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Chapter 696: Power System of the Otherworld (Name TBD) — Appeared as of Now

~30 min read 5,939 words

Power System of the Otherworld (Name TBD) — Appeared as of Now

Continuing from yesterday's settings, the power system (in order of appearance)

Deities and their associated Church powers:

Deities: Powerful deities have existed since ancient times and have always accompanied the development of intelligent life's civilization. They are gentle mothers and stern fathers; they are the companions of civilization and its final witnesses. They are born alongside intelligent life's understanding of the world and perish when the last life that remembers them fades away.

We cannot judge the various actions of deities from the status and perspective of ordinary life; the human eye cannot see beyond ten thousand meters, while the eyes of deities are ten thousand times that. Moreover, mortal life is so fleeting that the existence of a lifetime is less than a single sigh from a deity.

Natural Deities: Natural deities generally predate the civilization history of most races, which is why many religious scholars suspect that various races and ancient civilizations appeared in the world long, long ago. We do not know which of the current natural deities is the oldest.

Natural deities are born from the nature that ancient intelligent life stood in awe of: earth, mountains, rivers, oceans, the sky, light, darkness, and so on. They are fixed within the nature they represent, possess great power, and do not have the possibility of perishing like other deities.

All natural deities are cross-racial faiths; thus, we know that the natural deities we are aware of naturally represent everything life understands about nature. Interestingly, many people cannot correctly distinguish between conceptual deities representing parts of nature and true natural deities. They often confuse the two, both of which are highly noble.

Ancient natural deities do not perish when the believers who worship them die out, but to speak irreverently, some racial conceptual deities that pose as natural deities will rise and fall with the civilization history of their race. When the race disappears or declines, these pseudo-natural deities—racial conceptual deities—will perish along with them.

We now know that the Earth Mother God (who has many other names, but all refer to one), the Heiliu yu Hubo zhi Zhu (or referred to by other names), the Lord of Lava and Fire (not yet appeared), the Lord of the Ocean (called differently by various races in various places), the Lord of the Sky (called differently in various places), the God of the Dead (called differently by various races), the Three Goddesses of the Moon (called and depicted differently by various races), etc., are all ancient natural deities.

Interestingly, the sun above our heads and all deities related to it are not natural deities. Even in terms of imagery and self-proclamation, we have not discovered any deity who is truly a natural deity representing the sun.

Conceptual Deities: As the name implies, conceptual deities have no physical form. The divine power they possess may serve as their carrier, but one cannot simply assume that every portion of divine power is their main body; they are not even avatars.

Although conceptual deities are illusory and vast, they possess a core of spiritual consciousness, and their ways of thinking and existing are difficult for ordinary life and mortals to understand.

Conceptual deities originally came from the primitive races' conceptual understanding of and awe for the world. Through a series of collective consciousness-gathering behaviors such as assemblies, rituals, and worship, a nascent conceptual deity of a related concept can be born.

According to experiments by various racial empires and kingdoms, if the number of intelligent life exceeds ten thousand, the time span is five to ten years, and there is a relatively clear image carrier, a man-made conceptual deity can be born.

It is said that in the early days of the Magic Empire, the Magic Emperor 'Creator of Gods' Daimilian-Guteilaosi artificially created the various deities that we humans generally see today. Even if most of humanity's gods do not discuss or admit this.

But in early archaeological work on the Magic Empire, we have found records of related deeds on Eternal Adamantine Books more than once. And from this, we learned that during the reign of that Magic Emperor, the 'Creator of Gods', the overall strength of humanity indeed began to generally exceed the development of other neighboring races. Even though it caused some 'minor problems' (wars between gods and their churches) later on, the overall strength of humanity is still far beyond our friends around us.

But please note, it is not just humanity that masters and is bathed in the help and protection of conceptual deities; elves, Dwarfs, Beast, and other races also possess their own racial conceptual deities to varying degrees.

Of course, some conceptual deities are flexible; they are not simply and stubbornly bound to the race that created them. For example, the God of Forge and Crafts (most related titles in human society refer to this deity) helped develop human manufacturing technology by selecting and sending Dwarf Craftsman to assist humans in the early stages of human civilization, thereby jumping its own rise and fall off the chariot of its own racial development.

But we have also received news that within the Dwarfs, it seems that He is not the only deity with related conceptual divine essence.

The concepts belonging to conceptual deities are not immutable; they also engage in behaviors such as competing for conceptual divine essence, cooperative development, and merging churches and faiths.

Every change takes a time generally longer than a mortal's life, so the impact on faith is not high. (Deities that rapidly change divine essence, faith, and churches all cause widespread chaos; we have thus observed the splitting of conceptual deities and the splitting of churches, and fierce wars occurring over who is the orthodox one.)

The gap between the upper and lower limits of conceptual deity strength is very large. We understand that nascent deities are extremely prone to dissipating and collapsing due to the loss of believers. And some conceptual deities that have experienced thousands of years of decline can still act actively even if no believers can be found in society.

Restraining and controlling such deities seems to be something only deities with similar divine essence concepts can do, but it is still a long-term behavior. According to calculations, it seems to have already exceeded the lifespan of an average elf.

Life Deities: 'Those with great power are like deities.' This saying is not false. Although every powerhouse refuses to answer a single word on this related issue, the reverence and Prayer of mortals can still allow some powerhouses to possess unique skills and abilities, to the point of generating small related churches.

The lives of powerhouses who enter this state (powerhouse does not specifically refer to combat ability, but should be a powerful life, such as: Dragon, etc.) are incredibly extended, but compared to conceptual deities, their life and death still depend on their own state.

We observed that the previous Lady of Winter died, and her divine essence was transferred to the current Lady of Winter—Cuiernaisi. As a powerful polar life powerhouse, Cuiernaisi was officially crowned as the Lady of Winter that continues to the present day during the Battle of Eternal Winter.

Besides the one above, we have also observed many suspicious targets, such as the successive Magic Emperors, the successive Great Chieftains of the Beast, the Conqueror of the Dwarfs, the Apostle elf leaders, etc. But we cannot explain why many of them (basically except for the elves) have already exited the stage of history and do not seem to have become Life Deities.

This is a mystery.

Human Church: The human church basically takes orders from its associated deity.

It is generally composed of several levels: Church Holy Land (the Divine Kingdom on earth is generally also here) — National Capitals (in an empire, several provinces are divided into different large dioceses) — Local Dioceses (local central large cities or Province Capital) — Local Churches (ordinary cities, bustling towns, military strongholds, etc.) — Village/Town-stationed Churches (basic church organizations).

Churches of deities with different strengths also differ. Powerful deities are as above, while deities with average strength, if they do not consider the spread of personnel and organization, will generally concentrate their sphere of influence on one country or one region to develop. Weak deities or Evil God, on the other hand, generally develop from the grassroots level upwards.

Priest: A Priest is a profession that carries the divine power of their associated deity, has undergone trials and training, and can communicate directly with the deity. Excluding some special cases, Priests are generally divided from low to high into: Apprentice Herdsman (not a formal Priest, but generally acts as an assistant to a higher-level Pastor) — Pastor (the position of the vast majority of Priests, responsible for the vast majority of church work and tasks) — Apprentice Priestess (has value for further cultivation, mostly assistants and followers of a Priestess; elderly Pastors may also receive this position to retire) — Priestess (the main force of a regional church, leading church affairs in a city, or responsible for part of the work of a regional diocese; all are powerful individuals) — Bishop (regional church leader, organizational ability is the priority, strength is not stronger than a Priestess) — Saint (including Saint, only well-known Priests can serve, carrying a mission and completing the mission or major achievements. Saints are all reincarnations of powerful Priests, born with great divine power) — Archbishop (responsible for the affairs of a country or several provinces of an empire) — Apostle, Demigod (the former is the highest position and ability a human can possess; the latter is a deity's descent body, generally appearing during major events).

Church Armed Forces: Although Priests are respected and are an indispensable part of the social operation process, basic violence is the point for which they are valued. Without the escort of church armed forces, church development is difficult to improve and will be interfered with by other organizations and power entities. However, the degree of permission and tolerance for church armed forces varies by region.

Outside of the Central Plains region, the Empire mostly opens up the development of church armed forces; in the Saint Hors Mountain region in the southwest of the Empire, the development of church armed forces is completely opened up. The Empire's Central Plains region completely prohibits the development of church armed forces.

As for the Saint Hors Kingdom, all churches follow the agreement of the gods and temporarily do not develop church armed forces (on the surface, they can protect themselves). In the kingdom region, it is agreed with the Noble Council that church security is the responsibility of local nobles and Knights, and at the same time, the church should provide development assistance to the territories and armies of local nobles and Knights.

Armed Priest: As the name implies, ordinary church Priests who are armed. Priests generally find it difficult to convert the divine power they possess into direct force (except for Priests of war-related churches), requiring specially prepared divine power weapon props for power conversion. At the same time, related personal and military attack protection are included in the equipment required by Armed Priests.

Generally speaking, the equipment of an Armed Priest includes, but is not limited to, the following:

Protective: Protective Helmet, Church Robe, Protective Armor (set), Protective Glove, Reinforced Boots, Automatic Shield, Hushin Statue of the God, Anti-Curse Necklace, etc.

Offensive: Divine Power Long Staff, Divine Power Short Staff, Impact Glove, Shocking Divine Eye, Hushin Statue of the God, Divine Power Orb, Divine Power Crown, Divine Power Wing, etc.

Auxiliary: Divine Power Long Staff, Hushin Statue of the God, Divine Power Wing, Divine Power Crown, Aura Orb, Reinforced Boots, etc.

Armed Priests can also use Battle Divine Art when combined. Battle Divine Art can be divided according to function into: single-target offensive, group offensive, wide-area offensive, single-target recovery, group recovery, wide-area recovery, single-target protective, group protective, wide-area protective, single-target enhancement, group enhancement, wide-area enhancement.

Armed Priests generally have higher status and power within the church compared to ordinary Priests; at the same time, for Priests, gender distinction is not important.

Church Knight: In a broad sense, all Knight-rank Warrior who take orders from the church belong to Church Knights. But looking at the details, there is a big difference.

The Church Knights that ordinary people often talk about refer only to Knights who possess Knight strength but do not pledge allegiance to local nobles, instead throwing themselves into local churches. They possess the same strength, equipment, and skills as other Knight Lord, and unlike Knight Lord, the soldiers and armies they lead are called church armies.

And the other three special types of professional Knights are not common.

They are: Divine Art Knight, Divine Power Knight, Blessed Knight.

Divine Art Knight: Knights who possess Knight-rank skills and strength themselves, and have also obtained the same skills and abilities as Priests through faith in a deity. They can fight and can also pray to the deity to use Divine Art (generally mastering quick recovery prayers and endurance-type prayers). Powerful ones can use powerful Battle Divine Art alone or in teams to fight and are very troublesome enemies. People often call Divine Art Knights Paladins.

Divine Power Knight: A type of advanced profession after an ordinary Knight reaches their personal strength limit. The Life Energy in the body undergoes a qualitative change and fuses with the deity's divine power; divine power is life, and life is divine power. They possess the ability to use and charge blessed weapons and equipment for a long time, and often have a full set of blessed weapons and equipment (depending on the deity's divine essence and church investment, the blessings are also different), making them the most impactful and variable war units on the battlefield. Before their divine power is exhausted, they are invincible.

Blessed Knight: The rarest of the holy Knights; it is not others who bless them, but Knights who possess the ability to bless others. The magical wide-area blessing ability can actively or passively enhance other Knights and soldiers within their own army formation with their own Life Energy; they are the rightful commanders of an army. At the same time, they also seem to possess the ability to command and inspire soldiers on a soul level. A Blessed Knight is an indispensable part of a church holy war army.

Church Army: Here it refers only to ordinary soldier armies that do not belong to professionals.

In a broad sense, it includes the holy war army directly under the church, the Knight Order (elite troops with Knight-rank Warrior as the main force), the local diocese guard army (including ordinary Cavalryman units), church Militia, and other military organizations.

Holy War Army: An armed force directly under the church holy land designated by the deity, used as the main church force to fight in the most important wars.

Church Knight Order: Unlike the Knight Order established by nobles, various churches also like to organize elite church Knights to establish a Church Knight Order when strength permits. Generally, the Knight Order will take orders from Saints and Archbishops, guarding and fighting under their command. The Knight Order leader has the same status in the church as a Bishop, and a regional Bishop has no right to order the Knight Order to act.

Local Diocese Guard Army: They are the main armed force of local churches, organized by ordinary soldiers who have received military training. Influenced by the economy, population, technology, and threats of the diocese-level local church, the strength of guard armies in various places is not the same. At the same time, local churches with guard armies can fully execute all the functions and powers of local nobles, so the Noble Council often strongly resists local churches establishing their own guard armies, and may even come to blows because of this.

Church Militia: The most basic temporary local church armed force. While called armed, it is actually mostly a self-protection behavior of local believers supported by the church. Therefore, their strength is limited, and local nobles and the Noble Council have a certain tolerance for this. In situations where local public security is chaotic, the Noble Council allows local believers to establish armed forces solely for self-protection under the guidance of church Priests.

Knight Power:

A Knight is a powerful professional unique to humans (unique?), with mature cultivation and training methods. Once cultivated and trained, an ordinary human will quickly possess powerful combat capabilities. They can skillfully use the Life Energy they have stored to fight, defend, and move.

Life Energy comes from the body's spontaneous production. When used, it can greatly enhance the Knight's own physical activities. Usually, it can also passively strengthen the Knight's own body to the strongest state allowed by their physical functions, and can be quickly replenished by consuming the body tissues of monsters and Magic Beast.

After Life Energy fills the Knight's entire body and is mastered through training, it can be used for offense and defense inside and outside the body. It has strong life exclusivity and has resistance to all natural and supernatural powers without permission (including but not limited to various divine powers, most ordinary and special Magic Power, various Curse, mental influence, life rank suppression, etc.).

After long periods of training, a Knight can undergo further strengthening; please see the content on advanced Knights below, which will not be described here.

A Knight is simultaneously the lowest tier of the Noble class, a natural ruler of low-level Human organized forces, and, aside from being born into it, a relatively good way to enter the Human ruling class. The number of Knight Lords in various Human Empires and Kingdoms is staggering; they are an important social organizational force and also an important security force in various regions. They are indispensable.

Origin of the Knight:

During the Magic Empire period, the seventh Emperor of the Magic Empire, "Lataiyas the Embraced," invented and created a new human body modification technology. Humans who underwent this technical modification could possess a special, controlled Life Energy field.

This revolutionary invention allowed the Magic Empire to quickly master a batch of new war machines, giving them the upper hand in struggles against other races. However, the initial technology had slight defects, and the training and cultivation of ordinary Humans into Knights still resulted in at least a fifty percent personnel loss.

Later Magic Empire Emperors continuously improved this technology, finally making it completely harmless during the middle period of the Magic Empire, possessing mature modification technology. Consequently, this technology was used for thousands of years to continuously perform preliminary modifications on the Magic Empire's newborn population, allowing their bloodline descendants to naturally possess the ability to master a controlled, stimulated Life Energy field.

The Magic Empire populace who naturally possessed this bloodline held an advantage in survival; today, the vast majority of Humans naturally possess this stable bloodline inheritance. With the provision of resources, they can easily master and be trained to become a New Knight.

Traditional Knight: A Traditional Knight is a Knight-rank Warrior who has become one through the standard training methods passed down by the Magic Empire. Their Life Energy is average, their strength growth is average, and they have no special abilities, but they are still powerful experts. Various Kingdoms, various churches, and various organizations mostly master the training techniques for this type of Knight.

Army Knight: Army Knights are specially cultivated due to the needs of large-scale military warfare.

They like to wear heavy Knight Armor, which can completely ignore various strikes from ordinary Humans; at the same time, the heavy steel also possesses decent resistance to Magic and the ability to counter supernatural powers.

Army Knights are adept at using weapons and equipment of staggering weight; relying on their own weight and that of their modified warhorses, their high-speed impact force is very astonishing.

The physical limits of Army Knights are slightly stronger than those of ordinary Knights, and their stamina and endurance are also stronger than other Knights.

Legend has it that Nobles possess some Guard Knights proficient in raids and assassinations; although they come from the army, further special training has led people to call them the killing machines among killing machines.

Family Knight: Knights passed down through many Knight Families over the passage of time.

General Family Knights first pledge loyalty to the family, because the family gave them everything they have today. Only then do they pledge loyalty to various Nobles as if selling their martial force; they are the most numerous type of Knight in various regions.

Family Knights are adept at some special skills passed down from ancient times within the family, which gives them a small amount of unique combat ability. Powerful Knight Families even possess dozens of Knight-rank Warriors, while smaller Knight Families can only ensure resources for the family to have at least one Knight.

If Family Knights are not employed by local Nobles, they will go on long travels, gaining fame and strength through adventures and participating in tournaments, eventually joining various organizations or receiving land to become a new local Knight Lord, spreading the family's branches and leaves.

Wandering Family Knights are the source of many legends in various places; they are loved and also hated. Those who love them admire the power they bring to break the balance. Those who hate them cannot stand them breaking the balance of power in a region.

Knight Families also hold real power in many places, becoming a political force that cannot be underestimated. They will even intermarry, allowing the next generation of the family to possess stronger skills and bloodlines.

Knight Advancement: Once a Knight's body is full of Life Energy, it generally cannot be strengthened further through conventional means. Furthermore, a Knight's body and Life Energy will continue to decline after middle age due to aging. Therefore, if there is an opportunity, Knights will all seek and actively pursue the possibility of further advancement on the path of the Knight.

We have provided four methods of Knight advancement here, but please note that these are not all the advancement methods. Some Knight Families master some special skills passed down through generations, and some of the most powerful Knight experts will even carve out a path of the Knight of their own.

Magic Path: Human Life Energy can undergo a qualitative fusion with the Magic Power used by Mages; this is an effective fusion change with a very high ceiling.

We often call the Magic Knight who undergoes this qualitative fusion a Mol-Knight, because their Life Energy after the qualitative change can be completely used as the Magic Power of Mages.

Driving a staff, stimulating a protective Magic barrier, or re-charging all of one's Magic Tools. Or one can do the opposite, using the Magic Power in Gems to temporarily replenish one's own Life Energy.

Many times, a Magic Knight does not even seem like a normal Human. Many Mages have always believed that a Magic Knight who has undergone a qualitative change in Magic Power has already become a type of semi-elemental creature. Just like a Mage.

Some exceptionally clever Magic Knights can even master a small amount of apprentice-level Magic, which further increases their combat ability. If they engage in deep study of Magic knowledge, a wise Magic Knight might also master profound Magic; at that time, are they a Mage? Or are they a Magic Knight?

Divine Art Path: As mentioned above, fusing with the Divine Power of a god, although it sounds quite worrying, making one feel that a Divine Knight will henceforth be controlled by the ultimate owner of the Divine Power—the god. But please believe me, gods are not that idle, especially the larger the god's church, the busier the gods tend to be; they have no time or inclination to control or influence a tiny Divine Knight.

Of course, for minor gods with limited church scale and some evil cults, due to the limited power of the church, the relationship between the god and the Knight might be different. But this path is also chosen by the Knight themselves; they have to walk this path of the Knight even with tears in their eyes, don't they?

Strengthening Life Energy Path: These are simply the fundamentalists among Knights. These Knights stubbornly do not believe that Humans have limits, so they constantly train their own Life Energy, compressing, controlling, and fusing them together, attempting to surpass the limit of Life Energy that a Human body can contain.

They succeeded, but not entirely.

Simply strengthening one's own Life Energy is a thankless task. A small number of people walked this path; their Life Energy is like scorching lava, repelling everything outside themselves, unable to use various strengthening abilities, unable to accept strengthening from Divine Arts or Magic, and even the weapons in their hands can only be chosen from the simplest materials (they cannot use spiritual weapons either, as holding them will extinguish the weapon's spirit).

However, they are therefore immune to the encroachment of all harmful natural forces and supernatural forces within a certain range.

This path is too difficult to walk, so some people came up with methods of quantitative change other than qualitative change.

They found storage containers or technologies that could store their Life Energy outside the body (large-capacity internal storage is also included). This allows them to both enjoy the strengthening of other supernatural powers and to continuously project their Life Energy, which they play with in various ways, with great power.

Elemental Path: This is a rare advancement direction, not because of how great the difficulty is. Its difficulty is no different from the qualitative change of Magic Power and Divine Power; it is just that the medium items required for elemental qualitative change are too rare. Legend has it that Mages can use a small amount of Magic Power to create pure elements to cultivate this type of Knight individually.

Elements have always been generous and lonely; any friend who can communicate with them will receive the full support of the elements. Of course, if you are better to it and please them, they will also trust you more, and they will give you more power and the possibility of controlling their activities.

Moving mountains and splitting the earth, overturning rivers and seas, whipping up tornadoes, scorching all things, traveling a thousand miles in an instant—all can be accomplished by the elements. Perhaps in the eyes of the elements, a Knight who uses Life Energy after elemental qualitative change is one of them?

Mage Power: Since Mages have not yet officially appeared in the story, this section on Mages will be explained simply.

Mages are Humans who use Magic Power, a force that can be easily controlled and edited, for combat and production. Magic Power can influence and be converted into many types of analyzed forces under various circumstances. Cold, fire, lightning, vibration, spirit, soul, light, dark, magnetism, gravity, life, space, etc., can all be influenced and converted by Magic Power.

Magic Power seems very convenient, but the complex changes within it require Mages to master excellent knowledge and experience. Of course, clever Mages will also use various convenient abilities to make simple transformations of complex Magic. For example, making it unmanned and automated?

This is the origin of various Magic equipment and Magic Tools.

At the same time, Magic Power has good compatibility with the soul; even if some Mages die, their separate soul can control part of the Magic Power from their lifetime to fight and produce.

Origin of the Mage: The term "Mage" is a name Humans have for users of Magic Power; of course, other races also have their own special names for users of Magic Power.

As early as when Humans were in the primitive tribe period, some rare Humans were born with a portion of the ability to control elements and Magic Power, which allowed them to easily obtain a leadership position in the tribe.

Through communication, these early Wizards roughly mastered the basic principles of Magic Power, which allowed them to master more abilities, holding lightning, fire, and control over all things.

Later, as Humans migrated and developed socially, powerful Wizards who held leadership rights organized research groups of various sizes, and they, along with the tribes and city-states they led, further developed into small Kingdoms as the organizations developed.

Pressure from external alien races caused various Magic organizations to merge into a whole, and the Kingdoms and city-states under their rule were unified into a single political entity, the Magic Empire.

The first Magic Emperor, "The Happy Leader" Kangfeidiyeasi, possessed a special ability of persuasion, merging all the large and small Magic organizations and the populace under their jurisdiction into the Magic Empire.

After thousands of years of development, Magic had extremely significant progress, far exceeding the alien races of similar strength in the early days, and later even gradually surpassing powerful alien races such as the Beast and the Dwarf.

Unfortunately, with the disintegration and collapse of the Magic Empire, Human Magic development entered the slow lane. Although Magic development slowed down after this, because of the mutual wars between the various Human Kingdoms after the disintegration of the Magic Empire, combat Magic underwent massive development.

After the Endor Central Empire was established and unified most Human territories, Magic once again had an opportunity for progress.

But constrained by the political system, power, and the shackles brought by enjoyment, the two most outstanding Mages at the time led a large number of the Empire's Mages to go north and south to find clean land again for the unrestricted development of Magic.

Today, the two Magic Societies, established less than four hundred years ago, already possess Magic technology far beyond what ordinary people can imagine; a new round of Magic revolution seems to be happening at any time.

Perhaps it is already happening?

Traditional Noble Mage:

This is the most orthodox Mage; Magic Tower, master-apprentice system, and in many places, a Mage is naturally a Noble; even a Magic Apprentice can possess a piece of land to obtain funds for research and study.

Of course, there are also many Mages whose techniques are passed down through families; this type of family Mage only ever intermarries with the descendants of Mages. Perhaps it is useful; their descendants really possess Magic talent that exceeds that of ordinary people. However, some people also say that this is just the result of the family environment, nothing to be proud of; if a commoner genius were allowed to study in that environment, their achievements might be even higher?

Traditional Mages cherish their Magic knowledge; no, they cherish all the knowledge mastered by themselves and their families. Every Magic Tower of a Formal Mage often represents a special school and direction of Magic research.

In terms of Magic exchange, they also have special Magic exchange meetings, generally using powerful Astrology Mages to calculate planetary orbits to predict where Mages in a region will conduct Magic exchanges.

The exchanges of Mages are not just talk; they also conduct debates, experiments, tests, combat, trading, learning, recruiting, poaching, etc.

Traditional Mages do not sell their own Magic knowledge to ordinary people; even Magic Tools, weapons, and the like are only sold to Nobles of various ranks who share their same class and status.

Although the Mages of the Empire also belong to the tradition, because the Empire is too vast and the power they can wield is truly too strong, many Mages of commoner origin will join various Knight Orders, using the power of the Knight Orders to collect resources and exchange knowledge.

Northern Magic Society:

The Northern Magic Society is located in the northeast of the Endor Central Empire, further northeast past the Beast territory, on a piece of cold, giant rock; that is the legendary headquarters of the Northern Magic Society. At the same time, the entire region of the rapidly developing New Kingdom belongs to the control and protection of the Northern Magic Society.

The Northern Magic Society was established over three hundred years ago; although it is a "newly" established Mage organization, in terms of numbers, strength, Magic knowledge, and exploration, it has already far surpassed the traditional Empire Mages.

The Northern Magic Society advocates for exchange, equality, exploration, and respect for knowledge. For many years, not only have they relied on Mages to spare no effort in protecting the establishment and development of the various Kingdoms in the New Kingdom region, but they have also made great use of Magic knowledge and abilities to greatly accelerate the development of the New Kingdom region.

Although the Northern Magic Society was established after defecting from the Endor Central Empire, its relationship with the Empire Mage forces is acceptable, and its relationship with the Southern Magic Society is also very good; they have always been partner organizations that watch over and help each other.

The Northern Magic Society is not only far ahead in Magic development, but it also has good relationships with Magic organizations of other races; Forest Elves often send exchange personnel here to study, Dwarves are also not uncommon, and even Beast elemental priests go there to seek knowledge.

The Northern Magic Society opens its doors to all intelligent life that thirsts for Magic knowledge.

Southern Magic Society:

The Southern Magic Society is located directly south of the Endor Central Empire, further south past the island nations of the Nanbu sea area. Amidst a storm cyclone that never ceases year-round, that is the legendary headquarters of the Southern Magic Society; at the same time, the entire region of the rapidly developing island nations belongs to the control and rule of the Southern Magic Society.

The Southern Magic Society was also established over three hundred years ago and is a Magic exchange and learning organization established at the same time as the Northern Magic Society. Although it is a "newly" established Mage organization, in terms of numbers, combat power, Magic breadth, and depth of exploration, it has already far surpassed the traditional Empire Mages and the traditional Mages of other Human Kingdoms.

The Southern Magic Society advocates for exchange, enterprise, strength, and respect for knowledge. For many years, not only have they relied on Mages to spare no effort in protecting the establishment and development of the various Kingdoms in the southern island region, but they have also pushed back the Empire's reach into the Empire's territory through many wars, bringing long-lasting peace to the Human Kingdoms in the southern coastal region of the continent.

The Southern Magic Society was established after defecting from the Endor Central Empire; its relationship with the Empire Mage forces is hostile, but its relationship with the Northern Magic Society is very good, and the two have always been partner organizations that watch over and help each other.

The Southern Magic Society not only produces frequent innovations in Magic application, but it also has good relationships with Magic organizations of other races; Sea Elves and deep-sea races often send exchange personnel here to study, Crown Merfolk are also not uncommon, and even Dragons transform into Human form to go there to seek knowledge.

The Southern Magic Society is consistently hostile toward all organizations and Kingdoms that hinder its Magic development and exchange, and the Southern Magic Society also guarantees that as long as its Magic research and development are not hindered, no conflict will arise; it advises other races to be cautious.

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