Zero

Zero is a Pure Witch of the Church who becomes its Fifteenth Pope by defeating and absorbing Archbishop Mayne. Her Soul Battlefield draws a conscious target into an arena constructed from memory, where repeated deaths exhaust the contestants and the final winner takes the loser's memories and lifespan. Centuries of victories make her a formidable fighter and strategist, but her plan to spend humanity in one mass offensive against the demons brings her into conflict with Roland Wimbledon. Roland defeats her inside his own memory, ending her physical life and transforming the unresolved memories of her victims into the Dream World. A white-haired schoolgirl also named Zero lives there as Roland's niece, but the corpus presents that girl as an innocent product of the new world rather than a confirmed continuation of the former Pope.

Biography

Turning judgment into a private game

Zero enters the story during the Church's conquest of the Kingdom of Wolfheart. She and Isabella are Pure Witches dispatched by Pope O'Brien and hold authority comparable to the archbishops. While the army besieges the capital, Zero conducts a “trial” among prisoners: she offers selected captives weapons and the appearance of escape, then hunts them herself. She conserves magic for targets she considers important, relying instead on combat techniques accumulated across earlier victories. She catches a fired arrow in her teeth and kills a trained prisoner at close range, showing that her danger does not begin or end with spellcasting. (Chapters 310–312)

The trial is designed to produce fear and novelty rather than justice. Zero has inherited so many lives that ordinary experiences no longer interest her; she gives Eyre poisonous food, impersonates a rescuer, and calls the outcome God's judgment after arranging every condition herself. The behavior reflects Church doctrine in miniature. O'Brien has taught her to regard the coming war as a divine test that humanity cannot avoid, while the Church has supplied education, combat instruction, and sacrificial Judges so that she can keep winning battles of will. Zero turns that institutional logic into personal amusement, treating people as both training material and sources of experience. (Chapters 310–314)

When the Wolf King and Garcia Wimbledon flee the falling capital, Isabella cancels the protection of their God's Stones of Retaliation. Zero first absorbs the Wolf King and then catches Garcia. Garcia's childhood palace becomes the Soul Battlefield, and her memories let her briefly answer Zero's attacks with weapons of her own imagination. Zero nevertheless possesses far more accumulated endurance and understood techniques. She recreates a Church siege device, kills Garcia until her resistance collapses, and emerges with the princess's memories. Isabella immediately notices something altered in Zero's gaze, an early sign that absorbed consciousness can affect the victor even when the victor remains dominant. (Chapters 312–314)

Taking the papacy and committing humanity to war

After the Wolfheart campaign, Mayne imprisons and whips Zero for acting outside his control. The punishment creates the confrontation O'Brien intended: Isabella secretly neutralizes Mayne's God's Stone, allowing Zero to initiate a Soul Battlefield that cannot be dismissed once begun. Mayne constructs Red Mist, madness pills, and other Church resources in his mental arena, but Zero reproduces the Sigil of God's Will after studying a recorded battle between Alice and Natalia in the Reflection Church. She defeats and absorbs him, and the Pivotal Secret guards recognize the victor as O'Brien's true successor. (Chapters 383–385)

The contest is also a dispute over survival strategy. Mayne wants the Church to preserve a remnant if the planned war fails; Zero rejects retreat and intends to make every human participate. By then she has lived for roughly two centuries through the lifespan taken from defeated souls. She proposes manufacturing millions of Berserk Pills, mobilizing three to four million people, and striking the demons' immature Obelisk at Taquila. Her own estimate gives the plan only a thirty-to-fifty-percent chance, and success would merely buy another cycle of about four hundred years. Yet she believes a universal sacrifice is preferable to hiding behind witches, the God's Punishment Army, or later generations. (Chapters 383–385 and 482–484)

Zero rules covertly after Mayne's death. Publicly, the Church continues to use Mayne's identity and authority; privately, Zero directs its Pure Witches, armies, and invasion of Graycastle. Garcia's memories give her detailed knowledge of the kingdom and of Roland's unexpected survival, while reports of his weapons turn him into both a strategic target and a uniquely desirable mind to absorb. When Soli Daal returns from Coldwind Ridge with news of defeat, Zero takes him into the underground complex, enters his Soul Battlefield, and acquires a direct experiential record of Roland's army. The method gives her intelligence no report can equal, but it also reinforces her belief that taking Roland personally will solve the war. (Chapters 482–484, 603, and 615–616)

Betting the Church on one battle of souls

Zero's invasion uses the Church's remaining institutions as a screen for a single magical strike. She sends the God's Punishment Army and Judgement Army against Roland's prepared trenches, uses Margie to move underground, and marks a papal letter with an alchemical scent so Vanilla can identify Roland at a distance. Blackveil is sacrificed to disrupt the defenders, and Isabella's ability creates an opposing field that cancels Roland's God's Stone. When the protections vanish, Zero becomes light, crosses the battlefield, passes through barriers and Nightingale, and reaches Roland. The outside world then appears to freeze while their contest proceeds. (Chapters 603 and 625–626)

Inside the Soul Battlefield, Zero initially dominates. The arena is Roland's remembered school rooftop, but Zero's inherited combat skill gives her speed and strength comparable to an Extraordinary. She kills him repeatedly, restores after his counterattacks, and reproduces the Sigil of God's Will. Roland learns that creations without understood internal principles are hollow: imagined powered armor will not operate merely because he recognizes its appearance. Both creation and resurrection consume endurance, and five deaths leave him near collapse, while Zero claims enough experience in the arena to survive hundreds. She repeatedly asks him to surrender because a voluntary defeat would yield orderly, readily accessible memories rather than the resistant fragments that can alter her. (Chapters 626–628 and 639–640)

Roland wins by using knowledge outside Zero's frame of reference. He changes only the atomic spacing of the rooftop's surface, creating an almost frictionless and extremely strong floor at less cost than replacing the whole environment. With Zero unable to move or gain cover, he constructs a battery of understood cannon mechanisms and places her under continuous fire. Her sigil cannot complete an attack between impacts, and repeated restoration drains her reserve. She attempts to speak with the voices of Garcia and King Wimbledon III, but Roland refuses to stop. When Zero finally loses, her physical form disappears and Roland falls unconscious under the burden of the memories and lifespan released by a woman who had never before been defeated. (Chapters 628–632)

Becoming the source rather than the ruler of a new world

Roland does not awaken with a clean archive of Zero's knowledge. Instead, he finds himself in a modern city assembled from his former-world memories, Zero's absorbed lives, and incomplete fragments of places such as Hermes. The child living with him is a white-haired, red-eyed schoolgirl named Zero, registered in the world's domestic logic as his niece and tenant. She remembers an unhappy family life within that setting but does not recognize the Church, the Pope, the Soul Battlefield, or the people whom the original Zero absorbed. Roland later concludes that the defeated Pope lost everything, while the surviving fragments were reorganized into the Dream World. This is his interpretation, not proof that a soul was destroyed or reborn by a known mechanism. (Chapters 632–643, 659, and 695)

The distinction changes Zero's role completely. Dream Zero is frugal, diligent, sharp-tongued, and worried that Roland will waste money or abandon her. She cooks, attends school, waits for him when he returns late, and gradually behaves as family even while insisting that he is merely an irresponsible uncle. When Phyllis enters the Dream World, Roland hides Zero's former identity and explicitly regards her past as finished. The girl shows no sign of the Pope's appetite for domination or her accumulated combat memories; her knowledge belongs to a modern child's constructed history. (Chapters 643, 658–661, 695–698, and 785–791)

The world itself develops beyond a passive replay. Memory fragments open through doors, defeated souls become residents whose social histories fit together, and Taquila's God's Punishment Witches can enter by disconnecting their consciousness within Roland's magical range. Books Roland never properly read are initially blank, yet Zero's mathematics textbook later contains material he did not supply, suggesting that the setting is changing through forces beyond his recollection. These developments begin with the aftermath of Zero's ability but are not abilities the original Zero is shown consciously using. Roland eventually links the Soul Battlefield to the Realm of Mind; that remains a theory assembled from later evidence rather than a rule Zero explained. (Chapters 641–643, 659–661, 785–799, 970, and 1142–1146)

An innocent counterpart under pressure from the Realm of Mind

Dream Zero's daily relationship with Roland deepens as the Dream World becomes strategically important. She helps conceal visiting Taquila witches within ordinary life, accepts Phyllis after initial suspicion, and worries when Roland becomes involved with the Martialist Association. Roland in turn buys her clothes, attends her school meeting, protects her from danger, and preserves her ignorance of the old world. Their bond is not reconciliation between the Pope and her enemy, because Dream Zero has neither the memories nor the moral responsibility of that former identity. It is a new family relationship created after the old Zero's defeat. (Chapters 658–661, 695–698, 785–799, and 855)

Later revelations place the Dream World inside a broader contest in the Realm of Mind. Roland infers that Soul Battlefield may have been one expression of that realm's power and learns that his territory can admit living visitors and people not present among Zero's confirmed victims. Its increasing autonomy, the Erosion, and the appearance of agents linked to the Battle of Divine Will show that neither the Pope's memories nor Roland's imagination fully explains it. Nothing in those discoveries restores the original Zero as an independent consciousness. The narrative continues to use the same name and appearance, but the child remains behaviorally and autobiographically distinct. (Chapters 970, 1142–1146, and 1222–1227)

Near the end of the supplied corpus, Dream Zero undergoes an awakening accompanied by fever. A doctor identifies the event as the emergence of the Force of Nature, the Dream World's analogue to magical power. Roland views the awakening as a recurrence of her potential while hoping that her different upbringing will prevent the choices made by the Pope. The exact ability she gains is not demonstrated by Chapter 1238, and there is no evidence that Soul Battlefield, absorbed memories, or the former Pope's personality return with it. Her latest confirmed state is therefore alive in the Dream World, newly awakened, and still dependent on the world Roland is trying to protect from the Erosion. (Chapters 1225–1227)

Appearance and personality

The original Zero is a young-looking woman with long white hair and ruby or light-red eyes. She wears the Church's red-and-white robes with gold ornamentation and, after becoming Pope, the crown associated with that office. Her apparent youth is misleading: Soul Battlefield victories have given her about two centuries of life by the Graycastle campaign. The corpus does not establish her original age at awakening or how much of her present appearance is preserved by stolen lifespan. (Chapters 310–314, 383–385, 482–484, and 626)

She is composed, theatrical, and cruel. She frames traps as divine judgments, takes pleasure in uncommon experiences, and can imitate the speech and histories of absorbed people to manipulate others. Her serenity is not simple fearlessness: Roland's unfamiliar knowledge drives her to disbelief and pleading once her winning pattern breaks. Her strategic thinking combines patience with fanaticism. She can govern in secret, construct layered assassination plans, and estimate the costs of war, yet chooses mass coercion because she believes humanity's survival entitles her to spend every human life. (Chapters 310–314, 383–385, 482–484, 603, and 625–628)

Dream Zero shares the white hair and red eyes but appears as a school-age girl in modern clothes. She is practical about money, serious about schoolwork, quick to criticize Roland, and reluctant to admit affection directly. Her anxious waiting, cooking, concern over rent, and fear of being sent away reveal insecurity beneath the defiance. These traits may draw on memory fragments absorbed by the former Zero, but the corpus does not identify a specific source. It consistently treats the girl as innocent of the Pope's crimes and gives her an independent, developing life. (Chapters 641–643, 658–661, 695–698, 785–791, and 1225–1227)

Magic and abilities

Zero's innate power is the Soul Battlefield, a contest between conscious minds that converts conflict into a closed cycle of creation, death, restoration, and absorption. The Church turns that ability into a training and succession system. Her later connection to the Dream World is an unintended consequence of losing to Roland, not a demonstrated second spell under her control.

Initiation, arena formation, and victory

Zero activates the Soul Battlefield by becoming a beam of light and entering a conscious target. The light can track Roland, pass through an arrow of magic, a barrier, and Nightingale's body, but the Church still arranges for Isabella to cancel his God's Stone first, establishing anti-magic protection as an effective preventive counter before contact. Animals cannot ordinarily enter because the ability requires intelligence, while Isabella reports rare and damaging experiments involving a demon and a hybrid demonic beast. Once the contest begins, neither participant can end it voluntarily. Outside observers experience the resolution as effectively instantaneous. (Chapters 312–314, 383–385, 625–626, and 639–640)

The arena is drawn primarily from the target's strongest or most prominent memories. Garcia produces the Graycastle palace of her childhood; Mayne supplies Church-related terrain and resources; Roland produces a modern school rooftop. The target therefore has contextual familiarity, but Zero's ability establishes the contest and she enters with her accumulated experience. Both participants can create objects by thought and restore after death. They feel pain as real, and every death consumes physical and mental endurance until one will can no longer return. Ordinary opponents endure only several deaths, whereas Zero has built a reserve capable of hundreds. (Chapters 313–314, 383–385, and 626–628)

Victory transfers memories, knowledge, practiced skills, lived experience, and lifespan. A surrender produces organized memories that Zero can consult at will; a resisting loser leaves disordered fragments and residual consciousness that can influence her personality and beliefs. This distinction is reconstructed by Isabella and Roland after Zero's death, not stated as a complete formal rule by Zero. The loser disappears physically. The winner does not acquire a witch's magic power or innate spell, and Zero cannot use the abilities of absorbed witches in the outside world. Roland's exceptional result—unconsciousness, a Dream World, and no immediately accessible archive—is explicitly without precedent. (Chapters 313–314, 630–640)

Conscious construction and accumulated combat

Creation depends on understanding. A participant can reproduce a knife, firearm, explosive, fortress, or magical effect only to the extent that the mind contains a workable model. Roland's imagined powered armor is an inert shell because he knows its appearance but not its operation. Zero can create Church equipment, Red Mist, pills, and a Sigil of God's Will because she has studied their construction or observed their effects through preserved records. Within the arena she also reproduces the speed and strength of an absorbed Extraordinary. None of those manifestations proves that she owns those abilities outside it. (Chapters 313–314, 383–385, and 626–628)

Creating a new object is generally cheaper than rewriting an existing environment. Large environmental replacements, such as turning the arena into lava or ocean, approach the cost of another death and are therefore poor strategies. Roland discovers that a microscopic change to the existing surface costs less: eliminating useful friction confines Zero without rebuilding the rooftop. The encounter establishes both the flexibility and the epistemic limit of the power. Zero's two centuries of experience cannot answer principles she has never encountered, while Roland cannot manifest devices whose internals he does not understand. (Chapters 627–628)

Outside the Soul Battlefield, Zero retains the knowledge and trained reflexes she has accumulated. She kills armed captives without magic, reads Soli's defeat as lived memory, uses Garcia's geography and family history, and imitates absorbed voices. Those benefits are immense but not unlimited. Resistant memories can become hard to retrieve and can change her; nonhuman minds impose a burden severe enough that she stopped targeting them; and a great quantity of transferred memory can incapacitate even a victorious mind. Her identity by the Graycastle campaign is therefore both the beneficiary and the product of the people she has erased. (Chapters 310–314, 482–484, 615–616, and 639–640)

Costs, counters, and the Roland anomaly

Zero's most direct counter is a functioning God's Stone of Retaliation. Both the Garcia and Roland attacks require Isabella to nullify protective fields, and Mayne is vulnerable only after the same intervention. Once contact succeeds, conventional differences in body and external magic cease to decide the contest, although understood representations of those advantages can be created inside it. A strong target can still win through superior endurance, knowledge, or control of the arena. There is no shown escape route, dispelling technique, or safe interruption after activation. (Chapters 312–314, 383–385, and 625–628)

Repeated death and substantial creation drain both contestants. Pain remains psychologically real; fatigue appears physically within the arena; and an exhausted participant fails permanently. Zero's confidence rests on having suffered and inflicted more than a thousand contests, not on true invulnerability. Roland defeats her by removing mobility and maintaining attacks across every restoration point, leaving no interval for the Sigil of God's Will. Her attempt to bargain or use absorbed family voices does not alter the mechanical result. (Chapters 626–628)

Roland's victory exposes an unresolved interaction with the Realm of Mind. Rather than receiving Zero's memories as a stable archive, he reorganizes resistant fragments into a persistent Dream World. The world contains Hermes memory spaces and people Zero absorbed, but later develops knowledge, visitors, and threats beyond a simple reconstruction. Roland theorizes that modern information processing allowed him to survive the memory storm and that the Soul Battlefield operates through the Realm of Mind. The corpus supports the effects but does not confirm his causal model, nor does it show that Zero understood this larger connection. (Chapters 639–643, 659–661, 789–799, 970, 1142–1146, and 1222–1227)

Prayer Room access and strategic utility

As Pope, Zero can use the Prayer Room beneath Hermes to perceive the hall of the Bloody Moon and four living paintings associated with the Battle of Divine Will. The experience drains her energy and cannot be sustained indefinitely; no deity answers her questions. The room, the Church's relic, and the later Dream World share imagery and possible links to the Realm of Mind, but the supplied chapters do not establish that the Prayer Room is produced by Soul Battlefield or that Zero's personal magic powers it. It should therefore be treated as restricted papal access to an external phenomenon. (Chapters 482–484)

Zero's ability is also an intelligence system. Absorbing Garcia supplies political and geographic knowledge, absorbing Mayne transfers control of the Church's secrets, and absorbing Soli provides a first-person record of Roland's battlefield technology. The gain is irreversible and kills the source, making the method both effective and strategically wasteful. Her desire for complete, orderly memories explains why she tries to force surrender rather than merely exhausting Roland as quickly as possible. (Chapters 312–314, 383–385, 482–484, and 615–616)

Dream Zero's later awakening is separate. She develops the Force of Nature after the Dream World has already become a functioning territory in the Realm of Mind. No scene by Chapter 1238 reveals the form, range, cost, or applications of that power. Similar appearance and magical potential do not establish that she regained Soul Battlefield, so her new ability remains unknown. (Chapters 1225–1227)

Power progression

Stage / Realm / AbilityChapter(s)Notes
Soul Battlefield312–314First demonstrates the forced mental arena, where repeated death drains endurance and victory transfers memory, skill, and lifespan but not a witch's innate spell.
Centuries of absorbed experience312–314, 383–385, 482–484Successive victories over Garcia, Mayne, and earlier targets expand her lifespan, combat memory, voices, and Church knowledge while resistant fragments burden her identity.
Defeated by Roland / body and ability lost625–640Roland exhausts her in the Soul Battlefield; Zero disappears physically and her accumulated memories become material for his Dream World rather than a power she continues controlling.

Relationships

  • Roland Wimbledon: Zero first treats Roland as the most valuable mind she could absorb and builds the Church's invasion around reaching him. He defeats her through knowledge she cannot model, receives the consequences of her accumulated lives, and becomes the Dream World's creator. His relationship with Dream Zero is protective and familial; he conceals her former identity and regards the Pope's history as over. (Chapters 482–484, 603, 625–643, 658–661, 785–799, and 1225–1227)
  • Isabella: Isabella is Zero's closest operational partner and the essential enabler of her Soul Battlefield attacks against protected targets. She nullifies God's Stones for the Wolfheart succession, Mayne's downfall, and the strike on Roland. Isabella admires Zero's will to fight the demons but later says Zero was blinded by her idea of God; after defeat, she explains the ability's rules to Roland. (Chapters 310–314, 383–385, 625, and 630–640)
  • Garcia Wimbledon: Zero absorbs Garcia after Wolfheart falls, gaining her memories, family knowledge, and map of Graycastle. She later reproduces Garcia's voice in an attempt to stop Roland. A reorganized Garcia also lives independently in the Dream World, further demonstrating that memory-derived residents are not simple puppets under Dream Zero's control. (Chapters 312–314, 482–484, 628, 659–661, and 1226–1227)
  • Mayne: Mayne tries to discipline and contain Zero, unaware that O'Brien has arranged their conflict as the true papal succession. Zero defeats him in the Soul Battlefield, absorbs his authority and knowledge, and rules behind his public identity until the Graycastle campaign. Their contest crystallizes the difference between Mayne's remnant strategy and Zero's total mobilization. (Chapters 383–385 and 603)
  • Nightingale: Nightingale detects Zero's final attack, pushes Roland away, and tries to intercept the light. Zero's magic passes through her and reaches its chosen target, leaving Nightingale unable to affect the battle once it starts. Roland's recovery and his later familial life with Dream Zero place Nightingale on the opposite side of a legacy she can observe but not directly enter. (Chapters 625–643)
  • Soli Daal: Soli serves the Church faithfully and returns from Coldwind Ridge with knowledge of Roland's weapons. Zero rewards that loyalty by absorbing him for a perfect battlefield record, demonstrating that institutional usefulness offers no protection from her survival logic. (Chapters 603 and 615–616)
  • Blackveil, Margie, and Vanilla: Zero combines these Pure Witches' distinct abilities in the attempt to reach Roland: Margie moves the group underground, Vanilla tracks the marked papal letter, and Blackveil attacks the defenders' minds. She knowingly exposes them to Roland's fire, treating even elite subordinates as expendable parts of the decisive strike. (Chapter 625)
  • Tayfun: Tayfun serves the public Church while Zero rules secretly. After her disappearance and Mayne's absence, he discovers the hidden succession and becomes acting Pope to prevent Hermes from collapsing immediately. His response shows how completely Zero concentrated institutional continuity in herself. (Chapters 603 and 685)

Items

  • God's Stone of Retaliation: A functioning anti-magic field prevents Zero from initiating Soul Battlefield. Isabella must cancel the target's protection before Zero attacks Garcia, Mayne, or Roland. The stone has no demonstrated way to end a contest after contact has already succeeded. (Chapters 312–314, 383–385, and 625)
  • Sigil of God's Will: Zero studies the sigil through the Reflection Church and recreates its effect inside Soul Battlefields. The arena manifestation depends on understood memory and does not establish that she carries or casts a physical sigil in the outside world during these encounters. Continuous cannon fire prevents her from completing its use against Roland. (Chapters 383–385 and 627–628)