recursal/Fanatic-Fandom huggingface dataset:
Losari

> **Nickname:** City of the Crescent Moon
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> **Endonym:** Nafrat (roll the r, pop the t)
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    Losari is the Citadel of the Hunid of West Thel, a name used for both the forest and nation. Another word for the nation *Kemet*, which is the name used by the Al-Ǧarb. It's a solid civilization found in West Thel, yet only 60 miles from the coast of the South Ocean. The city and, by extension, the entirety of the Khemet, is run by a Lord (as with all other Hunid cities, towns, and villages), but the Lord of Kemet called the *Hierophant*. Losari, in contrast to Mhomel, is nearly entirely populated by humans, though there is around 10% of the population that consists of non-humans. Losari and Kemet are more highly populated than the Caliphate of East Thel due to the religiosity of the people and their desire to emulate Mera by "creating life from water" referring to the water of the womb. It is a symbol of spiritual devotion to have many children.

After the discovery of the Rock Snails by the East Thel Hunid, the Al-Šarǧ, West Thel began to utilize the snails in the same way. Kemet soon found that the rockier shores along its coast provided a greater habitat to the Rock Snails. They soon became the larger producer of the dye and began to export many fabrics and paints made of Hunid Purple, their most prominent nation to which they sell Hunid Purple is Jova, the Southern port town in Leira.

Chief Captain of the Citadel GuardTown GuardNorthern Temple of MeraAl-Šarǧ Cleric of MeraCitadel City GuardWestern Temple of MeraSouthern Temple of MeraMember of the Al-Šarǧ AssemblyMarket in West Thel
Yulcana

> **Nickname:** The City of Cliffs
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> **Demonym:** Yulcanese
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   The Citadel of the Tacuarembo people of the Sanaboan Islands. The city is located on the mountainous cliffs that make up the northern coast of Sanabo. While the keep is high above the sea as pictured, the city extends down to the coast. The ports of Yulcana are bustling, and the surrounding neighborhood, Seaside, houses many taverns, inns, merchants, and brothels. The actual local population mainly lives and works in the houses and buildings built into the sides of the cliffs and along the many ridges leading up to the keep.
Thoviel

> **Demonym:** Gnoll of Thoviel
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Thoviel is the common name for the society of Gnoll tribes that inhabit the Benteh. The Gnolls of Thoviel are a pack-led nation. Gnolls are animal-like humanoids that are intelligent enough to speak, make armor and weapons and tools. However, Gnolls live in primitive communities and villages across the North Occident, the Snowsaw Woodlands, and even up into the Snowsaw Mountains based around a chief, both male and female.

### **Species:**

* Gnolls are canine-like humanoids and vary in their appearance based on the climate. Their coats over the many years have evolved as have their animal-canine counterparts.
* Along Lake Boren, where temperatures range from 65-90 degrees, are Gnolls that resemble hyenas or cheetahs and can gain great speed in open areas.
* In the woodlands, where temperatures range from 30-80 degrees, the Gnolls more resemble lean wolves and are very agile as they maneuver the thick forest.

* Up in the mountains, where snowfall is heavy in the winter and summer temperatures reach only up to 75 degrees, the Gnolls appear more like arctic wolves and dogs with great strength

### **History:**

The origins of the gnolls is not well known, even among the gnoll-folk. They have a written language, yet the history is not written. Tribes tell the history of who they came to be, adapting to meet their needs in the plains, woods, etc, disputes with other tribes, disputes with the bald-folk (humanoids that don't have fur like them).
The River Beregond

The River Beregond flows through the Munil as is weaves its way out toward Loch Rolen. During the winter this river often freezes, but has a constant flow throughout the year from the runoff and ground water of the highest mountains on the continent. This river widens as it reaches the lower elevations near Brestad since its flow is not so affected by gravity as it is while flowing down from the mountains. This river is used for travel and trade by the Munil and the Felcaryn.
Bertelis

> **Nickname:**
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Bertelis is a port city on the eastern coast of Leira, along the Teal Ocean. Once known as Leira's Pearl Port, Bertelis is the the Citadel of Droas. It was established after the Revolution between Droas and Ashar. Bertelis is still a large port town but, though it was once a thriving city, became filled with corruption and poverty. Currently the crime within the city has declined in the last couple of decades, but the city of Bertelis does not match it's former brilliance.

After the revolution and it’s establishment as Citadel, people began to flock to Bertelis and the city became a luxurious place. During these years the gap between rich and poor grew rapidly. Soon slums and gangs roamed many streets and within several decades the city became rank with crime.Soon a culture developed of pride on both the upper and lower classes. Part of this movement of hatred toward rich and breakdown of upper class power was the growth of cult-like groups within the slums of Bertelis. Here, in the many years of poverty and grew superstition and, eventually, necromancy.

As its days of glory had passed, Bertelis is better known as the birthplace of dark magic. The people of Leira are traditionally a very religious group, though the gnomes of Ashar have moved away from this tradition, the desertfolk of Rathana and the Droatic gnomes remain very religious as a whole. This religiosity drove the poor and slums to begin to believe in more sinister practices and indulging in evil desires. Necromancy, and it's father, Oris Beveral, were bred in the city and have since spread throughout all of Sefyll despite Oris' execution.

Necromancy SymbolCitadel OfficerTown GuardRama Somsak
Rotha

Rotha is the Hunid port town on the southwestern coast of Merethyl. The town is nestled in the dry delta of the river of water that flows through Redsalt Pass during the Monsoon season. Rotha is the main supplier of Rock Snails to both West and East Thel, it being such a hub of trade and sea vessels. The city has maintained a very tenuous neutrality between the Thels for sometime now.
Tokele

> **Nickname:** Clearwater Keep
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   Tokele is the Citadel of the Sanaboan High Elves. This citadel, high in the tropical mountains of Sanabo, lies at the head of the River Oris, a river that winds down through the mountains and out the east coast of the island. The High King Fainwyr Oris lives there and established the city as the Citadel and home of the "High Seat of Sefyll" after his return trip from Silverwood in the 1st Century.

Tokele also houses the Sanabo Seminary. The Seminary is the leading magic school found in the islands and many people along the southern coasts of Merethyl, Leira, and even a few from Aymil Isle come to study magic and learn other secular skills.
Elafra

In the middle of the Twin Sea is a large, mostly uninhabited island named Elafra. The island is home to the legendary I Calad Monastery. Few venture to I Calad and the monks that venture from the monastery vary in focus and skill, but are highly religious and sought after for their sage counsel in varying areas. Not much is known about the monks and the monastery itself and most doubt it even exists. There are no other major civilizations on the island.

   Elafra isn't topographically built for colonization. The Northern coast is known as the Sword Coast. The cliffs that line the coast have eroded for years and left sharp rocks and protrusions that inhibit ship docking. The southern coast shares a vast reef that extends nearly to the northern coast of Leira. The Strait of Edhellen is nearly impassible except for by the most experienced in traversing the dangerous reefs.
Brestad

> **Nickname:** Stonekeep
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Brestad is the Citadel of Felcaryn and the home of the King of Felcaryn. Brestad was originally a small agricultural community at the base of the mountains. The land upon which it is built is very fertile and nutrient-rich. The water from the River Beregond and the Munil River over the centuries has left the soil very dense. Mining communities were created along the West Mountain to mine iron and after several years, copper was found. Once the copper was discovered in the mountains behind it, known now as the Munil, Brestad began to extend towards the mountains and the mining communities and growing quickly and soon becoming Brestad.

Dwarves soon arrived in Merethyl, known as The Dawi, to mine the copper as well. Tensions grew as the dwarves would seek to thwart the efforts of the humans to expand their mines and find new veins of copper and eventually, The Copper War began After several battles, there was no clear victor and a treaty was drawn. The Dawi were free to mine into the mountains, but deeper into the range. They broke off from the Dawi and became known as the Munil. This left The western mountains and the fertile lands surrounding it to the humans.

The city backs up to the mountains, and at the back of the city is the King's Keep. This is a heavily fortified section of the city, even still while within the actual walls of the city, that houses the King and the nobility of Felcaryn. The King's Gate is the main entry into the King's Keep.
Torlif

> **Nickname:** The Adamant Hall
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Torlif was built centuries ago by the peoples of the mountains before the Kingdom of Dawi came to be. After the establishment of the Kingdom of Dawi, Torlif became a centralized point for the nation. It was soon declared as the Citadel of the Kingdom and the Horned Throne was moved there. It is nestled on the side of Mount Yulta on the northside of the Halfast Mountains near the Sund River Valley. The city houses various quarries as well as surrounding pastures of cattle.

The borders with Yazak and the Hinterlands have become dangerous. What’s worse, the Jarl refuses to acknowledge the challenges the kingdom faces instead believing that his reign is the Apex of the Golden Years of Dawi. The common folk among the Dawi have dwindling patience with House Drel, but dwarves are a race of order. Despite this the unrest has grown and bubbled under the surface. A secret society has been established calling themselves Den Bryta Stormen (The Breaking Storm). This group is looking to change the leadership in Dawi, up to and including the Jarl himself. They are clandestine in nature and have made no major moves yet, but they will not hold back for long.

### **History:**

The role of the Jarls of old was to be wielder of Hamrad the mighty adamant Warhammer, the first fruits of Evig Eld. The title of Jarl was given by the dwarves to the mightiest and most heroic among them. The Jarls of old were selfless, strong, brave and beloved. They put the Dawi above all and embodied the resilience, strength and wisdom dwarves would aspire to. Fingal Drel (spoken of in hushed tones as the Last Jarl) in his final days created a new law, behind closed doors, designating that the title of Jarl would now come via inheritance. Many mark the degradation of the Dawi from that very moment.

House Drel quickly left behind the goodness of Fingal upon his passing. They became lazy, uncouth, cowardly and at times cruel. Ored Drel sits on the Horned Throne as Jarl now. He refers to himself as Ored the Anvil, in taverns throughout Dawi he is Ored the Odious. Ored and his cronies have made themselves a burden to the kingdom through burdensome taxation and a constant skimming of revenues to pay for their lavish lifestyle. Oreds associates permeate all possible positions of power creating a series of barriers between him and the people that never existed in the days of the first Jarl.

Prosperity is the worst thing that could have happened to the Dawi, as the ancient forge, Evig Eld, burning bright and supplying adamantium and other precious metals to the region through trade as well as wool, milk and meat from Tyraeli mountain cattle the vaults of Torlif began to overflow with gold. With war being but a memory, the corruption of House Drel and the Munil exodus Dawi has become a shadow of its former self.

Ceremonial Dawian dress
Ohem Luin

The rolling hills of Ered Luin is juxtaposed by the rocky hills of Ohem Luin, on the west side of the Luin River. Dark granite rock layers under the grasses are uncovered in many areas leaving, as it were, small cliffs up to 15 or 20 feet high. The hills of Ohem Luin are home to various towns and villages, but also to Ogres, Bugbears, Hill Giants, and other creatures making it a dangerous frontier.
Sefyll Oceans

Sefyll's Oceans are broken up by region, starting with the northwest of Merethyl and rotating clockwise there is:

* Bear Sea
	+ Extending from the mouth of Point Bay up to the Susitna River Delta
* North Ocean
	+ Extending from the Susitna River Delta to the North Horn of Tyrael. The Spring Islands mark the transition of the North Ocean to the Shallow Sea
* Shallow Sea
	+ Extending from the northern Spring Islands down to the South Horn of Tyrael
* Teal Ocean
	+ Extending from the eastern coast Leira to the North Horn of Tyrael
* Twin Sea
	+ Extending from the Knile Peninsula to Elafra
* South Ocean
	+ Extending from the west coast of Elafra to the southwestern tip of Merethyl, contains the Sanaboan Islands
* Aymil Sea
	+ Extending from the southwestern tip of Merethyl to Sword Point, contains the Aymil Isle
Badhur

> **Demonym:** Badhurian
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> **Endonym:** Badhurian (main language in the city is common)
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> **Nickname:** The City of Glass
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    Badhur is a city-state in the west-most mountains of the Bariloch Range, along the forests of the Highlands. The Population of Badhur is 20% Dwarves, 20% Humans, 20% Half-Orcs, 15% Gnomes, and 10% Elves and Half-Elves. Badhur is run by a Lord Governor. The Lord of Badhur is chosen by the a Parliament of men and women from the largest families in the city.

#### Culture

Badhur has become the hub for mechanical invention. All of the greatest minds studying non-magical technologies are brought to Badhur. Gnomes from Saeria, known for their library in Dezram, often come to Badhur looking to hone their skills and put their ideas to practice.

#### History

Badhur was originally a town of brilliant Gnome monks looking to ease the lives of those around them. From its conception in the 4th Century, the town grew rapidly as their inventions seemingly worked miracles of thought and brought quality of life. Aqueducts, sewage systems, levers, all were from these monks and those who gathered in the town of Badhur. By the middle of the 5th Century, it had grown to one of the largest cities in Merethyl.

#### Holidays

> **Enlightenment:** in Badhur, the birth of invention and ideas is their bread and butter. To celebrate ideas, individualism, creativity, and invention, the Badhurians celebrate the Holiday of Enlightenment. Each year, during the first week of Ander, the candles and lanterns hang from every window and post. There is a parade on the last day of the week with hundreds of candles adorning giant wagons and scene depicting famous inventions from the city or from recent past.
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Pelorra

Pelorra is the Citadel of the Sylenorian High Elves in Tyrael. The city is situated along the Guanlain River, a branch of the Sund River. The river is mainly used by the varying civilizations and city-states of the Hinterlands as well as the Sylenorians.

Pelorra houses a University that is known for it's liberal teaching of magic to all who enter. Unlike the University at Dezram which teaches primarily secular learning, and the Seminary in Silverwood which admits only Elves (and very recently due to pressure--Half-Elves), the University in Pelorra doesn't discriminate against its pupil nor does it focus on any particular topic. There are Professors and Masters of skills and research and basic classes are taught however magic is studied and practiced, as well as all other subjects researched and learned by the pupils with the aid of the faculty. While not nearly as impressive as the libraries at Dezram or Silverwood, Pelorra houses a library that still rivals any of the other major cities in Sefyll.
Eylaf

Eylaf is the Drow Citadel in the nation of Sivaria. The buildings are built with the hard wood found in the swamps of Palath Nenui and stand on posts 3 or 4 feet off the ground. Many of the inhabitants are fisherman and hunters as the beast are plentiful in the region. The division of population in Eylaf is 60% Drow and 40% Half-Drow.

Eylaf is a hub of activity, but not in the same way as the ports along Point Bay. The politics that layer the government around the *Bereth*, or Queen, are deep and twisted. Lines are blurred, morals wrestled, and the Sivarian people have learned to simply accept whatever happens within the kingdom. Conspiracies and theories about the goings and doings of the governing elite and the royalty are seldom the topic of taverns and groups these days. Simply, the upper class does such a good job of convoluting the truth that the Sivarians are desensitized to the specifics. Their way of life continues, rarely disturbed and so, all is well.
The Black River

The Black River is a continuation of the River Fanghur, but is referred to as different because of the loose sediment in the swampy region of Palath Nenui that the river picks up after the fork that leads to Lake Boren. As the river reach the delta in Point Bay, the water is very dirty, sometime with enough vegetation floating in it that the water appears black, hence the rivers name. The water runs deep enough that river travel and trade are possible. The Black River very rarely freezes over, though chunks of ice are often found in the water during winter. The warm current that flows through Point Bay and along the coast through the Bear Sea maintains the water temperature high enough that the delta and surrounding coast stays cool enough that swampy terrain can weather the winter.
Humans

Humans in Sefyll are found primarily in the nations of Felcaryn (including Alderth), Windfell, the Ciyobet Empire, the Hunid, Tacuarembo, but are in varying densities in other city-states and mixed-raced such as Badhur, Asal Tirion, Namhil, Kor Thalor, Vara, and Aymil Isle. Though, being the adventurous and enterprise-seeking people they are, humans can be found in most areas of Sefyll for some reason or another.
Sanguin Desert

The Sanguin Desert is a vast area of red sand and rock that houses various bushes and short trees, and occasional large rock formations such as buttes, stacks, and even arches. Many fauna and flora are part of the desert, enough to support several aboriginal populations. The temperatures in Sanguin Desert can reach up to 115 degrees.
Near the coasts, the desert becomes more similar to grassland, but still reaches high temperatures and has very little precipitation. This fringe is simply referred to as "the Plains." The Plains and Sanguin Desert are collectively referred to in Leira as "the Bush."
The Falls River

The aptly named Falls River starts up near the Munil and trickles through the Highlands, where it splits into a north fork and a south fork. Both the north fork of the Falls River and the south fork meet the Ruvalk River over 100 miles apart from on another. After the fork in the Highlands, the Falls River is traversable, however before the fork there are 4 major water falls in the river within the span of 85 miles.
Dezram

> **Nickname:** The Great City
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> **Demonym:** Dezramite
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Dezram is the Gnomish Citadel of the nation of Saeria in the Moorlands. The stable population of the city is 65% Gnomes, 10% Half-Orcs, 10% Dwarves, and 15% of various races. There is also a large transient population for those (most commonly) traveling to or from the Highlands, the southwest, Windfell, or The Yagheni.

Dezram is also widely known as a center of learning, with a great library and many houses of learning. The Library of Dezram is accepted as the greatest library in the land to all, except, of course, the High Elves of Silverwood who regard magical knowledge more important than all other learning. There is a small university, known as The University at Dezram, that is presently branching off the library. While there are few pupils (around 200) the resource of the library is greatly integrated into their curriculum.
Redsalt Pass

The desert pass between East and West Thel is a valley of redrock, bushes, and Juniper trees. Named for the reddish hue of the rock and the high salt content in the sand. During sporadic heavy rains that occur in the spring and summer, the rocks funnel the water into the many canyons within the valley and cause treacherous flash floods that empty into the South Ocean near where the port town of Rotha is found.
Alderth

Alderth is a colony of Felcaryn, created early in the 5th Century, however the city has been in existence since the 4th. Felcaryn learned about the plethora of grains and potatoes that grow easily in the soil of Ennorath, the main island of the Spring Islands, and decided to settle and monopolize the crop trade though the port city of Alderth. The town is run by a Viceroy who exercises autonomy in the area while still answering to the King of Felcaryn. The current Viceroy, Viceroy Gareth Dupuis, is a native of Brestad and was appointed to the position of Viceroy by King Falhurst of Felcaryn.
Mhomel

> **Nickname:** The Desert Pearl
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> **Endonym:** Al-Šarǧ (roll r, glottal stop on g)
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        The Citadel of the Hunid of East Thel is Mhomel, an artful city mostly populated by humans, the second highest population by race is that of dwarves, but people of all races live there. The head of the city of Mhomel is called a Lord, selected by the Assembly, like all of the cities, towns, and villages of the Hunid. While nestled into the forest of East Thel, the land is still highly sandy and the climate quite arid.

The founders of Mhomel, the immigrants from Felcaryn, were the original finders of the sea snails, known as Rock Snails, that the Hunid use to produce Hunid Purple in paints and dyes. Losari is more of a producer of the dye since the population density of Rock Snails increases along the coast from westward, this being attributable to the rocky shores the snails use as habitat being more westerly.

    The city is known as "The Desert Pearl" and boast the Great Hall of Mhomel, as pictured below, one of the most magnificent and decorative in all of Merethyl. Mhomel is very well known for its use of the arch and of color. The city is also known for stained glass, depicting stories of the history of the Hunid, stories of the Heroes and of the Six. The radiant lights of the glass cast an iridescence that grants the city it's nickname.

In the years following the Beluir War, the Hunid of East Thel found their greatest partner in trade to be Eyumor, and the alliance between these two nations has grown strong indeed as tensions rise between East and West Thel.

Streets of MhomelGreat Hall of MhomelAl-Ǧarb Heavy CavalryAl-Ǧarb Light CavalryAl-Ǧarb RangerTemple of MeraEast Thel Bathhouse
Northfoot Forest

The forest along the northern slope of the Bariloch Range and south of Palath Nenui is called Northfoot Forest. This dense forest contains many Mangrove trees, Live Oaks, and Saw Palmettos. This trees are covered from root to leaf in a thick green moss during the Summer. Down near the coast and near Palath Nenui, the moss is forever present, but more growth is seen during the warmer months.
Merethyl

Merethyl is the largest of the continents in Sefyll, and therefore the most populated and diverse.

**Size:** According to the scale on the map below, each square is 150 x 150 miles

**Topography:** Merethyl contains:

*Plains* (The Yagheni, the North Occident, Mat-Zah Wilds and the Benteh)

*Mountain ranges* (The Snowsaw Mountains, The Munil, The Bariloch Range, The Wounded Mountains, The Calaf Mountains)

*Tundra* (Windfell)

*Taiga* (The Moorlands)

*Swamp* (Palath Nenui)

*Wetlands* (Ohem Luin)

*Desert* (The Beluir Desert)

*Foothills* *and* *rolling hills* (Ered Luin, Red Hills, Northern and Southern Foothills, Ohem Luin)

*Large rivers* (The Susitna River, The River Fanghur, The Black River, The Ruvalk River, The Falls River, The Brim River, The Luin River, The River Beregond, The Munil River)

*Large Lakes* (Lake Luin, Lake Genevieve, Lake Boren)

*Forests* (Silverwood, Til Forest, The Snowsaw Woodlands, The Highlands, Northfoot Forest, Imradel, Saavel Forest, The Beluir Woodlands, East Thel, West Thel, Crall Forest, Farain Forest, Ridgewood Forest)

**Demographics:** Merethyl contains 25 principle civilizations including 6 City-States, all with suburb affiliate towns and 19 prominent nations and/or demographic groups.

* City-States
	+ Silethil
	+ Kor Thalor
	+ Thyr
	+ Namhil
	+ Asal Tirion
	+ Badhur
* Nations
	+ Silverwood
	+ Felcaryn
	+ Sivaria
	+ Windfell
	+ Saeria
	+ Gorthok
	+ The Ciyobet Empire
	+ Ushat
	+ Elaeth
	+ Eyumor
	+ Ezereth
	+ Imradel
	+ Silrire
* Demographic Groups
	+ The Tilfolk
	+ Thoviel
	+ The Snowsaw Dwarves
	+ The Munil
	+ The Hunid
	+ The Mat-Zah Orcfolk/Half-Orcs
Leiran Rainforest

The Leiran Rainforest is the entire forested region of Leira, including the forest convering the Ezel Mountains. It is densly populated by an immense number of both flora and fauna. The forest is split up into three layers, the canopy, the understory, and the forest floor. The densest areas of biodiversity are in the canopy, which is a more or less continuous cover of foliage formed by adjacent treetops.
Citadel

The capital city in any Kingdom in Sefyll is called the Citadel. This usually constitutes the main political headquarters and/or ruling power. Citadels in Sefyll include:

* Merethyl
	+ Silverwood - Laa Serin
	+ Felcaryn - Brestad
	+ Sivaria - Eylaf
	+ Windfell - Ishari
	+ Saeria - Dezram
	+ Gorthok - Kor Hon
	+ The Ciyobet Empire - Hao Taesi
	+ Ushat - Kor Moldir
	+ Elaeth - Anethyr
	+ Eyumor - Hol Darah
	+ Ezereth - Abzil
	+ Imradel - Esym Alora
	+ Silrire - Oran Aethel
	+ Til Kingdom - Borfort
	+ Snowsaw Dwarves - Thrortrap
	+ The Munil - Benfaldur
	+ The Hunid - Losari and Mhomel
* Sanabo
	+ The Sanaboan High Elves - Tokele
	+ Tacuarembo - Yulcana
* Leira
	+ Rathana - Macas
	+ Ashar - Caradoc
	+ Droas - Bertelis
* Tyrael
	+ Yazak - Kor Durz
	+ The Kingdom of Dawi - Torlif
	+ Sylenor - Pelorra
	+ Qilak - Arxya
Ushat

> **Demonym:** Ushata
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> **Endonym:** Mau (s), Maubur (p)
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Ushat is the Orc nation in the southern Bariloch Range. Kor Moldir is a city-state within the nation. Ushat is a very war-focused society. Clans fight and inhabit different lands and territories within Ushat, but the city of Kor Moldir has a *Vadok*, or "King" in the Orc tongue. The city acts more as a city-state than the ruling body of the whole nation. Though many orcfolk in Ushat recognized the legitimacy of the throne, not all are loyal to it. However, presently many of the surrounding tribes and towns are indeed loyal to the Vadok of Kor Moldir.

Slavery is very much a part of the society of Ushat. While in history it was the runts that became slaves to the families, after the River Wars there were plenty of prisoners that the Orcfolk captured and carried away captive into Ushat. The slaves living there are of half-orc, dwarven, elven, half-elven, and human origins and have lived there for generations.

### 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.
The Beluir War

In the mid 4th Century, the Hunid began to extend their trade routes through the Beluir Desert as well as from the Hunid port city of Rotha. Upon crossing the desert and entering it the Beluir Woodlands and reaching the Ruvalk River, many became disquieted by their presence. The Imradhen, which had placed small amounts of troops in the Beluir Woodlands as a scout force in case of any other crusades as part of the River Wars. Eyumor became incensed the dismissive Hunid the dwarves began to raid trade caravans of the Hunid. When war was declared between the humans and the dwarves, the Imradhen in the Beluir Woodlands began to side with Eyumor in various issues and eventually declared war as well.

After the first 4 years of conflict, the economy of Kor Thalor was greatly effected as it relies heavily on trade and the transient folk to and from the desert. Seeing the trade received from the Hunid as more valuable than relations with Imradel and Eyumor, the forces of Kor Thalor joined with the Hunid armies. The Beluir War lasted for another 9 years. The Gnomes of Saeria intervened and called a council, referred to as the Council of Dezram, in which the Lords of Losari and Mhomel, the Jarl of Eyumor, the King of Imradel, and the Suzerain of Kor Thalor met and reestablished international laws of trade and diplomatic relations in the Beluir Desert region.
The Sanaboan Islands

The Sanaboan Islands, or more referred to as Sanabo, are the volcanic, tropical islands southwest of Merethyl and many miles west of Leira. The islands are home to various races.

The Main island, Sanabo, houses the Sanaboan High Elves in the south and the nation of humans called Tacuarembo along the northern coasts. Various other islands house Dragonborn, Halflings, Elves and Half-Elves.
Abzil

Abzil, the Citadel of Ezereth is located at the eastern slopes of the hoof of the Wounded Mountains. The Gold, Red, and Brass clans are at the head and rule in highest leadership positions within Abzil, including the *Majakul* translated to "Great Fire", meaning the King. The population of Ezereth and Abzil is 100% Dragonborn.
Jova

> **Demonym:** Jovan
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Jova is a well traveled port city along the Amlug River, just past the estuary of the river into Ulunn Bay. The great port is used by travelers to and from the Sanaboan Islands, merchants of Ashar, Droas and some coastal tribes of Rathana, as well as to pirates, slavers, and smugglers.

#### Culture

The great success of Jova comes from the old Asharan adage, "Man's dealings are man's, we are Gnomes." Why or how one arrives on the wharves of Jova isn't a concern. The docks can sometimes become fraught with riff-raff, but the Jova city guard and the residents have developed an unspoken expectation among the seafarers. A expectation of leaving alone those who generally keep the peace as well as leaving alone they who pass through if they, in turn, leave the cityfolk alone. The ports and the surrounding taverns, inns, shipwrights, and sea merchants are without the main walls of the city and are thus separated a little more to keep said peace.

#### History

Jova became established in the 2nd century and quickly thrived in trade with Caradoc and through the travelers that passed the Ulunn Bay seeking stay for a few nights. In the 3rd century it was made as part of the Kingdom of Ashar and during 4th century was part of the Great War. After the northerners, now the nation of Droas, rebelled and began to fight the monarchy of Ashar, Jova seized the opportunity to gain it's own autonomy away from the decrees of the King and told the King they would not fight and would no longer be a part of the Kingdom. Stretched thin as it was, the Asharan king had no choice but to let Jova simply be and it has grown and retained its autonomy since that time.

Lately, the government and Lord of Jova have been in conflict with the Asharans over fishing and trade throughout Ulunn Bay and the surrounding area. While fishing territories have always been a source of conflict, lately Asharans have fought and killed pirates and seized their ships and loot, causing the commerce of Jova to decrease.
Ered Luin

Similar to the rolling hills of Ohem Luin, Ered Luin has many hills covered in grasses with various groves of trees and bushes. These hills are round and fluid in their shape and are often found green due to the rain and mist that often occurs from off the east coast. This countryside houses creatures as well, but not nearly as many nor as prevalent as in Ohem Luin as Ered Luin is still part of the defined borders of Felcaryn. The river marks a natural barrier, though the hearty Hillfolk of Ered Luin aren't strangers to beasts and creatures.

   Throughout the 1st and 2nd centuries the Human population soared, so much that Ered Luin soon became populated with many villages and towns that eventually became the Kingdom of Felcaryn in the early 3rd Century after the first invasion of the River Wars. The name Felcaryn comes from "fel-" meaning *new* in Elvish and the name Caryn is the home nation of the first group of human voyagers that arrived to Merethyl. Etienne Falhurst was the lead explorer of the great band of humans and was crowned High King of Brestad, but the Kingdom came to be named Felcaryn when, in the 3rd century the people united under the banner of King Etienne.

Of all the conquering lands in the Felcaryn Kingdom, the Ridgewood rebels (known as "Green Skins") and the Hillfolk of Ered Luin were the most difficult to subdue.
The Marshals

As Asal Tirion 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 thieves and bandits roamed the lands. On the outskirts of the city, there were reports of Ogre, Hill Giant, and Bugbear attacks. Robert Peel was appointed by the Doré monarchy to create a force of rangers, outside of the city guard, to protect the surrounding areas and generally keep the peace. Peel began training a group and called them *Marshals*. The Marshals presently are well known in much of Merethyl for their honor and capability, especially in nature. The Marshals have a code that each one should live by, it is as follows:

Begin where you are, use what you have, do what you can

Honor the elders, teach the young

Keep your skills strong

Learn from your own mistakes, not only from others

Voice your opinion

Stand your ground

Be brave, be calm, be patient

Wake up early

Temper your body

Live in nature

Walk in the woods

Climb the mountains

Find time to be alone

Rest when you can

Always leave your mark, always trust your brothers

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, and fighting crime. This was sorely needed given that crime was well-managed by towns and hamlets among themselves, but not in the realm between settlements. The Marshals soo began helping with other nations in upholding the law and fighting crime as well. Since the 4th Century, the Marshals have been highly respected and have jurisdiction in most lands to help uphold the law, extradite fugitives, and act according to the Marshal Code. In Tyrael, and Leira, the Marshals have some power, but it is much more limited than in Merethyl.
Esym Alora

> **Nickname:** The City of Trees
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Esym Alora is the Citadel of the Wood Elf Kingdom of Imradel. Esym Alora is the first settlement of the Imradhen upon arriving to the forest after leaving the Highlands in the Medieval Age. It is the home of the the Imradhen royalty. The King and Queen of Imradel are Eldar Orimys and Elmira Belren.

Many of the Imradhen are tree dwellers, but the main cities and larger towns include buildings and Treefolk. Over the years, those who live in buildings in towns and cities have gained more wealth. This has lead to a division of society in that the Treefolk are looked down upon for their class, and the Groundfolk are seen as neglecting the forest and nature. They are seen as turning their backs on Celese, under the wilderness domain.
The Beluir Desert

The Beluir Desert is a vast sandy wasteland in southwest Merethyl. The desert ranges from sandstone and sagebrush in the Redsalt Pass to the dunes south of the Red Hills, slowly becoming more sandy, less rocky, and less vegetated along the way. The temperature in the hottest months of summer reaches up to 120 degrees during the day. The monsoon season that mainly effects the Moorlands also bring water to the desert. As the clouds fill and move across the continent northeasterly, they accumulate to the fullest and poor down upon the Moorlands. in the middle month of the season, the clouds accumulate such that the rain begins to cover the desert area. There are several nomadic tribes with the desert that have communities in the oases and along the Wounded Mountains and Saavel Forest.
Wounded Mountains

This horsehoe-shaped mountain range is named the Wounded Mountains for the falls of lava that pour through the valley and gorges into Môrfell Bay that make the mountains appear to bleed. It is home to Eyumor, the dwarven kingdom, the Tiefling City-State of Thyr, and two active volcanoes. The Eyumor Dwarves refer to the semi-circle of Wounded Mountains range as "the hoof" and the area within is tropical and beautifully forested. The temperature in the mountains is always warm or hot and the climate is very humid all year round. There is little vegetation, however, given the sandy and rocky terrain. The tallest mountain in the range is Mount Titus, at 9,000 feet.

> The name of the mountain range originates from the few active volcanoes along the hoof. Two of the volcanoes in particular, Ahl and Semeru are nearly always flowing slow and small amounts of lava, such that their red rivers can be seen for miles. These streams of molten rock, at least for these two volcanoes, pour down the ocean-side face of the range, spilling into the sea. From a afar it appears that the mountains are bleeding, hence the name "Wounded". Many of the Môrfell Lizardfolk tribes worship Ahl and Semeru, among other gods, as the Gods of Life and Creation, respectively.
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Calaf Mountains

The Calaf Mountains on the Knile Peninsula are the smallest mountains on the continent and covered in forests and meadows. They are home to the Silririan Citadel of Oran Aethel and many other Half-Elf and Halfling communities. The highest peak in the Calaf Mountains reaches 4,400 feet, and is never snow covered. Despite the many forests and meadows that cover the Calaf Mountains, the terrain is filled with many larger rocks. The soil is rich, but not without fist-size rocks or larger, even up to boulders. The mountains house the famed Calaf Horses, known for their sure-footedness, agility, and quick reflexes.
Borfort

Borfort is the Citadel of the Tilfolk. It is a riverbound city along the Luin River rich in fishing culture and agriculture.

The government of the Tilfolk is similar to a constitutional monarchy, however it's not such a democratic process. There is a long line of royalty dating back the the Kingdom's creation. The King/Queen/Princess/member or royalty who presides over the government in the throne at Borfort chooses replacements to the ending terms (3 years) of a local lord.

The current Queen is Delra of the Royal Family surname Roothill. Queen Delra has reigned for 14 years and took power at the age of 31 when her husband, King Archell died fighting against the Orcfolk of the Mat-Zah Wilds. There are other members of the Royal family as well, Prince Henri (aged 22) and Princess Ralya (aged 15), Queen Delra's son and daughter.

The Tilfolk have had troubles with the Orcfolk to the north since the nation's creation. Upon venturing too far into and past the northern border of Til Forest, the halflings soon found themselves at odds with the various powerful tribes found around that area.

After this first encounter, it was still several years until the Orcs realized that there was a civilization growing on the other side of the forest. In the 5th century the raids began. Several times a year, a town or two would be attacked by the Orcs. Often the towns were entirely destroyed and the people killed or taken captive. The Tilfolk soon began to reinforce the towns along its northern border with troops and the roads with regular passing companies of guards and soldiers. This proved successful, yet the halflings found themselves stretched thin. After the creation of the Marshalls in Asal Tirion, the Monarchy of Til Kingdom requested aid in exchange for payment to the Marshalls to uphold their northern borders and still maintain the necessary amount of men for a standing army and to man the town guards throughout the kingdom. The Marshalls still have a large presence there.
The Beluir Woodlands

The Beluir Woodlands is a forest named after the adjacent desert since the trees and brush of the area are nestled in the sand and rock. Trees found in the are are the Piñon Pine, the Joshua tree, and Junipers. This dry and arid area is home to the Wood-Elf Kingdom of Elaeth, who came to inhabit the are during the Beluir War. The Woodlands have housed many travelers to and from the desert throughout the centuries,
The eastern edge of the forest is much more vegetated from the water of the Ruvalk River and prove a common area of respite for weary travelers in the many river towns therein during trade routes and travel along the Ruvalk.

   There are many particular species to this region when it comes to animals, but the most notable are the Moa.
The Moa are large, flightless birds. They have been measured up to 11 feet tall. These birds are the primary food source of the Elaethi in the area and are fierce in the defense of mates and their young. The feed on the fruits and flower of the taller trees throughout the forest and are skilled runners and are known to glide as chickens in moments of real danger.
The Swazhu

The Swazhu is an ancient civilization said to have inhabited Merethyl even before the elves. A race and a people that were created with the land. They mainly inhabited the North Occident, which is presently inhabited by the Centaurs of the North Occident. The centaurs generally inhabit the more southeasterly areas of the plains, and the denser area of the Swazhu ruins are found in the northwestern region of Merethyl stretching down to the Mat-Zah Wilds, Ohem Luin, and the Benteh.
Kor Moldir

The city of Kor Moldir is an ancient ruined city that the Orcs resettled after finding it while fleeing from the Drow in the swamps of Palath Nenui. It's population is exclusively Orcfolk and Half-Orcs, but includes plenty of slaves of other races. The city exists more as a city-state than a Citadel, but is, either way, the hub of activity in the nation and the home of the Vadok.

The *Vadok*, or "King" in Orc tongue, rules over Kor Moldir. When the Orc set up the Kingdom, they intended the Vadok to reign over the entirety of the land, but after the River Wars, anarchy overcame Ushat. Tribes and clans formed, towns divided and Kor Moldir as a society nearly didn't survive. The Vadok was overthrown and a new family took the throne. The Awat family has ruled now for generations. The loyalty of the surrounding areas comes and goes with varying leaders of the various areas and relations are never completely amiable.
Half-Orcs

In the world of Sefyll, free half-orcs are mostly found in the nations of Yazak and Gorthok, but are in varying densities in other city-states and mixed-raced such as Badhur, Asal Tirion, Namhil, Kor Thalor, Vara, and Aymil Isle. Half-Orcs can be found in Ushat and the Mat-Zah Wilds though they are nearly entirely enslaved peoples.
Fainlóna Ciyobet

Empress Fainlóna Ciyobet was well beloved by the people by the time of her ordination in the 3rd Century. During the wartime of the First Crusade of the River Wars she could often be found scurrying about Siñan (or Hao Taesi after it was established as the Citadel) pulling handcarts of hides to the tanneries, carrying coal for the blacksmiths, treating minor wounds and injuries, or even correcting new soldiers or guards in posture or marching. She created a better system of care for the wounded soldiers and the care givers during the River Wars as well. She became an inspiration to all.

3 months before his death, Corlik's health began to fade. The river town of Lawa along south fork of the Falls River sent its renowned physician and cleric, Ernil Thalion to join the Emperor’s team of healers. Magic was still new within the world of humans, but Ernil had traveled abroad to learn differing secular techniques as well as having studied magic use specifically for the treating of the sick and afflicted. His reputation preceded him. As he neared the towns surrounding Hao Taesi, in order to not slow his journey, the townspeople would bring their sick and afflicted to the main road so that Ernil could cast spells and give treatment direction. By the time he reached the Emperor, Corlik had only a few days left. Ernil recognized this and advised he get the affairs of the Empire in order. What treatment he could provide was well received at first, but the age and state of Corlik could not be recovered and he died within the week.

His drive to bless and heal others, both physically and spiritually, drove the people to love him. He caught the eye in particular of Fainlóna, an avid servant of the people herself. They courted and married shortly after her ordination, to the happiness of many members of the empire. She still held the title of Empress since the eldest within the family of the Ciyobet Empire, male or female, holds the title and inheritance. Ernil’s title became Emperor Consort.

Together, Empress Fainlóna Ciyobet and Emperor Consort Ernil Thalion, drove the Empire to thrive even during the various crusades of the River Wars, constructing roads, creating a plant-and-replace system for the logging trade, establishing money systems across the empire, and many more decrees that built the Empire to become a large power in Merethyl.

> *Ernil Thalion was also a talented painter. These portraits, one of him and one of his beloved wife, were among his first done while in Hao Taesi.*
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