Long ago in a life far away, I began conjuring up the world of Ealiron. As it emerged from the mists, I sketched maps. This was useful for figuring out where things were relative to each other, how far, in what kind of landscape, etc. In time these drawings grew and became more complex. Writing the stories helped to draw the maps; and drawing the maps helped to write the stories. This is a fascinating thing about art and writing. They nourish each other.
I also dabbled in Celtic art, and enjoyed embellishing my maps with it.
Sourcesee and West
The first map came with Book One, The Hunter’s Rede. This story takes place in the Ostarin Mountains, which sprawl across western Sourcesee between the borders of Faerin and Tarth. Our hero, Lorth of Ostarin, is plying his trade as an assassin in the watery realm of Tarth when an eerie summons prompts him to defy his royal employers and return to his homeland. He finds it overrun by a cruel Faerin warlord who is set upon casting down everything Lorth holds dear…or so we think.
Sourcesee and East; The Gray Isles
In Book Two, The Gray Isles, we journey east to an archipelago of backwater isles roughly a thousand miles east of Sourcesee. The Gray Isles are steeped in mystery and legends, most of which are not legends at all but the frightening truth. The first map shows the Gray Isles relative to Sourcesee and the realms south over the seas.
The second map shows the isles themselves. This one includes close-ups of the places where this story happens: Urd, home to an ancient conservatory for the Keepers of the Eye, wizards who maintain balance in Ealiron; and Mimir, the ruling seat of the isles. Here lives the Master of Wychmouth, a vain wizard of the Keepers’ highest order, who nearly sees the realm destroyed by one of the aforementioned legends itself…which you’ll notice skulking in the water just below the isle of Urd (no coincidence, this).
The map for Book Three, The Winged Hunter, focuses on the realm of Sourcesee. This story involves the citadel of Eyrie, the ruling seat of the Keepers of the Eye, in the southeast; and Loralin Forest, five hundred miles northeast of Eyrie. In Loralin, near the village of Crowharrow, lives an old wizard in his domain of Muin, an ancient castle shadowed by an immortal’s curse on the women in the old wizard’s bloodline. This immortal, a ferocious yet beautiful creature, lives in the Sioros Mountains northeast of Loralin, which are named after him.
The Isle of Tromb
Book Four, The Riven God, happens in two places: southeastern Sourcesee, in the realm between Eyrie and the port city of Caerroth (see Ealiron: Sourcesee, above); and the island of Tromb in the Gray Isles (see Ealiron: The Gray Isles, above). In this story we delve into the mysteries of the Keepers’ domain and the shadows of a remote northern isle steeped in old magic and hiding a terrible secret that brings the wizards to war. Here is a snarly little sketch of western Tromb, scene of the action. (I haven’t inked it yet…it’s on my list.)
The Chronicles of Ealiron includes four standalone heroic fantasy novels that follow the exploits of Lorth of Ostarin, an assassin and wizard who serves the old powers. Available in print and all ebook formats.
Maps are accessible online through the “Chronicles of Ealiron” drop-down menus and the “Maps of Ealiron” menu, both on the sidebar of this page; and on the URL pages for each book. You’ll also find links in Chronicles of Ealiron: Terms and Places.
© F.T. McKinstry 2014. All Rights Reserved.