What secrets does the exiled noble scion hide upon his return? The surging undercurrents of the tumultuous and ever-changing Vast Continent sweep Harold into their depths. A heart battered by setbacks has grown weary of emotional entanglements. Will he pursue the blazing power and influence of the mortal world, or seek the endless magical truths of the dark realms? Which path will he choose?
About the Work
World, Races, Faith, and the Setting of Magic and Martial Arts:
The Azure Continent belongs to the known lands, forming a broad, thick semi-circular shape. The outer rim is bordered by the boundless ocean, commonly called the Sea of Stars, while the inner edge is the great inland sea known as the Mediterranean, which is further divided into regions such as the Nether Sea and the Storm Sea. Numerous islands lie within, serving as important territories for the merfolk.
To the north of the Azure Continent stretches the endless Mogan Plateau, the main domain of the beastmen. The northeast is the desolate Flamie Wasteland, known as the Forbidden Zone. The vast central region is a complex terrain of plains, hills, mountains, forests, lakes, and swamps—one of the primary settlements for mortals. Here also live a great variety of races, such as dwarves, half-orcs, half-elves, elves, medusae, barbarians, and more. In the southern regions, plateaus and plains dominate. Mortals are still the majority, but barbarians, elves, and dwarves make up a significant proportion, along with a certain number of beastmen. Relations between these races and mortals are quite tense.
The central and southern parts of the Azure Continent are home to numerous nations, city-states, and cities, most of which are established and ruled by mortals, though some are controlled by elves and dwarves. Half-elves and half-orcs are a new race that has evolved independently over a long period; they are distinct from mortals, elves, and beastmen. Their numbers are considerable and their distribution widespread, but they have no nation of their own and have long suffered discrimination from all the independent races.
Overall, mortals hold the dominant position on the Azure Continent, but in certain regions, other races still maintain their own advantages. Although wars are frequent, they are not large in scale. Except for the northern beastmen, the other races remain relatively peaceful with each other, but wars between mortal nations and city-states are unending.
The Vast Continent lies to the east of the inner edge of the Azure Continent, spindle-shaped and separated by the Mediterranean, but in the north, it is connected by a shallow bay known as the Natural Passage. This is a unique body of water, over thirty li long and no more than ten li wide, with a maximum depth of less than two meters—mostly under one meter—with patches of land intermittently exposed above the water, allowing ordinary people to cross without hindrance.
The Vast Continent is called the Magic Domain. Neither mortals nor other races have formally entered this region, except for a few colonial outposts along the Mediterranean coast. For the various races of the Azure Continent, the vast majority of this land remains a mystery. One thing is certain, however: the Vast Continent once boasted a brilliant and renowned civilization. Some of the lucky few who survived expeditions there have brought back strange artifacts and written accounts, proving this point. This has driven countless adventurers and treasure seekers to follow in their footsteps. The continent’s unique climate, special resources, and breathtaking scenery have always been favorites among travelers, and the few colonial outposts have become bridgeheads for exploration and sightseeing.
Among mortals, the Church of Light holds the dominant position, but a significant portion of the population still worships other sects and nature deities, while other races worship nature gods. Religious faith plays a vital role among all races, but in mortal nations and city-states, cracks and divisions have begun to appear between royal authority and the church.
Magic, in terms of harnessing natural power, can be roughly divided into three main categories: general light magic, neutral magic (including elemental and some special magics), and general dark magic.
General light magic includes light magic and white magic, which are mainly based on the masculine energy of heaven and earth. Through various incantations, gestures, and tools, practitioners communicate with the righteous energy of the world, channeling positive energy to unleash spells.
Neutral magic mainly refers to elemental magic, which is further divided into earth magic, fire magic, water magic, and wind magic. Wood magic is a branch of earth magic; lightning magic is a variant branch of fire magic; ice magic is a hybrid of water and wind magic. Neutral magic also includes some special magics, such as star magic, which uses special means under certain circumstances to harness the power of the stars; space magic, which uses specific tools and incantations to release the power of air; mental magic, which uses the unique spiritual power of humans to alter energy structures; and puppet magic, a type of magic that imbues various objects with spirit. Puppet magic is closely related to mental magic and should technically be classified as neutral magic, but since it is mostly mastered by dark mages, it is generally considered a type of general dark magic.