Lorrdveil

The Isle of Lorrdveil is best known for being the birthplace of Veil Ale and the home of the legendary Lightning Lords.

Its denizens struggle to hold on to the magic they once possessed so strongly, as the wild magics of the island have since returned to the land itself.

Stranger creatures tower among ancient forests, dark beings wait in murky waters, and lightning cracks across the skies with more purpose than ever before.

History
Let's be honest, histories tend to be rather borning. Especially long histories, which the Isle of Lorrdveil does indeed have. So for the sake of time, we're just going to paraphrase the really important parts.

In The Beginning
They say the first hooves to touch Veilian soil were of a creature no longer present in the world. As lightning struck the barren landscape, a single being stepped forth with a form like moving glass. They were equine in shape but effortlessly large in stature with a body completely unlike any species alive today. As the story goes, the lightning had been harnessed by the Capitol itself to form them; the first of the Lightning Lords. The being was tasked with bringing magic to the previously desolate land and set about their task by causing a powerful storm to hang above the isle for thirty days and nights. When the storm had passed, the land was alive with magic and had already begun to shape itself into something new. Creatures born of the storm flourished within the grasslands and young forests. The first equines of Lorrdveil also stepped forward, each a different piece of that which had created them. They would go on to form clans of like appearance and stake their claims over different parts of the isle. With its work done, the first Lightning Lord returned to the storm from wich it had come from.

Early History
The clans were constantly at war. Disputes over territory and resources sparked into long-lasting rivalries and would later become wars. There was only a single clan that refused to participate in the squabble - those with wings. As they watched the clans tear each other apart, the winged tribe decided it was time for a change. A single mother led them in an unexpected conquest that swept the isle and succeeded. Legends state that the first Lightning Lord had appeared to her and touched her with a new ability - she could summon storms. With this new skill, the mother united the clans and under her rule, disputes between those of different heritage were no longer allowed. Peace came to the isle for the first time.

The mother would become the Queen, the first of many. But peace would not last.

Middle Ages
Under a ruler who became obsessed with Void magic, the isle fell to ruin. While the people struggled, the ruler's dark power grew and mutated into something terrible. They sought to wipe out all other kinds of magic across the isle in order to allow their own power to remain limitless. The culling of magic users that followed would forever scar Lorrdveil's history. Some even tried to protect themselves from the culling by scarring a deep canyon in the isle with the use of combined magic but it proved unsuccessful. Many fled the isle before a worse fate could befall them. Meanwhile, a small group of resistance fighters hid among the mountains. Mixed in species but set on the same goal, they would overthrow the cruel ruler and once again return peace to the isle.

They were twelve. The twelve Lightning Lords of Lorrdveil.

Each possessed a mastery over lightning, storm summoning, and a third chosen element. The highly-powerful resistance battled against the void ruler for many years. Land split beneath warring hooves, seas turned to murky ash, the sky never ceased to storm. Many believe the magic battles occured within the southern wilds of the isle, which works to explain why magic flows so much more savagely in those locations. In the end, the cruel ruler fell and void magic was banished from the land. Practicers that remained were confined to the Feipond and never allowed to leave. It is believed that they perished there.

The four remaining Lightning Lords assumed rule of Lorrdveil and worked to restore it to peace, however, their endless battle against the void had weakened them. They chose to split into houses - Veil, Fern, Sundor, and Ceamere - in order to rule separately but equally. It appeared as though their magic affinities would return for a while, but then the arcane within their bloodlines faded.

Modern-Day
Lorrdveil is currently in the year 1800. As the majority of magic faded from the denizens of Lorrdveil, the house rulers decided once again to unite under a new ruler. The ruler would be known as the Keeper of the Veil and would be tasked with leading the isle and ensuring peace. Fifty years have now passed under this system and Lorrdveil once again appears to be preparing to flourish.

Recent Historical Events:
 * (1685) Martigal the Mad comes to power after killing the previous Keeper
 * Builds trade agreements and strengthens the walls around Guildedtown
 * Bans the use of magic in public, institutes a curfew on all major cities
 * Society of the Twisted Hoof comes into existence, secretly. Underground magic users rise in number.
 * Guilds suffer under heavy taxation
 * A hard winter and dry spring lead to a challenging harvest season
 * Strange creatures are sighted near Feipond but never documented
 * (1732) Martigal the Mad dies of mysterious causes, leaving the seat of Keeper of the Veil to his son, Grundlem
 * Grundlem is also a bad leader
 * Wild magic grows in power along the southern half of the isle
 * Taxes raised on already-struggling farmers
 * Even the aristocrats are getting worried about the economy
 * Grumdlem becomes ill, accuses literally everyone of poisoning him
 * Curfew is made even earlier, secret police prowl the streets
 * The dungeon becomes overcrowded, those arrested go missing without trial
 * (1780) The oppressive Grudlem falls by mysterious means, Caecil becomes the new Keeper of the Veil
 * Caecil institutes new trade policies, removes the curfew, and readjusts taxes
 * Public magic is no longer made illegal
 * Theives Guild is born and the economy begins to level back out

Culture
The people of Lorrdveil are a proud and bombastic sort. They also value good food, which is usually quite apparent in their appearances.

Overview
Usually friendly but wary of strangers, Veilians tend to warm up to outsiders quickly (as long as said outsiders can keep up with their drinking). Warmth, hospitality, hearty laughter, and a strong work ethic are common traits among those who make their living on the isle. It is because of this hospitality that Lorrdveil is a favorite destination for visitors and tourists. Just be sure to stick to the settled areas, as the isle's raw magic flow can be incredibly dangerous and unpredictable.

Many Veilians enjoy the company of a companion animal, as long as their occupation allows for it. These companions take many forms but the most common are domestic dogs, chickens, and miniature gryphons.

Base Values
Boldness, bombastic personalities, confidence, wit, humor, honesty, trueness to one’s heart, love, compassion, physical strength, work ethic, survival skills, family/community ties, wisdom, drive

Undesired Traits
Cowardice, quietness, untruthfulness, apathy, dependance, unorganized crime, arrogance, lacking motivation/stagnation, settling without being completely content, wastefulness, overcautiousness

Family
Family is perhaps the most important aspect of Veilian culture. Historically, powerful family tribes warred over the isle's space and resources. What remains of these ancient houses can be traced to family name, many of which hold aristocratic positions today.

Structure
Families are comprised of two parents and one to seven children, depending on location. Veilians commonly live in nuclear-familial groups until offspring are old enough to support themselves. Aging parents will commonly take up residence with their adult children when they can no longer live on their own.

Relatives may take up locally-similar residences, especially if multiple members of a family are part of the same guild. In smaller towns, multiple neighbors may all be members of the same family.

Males and females are seen and treated as mostly-equals by Veilian culture, though there is still some grey-area there. While males are expected to be physically stronger than their female counterparts, the importance of a mother in a family-based society is immeasurable. Females are praised for being capable of something males are not; they can possess great strength and pass on said strength to offspring. Mothers are expected to be kind and just, revered for being the true passers of the metaphorical torch. Meanwhile, males are expected to support and protect their families. It is far more commonly accepted that males will make sacrifices before females in Veilian culture.

Due to the previous Keeper, stigmas against females are still in the process of being snuffed out. He led the herd to believe that males were the smarter and more-capable sex and therefore triumphed over females. This tactic was used to further-divide the herd and strengthen his power, which has ceased to exist. Groups of males may still practice this ideology but their numbers are waning.

Children
Birthing takes place within one's own home and a member of the Midwives Guild is commonly present to help all go smoothly. Children are usually given a single name, though high-ranking families and bastards are given surnames. Children commonly attend school from the ages of five to fifteen where they learn to read, write, perform basic arithmetic, and choose their career path. More rural towns experience less of a push for further education and will begin to focus on specialized skills. However, nearly all Veilians are literate.

Weddings
Marriages are familial affairs but most remain open to the public. Ceremonies take place within town centers with the two individuals placing contact on a Surge Stone simultaneously. The following shock is intended to symbolize their resilience and inner spark, promising their union will stand any test they may face. If no shock occurs, the marriage is not officiated and the pair is seen as a poor match. Successful ceremonies are followed by a feast and dancing into the night. Married couples often wear matching circlets or decorative collars, the circular shapes of which symbolize their infinite and eternal union.

Divorce is uncommon among Veilians, but it does happen. Usually a private affair, divorced couples need only to declare that the "spark has died" with an officiate present to cut ties with one another. Those who have divorced may be shunned or looked down on by fellow citizens for a time, especially if they have children.

Funerals
When it comes to death, many Veilians choose to be buried. Designated graveyards dot the isle with the largest being at the eastern base of the Fallcliff Mountains and the ancient forest near Oldmill. Burial sites are viewed with reverence and marked with trees or carved stones. Families of the deceased will commonly leave colored strips of cloth with written prayers and wishes for the late member tied to burial markers. What results are stretches of forest with mazes of decorated trees and stones.

Individuals are commonly buried with their most-treasured belonging (as long as said belonging isn't a pet or living creature) and are surrounded by flowers and other natural decoration before being covered by earth. Lightning has been known to strike burial sites of honorable Veilians.

Native Veilian Appearances & Beauty
The majority of Lorrdveil's population is a mix of common equine and slight pegasus hybridizations. Equine populations greatly outnumber cervine, but members of both tend to be stockier and shorter in stature. Coat colors are wildly varied and are affected by the wild magic of the isle, though many sport earthier coat colors. Long and well-shaped ears are a determiner of strong bloodlines. Tailbones tend to be longer than average.

In terms of style and beauty, fuller body types are seen as stronger and therefore more attractive. Solid toplines are sought after, as are strong shoulders and powerful necks. Braided leather and gold are common materials for jewelry, which usually takes the form of decorative halters or neck collars. Manes tend to either be left long or cropped short and tails are braided up for most that do physical labor. Most Veilians sport a pair of leg wraps or bracers, saddlebags, and cloak when traveling. Decorative patterns appear on ceremonial garments and on clothing for higher-ranking citizens. Otherwise, a great deal of Veilian fashion is about functionality.

Cosmetic magic is used subtly by most Veilians, if at all. Its use is seen most often in young aristocrats and members of the Society of the Twisted Hoof.

Education
Nearly all Veilians are literate, a stat that exists thanks to the current Keeper of the Veil's push for education. Children attend primary and secondary school from the ages of five to fifteen, meeting four days out of a seven-day week for five and a half hours each day. A daily break is taken for lunch and a recess period. Students are taught reading, writing, basic arithmetic, history, and basic biology. They need only to prove that they can read in order to pass this level of schooling.

After graduating, most young-adult Veilians choose to enter a guild and start their careers. Guild-based education is specialized and specific. No two guild educations are quite the same.

Individuals that show an affinity for controlling magic or have a strong desire to learn attempt to join Amalosi University, Lorrdveil's only magical academy.

Magic in Society
Old texts prove that much of the free-flowing magic of Lorrdveil was once a greater part of its denizens' lives. After the Great Culling however, magic is far more difficult to find within the blood of Veilians. Those with affinities are looked to with awe, considered connected to the Old World. Magic users are expected to practice benevolence and much of Lorrdveil's user magic appears more subtly. Finding a native Veilian with an affinity or talent is rare and much of the influence of magic on modern society comes from outside sources and bloodlines.

Government & Economy
The Keeper of the Veil operates as an established tyrant, but he prefers to call it a single-soul democracy. One man, one vote. This system would most likely fail under just about any other individual, but the current Keeper is clever and quick enough to make it work. With an economy that is just beginning to experience the bliss of industrialized boom, Lorrdveil benefits from allies in nearby islands as well. Trade blossoms and so does tourism. An organized system of guilds provides the structure within the herd and acts as a system of checks and balances.

Laws
The consequences of breaking the law vary based on severity, but criminals end up spending a span of time within the Proper Correctional Facilities (the dungeon. It's just a dungeon). Laws extend to the guilds as well.
 * Assault and Battery is illegal, self-defense is not
 * Hunting the pago (thunderbison) is punishable by banishment
 * Citizens have a right to free speech (and a right to the subsequent consequences)
 * Non-guild homicides are against the law (obviously)
 * Embezzlement of coin is illegal
 * Tampering with the post or an individual's mail is punishable by dungeon time

Economy
Lorrdveil operates as a Mixed Economy, teetering between a free and command economy. In the end, the Keeper of the Veil is the determining factor, but the system of checks and balances installed within the guilds act as a way to balance Lorrdveil's economy. The isle uses various gold coins as a currency system, though trade is common within smaller towns for goods and services.

Lorrdveil's economy is experiencing a growing boom under the new Keeper of the Veil.

Trade
Exports include: Gold and Veil Beer, marble, golden wheat, apples, pears, cranberries, and lumber.

Imports: fine textiles, tropical fruits, and steel. Technology and electrical secrets are shared only with the closest allies.

Allies
Let's be friends, yo

Bear Wrestling
With so much of the island remaining mostly rural and agriculture-based, bear wrestling has become a popular sport. In a trial of strength, an equine or cervid must tackle a bear to the ground until the beast “taps out” or gives up. Rules include using no magic, the match ending when the bear taps or the wrestler dies from mauling and offering the bear a salmon afterward. While the bears of Lorrdveil aren’t sentient, they’re also not dumb. Some bears go around looking for wrestling matches because it means a free meal in one way or another. Matches are enjoyed by all viewers and many will step in to save the wrestler if the bear attack becomes serious. After a successful match, the winner is paraded around their home town and treated to a night of partying.

The Hunt
Another popular sport among Lorrdveilians is that of faux hunting. The target is usually a common jackalope and the animal is released with about a half-hour head start. From there, teams or single competitors head out with their most talented tracking dog to find the jackalope first. Hunts are all about skill and speed of tracking while traversing terrain. They are a mix between hacking and steeplechase, with long sprints and intimidating obstacles. Once the jackalope has been captured, a winner will be announced. Golden pins are awarded to the victor and many hunters enjoy displaying their numerous winnings on a favorite cloak or a pet’s collar. The annual Grand Hunt occurs at the end of the summer and is a prestigious event many dream of entering. The winner receives a large sum of coin and is paraded through all of Gildedtown. The target is never killed at the end of the hunt.

Chess
For those with more downtime, strategy games like chess are a favorite. Official tournaments are held in Gildedtown where a cloaked figure known simply as The Master may appear. The Master’s identity is unknown, but they have never lost a single match. Rumors claim that the Master hails from the Capitol and therefore cannot lose.

Music Making
Bands are common across Lorrdveil. Music is an important part of life for many and listening to good music lifts the spirits of all. Certain streets of Gildedtown have been paved with panels that chime when carts roll over them, giving the city a constant gentle rhythm. Windchimes are common in all homes. Large drums are played during ceremonies to replicate thunder and are believed to attract lightning energy.

Technology
Advancements are arriving slowly, but arriving nonetheless. Technology varies across the isle, but due to low numbers of individuals with magical affinities, the population has learned to harness the wild magic of the isle in other ways. Water is gathered by well in most locations, though a few clear streams trickle confidently across the isle. Time is kept and recorded by both sundials and pocket watches. Each main town features a Surge Stone - a specialized rock that acts as a lightning rod. These large magical devices allow towns to store low amounts of electrical energy. The stored energy is then used to power arcane torches, start fires in hearths, and warm water within homes.

Guildedtown is the most advanced, using lightning rods to gather and store electrical energy for powering streetlights and early locomotive systems. A fleet of four airships dock at a single port within the city and are used primarily to transport goods to allied islands.

The Veilbridge stands as a testament to magic-less technology, having been crafted completely without the use of magic of any kind. The wood, concrete, and marble structure is as unmoving as when it was constructed nearly a century ago.

Religion
Veilian religion is lenient and practiced in a variety of ways. While some choose to dedicate their lives to the worship of old and new gods, most practice their belief in little ways.

Old Gods

 * Din, the Eye of Creation: Depicted as the sky with a vaguely-quadrupedal shape
 * Fate: A great pago, or thunderbison. Represented on Lorrdveil's emblem
 * Death: Commonly depicted as a great winged tree with a quadrupedal form, associated with the Capitol, and believed to be related to Din either as siblings or lovers

New Gods
Lorrdveil's new gods are many in number and pagan in style. Small cults have risen and fallen within the arcane wilds of the isle and others are just beginning to sprout roots. Regardless, many of the New Gods' followers seem to sprout from the location of Redstone.

Superstitions
Veilians are a superstitious people. Local lore varies between towns, but a few rules remain constant:
 * Do not follow the floating lights near Feipond
 * Be wary of the black creatures within the deep woods
 * Do not harm gravesite trees
 * Avoid challenging thunderstorms
 * Do not give your name to that which you do not know
 * Beware the songs sung on clear nights

Leadership
Keeper of the Veil: The isle's designated leader, the Keeper of the Veil is an offshoot of a monarch and acts as a single-soul democracy.

Council: Three individuals are chosen by the rest of the herd to act as a council for the Keeper. They hold unique positions - A secretary, treasurer, historian, and guardian. For the most part, the Keeper has them doing all sorts of busywork to stay distracted. The current council is fresh to the position after the recent overthrow of the previous Keeper.

The Help: The Help operates within the same rooms and locations as the Keeper and Council members. They are mostly comprised of cleaning staff, butlers, and cooks. Members of the Help also act as the Keeper's secret ears and eyes.

Citizens
Aristocrats: A small percentage of Lorrdveil's population and one that perhaps holds the most hereditary history, aristocratic houses represent four of the once-powerful ruling family tribes. They hold little political sway but are mostly comprised of wealthy business-owners that the public admires. They are looked to for matters of fashion and class. These houses still uphold their hereditary traditions and are some of the best places to find species outside of the common horse and deer in Lorrdveil. The houses are as follows: Guilds: Most sub-factions in Lorrdveil fall under “guilds”. Making up the working force of the herd, guilds are organized by occupation. Being highly specialized, guilds are far more career-based and those who join them usually do so for life. Members are required to register for their chosen guild and are kept on record. Guilds have their own leadership and systems of balance, though all must yield to the orders of the Keeper.
 * Veil - House of Lightning
 * The oldest and most powerful of the houses, House Veil's members are mostly of the feathered equine sort. They reside in the largest estate in Guildedtown and are best known for carrying on the historic Lightning Lord tradition - members study and practice forms of lightning affinity. Members of House Veil are spread across the isle, but all gather for their annual Thunderstorm celebration. Members are commonly expected to be noble but flighty, "purebred" members of the house display gold-tipped feathers.
 * Fern - House of Earth
 * House Fern is the smallest of the four houses and also the quietest. They are a mysterious group, making up residence primarily in the harvest town of Oldmil. Revered for their level-headedness but disliked for their lack of motivation, pure-bred members of House Fern tend to display birch tree growths and bioluminescent lichen on their bodies.
 * Sundor - House of Fire
 * The most industrious of the houses, House Sundor is responsible for many of the recent technological advancements in Lorrdveil. Best known as a powerful mining family in Shardburrow, House Sundor uses its power to craft new materials and advance Veilian technology. Purebred members of the house sport dark, opaline-like scales and heavy amounts of hair.
 * Ceamere - House of Water
 * House Ceamere operates between the ports of Coastedge and Guildedtown. Best known for their naval prowess and quick wit, the second smallest house of Lorrdveil is far more lenient and open than the others when it comes to outside marriages. Historically, all members of the house displayed spots and shark-like forms, but those appearances are beginning to fade with every coming generation.

A complete list of guilds can be found here.

Other Sub-Factions:
 * The Watch: Guildedtown's police force
 * Engineers
 * Artists
 * The Society of the Twisted Hoof & Members of Amalosi University

Outliers
Rogues, Rangers & Sellswords: Outlaws exist here, too. Some of them roam the countryside fighting monsters and others wander in search of themselves. Many are non-native Veilians who wound up on the isle in one way or another. Herders and travelers commonly seek their aid and most are no stranger to fighting the wild monsters that sometimes show up in the wilds of Lorrdveil.

Thunderwing Clan (closed for creation): A small hostile clan of hippogriffs that make their living atop Lorrdveil's mountain range. Travelers claim they feast on the flesh of fellow equine and cervine who cross their land without permission. Clan members communicate in a forgotten language of beak clicks and hums. Not much else is known about these elusive Veilians.

The Monks (closed for creation): A small and ancient tribe of peace warriors who reside within Lux Peak. Only about thirty remain. They no longer leave the safety of their magically-enhanced nesting system but possess long-forgotten techniques of lightning manipulation and storm summoning. Legends state that they act as oracles for those participating in quests. Legend also states that they'll zap you right off the side of the cliff face if you upset them. Worth the risk?

Blackbloods (closed for creation): A forgotten and probably-dead tribe of void worshippers that were banished to the Feipond marshlands after the last great war for the isle. Many believe they died out long ago and that their souls haunt the area, manifesting into dark spirits and vengeful small gods.

Ancestral Talent - Storm Summoning
Also known as Weather Manipulation, Storm Summoners have mastered the art of bending the lower atmosphere to their will in a variety of forms.

Level 1 - The user is sensitive to the weather conditions around them, more than the average individual. They sense humidity, atmospheric pressure, even electricity within the air. Level 1 Storm Summoners may experiment and strengthen their skills by shaping or moving clouds. the onset of strong emotions may alter the clouds up to a mile in diameter around them, stirring up winds or even causing lightning to arch from stormy skies. With high levels of focus, Level 1 Storm Summoners are able to bring forth light showers or weak thunderstorms.

Level 2 - The user has become much more attuned and comfortable to the sky and conditions around them, understanding the push and pull of natural weather conditions. They are able to turn weak thunderstorms into more severe natural disasters (up to three miles in diameter) and have skilled control over cloud movement and shape. They have also learned to craft weather into other conditions for different results - forming funnel clouds, weak hurricane systems, heat lightning and even small amounts of snow. They must be careful of their emotional state, as losing control of themselves can mean a loss of control over the sky itself - a dangerous situation indeed.

Level 3 - The user can "summon" a raging storm within minutes, the forms of which vary. They can coax lightning to strike in general areas and have rough control over tornadoes with high levels of focus. Users can determine wind direction and precipitation for systems up to ten miles in diameter, but controlling such massive storms is incredibly taxing on their physical forms. They have mastery over the severity of storms and conditions however, the stronger the storm, the more draining it is to keep under control.

Map of the Isle of Lorrdveil
Lorrdveil is a relatively small island. One could travel from Guildedtown to Coastedge in a little over thirty days if the mountains didn't block their path. With a temperate climate and few natural disasters to threaten those that make a home here, life could be far worse.

Weather
Lorrdveil experiences a variety of seasons and weather conditions due to the nature of the wild magic of the isle. Nearly every sunrise and sunset is brilliant in color and lightning storms are incredibly common. For this reason, most of the houses and physical structures of the isle are outfitted with lightning rods. Citizens struck by lightning are considered "blessed" by the god of Fate, as long as it doesn't kill them (because then you're considered unlucky).

Winters last four months of the twelve-month year and are commonly mild. Thundersnow storms usually drop an average of two feet for the entire season and residents rely on fireplaces to stay warm. Winter snowstorms are commonly worse in the mountains and Erm than elsewhere on the isle. Feipond seems to be protected from freezing temperatures and Redstone never experiences precipitation of any kind. These locations are considered magical anomalies.

Month-long springs are wet and muddy, making room for long summers. Temperatures remain mild for the warmest seasons (50°F-80°F), though the snowcapped mountains never lose their powdery covering. Harvest season follows, usually lasting two months with a steady transition back into the winter months.

Landscapes
The landscapes and ecosystems of Lorrdveil greatly across the small isle.

==== The Keeper's Palace, Guildedtown & Yellowseed ==== Northwestern Lorrdveil is the most industrialized location on the isle. Guildedtown's architecture is a mash-up of old and new techniques with many new buildings being placed directly on top of old ones. Streets certain streets are paved with musical tiles that tinkle gentle tunes as carts and hooves pass over them. The city is usually alive with vivid day and nightlife. Streets are lit with torches powered by stored electrical energy and water is dispersed via aqueduct and well systems. Yellowseed's golden wheat fields slope over rolling hills and the Capitol's beacon of light shines to the south.

Oldmill
Oldmill is situated within a mix of coniferous and deciduous forests. As Lorrdveil's primary logging and orchard town, trees are revered as a way of life. To the east lies the Forest of Ancients, a place where loggers refuse to cut down any trees. The species of tree that grow here are much taller and far older than any other forest on the isle. Superstitions abound within this area and many avoid traveling among the ancient trees at night. Others claim the trees speak without voices and call out the names of those who are soon to die.

Erm, the Veilbridge & Canyonlands
Erm is Lorrdveil's youngest town and acts as a final destination to those crossing into the southern wilds of the isle. Herding is a common occupation for the residents of the town and outliers frequently visit the small settlement in order to find work. Herds of Pago graze in the distance. Crossing the quarter-mile-long Veilbridge is free, though traveling vendors enjoy selling their wares to tourists along its expanse. Below, the canyonlands stand as a scar on the isle's dark history.

Shardburrow
Lorrdveil's second logging town, Shardburrow is best known for the mining industry. All manners of wealth are extracted from the base of surrounding mountains and locals frequently tell tales of sleeping dragons hiding below the isle's crust. The Fallcliff Mountains extend nearly the length to the Felldrake sea and a variety of winged creatures make their living among the snow-capped peaks. Lux Peak is the highest elevation in Lorrdveil and many refuse to travel to the mountain-island for fear of the Curse.

Coastedge and the Felldrake Sea
A sleepy sea-faring town, Coastedge specializes in farming, sheepherding, and transportation. It is the best place to find a captain, crew, or ship. Below the waters, ancient and massive bleached skeletons lay on perfect display. The Felldrake Sea is an unusually-calm body of water that seems to only enhance the eerieness of the graveyard below its waves. Among the skeletons, bioluminescent kelp forests and coral reefs flourish with a variety of ocean life. Coastedge transports its products to Guildedtown for export and distribution to allied factions.

Feipond
It isn't forbidden to enter Feipond as much as it is highly recommended against. Not all who enter the marshland go missing, but a fair amount return as changed and strange husks of who they once were. The Darkwood surrounding the marsh is known to be a dangerous place - massive creatures with too many teeth and non-solid forms lurk within its mossy branches. Some believe a great treasure lies within the marsh itself, but no one who has gone looking for it has ever found what they were looking for. Banished Void users were once residents of the marsh and the remains of their makeshift houses sink into the murky waters. Voices travel on the wind, birds seem to scream just a bit too much, and travelers feel like they are constantly being watched.

Redstone & The Spires
Believed to be the place where the first Lightning Lord came to be and the exact location where the Great War was one, the bute called Redstone and the nearby spires constantly experience electrical discharge. Their red stone is unseen anywhere else on the isle and traversing through the territory is incredibly dangerous.

Flora and Fauna
Lorrdveil is home to most Midwest-American species of plants and animals as a general rule of thumb. Many of these creatures have yet to be studied in-depth, however, and more are discovered each year.

Native Vailian Species & Cryptids

 * Pagu or Thunderbison: A large species of buffalo that grow long horns. When old enough, a pagu's horns cease growing and instead become tipped with a metallic substance. This results in the creatures gaining the ability to conduct small amounts of electricity. Displays of dominance include using lightning as both a weapon and show of power. Large herds galloping over the plains are sometimes mistaken for distant thunder.
 * Veilian Miniature Gryph: Usually no larger than a maine coon cat, mini gryphs were bred from their wild mountain counterparts as companion animals. Mini gryphs have beaks and clawed front appendages, but also display long ears and mammalian hindquarters. Tailfeathers vary in appearance. Breeds vary, but the most popular are those with corvid and opossum influences. Veilian mini gryphs are intelligent and highly independent, making them challenging pets to train.
 * Veilian Gargoyle: Once a fearsome predator of Lorrdveil's mountain range, common gargoyles have since taken up residence in the more urban parts of the isle. They take to rooftops, where sitting still for long periods of time can attract local pigeons (the preferred snack of gargoyles). Ranging in appearance but always possessing a skin texture of smooth stone, veilian gargoyles are semi-sentient. They are capable of speech but can hardly ever be coaxed to do so. Gargoyles prefer to live solitary lives and will not take well to companionship.
 * Ink Wyrms: One of Lorrdveil's native dragon species, ink wyrms are small, six-legged drakes that make their living within cave systems. They do not possess wings and instead spit an inky substance as a form of self-defense. It is speculated that they live in colonies, but little else is known about them. Colors vary by subspecies, but many are pearlescent.
 * The Fei Kelpie: Considered a cryptid, the Fei Kelpie is believed to lurk within the wastes of Feipond. Legends say she appears first as a beautiful mare or doe to coax unsuspecting or lost travelers to the water's edge. Once they step within the water, the Fei Kelpie uses her dark magic to entrap and consume their soul. Some believe the floating lights around Feipond are all the souls she has stolen, searching for their way back home. Others don't believe she exists.
 * Stridebeasts: Only ever seen by a slim few, stridebeasts live within Lorrdveil's deepest forests and blend in with the trees. Those who claim to have seen them report the creature's tree-like legs and glowing eyes. They also claim that they sound like a large, wooden windchime and emit a fog to shroud themselves. It is said that this fog causes undeniable panic and that any who come in contact with it flee immediately.
 * Dark Omens: Unusual things sometimes lurk within the tall grasses before thunderstorms. Dark things that take on different shapes and fade as the rains pass overhead. These dark things may also be what's going bump in the night.