Halcyon was born in approximately 1997, when I began writing an ambitious fantasy novel based on my favourite Helloween song. It took me three years to write and remained nameless for at least one, maybe two years. The story itself, can be found here in its full, cheesy entiriety.
Since its creation, I have found many uses for Halcyon. Many of my stories are set here, including one "Legend of the White Wolf" that I first began approximately in 1992 and put aside. I was 14 at the time. Then some years later, I picked up the idea again and moved it into Halcyon and WHAM it worked perfectly albeit the plot changed rather unexpectably, and it is, to date, one of my finest stories.
As far as fantasy worlds go, Halcyon is fairly standard fare, with having traditional medieaveal technology, magick and all that generic stuff. However, it has grown, as worlds have a habit of, and now exceeds the boundaries you see below, however, this is the best map I have.
So, take a tour of Halcyon and read the stories - I like them - well, some of them at least, and I hope you do too.
Akadia
Geography
Akadia is a heavily forested, mountainous island about the size of Icaria. The central mountains, commonly referred to as the Spine of the World by the Akadians, are high and cold. The main township Faeralyre is built in the central western forest, the Gyrraleaha forest which is renowned for its strangeness. Perhaps Akadia is so weird because it lies very close to the elvish isle of Merianva.
Climate
Very variable - from cold in the mountains and northern area to warm in the south. It does snow frequently in winter.
Wildlife
Wolves, extinct from mainland Halcyon, stil live here in large numbers, moving with almost ghost-like stealth. Also are faerie foxes, martens, wildcats, normal foxes, deer, bear, hares, rabbits, mountain goats, eagles, finches, robins, cuckoos etc. Some of these behave in unusual manners, seeming to have more than expected intelligence or behaving supernaturally. Here is the haunt of the Barghest and huge quantities of faerie species.
People
Inhabitants of Akadia are referred to as the Faer Folk. Some are faeries - dark faeries, imps, wood faeries and kobolds are easy to find, others are such as fauns, dryads and humans. The humans of Akadia are unusual, possibly due to large magickal concentrations, often having horns, lupine eyes, paws instead of feet, tails or other odd features. They all have some magickal powers and are generally druids or bards.
The common language is Faerie but a few Faer Folk speak a little common.
Generally a peaceful race, Akadians do not travel much and tend to only end up in mainland Halcyon if captured by Calibrånese as slaves. They do not learn to fight but do hunt using short or long bows, depending on their size.
Raids from Calibrån are common and often destructive.
Religion
Faer Folk worship both Gaya and Thorais equally. Here these two gods like to wander the peaceful woods and protect their followers from harm.
Politics
King of the Faer Folk is Oberon, a beautiful, immortal creature of unknown species. He has ruled for centuries, protecting his people from the barbarians of Calibrån and Whmeira. When the Calibrånese tried to build a village in north-east Akadia it was he who led his followers there to dismantle items left outside, steal babies and destroy supplies until the newcomers decided they were cursed and left.
All the Faer Folk live together in relative peace, aside from the occasional minor dispute. There is no interaction with Merianva or mainland Halcyon.
Commerce
The Faer Folk grow what theu need and trade with the dwarves and earth spirits that live in the Spine of the World for metal ore.
Currency
None, Faer Folk have no concept of money and trade favours.
Calibran
Geography
Calibran is separated from neighbouring Icaria by the Sølsk Mountains.
It is a mountainous, heavily forested country with a coastline consisting of
inaccessible beaches, fiords and many small isles. The largest city is Cålinsjøen
to the south with many miscellaneous towns and settlements scattered along the coast.
Climate
Calibrån is a cold country, especially in the north and mountainous regions.
In high summer, it is relatively mild but in winter the temperature can drop well
below 0°C.
Wildlife
All the normal semi-arctic creatures inhabit Calibrån - elk, reindeer,
moose and other deer species, bear, wolverine, lynx, fox and there are still
some wolf remaining here. Calibrån is also home to some more unusual animals -
the hipogryf, the nidhogger (a northern dragon species) plus sea serpents.
Sometimes they also have visits from the Snow Trolls (Yeti) that live in the far
North and Glacia.
People
The inhabitants of Calibrån are predominantly human, althought the occasional
half-elf or dwarf can be found there.
Calibrånese are a violent race, living an existence of piracy. The men spend
the better part of the year at sea in longboats, raiding and pillaging the coastal
towns of Halcyon. The women and youngsters are left guarding the villages. Thus
Calibrånese women are some of the most independent on Halcyon.
At a very young age Calibrånese children (both male and female) are taught
how to use swords and handle a longboat. All Calibrånese can swim. Most are able
to use a longbow. Some cities trade with Calibrånese, for these people tend to
have amny exotic treasures.
In appearance, Calibrånese tend to be blonde-haired and blue eyed. The speak their own language - Calinsk - but most also know the common tounge.
Religion
The major god of Calibrån is Varg, the god of war but they also have respect for Tynois (god of the sea).
Politics
The king of Calibrån is Olf Vørgson, a proud man who sits on his throne in
Cålinsjøren when he is not out pillaging and leaving such mundane duties as ruling
to his scholars.
To reign in Calibrån the king must prove himself superior to competition in
combat, thus kings are usually ousted before they get too old.
Despite their war-like nature, Calibrånese do not fight amongst themselves
frequently. Nobles of villages tend to send their children off to marry those of
their neighbours, thus decreasing the chance of clashes.
Commerce
Crops do not grow well in the cold soils of Calibrån, so most of these are
traded for or stolen from southern villages. There is a strong trade in animal pelts,
for animals of the north have thicker, more luxurious fur, and also in salt.
Purchasing from a Calibrånese trader is a fine way to gain bizarre, exotic items!
Currency
The Calibrånese doubloon is worth half as much again as the normal florin.
Carillion
Geography
Carillion is named for the fine bell-tower in its capital city, Kathedral
(previously referred to as Lord Tomanz's Court), a fine structure. It is an open
country with mountains and some forest. The tower of sorcery is found near Kathedral, across the
lake. It is the oldest human kingdom, in terms of having a ruler.
Climate
Reasonably warm, hot in summer.
Wildlife
Lynx, wildcats, foxes, deer, goat, lammergier, wild horses, tahr, chamois,
ki-rin, predatory unicorn, griffen, wyvern, chimera. Also jackels, hyaena, marten.
People
Carillion is filled with musicians. It has the highest proportion of bards, minstrels, playwrights and
street performers in all Halcyon. Most of the inhabitants are human, aside from the usual
imps and other such faeries and the occasion icarian a long way from home. The accent of the Carillion people is
fairly musical.
Religion
Gaya, Lorrelei and Elysia. Temple in Kathedral is very fine, containing amazing paintings and tapestries.
Politics
Lord Tomasz disappeared during the long dark winter and ever since then Lord
Markus has reigned. There are several smaller cities ruled by mayors/barons under the command
of the Lord, and some Free Towns such as Pentak. Carillion is noted for having the first female
city ruler, in the form of the Lady Aranaya of Kondar.
Commerce
Trade weapons, tools and food with Raturi. Also deal in fish and salt. Mine for metal in southern Carillion.
Kondar is the biggest candle producing place in all Halcyon.
Currency
The standard florin, crown and penny system.
Darke
Geography
Darke is a small area divided into two parts - the marshy area and the dry area. It borders the sea with high cliffs around the underground city of Darkport
Climate
Mild, snows occasionally in winter.
Wildlife
Seabirds, rabbits, hares, wild cats, boars, frogs, deer and other such animals. Sometime sea-serpents are sighted. Wulves have been seen here recently. A few selkies visit the shores but are usually butchered by Darkportians. Duck-frogs occupy the marsh.
People
Most Darkportians live in Darkport itself, and they are a wide bunch of creatures indeed! All races imaginable find sanctuary here, including the universally despised elves and harpies and windwalkers. Perhaps this is why Darkport has something of a reputation for being not a nice place to visit. Criminals abound.
Religion
It was a pre-requisite for all Darkportians to worship Hades, but when Lord Drake assumed the throne (post LDW) he declared a law that Haes had forsaken Darkport and anyone could worship whoever they wished without persecution. This did not make priest Vah'killag very happy at all.
Politics
The current ruler of Darkport is Lord Drake (pre-LDW it was his father, Lord Sabre). This title is passed on from father to son, but occasionally other relatives will slay the Lord and his sons to usurp the throne. This is perfectly acceptable if done correctly. The Lord has total control abd commands the City Watch. He can kill on a whim but generally some explanation is given. Also in power are the High Priest and lesser priests. These are protected against the lesser public by the Darklord Hades.
Petty crimes - smuggling, thievery etc - are generally overlooked although Lord Drake is looking into improving these. It seem unlikely that he will have complete success however.
The Lord is at great risk of assassination, esspecially Drake who has no heirs yet. Thus he never appears in public without a guard and had tasters. The lords live in a tower which has no windows large enough to admit an assassin of any size and is filled with loyal guards.
As he is a sun-worshipper and relatively inexperienced, these precautions are hardly paranoia.
Commerce
Fish is the major produce, fish and salt. Sometimes mushrooms from the great cavern network are harvested and traded. Darkport trades with landlocked countries (ie Raturia) using great underground rivers to transport their wares. They also trade food for pelts with the eskimos and purchase goods from Calibrån.
Currency
The Darkport florin is fairly thin, 2 DFl = 1 Calibrån Doubloon. This means that 1 DFl is equal to 0.75 standard florins. Normally this difference is overlooked, thus darkportians became shrewd - they melted down other coins and reconstructed them much thinner with the Darke symbol, thus increasing their profit by 33%.
Glacia
Geography
Glacia is very flat and open, with many lakes and rivers. It has quite a few forests of mighty pines, especially at the southernmost point which is also where the inhabitants live during the long winter (further north and the sun shines all summer but not at all during winter. Incarians call this the "midnitesöl").
Climate
Very cold.
Wildlife
Large carnivores - bear, wolf, wolverine and lynx - abound here as well as reindeer and bison. Smaller animals - lemmings, hares etc are common in spring/summer, scarce in winter. Yetis live here in large numbers, as do hipogryfs. Owls and raptors are common in summer but migrate in winter. Some orcus still remain here.
People
The Glacia eskimos are a nomadic human group who follow the reindeer and elk in summer and spring and spend winter in longhouses at Tölsgløtten. They are dark of skin and hair, possibly an adaptation to long stretches of sunlight.
Life is hard for the Glacia eskimo people - they must follow the deer, collecting enough food to last them through winter. Newborns and toddlers are carried by the parents in special slings and children learn the hardships of life very young.
Only about 200 people live in Glacia. Tölsgløtten is a small village of longhouses and storage domes. The winter (vintern) is a time to socialise and rest, hopefully without starving to death. Because the herds move, the hunters must move, thus settling permanently at winter rest is impossible. In winter the herds cross into Icaria or the everlasting forest (to the east) and the eskimoes cannot follow them.
Most eskimo groups keep sled dogs. These large, wolf-like dogs have been bred and trained to pull sleds. The dogs are often left to fend for themselves in winter.
Religion
Nominally, Glacia eskimos follow Gaya. They have little fear of Hades, how much colder could it be? Most eskimos live for the present and are too busy trying to survive to worry about faith. All totems are the wolf, interestingly enough.
Social Structure
Each group has a nominated leader, generally the most experienced individual. At the winter gathering these leaders become the elders with the highest ranking (most skilled) becoming chief.
Some eskimos who disagree with living like the wolf chose to move into Icaria or into the everlasating forest. Those that go into the forest are often never seen again. This is probably because they wind up in veldviche.
Commerce
Eskimos have little to spare and indeed, no-one really to trade with. In winter they swap furs and food amongst each other. The only thing they have worth exporting is timber and this is sometimes traded.
Currency
None, see above.
Icaria
Geography
Icaria is the land of lakes and forests. It is less mountainous than Calibrån and has fewer fiords. It is also largely unpopulated despite its size. There are several offshore islands, the largest being Ikäla off the east coast. The largest mountain, named Skonslaplägan is home to the Frethra tribe, the largest Icarian roost.
Climate
Cold, particularly in the north where few trees grow.
Wildlife
As of Calibrån with plenty of birds, particularly waterfowl and other aquatic creatures such as otters and beavers. Also home to the fearsome waterhorse, the kelpie. Selkies live off the coasts and in the lakes with Ikäla being the chosen home of bachelor male selkies. Yeti often cross the Glacia border.
People
The most prevalent race in Icaria are the winged Icarians. These delicate winged humanoids live in three main tribes:
a. the Frethra tribe who live in the mountains, particularly Skonslaplägan. They are paler of skin than other Icarians and adept at soaring.
b. The Predä tribe dwell in the southern forests. Darker of skin than Fretrans, they are also more vicious and specialise in hunting with hands and feet alone (with armaments of course)
c. The Barõvka tribe live in the central forests (ie. The northern part of the great forests). Lighter than Predäs, they are also the least skilled flyers and hunt on foot.
Humans also live in Icaria. These are travellers from Glacia and generally live near the Icarian settlements, trading with them. The Predä tribe do not take kindly to them and often enslave them. The other two tribes rarely have anything to do with their predatory brethren.
Icarians speak their own language but the Frethra and Barõka also know common. Predäs do not care to learn.
Most are trained in shortbows for hunting.
Religion
Icarians follow Elysia but are not overly dedicated worshippers.
Social Structure
Each tribe is lead by a chief and a group of elders. Most also have a shaman (water/earth mage). They act entirely separately from other tribes but do occasionally send females to other tribes in order to improve relationships and intermating between flocks (sub-groups amongst the tribe) is common.
Females are very submissive to the males and cannot aspire to elder status. They act as virtual slaves to their husbands and the highest rank they can achieve is healer (a low-ranking earth mage). Ever since a young female icarian flew away nearly 15 years ago in search of her human lover, some female icarians have realised they can break this subordination and live their own life.
The elders train the younger icarians and make sure the laws are not broken. These laws are fairly logical - do not steal, do not harm others, etc, and are very important for so many people living so close together.
For an example of icarian social structure, read the story, Shadow Dancing.
Commerce
Icarians trade meat, milk and furs (they breed goats and reindeer) with the humans for vegetable-type foods and tools. They occasionally trade with Calibrånese. Metal weapons are scarce for neither Icarians nor the Icarian humans can make them. Very rarely Icarians will cross the sea to trade with Darke or Raturi, but since they can carry little with them this is not overly successful.
Currency
None.
Merianva
Geography
A magickal island, few places are as diverse as merianva Isle, especially over
such a distance. The northern realms are frozen taiga and the south is highly tropical,
with a rich rainforest, Evarunte (ever raining place), in it's centre, below the Harpy
mountains. Beneath this is Firharte (red desert place), a desert. Into this flows the Syroteha
(wet place with the beast) swamp.The largest elven village is Rynte, which means God
Place and is built around an ancient ancestor tree. Merianva is a magickal prison and is
surrounded by thick fog and dubious winds. This fog is haunted by spirits of the elf-slain.
Climate
Ranges from mild t very cold in the north, and hot in the south, depending on terrain type.
Wildlife
North: wolves, bear, elk, moose, bison, hares, ermines, lemmings, unicorns, gyrfalcons, snowy owls.
Central Rainforest: Rocs, harpy eagles, monkeys, parrots, swimming deer, tapir, wildcats, pixies, pegasus.
South Desert: Fennec fox, jerboa, lizards, small birds.
In the mangrove swamp crocodilian live as does a single merbeast, and many leeches and insects.
People
Merianva Isle was constructed as an elven prison, thus many elves live here. There are also harpies and windwalkers in the mountains but each race is barely tolerant of the others.
Elves are trained to hunt at a young age but only use spears (made of bone). The northern elves, Felisca, live an existence very similar to the Glacia eskimos, wheras the southern elves are of fixed abode.
Harpies live in huge colonies whereas windwalkers are more solitary. Neither like the elves but tolerate each other.
The pixies in Evarunte are faeries whom became stuck there when the gods banished the elves.
Religion
Elves worship Ravryn (Hades), harpies worship the Twin headed Vulture Goddess of Vrish and windwalkers worship themselves. Pixies worship Thorais.
Politics
Felisca live in Prides led by a dominant male whom is the only male allowed to breed. He is the law and commands the subordinates who obey him or face his wrath. Each pride also has a shaman, basically a priest-cleric.
Southern elves are ruled by a shaman of power. The live a vaguely anarchal life, but contrary to popular belief are not vicious towards their own kin.
Windwalkers live in families but have no discernable social structure.
Harpies are a female-dominated society living under a queen. Currently she is Queen Quickthorn.
Commerce
All Merianva races like to consider themselves independent and they refuse to trade. They are completely unable to trade with the outside world as even Calibrånese have never made it through the veil of mist.
Currency
None.
Raturi
Geography
Raturi is one of the largest Halcyon countries. The largest city, Amaranth,
is in the Raturi valley, an area surrounded by the Horseshoe mountains. It is
a hilly country with some large forests, bordered on the west by Wymeira, the south
by Carillion and the east by veldvich. It is semi-landlocked.
Climate
Mild, snows in winter.
Wildlife
Raturi is home to animals such as goats, deer, boar, bear, wildcats, martens,
weasels, mink, duck-frogs, lynx, dragon-faeries, imps and kobolds.
Dwarves and Trolls live in the southern half of the Horseshoe Mountains. .
Wyverns and King Malkerne, an Imperial dragon, also live in this arm of the mountain range.
People
The humans that live in Raturi are relatively civilised, and are generally farmers
or hunters. Some rangers live in the great forest, named the Dark Forest for it's age
and size, where they hunt the bear and elusive lynx.
Non-human races, such as imps, also live here. Imps are a major pest, living in
attics and stealing food.
As a whole, Raturians tend to be more stolid, less imaginative and harder workers than
the folk of Carillion.
Religion
Most Raturi humans worship Elysia, Lorrelei or Gaya.
Politics
Lord Rakai is the ruler of Raturi (post LDW) and he dwells in Amaranth.
Since the long dark winter, Raturi and Carillion have been at peace, although in the past
they have had many wars, especially over the city Golaanna. Possibly this recent peace is due to the fact
that both kingdoms have new lords. Lord Rakai commands the city watch and the Amaranth Knights and makes sure the laws of the kingdom are upheld.
Commerce
The main occupation of Raturians is farming and they trade mainly in food produce. They also sell furs and
similar commodities. Most of the area in the Raturi valley that can be farmed has been farmed, and wheat, barley and corn
grow everywhere. In the area with less rich soil, sheep can often be found, wandering almost unguarded and easy prey for
coyotes and jackels.
Currency
The standard Florin.
Veldvich
Geography
Although referred to as the eastern plains, Veldvich is not flat, and has a
few mountains. Forest is thinner here, until you reach the Everlasting Forest that
is. It is the oldest populated area of Halcyon and the people here have remained
unchanged for centuries.
Climate
Mild in the north (with snow), can reach quite high temperatures during summer in
the southern parts.
Wildlife
Deer, jackel, lion, antelope, goat, fowl, rabbit, hare, bear, ki-rin, wyvern, griffin,
plus strange beasts from the Everlasting Forest. No Wolves.
People
The Plainsmen are a nomadic race who live in small tribes dedicated to particular
totems (ie: wolf, bear, jackel etc). Sometimes they remain in one place for many
seasons. Permanent lodges are built about Veldvich and these are occupied by
different tribes in the vicinity. They do not farm livestock, preferring to hunt the antelope
on the plains but do ride horses.
Plainsmen are the original inhabitants of Halcyon and created most of the gods.
They have remained unchanged for years - dark of hair, with tanned skin and distinctive dark
circles under their eyes.
One of the plainsmens enemies are the svarg who live in the forest and
often raid the camps, thus some plainsmen are trained to the sword. Others use
bows and spears in hunting the great lions and woolly rhinos. Few are mages,
and those that are tend to be shamen or druids. Rangers and fighters are
commonplace.
They are the people of Halcyon that live closest to nature.
Religion
Plainsmen created the gods and thus worship all of them, particularly Gaya. They also pay homage to the totem spirits.
Social Structure
Each tribe is led by a shaman, who threatens the wrath
of the spirits of those who break the laws of the tribe of nature. When more than one tribe are gathered together,
the oldest and wisest of the Shaman generally takes over control. Plainsmen often send their offspring
to marry into other tribes or just to live their a while.
Commerce
Plainsmen trade pelts and meat with inhabitants of Raturi and Carillion for crops, items such
as candles and swords and anything else they can get theeir hands on. They sometimes
trade with the Dark faeries in the forest for berries and wine along with more exotic items.
Currency
None. Plainsmen prefer to trade, but will accept florins.
Wymeira
Geography
Rugged and heavily forested, Wymeira is a land of great forests and mountains.
The largest city is Sacaralen which is partly underground and situated at the base
of the Pirannesse mountains. It is probably the largest region of Halcyon and is actually more
a combination of various small "kingdoms".
Climate
North Wymeira is mild to cold (snow in winter) and south Wymeira is warm
and snowless.
Wildlife
Lynx, wildcats, foxes, deer, goat, lammergier, wild horses, tahr, chamois, ki-rin,
predatory unicorn, griffen, sphinx, manticore, wyvern, chimera. It is also the home of the legendary Turtle-Dragons.
People
The Wymeiran people are darker of skin than other human races. They may have
hair and eyes of any shade, but blond hair, blue eyes and dark skin looks
unusual! They are spread across the country in settlements both above and
below ground and are constantly at war with one another. At a young age Wymeiran
children are taught to use swords or magick (if they have the disposition for this)
and many kill another human before they reach maturity.
In an effort to stop this violence, the surrounding realms sent
ambassadors into Wymeira. These were ignored and some were killed. Now it is
generally considered that Wymeira is best left to its own devices.
When they are not fighting, Wymeiran people farm food crops and mountain goats.
They are a suspicious quick-tempered race.
About a fifth of Wymeirans practise voodoo - calling on the totem spirits or
spirits of the dead to do crimes against their enemies.
Religion
The god of war, Varg, and Hades for Voodoo practices. Voodoo is a derivative of
water magick.
Politics
Each settlement is led by a 'mayor'. The aim of each village appears to be to
have one of their family ruling every other settlement. There are around 150
settlements in Wymeira so this is no easy task. These ranges from farms to cities,
such as Sacaralen. Unlike Darkportians, Wymeirans do not use devious methods such
as assassination and poisoning. This rivalry ranges from the subtle - such as having the
most prosperous farms, to the distinctinctly unsubtle - declaring war against other.
Sometimes two cities will combine forces to beat another one.
Commerce
Wymeirans like to be self-sufficient and will not trade with other Wymeiran
villages. Some trade with Raturi and Carillion, trying to keep up-to-date with
new farming techniques and weapons. Anything to keep ahead of the neighbours.
Currency
The standard florin.