Biodata

Feature Detail
Name Landen Gallop 3
Alias He Chao (former name before transmigration); Duke of Night-Kirin; future ruler of the Gallop Kingdom; Magic Furnace Caster 3 827 865 1001
Species Human 3
Gender Male 3
Affiliation Gallop Family; Night-Kirin City; Gallop Plains; Gallop Knight Order 3 321 865
Status Alive 3
Rank/Title Duke of Night-Kirin; Assistant Finance Officer to the royal family; acting count prior to his ducal ennoblement 830 865
First Appearance Chapter 3 3

Physical Description

Landen Gallop is a towering figure whose physique reflects the supernatural influence of his awakened magic-bearer bloodline. Standing over two meters tall, he commands presence with broad shoulders and a frame of large bones typical of a transcendent, yet his movements retain the fluidity of a trained knight. His youthful face, still carrying a hint of boyishness, often shows warmth when interacting with the children of his camp or the people he leads. He keeps himself well-groomed, as his uncle Albert advises attention to appearance for attracting a suitable magic-user spouse. He is rarely seen without his signature magic-patterned armor, a set of gleaming leather-and-metal plates covered in intricate arrays and embedded with gems that hum with stored power; when he channels battle qi through it, the patterns emit a faint, visible glow that some children can perceive. His primary weapon is a Magic Pattern Scimitar, and he rides Blaze, a low-level magic beast horse with black-scaled hide that stands over two meters at the shoulder.

  • Height: Over two meters tall, a result of the growth spurt that followed his bloodline awakening; however, his uncle Albert and chief knight Raul are still slightly taller than him 4.
  • Hair color: Deep brown, a hereditary Gallop Family trait 117.
  • Eye color: Not explicitly described in the available records.
  • Typical attire: He wears a complete set of magic-patterned armor (first acquired from the Wandering Badger Tribe’s defeated leader, later replaced by a superior leather set from the Eagle Tribe’s priest), which requires battle qi or magic crystals to activate and features twelve magic-conducting gems. He carries a Magic Pattern Scimitar and a Magic Pattern Saber, and his mount is the low-level magic beast horse Blaze 23 39 44 49.
  • Bearing: By the time of his return to Blue Magpie Castle, bloodstained Magic Pattern Iron Armor and accumulated battlefield killing intent made even most nobles reluctant to meet his gaze 86.

Background and History

Transmigration

He Chao, a modern-day man, awoke in the body of Landen Gallop after a car accident in his original world, finding himself immersed in a flood of unfamiliar memories 3. The transition was disorienting: he had been a junior knight of the Gallop Barony, the fourth son of Baron Hark Gallop, and had recently fallen from his horse during a skirmish with barbarian scouts 3. Landen’s fuzzy vision gradually sharpened on the faces of his uncle Albert Gallop—a scholarly man with chestnut hair and a mix of leather-and-iron armor—and Raul, the chief knight of the barony, whose yellow hair and square face revealed both concern and fear 3. The former He Chao was gone; Landen Gallop was now his only identity, and he had to adapt quickly to the responsibilities thrust upon him 3.

The original Landen’s memories eventually became emotionally inseparable from his own. While returning through Korniko Pass, Landen recalled the original boy’s childhood sword training, bloodline awakening, family experiences, first kill, and fear of the barbarians; these memories overwhelmed him with grief but also cemented his identification with the Gallop Family 80. He later discovered traces suggesting that other people from his original world had reached Alivia long before him, possibly including figures connected to the Knight and God of Magic, though the identity of those predecessors remains uncertain 185.

Family and Lineage

The Galloping Horse family traced its roots to the fallen Gallop Kingdom, a legacy that Albert guarded fiercely 9. Their ancestor, Baron Laurent Gallop, had established the first family fief in 736 within what was now Viscount Rothee’s Territory, while Laurent’s second son, Laflo Gallop, founded the Baron Galloping Horse’s Territory itself 9. The family was thus a cadet branch of the ancient Galloping Horse royal line, a fact Albert impressed upon Landen with solemn repetition: “Remember, you are a Galloping Horse!” 9. Within the barony, the naming and inheritance practices reflected harsh realities of the world: a single magic-wielder could have a dozen children, but only those born with magic—like Landen and his nominal brothers—bore the surname Gallop and were raised as direct heirs 4. Non-magic children received only given names and no surname, often dying young or living as nameless retainers 4. Of the forty to fifty children in Hark’s generation, only four magic-wielders survived: Landen’s eldest brother Ryan, second brother Obert, third brother Pelly (serving the gods in the capital Dragon Tooth City), and Landen himself 3 4. The family’s modest territory, the Gallop Barony, was a pioneering holding within the northwestern earldom of the Dragon Kingdom, a vassal state of the human empire 3. Its strength lay in its cavalry: every fighting man in Hark’s household owned a horse, bred from the best warhorses on the Gallop Plains—a resource more valuable than the castles of many frontier barons 3.

Landen’s recovery and development of Night-Kirin City transformed him from a cadet-branch baron’s son into the principal political claimant to the Gallop royal legacy. He received the Gallop Royal Family’s former temporary palace in Dragon Tooth City, activated a dedicated teleportation route between it and Night-Kirin City, and began using the historical legitimacy of the royal line to resist rival Gallop branches, particularly Marquis Fiat Gallop’s faction 321 330. By later accepting recognition from surviving royal descendants and historical witnesses, he strengthened his claim as master of Night-Kirin City and prospective restorer of the Gallop Kingdom 769 827.

The Crisis and Succession

The crisis that forced Landen to become acting baron struck without warning. Baron Hark Gallop, along with his eldest son Ryan and second son Obert, had led the barony’s main force on a reconnaissance mission into barbarian lands, only to be ambushed and nearly wiped out 3. The survivors, including Walker the junior knight, struggled back to the territory with the grim news: Hark and his sons were missing, their fate unknown 6. With the third son Pelly unable to return from his religious duties, the barony faced a total collapse of its leadership 3. The barbarian tribes, emboldened by the Grey Goose Tribe’s aggression, were pressing south, plundering and enslaving human territories 6 18. Landen, lying before a campfire in the wilderness rather than in his castle—the first floor of which was packed with grain and trade goods moved there for safekeeping—had to grapple with this reality the moment he opened his eyes 3 5. Albert and Raul came directly to the point: “Therefore, we hope you can act as the interim Baron of Galloping Horse today and lead the people to survive the barbarian plundering” 3. As the only knight of baron’s bloodline left in the territory, Landen’s duty under the knightly code was clear: protect the land and the people 3. Albert, a low-level knight and the territory’s scholar, who had studied in the imperial capital and mastered the theory of knight training, mage meditation, and priest prayer, declared he could not and would not take the title himself, though he pledged his full support 3. Raul echoed the same loyalty 3. Landen, after a moment’s hesitation, accepted the burden with a firm speech, stating that he would hold the title only until his father and brothers returned—but that until then, he was the acting baron 3. The territory, numbering just over two hundred people across twenty-two households, with barely twenty magic-wielders, now depended on the adaptability of a man who had only just learned he was no longer He Chao 6.

Hark, Ryan, and Obert later escaped captivity and reunited with Landen’s expanding force 18 85. Their return did not restore the former hierarchy: Landen’s independent military victories, recovery of Rothe Castle, and unprecedented administrative system made him the practical leader of the enlarged territory, while Hark struggled to understand the detailed reports, meetings, and statistics that governed it 81 139. Landen subsequently rose from viscount to acting count, court count, and finally Duke of Night-Kirin, with responsibilities extending over the Gallop Plains and the Empire’s western frontier 321 830 865.

Rise of Night-Kirin City

After sweeping the southern plains and recovering Rothe Castle, Landen shifted his long-term focus to the ruins of Night-Kirin City, the ancient Gallop royal city 79 81 145. He established a mixed feudal-and-nomadic territorial system: Night-Kirin City’s administration and the Gallop Tribe’s nomadic leadership operated as parallel institutions beneath the lord’s manor and territorial joint council 145 146. This structure allowed him to integrate human settlers, barbarian tribes, and later other races without abandoning their respective economic strengths.

Landen secured access to the city’s underground royal palace through Queen Padmira’s lingering thought, which recognized his Gallop bloodline 180. In the ruins, he uncovered a Magic Furnace capable of repairing city walls and sustaining the magical environment, as well as a Training Array that could let lower- and mid-rank practitioners experience connection to the Magic Web 199. These discoveries became the foundation of Night-Kirin City’s industrial, magical, educational, and military growth.

Divine Kingdom Intrusion

Landen possesses a dreamlike Divine Kingdom resembling places from his original world, including a station hall, buffet restaurant, and bathing-center lounge. Following a victory banquet, he entered this realm in sleep and discovered that he could still perceive it but could no longer create food or other objects from nothing 1001. Tos Hel, Lily’s father, claimed that Helide had seized the Divine Kingdom and accused Landen of acting under the title of “Magic Furnace Caster,” leaving the nature of Helide’s control and Landen’s connection to the realm unresolved 1001.

Power Progression

Stage Level Key Achievements Notable Training
Awakening & Foundation Reserve → Junior Knight - Underwent a growth spurt to over two meters after awakening his magic-bearing bloodline 4.
- Broke through to Junior Knight after fighting barbarian scouts; Albert and Raul sensed the flare of Battle Qi before he fell from his horse 3.
- Inherited his father’s battle qi techniques (charge, slash, jump-slash) but initially struggled to imbue them with qi 16.
- Led his first successful night raid on a small barbarian camp, capturing non-magic-users and resources 12.
- Decided to enter the Great Forest and later the Gallop Plains to avoid Viscount Rothe’s betrayal 5 10.
- Daily morning exercises: running, strength training, sword and archery practice 28.
- Attempted to condense battle qi but found it strenuous and easily dispersed by Magic Turbulence 16.
- Consumed Magic Beast meat provided by Raul to aid growth 5 9.
Intensified Training & Resource Exploitation Junior Knight (working toward Intermediate) - Consolidated three captured camps, gaining 27 Black-Scaled Horses, 119 sheep, 109 non-magic-wielders, and 53 gold coins 16.
- Adopted the method of replenishing battle qi with Magic Crystals, using 5 crystals in one session to successfully release techniques 7 times in a row 16.
- Acquired magic-patterned armor from the barbarian chief Darkeye; the armor consumed battle qi or magic crystals to activate its magic arrays 23.
- Began daily practice of battle qi circulation using one magic crystal per day, while also hunting low-level water Magic Beasts to replenish crystals 28.
- Expanded his force to 43 barbarian magic-users and 33 human magic-users, fully equipped with iron armor and Black-Scaled Horses 27.
- Discovered that barbarians like Neil could potentially develop battle qi through proper nutrition and training 25.
- Defeated the Eagle Tribe priest Kansa, gaining high-end magic-patterned leather armor and a Magic Eye array 44.
- Learned to wrap Magic Crystals with a vortex of battle qi to minimize mana leakage during absorption 16.
- Practiced charge, slash, jump-slash, and battle-qi-coated saber techniques; each session involved 2 charges, then hacking/chopping/parrying, and mounted equestrian drills 28.
- Before major battles, consumed 2 magic crystals to activate armor and 1 to replenish battle qi 27.
- Hunted Mud-Flow Crocodiles and Water Arrow Fish with his knights to obtain meat and crystals 25 28.
- Trained newly liberated human magic-users by feeding them mutton and Magic Beast meat to restore them to combat-ready condition 27.
Breakthrough to Intermediate Knight Intermediate Knight - Successfully performed 3 charges and 4 slashes in a single demonstration, meeting the imperial standard of releasing battle qi techniques more than five times consecutively 39 28.
- Albert and Raul confirmed that Landen’s battle qi level had reached that of an intermediate knight; Raul noted it was the fastest promotion he had ever seen 39.
- Implemented night patrols, sentries, and full camp consolidation after conquering two medium-sized camps in one afternoon 39.
- Discovered that 20% of children in the literacy tent could see the light of his magic patterns, hinting at potential magic-wielders 39.
- Received investiture eligibility: intermediate knights can be recognized by nobles of count rank or higher (e.g., Count Bristle-Wolf) 28.
- Continued daily battle qi training with magic crystals; his routine became a fixed part of his schedule 28.
- Used a saber with two magic patterns (sharpness and toughness) obtained from the Eagle Tribe, which allowed efficient battle qi channeling 39 44.
- Real combat expenditure of battle qi, combined with Magic Crystal replenishment, increased his proficiency and storage capacity, directly enabling his breakthrough to intermediate level 27 39.
Advanced Knightly Development Intermediate → Senior Knight - Rose from Knight Apprentice to Intermediate Knight in roughly two months, an advancement that astonished the nobles of Blue Magpie Castle 85.
- Recovered Rothe Castle through deception and added its treasury, cavalry, mana-wielders, and records to his resources 81.
- Improved his swordsmanship through sustained sparring with Intermediate Knights, Luen Egret, and master instructor Kenan Doles 145 149.
- Reached Senior Knight after the Frost Wolf Forest campaign; Bert Kaul recognized the advancement from Landen’s aura 229.
- Conducted daily sparring against more technically refined Intermediate Knights 145 149.
- Used the Training Array at Night-Kirin City to investigate the state of connection to the Magic Web and prepare for higher-rank breakthroughs 199 246.
- Combined battlefield experience, intensive swordsmanship correction, and access to increasingly advanced magical resources 149 229.
High-Tier Breakthrough Senior Knight → High Rank / Great Knight - With Tania’s aid, sensed and manipulated the Magic Web, crossing the High-Rank threshold 361.
- Developed into a Great Knight with mana reserves comparable to a Senior Mage and magic-pattern theory approaching archmage level 363.
- Expanded the Mentor Tower’s arrays after his breakthrough, increasing its height and efficiency 361.
- Became capable of independently shaping terrain and constructing major works through the Magic Web and Magic Furnace infrastructure 640.
- Survived a solo battle against the Beast God’s Favored, although his armor was severely damaged 679.
- Trained with Tania and Magic Fairies to expand his perception through the Magic Web 361.
- Used the Training Array to guide knights, mages, dwarves, mana-wielders, Magic Beasts, and Magic Plants toward advancement 350.
- Developed array-based combat and construction methods suited to his unusual combination of high theory, strong knightly body, and comparatively limited personal mana reserves 363.
Magic-Web Combatant and Territorial Power High Rank - Used control of the Magic Web to disperse a sea wave summoned in the name of the Sea God during the pirate battle 986.
- Operated Magic Pattern Cannons to sink pirate ships and demonstrated overwhelming battlefield influence at sea 986.
- Built and operated Magic Furnace, Magic Pattern Cabinet, telegraphy, post-station, and array networks across his expanding territories 209 246 657.
- Became a central high-rank force in the Empire’s wars against orcs, pirates, Beastmen, and Sea Race threats 679 701 865.
- Continued investigating Goblin, Sea God, Merfolk, Life, and mechanical Magic Patterns 229 657.
- Used the Mentor Tower and Training Array as both personal development tools and institutions for cultivating high-rank subordinates 350 361.
- Relied on Great Fairies, Magic Furnaces, array cores, and prepared magical environments to maximize his power 363 383.
Divine Kingdom Compromise High Rank - Retained awareness within his dreamlike Divine Kingdom after Helide apparently seized control of it 1001.
- Lost the former ability to create objects from nothing inside the realm, indicating that his authority there has been restricted or overridden 1001.
- His connection to the Divine Kingdom remains unexplained, and the circumstances of Helide’s intrusion have not yet been clarified 1001.

Abilities and Skills

Battle Qi Techniques and Knight Abilities

Landen’s development as a knight is the cornerstone of his personal combat power. After breaking through to a junior knight, he found it difficult to condense and circulate battle qi in the Magic Turbulence of the Gallop Plains 3 16. To compensate, he adopted the expensive but necessary method of replenishing his battle qi directly from Magic Crystals, which allowed him to practice and use techniques such as the charge, slash, jump-slash, and imbuing his saber with battle qi to increase armor-piercing capability 16. Through frequent high-expenditure combat and dedicated training, he increased his battle qi storage capacity and proficiency, eventually breaking through to the level of an intermediate knight 27 39. As an intermediate knight, Landen could perform three charges and four slashes in sequence without needing to consume additional crystals, though his techniques remained simple compared to other knights of the same rank 39.

After receiving systematic instruction from experienced Intermediate Knights and Kenan Doles, Landen refined his fundamentals and swordsmanship, reaching Senior Knight after the Frost Wolf Forest campaign 149 229. He later crossed the High-Rank threshold with Tania’s assistance, becoming a Great Knight capable of interacting with the Magic Web 361 363.

  • Applications:
    • Unleashing a charge to instantly accelerate over 15 meters, useful for breaking enemy lines or closing distance 39.
    • Coating his blade with battle qi to cut through armor and deliver powerful slashes 16 23.
    • Using Magic Crystals to activate battle qi techniques in the field, as low-level knights have minimal internal reserves 16 27.
    • Training with a regimen that consumes one magic crystal per session to gradually improve circulation efficiency and increase total battle qi capacity 28.
    • Sensing and manipulating the Magic Web as a High-Rank, allowing him to combine martial power with large-scale magical effects 361 986.
  • Limits:
    • Reliance on Magic Crystals was extremely costly during his early campaigns; three battles could consume nine crystals worth 90 gold coins 27.
    • Magic Pattern Armor drains battle qi completely within five minutes if no crystals are used; a standard crystal powers it for only about half an hour 23.
    • His early intermediate-knight techniques were limited to a few basic moves; experienced intermediate knights could exploit this lack of variety in a duel 39.
    • Even after becoming High-Rank, his personal mana reserves lagged behind his theoretical knowledge; he performs best inside arrays, near Magic Furnaces, or while connected to Great Fairies and the Magic Web 363.

Magic Web and Array Mastery

Landen is an unusual hybrid practitioner: a Great Knight with mana reserves comparable to a Senior Mage, extensive magic-pattern knowledge, and an array-focused combat style 363. Tania assisted him in sensing and manipulating the Magic Web, enabling his High-Rank breakthrough 361. He subsequently expanded the Mentor Tower, used Training Arrays to guide others toward breakthroughs, and employed Magic Furnaces and control matrices as force multipliers across vast distances 350 361 383.

  • Applications:
    • Manipulating the Magic Web to perceive distant presences and magical phenomena 361.
    • Using Magic Furnace infrastructure and arrays to reshape terrain and construct city-scale works 640.
    • Dispersing a massive sea wave during the pirate battle through control of the Magic Web 986.
    • Designing and operating Training Arrays that allow lower- and mid-rank practitioners to experience a state connected to the Magic Web 199 350.
    • Researching Goblin, Merfolk, Sea God, Life, Nourishment, and Earth Nourishment Magic Patterns 229 657.
  • Limits:
    • His most powerful magical performance requires prepared high-magic environments, arrays, Magic Furnaces, or assistance from Great Fairies 363.
    • Overexertion after intensive Magic Web and Magic Furnace work can leave him severely weakened 383.
    • Ben Kaul criticized aspects of his array design as reckless despite Landen’s successful breakthrough 361.

Divine Kingdom Authority

Landen has demonstrated access to a dreamlike Divine Kingdom whose scenery is derived from locations and experiences associated with his original world. Within this realm, he formerly possessed enough authority to create objects, including food, from nothing 1001. However, after Helide’s apparent seizure of the realm, Landen remained able to perceive its contents but lost that creative authority 1001.

  • Applications:
    • Entering the Divine Kingdom through sleep after significant events, including a victory banquet 1001.
    • Perceiving the Divine Kingdom even after his control over it was restricted 1001.
  • Limits:
    • Helide’s intervention deprived Landen of the ability to freely create objects inside the Divine Kingdom 1001.
    • The ownership, origin, and full strategic value of the Divine Kingdom remain uncertain 1001.

Leadership and Organizational Skills

Landen demonstrates a natural aptitude for leadership, not merely by commanding but by systematically organizing diverse groups of people into a functional society. He merges captured barbarian camps, conducts censuses, and divides non-magic users into skilled craftsmen groups, general laborers, and supervisory roles based on their abilities 17. He prioritizes efficiency over immediate loyalty, believing that victories and proper treatment will naturally earn him the allegiance of his subjects 17. Landen also uses music and song to foster a shared culture among his mixed population of humans and barbarians, and he personally cares for his people’s well-being, ensuring they have protein-rich food and clear duties 14 19. He creates a structured management system with stewards, regular evaluations, and the promise of future rotation to prevent abuse of power 17.

As his territory expanded, Landen transformed these camp-level practices into a data-centered administration. He required daily reports recording population, livestock, grain, construction, military training, cleaning, children’s education, and project progress, prioritizing truth and accuracy above arbitrary performance targets 139. He later established a dual feudal-plus-nomadic structure for Night-Kirin City and the Gallop Tribe, with Mana-Less deputy officers embedded throughout the administration 145 146.

  • Applications:
    • Organizing camp merges that doubled livestock and increased population by 50%, integrating captives efficiently within days 17.
    • Delegating oversight to literate non-magic users like Yue He and Cole to manage daily tasks such as herding, patrolling, and craft production 17.
    • Introducing performance evaluations every seven days and rotating roles to build a fair and motivated workforce 17.
    • Leading from the front in every major engagement, earning the loyalty of barbarian cavalry through personal courage 27.
    • Creating detailed statistics and task systems that allowed Lannia and Makoto to govern effectively even during his absence 139.
    • Conducting territory-wide talent selection examinations to identify future administrators, engineers, and leaders 924.
  • Limits:
    • His approach depends heavily on continuous victories to maintain morale and supply of resources; a major defeat could erode his followers’ trust 16 17.
    • His rapidly expanding territory requires increasingly capable and trustworthy personnel, a shortage he repeatedly recognizes 665 891.
    • His emphasis on encouragement and rewards rather than punishment can allow ambitious subordinates to overreach when insufficiently supervised 954.

Strategic Mind and Tactical Acumen

Landen repeatedly displays sharp strategic thinking, both in planning military campaigns and in managing broader territorial risks. He makes rapid decisions under pressure—choosing to enter the Great Forest rather than flee to Bristle-Wolf City when he suspects Viscount Rothe’s betrayal 5. On the plains, he disguises his camp as a barbarian tribe to avoid detection, lures enemies with promises of gold coins, and uses captured assets like the Eagle Tribe’s Divine Pillar as a reconnaissance mast to observe enemy movements 10 19 50. He also orchestrates ambushes by disguising himself as the Eagle Priest to deceive a Grey Goose envoy’s party, killing the envoy and most of his cavalry before they could reinforce their chieftain 50. His tactical sense extends to managing threat levels: he carefully considers the strength of enemy camps and raids only when he calculates an advantage, such as hitting small tribal camps at night while avoiding medium-sized ones when his own force is still weak 12 14.

His later strategic outlook extended from local raiding to control of the Gallop Plains, Night-Kirin City, Hindukush, and the Empire’s western border. He uses infrastructure, commerce, education, diplomacy, and controlled integration of humans, barbarians, Beastmen, and other races as strategic instruments alongside military force 685 800 852. He candidly recognizes that direct field command in conventional two-army engagements is not his greatest strength and often delegates tactical control to Petreus, Neil, Blaze, or other commanders 905.

  • Applications:
    • Raiding a medium-sized barbarian tribe by first luring its guards with a display of gold, then ambushing them when they took the bait 19.
    • Using the captured Divine Pillar (a Mages’ Eye array) as a 15-meter-high observation tower to spy on the Grey Goose Tribe’s main camp 50.
    • Deciding to move his base camp to a compromise location equidistant from his captured camps, balancing safety from larger tribes with proximity to resources 16.
    • Foregoing the direct approach in favor of deception—impersonating a defeated priest to get close to a superior enemy force 50.
    • Capturing Rothe Castle by deceiving its commander into believing Landen was the Old Priest’s disciple 81.
    • Establishing the 751 Commando under Neil and Netherland for reconnaissance, harassment, and political-sensitive operations behind enemy lines 754.
    • Using Redbird and the control Magic Matrix for real-time battlefield intelligence during the Iowa Valley campaign 701.
  • Limits:
    • His successes rely on surprise and deception; once enemies become aware of his tactics, his advantage diminishes 50.
    • Strategic planning is constrained by limited intelligence—he often makes decisions based on scouting reports from a few riders and must adapt quickly when information is wrong 5 12.
    • He occasionally overestimates his ability based on momentum, such as considering a frontal assault on the Grey Goose camp after a string of victories, a plan that would have been suicidal against a prepared defensive force 25.
    • He admits that he is better suited to fortifications, overwhelming magical superiority, and strategic preparation than to real-time command of evenly matched armies 905.

Magic Pattern Equipment Mastery

Landen quickly becomes proficient in using advanced magical equipment, particularly Magic Pattern armor and weapons. The armor, when powered by battle qi or Magic Crystals, enhances his physical strength and speed without restricting flexibility 23. He also acquires a Magic Pattern saber with sharpness and toughness enchantments, which smoothly channels battle qi 39 44. Landen even learns to integrate captured magical artifacts into his operations, such as using the Mage’s Eye array from the Eagle Tribe’s “Divine Pillar” for reconnaissance 44 50. He understands the importance of these items and prioritizes capturing them from defeated chieftains and priests.

His expertise later expanded from personal equipment to mass-produced Magic Pattern Plates, Cargo Containers, Cabinets, cannons, array cores, and Magic Furnaces. These products became central to his territory’s transportation, industrial development, military medical systems, and external trade 472 685 865.

  • Applications:
    • Activating 12 magic gems on the armor to gain temporary superhuman speed and strength in combat 23.
    • Using battle qi to power the saber’s enchantments, allowing his slashes to cut through enemy armor more effectively 23 39.
    • Employing the Mage’s Eye array as a mobile observation post to spy on distant enemy camps 50.
    • Stripping valuable Magic Pattern equipment from defeated foes and redistributing it to his best fighters 38 44.
    • Deploying Magic Pattern Cannons to destroy pirate ships 986.
    • Producing Magic Pattern Cabinets used by Sea Beastmen as underwater bases, transport units, and recovery beds 865.
  • Limits:
    • The armor consumes battle qi at a ferocious rate; without a crystal Landen becomes completely drained in five minutes and cannot even remove the armor unaided 23.
    • Each activation of the armor requires a crystal costing roughly 10 gold coins per half-hour of operation 27.
    • High-end equipment like the Magic Pattern Leather Armor from the Eagle Tribe’s priest functions well only if the user’s battle qi is strong enough; against a knight of equal equipment but higher battle qi, the difference can be decisive 44.
    • His increasingly sophisticated industrial equipment depends on supply chains, skilled personnel, magical materials, and protected Magic Furnace infrastructure 657 865.

Physical Prowess and Mounted Combat

Beyond his knight techniques, Landen possesses formidable raw physical abilities and excellent horsemanship. He has the strength to lift 100 kilograms of grain with ease, and after his horse Blaze evolves into a low-level Magic Beast, Landen’s bond with the creature allows him to perform incredible riding feats—the horse can jump over a two-meter-high fence while generating wind elements under its hooves 5 49. Blaze’s evolution was triggered by Landen’s battle qi, which the horse craved and used to strengthen its muscles and condense its magic core 48. Landen’s skill is recognized by his subjects, and his ability to ride a Night-Kirin horse boosts his image as a formidable leader 49.

Landen’s mounted combat remains central to his identity even after becoming a High-Rank. Blaze continues to serve as his principal companion and travel mount, later training in Frost Wolf Forest in pursuit of further evolution 375. Their relationship is widely regarded as evidence of Landen’s unusual charisma and responsibility as a lord 718.

  • Applications:
    • Riding Blaze to cover ground quickly and leap obstacles, making him highly mobile in both combat and exploration 49.
    • Using his physical strength in manual labor during emergencies, such as moving grain supplies 5.
    • Charging into battle at the head of his knights, using his horse’s speed to close with enemies before they can react 23.
    • Travelling rapidly between distant territorial locations and conducting resource-gathering expeditions with Blaze 194 271.
  • Limits:
    • His physical performance depends heavily on being well-fed with Magic Beast meat; without it, his constitution and battle qi recovery suffer 5 14.
    • Blaze, as a Magic Beast, requires Landen’s battle qi for regular reinforcement, tying the horse’s power directly to Landen’s own energy reserves 48.
    • Neil, who previously tended Blaze, could not ride it after its evolution because he lacked battle qi; only an intermediate knight can effectively control such a mount 49.

Training and Development of Subordinates

Landen invests considerable effort in improving the abilities of those around him, particularly his knights and promising individuals like Neil. He provides them with Magic Beast meat to enhance their physique and mental reserves, and he personally circulates his battle qi through Neil’s body to test the barbarian’s receptivity 25. Under Raul’s swordsmanship instruction and with consistent feeding of Magic Beast meat, Neil rapidly progressed to the point where he could handle attacks from intermediate knights and steadily suppress average low-level knights 25. Landen also ensures that rescued human magic-users are given proper nutrition and combat recovery training before being deployed, as the barbarians had deliberately kept them weak through starvation and abuse 27.

After recovering Night-Kirin City, Landen expanded this approach into a structured advancement system centered on the Training Array and Mentor Tower. He personally guided mages, knights, dwarves, Mana-Wielders, Magic Beasts, Magic Plants, and young apprentices, discovering methods resembling the elite cultivation practices of royal and Legend families 350. His guidance brought Wendy to the threshold of Senior Mage and supported the advancement of numerous younger talents 350 354.

  • Applications:
    • Developing Neil from a barbarian youth into a combat-capable vanguard commander capable of leading 12 cavalry 25.
    • Training newly rescued human magic-users with riding and combat drills to restore their fighting readiness 27.
    • Using his own battle qi to test and stimulate the potential of specific individuals, potentially increasing the number of knights in his force 25.
    • Allocating captured Magic Beast meat and crystals to accelerate recovery and growth for his key warriors 16 25.
    • Guiding Wendy, Sophia, and other mages through the Training Array toward higher ranks 350.
    • Establishing Gallop Academy and extending admissions to young Mana-Wielders, apprentices, and selected Mana-Less children 589 948.
  • Limits:
    • Training is extremely resource-intensive; it requires daily hunting of Magic Beasts for meat and crystals, which is time-consuming and dangerous 28.
    • Not all individuals respond equally; barbarians like Neil have a latent potential that might not be present in others 25.
    • The process takes weeks to achieve significant results, and Landen cannot afford to divert attention from his main military campaigns 27 28.
    • High-rank advancement remains constrained by aptitude, mana reserves, guidance, and the finite capacity of advanced arrays 199 350.

Resource Management and Territory Administration

Landen exhibits strong territorial management skills, effectively handling supplies, finances, labor, and logistics. He transforms captured livestock into preserved meat to reduce grain dependence, establishes a system of skilled workgroups, and categorizes his human and barbarian subjects into Left Camp, Right Camp, and Central Camp for better administration 14 17 49. He conducts oral interviews and competitions among craftsmen to identify talent and ensures that each person has a productive role 17. He even negotiates trades with other tribes, exchanging horses for mana-wielders and promising future support 46. His ability to maintain a reserve of roughly 50 Magic Crystals while consuming them for daily training reflects a careful balance of income and expenditure 28.

His administration later became industrial and transregional. He developed roads, post stations, signal systems, telegraphy, rail production, Magic Furnace networks, freight-transfer facilities, and a unified external Chamber of Commerce 246 443 685. He also developed mixed agricultural, pastoral, mining, industrial, fishery, and commercial planning for the Gallop Plains 555.

  • Applications:
    • Organizing the processing of sheep into sausages and smoked meat to provide protein for his non-magical subjects, reducing the need for grain 14.
    • Holding a census and skills competition to efficiently assign tasks, from blacksmiths to herders 17.
    • Dividing conquered populations into separate camps with clear ownership structures, preventing power struggles among his followers 49.
    • Trading excess horses and pack animals for mana-wielders from other tribes, expanding his military strength without combat 46.
    • Recovering Rothe Castle’s treasury of 34,000 gold coins and 300 Magic Crystals, alongside Viscount Rothe’s detailed business accounts 81.
    • Using data collected by Redbird to manage grain imports, military rotations, and territorial deployment across the plains 321.
  • Limits:
    • His administration was initially highly dependent on continuous conquests to bring in new resources; a prolonged period without gains would deplete his stocks 13 27.
    • He lacks enough reliable and competent officials for the scale of his later territories, especially administrators able to resist corruption and family pressure 891.
    • Large-scale industrialization exposes his economy to political interference from the Finance Department, rival nobles, and competing claims over Magic Furnace assets 592 907.

Leadership and Territory Management

  • Hygiene and Sanitation as a Foundation: Landen immediately implemented strict hygiene protocols to prevent disease and improve morale. He organized the digging of latrines, mandated boiling drinking water, and required everyone to wash clothes and bathe regularly 12 16. Each household was assigned a non-magic-user to supervise hygiene, and Landen used a pseudo-scientific explanation—"the combination of fire and water elements expelled earth elements from the water"—to gain compliance 12.

  • Nutrition and Meal Planning: To reduce grain consumption and provide protein for non-magic-users, Landen focused on processing meat from captured livestock. He had the camp make sausages and smoked meat from sheep 14. Meals were planned communally: stewing meat and making wheat cakes using grain, grass seeds, and wild vegetables 29. Spices found in barbarian camps—cumin, cinnamon, thyme—were used to improve food palatability 14.

  • Skills Competitions to Foster Craftsmanship: Landen organized skills competitions between his camp's craftsmen (weavers, tanners, carpenters, etc.) and those from the baron's original territory, aiming to share techniques and raise productivity 17. This followed the tradition of his original world. Albert’s approval was required to include the baron’s craftsmen, showing Landen’s effort to bridge the two groups 17.

  • Camp Organization and Division of Labor: After capturing camps, Landen immediately compiled lists of non-magic-users with specialized skills (cooks, tanners, armor maintainers, weavers, carpenters, stonemasons, grooms) 16 17. He then divided them into three groups: the first two groups comprised skilled craftsmen; the third group consisted of those without special skills, assigned to heavy labor like herding sheep, patrolling, and standing guard 17. Stewards were appointed to evaluate group members every seven days, rewarding outstanding performance with better food 17. Landen also rotated assignments and held interviews to prevent stewards from abusing power 17.

  • Territorial Joint Conference: Every three days, Landen convened a meeting with the knight commander, Albert, all stewards, representatives of the craftsmen groups, and teachers. At this conference, each reported on their responsibilities, Landen proposed new ideas, Neil suggested suitable locations for new encampments, and anyone encountering problems could raise them for solutions 28. This evolved into a more formal reporting and governance structure as his territory grew 139 146.

  • Education of Children: Children were divided into three classes and taught four subjects: literacy (alphabet, vocabulary, grammar of the human common tongue), arithmetic (addition and subtraction within 20, multiplication within 100), physical education (strength training, horsemanship, swordsmanship), and skills (a broad range of practical knowledge) 27. Landen personally rewarded children who showed progress and good behavior with magic beast meat, hoping to improve their chances of awakening magic-gifted bloodlines 29. This educational priority eventually developed into Gallop Academy, which recruited talented children from the territory, noble retainers, and the Tower of Purity 589 948.

  • Cultural Integration and Identity Creation: Landen composed the "Gallop Folk Song" with lyrics that outlined camp rules and values, such as "be determined to repay kindness," "do not hide your expertise," "obey orders," "dig latrine trenches," "boil stream water before drinking," and "check for poisonous weeds" 19. He taught the song to all singers in the camp, using music as a carrier of culture to forge a shared identity among his diverse subjects 19. He also told stories from the Gallop Family history, including legends of the God Emperor, to instill pride and loyalty among both humans and barbarians 29.

  • Reward System to Encourage Productivity: Non-magic-users who performed well in their assigned groups received better food, such as extra portions of meat 17. Children who learned quickly or behaved well could get magic beast meat as a treat 29. These positive incentives complemented Landen’s structured management. Even in his later territories, he preferred encouragement and rewards over harsh punishment 954.

  • Camp Splitting and Management of Diverse Populations: After absorbing the Wandering Badger Tribe, Landen separated humans and barbarians into two distinct camps: the "Left Camp" for all human magic-users and freed slaves who preferred a settled life, and the "Right Camp" for barbarian magic-users and their non-magic-user families who continued a pastoral nomadic existence 23. The central camp remained under Landen’s direct control 49. Subordinate tribes that surrendered were allowed to keep their own structures and camps on the periphery, preserving their property and livestock 49.

  • Strategic Raiding and Resource Consolidation: Landen prioritized night raids on barbarian camps to gather livestock, grain, armor, gold, magic crystals, and—most importantly—human magic-users 12 14 16 19. After each successful raid, he merged the captured camp with his own, increasing his population and resource base dramatically. He rewarded loyal knights like Raul and Grey Dog with iron armor for their efforts 13. The harvests from consecutive raids quickly made Landen’s force comparable to a large tribe, with over 700 non-magic-users at one point 28.

  • Semi-Autonomy for Barbarian Subordinates: Landen contemplated granting semi-autonomous status to converted barbarian groups within his future territory, allowing them to maintain their nomadic traditions under a shared religious faith—namely, conversion to the God Emperor 29. This approach later developed into the Gallop Tribe/Gallop Khanate concept, through which non-human and nomadic groups could retain more flexible institutions than those of the formal Gallop Kingdom 852.

  • Efficiency Over Immediate Loyalty: In appointing stewards and managers, Landen prioritized efficiency and competence over personal loyalty, believing that victories would naturally secure the allegiance of his subjects 17. He also used the Territorial Joint Conference to keep all stewards accountable and responsive to problems, ensuring the camp ran smoothly even as it grew rapidly.

Key Battles and Raids

Battle/Raid Date/Location Outcome Significance
First Night Raid on a Small Barbarian Tribe September 28, 1:00 AM; a small camp of 12 tents in the Gallop Plains, about 10 km from Landen’s camp Decisive victory. Landen, five knights, and three apprentices attacked at night, killing five barbarian magic‑users within 10 minutes and capturing the non‑magic‑users. The camp, with its livestock and supplies, was taken intact. Landen’s first offensive action; it broke the pattern of flight, proved his strategy viable, and secured a new base with resources (horses, sheep, grain) that allowed his territory to stabilize and grow. 12
Twin Camps Surprise Raid Early October (after the first battle); two neighboring small barbarian camps upstream of Landen’s camp Complete success. While the two camps celebrated together, Landen’s knights rode in, cutting down more than half the defenders in seconds. Captured 40 non‑magic‑users, 10 Black‑Scaled Horses, 14 pack animals, 47 sheep, 4 sets of iron armor, salt, rice, gold coins, rune plates, and magic crystals. Demonstrated the effectiveness of exploiting barbarian revelry and inaction. The haul of iron armor, horses, and skilled personnel significantly strengthened Landen’s forces and encouraged further raids. 14
Daytime Ambush of a Medium‑Sized Tribe Late October – early November; a well‑guarded medium barbarian camp on the Gallop Plains Victory. Landen used gold coins to lure the tribe’s guards out of position, then ambushed them with cavalry. Five of ten guards were killed in the first moments, and the rest were cut down. The camp was taken, yielding valuables, livestock, and enslaved human magic‑wielders who joined Landen. First daylight confrontation with barbarians; it showcased Landen’s ability to plan deception and the growing confidence of his knights. The rescued magic‑wielders added five new knights to his retinue, boosting his combat strength. 19
Raid on the Empty Small Camp near Wandering Badger Mid‑November; a six‑tent camp on a tributary of the Gallop River, part of a cluster including the Wandering Badger Tribe Inconclusive. The knights approached expecting resistance but found only non‑magic‑users inside; no barbarian magic‑users appeared. Landen withdrew without a fight, suspecting a trap or that the camp had been abandoned. Highlighted the need for caution and good reconnaissance. The encounter revealed the presence of the larger Wandering Badger Tribe and led Landen to avoid a direct clash, preserving his forces for later opportunities. 21
Ambush of the Grey Goose Envoy Late November; near Landen’s camp after he discovered the Grey Goose main camp. A Grey Goose envoy unit of 40 cavalry passed close by Decisive victory. Landen, disguised as the Eagle Priest, ambushed the envoy’s party. The envoy and most of his men were killed. The ambush was quick and exploited surprise and deception. Weakened the Grey Goose Tribe by eliminating a senior envoy and reducing their cavalry strength. It also provided Landen with valuable intelligence about Grey Goose plans and demonstrated his ability to strike at a major tribe’s command structure. 50
Recovery of Rothe Castle Rothe Castle; during Landen’s southward campaign Decisive victory. Landen deceived the barbarian commander Yan Ling into opening the gate by posing as the Old Priest’s disciple, then eliminated the garrison. His force recovered 70 Black-Scaled Horses, 50 Mana-Wielders, 34,000 Gold Coins, 300 Magic Crystals, and Viscount Rothe’s hidden accounts. Restored a major human stronghold, secured wealth for territorial development, and gave Landen the political and financial basis for later expansion. 81
Battle Against the Beast God’s Favored Iowa/Hindukush front Landen confronted the Beast God’s Favored alone and survived, though his armor was severely damaged. Demonstrated his willingness to take extreme personal risks and confirmed his emergence as a High-Rank combatant capable of confronting the foremost threats of the orc war. 679
Annihilating Pirates Coastal waters under Marquis Fiat’s naval jurisdiction Victory. Landen used a Magic Pattern Cannon to sink pirate ships and dispersed a massive Sea God-summoned wave through the Magic Web. Publicly displayed his High-Rank Magic Web control and the military value of Night-Kirin City’s magical industry in naval warfare. 986

Relationships and Family

Family

  • Hark Gallop (Father): Landen's father, the Baron of Gallop Territory, was missing after an ambush by barbarians, leaving Landen as acting Baron 3. Hark raised Landen and his brothers as his own, though Landen is actually a cousin; all four sons were expected to serve Hark with filial piety 4. Landen planned to rescue Hark, believing he was being held in a barbarian camp on the Gallop Plains 18. However, Landen’s analytical skills led Albert to doubt whether Landen was truly Hark’s son 18. Hark later escaped and reunited with Landen, but found himself overwhelmed by his son’s detailed management system and unusual governing style 139. Hark was later appointed an imperial marquis and deputy commander of the Royal Expeditionary Group after presenting goblin-ruin spoils to the Demon Emperor and God Emperor 990.

  • Ryan Gallop (Elder Brother/Heir): Ryan, the first heir, was missing alongside Hark 3. He was deeply concerned about the territory’s fate and asked about Landen and Albert after escaping captivity 18. Ryan was considered the future lord, and Landen’s own authority was technically separate from the barony’s original holdings 13. He later participated with Hark in presenting expeditionary spoils to the empire 990.

  • Obert Gallop (Second Brother): Obert was captured with Hark and Ryan. He was young and marveled at his father’s use of battle qi during their escape 18. He is a magic-wielder and shares the Galloping Horse surname 4. Obert later recognized and confirmed Landen’s identity before the suspicious nobles of Blue Magpie Castle, enabling Landen’s formal reception by Count Bristle-Wolf 85.

  • Pelly Gallop (Third Brother): Pelly is serving the gods in Dragon Tooth City and could not return to inherit the title 3. He is a magic-wielder 4.

  • Albert Gallop (Uncle): Albert is Landen’s uncle and the territory’s scholar, with strong theoretical knowledge in knight training, mage meditation, and priest prayer 3. He supports Landen’s decision to become acting Baron and offers guidance 3. Throughout the story, Albert observes Landen’s growth with a mix of pride and unease, eventually suspecting that Landen may be possessed by a legendary ancestor 25 49. He spreads news of Landen riding the Night-Kirin horse to boost Landen’s image 49. Albert is deeply loyal to the Galloping Horse legacy but conflicted about Landen’s methods, worrying about attracting attention from the Tower of Purity 36. He helps Landen with strategic decisions, such as moving into the Great Forest 5 and interpreting family history 9. He later becomes a representative connected to both the Tower of Purity and Gallop Family affairs, acknowledging that Landen’s pace has surpassed his own 990.

  • Nila (Sister): Nila is Landen’s sister, shown to be close and caring. She takes care of Landen’s personal needs by leading the non-magic users who serve him directly 5 17. Landen trusts her to manage his household staff 17. She also persistently raises the question of Landen’s marriage arrangements, demonstrating both affection and influence within his core circle 147.

  • Mevenan (Steward, distant relative): Mevenan is the territory’s steward, of the same generation as Hark; they share a grandfather 7. He is hesitant to make decisions that separate Landen’s camp from the barony, showing loyalty to Hark 17. He becomes emotional and proud of Landen’s achievements, seeing him as a savior 13. Landen consults him on involving barony craftsmen but faces resistance 17.

Allies

  • Raul (Chief Knight): Raul is the chief knight of the Gallop Barony, a former ranger with strong combat skills 9. He pledges loyalty to Landen as acting Baron 3 and becomes his right-hand man in battle and raids 10 38. He advises Landen on training and strategy, such as using Magic Beast meat for growth 5 and representing Landen at feasts to gather intelligence 40. Raul supports Landen’s methods and believes Galloping Horse should not follow the path of great nobles 36. He helps build momentum by spreading news of Landen’s deeds, like riding Blaze 49.

  • Neil (Protégé/Surrogate Son Figure): Neil is a young barbarian boy whom Landen trains personally 25. Landen allows Neil to become an intermediate knight and tame Blaze, but after Blaze becomes a magic beast, Landen explains that Neil must first become an intermediate knight to claim the horse, and promises to train him 49. Neil leads a vanguard cavalry battalion, showing loyalty and enthusiasm 25. He develops a deep admiration for Landen, and his mother Zhenqin notes that Landen is intentionally grooming Neil 25. Neil also shows care for Landen’s horse Blaze and is upset when the horse no longer responds to him 48. He later becomes an Intermediate Knight, commands reconnaissance and northern missions, and co-leads the 751 Commando with Netherland 339 754.

  • Makoto Frost-Wolf (Neil’s Mother, Scribe): Zhenqin is a non-magic-wielding human woman who becomes Landen’s scribe, handling counts of livestock, people, and resources 30. Landen recognizes her intelligence and appoints her to help integrate barbarians and humans 25. She is grateful to Landen for training Neil and advises her son privately 30. She emphasizes her Frost-Wolf family name, showing identification with the Dragon Kingdom 25. Alongside Lannia, she later produces key territorial forms, statistics, and financial records 139 147.

  • Lannia Bristle-Wolf (Administrator): Lannia is a highly capable manager who administers the territory during Landen’s absences. Hark regards her as the true manager of the territory because she can conduct joint meetings and coordinate reports from knights, craftsmen, teachers, and butlers 139. She became indispensable to the management of Night-Kirin City’s growing population, finances, and production 184.

  • Tania (Great Fairy and Partner): Tania is closely associated with Night-Kirin City and its Magic Web systems. She assisted Landen in activating arrays, building post-station castles, sensing the Magic Web, and achieving his High-Rank breakthrough 209 361. Their cooperation forms a central part of the city’s magical and infrastructure development.

  • Wendy (Mage and Confidante): Wendy accompanies Landen on major journeys and increasingly serves as one of his foremost magical confidantes 72. She possesses exceptional magical aptitude, can communicate with Magic Fairies, and reached the threshold of Senior Mage under Landen’s guidance 143 350. Wendy is openly concerned by Landen’s tendency to risk himself in battle 679.

  • Redbird (Mage, Intelligence Officer, Former Learner): Redbird began as a young non-magic-user eager to study arithmetic 36. She later became a crucial intelligence and administrative officer, able to compile territory-wide reports, manage signal systems, and provide Landen with real-time tactical information through the control Magic Matrix 246 307 701. Her progression embodies Landen’s commitment to educating and promoting capable subjects.

  • Ben Kaul (Mage, Mentor, and Ally): Ben Kaul, initially introduced as an Intermediate Mage who knew Albert from the Imperial Capital, became Landen’s key magical adviser and collaborator 139. He explained Night-Kirin City’s history, helped explore its ruins, and guided Landen’s understanding of the Training Array and Magic Furnace 151 199. Later revealed as a Legend and Magic Pattern Master, Ben criticized Landen’s reckless array work but remained an essential ally 361.

  • Greyhound Gante / Grey Dog (Knight and Hunter): Greyhound is a knight of the Gallop Territory, father of Fang. He has a family ability to communicate with beasts through bloodline 37 38. He scouts with Raul and hunts Magic Beasts 9 10. He is loyal to Landen and provides historical context about his family’s abilities 38. He receives iron armor from Landen as a reward for hard work 13.

  • Fang Dante (Greyhound’s Son, Beast Tamer): Fang is a young magic-wielder who raises hunting animals (Black Mastiffs, Snow Mastiffs, eagles). He becomes the apprentice master to Patch and lends his best partner, Yellow Tail, as a liaison 36 37. He jokes with Landen during hunts but maintains respect 38. He wants to follow Landen but is the only magic-wielder child in his family, so must stay with his father’s knight territory 30.

  • Patch (Young Apprentice): Patch is a young boy from a barbarian camp who can sense magic and communicate with animals 36 38. Landen shows kindness to him, understanding his discomfort with battle 38. He becomes Fang’s apprentice and also helps Neil care for Blaze 36. He eagerly serves Landen, showing growing loyalty 38. He rides with Raul during reconnaissance and uses Yellow Tail to relay messages 38.

  • Pete Bristle-Wolf (Knight and Commander): Pete initially serves as Landen’s coachman and guide in Bristle-Wolf City but develops into a capable commander, interrogator, and territorial agent 93 151. Landen relies on him for military and political tasks, though Pete’s strong instinct for profit requires oversight 604 954.

  • Old Bull Tribe Chief (Respected Vanquished Foe): The old chief of the Bull Tribe acknowledges Landen’s victory in the duel that made Landen chief 48. He leaves the tribe with his beloved pack beast rather than stay, and Landen respects his attachment, allowing him to leave 48. Landen considers approaching him for knowledge but decides not to, maintaining his principles 49.

  • Big Savage Bull (Defeated Barbarian Chief): Big Savage Bull loses the duel to Landen and is removed as chief. He survives but his fate after that is not detailed 48.

Other Connections

  • Tos Hel (Lily’s Father): Tos Hel appears within Landen’s Divine Kingdom and asserts that Helide seized the realm. He accuses Landen of using the title “Magic Furnace Caster,” establishing an adversarial and unresolved connection between them 1001.

  • Helide: Helide is identified by Tos Hel as the being who took control of Landen’s Divine Kingdom. The degree of Helide’s power, motives, and connection to Landen’s Magic Furnace Caster identity remain unknown 1001.