Wolves, Ravens and the Hooded One

Wolves and ravens. Romanticized, vilified and deified, these intriguing creatures reflect our dreams and shadows like few others. One source of their fame in popular imagination began in ancient Scandinavia, where reverence for wolves and ravens was not only pragmatic, such as the symbiotic relationship in which the animals led hunters to prey and shared in the spoils; but also pantheistic, by connecting to and identifying with the animals as helpers, shamanic totems, and messengers of the gods.

Enter Odin, the Allfather in the Norse pantheon. A deity par excellence, Odin is the one-eyed, all-seeing god of war, magic and wisdom. He is a complex and enigmatic figure, associated with poetry and inspiration, madness and battle fury. He hungers for knowledge. A notorious shapeshifter, he is known as a trickster who might grant favor to a devoted follower only to vanish when most needed. Odin is a patron of shamans, poets and magicians who, in their search for truth and pattern, endure grueling trials of hardship and isolation.

Wolves and ravens are Odin’s familiars, of a sort.

Among the many names attributed to Odin is Raven God. The connection between Odin and ravens is deep and ancient, existing before the Viking Age. A god of death and war, Odin was naturally associated with these carrion birds, the beneficiaries of sacrifices and battlefields, and harbingers of the god’s favor. In keeping with Odin’s intellectual nature, ravens are also extremely intelligent. Two of these birds, Hugin (thought) and Munin (desire), fly over the land and tell him of all they see and hear.

In traditional animal lore, crows and ravens are given the honor of belonging to both the seen and unseen realms. They are creatures of the hinterlands, mysterious, powerful and devious. That these birds tend to accompany death also makes them ominous, both feared and revered by their presence on the carcasses of animals, the condemned, or fallen warriors. They are omens, symbols of the implacability of death, and bringers of information from the other side.

Odin is also accompanied by two wolves, Geri and Freki (both meaning “ravenous” or “greedy one”). He gives his wolves all of his food, and drinks only wine. The wolves are said to roam over battlefields, devouring carnage. As the ruler and bestower of battle madness, Odin is the patron god of berserkers and warrior shamans called úlfheðnar (wolf-hides), who underwent powerful initiations in the wilds, living like wolves, to reach a state of possession and thereby acquire the beasts’ strength, fearlessness, and fury—much to the terror and dismay of their enemies.

On the flip side, Odin is the enemy of Fenrir, a monstrous wolf sired by Loki, a wily and ambivalent trickster god. When Fenrir grows out of control, the gods are compelled to chain the wolf using deception, a stunt that comes with a great sacrifice. Fenrir will break free at Ragnarok, the fall of the cosmos, and devour everything in his path, including Odin. Another story tells of Fenrir’s sons Skoll (One Who Mocks) and Hati (One Who Hates), wargs that chase the sun and moon through the sky in hopes of devouring them. At Ragnarok, they will catch their prey, and the sky and earth will darken and collapse.

The wolf, with its ferocious and apocalyptic reputation in Norse mythology, its prowess and grace in nature, and a distinctive howl that puts a primordial chill on the flesh, is an exemplary metaphor, an antagonist in many a dark tale, and a patron of warriors.

Given the frequent appearance of wolves and ravens in mythology, legends, folk and fairy tales throughout the ages, and their remarkable natural traits, it’s easy to see why they are so common in works of fantasy. Battle prowess, cunning, guile, mystery, trickery and darkness—imagery and metaphors abound. My own work is no exception; a love of Northern European mythology and the grim and sublime traits of wolves and ravens inspire me to no end.

In the Chronicles of Ealiron, an ancient hierarchy of wizards holds the raven as the highest level of attainment in the magical arts. The wolf takes on its spookier characteristics in the lore of the Old One, a goddess of life, death, and transformation. In her darkest aspect, the Destroyer, she appears in the shape of a wolf. Raven of the West, a novelette that takes place in the world of Ealiron, delves deeply into the shadowy, fickle nature of this being, who commands a high price for being summoned, good or ill.

Lorth of Ostarin, the driving force in the Chronicles of Ealiron, is an assassin raised by a wizard. He has the eyes of a wolf and an affinity for ravens, which, being the opportunistic creatures they are, tend to follow him around in much the same way they follow wolves, and for the same reason: to clean up the mess. Lorth and his grim companions also appear in “The Om Tree,” a short story told by an ancient tree that gets its best gossip from—you guessed it—ravens.

The Norse gods haunt many worlds, not just Earth. In Outpost, Book One in The Fylking, Odin, in keeping with his nature, appears at strange times and in strange ways, leaving our protagonists to wonder what he is and whose side he’s on. He goes by many names: Hooded One, Wanderer, Magician. He is served by the Fylking, immortal, Viking-like warriors who take the shapes of wolves and ravens, among other things, though even they can’t guess his agenda. The Wolf Lords, Book Two, delves into the Fenrir Brotherhood, an ancient order of sorcerers who serve the Wolf Gods of the North, including, it is said, Loki himself. Fenrir is their patron, a force used in a variety of nasty ways that don’t always serve the ones who summon him.

Odin, of course, lurks in the shadows, watching and waiting.

Little Tree, by F.T. McKinstry

If you’d like to see something beautiful about the value of wolves in nature, watch this: How Wolves Change Rivers

And if ravens fascinate you, do check out the work of Bernd Heinrich, a naturalist who has done fantastic research on ravens in the wild:
Ravens in Winter
Mind of the Raven: Investigations and Adventures with Wolf-Birds

Norse mythology? Here’s a good website, and it includes a reading list: Norse Mythology for Smart People

Little Tree, by F.T. McKinstry

The Chronicles of Ealiron
The Fylking
Outpost
The Wolf Lords
Raven of the West

© F.T. McKinstry 2018. All Rights Reserved.

Outpost: Terms and Places

outpost glossary

Welcome to the Glossary for Outpost, Book One in The Fylking. Here you’ll find names, places, creatures and terms, including illustrations and references to relevant entries and posts.

Place names can be found on the following map. Click to zoom.

Realm of Dyrregin

Realm of Dyrregin (click to zoom)

The glossary (text only) and map are also included in the book.

Little Tree, by F.T. McKinstry

Aegir Sea: A large sea south of the Njorth Sea beyond the borders of Skolvarin and Fjorgin.

Ageton: A captain in the King’s Rangers. Commands the North Branch.

Angvald: King of Dyrregin, House of Merhafr.

Annalis: A Warden of Dyrregin from Olsc Amathin. See also Wardens’ Order.

Anselm: Eldest son of Damjan, the Master of House Jarnstrom. See also Jarnstrom Forge.

Aoneg (ah NEG): A vast, forested realm five hundred leagues west of Skolvarin over the Aegir Sea.

Apex: A term used by the Fylking for Tower Sif, which stands on the northernmost point of the Gate in the Vale of Ason Tae. Here the world of Math merges with an array of other worlds on which the Fylking conduct their business. The first line of defense again their enemies, it is guarded accordingly. See also Ason Tae, Fylking, Gate, Sif.

Arcmael

Arcmael

Arcmael: A Warden of Dyrregin. Son and heir of Lord Detlef Halstaeg. See also Detlef Halstaeg, Wardens’ Order. See post The Wardens’ Order.

Arrival of the Fylking: A historical account, often told as a myth, of the arrival of the Fylking to the world of Math roughly nine thousand years ago. The term is also used to indicate a reference date. See also Fylking, Return of the Fylking. See post The Wardens’ Order.

Arvakr: A horse belonging to Captain Ageton of the North Branch of the King’s Rangers.

Ason Tae: A vale located on the northern border of Dyrregin, cradled by mountain ranges and forests. Being far north, somewhat isolated and home to Tower Sif, the Apex of the Gate, Ason Tae is thought by outlanders to be wild, uncanny and dangerous. See also Apex, Gate, Sif. See Map of Dyrregin.

The Vale of Ason Tae

The Vale of Ason Tae

Banishing Sigil: A spell used by wardens to banish the Fylking. Involves moving the hand in a specific pattern. Created by the Fylking and taught to wardens to honor and acknowledge their free will, the sigil prompts the Fylking to leave a warden’s presence until he or she decides otherwise. Upon the foundation of the Wardens’ Order, the Fylking vowed never to violate this agreement. See also Exile Sigil, Fylking, Wardens’ Order.

Bear’s End: A large, rambling inn on the North Mountain Road, in Wyrvith Forest, surrounded by mossy, overgrown ruins, crumbling walls and dangerous underground passages. Originally built as a keep by a Catskoll warlord called the Bear, it was never finished, and the destruction of the Catskoll army is shrouded in mystery. See also Catskoll, North Mountain Road, Wyrvith Forest.

BlackthornBlackthorn Guild: An order of witches and warlocks created by King Magnfred, the first ruler to claim Dyrregin’s throne after the Gate War. Traditional dress is shades of brown and green stitched with branches. See also Gate War.

Blanch River: A river in Austr just south of the Ogjan Mountains.

Bren: A King’s Ranger of the North Branch. Sensitive to the Otherworld. Best friend of Othin of Cae Forres.

Bythe: A goatherd who lives outside of Odr, in sight of Tower Sif in the Vale of Ason Tae. See also Ason Tae, Odr, Sif.

Cathouse: A brothel. In Dyrregin, it’s traditional for cathouses to keep actual cats as pets. See also Night Guild.

Catskoll: A realm south of Skolvarin over the Aegir Sea.

Ceirn River: A river flowing from Lake Ceirn into the Njorth Sea, south of Grayfen.

Coldevin: Lord and Master of Arms for the Dyrregin Guard. Reports to King Angvald. See also Dyrregin Guard.

Hooded Crow

Hooded Crow

Crow Warrior: A mysterious Otherworld being that appears as a warrior riding a gray horse, dressed in gray and black and wearing the face of a bird with a long, black beak. Often shapeshifts into a hooded crow. See post The Trickster.

Damjan: An acclaimed swordsmith and the Master of Jarnstrom, a famous smithy in Odr. See also Jarnstrom Forge, Odr.

Detlef Halstaeg: Lord and High Constable of the King’s Rangers. Cousin of the late King Farcas. Reports to Lord Coldevin. Father of Arcmael, a Warden of Dyrregin. See also King’s Rangers.

Diderik: a captain in the Dyrregin Guard.

Dog: A mutt rescued from a cruel owner by Arcmael, a Warden of Dyrregin.

Dragon Warrior: An Otherworld rider clad in shining black scaled armor and a helmet shaped like a dragon’s head. Able to summon wind and storms.

Draugr

Draugr

Draugr (DROG err): A malevolent being created by Fylking sorcery for the purpose of striking anguish and terror into one’s foes. The spirit of a mortally wounded warrior is trapped between the worlds in order to control it. Partly in the mortal dimension and partly beyond, the draugr are unnaturally strong, able to shapeshift into mist or fog, and cannot be killed. This magic is forbidden, a violation of Elivag. Colloquially referred to as “ghouls.” See also Elivag, Fylking. See post A Zombie by Any Other Name.

Dyrregin (deer EGG in): In Fylking, “gateway of the gods.” A war-torn realm on the world of Math that contains and is defined by the Gate, an interdimensional portal built nine thousand years ago by the Fylking. Bordered to the west by the Njorth Sea; to the north by Isil; to the east by Maan Ket; and to the south by Skolvarin. See also Fylking, Gate. See posts The Fylking and The Realm of Dyrregin. See Map of Dyrregin.

Dyrregin Guard: The army that defends the realm of Dyrregin. Commanded by Lord Coldevin.

Earticael: A royal house and the ruling seat of the realm of Fjorgin. Located roughly fifty leagues west of Tower Sie. See also Sie War.

Edon: A captain in the Dyrregin Guard. Commands the North Companies. See also North Companies.

Edros: A Warden of Dyrregin. Mysteriously vanishes near Tower Sor and is never found. See also Gatetower, Sor.

Elivag (ELL if aug): The eternal rhythm of the universe, the ebb and flow of life force in all things.

Elivag

Exile Sigil: An invocation that breaks the cords between a warden and the Fylking, rendering the warden invisible to them. Ruled by Elivag, it cannot be broken or undone. Rarely used and never to be considered except in dire circumstances. See also Banishing Sigil, Wardens’ Order.

Faersc Conservatory: A great hall nestled high in the Thorgrim Mountains, where wardens are trained and initiated into the Fylkings’ service. Run by Skadi, the Mistress of Faersc, and protected by the Fylking. See also Fylking, Wardens’ Order.

Fagel: The constable of Odr. See also Odr.

Farcas: A King of Dyrregin who preceded King Angvald. Cousin of Lord Detlef Halstaeg. Died by choking on the bones of a game bird. See also Detlef Halstaeg.

Fell: A town located on the west coast of Dyrregin, in southern Austr. Steep, built on cliffs and easily defended from invasion. Once owned by shipwrights.

Fenrir Brotherhood: An ancient order of sorcerers who serve Loki, one of the Old Gods. Founded in Fjorgin. Symbol is a black wolf surrounded by leaves, moons and thorns. See also Fjorgin, Leofwine, Old Gods.

Fjorgin: A realm west of Dyrregin, separated by the Njorth Sea. Ruling seat is Earticael. See also Sie War.

Fomor Mountains: A mountain range that borders Isil in the far north and overlooks the Wythe Strait.

Fylking (FELL king): A race of immortal warriors that came to the world of Math through a rare alignment and built a portal called the Gate in order to pass between dimensions at will. The Fylking are invisible to mortals except those who possess second sight, but can contact humans in visions, dreams or a sense of unreality. Fickle, powerful, adept shapeshifters, they are often feared and misunderstood by both humans and beings of the Otherworld, who revere them as gods. The Fylking fall into two orders: the High Fylking, warlords who occupy and protect the Gatetowers; and the Guardian Fylking, hired blades that protect wardens, the mortal seers who serve them. See also Gate, Gatetower, Guardian Fylking, High Fylking, Wardens’ Order. See post The Fylking.

The Fylking

Garmr: A Dyrregin Guard outpost in the Ogjan Mountains.

Gate: An interdimensional portal used by the Fylking to travel between the world of Math and other star systems. Pentagrammatic. Maintained by the Wardens’ Order and protected by the Fylking. See also Apex, Fylking, Gatetower, Wardens’ Order. See posts The Realm of Dyrregin, The Wardens’ Order.

Gate War: A war that occurred roughly twenty-five centuries ago when the Fylking’s enemy, the Niflsekt, came through the Gate. They trapped and killed the Fylking and instructed mortals to destroy the towers after the Niflsekt used them to leave. The war left Dyrregin in ruins for a thousand years, accursed, until the wardens’ descendants rebuilt the Gate. See also Gate, Niflsekt, Return of the Fylking, Wardens’ Order.

Gatekeepers: A term used by the Wardens of Dyrregin to refer to the High Fylking of Tower Sif, the grim, volatile Fylking warriors who initiate wardens into the order. See also High Fylking, Sif, Wardens’ Order.

Gatetower: One of ten stone towers that comprise the Gate. Each tower gathers light from the sun, moon and stars and focuses it into a complex crystal array, providing an energy source. Each tower stands on a point or intersection of the Gate pentacle. The outer towers (points) include Sif, Sin, Sae, Sef and Sie; and the inner towers (intersections) include Sor, Sol, Soc, Som and Sos. The gatetowers are manned by the High Fylking. See also Gate, High Fylking, Sie War, Wardens’ Order. See post The Wardens’ Order.

The Gate

The Gate

Genfawr: A captain in the King’s Rangers. Commands the West Branch.

Gottfrid: A male prostitute at the Pink Rose cathouse. Good with a sword.

Graebrok Forest: A large forest on the northern border of the Vale of Ason Tae. Surrounded by myths and dark tales. See also Ason Tae.

ravensGrayfen Aviary: One of many aviaries where the ravens that serve as messengers to the King’s Rangers are raised and trained. See also King’s Rangers.

Grayfen: A town located on the west coast of Dyrregin, in southern Austr. South of Fell and west of Lake Ceirn.

Guardian Fylking: Warriors who protect the Wardens of Dyrregin. In Fylking hierarchy, the Guardians are mercenaries. Each warden is accompanied by a small company of Guardians who choose him or her upon initiation, and appear in certain forms such as animals or elements so the warden will know them. Rarely, they appear in their natural forms as warriors. See also Fylking, High Fylking, Wardens’ Order.

Gunda: A spiteful, gossipy villager from Odr. See also Odr.

Haldor: A lieutenant in the Dyrregin Guard. Commands the North Companies stationed in Ason Tae. See also North Companies.

Halstaeg: A royal house in Merhafr. See also Arcmael, Detlef Halstaeg, Merhafr.

Heige: A King’s Ranger and friend of Othin of Cae Forres. An adept archer.

Hel: A goddess in the Fylking pantheon who rules the realms of the dead. Term is also used to refer to the underworld domain itself. See also Old Gods.

High Fylking: Elite warlords deployed to the gatetowers to protect the Gate from both human and nonhuman intervention. Always appear as fully armed warriors. Grim and generally intolerant of mortal concerns. See also Fylking, Gate, Guardian Fylking.

Ingvar: A captain in the Dyrregin Guard. Good at hand-to-hand combat.

Jarnstrom Forge: An old and renowned smithy on the North River in Odr. Known for swords and weaponry. Run by Master Damjan. See also Odr.

Kidge: The mistress of the Pink Rose cathouse. See also Pink Rose.

King’s Citadel: A large citadel in the center of Merhafr, the ruling seat of Dyrregin. Houses the king and royals of the realm.

King’s Rangers: An elite brotherhood of warriors who keep order in the wilds of Dyrregin. Employ a complex system of messaging through riders and ravens trained to scout patrol routes and recognize their rangers’ appearance. The rangers report directly to the king through five captains who command the areas within the arms of the Gate pentacle: North Branch, East Branch, Southeast Branch, Southwest Branch, and West Branch. Coat of arms is a sword and arrow crossed over a pale moon with an embossed interlocking pentacle spanning the diameter. Motto: “We keep the balance when the gods turn away.” See also Gate. See post Wildcards.

King's Rangers Coat of Arms

King’s Rangers Coat of Arms

Lake Ceirn: A large lake in southern Austr.

Larfen: a township south of Tower Sol, east of the Fasos Hills.

Leofwine: Seneschal of Lord Detlef Halstaeg. Fjorginan, House Earticael. Member of the Fenrir Brotherhood. See also Detlef Halstaeg, Fenrir Brotherhood.

Wolf WildcardLone Wolf: An inn located northeast of Vota near the border of Wyrvith Forest. See also Wyrvith Forest.

Lysalfheim Hall: A meeting hall in the King’s Citadel in Merhafr. Part of the Rangers’ Square used for meals, companionship, gatherings and official meetings. Named after a midwinter constellation which aligns with the upper three points of the Gate pentacle. See also King’s Citadel, King’s Rangers, Rangers’ Square.

Maan Ket: The realm bordering Dyrregin east of the Cyrilian Mountains. See Map of Dyrregin.

Magnfred: First King of Dyrregin to claim the throne after the Gate War. Started the Blackthorn Guild. See also Blackthorn Guild, Gate War.

Magreda: A prostitute at the Pink Rose cathouse. A friend of Othin of Cae Forres.

Melisande: A woman of Odr in the Vale of Ason Tae. Lives in Graebrok Forest near Tower Sif. Nicknamed Millie. A renowned knitter and lover of Othin of Cae Forres. Considered fey, touched by the gods. See also Ason Tae, Sif.

Merhafr: (mer HAHF er): Ruling seat of Dyrregin. A large port clustered around the King’s Citadel on the western coast of the realm, near Tower Sor. Includes an inner ring of walls and a second ring that forms a semicircle from the northern side of the harbor to the Taeson River that bounds the city to the south. See also Dyrregin, Sor.

Mermaid: A cathouse in Grayfen.

Mimir: A large, wooded swamp east of the Rue Hills, in Patanin. Treacherous and difficult to navigate.

Minos: A royal house in Earticael, the ruling seat of Fjorgin.

Moor’s Edge: An inn located in the wilds of Ylgr near the northwestern coast of Dyrregin on the Wythe Strait.

Nestor: A King’s Ranger deployed to the North Branch. Took over the Ason Tae patrol from Othin of Cae Forres.

Niflsekt: The ancient enemy of the Fylking. A race much like the Fylking, immortal and unseen, yet serving the dark side of balance. Responsible for the Gate War in which Dyrregin was annihilated and left in ruins. See also Fylking, Gate War.

Niflsekt

Niflsekt

Night Guild: Hired blades who protect the prostitutes in Dyrregin’s cathouses. The Guild was originally established by the kings of Dyrregin to honor what had become a venerable occupation in a realm that had known centuries of war. Guardsmen mark themselves by wearing a black band from shoulder to waist. Colloquially referred to by rangers and guardsmen as “bats.”

Norn: A being in the Fylking pantheon. The Norns rule fate and destiny; spinners, weavers, workers of magic. The term is used by the Fylking to refer to Melisande. See also Fylking, Melisande.

North Companies: A large force of Dyrregin Guard stationed in the Thorgrim Mountains and the Vale of Ason Tae, to protect the realm from invasion from the south and west. Commanded by Captain Edon.

North Mountain Road: The main thoroughfare from Vota to the Vale of Ason Tae. Passes through Wyrvith Forest, the Thorgrim Mountains and the Wolftooth Pass.

Odr: A village on the North River in the Vale of Ason Tae. Close to Tower Sif, the Apex of the Gate and its most perilous location. Having settled centuries ago so near the Fylking’s domain, Odrians are reputed to be reckless and fey. See also Apex, Ason Tae, Sif.

Ogjan Mountains: A mountain range in northern Austr, east of the Thorgrim Mountains bordering the Vale of Ason Tae.

Old Gods: The pantheon originally introduced to Math by the Fylking. Includes, among others: Balder, a sun god; Freya, a goddess of fertility; Hel, keeper of the realms of the dead; Loki, a mischievous trickster; Thor, a god of war and thunder; and Othin, the Allfather. See also Fylking, Othin.

Olja: Wife of Damjan, the Master of House Jarnstrom. See also Jarnstrom Forge.

Olsc Amathin: A realm in southern Maan Ket bordering Dyrregin.

Others: Beings who inhabit the Otherworld. See next.

Otherworld: The vast realm of the unseen existing beyond time and space; the source and reflection of physical events. Inhabited by an infinite variety of beings referred to as Others, including nature spirits, elves, goblins, phooka, planetary entities and other natural forces. This includes the Fylking, who occupy the unseen dimensions and are often, though not always, respected as gods. The Otherworld can be perceived by mortals with second sight, though interaction can be dangerous and is ill advised without training and protection. See also Fylking. See posts The Phooka, Goblins and Creepy Horses.

Others

Othin of Cae Forres

Othin of Cae Forres

Othin of Cae Forres: A King’s Ranger of the North Branch. Melisande’s lover. Named after Othin, the Allfather. See also Othin (next). See post Ranger of the North Branch.

Othin: One of the Old Gods; also called Allfather, Magician, Wanderer, Trickster and Raven God. Accompanied by ravens and wolves, he often appears as a mysterious blue-cloaked figure. A notorious shapeshifter, he is considered tricky, unreliable, yet wise. See also Old Gods. See posts The Raven God and Norse Mythology and the Voices in My Head.

Otter River Valley: A valley in the southern foothills of the Vale of Ason Tae. A day’s journey from Odr.

Ottersun: A far northern village beneath the Fomor Mountains overlooking the Wythe Strait.

Patanin: A realm between the Thorgrim Mountains and the Taeson River.

Phooka

The Phooka

Phooka: A creature of the Otherworld. A shape changer, part human at times, or part or all animal such as a goat or a horse, always with dark fur. Bleak, uncanny and generally wicked, yet can also be beneficial depending on mood or circumstance. Considered a prince in the between realms. See also Otherworld. See post The Phooka.

Pink Rose: A renowned cathouse in the coastal city of Fell. Managed by Mistress Kidge.

Pisskin: Melisande’s cat.

Prederi: A King’s Ranger and a friend of Othin of Cae Forres. See also King’s Rangers.

Rangers’ Square: A garrison in the King’s Citadel in Merhafr, containing rooms, baths, kitchens and training yards in which rangers live between patrols. Strategically positioned on the eastern side of the citadel closest to the gates. See also King’s Rangers.

Rangers: See King’s Rangers.

Return of the Fylking: A date in Dyrregin history used to indicate a number of years after the Fylking returned following the Gate War. The Fylking arrived in Dyrregin roughly 9000 years ago, and reigned for 6500 years until the Niflsekt destroyed the Gate. The realm lay accursed for 1000 years until the wardens returned and rebuilt the towers. After 300 years, the Fylking returned through the Gate, and the Dyrregin calendar marked a new age at that time. The present time in which Outpost takes place is Return of the Fylking, 1245. See also Arrival of the Fylking, Fylking, Gate War, Niflsekt.

The Ages of Dyrregin

The Ages of Dyrregin

Rosalie: The daughter of Lord Detlef Halstaeg and younger sister to Arcmael.

Sae: An outer gatetower located in southern Dyrregin roughly twenty-five leagues from the Skolvarin border. See also Gate, Gatetower, High Fylking.

Tower Sef

Tower Sef

Sef: An outer gatetower located in the Njorth Sea off Dyrregin’s southwestern coast. Over millennia, the sea engulfed the granite shoals around this tower, isolating it from land. The wardens now tend it by sea using boats. Sailors avoid it for fear of the Fylking. See also Gate, Gatetower, High Fylking.

Sie War: A war two hundred years ago between Dyrregin and Fjorgin. Since the establishment of the Gate by the Fylking, Dyrregin held the coastal lands in eastern Fjorgin, including Tower Sie. Fjorgin claimed and won all the lands west of the Njorth Sea. Afterwards, the two realms drew up the Njorth Treaty. See also Sie.

Sie: An outer gatetower located in the realm of Fjorgin across the Njorth Sea. Once part of Dyrregin, Tower Sie was lost in the Sie War, but is still tended by the Wardens’ Order under the protection of the Fylking. See also Gate, Gatetower, High Fylking, Sie War.

Tower Sif

Tower Sif

Sif: An outer gatetower located on the northernmost point of the Gate in the Vale of Ason Tae. Called the Apex, Tower Sif merges with other worlds and is the first line of defense from attack by the Fylking’s enemies. Guarded accordingly by grim Fylking warlords, Sif is enshrouded by dark tales. See also Apex, Gate, Gatetower, High Fylking, Niflsekt. See post The Wardens’ Order.

Sin: An outer gatetower located between the realm of Patanin and the Cyrilian Mountains bordering eastern Dyrregin. See also Gate, Gatetower, High Fylking.

Skadi: Mistress of the Faersc Conservatory. A seer who serves the Fylking and trains the Wardens of Dyrregin. See also Faersc Conservatory, Fylking, Wardens’ Order.

Skaut: A rangers’ station located in the southern foothills of the Vale of Ason Tae. See also King’s Rangers.

Skolvarin: The realm bordering Dyrregin to the south. Separated by the Great River. The army that defends the realm is called the Skolvarin Guard. See Map of Dyrregin.

Soc: An inner gatetower located in Vinland. See also Gate, Gatetower, High Fylking.

Sol: An inner gatetower located south of the Taeson River, fifty leagues due east of Tower Sor. See also Gate, Gatetower, High Fylking.

Som: An inner gatetower located in southern Dyrregin fifty leagues southwest of Vinland. See also Gate, Gatetower, High Fylking.

Sor: An inner gatetower located on the western coast of Dyrregin near the port city of Merhafr. Rumored to be inhabited by sullen Fylking warlords with a proclivity for harming mortals. Site of the mysterious disappearance of a warden named Edros. See also Edros, Gate, Gatetower, High Fylking, Merhafr.

Sos: An inner gatetower located twenty-five leagues due east of Vinland on a peninsula on the western coast of Dyrregin. See also Gate, Gatetower, High Fylking.

Spruce Road: A road that picks up near the northern fork of the Blanch River in Austr and passes through the valley on the western flank of the Thorgrim Mountains. Often used as an alternate route into the Vale of Ason Tae in the winter, when the Wolftooth Pass is snowed in. See also North Mountain Road.

Roads and Rivers

Stone River: A township in the Ogjan Mountains on the road between Dyrregin’s western coast and the Vale of Ason Tae.

Stony: A long-standing member of the Night Guild who watches over the Pink Rose cathouse. See also Night Guild.

Straelos: Son of Lord Detlef Halstaeg and younger brother to Arcmael.

Taeson River: A large river south of the Fasos Hills that passes through Merhafr and into the Njorth Sea.

Tahslen: A port city in southern Dyrregin, due east of Tower Sef in the Njorth Sea.

Tasn: A King’s Ranger and friend of Othin of Cae Forres.

Thorgrim Mountains: The great mountain range in Northern Dyrregin that borders the Vale of Ason Tae. Home of the Faersc Conservatory. The Wolftooth Pass provides the most direct route over the mountains to the north. See also Faersc Conservatory.

Tower View: A tavern in the lower city of Merhafr that stands on the Taeson River in view of Tower Sor. Colloquially nicknamed the “Sour View” in reference to the grisly and mysterious tales that surround the gatetower. See also Sor.

Ulfhidin: A King’s Ranger deployed to the North Branch by Lord Detlef Halstaeg under shady circumstances.

Valdros: A township and ruling seat of the northern interior realms of Fjorgin. Standard is a hawk in flight on an evergreen background, and warriors of the realm are marked by a tattoo showing the phase of the moon when they were born.

Vargn: A Fjorginan warlock of the Blackthorn Guild. Once apprenticed to the Faersc Conservatory to be trained as a warden, he was refused by the High Fylking of Tower Sif. See also Blackthorn Guild, Gatekeepers, High Fylking.

Veil: The invisible boundary between the mortal dimension and the Otherworld. Known to be more easily crossed in certain locations, or during certain seasonal or celestial events. Can be opened or closed by the Fylking or by mortals trained in the magical arts. See also Otherworld, Wyrvith Forest.

Vinso: Son of Damjan, the Master of House Jarnstrom. See also Jarnstrom Forge.

Vota: A city on the outskirts of Wyrvith Forest.

Warden: See Wardens’ Order.

Wardens’ Order: An order of seers established nine thousand years ago with the arrival of the Fylking, who taught humans the arts of interdimensional perception and the properties of light, energy, crystals and architecture. The wardens built the towers, watched over them with human eyes and maintained them over millennia, gathering the energies of celestial bodies to provide a bridge for their immortal warlords. In return the Fylking protected them, and gave them the honor of representing them to humankind. See also Fylking, Gate. See post The Wardens’ Order.

Weaver: A term used by beings in the Otherworld to refer to Melisande. See also Melisande, Otherworld.

Whisper: A raven handler at the Grayfen Aviary, so nicknamed because she speaks to the birds in very soft tones. See also Grayfen Aviary.

Wildcards: A set of game cards showing wild animals painted in their natural habitats and representing their abilities and place in the order of things. A favorite game played by rangers. See also King’s Rangers. See post Wildcards.

Wildcards

Wildcards

Wyrvith Forest: A vast, ancient forest in the foothills of the Thorgrim Mountains south of the Wolftooth Pass. Reputed to be a dense haunt of Others, the forest is marked by a thousands-year-old entrance, tall and covered in carvings of the Old Gods. A raven, a messenger of the Otherworld, is perched on top, its half-lifted wings representing the creature’s presence on both sides of the Veil. See also Old Gods, Otherworld, Veil.

Yarrow: A hedge witch of the Blackthorn Guild. Lives in the Otter River Valley in the Vale of Ason Tae.

Ylgr: A desolate realm of marshes, brush, bogs and dark woodlands, located in northern Dyrregin between the Fomor and Ogjan Mountains on the Wythe Strait. Not patrolled by the rangers. See also King’s Rangers.

Little Tree, by F.T. McKinstry

Outpost Cover ArtOutpost, Book One in The Fylking.

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.
Until now.

© F.T. McKinstry 2016. All Rights Reserved.

Wildcards

Wildcards

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.

Wilds

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.

Mouse WildcardThere 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.

Crow WildcardCrow is a trickster, like the joker in traditional cards. Here, anything can happen, the more unexpected the better. Draw the crow and piss off your buddies. You win.

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.

 
Little Tree, by F.T. McKinstry

If you like the animal paintings, you can see more on Fine Art America in Wild Things.

Little Tree, by F.T. McKinstry

Outpost Cover ArtOutpost, Book One in The Fylking.

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.
Until now.

© F.T. McKinstry 2015. All Rights Reserved.

A Zombie by Any Other Name

I hate zombies. There, I said it.

Being a lifelong fan of monsters, mythical creatures and supernatural beings, I do have an appreciation for the concept. But zombies bore me. They stagger around, looking ugly, moaning, “Rar rar rar,” and who cares aside from the fact that one could eat your brains or something if you’re daft enough to get caught. The only advantage they have is numbers.

It is interesting to consider zombies as a psychological metaphor. We all have things we try to bury: shameful memories, a guilty conscience, something devastating we never got over. We want that thing to stay dead, and we’re horrified when it claws its way out of the ground and comes after us. No getting away from it. The psyche needs to be whole, won’t tolerate bits being buried, and if you try to ignore them, they will terrorize you and eat your brains. So there’s that.

Storms

I don’t think of these things when I’m writing. the story unfolds from the depths somewhere, and I’m often startled by what comes up. In the early stages of Outpost, one of my protagonists is set upon by nonhuman warriors stinking of death and resembling once-human men. As I got into this, I suddenly stopped in horror and thought, Zombies? Am I writing about zombies?

DraugrOh, no no no. No zombies here. So I did some digging into my tricky mind and remembered an undead creature in Norse mythology called the draugr. This creature is a bit more sophisticated. In Old Norse, draugr means “ghost,” but it’s closer to a vampire. Accounts vary, but generally, the draugr are described as walking dead warriors with superhuman strength, the ability to shapeshift, and the unmistakable stench of decay. They are implacable, seek vengeance and will kill anything that crosses their nightly rampages.

In Outpost, these beasties bear some traditional attributes: the smell of graves, unnatural strength, the ability to move with uncanny speed or to vanish into mist. But they are also created by a warlock and given life by an immortal with its own agenda. The essence of a mortally wounded warrior is captured as it flies and imprisoned in the last body it knew. They are not bound to the night and, because of their otherworldly origin, they appear half somewhere else, are demonic and malevolent, cannot be killed and can only be released by the magician who captured them.

Warlock

This ancient magic is forbidden, of course, but who ever listens? When dealing with the draugr, one experienced warrior’s advice goes something like this: Forget honor. While inhumanly strong, the draugr are only as skilled in arms and familiar with the land as the men they once were. Distract and disable. If overrun, flee.

Well. At least they don’t eat brains.

Little Tree, by F.T. McKinstry

Outpost Cover ArtOutpost, Book One in The Fylking.

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.
Until now.

© F.T. McKinstry 2015. All Rights Reserved.

Grab Some Popcorn

Warriors, gods, goblins and crows. Tricked-out artwork. Epic music. The trailer for Outpost, Book One in The Fylking, is now live. Click on the creepy guy to watch!

Draugr

Little Tree, by F.T. McKinstry

Outpost Cover ArtOutpost, Book One in The Fylking.

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.
Until now.

© F.T. McKinstry 2015. All Rights Reserved.

The Trickster

The Trickster

Birds in the corvid family have always intrigued me, ravens and crows among them. These birds are extremely intelligent and surrounded by myths and fairy tales. Among other things, they are said to move between the worlds, making them harbingers and messengers of the Otherworld. They are playful, clever and at times devious, giving them a reputation as tricksters.

The hooded crow (Corvus cornix) is striking. It is found across Europe and in parts of the Middle East. Also called a hoodiecrow, corbie or grey crow, it is ash gray with a black head and throat, wings and tail. It looks like it’s wearing a black cloak with the hood down. How cool is that?

This fine creature has a special place in the story of Outpost, a fantasy novel woven with Norse mythology, mythical beings, swords and sorcery. In this tale, the hoodiecrow is a trickster par excellence, appearing as a particularly curious bird, a dream, a synchronistic event, or a charm given to a warrior by his love. To a knitter with the power of the earth in her hands, the crow takes form as an otherworldly rider.

A warrior on a gray horse thumped over the fresh snow, spruce boughs swaying with silvery restlessness in his wake. His horse moved strangely, as if it had too many legs. The rider wore exquisitely wrought mail of ash gray, black leggings and boots, and a mantle that covered his head and shoulders with feathery black. The hilts of two fine swords glinted above his shoulder. He reined in before the cottage and looked up, revealing the smooth, straight beak of a crow. His eyes glittered like stars.

Melisande stood in the snow in her bare feet, gazing up at the crow warrior like a child. He was beautiful, strange and vast, like a force of nature. He was not Fylking. Not Otherworld, either. He was beyond that.

“Beware.” The sound was the voice of the wind, his voice.

To a wayward seer at odds with the Otherworld, the hooded crow appears to spring him from a trap, a fortuitous event that comes with a very high price.

“Self-pity is powerful magic, is it not?” the crow said. Its pale ash body glowed beneath the pitch mantle of its cloak. “It turns the ridiculous into the sublime.” It cocked its head mockingly.

After delivering an annoying lecture, of course.

As with any trickster, the crow hides its agenda in mystery and surprise. What looks like guidance, mockery, companionship or a warning can—and most likely will—throw one into trouble. But that’s the way it works, with tricksters. Chaos leads to transformation.

Little Tree, by F.T. McKinstry

Outpost Cover ArtOutpost, Book One in The Fylking.

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.
Until now.

© F.T. McKinstry 2015. All Rights Reserved.

The Hooded Crow

The Hooded Crow

There is an especially striking bird in the corvid family known as a Hooded Crow (Corvus cornix). They are found across Europe and in parts of the Middle East. Also called Hoodiecrows, Corbies or Grey Crows, they are ash gray with a black head and throat (hence the name), wings and tail. As with all crows and ravens, these birds are extremely intelligent and surrounded by myths and fairy tales.

Heh. Far be it for me not to give homage to such a beautiful, mysterious creature. In Outpost, Book One in The Fylking, the hooded crow shows up as a harbinger of the gods, leaving our protagonists mystified as to what it’s up to.

In The Riven God, Book Four in the Chronicles of Ealiron, an immortal being with a thirst for vengeance and a sense of humor gains the help of a mortal warrior to open the gates for his feathered, otherworldly devotees, thereby changing the course of a war.

Little Tree, by F.T. McKinstry

© F.T. McKinstry 2015. All Rights Reserved.

The Ubiquitous Corvid

Nightshade in Flight

A raven landed on the rock, released a deep-throated cry then rose into the air and wheeled away, blending with the night. The priestess watched his form against the stars until she could not see him anymore. Then she picked up the knife. ~ From The Riven God

I live in the woods, and my vegetable garden is fenced in to keep the wildlife from eating it. For two years now, some creature has maintained a tunnel to my well-stocked compost pile despite my best efforts to thwart it. I’ve never seen this mysterious sapper; it comes in the night. Amazingly, it doesn’t bother anything in the garden, so I concluded the compost is a good first line of defense. The beastie doesn’t bother to venture beyond it.

Edgar Watching over my garden with the patience of a plastic thing is a big black corvid. A puzzling ornament, he is big enough to be a raven but has the beak of a crow. He stands in a stately pose. I dubbed him Edgar. He doesn’t deter night raiders, blue jays, cabbage moths or mice. But he is good company.

In traditional animal lore, crows and ravens were given the honor of belonging to both the seen and the unseen realms. They are creatures of the hinterlands, mysterious, powerful and devious. This is a natural association given their intelligence, which is formidable. That these birds tend to accompany death also makes them ominous, both feared and revered by their ubiquitous presence on the carcasses of animals, the condemned, or fallen warriors. They are omens, heralds of death and bringers of information from the other side.

Winter Moon Raven, by F.T. McKinstryThe Vikings had great respect for ravens, and a symbiotic relationship with them similar to that of wolves, as the birds led them to prey and shared in the spoils. The Norse god Odin, the one-eyed, all-seeing god of war, magic and wisdom, keeps two ravens named Hugin (thought) and Munin (memory) which fly over the land and whisper to him of all they see and hear.

These birds fascinate me to no end and they have found a special place in my work, both visual and literary. I have dedicated an art gallery to them, given their names to high-ranking wizards’ orders and made characters of them in their own right. One such character is a raven called Nightshade, who plays a major role in The Riven God, Book Four in the Chronicles of Ealiron.

Nightshade, by F.T. McKinstryNightshade is no ordinary raven, if any raven can be called that. Marked by a single white feather in her tail, she is a messenger kept by wizards for times when their powers of otherworldly communication do not serve. She does this on her own terms, however. Nightshade finds someone lost at sea without the help or instruction of her keepers; she disappears for days at a time on mysterious errands; has been known to hang about with war gods telling them who knows what; and even appears to one startled wizard as a warrior lost to memory.

In the following excerpt, an exiled princess lost at sea meets Nightshade for the first time.

She jumped as the squawking repeated outside. Gasping with pain, she pushed herself up and crept to the gaping crack between the hull and what used to be the cabin hatch. Clouds drifted across a hazy sky. The diluted orb of the sun shone like an eye shrouded by age.

A raven fluttered into view and alit on the broken mast.

“You,” Rhinne rasped. Something like this had awaked her earlier. The bird preened its glossy black feathers. It had one white feather in its tail. What was it doing out here? Rhinne pushed herself through the crack like a timid cat and scanned the horizon in every direction.

No land. Nothing.

The bird took off and flew out of sight. Rhinne had no clear references by which to mark the direction of its flight.

She lowered herself back into the cabin. Trust the water. She abruptly broke into laughter. She slammed her fists down and then shoved her face in her hands, laughing like a wild thing, tugging at her hair and rocking forward, clutching at her salt encrusted clothes. This was absurd. She had just died following the advice of a delusion and now a raven was harassing her. She was nothing but a weak, stupid creature that had been crushed by a bigger, stronger, smarter creature. So it was.

Three days passed.

In the clutches of hunger and thirst, rocking in the cycles of day and night and the swells and movements of the sea, Rhinne decided she was not dead, but living and stranded somewhere in the Sea of Derinth. At night, the gibbous moon told her that over a week had passed since her departure from Tromb. It rained once, giving her a brief respite from thirst. But her throat ached and every part of her body wept with too much noise.

She had seen the raven twice more; once at sunset the first day and again the day after, in the evening. She had not seen it since. Wherever it had come from, it undoubtedly knew she would die and planned to feast on her remains. She thought long and hard on how she might turn the tables, capture and eat it herself.

It had also occurred to her that the bleak creature served Ragnvald or Dore, and was giving them reports as to her whereabouts. Unfortunately, she had no bow or arrows, not even a knife. And a raven would not be easily ensnared.

Little Tree, by F.T. McKinstry

Hooded crows also play a part in The Riven God. No one sees them coming, not even the one who summons them. But that’s another tale.

© F.T. McKinstry 2014. All Rights Reserved.

The Wizard’s Library

A library is a beautiful thing. It is a sanctuary of the mind, silent, looking within itself. Sometimes I figure everything we know must be in a library somewhere. But the whole is greater than the sum of its parts. There is always another book to place on the shelf.

A Wizard's Tower, by F.T. McKinstryThe idea of a wizard’s library is ridiculously romantic, conjuring up images of dark wood, labyrinthine passages, an old chair covered with cat hair and tables full of creepy things like crystal spheres, a skull, dried-up roots or a stuffed crow. Books, scrolls and pages fill every space, stacked into the vaults of a stone tower, a keep or a woodland cottage. In these books is all manner of arcane information, much of it long forgotten except to the wise.

Urien of Eyeroth, the protagonist of Raven of the West, is a wizard of the Order of Raven, the highest order in the Keepers of the Eye. One must read a great many things to become a Raven. So the story begins, with Urien sitting high in the Keepers’ Archive reading a tome that explores the intricacies of creation. The passage goes like this:

Desire gives formless identity structure in the form of conscious boundaries. These boundaries are subject to the forces of the Old One, who destroys old structures to create anew. ~ The Theory of Structure and Formlessness

Old BooksThere is nothing romantic about this. The heart has a way of disturbing the dust that settles on one’s beliefs. No matter how much a wizard knows, there are always dark places in his mind. All his books conspire against him. Said another way:

The Old One has a dark side that lurks in the hearts of those with power, scattering clear thought, blinding them to wisdom. Artfully, she lays the thorny paths of growth, leading souls into her realms to be stripped of old patterns. Thus, wisdom is ofttimes gained through folly, and light through darkness. ~ On the Nature of Water

After crossing a wicked priestess, Urien trips into an emotional, dangerous river of experiences involving an ex-lover and a beautiful apprentice. But wizards don’t tend to get away with things; they are too close to the source. Throughout the story, passages from books in the Keepers’ Archive whisper in Urien’s mind, reminding him of the things he knows—and doesn’t know yet.

There’s more to being a wizard than just reading books, unfortunately.

In the calm, deep waters of the mind, the wolf waits. ~ The Theory of Structure and Formlessness

Little Tree, by F.T. McKinstry

Raven of the West, a tale of desire and deception told on a fairy-tale landscape of arcane texts, herbal lore, visions and disasters at the hands of the powerful.

© F.T. McKinstry 2013. All Rights Reserved.

Eating Crow

Sioros

It is never a good idea to anger a wizard. One witch causes enough strife to provoke a powerful mage to summon an immortal hunter after her. But when she plumbs the utter reaches of her skills as a shapeshifter to elude the hunter, she discovers the value of her own humanity.

Excerpt

Shapeshifting was Oona’s life, a fluid existence she preferred to humanity. As a human, she would have avoided anything to do with the Master of Straif. A wizard of the deep flowing waters, the hollows of the earth and the implacable forces of blood and transformation, he had one black boot in the shadows.

And he loved his crow.

Oona, on the other hand, found the raucous creature too tempting. Tawny, lithe and driven by the lust of spring, she slipped around the eastern wall of the castle and climbed the spiky old hawthorn tree that grew there.

Most humans knew better than to cross a wizard. A cat did not care.

She landed with a soft thump in a bed of periwinkle. The crow called to the dawn. Nice of him to give her something to head for, though she would have smelled him easily enough without the noise. She crept on her belly through the shadows of lupine spires, tulips and daffodils until she spotted the bird on his perch above the crabapple tree. Fluid as sound, she changed.

She landed with a graceful flutter in the tree, a beautiful female crow with glistening black wings and a song for the male on his perch. He knew enough to be wary of her instant appearance in his domain, but curiosity distracted him. In that instant of miscalculation, Oona drew close and returned to her wildcat shape to finish her wicked deed. It ended quickly.

Little Tree, by F.T. McKinstry

“Eating Crow” is included in Wizards, Woods and Gods, a collection of twelve dark fantasy tales exploring the mysteries of the Otherworld through tree and animal lore, magic, cosmos, love, war and mysticism.

This story inspired one of the scenes in The Winged Hunter, Book Three in the Chronicles of Ealiron.

© F.T. McKinstry 2017. All Rights Reserved.