Biodata
| Feature | Information |
|---|---|
| Name | Old Continent |
| Alias(es) | 旧大陆 |
| Species/Race | Continent; former high-tier civilization |
| Affiliation | Old Continent Civilization |
| Status | Its original civilization was destroyed during the Great Calamity and Great Cataclysm eras; its surviving rules, cities, and legacies are being incorporated into a nascent technology-and-magic civilization. 401 529 610 |
| First Appearance | Chapter 20 20 |
History
| Period | Events |
|---|---|
| Ancient Era | Ancient accounts describe the Creator God ordering the primordial Chaos, followed by the descent and growth of Divine Races. The Divine Races eventually formed ten kingdoms, while later migration and conflict created the Three Thousand Domains. 1041 |
| Age of Divine Races | The Creation God established the path by which faith could produce deities. Each major race developed under a guardian deity, though territorial and racial conflicts remained common. 1041 |
| Dark Epoch | This era was largely erased from later history. Blood Troll bloodline memories describe a chaotic age in which divine creatures spread ancient god bloodlines and gave rise to numerous mythical races. 303 |
| Racial Wars | Six racial wars reshaped the continent. Goblins and Ogres were scattered, Dragons retreated to Dragon Island, and Unicorns became protected creatures; Humans, Elves, Beastmen, and Dwarves emerged as the dominant peoples. Civilization advanced from the Bronze Tribal Era to the Silver City-State Era and then the Golden Empire Era. 59 |
| Rise of Magic | Mages studied Divine Runes from ancient ruins, allowing Archmages who mastered World Runes to rival deities. Deities responded by developing Glory Runes, creating a balance that accelerated civilization's development. 149 |
| Glory Era | Archmage City and the Magic Empire became the continent's dominant magical power. Archmages used floating cities and Archmage Towers to conquer other planes, harvest foreign divine sparks, and develop magitech on a continental scale. 161 203 821 |
| Magic Industrial Revolution | Magic machinery transformed production and warfare. Magic Crystal Cannons, fortified infantry, Goblin airships, magitech fleets, and command-oriented mass armies displaced older military models. 453 563 753 |
| Decline of the Magic Empire | The Old Continent's rules had been draining away since the Sub-deity Era. Planar conquest delayed this decline, but eventually could not replace the lost rule power; Archmage City also suffered severe losses during its expeditions beyond the world. 402 1072 |
| Mist Invasion | After a magical pest disaster devastated Archmage City and contact with its towers was lost, the Mist invaded. The continent's nations resisted, but cities and legions gradually fell into darkness and slumber. 402 |
| Great Calamity and Cataclysm | Surviving Archmages established a resistance fortress in the Land of Extreme Abyss and held back the Mist God for tens of thousands of years. Their limited lifespans and the loss of their Archmage Towers eventually doomed the resistance, ending the Old Continent Civilization as an independent civilization. 401 |
| New Civilization | Blue Star's Civilization Fire weakened the Mist and began combining with Old Continent magic. This process is producing a new civilization rather than restoring the old one in its original form. 474 529 610 |
Geography
| Region / Landmark | Description |
|---|---|
| Central Continent | The most prosperous region of Human civilization and the former heartland of the Magic Empire. It was historically separated from maritime duchies such as Bode by the Sea of Storms. 94 |
| Western Great Plains | A densely contested region of interwoven Human, Elf, Underdark, Goblin, Dwarf, Giant, and Beastmen territories. Its fortresses and city-states made clear territorial boundaries nearly impossible. 100 |
| Land of Extreme Abyss | A former forbidden zone so dangerous that even deities and Archmages avoided it. During the Great Calamity, returning Archmages merged it with the Abyss and Hell planes to build their anti-Mist fortress. 401 |
| Sea of Perdition | One of the Old Continent's ten forbidden zones. It is associated with Creation Magic Rune fragments and was considered too dangerous for even Glory Era Archmages to explore deeply. 529 |
| Sea of Trade | A calm, resource-rich southern sea once filled with merchant traffic and underwater kingdoms. Its Sea Race aided the Human Faction against the Elf fleet during the Racial Wars. 833 |
| Archmage City | The central magical city of the Glory Era and a component of the Old Continent's Civilization Fire. It was later relocated to Windy Grassland after being recovered by Fang Yuan. 1072 1076 |
Civilization
Divine Runes and Magic Runes
The continent's history is defined by the transition from Divine Runes to Magic Runes. Divine Runes were regarded as the world's origin power, while later magic developed through their study, adaptation, and weaponization. 149
- Divine Runes — Ancient origin power tied to the world's rules and to the rise of deities. 149
- Glory Runes — Runes created by deities after mages gained power comparable to them. 149
- Creation Magic Runes — Fragments of the world's foundational rules; wars across multiple ancient eras were fought over them. 529
- Archmage-level magic — Magic based on mastering rules rather than merely casting spells; Archmages could contend with or kill deities. 344 821
Mages and Archmage City
Mages became the defining force of the Glory Era. Their pursuit of knowledge, rule power, and planar conquest placed them above most Old Continent societies. 86 226
- Races that established recognized civilizations were generally studied rather than exterminated, as mages considered every civilization a source of new knowledge. 86
- Races lacking powerful protectors or deities could be treated as experimental material. 226
- Archmage City served as the primary center of magical research, planar expansion, and magitech development. 471 1073
- Theores, the Last Magic Emperor, was Archmage City's creator and the only Magic Emperor of the Magic Empire. He was credited with developing floating cities, Archmage Towers, and the city's foundations. 1073
Magic Industry
The late Glory Era combined magic with machinery, creating an industrial military system that could mobilize ordinary people at scale. 453 753
- Magic Crystal Cannons and fortified infantry replaced many traditional heavy-infantry and archer formations. 453
- Goblin airships, magitech fleets, and Golem Legions supported combined-arms assaults. 563
- The Nossa Empire became the first known nation to achieve magic industrialization and nearly conquered the Central Land before deities and Archmage City intervened. 564
- Arcane Mechanical Armaments were powerful enough to devastate Mist legions and inflict major damage on the Mist Main God during the invasion. 784
Major Powers
- Magic Empire — The continent-spanning magical empire whose collapse left Archmage City politically isolated and enabled competing nations to rise. 402 522
- Archmage City — The magical center of the Glory Era, built around Archmage Towers, floating cities, planar conquest, and rule-based magic. 821 1073
- Mage Association — The organization that succeeded the collapsing Magic Empire and continued to regulate mage activity. 86 161
- Ringed Divine Seat — The collective divine order whose deities once rivaled Archmage City through Glory Runes and faith-based power. 149
- Old Continent Resistance — Archmages and surviving forces who used the Land of Extreme Abyss fortress to preserve city-states and resist the Mist after the invasion. 401
- Neutral Legions — Slumbering city legions and old military forces that survived as a potential third force. Their awakening was feared by both the Mist and Blue Star factions. 216 399
Destruction and Legacy
The Mist Main God could not simply mass-convert every powerful Old Continent unit into a Mist creature. The continent's high civilization level made it possible for a sufficiently powerful Mist unit to become an independent sovereign and challenge his authority. 401
The surviving resistance preserved numerous city-states by sacrificing and fusing Archmage Towers into a defensive system. These sleeping cities prevented the Mist from completely consuming the Old Continent's Civilization Fire. 401
The civilization's destruction did not erase its influence:
- Secret Realms preserve individual eras and events from its history within the River of Time. 1039
- Blue Star Lords can awaken Old Continent heroic spirits through Civilization Fire and Curios. 396
- Old Continent magical knowledge and Blue Star technology are forming the basis of a new world with new Creation-level Magic Runes. 610
- Lilith became the first Archmage after the collapse of the Old Continent by fusing with an Archmage Tower and mastering the Rule of Magic. 1077
Late State
Following the deaths of the continent's major deities, the remaining Mist Lords and Monster Lords lost organization and influence. Blue Star organizations began developing the Central Land under Fang Yuan's direction. 1073
Archmage City was restored as a strategic superweapon and stationed over Windy Grassland, securing the Northern Territory and Windy Grassland against future threats. 1076