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Garreg Mach Monastery

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Garreg Mach Monastery

FETH Garreg Mach Monastery.jpg
Artwork of the Garreg Mach Monastery.






Three Houses

The Garreg Mach Monastery (pronounced /gɛɹɛg mɑk/[key], Japanese: ガルグ=マク大修道院 Garreg Mach Monastery) is a large structure situated in the mountain range at the center of Fódlan. It houses a cathedral dedicated to the Church of Seiros and facilities for the Officers Academy. At the Officers Academy there are three houses, the Black Eagles, Blue Lions, and Golden Deer. Students from Adrestia, Faerghus, and Leicester attend the academy.



Faculty at the Garreg Mach Monastery

Seminars and Faculty Training

Seminars are unlocked in Chapter 2 as an option for free days. Opting to participate in a seminar allows three to six recruited characters to receive training in two specific skills from a member of the church faculty. The six units that participate in the seminar are selected automatically based on their skill goals, and Byleth is always one of the units if they are not hosting the seminar. Every character who attends a seminar receives 50 motivation.

Faculty Training becomes available in Chapter 3 after clearing the quest "Learning from the Best" as an option when exploring the Monastery. Undertaking Faculty Training allows Byleth to receive training in a select skill from any member of the church faculty; which skills are available depend on who is providing the training. A character can only provide faculty training once per free day. Byleth receives 20 points towards the selected skill, an additional 10 if they possess a boon in that skill, and an additional 2 if the relevant bonus from the saint statues has been unlocked. Receiving Faculty Training consumes one activity point.

Seminars and Faculty Training are unavailable in Chapter 12 if Byleth sided with Edelgard in Chapter 11.

In Part II, Faculty Training changes to the name "Advanced Drills", and a unit must have been recruited in order to host seminars or Advanced Drills; additionally, students become able to host seminars and Advanced Drills. Students function identically to faculty for seminars, but to drill Byleth in a skill, the student must have a higher level in that skill than Byleth.


Faculty Faculty Training / Advanced Drills Seminar Notes
N/A Begin a seminar on group tactics and Jeralt's
mercenary fighting style.
          Begin a seminar on an ancient Fódlan fighting
style utilizing lance skills.
Unavailable during Chapter 6.
      Begin a seminar on both reason and bow skills
from an esteemed professor of the monastery
and the leading Crest scholar in Fódlan.
      Begin a seminar on both faith and sword skills
from a beloved professor of the monastery and
former songstress.
Unavailable during Chapter 6.
        Begin a seminar on a fighting style developed
by the Knights of Seiros that utilizes lance and
axe skills.
Available from Chapter 5 onwards.
Unavailable in Chapter 10.
      Begin a seminar on a fighting style developed
by the Knights of Seiros that utilizes axes
and gauntlets.
Unavailable in Chapter 10.
    Begin a seminar on a fighting style in which
practitioners dominate their opponent using
improvised sword and melee techniques.
Unavailable in Chapter 10.
    Begin a seminar on fighting styles designed for
special situations, such as firing a bow from a
long distance or battling in the dark.
Unavailable in Chapter 10.
      N/A Available until Chapter 9.
        N/A Available only during Part I.
        Begin a seminar on sword and lance
techniques that are considered the best
throughout the empire. No talking permitted.
Unavailable for seminars in Part I.
Only available before Chapter 6 and during Part II.
          Begin a seminar on sword and bow skills
learned through unavoidable confrontations in
the life of a business entrepeneur.
Available only through paid DLC.


Faculty Advanced Drills Seminar Notes
        Begin a seminar on fighting styles utilizing
Heavy Armor units' axes, which the Imperial
army is known for.
      Begin a seminar on a fighting style utilizing
lance skills and group tactics, which was
developed by the Kingdom knights.
Available from Chapter 18 onwards.
          Begin a seminar on utilizing archery for
surprise attacks and raids, an approach
cultivated in the Alliance territories.
      Begin a seminar on a fighting style that
gradually weakens your enemy using bows
or magic.
        Begin a seminar on a fighting style using sword
and lance skills that all nobles should be
adept in.
    Begin a seminar on the effects of Crests on
one's magic skills, as discovered from personal
and independent research.
    Begin a seminar on how to win arguments and
gain the upper hand in one-on-one combat, or
how to give it your all on the battlefield.
    Begin a seminar on a fighting style that takes
advantage of a weapon's range, with a strong
emphasis on personal safety.
    Begin a seminar on a fighting style focusing on
moving one's sword with the grace of a dancer
and casting magic with the poise of a diva.
        Begin a seminar on the daring and resolute
sword and axe fighting styles developed on the
Brigid archipelago.
        Begin a seminar on a fighting style in which
one can protect their assignment using nothing
but their body, an axe, and an iron will.
      Begin a seminar on a self-taught fighting style
that combines sword and hand-to-hand skills.
    Begin a seminar on a fighting style that makes
use of close range weapons including the mini
bow or axe.
      Begin a seminar on fighting style that
incorporates flashy techniques and evocative
poses and always draws attention.
    Begin a seminar on connecting with other
people and helping them explore how using
magic might best suit them personally.
      Begin a seminar that is designed to help with
magic and axe skills simply using the power
of suggestion.
        Begin a seminar on a fighting style that will
have one standing up to enemies as equals, no
matter how big or brutish they may be.
      Begin a seminar on a fighting style that
incorporates and exemplifies the grace,
decorum, and strength of nobility.
      Begin a seminar on a fighting style that focuses
on dominating the enemy with pure, strong,
well-fed muscle.
      Begin a seminar focusing on honing combat
form through repeated motions, as outlined in
the assigned textbooks.
      Begin a seminar worthy of a genius that will
have participants reconsidering everything
they ever thought they knew about magic.
        Begin a seminar on the use of magic as a
healing tool and swords as a means of defense.
    Begin a seminar on a free-form fighting style
that encourages participants to swing lances
and axes around any way they please.
      Begin a seminar on a fighting style that
combines bow skills with Jeralt's personal
lance technique.
    Begin a seminar on a fighting style that utilizes
lances and white magic while chatting and
discovering the folklore of Saint Cethleann.
          Begin a seminar on a fighting style developed
over many years of training that utilizes axes
and bows.
        Begin a seminar on authority gained from
experience leading thieves and using white
magic to administer aid on the battlefield.
Available only through paid DLC.
      Begin a seminar on a fighting style born from
countless duels and the raw strength needed
to wear heavy armor.
Available only through paid DLC.
        Begin a seminar on the art of airborne magical
combat, a skill passed down through the
generations within House Nuvelle.
Available only through paid DLC.
      Begin a seminar on magic born from life
experiences and animal husbandry enriched
through the love of wild animals.
Available only through paid DLC.

Facilities and locations

amiibo Gazebo

The amiibo Gazebo at the monastery.

The amiibo Gazebo allows the player to utilize their amiibo. Scanning any amiibo once will cause a variety of items to spawn around the gazebo, which refresh every week. Scanning any Fire Emblem character amiibo will unlock an exclusive music track to play during auxiliary battles, detailed below. Additionally, this will unlock a unique area, the Holy Tomb, which can be accessed during New Game +. Rarer items will spawn there, also refreshing every week. If spoken to Sothis (or after Chapter 10, the opposing Byleth), Byleth will be granted the Sothis Shield, a team-wide Ward ability that can be used once per battle.

Character Song
Marth The Time to Act
Tiki The World Tree
Alm March to Deliverance
Celica With Mila's Divine Protection
Roy Beneath a New Light (Roy's Courage)
Ike Eternal Bond
Chrom Destiny (Ablaze)
Robin Id (Purpose)
Lucina Conquest (Ablaze)
Corrin (male) Alight (Storm)
Corrin (female) A Dark Fall (Fire)


Characters can participate in choir at the cathedral to raise their faith, Byleth also gains authority for having two students practice.

Advice Box

Give advice to students that place anonymous notes in the advice box to potentially raise bonds.

Dining Hall

Byleth can invite 2 more characters can have meals together to raise their motivation. It may also raise the characters's support points when possible.


The marketplace hosts multiple shops, some of which are unlocked or expand their stock as the story progresses. The Marketplace first becomes accessible in Chapter 1, featuring only the Armory and Item Shop. Each shop's supplies are renewed each month for every item not listed as "limited".


The Armory is available from Chapter 2 (or Chapter 1 in New Game +) when the Marketplace first becomes accessible.


Chapter 1 Chapter 8 Chapter 12  /14    

Name Stock Price
  Iron Sword 520
  Steel Sword 3 910
  Training Sword 260
  Iron Lance 560
  Steel Lance 3 910
  Training Lance 280
  Javelin 3 700
  Iron Axe 600
  Steel Axe 3 980
  Training Axe 300
  Hand Axe 3 750
  Mace 720
  Iron Bow 560
  Steel Bow 3 910
  Training Bow 350
  Mini Bow 680
  Iron Gauntlets 480
  Steel Gauntlets 3 640
  Training Gauntlets 240

Item Shop

The Item Shop is available from Chapter 2 (or Chapter 1 in New Game +) when the Marketplace first becomes accessible.

Item Shop  

Chapter 1 Chapter 8 Chapter 12  /14    

Name Stock Price
  Leather Shield 500
  Iron Shield 3 1,000
  Vulnerary 300
  Beginner Seal 500
  Intermediate Seal 3 1,000
  Torch 600
  Pure Water 5 600
  Door Key 300
  Chest Key 300

Battalion Guild

The Battalion Guild is unlocked at the start of Chapter 3. The battalions available for hire differ depending on the house chosen at the start of the game. If the player is on the version of Chapter 12 leading into the Crimson Flower route, all battalions affiliated with the Church of Seiros will be removed from the roster.

Black Eagles    Blue Lions   Golden Deer  

Battalion Guild - Black Eagles  

Chapter 3 Chapter 8 Chapter 12   Chapter 14  


The Blacksmith can be unlocked in Chapter 5 by clearing the "Forge the Way" quest, and can be used to forge and repair weapons. Forging or repairing a weapon requires ores, and forging a weapon requires a certain professor level depending on what the weapon is being forged into.

Travelling Merchants and Anna's Shop

Up to three merchants can appear in the marketplace, each of whom sell items for use around the Monastery, as can Anna, who will sell various rare items and equipment. The Southern Merchant and Eastern Merchant can be unlocked in Chapter 5 by clearing the "Clearing the Way" quest. Anna's Shop can be unlocked in Chapter 15 of every route by clearing the "The Secret Shop" quest. The Dark Merchant can be unlocked in Chapter 16 of every route by clearing the "Taking Care of Business" quest.

Travelling Merchants and Anna's Shop

Southern Merchant   Eastern Merchant   Anna's Shop   Dark Merchant  


The Library contains ten accessible books and historical texts detailing the lore of Fódlan and the lands surrounding it, all of which have been approved by the Church of Seiros.

The Book of Seiros, Part I

The Revelation
The goddess is all things. She is heaven above and the land below.
She is eternity incarnate. She is the present, the past, and the future.
Her eyes see all. Her ears hear all. Her hands receive all.

She who was graced with the holy word of the divine goddess,
who bore witness to her magnificence, is the one called Seiros.
She is the messenger of the heavens, the bridge between the lands
above and below, and her blessings shall bring tidings of peace to all.

With the goddess's omnipotence and wisdom to guide her,
Seiros ensures that her will be done.
As the goddess's sword, Seiros wards away evil.
As the goddess's child, Seiros makes emperors of mortals.
As the goddess's wings, Seiros elevates her people.
As the goddess's voice, Seiros spreads the word of love.

The Book of Seiros, Part II

The Creation
In the beginning, amid the great cloudless ocean, Fódlan came to be.
At the end of a long journey, the goddess glimpsed that land and there
alighted. Upon that sacred ground, she breathed life into the world and
created all of the creatures upon it.

By the goddess's hand, plants took root, birds took to the sky,
and animals roamed the land. Last of all, she created humanity.
When the humans wished for power, she granted it. She gifted them
the blessings of the heavens and of the earth. By way of the magical arts,
humanity attained great power, yet unaware that great power portends
great evil.

By the grace of the goddess's divine protection, humanity thrived.
Through her blessings, they grew prosperous and their numbers rose.
Before long they became the most powerful creatures in all of Fódlan.
All was well until darkness descended from the north...a darkness that
devoured the earth, desecrated the heavens, and threw the world and
its inhabitants into a state of chaos.

To face this evil force, the goddess created a new well of power.
She gifted certain chosen individuals with sacred blood, allowing them
to wield mystical weapons, that they may prevail against the darkness.
These souls, buoyed by their divine gifts, conquered the evil ones and
drove them back to the north. They came to be known as Heroes.

The Heroes experienced unnaturally long lives, persisting for hundreds
of years. Even after they breathed their last, the power coursing through
their blood remained, leaving an indelible mark upon this world.
This power, passed through bloodlines, came to be known as the Crests.
The mystical weapons they once wielded are now called Heroes' Relics.
And so the legend of a new age was born.

The descendants of the Heroes sought their ancestor's power, and thusly
their blood. In time, they amassed Crests, Relics, land, and wealth,
using all to set the land aflame with war. The goddess's power, intended
to stem the flow of evil, became a tool of destruction, all because of the
greed of humanity. The goddess grieved and, heartbroken, hid herself
in the heavens from whence she came...

The History of Fódlan, Part I

Under the tyranny of ruthless disorder, the people endured a long period
of suffering. The vile Nemesis, who proclaimed himself the King of
Liberation, delighted in war and bloodshed. Rather than rebelling against
his persecution, the people of Fódlan fell to his depths in a mad scramble
to attain power through murder and theft.

- 41 Years Before the Founding of the Adrestian Empire -
Saint Seiros appeared in the land of Enbarr and, through the many
unfathomable miracles she performed, spread light across the land.
In doing so, she joined the shattered hearts of the purest people
of Fódlan, who went on to form the Holy Church of Seiros.

- Imperial Year 1: The Founding of the Adrestian Empire -
In the first year of our calendar, the glorious Adrestian Empire was
founded. Its name was gifted by an oracle, and its future blessed by
the goddess. Its capital, Enbarr, was chosen to govern the southern
reaches of Fódlan, where the divine Saint Seiros also lent her power.

- Imperial Year 32: The War of Heroes -
Wilhelm Paul Hresvelg, the inaugural Adrestian Emperor, raised an
army in pursuit of the unification of Fódlan. With his might, he hunted
and destroyed any house's territory that dared to seek more power.

- Imperial Year 46: The Battle of Gronder -
An intense battle erupted on Gronder Field, where the houses that
were allied with Nemesis and the Imperial forces of the Adrestian Empire
clashed. There, the Imperial forces emerged victorious.

- Imperial Year 91: The Battle of Tailtean -
The houses that were allied with Nemesis once again faced off against the
Imperial forces, this time at Tailtean Plains. There, the evil Nemesis
finally fell and the Empire secured a momentous victory.

- Imperial Year 98: The War of Heroes Ends -
The successor to Great Emperor Wilhelm I, Lycaon I, succumbed to
sudden illness. The Empire, which ruled over the majority of Fódlan,
took this opportunity to put an end to the seemingly endless fighting.

The History of Fódlan, Part II

- Imperial Year 721: The First Mach War -
The Dagdan army invaded from across the sea. Though the Imperial
forces resisted the attack and drove off the enemy, the land of Mach
sustained considerable damage.

- Imperial Year 728: The Invasion of Brigid -
The Empire invaded the Brigid archipelago, a land occupied by allies
of Dagda. As penance for their refusal to surrender, the people of Brigid
were relegated to a life of Imperial subjugation.

- Imperial Year 731: The Invasion of Dagda -
With the boon of a strong foothold in Brigid, the Empire mounted a
large-scale invasion of Dagda. However, the fortunes of war were not
on their side, and their attack failed.

- Imperial Year 747: The Faerghus Rebellion -
Loog, a descendant of one of the houses that first quarreled with
the Empire, raised an army to demand independence, pulling the
land of Faerghus into a fierce rebellion. This clash came to be
known as the War of the Eagle and Lion.

- Imperial Year 751: The Founding of the Holy Kingdom of Faerghus -
Loog and his resistance army were victorious over the Imperial forces.
The Holy Church of Seiros mediated between the two, and Faerghus
secured its hard-won independence as the Holy Kingdom of Faerghus.

- Imperial Year 801: The Leicester Rebellion -
A rebellion broke out in the Imperial lands of Leicester, which the
Imperial army was unable to suppress. The Holy Kingdom, viewing the
uprising as an opportunity to increase its own political sway, occupied
the Leicester region, formally declaring it as a territory of Faerghus.

- Imperial Year 861: Faerghus Divided -
Following the death of King Klaus I, three princes became archdukes and
split the Holy Kingdom of Faerghus, that they may rule over it as
three separate territories.

- Imperial Year 881: The Crescent Moon War -
The archduke ruling over the Leicester region of the Kingdom
succumbed to illness. The lords of the Leicester lands refused to
acknowledge the next archduke in line, instead plotting to rule
jointly as an alliance.

- Imperial Year 901: The Founding of the Leicester Alliance -
The Leicester Alliance was officially formed after the subjugation of
hostile nobles and the removal of all opposing forces in the regions
of Faerghus. An influential figure from the outset, Duke Riegan was
inarguably the heart of the newly formed Alliance.

- Imperial Year 961: The Almyran Invasion -
The great eastern nation of Almyra crossed through Fódlan's Throat and
invaded Alliance territory. The Empire dispatched troops in order to
help conquer this threat, and the attackers were just barely driven off.

- Imperial Year 1101: The Construction of Fódlan's Locket -
To defend against future Almyran invasions, the Alliance, the Kingdom,
and the Empire joined their efforts and resources to construct the
indomitable fort known as Fódlan's Locket.

Register of Empire Nobles, Part I

A register of prominent noble houses of the Adrestian Empire.
This document is expressly for official use by the Church of Seiros.
Students are forbidden to remove or peruse this documentation.
1179 edition.

House Hresvelg
The most distinguished noble house of the Empire, tracing its roots all
the way back to Great Emperor Wilhelm. It has been the governing
house of the Empire for 1,100 years. In addition to the first emperor,
its lineage is also traced back to Saint Seiros herself, which is why
generations of emperors are believed to bear the Crest of Seiros.

House Hresvelg resides in Enbarr, the Imperial Capital, claiming all of
the surrounding territory as its domain. It boasted supreme authority
both within the Empire and without until the Insurrection of the Seven
in 1171, in which much of its power was stripped away by the nobility.
In recent years, a series of misfortunes has plagued this storied house,
and some believe dark clouds hover over the future of the Hresvelg reign.

House Aegir
A house of dukes possessing great power within the Empire, second only
to House Hresvelg. The head of the house came to occupy the post of
prime minister, rendering the title a hereditary one thereafter.
House Aegir led the Insurrection of the Seven and, in many ways,
holds the true power governing the Empire.

House Vestra
A house of marquises without a domain, existing in the shadow of House
Hresvelg. In addition to managing the darker tasks of the Empire, it is
responsible for the emperor's periphery affairs, including coordinating
things such as ceremonies and rituals, Imperial consorts, and the Imperial
Guard. House Vestra was allied with House Aegir in the Insurrection.

House Hevring
A house of counts that has inherited rule over the Empire's domestic
affairs, particularly those relating to administration, finance, and the
judiciary. It frequently clashes with the Minister of Military Affairs
over these matters. Much of its territory lies in the Oghma Mountains,
and as such, it enjoys the fruits of a lucrative mining industry.

House Bergliez
A house of counts that has inherited rule over the Empire's Ministry of
Military Affairs. It commands all of the armies that do not directly belong
to the emperor. During times of war, the head of the house becomes the
Imperial army's commander-in-chief. Their territory encompasses most
of the Empire's main breadbasket, Gronder Field.

House Varley
A house of counts that has inherited rule over the Empire's Ministry of
Religion, whose main responsibility is to maintain amiable relations with
the Church of Seiros. However, due to the estrangement of the church
from the Empire in recent years, it is now more involved with the
judiciary, causing political strife within the Ministry of the Interior.

Register of Empire Nobles, Part II

A register of prominent noble houses of the Adrestian Empire.
This document is expressly for official use by the Church of Seiros.
Students are forbidden to remove or peruse this documentation.
1179 edition.

House Gerth
A house of dukes that has inherited rule over the Empire's Ministry of
the Exterior. Diplomacy, foreign relations, and relations between various
provinces and the capital fall under its purview. It worked hard to secure
the ceasefires that ended both the Brigid and Dagda campaigns. Though
complicit in the Insurrection, it remains distant from associated houses.

House Arundel
Formerly a minor noble house of the Empire. As head of the house,
when Volkhard's younger sister became betrothed to Emperor Ionius IX,
Volkhard was granted the title of Lord Arundel. Having worked closely
with House Aegir, House Arundel is seen as one of the chief instigators
of the Insurrection of the Seven.

House Hrym
A house of Imperial viscounts. Resisting Emperor Ionius IX's policy
of power centralization, it set out to join the Alliance and secure
independence from the Empire, but was unable to overcome the
Imperial army's intervention. In the aftermath, the house's main genetic
line was wiped out. Its current head of house is an adoptee.

House Nuvelle
A house of Imperial viscounts with territory on the western coast of the
Empire, centered around its namesake harbor city of Nuvelle. The house
flourished thanks to commerce with Dagda, Albinea, Brigid, and other
territories. Even still, it fell to ruin in 1175 after permitting the combined
invading forces of the Dagda and Brigid armies to make landfall.

House Ochs
A house of Imperial barons. Its territory occupies the northern half of the
western peninsula known as Fódlan's Fangs. The head of the house was
lost to the Dagda and Brigid War.

House Bartels
A house of Imperial barons. Highly ambitious, it sought out and acquired
several Crests for its bloodline. In 1176, many members, including the
head of the house, died under unexplained circumstances. The deed was
attributed to the heir, Emile. As his whereabouts are unknown,
leadership of the house fell to a distant relative.

Register of Alliance Nobles

A register of prominent noble houses of the Leicester Alliance.
This document is expressly for official use by the Church of Seiros.
Students are forbidden to remove or peruse this documentation.
1179 edition.

House Riegan
The leading house of the Leicester Alliance and descendants of one of the
10 Elites. In the Crescent Moon War of 881, they spearheaded the move
toward independence from the Kingdom, as well as the establishment of a
republic by its former vassals. They have held the esteemed responsibility
of leading the Alliance roundtable ever since.

The position of this house of dukes relies on the noble rank bestowed
upon it by the Kingdom, well before the Alliance's founding. The current
Duke Riegan's heir, Godfrey, died in an accident while on duty. While he
did leave behind a surviving daughter, she is presently unaccounted for.

House Goneril
Descendants of one of the 10 Elites, it is a military house that is chiefly
tasked with military strikes and defense against the Almyran army, mostly
due to its territory's position in the east. Lord Holst, the next head of
the house, is widely renowned as the Alliance's bravest general.

House Ordelia
A house of counts with land in the east of Leicester territory. In 1167 it
was involved in House Hrym's rebellion, and the Empire retaliated by
repeatedly meddling in the house's internal affairs, leading to a sharp
decline in its noble standing.

House Gloucester
Descendants of one of the 10 Elites, this house of counts hails from
southern Leicester territory. The current head of house is ambitious,
excels at public relations, and has an influential voice among the five
noble families with voting rights at the Leicester Alliance Roundtable,
second only to House Riegan.

House Edmund
A house of margraves with land in the north of Leicester territory.
Its beneficial trade policies, emphasizing fair use of its personal harbors,
have awarded the house a great deal of clout, to such a degree that it
was eventually accepted into the ranks of the Five Great Lords of the
Alliance. Their current head of house is a renowned orator.

House Daphnel
Descendants of one of the 10 Elites and formerly among the Five Great
Lords of the Alliance, it lost much power due to internal discord. For the
last several generations, no head of House Daphnel has born a Crest.
In spite of this, it still maintains its status as a noble family.

Register of Kingdom Nobles

A register of prominent noble houses of the Holy Kingdom of Faerghus.
This document is expressly for official use by the Church of Seiros.
Students are forbidden to remove or peruse this documentation.
1179 edition.

House Blaiddyd
This house claims Blaiddyd of the 10 Elites as its ancestor. It has ruled
the Kingdom for over 400 years, ever since Loog, the King of Lions,
claimed victory in the War of the Eagle and Lion in 751. This secured
the Kingdom's independence from the Adrestian Empire, after which
Loog was crowned as its inaugural king by the Church of Seiros.

House Blaiddyd resides in Fhirdiad, the Kingdom Capital, claiming all of
the surrounding territory as its domain and many of the fiefdoms in the
north of Fódlan as its vassals. With the passing of King Lambert in 1176,
his older brother, Grand Duke Rufus of Itha, assumed the burden of
ruling the Kingdom in the young crown prince's stead. Even still,
strife and disorder continue to plague the land.

House Fraldarius
This house of dukes claims Fraldarius of the 10 Elites as its ancestor.
It is one of the most ancient houses on record, even amongst Kingdom
nobility. It is said that Kyphon, the sworn friend of Loog, the King
of Lions, was also related to the Hero Fraldarius.

House Gautier
This house of margraves claims Gautier of the 10 Elites as its ancestor.
Its territory lies in the northernmost reaches of the Kingdom. As such,
it has safeguarded Kingdom territory against incursions by the people
of the Sreng region for over 200 years.

House Charon
This house of counts claims Charon of the 10 Elites as its ancestor.
Tasked with negotiating between the resistance armies and the Church
of Seiros during the War of the Eagle and Lion, the head of House
Charon continues the tradition of a ceremonial competition within
the Kingdom.

House Galatea
When House Daphnel, once a cornerstone of the Leicester Alliance,
was divided in two over an inheritance feud, half of them defected to
Faerghus and established House Galatea, which was granted the noble
title of count. Much of its territory consists of a frigid wasteland where
a severe famine occurred in the early 1170s.

House Rowe
A noble house that once held territory in the northern Empire. When the
Fortress City of Arianrhod was constructed within its domain, it revolted
against the Empire and pledged the entirety of its territory, including
Arianrhod, to the Holy Kingdom of Faerghus. For this contribution,
it was awarded the noble title of count.

House Kleiman
This house originally held no more than a lordship over a single castle in
the west of the Kingdom, but it was awarded the noble title of viscount
for its great success in the subjugation of the Duscur region in 1176.
Afterwards, it was granted the Duscur region as its feudal estate.

Traveler's Journal, Issue 1

A record consisting largely of the world outside of Fódlan.
The author's identity is unknown, but they have clearly
experienced these places firsthand.

A great kingdom to the east of Fódlan. Its territory borders that of the
Leicester Alliance, with the precipitous mountain range known as
Fódlan's Throat acting as the dividing line. Its people maintain a strong
legacy of horsemanship and relish in the thrill of battle. This vast
kingdom is rich in fertile prairies, deserts, and mountain ranges.

A continent to the northwest of Fódlan. Its frigid climate is home to
numerous rare and valuable species of flora and fauna. However,
the human population there is extremely small due to the intense cold
and the frozen earth, which is unsuitable for growing grains or other
food crops.

Morfis is the name of a metropolis of magic to the southeast of Fódlan,
as well as the boundless desert that surrounds it. In the distant past, it was
called the City of Illusion. Thanks to an intricate web of trading routes,
rumors of its profound and mysterious magic continue to spread.

A continent to the southwest of Fódlan. Due to its extreme distance from
Fódlan, rumors of this relatively unknown world abound. Some claim
it's a tropical rain forest, while others insist it's merely a giant, frozen
plateau. In truth, this vast continent stretches far into the north and south
and supports a wide variety of terrain and climates.

Traveler's Journal, Issue 2

A record consisting largely of the world outside of Fódlan.
The author's identity is unknown, but they have clearly
experienced these places firsthand.

An archipelago nested between Fódlan and Dagda. It is a land of plenty
that is often heralded as the perfect union of the gentle sea and nature's
bounty. Both Fódlan and Dagda have long vied to claim this territory
as their own.

Sreng was once the name of an enormous peninsula to the north of
Fódlan. Today, only the northern half has kept the moniker, while the
southern half now falls under the dominion of the Holy Kingdom of
Faerghus. Several warlike clans call this great wasteland their home.
Certain areas of this region are comprised of rocky desert.

A peninsula to the north of Fódlan and the west of Sreng. The people
who once inhabited this area were decimated, and it now falls under the
dominion of the Holy Kingdom of Faerghus. The land boasts nothing
noteworthy to make it a desirable travel destination, but rumors of
valuable minerals waiting to be unearthed abound.

Oghma Mountains
An enormous mountain range somewhat south of central Fódlan.
To the west, it forms the border between the Empire and the Kingdom,
surrounding Garreg Mach and cutting across Empire territory. It is home
to many animals and plants that cannot be found elsewhere, as well as a
plethora of valuable mineral deposits.

Etymology and other languages

Names, etymology and in other regions
Language Name Definition, etymology and notes

Garreg Mach Monastery




Officially romanized as Garreg Mach Monastery. The version of the world map appearing in E3 2018 materials instead romanized the location's name as Garg Mac.


Monasterio de Garreg Mach

Garreg Mach Monastery


Monastère de Garreg Mach

Garreg Mach Monastery


Kloster von Garreg Mach

Garreg Mach Monastery


Monastero del Garreg Mach

Garreg Mach Monastery


Garreg Mach-klooster

Garreg Mach monastery; used in Super Smash Bros. Ultimate, as Fire Emblem: Three Houses has not been released in Dutch.


Монастырь Гаррег Мах

Garreg Mach monastery; used in Super Smash Bros. Ultimate, as Fire Emblem: Three Houses has not been released in Russian.


가르그 마크 대수도원

Garg Mac Monstery

Simplified Chinese


Garg Mac Monastery

Traditional Chinese


Garg Mac Monastery



See also

Game mechanics
Out-of-battle management Base (Base conversationMy Castle) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPreparationsRenownShopping (ArmoryBargainsForgeMerchantOnline shopSecret shopVendor) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSidequest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • TurnWeather (Fog of war)
Stats Units ActionAffinityAuthorityBiorhythmCharmClassClass relative powerConstitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttackAuto-BattleBattalion (Gambit) • CantoClass change (Reclass) • Combat artCrestsDance/Play (GaldrarSing) • Death (Decoy) • DismountDragon VeinFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRecruitmentRescue (Capture) • Skills (Offensive skill) • Staggering BlowStatus conditionsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations Attack speedAvoidCritical hit (Combination bonusDodgeTriangle Attack) • Bonus damageHit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
Connectivity amiiboDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
Other BarrierBirthdayGlitchesRankingsSound RoomTacticianMultiple endings
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnna*BylethCatherineCyrilFlaynGilbertHannemanJeritza*ManuelaSetethShamir
Ashen Wolves* BalthusConstanceHapiYuri
Non-playable characters Abysskeeper*Duke AegirDuke GerthFlecheGatekeeperGlennHolstIonius IXJeraltJudithLadislavaLambertLord ArundelMonicaNaderPatriciaRandolphRheaRodrigueRufusSeirosSitriSothisTomasTiana
Bosses AcheronAelfric*AloisBaron Ochs*BiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLord ArundelLorenzMercedesMetodeyMiklanMysonNaderNemesisOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
Prologue: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War     / Outset of a Power Struggle  
Part II Silver Snow
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues   Part I A Cursed Relic*An Ocean ViewBlack Market Scheme*Death TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerOil and WaterRumored NuptialsThe Secret Merchant*   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret Merchant*  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
Cindered Shadows
(DLC side story)
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAbyssAdrestiaFaerghusGarreg Mach MonasteryLeicesterAlmyraBrigidDagdaSreng
Groups, objects and concepts 10 ElitesAshen WolvesBlack EaglesBlue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Related topics Music LibraryName chartPre-release informationUnused content