Reborn as the 68th Demon Lord

Chapter : 0.2: The Mortal Realm - A Cauldron of Ambition



The Mortal Realm is a vibrant, contentious world, a grand stage for the political and military struggles of its inhabitants. While countless smaller nations and tribes exist, the balance of power is primarily dictated by its most prominent civilizations.

The Human Kingdoms: Humanity's greatest strength and most profound weakness is its diversity. They are the most populous race, their kingdoms stretching across every climate.

The Aethelgard Empire: A vast, militaristic empire built on discipline, conquest, and a rigid social hierarchy. Its legions are the most feared fighting force in the world, and its ambition to "civilize" all other nations under its banner is a constant source of global conflict.

The Sanguine Theocracy of Halcyon: A nation ruled by faith and fire. The Theocracy worships a god of light and purity, and its zealous Inquisitors are dedicated to eradicating all demonic influence from the Mortal Realm. They are powerful, uncompromising, and see the world in stark black and white.

The Free Maritime Confederacy: A wealthy league of coastal city-states run by powerful merchant princes. They control the world's sea trade, and their power lies not in armies, but in gold, information, and influence. Their spy networks are legendary.

The Elven Enclaves: The ancient and long-lived Elves reside in domains shrouded by powerful magic.

The Silverwood Court: Deep within the world's oldest forest, the High Elves live in breathtaking cities woven into the very fabric of nature. They are isolationists, viewing the short, turbulent lives of other races with a mixture of pity and disdain.

The Shadowfen Exiles: A pragmatic and often ruthless offshoot of the Elven race who were banished from the Silverwood centuries ago for practicing forbidden magic. They live in swamps and shadowed lands, trading their magical knowledge for survival and power.

The Dwarven Mountain-Holds: The Dwarves are the undisputed masters of the world below. Their kingdoms are subterranean marvels of engineering and craftsmanship.

Karak-Dûm, the Everlasting Vault: The largest and oldest of the Holds, a city that delves miles beneath the highest mountain peaks. It is the center of Dwarven culture and politics.

The Ironfire Clan: A nomadic clan of Dwarven smiths who roam the world in massive, mobile forges. They do not hold land but are sought after by all, for they craft the finest weapons and armor money can buy.

The Beastkin Tribes: A proud and diverse collection of humanoid tribes with animalistic traits. They are deeply spiritual, revering nature and the spirits of the wild. Their central cultural event is the Great Hunt, a decade-long pilgrimage where tribes unite to hunt truly colossal magical beasts, a ritual that solidifies alliances and proves the strength of their warriors.


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