THE KINGDOM OF VURENKELD BIOME: Heathland. A mix between moorland and a deciduous forest. Wide open hills and grassland sit upon chalky earth covered in heather, embellished with a few clusters of trees and bushes to occasionally break up the isolating landscape. A river runs through the land, dragging through the ground and meandering on its way, widening and thinning out at various points along its route. A few ponds decorate the moorland of Vurenkeld, scattered throughout the grasses and allowing for short breaks in the deciduous woods, creating small patches of marshland along with it. WEATHER: Usually raining, to various degrees of rainfall. Thunderstorms are not uncommon in Vurenkeld. The river is prone to flooding and strong currents. High precipitation, along with fog and mist. Dry patches and sunny spells, occasionally. SYSTEM: Vurenkeld has a monarchical ruling, with a royal family and King. This term is used regardless of the identity of whomever holds this position of power, and is usually prefaced with "his/her/their Majesty". The terms prince/princess are not used, and are referred to only as Lords, usually with the preface of "his/her/their highness". Whilst the King has councillors and advisors, and should keep their opinions in mind, the King's word is law. FLORA: oak, birch, spruce, gorse, holly, yew, heather, foxglove, poppy, cow parsley, reed, cattail, kelp, potatoes, radish, blackberries, apples, rhubarb, bamboo, grass, moss, clover FAUNA, WILD: fox, deer, rabbit, pig, hare, wolf, songbird, wading bird, bird of prey, corvid, insect, lizard, snake, frog/toad, fish, fungus* FAUNA, DOMESTIC: cattle (red, white), duck, goat, bee Many unnative and exotic oddities are brought into the castle, for the entertainment and viewing of the royalty to enjoy. However, a few of these animals and plants have spread into the surrounding wilderness, and are causing disruption to the natural order of the native species. * neither fauna nor flora, but counted as wild fauna RESIDENCE: The kingdom of Vurenkeld is built of wooden and stone houses, usually nothing too impressive: it keeps them sheltered, and that’s enough. However, sculptures and statues are common, usually made from the same materials, but sometimes (albeit very rarely) from metal, too. The kingdom has one centrically positioned castle— nothing ethereally grand, but nothing to be scoffed at either, towering as an impressive fort that speaks for itself about defense and nobility. The majority of the civilization resides by the river, and work centres around that. However, the rate of employment is much higher in Vurenkeld's castle, and more buildings have popped up in and around the castle grounds. CASTLE WORK (in descending order of value): valet, knight, guard, attendee, chef, butler, cook, maid, cleaner, stable-hand, OTHER WORK (in no particular order): farmer, cowherd, goatherd, beekeeper, fisherman, lumberjack, huntsman, forager, bard, scavenger, MAGIC: Fire-centric people. They have an innate ability to channel heat, which is much needed in the miserable weather. This ability gives rise to festivals and folklore of fire spirits and ghouls that reside in the forest, and their counterparts who dwell in the bottom of murky waters.
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