Aldin
Aldin is the female old god who recruits the players from Earth, conceals the true purpose of their game, and later becomes their adversary before the Hall of Myriad Stars sentences her to live and work toward atonement. (Chapters 1–2, 284–320, 325–332)
Biography
The Returner's ally and betrayer
In ancient Avartin, Aldin is the tender-hearted old god whom the male Wizard later called the Returner trusts with his plan to dismantle the system. The Returner created that system to overcome death, but the other old gods turned its permanence and hierarchy into instruments of abuse. Aldin initially helps his rebellion because she shares his horror, then betrays him when fear for the destruction of her fellow old gods outweighs her commitment. Her choice lets Bifnen condemn the Returner to the Fall, death, and prolonged torture of his copied consciousness. (Chapter 304)
The betrayal does not reconcile Aldin to the victors. The Returner's suffering drives her into madness; the old gods restore her because she remains useful, erase portions of her memory, and alter her personality so she cannot collapse in the same way again. After the ancient war, they leave her to maintain their work while they avoid causality in the Demon World. Aldin spends the following age burdened by guilt, afraid of her divine family, and searching the infinite possible worlds for a Returner to whom she might apologize or whom she might help succeed. (Chapters 287, 311)
Recruiter of the players
Aldin eventually builds a search method capable of finding candidates in another world and summons the Lost World players from Earth. She introduces herself to Choi Sung-Woon, hides the candidates from one another for fairness, and offers them the chance to become gods by developing followers in Avartin. Her selection is not based on ranking alone: she favors people familiar with games, unable to use magic, detached enough from Earth to stay, and unlikely to feel religious awe before the old gods. Those filters train weapons for the ancient war while quietly increasing the chance that the chosen players will resist the old gods themselves. (Chapters 1–3, 311)
When Sung-Woon wins but refuses to confirm his exit, Aldin's role changes from welcoming recruiter to exposed system proxy. She tries offers, threats, and appeals to his status as winner, then admits that the old gods intend to reclaim Avartin after the players have defeated their enemies. She defends the old system as an imperfect attempt to abolish death and preserve peace, but also concedes that its collapse and the evasion of causality forced generations of suffering onto Avartin. Unable to persuade Sung-Woon to leave, she declares the game ended and prepares the Fall that will return her superiors to power. (Chapters 284–287)
Servant and adversary of the returned gods
The returned old gods place Aldin on the lowest Sky Castle and treat her as a disgraced servant. She despises their plans to torture, collect, and experiment on Avartin's people, yet believes she cannot oppose the hierarchy she helped restore. Her altered mind, fear of Bifnen, and long habit of submission narrow what she recognizes as possible. She therefore operates the floating crystals and system weapons, reasoning that a short defeat will spare the Empire a longer war, and sends overwhelming force after Sung-Woon as a supposed merciful death before the old gods can capture him. (Chapters 295–299)
The Empire's resistance and the reappearance of defeated players repeatedly undermine that calculation. Aldin understands their skills because she designed the game that trained them, but cannot control their decisions or match the speed with which Sung-Woon turns non-magical institutions, technology, and accumulated relationships against the system. As Sky Castles fall into danger, she continues to assess the conflict as a manager of the old order and focuses on stopping Sung-Woon. Her competence keeps the old gods' response coordinated, while her assumption that their ancient authority will eventually prevail prevents her from acting on the possibility that Avartin has already outgrown them. (Chapters 298–306)
The nested battle and final Fall
Aldin pursues Sung-Woon through several nested mental-imagery worlds while maintaining simultaneous concentration across them. She breaks her own wrist to escape Demonic Magic, calculates routes through false rooms, and admits that Mazdari is stronger than the ancient Dragons she knew. In the deepest layer, causality turns the Returner's staff into a pistol and turns the confrontation into a poker game. Sung-Woon defeats her, exposes that her face mirrors his sister while his mirrors the Returner, and forces Aldin to confront the difference between a recurring continuous personality and the person created by a particular life. (Chapters 304, 309–311)
That recognition does not immediately end Aldin's opposition. She draws the pistol after losing, tries to kill Sung-Woon as a final mercy, and discovers that every apparent imagery world is part of the Sanctuary he has already used to surpass the old system. Elsewhere, despite a shattered wrist and sprained leg, she climbs between Sky Castles and personally makes Bolt, Chistka, and Hegemonia Fall. She follows the role of adversary to its conclusion even after glimpsing another future; Sung-Woon then strips every old god of status, denies Aldin Constellation authority, and leaves her judgment to Avartin rather than erasing her. (Chapters 312–315)
Punished with life
At Aldin's trial, Jang-Wan argues that the old gods' invasive changes reduced her ability to refuse orders, while the prosecution and Sha-Cha emphasize her betrayal, ancient campaigns, and attempt to complete the players' Fall. Aldin allows the Sanctuary's evidence about her altered mind to be exposed and refuses to turn it into a complete excuse. Her public claim that she merely changed sides hides a more painful admission: she wanted to defeat Sung-Woon, feared repeating her betrayal, and had come to regard death as the only life that would truly belong to her. Lakrak therefore denies that escape and sentences her to live, serve, and atone until causality is satisfied. (Chapters 318–320)
In the Hall of Myriad Stars, Aldin remains explicitly outside the Constellations and carries an enormous demerit balance. Solitary confinement proves dangerously compatible with her wish to disappear, so Jang-Wan helps replace it with obligatory service, credit work, and ordinary participation in the Hall. Aldin moves books, codes, rests, quarrels, and gradually learns to accept assistance without treating it as another form of ownership. By the latest chapters she participates in the Mafia game as a planner and paid insider, still sharp-edged and capable of compromised choices, but now engaged with other people and a future she once tried to avoid. (Chapters 325–332)
Appearance and personality
Aldin is a woman whose customary old-god appearance is hidden beneath a hooded robe. In her returned divine state she has six wings, which she later keeps neatly folded while performing work in the Hall. When Sung-Woon's imagery world translates her clothing into formal Earth attire, she wears a plain mask; removing it reveals a face identical to that of his younger sister. That resemblance reflects the search conditions and possible-world pattern connecting them, not a claim that Aldin literally is Sung-Woon's sister. (Chapters 287, 295–296, 309–311, 325)
She is compassionate enough to recognize the old gods' cruelty, but fear, guilt, magical conditioning, and competitive pride repeatedly turn that compassion into harmful compromise. Aldin is patient, technically brilliant, and capable of planning across immense spans of time, yet she can also be emotionally transparent, naive about social manipulation, and poor at bluffing with her face. Games matter deeply to her: they are a selection tool, a language shared with the Returner and Sung-Woon, and finally a means of rejoining ordinary relationships. Her later sarcasm and irritation coexist with a growing willingness to accept responsibility and remain present. (Chapters 284–287, 304, 309–311, 318–320, 325–332)
Powers and abilities
Aldin combines ancient Pain Sect magic, an old god's physical and systemic authority, extensive knowledge of mental imagery, and a search method that reaches across possible worlds. These abilities are powerful but not interchangeable. Her magic draws on pain and inner space, her administrative powers depend on system permission, and her possible-world search is constrained by causality, time, and the difficulty of finding a specific continuous personality among infinite alternatives. (Chapters 285–286, 296, 309–315)
Pain Sect magic and the Returner's staff
As an ancient Human Wizard of the Pain Sect, Aldin can convert physical pain into magical power. She deliberately tears apart the joints and nerves of her trapped hand to escape hostile Demonic Magic, continues moving with broken wings and a sprained leg, and uses spells to clean blood and restore displaced limbs when time permits. Pain strengthens rather than merely incapacitates her, but it remains real: accumulating injuries divide her attention, diminish her wings' magical function, and can kill her when damage is repeated across several layers of imagery. (Chapters 309, 312–313)
The Returner gave Aldin a staff before her betrayal, and she has used it for tens of thousands of years. In an imagery world modeled on modern Earth, causality translates the staff into a pistol that she can aim with exceptional mastery. The transformed weapon still follows the governing rules of its current space; when Sung-Woon takes control of the Sanctuary, its bullets stop and the weapon itself responds to him. The corpus establishes the staff's personal history and adaptive form, but does not provide a complete catalog of its ordinary spells. (Chapters 304, 310, 313–314)
System authority and the Fall
Aldin serves as the old system's recruiter, decision-maker, and working proxy. She can search for and summon players, shape the initial conditions of their game, conceal participants from one another, operate Sky Castles and floating crystals, inspect stored Angels, and initiate the Fall that removes a player's divinity. Her knowledge of player skills also lets her forecast how techniques such as Skip and Space Cut will behave. This authority is delegated rather than absolute: Bifnen holds the highest control, Aldin borrows only what she needs, and even she does not know how to defeat the system from within its original rules. (Chapters 1–3, 285–287, 295–300)
Causality sharply limits that authority. Once the game begins, Aldin cannot freely intervene or disclose every concealed threat, and she requires the winner's cooperation to finish the planned exit cleanly. The players exploit system loopholes, defeated gods remain recoverable, and the Sanctuary eventually exceeds the old system's processing power through the networked machines of Avartin. When Sung-Woon hacks the system from deep inside the Demon World, Aldin loses informational secrecy and then divine status; she cannot preserve her authority simply through age or technical familiarity. (Chapters 285, 298–299, 313–315)
Mental imagery and layered consciousness
Aldin can enter, navigate, and construct deeply nested imagery worlds. She distributes her consciousness across four layers at once, calculates coordinates through changing rooms, uses hidden doors to move between levels, and descends further to slow relative time when Mazdari corners her. The deeper she goes, however, the more energy she spends and the less advantage she retains. Concentration in multiple worlds clouds judgment, and coordinated injuries or attacks across the layers can overwhelm the old god protections on which she relies. (Chapters 309–313)
Her greatest mistake in the nested battle is assuming that each layer belongs to an independent magical contest. Sung-Woon has instead built them through the Sanctuary and Avartin's computers, allowing him to change apparent scenery, neutralize her weapon, and hear her thoughts because she has entered his system rather than he hers. Aldin's sophisticated magical intuition therefore becomes a blind spot: it handles known inner-space rules well, but initially dismisses capital, distributed technology, and machine computation as inferior substitutes for a system that can create resources through Faith. (Chapters 313–314)
Possible-world search and game analysis
During the long absence of the old gods, Aldin develops a search engine for navigating the infinite possible worlds. It identifies Sung-Woon and the other candidates by combining cultural, psychological, magical, and strategic conditions rather than raw rank. The task requires modeling how each player, Domain, evil god, and civilization might interact, and the eventual rebellion comes close to the outcome she secretly sought. Aldin is consequently an expert in games and variable management, although her final plan succeeds partly through people making choices she cannot control. (Chapter 311)
The search cannot simply retrieve any desired person. Infinite worlds also imply an infinite search space, and worlds most similar to Aldin's target are paradoxically the hardest to reach without overriding causality. Forty thousand years yields only candidates rather than the original Returner, and shared faces or dispositions do not erase different memories and lives. In later social games Aldin remains strategically experienced but has recognizable weaknesses: she struggles to hide surprise, can be bribed, and is vulnerable to planners who understand her desire for both insurance and a meaningful contest. (Chapters 310–311, 325, 330–332)
Power progression
| Stage / Realm / Ability | Chapter(s) | Notes |
|---|---|---|
| Pain Sect Wizard / old god | Before Chapter 1; revealed 304, 309 | Her pre-system Wizard path converts pain into magic and divides attention among imagery layers; later old-god status adds delegated system authority. |
| System and divinity stripped | 313–315 | Nebula and the Sanctuary surpass the old system, stop her translated weapon, expose her information, and remove her old-god status and authority. |
| Former old god / no Constellation Domain | 316–320 | Is explicitly excluded from Constellation authority and left alive under mortal judgment, retaining knowledge and Pain Sect abilities without former system sovereignty. |
Relationships
- The Returner: The Returner is a separate male ancient Wizard, not an alias for Aldin. He creates the system, trusts Aldin with his rebellion, and gives her a staff; her betrayal enables his torture and becomes the central source of her guilt and search across possible worlds.
- Choi Sung-Woon: Aldin selects Sung-Woon because he resembles the Returner in appearance, habits, and play, then becomes both his recruiter and his final old-god opponent. He defeats her system without accepting that he is literally the Returner and leaves her to judgment instead of erasure.
- Bifnen: Bifnen is Aldin's superior and calls her his daughter. She fears and resents him, serves at the bottom of his hierarchy after betraying the Returner, and obeys him even while recognizing what his restoration will do to Avartin.
- Jang-Wan: Jang-Wan defends Aldin at trial partly because Aldin resembles a beloved cousin, then becomes her supervisor and most persistent advocate. Her reforms turn Aldin's sentence from isolation toward service, debt, and social rehabilitation.
- Lakrak: As the Constellation of Judgment, Lakrak weighs Aldin's conditioning against her choices. He rejects both execution and easy absolution, sentencing her to a life of service that directly opposes her wish to escape responsibility through death.
- Mazdari: Mazdari guards one layer of Sung-Woon's imagery defense and defeats the assumptions Aldin formed while hunting ancient Dragons. He also argues that Sung-Woon shares the Returner's soul, forcing Aldin to confront the meaning and limits of that resemblance.
- Kyle Lak Orazen: Kyle disputes Mazdari's spiritual interpretation and defines the resemblance through continuous personality, memory, and information. His explanation supports Aldin's insistence that she is not Sung-Woon's sister and Sung-Woon is not simply the Returner.
- Sha-Cha: Sha-Cha remembers Aldin as an active executor of the old gods' ancient war and initially demands her death. Although they accept Lakrak's verdict, their hostility continues in the Hall.
- Hegemonia: Aldin makes Hegemonia Fall after her last defense against the Myriad Demons, then later joins social games in which they alternately cooperate and betray one another for strategic advantage.
- Krampus: Krampus recruits Aldin for the Hall's Mafia game because of her planning experience and uses her as part of a longer revenge scheme. Their banter reflects her transition from isolated prisoner to an abrasive but participating member of Hall life.
Items
Aldin's principal personal object is the unnamed staff given to her by the Returner, which becomes a pistol in Sung-Woon's Earth-styled confrontation. It is not one of the named items in the supplied item catalog, and the corpus does not establish another cataloged item as her possession. (Chapters 304, 310, 313–314)
