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Chapter 3
by
Ai-R
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Telimere's Geography and Politics (Minimal Spoilers)
World Map
(AN: The author is aware the key is somewhat nonsensical - the map itself was a mix of AI generation and human editing but serves for the most part as an abstraction rather than pure 1:1.)
Telimere is a setting dominated by a mixture of magical terraforming inflicted by divine authority, natural forces seeking to consume the ecology, and political powers. We will in this reference area be going over the world map and political powers. The lore on this page (but not necessarily its inline links) is written from the perspective of a human scholar and omits most deep-cut plot details. Links to related documents will be added as the lore is unveiled, but mind that ALL IN-CHAPTER LINKS MAY CONTAIN SPOILERS (and, for safety's sake, should be checked to verify they lead where intended rather than somewhere unwanted).
COUNTRIES
► Kingdom of Armelia.
- [Summary]: A Feudal Monarchy with absolute cognatic (equal-opportunity) succession rights based upon primogeniture (firstborn child inherit). Armelia stands in the center of Telimere as humanity's 'strongest kingdom' - an egalitarian state with immense military strength. It is the bulwark of the civilized world against demonic encroachment from the north.
- [Crown and History]: Ruled by House Armelia, installed via divine mandate, since the kingdom's founding. Armelia has existed longer than any living human's memory. The church's teachings dictate that it was founded by the Great Hero who smote the wicked Demon Mother, thus commencing the Age of Eina 3,250 years ago. The details of this event are lost time, supposedly only available in Elvish Records which they jealously guard.
- [Policies]: An egalitarian state of strictly-enforced ideals and fairness. The nobility of Armelia are kept strictly in check by the power, divine backing, and grace of the Royal Family - the ideal is to create a state where all stratas of society can achieve happiness and fulfillment within their means without overt oppression or **** of power. According to the Eina's Church (dominate **** of the Civil Pantheon), this is because Justice is the most powerful general of mankind, and wellness the castle from which it reins. A resentful heart breeds apostasy, leading to the chaos which caused the Time of Troubles so long ago - therefore, with Goddess Eina's upon them all and a ruling family divinely-blessed (it would seem) to embody these virtues, the society is shockingly idyll.
- [Demographics]: Due to its prosperity and high standards of living, Armelia is home to a bevy of disparate species beyond just mankind. Its population, in summary, is something to the effect of: 4/10 Humans, 3/10 Domestic Monster Girls; 2/10 Dwarves, 1/10 Elves.
- [Major Regions]: The Northmarche, Westglade, Eastglade, and Heartlands (which from the kingdom's center to the south). Despite artistic liberties taken by the royal cartographer, Castle Armelia and its namesake city - founded where the Demon Mother was slain - can be found in the Kingdom's very center.
- ——[Northmarche]: Spans the White Peaks and their foothills. A contested region encroached upon by Fungal Maws, Goblins, Demons, and even the occasional attempt by the Wyrd to usurp any of the aforementioned. Human power here is a network of fortifications backed by Armelia's incorporated Dwarfhold (Clan Stelehearth). Outside key Castles and the Dwarfhold, most settlements do not see enough prosperity to evolve beyond the palisade-city or fortified farmstead stages. There are nearly no unfortified hamlets or homes.
- ——[Westglade]: The heavily forested region to Armelia's west - specifically their share of the Sylvan Glades the Reclusiarchy of Deepmoon calls home, as split by a river running southward from the White Peaks. Fae creatures, Wild or even Feral Monster Girls, nomadic Wild Elves, and less high-society but still reclusive Wood Elves call these areas home. Human habitation is mostly limited to the surrounding fields, with lumbering a careful negotiation under heavy oversight.
- ——[Eastglade]: Less primeval than the Westglade, this is the forest - as one might guess - on Armelia's eastern front. There are far fewer fae and far more wild creatures here. It is home to much more industrial and widespread lumbering/forestry. However, the degradation of Nominem's civility and order has led to numerous goblin tribes taking roosts in their side of the border, resulting in relatively common raids and goblinoid banditry.
- ——[Heartlands]: The majority of Armelia's lands, kept safe by a defense-in-depth strategy of numerous castles and walled cities. A fertile breadbasket with many idyllic farmstead, hamlets, and general peace. It is not without threats, but what darkness appears from the depths is usually struck down in short order by the Kingdom's military. The Capitol is found in the center of these golden fields, a three-ringed city of white stone not besieged since the time of troubles shortly after Armelia's founding.
►Demonic Lands of Aphelios.
- [Summary]: A 'Demonocracy' ruled by an absolute sovereign. Aphelios sits at the frozen crown of Northern Telimere as the world’s most terrifying and aggressive threat. It exists as a highly organized, expansionist war-state that serves as the eternal enemy of Armelia, launching relentless incursions southward across the frozen wastes.[Crown and History]: Ruled by Demon-Queen Sirene since the region’s consolidation. According to the public records of neighboring realms, Aphelios has been a unified, hostile **** for centuries. Their entire culture and national identity are built around the fervent worship and memory of an ancient entity known as the Demon-Mother Aphelia. The kingdom's singular, driving historical objective is to breach the southern defenses and free this figure, whom they believe is unjustly held or suppressed by the human kingdoms.
- [Policies]: A tyrannical caste system governed by absolute strength and spiritual devotion to their matriarchal hierarchy. Power flows directly down from the Demon-Queen through localized demon lords. The state operates on total mobilization; there is no concepts of civil rights or egalitarian fairness for non-demons. Captured populations are stripped of autonomy, and entire regions are systematically exploited to feed the kingdom's expansionist machine.
- [Demographics]: The population is entirely monstrous or subjugated, divided into distinct ruling and servant tiers. Its population, in summary, is comprised of: Demons (acting as the ruling elite, military commanders, and specialized castes including Imps, Succubi, and brutish Bloodhorns) and Odr-Thralls (a vast, underclass of various captured mortal species used for labor and energy cultivation). There is also a large population of Goblins kept largely to serve as fodder and proxies, or a source of Odr for lesser-ranking demons).
- [Major Regions]: The Cold Lands and the Southmarche. The center of demonic power is anchored deep within the northernmost frost, with territories bleeding south toward Armelia's borders.
- ——[The Cold Lands]: The black heart of the kingdom, spanning the northernmost frostwoods and frozen wastes. This region is dotted with massive, fortified Demonholds—unyielding citadels of dark stone and iron. It is an inhospitable, sub-zero landscape where standard human life cannot survive without immediate capture or ****.
- ——[The Southmarche]: The volatile southern frontier of Aphelios that presses directly against Armelia's northern borders. This region encompasses the Tainted Peaks, a corrupted mountain range plagued by dark energies and fungal growths. It is a chaotic war zone heavily populated by Goblin Biomes, scattered Gobfarms, and heavily fortified Goblinholds that serve as the frontline screening **** for the demon legions.
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►Reclusiarchy of Deepmoon
- [Summary]: A highly advanced, isolationist land populated predominantly by High Elves, called the Reclusiarchy by human scholars due to their insular nature. Situated in Northwestern Telimere, Deepmoon operates as a strictly closed society. Despite its **** **** to engage in overground geopolitics, it maintains a ceaseless vigil against the threats looming along its northern borders.
- [Crown and History]: Ruled by the enigmatic Arch-Magus Irene. The history of Deepmoon is shrouded in absolute secrecy, fiercely protected from outsiders. It is widely rumored across Telimere that their deep archives hold the only unedited historical records of the founding of Armelia and the true details surrounding the fall of the Demon Mother. They guard this knowledge—and their borders—with fanatical possessiveness.
- [Policies]: An insular meritocracy governed by magical aptitude, lineage, and ancient tradition. The Reclusiarchy enforces strict isolationist policies, viewing the younger, shorter-lived races of Telimere with distant, detached skepticism. Foreigners are flatly barred from entering the inner territories, and any unauthorized crossing of their borders is met with immediate, lethal ****.
- [Demographics]: A highly uniform population with a heavy emphasis on native elven bloodlines and magical symbiosis. Its population, in summary, is comprised of: 7/10 High Elves (the ruling, arcane, and martial elite), 2/10 Plant Monster Girls (integrated into the natural upkeep and defense of the dense flora), and 1/10 Domestic Monster Girls (serving the specialized needs of high elven society).
- [Major Regions]: The Sylvan Glades and the bordering peaks, divided into heavily protected inner and outer sanctums.
- ——[High Spire]: The capital city and political heart of Deepmoon. It stands as a towering, magically carved monument of white and silver stone, housing the Arch-Magus and the high-arcane councils.
- ——[The Innerwood]: The primary elven territory within the heart of the Sylvan Glades. This primeval, hyper-magical forest canopy is completely off-limits to humans and outsiders, functioning as an untouched sanctuary of ancient magical fonts.
- ——[The Wyrdmarche]: The portion of Innerwood adjacent to the Wyrdglades, separate only by a river flowing from the White Peaks. An area of constant magical and military friction as rituals and faith organize to keep the Wyrd at bay. Although they don't know it, mankind has the efforts of Elven Society in this point to thank for relative scarcity of Wyrd encorachment elsewhere across the globe.
- ——[The Eastern Peaks]: Spanning Deepmoon's share of the White Peaks. This rugged, freezing frontier borders the demonic wastes of Aphelios. It is a highly militarized zone where the Elven defensive networks keep their unyielding watch.
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►Kingdom of Nominem.
- [Summary]: A heavily compromised, cursed Monarchy located in Eastern Telimere. Once a proud human kingdom, Nominem has devolved into a tragic, dark mirror of its former self, heavily subverted by a demonic brood and possessing an unnaturally strong connection to the Underworld.
- [Crown and History]: Nominally ruled by King Charl, though the true authority behind the throne belongs to a demon entity named Saphirileth. Centuries ago, the royal bloodline was struck with a catastrophic, multi-generational curse. Over time, the state's historical identity shifted from a standard human realm to a compromised domain where the ruling lineage acts as vassals to the pit, dragging their people into spiritual decay.
- [Policies]: A dark feudalism governed by demonic pacts, transactional dark magic, and systemic submission. The laws are heavily warped to accommodate the presence of Saphirileth's brood. While traditional human infrastructure still exists on paper, the true societal hierarchy places demon-allied nobility and cult leaders at the top, while the common citizens are either **** to adapt to the new order or face subjugation. Church has largely succumb to a Heresy that transposes Saphirileth into Eina's place as head of the "civil" pantheon.
- [Demographics]: A fractured, unnatural population balance split between the surviving human stock and their demonic overseers. Its population, in summary, is comprised of: Humans (various classes, ranging from subservient peasants to compromised aristocrats) and Demons (specifically belonging to Saphirileth's kin, operating openly within the capital and major institutions). In ratio it is roughly: 3/10 Demons, 3/10 Humans & Domestic Monster Girls, 4/10 Goblinoids.
- [Major Regions]: Gloomhold, the Eastern Coasts, and the Goblin-Marches. The distribution of power reflects a gradual decay from the corrupted center out to the untamed frontiers.
- ——[Gloomhold]: The political heart of Nominem, placed near the peninsula's tip. The original capital has been thoroughly transformed into a formidable Capitol Demonhold. This dark citadel serves as the primary seat of King Charl and Saphirileth’s kin, acting as the nexus for the kingdom's demonic pacts.
- ——[The Southmarche]: The kingdom's coastal frontier. This region is dotted with fortified Coastal Palisade Cities and managed Farmlands. Despite the spiritual corruption affecting the capital, this zone still produces a steady supply of agricultural goods to sustain the realm.
- ——[The Eastmarche]: The volatile eastern wilderness. This area has been thoroughly overrun by massive Goblin Biomes, highly organized Goblinholds, and widespread Gobfarms. Under the absolute rule of the demon brood, the native goblin tribes here are kept strictly orderly, functioning as a structured labor **** and thrall network rather than chaotic raiders.
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►Kingdom of Tartagalia.
[Summary]: A highly organized, militant Monarchy located in Southern Telimere. Functioning as a rigidly structured war-state, Tartagalia positions itself as a bastion of orthodoxy, famously dedicating its immense military apparatus to fighting aggressive holy wars in defense of its religious values.
[Crown and History]: Ruled by King Friedric. The kingdom’s history is defined by a legacy of unyielding crusades and martial discipline. Its rulers have long maintained a starkly traditionalist vision for the realm, leveraging a powerful network of knightly orders to expand their influence and ruthlessly enforce religious uniformity across their borders.
[Policies]: An extremely structured, authoritarian society where martial law and religious devotion dictate daily life. The state heavily prioritizes order, duty, and spiritual obedience above all else. Every stratum of the populace is expected to contribute directly or indirectly to the kingdom's crusader armies, with little tolerance for ideological deviance or internal disruption.[Demographics]: A highly uniform population leaning heavily toward native human stock, with a minor integrated workforce. Its population, in summary, is comprised of: 8/10 Humans (forming the vast majority of the citizenry, nobility, and crusader ranks) and 2/10 Domestic Monster Girls (integrated strictly into defensive logistics, agricultural labor, and civic infrastructure).
[Major Regions]: The Crownlands, Southern Coast, and the Eastern Fields. The kingdom’s ironclad geography shifts from fortified urban hubs to vital coastal supply lines.
——[The Crownlands]: The heavily fortified central core of the kingdom. This region is dominated by an impressive, heavily stone-walled capital city that serves as the strategic staging ground for King Friedric’s knightly orders and expansive military campaigns.
——[The Southern Coast]: The maritime frontier of Tartagalia, pressing directly against the Great Sea. This area is defined by a secure network of Coastal Palisade Cities that manage the realm’s naval assets, maritime trade, and crucial salt and fishing industries.
——[The Eastmarche]: The primary agricultural lifeline of the kingdom. This expansive region consists of highly organized, sprawling Farmlands and breadbaskets that produce massive yields of grain to feed and sustain the realm's vast standing armies.
► Kingdom of Maeraegean Reefs.
[Summary]: A Frontier Maritime Kingdom in SW Telimere. Centered on Porta Corallis, it operates as a pragmatic, multicultural alliance formed to survive the encroaching Haze Tyrant, balancing surface-level naval defense with an intense subterranean struggle against Underdark threats.
[Crown and History]: Governed by a unique dual-monarchy consisting of a Coral-Dracaena Queen and a Human King. This leadership structure reflects the kingdom's history as a cooperative venture between surface-dwelling races and the native aquatic Dracaena. Their existence is defined by their proximity to the Haze Tyrant’s influence, necessitating an eternal, **** stance of survival.
[Policies]: Driven by survival and cooperation. The kingdom utilizes a highly specific division of labor: Coral-Dracaena serve as the naval backbone and terraforming architects; Deyetaur herds provide essential heavy cavalry and agricultural support; and the Maidcap colonies function as both vital surface-haze repellants and subterranean defenders. Diplomacy is purely pragmatic, relying heavily on alliances with local Lizard Tribes to maintain a barrier against the Haze Tyrant.
[Demographics]: A highly complex societal stratification based on surface and subsurface habitation. The surface population is comprised of: 4/10 Humans, Dwarves, and Elves; 3/10 Coral Dracaena; 2/10 Deyetaur/Lizardfolk; 1/10 Maidcap. The subterranean population is comprised of: 6/10 Maidcap; 3/10 Dwarves; 1/10 Human.
[Major Regions]: The capital hub, the surface territories, and the subterranean depths.
——[Porta Corallis]: The capital city and naval hub. It is the center of the kingdom’s diplomatic and defensive efforts, situated at the confluence of maritime trade and defensive naval positioning.
——[Surface Territories]: Comprising the islands, wetlands, and jungles of the southwest. This region is the primary theater for defending against coastal raids from the Haze-Tainted Peaks and predatory megafauna.
——[The Underdepths]: The subterranean expanse beneath the reefs. This region contains the kingdom's sole Dwarfhold and numerous Fungal Maws, acting as the primary front line against Duergar and Dark Elf raiders, as well as relentless Underdark fauna like insectoids and worms.
▶Dwarf Kingdoms.
[Summary]: A fiercely sovereign, industrially peerless confederation of subterranean clans inhabiting the raised mountain-chains between Armelia, Tartagalia, and the Tainted Peaks (known as the 'Marble Crown.') Positioned as a pragmatic buffer between the surface realms and the underground abyss, the Dwarf Kingdoms maintain an armed neutrality, trading invaluable metallurgy while fiercely guarding their deep vaults
[Crown and History]: Governed by the High Thane Assembly, an oligarchic council of elder forge-masters, the history of the kingdoms is an unyielding saga of subterranean attrition against the under-marches and goblin incursions. Unlike their zealot neighbors in Tartagalia, the Dwarves view history through the lens of structural endurance and economic leverage rather than holy crusades, holding a deep-seated cynicism toward surface-dwelling politics.
[Policies]: A heavily stratified, meritocratic society built on craftsmanship, ancestral oaths, and strict economic utility. The state operates on an intricate system of guild contracts where every citizen's worth is directly tied to production, fortification, or defense. Ideological deviance is handled not through executions, but through immediate economic exile and the stripping of clan names.
[Demographics]: A monocultural bastion predominantly composed of native Dwarven lineage, supplemented by a vital, heavily regulated auxiliary workforce. Its population, in summary, is comprised of: 8/10 Dwarves (dominating the military ranks, mining syndicates, ruling assembly, alongside rare Dwarf 'Monster-Girl' variants), and 2/10 Surface Merchants (restricted strictly to upper-tier trading enclaves).
[Major Regions]: The Marble Crown, Sky-Forts, Forge-Heart, Inner Mines, and Cardinal Gates. The realm’s territory shifts from frozen, high-altitude surface ranges down into immense, heavily fortified subterranean vaults.
——[The Marble Crown]: The high-altitude mountain territory characterized by thin air and chilly climes. This region is dominated by specialized alpine ranches and hardy livestock operations where the dwarves regularly manage native monster girl interactions, maintaining stable relations with the local fauna of the peaks.
——[Sky-Forts]: A defensive network of massive surface keeps constructed across strategic mountain peaks. These heavily fortified stone strongholds serve as the primary surface lookouts and tactical staging grounds of the realm, monitoring the upper trails and securing the perimeter.
——[Forge-Heart]: The grand subterranean capitol and industrial core of the kingdoms. Built deep beneath the mountains around powerful geothermal vents, this monumental vault serves as the seat of the High Thane Assembly and features the premier casting halls where legendary dwarven steel is produced.
——[Inner Mines]: The extensive, stone-carved dwarven heartland. This sprawling subterranean network contains the primary residential vaults and richest mineral veins of the realm, allowing the bulk of the dwarven populace to live, work, and extract wealth in relative security.
——[Cardinal Gates]: A ring of heavily fortified surface-to-subterranean dwarf-holds protecting the outer rims of the territory. These massive garrisons function as sealed ****-points bordering the kingdom's cardinal neighbors, strictly regulating military defense and trade along the western frontier with the Lizard Tribes, the eastern borders with Tartagalia, the northern passages into Armelia, and the toxic southern under-marches contaminated by the Haze.
▶Wyrdglades.
[Summary]: A volatile, magically saturated wild-land occupying the isolated Northwesternmost corner of Telimere. Functioning as a living primordial buffer zone, the Wyrdglades are a chaotic expanse where the raw, unrefined magical fonts of the world warp the flora and fauna, making it a highly hazardous territory for conventional colonization. It is a place of chaos, corruption, and endless insatiable lust for 'more.'
[Crown and History]: Lacking a unified crown or central government, the Wyrdglades are loosely overseen by an informal conclave of ancient, reclusive Arch-Druids and primeval entities. The region’s history is an organic cycle of growth and violent (and lurid) mutation, historically acting as a site of immense magical friction against the isolationist Reclusiarchy of Deepmoon, which constantly fights to keep the Wyrd's encroachment at bay.
[Policies]: A lawless, Darwinian ecosystem where survival dictates daily life rather than codified law. The territory operates on the fundamental principle of magical symbiosis and apex adaptation; those who cannot attune to the ambient, mutating energies of the Glades are quickly consumed or altered by the landscape, leaving no room for traditional societal order. A land of a thousand petty tyrants unified only in their individual desires to claim 'more' from the world without.
[Demographics]: Its population is comprised almost entirely of Wyrd-Entities (beings twisted into graceless, rampant hedonism and domination/submission). In summar: 6/10 Wyrd-Thralls of various types, 2/10 Wyrd Elves (the ruling caste, most closely tied to the warped magic), 2/10 Wyrd-Monster Girls (mostly plant based or sylvan).
[Major Regions]: The Whispering Canopy, The Font-Mires, the Wyrd-Maw, and the Deepmoon Borderlands. The geography shifts unpredictably from dense, bioluminescent cloud-forests to shifting, mana-soaked swamplands.
——[The Whispering Canopy]: The hyper-dense, multi-tiered upper forest layer. This region is dominated by massive, sentient elder trees whose root networks actively pulse with raw magic, forming a shifting labyrinth that disorients and traps surface intruders.
——[The Mirefont]: A treacherous, glowing wetland network where underground magical currents burst onto the surface. This area serves as the primary spawning ground for the realm’s unique resources and mutated wildlife, drawing the **** and the brave to harvest its volatile essence.
——[The Wyrd-Maw]: An extensive tunnel network expanded and populated by Wyrd-Mycelians corrupted by the glades above. It stretches beyond the reaches of the surface glades to even settle beneath Aphelios before the Demons' own workings disrupt its growth.
——[The Deepmoon Borderlands]: A tense, scarred frontier pressing directly against the Sylvan Glades of Deepmoon. This zone is defined by a constant, grinding friction where High Elven defensive wards violently clash with the relentless, creeping overgrowth of the Wyrd.
[ AN: This author got tired of fighting the site's auto-formatting halfway through and gave up on bulleted lists. There are ghost tags I can't remove in there messing everything up. ]
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Aisekai
A Journey of Virtue and Corruption
Ordinary perv from a somewhat peculiar iteration of Earth falls down some stairs and finds himself becoming the rope in a game of cosmic tug of war. A grand fantasy epic ensues with heavy focus on character interactions, the consequence of choice, and the goal of finding one's place without succumbing to it.
Updated on Jun 10, 2026
by Ai-R
Created on Jun 7, 2026
by Ai-R
With every decision at the end of a chapter your game state can change. Here are your current variables.
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