While lethal injuries often take center stage, non-lethal injuries can create lasting effects on characters, shaping their journeys in unique ways. If you need a simple way to make your characters feel pain during a scene, here are some ideas:
Sprained Ankle
A common injury that can severely limit mobility, forcing characters to adapt their plans and experience frustration as they navigate their environment.
Rib Contusion
A painful bruise on the ribs can make breathing difficult and create tension, especially during action scenes, where every breath becomes a reminder of vulnerability.
Concussion
This brain injury can lead to confusion, dizziness, and mood swings, affecting a character’s judgment and creating a sense of unpredictability in their actions.
Fractured Finger
A broken finger can complicate tasks that require fine motor skills, causing frustration and emphasizing a character’s dependence on their hands.
Road Rash
The raw, painful skin resulting from a fall can symbolize struggle and endurance, highlighting a character's resilience in the face of physical hardship.
Shoulder Dislocation
This injury can be excruciating and often leads to an inability to use one arm, forcing characters to confront their limitations while adding urgency to their situation.
Deep Laceration
A cut that requires stitches can evoke visceral imagery and tension, especially if the character has to navigate their surroundings while in pain.
Burns
Whether from fire, chemicals, or hot surfaces, burns can cause intense suffering and lingering trauma, serving as a physical reminder of a character’s past mistakes or battles.
Pulled Muscle
This can create ongoing pain and restrict movement, providing an opportunity for characters to experience frustration or the need to lean on others for support.
Tendonitis
Inflammation of a tendon can cause chronic pain and limit a character's ability to perform tasks they usually take for granted, highlighting their struggle to adapt and overcome.
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You've mentioned how one thing GRRM could have done in terms of world-building to add distinctiveness to each of the 7K would have been to come up with different cuisine for each region. Could you elaborate on that? After reading your amazing posts on military doctrines and burial customs I'm interested in your take on that. Thanks.
When it comes to designing regional cuisine, the things you have to think of are, what foods are available in that region? What vegetables grow in the soil, what game are in its wilderness, and whether or not the area is suited for pasture. Anybody who’s a grower, a farmer, or just likes old school au naturel foods feel free to add anything, I’m a rank amateur when it comes to this stuff.
The North: The North is cold, so sheep would be the primary animal crop instead of cattle, and oats and barley would take the place of wheat. I’d imagine the commoner would typically eat boiled roots, herbs, wild onion, and other hardy winter vegetables in a pottage. Meat would be rare except when the herd needs slaughtering during long winters, and the bones would be left to flavor the soup as stock. Blood sausages and hearty roasts of mutton, venison (elk if you can get it), and cold weather birds like grouse. Meals would be filling, so they stay with you longer when rations are tight. The crannogmen would be eating swamp vegetables and frogs, primarily, with a lizard-lion if you could catch one.
The Vale: You’ve got rich black soil for tasty, hardy vegetables, and mountain valleys for cereal grains and pasture, so I’d imagine a healthy mix. The Vale would probably produce fine sheep and goats. Space is a premium, so more ‘efficient’ animals are desired. The soil is rich and dark (probably peaty), so legumes, mushrooms, root vegetables, and some dark leafy greens that can handle a chill. All of that makes a fine hearty, brown stew. I’d imagine the Vale, snooty learned and cultured that they are, would produce exceptional cheese, as well as whiskey.
The Riverlands: Given how large the Riverlands is, there’d be a lot of variety between different regions. The colder climate of the Twins would be different from the warmer climate of the Blackwater Rush, after all. But given the plentiful water resources. There’s plenty of food and forage for a wide variety of meats, so you’d expect different places to have beef, pork, venison, and boar, with a nice variety of ducks, geese, and chickens for poultry. Fish would be salmon, trout, pike, carp and perch. In lands with little in the way of arable land, you’d have fish and wild game, while flatter, richer lands that can support large-scale irrigation works would have fine wheat. Anything that doesn’t require the hot climate of Dorne can be grown in the Riverlands. Viva variety.
The Iron Islands: Since space is a premium, most of the bounty comes from the sea. Saltwater fish is the primary delicacy, caught fresh and poached with a light sprinkling of salt, or salt-cured, even fermented like rakfisk. Other sea creatures would find their way to Iron Islander tables, too, I can’t imagine the Greyjoys worship krakens so much that they wouldn’t pass up good octopus, and who doesn’t like a good dish of clams and oysters? Hardy, shaggy sheep call some of the smaller islands their home, and they’d form a place to, in warm stews and meatcakes.
The Westerlands: The soil of the Westerlands is probably has chalk and/or clay in it, but that wouldn’t stop the early First Men from growing fruit trees and summer vegetables like cucumbers, squash, and eggplant that thrive in that good clay. Good grains like millet, rye, and wheat, cooked into porridges and baked into breads would be the common fare. Nobles would eat warm roasts and sauteed vegetables. Some of the more southern Westerlander houses probably have a fair hand at making crisp cider.
The Reach: The verdant fields of the Reach mean a wide variety of crops, and a wide variety of flavor. More than any other region, the Reach would turn cooking into an art form, with prized chefs being valued and well-compensated servants. Crisp fruits are simmered and stewed, vegetables are chopped and arranged, and seasonings are bountiful. A Reachmen might think other regions as frightfully bland (except Dorne and their love of spice), even their breads would baked with herbs to give it a unique regional taste. Wheat is the primary cereal crop, so lighter breads than the darker North. Once you go to the Reach, you might never want to leave.
The Stormlands: As we might expect, the Stormlands is rainy and heavily forested, so primary meats would be game: boar and red deer. The heavy rains means that farmers need to worry about drainage, but that also means that a wide variety of crops can grow in the Stormlands. You’d probably have dishes made of meat, spinach, onions, and bread, served in a dark broth, which keeps you warm on those wet, windy days. Commoners probably make do without meat, eating hard bread and milk.
Dorne: Lucky for us, Dorne has been well-developed already in terms of foods, with olives, citrus fruits, and spicy peppers for a fine Mediterranean diet. Lighter fare is essential in the arid deserts of Dorne, and those on the Greenblood would probably prefer fish to meat. Foods fried with the native olive oil and spiced with peppers, tart red wines on the side, and blood oranges as a midday snack, Dorne’s palate jumps from one flavor to the next.
Thanks for the question, Anon.
SomethingLikeALawyer, Hand of the King
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower
Disclaimer: Though I have been using a cane for 6 years, I am not a doctor, nor am I by any means an expert. This guide is true to my experience, but there are as many ways to use a cane as there are cane users!
This guide will not include: White canes for blindness, crutches, walkers, or wheelchairs as I have no personal experience with these.
This is meant to be a general guide to get you started and avoid some common mishaps/misconceptions in your writing, but you absolutely should continue to do your own research outside of this guide!
This is NOT a medical resource!!! And never tell a real person you think they're using a cane wrong!
The biggest recurring problem I've seen is using the cane on the wrong side. The cane goes on the opposite side of the pain! If your character has even-sided pain or needs it for balance/weakness, then use the cane in the non-dominant hand to keep the dominant hand free. Some cane users also switch sides to give their arm a rest!
A cane takes about 20% of your weight off the opposite leg. It should fit within your natural gait and become something of an extension of your body. If you need more weight off than 20%, then crutches, a walker, or a wheelchair is needed.
Putting more pressure on the cane, using it on the wrong side, or having it at the wrong height can make it less effective, and can cause long term damage to your body from improper pressure and posture. (Hugh Laurie genuinely hurt his body from years of using a cane wrong on House!)
(some people elect to use a cane wrong for their personal situation despite this, everyone is different!)
(an animated GIF of a cane matching the natural walking gait. It turns red when pressure is placed on it.)
When going up and down stairs, there is an ideal standard: You want to use the handrail and the cane at the same time, or prioritize the handrail if it's only on one side. When going up stairs you lead with your good leg and follow with the cane and hurt leg together. When going down stairs you lead with the cane and the bad leg and follow with the good leg!
Realistically though, many people don't move out of the way for cane users to access the railing, many stairs don't have railings, and many are wet, rusty, or generally not ideal to grip.
In these cases, if you have a friend nearby, holding on to them is a good idea. Or, take it one step at a time carefully if you're alone.
Now we come to a very common mistake I see... Using fashion canes for medical use!
(These are 4 broad shapes, but there is INCREDIBLE variation in cane handles. Research heavily what will be best for your character's specific needs!)
The handle is the contact point for all the weight you're putting on your cane, and that pressure is being put onto your hand, wrist, and shoulder. So the shape is very important for long term use!
Knob handles (and very decorative handles) are not used for medical use for this reason. It adds extra stress to the body and can damage your hand to put constant pressure onto these painful shapes.
The weight of a cane is also incredibly important, as a heavier cane will cause wear on your body much faster. When you're using it all day, it gets heavy fast! If your character struggles with weakness, then they won't want a heavy cane if they can help it!
This is also part of why sword canes aren't usually very viable for medical use (along with them usually being knob handles) is that swords are extra weight!
However, a small knife or perhaps a retractable blade hidden within the base might be viable even for weak characters.
Bases have a lot of variability as well, and the modern standard is generally adjustable bases. Adjustable canes are very handy if your character regularly changes shoe height, for instance (gotta keep the height at your hip!)
Canes help on most terrain with their standard base and structure. But for some terrain, you might want a different base, or to forego the cane entirely! This article covers it pretty well.
Many cane users decorate their canes! Stickers are incredibly common, and painting canes is relatively common as well! You'll also see people replacing the standard wrist strap with a personalized one, or even adding a small charm to the ring the strap connects to. (nothing too large, or it gets annoying as the cane is swinging around everywhere)
(my canes, for reference)
If your character uses a cane full time, then they might also have multiple canes that look different aesthetically to match their outfits!
When it comes to practical things outside of the cane, you reasonably only have one hand available while it's being used. Many people will hook their cane onto their arm or let it dangle on the strap (if they have one) while using their cane arm, but it's often significantly less convenient than 2 hands. But, if you need 2 hands, then it's either setting the cane down or letting it hang!
For this reason, optimizing one handed use is ideal! Keeping bags/items on the side of your free hand helps keep your items accessible.
When sitting, the cane either leans against a wall or table, goes under the chair, or hooks onto the back of the chair. (It often falls when hanging off of a chair, in my experience)
When getting up, the user will either use their cane to help them balance/support as they stand, or get up and then grab their cane. This depends on what it's being used for (balance vs pain when walking, for instance!)
That's everything I can think of for now. Thank you for reading my long-but-absolutely-not-comprehensive list of things to keep in mind when writing or drawing a cane user!
Happy disability pride month! Go forth and make more characters use canes!!!
When you come up with a title for a fic and later it only solidifies it
I think some people forget that some literature and some media is meant to be deeply uncomfortable and unsettling. It's meant to make you have a very visceral reaction to it. If you genuinely can't handle these stories then you are under no obligation to consume them but acting as if they have no purpose or as if people don't have a right to tell these stories, stories that often relate to the darkest or most disturbing parts of life, then you should do some introspection.
This might or might not have been created for my ao3 account