Mogar

**Mogar** is the name of the world in which Lith Verhen lives. Mogar is also used to refer to the **will of the world**, an entity that is seemingly a sentient incarnation of the planet. It doesn't care for single races or continents, only about the balance. The only individuals it takes an interest in are those it considers possible candidates for the role of Guardian. It has 5-6 continents, of which three are known. The continent that the majority of the novel transpires and Lith lives on is the Garlen continent. To the west of the Garlen continent is the Jiera Continent, and to its south lies Verendi.

It is theorized that life happens on Mogar when the six elements the world energy holds become one. According to such logic, by absorbing enough world energy, living creatures can become Awakened by becoming part of the planet's breathing cycle. A blood core would be nothing but a mana core which has lost its light element and craves for it, whereas a black core is nothing but pure darkness.

Mogar doesn't give orders but it doesn't share all of its knowledge with its Guardians, otherwise Guardians like Leegaain or Fenagar would be useless. They don't boss Guardians around, they expect them to do their stuff. They call Guardians only when something big is going on, but Guardians contact them at any time.

Abominations had always given up on finding a way back among the living, just like all species had grown complacent, accepting the limits of their current state instead of challenging them. In a cruel, twisted way, both Vastor and Thrud are pioneers to unexplored fields that had always been considered just a myth by those who had failed to achieve them.

## History

Mogar used to be a lava planet during primordial times.

### War of the Races

A long time ago, the elves ruled the earth, the beasts the skies, and the merfolk the waters. Over time, however, the elves' inability to Awaken and their low fertility made them lose their supremacy to humans. Awakened mages can multiply their numbers both by breeding and by taking disciples whereas each dead elf is an irreplaceable loss. By the time the two species clashed for resources, the humans won the war by attrition. Because of that, the merfolk lost their spot on the surface. Unlike elves, humans were afraid of their appearance and were unwilling to trade with them. Their only source of materials such as crystals or metals became sinking cargo ships, until dimensional amulets and gates were created. After that, their need to come to the surface to train and the lack of resources forced them to hide underwater and emerge only in safe zones protected by the few beast allies they managed to make.

### Present

In recent times, Mogar has been experimenting with hybrids, going so far as to allow the Horseman Dawn to escape from the Rezar werefolk tribe, the Abominations led by the Master to roam freely, and even granting Lith Verhen his beast half to become a new hybrid. Mogar considers good or evil irrelevant; only positive change matters. As such, it stops the Guardians from pursuing the Master because his hybrids are the key to save its long-lost children and from pursuing Thrud because she has done more to push evolution forward in a few days than most races in millennia. Thrud and the Master use disturbing and despicable methods, yet they have shown to the rest of Mogar's children that nothing is impossible, that there is a wrong way and a right way to do things, but there is always a way.

## Appearances

Mogar appears in a separate form to different people, and is given the semblance of the person or the thing they care the most about.

## World Energy

Mogar is filled with what is called **world energy,** a kind of mana comprised of all 6 elements that makes possible to use elemental magic by mixing an individual's mana with it.

Guardians have unique powers due to being directly bonded with Mogar; thus they have no special form of world energy. One of their abilities is to restore life and rejuvenate the earth by singing with world energy.

### Mana Geysers

**Mana geysers** are hotspots on Mogar filled with world energy, though they are usually dozens if not hundreds of kilometers apart. Other creatures can only find them by chance, whereas Awakened can see them. They are great places to build a lab or home, providing an endless supply of world energy for arrays. On top of that, mana geysers can be used to identify the location of both crystal mines and enchanted metal veins. Over time, a powerful stream of world energy can turn any lesser metal into silver, silver into Orichalcum, Orichalcum into Adamant, and even Adamant into Davross. Silver forms close to the surface whereas the deeper a geyser goes the stronger it becomes, making it possible to find Adamant veins. Davross takes an extremely long time to form. However, the conversion process must be natural; one cannot just dump silver or crystals inside a mana geyser and wait for them to grow.

Raising children over a mana geyser is dangerous. The reason why Awakened at birth are just a myth, is that even if the geyser helps the baby to Awaken, their body can't resist such a massive flow of world energy, killing them the moment they develop a mana flow.

A mana geyser under a **volcano** is the best possible location for a Forgemaster's home. While the rich mana flow turns the common metals molten in the lava into their magical equivalents, the natural heat tempers them over time and purifies them of most impurities. The process not only improves the quality of the metal, but it also speeds up the refining process. On top of that, any Adamant doesn't need to be mined or searched for since as soon as it's ready, it starts floating atop the magma in the form of a thin layer of liquid metal. From there, one has the freedom to decide whether to pick it up or let it simmer until it becomes Davross. Either way, the metal will have a degree of purity and magical properties better than average, saving a lot of time and energy in the processing steps.

**Unproductive mana geysers** are surges of world energy that don't yield mana crystals or magic metals. Some just need time to mature while others nourish natural treasures that are more easily snatched.

### Mana Crystals

*Main article: Mana Crystals*

**Mana Crystals** are world energy that has taken physical form and have an amount of mana proportional to its color and size, unlike mana cores which have a fixed size (e.g. a nut-sized violet mana crystal is weaker than a violet core while a coconut-sized violet crystal is stronger). Mana crystals are usually found in areas with a high concentration of world energy, such as mana geysers or underground mana crystal veins where world energy is more abundant and unused, as well as accumulated over time.

### Awakened Forests

**Awakened forests** are self aware, capable of growing magical ingredients, and nurturing magical beasts. They are also capable of granting tower-like properties to the contracted **Forest Lord**. The awakening of a forest requires being rich in both magical energies and magic practitioners.

Currently there are 6 known awakened forests per Griffon Academy, but there are actually more.

#### Forest Lord

Beasts and plants can become **forest lords**, but undead and humans cannot. To become a forest lord, one needs to be recognized by the semi-sentient forest and establish a pact. Then, the forest grants power to the lord, similar to a mage tower but lesser and with no special abilities. A Forest Lord gains a boost to both the power of their mana core and mana capacity, akin to a passive but slower Invigoration but with no side-effects. As lord of the forest, their spells have the same power of that of a violet cored individual. Like an academy empowers its headmaster, a forest empowers its lord. It is similar to being a Guardian, but instead of being recognized by the planet's will, the Lord has a very limited area of influence and much lesser powers.

* Scarlett (White Griffon Academy forest - Formerly)
* Sentar (White Griffon Academy forest)
* Tarbas (Lightning Griffon Academy forest)
* Myshar (Gheluan forest)

## Light Pillars

The **pillars of light** that appear every time someone becomes an Eldritch, a new race is born, or a world tribulation occurs aren't just a light show, but the milestone of a new power. It's the duty of the old ones to adapt or be replaced. No one is indispensable.

When someone breaks through to a blue core or evolves, they emit a colored pillar that meets a similarly colored pillar from the sky as they undergo the refining process (black for Abominations, golden for Beasts, unknown for Plants. Humans have no pillars because they cannot become Guardians). However, the color means nothing until all tribulations have been overcome.

White cored individuals are one with the world energy but cut off from Mogar's will, their will becoming so strong that they can ignore the planet's needs. This and the fact that their powers and abilities are not passed down to their offspring is the reason they don't receive a pillar.

## World Tribulations

Mogar is the being that causes **world tribulations**, when its desires align with the person undergoing the tribulation, and thereby choosing Guardians. Tribulations happen constantly to beasts, humans, plants, and undead alike, every single day. They happen whenever Mogar thinks that someone can be useful for its purposes, and is usually the path to Guardianhood. During every tribulation, Mogar evaluates the candidate's worth through their actions. Success or failure depends entirely on the candidate, however. The **first tribulation** is usually about the skill the world is interested in. The **second** and usually last one, is about self-control. The number of tribulations varies from person to person, but most fail at the second one.

When a tribulation occurs, an alien force creeps into the world energy, creating ripples that reverberates throughout the land, that only beings attuned with Mogar can perceive (i.e. Guardians). Those that reach a second or further tribulation assume a **proto-Guardian form** during their tribulations, though it gives no power boost and is only cosmetic; it is Mogar's way of expressing its interest in working with them. A tribulation never influences its own outcome - the candidate's strength is no different from before the pillar forces them to assume their proto-Guardian form.

Tribulations are independent of the core evolutions, though they usually they happen to individuals with a cyan/blue core since Mogar doesn't ask anything of someone weak. Getting a white or a violet core is not a prerequisite to Guardianhood, only tribulations are.  White cored individuals have the freedom to refuse tribulations because their will is on par with Mogar's. In the same vein, it is possible to achieve a white core without having had any tribulations. It is rare for an Awakened to be able to reject a world tribulation before achieving the white core.

It isn't up to Mogar to do trigger the final tribulation - only the Guardian candidate can activate the last tribulation by calling upon the planet with all of their might until they become one. The only change is that all Guardians and all white-cored beings on Mogar have their consciousness forced to bear witness of the events, no matter what they are doing, to prepare for the changes in the balance that the events of the tribulation will have, no matter their outcome.

Mogar summons white cores and Guardians during important tribulations to let them know that a change is about to happen.

## Fringes

**Fringes** are natural spatial distortions and hidden zones of the planet where the will of **Mogar** manifests itself. They are similar to mana geysers but much bigger and more powerful. Fringes are out of phase with the rest of the world and are almost inaccessible due to a dimensional barrier. Fringes are places where Mogar's will takes physical form, allowing it to communicate. However, only those who are in tune with Mogar can access a Fringe, no matter if they're good or bad. Also, it uses Fringes as protected habitats for species that might not survive in the outside world but that Mogar thinks they have yet to fulfill their role, such as elves and Werefolk.

Despite the fact that Fringes are rich in world energy, they don't necessarily have crystal mines. Quite the contrary, they usually lack any sort of metal veins as well due to their artificial nature. Both gemstones and minerals require centuries, if not millennia to form whereas a Fringe is only created under specific circumstances. On top of that, it lasts only last as long as Mogar sees fit, making it pointless for the planet the add more than what is strictly needed.

If a species grows its number past what the Fringe can sustain, Mogar has two choices - either to enlarge the Fringe or merge it with another that has lost its purpose. Merging two Fringes is quite simple as all of them are actually neighboring subspaces, akin to a bunch of lands, each one with different entry points that Mogar keeps isolated from the outside world, but Fringes are actually close to each other and under Mogar's magnifying lens.

### Access

As Mogar has a will of its own, one must knock at its door and politely ask for hospitality, not pick the lock to enter a Fringe. Fringes can be considered akin to a storage space, but they accept living beings and time flows normally. No matter how many access points a Fringe has, inside it can be as big as a village, a city, or even an entire region, though they never extend beyond what they need to host the creatures they are meant to protect. A Fringe exists only as long as Mogar needs a secluded space to pursue its agenda.

A Fringe can be anywhere and those who live inside usually destroy any kind of landmarks near its entrance to make it as inconspicuous as possible. The entrance to a Fringe has no distinguishing feature and since Mogar wants to keep it hidden, only two kinds of people can find an access point:

* Exceptionally talented dimensional mages can perceive the alterations in the space around them, but they can never pry open a Fringe as Mogar's backlash would make it the last mistake they ever make.
* Those with a high affinity with three or more elements can feel an imbalance in the world energy only in the proximity of the entrance. They aren't capable of entering either, because the imbalance is just the consequence of the different density of world energy inside and outside the Fringe.

### Mogar's Will

Fringes are places where the boundaries between the physical and the spiritual world are paper-thin. One can scry Mogar's mind to study the past, observe the present, and even catch a glimpse of future events. Moreover, if one is lucky and competent enough, they can call upon Mogar and ask the planet questions to which it answers. However, while being close to Mogar's will means that one can communicate with it, it also means that it can notice them. The planet has an agenda of its own - if Mogar sees something it doesn't like, it destroys it. Not many seek an audience with it because most of those who succeed don't live to tell the tale.

When a person establishes a link with Mogar, thousands of voices will flood their mind, some ancient and some new. A normal person would usually go mad or die of shock due to the flood of different personalities talking at the same time. The stronger one's ego is, the harder the impact. Resisting the stampede of foreign thoughts, experiences, and beliefs is impossible - instead of fighting them, one must let them flow while focusing on their own name.

The moment someone steps inside the barrier, their consciousness is assaulted by Mogar's. Without the proper training, the mind of feeble beings gets crushed and their personality disappears. Even brief exposure to Mogar's will is dangerous. To separate one's personality from those imbued in the barrier, one must to relive all the traumatic events of their lives. Whatever makes them the person that they are today, they live it all in one go, without a moment to grieve their dead or collect themselves. Only people at peace with themselves (like Morok) don't suffer from side effects after crossing a Fringe's borders.

### Mindscape

One can create a mind link with Mogar to seek answers inside a **mindscape** through means such as the werefolk's communication rituals. The longer Mogar focuses on someone, the greater the pressure on their minds due to taking the full brunt of the planet's consciousness. The magic circles created in the rituals serve to create a shield to mitigate this pressure. However, Mogar makes exceptions for tribulations. Mogar can accelerate a person's brain to alter their perception of time.

When seeking answers from Mogar in the mindscape, the answers will take the form of shades that provide hints to the answers (e.g. the shade of Arthan Griffon in an answer to Lith's cracked life force, the shade of Ripha Menadion for an answer to Solus' condition, Nalrond's Rezar half in answer to his hybrid nature), and the shades are able to attack the asker through a manifestation of their willpower. The shade corresponding to a question about a thing doesn't change whereas asking about a person materializes their shade in the form that such a person would take once they have found their answer.

The shades cannot move and only attack when touched, not including ranged attacks. However, any injuries sustained will reflect on one's body in the real world. The shades start weak, but become stronger with each blow landed. Moreover, each time a shade is attacked, they strike back and continue to do so even if the asker focuses a different shade. Shades also regenerate the moment one changes target.

Everything that happens there depends upon the perception of oneself. The form one takes in the mindscape isn't related to their physical appearance so much as to how they picture themselves. It's similar to how an Emperor Beast chooses their human form. In the Mindscape, one has to not only focus when performing the simplest of spells or conjuring their weapons, but Mogar also persists with her ramblings.

In reality, what many have failed to understand is that communing with Mogar doesn't mean asking and receiving answers by defeating Mogar's shades. Rather, one must allow Mogar to divulge her wisdom.

### Spellcasting

The abundance of world energy boosting all kinds of elemental magic makes it so that every spell cast has its effect raised by one tier. Tier 5 spells are not only easy to execute, but it is also possible to weave them with up to four elements with almost no burden for the mage whereas normally using two elements at the same time is the limit. Contact runes are available regardless of distance. However, the pressure from the world energy exerts such a pressure that it makes it very hard for those born there to develop a mana flow whereas it invigorates outsiders.

Whenever creating new spells, the moment a rune is employed that Mogar deems subpar, she messes with one's thoughts in various ways. If the rune is close enough to the right one, Mogar directly suggests it. Otherwise, she would just scoff, click her tongue, or clear her throat with an intensity proportional to how wrong the planet considers the rune. The voice existed only inside one's head, speaks without consent, and never replies to any questions. The nature of this interaction makes Fringes the perfect place to practice new spells.

### Soul Projection

Those inside a Fringe are also under Mogar's gaze, causing a phenomenon called a **Soul Projection**, which is the manifestation of one's dominant thought. One cannot hide their true nature, and will be forced to confront with a part of themselves they've probably avoided their entire life. it will also be visible to others, and though it can't speak or interact with the physical world, it can still reveal one's true feelings and thoughts. Soul Projections don't disappear until the issue they represent is resolved.

Someone who has lived in a Fringe for a long time and is an expert in manipulating the dense world energy filled with Mogar's will that surrounds them can conjure the planet's attention on an individual for a split second, making their Projection appear.

## Moon

Mogar has a moon. The moon is part of Mogar and shares its mystical properties: there is a powerful flow of world energy that makes life flourish and gravity is strong enough to hold air and water within. Leegaain hypothesizes that the moon uses Life Maelstrom to maintain its gravity field, which in turn gives the vegetation its peculiar silver color. On the moon are the houses of Inxialot and Fenagar, as well as Leegaain's laboratory.

## Seasons

People on Mogar split the year into seasons and weeks but not months.

**Blackest Day** refers to Mogar's Fall Equinox. It is similar to Earth's Halloween but its meaning is different. The Blackest Day is considered both the last day of summer and the first of fall. It marks the arrival of the cold season and daylight would last as long as the night. It is the last day before light bows to darkness and according to lore, it is also the moment when all the barriers between the world of the living and the dead disappear. For the adults, it is the reminder to put their business in order before winter and snowstorms force them to. For children, instead, it is the occasion to beg their parents to let them eat all the things that they wouldn't get anymore once the cold season starts and to buy them toys that would keep them entertained while holed up home. Blackest Day is a treat for kids and criminals alike. Each city and village of the Kingdom holds its own fair, bringing a lot of money to local business and lots of thieves in the streets. It is one of the busiest nights for the members of the law enforcement.

Blackest Day actually originates as a tradition established by Baba Yaga known as the **Black Dawn**. It is the moment when the undead can spend more time outside than the living. Ghosts have nothing to do with the celebration, it's just the way the humans teach their children to be afraid of strangers they might meet in the dark.

## Quotes

* *"As for who I am, usually you call me by many names. The All-Father, the Great Mother, but I think that recently Mogar is the most popular."* (Mogar to Solus, Chapter 725)
* *"For too long those bastards hid from my sight, sucking my blood for their filthy experiments. I usually don't mind mosquitoes, but this one has gotten too big and too annoying to let it live."* (Mogar to Solus, Chapter 725)
* *"Do you know what are the elements your friend was born with? Fire and darkness. Together, they don't nurture, don't protect, nor do they change. Their only purpose is to cleanse and disinfect, to get rid of what is toxic. Too many mistakes on the evolutionary ladder have brought me to agree with your friend. I need a Lord of Destruction."* (Mogar to Solus, Chapter 725)
* *"Don't waste my time with formalities because they hold no meaning to me. All the good manners in the world wouldn't have kept me from destroying you if you didn't pique my curiosity...who else but a human can be so arrogant to perceive me as themselves?...Only humans can't think further than their own skin."* (Mogar to Nalrond, Chapter 1184)
* *"It is, you creep. Now answer my question...You're a remarkable man, Morok Eari. You've accepted your past and the scars that it inflicted upon you without letting it ruin your life. It's no wonder that your soul is at peace. On top of that, you are the first person ever to try to undress me and my shades."* (Mogar to Morok in the mindscape, Chapter 1200)
* *"Just because you don't like an answer it doesn't mean that there is a better one. You can't bring back the dead just like you can't turn rotten food into delicacies because life doesn't come from nothing. A parent surviving their child brings terrible grief that sometimes turns into madness. The same grief and madness that brought Menadion to take away her own daughter's humanity to create an artificial unliving being."* (Mogar to Nalrond, Chapter 1205)
* *"I am your mother. I watched you being born and you took nourishment from me right after you drew your mother's milk for the first time."* (Mogar to Lith, Chapter 1248)
* *"I pride myself on being fair. All of my children who turn into Abominations, do it by choice. The choice to lust for power more than for life. Even then, they still have a way out, they just fail to realize it. It's only when they give up on themselves completely and let the hunger consume them that they turn into Eldritches. Only then do I turn my back on them forever."* (Mogar to Lith, Chapter 1249)
* *"Come forth, my child. Come forth, Sekhmet, the Guardian of Children."* (Mogar as Scarlett ascends to Guardianhood, Chapter 1415)
* *"Rise, my child. Rise, Tiamat, the Father of all Demons."* (Mogar as Lith achieves the violet core and becomes Tiamat, Chapter 1415)

## Trivia

* The idea of a sentient planet came from Legion20 looking at Earth and thinking "Man, we're fucking up this planet. I wonder what it would do it if had a consciousness."
* People (mostly humans) on Mogar don't wear undergarments.
* Daily chores like washing dishes or cleaning floors are often performed using first magic, even in commoner homes.
* All men wear almost the same dress, the only significant difference being the household crest embroidered on their chest pockets. Instead, women all wear different types of dresses, varying in colours, neckline and embroideries, as well as jewelry. Aside from family rings, men wear only monocles or pince-nez.
* On Mogar, teenagers' bodies fully develop around 13 years old, but they aren't considered adults until they turn 16. The marrying age for both men and women ranges from 16 to 25. After that, it is considered a late marriage and it is much harder to find a spouse unless of course, the betrothal gift is juicy enough to make the age gap irrelevant. After 13, there can be small adjustments until they turn 16, but 16 is the limit after which the body stops growing.
* Fifth year is the Mogar's slang equivalent for the home run in a relationship.
* It is a custom to name a child with the same initial letter of the most esteemed member of the family as a good omen.
* There are no greenhouses on Mogar. The only available flowers are wild ones or those which people grow in their own garden.
* Mogar doesn't have a specific set of clothes for funerals nor specific rituals to pay a final farewell to the departed among its customs. Some mourn them and cry while others throw a party to celebrate the life of their beloved ones rather than focus on the way they had died.
* Physical projectiles are usually slower and noisier than mystical ones, one of the many reasons why firearms have never been developed on Mogar. Another reason is that the smaller the item is, the harder it is to engrave it with runes. On top of that, powerful spells put a lot of strain on the materials they are applied to. However, a few professionals still prefer arrows to wands because arrows can be enchanted with armor-piercing spells and coated with deadly poison. This way, even if the sniper misses a vital organ, by the time the target realizes they have been poisoned it would be too late.
	+ Due to their small size, arrows and bullets can't bear mana crystals. Enchanting them costs dozens of gold coins and they last only a few hours before they implode under the pressure generated by the spells they are imbued with. Moreover, making a bullet out of Davross or Adamant is not only incredibly expensive, but also pointless. Even the simplest set of runes scaled down to the smallest size that still allow them to work requires an extensive surface to be drawn.
* Gum trees have yet to be discovered. If they exist, no one has yet figured out their potential or even reported their existence.
* Paper is extremely expensive on Mogar.
* Males typically resemble their mother.
* On Mogar, people don't wear black for funerals, they just have to avoid bright colors. They wear their high uniform if they have one or their best clothes to give their loved ones the last farewell.
* Mogar's geology is primitive at best. Prospectors know what rocks and sediment can be found nearby deposits of white marble, precious metal veins, magic crystal, and metal mines, but they have no idea what a semiconductor or any kind of rare element is.
* During a solar eclipse, undead can walk outside during that time (~8 minutes), and darkness and light element coexist perfectly.

## References

1. ↑ Chapter 1051: Gods and Guardians (Part 3)
2. ↑ Chapter 795: Pay the Piper (Part 1)
3. ↑ Chapter 636: Davross (Part 2)
4. ↑ Chapter 1487: Means and Ends (Part 1)
5. ↑ Chapter 1595: Waves and Ripples (Part 1)
6. ↑ 6.0 6.1 Chapter 1413: Evolutions and Demons (Part 1)
7. ↑ Chapter 1123: Scalewalker Armor (Part 3)
8. ↑ Chapter 1141: Merfolk (Part 1)
9. ↑ Chapter 1139: Odd Neighbors (Part 1)
10. ↑ Chapter 728: One Shall Fall (Part 2)
11. ↑ 11.0 11.1 Chapter 1184: Magic and Superstition (Part 2)
12. ↑ Chapter 196: Good News, Bad News
13. ↑ Chapter 1256: Spoils of War (Part 2)
14. ↑ 14.0 14.1 14.2 Chapter 1205: Loose Ends (Part 1)
15. ↑ Chapter 1549: Fire and Metal (Part 1)
16. ↑ Chapter 1551: Mutated Monsters (Part 1)
17. ↑ [1] Legion on Discord
18. ↑ Chapter 183: Once More, with Feeling
19. ↑ Legion on Discord
20. ↑ Legion on Discord
21. ↑ Legion on Discord
22. ↑ Legion on Discord
23. ↑ Legion on Discord
24. ↑ Chapter 216: Grieving (2)
25. ↑ Chapter 618: Hybrid (Part 4)
26. ↑ 26.0 26.1 26.2 Chapter 1596: Waves and Ripples (Part 2)
27. ↑ Chapter 369: Symphony (Part 1)
28. ↑ Chapter 216: Grieving (2)
29. ↑ Chapter 158: A New Power
30. ↑ Legion on Discord
31. ↑ 31.0 31.1 Chapter 1412: Golden Dragon (Part 2)
32. ↑ Legion on Discord
33. ↑ Legion on Discord
34. ↑ Chapter 1249: Natural Undead (Part 1)
35. ↑ 35.0 35.1 35.2 35.3 Chapter 1092: Facts and Legends (Part 2)
36. ↑ 36.0 36.1 Chapter 935: Friends and Enemies (Part 1)
37. ↑ Chapter 1171: New Horizons (Part 1)
38. ↑ Chapter 1173: Fear and Suspicion (Part 1)
39. ↑ 39.0 39.1 Chapter 1149: Soul Projection (Part 1)
40. ↑ 40.0 40.1 40.2 40.3 Chapter 1151: State of Sorrow (Part 1)
41. ↑ Chapter 1138: Secrets and Plots (Part 2)
42. ↑ 42.0 42.1 Chapter 1150: Soul Projection (Part 2)
43. ↑ Chapter 1232: Mana Poisoning (Part 2)
44. ↑ Chapter 1248: Against the Odds (Part 2)
45. ↑ Chapter 1250: Natural Undead (Part 2)
46. ↑ 46.0 46.1 Chapter 1187: Long Waited Reunion (Part 1)
47. ↑ 47.0 47.1 Chapter 1202
48. ↑ 48.0 48.1 Chapter 1201: Drawing Conclusions (Past 1)
49. ↑ Chapter 1185: Mindscape (Part 1)
50. ↑ Chapter 1156: Two Worlds (Part 2)
51. ↑ Chapter 1157: Double-Edged Power (Part 1)
52. ↑ Chapter 1198: A Powerful Master (Part 2)
53. ↑ Chapter 323: Family Name (Part 1)
54. ↑ Chapter 2221: To The Moon And Back (Part 1)
55. ↑ Chapter 484: Meet the Parents (Part 2)
56. ↑ Chapter 1286: Keeping Busy (Part 2)
57. ↑ Chapter 1344: From Blackest Day (Part 2)
58. ↑ Chapter 1345: Into Blackest Night (Part 1)
59. ↑ Legion on Discord
60. ↑ Chapter 2: A Baby’s Day
61. ↑ Chapter 39: Challenging Times
62. ↑ Chapter 219: Meet the Parents
63. ↑ Chapter 292: Growing Hostility (Part 2)
64. ↑ Chapter 335: Life at the Academy (Part 1)
65. ↑ Chapter 364: Brotherly Loathe (Part 2)
66. ↑ Chapter 418: Present (Part 2)
67. ↑ Chapter 785: Grudge (Part 1)
68. ↑ Chapter 1096: Double Date (Part 2)
69. ↑ Chapter 1097: Well-Laid Plans (Part 1)
70. ↑ Chapter 1276: Craftsman’s Pride (Part 2)
71. ↑ Chapter 1322: Joint Interests (Part 2)
72. ↑ Chapter 1441: Birthday Party (Part 3)
73. ↑ Chapter 1477: Lost Magus (Part 3)
74. ↑ Chapter 1515: Seeds of Knowledge (Part 1)
75. ↑ Legion on Discord