An elite company of rangers defends the wilds of Dyrregin, the central realm in Outpost, Book One in The Fylking. Seasoned, skilled in fighting, traversing and surviving in rough terrain and dangerous circumstances, these warriors serve both the King and the Old Gods. Their motto is, “We keep the balance when the gods turn away.” As they do, often enough.
Rangers have an appreciation for beasts and wild creatures, as they often share spaces with and gain wisdom from them. They also appreciate their leave time, and while you can probably guess the sorts of things they do with that, I’ll spare you those details and tell you about a game called “wildcards,” a rangers’ favorite.
Most taverns in Dyrregin keep decks of wildcards for their patrons. Any barkeep worth his or her salt will hand a deck to rangers when they arrive. Each card in the deck shows a wild creature in its natural habitat, and represents its abilities and place in the order of things.
There are many games that can be played, but in the most basic, each player gets one card, and the dealer picks a landscape. The idea is to employ an animal’s powers to outsmart or destroy your opponents. Some creatures are more suited to certain places than others, and knowledge of animals’ strengths and weaknesses is a plus. So while drawing a predator is desirable, it isn’t a guaranteed win. With some imagination and the right landscape, a humbler creature could take the game.
For example, drawing a frog could put you in the sights of a raptor or a fox; but if you contrived to be plucked up by a Blackthorn witch and put into a potion, your death could take out something else too. A mouse, which knows the safe places in the world, might be at a disadvantage in the wilds, but could rule in a city. And so on.
Players who do well at wildcards tend to be as resourceful and clever as the natural world itself.
Of course, most rangers will tell you the game is best played after a few too many drinks.
If you like the animal paintings, you can see more on Fine Art America in Wild Things.
A race of immortal warriors who live by the sword.
A gate between the worlds.
Warriors, royals, seers and warlocks living in uneasy peace on one side of the Veil.
© F.T. McKinstry 2015. All Rights Reserved.