The League and Fake Sciences
September 7, 2015
Over nine books, I’ve introduced a number of sciences delving into all sorts of odd things. Of course, I’m not a scientist, and therefore, all the sciences I introduce are pure fantasy. As they are fantasy, I don’t hesitate to make these made-up sciences as bizarre and off the chain as I can.
Here they are in no particular order:
GYNOLOGY:

Lady Vendra of Cone, who spent time in a convent on Carina 7, was a suspected Gynologist. (Eve Ventrue)
The science of maiming, enslaving and killing men is practiced on the dark, remote world of Carina 7. The ladies inhabiting Carina 7 are the descendants of the haremites of the Emperor King of Ming-Moorland. After centuries of being tormented by the Emperor, the ladies of Carina decided to turn the tables to some extent and created a whole science dedicated to enslaving, fighting and killing men. Any lone man who happened to make his way to the stony surface of Carina often found himself an unwilling victim and test subject as they refined their techniques.
Eventually, Gynology became a well-honed and proved science. A trained Gynologist, armed with a host of man-killing weapons, could effectively control men using various scents and an insidious device known as “The Barb”. A “Barbed” male would be enthralled to the Gynologist for the rest of his life, however long that lasted.
The Sisterhood of Light took a secretive interest in Gynology and managed to replicate some of its various tenets. What the Sisters do with this incorporated knowledge is currently unknown.
ANTHECARY:
Anthecary is a mind/body enhancement technique practiced on Onaris, particularly in the south Calverland region. Onaris’ majestic Lone Rider Mountain is the home of the Stoutback, a huge, six-legged lizard the locals have (somewhat) domesticated. Those herding the creature, known as Stoutback Shepherds, must do so in the near vertical pastures dotting the mountain’s face. Unable to afford technology to assist them in getting around in this grueling and dangerous environment, the shepherds developed a mind technique called Anthecary which would allow them to “stick” to the vertical surface of the mountain using their minds. Anthecary also “hardens” their bodies, allowing them to stand upright without having to brace themselves. When the League Stellar Marines adopted the giant S/K pistol as their standard-issue firearm, they adopted the use of Anthecary to combat the deadly recoil of the weapon. “Hardened” in an Anthecary state, the S/K can be safely and accurately fired.
CABALISM:
Xaphan Cabalism is a veritable mixed-bag of herbology, home-remedies, quack medicine, folklore, arcane investigation, machine science and religion all rolled into one. Cabalism was the Xaphans answer to the Hospitalers in the League, attempted to treat wounds and other medical maladies using pieced-together knowledge from various sources. Though rightly considered to be horrendous quacks and frauds, the Cabalists did managed to gather some practical knowledge, primarily through seducing and or abducting Hospitalers.
MENTRALYSIS:
In the burgeoning field of communicating with unconscious and comatose persons, Mentralysis is in the forefront. Using sophisticated computerized devices known as Mentralysis Decks, one may speak with a sleeping or comatose person as if they were awake. The Gold Coast of Hoban is the home and major research center of Mentralysis.
A major breakthrough with this science came when it was discovered that within all people is a Sleeping Self (SS) which takes control while asleep. The SS has a unique and independent personality, and may be very similar to the Waking Self (WS) or may be radically different. Mentralysists, through analysis, have determined there are seven types of Archetypical people, depending on how different the SS is from the WS.
Mentralysists have determined that various neurosis due to incompatibility between the WS and the SS can be treated, and oftentimes cured, using Mentralysis techniques.
CYBERLITICA:
Given the fact the League is full of people with an excess of spare time, a number of novel fads have come and gone through the years. One fad that took hold and has continued to grow is Cyberlitica, where one fabricates a completely different persona of either a fictitious person or, in some cases, of themselves. Using Cyberlitica, the fabricated “Changling” has a birth-date, public records of their passing, receipts, diplomas from various universities, have taken husbands or wives, and may have criminal records. The overriding goal of Cyberlitica is to create a completely convincing persona. If a Changling happens to make the posts, that is an added benefit. One man, a Lord Sharper of Stillville, divorced his wife after he learned most if not all of her glamorous wealth and exploits were fabricated via Cyberlitica. The Sisterhood of Light doggedly investigates Cyberlitica, and those who have been found to have created a Changling face heavy fines and or imprisonment.
BONDARISM:

The city of Waam with an assortment of Bondar-inspired vehicles moving across the sky (Carol Phillips)
Never underestimate the Xaphans for coming up with crazy sciences. Bondarism, practiced in the city of Waam, is no exception. Bondarism is the notion that the human body can experience accelerated evolution if the body is rigorously stressed by placing it into unusual and uncomfortable situations. Buildings and various vehicles built with Bondarism in mind, have little to no ergonomic considerations, are suicidally unsafe and are impractical in the extreme. However, the people of Waam do appear to exhibit a number of advanced abilities, including the ability to fly and walk up walls. Perhaps there is something to Bondarism after all.
TA (Time Apparent)
TA is a form of Time Travel being studied by the Hospitalers. Time travel is a very difficult thing to achieve, though the mechanics of it are fairly well understood. Temporal Gravity (TG) is the most difficult aspect to overcome, as your TG ceaselessly attempts to pull you back into your proper place in time. Perception is also a very confounding thing to deal with, as time travelers will “forget” what they’ve come to do. (A legendary machine is said to have overcome all these problems, though its existence is in dispute)
An odd solution to the various issues with time travel is called Time Apparent by the Hospitalers. With TA, instead of sending your physical body ahead in time, only one’s consciousness goes. Once in the future, your consciousness will inhabit your body, in whatever condition your body happens to be in. You could appear as an animated corpse, a skeleton, a cloud of dust, or, in some cases, as a group of people if your material has been reincorporated into new life forms.
TA is only effective going forward from your apparent place in time. It has yet to be approved for general use by the Sisterhood of Light.
copyright 2015, Ren Garcia
The House of Bloodstein
July 22, 2015
Riding fast on the heels of Book 9, Stenibelle is Book 10: The House of Bloodstein. It is comprised of two volumes: the first being Perlamum, and the second Mentralysis.
ZOMBIES AND DRAGONS AND GODS, OH MY …
I wrote the Bloodstein books to be fun, to be exciting. I tormented my imagination until truly weird and amazing things popped out of my head. Using the previously introduced House of Blanchefort characters, we embark on a journey across the League and beyond.
In the past, I’ve tried to avoid monsters that have been covered by other authors–vampires, witches, werewolves, etc. I was also going to avoid zombies--too over-done, too formulaic. But then I had a bright idea–I figured out a way to use zombies that hasn’t been tried before, so you’ll find the zombies in The House of Bloodstein as breath of fresh air–dead air.
I also decided to tackle everybody’s favorite fantasy monster: dragons. Again–I never do the expected and well-trodden, if I’m going to have a dragon, it’s going to be a weird dragon. ‘Nuff said.
Here’s the current blurb for Volume 1:
THE HOUSE OF BLOODSTEIN: PERLAMUM
Mysterious and elusive, Lady Chrysania of Bloodstein calls from the ruins of her castle. She dwells in the dark, hiding her face, ravaged by an ancient curse. The only way to break the curse is to win a game called Perlamum. If she loses, she dies. She looks to her Vith kin in the west, begging for help acquiring the all-important pieces she needs to play the game.
Lord Kabyl of Blanchefort, his Ne-Countess Sammidoran, and his cousins answer her call. However, collecting the Perlamum pieces for Lady Bloodstein is a deadly game. They must face a host of perils:
-The terrible Black Hat in the city of Waam, who knows their every move.
-A hated rival on the planet Xandarr and the bewildering labyrinth of Gods Temple.
-The man from Shook who cannot be killed.
-A family of vile bravos from the south, and, worst of all, the Dead Men of Mare, nigh invincible creatures straight from an insane nightmare.
To even the odds, Kay and Sam turn to a forgotten graveyard deep in the Telmus Grove, and the great eminence resting there.
Can Lady Chrysania of Bloodstein be helped, or, for that matter …
… can she be trusted?
The House of Bloodstein. Perlamum will be out September 2015 from Loconeal Publishing.
copyright 2015 Ren Garcia and Carol Phillips
The House of Bloodstein
June 10, 2015
This fall, the League of Elder book 10, The House of Bloodstein (HOB) will be published. It’s the first of two HOB books, this one subtitled: Perlamum, and the second: Mentralysis. The second, already finished, will be out in 2016.
This little epic began life three years ago. Much as I dislike and complain about NaNoWriMo month as an unproductive and potentially destructive stunt, HOB was, at first, a NaNo project my friends talked into doing.
As with all my books, the finished product is nothing like what I started out with.
My initial thought was to explore the elusive and somewhat austere House of Bloodstein mentioned in previous books and learn a little more about them. The central plot point was a Perlamum tournament between Lady Chrysania of Bloodstein and a mysterious unknown opponent, possibly someone from Xaphan space.
PERLAMUM
In case you’re wondering, Perlamum is a board game rather like chess that is often played between two ladies with a high-stakes wager of some sort placed on the outcome. In a radical departure from chess, the contestants give their game pieces to a person known as the Gamesmaster, who then hides the pieces and sets the date the game is to be played. The pieces can be hidden literally anywhere. The contestants then must recover their pieces using clues left by the Gamesmaster. On the date of the game, the contestants play with what they have collected.
So, with that in mind, the original plot of the book was the courageous House of Blanchefort featuring Lord Kabyl, Lady Sammidoran, and their cousins Sarah and Phillip questing to recover the Perlamum pieces for Lady Chrysania. She then, like a scrappy little trooper, would play her game against incredible odds and come out on top in an inspirational display of the underdog winning out.
Blah!! It read like a bad ABC After School Special, and I wasn’t going to have it like that. I went to work on the story, pouring all the odd bits of my imagination into it, completely revamping the plot and the characters eventually coming up with enough material for two complete books.
No more After School Special.
As you can see from the cover, I think I out-did myself with original story-telling on this one. We’ll meet the Bloodsteins and trouble over their many secrets. We’ll head back to the city of Waam, first seen in Book 4 and stand in the presence of Wilhella Cormand-Grande, the Mad Black Hat of Waam. We’ll trade fists with the House of Wunderluck, bullies from the south, and face the horrid fury of the Dead Men of Mare.
It should be a ton of fun.
copyright 2015, Ren Garcia, Carol Phillips and Ewelina Dolzycka
S Characters: Melazarr of Caroline
April 8, 2015
Melazarr of Caroline is a frequent character in the various Shadow tech Goddess books. Her character varies wildly from one book to the next. She almost always dies in the books.
25th DAUGHTER OF WILHELMINA
In all of the books, Melazarr’s lineage and general appearance are the same. She is an heiress of the Xaphan House of Caroline, born in the vast halls of Wilhelmina Castle. She is the 25th daughter of the current line. She has one father and ten mothers–the Carolines often indulge in the practice of gene-splicing to produce the most desirable of children. One genetic flag the Carolines always opt for is the potential for Arcane-Interface.
As familial giantism is common in the Carolines, Melazarr is a gigantic woman, standing 7’1 and weighing over 300 pounds of soild bone and muscle. She is typically very lank and skinny, hiding her impressive weight. Her hair is a fawnish-blonde color, though she often paints it green or blue.
She is a Tropist, skilled in creating sexual pleasure merely by touching non-erogenous parts of the body.
A MERTEN:
Melazarr is also always an Extra-Planar Entity known as a Merten. A Merten is a person who, for unknown reasons, carries important messages from the Universe. A Merten is never aware of carrying these messages, and, extracting them is most often fatal to the Merten. When in the presence of a person known as the Kaidar Gemain, a Merten will fall into a trance speak, sing, or draw out the message they carry. Others seeking the messages would have to extract them via sex, burning, torture or drowning. Mertens often die divulging the information they carry.
CHANGEABLE PERSONALITY:
Melazarr’s mannerisms vary greatly from universe to universe.
A Harlot:
In some, she is incredibly shy and insecure in the Court of Wilhelmina amid all her rival sisters, hiding the fact by painting herself in make-up and wearing bolabungs designed to make her fierce and confident. All “bunged Up”, Melazarr presents herself as an outrageous and rather debauched woman, reveling in Xaphan society. Often finding herself in dangerous situation, the VERY MARY, a garter belt that teleports a Caroline maiden back to the ancient Ruins of Caroline on Kana when she finds herself in mortal peril. Melazarr has turned up in the Ruins a record 57 times.
A Bound Tropist
In others, she is a bound servant of the notorious Xaphan Warlord Rodrigo of Burgon. Rodrigo often keeps her drugged into a trance-like stupor and bound to his side by a Chastity Key that has been branded into her neck. With the Chastity Key in place, she cannot venture more than fifty feet from his side. Rodrigo sometimes treats her with kindness, despite keeping her drugged and insensate.
DYING:
Melazarr, no matter her situation, is often killed, either by those attempting to extract the information she carries within, or by accident, misadventure and poor circumstance.
Melazarr of Caroline appears in the League of Elder Book 9: “Stenibelle”, coming soon from Loconeal Publishing.
copyright 2015, Ren Garcia, Carol Phillips and Kayla Woodside
Book 9 “Stenibelle”: Out of the Darkness
March 11, 2015
It doesn’t happen too often, especially in my case, but on select occasions your own characters can jump up off the page and surprise the heck out of you.
Such was the case with Stenibelle, a character I dreamed up on a lark.
OUT FROM THE DARKNESS:
I was working on The Shadow tech Goddess, a tale dealing with alternate universes and Extra-Planar Entities. Our hero, Paymaster Stenstrom, Lord of Belmont-South Tyrol, had been informed that there are many Wvulgroms. alternate versions of himself running around, all somewhat similar to himself but undeniably different–such is the basis of the entire Shadow tech Goddess storyline. It’s not an unfamiliar concept, we’ve seen it before in various media: fiction, TV, comics, films (the Star Trek episode “Mirror, Mirror” immediately comes to mind). In many cases, these “alternate entities” are a study in opposites: good vs evil, chaste vs immoral, that sort of thing. In my case I wanted these Wvulgroms (qv=alternate entities) to be merely a product of their circumstance. They can be very different from the character we’ve come to know, or, they might be very similar, it all depends.

Back cover of LoE Book 9, featuring the irascible Hannah-Ben Shurlamp, EVoR (Painting by Carol Phillips)
In the case of the Shadow tech Goddess saga, eight different versions of Paymaster Stenstrom are involved. They all have similar experiences: they all served as paymaster aboard the Fleet ship Seeker for Captain Davage, and they all bought the captain’s chair of the Seeker later on. They all had various levels of failure/success in the Seeker Affair, as it was known. Some had no trouble at all securing the Seeker’s chair, some had a bit of rough sledding, others failed spectacularly. One was imprisoned, one was enslaved in a sex pit, and one was killed.
At the end of Book 8, all of these various alternate versions are brought together in the smothering darkness of the Shrine of Boraster on the Planet Eng and sorted out, each sent on their merry way.
As I wrote the final scene, each Wvulgrom was brought forth and presented to the central version of Paymaster Stenstrom–all of them tall and handsome.
And then the 3rd version was presented. As I wrote, my fingers worked the keys all by themselves. The third version presented was a small, comely woman. I had established earlier in the story that the Wvulgroms of Paymaster Stenstrom didn’t all have to be as is, they could be of differing race, of differing species, and, of differing gender. Such was the case here–the 3rd version was a woman named Stenibelle.
Lord A-Ram told him: “In another universe, you are a woman, and you would be most proud of her.”
So, that’s all I had, just an odd revelation that he, somewhere out in the universes, was a she.
STENIBELLE:
Shortly after I finished the first draft of the Shadow tech Goddess, I developed the idea of writing a series of smaller, shorter books detailing the activities of the alternate Stenstroms’ as pertaining to the main story. I started writing them all at once, but the one that stood out most in my head was Stenibelle, the female. I began writing a quaint story dealing with Stenibelle’s quest to discover the way to long lost Cammara, an abandoned home-world of the League lost for over 200,000 years. At first, Stenibelle had all of the “It Man” abilities the male versions of Paymaster Stenstrom have: super strength, invulnerability, flight via mind power, and so on. The only thing she couldn’t so was fire the NTH pistols, which require a male-hand to shoot. I wrote her as a demure, considerate woman doing her best for her House under bizarre circumstances.
I quickly got bored with her. Where was the growth? Where was the potential? I really didn’t see it. I put her down for a long time and moved onto other stories. I considered deleting her altogether.
Then, it occurred to me that I’d been doing Stenibelle a great disservice. There was no depth to her, no agency, no room for personal growth. I’d been treating her with kid gloves, and she, though she had a great deal of power, was essentially helpless, like a princess in a tower.
Time for the gloves to come off. Time for Stenibelle to face the world. I was going to lay her bare and watch her grow into something new–not a perfect person, mind you, not invincible, not a cold, gritty tent-pole character, but a human one, full of successes and failures, remorse and joy, frailty and determination, and the capacity to better herself and her House.
First, I removed all of Stenstrom’s It Man powers. She still possessed all of her skills in Tyrol Sorcery, the vanishing, the lock picking, all of that, but no more super strength, no more flying and TK’ing. I took away all of the vast sums of money Stenstrom has available to him and made her a pauper. I also stuck her in prison. I made her angry and unsure of herself. I put her under the sway of powerful people and I addicted her to personality-altering Bolabungs.
Through all of that, Stenibelle had to make do, had to overcome poverty and addiction, had to learn to stand up for herself in the face of powerful people, had to learn to trust and seek help when it was needed, and to come to terms with her own heart. The character that grew before me was quite a welcome surprise, becoming more whole and complete than I has first thought possible.
I put her through a lot, and the person she became is something anybody can relate to and cheer for.
That’s what I was hoping for all along.
League of Elder Book 9: Stenibelle will be available summer 2015 from Loconeal Publishing.
copyright 2015: Ren Garcia, Carol Phillips, Fantasio, and Eve Ventrue
StG: Stenstrom’s Office and the Garden of Horrors
May 25, 2014
The release of LoE Book 8: “The Shadow tech Goddess” is just around the corner.
Being the eight book is the series, many of the items and weapons appearing in the book have been introduced and covered previously. It’s a persistent issue in a series–how much time should the author devote to going over things that already have been described? You really don’t want to bore a returning reader with the same information and you also don’t want to exclude any new readers.
The person who edited Book 8 had never read any of the previous books and was a bit confused in the beginning. “What’s this” and “what’s that”, she asked in frequent side notes.
I wondered…
I was watching my wife play Mystery Manor, it’s an app on her Ipad that she enjoys. It’s one of those games where you see a lavish static setting filled with unusual objects, and your goal is to find a number of specific objects before time runs out (find the tea cup, find the garden rake, etc). Seeing her play the game, I was struck with inspiration. I envisioned a scene where most of the items and weapons appearing in the book were laid out in one lovely composition. That way, if a reader has a question (for example, “What’s an NTH?”) they can look at the painting and see it first hand. I got Ewelina Dolzycka to paint it for me.
I think it turned out pretty well and covers most of the bases. Some of the objects laid out in the scene are specific to Book 8 alone and have never been seen before.
I had a similar idea previously in a map to the Garden of Horrors, an arcane place visited in the book.
I recalled once visiting a lavish garden in an Egyptian museum during a trip to California. The garden was like a maze filled with hedges arranged like streets, dotted with scented fruiting trees and potted flowering plants. Hidden in the hedges and elsewhere in the garden were a number of small to medium-sized statues depicting various Egyptian deities. A guide told us all the major Egyptian deities were hidden in the garden. They even gave us a small booklet providing clues where they were hidden and spots to check-off when we located them. It was like an egg-hunt locating the statues and we spent all afternoon searching the garden. I don’t think we ever found them all.
I got the idea to include a similar garden in Book 8: the Garden of Horrors, a wondrous place tended by a woman claiming to be the Shadow tech Goddess herself.
Hidden in the garden were a number of statues depicting the various types of Extra-Planar Entities following Paymaster Stenstrom, the main character. The highlight of the garden was in the center, a hideous monster hidden behind a locked door trying to get at the Paymaster and take his life.
I wish such a garden actually existed, I could spend all day in it.
The Shadow tech Goddess will be out early June, 2014 from Loconeal Publishing.
copyright 2014, Ren Garcia, Ewelina Dolzycka and Carol Phillips
StG: The ANGRY MISER
April 1, 2014
In the League of Elder series, the family of LosCapricos weapons has been featured since Book 1. Each Great House has its own LosCapricos weapon (LC), and, in the beginning, they were fairly standard, being various varieties of swords, guns, wands and the like. The most often seen LC is the CARG of House Blanchefort, the NTH’s of House Belmont and the SAPP of House Ruthven. (Note–LC weapons are always spelled UPPER CASE–that’s how the Sisters spell them.)
As the series went on, however, the LC weapons got weirder and weirder. I got tired of the conventional and I reached for the bizarre. Anything that popped into my head no matter how outlandish or improbable could end up being an LC. Such is the ANGRY MISER, one of the oddest contraptions I’ve ever come up with.The ANGRY MISER is the LC weapon of the Remnath House of Sorranson. The House of Sorranson, by tradition a Household of prosperous merchants, had a long-standing dispute and mistrust of the Standard Bank of the League (SBL). As such, they kept the bulk of the considerable wealth at hand on their various estates in liquid form. Such wealth often attracted the attention of determined thieves and House Sorranson found themselves constantly having to maintain vigilance over their hoards. Finding their technological and hired gun protections unsatisfactory, the House came up with an arcane solution for their problems.
In 0000517AX, House Sorranson created an arcane device intended to tirelessly and vigorously guard their wealth. The ANGRY MISER is a length of taut, thin gauge wire similar to piano wire. It can be as large or as small as required and can be strung up on any post or protrusion.
Hanging from the wire like Christmas ornaments are a variety of arcane pewter trinkets. The most common trinkets hanging from the wire are the Vigilance Charms in the form of roving eyeballs, noses, and ears. The Vigilance charms tirelessly search for intruders, they watch for movement, they listen for unusual sounds and they even distinguish odd smells. They continuously move along the length of the wire and when they strike an obstruction, they double back in the opposite direction.

When a target has been acquired, the charms zoom in, sometimes forming a rudimentary face (Ewelina Dolzycka)
The ANGRY MISER can also keep people confined to a certain space. The Sympathetic Beast Charms are cast in the forms of large animals and fanciful monsters. When the wire is approached or touched, these charms will drop to the ground and immediately grow to full size and attack.
The final type of charms are the Master Charms, usually cast in the likeness of the person or persons who put the ANGRY MISER there in the first place. When the correct conditions are met, these charms will fall to the ground and instantly summon those in the image of the charm wherever they might be.
The ANGRY MISER, though bizarre and rather simple in appearance, is an extremely effective weapon and is quite deadly.
The ANGRY MISER appears in LoE Book 8: The Shadow tech Goddess, coming soon from Loconeal publishing.
copyright 2014, Ren Garcia and Ewelina Dolzycka
Tribes of the League: The Vith
March 3, 2014
The Tribe of Vith and the history of the League are nearly one in the same, going back hundreds of thousands of years. Tall and Blue, the Vith were the original tribe of the League, the original Sisters were Vith. The first Ex-Commons of the League was mostly composed of Vith Houses, and, in the modern day, most of the enemy Xaphan Houses owe their ancestry to the Vith.

Captain Davage of the House of Blanchefort, a well-known Vith household possessing the Gift of Sight (Carol Phillips)
In the old days of the Elders, the Vith acted as their right hand. They flew the cosmos and scouted the heavens for the Elders. When required, they fought the Elder’s battles. For ages, only the austere Vith sect known as the Sisterhood of Light could communicate with the Elders.
Upon arriving at Kana at the beginning of the EX Time Epoch, the other six tribes branched off and differentiated themselves from the Vith and spread out over the rest of the planet leaving the cold north to the core Vith, thus came the beginnings of the League.
THE HAITATHE HORDES:
In the early days of the EX, the Elders introduced a savage and giant-sized alien race to Kana, hoping to strengthen the Vith bloodlines and enlarge them in size. Unfortunately, the hermaphroditic Haitathe Hordes turned on the League and waged near constant war on the Vith, hoping to both enslave and devour them. In later centuries, the Haitathe would turn to the east and attack the Tribe of Esther.
GIFTS OF THE MIND:
As the Vith suffered under the lash of the Haitathe, The Elders realized they had made a grave error in introducing the Haitathe to Kana. In order to strengthen the Vith, the Elders bestowed upon them six Gifts of the Mind. These powerful Gifts (Strength, Waft, Cloak, Dirge, Stare, Sight) indeed saved the Vith and allowed them fight back against the Haitathe and turn them from the north. The Elders marked the old Vith with the Gifts Blue, with blue hair, eyes and skin. The other tribes greatly desired the Gifts of the Mind and attempted to marry into the Vith to acquire them via genetics. Vith lacking the Gifts became known as Cyans.
THE HEROES OF THE VITH:

The Coat of Arms of the House of Blanchefort. The Rose has been a common symbol of the Vith for centuries. Also, the image of a Haitathe Warrior can be found on many Vith CoA’s. (Carol Phillips)
THE SPLENDOR OF THE VITH:

Vith Bowerchests were once common in Kana and symbolized the Splendid Age of the Vith. Eventually, through guile, the Sisters ridded the Vith of them and they were forgotten in time. (Carol Phillips)
ATTRIBUTES OF THE MODERN VITH:
The Vith are loyal and brave and always eager to meet a challenge. They are honest to a fault and will go to great lengths to keep a promise. They are said to be immune to the cold of the north, and are fearless as well.
They are characteristically tall and lean. The “Blue” traits of the old Vith have mostly been suppressed by inter-marrying with other bloodlines, however Vith blue-eyes and blue hair still exists in some Households. Many Xaphan Households still show the “Blue” traits.
The Vith language for a time was headed to extinction, however modern efforts to bring it back into use has met with success.
Most Vith Households mint their own currency. Vith currency is known as the hader and is usually on-par with SBL solaris.
copyright 2014, Ren Garcia and Carol Phillips
StG: The Order of Lacerta
January 29, 2014
Every organization, no matter how well run and organized, has its disaffected membership, and the Sisterhood of Light is no exception.
It is a little-known fact that the Sisterhood of Light occasionally has a problem with its Sisters going missing. The Sisters live a stern life. They deny themselves the luxury of good foods and nice fabrics, they sleep on slabs and train their formidable minds nearly all day long.Understandably select members sometimes tire of it–they fall and flee from the sect. Most of the time they are quickly caught and punished by the Sisters at Twilight 4, never allowed to leave the confines of their strongholds again. Occasionally, they managed to evade capture and drift about the League like a refugee. The safest place from them to go is Xaphan Space. There, they stake out their territory and become members of a Shadowy group known as the Order of Lacerta. In the mythology of the League, Lacerta of the Midnight was the youngest daughter of Homma, and she often fled from his side.
The Order of Lacerta is a dark inverse image of the Sisterhood of Light. The “Lacertas” are everything the Sisters are not. They love wearing rich clothing and eating tasty foods (It is a fallacy that they only wear black–they often enjoy dressing in gaudy colors). They become obsessed with tobacco, illegal drugs, menthols and sex. They learn to use their mouths (the Sisters themselves never speak), and they love using profanity. They also have none of the inhibitions of the Sisterhood and often hire themselves out as mercenaries and bodyguards, using the money they make to fuel their addictions. A Lacerta is, without question, one of the most dangerous enemies one can face. Using their minds, they are impossibly strong, they can kill with a glance, they can scatter whole armies with a wave of their hand. Their power does, however, fade over time, though even a greatly de-powered Lacerta is very dangerous. Apparently the Sister’s power partially comes from the disciplined lives they lead.

One of Paymaster Stenstrom’s most persistent enemies is a Lacerta who, seemingly, won’t die. (Eve Ventrue)
The Xaphan House of Midas invented a deadly device specifically to assassinate Lacertas and Black Hats called a “Hemolizer“. Forged of metals that can pass through a Lacerta’s TK field, a hemolizer can kill a Lacerta or a Black Hat in minutes.
It certainly isn’t easy being a Lacerta. See a particularly vile and foul-mouthed Lacerta in “The Shadow tech Goddess”, coming soon from Loconeal Publishing.
copyright 2014, Ren Garcia, Eve Venture and Carol Phillips.
Turns of the Shadow tech Goddess
January 4, 2014
This is the part I hate. This is the part where everything’s turned in, the cover is done, the artwork is (mostly) done, and the only thing left to do is wait for the thing to hit the shelves.
“The Shadow tech Goddess” took me four years to write, and, during that time it went through a number of different incarnations and intentions. I had at first wanted to publish her after Book 2: The Hazards of the Old Ones. She just didn’t feel right–I was floundering around with the concept and, frankly, got a little lost. I decided to focus my energies instead on the Temple of the Exploding Head trilogy, which was bursting out of my head at the time (I always seem to have a Main WIP going, and one in the fire at the same time. The Shadow tech goddess was always “in the fire”, never quite hot enough to be worked and shaped into something useful). Once the Temple was done, then I’d finish up the Goddess. I promised myself that.
I just didn’t have a good grasp of the story even though years had passed. What was the story I wanted to tell?? What interesting concepts would I introduce? I didn’t know.
I was still stuck.
Putting it aside, I decided to finish up the Sands of the Solar Empire, and then I’d get to the Goddess.
Time passed. Sands and Against the Druries came and went. I intended to concentrate on the House of Bloodstein–a tale dealing with my old favs, Lord Kabyl and Sam, the new ne-countess of the House of Blanchefort. Once again the Goddess eluded me and settled into the less swift current of my brain. My publisher, James Barnes, asked me what titles I’d have ready for 2014, if any. I had it in my head to say “House of Bloodstein”, but my mouth rebelled and said “Shadow tech Goddess” instead. James took it and ran.
And so, I was committed with a WIP that had whipped me into submission for years.
THE LOVES OF PAYMASTER STENSTROM:I think my issue all along was boredom. I was bored with Paymaster Stenstrom and his presumptive fiancée, Lady Gwendolyn of Prentiss. I love creating relationships, and, Gwen seemed to be the winner in this case, what else was there to write about?? I got it into my head that I wanted to write about different loves–lots of them, each one full of hidden possibilities. I greatly value loyalty in a hero–a hero to me must be, above all else, loyal and trustworthy. So–how could I have Stenstrom indulge in many torrid relationships and have him remain loyal at the same time??
Alternate realities was the answer, and, once I came to grips with that idea the rest was easy. I dreamed of arcane devices and Extra-Planar entities. New corners of the League opened up to me and places never seen danced in my head. Eventually, after a writing binge, I had seven stories ready to go, each dealing with a different love of Paymaster Stenstrom, or “The Turns of The Shadow tech Goddess“. Central to the Turns is the main story which begins and ends in one book. In the book are mentions and casual asides of characters and situations that are not covered to any great degree. Did I make a mistake? Did I pick up an interesting plot thread only to forget about it pages later? No way! They are covered in the six novella-sized stories which are related to the main story. The novellas detail important events which help to bring the main book to be, a la, the hand behind the stage pulling a rope that draws the curtain. Lord A-Ram and Lady Alesta of the Pilgrims of Merian serve as guides shuttling between the books. They often disappear in StG–they are off assisting the “other” Paymaster Stenstroms.
STENIBELLE:
In an alternate universe, Paymaster Stenstrom is not a man and his House is on the verge of extinction. The disgraced 30th daughter of the House of Belmont will either be the final stake driven into its dying heart, or the ray of light that comes to save it.
MELAZARR
Can a crass, foul-mouthed Xaphan woman from Caroline actually be the vessel carrying information that can save all things? Paymaster Stenstrom struggles to keep her alive and, discovers in the process, the amazing woman hidden under her bravado.
TAARA
Tiny Taara de la Anderson is Stenstrom’s right hand, always loyal and brave. Does she dream of different things, and how far will she go to get what she wants?
KAT
He felt her claws raking his chest in the cold of the Clovis ruins, and now here she is again at his throat. Who is Kat, and can she believed? What demands does she make of him? The Shadow tech Goddess comes to call on an old debt.
THE ALL-IN-ONE
He awakens in a pit and is the slave of the Lacerta. He hears many voices in his head and remembers many things he himself has never done. He is all aspects of himself, yet he is none of them. He can try to escape the Lacerta’s pit, but, where will he go? Is he better off dangling in the dark dreaming of things other people have done?
THE TEMPUS FINDAL
Of all creatures, the Tempus Findal is the most horrid. She believes she has her own place at last where her insidious power will not destroy. The Gods of Cammara will give her no rest and might undermine all she has attempted to build.
The Shadow tech Goddess will be out March 2014 from Loconeal Publishing. The novellas will be published approximately every three months afterward.
copyright 2014, Ren Garcia












