巫师世界
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Entity Info
Original Name:巫师世界Gender:NeutralScope:Novel-specificStatus:ActiveSource:AIOccurrences:761Chapters:322
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Context UptoCh. 1001
Wiki ModelGPT-5.6 Terra
Image ModelGPT Image 2
Updated3 weeks ago

Biodata

Feature Details
Name Wizard World (巫师世界) 16
Alias(es) Wizard Great World 772
Classification Large World 127
Governing body Truth Council, led by the five Truth Wizards 16 66
Status Active; its World Origin began reviving after the Age of Dharma's End 792
First Appearance 16

Geography & Environment

  • The Wizard World is far larger than Earth and is centered on the vast Wizard Continent, home to nearly a thousand Wizard Academies. Notable regions include the eastern Gale Belt, southwestern great desert, Magnetite Sky Island, Sky-Piercing Ice Wall, Circumcontinental Archipelago Belt, and Elemental Pole. 16
  • Large uninhabited regions on the continent are remnants of the ancient Wizard War, which turned one-third of the land into wasteland and created the Circumcontinental Archipelago Belt. 16
  • The Far North is an area with an unusually high concentration of water elements. 658
  • From the Astral Realm, the world appears as a colossal glowing bubble. 113
  • In the modern era, its ambient energy is notably thin compared with worlds such as the Mirror World; powerful Otherworldly Creatures can suffer from “low-magic syndrome” upon entering it. 287 325

History

Era Major developments
Age of Ignorance Wizards worked and fought alone in the wilderness of knowledge. They had not yet become the world's rulers; dragons and colossal sea beasts were stronger than them. 16
Enlightenment Period Wizards united into societies and schools, while Wizard Families arose through bloodlines and contracts. Wizards replaced dragons as rulers of the land and reached an agreement with the colossal beasts of the sea. 16
Wizard War With the world fully divided and the wizard population still growing, the major schools went to war. The conflict devastated a third of the continent before the five school leaders ended it and founded the Truth Council. 16
Age of Exploration Astral navigation and Floating Cities enabled cross-world expeditions. Wizard Academies were created to produce the manpower required for continual plane wars. 16
Age of Dharma's End The world's energy nearly vanished, forcing the evacuation of most inhabitants. The period lasted 124 years before the World Origin awakened and energy began returning to the land. 772 792
Later golden age The Second Wizard War ended, after which wizards began a grand Astral Realm voyage aboard Floating Cities. 1001

Society & Governance

Social hierarchy

Wizard society is structured as a pyramid. The Truth Council occupies its apex, wizards and Wizard Academies form its middle, and countless billions of mortals make up its foundation. 66

  • The Truth Council issues Academy rules, codes of conduct, the Wizard World Natural Protection Act, and other regulations. 66
  • Wizard Academies are obligated to protect mortals within their spheres of influence.
  • Wizards, including Great Wizards, are forbidden from using mortals for human experimentation. 66
  • Great Wizards are exceptionally prestigious; at one point, only a little over a thousand people in the world held the title. 64

Wizard Academies

Wizard Academies were founded because Wizard Families could not produce enough wizards for interplanar warfare. In essence, Academy-trained wizards are cultivated for plane wars and Astral exploration. 16

  • Academy libraries restrict access by rank; each apprentice advancement unlocks more of the collection, while full wizards may borrow all books. 16
  • Black Wizard Academies emphasize individual combat and historically use Bloody Exams.
  • White Wizard Academies emphasize organized group combat and became the dominant force on frontal battlefields.
  • Black Wizards traditionally handle assassination, reconnaissance, intelligence gathering, and other behind-enemy-lines operations. 66
  • During the Civilization War, the military increasingly favored White Wizard methods, while Black Wizard training began to be phased out. 480 484

Knowledge and economy

Knowledge is governed by the principle of Equivalent Exchange. Wizards commonly treat techniques, research records, and magical information as tradable assets. 72

  • Excessive secrecy causes many wizards to repeat foundational research rather than build upon existing work, slowing the development of disciplines. 72
  • Magic Stones and Magic Essence became standardized currencies after the Truth Council promoted unified standards following the Wizard War. 514
  • Wizard Merchant Guilds facilitate trade in magical materials, bloodlines, equipment, slaves, and services across the world and other planes. 34 99

World Origin & World Guardians

The Wizard World Origin recognizes creatures advancing to Level One. Without that recognition, a creature is treated as an invader by the world itself. 98

  • Recognition leaves an imprint upon the wizard's soul during advancement. 100
  • A World Guardian is typically a World Lord infused with World Origin Power.
  • Guardians receive increased combat power within the world they protect, but their strength declines sharply outside it. 80
  • The rare Blessing of the Wizard World grants its bearer the abilities of a World Guardian, including communication with the World Origin, guidance toward treasures, and forewarning of disasters within the Wizard World. 679
  • The blessing's recipient is also considered the automatic leader of the World Guardians, subject to their acceptance. 679

Wizard Dimension

The Wizard Dimension is a separate wizard-linked realm accessible through an extremely complex gate spell. Its landscape contains dark skies, vast numbers of Wizard Towers, and the Eternal City of Truth. 564 665

  • The Keeper of Secrets serves as the Wizard Dimension's incarnation. 665
  • Its teleportation network can connect conquered worlds with the Wizard World through linked gates. 625
  • The dimension supplies its users with Dimensional Power and can provide complex spell models, including the method for opening a gate into it. 564
  • Changes in Wizard Civilization appear to be reflected within the dimension; Richard observed fewer Wizard Towers and the emergence of concrete high-rises in its outer regions. 665

Warfare & Expansion

Wizard Civilization frames its invasions as spreading wisdom, reason, and enlightenment, though conquest commonly involves the subjugation or enslavement of native populations. 113

  • Floating Cities enabled the Age of Exploration's cross-world campaigns and later served as major strategic assets.
  • In later warfare, Small Floating Cities became the primary in-world weapon platforms, while larger Floating Cities were reassigned largely to logistics and transport. 564
  • The Wizard World classifies planes as Large, Medium, Small, or Micro Worlds. Large Worlds are civilization-scale worlds; the Wizard World itself belongs to this category. 127
  • The Civilization War against the Star River Mayflies stretched across more than a hundred worlds and lasted over six centuries, with wizard losses only barely offset by universal apprentice recruitment and soul-phylactery technology. 564
  • After Great Wizard Twilight's death, the Truth Council unanimously passed the Wizard World Mobilization Act, initiating broad mobilization for the Civilization War. 471
  • At one stage of the war, every Third-Ring Wizard—including established Academy figures—was drafted into military service. 480