An in-depth analysis of its legal principles and details could take a whole day and night.
In simple terms, the Kingdom granted them independent economic rights and political privileges, at the cost of only a trivial fee.
So now these 11 independent colonies are not all officially part of the Kingdom.
In fact, at the beginning, there were only company colonies (belonging to companies), proprietor colonies (belonging to nobles), and autonomous colonies (belonging to private individuals), with no royal involvement at all.
It was only later, with changes in the Kingdom's policies and the colony operators facing various severe issues, that most of the colonies were gradually redeemed back, forming the current new pattern centered on royal colonies.
Mainly includes:
Six Royal Colonies. Including Kajinia where Thoms Town is located, East Lenz... governed directly by governors dispatched by the royal family. It primarily adopts a bicameral system, with upper house members appointed by the Queen, also serving as the governor's advisory council, while the lower house is elected by free citizens.
There are two proprietor colonies. Here, the proprietors essentially refer to the Aimoer and Pine noble families and their descendants. The charter allows them to independently appoint governors and officials, and establish their own legislative bodies and courts, enjoying all the powers the King enjoys in the royal colonies.
These are the Far Sails Territory on the Aimoer Peninsula, bordering the Golden Sea to the south, and Fordmon belonging to the Pine family at the northernmost end; they are practically like independent kingdoms from the feudal era.
Finally, there are three autonomous colonies. The Queen directly grants charters to the colonies, with governors elected by the local parliaments and serving a one-year term upon Queen's approval. It adopts a bicameral parliamentary system, with members elected by free citizens.
Apart from the Phaletis Kingdom, thanks to the geographical advantage facing the Black Sea, the "Tulip Alliance" takes the lead.
The six member states each have colonies, all located temporarily on the continent's north, neglected by Hilus, varying in size, some inland, some coastal, others large islands, and bays.
The colonies of the conflicting Sak Empire and Atlant Kingdom are mostly located here as well.
In the context of such a complex mix of colonies and the enormous geographical distance, requiring half a year for a round trip, it is imaginable that apart from the tensions between colonizers and aboriginals, the conflicts between colonies, and nations also become particularly pronounced.
This is one of the reasons why turmoil has continued since the New World was discovered.
Moreover, the experienced captain of the "Endeavor," Colonel Robbins, gave Aiven, who had just arrived in the New World, a piece of advice, constituting three basic rules that must be strictly adhered to:
1. Do not go out alone after dark; 2. Do not easily trust any stranger among the aboriginals; 3. Do not touch anything you do not recognize.
These are survival lessons summarized by the initial colonizers through blood and tears!
Taking a different perspective, from Aiven's knowledge system as a Wizard.
Traced to its roots, the most fundamental difference between the New Continent and the Old Continent is the "Mysterious Factor" or the difference in the level of activity of "Magic Element," as defined by older Wizards from the Vitalist School.
The "Magic Element" originating from the Spirit Realm is difficult to define strictly due to its nature of transcending spatial regions, as the amount of "Magic Element" is constant throughout the world.
However, its level of activity varies; some places are more inert, while others are more active.
If the "Magic Element" activity level in the Old Continent under the rule of the True God is 50%, then the activity level in the New Continent is at least 60%, or even higher.
Evidently, the higher this mysterious energy's activity level, the more likely bizarre events incomprehensible to mortals occur, posing greater danger to them!
The two returned to the "Storm Horn" docked at the pier.
Aiven took out a notebook and started reading it earnestly.
For now, he had no leads on the Evil Spirit he was searching for, but that did not affect his enhancement of other powers.
"My dear Captain, are you really not prepared to give up the Knight's Path?"
Having taken out the Captain's special cakes from the kitchen, Milan was getting ready to make tea, and upon seeing the notebook in Aiven's hand, he, as a genuine Wizard, expressed his inability to understand.
From his perspective, clinging obstinately to Swordsmanship despite being a promising Wizard was putting the cart before the horse.
Once advanced to Official Wizard, by leveraging the world's power through the truths they mastered, they could surpass knights of the same level in creativity, productivity, and even combat power, given sufficient preparation.
As he understood, in the major kingdoms on the continent, it was common for a Tier 3 High-Rank Wizard and a Tier 4 Title to be considered equally valuable.
However, Aiven evidently did not agree with his view.
During this more than two-month sea journey, Aiven had just celebrated his 17th birthday.
Shortly after his birthday, his physical qualities were elevated to the flawless Peak Knight level due to the continuous effect of "Holy Baptismal Water."
Constitution 4.96, Strength 4.95, Agility 4.98, Spiritual Power 0.99.
It can be said that each attribute has reached the theoretical limit of Aiven's body, with the Knight's brutal physicality fully realized.
The power system of the Knight Path is incredibly simple.
The hallmark of Official Knight Extraordinary Power is "physical brutalization," and as brutalization gradually reaches its limit to become a Peak Knight, knights need to use the Breathing Technique and self-suggestion to further control the brutalized body, and gradually liberate their powers.
At this point, the competition between knights is about the subtle control between frenzy and reason; when they can completely adapt to the fully liberated body, it means they have the qualifications to attempt the Great Knight!
And Gel is a powerful Peak Knight who has completed the 100% liberation of physical power and is preparing to strive for Tier 3.
Before Aiven set off, as his 17th birthday gift, Gel gave him his insights into liberating physical power in advance.
For Aiven, he hopes, even if it requires an unorthodox approach, to walk a new path in the most perfect way, leaving no regrets.
"Sigh! Someone, it's been so long, and the knight level is just official, not even practicing swordsmanship much now.
The Prophet's Witchcraft has almost no combat power, and now even the newly inducted Gary has surpassed him in combat abilities.
If we really encounter an Evil Spirit on this continent, don't blame me for not pulling you along while fleeing."
Pfft—!
The tea in Milan's mouth was sprayed out instantly.
"Bleh bleh bleh! With you all this time, I've felt like we're constantly on the run. Just arriving at the New Continent, can we stop jinxing ourselves? Why do I suddenly have a foreboding feeling?"
"Cough cough... It's all just an illusion!"
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