arabelle lovage is an herbalist from seagate. she's basically judas and is bitter af. brutus white is a snake breeder from hythe. he's basically chronos and is obsessed af. cedrick pyne is the ruler of widow's walkway. he's basically ares and he's broody af. felir voss is a deadbeat from the waste. he's basically a minotaur and he's crazy af. ivan volke is a huntsman from glacia. he's basically fenrir and he's proud af. jarak myatt is the king's chamption from primorius. he's basically prometheus and he's loyal af. kavin cole is a loan shark from primorius. he's basically midas and he's greedy af. sterling swyft is a bar owner from thunderlands. he's basically dionysus and he's party af. ulysses kerberos is the ruler of haven. he's basically hades and he's emo af. vevienne crosswire is a wanderer from spring forest. she's basically a unicorn and she's cinnamon-roll af. wolfgang sunderly is a bounty hunter from glacia. he's basically deimos and he's intimidating af.
amelie lovage is a healer/seer from seagate. she's basically jesus of nazareth and is kind af. aris gyllene is a hunter from spring forest. she's basically a golden hind and is fierce af. cora proserpina is a captive from spring forest. she's basically persephone and is naïve af. iris sarracenia is a caretaker from hythe. she's basically nalusa chito and is morbid af. juniper gray is just wealthy and from primorius. she's basically hebe and is conflicted af. lila ravenswood is an archer from thunderlands. she's basically skadi and is secretive af. raine dryah is a basket weaver from river crossing. she's basically a river nymph and is peaceful af. yvaine kiska is seamstress from glacia. she's basically snegurka and is shy af. valyia fierson is a madame from haven. she's basically hel and is salty af.
Dogs of War is a high fantasy/mythological spirits site with influences from game of thrones. if you're just visiting us for the first time, check the handbook, where you'll find all the important information to help you get started. hope you enjoy your stay!
the member groups are also the regions of halcyon. each region has its own industry/economy, ruler, fashions, and even beliefs. please read the regions carefully! your character's member group should be the primary region they call home.
at what many consider the end of the world lies the waste. it's a large stretch of land surrounded by a stone and barbed wire fence that is in a perpetual state of winter. the ground is covered in a thick blanket of snow year round making it difficult to find any sort of vegetation or real signs of life even. white outs are not uncommon here and only ancient evergreens and dying bushes serve as protection from the harsh icy winds and constant flurries.
if the weather is not too much handle then the creatures that roam here will be. the beasts of the waste are vicious territorial monsters that range from the giant polar beast to the spike horn elk. there are rarer animals deeper into the waste and only the bravest (or foolish) dare to try to find them. hunters will sometimes enter the parts of the waste that border the small towns in glacia to catch large game that generally can feed a village. fur traders go further to find beautiful snow foxes and rabbits, while sport hunters push the limits to catch an elusive fabled creature.
many areas are claimed to be unexplored and that is mostly true. there are very few humans that call the waste home. wanderers and nomads do pass through but most do not stay forever and if they do they are claimed to be mad or worse. there is not much outside interaction with the scattered bunch that choose the desolate waste over proper living conditions.
there are only three places of note in the waste. the first is the shallow which is where glacia connects to the waste. here the snow isn't so thick and the blizzards aren't so intense. big game such as deer and boar often come here to graze on the few sprigs of dry grass that pokes through the few patches of earth that show. the second is the stone maze. no one is sure how the intricate labyrinth came to be and it's somewhat of a cause for study but old ghost stories and superstitions keep even the most curious mind away. the third is hunter's path. it is a well worn trail cutting through the waste that serves as a guide for woodsmen and hunters. the path ends abruptly where the evergreens are thickest.
at the northern most region of halcyon, butting up against the waste, is glacia. the geography of this region is not unlike that of the waste--it is a frigid place, where much of the ground is too frozen, too dry and hard, to plant any crops. There are still dark forests of pines and evergreens here, but only the heartiest of plants can survive. The same goes for the people who call this region home. They are tough and strong, their endurance tested. They have survived blizzard after endless blizzard, and there is not much in the way of nature or man that can phase them.
because of their distance from the capitol and most of the technology and infrastructure of the south, some people think of this as a wild or sometimes lawless region, but they do have a leader: he resides in his castle in the true center of the region, the frozen heart. here he employs the people of glacia to keep the fires stoked and lamps lit, to ward off the everlasting winter outside. he also employs a number of consultants, either to give him information about the rest of the region, or about the other forces at play in the land. the people of glacia are some of the most superstitious, believing not only in beasts long-thought gone (or to have never existed), but also in magic and other forces beyond what we would call human.
while the people here are strong, they are rarely wealthy. they must hoard stores of food for when their regions is especially difficult to traverse, and beware of any intruders from beyond the waste--human or otherwise. they look after themselves and tend to be reserved and slow to trust--and once you have earned their trust, you would do best not to betray it.
despite its smaller size and somewhat uninteresting landscape, river crossing is actually one of the most important regions of halcyon, as it divides the north and south. the river flows strongly from east to west, cutting off glacia, and even parts of widow's walkway from the resources of the south.
while not as lush as spring forest, river crossing does grow a number of crops in addition to having some fishing industry. the main industry of the region, though, is textiles: the most beautiful, extravagant, richly detailed and dyed fabrics and clothes come from river crossing; however, this has only been true since the current ruling took over. they established a standard of elegance with their own fashions and styles, creating trends first in river crossing which then spread throughout halcyon. all of the wealthy families will have fabrics and clothes made in fairgrove--even those in the north.
fairgrove itself, the palatial castle where the beautiful, haughty ruler of river crossing resides, is furnished with sparking, beautiful decor. mirrors adorn the walls and crystal chandeliers, reflecting the image of anyone walking by. entry to fairgrove is strictly monitored, and only those meeting all the standards set by the current ruler (formal, modern attire; fully groomed and dressed). the decision to allow people to cross the river is based on equally whimsical factors, and bribery is highly suggested.
nestled between the east end of glacia and the northern part of the thunderlands is widow's walkway. the smallest region in halcyon earned its morbid name because of the deaths that occur here from falling mountain rocks. this doesn't happen too often -- once every five years or so-- but the death toll is usually high. people that have settled here do not see this as a cause for grief or fear, they see it as a sign of their strength for surviving. the strong are greatly valued here.
besides the falling mountain rocks the people must watch out for large shadow cats. these felines are distantly reminiscent of lions with their wild russet manes and huge intimidating forms. the main source of food comes from mountain cows and goats which have milder temperaments than the shadow cats. hunting animals isn't a game of sport or something greatly enjoyed by the proud people of widow's walkway so easy prey is prized and sought after.
it is said that all of the decorated and best warriors were given this land. the current ruler is a direct descendant of a well known hero of the great war. soldiers that will go on to be a part of the extensive primorius army are trained in an area known as rocky field. in general the terrain is uneven and treacherous but the training field is extra dangerous and it's not unusual to lose a green solider or two during the sparring sessions and war games. all of the male children fight for their spot to become a soldier and it is seen as one of the highest honors.
a deep cave carved in the monstrous mountain that towers over and surrounds the small valley town of settlers is where the ruler calls home. it is an ancient structure that dates back to before there were humans. there are many rooms within the mountain, a mess of tunnels and secret passageways branch off from the main throne room. it is dark within the mountain castle, lit torches are the only source of light. sometimes people go missing in one of the tunnels and are found years later as nothing but dust and bones. men rule supreme and the lord's court consists of only males save for what they deem feminine jobs such as cooking and cleaning. the cultivated society is very misogynistic
the town called the valley is a grey sprawling piece of land dotted with log cabins and stone forts. there are scattered farms that only grow hearty root vegetables and are tended to by grizzled old former warriors and their wives.
below the mountains of the widow's walkway are the thunderlands. electricity fills the sky above this region, lighting up the darkness with forks and balls. the people here learned how to harness the lightning and use it to power lights, and assist in their metalworking. they have the most advanced forgeries and factories, and have mastered techniques such as electroplating, cold forging, advanced glass work, and even developed basic engines.
the thunderlands also boast the largest library and museum in halcyon, containing volumes and artifacts from the entire continent, as well as the old world before the war; there are rumors that scientists have begun experimenting with their uses of electricity and the ancient artifacts in attempts to rediscover how they worked.
in the heart of the thunderlands is the forge, where their surly ruler resides. traditionally the thunderlands have been ruled by men, though there has been an occasional female ruler since the war. the ruler of the thunderlands keeps all of their technological secrets, especially those about how they create the strongest, most beautiful metal in the land. the forge is not the type of castle where one goes to relax and drink wine or have balls; it is a functional forge itself, and the storms of the thunderlands converge above it, concentrating the brunt of their power on the stone structure and the veins of metal running throughout it.
while the citizens of the thunderlands tend to be highly educated and incredibly industrious, they are also the most elitist and look down on the rest of halcyon. they do not look fondly on outsiders, nor do they frequently have much interest in leaving their region. their technological secrets are highly guarded, and those caught trying to take secrets out of the region are not treated kindly.
at the westernmost reaches of halcyon is the region of hythe. hythe is not what one would consider a pleasant place. the land is primarily swamplands, with damp, dark soil that squelches underfoot. cyprus and oak trees keep the sun from reaching the ground on most days--when there is any sun, that is. rain and mist are common here, either rising from the wet ground, or falling from the grey sky.
if you manage to trudge through the muck and mud, you will find the moss fort, a castle made of stone and trees, though the two are indistinguishable now, as the entire outside is covered in a thick dark growth of green.
the ruler of hythe resides primarily in the moss fort. hythe is ruled by women, and they tend not to take on a single lover or husband, rather using men as servants and seeing them as disposable or inferior. the current ruler is a secretive woman, who few know much about. there are many rumors about who she is, ranging from the usual sorts (saying that she is hideous and refuses to show her face) to the extreme (that she is an actual monster, a creature long-since thought extinct). few outsiders are granted entrance to the moss fort, and those that are must keep a pledge of secrecy.
quick mud and falling branches aren't the only threads the swamps of hythe present: there are numerous species of venomous snakes, poisonous mushrooms and flowers (though there are some with medicinal qualities as well), as well as small breeds of foxes and bears that do not discriminate between humans and their other, natural prey.
aside from the natural dangers of the swamps, hythe has a dark curse upon it. some people think that all of the deaths have been accidents: hunters getting lost, hikers who can't escape the quick mud. But there is no denying that more people die or disappear here than in other regions. and sometimes the thing hanging from the branches is not just a clump of spanish moss.
opulence and splendor are two words that come to mind when first entering primorious. located in the middle of the world, this land boasts rich soil suitable for growing beautiful nutrient rich crops of vegetables and fruits. the water here is crystalline and suitable for drinking right from the small streams that run along that red bricked streets. everything is simply gorgeous and over the top.
white stone walls boarder the parameter of the diamond palace -- the central hub of primorius. the crowned king of halcyon sits the diamond throne and rules over the world with his flighty whims. the castle he and his court resides in is large and an impressive structure with tall towers and stained glass windows of every color imaginable. the light that filters through these bright jewel toned windows illuminate the rooms of the palace so that the walls shine like thousands of precious gems.
the city that surrounds the castle is one of the largest in halcyon despite primorius's relatively small amount of land. sapphire city has three distinct tiers of class. those living near the palace live rich lives in their sprawling villas. in the middle the farmers and merchants make their living as well as their home.
on the outskirts the poor live here -- there is a very deep divide between the upper and middle class with these individuals. the forgotten reaches of zirconia house beggars and other unsightly people that the more fortunate wish not to see.
despite class, festivals are a big part of the culture here. fireworks and a loud crowded marketplace are not uncommon sights. more often than not there is always an excuse to celebrate the seemingly perfect life under the king.
in the south, separating the desert of bonespell from the sea, is spring forest. this beautiful region of halcyon is more like an overgrown garden than a proper forest, even with the hundreds of types of trees growing tall and green and lush under the mild warmth of the sun. The air here is always cool and breezy.
there are also close to thousands of different flowers and hundreds of fruits and vegetables that grow in the region. closer to the coast are fields, vineyards that produce the finest wines, and planned orchards.The closer one gets to the rather abrupt border with bonespell, the denser the foliage gets, until it stops suddenly, only lending a few struggling shrubs to the desert sand.
in the thickest part of the forest proper is morning glory, a structure that, despite being covered by a thick canopy of hearty leaves, glows each morning with the rising of the sun. in this way, it serves as a beacon for those seeking assistance or refuge from the generous ruler; for the past year, the beacon has also been one for the ruler's missing daughter, a signal to help guide her home.
the ruler of spring forest was known for being a caring and generous ruler, granting assistance to those who sought it, even sheltering refugees from bonespell. however, since her daughter has gone missing, she has become less trusting of visitors to her castle, and the gates to morning glory do not open as easily a they once did.
the people of spring forest are generally happy and prosperous, even those who do not have much land being able to provide for themselves. the soil is lush and full of life, and the weather is always kind, with few storms, and not even a drought occurring for decades.
though haven is the largest region in halcyon the majority of it is uninhabitable. the never ending sea of sand with nothing more than high sandy dunes, red rocky mountains and high reaching cacti often disorients weary travelers. the sun seems hotter here, rendering the sand to feel more like lava at times. the only refuge anyone will find is beyond the bones of the giant griffins that once roamed the dessert lands.
scattered and strewn about, the bones make no discernible pattern until the very end of the random jutting rib cages give way to a full skeleton. a large skeletal beak frozen in a roar welcomes those coming to bonespell to seek the ruler that lives within the morbid structure. the bones are covered from the outside by thick canvas to quell any sandstorms that rise during the spring months. the halls within bonespell are constantly dark and it's not unusual to compete with sand mice and other small vermin while walking through the drafty corridors. the only brightly lit area is the cool oasis hidden behind hanging tarps, drying snakes and spiders. this constant source of water is only turned to in times of desperation.
the ruler does not hold many in his court. a handful of close advisers, trusted people and slaves that either protect the secret oasis or tend to the ruler's very few needs. the place is always lonely and desolate.
outside bonespell, styx is no better in mood. the locals are resigned folk, used to living in what some call a sandy hell. crime is rampant in the streets and whatever punishment the scant law officials that prowl around see fit to pass out is perfectly fine. it's fair to say that while chaos seems to rein, the ruler has a close watch on anyone that threatens to interfere with the order of things. what order no one is sure of but there's always a nagging fear rustling in the wind.
styx houses slaver's row where slavers sell various people that were either stolen from other regions or stolen right from their mother's arms. while people are open about owning slaves in haven, the other regions do not like to talk about being involved in such shady dealings. most customers come from primorious using the excuse that they're looking for a house keeper or 'companion'.
the only region surrounded by the salty ocean, seagate is a beautiful land with cold fresh air and skies thick with sea birds. it's unsurprising that most of the people from here can navigate the seas like all experienced sailors or at the very least have maned a boat once or twice in their lives. the sea is in their very bones and the regions inhabitants make sure to take advantage of their unique home.
docked at the long wharf where it's encouraged to trade fish and other edible sea creatures for either money or tips of prime fishing spots is the port. the port is a humongous vessel that sailed during the great war. the firm and proud ruler has made the boat his headquarters. it cuts an impressive picture with it's dark wood and shark monogrammed sails.
seagate is second to primorious for having the best areas for farming. away from the beaches with its thin grey sand is dark soiled patches of land where those that have yet to find their sea legs can reside comfortably. gull's landing is a happy town with many quaint shops and neat homes that line the cliffs that overlook the blue-green sea. though there is often fog in the air, the townsfolk are a sunny bunch. rain, fog and sea spray are small prices to pay for a peaceful life.
there are not many animals native to seagate, most have been brought in like sheep and cattle. the ocean though has many, countless, creatures that can either be delicious or dangerous -- or both depending on how brave the fisherman is. it's well known that not everything has been discovered and the ocean still holds many mysteries.
it is because of the unknown that could be lurking in the water's depth that since birth the people of seagate are taught to respect the ocean. they are told not to explore too far out, when land is completely out of sight and even the birds have stopped circling its time to head back home. it is wise to always listen to that advice.
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