Progress Meter

draft of *Blaze of Trouble* / 1st part of SPELLS OF FIRE
Rough draft of *Kindle a Fae's Wrath*

Saturday, September 25, 2021

The Wyrded Forest

 


Release date is September 30.

Elemental power. Cold steel. Twisted sorcery. Magical Monsters.

The Wyrded Earth, 1st of Spells of Earth trilogy of novellas, part of the Fae Mark’d World.

What is The Wyrded Forest?

Elemental Earth is a life-potential power. Can it be wielded to kill?

Wizardry burnt out and memory gone, Desora re-built her life in an isolated corner of the Northern Reaches. She only wields the life-growing power of elemental Earth.

She has nothing of Fire, Air, or Water. No fiery bolts, no whirlwinds, no drowning spheres: nothing for defense or attack.

Shape-shifting wolfen threaten her, able to transform out of Moon-turn.

And strangely gory deaths in the High Meadow mean a mysterious monster prowls, looking for life to consume.

With death menacing, Desora has no protection except her wards.

Wolfen and the eldritch monster kill the defenseless. Can Desora discover new ways to wield Earth before she becomes prey?

For elemental magic and dangerous Dark Fae allies, treacherous shape-shifters, and a twisty sorceress that seeks to defeat anyone associated with wizardry, look no further than The Wyrded Forest.

***

Each novella in the Fae Mark’d World is a complete story, yet the trilogies are interlinked. The Spells of Earth trilogy includes The Wyrded Forest, The Riven Gate, and The Mysts of Sorcery. Readers will experience a greater enjoyment reading the novellas in order.

Preorder at these links: 

https://books2read.com/u/4Xr5n7

https://www.amazon.com/dp/B09HGD1VNT

!

Friday, September 10, 2021

Fae Mark'd World :: Creatures and Characters

 

Fae Mark’d World

Picture: Sprites on the Wing in the Wilding

 

Magical Creatures

Dragon – still imprisoned in the Wastes where they were banished after they lost the war against the Fae and Wizard and Mundane alliance following Dragon Dark. Rumors that they were once controlled by the Kyrgy. Massive wings, snake-like body, and a spiked tail. Only queens are fire-breathing; all others are only venomous, with large fangs to deliver poison. Long-lived but not very fertile. (Only queens nest.) Greatest dragon is Werthyrmir.

Fae – wielders of all the elements and exceptionally long-lived. They inhabit Faeron. In the past decade they have renewed alliance with the Wizard Enclave in order to defeat the threat of

Gobber – a stunted creature with round eyes, pointed teeth, and stubby claws. Always in a pack, rarely wear clothes over their thin fur.

Huldra – a mysterious creature, usually female, that lurks only and creates traps for the unwary. Rarely seen and only the Hinterlands of the Wilding and the Wastes. Traps and magical attacks are based upon the elemental power that the Huldra wields. A water Huldra uses ice; an air Huldra uses a sandstorm.

Kyrgy – Dark Fae who rule the Wilding. Krygy means “choosers of the Slain”. Marble-white skin, silver hair, slanted highbrows and sharply angled facial structure. Teeth are sharp points. Eyes are a full-black, with no white sclera. Long and slender limbs. Wielders of all four elemental powers. Supported by their riders, knights and dames who chose to serve them and have their lives extended.

Lindworm – a type of dragon, smaller than both the dragon and the wyvern. Vestigial wings near the head, snake-like in appearance. Only the females are fire-breathing; the males are poisonous with large fangs.

Ogre – Giant-sized and therefore larger than a troll, an ogre is solitary by nature although it will run with others in a pack. Bad-tempered, it usually prefers clubs and maces to other weapons. It dislikes arrows and hates spears. Most ogres have a hunched back and long arms. The skin is a mottled rock color.

Rhoghieri ~ wielders of elemental power. The wyre are their Rhos’ natural enemies. Rho can wield one of the pure elements: Earth, Air, Water, or Fire. They cannot wield the magic of wizardry or sorcery. Once allied to the wizards of the Enclave, they escaped the alliance—burdensome to them—about three generations ago.

Sprite – tiny winged creatures, with a spindly humanoid body and dragon-fly wings. Flashes brightly in various colors. Has a stinger; often called “jewel on a wing with a sting”. The apiary of sprites is ruled by a queen, her consorts, drones and workers.

Troll - a huge, lumbering creature, with mossy and warty growths, usually a shape of grey. Primarily cave-dwelling. Usually in a small group (three to five) or in a pack (10 or more) called a Trouble.

Wolfen / Wyre ~ shapeshifters, taking wolf-form. Ruled by a Prime, who can change and partial-change without limits. All others can shift only at a Moon-Turn (the 3 Lady Moons or the 3 Dragon Moons). Stronger shifters can partial shift. In order to shift out of Moon-Turn, sorcery must be employed. Wizardry does not affect the wyre, who usually ally with sorcerers. Elemental power can affect the wyre. Wyre hunt in packs and stay in lairs. The Prime is supported by a Second / Secondus, Tierce, Quartos, Quintos, Sextos, Septos, Octavos, Nunes, Decem. A full pack has 13 males and 13 females. When assigned to a sorcerer, a pack is usually 10 males with three females.

Wraith / Wight – a vaporous creature from Neotheora (the realm of the Dead Souls). When fed blood or other body substances, the wraith takes on a corporeal form. To say the name of a recent dead person is to give the Wraith a shape to mimic.

Wyvern – a type of winged dragon, smaller than a dragon. Venomous. Not able to breath fire. Four limbs plus the wings.

. ~ . ~ . ~

 

Characters in Spells of Air

Orielle - a wizard who has not passed her trials. She volunteered for the mission to enlist the Rhoghieri of Iscleft Haven for a new alliance against the sorcerers and wyre of Frost Clime. Named Aiwaz Solsken by the Kyrgy Knight Sir Sangrior. Assisted in her journey by Grim, a Rhoghieri mercenary from Iscleft Citadel, also on a journey to Iscleft Haven.

Brok – a sentry of Iscleft Haven, who has recently lost his wife Zairantze. Wielder of Earth. A childhood friend of Grim.

Fortis – a mentor of Iscleft Haven and childhood friend of Grim. Wielder of Fire.

Grim - a Rhoghieri of Iscleft Haven, wielder of Air, who has been a mercenary at Iscleft Citadel for the past few years.

Hackett – a mundane who came with Tobit to the Haven from Iscleft Citadel

Kristofen – a knight of Lady Bone’s

Lady Bone – the Kyrgy lady whose brother rules the Wilding

Lillias – a mentor of Iscleft Haven, wielder of Air

Lord Skull – the Krygy lord who rules the Wilding, brother to Lady Bone

Saircuista – a dame who rides with Lady Bone

Sangrior – a consort knight of Lady Bone

Skuld (see Lady Bone)

Surrect – a healer and mentor of Iscleft Haven, wielder of Water

Tobit – elder of Iscleft Haven, wielder of Earth

Trebetha – a wielder of Earth, voted in to replace Tobit.

Volk  a consort knight of Lady Bone

Waren, married to Malva – a sentry of Iscleft Haven, friend to Brok and Grim

Zairantze – Brok’s late wife, a mundane missing from Iscleft Haven

 

Characters in Spells of Earth

Desora / Adalse de Sora – a woman who has lost her wizardry following the backlash of a spell at Iscleft Citadel six years before. She wields Earth. Formerly of the Enclave Clan D’Aulnois.

Braxton – a captain who is seeking Desora. On leave from Iscleft Citadel, recently allied with Harte Regnant de Thettis, the Fae ruler of Bermarck, a sept of Faeron.

Granny Riding – wise woman in the village of Mulgrum

Griss – woodcutter’s helper

Guards from the Citadel – Klemt, Mannon and Challach.

Harte Regnant de Thettis – Maorn of the Bermarck sept of Faeron.

Lord Horst – ruler of the Wilding’s Northern Reaches. His riders include Morcain, Ehren, and others.

Merketh – a forester of Mulgrum turned into a wyre

Rangers detached from Maorn Harte – Alwin, Blaise, Dunstan, Ferrac, Gregoir, Imri, Ivhort, and Seire. Rangers are usually detachments of 10 in number; this detachment has lost Dunstan’s brother Waleran and Ivhort’s brother Vidorst.

Serron – Prime of the Wyre pack in the Wilding. Other wyre are Herlig ……

Skellig – elder of Mulgrum

Tammas – a friend of Teyja’s, son of the potters Estild and Ogrim.

Teyja – apprentice to Granny Riding

 

Friday, July 16, 2021

Alstera, the Fae Mark'd Wizard, Deliberately Seeks Trouble in *Sing a Graveyard Song*

 Why would anyone deliberately seek trouble?

Alstera does, for she still contends with her punishment by the Wizard Enclave.


Sing a Graveyard Song, book 3 of Fae Mark'd Wizard, follows her machinations to rid herself of her penance.

Here's a first glimpse from Sing a Graveyard Song.

from the Prologue:

Alstera dreamed of water, a night swirling with water. Motes, elusive as a will o’wisp, danced above the waves, their sparks gleaming on the liquid darkness. Waves washed over and into each other, building and ebbing, surging and dissipating, a ceaseless rhythm. Like a mote, her dream self floated above the waters, but she was dark, the waters below her darker on this moon-dark night, lit only by the sparkling lights.

The swirling lake washed in and out, in and out, but as she drifted above the waves, she realized a steady flow drew her with it. The current rushed and swirled, billowed and sucked, thundering with power as it gathered speed. The waters flooded over a cliff, taking her with them. Spray splashed up to soak her. The cascade plunged down and down and down, deep as an abyss. Then the waters struck bottom and exploded up to capture her. Sucked under the dark liquid, she tumbled over and over. Her senses drowning, the blood in her veins surged with the waters’ power. Her blood, her breath, her flesh, her bones, everything sucked into the elemental energy, and in this dream only her magic held self and soul together.

She plunged down another cliff. Inchoate creatures bowled in the waters with her. As powerless as she, they whorled, tossed and rolled, tumbled and twisted, shaping and losing shape, reaching and retreating, stretching and spiraling. Boulders loomed and receded as the waters rushed her along. Teeming energy gathered like a great wave, seeking an outlet.

Then the waters cascaded out of the mountains and surged into the lowlands. They broke the riverbanks and flooded outward. The wild power lost force, its thunder muted, its puissance seeped into the sleeping soil.

A dying wave cast the dreaming Alstera against an ancient oak. Its ridged bark offered a clinging hold as another wave washed over her. As it receded, the wave’s suction threatened to tow her back into the flood. Leafy branches dipped, became arms that held her against the trunk. She blinked. The bark she clung to reshaped into a face. An elemental with angled eyes and brows. He smiled, his eyes sparkling like the motes. Then the water seeped away. The bark re-arranged itself. When she blinked again, the oak was just an oak.

Still clutching the tree, she sat up and looked about. Hills rolled behind the great oak, lapping one behind the other, land waves that had stopped the flood’s force. Writhing runnelets snaked back to the flood. As the dark waters receded, the land glistened like polished silver, bright as a full moon on this moon-dead night. Motes exploded out of the water. They danced above the flood, circling and whirling together, the gold of their light glimmering on the waves.

Gasping for air, Alstera sagged against her rescuing tree. Waters lapped near her feet, and a waft of air rustled the winter-dried leaves above her head. A great wave surged out of the ebbing flood. The formless mass burst toward her. Between one breath and the next, it roared over her. The wave forced water into every orifice and penetrated her pores. Then it receded. Her dream-self gasped for life-giving air as the tree dribbled old leaves on her and the waters trickled away from her swamped body. When she looked down, she saw that the waters had stained her bloody.

She snapped awake. Her heartbeat drummed. The night looked black and flame-colored, like her dream-body. For several throbbing seconds, she couldn’t figure out where she was, who she was, what she was. Then her senses righted. She saw a man crouched beside a small fire. He dipped a stick against a charred log until fire licked over it then beat the flame out against a rock.

As she sat up, Raul turned and flashed his facile grin. “Not like you to wake before your watch, Alstera.”

“Bad dream,” she husked. She got to her feet, stumbling over the trailing end of her cloak. He rose lithely and steadied her.

“Looks like a real bad dream. Your eyes—.”

She looked down, willing the nightmare away. “Go to sleep, Raul. I have the watch.”

He peered at her, but she wouldn’t meet his gaze. In the months they had traveled together, he had learned not to question what she refused to share. All he said was “I won’t refuse that offer.” He wrapped his coat tightly then rolled into the blankets she had cast aside.

Alstera knelt beside the fire, knowing Raul would soon be snoring gently. Like a cat, nothing interfered with his sleep. She waited, trying to calm her jangling senses. The dream of overwhelming power troubled her. Not since Vaermonde had she sensed sorcery. The elemental that morphed out of the tree to save her from the flood only deepened her foreboding.

Why had an earth elemental blessed her dream? Elementals linked with wielders like Raul, Rhoghieri that shaped the elements, or like the Fae. Creatures of pure energy, the elementals did link with wizards. She was exiled and power-shackled, least among any ranking of wizards. If the dream were a message from her grandmother, the elemental would be water or air. So it was presage, and either she dreamed everything, or a wild one had sensed the chaotic sorcery pouring loose and had reached into her dream.

Alstera waited for Raul’s sleep to deepen before she evoked power. The tattooed bindings of the Wizard Enclave, shackling her wrists, prevented free use of four strands of her magic. Only water came freely. As she drew power to read the night’s loosed energy, the bindings heated. When she drew power too deeply, too fast for the trickle that seeped through the Enclave’s remaining four chains, the magicked tattoos seared with real fire. She had to learn to ignore the heat.

The sorcery was elusive, a threat that remained distant. The dream was as sticky with sorcery as Medreaux’s sleep-snare, the spell that had nearly killed Cherai, the comtesse Muiree. Yet her minor spell revealed nothing.

Needing information, she fetched the hand-sized book from her pouch. The cleric sorcerer had filled the journal with spells and drawings. Alstera felt a duty to read it before she destroyed it, but just touching the leather cover left a slimy taint on her hands. Hunkered beside the fire, she palmed the journal and evoked the magic she had carefully hoarded for days. The magic searched for any connection of old evil to new, hoping the cleric had recorded something. Then she flattened her hands. The book fell open. Quickly she skimmed glimmering fingertips down the page.

Medreaux had written of Cherai’s dead father, of his countless visits to the tomb to test diverse spells. In his quest to re-animate the corpse, he had discovered fragments of an incantation and its necessary potions. He failed, he wrote, because too much time had passed, because he had no access to the life born with a babe, but he noted the animal’s blood and new-killed flesh needed to strengthen the awakened corpse.

True evil, scribbled and crossed out then re-written, as if he had tried and given up then tried again, only to abandon that plan for the sleep-snare that had nearly killed Comtesse Cherai. Tonight’s nightmare reeked of a similar evil.

She set aside the journal, leaving it open to the page, and lifted her tattooed wrists to the light. The remaining bindings gleamed like shackles. Last autumn she had freed herself from the first binding. Now, after a long winter, came a second chance to pay penance for her crimes against wizardry’s five tenets. What should she do?

First choice was nothing. She was selfish enough to admit that. Fighting Medreaux had scared her. He worked a killing evil that could have destroyed her. Unable to protect herself with her bound power, she would have died, Cherai would have died, if Alstera hadn’t had the twin elements of surprise and desperation. She surprised Medreaux by countering his untutored sorcery with the forbidden blood magic. Only with that primitive power, forbidden by the Wizard Enclave, had she slipped her magic free of the bindings. In using blood magic, however, she committed a new crime that might shackle her forever.

So, first choice was to do nothing.

Her second choice was to seek out this sorcerer, foul his plans, and earn herself a second penance. The second choice would be as dangerous as helping Cherai. And it would free more of her magic. Did I think casting off these bindings would be easy?

Mordant humor twisted her mouth. She had to risk her life to win back her life. She had broken the five tenets of wizardry. She had to atone for each one of those. Stopping a sorcerer’s evil paid her first penance and released one binding sigil. Now, spilling out of the mountains, came her second opportunity.

She had no choice. A wizard dogged her trail, too far back to scent clearly but never shaken, like the dirt ground into the velvet of her once-fine gown. Whoever tracked her for Grandmère Letheina might accuse her of this evil.

To the mountains she had to go. Picking up Raul’s stick, she drew a rough map of the land—the Bowl of Selindrac which they had left behind at winter’s birth, the flat plains and rivers they had crossed for weeks, the still snowy mountains that loomed south and east, and the westward forests. She tore the damning page from Medreaux’s slowly dwindling journal, spindled it around the stick, and lit it with an arc of power. With that magicked flame, she traced over the map. The charred paper dropped south, making little humps of mountains over her tracings.

No, she thought, although her dream had prophesied mountains. Farther and farther from home. To double-check, she touched the tip of the stick to the dirt. It scored a path south. She dropped it. Like a sword it pointed the new direction.

South, into the mountains. And for Raul, she must devise a convincing reason to turn off their current direction and pursue this one. A reason that made no mention of the evil she aimed them toward.

Available Now at this Link.



Saturday, May 15, 2021

What is *Weave a Wizardry Web*?

 Twisted magic. Foul sorcery. Dark corruption.

Weave a Wizardry Web

Frost Clime threatens the Wizard Enclave. Sorcerers and their servants, shape-shifting wyre, have stolen into the city of Tres Lucerna, home to the Enclave.



Alstera is the greatest of the young wizards in the Enclave; she’s treated like the least.

She’s desperate to join the war against Frost Clime, but the chief wizards refuse. Denied her wish, Alstera explores other ways to increase power.

A Fae disguised in glamour courts her aunt Camisse … but for what purpose? Does Camisee have latent power that the Fae will control? Will a forbidden linkage unlock her magic?

And what of Alstera’s cousins, who have joined an outland wizard’s circle? They dabble in twisted magic.

Danger walks the streets of Tres Lucerna, yet the chief wizards refuse to acknowledge it. Rumors fly … of a taboo nexus of power, of vile blood spells, and of enemy shape-shifters in the heart of the Wizard Enclave.

Then wizards are murdered.

A grim future awaits any wizard lured into forbidden magic.

And a grimmer death awaits wizards caught by the shifters.

Can Alstera escape the spidery lure of corrupted magic? Or will she become the enemy Frost Clime’s next target?

A dark fantasy of twisted magic, Weave a Wizardry Web by Remi Black is first in the Fae Mark’d Wizard series. Dream a Deadly Dream and Sing a Graveyard Song continue the series.

More here: https://www.amazon.com/dp/B074HJG1P7


Weave a Wizardry Web ~ chapters 10 & 11

Danger awaits! Let's go straight to reading. (If you've missed previous installment, go to the bottom of this page.) Chapter 10 Alst...