion.

Though certain members have been in contact with the Clock Tower, the majority of this group is locked in a cold war with the Clock Tower because of their differing views on magic. They consider magecraft from the Age of Gods to be the pinnacle of all magic and carry deep disdain for magecraft of the Common Era, not even acknowledging its history or culture as something of value. However, members may pursue other branches like Modern Magecraft or Philosophy Magecraft if they so wish, the only style of magic they eschew is Atlas Alchemy.

Sealing Designations and Enforcers

A sealing designation is a somewhat bizarre 'title of greatest honor' awarded by the Mage's Association to magi of particular genius. Sealing designated magi are considered precious samples of special thaumaturgical quality, and the Association will expend considerable resources to 'preserve' them. What this usually means is surveillance and monitoring of the designee, in the hopes of obtaining the fruits of their labor or in more severe cases, incarceration at the bottom of the Clock Tower as a specimen for study. Magi who are exceptionally gifted or threaten the secrecy of magecraft through excessive and unrestrained research are normally incarcerated.

Of course, any magus would strongly resist the Sealing Designation, so the Association sends highly-trained agents called Enforcers after the designated to capture them and retrieve their works. There are currently about 30 Enforcers working for the Association.

Fangling Shating (Summit Court)

One of the two notable organizations for mages who practice Philosophy Magecraft, not much of it is known to Western mages in the franchise. This organization holds great importance in the East, as their leaders the Ten Officials created the Philosophy Foundation for all Asian mages to use and codified the law of magecraft systems for this continent. Members are known to still retain the same Connection Rights to the Foundation they had in the Age of Gods, and to not interact with the human realm. The Officials are Xians dating all the way back to the Age of Gods whose Keys can connect to the Privileged Domains of the Foundation and utilize Magecraft from the Age of Gods.

Holy Church

The Holy Church, or simply just the Church, is a powerful religious organization with influence rivaling that of the Mage's Association in the Nasuverse. It is styled after the real-world Roman Catholic Church. While it considers magecraft to be heretical, it tolerates the Association for the most part and even cooperates if it is within their interests to do so, such as in the Holy Grail War.

Assembly of the Eighth Sacrament

The lowest of the Church's special agencies, the Assembly of the Eighth Sacrament is a group of clerics in charge of managing holy relics around the world. The Eighth Sacrament is a grace outside of the original seven sacraments of Baptism, Confirmation, Eucharist, Penance, Anointing of the Sick, Holy Orders, and Matrimony, permitting followers to break the rules of Christianity, such as by employing the heretical arts of magecraft, in the name of achieving the goals of the Church.

While the Assembly knows that the Fuyuki Grail is not the real one and thus does not fall under its jurisdiction of holy relics, it still interferes in the war as the Grail, being an omnipotent wish-granting device, is an item of great power that may affect the existence of its faith.


Highly-trained agents exist for the sole purpose of killing heretical beings, whether they be human or supernatural. They are the Church's equivalent of Enforcers in the Mage's Association, but they differ in that the Executor's mission is to destroy heretics while the Enforcer's mission is to capture them. Executors follow the Eight Sacrament as well, which means that they are themselves heretics and are allowed to use magecraft.

Burial Agency

A powerful and influential group of elite Executors. The Burial Agency goes beyond even the Eight Sacrament - anyone, whether they be outsiders, magi, disbelievers, and whatnot, may join if they have the will to destroy heretics and the combat skill befitting the highest-ranked Executors. It is made up of six members plus the leader and a reserve.

Demon Hunter Organization

A group of four Japanese human families made it their mission to hunt down and destroy demons to defend humanity. All of them possessed some kind of supernatural ability, which they cultivated and used in their demon hunting. They also killed humans with demonic heritage, but only if said Mixed-Blood humans succumbed to their demonic impulses. Due to their mission being to protect humanity from demons, a human with a demonic heritage is said to be the worst possible enemy for the Demon Hunters to fight.

In more modern times, however, as demons have largely been eliminated from Japan and Mixed-Blood humans have integrated into human society almost seamlessly, the Organization began to feel a loss of purpose and most of the Four Families have either collapsed or abandoned the demon-hunting business.


The Nanaya clan was the most powerful of the Families among the Demon Hunters, and the last Family to remain active fighting against Mixed-Blood humans. The ability they possessed was "Pure Eyes", a type of Mystic Eyes that could see things normally unseen, but they were more feared for their assassination arts and fighting style, which they drilled into their children from a very young age and made them nigh-superhuman fighters, capable of moving at tremendous speeds. However, maintaining these abilities meant they had to keep their bloodline pure, and as a result, they eventually became incestuous in an attempt to continue passing these abilities on.

The Nanaya clan met its end when they came into conflict with the Tohno family of Mixed-Blood humans and were completely wiped out save for one survivor: a young boy named Shiki. On a whim, the head of the Tohno family adopted the boy as his son.


The Fujou family was a clan of Miko, who possessed abilities largely about curses and acting as mediums. It is said they had a "superior view of the world", at the expense of commonly developing blindness. Another branch of the family developed an ability known as "Synchronizers", the ability to heal others through the exchange of bodily fluids.

The family has largely died out, with its only living descendant being Kirie Fujou.


The Ryougi family is a wealthy Yakuza clan with the peculiar trait of manifesting dual personalities. They encouraged this as they believed that each personality could master skills the other could not, allowing family members to obtain a wider skillset than normal. However, most of them ultimately wound up going insane due to their personalities conflicting. They were experts on the matter of Origins (see Akashic Records below), and their ultimate goal was to bring forth a child with the Origin of "Nothing"... which they finally succeeded in with Shiki Ryougi.

The family remains active as Yakuza, and is no longer involved in demon hunting.


The Asagami family is an off-shoot of the larger Asakami family, who possessed telekinetic powers. The primary Asakami family developed a habit of capturing Mixed-Blood humans and worshipping them as gods rather than killing them, and the resultant interbreeding led them to become a Mixed-Blood family themselves. Internal conflicts regarding this lead to the collapse of the main family.

The smaller Asagami branch remains active as a family of businessmen and is no longer involved in demon hunting.

Chaldea Security Organization

A relatively recent organization run by the prestigious Animusphere family dedicated to preserving and protecting the Human Order, the future, and the history of humanity. Though it was once a simple observatory in Antarctica, thanks to the efforts of founding director Maris-Billy Animusphere, it has grown into a large collaborative agency overseen by the Mage's Association, the Holy Church, and the United Nations. Most of their resources are located in the main observatory, though they do own a private oil rig in the North Sea and a nuclear reactor in France. Due to its newness, the Mage's Association and the United Nations have mostly left it to its own devices since there was no particular threat to humanity until the year 2014...

It utilizes a variety of inventions pulled from all over the world of magecraft and the world of science to observe the timeline of humanity, with the most important being CHALDEAS, a Mystic Code that functions as a pseudo-reflection of the Earth's soul that simulates the entirety of its history up to a projected hundred years in the future. Other inventions include SHEBA, the Near-Future Observation Lens, which is used to precisely pinpoint certain events, FATE, the system Chaldea uses to summon Heroic Spirits, and TRISMEGISTUS, a copy of Atlas' Trihermes computer for processing data.

Its main focus is on Heroic Spirits and figuring out how to utilize their potential to protect humanity, along with several experimental methods of time-traveling.

     The Akashic Records (The Swirl of the Root) 

The Lifestream - Akasha

The Akasha, or the Root, is the location of the Akashic Records, which serves as a repository of all information within existence. The Akashic Records are fundamentally the source of all magecraft within the Nasuverse and encompasses the following phenomena as well:
  • Magical Eye: The Mystic Eyes of Death Perception of Shiki Ryougi derives its power from knowing the perceived "death" of an object, manifesting itself in the form of lines and dots. By cutting through those lines and dots, Shiki can actualize the death of any object. Extending this, Shiki's third personality's connection to the Akashic Records allows her to actually reshape the world by cutting through its lines.
  • The Nothing After Death: Once a person dies, their soul is returned to the Origin to be recycled as "raw materials".
    • Genetic Memory: The Origin is a "chaotic impulse" that drives the force of one's existence, nothing more than the basest instinct of a living being. This chaotic impulse accumulates through several reincarnations, existing as an instinct inherent to the person's soul, but it's not necessarily something to be followed.

      By being awakened to one's Origin, the person becomes overtaken by this chaotic impulse, causing the person to constantly follow this Origin. This also causes the person to gain powers close to their own Origin. Lio Shirazumi of the Garden of sinners is an example of this — after being awakened to his Origin of "consumption", he gains a weak Healing Factor and gives him skills that only a predator can have. Even people who have not awakened to their Origin still are influenced by it; Shirou Emiya's Origin of Swords means he can replicate Noble Phantasms, while Kiritsugu Emiya's Origin of Severing and Binding means that bullets filled with his powdered ribs can permenately damage a Magus' Magic Circuits by cutting them and incorrectly binding them back together.
  • Gaia's Vengeance, Sentient Cosmic Force: The Counter Force. Of course, something as powerful as the Akashic Records needs something to protect it. This also encompasses the Throne of Heroes where all legendary heroes are stored once they die for them to return when humanity needs them. The Counter Force swings in alignment to two forces: "Gaia", the will of the planet, and "Alaya", the collective will of humanity. If either one is threatened, the Counter Force will attempt to destroy anything which does not conform to this.
    • Ascend to a Higher Plane of Existence: A person can make a contract with The World to become a Counter Guardian, essentially allowing one to ascend to the Throne of Heroes to be able to protect humanity. This isn't as pretty as it sounds, as evidenced by Archer and Saber in Fate/stay night, since this involves being called into all instances where humanity and/or the world is close to destruction, and essentially destroying all forces involved with the destruction, including humans themselves.

The Akashic Records itself is a MacGuffin for all magi. It is the goal that all magi seek. Some have actually reached and even touched it, but are overtaken by the void itself and absorbed into it. There are various ways of reaching the Origin; most of them involving the concept of Aristotle's hierarchy of things, being that a person can reach the "entelechy (end goal)" by moving higher up the hierarchy.

It is said that one can acquire the ability to use True Magic by reaching Akasha. However, even if the same route or theory and the same method were used to arrive at the Root, one has to be the "richest" to receive Magic. The first person who uncovers a route usually becomes the only one to gain True Magic from it. A route once used becomes closed, or the unknown once known becomes established. In other words, the less mysterious a route to Akasha becomes, the more it becomes unusable. While this makes the use of True Magic rather exclusive, it is possible to pass down the ability to use True Magic to a descendant; in a manner of speaking, the inheritance would be the route itself.

In the Age of Gods, True Magic was commonplace. However, as the ancient magi researched and inquired further, and as science progressed, more and more paths to Akasha became closed off, resulting in the eventual decline of True Magic. In the modern-day, there are only five remaining users of True Magic.

    True Magic (Sorcery) 

True Magic

The Nasuverse differentiates between the regular magecraft and "true" Magic or Sorcery. The former is what is essentially producing miracles that can be achieved through natural processes - bending the rules of the world to achieve results that are normally possible. True Magic is close to warping reality itself, allowing a person to achieve the impossible. As science advances, more and more miracles are possible without resorting to magecraft, which essentially destroys much of the capabilities of magecraft. True Magic, on the other hand, encompasses the impossible; knowledge of true magic will theoretically allow impossibilities such as resurrection (the third and fifth magic), time travel (the fifth magic), creation (the first magic), etc.

Only five forms of True Magic currently exist. According to the (user of the) First Magic, there are five forms of True Magic today because there are five tasks left for humanity to accomplish. True Magic in the Nasuverse encompasses the following:
  • The First Magic - "Denial of Nothingness": Details are scarce, but this seemingly means the creation of objects from nothing. The user of the First Magic was said to be “born the night before B.C. became A.D.” but is long dead by the present day, so there is little to be said. However, the heir apparent of the First Magic-user is still alive somewhere, so in the eyes of the Mage's Association, the First Magic has not yet disappeared from the world. It is said that the identity of the First Magic's original user, the witch Yumina, is revealed to those who reach the rank of Cause in the Clock Tower.
  • The Second Magic - Operation of Parallel Worlds: Also known as "Kaleidoscope" or by the name of its discoverer, Kischur Zelretch. This "operation" can be direct, enabling travel to parallel worlds, or indirect, as with the Jewelled Sword of Zelretch drawing infinite energy from across the multiverse for its Sword Beam. It also enables a type of Time Travel, as parallel worlds do not necessarily experience time at the same rate.
  • The Third Magic - Materialization of the Soul: Also known as "Heaven's Feel", this is the Magic we know most about, being a major element of the eponymous third route of Fate/stay night. The Holy Grail itself uses parts of the Third Magic to operate.

    • The Third Magic encompasses the ability to prevent souls from dispersing once a person dies. Although incomplete, the Holy Grail uses this system to materialize Servants during the Grail War. The core of the Grail uses the "Dress of Heaven" to achieve materialization of the soul even if it's only for several seconds, while a "container" prevents the Servant from returning to the Throne of Heroes, pooling the energy of six Servants until the Grail can use the pooled energy to grant a wish. Upon the entry of the seventh Servant, there will be enough energy to open the gate to Akasha. This was Einzbern's theory on how to reach Akasha.

      Other than that, Illya's incomplete operation of the Third Magic allowed her to anchor Shirou's dispersing soul to the world in Heaven's Feel. Since it's an imperfect version of the Third Magic, Shirou's body cannot be fully reproduced, putting him in a body that is so small that it can be "plucked" out of a river. It required Touko Aozaki's intervention to give Shirou a full body once more.

      In the Fate/EXTRA timeline, the Moon Cell allows people to output and materialize their souls as avatars in a digital world, reducing it to simple magecraft.

      Note the resemblance of the Third Magic's theory to alchemical concepts. The Einzberns themselves are alchemists, which explains why they use homunculi to reach the Root.

  • The Fourth Magic: Details about the Fourth Magic are almost completely unknown except that there is "certainly" an extant user of it. It appears to have been hidden.
  • The Fifth Magic: Only known as "Magic Blue", Aoko Aozaki is the only known user of the Fifth Magic. Details are sparse; while its effects resemble Time Travel, this is redundant considering the Second Magic. Its true domain seems to be something closer to the manipulation of time and entropy; Aoko never changes her "location" in time, but averts a death by displacing the event itself to the future, then "borrows" years of that person's life to increase her own age and experience, which Touko suspects will hasten the heat death of the universe. In Fate/Grand Order, the planned outcome of the Human Order Incineration—using the energy from every human soul to travel back to the Big Bang—is also stated to be a manifestation of the Fifth Magic.

In addition, there exists magecraft and other properties which come close to True Magic but aren't, since they are still bound to the laws of the world (i.e, the Counter Force will actively prevent its materialization, since it's an "impossibility"). Clock Tower vice director Barthomeloi Lorelei is said to work magecraft that "resembles Magic", though what exactly this means is unclear.

The concept of Vampires in the Nasuverse

Vampires in the Nasuverse have a special hierarchy. This section is to explain how the hierarchy of vampires works in the Nasuverse, as well as to explore just how different vampires are in the Nasuverse.
     Crimson Moon Brunestud 

Crimson Moon Brunestud (Type-Moon)

The original vampire, and the Ultimate One of the moon (see above). Long ago, humans have been determined by Gaia to be a threat to her existence, and so she made a plea to the other heavenly bodies to defend her from the humans. The Ultimate One of the Moon answered her call; in exchange for being able to live on Earth, Crimson Moon will protect Gaia from the humans.

With this, he created the True Ancestors in the humans' image, with the reasoning that the humans' rulers should look like humans themselves. Their structures, however, are fundamentally copies of Crimson Moon himself.

Crimson Moon himself did not get along particularly well with lifeforms born of Earth, since he was of an entirely separate biosphere. This eventually culminated in a battle between himself and a mage named Kischur Zelretch Schweinorg in 300 AD. Crimson Moon attempted to drop a copy of the Moon onto Zelretch, but Zelretch used the Second Magic to create a virtually limitless Ether Cannon to explode it. This event annihilated Crimson Moon's body, and he is effectively considered dead.

An Ultimate One is not so easily destroyed, however, and Crimson Moon's spirit still endures, awaiting an opportunity to gain a new vessel. At the moment, the two most likely candidates are Altrouge and Arcueid, though for various reasons he cannot possess either at this time. Several prophecies state that Crimson Moon will make his reappearance on Earth some 500 to 1000 years from the present date.

    True Ancestors 

True Ancestors

As previously mentioned, True Ancestors are structurally identical to the Crimson Moon, but physically and mentally resemble human beings. However, having been based on the template of Crimson Moon, they are detached from human society and have inherited the basic vampiric impulse from Type-Moon, or the impulse to suck the blood of humans.

The vampiric impulse is incurable, which is why the True Ancestors are made to sleep through childhood until they are mature enough to control their impulses. But since they accumulate over time, the vampiric impulse will eventually become too strong to control, so they will either fall into a deep slumber, or give in to the vampiric impulse and become Demon Lords - completely unhinged, but also completely unrestrained with their powers.

True Ancestors possess Marble Phantasms which will cause Crimson Moon to manifest once they attain power close to the original. More "perfect" versions of Crimson Moon were created - Arcueid and Altrouge Brunestud - who are closest to manifesting Crimson Moon himself. Arcueid possesses the Marble Phantasm "Millennium Castle Brunestud", which manifests the lair of Crimson Moon, while Altrouge is said to be able to manifest Crimson Moon himself. They are considered royalty among the True Ancestors.

Humans which have had their blood sucked by True Ancestors become "Dead Apostles".

There exists a type of vampire called a "Xian" that is similar to True Ancestors but lacks the demerit of madness upon drinking human blood. One of the only natural Xians known, Yu Miaoyi, does not know her origins, while the other,Wuzhiqi, never reveals it.

Vampire Servants such as Vlad Tepes or Carmilla (Elizabeth Bathory) in Fate are vampiric simply because their legends had those stories; their historic selves were human.

    Dead Apostles 

Dead Apostles

These are mostly humans which have become vampires either by being converted by True Ancestors (or in some cases, other Dead Apostles) or through the use of artificial means such as magecraft.

Originally, they were a sort of countermeasure in case a True Ancestor fell into their bloodlust. In exchange for losing their will, they gain abilities and longevity similar to the True Ancestors, but they still need the blood of humans to survive. The servants of the True Ancestors eventually rebelled and became the Dead Apostles.

They have a complex society, ruled by the Twenty-Seven Dead Apostle Ancestors, consisted of those who were part of the original rebellion from the True Ancestors. However, many of them had already been killed or hunted down, and as such some seats are left empty or are filled with replacements. Due to some unknown factor, the DAA as an organization only exists in Tsukihime and its derivatives as the Human Order is strong enough in Fate/stay night and other Fate spinoffs to weaken them and prevent them from banding together except for Fate/strange Fake.

In the Tsukihime remake, the Twenty-Seven Dead Apostle Ancestors have Henonomic Principles dictating their Idea Blood, a special type of blood that can be considered their "crown" as Ancestor, a fundamental commandment etched upon their soul and singularity that rewrites the physical laws of the planet just by making blood circulate. Replacement is far harder as though any Dead Apostle that obtains this blood can be promoted to Ancestor no matter what, they must have a millennium-class foundation to use it and Apostles only hundreds of years old would be crushed by its curse upon use unless they use a specific ritual to bypass this obstacle.

The Twenty-Seven Dead Apostle Ancestors

  1. Primate Murder: the Beast of Gaia; a Magical Beast under Altrouge Brunestud's control. One of the most powerful beings on the planet, born with the sole purpose of killing humans. Requires seven Counter Guardians to restrain. Not actually a vampire, but has copied the mannerisms of them by having developed a taste for human blood. Depending on the timeline, it can manifest as one of the sins of humanity, a Beast, or as a more animal-like form known as Cath Pulug.
    • However, Primate Murder is not in the list of DAA in the Tsukihime Remake, making him the only named DAA who did not make the jump. No elaboration has been given.
  2. the dark six: A Dead Apostle Ancestor which is currently regenerating and is supposed to bring all the Dead Apostles together. Not actually a vampire, but a ritual that will bring all the Dead Apostles together.
    • Number 1 in the remake.
  3. Crimson Moon Brunestud himself, due to being the original.
    • Number 2 in the remake.
  4. Kischur Zelretch Schweinorg, the one who defeated Crimson Moon long ago using the Second Magic. He was turned into a Dead Apostle in the process of defeating him.
    • Number 3 in the remake. The 4th Dead Apostle Ancestor's in the remake is obscured, leaving them a mystery.
  5. ORT/Type-Mercury: Currently the most powerful being in the entire Nasuverse. He is on this spot after the Dead Apostle Ancestor who previously had the spot foolishly fought it, with predictable results. Currently in South America, being surrounded by his Reality Marble which produces an Eldritch Location.
  6. Black Knight Strout: One of Altrouge Brunestud's bodyguards and one of the oldest Ancestors. Cursed with immortality through a time curse.
  7. Forest of Einnashe: A living forest and an Eldritch Location created when Arcueid killed a Dead Apostle in a forest, spilling their blood into a bloodsucking tree and transforming the entire forest into a Phantasmal Beast.
  8. White Knight Svelten: One of Altrouge Brunestud's bodyguards.
  9. Altrouge Brunestud: Princess of the Dead Apostles and sister to Arcueid. A Dead Apostle-True Ancestor hybrid and also the other True Ancestor closest to manifesting Crimson Moon himself.
  10. Nrvnqsr Chaos: A magus/alchemist who had attained the Dead Apostle status by merging himself with other creatures and became a collective being. Replaced by "Louvre", a Dead Apostle in Norway.
  11. Stanrobe Calhin: The first Wraith. He still exists as a ghostly being after being destroyed by the Church. He still hasn't completely dissipated and still possesses powers from when he was still alive. It's said that it will take 200 years for him to completely dissipate.
  12. Lululily A.: Only named in the remake.
  13. The Night of Wallachia/TATARI: A Dead Apostle whose nature is more of a phenomenon made real. He has the ability to manifest the fears of all those around him. The torrent of information created allows him to absorb blood in large quantities. Replaced by "The Dust of Osiris", a descendant of Wallachia who was successfully cured of their vampirism.
  14. Valery "Van-Fem" Fernand Vandelstam: One of the oldest Dead Apostles, and a Puppet Master who prefers being human to vampirism. Owns and operates a casino boat off Monaco.
  15. Rita Rozay-en: A high-class vampire holding the Mystic Eyes of the Rose, which allow her to steal souls. She is in a pact of mutual killing with Sumire.
  16. Gransurg Blackmore: A magus from Austria whose research involved the sanctification of birds. He pledged obedience to Crimson Moon after having nearly been defeated by the Ultimate One. Has a rivalry with Merem Solomon, though they are willing to work together against Altrouge and her faction.
  17. Trhvmn Ortenrosse: A four-thousand-year-old Ancestor and the formal King of the Dead Apostles. His faction is a rival to that of Princess Altrouge's.
  18. Knight of Vengeance: A Dead Apostle Ancestor stripped of his rank soon after attaining it. His mission is to assassinate all the other Dead Apostles.
  19. Vlov Arkhangel: Exclusive to the remake. An exiled knight wandering the world who was taken in by his predecessor, Zaria Offenbaum. He murdered his vampiric progenitor and acquired her Idea Blood, using magic techniques to obtain his seat.
  20. Merem Solomon: A child revived by Crimson Moon as a Dead Apostle after he was killed from the strain of trying to materialize a beast that can defeat Crimson Moon. A rival to Gransurg Blackmore. He is the fifth member of the Church's Burial Agency, though he only joined them for access to the Church's treasures.
  21. Sumire: A vampire who has overcome the weakness of not being able to cross water, but in exchange is weaker on land. Known to be a drunkard. Shares a special relationship with Rita Rozay-en which involves a pact of killing each other.
  22. Chromclay Petrastructure: Exclusive to the remake. An Ancestor with the Principle of "Castle, therefore Kingdom", he was killed by Ciel sometime before the remake begins.
  23. Zuckham E.: Only named in the remake.
  24. El Nahat: A Dead Apostle currently imprisoned by the Church. His stomach has been turned by the Church into a weapon that kills other Dead Apostles.
  25. Be'ze: Exclusive to the remake. A Dead Apostle known as the 'Swordmonk', he was killed by Ciel sometime before the remake begins.
  26. Agape: Only named in the remake.
  27. Caubac Alcatraz: A magus who became a vampire through his research (Retconned in the remake to be directly transformed by Crimson Moon) and is friends with Zelretch. Currently trapped inside one of his own created labyrinths by accident and hasn't emerged for over a century.

Unnumbered - Michael Roa Valdamjong, the Serpent of Akasha: A heretic among Dead Apostles, and thus is unnumbered. Attained immortality through a form of reincarnation which transfers his soul into a host body that he selects in advance.

Their society is based on the elimination of boredom, which is the natural enemy of those who has attained immortality. Their form of amusement is either expanding their own territory by creating as many minions as possible or hunting down other True Ancestors or Dead Apostles. They, however, deem it important that vampires are to be kept a secret to preserve the balance of society.

Vampires have a growth process to become Dead Apostles:

The Dead

If a human doesn't initially die after their blood has been sucked, they become The Dead, mindless undead familiars. If they possess an above-average potential, i.e., strong Magic Circuits, they instead become Ghouls.


Humans whose brains are unable to fully die, allowing them to exist as corpse-eating demons. They will eat the flesh of other corpses to fully reconstruct their own body.

Living Dead

Ghouls which have fully reconstructed their body. They possess little intellect and are weaker than The Dead, but are generally better than just being mere puppets. They can restore their intellect by sucking the blood of humans.


A blood-sucking demon; a Living Dead which has fully regained its intellect. Once they have killed their Dead Apostle master, they ascend to the level of a Dead Apostle. Rarely, some skip the previous steps entirely and ascend to the level of vampirism.

This process has been refined as of Tsukihime -a piece of blue glass moon- to give them an explicit hierarchy and more ranks that one can ascend from the Dead to Dead Apostle Ancestor.Rank I - DeadThe lowest rank of "The Dead". Mindless corpses that will eventually decay if not controlled by someone that only exist to suck blood for their owners.Rank II - GhoulThe middle rank of "The Dead". Dead that have some semblance of will but are not capable of precise thought and imitate the appearances of their previous life. Though they will not decay because of magical energy from its owner flowing through the body, their internal organs still rot. They instinctively seek out flesh and blood and are more ferocious in this process than the previous rank.Rank III - UndeadThe highest rank of "The Dead". Living corpses that have become both cognitive and powerful enough to be considered proper vampires and upper-class soldiers. They are fine under sunlight but require a periodic antiseptic treatment if they wish to hide their identity and/or feign human life.Rank IV - NightkinLower-class knights. Undead that are fledgling half-human vampires who now have superhuman physical abilities at the detriment of an extreme coldness and thirst. Sunlight will make them anemic but not burn them. Nightkin have the ability to survive far away from their progenitor, and are worthy of being considered living beings to higher rank vampires as the previous ranks are just objects to them. When Rank VI vampires and higher suck the blood of humans, their converted victims may automatically be granted this rank. In the world of magecraft, this is the final rank at which vampires may be considered people.Rank V - NightmareUpper-class knights. These are fully fledged vampires who after ascending to rank IV either develop superhuman abilities based on their progenitor's curse or their own unique abilities based on the individual.Rank VI - Lesser Dead ApostleThe first tier of Dead Apostle. These vampires have become completely self-sufficient but cannot sire vampires higher than their own rank.Rank VII - Greater Dead ApostleThe second tier of Dead Apostle and considered aristocracy in vampire society. They have been acknowledged by an Ancestor and thus elevated to a higher rank through the new abilities granted by an Ancestor. This tier is considered 'Greater' as Dead Apostles go for actively poisoning the land with their mere existence. Average Executors do not stand a chance against their heresies. These vampires do not have to obey their Ancestor benefactors and can rebel against them in the hopes of seizing the curse that grants Dead Apostle Ancestors their title. However, all Ancestors by default have vastly greater experience so this rank will have a difficult time in surmounting their way to Rank IX.Rank VIII - SuccessorThe third tier of Dead Apostle. They have been selected by Ancestors to be their heirs, thus the rank name. Some Ancestors may choose to fast-track non-vampires to this rank if the being in question sufficiently fascinates them. If each Ancestor is assumed to have a minimum of two Successors, then there are at least roughly 50 Successors in the hierarchy, all powerful in their own right. Some Successors are said to be created in imitation of True Ancestors.Rank IX - AncestorThe final tier of Dead Apostle. Crimson stains that fell from the moon onto the Earth. They originated as the emergency rations of True Ancestors who emerged victorious in their fight for independence as distinct beings. They can be roughly divided into two categories: "Elders" who precede the Common Era and "Upstarts" who began activity in the Common Era. These vampires formed the very structure of their society as all know it thousands of years ago. These vampires can create Rank VI Dead Apostles from their victims. The Twenty-Seven individuals who bear the title of Ancestor are considered the apex of Dead Apostles.

The Multiverse: how Proper Human History works

Given the numerous entries in the Nasuverse, and the abundance of Multiple Endings present in many of those entries, the world of the Nasuverse is necessarily a Multiverse with many different timelines collectively called Proper Human History. This section will explain the structure of this Multiverse, (which is sometimes referred to as "the Kaleidoscope") and how they are managed.
     The Structure of the Timeline 

The Tree of Time and the Theoretical Pruning Phenomenon

The Nasuverse consists of many different timelines, operating on the model of each decision someone makes creates a new branch in the timeline. Just as Akasha is the Root of all existence within the Universe, Akasha is also the Root of all timelines, encompassing all possibilities.

Therefore, there is no "one true canon" timeline to the verse: all Good Ends and all Bad Ends happened in one timeline or another, and all outcomes are equally existent.

The timeline is often stated to resemble a "tree", in which the "core" timelines make up the trunk, with divergent timelines splitting off depending on how different they ultimately end up. The Fate/Grand Order and Fate/Zero iterations of the franchise are the closest timelines to the "core", with other versions of Fate, the Tsukihime timelines, and other more obscure Nasuverse works being more divergent.

While there is an infinite number of timelines in existence, it also said that they cannot be permitted to continue branching infinitely. There is only so much available "space" to contain different timelines, and if this space were to be exceeded, sections of space-time would collapse into nothing under the sheer volume of data produced by the intelligence within. On Earth, this is prevented by Alaya, the collective will of humanity, enacting Human Order by "pruning" timelines it deems to be unnecessary; these timelines reach a certain point and then cease to exist. This point is referred to as a "Quantum Time Lock", in which Alaya declares that certain events absolutely happened, and all alternatives become impossibilities. One might consider these Time Locks to be "fixed points" in time.

The basis by which Alaya determines which timelines are to be pruned is based on their level of divergence from the core, as well as their potential for possibility. Timelines resulting from extremely minor decisions, which would be virtually identical to the "parent" timeline, are automatically pruned as not providing enough variance. On the other hand, timelines that are too divergent are also pruned, to keep the number of possible futures within a manageable level.

Furthermore, timelines in which all possibility has been excised are considered "dead ends" and are pruned. This includes timelines in which all intelligent life dies, as well as timelines in which a perfect, utopian society is created. Both examples result in "only one possible future", and as a result are pruned as unnecessary.

Were Alaya to not prune any timelines, it is said that the Solar System would collapse within a hundred years. With the current pruning algorithm in place, the collapse is postponed for several hundred million years.

     Travelling between Timelines 

Travel Between Adjacent Worlds

Travel between different timelines is possible, though extremely difficult. Known entities capable of time travel include the Moon Cell (via "Sliding") and the Chaldea Organization (via "Rayshifting"). Time travel involves "sliding" to a different branch of one's current timeline and creating an entirely new branch that would not have existed otherwise. Due to the nature of Quantum Time Locks, someone trying to create a new timeline must be aware of the "Permitted Actions" the Time Lock allows. If the new branch contradicts the Time-Locked events, then it will be pruned, rendering the effort pointless. However, so long as the events of the Time Lock are adhered to, it is possible to alter the future by creating a new timeline.

It is theoretically possible to undo a Time Lock and alter the course of human history significantly, however, to do so would require a gargantuan amount of power, such that Alaya and the Counter Force themselves would be overpowered. Such a level of power is far beyond even most gods.

The concept of Parallel Worlds should not be confused with the branching timeline; it is an entirely different phenomenon. Parallel Worlds are worlds that never shared a common timeline, as a result, they cannot be accessed via methods such as Rayshift or Sliding. The only method to travel between these worlds is the Second Magic, and the only known individual capable of this is Kischur Zelretch Schweinorg.

    The Split Between Tsukihime and Fate Timelines 
A major timeline split occurs in 300 AD, triggered by an unknown event which either strengthened or weakened the Human Order, a process by which Alaya prunes dead timelines and otherwise ensures the longterm persistence of humanity. While not outright stated, this seems to be related to Zelretch's discovery of the Second Magic and subsequent war and duel against Crimson Moon Brunestud, episodes which occur in 300 AD of every timeline with slightly different results.

In Tsukihime:
  • "Gaia manifests."
  • Dead Apostles are far stronger and can multiply by feeding on humans. The 27 Dead Apostle Ancestors exist as paragons of "Anti-Humanity."
  • Servants cannot be summoned.
  • The Ultimate One of the Oort Cloud does not peacefully sleep, but "wriggles and writhes."
  • During their fight, Zelretch is bitten and turned by Brunestud. Zelretch joins the ranks of the Dead Apostle Ancestors.
  • A "certain meeting" occurred in Tsukihime that did not occur in Fate, according to Nasu. Nasu more or less states that it was Roa meeting Arcueid.

In Fate Series:

  • "The world is tamed by Alaya."
  • Dead Apostles still exist but are not nearly as strong, and are more frequently created by magecraft than vampire bites. The 27 Dead Apostle Ancestors do not exist as an organization; some members still exist, but as uncoordinated individual actors at the weaker "Superior Dead Apostle" rank.
  • Servants can be summoned and are paragons of "Humanity."
  • The Ultimate One of the Oort Cloud peacefully sleeps.
  • Zelretch survives the war on Brunestud a human and eventually attains immortality by other means.
  • Roa never met Arcueid. Although Roa still became a Dead Apostle, he was not as strong, and was permanently killed by The Count of Monte Cristo in the 1800s.

Even with these distinctions, works like Fate/Grand Order and Fate/strange Fake mix some of the aspects.

    The Split between Fate/Extra and other Fate timelines 
In the Fate/EXTRA verse, a cataclysm occurred in the 1970s. The exact nature of this incident, including the perpetrators, is unknown, but it is implied to be a botched ritual by either the Dead Apostles or the mage house of Harwey which would have been successful if attempted in 20XX. Whatever the cause, the result is all mana on Earth drying up by 2030 and humanity stagnating and slowly declining, heading towards extinction sometime down the line. However, a ray of hope exists in the form of the Moon Cell, a giant supercomputer on the Moon that functions as an artificial Throne of Heroes, a repository of human souls, and a medium for a new type of magecraft.

In Fate/EXTRA:
  • An enormous alien supercomputer that predates Earth itself exists within the Moon. It is unknown who or what built it. The Moon Cell is a fusion of magic and science, with Reality Warper level powers, though it is mostly passive in nature, observing and chronicling everything that happens on Earth, creating a sort of artificial Throne of Heroes.
  • Mana has ceased to exist, and magecraft is impossible to perform. Unable to practice magic, Mages redefined themselves as "Wizards" and became Spiritron Hackers attempting to manipulate the Moon Cell.
  • The Moon Cell periodically hosts a Holy Grail War within a simulated virtual environment, based on the Fuyuki Grail War, in the interest of gathering better data on mankind. 128 participants, their minds and souls digitized for the duration, compete in an elimination-type tournament, with the last one standing receiving a wish granted by the Moon Cell.
  • Summoning Servants is only possible within the virtual world of the Moon Cell, facilitated by its own immense magic power.
  • Atlas Academy has virtually become defunct as its alchemists were unable to pass their knowledge on to new members and all died out, leaving it as a massive graveyard full of derelict creations.
  • Most of the Earth has been taken over by the Harwey family, who have decided that maintaining the status quo is the most that humanity can accomplish, and have forbidden scientific advancement in the interest of maintaining their power. They are the symbol of the dead end that is human civilization on Earth, earning them the violent opposition of small groups of terrorists.

Divine Spirits

"Divine Spirit" is the term for what used to be the Gods of Earth's various mythologies. While they are still quite powerful, they can no longer truly be called Gods due to the circumstances that ended the Age of Gods and began the Age of Man. Divine Spirits were first mentioned in Fate/hollow ataraxia, then slightly elaborated upon in Fate/Extra CCC, before truly gaining prominence in Fate/Grand Order.
     History of the Gods 

The Age of Gods

The world of the Gods can be described as an entirely different world for all intents. The atmosphere was brimming with True Ether, the purest strongest form of Magical Energy, Giantfolk roamed the land and Phantasmal Beasts were common. Non-human races were widespread and flourished alongside humans as well. Lasting from the beginning of the solar system or the Age of Genesis to 1 A.D., Mystery was the de facto center of the universe; a universe where common sense was put on a bus and physics was told to sit in the corner. The sheer instability of reality of the time period directly makes "Rayshifting" or "Sliding" far more difficult than it already is.

Information on such a vast time period is scant at best, and virtually nonexistent at worst. Thus there are only two known ages of significance during this time period: The Age of Genesis, and the Deterioration of the Gods following Sefar's attacks.

The Age of Genesis is where Gods like Tiamat came into being and also generally where many Creation Myths begin. There is very little information of this era, and "Rayshifting" and "Sliding" are effectively impossible due to the sheer instability of reality.

The Deterioration of the Gods began around the year 12,000 BC, when an alien entity, the Velber, passed close to Earth and shot a piece of itself at the planet, containing an agent who would annihilate all life on the world and await Velber's eventual return. This agent manifested on Earth as the White Titan, Sefar. Sefar rampaged across the planet and warred with the gods, killing a large percentage of them, including the God of War. Sefar was ultimately struck down by a Heroic Spirit wielding the ultimate sword.

Though Earth survived the crisis, Sefar's attack brought about a gradual shift in Earth's reality. The remaining gods began finding themselves slowly losing power over the material world. In their place, humanity began to rise, establishing itself as the dominant force on Earth. After several thousand years, the gods could no longer manifest a physical form and were becoming more and more abstract. Fearing losing their grip completely, in 2600 BC the gods created a human-god hybrid who would form the bridge between themselves and humanity, anchoring them to reality. This hybrid was King Gilgamesh of Uruk.

However, Gilgamesh rebelled against his purpose and turned his back on the gods to embrace humanity. As a result, the gods lost power at an even greater rate than before, and Gilgamesh's reign is said to mark the end of the Age of Gods and the beginning of the Age of Man. Arguably, the final nail in the coffin for the Age of Gods was the death of King Solomon, whose death brought about the end of the concept of Mystery in the world, and the world's Mana supply dropped heavily after. The gods are known to have made one final attempt to anchor themselves to Earth's reality in 700 BC, but this failed, and thereafter the gods were confined to the Reverse Side of the World, unable to affect the world of humans any further.

After the Age of Gods ended, the gods were relegated to the Throne of Gods, similar to the Throne Of Heroes but otherwise inaccessible to humans. While it is still possible to summon Divine Spirits in the same manner as Heroic Spirits, due to the bulk of a Divine Spirit's essence being unable to fit inside the typical Servant, they are severely weakened as a result. However, they still possess more might than most Heroic Spirits.

Important Abilities:

  • Authority: A special ability exclusive to the gods, True Ancestors, and Great Mother/Father Faeries. It allows them to create and shape the world, freely manipulate time, build kingdoms and other forms of Reality Warping simply because they have that right.
  • Divine Constructs: Exceedingly rare armaments built by the gods and thus hold tremendous power, far surpassing anything humans have built. They also cannot be replicated by the hands of humans unless in certain situations, and doing so is essentially suicide since they were never designed to be wielded by mortal hands.
  • Physical God: Gods themselves had a distinct physical form they usually appeared as when they weren't interacting with mortals. They did not require sustenance and rest to function as their bodies were made out of True Ether, however, they could eat and rest if they so wish. Gods could also freely make avatars for themselves if they wanted to and could appear as normal people. This is often how they appeared to mortals.
  • Time Abyss: Gods live for a long time. During the Age of Gods, deities were functionally immortal living for millions, even billions of years. Even during the waning years Gods still lived for a considerable amount of time.
    • It is revealed in Lostbelt 4 that a year from a God's perspective is 365 years from a human's perspective and entire practices are based on this skewed timeframe.

Important Concepts:

  • Physical Heaven: During the Age of Gods the supernatural dimensions of Heaven and Hell/Underworld were physically part of the world. Literally high up in the sky in the case of the former and beneath the ground in the latter. These dimensions were functionally different worlds that operated on different rules usually determined by the God in Charge.
  • Mad God: The roles a god is given by humanity directly affects their personality, sanity, and their love for humanity. One role makes a Divine Spirit aloof and uncaring of mankind, while too many roles cause insanity and an insatiable "love" for humanity. The latter gods typically express that "love" in a variety of ways, from helping humans to playing with humans to even killing humans.
  • Shapeshifter Baggage: Most Divine Spirits cannot change the default size of their bodies due to conservation of mass and energy. Any god that is small will always be small while conversely, any god that is huge will always be huge. That said both the former and the latter can become smaller with significantly less difficulty. The only exception to this rule is Divine Spirits who were born during the Age of Genesis before the earth was born and thus are not bound to the world's rules.
  • Adventure-Friendly World: The ultimate result of the Gods' meddling and the proliferation of magic energy. During the height of the Gods' power and influence, primordial creatures of immense power and size roamed the earth, non-human races flourished besides mankind, and the world itself was most likely larger than it is during the Age of Men. Humans can go on an adventure simply by leaving their house.
  • Eldritch Location: Places like Avalon, World Pillars, Heaven, the Underworld, etc. can be reached during the Age of Gods. In fact, the world had so many eldritch locations that it was physically bigger than it is during the Age of Man.
  • Humanity Is Superior: Downplayed and Deconstructed. Garden of Avalon introduce the concept of the Prime Species, the reigning race within a world. In Proper Human History, Humans are the Prime Species, but other races had and do have the capacity to compete with them for that Title. It is even possible for multiple species to share that role. These potential species can include anything from Dinosaurs to Faeries to even Mammoth's. It is also not required to have the intelligence to build civilizations to be the Prime Species. During the Age of Gods specifically, mankind lived alongside Mystics some of whom could develop and create unique civilizations of their own and are even implied to have generated gods of their own. After the Sefar attack, very few real competitors such as the Giants were left, resulting in Humanity dominating simply because they had no real competition. While a few non-humans survived into the Age of Men, they all lacked the capacity to create cultures and civilizations of their own.
  • Precursors: They serve as this to modern-day Mages and scientists. What the gods managed to achieve during their age far exceeds anything mankind has been able to do, and they can, at full power, best any Heroic Spirit they fight, much too many Heroic Spirits' annoyance.
  • Creation Myth: Every Pantheon has its own Creation Myth and no matter how different they all are, they are all true and reality will warp itself into a knot to make it so. This is generally done by having the Divine Spirits maintain a sort of sphere of influence called a Texture.
  • Divine Body: Because their bodies are made out of True Ether their bodies sometimes don't really make sense. They are some deities who are literal Giants, others who have horns and tails, and still others who have boobs so big they shouldn't be able to move much less fight. The extremely old gods can become unfathomably big, there bodies being a literal universe with stars and constellations.
  • The Magic Comes Back: On the very slim chance a Divine Spirit is summoned during the Age of Man via a Holy Grail War and survives it, it will start to fill the world with its divine energy, making it more and more like during the Age of Gods. This effect is magnified as the Divine Spirit in question grows stronger and regains its godhood.
  • Timey-Wimey Ball: During the Age of Gods, the reality is one big in-universe Continuity Snarl. Up until the Gods decline, space-time is in flux, and because of that, there are functionally no alternate timelines, no parallel timelines, and no The Multiverse during this time period.
  • Older Is Better: Phantasmals get stronger the longer they live. Phantasmal during this age who manage to live for thousands of years become Divine Beasts; incapable of being killed by anything of non-godly origin and possessing limited abilities to affect their surroundings.
  • Our Giants Are Bigger: Giantfolk refers to not just humanoid giants but ANY lifeform that outsizes a human. They can get as big as literal mountains. Some of the older species like a Mammoth have attained levels of mystery making them a match for divine spirits and a nearly impossible foe for humans without actually being a divine beast themselves. During the Age of Man and even in the waning years of the Age of Gods, creatures rarely got bigger than 10 feet with the Bull of Heaven being a notable exception.
  • Gods Need Prayer Badly: Divine Spirits are empowered by worship, which is how they maintain their power and strength, and typically is when they cross into the realm of being called Gods by mortals. Some of them only came into existence because of worship as well. Should they lose their worship, their power will drastically decrease, either turning them into Elementals in nature or forcing them to flee to the Reverse Side of the World to maintain their existence. Cutting off a Divine Spirit from their faith makes them weak enough that they can be killed. This also means that Divine Spirits will do anything to secure faith; if mortals pray for war, then even Divine Spirits not associated with war will commit acts of bloodshed and become more war-like while conversely if mortals pray for peace then even war gods become more docile and welcoming.
  • Deity of Human Origin: Mortals can become Divine Spirits, but this is difficult to do without having some form of Divinity in your blood. One way seems to be by becoming involved with Divine Spirits in some way; Caenis and Dumuzid both become Divine Spirits, despite being mortals, once they become involved in the affairs of the Gods. Caenis being given a piece of Poseidon's Divinity and Trident, while Dumuzid became one by marrying Ishtar and gaining more power. The other method involves becoming worshipped as a God, as seen with Romulus, who became a Divine Spirit after death because of the worship of the Roman people.

     Types of Divine Spirits 

All gods can be separated into two different categories: things that were already there and became gods when they were worshipped or those who were reborn as gods. The former, formed from heavenly bodies or natural phenomena like typhoons, earthquakes, and wind, are called the Gods of Antiquity. The latter formed from living people who were deified before or after death is called the Gods of Modernity. These categories can be divided further into three different categories if they meet certain requirements.

Earth Mother Goddess

The forgotten goddess of the ancient human settlement of Catalhoyuk cemented the concept of the "Earth Mother" into the human consciousness and granting the power of creation to all deities of the "Earth Mother" designation. An earth mother deity represents the cycle of life and death, the planet and all life on earth. Because an earth mother deity represents all these things, those born on earth cannot deny an Earth Mother's authority and are by default magnitudes stronger than any normal Divine Spirit. An Earth Mother Goddess can serve either as a Protector Deity or as Goddess of destruction; nurturing heroes and providing sustenance to mankind or by creating giants, dragons, and all manner of phantasmal beasts to threaten both Gods and Men.

Known Gods

  • Tiamat: Notably the first true god to appear in the Nasuverse outside a dream or a digital world with all her Authority and unrestrained mightnote . She also serves as the first Earth Mother Deity after Catalhoyuk's forgotten Deity. Despite this, she was defeated by her children and sealed within the Imaginary Numbers Space, leading to her becoming one of humanity's sins, Beast II.

Bodhisattva/Gods of Cosmic Proportions

Bodhisattva are gods of cosmic proportions who are capable of governing the entire solar system and thus more powerful than Earth Mother goddesses. The gods of Buddhism are generally the only gods that qualify due to the world view of the religion being far greater than other religions, encompassing the entire universe. That said, deities that represent the Sun or Stars also count as deities of the universe. These particular deities are special in that humanity has significantly less influence upon them than other deities because they are bound to the laws of the universe and not to Earth.

Known Gods

  • Amaterasu: An incredibly powerful deity, Amaterasu is the only known deity capable of fighting the White Titan, the weapon the Velber used, on Equal terms. Her title as a Sun Deity has mostly prevented her from being affected by the shift from Mystery to Physics though she still cannot manifest during the Age of Man. She has yet to appear as herself outside a dream in a digital world, but one of her facets is a recurring character named Tamamo-no-Mae. She is also ABSOLUTELY GIGANTIC. An average human is the size of a flea from her perspective.

Foreign Gods

A new category, foreign deities are defined as gods entirely separated from human influence. They could be gods from another solar system/galaxy or higher dimensional life forms that originated from outside the multiverse, the latter's existence not originating from the Root. Star Fish Alien is in full effect. They do not need to manifest themselves to exert their divine power over the world. Mankind has no power over them, and no defense in place to fight them. These deities also cannot be detected by any system derived from earthly concepts. These deities can imbue someone with a portion of their power, turning them into a Foreigner-class Servant and a Threat to Humanity or conversely attempt to possess someone but fail to do so with the side effect of turning the recipient into a Foreigner-class Servant. In summary, they are the definition of an Outside-Context Problem as far as the Counter Force is concerned making them objectively more powerful than any other type of deity.

Most are all figures directly imported from the Cthulhu Mythos unlike the rest of the cast which are original characters or reimaginings of historical and/or mythological characters. Within the works of Type-Moon, they are said to be gods who were perceived by only H. P. Lovecraft, who existed as a character in the backstory.

Known Gods

  • Sut-Typhon: A god associated with dreams, portals, and keys. Also known as "Yog-Sothoth".
  • Evil God of the Abyss: A god associated with an abyss similar to the deep ocean. Heavily implied to be Cthulhu, but never directly named as such.
  • Nyarlathotep: A trickster foreign god that enjoys playing with people's lives and destinies.

     True Ancestors and Great Mother/Father Fairies 

Special Mention must be given to True Ancestors and Great Mother Fairies as both are Planet-Class Spirits and are strictly speaking more powerful than any "God". This is atleast partly because they are given power not from Humanity but from the Planet itself, former being created based off Type Moon and the latter being Divided Spirits of the Planet's Soul.

Both have Authority that is more Sophisticated than a Divine Spirits; Described as a system rather than a skill. As they are born from the world itself they also possess Marble phantasms, what Reality Marbles attempt to emulate. It allows them to change reality to create any naturally occurring effect. Essentially, the only limits they have are the limits of nature

Though the Great Mother Fairies are described as pure Transcendent Deities not clothed in "human rules", True Ancestors are never defined in the Nasuverse as a deities but rather a form of Elemental.

Ultimate Ones

Also known as "Types", and called Aristoteles in Notes. Similarly to the Beasts or Gods, these beings were established very early on but remained extremely obscure before receiving some focus in Fate/Grand Order.
     The Nature of Ultimate Ones 

Ultimate Ones are the strongest organism on a planet and can be considered the manifestations of the planet itself. In theory, all celestial bodies should have one but Earth strangely does not thus any instance of Ultimate Ones within the Nasuverse refers to the strongest lifeforms of other planets. As one might expect of beings from a completely separate biosphere, Ultimate Ones differ significantly from both creatures of Earth and each other biologically and in appearance. They do not have the same sense of self as humans, nor do they have the concepts of damage or death. They require something above the existence of the common sense of the planet to be harmed or destroyed, though the resulting "death" is not necessarily permanent. Each Ultimate One is extremely powerful and capable of singlehandedly exterminating mankind and is without a doubt the greatest threat to mankind. The only saving grace is that, barring the death of Gaia, they will not act unless deliberately provoked.

It should be noted that Ultimate Ones need not be from other planets. The moon itself, for example, has an Ultimate One as does the Oort Cloud which is a cloud of comets and planetesimals on the outer edges of the solar system.

Important Concepts:

  • Eldritch Abomination: Ultimate Ones by developing on a wholly different planet are completely alien in nature, second only to Foreign Gods in terms of separation from common sense.
  • Broke Your Arm Punching Out Cthulhu: While it is possible to kill one, doing so requires powers far greater than any humans in the present day possess, and even if you succeed it will not stay dead.
  • Eldritch Location: Some literally warp reality around them to rest in an easier state. There are some Ultimate Ones that are this.
  • Sibling Team: As embodiments of the celestial bodies in the Solar System, the Ultimate Ones are essentially siblings and work together in perfect harmony.
  • You Cannot Grasp the True Form: While some Ultimate Ones such as Type Moon and Type Mercury are at least within the realm of reason, most Ultimate Ones are definitely this.

Known Ultimate Ones:

  • Type-Moon: Crimson Moon Brunestud. Superficially resembles a human, can drink blood to increase its own power. See the above section on Vampires for more information.
  • Type-Mercury: Originally assumed in-universe to be ORT (see Oort Cloud below), but later revealed to not be the case. As such, no information on the true Type-Mercury is known.
  • Type-Venus: V/V. Said to resemble plant matter more than anything else, with the true shape of its body obscured due to remaining concealed behind clouds. However, it is known to possess two enormous wings, evoking imagery of angels. Largely parasitic in nature.
  • Type-Jupiter: Resembles a kilometers-tall, shadowy black giant, its true body being a spherical "core" described as an artificial sun that generates the black gases making up its visible form.
  • Type-Saturn: Resembles a several-kilometer-long flying cross made of luminous, featureless material. Can project cross-shaped energy projectiles that leave behind a solid cross sticking out of the ground. Acts as the leader, receiving orders from the planets and then relaying them to the respective Types.
  • Type-Uranus: Information unknown, but known to exist
  • Type-Neptune: Information unknown, but known to exist
  • Type-Pluto: Information unknown, but known to exist
  • Type-Oort Cloud: ORT, "One Radiance Thing". Originally assumed in-universe to be Type-Mercury, but its true nature was later discovered. Somewhat resembles a giant crustacean or spider made of crystal or metal. For unclear reasons (heavily implied to be something ORT misunderstood as a distress call from Earth), traveled to Earth in 5000 BC and has been sleeping beneath South America ever since. Considered to be the single most powerful entity in the Solar System in terms of raw might. In the worlds where Alaya is stable, it sleeps. In the worlds where Gaia manifests, it squirms.
  • Archetype-Earth: The True Ancestor Arcueid Brunestud at her absolute strongest. She presumably does not have the title Type-Earth due to the existence of Altrouge, a rival True Ancestor also vying for the position. The term Archetype refers to her status as a divided spirit embodying the planet's mind, and it is not clear if the terms "Type" and "Archetype" are directly related.