February 7, 2016
Menks are evil spirits often tasked to guard various objects or treasures. They appear in the upcoming LOE Book 10/11: The House of Bloodstein. Menks are horrific in appearance and fearsome in their power.
Menks are fixtures of Vith lore. From Vith Household to Household they are varied in their appearance. Menks can appear as famished, lanky humanoids possessing incredible strength and speed. They may also be part human, part animal, with animal heads, claws, wings, tails, etc. They may also be faceless, handless, and footless with metal hands and feet. Menks show little or no outward intelligence or emotion. They exist simply to stalk and kill any who fall into their gaze.
As they are varied in their appearance, Menks are also varied in their mystical origins. The most common method is to be cursed into becoming a Menk by a sorcerer or enchantress, who often use Menks to guard their arcane treasures. Additionally, according to some, if one has lost something precious and somehow loses their life whist searching, they might be transformed into a Menk, condemned to guard lost treasures for all eternity. Other stories speak of a mystical statue known in the Vith language as a Caul de Menk. Those wishing to protect their hoards place these statues on their grounds, hoping to both scare off the curious, and to collect more Menks. These statues are said to have hollow eyes where the light of the Kanan moons, Elyria and Solon, may shine through. If one beholds the glowing eyes of a Caul de Menk, then one is transformed into a Menk forever.
Some people and animals appears to be pre-destined to become a Menk later on in life. Such people are said to bear Menk-Sign, where their appearance in mirrors, paintings and photographs appear monstrous, becoming more so as the time of their transformation draws nearer. Some people with Menk-Sign take steps to rid themselves of the condition. The waters of the Indigo River on Hoban are thought to slow the process down, removing it completely in some cases. Xaphan Cabalists have rituals to thwart Menk-Sign. Bartering with a Menk, performing some task for it, will also cure the victim.
THE BLOOD BOX
Whatever guise they take, Menks are fearsomely powerful and nearly impossible to bring down. Menks keep their vital organs in a separate place called the Blood Box–how they remain alive without their vitals is a mystery. As such, Menks are virtually indestructible. They can absorb massive amounts of damage and continue to function. Arcane weapons and items can do them harm, but only if vigorously applied.
The best way to defeat a Menk is to locate their Blood Box and destroy their organ hidden within, once that is accomplished, the Menk will die. Menks go to great lengths to hide their Blood Boxes. Their boxes can come in many configurations, from a small jar, to a chest, to a whole shrine-like structure, guarded, in turn, by other Menks. The Blood Box can be hidden far away, buried deep or even located on other planets. Many times, locating the Blood Box is nothing short of Impossible.
Menks have the ability to remove their heads from their bodies. They often place their heads in elevated, advantageous positions giving them a wide field of vision. They may also summon the assistance of various evil creatures to carry or fly their heads great distances.
Menks give our heroes everything they can handle and more in the House of Bloodstein books, coming soon from Loconeal Publishing.
copyright 2016, Ren Garcia, Fantasio and Ewelina Dolzycka
January 25, 2016
I was sitting with my wife at our favorite pizza place a few days ago. My wife was bored; I was regaling her with my thoughts for upcoming book projects. She’s not much of a reader, and when I start talking books, she tends to tune out. Happens every time. Finally, after several minutes of fruitless babbling, my wife asked me a seemingly innocent question:
“Where do you get your ideas from?”
And I had to sit there and think about it. Where does creativity come from? Where do ideas and concepts, characters and distant places originate??
After several minutes contemplation, I had to admit I really had no idea or a ready answer for my wife.
Creativity is a very personal thing. Where a person draws inspiration from will differ. I suppose, for me, creativity is a result of everything I’ve ever seen, read, watched, smelt, tasted and felt. For those with a creative persuasion these things stay in your head; you dream and ponder about them. It’s also based in all the things you love, you’ve hated, been confused by, been afraid of … everything sort of stirred together over time like a vat of hot butter in the basin of your brain continuously churned, and then recycled into something sort of like what you’ve experienced, but different. Sometimes these images linger in my head for years, slowly evolving over time before I insert them into my books. Lt. Kilos was one such character. I saw her in my thoughts for a long time, initially a banana blonde, in a colonial uniform holding a gun. Eventually the rough-and-tumble lady from Tusck spilled out onto the page, though quite a bit different than what I’d dreamed of. Things always turn out different once you get to writing.
Other thoughts site in head for only a day or two. That’s just how it works out.
As an example of the creative process for my wife, I used the Wumalaar. The Wumalaar, in my book series, is a mythical beast that the Sisterhood of Light believe in. They believe that, on the last day of the League, the Wumalaar will come, break through their defenses and reveal all the Sisters’ secrets. The Wumalaar is the one thing the Sisters are afraid of.
I came up with the name “Wumalaar” from a movie that I loved as a boy. I never forgot the name, let it twist around in the back end of my head for about twenty years, modified it a little bit, and wham! I had the name Wumalaar. For me, that’s how creativity works.
Can you guess what movie I got the name from, and what it was called before I modified it?? If you do know, you have one of two choices. A: You should give yourself a rousing pat on the back for having such minute knowledge of `80’s pop cuture. Or, B: You should check yourself into an insane asylum for having such minute knowledge of `80’s pop culture.
Here’s where I got the name from:
copyright 2016, Ren Garcia
December 26, 2015
The Wunderlucks are a group of treasure and fame-seeking bravos from the Remnath area of Kana. They appear in the upcoming House of Bloodstein books. They are rude, crude and generally a trouble-making bunch. (Note–Authors have long memories. I based the Wunderlucks after bullies and louts I’ve known throughout my life.)
THE OLD JOCANDAS
The Wunderlucks are a modern off-shoot of the much older Remnath House of Jocanda. The Jocandas were infamous for declaring war on the Sisterhood of Light during a contentious land dispute (the rightness or wrongness of their position has been lost over time). The Sisters were, and still are, the defacto rulers of the League, and the Jocandas ill-advised “war” with them plunged their House into the dregs of Kanan society (The derogatory term “Jo-Boy” stems from this war. A Jo-Boy is a foolish person doggedly engaged in a fruitless or ill-advised task with no hope of success.)
Slowly, the Jocandas, relocated to the hills outside of the city of Wiln, died out, with several of their progeny branching off forming their own new Households, including the Storrs, the Wilners, and, most notably, the Wunderlucks.
IF YOU HATE US, YOU’LL HAVE TO RESPECT US
The Wunderlucks’ on-going credo is to restore prestige to their line, to erase the stain of the old Jocandas and to become the premier House on Kana and the League at large by any means necessary. Their most immediate goal is to fill their empty coffers with treasure. The concept of Frundage, or “collecting” is an important status measuring stick in the League, ie, the more you have, the more status you obtain. All of the great Houses possess massive stockpiles of treasure, land-holdings, arms, arcane items, vehicles and beasts. The Wunderlucks had virtually nothing when their House was formed, and they have, ever since, been acquiring any item, pile of junk, dogged-out vessel and arcane device they can get their hands on. Some of these items they purchased, others they quested for, and most they simply stole. They make no bones about theft, in fact they boast of it. The arcane item they are after the most is the legendary Oberphilliax, which they have laid claim to many times.
The Wunderlucks are unmistakable out in public. They wear garish spacing suits of shocking red, trimmed in blistering yellow, usually with a proud “W” emblazoned somewhere on their attire. The girl, Clara Wunderluck, mostly wears slinky, off-the-shoulder dresses and chain-smokes Wolf menthols. Wherever they go, they make a point of calling out the local hero and starting a brawl.
They are mercenaries for hire, lending out their services whether they are wanted or not. Aiken Wunderluck is the front man and spin-doctor of the group. He is adept at keeping his ears open, at hearing hidden conversations and discovering opportunities to acquire treasure or fame. Once they are on to a promising lead, they are difficult to be rid of. Their usual tactics include being as verbose, rude, obnoxious and haughty as they can, finding the low road they choose to tread upon to be much more productive than engaging in usual decorum. Beating them or imprisoning them accomplishes nothing, they are undaunted by defeats, humiliations, censures, and getting cast out of certain areas–they consider these things victories. Aiken Wunderluck can spin a humiliating defeat or shocking scandal into a resounding victory in the public’s eye. This “burn all the bridges” attitude has earned them few friends and a host of enemies, but, it has succeeded in making a notorious name for themselves. Any fame is good fame in their eyes.
CHEAP, KNOCK-OFF ARCANE ITEMS
Clara Wunderluck has proved herself a master of reverse engineering arcane items and creating easily produced knock offs that function in a temporary or limited capacity. She has replicated the Progenitor’s Skull, various dimensional jars, and, most notably the 10th Finger of Zahuti. None of these items are as potent as the originals and only work for a limited time, however, the fact she can do these things has provided added income for the House and more infamy to their name.
Her brother, Rusty Wunderluck, is a name in the Xaphan underworld as a smuggler and League traitor, with a number of sleezy contacts in the darkest of Xaphan ports. He is often able to obtain illegal Xaphan items, most notably the Midas Hemolizer assassination weapon, which he doesn’t hesitate to use in battle.
The final brother, Ernst Wunderluck is a mouth-breathing bore and blunt instrument of the group, always eager to cause a scene in public. He is known for his hatred of the Monama peoples to the southeast.
copyright 2015, Ren Garcia and Carol Phillips
November 4, 2015
One of my personal favorite portions of the book creation process is the formulation and execution of the cover. It’s a lot of fun putting my head together with talented artists, like Carol Phillips, and seeing what shakes loose.
For my next book, the unbridled House of Bloodstein: Perlamum, the planning process followed the usual pattern.
SO MANY SCENES
First, we hash out what scene we want to layout for the cover. I usually pick seven to ten scenes from the book that I think are interesting, pertinent to the general tone and feel of the book, and that will be strong enough to catch the eye of a passing shopper.
I type up a quick synopsis and send them off to Carol. Now here’s the weird part–even though this is my book with my characters and scenes, Carol has a great deal of say-so in what shows up on the cover. Using her polished artist’s eye, she selects what scenes to expand upon, often asking to read those select parts of the book, and scribbles up a few quick sketches for reference. Then, between the two of us, we agree upon the final subject matter for the cover. As for the rejected cover ideas, those almost always end up in the interior of the book–Carol’s work is just too good to throw away.
WHAT’S A “NIXIE”?
Most of the covers we do have at least one Nixie lurking around in them somewhere. A Nixie is an element on the cover artwork that either A)-has been greatly modified or exaggerated from the text, or B)-wasn’t in the book at all. We do this to give the cover composition a little more life and eye-candy where needed. Usually the Nixie isn’t too egregious and we never promise something on the cover that is not delivered upon in the book–we just change things around a little bit sometimes. For the House of Bloodstein, there is one minor Nixie in the artwork, but nobody other than Carol or me knows what it is–and I’m not telling.
Depending on her workload, it takes Carol about three or four months to finish the cover–all of it painted digitally one little element at a time. Since Book 2 (The Hazards of the Old Ones) we’ve opted for a wrap-style cover, meaning the artwork goes all the way around to the back cover, including the spine. Having a larger canvas to paint on allows Carol more freedom create a knock-out piece of work, though she has to be careful to place the key bits of artwork on the front part of the painting (the right side) and a bit less on the left side (the back) allowing for the rear-cover text. You can tell on the finished work above the left side of the composition has a lot more free space than the right. Carol also likes to put a little surprise on the spine. Can you see what the surprise is??
GOING LOOPY FOR LETTERING
Having the finished piece of artwork is just the first part, now we’ve got to letter it, and that’s a great deal tougher than you might first think. It takes talent to thoughtfully, and tastefully, letter the cover. You want the lettering to pop out, to be easily readable from a distance, or, more importantly, from a tiny thumbnail on a website. As The House of Bloodstein is a somewhat gothic tale, I wanted something in that tone, and I imagined the lettering in a twisting block layout. After some mixing and matching, we decided on the above, it’s got the gothic theme I was looking for, I like how the letters fit together and the purple matches the artwork well.
Now, comes the painful part–how to add the lettering without covering too much of the artwork. That is always a struggle–what to sacrifice without losing the spirit of the composition. In this case, we couldn’t find a good spot to put the lettering, either going high or low, it ruined the artwork. We decided on the old trick of dimensioning down the general size of the artwork, creating a significant void space where the lettering can freely go. We’ve done that before, way back on the revised cover to Book 2, we scrunched the entire piece onto the front creating a void space on the top and the bottom. Here Carol uses a gothic pattern stained a handsome shade of red and black to fill in the void.
The back cover is full-sized and covered with around 250 words of back-cover text strategically placed around the characters.
The over-all effect is great. You get the impact of the large-sized lettering without having to cover up too much of the artwork–we still get to witness Lord Kabyl of Blanchefort locked in a mortal struggle with a horrific giant-sized space guy in the cool green passes of the Telmus Grove. Cool stuff.
MATCHING TONE WITH CONTENT:
One final word of note. Unless you’re aiming for some sort of sick satire, you want the tone of your cover to match the tone of your story. If you’ve written a twisted tale of the macabre, you really don’t want a lot of sunshine and lollipops on the cover, otherwise you’ll confuse your readers. The House of Bloodstein is an imaginative action thriller, so we opted for an action scene. Had the book been more focused on romance, we would have selected the cover mock-up on the left, which gives the impression of loads of romance, conflict and general male/female drama to come.
The House of Bloodstein: Perlamum, will be released in late 2015 from Loconeal Publishng
copyright 2015, Ren Garcia and Carol Phillips
October 18, 2015
Through 9 books of the League of Elder series, I’ve explored quite a bit of the League; we’ve been all over Kana, Onaris, Planet Fall and even Bazz. In the upcoming House of Bloodstein books, I wanted to step out of the familiar comfort of the League and take a good hard look at the League’s odd and rather antagonistic celestial neighbor: Xaphan Space. Previously with the Xaphans, we’ve really only explored the great and rather austere city of Waam. so far. As in Waam, I feel free to be as creative and over-the-top as I want, these are the crazy Xaphans after all, the League is much more cultured and refined.
In the heart of Xaphan Space, tucked into a cove in the roiling tumult of the Great Xaphan Nebula is a lonely world with many names. Most people refer to it as Planet Mare, or simply Mare. It’s a large, terrestrial world with a fully functioning Type 1 ecosystem. It is one of the few habitable worlds in Xaphan Space not requiring decades of costly terraforming. Type 1 Planets are like gold, like hen’s teeth, rare and highly sought after. Being ready to simply land and “move in”, Mare should be a priceless stellar gem, endlessly fought over many generations of greedy Xaphan Warlords eager to colonize it for themselves as a fiefdom.
But, Mare has passed the centuries uninhabited, unconquered. No Xaphan ship has ever landed on its fertile soil, no Xaphan flag has even been driven into its ground, though not for a lack of trying. Many Xaphan Armadas have been assembled and quested to Mare, however, none have been successful and none have ever returned.
In 000003AX, The pugnacious House of Sorrander discovered Mare hiding behind the veil of the Great Xaphan Nebula, scanned it to be a Type 1 world, and claimed it as theirs. Without ever having set foot on the world, they fought two major battles in space with the House of Midas, and with their frequent antagonists, the House of Burgon. Depleted after their initial battle with Midas, the Burgons defeated the Sorranders and claimed Mare, naming it after themselves, they then launched a grand Expedition of 10,000 Ships to colonize the world, bringing with them craftsmen and courtesans, singers, clowns, the whole crazy bunch.
The expedition was never heard from again, lost down to the last ship. Assuming the expedition had been attacked and massacred by the Sorranders, the Burgons rallied their forces and subjugated them, laying waste to the original Planet Sorrander in 000006AX. Two years later, the Burgons tried it again, this time with full military escort. The second expedition to colonize Mare also was annihilated, the captain reporting that they were under attack from “something” coming from around the planet itself. Undaunted, the Burgons launched five more major expeditions to Mare, with each being utterly destroyed. The effort so weakened the Burgons, they ceased to be a major Xaphan power for centuries.
With the Burgons out of the way, a number of Warlords from Holly, Caroline, Clovis, Conwell and even the restored House of Sorrander each tried to take Mare, each failing. The planet developed a justifiably sinister reputation and was given the official name Mare, which, in Vith, means: “Nightmare”.
Something truly terrible hovers over Mare, something that has thwarted every Xaphan hoping to claim it for centuries.
In the House of Bloodstein books, our heroes, the Blancheforts, must quest to Mare to assist their cousin, Lady Chrysania of Bloodstein, and they discover first-hand what is there and that it is not to be trifled with.
The House of Bloodstein: Perlamum will be out soon from Loconeal Publishing.
copyright 2015, Ren Garcia and Ewelina Dolzycka
September 22, 2015
I have, I think, over a thousand sketches, drawings and paintings of the various scenes and characters in my books. I love commissioning artwork–it’s a bit of an addiction, I think. When I was a kid I loved all the illustrations in my Chronicles of Narnia books. I’d stare at the pictures by British artist Pauline Baynes for hours. Baynes also illustrated JRR Tolkien’s Farmer Giles of Ham, which I also loved.
I swore if I ever managed to collect the crazy ideas in my head into an actual book I’d have it plastered with illustrations.
Flash forward about thirty years. I made good on my promise. With an average of twenty-five maps and illustrations per book, I’ve got over 200 in print and counting.
A Picture is worth … a thousand less words.
The practice of adding illustrations to the interior of books seems to have vanished in modern times. When folks pick up my books to have a look at them, they almost always fan through the pages–what are they looking for?? Most books don’t have anything but printing in the interior and checking the pages for them usually comes up with nothing. But, imagine their surprise when they flip through my books and come to a page with a beautiful illustration. It’s a genuine moment.
Illustrations are also helpful when you’re dealing with a fantastic, completely made-up world like what I write. You have to describe everything, and that can derail the plot. Modern readers don’t like that, plot is very important Instead of spending a couple thousand words going over one of my whacky creations, why not toss in a cool picture and go a little lighter on the descriptions?
A Creative Symbiosis
I usually give my artists a lot of freedom when they create an illustration. Some authors can be quite exacting in what they expect, me, I’m easy. I rather enjoy seeing how the artist interprets the subject. If I see something I really like, I’ll often add it into the writing, it’s only natural to do so.
Take this image of Princess Marilith of Xandarr by Carol Phillips. This is one of the first commissions I got from Carol, going all the way back to Book 1. As you can see, it’s a nude. I don’t recall asking Carol for a nude. Princess Marilith is an angry, spurned, blue-haired woman, heartbroken and vengeful. However, my early visualizations of her were fully clothed. Carol’s painting of her captured those various feelings–you can see how upset she is in her painted face. Her unexpectedly nude body is strong and beautiful. I was captivated by what I saw. Inspired, I went through and re-wrote the Princess, making her essentially nude in the story. She comes from Xandarr, a very hot and dry place, so it seemed to follow. Wearing only light veils or nothing at all, daring you to look her in the eye, has been her trademark ever since.
Revving-Up my Creative Process
I usually come up with an idea or a character years before they actually appear on the page. Typically, as the image clarifies in my head, I get all excited and commission a drawing of it. Seeing the finished artwork gets me going every time and influences what happens in the books.
Take Hannah-Ben Shurlamp, EVoR. I was sitting at a Burger King several years back when I came up with a foil and opposite number for The Professor–Lt Kilos’ brainy husband. I imagined a tall, rather swarthy woman dressed all in white, her skin powdered to pearly perfection, her raven hair tucked up into a large white wig. I immediately sent a note to my friend, the amazing Eve Ventrue, gave her the details and waited a week or two to see the results.
Eve came up with Hannah-Ben sitting in an opulent padded study. As usual, I incorporated her study into the writing, the image of Professor Shurlamp sitting in her fine red room is her standard calling card.
That first painting of Hannah-Ben was stunning, she was beautiful, but I thought she was missing a little something. She was too demure, too unassuming. Professor Shurlamp is anything but unassuming–everything she does is big and bold and in-your-face.
Not enough wig, not enough eyebrow and piercing stare. I wanted something beautiful, yet sort of horrible as well, rather like Gerald Scarfe’s work on Pink Floyd’s The Wall. Just like that. I wanted something cool, but a little creepy.
Enter Carol Phillips, the Queen of the League of Elder who has contributed probably 40% of my massive art inventory. Carol went to work and produced the second painting of Hannah-Ben.
Working with Carol for so long, she is often able to pop my head open, pull out the mess that’s inside and paint beautiful things with it. The painting Carol created of Professor Shurlamp was absolutely perfect. She was a mile high, she had the wig, the eyebrow, the “You are nothing to me” expression … everything was perfect. Even her snowy white gown was perfect–look at the frills, the buttons, the tight waistline and the bows. So many bows …
Seeing this thrilling painting gave me the added “oomph!” to finish The Shadow tech Goddess, a tome that had taken me four years to write.
And then came Stenibelle, another book where Hannah-Ben Shurlamp makes a notable appearance.
I wanted another image of Hannah-Ben for the book, I thought it would be a nice touch, and this time, Carol came up with a true masterpiece–the ultimate image of Professor Shurlamp holding her Glyph with scores of data orbiting her head. This image gave me chills when I first saw it (really–no kidding!!)
Seeing that giant wig, those curls, that glyph-wand in her hand helped me figure out the various twists and turns in the story that had been giving me a few minor fits.
So, when in doubt, get a piece of artwork and let it fire your imagination, you’ll be glad you did.
Copyright 2015, Ren Garcia, Carol Phillips and Eve Ventrue
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:
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 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.
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.
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.
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.
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
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
July 11, 2015
The release of LoE Book 9: Stenibelle is here!! I’m very proud of the book and of the character in it, the first LoE book to feature a female main character–most of the previous books have been ensembles with strong male and female characters.
I’ve been asked if I think Stenibelle is a Feminist Book. I actually have no idea. The word “Feminist” has taken somewhat of a radical turn from the `60’s up till now. In the `60’s it meant a free, liberated woman, doing things previously considered to be “unlady-like” A `60’s feminist was probably a tomboy, or a hippie girl living in a VW van, smoking weed and wearing baggy clothes. She lived her life as she wanted, which might deviate from the established female model (chaste, married, motherhood, etc…).
Nowadays the word “Feminist” seems synonymous with “Feminazi“, a cold, opinionated, emotionally unavailable, agenda-ridden woman who hates all men. An invincible, man-killing war-machine bent on proving the superiority of the female gender. Obviously, such a character is a stereotype, and a polarizing one at that, setting both genders against each other.
STENIBELLE AND “THE TESTS”
I wrote Stenibelle to be a Female-Centric book, one that focused on the struggles of a female character without being political or polarizing. Stenibelle is not invincible, or perfect for that matter. She’s a flawed human being who starts out angry and unsure of herself, needing a healthy “kick-in-the-rear” to get pointed right. Stenibelle learns. She grows, she becomes more than what she was, as should be the case in any piece of fiction: the capacity to change.
So, what sort of a book is “Stenibelle”?
There are a number of tests out there, mostly aimed at judging women’s roles in films. We can apply these tests to Stenibelle, the book and see how she rates (Of course, this is me, the biased author judging the book. Read it for yourself and feel free to rebut if needed).
The Bechdel Test is a set of three simple and rather loose requirements designed to determine the role of women in a film.
- The movie has to have at least two women in it.
- The women must talk to each other.
- The women must talk about something besides men.
Given these rather vague requirements, Stenibelle easily passes the Bechdel Test. There are lots of females in the book, many more than just two. They have lengthy conversations with each other, and many of their conversations don’t involve men at all (of course, “talking about men” is a very nebulous factor. Are the women talking about a boyfriend? Are they talking about a man in the home or workplace? As there are only two genders, erasing 50% of them from a protracted conversation can be difficult if not impossible, forcing the conversation to be nothing more than “girl-talk” which opens a whole new can of worms. We’ll assume “talking about men” means discussing a boyfriend, husband or other love-related interest.)
The Russo Test
The Russo Test is a fairly new test designed to analyze the representation of LGBT characters in films. Inspired by the Bechdel test it’s named after film historian Vito Russo. It also has three loose criteria:
- The film contains a character that is identifiably lesbian, gay, bisexual, and/or transgender.
- The character must not be solely or predominantly defined by their sexual orientation or gender identity.
- The character must be tied into the plot in such a way that their removal would have a significant effect.
Without going into too much of the plot and the outcome of the story, Stenibelle passes the Russo Test, and it does so without being pushy, political or in any way agenda-driven.
The Mako Mori Test
Mako Mori was one of the lone female characters in the film Pacific Rim. Her depiction in the film has become the standard in giving a female a “fake, action-driven” role to play that fails the Bechdel Test. Again, the test has three basic criteria:
- At least one female character must be present
- The female gets her own narrative arc
- The female does not exist solely to supporting a man’s story.
Again, Stenibelle passes. Stenibelle is not there to simply support a secondary male character. This is her story. Without her, there would be nothing.
The “Sexy Lamp” Test
Comic book writer Kelly Sue De Connick created a somewhat tongue-in-cheek test judging the role of females in a story-arc. Essentially, if you can replace the female character with a lamp, blow-up doll, stirring stick or similar prop, would the story still fly??
Yes–you cannot replace Stenibelle with a cool lamp and have the story function. It would not–not at all. Moving on.
There is an additional test called the Finkbeiner Test dealing with the role of women in science. As Stenibelle is not a scientist (she’s actually more of a sorceress) this one really doesn’t apply.
So, that’s it. With Stenibelle, I wrote a human story dealing with a female in a tight spot. I tried to write it so that anybody, female or male, could get behind her and cheer. Pick it up–see if you agree.
Stenibelle will be available 7/24 from Loconeal Publishing.
copyright 2015, Ren Garcia
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.
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