New Continent
The Alchemist's Daily Life in Another WorldBiodata
| Feature | Details |
|---|---|
| Name | New Continent |
| Original Name | 新大陆 |
| Alias(es) | New World; New Moon Continent; Living Continent |
| Type | Neutral Character (AI); continent |
| Status | Inhabited and rapidly expanding; its central seal remains active but shows signs of loosening 525 585 |
| First Appearance | Chapter 1 |
Geography
The New Continent lies west of Middle Earth across the Storm Ocean. Early human explorers reached it by sailing west after passage through the eastern Mist Sea proved impossible; modern clippers can cross the ocean from White Eagle Port to Middle Earth in just over ten days 1 55.
Its eastern half is divided by a north–south mountain range running through roughly half the landmass. The continent is narrow at both ends, broad through the middle, and its polar oceans are not separated by an ice barrier, making it difficult to bypass by sea 527.
| Region / Landmark | Description |
|---|---|
| White Eagle Port and Bay | A northern ice-free deep-water harbor at the mouth of the Har River. Sheltered by White Eagle Bay, it is the principal link between the New Continent and Middle Earth 1. |
| Har River | A major river supporting White Eagle Port, inland shipping, irrigation, water wheels, and New City's development 1 192. |
| Northern forests | Flat, heavily forested land north of White Eagle City beyond the Har River; it is suitable for logging and reclamation but remains dangerous due to magical beasts 81 82. |
| Western Frontier | Mountainous frontier beyond the West Border Wall. The mountain pass is a long-standing migration route for magical beasts traveling toward the warmer coast 101. |
| Central desert | A vast desert roughly 1,000 kilometers wide, stretching from north of Highland Castle to north of Marala City. The sealed Star Gate lies at its center 549. |
| Rainforest Country | A southern region developed along the north bank of the Marala River; its swampy south bank contains dangerous, little-explored ruins 57. |
| Wangyang Island | A small island about 20 kilometers from the mainland and less than one square kilometer in area. It served as a lifesaving stop for the first expedition fleet and later yielded ancient ruins and Morral Steelhammer's diary 296 319. |
| Heidel Cape | The easternmost point of the continent's north, used as an observation and interception point for ships crossing nearby waters 234 246. |
History
Ancient Magic Empire wizards had reached the continent approximately 5,000 years ago. Their presence included rainforest ruins and, according to Edward's deductions, the Star Gate: a planar gateway used for conquest, resource extraction, and transport between worlds 319.
Around 2,400 years ago, the Elf Queen and Dwarf King were allegedly manipulated into discovering the continent and relocating Elves, Dwarves, Gnomes, and Goblins from Middle Earth. Over nearly four centuries, most of these non-human populations migrated in secret, while human kingdoms largely tolerated the exodus 319.
Before the Great Cataclysm roughly 2,000 years ago, the migrants uncovered a threat in the continent's hinterland—later associated with the Star Gate. The resulting otherworldly invasion devastated the non-human alliance. The surviving forces and an ancient alchemist activated a homeland alchemy array, refining the monsters and remaining armies on the continent; the Star Gate was subsequently sealed 520.
Fifth Rank powerhouses secretly rediscovered the continent about 1,000 years ago but concealed its nature from the public. Ordinary human exploration began around 200 years before the story, when adventurers sailed west across the Storm Ocean seeking the legendary Elven Country and instead found a dangerous, resource-rich wilderness 55 500.
Modern settlement initially drew adventurers, landless farmers, exiles, and later refugees from Middle Earth's wars and land shortages. Agriculture and mining became the continent's principal industries, while port cities such as White Eagle Port connected it to overseas trade 1 2.
Settlement and Development
The New Continent has no known original residents, but its wilderness is populated by powerful magical beasts. Human states have established coastal colonies and city-states, yet for two centuries none had penetrated more than 400 kilometers inland 2 55.
The White Hawk Duchy sponsored major western settlement efforts, providing pioneers with relief grain, funding, housing, and reclaimed farmland. New City was founded west of the Western Frontier and developed into a planned river city with walls, farmland, a busy inland port, and regular steamship traffic from White Eagle Port 81 188 189 523.
- Agriculture — The continent's fertile land supports wheat and other crops. Potatoes, corn, tomatoes, chili peppers, and cocoa beans are local specialties 6 192.
- Mining and energy — Mining is a core industry. Redstone ore veins provide a clean, magic-rich energy source; they are believed to be remnants of the ancient Territory Transmutation Circle rather than naturally formed deposits 2 562.
- Immigration — Wars, enclosure of farmland, and poverty in Middle Earth drive migrants overseas. Pioneer families in New City received land allocations and opportunities unavailable to them in their homelands 190 193.
- Territorial expansion — During the goblin crisis, mechanized transport enabled settlements to spread through the fertile northern wilderness. The White Hawk Duchy extended its claims as far as Heidel Cape and incorporated the central desert into its borders 585.
Secrets and Threats
Seal and Power Suppression
A continent-spanning magic array centered on the sealed Star Gate suppresses ordinary professionals to Fourth Rank. Fifth Rank powerhouses who enter the New Continent suffer a drastic loss of power and generally avoid returning after advancing 500 525.
The seal restrains erosion from the Otherworld rather than suppressing the divine power of the Seven Gods. As the seal weakens, the upper limit on Fourth Rank power has begun to loosen, signaling the Star Gate's possible unsealing 500 525.
Magical Beasts and Otherworld Fungi
Magical beasts are the foremost danger beyond settled areas, capable of besieging cities and making reclamation hazardous. Their migration patterns can concentrate large numbers at chokepoints such as the West Border Wall 55 101.
Great Wizard Gregory states that many magical beasts are infected by Otherworld Fungi, which alter their bloodlines and contain rune-like structures. This contamination is tied to ancient Magic Empire research and the continent's history of otherworldly invasion 548.
Goblin Crisis
Goblin tribes spread rapidly across the northern continent, while the central desert initially restricted their movement southward. Their growth and coordination were linked to the loosening seal, an ancient God King's contingency plan, and godly interference 525 549 550.
Later, goblins across the continent converged on the central desert near the Star Gate. Their expansion reduced magical-beast populations by capturing them for food and breeding, temporarily lowering the likelihood of winter beast tides 580 585.
Story Role / Major Arcs
- Frontier homeland — Edward returns to the White Hawk Duchy after studying in Middle Earth, motivated by his parents' deaths and the prospect of war 2.
- Western pioneering — The White Hawk Duchy organizes mass migration beyond the Western Frontier, with Edward serving as a magic consultant and helping establish New City 81 188.
- Ancient ruins and Wangyang Island — Investigations across the continent uncover ruins, the Steelhammer diary, evidence of non-human migration, and the Star Gate's existence 109 319 324.
- Suppression revelation — The continent's restriction on Fifth Rank powerhouses is identified as a consequence of the central seal 326 500.
- Goblin invasion — Goblin activity transforms the New Continent into the center of an international crisis, drawing popes, magisters, and other Fifth Rank figures from Middle Earth 520 523 525.
- Orbital reconnaissance and final conflict — The Magic Emperor space station's Eye of Truth surveys the continent, identifying goblin movements, the central desert, and the Star Gate region as critical theaters 545 549 580.