A Small Yet Complex Universe

The Kingdom. Enter at your peril.

Next to books and cats, keeping fishes is one of my greatest passions. When it comes to my aquarium, however, I am careful not to let my geeky, insufferable excitement trip into claiming I’m anything remotely resembling an expert. This is one of those The more I know, the less I know things.

An aquarium is an ecosystem, a small yet complex universe where everything is connected and working together to sustain and create life. I’ve learned more respect for the natural world by keeping aquariums than I have any other thing. Nature is mind-blowingly smart. She makes beautiful things look easy. In an aquarium, where every parameter (and there are lots of these) is up to the keeper, the slightest deviation can throw things out of balance, often to unfortunate results. It’s magical in that you’re amazed when things work, terrified when they don’t, and in either case you probably have no idea why.

My freshwater aquarium is full of live plants and as many critters as I can give homes to without causing Mother Nature to frown disapprovingly. And here comes the geeky part: you’re getting a tour, oh yes. Do stay on the path, lest something eat you like a shrimp flake.

Haunted Castle. I’ve had this castle for quite some time. It used to be dark with red roofs. Now it’s weathered, and looks especially creepy covered in black algae. Yeah don’t get me started on black algae. (Nature: 1; Faith: 0) Thankfully, my lovely snails eat the stuff (Nature: 1; Faith: 1), leaving the castle ghostly and abandoned but for the kuhlii loaches, who have special powers and aren’t afraid of ghosts. They like to prowl around in there and wriggle out the windows.

Enchanted Mountain. The natives will warn you about this place (see, there’s one up top, and you’d best heed him). Even the black algae avoids the mountain. (Nature: 1; Faith: 2) Lurking beneath a lush canopy of Cryptocoryne wendtii, the rock face rises toward the stars, whispering just below the threshold of hearing. The aliens hear it. The cave witch too, probably.

The Enchanted Mountain

Old Forest. Here is a tangled thicket you wouldn’t want to get lost in. The water wisteria (Hygrophila difformis) is hungry, crazy stuff, sending out roots everywhere which grow into more trees. The java fern (Leptochilus pteropus) in the corner grows on a weirdly shaped piece of driftwood that forms a cave network underneath. This is a popular place for wayward fishes to skulk or hook up. Maybe both. I’m not judging. What happens in the Old Forest stays in the Old Forest.

The Old Forest

Witch Cave. Deep within the Old Forest, this is the most dangerous place of all. The witch who lives here knows all your demons, and if you’re mad enough to go see her, she’ll summon them. Those plants guarding the opening will close around you. They have teeth and eyes, you know. Fishes have been known to go into the cave and never come out. True story. (Nature: 2; Faith: 2)

Ferocious Dragon. Well, he’s not actually that ferocious, lurking there next to the Witch Cave. His name is Desmond, and he’s friends with the witch. The algae eaters keep him looking spiffy, and the toothy plants tell him stories. The snails like him, too. Desmond is an all around good guy, really. For a dragon.

 

From left to right: Bristlenose, Nerite Snail, Kuhlii

Bristlenose Catfish (Ancistrus cirrhosus). This is a beautiful, industrious little fish with a big ventral suckermouth and these gnarly, fleshly tentacles on its snout. It looks prehistoric, and probably is. It’s cool to catch the beastie on the glass, where you can see the inner workings of its mouth. If you’re into such things.

Nerite Snails (Neritina natalensis). These interesting creatures move very slowly, when they move at all (they actually sleep), creeping along over everything and keeping it clean. They have powers of teleportation. No kidding, you can be watching one snailing over the glass in the corner, look away for two minutes and swoop! that sucker is clear on the other side of the tank and you’ve no idea how it got there. Sneaky.

Kuhlii Loach (Pangio kuhlii). How I love these critters. The kuhlii looks like a little eel with gills, fins and tiny, beady eyes. They are shy, peaceful creatures, and have no scales as such, making them sensitive to changes in the aforementioned water parameters (Nature: 3; Faith: 2), but this gives them their special powers. They are bottom feeders, and slither around beneath the plants and driftwood, and in the caves. They are also known to hang out in the Witch Cave, where they snack on demons.

The rest of the fishes, I love dearly of course, but I won’t wear out my welcome like an introvert at a party who gets started talking about books or scifi horror movies or something. So I’ll swim away for now. May you all stay well, and don’t overfeed the fish (Nature: 5678042; Faith: 2).

© F.T. McKinstry 2020. All Rights Reserved.

Weighing In: LGBTQ Characters in Fantasy

I grew up in the 70s in Houston, Texas, in a relatively old neighborhood near Rice University. Across the street lived a couple named Bob and John. My mother once told me they were married. Looking back, I’ve realized that couldn’t have been true in a legal sense, but at the time I didn’t question it. Bob was a radiologist and John was an animal trainer. Their house was decorated in rich colors and full of antiques and interesting artifacts. They had an old cat, a pair of ferrets and a cockatiel, and their tiny backyard was a jungle of exotic plants. When they went on vacation, I had the honor of taking care of their plants and critters; and when we went away, Bob and John returned the favor. They were awesome and I loved them.

I ate, drank and slept fantasy novels as a kid. It was sanity; it was identity. My first experience of LGBTQ in the genre was Elizabeth A. Lynn’s Chronicles of Tornor. Many of the characters were LGBTQ, and I liked how it was presented, as a matter of fact. Like Bob and John. A big deal wasn’t made of it one way or the other.

Eaglin of Ostarin

Eaglin of Ostarin

When I started writing fantasy, I unthinkingly followed suit. I wasn’t purposefully drafting LGBTQ characters or anything. When it comes to writing, I’m one of those whack jobs who needs to take every step in darkness and see where it leads. And as any author will tell you, characters have a life of their own. They are who they are, straight, queer or whatever. I suspect trying to assign or remove identity would no more work than it would on a flesh and blood person.

When characters with LGBTQ inclinations do appear to me, however subtle, casual or intense–mortals, immortals, elves, warriors, prostitutes, spies, whoever–they do so without taboos or religions trying to shut them down. They might be good or evil or somewhere in between, but their sexual preferences aren’t singled out, marginalized or labeled, let alone persecuted. This isn’t to say horrible things don’t happen to them, or that some jerk won’t take a shot there for lack of something better, but that sort of intolerance is not part of the culture. Frankly? There’s enough of that bullshit in this world, and I’m not about to map it into mine beyond the throes of love, lust and heartache that everyone deals with. So you’re a man and you prefer to fuck men? Huzzah for you. Grab a sword, we have incoming.

Anyway, a protagonist will step up now and then. Here are a few mentions.

Cover Art“Love knows all paths, where even gods and cats are blind.” – from Raven of the West

My first LGTBQ character, so dear to my heart, is named Urien. He belongs to the highest order of the Keepers of the Eye, a hierarchical order of wizards who maintain balance in the world of Ealiron. Among other things, Urien can shapeshift into flora, fauna, earth, or fog, and he can cast an apparition or merge with the minds of gods. For years, he has haunted the fringe after having loved and lost a powerful male wizard on the verge of ascension. But such secrets do not hide well. When he delves into the darker powers at the bidding of a shady priestess with a hidden agenda, Urien finds himself facing the loss of everything he loves.

Fortunately, his erstwhile lover has a secret, too.

Little Tree, by F.T. McKinstry

“On soft white pads, he slipped unseen into the trees to the singing of blades and the shudder of the earth drinking blood.” – From “Deathseer”

Liros is the protagonist in “Deathseer,” a short story included in the collection Wizards, Woods and Gods. The commander of an occupying force in a foreign land ruled by the presence of a mysterious alien observatory, Liros has the ability to see the hand of Death, a secret he hides for the sake of sanity, as his commanders would stop at nothing to use it to their own ends.

When a terrible dream drives Liros to check on an outpost, his lords send his lover Thorn, an assassin, to accompany him. Liros knows him well enough keep him close. As Liros’s gift betrays him and exposes a devastating breach of honor by his men, he and Thorn must choose between duty and love, both choices involving bloody consequences.

Little Tree, by F.T. McKinstry

“Arcmael handed the charm to the sorcerer. Leofwine studied it intently, his face drawn. After a moment he said, ‘This is old magic. Very old.'” – From Outpost

Leofwine Klemet is seneschal to the High Constable of the King’s Rangers. Knowing that the quiet, watchful man’s duties to their lord involve something more intimate than those of a seneschal, the rangers suspect Leofwine is a spy belonging to a dark and ancient sorcerers’ brotherhood. So does the suspicious, vengeful high constable. After fleeing for his life on the eve of war, Leofwine becomes a friend and ally to a ranger who also gets on the wrong side of the high constable after discovering a plot behind a curtain of sorcery. Here, Leofwine’s arcane knowledge comes in handy–for he is a sorcerer, of course. And a spy. But no one needs to know about that.

Little Tree, by F.T. McKinstry

“Leofwine breathed a foul string of words, the blood on his body and the void of his lover’s death giving them form, the culmination of spit, roots, hate and tears, eyes that never closed, hunger that was never sated. A sudden gale rose up from the north and whipped the trees into a frenzy.” – From The Wolf Lords

In The Wolf Lords, Leofwine’s full potential is revealed, complete with a host of demons, torments and nasty enemies. An adept sorcerer of the Fenrir Brotherhood, Leofwine has given up espionage and now serves a hall in a remote forest as a protector of their interests. It is a thankless job but for his lover, a prince, and shelter from his enemies, both mortal and immortal.

Fenrir sorcerers tend to have long shadows, and Leofwine is no exception. When his enemies catch up to him (which enemies always do) and reveal a devastating secret involving someone he holds dearer than life, Leofwine goes berserk and summons a demon capable of destroying the entire realm in a maelstrom of blood. This redoubtable act gains Leofwine not only the condemnation of his order but also the title of Wolf Lord, a wry designation used by otherworldly beings such as demonic warlords and sea witches to refer to the servants of Loki.

And this is only the beginning of his troubles.

Little Tree, by F.T. McKinstry

The Chronicles of Ealiron
The Fylking
Wizards, Woods and Gods

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

Yuletide Wolves

Winter Light

Yule Greetings!

Each of the eight seasonal festivals in the Wheel of the Year have a certain magic around them, a spirit that connects all living things to the cycles of the sun and moon. The Winter Solstice is especially powerful, as it marks the rebirth of the sun from the darkness of the longest night. I live far enough north where this a clear transition; it gets dark at four in the afternoon, and when the bitter cold descends, one feels mortal. Knowing that the sun will return is a wonderful thing.

Solstice

I love the pristine silence of the longest night, like something finished and yet hopeful. It can feel daunting, a Dark Night of the Soul when the darkness is so all-encompassing it seems there was never light and never will be. This is a tricky thing about transformation. It’s also where the magic happens.

So I couldn’t think of a better day to release The Wolf Lords, which is haunted by these themes. The demons you think are safely dispatched return to claim their due. Warriors, witches and those who know the loneliness of power face a dragon of darkness, and to prevail, they must do the unimaginable.

Bring it on. Where would we be without demons, goblins, elves and immortal warlocks?

Little Tree, by F.T. McKinstry

The Wolf Lords Cover Art Book Two in The Fylking.

The Destroyer of the Math Gate has not been idle in the sun’s turn since he nearly defeated the Fylking, his ancient enemies. Wounded, bitter and bent on reprisal, the immortal warlock has gathered an army. He has acquired a spell that will damage the veil between the worlds. And he is waiting.

The Fenrir Brotherhood is an ancient order of sorcerers who serve the Wolf Gods of the North. Haunted by a dark history, the brotherhood keeps to itself—or so it is generally believed. But the older something is, the more secrets it keeps, and the Wolf Lords have not only unleashed an army of demons across the land, but also let the Destroyer in.

When the Veil falls, war erupts and the realm is faced with legions of Otherworld beings, it is left to a sorcerer hunted by the Wolf Lords and a company of King’s Rangers broken by grief and trauma to find a hedge witch whose secrets could change everything.

Unfortunately, she is hiding between the worlds.

Little Tree, by F.T. McKinstry

Outpost Cover ArtHaven’t read Book One yet? Oh dear.

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.

“The tone is excellent, reminiscent of some of the earliest examples of grim Norse fantasy.” – G.R. Matthews, Fantasy Faction
Finalist, SPFBO 2016

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

The Winged Hunter

The Winged Hunter Cover

Tansel is a gardener with a healer’s hand. Fey, they call her.
Her aunt, a dabbler in hedge witchery, calls her cursed.
To the most powerful wizards in the land, she is an enigma.

The Winged Hunter is the third book in the Chronicles of Ealiron, a heroic fantasy series that revolves around an assassin called Lorth of Ostarin, an assassin and wizard who serves the old powers.

Deep in the heart of Loralin Forest, folks whisper of the crowharrow, an immortal predator with the body of a male god, towering black wings and the claws and fangs of a mountain cat. A legend, they say. But the wise know differently.

Tansel of Loralin is a gardener with a healer’s hand. Sheltered by solitude, innocence, and the secrets of three generations of troubled wizards, she does not understand why, during a personal crisis, a mysterious mage named Caelfar takes her away from her forest home under a premise of protection. But her aunt Aradia, a witch, has been waiting. She knows a terrible secret involving Caelfar and the crowharrow, a diabolical seducer and destroyer of maidens. When the beast casts its spell on Tansel, only Aradia knows what it means.

Caelfar, while enormously powerful, is very old and worn for reasons long buried in his past. His desperation to protect Tansel from the crowharrow and a strong distrust of Aradia’s motives drives him to summon a wizard named Eaglin of Ostarin, the son of a god and master of the old powers. When Eaglin answers this summons, he is confronted by a secret of his own, an old wound in his heart that takes shape as the crowharrow itself. Thus tormented, he journeys to Loralin accompanied by Lorth, a wizard-assassin with an inborn vision into the Otherworld, and with whom Eaglin shares a turbulent yet appreciative history.

Sheltered by the wilds her entire life, Tansel is ill prepared to deal with the intensity of an immortal seduction spell, let alone the long shadows of wizards and the complexities of family politics. At the hands of the Otherworld, she and the wizards are swept up in a whirlwind of peril, deception, and upheaval that exposes a devastating connection between the crowharrow and Tansel’s bloodline.

Unfortunately, healing this curse will require a terrible sacrifice.

Little Tree, by F.T. McKinstry

Can be read as a standalone story.

Novel, 312 pages
Third Edition
Edited by E.G. Stone
Ebook includes a Glossary and a link to Maps.
Glossary
Map of Ealiron: Sourcesee
Add to Goodreads

“The novel resonates with the beauty of the natural world, of gardens and the numinous earth.” – Michael D. Smith, author of the Jack Commer Series

“The Winged Hunter is set in a world that is one of the most detailed I’ve seen in quite some time. The book contains rich description of sights and sounds that while evocative of the real world, have that touch of the fantastical that you can only find in epic fantasy.” – Patricia D. Eddy, Author Alliance

“The Winged Hunter provides another fresh look at a fantasy landscape. It is a quiet but powerful tale of innocence and maturity, broken promises, and the value of a well-kept garden.” – Alex Willging, Mr. Rhapsodist

“Wow, what a read! I enjoyed this a lot!” – Review on Goodreads

Little Tree, by F.T. McKinstry

Read for free on Kindle Unlimited.
Amazon

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

Chocolate, Metal and The Wolf Lords

I’ve just put the last line down of The Wolf Lords, Book Two in The Fylking. I should be dancing around, and some ghostly part of me is, I suppose, but the rest of me feels empty. Every time.

Staring into the void. It’s like something from the book itself, a nasty warlock’s spell that brings everything into some bleak dimension, throwing mortals, demons and gods alike into an existential crisis.

Let’s see. Chocolate, coffee, ice cream, scotch, they might help. Metal, naa, that doesn’t count, I’m always doing that. Well, chocolate too, for that matter. Oh, and coffee.

 
Editing! That’s next. Fortunately, I’m one of those sick bastards who loves editing. Under my reign, this will be bloody–and when my editor gets hold of it, then the real carnage will begin. Just in time for Halloween, my favorite time of year.

 
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.

“The tone is excellent, reminiscent of some of the earliest examples of grim Norse fantasy.” – G.R. Matthews, Fantasy Faction

Finalist, SPFBO 2016

Little Tree, by F.T. McKinstry

The Wolf Lords Cover ArtThe Wolf Lords, Book Two in The Fylking.

A wounded immortal warlock bent on reprisal.

An ancient order of sorcerers hungry for power.

Warriors beset by armies of demons and immortals.

And a lonely hedge witch whose dark secrets could change everything.

…If only they could find her.

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

Plastic Tulips and Writing What You Know

Cosmic Garden

“Cosmic Garden” by F.T. McKinstry

My maternal grandmother, now in the arms of the gods, had a degree in microbiology. I don’t know that she ever did much with it; marriage, a family and the expectations of her generation made that difficult. A classic German stoic, she didn’t talk much about her past, or how she felt about things. She was smart and she didn’t take any crap from anybody. But she loved her gardens.

GrandmaWhen it came to plants, my grandmother knew the scientific names of everything, it seemed. To a lesser extent, so does my mother; and to a lesser extent than that, so do I. My grandmother grew up in the North, and at some point moved with her family to Texas. She was always experimenting, trying to grow things that didn’t like heat. She was persistent. She tried tricks like freezing tulip bulbs to force dormancy, but the southern Texas climate would have none of that and eventually she gave up and stuck some plastic tulips in the garden to see if anyone noticed. She did this with such stealth and subtlety that even my mother fell for it. Hook, line and sinker.

I never saw my grandmother get excited about much, but oh, how she laughed when her tulip scam was exposed. She was less amused the time I stabbed my brother with a stitch ripper (he so deserved it, btw); she curled up her fist and punched me. But what I most remember is how she lit up when I moved to the North, where it was easier to grow things like astilbe, monarda, broccoli, and of course, tulips.

I loved my grandmother’s dark, ornery sense of humor and her penchant for tinkering, which I inherited. Every year I wage a military campaign against cabbage worms. My cats chase the pretty white butterflies, but that is not an effective means of pest control. So this year, I decided to try planting some nasturtiums, because supposedly bugs hate them. Believe it or not, there are less caterpillars than usual amid this jungle. How’s that for optimism.

Nasturtiums

Far be it for me to ignore writing gardens into a story or two. Though my stories tend to be dark, full of war, sorcery and creepy things, there will be a gardener in there somewhere; a witch growing herbs for her spells, for example. In my short story “The Trouble with Tansy,” a young woman born of three generations of wisewomen knows little of her ancestral garden’s mysteries until she discovers her own power in the darkness of winter, the words of a witch, and the loss of her innocence.

Excerpt: “The Trouble with Tansy”

Tansel loved her garden with all her heart. It surrounded the cottage and spread out beneath the edges of the forest like a wild thing, singing. She grew things for eating, seasoning and healing; things that smelled pretty, attracted butterflies, birds, bees and cats; she grew things for the shapes of their leaves, the way the sun and moon shone upon a petal or a stalk, or the way one thing grew beside another, tangling high and low in arches, tendrils and delicate patterns. Some plants loved the high bright sun; others preferred the shadows beneath hemlock trees, or water caressing their roots. Tansel grew things that she liked the names of. Things no one knew the names of.

Few could have said what grew in Tansel’s garden. Not even Tansel knew, from season to season. The garden had a rhythm of its own, a balance that took care of itself.

“The Trouble with Tansy” 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 was also the original inspiration for The Winged Hunter, Book Three in the Chronicles of Ealiron.

 
 

Little Tree, by F.T. McKinstry

One of the protagonists in Outpost, Book One in The Fylking, has an ancient power she spins into her knitting that gets the attention of not only the gods but also a malevolent immortal with nothing good in mind. She also has a garden, of course.

Excerpt: Outpost

Autumn was a knitter’s busy time. Melisande knit brindled patterns of drops and sky over the summer; wove strands of sky-blue wool into the edge of a belt as the hard gray line of a late frost passed her garden by; pulled threads of weeds from the stitched patterns of the vegetable patch, leaving purple violets to grace the air with Othin’s favorite scent; and braided black yarn with rosemary and periwinkle to protect her cottage when the shadows grew long. Such amusements aside, she always had something to do. Folk from far around prized her work for its weird charm.

Well, most of them.

Outpost, 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 2017. All Rights Reserved.

Raven of the West

In the calm, deep waters of the mind, the wolf waits.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. Raven of the West is a standalone novelette that takes place in the world of Ealiron, and features Eaglin of Ostarin, a main character in the Chronicles of Ealiron.

Originally published as Water Dark by Wild Child Publishing, 2013.

Little Tree, by F.T. McKinstry

In the western-most crumbling halls of a mountain citadel lives a lonely wizard named Urien, a master of his art and the fledgling priest of a primordial goddess served by healers, warlocks and assassins alike. Though his training is extensive, no training could prepare him for a broken heart. For years, he has lived on the fringe after losing a powerful wizard on the verge of ascension. But such wounds do not hide well, and when Urien delves into the darker powers at the bidding of a shady priestess, his heart reveals itself as a grim warning from the goddess herself, in the shape of a wolf.

In the wake of this unsettling experience, Urien discovers that his most gifted apprentice is in grave danger. A series of swift-moving mishaps including a second warning and a badly backfired protection spell lands Urien into a nasty situation that exposes not only his deepest desires but also the black machinations of the priestess who deceived him. When she wields her full power against him, he must reconcile his heart in order to save himself and the ones he loves from isolation and death.

Little Tree, by F.T. McKinstry

Short story, 50 pages
Third Edition
Edited by Leslie Karen Lutz
Map: Ealiron: Sourcesee and West

Little Tree, by F.T. McKinstry

“This is my introduction to the literature of FT McKinstry, and I’m positively in love with her writing style!” – R.A. Sears, The Ragnarok Legacy

“An engaging dark fantasy. It was very well written, plot driven, and pulled me in immediately.” – Wicked Readings by Tawania

“A tale that should delight both fantasy fans and devoted followers of F.T. McKinstry. It provides an unexpected conclusion keeping the novel rather cryptic and mysterious…” – Writer Wonderland

“Like her full length novels, this story is well thought out and told in such poetic, beautiful language. A very enjoyable story!” – Amazon Customer Review

“As a long story, this is an ideal length for deepening our understanding of the psychic forces at play in the world of Ealiron. The story focuses on the complex interplay of four characters and explores their powers, their secrets and their loves, their battles of wills, their manipulations and treacheries, their sense of tragedy and loss. – Michael D. Smith, author of the Jack Commer series

Little Tree, by F.T. McKinstry

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© F.T. McKinstry 2021. All Rights Reserved.

The Spooky Forest

WWG Print Cover Art

When I was a child, my grandparents lived on a golf course. It was a beautiful place, mysterious and sprawling with woods, lakes and paths. A good place to go fishing, only mind the snakes and snapping turtles. Not far from my grandparents’ house, a path went through a dense patch of woods with a stream running through it. We called it the Spooky Forest. It was generally agreed upon that straying from the path was a bad idea.

Far be it for me to write something that doesn’t have woods in it–the creepier the better. So I’m honoring my childhood haunt with today’s release of the Second Edition Ebook of 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.

These stories reflect some general themes, as follows. Click on the story links for descriptions, excerpts and illustrations.

The Power of Creation

Shade Falls

“These things three, your garden needs
“To make the dark and light the same.
“Slis, a frog,
“Gea, the spring and
“Retch, the oldest wizard’s name.”
– From “The Trouble with Tansy”

The forces of creation exist in all things, flora and fauna, seasons, worlds, every act of the heart, every loss and turn of a mind. Light comes from the Void and surprises its creators with something new and heretofore unknown. In “The Trouble with Tansy” and “The Fifth Verse,” two women, a mortal and an immortal, discover the power of creation through the inexorable forces of death.

The Immortal Hunter

Sioros

Had she not been so entranced, Oona might have noticed the shadow falling over her, soft and quiet as a forgotten dream. A wizard can be very sneaky when he wants to. And there he stood, in the fading light of the setting moon, staring down at the remains of his crow with an expression that could have cracked a standing stone. – From “Eating Crow”

Wizards call him sioros, an immortal predator with the body of a male god, towering black wings and the claws and fangs of a mountain cat. To lay eyes on him means either heartbreak or death depending on how the winds blow that day. In “Eating Crow” and “Marked,” one woman attempts to elude the hunter and pays with her heart; the other tries to bargain with him and pays with her life.

War and Transformation

The Glass

A sun’s cycle had passed since Solfaron set its predatory gaze on the Glass. With a warrior’s edgy calm, Liros had told Pael that he lived on the wrong side of the border, in the wrong land, with his forest, his visions, and his sacred observatory. But Pael cared little for his older brother’s admonitions. He loved the land of Moth with all his heart; he had touched the towering crystal observatory of the Glass and he knew what it could do. Solfaron could try to take it but they would fail. Only his love for Liros kept Pael concerned with it at all. War did not affect him, a mystic living in the wilds like an animal.

He questioned this now, as he ran for his life beneath the thunder of warhorses and the shouts of his brother’s men. – From “DeathSeer”

War destroys the fortresses of innocence with the awesome indifference of a natural force such as an earthquake or a hurricane. Whatever its causes or intentions, it changes things. Permanently. But while it can drive us to the depths of human depravity, sometimes, as with any traumatic event, it can also awaken us to our potential. In “The Bridge,” “DeathSeer” and “Earth Blood,” a priestess and two warriors find themselves caught in wars that strip the veils from their eyes to reveal their true natures.

Awakening Gods

The Temple of Math

Between the gnarled, twisted trunks of two oak trees loomed a black opening. Roots draped over and around the darkness inside as if to feed on it. Sethren walked slowly, his body aching and his heart pounding, until he stood at the threshold. Cool air breathed from the shadows. He could barely discern the images in the cracked stones for the moss and ivies clinging in the lines—except for one at the top: an interlocking five-pointed star with a black stone eye in the center.

Five points, five lines and a raven’s eye.

He had found the Temple of Math. – From “The War God Sleeps”

Some say that everything we know is the dream of a god. I am fascinated by the idea of a sleeping god, a being who comes from and must occasionally return to the quiescence of the womb, as all things do, for healing, renewal and rebirth. In “The War God Sleeps” and “The Origin,” one god is awakened by a mortal; the other, by his own creation.

Love

dormouse-in-ivy

Movement caught his attention. In the distance, Rosamond sat on the edge of the rushing water, on a wide rock, her long legs bared and her face tilted back to the sun like a contented cat.

Urien called out with enough force to shake the ground. “ROSAMOND!”

She stirred, beamed a glorious smile and waved.

Urien’s foreboding rose with the force of the river. He cupped his hands to his mouth. “Get away from the water!”

Her smile faded as she turned. From the north, an enormous bore from an unseen tide rose up into a wall of crashing, maleficent, white-green waves. Rosamond shrieked and jumped up. Urien raised his hands and cried a string of words that rent the course like a scythe, but he could not drop the river before it swept her into its foamy clutches without a sound. – From “Raven of the West”

Love, being every bit as powerful as, if not easily compared to, a creepy forest, naturally rears its head in most of these stories. But in “The Om Tree,” “Pattern Sense” and “Raven of the West,” an assassin, a knitter and a wizard are caught up in love’s brambles and encounter their powers there.

Little Tree, by F.T. McKinstry

© F.T. McKinstry 2017. 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.