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Compulsory History Course in Higher Education: World in Canvas

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Compulsory History Course in Higher Education: World in Canvas

Lesson One: Social Structure of the Canvas Age In 2149 AE, when Graphia concealed the ancient Benzaitengoku within her painting, Planarcadia entered what became known as the Canvas Age: the era of the World in Canvas. Though the World in Canvas and the real world exist in different dimensions with differing laws of physics, those living within often struggle to perceive any difference between the two. Yet, complete isolation from the outside world inevitably allows nihilism to spread like a plague. Society loses its vitality, individuals drift through life in a daze, just like a painting that never changes. To break the stalemate, people placed their hopes in an ancient ceremony: the "Phantasmoon Games." By selecting suitable Supplicants and having them perform all manners of incredible feats, they could bring joy through the Power of Elation, delighting all living beings and breathing new life into the painting. The victors of the Phantasmoon Games and their families were usually expected to take on the mundane management and related obligations of the World in Canvas, becoming de facto administrators (though a considerable number of victors chose to erase their winning records, thus successfully avoiding this responsibility). It wasn't until the Interastral Peace Corporation intervened after emerging from the canvas that Planarcadia's operations and management gradually became decoupled from the Phantasmoon Games. King of Entertainment During the Canvas Age, the Phantasmoon Games were held once every 30 to 50 years on average. The winner of each Phantasmoon Games was called the "King of Entertainment," who could have a direct audience with the Aeon of Elation and temporarily borrow THEIR power for one minute. (There have been many different theories regarding the exact title of the winner, with "King of Entertainment" being merely the most credible one thus far. "Super Fun Lover," "Duke of Elation," "Emperor of Haha"... The archaeological community has made several breakthrough advances regarding the "Truth of History," but each title has ultimately been discovered to bear traces of the History Fictionologists.) The King of Entertainment carries the people's wish for "change." While most Kings of Entertainment have permanently altered the history of Planarcadia, a few have failed to fulfill their duties, squandering precious opportunities. For instance, one King of Entertainment simply wanted to catch a glimpse of Aha and had absolutely no interest in the powers of Elation. To make things worse, they didn't even tell the people what Aha actually looked like in the end. However, the Phantasmoon Games itself brought about enough change. Unlike the pre-Cindearth Age version where style trumped substance, the Phantasmoon Games of the Canvas Age became wildly unrestrained and ludicrous. People would prank each other fearlessly, crack all kinds of crude jokes, and it eventually turned into a full-blown carnival that everyone got in on. Aristocrat of the World in Canvas During the Cindearth Age, certain factions made remarkable achievements in war. They continued to grow and prosper in the Canvas Age, gradually evolving into several indigenous aristocrat families. Among the most renowned are the Graphia family, who pioneered technology for imagenesis; the Alpha family, known for their weapon craftsmanship; and the Noor family, who once rallied numerous military reinforcements from beyond the sky. With their substantial prestige and wealth, as well as deep-rooted connections to the imagenae, these great Families enjoyed unparalleled advantages in the Phantasmoon Games. That said, since the World in Canvas didn't have any cutthroat competition over resources, the "King of Fun's" role was more about coordination than Dominance. Essentially, it is merely a position for everyone's entertainment. The major families were actually more focused on maintaining public order and handling day-to-day production and business operations (in a way, they also had to clean up the chaos created by the Phantasmoon Games). At the same time, the Phantasmoon Games' core pursuit of fun and fulfilling people's wishes kept any potential monopolistic behavior in check. So while aristocrats had an easier time getting into the Phantasmoon Games, the scenario depicted in later entertainment media where the Games were exclusively dominated by the nobility never actually happened. Extended Reading In a frenzied dance before the gods, Masked rulers fall, their thrones replaced by others'. All colors fade, to nothingness they came, Only the moon remains the same. — Slay Haleir This is a short poem by Slay Haleir, a renowned poet from the late Canvas Age, depicting the scene of fallen nobility and changing eras after the Interastral Peace Corporation salvaged the Old World back into reality. Post-Class Reflection 1. Compare and analyze the "Phantasmoon Games" from the Canvas Age versus now. What are the similarities and differences in their nature? 2. If you became the King of Entertainment, what kind of history would you want to create?

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