Contents
- 1Biodata
- 2Origins and Geography
- 2.1Notable Regions
- 3Governance and Law
- 4Magical Framework
- 4.1Spells and Wizard Tools
- 5Society
- 5.1Professions
- 5.2Resource Inequality
- 6Relations with the Human World
- 7Major Conflicts
- 7.1Ancient War Against the Seven Gods
- 7.2Great Expedition
- 7.3Black and White Wizard War
- 7.4Abyssal and Demon Threats
- 7.5Myriad Races Council
- 8Civilization Expansion and Alliances
- 9Notable Quote
Biodata
| Feature | Details |
|---|---|
| Name | Wizard World (巫师世界) |
| Type | Transcendent civilization of wizards and allied extraordinary peoples |
| Primary Homeland | The Lands of the Faithless, subspatial lands attached to but independent from the human world 197 |
| Governing Body | Pan-Dimensional Wizard Council |
| Status | Active |
| First Appearance | Chapter 150 — entry into the Lands of the Faithless and assignment to wizard schools 150 |
Origins and Geography
The Wizard World arose after the human world's elemental power thinned following the ancient war between Sauron's wizard civilization and the Seven Gods. Wizards discovered subspatial lands with denser elemental power and limited astral divine influence, then made these Lands of the Faithless their homeland. 197
The Pan-Dimensional Wizard Council later unified previously scattered wizards, accelerating the development and exchange of magical knowledge. By the time of the Great Expedition, the council controlled fifty plane federations—colonial planes across the Dark Lands. 155 196
Notable Regions
- Lands of the Faithless — Element-rich subspatial lands that form the core of wizard civilization; individual schools occupy separate territories within them. 150 197
- Azure Realm — An oceanic region of islands and archipelagos containing organizations such as Gray-White Tower, Whale Song Lonely Island, and Sighing Sea Breeze. 151
- Endless Sea — A major wizard region repeatedly destabilized by the Black and White Wizard War. Its Sea of Aether is the world's principal Great Stone mining region. 206
- Central Realm — The location of the council's headquarters and major military coordination. High-ranking wizards may exchange war merits there during the Blood War. 455
- Dark Lands — The dangerous expanse between planes. Legendary Wizards use Sky Cities to cross it safely during interplanar expeditions. 196 197
Governance and Law
The Pan-Dimensional Wizard Council coordinates schools, recruitment, interplanar expansion, and regulations governing wizard society. A formal Wizard automatically becomes a council member. 150
- School assignment — New apprentices are assigned through a council teleportation map according to elemental affinity, though they may later study other schools' meditation techniques and spells. 150
- Territorial rights — Unauthorized entry onto a wizard's territory is not protected by the council; the owner may kill trespassers on the spot. 151
- Dispute resolution — Private fighting is prohibited in principle, with disputes meant to be referred to the Wizard Tribunal. 151
- Weird Realm exploration — Council acts classify Weird Realms by danger and limit the strength and number of explorers each organization may send. 159
- Population control — Wizard fertility is regulated because long lifespans and limited resources could otherwise create severe shortages. 187
- Military mobilization — During the Blood War, all wizards may be temporarily conscripted, while crafters and pharmacists can contribute through wartime production. 455
Magical Framework
| Rank / Stage | Standing | Notes |
|---|---|---|
| Wizard Apprentice | Pre-formal practitioner | Apprentices study meditation techniques, spells, and the Wizard common language before entering formal society. 150 |
| First Ring / Formal Wizard | Low-rank wizard | Formal Wizards can begin constructing Wizard Towers in the broad sense and gain full council membership. 150 180 |
| Primal Soul Wizard | Sixth Ring | Advancement produces a Primal Soul and a personal Wizard Form. 411 |
| Great Wizard | Ninth Ring | Advancement requires fusing elemental power into the Primal Soul to form an Elemental Saint Soul and Elemental Saint Body. 515 |
| Legendary Wizard | Pinnacle of wizard civilization | Legendary Wizards command demiplanes, Sky Cities, and civilization-scale authority; their emergence is publicly recognized by the Supreme Council. 180 523 |
Spells and Wizard Tools
Wizard combat emphasizes preparation, spell combinations, and resource management rather than indiscriminate casting. Talent spells improve this limitation by requiring neither chants nor casting materials and consuming little spell power. 176
- Meditation techniques form the foundation of wizard cultivation and are generally treated as public knowledge. 211
- Wizard tools include teleportation maps, rings, artifacts, defensive equipment, and specialized casting implements. 150 476
- Wizard Towers began as private cultivation sites staffed by apprentices. A Legendary Wizard's tower can transform into a Legendary demiplane that benefits its affiliated wizards. 180
- Truth Wonders are rare extraordinary objects used to strengthen talent, Mental Power, spells, or cultivation foundations. 455 467
Society
Wizard society includes humans, elves, dwarves, halflings, giants, orcs, and other foreign races. While many non-human peoples have adopted wizard methods, they are often treated as civilization's vassals rather than equals. 385
Professions
- Potion makers — Certified pharmacists refine and sell potions through official channels; uncertified market vendors are often associated with counterfeit or unsafe products. 164
- Artifact makers — Craftsmen who forge and upgrade Wizard Artifacts, weapons, armor, and Wizard Towers. 339 678
- Array wizards — Specialists in magic circles, defensive formations, traps, and large-scale battle arrays. 262 305
- Body Refinement Wizards — Wizards who cultivate physical methods alongside spells; the path later develops into an established academy discipline. 483
- Black Wizard Hunters — Bounty hunters who pursue council-wanted Black Wizards and are typically experienced combatants. 180
- Mechanical wizards — Practitioners who research firearms, mechanical armor, vehicles, bionic creatures, and war fortresses instead of relying solely on traditional elemental spells. 433
Resource Inequality
Great Stones, potion ingredients, rare spellbooks, and Truth Wonders are essential cultivation resources. Major organizations and wizard families often monopolize access, making advancement far harder for Rogue Wizards and ordinary practitioners. 206 235 249
The resulting tension between entrenched wizard families, reformists, and independent organizations contributed to widespread unrest and civil conflict. 235 239
Relations with the Human World
Wizards and the Seven Gods maintain a tense noninterference arrangement: the gods generally avoid the Lands of the Faithless, while wizards do not openly interfere with divine belief in the human world. 197
The Holy Radiance Church portrays wizards as beings punished and exiled by the gods, while wizard historical knowledge maintains that they voluntarily relocated to the elemental-rich Lands of the Faithless. 197
Wizards who remain in the human world for extended periods risk cultivation regression because of its weak elemental environment. 197
Major Conflicts
Ancient War Against the Seven Gods
Sauron and the early wizard civilization fought a prolonged war against the Seven Gods and their angels. The conflict helped cause the decline of elemental power in the human world and led wizards to establish themselves in the Lands of the Faithless. 197 240
Great Expedition
The council launched the Great Expedition to conquer the rebellious Five Federations. Legendary Wizards led battle groups through the Dark Lands aboard Sky Cities. 196 197
Black and White Wizard War
Black Wizard organizations, including Black Sun Tower, Boiling Beast Blood, Submerged Ancient Castle, and City of Injustice, launched a coordinated uprising across the Endless Sea. The conflict engulfed regions such as the Azure Sea and Sea of Aether. 205 206
Abyssal and Demon Threats
Abyssal Wells can open passages into other planes; even one such breach may doom a weak world. The growing threat of demons eventually forced the council to mobilize the Wizard World's population for the Blood War. 211 455
Myriad Races Council
The Myriad Races Council operates as a hostile force that employs assassinations, infiltrators, and allied foreign races against the Wizard World. Its actions intensify during the wider Blood War. 443 452
Civilization Expansion and Alliances
- The Wizard Council formed the Bloody Battle Covenant with Azure Sky World's barbarian tribes, exchanging military support and technology for resource access, exploration rights, and military bases. 518
- Nora later signed the Multiverse Friendly Mutual Assistance Alliance Treaty with the Shadow World and Void Sanctuary in response to threats from Nightmare World and the Abyss. 622
- The Wizard World increasingly incorporates other extraordinary paths, including body refinement, mechanics, arcanism, beast taming, divine talismans, and psychic ability. 428 603 670
Notable Quote
“We, with mortal bodies, touch the authority of gods and perform extraordinary deeds!”
— Grand Speaker Blazing Sun God Wizard Eamon 197