March 28, 2013
I love making things up … obviously. I look around and see all that is there and I wonder, I embellish things, I make them wilder than they ordinarily would be. One doesn’t need to be an author to engage in such antics, it’s just natural, to add import to the things around one, to imagine motive or sinister intent to a harmless passerby. Therefore, when my tales wander in a direction that requires some sort of scientifical authoritative backing, I simply make it up. I created the following after witnessing how different my wife is when she sleeping than when she’s awake. I noticed a similar change in my grandmother when I was a kid.
MENTRALYSIS is the science of communicating with sleeping, unconscious or comatose subjects. It is a forbidden science, unknown and unapproved by the Sisterhood of light. In the league, you’re not supposed to do anything without the approval of the Sisters, scientific study included. Sciences invented by the Xaphans in particular are forbidden by the Sisters. A tenet of the science is the assertion that one’s SS (or Sleeping Self) is different in terms of wants, needs and objectives than the WS (or Waking Self).
Mentralysis was invented by the famed jeweler Vehelm of Waam in 0000845AX. Vehelm was one of the many Doomed Men in Xaphan space, picked to court the dreaded Queen Ghome I of Trimble. Ghome would pick her suitors for the throne of Trimble by force, selecting them usually for their money or other material possessions she wanted. If they refused, she would attack with her powerful Tri-Court Alliance. Vehelm was known throughout Xaphan space as a genius maker of rare jewelery, and Queen Ghome coveted some of his works for herself. To court Queen Ghome was to dance with death and most of her suitors were eventually killed in her deadly Garden of Zama. A tiny, studious man, Vehelm was not expected to survive.But, survive he did, quickly becoming one of her favorites. He was said to have constructed, or, in some accounts, repaired and enhanced, Ghome’s Bower Chest where she kept her prized possessions. Eventually, he made his way into her bed chamber. There, he made a significant discovery. In her sleep, Queen Ghome would cry out, would mumble in apparent agony. After many nights of wittnessing this, Vehelm came to the conclusion that Ghome seemed to be remorseful and sorry for the horrendous atrocities she was guilty of committing during the day. He hit upon the notion that, if he could communicate with her while sleeping, that she might indeed be a very different person than she was when awake. He secretly constructed the first Mentralysis Deck, a computerized device that could hone in and lock on to one’s Beta Waves. He also created a machine language code-named Serenity that could interpret the nightmare of thoughts, memories and the primal urges of the Ego and allow cogent two-communication. With Serenity 7, he was successful, and, as he suspected, the saintly voice he heard through his Mentralysis Deck, was crying out for help.
What happened afterward and the tragic fate of Vehelm of Waam is another story…
The fledgling science of Mentralysis escaped Vehelm’s death and made its way to the Ephysian Hospitalers on the Gold Coast of Hoban. The Hospitalers continually refined and expanded Mentralysis, making a secret full-time study of it. They determined through analysis that there are seven archetypes of people depending on how different their Sleeping Self is from the Walking Self.
DO: Diametric Opposite: The SS is radically different from the WS in terms of wants, needs and personality. The SS and WS are actively at odds with the other.
SC: Significant Change: The SS is significantly different from the WS in terms of temperament, needs and wants, though there might be some similarities.
NC: Noticeable Change: The SS is similar to the WS, but will vary in topical ways in terms of likes/dislikes, loves and wants. These topical changes shall be noticeable and readily apparent, though the basic personality of the SS and WS are the same.
U: Ultra: The Ultra is a median point. The Ultra might display traits of any of the other 6 Mentralysis archetypes. The Ultra will always display/demonstrate skills and abilities in the SS that is not possessed by the WS. The SS will manifest skills and talents the WS does not have or has not trained/studied for.
MC: Moderate Change: The changes between the SS and the WS are not readily apparent, though topical differences will become apparent with detailed analysis. The MC archetype is the most common and documented.
RC: Relative Comparison: The changes between the SS and WS are very difficult to determine. In an RC, the SS is very underdeveloped and beholden to the WS. RC’s are often quite young and develop into other archetypes as they age.
L: Like: There is no identifiable difference between the SS and WS. The SS does not appear to exist in an L archetype’s mental makeup. The L archetype is often temporary, manifested most often in children and disappears by early adulthood. An L archetype often changes into an RC.
There is a final classification known as G, or Gamer. Any of the above classifications can be a Gamer. Mentralysists have discovered that the Sleeping Self, when boosted with certain neural stimuli, have very specific, very detailed dreams. Gamers can dream of places they have never been, and their dreams are accurate to the smallest detail. The stimulation required to create a Gamer can be very dangerous to the Waking Self and is practiced with extreme caution. A synthetic and rather caustic neurotransmitter known as H4 is used to creating a Gaming Session. Those stimulated into the Gaming State often-times do not wake up.
copyright 2013, Ren Garcia and Carol Phillips
March 14, 2013
Finally, LOE Book VII: Against the Druries is out!!
This book is the triumphant conclusion to the “Belmont Saga” and all of the concepts and plot threads introduced in “Sands” are dealt with and answered in detail.
An author naturally puts a great deal of themself into any particular work–with this book it’s even more so. I normally try to keep myself out of the proceedings, but this book encompasses many of my hopes and my dreams, my fears and my wants. There is a great deal of friendship and discovered love in this book, and there is vile cruelty too. This book is me with the curtain pulled aside, and it’s my favorite so far of the series.
LoE Book VII: Against the Druries , from Loconeal Publishing, is available on Amazon.com
copyright 2013, Ren Garcia
March 4, 2013
One of the more confusing aspects of the League of Elder concerns age and the process of aging. How do people age in the League? Why don’t the characters get old? How long do they live? Are they Immortal??
Let’s take a look.CONCERNING AGE:
A little history. Way back in the CX Time Epoch is when the people who would one day become the League were given the Gift of Youth and Health. The 25 god-like Elders, whom they faithfully served, decided to reward their loyal servants and engineered the ravages of old age and infirmity out of them. The effects of this engineering essentially granted them the energy of youth throughout their lives and disease became a thing of the past, such that knowledge of the medical arts was no longer considered necessary and was therefore lost to the ages, not to be rediscovered until the EX Time Epoch by the Hospitalers.
Here are a few facts:
The average Elder (or Leaguer) lives to be 220 years old. For example, Captain Davage is about 120 years old, while his wife, Countess Sygillis, is well over 200, though her exact age is unknown.
THE PUFFIES and TWEENERS:
One of the side-effects of their condition is a very malformed and somewhat grotesque youth. Children 15 and under are often rather malformed and puffy in appearance. Those with the Gifts of the Mind suffer from it the most, while the Browns hardly have it at all. Lady Kilos of Blanchefort is a well-known sufferer of The Puffies, having it well into her twenties, while her elder brother, Lord Kabyl, never had it at all. The Puffies normally clear up by their mid-20’s.
There are some in the League who, through a malady of the flesh, grow old and only live to be about 100. They are known as Lenticons and are generally considered products of bad breeding. The Esther House of Milke is known to be thusly afflicted.
THE TIME OF GOODBYES
One severe drawback of their perpetually young bodies is that the Leaguers are never quite certain when they will die. Death strikes without warning once a certain age has been passed. A usual tradition is for people turning 220 to perform the Time of Goodbyes ritual to get their affairs in order and bid their loved ones farewell, just in case they die in the night. Lady Poe of Blanchefort is well past her Time of Goodbyes, her long life possibly due to her status as a Shadow tech Female (see below).
It has been long suspected that the Elders not only made the Leaguers young and healthy, they made them immortal as well. The Hertogs, a group of disaffected scholars and detractors of the Sisterhood of Light, often make that claim. They maintain that the Sisters are actually doing something behind the scenes to suppress their immortality. That argument has yet to be fully proved. The Hertogs make it their business to track down those they believe are Immortals and collect them, so to speak. Their code-name for a suspected Immortal is: Rundlepharge. The Xaphan tyrant Queen Ghome of Trimble is a suspected Immortal.
Immortality aside, there are certain variables which appear to grant certain Leaguers exceptional long life. Shadow tech females, such as Sygillis of Blanchefort, are known to live to incredible old age, unchanged with time. Additionally, proximity to Elder-tech and with alien power sources are said to expand one’s life. The Xaphan House of Burgon, the Court of George in particular, often engage in the practice of cannibalism, which they claim also expands life.
copyright 2013, Ren Garcia, Eve Ventrue