"Carahil", by Felipe Montecinos

“Carahil”, by Felipe Montecinos

Of all the various characters roaming around the LoE Universe, Carahil appears to be the most sympathetic and well-loved. He’s a cool guy, has a heart, has a sense of humor, and he’s always ready to give of himself. He’s reformed the cold hearts of wayward goddesses and saved whole planets. For that reason, he tends to strike a chord with readers. You never know what might happen when he’s in the area–could be anything.

There are several aspects of the character you may or may not be aware of:

Carahil 1 (Carol Phillips)

Carahil 1 (Carol Phillips)

CARAHIL 1: The original Carahil, or Carahil 1, appeared only for a brief period of time in LoE Book 1. He was a scavenger living in the dregs of Sygillis of Metatron‘s temple, eating the dead bodies she created in abundance. Occasionally, when driven by hunger, he would take one of Sygillis’ Hulgismen guards. He was basically a big rat. When Syg was turned from evil and the Shadow tech of her temple changed to Silver, Carahil too was enlightened. He grew in size, became intelligent and powerful with Silver tech. He carried Captain Davage aloft into battle and, when Syg’s temple escaped the desolation of Metatron, Carahil 1 escaped as well and was, from the reader’s perspective, never seen again. We can only hope he had a happy ending out there somewhere along with his friends. Notice he is quite large, and has a natural, somewhat predatory appearance diminished a bit with a benevolent expression. Aside from his size, strength and ability to fly, Carahil 1 had none of the amazing abilities Carahil 2 would one day possess.

Carahil 2 (Carol Phillips)

Carahil 2 (Carol Phillips)

CARAHIL 2: Though he only knew him for a short time, Carahil 1 had a great influence on Captain Davage. Davage would often speak of Carahil at dinnertime, how he had admired him and considered him a benevolent soul and a friend, and that he missed him. Sitting at the table listening to all of this, was Captain Davage’s sister, Lady Poe. As a Silver tech female of growing power, Lady Poe loved creating little animals in Silver tech, and she was inspired by her brother’s tales. She decided to give Carahil back to Davage as a gift. She spent months collecting thoughts and recollections direct from Davage’s head, placing them into an ancient Vith fountain in the Telmus Grove. As she worked, Lady Poe became particularly devoted to the “Carahil Project” and was determined to make him “something special”. She gave him great wisdom, knowledge of magic and lore, and even threw in knowledge of cooking, sewing, botany, alchemy, and animal husbandry. Still not satisfied, Lady Poe wanted to give her masterpiece “a proper heart” She wanted him to be kind, to have a love of life, though she didn’t quite know where to get such a thing.

Carahil, as a human, with a pregnant Mabsornath (Carol Phillips)

Carahil, as a human, with a pregnant Mabsornath (Carol Phillips)

She would soon have an answer. The kitchen staff had an old bloodhound they called “Cookie” who was known for her gentle disposition and willingness to mother lost animals. The staff often brought her lost kittens, and Cookie would mother them until they were big enough to fend for themselves. Cookie was old and, as she lay dying, Lady Poe took her essence and placed it into the fountain as the final ingredient. Soon, Carahil 2 emerged from the fountain.

Lady Poe was delighted with Carahil and considered him to be her first child. She created a number of medallions which would summon carahil when needed. Carahil 2 brimmed with power. He loved rescuing small animals and nursing them back to health. He also had a love of jokes and pranks. His favorite prank was stealing gowns from Countess Sygillis’ wardrobe and hanging them from a flagpole.

Carahil’s abilities have never been fully tapped or displayed. He is powerful enough to be invited to join the Celestial Arborium, an organization of gods seeking to maintain Universal Balance. Carahil follows the rules of Universal law preventing him from using his abilities to their full extent. He is known to change his shape at will, become larger or smaller, use TK, control the weather, control animals, travel vast distances in moments, become ethereal or astral, ward away evil and destroy Shadow tech.

XANDARR:
Carahil took an active role in saving the Planet Xandarr from a Black Hat attack. Ever after Carahil was considered the protective patron god of the planet.

Carahil and his family (Felipe Montecinos)

Carahil and his family (Felipe Montecinos)

CARAHIL’S FAMILY: Carahil eventually took up with Mabsornath, the Cat-Goddess and together they had seven children. Their children were all very powerful, including Lannis, the Herald of the Gods and Atha who became a goddess of unluck, misfortune and impossible quests.

CARAHIL’S TEMPLES:
There are a number of mystical places associated with Carahil. The places are usually fun and filled with Carahil’s light. The Mystery Library in Castle Blanchefort, 1000 Carahil Park and its Gift Shop on Xandarr have both been confirmed as temples dedicated to Carahil.

There is another place associated with Carahil that is very frightening and dangerous, the Cathedral of Bone and Wire where a hideous demonic beast resides. How Carahil could be associated with such a dark place is not currently known.

copyright 2013, Ren Garcia, Carol phillips and Felipe Montecinos

Click on the pic to go to Amazon

Click on the pic to go to Amazon

It’s Day 1 of the Big Sands of the Solar Empire giveaway on Amazon. Sands is beginning of the Belmont Saga and takes off in a new direction with a fresh cast of characters: Same LoE Universe, different folks!

Monday, April 8th and Tuesday, April 9th the Sands ebook is totally free. Click on the Sands cover picture to go direct to Amazon.

Here’s the Blurb for the Book:

GET THE BRANDY TO BAZZ . . .

That’s all Paymaster Stenstrom, the Lord of Belmont-South Tyrol, has to do and the old warbird Seeker is his. He has dreamed of captaining a Fleet ship his entire life.

Little does Paymaster Stenstrom realize that he is in the grip of an old Vendetta and the short trip to Bazz might very well be his last.
Faced with a dead ship and a lost crew, Paymaster Stenstrom finds help in the strangest places: the thief Marine and the milquetoast young man from the Admiral’s office, and, though he just became acquainted with these two strangers, he discovers they have been influencing each other’s lives for a very long time.

Something sinister hovers over Paymaster Stenstrom and his two new friends, something they are only now becoming aware of. The SANDS OF THE SOLAR EMPIRE stretch out before them in an endless gulf brimming with the unknown. Can a masked Paymaster, a thief, a coward and a once great warbird face what awaits them?

Click on the pic to go to Amazon

Click on the pic to go to Amazon

Also, don’t forget that Book VII, Against the Druries is also available on ebook. Book VII is the exciting conclusion of the Belmont Saga.

Here the blurb:

THERE’S A WHOLE LOT OF BAD BETWEEN KANA AND BAZZ . . . That’s what they say on Bazz, that the “Deep Sea”, the open space between the two planets, is cursed and full of bad dreams—but nobody ever listens to people from Bazz, do they? Paymaster Stenstrom, Private Taara and Lord A-Ram struggle to navigate the Seeker, an old warbird, through the shipping lanes to Bazz. If the Paymaster can’t get to Bazz with his cargo of brandy, he loses the ship and will probably end up in jail as well. Jail? If only . . . The three adventurers are about to discover the old farfetched mariner stories are very real and that the Devil himself waits for the unwary in dark places where there is no help. The Circle closes in on Stenstrom, Taara and A-Ram, and its judgment for them is far worse than any jail cell. The Seeker is about of become just another ship that set sail from safe shores and was never heard from again, unless . . . The Belmont Saga concludes in this heartbreaking and action-packed tale of friendship and dedication, of vile evil and hopeless terror, and that sometimes help for those gone astray comes from the most unlikely of places.

See you there!!

copyright 2013, Ren Garcia

ATD 3

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

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.

Captain Davage and Countess Sygillis, bot over 100 (Eve Ventrue)

Captain Davage and Countess Sygillis, both over 100 years old (Eve Ventrue)

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.

A-Ram and Alesta (Eve Ventrue)

A-Ram and Alesta (Eve Ventrue)

From the time an Elder child reaches their 20’s until their early 30’s, they’re known as Tweeners and develop into full maturity. After that, they remain unchanged in appearance until their death. For example, Lord A-Ram is in his 40’s, while his fiancée, Lady Alesta of Dare , is 152 years old, however, looking at them side-by-side, one couldn’t determine their difference in age.

THE LENTICONS:
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.

Monamas, like Lady Sammidoran, are not engineered to remain young, and age and diminish as they get older. (Eve Ventrue)

Monamas, like Lady Sammidoran, are not engineered to remain young, and age normally as they get older. (Eve Ventrue)

Various indigenous Leaguers, such as the Monama peoples of Kana and the Females of Carina 7 do not have the Gift of Youth and Health and age normally.

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).

IMMORTALITY:
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

Carahil’s Busy Morning

December 3, 2012

As the LoE Universe has expanded, Carahil has become one of my more popular characters. Smiling and affable, his pure soul and innocent spirit just tends to make people happy.

Carahil and his family, by Felipe Montecinos

Carahil and his family, by Felipe Montecinos

I did a show in Cleveland last year. A question that kept coming up: “Do you have anything for kids?” Of course, the answer to that question was a resounding “NO!” As the rest of the day progressed I thought about it and, slowly, ideas entered my head.

A children’s story?

Should such a thing exist, the clear candidate for such a story immediately presented himself: Carahil, as he is basically a big kid himself. I had written in a small sub-story in the Temple Trilogy about Carahil, that he had taken up with Mabsornath, the Cat Goddess , and that Mabs was pregnant. I decided to develop Carahil and Mabs’ children, coming up with seven of them. In a sort of Lady and the Tramp, moment, all of their sons are seal-type creatures and all of their daughters are cats, except for one: Atha. I saw Atha in my head as the youngest of the group and the most chaotic. Of all of them she is the only one who prefers to appear as a goggle-wearing human child instead of in their usual animal shapes. In the novels, Atha is a seductive, rather unpredictable siren, for the children’s book, she is simply an innocent, precocious kid who, unlike her brothers and sisters, isn’t afraid to make use of her goddess-like power.

For the first book, Carahil’s Busy Morning, Chilean artist Felipe Montecinos will be doing the drawing. It should be ready by June, 2013

copyright 2012, Ren Garcia

“Morgan Jeterix” by Eve Ventrue

MORGAN JETERIX is a character introduced in ther first installment of the Belmont Saga.

She is a lady of the House of Thompson, a family of Hala stock. Being a Hala, her family were well-known farmers owning vast tracts of fertile land in the central Hala-lands about three hundred miles east of the Killbane River. The Thompsons are publicly acknowledged and certified by the Sisterhood of Light as being Empathic. As such, all Thompsons are registered and painted with a 4-D tattoo marking them as empaths that only the Sisters can see. Among the House’s various empathic talents is the ability to see through complex illusions.

Morgan was the twelfth of fifteen Thompson children. She is typically of sturdy build with tanned, swarthy skin and burnished blonde hair that she most-often wears braided. When she was thirteen, a fire broke out in the Thompson manor which eventually burned the structure to the ground. Morgan was rescued and carried to safety by her father, though he suffered terrible burns in the process. Seeing her father suffering from his wounds, Morgan decided to join the Grand Order of Hospitalers and become a healer.

Morgan Jeterix in her Hospitaler uniform (painting by Eve Ventrue)

Morgan quickly rose through the ranks within the Hospitalers and eventually joined the Ephysian Order, a secretive sect dedicated to the pursuit of knowledge no matter where it comes from. The Ephysians often share information with Non-League sources such as Xapan Cabalists and Moorland Riddocks, which is forbidden by the Sisterhood of Light. She was asked by her Order to serve aboard a Scouting Ship called the Demophalon John, captained by a Zenon woman, Lt. Gwendolyn of Prentiss. Ephysians normally did not venture out on Fleet ships, however, her Order had determined that there was knowledge to be had aboard the ship. Once there, Morgan had a tumultuous relationship with the captain, the two of them often not on speaking terms.

After nearly being killed in the fire as a girl, Morgan decided that life is precious and was determined to live it by following her heart no matter where it might lead. Her behavior afterwards was shocking by conservative Hala standards, earning her the epithet “Jeterix” which means Unmarried and Unprincipled in Hala. The “Jeterix” tag was normally a mark of shame for a woman in Hala society, but Morgan wore it with pride, officially adding it to her name. Morgan was well-known for her steamy and rather messy love affairs. She was constantly beginning a new relationship and ending an old one: her brief love affair with fellow Hospitaler and ex-Black Hat Bethrael of Moane was an A-List scandal in the city of Bern. Morgan did not confine herself to class, age, station or gender–any who caught her eye was a potential lover. Morgan was seductive and charming, and she had secretly learned the art of Xaphan Tropism (the art of inducing a sexual climax using minimal touches on non-erogenous parts of the body such as the wrists). Her touch was said to be “electric”.

Morgan would eventually teach Private Taara how to fight like a Hospitaler and the secrets of Xaphan Tropism (painting by Fantasio)

Morgan was also well-known for her messy and rather public break-ups, always filled with shrieking and drama right out in the open for all to see. Lt. Gwendolyn did not approve of Morgan’s ways and tried to have her removed from the ship several times, but failed due to the autonomy and power of the Hospitalers. Morgan made no secret that she fancied an affair with Lt. Gwendolyn as well. Being an empath, Morgan could often connect with Gwendolyn’s inner self and speak out loud what she was feeling–an embarassing habit Gwendolyn detested.

When Morgan met Paymaster Stenstrom and his friends Private Taara and Lord A-Ram, that’s when things really got interesting.

copyright 2012, Ren Garcia, Fantasio and Eve Ventrue

The author of the League of Elder series is looking for you! We’re collecting stories for an anthology focused on the Fiend of Calvert, a Jack-the-Ripper style killer featured in LoE Book VI: Sands of the Solar Empire.

Exterior of Fiend Pamphlet (Art by Carol Phillips)

What we want: We’re open for cool, atmospheric stuff. We’re open to poetry, to standard science fiction/fantasy, to gothic horror and steam punk and even Bizarro fiction–it simply needs to pertain to the Fiend in some way shape or form. Above all however, submission stories must fall within the genres of fantasy, science fiction, or a combination of both. Word counts should range from 250 (short-shorts) and up to 10,000 words for stories.

What we don’t want: Stories with excessive profanity, erotica, splatter horror or hate fiction. Illustrations depicting explicit frontal nudity will not be accepted.

Interior of Fiend Pamphlet (Art by Carol Phillips)

Source Material: We’re looking for all things Fiend. Look at the attached pamphlet–it contains a wealth of material to draw from, use it as a well-spring of inspiration. Submissions can be about the Fiend himself, about one of his victims, the places he plied his trade, witnesses to the murders, the Evidencers sent to discover his identity, or about the Mad Lord of Walther who finally stopped him. He a pretty shadowy character operating in an equally shadowy area of Kana, so extensive knowledge of the League of Elder Universe and established characters is helpful, but not required. In this exercise you have a remarkable amount of creative freedom. The actual identity of the Fiend has not been revealed yet (that’s in Book VII) so the sky’s the limit. Make him what you want him to be.

Map of the Calvert Region of Kana

Submission Dates: We will be accepting submissions until March 30, 2013, 11:59:59pm eastern standard time. CLICK HERE TO SUBMIT

Payment: Payment for accepted submissions will be made in the form of a check within two months of publication. If preferred, payment may be made through a PayPal account. Authors of an accepted short story will be paid at the rate of 1¢ per word, up to a maximum of $100 US for stories and $50 US for poetry.

Rights: We purchase exclusive worldwide print and electronic rights. These rights exist from the point of contract to a period of two years from the date of publication. It is also understood and agreed that Ren Garcia may retain the right to archive the Work for reprinting use only in the anthology format. The author shall retain all other rights to the Work not specified here.

How to submit: Send us via email a short 150 word or less blurb (written in third-person) describing your story along with your planned final word count (approximating is fine) and what sort of story it is (sci-fi, horror, steam punk, etc). Please also include the first few pages so we can get a feel for your writing style. We’re flexible about silly stuff like spacing, font, justification and all that, however, if you turn in an overtly unprofessional submission it probably won’t go very far.

Multiple Submissions: Only one story, or up to 3 poems per author will be considered. Illustrators/artists may submit up to two illustrations. All submissions must be submitted separately (one submission per email).

Simultaneous Submissions: Simultaneous submissions are not permitted due to the fact that the Fiend of Calvert and associated characters/environs are League of Elder trademarks.

Response time: 1-4 months depending on your submission date. Our responses will come in the form of a simple form letter via e-mail.

copyright, 2012, Ren Garcia and Carol Phillips

Carahil’s Daughter

October 4, 2012

As many people know full well, raising a child can be a trying and difficult undertaking. Children can be a veritable bundle of dynamite ready to explode at any moment despite one’s best efforts to diffuse them.

“Atha” by Fantasio

Such is the same with the gods. The gods, too, sometimes have issues raising their children.

Take Carahil for example. Often considered a child himself, Carahil lost his heart to the Windwalker Mabsornath, the Cat Goddess of Zall 88 and they went off to the top of the Universal Tree and were wed. With marriage came children, seven of them in fact, four girls and three boys. Most of them were somber, thoughtful children, aware and weighed down with the burden and responsibility of being gods and the power the comes with it.

And then there was Atha. The youngest of the lot, Atha was an enigma to her parents in many ways. She most often chose to appear as a human instead of as an animal, as was the usual case: her brothers all appear as various types of seals, her sisters as wild cats. On occasion, Atha does appear as an animal, as a giant black snake, and, rarely, she appears as a cloud of smoke.

Most often, however, Atha chooses to appear as a human of changeable age, sometimes as a mischievous child and other times as a full-grown adult. In fact, she greatly resembles her grandmother, Lady Poe of Blanchefort, appearing tall and thin in a silvery gown and short platinum-blonde hair. Her one distinguishing feature–she always wears a pair of intricate, geared goggles as the ladies on Hoban often wear. The goggles are a constant feature whether Atha appears as a child or an adult, always perched on her nose covering a good portion of her face. Atha’s goggles are huge and protruding, rather like a pair of binoculars made of gold, silver and brass. It has been said that to see her eyes beneath the goggles is to go mad.

Atha shares much in common with her father. Atha keeps her word–if she promises something she follows through. She possesses his whimsy and unpredictable sense of fun and humor. She loves pranks and jokes, however, unlike her father whose pranks are always benign, Atha’s are anything but. She is selfish and self-absorbed, she is flighty as well, given to fits of rage and temper when things don’t go her way. According to various Hertog writings, she has a fascination with Vith heroes, both male and female, putting them through the wringer, literally torturing them (sometimes to death) with adventure and quest occasionally ruining their lives, and then, when she has had enough fun, she takes them into her bed and seduces them. Atha’s wanton promiscuity with the younger folk is well-known. In time, she became known in various pantheons as a goddess of mischief, of sex (and the misfortune of having sex) and questing.

Atha, also taking after her father, also has a habit as masquerading as other out-worldly entities, in particular, an entity known as the Shadow tech Goddess. Why she does such things is not known, though it is assumed such antics are for personal gain.

Carahil, though he loves his daughter, was beside himself and didn’t have a thought as to properly teach her not to do some of the things she often did. His solution to the problem was one many parents often make use of: he found Atha a “babysitter“, one whom he thought would teach Atha virtue and proper manners through deed and example. He therefore “dropped her off” at Castle Blanchefort to be taught by the people there and, with luck, her positive experiences would calm her down a little.

There she came under the tutelage of Maser of Blanchefort, his mentor and lover Laika of Stonebringer Tower, Sebastian of Tusck and Millicent of Blanchefort, a distant cousin of hers.

Would it do her any good–only time will tell.

copyright 2012, Ren Garcia and Fantasio

Lady Alesta of Dare is a girl of Barrow stock hailing from the western city of the same name. The Dares are the largest extended family on Kana with over sixty percent of people of Barrow stock being Dares.

“Lady Alesta of Dare” by Kayla Woodside

From a young age, Alesta was a mature, thoughtful girl. She loved to play and jump, but was nevertheless more reserved and bit more introspective than her brothers and sisters. She often saw a strange star hanging in the western sky. It was a large yellow star that was bright enough to be clearly seen at mid-day, yet dim enough that she could look right at it without hurting her eyes. She thought she could even see some sort of surface detail on it–a red, twisting cloud. She marveled at it and even thought it might be a moon of Kana, though she couldn’t find mention of it in any of her astronomy books. She asked her mother about it once, and she didn’t know what she was talking about, so Alesta didn’t mention it again.

When visiting the marketplace with her mother, she often saw a group of apparently impoverished beggars being harassed in the town square by gawkers. She asked her mother who the beggars were and her mother told her: “Pilgrims of Merian,” and she said nothing more, hurrying on.

“Alesta” by Eve Ventrue

Alesta often saw these Pilgrims of Merian coming and going in Dare. They appeared to be priests of some sort preaching a bizarre alternative version of the History of the Elders, one not sanctioned by the Sisterhood of Light. Most of the people listening to the Pilgrims appeared to be mocking their beliefs.

One day, she stopped to listen to what the Merians were saying. They said, amid the jeers, that the Elders were not gone, and to see them one need only open one’s eyes. The Merians mentioned their Star–a yellow star to the west. The people listening to them laughed. What star, they asked. There is nothing there.

“I see it!” Alesta cried. The Merians turned to her and she pointed right toward it.

Though her family protested, Alesta had found her calling. She left her family in Dare and set out, traveling in the meager wagons of the Pilgrims of Merian. She quickly discovered that there was much more to the Merians than they let on to the public. They took her to a sacred mountain to pray and discover her path. She knelt in the snow at the summit for hours waiting to hear the yellow star speak.

At last, she heard a kind voice whisper in her ear: Save all those who fall astray.”

Alesta on the Merian Ship (From LoE Book VII cover, by Carol Phillips)

For Alesta, she would walk the most dangerous road. She was taken with her Merian brothers and sisters to places of evil where unsuspecting souls often fell into peril and needed help, and her task was to rescue them. She visited many planets without ever having stepped onto a starship, she walked the mysterious Merian’s Road. She and her order saved many people in need, and those they saved were rarely grateful.

Though threadbare and impoverished, her star protected her. She wore a belt that allowed her to walk invisibly if she so wished and had beads that shielded her mind from attack.

She eventually ended up on a small outpost overlooking a watery world of evil unknown to the Sisters or the Fleet, hiding right under their noses where the unwary were lured in and killed. It was very dangerous, and should she and her Merian order be discovered by the caretakers of this world, there would be no mercy and no help for them. As always Alesta and the Merians were on their own in a dangerous world.

One day, she saw a star fall, and that was beginning of the end …

copyright 2012, Ren Garcia, Eve Ventrue, Carol Phillips and Kayla Woodside

TOTSE: The Pilgrims of Merian

September 2, 2012

Sketch of the cover to LoE Book VII “Against the Druries” featuring a Merian ship attempting to rescue the wreck of the Demophalon John (Carol Phillips)

The Pilgrims of Merian are a group of wanderers roaming the countryside of Kana, Hoban, Onaris and various Xaphan worlds as well. They travel from city to city preaching an alternative history of the Elders, often in direct contradiction to the teachings of the Sisterhood of Light. The Sisters, normally swift to stamp out alternative histories of the Elders, found the Merians to be benign and harmless and so bizarre in their views, that nobody could ever possibly take them seriously. They allowed them to continue provided they pay their taxes and cause no strife or duress.

The chief tenet of their teachings is that the Elders of Old are not gone, only relocated. They believe in the Star of Merian, the astral presence of the Elder Merian thought to be long dead. They say those with clear sight can see the Star of Merian as a great yellow star, easily visible in broad daylight, and that it is wreathed in a twisting red cloud. A prerequisite to joining the order is to be able to see the star.

The Merians travel the countryside by way of floatwagons covered with tarpaulins. They have no known permanent headquarters and make a meager living selling hand-made trinkets and cloth and performing calligraphy (see below). When asked where they come from, the Merians always say “Westwood“, though such a place has never been located. Occasionally, the Merians will stop and settle in one place for a year or two. They often ask the local Lord or Lady permission to settle, and, when granted, build a temporary village called a Hermitage. The estate of Belmont-South Tyrol resides on the grounds of an old Merian Heritage. Though they are impoverished in the extreme, those who enter a Merian Hermitage are welcome to share in anything they have.

“Lady Alesta of Dare and Pilgrim of Merian” by Eve Ventrue

Their dress consists of a homespun white smock that extends down to their knees. They wear a belt of red and green shells and a number of small necklaces of red and green wooden beads. Merians never cut their hair for they believe their ability to see their Star comes from their hair. They hold back their masses of hair with pins and combs. They rarely wear shoes. On top of everything, they wear a green brocade cloak lined with gold cloth. They write in a secret language known only to them. In some parts of Esther and Barrow, Merian writing is thought to bring good luck, and they are sometimes paid to decorate various vessels and buildings.

Though threadbare and impoverished, it is said in some quarters that the Merians are much more capable and advanced than they let on. Some say that their belts allow them to pass unseen if they wish, and their beaded necklaces shield the wearer’s mind from attacks and illusion. There is also the various tales that the Merians may travel virtually anywhere they wish at the blink on an eye via an arcane bridge called The Merian’s Road. Xaphan Traders often tell tales of selfless, green-robed people who walk into peril to rescue those in need and that they travel by way of a “Road” wreathed in fog.

Such tales have never been verified and the Merians themselves never speak of such things.

copyright 2012, Ren Garcia, Eve Ventrue and Carol Phillips.