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The world of Magus. Continents, countries, lore.

The world of Magus Bloodlines. Global Overview

The planet of Magus is approximately five times larger than Earth, yet rotationally balanced by an ancient network of divine leylines that stabilize its gravity and climate.

Six divine domains—Death, Life, Air, Water, Fire, and Earth—shape its continents and civilizations.

As of 2554, humanity's reach extends across only a fraction of the known landmass.

Four supercontinents define the visible world, while two hidden demi island chains remain concealed from mortal sight by arcane veils and dimensional rifts.

Supercontinents of the Mortal World Elyndra – The Heart of Civilization

Region Type: Central supercontinent

Dominant Races: Humans and Shifters (openly), hidden enclaves of all six demi races

Technology Level: Futuristic magi-tech fusion

Climate: Temperate to cold, diverse ecosystems

Capital Nations:

Tristain Republic (industrial, forested inland)Vale of Lunavia (fertile mana heartland)Allario Dominion (eastern coastal hub of trade and academia)Karthian Confederacy (northern frontier of tundra and relic ruins)

Cultural Note:

Elyndra is both the birthplace of modern magic and the cradle of the Treaty of Secrecy.

Beneath its cities, hidden demi metropolises thrive—ancient Draconian catacombs beneath Allario, vampiric strongholds under Tristain's forests, and elven sanctuaries cloaked in the Lunavian vales.

Key Landmarks:

Frostveil Mountains: Northern barrier, home to ancient Valkyrie watchtowers.Aurelian Bay: Deep harbor and leyline nexus feeding Allario's economy.Lykos Woods: Sacred to shifters; Drogo and Luna's pack once resided here.Serinvale River Basin: Fertile heartland laced with ley currents.

 

Ar'Dathon – The Scorched Continent

Region Type: Southern hemisphere supercontinent

Dominant Domains: Fire (Ares) and Earth (Koray)

Climate: Harsh deserts, volcanic ridges, crimson plains

Known Inhabitants: Draconians (in exile), human mercantile colonies

Lore Summary:

Once the battlefield of the Divine War, Ar'Dathon still bleeds with dormant mana.

Crimson sandstorms sweep across the Glassfire Wastes, where obsidian shards whisper to those who carry dragon blood.

The Draconians call it "Korr Veyth" — "The Forged Tomb."

Human cartographers only recently rediscovered its coasts, but none have survived inland expeditions.

Key Landmarks:

The Black Spire Range: A volcanic chain that vents pure mana flame.Ashen Reaches: Endless plains of scorched glass; home to slumbering wyrms.The Ember Sea: A molten inland ocean said to conceal a sealed god-forge. Virelda – The Verdant Labyrinth

Region Type: Equatorial supercontinent

Dominant Domains: Life (Lunavia) and Water (Tempestra)

Climate: Tropical jungles, storm-ridden coasts, bioluminescent flora

Known Inhabitants: Merfolk (coastal), Elves (inland), scattered human colonies

Lore Summary:

Virelda is a living world unto itself — vines thicker than towers, rivers that glow with mana.

Rainfall never ceases; Tempestra's storms feed the endless greenery.

Elven cities hang like chandeliers within colossal trees, while merfolk guard the flooded temples of their gods.

Key Landmarks:

The Emerald Veins: Network of bioluminescent rivers carrying raw life-mana.Thal'Seren Ruins: Drowned temples of the first elven civilization.Isle of Whispers: Where storms never end; believed to house a divine relic of Tempestra.

 

Nor'Vhal – The Veiled Frontier

Region Type: Polar-spanning supercontinent

Dominant Domains: Air (Veyran) and Death (Thanarion)

Climate: Frozen wastelands, hollow glaciers, sky fissures

Known Inhabitants: Valkyries, Vampires (ancient origin), reclusive necromancers

Lore Summary:

A land of eternal twilight and auroras, Nor'Vhal exists partly in two planes — physical and spectral.

Here, the veil between life and death is paper-thin.

Legends say Veyran and Thanarion once clashed here, fracturing reality itself.

Those who wander its wastes vanish, reappearing decades later unaged and haunted.

Key Landmarks:

The Abyssal Mirror: A frozen sea that reflects not the sky, but the underworld.Citadel of Aetherfall: Floating ruins suspended by ancient wind-mana.The Shroud Rift: A canyon descending into Thanarion's domain itself.III. Hidden Island Chains of the Demi

Two island chains remain unseen by mortal eyes, protected by illusion fields and planar distortion. They serve as the last untouched sanctuaries of the Demi-God races.

The Thalor Deep

Domain Influence: Water / Tempestra

Location: Beneath the southern oceans between Elyndra and Virelda

Inhabitants: Merfolk clans and aquatic demi-races

Description:

An underwater archipelago spanning thousands of kilometers, invisible to sonar or satellite due to bending light-mana currents.

Coral spires reach toward the surface like inverted towers, glowing with bioluminescent energy.

The Thalor Deep is said to house The Leviathan Throne, where the Oceanic Council of Tempestra's descendants convenes.

Valen'Aer

Domain Influence: Air / Veyran

Location: High above Elyndra's northern stratosphere

Inhabitants: Valkyries, elemental spirits, exiled seraphs

Description:

A chain of floating isles suspended by air-mana.

Invisible to human radar, these islands drift across the sky, occasionally casting fleeting shadows over Elyndra before vanishing again.

It is said the Hall of Winds here contains the last pure record of the Divine Treaty.

Notes from the Arcane Cartographers' Guild

"The gods may have left our world, but their fingerprints remain carved in the soil and the sea.

Each continent breathes their legacy — some in flame, some in frost, some in silence.

And though Elyndra thrives under its veneer of peace, the pulse of the divine still beats beneath her crust."

— Archivist Edrin Vale, Treatise on the Lands of Magus, 2552.

 

 

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