Wizard Civilization
Lord of AshesContents
- 1Biodata
- 2Background
- 3Governance
- 4Society and Knowledge
- 4.1Sky City
- 4.2Arcane Light and Arcanists
- 4.3Magical and Mechanical Research
- 4.4Native Peoples and Professional Development
- 4.5Economy and Alliance Development
- 5Military and Technology
- 5.1Civilization Treasures
- 6Power Progression
- 7Relationships
- 8Major Arcs
- 8.1Rise as a Top-Level Civilization
- 8.2Galente Federation War
- 8.3Evil Tide War
- 8.4Death Mourning Civilization War
- 8.5Saine’s Leadership
- 8.6Myriad Transformations Celestial Venerable World War
- 8.7Dimensional Expeditions
- 8.8Demon Domain War and Joint Development
- 8.9Succession to Green
- 8.10Green’s Administration and Later Deployments
Biodata
| Feature | Details |
|---|---|
| Name | Wizard Civilization (巫師文明; 巫师文明) |
| Alias(es) | Wizard World |
| Species/Race | Primarily Wizard World humans, particularly Magicians and Knights; native minority populations include demihumans, sea races, and Magical Beasts, while its alliance includes numerous alien-plane civilizations 941 4605 |
| Affiliation | Wizard Alliance; Eight Directions Conglomerate |
| Occupation/Role | Top-Level Civilization; leading power of the Wizard Alliance |
| Status | Active |
| Leader | Master Green, succeeding Saine Grant 3041 4605 |
| Notable former leaders | Douglas; Supreme Knight Dominator Locke; Befu; Saine Grant 1293 234 3041 4605 |
| First Appearance | 275 |
Background
The Wizard Civilization's predecessor was the Azeroth Civilization. Complete records of this lineage are restricted to successive Civilization Leaders and the heads of its oldest factions; even Dominator-class beings historically received only scattered fragments. 4073
It rose to Top-Level Civilization status within roughly the last two to three hundred thousand years and developed unusually quickly thereafter. Its own scholars place it near the peak of the middle stage of Top-Level Civilization development and approaching the later stage, while acknowledging that such classifications are inferences based on relics and contact with other great civilizations. 1984 2206 3446 1026
Supreme Knight Dominator Locke, the first Civilization Leader of its Top-Level Civilization era, oversaw the civilization's initial expansion after its promotion to Top-Level status, establishing territory that later supported its wars against the Galente Federation and Evil Tide Civilization. The broader succession of leaders also includes Douglas before Locke. 1293 4334 4605
Rapid territorial growth, a broad Wizard Alliance network, magitech industrialization, and repeated Civilization Wars have made the Wizard Civilization one of the most aggressive and efficiently developing powers in its surrounding star regions. This expansion has led many nearby worlds to either fear it or seek admission into the Wizard Alliance. 692 3705
Despite its extensive magitech industry, Wizard Civilization remains fundamentally a cultivation civilization. Knights and Magicians pursue individual Life Level breakthroughs, distinguishing its developmental emphasis from technological civilizations that primarily advance through collective engineering and manufactured combat systems. 275 724
Its expansion is principally driven by resources, strategic interests, and civilizational influence rather than a consistent moral distinction between enemies and allies. Befu explicitly identified the Galente Federation's growing power as a threat to Wizard Civilization's interests, while later cooperation with the Evil Tide demonstrated its willingness to negotiate with former enemies when doing so benefited the civilization. 472 3689 3911
Governance
The Civilization Leader directs both the Wizard Civilization and the wider Wizard Alliance. Leadership selection has included public voting by Wizard World Knights and Magicians, but the Sky City Imperial Council and high-ranking factional Dominators have retained substantial authority over succession. Saine's handover to Green was publicly announced rather than decided through a new civilization-wide election, and Green subsequently proposed universal participation in choosing future leaders. 1077 3651 4605
- Befu served as the de facto leader during the Galente Federation conflict, managing diplomacy, internal balance, and the use of civilization treasures. She also acted as Civilization Leader during Saine's later absence on dimensional expeditions. 2969 4078
- Saine Grant was elected after the Evil Tide war and led the civilization through further alliance expansion, territorial campaigns, and major diplomatic initiatives. He received 94,867 votes in the leadership election, ahead of Knight Dominator Sethy and Green. 234 4311 3651
- Master Green succeeded Saine after Saine's retirement. Green proposed involving mid- and lower-tier members in governance and establishing a more democratic process for selecting future leaders. His proposals explicitly included every native Level-1 and above Knight, Magician, demihuman, sea race member, Magical Beast, and other qualifying being, as well as the right of lower-ranking populations to know the general direction of civilizational development. 3041 4605
The civilization's Magician-led culture is portrayed as comparatively resistant to hereditary power structures: most high-level truth-seekers prioritize research over family interests, while Knights and Magicians are formally recognized as equals. 1888 3446
Although the Imperial Council and major factions remain central to high-level policy, Wizard Civilization has developed an unusually broad electoral culture. Its leadership elections are noted for treating powerful Dominators and ordinary mid-level Wizard World beings as politically equal participants. 3651
During Saine's wartime administration, the civilization increasingly relied on centralized and decisive leadership to prevent factional disputes from undermining military reconstruction and strategic planning. This did not eliminate internal interest groups, but allowed the Civilization Leader to direct urgent policies more efficiently. 3758 2606
The Imperial Council is a native Wizard World institution whose decisions often precede and shape the proposals presented at Wizard Alliance Assemblies. Matters regarded as momentous by allied civilizations may already have been settled through comparatively informal discussions among the civilization's upper echelon. 1171 3646
Green's reform proposals were not immediately established as completed institutional changes. Several veteran Dominators were surprised by his demand that future leaders be chosen by every living being in the Wizard World rather than by factional leaders at the Imperial Council. His ideas developed through his experience assisting Saine with internal administration; his wife is the Wizard World's Guardian of Winter. 4605
After retirement, Saine and Befu secretly investigated Green's planned policies without attempting to override his decisions or place public pressure on his administration. 4768
Society and Knowledge
Sky City
Sky City is the heart of the Wizard Civilization and houses the Towering Sky Tower and True Spirit Tower. The True Spirit Tower preserves the civilization's most complete body of truth knowledge and historical inheritance. 5233
Sky City’s resident population consists of humans—Magicians and Knights—with no alien-plane creatures, Magic Beasts, or Subhumans living there. Its libraries, research opportunities, and elemental mysteries are accessed through Arcane Points. 5233
The city also serves as the site of the Imperial Council, where the Wizard World's strongest native powerhouses determine major diplomatic, military, and developmental policies. 1171 3957
Arcane Light and Arcanists
The Arcane Light is the civilization’s system for evaluating, preserving, and exchanging knowledge.
- Spell Models, alien-plane records, biographies, and other original information may be submitted as knowledge. 677
- Contributors receive Arcane Points, which can be exchanged for archived knowledge. 3676
- Arcanist rank is determined by genuine mastery and assessment rather than wealth, life level, or merely possessing stolen knowledge. 1946 1991
- Certification above Level-3 Arcanist requires evaluation in Sky City. 1991
The system encourages dissemination of knowledge despite the traditional Magician belief that knowledge is priceless and should be closely guarded. 1991
Magical and Mechanical Research
Magicians drive the civilization’s development in alchemy, potions, Space Fortresses, teleportation arrays, magical weapons, and other infrastructure. Knights benefit directly from these advances, while contributing their own battlefield strengths. 4880 4800
The civilization has increasingly incorporated mechanical principles into its magical system. The City of Steel pioneered much of its Mechanics research, while Sky City further developed and standardized the resulting equipment. 1052
New City of Steel became a major magitech industrial center after the Wizard World's Mother Plane Defense War. Alongside Undead Magicians, mechanics emerged as one of the two especially prominent professional systems in the civilization's later development. 4021
Wizard Civilization's research culture is characterized by experimentation and the absorption of useful ideas from alien systems. Its scholars have studied technological relics, Time-Space Rules, elemental systems, mechanical civilizations, and the principles behind foreign civilization treasures. 1566 4726 3957
- Ancient civilization research — Discoveries on Blue Star prompted reinforced exploration of nearby relics and investigations into their possible connection with Inert Energy Crystals. Exploration of the Ai Youlan Butterfly and Black Yin civilizations subsequently yielded resource coordinates, historical knowledge, cultivation methods, and treasure fragments shared among participating Knights and Magicians. 1566 1614 1658
- Minghe knowledge transfers — Negotiations with the Minghe Empire secured its Self-Sealing Technique, Death Element energy-utilization knowledge, and Monster Training and Conditioning Secret Art. These acquisitions were expected to deepen Wizard Civilization's foundations over the long term rather than produce immediate transformation. 2848
- Alchemy and potion limitations — During the Galente Federation conflict, the Immortal Domain's artifact-refinement system surpassed Wizard Civilization's alchemy. Later, Wizard Civilization's best restorative potions remained comparable to Seven Revolutions Golden Pills, below the Immortal Domain's Level-8 restorative standard. Saine believed overcoming the potion-making barrier would probably require a Half-Level-9 or Level-9 specialist. 1907 3702
- Saine's experimental inheritance — Public observation of Saine's later alchemy experiments triggered immediate breakthroughs among some high-level powerhouses and supplied research insights for others to study over subsequent years. His production also included personalized World-Class Secret Treasures, such as Mystic Crystal Armor for the Undying Star Dragon Warlock. 4585
Native Peoples and Professional Development
Human Knights and Magicians dominate the Wizard World's recorded history, but native demihumans once possessed a comparatively flourishing civilization of their own. Their remaining underground populations were permitted to reproduce partly to preserve species diversity and prevent their extinction under competition from humans. Ancient records concerning their history are incomplete or distorted outside the civilization's central archives. 941
The Western Islands remain an ancient, influential Knight-centered faction. Before Klopp's Dominator breakthrough, they already possessed more than a thousand local Level-4 and above Knights and Magicians, together with close connections to the Dominator-bearing Elf World, Orc World, and Amethyst Crystal World. Their historical association with a Level-9 Being further reinforced their prestige. 472
New professions continued to appear as the civilization absorbed foreign cultivation systems and war experience:
- Ocean Knights — Emerged during the sea races' adoption of the Sky-Sea World's ocean-based cultivation system. 4434
- Nightmare Knights — Part of the civilization's expanding range of Knight professions. 4434
- Curse Magicians — An emerging Magician specialization during its later period of rapid growth. 4434
- Magic Swordsmen — Combined magical and martial cultivation, supported at lower ranks by increasingly advanced Magic Mechanical Armor. 4604 4605
Economy and Alliance Development
Magic Coins serve not only as a medium of exchange but also as an instrument for concentrating wealth and integrating allied forces into Wizard Civilization's markets. During cooperation with Immortal Domain Rogue Cultivators, the civilization abolished direct confiscation of half their war earnings and instead relied on Magic Coin-denominated supplies and pricing to draw wealth back into its economic system. Immortal Domain leaders protested aspects of this arrangement and negotiated currency exchange and adjustments at a high-level summit. 2072
Native Wizard World combatants and allied auxiliaries do not always receive equal treatment. After the conquest of Apocalypse Great World, principal native combatants were allowed extended access to spoils and recovery time, while vassal auxiliary Legions faced less favorable arrangements. Material incentives remained essential to maintaining support for civilization-wide wars. 2182
Later development measures included:
- Wizard Civilization Development Foundation — Proposed to provide incentives to promising World Civilizations and individual powerhouses. 4508
- Secret-realm access and loot recovery — Alliance beings entering trial grounds such as the Land of Divinefall were subject to entry arrangements and fees, while Wizard Civilization offered to exchange unsuitable treasures or resources for Magic Coins or equivalent items. 4518
- Expanded currency issuance — Growing territory and resource reserves supported large-scale Magic Coin production to stimulate markets, strengthen the civilization, and prepare for war. 4524
- Demon Domain development rules — Joint resource exploitation offered opportunities to extend Wizard Civilization's commercial influence and Magic Coin system beyond its existing alliance markets. 4560
Military and Technology
| Capability | Details |
|---|---|
| Magician–Knight forces | Magicians supply elemental firepower, research, and support; Knights provide physical resilience and close-combat power. The two professions are considered complementary. 233 |
| Formal combat threshold | Level-1 Knights and Magicians are the minimum standard for Plane Wars; creatures below Level-1 are used as cannon fodder instead. 4051 |
| Space Fortresses | Large-scale war platforms developed by research-oriented Magicians; their functions include Legion warfare, logistics, and battlefield projection. 4800 1052 |
| Magic Mechanical Armor | Standardized armor combining magic-guided alchemy and mechanical design. It is cheaper and faster to manufacture than traditional Magic-Infused Armor, and can mount shoulder-fired Magic Beams. 1052 |
| Magic Swordsmen | A newer Knight profession practicing dual cultivation of magic and martial arts. Level-3 Magic Swordsmen commonly employ full-body Magic Mechanical Armor, enabling them to operate in hostile extraterrestrial environments. Saine developed their later armor during his leadership; it was especially popular among lower-ranking Knights, whereas Level-4 and above experts generally preferred law-bearing artifacts and World-Class Secret Treasures. 4604 4605 |
| Magic Power Puppets | Large, self-controlling combat constructs field-tested during civilization wars. 1052 |
| Elemental amplification | Holy Tower and Knights’ Hall subordinates can strengthen high-level combatants. Saine received roughly a 2% increase in spell power and elemental recovery while commanding 20,000 Formal-Ranked Magicians. 2654 |
| Alliance logistics and currency | The civilization issues Magic Coins on a large scale and uses its industrial and logistical capacity to bind allied planes into its military-economic system. 4524 3354 |
| Light Prism Fortresses and War Airships | During the relic-front campaign, Light Prism Fortresses numbered several thousand and War Airships exceeded one hundred thousand. These platforms supported magic-guided heavy cannons and specialized war devices. 1641 |
| Magic Energy Puppets and heavy industry | Sky City, Kapeiqi, and the City of Steel developed and fielded new magic-guided machinery, with industrialized Magic Energy Heavy Industry Factories providing a substantial manufacturing base. 1641 1935 |
| Interstellar infrastructure | Specialist Magicians constructed long-range transport infrastructure for allied campaigns; Thales Cansin helped connect the Immortal Domain to the Honeycomb Star Territory through an Interstellar Teleportation Array. 3858 |
| Summoned Dominator forces | Lilith returned with numerous Dominator-class contracted units. Before her departure from the Star Realm, contractual control of these forces shifted to Wizard Civilization, although the restraints weakened. 3520 3632 |
Wizard Civilization supplements its native Knight and Magician Legions with Slave Creature armies, allied plane forces, summoned units, and increasingly sophisticated magitech constructs. This layered military system compensates for Magicians’ close-combat vulnerability while preserving their overwhelming ranged destructive power. 1388
Immortal Domain Rogue Cultivators substantially increased its mid- and lower-tier manpower during the Galente Federation war. At that stage, the Federation's enormous mechanized armies were a greater operational concern than its high-level combatants. Wizard Civilization also maintained personnel rotations and recovery periods despite mounting war pressure. 2062 1949
Its strategic deployments accounted for friction among allied forces. Immortal Domain and Tianming Empire contingents, as well as Dragon Clan and Phoenix Race forces, were positioned to prevent inherited grudges from disrupting the common war effort. 1962
The Kada Star Thief Group supplied deniable demon and devil forces associated with the civilization's upper echelon. Wizard Civilization publicly refused to acknowledge this connection despite evidence of their involvement, and some of the group's members specialized in manufacturing provocations or pretexts for intervention. 2065 4078
Civilization Treasures
- Light of Wisdom — A civilization treasure used during the Underworld Star Region war and Saine’s swearing-in as Civilization Leader. It is the iconic treasure of Wizard Civilization's Magicians and can nearly double a spellcaster's power. Together with the Truth Magic Robe, it became one of Green's intended signature treasures as Civilization Leader. 2969 4386 3652 4602
- Supreme Knight Dominator Set — Retained as a deterrent against the Galente Federation’s Endless Light. It is Wizard Civilization's foremost Knight-oriented inheritance and has been wielded by Blade Queen Lisa of the Zerg. 2969 1596 3652
- Deity Set components — Acquired through negotiations with the Evil Tide Civilization; each component is at least a high-grade World-Class Secret Treasure. The agreement included a one-time use of the Sealing Divine Ring in exchange for components, with further pieces obtained through subsequent secret meetings. 2096 3689 3688 3692
- Faceless Mask — Later upgraded into a Civilization Supreme Treasure by Saine and temporarily loaned to Master Douglas for research. 4806 3957
- Gate of Resurrection — One of the most valuable Civilization Supreme Treasures left behind by Saine. 663
- Staff of Truth and Truth Magic Robe — Civilization Supreme Treasures crafted by Saine and passed to Green’s generation. The Truth Magic Robe was specifically transferred to Green as part of the Civilization Leader's inheritance. 2675 4602
- Void-Piercing Spear and Sea Horn — Additional Civilization Supreme Treasures completed by Saine for the benefit of Wizard Civilization and its allies. The Sea Horn originated from a Rule Conch obtained in the Sky-Sea World and was strengthened to provide a supreme inheritance for the Wizard World's minority races. 4602
- Gold Essence Generator — An energy-type Civilization Supreme Treasure retained for Wizard Civilization rather than fed to Saine's Magic Cube. It converts low-grade Energy Crystals into Gold Essence Energy Stones suitable as conventional energy sources for warship fleets above Level-4. 4576
- Heavenly Origin Sword soul fragment — A wisp of the sword soul given by Turbid Wind to Carell before his departure, representing a significant opportunity for both the Knight and the civilization rather than ownership of the complete sword. 3632
- Staff of the Gods — A Civilization Supreme Treasure supplied by Saine to Titan World's God King Odin, strengthening an important alliance combatant for the Demon Domain war. 4527
- Lost Paradise — Locke's core treasure, which evolved beyond the grade of ordinary Civilization Supreme Treasures through his comprehension of life and creation within destruction. It is associated with the civilization's first Level-9 Knight rather than identified as a retained inheritance under Green. 4192
- Magic Cube — Saine's personal mechanical treasure, which advanced to Civilization Supreme Treasure grade after absorbing technological rule origins and fragments supplied by the Evil Tide. It later surpassed ordinary Civilization Supreme Treasure grade; it remained associated with Saine and his Mechanical Civilization rather than being left as a Wizard Civilization inheritance. 3868 3869 4192 4608
The Faceless Mask, Light of Wisdom, Staff of Truth, and Truth Magic Robe formed the ideal four-treasure equipment set for a Civilization Leader, but wielding all four imposed exceptional demands. By Saine's retirement, alliance Dominators collectively possessed more Civilization Supreme Treasures than native Wizard World powerhouses, and Knight-compatible treasures remained relatively scarce. His final crafting efforts addressed these uneven inheritances. 4602
Power Progression
| Stage or Development | Civilizational Advancement | Evidence |
|---|---|---|
| Promotion to Top-Level Civilization | Locke's generation established a Top-Level Civilization and expanded the territory that supported later wars against the Galente Federation and Evil Tide. | 1293 4334 |
| Middle-stage self-assessment | Scholars classified the civilization as being in the middle stage of Top-Level development, while acknowledging that these categories were provisional and might differ from stronger civilizations' assessments. | 2145 |
| Galente Federation war and annexation | War accelerated standardized magitech development, while annexation expanded the civilization's territory by nearly one-third. | 1052 1641 2914 |
| Growth of new native Dominators | Dawn Knight Luo Bo reached Level-7; Death Knight Alex approached a Dominator breakthrough; Green and Angle achieved major experimental advances. | 2847 |
| Lilith's return and contracted reinforcements | Numerous Dominator-class summoned forces reinforced the civilization; contractual control subsequently transferred to Wizard Civilization when Lilith left the Star Realm. | 3520 3632 |
| Post–Mother Plane Defense War recovery | Centralized reconstruction, Evil Tide resource reparations, and enemy withdrawals restored civilizational vitality in less than ten thousand years and enabled renewed territorial expansion. | 3758 3911 |
| Expansion of Undead Magicians and mechanics | These two professional systems became especially prominent during roughly twenty thousand years of later development, supported by New City of Steel. | 4021 |
| Returns from dimensional expeditions | Foreign cultivation systems, dragon species, new professions, and numerous Civilization Supreme Treasures produced exponential growth in overall strength without requiring a comparable increase in Dominator numbers. | 4434 |
| Late Saine-era industrial and energy development | Expanded Magic Coin issuance supported markets and war preparation, while the Gold Essence Generator supplied a new civilization-wide energy resource. | 4524 4576 |
| Saine's final research and treasure inheritance | Experimental demonstrations triggered breakthroughs, while tailored World-Class Secret Treasures and newly completed Civilization Supreme Treasures strengthened native and allied powerhouses. | 4585 4602 |
| Early Green-era combat development | Wizard Civilization's mid- and lower-tier combat power continued to transform and advance following Saine's departure. | 4717 |
| Later dimensional deployment | Zerg Overlords, powerful Knights, and True Spirit Magicians appeared in the Flowing Light Retrospective World, including newer figures unfamiliar to Locke's long-departed generation. | 5679 |
Relationships
- Wizard Alliance — The civilization’s alliance network and primary vehicle for incorporating affiliated planes, refugees, and allied Legions. Unlike the Eight Directions Conglomerate, it is wholly led by Wizard Civilization. 711 1077 4577
- Immortal Domain Civilization — A major partner and fellow leading power of the Eight Directions Conglomerate. The two are described as its “elder brothers.” Their relationship combines long-standing cultural exchange, strategic cooperation, and occasional tension over war aims and intervention. Later accounts emphasize that rational leadership and their complementary interests make large-scale war between them highly unlikely. 2473 1865 2840 5214
- Silver Soul World — A close partner that has increasingly aligned with the Wizard Civilization. It was incorporated into the Wizard Alliance, while Green proposed the Iron-Blood Civilization as its replacement within the Eight Directions Conglomerate. 2473 4608
- Free Blade Civilization and War God Peak Civilization — Major Top-Level Civilization partners drawn into Wizard Civilization's strategic orbit during the anti-Evil Tide conflicts. Together with the Wizard Civilization, Immortal Domain, and Silver Soul World, they formed the basis of the Five Directions Civilization Axis Group. Green later cautioned that pressing Free Blade Civilization to join the Wizard Alliance could destabilize the Eight Directions Conglomerate and alarm other Top-Level partners. 3646 4019 4769
- Galente Federation — Long-term rival and primary opponent during a major civilization war. The Wizard Civilization ultimately annexed Federation territory, expanding its own territory by nearly one-third. Federation fleet groups, scientists, and Gene Warriors later operated alongside Wizard Civilization forces. 2206 2914 2880 3716 4032
- Evil Tide Civilization — Public enemy during the Evil Tide war, but also a covert negotiating partner. Secret contracts enabled the Wizard Civilization to recover its entire territory while maintaining the appearance of continued war. Resource reparations and enemy withdrawal were major contributors to postwar recovery, and cooperation subsequently extended to trade and dimensional intervention. 1121 2096 3688 3911 4032
- Minghe Empire — A former threat whose remnant and associated forces later entered the Wizard Alliance's strategic sphere, though the broader Minghe conflict and its surviving Pharaoh Kings remained an ongoing security concern. Earlier, at least one-third of Wizard Civilization's war Legions were stationed around Cosmos Great World and the Steel World Cluster to guard against it. Later requests for aid enabled Wizard Civilization to obtain valuable Minghe techniques. 4386 2533 2383 2848 1171
- Light Dimension Country — Its original civilization was destroyed during the broader Minghe conflict; surviving Light Giants and remnant forces subsequently joined the Wizard Alliance and entered Wizard Civilization's expanded strategic sphere. The M78 Nebula was allocated to its remnants, near Minghe remnant territory. 4386 3653 2657 3665
- Zerg — The strongest and most promising alliance race. Its Blade Queen Lisa's connection to Locke and her use of the Supreme Knight Dominator Set make the race politically dependable despite its rapid growth. Zerg Overlords later participated alongside Wizard Civilization's Knights and True Spirit Magicians in the Flowing Light Retrospective World. 3656 5679
- Mechanical Civilization — A separate civilization founded and led by Saine after his departure from the Wizard World. Its Intelligent Robot race formerly received support through Saine and the Wizard Alliance, and many mechanical beings later followed Saine into the Magic Cube Space. Its subsequent higher-dimensional growth should be distinguished from the Wizard Civilization's development under Green. 2606 4608 4768 5142
- Water Mirror Civilization, Moonlight Civilization, Green Vine Civilization, and Light Dimension Country — Dependent or subsidiary powers integrated into Saine's later Mechanical Civilization economic and research framework. Their subsequent prosperity concerns that separate civilization and does not establish their membership in Green's Wizard Alliance. 6040
- Chris Civilization and Faceless One World — Alliance-associated powers subjected to Wizard Civilization intervention after internal instability and suspected betrayal. Wizard Civilization moved to seize Chris fleet groups and suppress the Faceless One World's compromised Dominators. 3713
- Demon Subjugation Alliance — A situational partner against the Evil Tide Civilization, but also a rival bloc whose interests increasingly diverged from Wizard Civilization's expansion into the Demon Domain and the Myriad Transformations Celestial Venerable Star Territory. The rivalry developed into direct warfare and continued under Green. 3385 3973 4527 4768
- Tianming Empire — An external military supporter during the Galente Federation war. Emperor Gongsun Wuji agreed to personally lead a campaign after formal diplomacy involving Befu's letter and benefit-sharing proposals. 1901 1902
- Yan Emperor Divine Clan — A close partner during part of the Evil Tide crisis, though alliance politics complicated the relationship. It later participated in the Eight Directions Conglomerate's Demon Domain campaign. 3354 3637 4424 4527
- Capricorn Empire and Nine Stars Civilization — Former strategic partners within the anti-Evil Tide effort. Relations later cooled, and Wizard Civilization directly faced Nine Stars Civilization during the Demon Domain war. 2874 2880 3354 4527
- Iron-Blood Civilization — A former opposing power recruited through military pressure and negotiated accommodation. Its proposed replacement of Silver Soul World within the Eight Directions Conglomerate encountered objections from some other members. 4563 4577 4608
- Mani God System Civilization — A Top-Level faith civilization that long sought contact with Wizard Civilization and later entered its cooperative orbit. Wizard Civilization included its war against Heavy Hammerer Civilization in subsequent intervention plans. 4081 4424 4524 4566
- Void Civilization — First contacted by Wizard Civilization before developing ties with the Demon Subjugation Alliance. Its Void Star Meteor technology attracted both Wizard Civilization and Immortal Domain interest, but its mobile territory complicated pursuit. 4080 4588 4769
- Twisted Shadow Civilization — Initially sent observers to the Twenty-Eighth Wizard Alliance Assembly, but later opposed Wizard Civilization's camp and became a target of Green's administration due to its repeated agitation among other Top-Level Civilizations. 3646 4566 4768
Major Arcs
Rise as a Top-Level Civilization
Under Locke’s leadership, the newly elevated civilization expanded aggressively and established the territorial foundation needed for later inter-civilization wars. 1293
Galente Federation War
The Wizard Civilization fought the Galente Federation across multiple fronts, combining Magician and Knight Legions with mechanical equipment, Space Fortresses, allied forces, and captured technologies. The war accelerated the adoption of Magic Mechanical Armor and other standardized military equipment. 1052 2206
Despite the Federation's advanced technological base and its Ultimate Quantum Computer's calculations, Wizard Civilization gained an overall advantage, pushed into the Federation heartland, and ultimately annexed a major portion of Federation territory. 1366 2230 2914
The conflict had been anticipated long before its outbreak. Befu viewed the Federation's attack on Rose Dynasty Civilization as a demonstration of strength and a challenge to Wizard Civilization's regional influence, while Federation leaders had regarded the formerly friendly Wizard Civilization as a potential enemy for more than one hundred thousand years. 472 1366
To avoid a prolonged stalemate, Befu sought outside assistance despite concerns over becoming entangled in Immortal Domain factional politics. Tianming Empire, the Dragon Clan, other Immortal Domain forces, and Rogue Cultivator armies became important contributors, with Wizard Civilization coordinating deployments to limit friction among its partners. 1841 1902 1907 1962 2062
The war also encompassed campaigns beyond the Federation heartland. Wizard Civilization conquered Apocalypse Great World at great cost and invaded the Corellon Star Region, whose inhabitants were divided between resistance and negotiated peace after previously declining an invitation to join the Wizard Alliance. 2182 2197 2198
Evil Tide War
Saine declared war on the Evil Tide Civilization, ordering attacks on Evil Tide-held alien worlds and framing the campaign as an effort to restore displaced Wizard Alliance civilizations to their homelands. 2096 711
Behind the scenes, Wizard Civilization officials reached agreements with the Evil Tide Civilization over territory and Civilization Supreme Treasure-level equipment. The Evil Tide withdrew from Wizard territory, allowing the Wizard Civilization to reclaim its full territorial holdings. 1121
The public campaign also served as a major alliance-mobilization effort. Saine's promise to help displaced member civilizations reclaim their Mother Planes won substantial support among refugee civilizations within the Wizard Alliance. 3690
Unlike the Galente Federation's unsuccessful attempt to reach the core homeland, the Evil Tide offensive threatened the Mother Plane itself. After the Mother Plane Defense War, Wizard Civilization remained exhausted and required extensive reconstruction, making coordinated leadership especially important. 3528 3758
Lilith's return with numerous contracted Dominators helped reinforce the battlefield. After her departure, Wizard Civilization inherited control of the contracts, and many of the summoned Dominators and their supporting Legions continued fighting alongside it. 3520 3632
The concealed negotiations took place aboard the God of Machines behind disruptive rule arrays. Agreements maintained the outward appearance of war while permitting territorial withdrawal, resource exchanges, and trade in treasure components. Evil Tide reparations subsequently helped restore Wizard Civilization's vitality in less than ten thousand years. 3687 3688 3911
Death Mourning Civilization War
Wizard Civilization joined the Immortal Domain and Silver Soul World in the war against the Death Mourning Civilization. The three powers divided the battlefield and spoils in advance, with Wizard Civilization assigned approximately 36.78% of the theater. 3951 3927
The swift conclusion of the war demonstrated the growing cohesion of Wizard Civilization's external strategic partnerships and strengthened Saine's position among the civilization's upper echelon. 3951
Wizard Civilization also assisted allied logistical preparations, with Thales Cansin constructing an Interstellar Teleportation Array that reduced the burden of transporting Immortal Domain resources to the Honeycomb Star Territory. 3858
Saine’s Leadership
After the Evil Tide victory, Saine became Civilization Leader and used the Wizard Alliance Assembly to admit the Minghe Empire, Light Dimension Country, and Ai Youlan Butterfly Civilization into the alliance. 4386
During his tenure, the Wizard Civilization pushed for expeditions, axis alliances with other Top-Level Civilizations, and broader intervention beyond its original Star District. 4311 1792
Saine also consolidated the civilization's military-industrial base, expanded its alliance system, equipped its upper echelon with new treasure inheritances, and oversaw the recovery of Wizard Civilization's occupied territories through a combination of warfare, diplomacy, and covert agreements. 3688 3653 3758
The Twenty-Eighth Wizard Alliance Assembly attracted representatives from White Cloud Flowing Tuo World, War God Peak Civilization, and Twisted Shadow Civilization, alongside Genji of Free Blade Civilization and numerous Exotic Dominators. The gathering expanded the civilization's diplomatic reach beyond its familiar star regions. 3646
When the Demon Subjugation Alliance requested support for Siwoda Civilization, Saine declined to divert the civilization from its own reclamation campaigns. Its forces advanced into the Brain Eater Star Region while continuing wars in the Underworld and Sano Lars Burner star regions. 3665
During the subsequent reduction in external pressure, Saine's administration investigated internal instability affecting the Norman Federation, Chris Civilization, Faceless One World, Bostan Civilization, and Crystal Wall World Group. Officials considered a possible connection to Black Armor Civilization, but this remained a suspected explanation rather than an established cause. Armed interventions and fleet seizures followed with support from several allied powers. 3711 3713 3716
Myriad Transformations Celestial Venerable World War
At an early Wizard Alliance Assembly, Saine proposed war against the Myriad Transformations Celestial Venerable World while advancing plans for a strategic community with several powerful allied civilizations. The declaration passed with more than 99.5% approval and marked an open break with the Demon Subjugation Alliance's preferred course. 3973
The expedition helped push rival Top-Level Civilizations toward their own broader coalition. Wizard Civilization and its Five Directions partners later intervened directly in the Myriad Transformations Celestial Venerable Star Territory, with Befu acting as Civilization Leader while Green and Klopp maintained the rear and supervised territorial recovery. 3987 4078
After Celestial Origin Great World's fall, the Five Directions Civilization Axis Group took over frontlines from the Evil Tide, intensifying its confrontation with the Demon Subjugation Alliance. 4080 4081
Dimensional Expeditions
Wizard Civilization prepared to intervene both in the Evil Tide's Flowing Light Retrospective World war and in its Material Star Realm conflict. The former offered access to Dimensional Hegemony knowledge and deeper Star Realm laws, while the latter served Wizard Civilization's territorial and strategic interests. 4032
Saine led an expedition toward the Dimensional Esophagus with Wizard Alliance and Galente Federation forces, intending to assess conditions before committing fully. He designated Green as a prospective successor in case the expedition prevented his return. 4032
Returning cross-time-space Legions brought foreign cultivation systems, dragon species, resources, and Civilization Supreme Treasure-grade items. These gains prompted internal redistributions and an exponential increase in overall strength, while sea races and emerging professions benefited from newly imported knowledge. 4434
Demon Domain War and Joint Development
A joint declaration by eight Top-Level Civilizations opened a new Demon Domain campaign. Wizard Civilization directly opposed Nine Stars Civilization, while its partners selected their own opponents; the conglomerate generally avoided imposing unified command over its members' individual wars. 4527
Wizard Civilization planned interventions across several allied fronts, including those involving Immortal Domain, Blue Fox Civilization, War God Peak Civilization, Mani God System Civilization, and Free Blade Civilization. Iron-Blood Civilization was separately brought into its camp through intimidation followed by negotiated accommodation. 4563 4566
As Dominator-level fighting subsided, mid- and lower-tier forces continued competing for resources. Wizard Civilization's upper echelon discussed arrangements capable of influencing more than a dozen Top-Level Civilizations, while Saine preserved the Gold Essence Generator as a long-term energy inheritance. 4576
The Joint Development Declaration opened portions of the contested star regions to broader exploitation. Wizard Civilization and the other conglomerate members relinquished some claims, but the Eight Directions Conglomerate's independent membership structure meant that proposals such as Iron-Blood Civilization's admission could still face resistance. 4577
Succession to Green
Saine later announced his retirement, stating that the Wizard Civilization had never been defeated through the Galente Federation War, Minghe War, Magic Tide War, and Demon Territory campaigns. He transferred leadership to Green, who proposed more inclusive governance and future democratic selection procedures. 3041
Before departing, Saine left political achievements, research legacies, Civilization Supreme Treasures, and resources for the Imperial Council to distribute among future generations. Green inherited a civilization at the height of its middle-stage development, but also the responsibility of directing its increasingly expansive alliance and territorial ambitions. 4608 4484 4602
Saine's farewell address was broadcast throughout the Wizard World, introducing many lower-ranking inhabitants to their Civilization Leader for the first time. He expressed confidence in the civilization's continued flourishing while acknowledging his reluctance to leave before witnessing its future development. 4604
When Green asked whether the civilization should invade the Demon Subjugation Alliance's homeland, Saine declined to dictate the answer, affirming that such decisions now belonged to the new leader. 4608
Green’s Administration and Later Deployments
Before the Thirty-First Wizard Alliance Assembly, Green's Imperial Council planned further campaigns against the Demon Subjugation Alliance. Dead Realm Civilization and Mad Beast Civilization were identified as primary targets, while Twisted Shadow Civilization was also condemned for its repeated agitation. The administration intended to enlist Large and Mid-Level World Civilizations that had signed the Joint Development Declaration, broadening the campaign's political base beyond the Eight Directions Conglomerate. 4768
Green also resisted treating Free Blade Civilization as a subordinate to be invited into the Wizard Alliance from a position of superiority. He warned that such an approach could fracture the conglomerate and undermine confidence among its other Top-Level partners. 4769
Wizard Civilization continued developing its mid- and lower-tier combat forces after Saine's departure. Much later, Zerg Overlords, native Knights, and True Spirit Magicians again appeared in the Flowing Light Retrospective World, with many newer powerhouses unfamiliar to Locke and his companions after their long absence from the Material Star Realm. 4717 5679