Land of Wizards
I Forge Scientific MagicBiodata
| Feature | Details |
|---|---|
| Name | Land of Wizards |
| Original Name | 巫师之地 |
| Alias(es) | Greenriel 227 |
| Type | Island sanctuary and magical civilization |
| Location | An island protected by the Sea of Mists 50 |
| Affiliation | Wizard Council 306 |
| Occupation / Role | Sanctuary for Wizards; center of magical research and education 56 59 |
| Status | Active 377 |
| First Appearance | Chapter 11 |
Background / History
The Land of Wizards began as a small refuge for fugitive Wizards and developed over several centuries into a major magical sanctuary. Its isolation, magical resources, and defenses allowed Wizards to research openly beyond the Holy See's reach. By the time Lynn arrived, it had a population of roughly 600,000, including about 7,000 Official Wizards and seven Legendary Wizards. 59
Its seclusion was largely maintained by the Sea of Mists, whose fog disorients vessels and obstructs magical sight. Great Wizard Herlam created a specialized alchemical compass that continually points toward the Land of Wizards, allowing selected ships to navigate the barrier. 46
Lynn and Joanne reached Ieyeta Harbor after crossing the Sea of Mists. The harbor's clean roads, organized buildings, Alchemy Ships, and advanced urban design visibly surpassed the conditions of the Secas Empire. 52 Lynn's theories on planetary motion, free fall, mathematics, and natural laws later challenged the Land's established magical framework and helped shift support toward engagement with the outside world. 59 164
The Council eventually adopted the Magic Kingdom plan, intending to move the conflict with the Holy See into the Secas Empire by supporting the seizure of the Kingdom of Hadratta. Nearly eighty percent of councilors supported the proposal. 260 This expansion created a larger Wizard-led state while preserving the Land of Wizards as an important homeland, research center, and fallback position. 377
Geography and Access
- Sea of Mists — A dense magical fog surrounding the Land of Wizards. It blocks long-distance vision, makes navigation hazardous, and previously served as the primary defense against outside invasion. 46 50
- Eye of Death — A dangerous whirlpool within the surrounding waters. Great Wizard Herlam was once able to freeze it, allowing a pirate vessel to escape. 50
- Ieyeta Harbor — A major port and gateway for foreign arrivals. It contains Iyetar Academy and became a center of Lynn's scientific and industrial reforms. 52 59
- Greenriel City — A Wizard City associated with the Land of Wizards and the Council's central affairs. 170 315
- Mount Kogal — A mountain near Greenriel containing a vast Magic Crystal Mine. Dense Magic Power has distorted local space-time and formed a vortex resembling a natural Space-Time Gate. 170
- Magic Stone Mine — Source of abundant magical ore and Magical Beasts, but also a recurring danger due to unknown creatures and anomalies emerging from its vortex. 170
Government and Society
The Land of Wizards is governed through the Wizard Council rather than a monarchy or noble hierarchy. Visitors from Hadratta note that it has no king or nobles, with Wizards holding political authority. 306
At the time of Lynn's arrival, its Wizards were broadly divided into two political tendencies:
- Conservative faction — Favored isolation, continued research within the island, and avoiding exposure to the Holy See. This was the majority position because the Land's accumulated strength was considered insufficient for a direct confrontation with the Church. 50
- Progressive faction — Supported demonstrating Wizard power abroad, acquiring scarce external resources, and recruiting new Wizards from outside the island. Great Wizard Herlam and Coru belonged to this side. 50
The Land's small population and limited resources were persistent concerns. Even before open war, its leaders recognized that remaining isolated would restrict industrial development and prevent large-scale growth. 377
Magical Studies and Education
Before Lynn's reforms, the Land of Wizards was regarded internally as the center of magical advancement. Its Wizards had developed Magic workshops, Alchemy Ships, elemental research, and a formal advancement system over centuries. 56 144
However, its theoretical knowledge was uneven. Wizards had made progress in microscopic research and gravity-related phenomena while many still believed the world was flat and that their continent stood at the center of the universe. 51 Lynn's Planet Theory, free-fall experiments, and mathematical methods exposed weaknesses in these assumptions and prompted widespread verification and debate. 59 100
Traditional Advancement
The conventional hierarchy was divided into four major ranks:
| Rank | Known Description |
|---|---|
| Wizard Apprentice | Learns Magic but cannot engrave Spell Slots before becoming an Official Wizard. 11 |
| Official Wizard | Gains deeper control of Magic Power and elemental mimicry. 124 |
| Great Wizard | Masters force fields, develops a Domain, and can perform complex elemental and chemical manipulation. 567 |
| Legendary Wizard | Transitions from a carbon-based lifeform to an energy-based lifeform and can control, decompose, or mimic all elements. 567 |
The old system restricted advancement heavily by talent. Apprentices who had not become Official Wizards by around age thirty could be judged talentless and expelled from academy training. 55 Halflings were especially excluded, as they were widely believed to lack magical talent entirely. 155
Magic Net Reform
Lynn's Magic Net system was approved by the Council as a knowledge-based alternative to the talent-dependent model. Citizens who studied mathematics, physics, chemistry, and spell formations could gain access to pooled computing power and learn to condense Spell Slots. 504
- High-achieving commoners, Apprentices, and Wizards could join the Magic Net after it became operational. 541
- The system enabled people without innate talent to gain Magic Power through the Spirit Awakening Potion and education. 541
- It could temporarily let Three-Ring Wizards experience the power of a Four-Ring Wizard, improving their understanding of higher realms without directly guaranteeing promotion. 504
- The reform faced resistance from Wizards who feared the loss of their social status and the dilution of magical bloodline privilege. 541
By the time of the Tower of Arcanum seminar, the Council's number of Official Wizards had risen beyond seven million, with the Magic Net and universal education credited for the growth. 673
Major Threats
- Holy See persecution — The Land of Wizards was founded in opposition to the Holy See's long-running hunt for Wizards. Its hidden location was essential to its survival. 1 50
- Evil Mage Merk — Merk seized August's body, infiltrated the Council, and attempted to transform all of Greenriel into a Divine Kingdom under his rule. 190
- Magic Stone Mine anomalies — Unknown Magical Beasts and hostile entities periodically emerge from the vortex beneath Mount Kogal. Earlier Mind Flayer incursions caused serious chaos before the Council eliminated them. 170
- Dissipation of the Sea of Mists — The weakening mist reduced the Land's concealment and led outsiders to suspect that its defenses were failing. 243
- Holy See expedition — The discovery that the Holy See could locate the Land of Wizards made retreating to the island an unreliable long-term defense. 377
Notable Institutions
- Wizard Council — Governing body responsible for policy, magical regulation, defense, and advancement research. 306 504
- Iyetar Academy — Academy at Ieyeta Harbor that trains Apprentices, employs professors, and became a center for Lynn's new disciplines. 59 60
- Magic Research Institute — Research body associated with advanced magical theory, scientific education, and major academic seminars. 454 510
- Tower of Arcanum — A 339-meter Council structure above the Magic Kingdom's capital, expanded internally through Force Field Magic to host a 150,000-Wizard research seminar. 673
- Secret Magic Society — A mysterious scholarly organization whose theories were considered more advanced than much of the Land's traditional magical knowledge. 51 516