This is an overview of the basic world geography for the Lily and Marigold series map.
It provides an initial layout of the world and its key regions, locations, and landmarks.
The details included here may be subject to updates or revisions as the story develops and new locations or elements are introduced.
Last Update: 2025/August/20
Updated Kagehon with new map and description
Solara (Cultural City) 索拉拉
A major city on Amarath's eastern coast, Solara City is a center of trade, business, and culture. Towering buildings and ports connect it to the world. It’s home to top universities, attracting students from all over. Beneath the city is an underground metro that links shopping areas, markets, and transport hubs. The headquarters of Hearton Corp Tower is also located here.
Luminara (Harpy Dockyard) 璐明娜拉
This coastal area near Solara City is known for its white buildings and busy harbors. It's a key gathering place for Harpies and a hub for trade, fishing, and shipbuilding. Luminara serves as one of Amarath's main ports, with a Lighthouse guiding ships safely to shore.
Enhnore (The First Grove) 恩諾瑞
Enhnore, the first city built by elves, stands at the edge of the Elven Woodlands. It blends ancient elven design with modern structures. Rooted in tradition and nature, old elven culture continues to thrive.
Drevinton (Capital of Decisions) 德瑞頓
Drevinton Capitol is the political heart of Amarath, where key decisions shaping the nation are made. It is also home to the Mythic Unity Foundation research lab, a hub of innovation that safeguards vast history knowledge and magitek studies.
Minkwood (Heroes Homeland) 明克伍德
Minkwood is a quiet rural town and home to many Beastmen. It holds a proud history as the birthplace of the heroes who once defeated the demon lord. While modern additions like train stations have been built, the town has worked hard to preserve much of its original charm and traditions.
Nimblehill (Halfling Vineyard) 輕盈山丘
Nimblehill is a region filled with small villages spread across rolling hills. The area is known for its Halfling vineyards and excellent winemaking. The community places a high value on safety, with most Halflings carrying firearms to protect against random attacks from King Pigeon and other threats.
Valor Spring (Land of Prosperity) 瓦爾春
Valor Spring is a vibrant city with a rich history. Once a battlefield, it has transformed into a bustling center of business. A massive sword stands at the city's heart, symbolizing its storied past. Valor Springs has become a prosperous metropolis where businesses thrive and attract people worldwide.
Wheatmere (Farming Hub) 麥美爾
Wheatmere is a rural farming sector known for its vast farmlands. Peaceful production of high-quality crops and livestock is Amarath's central farming resource.
Dustfall (Wall of Amarath)塵落境
Dustfall is located on the Southern border and serves as one of Amarath's key base military. In a vast, arid desert. The city is protected by a strong stone wall, built to defend against outside threats. Known for its harsh environment, Dustfall serves as a fortress and is home to many Cyclops.
Chillis (City of Snow)奇利斯
Chillis, located in the northern region of Amarath, serves as one of Amarath's key base military. Its natural hot springs have also attracted visitors for years. The city thrives as a destination for relaxation and winter activities, offering rejuvenating thermal waters, stunning winter landscapes, and a cozy, welcoming atmosphere.

The Kingdom of Boldohr, built by halfling dwarves, is located deep in the mountains west of Minkwood. The main entrance is through the Grand Gate of Boldohr. The city’s design showcases the skill and creativity of its builders, offering a one-of-a-kind architectural style.
Ironroot Docks (Mountain Port) 鐵根碼頭
A port located at the base of the mountain. Ships transport and serve as the primary gateway for goods, resources, and exchange.
The Mountain’s Crown (Outer City) 山脈之冠
The Mountain’s Crown Is what the citizen of Boldohr refer to the outside mountain areas and cities.
Bronzeward Town(Trade District) 銅衛市
A small town of marketplace where traders from Amarath, Auris, and beyond come to trade for fine metalwork and rare materials.
The Northern Timberlands (北方林地)
North of Boldohr lies the Northern Timberlands, a dense forest rich in timber, wildlife, and herbs.
The Grand Gate of Boldohr (Main Entrance) 伯爾多大門
An enormous gate serves as the main checkpoint entrance to The Mountain’s Heart inner city and symbolizes Boldohr’s strength.
The Mountain’s Heart (Inner City ) 山脈之心
Beyond the Grand Gate lies the true heart of Boldohr, a city built deep inside the mountains and thriving mining operations that sustain the kingdom.
Stonehearth (Capital of Boldohr) 石爐城
The largest and most populated city of Boldohr, serving as its political, cultural, and economic center. It is home to the most of the people

The Kingdom of Orgogh is a modern realm where Orcs have embraced trade and governance. Despite this, some areas of their culture still honor warrior traditions, including gladiator-style sports, in which Orcs compete in combat to showcase their strength. Trial by combat to the death is still used in their justice system.
Bloodsand Arena (Main Arena) 血沙競技場
A massive coliseum near the southeastern docks where Orcs compete in gladiator battles to prove their strength. It is a major cultural, entertainment, and judgment hub.
Warscar Landing (Southern Port) 戰疤碼頭
The main port of Orgogh is named after the many battles fought along its shores. It is a hub for businesses, tourists, and all travelers entering the kingdom.
Gor'Khar (Coastal City) 戈爾卡
A city near the docks, acting as a trade and cultural center. Known for its most diverse population tourist area. It stands as the first city to embrace civilization beyond war, shaping the nation's cultural identity.
Mok'tal (Capital of Orgogh) 莫克塔爾
The central city and heart of the kingdom, where governance and military leadership reside. The city is surrounded by training grounds, forges, and grand halls.
Grimwood (Northern Forest) 暗林
A dense forest in the northern region, home to secluded Orc clans, ancient battle sites, and sacred grounds where warriors undergo trials of endurance.
Drak'Thur (Western Mountain Town) 德拉克索
A rugged settlement built near the mountains, known for its skilled hunters and warriors. Many aspiring gladiators and mercenaries train here before heading to the Bloods and Arena.
Kragfield (Orcish Farmlands) 克拉格
Kragfield is where many orc communities raise livestock for food. Large grazing fields are home to hardy animals bred for meat. The area is known for its straightforward, no-waste approach to butchery and cooking.
Redfang Watch (Orgogh Gate) 赤牙守關
The northern border gate of Orgogh, Redfang Watch serves as a heavily guarded checkpoint connecting the realm to the Jurassica Preserve.

Tataros, home to the legendary giant Thalos, is a kingdom built for its exceptionally tall people, descendants of ancient giants. Its buildings, roads, and markets are designed to accommodate their size, with even the shortest among them standing over 15 feet tall. In Tataros, even Orcs seem small.
Daoren City (Capital City) 道仁城
The political heart of Tataros, open plazas, and ancestral shrines are central to Tatarosian life. The city is governed by the Council of Elders, who uphold peace and tradition.
Thaloridge (Cliffside Village) 塔洛嶺
A thriving town nestled at the base of Mount Thalos, where the great giant Thalos was laid to rest. The residents of Thaloridge live within the carved cliffs of the mountain, maintaining a close connection to the legacy of their hero.
Mount Thalos (Hero’s Tomb) 塔洛山
A sacred cliffside valley where the great giant Thalos was laid to rest after returning home from his final battle. Built in his honor by the people of Tataros, the site serves as a national memorial. Though his sword was placed in Amarath’s Valor Spring, many still visit Mount Thalos to reflect on his legacy and pay their respects.
Shuilin Wharf (South Dock) 水麟碼頭
A major trade port facing the southern sea. It serves as the primary import/export hub; trade with other nations flows steadily through here.
Loong Gate (North Gate) 龍關
Connected directly to Jurassica Preserve, this gate is carefully monitored. It exists less as a defense post and more as a controlled access point for researchers and authorized personnel.
Fengdao Gate (West Gate) 鳳道關
A fortified checkpoint marks the western border of Tataros. It serves as the primary land passage to Orgogh and is maintained by military forces to regulate travel and trade between the two realms.
Shellrise Pier (East Dock) 玄殼港
An eastern-facing dock that serves as a point of arrival and departure for ships. It’s known for its steady flow of goods and visitors, with paper lanterns often seen hanging along the walkways.
Lanping Plains (Outer Grasslands) 嵐平原
Expansive grasslands where seasonal communities settle and work. The area is known for raising and training large reptiles used as mounts and for heavy labor.
Hanjin Fields (Terraced Farms) 涵境梯田
Farming fields where crops like rice and medicinal herbs are grown. Dinosaurs help plow and transport harvests. The area is known for its peaceful lifestyle and clean spring water.

Jurassica Preserve is a volcanic region marked by vast deserts, lava fields, and hidden oases. It is a natural reserve dedicated to protecting ancient creatures, including primordial reptiles, giant birds, and other prehistoric species. Amarath, Orgogh, and Tataros have all agreed to safeguard these rare creatures and prevent their exploitation and destruction. The area remains mostly uninhabited, with only a few researchers and tribes living there to maintain the balance of the ecosystem.
Mount Kharozak (Active Volcano) 卡羅札克火山
An active volcano of the Jurassica Preserve. While it occasionally erupts, the activity is generally mild and is closely monitored by the three neighboring nations. Eruptions sometimes stir up dust storms across the surrounding areas and near the borders of the three nations.
Amarath Gate (Dustfall Border) 阿瑪拉斯大門 塵落境關
Located at the northern border, this checkpoint connects Jurassica Preserve to Amarath.
Orgogh Gate (Redfang Watch) 奧爾格大門 赤牙關
A stone pass on the southwestern border connects Jurassica Preserve to Orgogh.
Tataros Gate (Loong Gate) 塔塔羅斯大門 龍關
The southeastern gate, this gate connects Jurassica Preserve to Tataros.
Moltenwood (West Refuge) 熔木庇護地
A rocky valley near Mount Kharozak, rich in hot springs. Home to heat-adapted dinosaurs and thick vegetation that thrives in warm environments.
Lifespring (East Refuge) 靈泉庇護地
A lush forested region with lakes and rivers, supporting diverse prehistoric life in a calmer, greener environment.

Isvaria is a remote, snow-covered land with a small population and harsh conditions. It’s home to the world’s most powerful magic academy, Frigwyn Institute, where only the most gifted are trained. The highest authority in the magical world, the Archmage, resides here, making Isvaria the spiritual and political heart of global magic.
Frigwyn Institute (Center of Magic) 弗里溫學院
Located at the top of the northern cliffs, Frithalyn is Isvaria’s elite institute, part academy, part government stronghold. It trains the most gifted magic users while also housing the nation's top magical leaders and policy-makers.
Frigwyn (Capital City) 弗里溫
A snowy town nestled near the base of the Academy. Once only home to support staff and visiting scholars, it has since evolved into a hub of niche vendors and residential housing.
Cindarala (Central District) 辛卓利拉
The industrial and technological core of Isvaria, this city also serves as the border gateway to Amarath and houses key government offices. Anyone wishing to travel to Frigwyn must pass through here, as Isvaria is a designated no-fly zone and is the nation’s only capital dock.
Silentsnow Woods (White forest) 靜雪林地
This forest is buried under snow year-round, with trees so heavily covered they blend into the landscape. From afar, it looks more like a frozen plain than a woodland, silent and still beneath the weight of winter.
Silverhollow (The Frozen Barrier) 銀壑山
A cold, high-altitude mountain range forms Isvaria’s southern edge. Its harsh climate and steep cliffs make it nearly uninhabitable. Acts as a natural border with Amarath.

A hidden island nation, surrounded by satellite isles above and a vast underwater civilization below. Once plagued by pollution from ocean currents, its seas have gradually recovered thanks to Hearton Corp’s cleanup efforts. While not part of the Unified Council Alliance, it maintains partial openness through Hearton Corp partnerships and limited tourism.
Celestial Watch (Hearton Corp Seaport) 聖守港
The only passage border checkpoint into Isles Lagoon is through this newly sanctioned seaport, granted by the King to Hearton Corp, after long negotiation through one of the seven royal siblings, Princess Coral. At its entrance stand two towering statues of Neptune and Salacia, revered as the guardian gods of the merfolk. This port serves as the gateway for all authorized travel into the kingdom. To navigate safely, all incoming ships are assembled with rare Sea Metal from Isles Lagoon, which hides them from the colossal sea creatures lurking beneath the waves.
Blossom Bay (Merfolk Capital) 櫻花灣
Blossom Bay is the central city of the Isles Lagoon and the heart of the Merfolk kingdom. Governed by Princess Coral, it serves as the kingdom’s main residential, cultural, and commercial hub. The city blends with the sea and thoughtful innovation to protect its coastal way of life. The city’s Pearl Plaza district welcomes visitors with scenic waterways, offering shopping, dining, and cultural performances.
Corallith (Surface Government Hall) 珊瑚塔
A spiraling tower rising from the shallows of the island. Here, surface-dwelling Merfolk and land-based delegates meet for political affairs. Designed with accessibility in mind, it serves as the diplomatic and bureaucratic hub for those who cannot descend into the depths.
Azure Realm (Underwater Royal Capital) 碧藍領域
Located deep beneath the waves, Azure Realm serves as the underwater capital, accessible only to nobles. At its heart stands the royal palace, heavily guarded and protected by elite royal guards.
Thalasha (Headland Forest) 塔拉沙
Located near the tall mountain islands and the edge of Verdant Hollow, Thalasha is a quiet region embraced by forests and misty hills. Life flows gently here, calm and peaceful.
Verdant Hollow (Waste Conversion Forest) 翠淵林
In Isles Lagoon, mermaid waste is directed through hidden underwater tunnels into a vast marine forest. There, bacteria and sea creatures break it down into nutrients for kelp and coral, enriching the ecosystem. This natural process filters the water, supports plant growth, and turns waste into a vital part of the environment.
Pelamara (The Deepwater District) 佩菈瑪菈
To the south lies Pelamara, a district where most of the city is built beneath the waves, leaving almost no visible land above the water. It is home to Merfolk communities who thrive in their aquatic environment. Surface dwellers cannot enter Pelamara without specialized gear, making it a hidden world where merfolk families live in peace under the sea.
The Outer Sea (The Veiled Deep) 幽濤海
Encircling Isles Lagoon lies the Veiled Deep, a vast, dark ocean filled with colossal sea monsters and ancient creatures. Specially reinforced ships are the only safe means of traversing this dangerous border.
Ebon Drift (Trash Gyre Zone) 墨渦帶
The outer region where ocean currents naturally pull floating waste and pollutants. Once overwhelming and toxic, it’s now under active cleanup by Hearton Corp and merfolk volunteers.

Kagehon is an island nation located east of Amarath, known for its bustling cities, advanced industry, and disciplined society. Yet beneath its progress, traditions run deep. Kagehon embodies a balance between modernity and ancient shadow military.
Shirakumo (Metropolitan Capital) 白雲京
Shirakumo blends vibrant business districts with traditional temples, gardens, and teahouses. As the political and commercial center, the city pulses with energy, where urban life harmonizes with lasting customs and cultural heritage.
Hanamura (Countryside Town) 花邑町
A small, quiet settlement where life moves at a slow pace, with farmers and fishermen gathering at local markets. Hanamura is often regarded as the "soul of old Kagehon," a place where tradition thrives.
Takigawa Docks (Main Seaport) 瀧川港
The busiest trade and fishing port of Kagehon. Merchant ships, fishing fleets, and foreign traders crowd its harbor. It’s also the main gateway for outsiders visiting Kagehon, guarded strictly by naval forces.
Kuroyama (Sacred Mountain Forest) 黑山嶺
Kuroyama rises prominently above Kagehon, its rugged, forested slopes visible from miles around. A defining feature of the landscape, it stands as a natural landmark and a symbol of the region’s wild beauty.
Kazakiri village (Hidden village) 風切村
Hidden deep within the shadowed valleys of Kuroyama, the Kazakiri clan trains Kagehon's most lethal assassins. The government publicly denies their existence, labeling them as mere private mercenary groups, yet to the citizens, their activities are an open secret, executing missions for the Shogun while remaining officially unacknowledged.
Kagashi (Capital & Shogun Seat) 輝市
Kagashi is the heart of Kagehon. At its center rises Kagashi Castle, home of the Shogun. The city balances quiet military watchfulness with rivers and gardens that bring it life.
Once refugees from the Dwarven kingdom of Boldohr, the people of Varethis now call themselves Duergar, distancing themselves from dwarves and halflings alike. They’ve built a powerful industrial society in the northern mountains, valuing order, invention, and control. Ruled by strict authority, they see nature as a resource and the southern Dryads as backward.
Born from the conflict between the Duergar of Varethis and the Dryads of Phuipuvia, Neutralis was established after Amarath intervened to stop an all-out war. The island was split into three regions, with Neutralis serving as a neutral buffer. Today, it hosts peace talks, trade deals, and UCA summits, all of which are protected by global peacekeepers. It remains the island’s center of balance.
A sacred, forest-rich region where Dryads and other nature-bound folk live in harmony with the land. They view the Duergars as destroyers who once threatened their way of life. Though peaceful by nature, the people of Phuipuvia fiercely protect their home, rejecting all forms of industrialization in favor of spiritual and ecological living.
Founded by elves who opposed Amarath's creation, Sylvenor is an elven-only isolated kingdom that strictly regulates outsiders, allowing only elves to gain citizenship. They focus on restoring the Mana Tree and reclaiming their former glory.
Savana Rainforest 薩瓦納雨林
The largest forest in the world, Sylvenor claims the vast expanse of the Savana Rainforest as part of their sacred land.
Dusmore is a small nation where daylight is brief and nights stretch long. It is ruled by an ancient vampire aristocracy known as the great elders, and its people thrive in perpetual twilight.
Regulations on Vampires
The Unified Council Alliance has strict rules to control the vampire population. Turning humans or other species into vampires is forbidden to prevent overpopulation, with severe punishments for violations. Hybrids, which are vampire-human offspring, are encouraged because they age and die, helping control vampire numbers. Only those who are seated to be Great Elders are allowed to turn to True Blood Vampires. These regulations keep vampires as a small, controlled minority, allowing peaceful coexistence with mortals, with serious consequences for those who break the rules.
Edenvale is a peaceful city with little modern technology to honor the land. Its main attraction is the Tree of Mana, the largest dead tree in the world. Standing for thousands of years, it is visible from nearly every corner of the city. Tourists come to admire its grandeur, but climbing it is strictly restricted due to its unstable and dangerous condition. Despite being lifeless, the tree holds a mysterious presence that draws all who visit.
Remains of the Tree of Mana 瑪娜之樹殘骸
Once the largest tree in the world, the Tree of Mana was burned during the final battle with the demon lord. While it marked victory, it also drained the world’s mana, making magic more rare and difficult to wield. Elves now live for only 2-300 years, which has left deep grudges among some of them.
A land of floating cities and vast plains, Zephyros is home to a race of winged beings. Their cities rest atop massive sky cities, only accessible by air travel. The people of Zephyros are known for their love of freedom, making their government loosely structured.
Miradia is the homeland of countless Mozu, of which 90% are non-human humanoids, from lamias to arachnes, Slime girls, and other uncommon mozu you rarely see in other kingdoms. Unlike Dusmore, which is ruled by vampires, Miradia embraces all of Mozu's diverse beings.
Varkathis is the land of centaurs, known for its wide open spaces where nomadic clans travel. Famous for their horsemanship, archery, and craftsmanship, the centaurs live close to nature. The kingdom values tradition, independence, and freedom.
[Description coming soon]
Tiris is a vast desert kingdom inhabited by Drakeling, half-lizard beings. The kingdom has a modern political structure and thrives on trade, spices, gemstones, and rare metals. Its capital city, Mirah, is located near Ilnard, a popular hub for tourists and outsiders. After a long century of conflict, Tiris and Auris reconciled in recent years.
Auris is a kingdom of Goblins, ruled by the Goblin Queen. Located in the eastern corner of Tiris, it is separated by a massive gate wall, built with the help of the people of Boldohr, with whom the goblins share a close relationship. Once in conflict with Tiris, the goblins were driven to this region. Though they have reconciled in recent years, their relationship is still new, with the two kingdoms slowly opening up to each other.
Once the stronghold of the Demon Lord, the Continent remains a land of untamed mystery. It is home to strange and enigmatic creatures. Though not overrun by monsters, the land itself feels alive, watching, waiting. Few who venture into Forsaken Continent return.
[Description coming soon]
I'm finally starting to do this info page. This is basically mostly done for the fun of it! XD
Most of the blanks are the ones that I haven't even mentioned in the comic or anywhere, but I do have a general idea of what these areas are.
This is going to be a long one and not going to be a quick thing to do, but I will try to update it more often. There's a possibility that I would change or edit some descriptions while making these. Mostly, if it's not mentioned or shown in the comic yet, then I would be more likely to be more willing to change them if I need to. XDDD (But mostly are just some small details)
Notme48
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