Wizarding World
Wizard's Journey Starting from a KnightContents
- 1Biodata
- 2Power Progression
- 3Nature and World Will
- 4Background
- 4.1Primordial and Elder Eras
- 4.2Recovery and Revival
- 4.3Wizard Alliance Era
- 5Geography and Regions
- 6Society and Civilization
- 6.1Wizards and Mortals
- 6.2Aptitude Standards
- 6.3Major Schools of Wizardry
- 6.4Academy Sacred Tower System
- 7World Guardians
- 8World Passages and Expansion
- 8.1World Stones
- 8.2Conquest Doctrine
- 8.3World Cluster Consciousness
- 9Major Historical Events
- 10Relationships
- 11Current State
Biodata
| Feature | Details |
|---|---|
| Name | Wizarding World |
| Original Name | 巫师世界 |
| Entity Type | Sentient world governed through a World Will |
| Primary Civilization | Wizard Civilization |
| Affiliation | Wizard Alliance; World Guardians |
| Status | Active; revived from a long decline and advanced to a Half-Ninth-Level World |
| First Appearance | 32 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Declined and wounded world | 419 | Its Elder Era decline resulted from a failed attempt to advance as a High-Grade World, which severely damaged the world and reduced its elemental-energy level. |
| Revival / Natural World Convergence | 144 | Elemental energy and the dormant World Attraction Force began rising; the world resumed drawing other worlds toward itself. |
| Recovery reaches its peak | 419 | Capecchi’s Seventh-Level advancement marked the end of the recovery period and the beginning of the world’s fastest recovery phase. |
| Half-Ninth-Level advancement | 645 652 | The world underwent a major advancement ritual supported by vast sacrifices, Green’s resonance, and fifteen World Guardians. |
| Expanded Half-Ninth-Level World | 653 795 | Its territory grew to the scale of a Large World Cluster, creating population, transportation, and ecological-stability crises. |
Nature and World Will
The Wizarding World’s will is the unconscious aggregate of all living and nonliving things within it. Because wizards are its dominant force, the World Will’s interests are closely aligned with Wizard Civilization. 419
The World Will can directly intervene in major matters:
- It forbids Fourth-Level Wizards from fighting within the world, as battles at that level can permanently contaminate terrain and create forbidden zones. 264
- It rewards World War participants through World Blessings, improving aptitude and increasing resources after successful conquests. 167
- It restricts large-scale harm to mortals, treating ordinary life as part of its own foundation. 210 229
- It can empower the Magic Web to suppress individuals and factions that violate the Wizard Alliance’s order. 799 800
- It manifests through or cooperates with World Guardians during world-scale crises and advancement rituals. 425 645
“Fourth-Level Wizards are forbidden from fighting within the world!” 264
Background
Primordial and Elder Eras
During the Primordial Era, the Wizarding World possessed a powerful World Attraction Force and forcibly drew other worlds into convergence, in addition to passages opened by wizards themselves. 144
The world later attempted to advance as a High-Grade World. The attempt failed, damaging the Wizarding World, reducing its energy level, and beginning a prolonged age of decline. This collapse was caused by failed advancement rather than an external enemy. 419
As the world declined, resources became scarce. Major wizard schools fought over what remained before establishing agreements to share resources, while Advanced Meditation Methods were developed to reduce dependence on rare external materials. 81
Recovery and Revival
The recovery began in earnest when elemental energy across the East Coast started rising and the dormant World Attraction Force awakened. The World Will’s wounds from the Primordial Era had healed enough to release energy and pull nearby worlds toward convergence once more. 144
Conquests of worlds such as the Forest Fairy World and Ice World accelerated this recovery. Their World Origin was extracted to raise elemental concentration, improve Wizard Aptitude, and replenish resources in the Wizarding World. 162 167 210
The birth of modern Seventh-Level Wizards marked the peak of the recovery period. The Wizarding World then entered its fastest phase of growth and began preparing for civilization-scale expansion. 417 419
Wizard Alliance Era
After Green’s disappearance, World Guardians and many Ancient Seventh-Level Wizards awakened. Conflicts between Ancient and modern wizard factions eventually produced a compromise: the creation of the Wizard Alliance and the division of the world into fifteen major regions. 453
The Alliance initially adopted an expansion model based on incorporating powerful outside civilizations rather than pursuing Green’s preferred unified conquest. Ancient Wizards supported this approach partly to restrain the influence of modern wizards using Advanced Meditation Methods. 453
Over time, the Wizarding World became the dominant civilization within its World Cluster, absorbing knowledge, systems, and species from conquered or allied worlds. 568 660
Geography and Regions
| Region Type | Number | Composition |
|---|---|---|
| Core Region | 1 | The Central Region, the historical and political center of the Wizarding World |
| Offshore Regions | 4 | East, South, West, and North Coasts |
| Oceanic Regions | 6 | Major island chains |
| Fringe Regions | 4 | Eastern, Southern, Western, and Northern poles |
The Central Region retains Primordial Era knowledge, possesses richer elemental energy than the four coasts, and serves as the strongest center of wizard civilization. 98
The East Coast was originally controlled by the White Wizard Association and Black Wizard Council, with neutral organizations positioned between their territories to reduce direct conflict. 32 147
Society and Civilization
Wizards and Mortals
Wizard Aptitude is distributed largely at random rather than permanently inherited through noble bloodlines. This makes mortals strategically important: a large mortal population is necessary to sustain the emergence of future wizards. 210
Mortals are not fully protected from exploitation, but large-scale slaughter is prohibited because it harms the World Will’s foundation. Mortals who participate in World Wars are generally relocated to safer, more prosperous territories afterward. 210
As the world revived, Wizard Aptitude became more widespread and resources became cheaper. Academies increasingly recruited talented commoners, farmers, and former slaves rather than relying solely on noble lineages. 167 200
Aptitude Standards
| Era | Aptitude Structure | Notes |
|---|---|---|
| Early East Coast era | Fifth-Class to First-Class | First-Class Aptitude gave the strongest chance of becoming a Formal Wizard; Fourth- and Fifth-Class Aptitude usually left individuals as apprentices. 16 |
| Half-Ninth-Level era | Seven ranks | Former First-Class Aptitude became roughly equivalent to modern Third-Class Aptitude; Extreme Academy accepted only First- or Second-Class candidates. 795 |
Major Schools of Wizardry
Five schools eventually came to encompass more than eighty percent of all wizards. 568
| School | Characteristics |
|---|---|
| Elemental Wizardry | The oldest and most widespread path; relies on talent and long-term perseverance. |
| Mechanical Wizardry | Prioritizes machinery and energy application; requires substantial resources and institutional support. |
| Body-Tempering Wizardry | A path for those without conventional talent, demanding extreme endurance and willingness to suffer. |
| Bloodline Wizardry | Offers rapid growth and can improve talent, but risks Bloodline Shackles without a Primordial Bloodline. |
| Extreme School | Green’s school; requires exceptional talent and conviction, and is regarded as the path most likely to produce Void Overlords or True Spirit Wizards. |
Academy Sacred Tower System
The Academy Sacred Tower system shifted ordinary administration and wizard education toward competing academy institutions, while High-Level Wizards focused on supervision, defense, and strategic worlds. 593
Academies differentiate their training philosophies:
- Black Wizards specialize in individual power and harsher personal cultivation. 424
- White Wizards prioritize group combat and coordinated warfare. 424
- Every Apprentice-Level Wizard is expected to participate in at least one academy-organized World War. 424
- Conquered worlds are eventually placed under Alliance management, with the conquering faction retaining thirty percent of their resources and seventy percent distributed through the Alliance. 593
World Guardians
World Guardians are high-level protectors tied directly to the Wizarding World’s development. They awakened as the world recovered and help stabilize its structure, Origin, and major transformations. 425 645
Known Guardian roles include:
- Spring Guardian
- Summer Guardian
- Autumn Guardian
- Winter Guardian
- Earth Guardian
- Sky Guardian
- Sea Guardian 505
During the Half-Ninth-Level advancement ritual, fifteen Guardians dispersed throughout the world and merged with fundamental aspects of its structure to prevent instability. 645
The number of Guardian positions later increased to one hundred after further advancement, creating opportunities for World Children to inherit those positions. 652
World Passages and Expansion
World Stones
World Stones are naturally formed artifacts capable of connecting worlds. Ancient wizards used them to escape unusual dimensions, bypass world barriers from within, and establish covert passages into other worlds. 156 164
After ancient abuses allowed ordinary kingdoms to open passages recklessly, World Stones were modified so that individuals without elemental power could no longer activate them. 156
Conquest Doctrine
Wizarding World expansion commonly follows a pattern of intelligence gathering, passage construction, fortress establishment, environmental warfare, and resource extraction. 156 157 239
- The Forest Fairy World was weakened through the White-Spotted Plague before open conquest. 157
- Its population was enslaved with Spiritual Imprints, while its World Origin and restorative energy were extracted until the world neared collapse. 162
- The Ice World was preserved more carefully as a long-term resource base, with cities and populations maintained for continued World Origin extraction. 210
- World Wars can improve the Wizarding World’s elemental environment and produce World Blessings for participants. 167 204
World Cluster Consciousness
A fully unified World Cluster develops a collective, xenophobic Cluster Consciousness that resists outside invasion through the combined force of every world within it. 466
This makes timing critical: civilizations must invade before a target cluster becomes fully unified, or possess overwhelming force capable of breaking its core worlds and scattering its Cluster Consciousness. 466
Major Historical Events
| Event | Chapter(s) | Significance |
|---|---|---|
| Natural World Convergence begins | 144 | Marks the Wizarding World’s recovery and renewed ability to attract other worlds. |
| Forest Fairy World conquest | 157 162 | Establishes a model of plague warfare, enslavement, Origin extraction, and interworld exploitation. |
| World Blessing of the East Coast | 167 | Raises aptitude and resources following the Forest Fairy World campaign. |
| First modern Seventh-Level breakthrough | 417 419 | Signals that the recovery period has reached its peak. |
| Wizard Alliance established | 453 | Ends prolonged conflict between Ancient and modern wizards and divides the world into fifteen regions. |
| Green becomes Seventh-Level | 459 463 | Leads to the creation and rise of the Bloodline Fusion Realm as a parallel power. |
| Historical Overlay Device activated | 522 | Rewrites records and memories of Green’s true identity for roughly three thousand years. |
| Player Civilization war | 517 548 567 | Escalates from covert observation into a prolonged conflict between super-civilizations. |
| Half-Ninth-Level world advancement | 645 652 | Greatly expands the Wizarding World’s scale, Guardian positions, and developmental potential. |
| Mystic Realm conquest | 798 852 | Ends with the Mystic Realm’s World Will being suppressed and its Origin devoured. |
Relationships
- Wizard Civilization — The dominant civilization within the world; its needs and expansion are closely aligned with the World Will. 419
- Wizard Alliance — The governing framework that coordinates regions, resource distribution, World Wars, and relations with allied civilizations. 453 593
- World Guardians — Living stabilizers and protectors connected to the world’s Origin and fundamental structure. 425 645
- Green — A uniquely favored high-level wizard whose resonance with the world approaches that of a World Lord; he has repeatedly directed its advancement, infrastructure, and military strategy. 645 653
- Bloodline Fusion Realm — A parallel world created and controlled through Green’s bloodline system; it cooperates with the Wizarding World but develops through a more centralized model. 567 653
- Otherworld Sovereigns — Powerful external rulers incorporated into the Wizard Alliance, gradually becoming subordinate to Wizard Civilization’s systems. 568 572
Current State
The Wizarding World has become a vast Half-Ninth-Level civilization whose territory is comparable to a Large World Cluster. Its expansion has created immense opportunities but also severe problems: vacant territory, insufficient population, emerging primitive races, Bubble Spaces capable of nurturing independent life, and the risk of internal fragmentation. 653
Green addressed these issues by reshaping the Magic Web into a world-spanning spatial network and using time-distorted Bubble Spaces to rapidly cultivate populations before relocating them throughout the expanded world. 653
By the era of the Mystic Realm war, the Wizarding World had conquered tens of thousands of World Clusters, built extensive dimensional defenses, and consolidated rather than endlessly expanding beyond its ability to govern. 798