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Game world background (1)

World background

The map of the illusory world is basically constructed based on the real earth. Apart from the underground part that has not been explored by players, the surface is divided into

The Loess Zone is mainly based on the real New China sphere of influence and is named after the relatively mild Song Dynasty in history. Apart from the Song Empire, which is the center of the Loess Zone, it retains the traditional forces such as Yingzhou and Hualang to take care of the historical sentiments of some people. Players in the Loess Zone need to conduct sufficient experience in the local area where ghosts are rampant in order to be able to contact the real threats on the border.

As the Central Empire, the northern border of the Song Empire faced the army of orcs that surged out of the Siberian wasteland. The endless orcs used human sea tactics to crush the Song Empire and the Tsarist Kingdom at the same time, completely blocking the communication between Russian players and New China players.

In the south, except for the Indian region, which relied on the struggle of a large number of players and the support of the Loess region, which defended the territory of the Jabalpur area of ​​New Delhi, the vast majority of the territory of the South Asian subcontinent has been occupied by a large number of cultists. With the support of chaos, it has spread south to the Middle East region. The hard-working Middle East players have started a long guerrilla career since entering the game. Most players have crossed mountains and ridges to enter nearby areas to take refuge.

The Song Empire relied on the Himalayas as a natural barrier to resist the infiltration on land. The navy of both sides fought for each other in the Bay of Bengal. The tonnages of the navy sinking every year directly led to the empty sea defense force in the southeast coastal areas, and was occasionally attacked by the NPC forces in Yingzhou. It is reported that players in the Loess Zone have contacted players in Yingzhou to completely ruin the illusion and magic power of the Sixth Heaven Demon King.

The EU area, commonly known as the Old Continent by players, has been completely reborn in the game, and the human brains of players of different cultures have become dog brains, and the major battle groups have even hated each other as deep as the sea. If it weren't for the Roman Empire that had ascended the entire Europe as a whole, and the coastal areas were full of fierce amphibious barbarians, man-made disasters would have become the main theme of the old road.

Crossing the Mediterranean, players of the entire Black Continent were shrouded in shadow by Anubis, and the non-death spirits who crossed the long river of death squeezed the living space here. The blessings are unparalleled and misfortunes never come alone. The gate to the Chaos Realm, which was opened in the Somalia area recently, has further aggravated the speed of the complete fall of the Black Continent.

Corresponding to the Old Continent is the New Continent far away in the Americas. When the legendary wizard Christopher Columbus found the New Continent with the prophecy left by his teacher, the great arcane Lef Erixon, the entire mage guild was in full bloom!

However, the mages hid this discovery. The fifty-four most powerful spellcasters turned their compatriots and led their followers to forcibly transmit their mage tower from the Old Continent to the land of the New Continent through a powerful spell. The huge magical energy awakened the Roman Empire buried deep underground, bringing wars to the Old Continent that lasted for hundreds of years.

Until now, there are still constant conflicts between the old and new continents. With the development of the fifty-four mage lords for hundreds of years, the new continent has shown prosperity. The mages can finally ignore the secular vision and use slaves on a large scale to increase productivity. Almost any race, including humans, is within the scope of the mage lords' arrest.

The mages can finally study their own spells of interest without restraint. Until one day, the Supreme Lord George Washington (Legendary Mage Level 30) advanced to a new profession through an evil spell - the Witch King.

By gaining power through corrupt vitality, George Washington became almost invincible and immortal. This power quickly attracted the remaining 53 mage lords. Through various channels, they finally succeeded in forcing George Washington to hand over the secret of this spell.

For a time, news spread across the country that mage lords had successfully advanced to become witch kings. The land in the New World was quickly barren and destroyed under the corrosion of more than a dozen witch kings. Soon the remaining mage lords discovered that no matter how talented they were or how hard they worked, they could not successfully advance to the profession of witch kings.

Through the changes in the environment of the New World, the mages concluded that the vitality of a land is limited and it is impossible to maintain so many witch kings. The thirteen people who have become witch kings are the upper limit of this land.

Forty-one mage lords who failed to successfully seize the opportunity quickly responded. They united to destroy a witch king. Then, a mage lord successfully advanced to become a witch king. He was soon eliminated by the mage lords around him. The remaining mages were wary of each other that the cracks had existed and could not heal.

Since then, the mage lords of the New World have split, but they have advanced to the lords of the Witch King and have become enemies in the eyes of other lords. The two sides are constantly fighting each other. Players of the New World face such a chaotic world when entering the game.
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