"Since there’s the influence of the Origin World behind the Frostmoon Alliance, were the descriptions of the Panic Realm on the Conquest Record dictated by those forces? Or is the Panic Realm truly as barren as the Frostmoon Alliance described?"
Caroline: "I don’t know if the forces behind it dictated it. But in my opinion, probably not; it’s likely that there was a deviation in the information dissemination."
"However, regarding this issue, whether it’s a misunderstanding or actual dictation from behind doesn’t matter. Because if it were me, I would also support the Frostmoon Alliance’s description."
"The Panic Realm isn’t barren, but the materials there have a very deep World Imprint."
The so-called World Imprint, simply put, is: "local characteristic."
Just like how the same plant can have completely different variants due to different environments and climates. This variant is what is called the local characteristic in that area.
If you expand it to a world level, you can understand it this way. If the material’s "local characteristic" is strong, then transplanting it elsewhere is difficult.
If the local characteristic isn’t that strong, meaning it doesn’t have a deep World Imprint, it’s possible to improve it and plant it in other worlds.
There is a very extreme example: Glowing Fluff Grass.
Glowing Fluff Grass is the main ingredient of the Glowing Fluff Potion. It’s not an original Demon Plant of the Wizards’ Realm, but it can take root and grow in the Wizards’ Realm, without needing modification.
In other words, Glowing Fluff Grass shows no signs of "acclimatization issues," making it a typical example of a material with a non-heavy World Imprint.
"To what extent is the World Imprint of the Panic Realm intense? The materials there, once they leave the Panic Realm, lose their Extraordinary Power at an extremely fast rate."
"This means, if you want those materials to remain unaffected, you can only spend time in the Panic Realm, processing the materials before you can take them away."
By processing, it means, like the Alchemists do, refining the materials into semi-finished products, fundamentally eliminating the World Imprint. This way, taking these alchemy semi-finished products won’t be affected.
Caroline: "To more efficiently utilize the materials of the Panic Realm, some wizard forces from the Origin World have tried to establish cities in the Panic Realm."
As Caroline spoke, the scene Laplace described flashed through Angel’s mind.
Wizards’ cities rising into the sky above the Panic Realm, with numerous wizards flying towards the City of Wizards, bathed in light. The entire scene was epic.
These cities were probably what Caroline mentioned, built by the wizards of the Origin World to utilize the materials of the Panic Realm.
Caroline: "But do you know the fate of these Wizards’ cities?"
Angel: "... Something went wrong?"
Based on Caroline’s questioning, Angel didn’t have to think deeply to guess that these Wizards’ cities had problems. Either they encountered significant upheavals or simply crashed directly.
Sure enough, Caroline nodded: "All of them crashed, causing countless wizard casualties. Among the fallen were no less than ten Legends."
With these words, not only Angel, but even the Wise Sovereign showed a look of shock.
It’s true that the Origin World has many wizards, but Legendary Wizards are rare. To lose ten in one incident is indeed a massive tragedy.
Furthermore, the Legendary Rank includes Level 4 to Level 6 Wizards. If there are Level 6 Wizards among them, they’re comparable to some Ancient Ones of the Abyss.
If we compare Legendary Wizards to Demon Gods, this battle saw the fall of ten Demon Gods.
In the Southern Domain Wizard World, you don’t need ten Demon Gods; even one descending would bring doomsday-like catastrophe.
So one can imagine how terrifying this disaster in the Panic Realm was.
"Why did they die? Who did it?" The Wise Sovereign couldn’t help but ask.
"Based on some intelligence I’ve gathered, it was three Liberators who besieged the Wizards’ cities," Caroline said.
"Three Liberators? Only three?" The Wise Sovereign furrowed his brow: "If we compare the power of Liberators to the wizards’ cultivation system, approximately how many levels could they reach?"
Caroline: "Liberator is just a title and doesn’t quantify power. From what I know, the strong among the Liberators can reach Miracle, while the weaker ones are comparable to True Knowledge. Those three Liberators didn’t reach Miracle level; the reason they could cause such damage is that Liberators naturally have the ability to control Awakened Demons."
"They manipulated countless Awakened Demons to attack the Wizards’ cities. Among the Awakened Demons, there were those with Legendary power, and mixed among them were many powerful monsters. This ultimately led to the Wizards’ side retreating in defeat."
Angel: "What happened afterward? Did the Origin World have no response to this disaster in the Panic Realm?"
Caroline: "I’m not too clear on the aftermath. But it’s said that there was a response from the Origin World, but it ended without result."
Angel: "The reason it ended without result is..."
Caroline shook her head: "I don’t know, but the reasons are usually just a few."
"My personal guess is that the Panic Realm, in terms of energy level, is not inferior to the Origin World and also has Miracles, creating a mutually balanced environment. But the Panic Realm is the home ground of the Liberators, making it difficult for wizards to attack."
"Moreover, the Panic Realm is shrouded in a bizarre atmosphere; there might indeed be stronger controllers behind it. The wizards from the Origin World might also be wary of this and dare not act rashly."
All of this is just Caroline’s speculation, but she can’t guarantee if it’s true.
However, regardless of the truth, what’s certain is that the Panic Realm is extremely dangerous.
For the wizards of the Origin World, it’s already so dangerous, let alone for the Southern Domain’s wizards.
That’s why Caroline said she would support the Frostmoon Alliance’s "slander" against the Panic Realm. Most wizards are opportunists; knowing the Panic Realm is barren, naturally, they wouldn’t venture there.
This way, they won’t encounter danger.