recursal/Fanatic-Fandom huggingface dataset:
Mat-Zah Wilds

> **Demonym:** Mat-Zah Orcfolk
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   The Mat-Zah Wilds is the name for the majority of the northern plains territory. This area stretches from the Susitna River in the west all the way until the delta of the Luin River on east, and meets the Snowsaw Mountains and Ohem Luin along its southern border. The expansive area is populated by Orcfolk and Half-Orc. The Orcfolk drive the Half-Orcs as slaves and the Half-Orcs are mostly tribes of runaways from the Mat-Zah Orcs.

There are many various tribes with varying Orc dialects and cultures each pertaining to an ever-changing balance of power between males within the tribe and incorporating new tribes and traditions. There are various large tribes or groups of tribes with established leaders and cultures though the nomadic nature of the Orcfolk prevents these societies from reaching the more civilization-like status of the many other nations in Merethyl. There are various tribes that wander through the Yagheni and the Beluir Desert, yet the Mat-Zah Wilds contains the largest number of inhabitants of any majorly nomadic region as well as being labeled as more ancient due to the creation of Orcfolk being in the Medieval Age, before time began to be counted in the current method.

While there are no major wars that have included the Mat-Zah Orcfolk, there is general unrest amongst the tribes leading to much warfare. Often Orc tribes in Ohem Luin will fight Marshalls along the roads or the guards of towns close to Asal Tirion for example, but rarely have there been full-scale battles including these tribes. Many Orc and Half-Orc tribes and villages must defend themselves against other tribes and the beasts that roam Ohem Luin.

The largest conflict is between the Tilfolk (along with the Marshalls deployed there) and the various Tribes along Til Forest. These tribes are rarely of one mind and goal, but they all share the same goal to antagonize the Halflings and raid towns or villages in the forest and on the plains.

### History

For years Orcs were forced to serve their slave masters. Several years after the departure of those Drow who went on to form Sivaria, the Orcfolk began to outnumber the Drow of Silethil and the Queen decided to evict them from the city before they could realize their power. Many Orcs wandered into the mountains and formed a civilization, now known as Ushat. Others went northeast, crossing the hills of Ohem Luin and ultimately colonizing the plains of the Mat-Zah Wilds.
Red Hills

Named the Red Hills for their characteristic red color from the distance, the red hills aren't actually made up of sandstone or red sand, but rather an iron-rich limestone that has become red through the oxygenation along the surface. Once broken apart, the rock is actually dark red to blackish within, but becomes red over a few day after exposure to the moisture in the air. These rocky hills are home to Kor Thalor, the Orc-led city-state sought as a refuge from the desert for north-bound travelers or a last supply station for south-bound travelers.

These high hills (all around 1,000 feet of elevation or so) serve as a barrier between the Beluir Desert and the Moorlands. The rains and clouds that come through Saavel Forest, or sometimes down from the NW, hardly ever make it past the Bariloch Range *and* the Red Hills. This allows the Moorlands to remain at a more temperate climate.

The red hills are home to many a creature, but most notably are Giant Bees. These bees vary in size, but are generally found to measure up to 1 foot. The honey made by these bees is produced in hives found on cliff faces in the hills, where erosion has caused breaks in the terrain and shade from the glaring sun. Red Hill honey is a powerful hallucinogen due to the toxins found in the flowers of Rhododendron trees that grow in the Saavel Forest and the Beluir Woodlands. This honey is sold for great price and is easily smuggled around Sefyll for it's euphoric properties. The most common method of consumption due to time and potency is to take the wax of such bees and coat the inside of the nostrils.
The Luin River

The longest river in Merethyl is the Luin River. It runs from the alpine lake, Lake Luin, all the way to the northeastern coast of the continent. It runs through the hills of Ohem Luin and Ered Luin, "West of," and "East of" respectively, by Til Forest and deposits in the the Shallow Sea. The Luin is a large river used primarily by the Tilfolk and the Felcaryn, especially Asal Tirions.
Winterland

**Winterland** is the 3rd area in Merge Town! It's unlocked when you reach Level 15 in Greenland; it was introduced in Update 2.1.0.

After houses in this area have been left unmerged for too long, they will freeze

See also:

Greenland

Sunsetland

Houses: Winter House, Winter Neighbours, Wooden Estate, Wooden Family Estate, Wooden Village House, Pine Cabin, Pine Cabin Deluxe, Village Storage, Double Village Storage, Villager House, Village Chief, Snow Housing Complex, Snowstorm Housing Complex, Frozen Tower, Great Frozen Tower, Ultra Frozen Tower and 10 unknown buildings.
Môrfell Lizardfolk

The Lizardfolk found in Môrfell Bay on the islands therein are a maritime people that are primitive masters of the sea. The Lizardfolk from here are shades of green and have black and yellow-striped tails, they also have thick spines along their heads and necks.

Each of the main islands in the bay houses at least one tribe of Lizardfolk. Each tribe consists of a Chieftain and a tribal council. The race as a whole often shares many of the same beliefs and cultures, yet are divided by various things, like skin color, tail length, and by blood. These people are content with the lives they lead and seek not to interfere in nor be interfered by the affairs of others.
Asal Tirion

> **Demonym:** Asal Tirioner
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> **Endonym:** Doré (s), Dorés (p)
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> **Nickname:** The Golden City
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Asal Tirion, a city-state that is considered an autonomous territory of Felcaryn, is a large city along the west bank of the Luin River. The city is known for its diversity. Its nickname, the Golden City is attributable to a famous folk song. It contains the line, "Gold in peace, iron in war".

#### History

At the beginning of the 3rd Century a large group of families traveled westward from Felcaryn, settling the nation of Windfell. These women of Windfell are decedents from powerful families in Norrhal. Having landing in Sefyll under the guise of reporting back to the king of Caryn, the humans decided to settle and escape their distant home kingdom. While the Humans were all in agreement as many wanted to leave Caryn, many lived in fear that the degrading kingdom would once again become powerful. Fearful that they would be found in Merethyl and treated as traitors, many humans wanted to move further from the coast. A large group of families moved westward in the beginning of the 3rd Century, traveling north to Asal Tirion and then across Ohem Luin and the Highlands.

When King Falhurst of Felcaryn entered the current agreement of autonomous territory with Asal Tirion in the beginning of the 4th Century, there was already royalty in power. King Falhurst agreed as part of the treaty to acknowledge the royalty of Asal Tirion as equal in office and respectability within the city, but without the ability to make decisions for the Kingdom of Felcaryn. While Asal Tirion has the ability to self-govern, it is in the city and monarchy's best interest to answer to Felcaryn in most cases so as to facilitate trade, travel, protection, etc. Asal Tirion grew very organically. Originally settled by humans in the end of the 2nd Century, the city grew due to its access to the river as a hub of trade and a resupply station.

#### The Marshals

As the city grew large, around the 3rd Century, and trade and commerce increased, it was noted that with the increase in activity came increased danger. Travel through Ohem Luin and Ered Luin became dangerous as groups of theives, Orcfolk from the north, and even in some areas there were reports of Ogre, Hill Giant, and Bugbear attacks. Robert Peel was appointed by the King and Queen to create a force of soldiers, outside of the city guard, to protect the surrounding areas and generally keep the peace. Peel created a band and called them *Marshals*.

After the acquisition of Asal Tirion by Felcaryn, the Felcarynn King decreed that the Marshals would serve the entire kingdom as a peacekeeping force, fighting in the country, tracking down fugitives, helping with other nations if upholding the law and fighting crime. Since the 4th Century, the Marshals are highly respected and are given jurisdiction in most lands to help uphold the law, extradite fugitives, and act according to the Marshal Law. In Tyrael, and Leira, the Marshals have some power, but it is much more limited than in Merethyl.
Norrhal

Norrhal is the main port city of Felcaryn and is also a large port city for the large navy of the Kingdom of Felcaryn located on Loch Rolen at the junction of the Munil River, north fork and ocean. Felcaryn is known for its powerful navy and Norrhal is its hub.

> **Commencement (the New Year):** The celebration of the new year, or Commencement is slowly gaining in popularity as the stars and the heavens are seeking more to be understood. Saeria, a nation devoted to the study of the stars, holds the largest celebration in Sefyll. Others, especially sea-farers such as many in Norrhal, the Tacuarembo, and the Sivarians, also celebrate the new year, but usually with simple feasts.
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Ridgewood Forest

Ridgewood Forest is the area covering the gradual hills northeast of the Munil. The forest houses tree species such as pines, white and Ponderosa, but also there are species such as maples, ashes, elms, and sassafras. Ridgewood forest is the home of the "Ridgewood Rebels" or "Green Skins" as they're called by the Felcarynn loyalists. They call themselves Forestfolk, but whatever their name, they resisted being taken over by the troops of Felcaryn in the 4th Century. Few have found them as a people and they remain elusive to this day.

Stories about strange locations, mysterious creatures, and population of the Forestfolk vary widely. It is said that the Ridgewood Hollows were the reason why the rebels were able to resist Felcarynn rule for so long. It is said that they used the caverns to harbor men, supplies, and to scout the positions of Felcarynn troops. Reliable mapping of the caves' locations has not been done and accounts are, of course, difficult to prove. However, there are many Felcarynn and other travelers or adventurers that swear to death by their experiences within the mysterious and elusive Ridgewood Hollows.
The Oroko

The Oroko are a nation of Lizardfolk that the Drow fought and mostly destroyed in a great war known by the Drow as the War of Palath Nenui, when the Drow leaving Silethil began to inhabit the swamps of Palath Nenui. The Oroko still inhabit the swamps there, along the fringes of Sivaria and into Northfoot Forest and in wandering groups, disunified and broken.

The Oroko Lizardfolk are more slender and smooth skinned than the Môrfell Lizardfolk, but have a range of varying colors. Some are solid green, others are a dark brown with tan stripes from head down to the tail, while others are black with a tan chest and blue tails.
The Moorlands

Home to the Gnome nation of Saeria and many Half-Orcs and the City-State of Kor Thalor, the Moorlands are considered a taiga with tundra-like areas. The Moorlands contain rolling, gentle hills, wide meadows, and sporadic coniferous forests with streams and bodies of water throughout. The Moorlands are more grassy along the south rim and tundra-like along the northern rim, but the middle and east toward the Ruvalk River contains plenty of vegetation. The Monsoons of the ending summer months keep the area well populated with flora and fauna.
Benfaldur

The Citadel of the Munil, Benfaldur is a large mining city in the heart of the Munil. The main mine of Benfaldur is a large gold mine, but there are several other mines that are part of the city. Benfaldur is found at the base of Mount Barundar and is mostly underground. There is a large agricultural community along the valley floor with a large main gate leading into the mountain.
The Brim River

The Brim River is a warm river that flow by cause of the runoff and ground water in the Wounded Mountains through the warm, near tropical climates of Ezereth and Crall Forest. The name for the river came as the Halflings in Crall Forest learned that those who ventured across the river were never heard of again. The river henceforth became the boundary for those living in the are.
The Ruvalk River

Used highly for travel and trade from the Bariloch Range and the Moorlands to the Highlands and the Munil, the Ruvalk River is wide and deep. It supports various trade ships and ships of travel at a time and has a steady flow, but not so strong that boat travel upstream is considered difficult. This makes the Ruvalk ideal for travel by many kingdoms and peoples.
Ishari

Ishari is the Citadel of Windfell. Its population is divided, but the vast majority is humans. Ishari is a great port city that serves as the main trading post for the nation of Windfell.

Dwarven settlements and cities on the northeast coast of Lake Genevieve as well as the Drow down the River Fanghur and Black River are their main trading partners. However, since the advancements in ship building techniques by the Sivarians their shipping trade has increased to Aymil Isle, and even the Hunid and the Sanaboan Islands. The greatest exports of Windfell are iron, wheat, salted fish (to land-locked nations), potatoes, and furs.

   The matriarchal society of Windfell is set up with a female head, known as the Dowager. The Dowager is the ruler of all the people of Windfell and proposes laws and statutes to the Grand Council in Ishari, made up of 7 women of the wealthy class. The councilors proposed by the Matrons of the towns of Windfell and confirmed by the Dowager. Individual leaders of towns and cities are called Matrons, and must be married to hold the office. The Matrons of most towns and cities are proposed by the Grand Council of Ishari. The villages and hamlets are often beholden to the cities and towns that are nearest to them for appointment of Matrons as well as protection and survival. In the harsh environment of the Windfell isolated settlements aren't long-lived.

Ishari houses the seat of the Dowager, the leader over all of Windfell. Another title for the Dowager is "the First Shield." Shields in Windfolk culture are vary much part of the nation's identity. City Guard are collectively referred to as the Shield. The value of protection is very much a part of Windfolk family and nationalistic values.

In the homes of Windfolk it's the shields of warrior women, passed down for generations, that are the displayed on the hearth as a proud display of the protection and shielding provided in war times.
Snowsaw Mountains

The Snowsaw Mountains receive the most precipitation of any of the mountains on the continent of Merethyl and is the second highest in altitude, with Hunter's Peak reaching 13,000 feet. The warmer weather season lasts only during July and August and colder weather is greatly predominant during the year. These mountains house a kingdom of Dwarves of the same name as the mountain range, who are great hunters and fighters as they must regularly defend themselves from the ferocious beasts that reportedly roam the area.
Macas

> **Nickname:** Desert Mother
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> **Demonym:** Macasi
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Macas is an oasis city. There's a large area of concentrated oases in the heart of the Sanguin Desert and Macas has grown to encompass the nearly all of the treasured pools in this particularly dense area.

There are several pools of clear, beautiful water found throughout the city's current limits. The pools are revered for their life-bringing gift. The city of Macas is quite young in regards to the entire nation of the Rathanese halflings, only having been formally created in the beginning of the 3rd Century. The royal family, the Waldobo, were not the family that originally settled in the area, having overthrown the monopoly held by the Cotl family. The Waldobo began to establish a better system of control over the area and even began aiding travelers with supplies and serving as a valuable pit stop. The family has reigned ever since.

While the nation is a tribal nation, the city itself of Macas is civilized and modern, but holds to it's roots of the aboriginal peoples of the Sanguin. The city is very different than cities of it's size, due to being land-locked and part of an underdeveloped Kingdom, but the crops grown in the city are well allocated and the animals in the area put to good use. The Rathanese are very resourceful, as evidenced by their hundreds of years of life in the harsh red desert of Leira.
Half-Elves

Half-Elves in the world of Sefyll can be found in any city in which Elves dwell, even Silethil. Most, however, are found in Silrire as well as in parts of Imradel, Sylenor, and all other city-states and mixed-race cities and towns, such as Badhur, Asal Tirion, Namhil, Kor Thalor and Vara. Some Half-Elves can be found on Aymil Isle as well.
Point Bay

Point Bay is a thriving port harbor in Palath Nenui. The ports are used by many different nations and independent maritimers and the various villages and cities along the bay thrive with the passersby, but things can be dangerous for outsiders with the fickle Drow who inhabit the are and run the ports.

Point Bay is central to Sivarian society. The bay is lined along the east and west with ports and accompanying cities. The trade routes from the Tilfolk, Felcaryn, Windfell, and Aymil Isle pass through the bay regularly. With so much exposure to the sea, the Sivarians have become great ship builders. The tall and strong-fibered trees found in the swamps of Palath Nenui make powerful boats able to weather any storm and the Sivarians say they can even remain intact after battling a Kraken.
Môrfell Bay

Môrfell Bay is a very large bay surrounded by the peaks of the Wounded Mountains. The climate is still very warm and tropical, temperatures ranging between 65-100 degrees. The Môrfell Islands are home to the largest population of Lizardfolk in Merethyl, known simply as the Môrfell Lizardfolk. The bay is well traversed by ships of the Lizardfolk, the Eyumor Dwarves and serves as a lively port stop for all maritime travelers. Though it is well traversed, the bay is known for it's often deadly Merfolk colonies below the surface of the crystal blue water.
Laa Serin

> **Demonym:** La'Serinon
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> **Nickname:** High Seat
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Laa Serin is the Citadel of Silverwood. The large city is known for its library and learning academy, specializing in magic. Unlike the University at Dezram and Pelorra, the Seminary, as the academy is called, is very exclusive and until recently only allowed pupils of full-elven descent to study within its walls. However, after much pressure the Seminary accepts all of Elven heritage, including half-elves. The Seminary is supported by the government and the library there in Laa Serin. Many come to learn and be taught the spiritual and mystical nature of magic still relatively new to this land.
Tyrael

Tyrael is the second largest continent in Sefyll and is west of Merethyl and Northeast of Leira. 300 miles of sea lay between Tyrael and Merethyl.

The continent is home to 1 major mountain range, 1 plains region, 3 principle rivers, and 3 major forests.

**Size:** Tyrael is the second largest continent in Sefyll at 560,000 square miles. In the map pictured, each square is 100 x 100 miles.

**Topography:**

The Halfast Mountains, The North Marshlands, The Bec River, The Sund River, The Cedar River, Aldhe Forest, Fircrest Forest, Ithail Forest

**Demographics:**

* Yazak
* The Kingdom of Dawi
* Sylenor
* Qilak
* Vara (City-State)
* The Hinterlands

   Tyraeli cattle are well known in all of Sefyll. Their horns and hides are very used in the society and the beef is highly consumed. All of these are goods sold and traded by the Half-orc of Yazak as well. Other than the smithing of adamantium, the Dawi raise Tyraeli mountain cattle which are more woolly than the Tyraeli beef cattle, the cattle found in the Hinterlands and Fircrest Forest. Tyraeli cattle are known for their horns, which are highly used by both the Dawi and the Yazaka soldiers.
Crall Forest

Crall Forest is a beautiful and very lucious forest that lines the Brim River. It contains maples, red oaks, and yellow-poplars. Most notable about the forest is that its tree are particularly wet trees. The bark and wood within is always slightly damp due to the trees enhanced production of sap. This increase is sap production is what has led the Crall Amber to become so prevalent in the area.
The Susitna River

The Susitna River runs is the divider in the north plain between the North Occident and the Mat-Zah Wilds. It is used for travel and trade by the Snowsaw Dwarves and the High Elves in Silverwood. The Susitna has various sandbars during the Fall and Winter, but rises again dramatically during Spring and Summer (usually from the last weeks of February to the first weeks of October) allowing boat travel only during those two months, bringing wildlife for miles around to the fertile river banks.
The Highdawn

The Highdawn are a group of religious zealots that follow the teachings of the God Zeinth, under the domain of justice. They're found in the Kingdom of Yazak and into the Kingdom of Dawi, geographically along the southern edge Fircrest Forest and up into the Halfast Mountains. The principle doctrine of Zeinth is based on the idea of perfection of the self. This ideology, called "Transcendence" is central to the Yazaka culture of dignity, honor, and self-reflection.

This doctrine is taken more literally by the Highdawn, however, and the doctrine means to them that those who are followers of Zeinth are to be better in worth than all those around them through Transcendence.
Thrortrap

Thrortrap is a large mining community high in the Snowsaw Mountains and is the Citadel of the Snowsaw Dwarves. In Thrortrap, there is the largest iron mine in Merethyl and a small coal mine, as well the throne of the *Jarl*, or "chief" in dwarven.

Thrortrap was one of the first settlements in the Snowsaw Mountains. The iron within the rock around the town was quickly discovered and the city was created around it, quickly becoming a hub of trade and the home of the Snowsaw royalty.
Hamrad

Hamrad, the Mythical Hammer, was held as an intimidating scepter upon the Horned Throne and was carried in to battle by the Jarl at the head of the Ridderskap. Hamrad is legendary not only among the Dawi, but is revered among all dwarves as sacred. The Yazaka hold it in high regard as well, not because it is beloved but because of the pure destruction it caused amongst their ranks.

It came as a shock when Gjohl Goldenjarl placed Hamrad in the treasure room under the keep in Torlif. He was resentful of the reverence paid to the kingdom’s mighty heirloom and didn’t want it overshadowing his trade negotiations and other business of the kingdom as outsiders came more frequently to pay their respects and conduct their affairs before the Horned Throne.

With war becoming less commonplace, the Kingdom’s prosperity grew and the Jarls became less vigilant. Hamrad moved from it’s place in the treasury only for high, ceremonial occasions until Herse Drel couldn’t lift it to knight a Kreiger, and then not at all. Hamrad gathered dust and in the night sometime during the Munil Exodus it was gone.
Marno

Marno is a mountain city in the Ezel Mountains of Leira, known for it's local agriculture and quarries. The city has existed for years, since the aboriginal tribes quarried the dark stone found in the Ezel Mountains for buildings. The city regained it's former glory when the kingdom on Ashar came to be in the beginning of the 3rd Century. The gnomes of Marno pride themselves in their Droatic patriotism. In the mountains is where talk of revolt began during the Great War, and Marno is known as the home of the Revolution.

Marnoans are a hearty farming folk, very warm and inviting to strangers and kin. While the mountains are rich is stone, unlike in Ashar and in areas down near the mouth of the Amlug River, there aren't many ruins of the Ca-Coul civilizations. The stone was mostly merely harvested here by the Ca-Coul, but used down south. There are many who mine and quarry the stone still today. When it comes to agriculture, rice, pineapple, and peanuts have been farmed in the region for as long as it's been civilized. The principle crop for these agriculturists though is rice and export through Bertelis has granted Droas most of it's wealth.
Hao Taesi

> **Nicknames:** The City of the Sun, The Seat of the Emperor
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Hao Taesi is the Citadel of the Ciyobet Empire and is on the northern rim of The Yagheni and the southeastern edge of the Highlands. The population is principally human (75%), but also houses members of many other races (25%). The city of Hao Taesi is a long-standing city that blazed the trail for government in a previously chaotic primitive society. After establishment as the Citadel, a government was established with the Emperor at the head and the Holy Council as his advisory. The Holy Council is made of highly accomplished priests, clerics, and monks that have shown great devotion to and service for Zeinth, who is the principle deity of the Ciyobet Empire.

The Palace of the Emperor found within the city is separated from all the other areas. The Imperial Guard each bear a Amulet of the Emperor and a cloak with the family crest of the Ciyobet family. The Palace Guard is a precipitate of those volunteers who spent the war-times protecting Fainlóna. Once she was made Empress she created the Imperial Guard, the highest honor one can have to serve the Empire. There are only 24 Imperial Guard members of the Palace Guard of Hao Taesi out of respect to the original number of volunteers. They are not, however still made up of volunteers, but rather are appointed by a majority vote of the Holy Council.

The Emperor's TrappingsSeat of the EmperorEmperor at warPalace of the EmperorThe Emperor's Guard
Leira

Leira, the smallest of the three continents in Sefyll, is located about 300 miles to the south of Merethyl. It's northern coast in along the Twin Sea, and the southern edge of the continent meets the South Ocean.

Leira is split between 2 major biomes, desert and thick rainforest, and 1 major bay. It also has one major river and mountains on the northern tip.

**Size:** Leira is just smaller than Tyrael, at 550,000 square miles. In the map, each square is 100 x 100 miles.

**Topography:**

* Sanguin Desert, Leiran Rainforest, Ulunn Bay, The Amlug River, The Ezel Mountains

**Demographics:**

* Rathana
* Ashar
* Droas
* Jova (City-state)
Tilfolk

> **Demonym:** Tilfolk
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The clever and innovative Tilfolk are an agricultural group of people, made up mostly of halflings. Many of these folk have spent their entire lives devoted to learning about their crops and the soil and the weather and climates to best generate food and a good harvest.

#### Politics

Til Kingdom, similar to a constitutional monarchy, is its name officially, called so more by the Halflings themselves. It covers much of Til forest and the surrounding areas, with Borfort - a city along the Luin River - as its Citadel.

#### Agriculture

Halflings in general are behind many ingenious inventions of the age such as the scythe and the yoke. "The Tilfolk," as they are more generally known, however, are specifically the people primarily responsible for these such inventions:

* The hand plow and eventual horse-drawn plow
* Crop rotation
* Effective irrigation
* New ways to maximize livestock care: trimming sheep's tails to prevent infection, avoidance of feeding meat to pigs, etc.

Tilfolk are primarily agricultural, but because of their skill at providing food and crops, their community is one of the healthiest and least disease-ridden communities of individuals in Merethyl.

#### History

Some Halflings fleeing the conflicts in Leira in the mid 4th Century sailed northward from Leira's eastern coast and, upon seeing the delta of the Luin River, decided to travel inland. The Halflings settled the area of Til Forest and the surrounding lands and began farming. The Tilfolk soon began to note the good earth upon which they planted (in part to a comparison to the soil of Leira) and began to focus on farming as a means, of course, of survival. However, other travelers found the practices of the Tilfolk in agriculture to be of great worth and crops soon began to be the main source of revenue, and Borfort became a large hub of trade and sale along the Luin River.

#### Holidays

> **The Day of Offering:** The Tilfolk celebrate the coming of the spring rains with a day of offerings to the Gods. Held on the last day of the fourth week of Rolen, it involves a great feast of the offered animals. Each God and temple has different requirements of offerings, but most are animal and are able to be eaten as part of the celebratory feast.
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The Halfast Mountains

The Halfast Mountains in Tyrael are the tallest mountains in all of Sefyll, the tallest peak in the range, Dralkef Mountain, reaches it's peak at 15,400 feet and has snow year-round, whether that be in small or large quantities. The mountains most notably house the Kingdom of Dawi, Tyraeli Mountain Cattle, and rocks with veins of adamantium.

### **Religion**

The Halfast are worshiped by the Dawi. Their 6 peaks are considered Gods. They are collectively referred to as "the Brotherhood" and are wrapped in lore and mystery. The Dawi consider the mountain upon which they were born as a great symbol of their identity. Morning prayers are made pointing toward the mountains, and if one is in the mountains one should direct their prayers toward Torlif, the heart of the Kingdom.
Moriel Yára

Moriel Yára arrived as a small girl with her family to Vara in the 3rd Century and her parents took up residence. Her father was a successful merchant, selling family remedies and offering spiritual guidance to all who would listen. Growing up religious, under Erdra's domain of youth and birth, Moriel began to work at her fathers' side learning from his ministering. He soon began to be a sought-after sage in counsel and physical healing, but it was Moriel who would affect Vara most.

After her father and mother had died, Moriel continued to teach and heal those who came seeking her care, but where she showed the most passion and promise was in care of birth. She began to assist various women and females throughout the city and countryside in the carrying, birthing, and nourishing processes of bearing children, even helping the wife of the Lord of Vara during her pregnancies and when she give birth.

Her expertise became most urgent when in the year 41 of the 3rd Century, an illness of fatigue, fever, and muscle aches befell the city, seemingly affecting mostly females. The children born from those affected by the illness would rarely live and where often born with obvious physical malformations. As she and other healers scrambled to treat and care for the ill, Moriel began to gather information about the illness. It was the young and able Maiden of Vara that traced the illness to the manure of livestock, cats, and dogs, but mainly to the manure of Tyraeli cattle, a staple of livestock in the area. Moriel was praised by the Lord of Vara and the Land Council for her role in preserving the future of the city.

In later years, Moriel developed a seminary and eventual temple to Erdra and was seen as a wise and steadfast spiritual leader, providing counsel and guidance on faith and hardship until her death. She also continued to care for and treat women and infants and pioneered several techniques of care, like massaging the abdomen to reduce blood loss after giving birth. After her death she gained the title of Luminary of the East and serves a symbol of the Varan soul.
Ezel Mountains

The most densely populated area of Leira is the region surrounding the Ezel Mountains. They are covered still in thick jungle foliage, but is slowly thins out the higher one travels up into the mountains. The mountains are gradual in slope, but reach up to 8,500 feet. At the top they are very temperate. There are several mountain villages and small towns, but the larger cities are found off the mountains due to access to rivers.

The head of the Amlug River is found high in these mountains and is called *Airailion*, or "Holy Pools" in Gnomish. The miracle of these pools is that they receive no feed of water from rivers or even rainfall. Regarded by nearly all populations in Leira as a holy site, many pilgrims venture from all over Leira to visit the cleansing pools. The water in the pools overflows from its bowls and trickles or sometimes cascades into others until finally accumulating in the Amlug River Gorge and becoming the large river itself.
Anethyr

> **Nickname:** The Hidden City
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The Citadel of Elaeth is Anethyr. This Imradhen fort city during the Beluir War thrived thereafter as many elves stayed in the Beluir Woodlands as it hard served as an outpost during the war. The population of Anethyr is entirely Wood elves, though 30% of the population is Half-Elf. It's referred to as "the Hidden City" because the terrain of the Beluir Woodlands have limited landmarks and it can be difficult to find except by the few main roads.
Sylenor

> **Demonym:** Sylenorian
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    The elves first inherited Sefyll. Those that were granted to live in Tyrael by the Eladrin and the Gods took up residence in Ithail Forest, along the southeastern coast.

#### Politics

After the development of the nations of Merethyl and the Kingdom of Dawi the High Elves of Tyrael adopted the name of Sylenor, recognizing a King and Queen. She had governed the affairs of the people for many years. Their daughter Lorala and son-in-law Thilduran reign presently over Sylenor. The Citadel of Sylenor is the river town of Pelorra.

#### Culture

Sylenor isn't a very highly populated area. There are only about 23,000 Sylenorians. Unlike their kin, the High Elves of Sylenor are not as haughty about the magical skills and knowledge they possess. These elves believe that magic is too powerful an entity to be governed or controlled by one group as the Sanaboan High Elves and High Elves of Silverwood.

#### History

In the Medieval Age, the Sylenorians fought the Tieflings in what they call the Demon Wars. Their conflict lasted for decades and eventually the Tieflings were pushed northward, past the North Marshlands. The High Elves also battled the Dawi at various times in smaller conflicts for territory across the Cedar River and into the Halfast Mountains. In the Modern Age, the Sylenorians aren't the fighters of days past. These High Elves as a culture are great believers in the beauty of the world around them and the bounty that life offers. This translates to a focus on the beauty of the architecture, the arts, gardens, and, of course, magic.

#### Holidays

> **The Golden Festival:** Sylenor’s defeat of the northern demons and is celebrated during the first 3 days of Rolen. Sylenorians are very individualistic and so the holiday is as well. Some travel to Pelorra or other towns to join in the festivities, but many simply celebrate in family. There is a bread that is baked each year to celebrate called Gwân Bread. It is a simple, flat, oven-baked bread that the Sylenorians tear and eat with tea and milk. It is a symbol of prosperity and peace. In the cities, while the baking and eating Gwân Bread is still the focus, there are competitions amongst the bakers (both professional and otherwise) of whose bread is best. There are special baskets weaved for the delivery of breads as it is common to present friends, family, and neighbors with a bread basket.
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The Môrfell Islands

The Môrfell Islands are a cluster of islands in Môrfell Bay, consisting of 5 major islands and surrounding smaller ones. Many of the islands are inhabited by Môrfell Lizardfolk, creatures existing in Sefyll since its creation. The islands are of volcanic origin from the volcanoes existing along the horseshoe of the Wounded Mountains.
Loc Horo

Loc Horo is a large logging community in the Highlands. While under the power of the Ciyobet Empire, Loc Horo is an extremely diverse community that draws many foreigners for it's well-established system of logging, planting, and transportation. It contains 25% Humans and the rest is made up of various races as it is mostly a working community. Loc Horo is run by a Lord appointed by the Emperor and the Holy Council. The way the Lordships work in the Ciyobet Empire is that they are appointed and serve until either the Emperor or the Lord him/herself dies or unless otherwise released from duty due to major conflicts such as legality or corruption.

Loc Horo was a rowdy working town when it came to being, but has since been a large focus of the Empire to gain revenue and improve its economy. The town grew quickly into a city and Loc Horo now houses various wealthy families that have grown the logging, trapping, and quarry industry into the money-makers they've become presently.
The River Wars

In the 3rd Century, the human civilizations along the east banks of the Ruvalk and Falls Rivers, stretching from the southern junction of the two rivers up into the Highlands, was prospering. They were still quite primitive towns, without many connections to each other except a tacit peace agreement. The Drow, banished to wetlands of Palath Nenui by the rest of the Elves in the Medieval Age, had begun to experiment with dark magics. A new and tortured race was created, the Orc. The Orcs were great warriors to the Drow in crusades against the elves to reclaim the homeland of Merethyl, however the Orcs rebelled against the Drow in the 1st century and many fled the land to inhabit the mountains to the south, the Bariloch Range. These Orcs, now known as the Orcfolk of Ushat, and the Drow became allied after many years of hostility. The Orcfolk population grew dramatically and in the beginning of the 3rd Century the clan chieftains decided to invade the Ruvalk River basin.

The Ruvalk militia of the towns was destroyed and the towns razed in a matter of days and the Ushat horde began to march north into the Highlands. In a flurry of action the Wood Elven kingdom of Imradel marched to head them off along with the Munil, the High Elves of the Upper Highlands and the cities of Human folk from the Highlands. The combat lasted for 5 years and was the first of 4 different "crusades" as they're called. The Drow stepped in on the Orc side during the 2nd Crusade, and the devastating for the Ciyobet Empire (being pushed entirely to it's last standing city, Siñan) and for the 3rd and 4th. However they are all collectively referred to as the River Wars, lasting 88 years during the 3rd Century.
YoRHa-issue Blade

A YoRHa-issue Blade.

The **YoRHa-issue Blade** is a small sword. It is given to all YoRHa troops. It is a reward for the quest 11B's Memento. The sword gives a 30% discount on all items sold by androids, this includes androids residing in the Resistance Camp. It's description is "A standard-issue YoRHa sword."

## Weapon's story

### Level 1

*Morning, listeners! It's time to kick off another installment of Listener Letters with your favorite radio idol, DJ 24D! Now let's get this day started right, shall we?*

### Level 2

*How's it going, listeners? Yeah, I know... You're all still thinking about that clean-up operation yesterday, right? We may have lost a lot of good people, but it's still our job to get up and at 'em, right!?*

### Level 3

*Howdy, listeners! Your favorite radio idol DJ 24D hasn't been receiving many letters lately. Don't you like me anymore? Ha ha! Or maybe no one is even listening? Whee hee hee! Anyway, who's ready to kick things off?*

### Level 4

*Hello? Is anyone there? Is this thing even on? It's me, radio listeners! 24D! I'm an idol, remember? An idol! An idol an idol an idol an idol an idol an idol an idol an idol an idol an idol an idol an idol an idol an idol an*
Kor Durz

> **Nickname:** The Red Citadel
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Kor Durz, the Yazaka Citadel, is found on the banks of the Sund River in the Sund River Valley. The city developed into a valued port after the treaty to end the War of the Hinterlands was drawn up. The Yazaka valued the forest and the fields near the Sund River Valley (and the many Tyraeli beef cattle) to be greater than the land farther north near their original settling point. There is still a coastal port found there near the Sund River delta controlled by Vara, but the main hub of Yazaka activity is in and around the Citadel and Fircrest Forest.

### **History:**

Kor Durz is an ancient city, it was once the Citadel of the Dawi at first, named Horlaf. It was built by the mountain dwarves in the generations before and adopted as the Citadel due to it's placement at the headwaters of the Sund River. The Horned Throne was first housed in the city, but was moved to Torlif with the declaration of the new Citadel. It was a stronghold for many years until the War of the Hinterlands. When the Dwarves moved the bulk of the forces in the city out for a botched offensive, the Yazak then gained control of Horlaf. Thereafter it became a stumbling block for the Dawi in the war.

   Due to the strategic and cultural importance of the city, it was renamed to Kor Durz and over many years it became the acting Citadel of the Kingdom. Near the very end of the war, the Dawi took a risky push extending in a thin line northward past the Sund River Valley in an attempt to take the city. During this conflict, an inspirational figure, Saka Kimbatuul, rose to fill the needs of the city and is presently referred to as the Savior of Kor Durz.

As the opposition bore down upon the border lands just south of Kor Durz, the bulk of the Yazaka forces were trapped on the northern foot of Mount Yulta, across the now Dawi-controlled Sund River. The Chief-Captain of the Citadel Guard, Saka Kimbatuul, rallied the militia and were able to defend the besieged city until reinforcements arrived the following week, when the bulk of the Yazaka army crossed the Sund and the Dawi were surrounded. It was recognized that High-Captain Kimbatuul's efforts were a turning point that helped the Kingdom of Yazaka win the War, loosening the Dawi's centuries-long grip on western Tyrael.
Qilak

> **Demonym:** Qilakan
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   These beings, humanoid creatures with fiend and demon bloodlines from millennia ago, have been inhabitants of Sefyll since the beginning. The Eladrin and the Gods who formed this world weren't alone in their desire to inhabit the land. Fiends and demons broke loose from the divine bonds which held them captive and arrived on Sefyll to entice the inhabitants as followers. In many cases, fiend and demon blood became mixed with human blood. These evil creatures were forced away by the Gods, but their print had already been left upon the land: Tieflings were born.

The Tieflings that inhabited Tyrael were fought fiercely by the High Elves of Sylenor, such that they were pushed past the North Marshlands and left to settle the North Horn of Tyrael. Qilak is the nation that they formed, with a King, or *Mahal*, and nobles. The color of the skin of the Tieflings of Qilak range from shades of gray to deep purples. Not much is known of them, but it is an agricultural society and they generally make a living as farmers of peculiar crops and varying livestock. The Citadel of Qilak is Arxya.
Sunsetland

Sunsetland is the second area unlocked in Merge Town! after Greenland. When the player has reached level 8, you unlock Sunsetland. It is based on a tropical island.

## Gimmicks

Sunsetland gameplay differs from Greenland gameplay in the following ways:

* Dropping a crate takes 20 taps instead of 10.
* The largest building in the player's possession will produce music and boost income from the surrounding buildings. If It's Stilt House Or Above. And Music Area Is 3x3

## Houses

* Palafitte House
* Palafitte Neighbors
* Palafitos
* Stilt House
* Stilt Pair
* Stilt Deluxe
* Modern Shack
* Double Shack
* Future Shack
* Weekender
* Modern Weekender
* Weekender Elite
* Seaside Modern
* Seaside Royal
* Seaside King
* Pearl Apartments
* Great Pearl Apartments
* Deluxe Pearl Apartments
* Sommerhaus
* Sommerhaus Lux
* Sommerhaus Deluxe
* Aegean Pink
* Aegean Villa
* Aegean Mansion
* Orange Hostel
* Orange Hotel
* Orange Resort
* Resort Tribus
* Resort Quattuor
* Resort Quinque
* Sunny Mansion
* Pool Mansion
* Paradise Mansion
* Pool Cocktail
* Great Pool Tower
* Golden Ark
* Elite Housing Complex
* Legends Housing Complex
* Hotel Empire

## Trivia

* Sunsetland was the second area added into Merge Town! after Greenland; it was introduced in Update 1.5.0.
Greenland

Greenland is the first area unlocked in Merge Town! Not to be confused with the real-life Greenland (which is an icy island near the Arctic,) It is based on an average European or North American grassland.

## Houses

* Normal House
* Neighbours
* Small Estate
* Family Home
* Duplex
* Suplex
* Cabin
* Multi-Cabin
* Long Cottage
* Ultra Cottage
* Villa
* Double Villa
* Modern Villa
* Double Modern Villa
* Ultimate Villa
* Double Ultimate Villa
* Mansion
* Double Mansion
* Manor
* Great Manor
* Housing Complex
* Double Housing Complex
* Ivy Tower
* Ivy Tower Deluxe
* Rich Tower
* Big Rich Tower
* Mega Gold Tower
* Ultra Gold Tower
* Golden Warrior
* Rich Housing Complex
* Gold Housing Complex
* Glass Citizen
* Glass Collar
* Glass Royal
* Royal Jester
* Royal Flame
* Royal Dome
* The Emperor
* The Empire

## Trivia

* Greenland was the first area added into Merge Town!
* Greenland is the single area with the most houses.
* Greenland is one of the three lands in Merge Town!, The other two being SunsetLand and WinterLand.
Crate

Crates are objects that you can tap the box outline at the bottom ten times for. When opened, they will produce a Normal House, unless you get the "Better Crates" Upgrade which makes each crate produce Neighbors. Crates look different based on the location.

Watching an advertisement in the shop can get you purple gift crate with an upgraded house.
House Types

There are many **House Types** In **Merge Town!**. Listed below is some of the 100+ house types.

Orange Hostel

Orange Hotel

Orange Resort

Resort House

Resort Quattuor

Resort Quinique

Sunny Mansion

Pool Mansion

Paraside Mansion

Pool Cocktail

Great Pool Tower

Golden Ark

Elite Housing Complex

Legends Housing Complex

Hotel Empire

## Winterland

Winter House

Winter Neighbors

Wooden Estate

Wooden Family Estate

Wooden Village House

Pine Cabin

Pine Cabin Deluxe

Village Storage

Double Village Storage

Villager House

Village Chief

Snow Housing Complex

Snowstorm Housing Complex

Frozen Tower

Great Frozen Tower

Ultra Frozen Tower

Village Church

Great Village Church

Snow Cathedral

Ice Cathedral

Saint Winter Cathedral

Glass Lab

Ice Lab

North Lab

Climate Research Tower

Climate Research Complex
Mystery Box

Mystery Boxes gives players any buildings available in the shop for free. Mystery Boxes cannot be bought from the shop. Mystery Boxes will drop randomly in place of regular boxes and shake often. Buying the "More Mystery" purchase from the shop increases the chance of receiving a box by 50%.

A rarer, green and red Mystery Box called Gift Box can be obtained for free in the shop every two hours. The same chances apply.
Ashlands

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Remains of the area to the southeast. This area was specifically targeted by many nuclear warheads for either an unknown reasons, or Sioux Falls anti-ballistic defenses that didn't work well enough. Definitely the most dangerous region in the Midwestern Open, this area is extremely difficult to get into without special equipment such as hazmat suits, breathing apparatuses, and armor. The region is responsible for the most myth-worthy mutant and treasure hunting stories, and the most families lacking a member. Stories from this area are taken with a grain of salt as fantastical stories are the norm.

The region is covered in dark ash and radioactive pits, and the air is hardly breathable. There are small pockets where mutant wildlife is present however - but it does not take kindly to intrusions.

The only places of interest includes buildings with underground sections that aren't destroyed. There's also rumors of a military installation and several cryogenic vaults.