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.
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The subject of magic in Halcyon does not find it's way into a great many conversations, mainly for the fact that most do not believe it exists at all. At least, not outside the confines of stories meant only for children with their magic beans, enchanted fleeces, and extraordinary people born with extraordinary gifts. Though what many do not know, is that the day dreams of children - and fanciful adults alike - are not entirely unfounded.
Magic does exist in Halcyon, if one knows where to look, what to look for, and what is to be done with any of it - if anything is ever found at all. Plants, minerals, and artifacts imbued with that "certain something" grow in the earth, cling to the trees, fall to the ground from the sky above, and hide deep in the thickets of underbrush. They are the components of spell work. From tried and true remedies secretively passed down through family lines, to the bleak curses tucked away in hidden tomes, magic is all around Halcyon. What is harder to find, is a believer in it.
Unless one finds themselves in forgiving company that can excuse what they believe to be a "joke", or in an open minded region that enlists those that purport themselves to be practitioners, it is far wiser for any tale teller to keep the subject of magic as hidden away as the words and ingredients used to invoke it.
most of the creatures scattered about halcyon are creatures that you'd be completely familiar with. dogs, cats, cows, chickens-- you name it. some animals though are completely unique to the area they live in and some are even mutations or an evolution of the animals you and i know.
in general the waste is home to a variety of forest dwelling animals that can survive extreme cold. rabbits that blend with snow and an unusual high count of albino deer fill the areas closest to the border of glacia. most of these are prime hunting animals. a little further in there are a number of differing breeds of foxes. each have pelts that are desirable to make coats or other warm garments out of. wolverines and small black bears also call the waste home.
unique creatures to the region are at first glance much like their old world counter part but have some obvious distinguishing features that make them dangerous and especially interesting to sport hunters. the polar beast was once what the people of the old world called a polar bear however this beast is more than just a bear. monstrous and rarely seen, the polar beast is pure white save for their red eyes that glow in the dark. they can stand up to 7 feet tall and their jaws are said to be powerful enough to crush boulders. for a tamer hunt but no less rare and amazing is the spike horn elk. a mutated form of elk, the body and size is quite standard but their horns are what really set them apart. their antlers are a mess of jutting spikes with razor sharp tips. when threatened the spike horn elk is unapproachable and ill tempered but for the most part, the elks are calm and sometimes will offer rides to lost travelers deep in the waste.
much like the waste, glacia has many of the same creatures. however, being a more cultivated society more domesticated animals are gathered here. there are cats and dogs that keep mice from seeking warm refuge from the cold earth in barns and homes. hearty horses such as clydesdales are not unusual to see cutting through the snowy paths leading to and from the region. there are no particularly special creatures here; there are a few tiny white speckled birds that only nest in evergreens and burrow in snow to make cozy little homes for themselves as well as shelter from predators. fondly called snow starlings by everyone in glacia, it is a good omen to see one, especially a nesting mother.
the river boasts a never ending variety of fish and amphibians. rainbow trout grow to unheard of sizes and the frogs here make the most musical sounds. river crossing is the only region known to have a firefly type insect they call laternflies due to the bright light they give off and how well they light the streets at night. dragonflies and bugs attracted to the damp are abundant near the river. there aren't too many strange or unusual beasts anywhere here. the odd time there will be a frog, toad or butterfly with unique colouring or markings but for the most part, river crossing is home to any familiar fresh water creature.
it's unsurprising that the mountains house some of the most surefooted and quick animals. the shadow cat is a noteworthy creature. these mutations of lions all sport wild manes and are larger than the lions they so resemble. they are unsuitable for consumption and generally prowl the mountain range for anyone too far from the valley's protection. they are bad tempered beasts that are known predators of humans. mountain cows are much the opposite. they are lazy and tasty beats that some keep as pets for milk or just because. big, dumb and docile, the mountain cow ranges from traditional black and white to a stranger grey and tawny mixture. goats and sheep are also native to this region and the occasional guinea hen will make itself known.
wildlife is few and far between in this advanced region. many animals here of are the domestic variety and are quite normal. one small mutated animal though is cause for some embarrassment and one of the thunderland's best kept secrets. the thunder rat is a small ball of yellow charged fur that wreaks havoc on electrical outlets in homes. though the rats are not something the thunderlands like to brag about, some of them are caught and sold to highest bidders in primorius.
the most exotic creatures come from hythe. it's hard to say which region between hythe and haven the highest number of poisonous snakes. hythe wins only because of the uncountable number of the slithering reptiles. the sleeping moss snake is as skinny as a vine and often curls in moss and blends in with the spongy texture. their venom is not deadly but it gives nasty skin boils. the swamp python has been known to grow as large as 35 feet and unlike it's old world counter part is very toxic. the scales covering this frightening serpent create a poison that absorbs into the skin of unfortunate strangling victims. the alligators and crocodiles in hythe are gigantic and are best observed from afar.
there are no natural animals that belong to this region. only pets and what few stock animals some slum dwellers can get their hands on live in primorius. because of this, you can find just about any creature imaginable. if it can be caught most are willing to sell it to wealthy collectors.
birds, birds, birds! all manner of birds call spring forest home. mostly they are common birds, hummingbirds blue jays, robins, crows, partridges and wild turkeys but there's always a new bird type being discovered. there are parrots of every colour and size as well as snow white cockatoos and hunting owls. butterflies, bees, ladybugs and other insects that are beneficial to plants can be seen flying lazily about. in the thick of the forest where the gardens are thinner, deer, squirrels, honey bears and rabbit roam. it's safe to say any kind of animal that could be considered 'cute' takes up residence in this region.
sand vipers and sand mice make up for some of the most dangerous creatures lurking in the sands of haven. the sand vipers are small blood red snakes that are shaped as a traditional viper. they can spit venom and are highly aggressive. they ave been known to slither into baby cribs. sand mice give off a poisonous gas that at first irritates the senses and then becomes deadly in large quantities. most people in haven have built up a tolerance to the mice but it's still a top priority to exterminate them. spiders, mostly tarantulas, and scorpions are also native to haven.
there are some creatures that have been caught out in the dessert but hunts for them are rare and only held once a year. griffins that once grew to be the size of the skeleton that makes up bonespell no longer exist but there are still some that are the size of domestic cats. they fetch a high price at any market but don't really make great pets due to their volatile and proud nature.
most of the creatures here live in the vast sea so majority are fabled and are heavily debated. the few animals that live on land have been imported from other regions. cows, sheep and pigs have been brought in from regions where livestock is common. in addition to any kind of edible fish, there are whales that can be seen off the coast. giant squids and sharks are said to be somewhere far out into the ocean. no one has ever seen these creatures but it's widely believed they are there. because of the many unique creatures, scientists from the thunderlands enjoy taking trips out with the fishermen of seagate to find and bring back interesting specimens. the electric eel is of particular interest.
overall, the clothes in halcyon are most similar to clothing in medieval europe and arabia. styles vary from region to region; for example, people in glacia tend to wear more practical, simple clothing that keeps them warm and has many functional pockets, while those in primorius can wear anything from luxurious gowns to silken slips--if they're wealthy enough.
technology is at about the level of late renaissance europe. mystics and priests study the stars, and healers know of certain herbs that ease suffering or help heal wounds, and there are even books beginning to be printed. however, even anything more than rudimentary steam power is beyond the grasp of the people of halcyon.
the key exception to all of this is the thunderlands: while they are not at the modern level of either clothing or technology, they have harnessed electricity for lights and steam power in the forges; pants made from durable materials are worn by all, not just the men, and the women have found some tricks to avoid corsets. however, special occasions still boast the fashions of the rich and stylish of halcyon.
for the most part, the the people of halcyon do their business with metal coins in bronze, silver, or gold. while most of the money is held in the capital or by the rulers of each region, there are others with great wealth, such as merchants or slave traders. in certain regions, other precious objects can also stand in for the coins, such as pearls or shells, or fine stones. of course, trade is always acceptable, so long as both parties are left satisfied.
jobs around halcyon vary just as much as they do in our world: there are merchants and shopgirls, waiters and cooks, craftsmen and bodyguards. There are also slavers, fishermen, mystics, and servants. Of course, some jobs are only needed in certain regions, while others are in demand throughout halcyon.
Officially, no one living in the waste would be considered employed by the government of halcyon. there may be a few scouts or rangers sent out by glacia, but because civilization has not quite penetrated the ice and snow of this region, the work that people do is usually for their own survival, rather than then to make money of any kind. the currency of halcyon will often be accepted by people in the waste, but they do not have any official system of trade. if you venture here to sell wares, you may get gold in return, or you may get rabbits.
while glacia may be about as cold as the waste, it is far more civilized. there are set shops, and markets in town where people can sell their goods. much of the work in glacia is still that which helps with survival, such as hunting and fur trapping, however there are also shopkeepers, maids, cooks, and cobblers. in addition to things needed for day to day living, there are men who watch the villages closest to the waste, keeping out any dangers from the north.
much of river crossing's economy revolves around the rivers, of course. fishermen and women are in high supply, as well as ferrymen for both travel and luxury. many of the citizens of this area also work in agriculture, either farming or processing the wheat and produce this region produces. others are traders, who bring the crops to the other regions of halcyon and return with gold or good from their travels. the leader of this region also employs a team of consultants for everything from fashion and clothing to interior design, all of whom are paid very well.
much of the work in widow's walkway is done in order to make the mountains more hospitable. stone masons are in high demand, as are highly trained armed guards to protect from the wildlife and other dangers the mountains hold. there are few farmers or craftsmen in this region, as the land is harsh and infertile, and the people are not dissimilar, disliking frivolous things. hard work is necessary here, and the peoples' occupations reflect that.
as the most technologically advanced region of halcyon, the thunderlands have developed an advanced form of currency based off of their historical findings. they use money made from paper that is difficult to tear or mark, with different bills representing different amounts of gold, silver, or bronze coins. while this currency is accepted in all the regions of halcyon, it can only be exchanged for the common currency at banks in large cities. the people of the thunderlands also have some of the most interesting jobs. while the most common career of this region is probably metal smithing, there are scientists, engineers, and mechanics, as well as electricians--jobs that will be found nowhere else in the kingdom. the thunderlands also employs a great number of historians who work on deciphering the remnants of the world that came before, often with the hopes of achieving the same technological advances of times past.
hythe has a disproportionate amount of mystics, magicians, herbalists, and other spiritually minded workers. superstitions are numerous and strong in this region, and there are those that would exploit those beliefs (although, of course, some of these people believe in their work and aren't just looking for a quick buck). aside from those who attempt to work with the divine and mystic, there are hunters who take on the creatures that dwell in the swamp. guides are in high demand, especially for those from other regions who seek to pass through hythe without disappearing in the swamps and forests.
primorious is a more or less metropolitan region. people here have jobs that interest them, or that they inherited from their family. shops line every street, and people have to run them and stock them with goods. there are also craftsmen who make some of the most exquisite clothing, furniture, weapons, and art in the kingdom. of course, many of the people in the capital work at the diamond palace, either as guards, handmaids, cooks, or any other number of positions needed to run things. primorious also boasts the largest number of entertainment ventures, so in addition to the usual barmaids and brothel keepers, you will find actors, dancers, and singers in abundance.
most, if not all of the citizens of spring forest have work relating to plants in some way. obviously there are farmers and traders, but there are also vintners, tobacconists, and florists in this region. some of the florists are regarded quite highly, as they provide and design the flower arrangements for the wealthy and powerful of the whole kingdom. spring forest is also home to a number of escaped slaves, as it borders haven and neither allows slavery, nor believes in returning slaves to their former imprisonment.
haven is where you will find most of the slavers in the kingdom. although some travel in order to sell or collect their merchandise, most of the slaving industry takes place on the infamous slavers' row in styx. of course with slavers, come slaves. there are slaves of all sorts, ranging from bed slaves who are often treated even worse than brothel whores, to house slaves who are essentially unpaid maids or cooks. not all those who live in haven are involved in the slave trade, however, there are still traditional merchants, barkeeps, and even courtesans who are paid for their labor in money or gold.
as expected, much of seagate's economy revolves around the sea and its gifts. about every other man you meet is a fisherman or fish monger (or both). people also work as sailors, deckhands, and dock workers in order to keep trade from the rest of the world open and accessible. shells and pearls are used as currency here in addition to coins and money from the other regions, and some have found themselves in possession of priceless objects due to underestimating the demand for particularly beautiful ones. those who live by the sea but do not earn their money from it tend to work at restaurants and inns, catering to the numerous travelers and traders that come through the port here.
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