Wizard World
The Wizard's JourneyContents
- 1Biodata
- 2History
- 2.1Prehistoric and Ancient Era
- 2.2Second War of Civilization
- 2.3Recovery and Expansion
- 2.4Wizard King Era
- 3Geography and World Structure
- 4Civilization
- 4.1Wizard Traditions
- 4.2Hierarchy and Education
- 4.3Economy and Rule
- 5Strategic Systems
- 5.1Fate Lever
- 5.2Origin Space Fortress Invasion Technique
- 5.3Wizard Shield
- 6Relationships
- 7Trivia
Biodata
| Feature | Value |
|---|---|
| Name | Wizard World (巫师世界) |
| Alias(es) | Wizard Civilization; World Slave Master (an epithet used by neighboring worlds) 130 149 |
| Species/Race | Great world and civilization-world |
| Affiliation | Wizard Alliance; Holy Tower systems; Sea King Altar and allied native races 134 870 |
| Occupation/Role | Core world and ruling civilization of the Wizard Alliance |
| Status | Active; its long-term fate and a return to the Ancient Wizard World Cluster remain subjects of internal debate 2107 |
| First Appearance | The Wizard's Journey, Chapter 1 |
History
Prehistoric and Ancient Era
The world was not always known as the Wizard World. Before humanity's rise, the continent and oceans were ruled by separate ecosystems; barbarian giants are theorized to have been among the continent's prehistoric dominant lifeforms, while powerful sea races contended with early humanity for supremacy 135 733.
Humanity ultimately established wizard civilization after defeating the sea races. Its earliest major inheritances were mechanical wizardry, centered on gears and levers, and Black Wizard studies of life and death 1116. Ancient wizards built Sky Cities, expanded through the void, and enslaved or plundered weaker worlds on a vast scale 350 721.
The discovery of the Alien Nightmare Civilization ended this period of confidence. Ancient True Spirit Wizards sacrificed themselves to defeat the invaders, while the resulting contact with new forms of knowledge contributed to the rise of elemental wizardry 1116.
Second War of Civilization
The flourishing ancient civilization was later invaded by the Abyss Civilization and its Formless Ancient Demons. Facing defeat, an ancient wizard used his life as a Fate Fulcrum and, drawing upon the civilization's accumulated power, moved the entire Wizard World away from its original world cluster 1116.
The surviving wizards rebuilt in an unfamiliar world cluster, exterminated the remaining ancient demons, and swore to complete a future Demon-Hunting Expedition that would restore their civilization's former standing 1116. The underground world remains remembered as the Wizard World's “eternal shame,” tied to the defeat and the enemy's World-Origin Erosion Gestation Technique 134.
Recovery and Expansion
During its recovery, the Wizard World developed abyssal body-refining wizardry, Nightmare Wizardry, and battle-knight systems, while forming the Wizard Alliance with powerful native and foreign worlds 1116. Its civilization expanded through Demon-Hunting Expeditions, Origin Space Fortresses, slave legions, scientific research, and the circulation of Wizard Coins 130 1426.
The Nightmare World, once a parasitic threat beneath every bed, was ultimately joined with the Wizard World through the establishment of the One-Ring Nightmare Holy Tower 500 525.
Wizard King Era
Following factional struggles among elemental, mechanical, abyssal body-refining, Black, and Nightmare wizards, Green promoted the Wizard Ancestor Plan: a program intended to establish shared rules and end the Wizard World's chaotic age 1665. The Key of Life Innate Wizard Plan later became widely adopted, transforming the world toward universal wizard education and a vastly larger wizard population 1692 1714.
Green eventually transferred the Wizard King inheritance, truth witch tools, and control of his supporting forces to Yilun, the second-generation Wizard King, before leaving the Alliance for personal exploration 1959. In later eras, the Wizard World remained divided over whether to prioritize stable control of its current world clusters or immediately use the Fate Lever to return to the Ancient Wizard World Cluster 2107.
Geography and World Structure
| Region / Structure | Description |
|---|---|
| Wizard Continent | The central surface region and heartland of the Holy Tower systems. Its regional academies cultivate wizard apprentices and protect civilian populations in reclaimed wilderness areas 134. |
| Underground World | A realm roughly equal in area to the Wizard Continent's surface, containing five Dragon-Hunting Abysses that produce flying dragons and other lifeforms 134. |
| Sky Holy Tower | An ancient inheritance center older than the First-Ring Holy Tower; it preserves mechanical-wizard knowledge and is a core site of civilization's legacy 129 134. |
| Black Region Holy Tower | A relatively isolated island chain and the birthplace of Black Wizards 134. |
| Sea King Altar | A major power associated with the Wizard World's native sea races and the Water-Curtain Firmament rules 134 870. |
| Black Sea Vortex | The route through which qualified wizards enter the World Heart 146 378. |
| World Heart / Rule Space | The world's rule center, illuminated by the Light of the Source and filled with chains representing Wizard World's rule-will 147. |
| Fate Lever | A boundless golden river within the Rule Space and the Wizard World's strongest artifact, used to manipulate spacetime and reach known coordinates across the Endless World 130 379. |
The Wizard World's World Heart was damaged after the world's displacement from its original coordinates, leaving it unable to receive normal replenishment from the surrounding world's balance rules 506. Green's Savior True Spirit Offering later extended its projected endurance by more than five epochs 2098 2107.
Civilization
Wizard Traditions
| Tradition | Role in the Wizard World |
|---|---|
| Elemental Wizards | The largest and, at one stage, strongest wizard faction; their Holy Tower systems dominate the Wizard Continent 148 870. |
| Mechanical Wizards | Descendants of one of the earliest wizard inheritances; associated with Sky City, mechanical puppets, aerial fortresses, and later Huadi Quantum Technology 1116 1540. |
| Black Wizards | Practitioners of life-and-death studies; historically vital to ancient humanity's survival, but politically isolated through the Black Region's distinct rules 134 712. |
| Abyssal Body-Refining Wizards | Wizards who pursue physical evolution and Wild Instinct, primarily associated with the Underground Abyss 583 733. |
| Nightmare Wizards | A system created through the integration of the Nightmare World and Wizard World; its first Holy Tower is the One-Ring Nightmare Holy Tower 525. |
| Battle Knights | A path standing between ordinary humans and wizards, originating from the ancient divide between the two 1432. |
Wizard civilization treats knowledge as the means by which individuals lever rules and evolve. Advanced sorcery cannot be fully standardized because each wizard's knowledge, circumstances, and resulting abilities are unique 366.
Hierarchy and Education
- Wizard apprentices are selected and trained through regional wizard academies; academy wars ruthlessly eliminate weaker apprentices while conserving resources for the cultivation of formal wizards 73 149.
- Formal wizards begin an independent path of research and advancement, while Level-Three Great Wizards commonly serve as academy heads, special-mission specialists, and major institutional figures 177.
- Stigmata Wizards command wizard towers, Soul Slave Legions, and Demon-Hunting Expeditions; True Spirit Wizards stand at the civilization's highest traditional level of authority 130 1116.
- In the Wizard King era, the Key of Life Innate Wizard Plan made wizard education widespread among the general population and shifted the world toward an era in which “everyone was a wizard” 1692 1714.
Economy and Rule
- Magic stones are the essential currency of ordinary wizard society, used for books, lectures, experimental materials, instruction, and magical tools 20.
- Wizard Essences are higher-value Demon-Hunting resources used for Holy Tower benefits, armaments, and Fate Lever travel 154.
- Wizard Coins are gold coins marked with a six-pointed-star array and infused with Wizard's Will; within the Wizard Alliance, they may be exchanged for real resources 1395.
- Wizard Coin circulation is a core tool of Alliance governance. The Wizard World uses its military deterrence, control of trade information, and currency issuance to extract resources from subordinate worlds 1426 1884.
Strategic Systems
Fate Lever
The Fate Lever allows the Wizard World to bypass the ordinary requirement of crossing worlds one by one. By paying an appropriate cost, wizards can reach known coordinates across the void in a short time 130.
- Connects the World Heart to distant known coordinates.
- Supports teleportation, world travel, and large-scale strategic movement.
- Requires greater expenditure for stronger lifeforms, larger forces, and more distant destinations 130.
Origin Space Fortress Invasion Technique
The Wizard World's signature invasion method combines ancient Spatial Fortress Technology with Origin Will Invasion Technology 130.
- Origin Space Fortresses appear as blood-red moons above invaded worlds.
- They provide Demon-Hunting Wizards with enhanced Origin Will protection, faster magic recovery, and stronger Wizard Shields when nearby 130.
- Fortresses serve as secure expeditionary bases, recover wounded wizards, collect battlefield spoils, and coordinate legions 209.
Wizard Shield
A Wizard Shield is a defensive barrier associated with the Wizard World's life will and primarily cultivated by Demon-Hunting Wizards 170.
- Represents Wizard's Will rather than an elemental attribute.
- Is strengthened through will, prayers, World Heart recognition, and Demon-Hunting Armaments 170.
- Performs especially well against foreign creatures, while offering weaker protection against native Wizard World lifeforms 170.
Relationships
- Wizard Alliance — The Wizard World leads an alliance of foreign worlds, World Lords, native races, and wizard factions; more than half of its members are non-human 134 1926.
- Abyss World / Abyssal Devil Race — Eternal enemy responsible for the Second War of Civilization and the Wizard World's forced migration from its original cluster 1116 1230.
- Nightmare World — An illusory parasitic counterpart once capable of turning the Wizard World into a Wizard Nightmare Civilization; later integrated through the One-Ring Nightmare Holy Tower 500 525.
- Sea Folk — Former rivals in the ancient struggle for world supremacy; later recognized as a major Wizard World power through the Sea King Altar and the Wizard Alliance 135 870.
- Metal Destroyer Civilization — A major hostile civilization in the new world cluster, fought through the broader War of Civilization 1116 872.
- Ancient Wizard World Cluster — The civilization's original home and the intended destination of the long-running Demon-Hunting Expedition 1116 2107.
Trivia
- Within Wizard World terminology, “god” is a derogatory title associated with ignorance and arrogance rather than genuine understanding of rules 365.
- The Wizard World's apparent harmony and prosperity were built upon harsh internal selection, foreign conquest, and preparations to survive a future existential threat 149.
- Foreign World Lords often view the Wizard World as incomprehensibly vast, violent, and rule-bound because they encounter only fragments of its Holy Tower, fortress, trade, and alliance systems 872.