LOE Legends: The Bowerchests
November 27, 2020
Vith mythology and children’s tales tell of the great beasts of ages past: The Bowerchests. Metallic creatures crafted from the finest materials, they roams the mountainous passes of Vithland, so huge their lofty heads often broke the clouds. Each Vith Household had a unique Bowerchest guarding their most sacred treasures, and none would dare steal them.
As the old stories went, Bowerchests were created during the age known later as The Splendor of the Vith, when the Vith ascended in power rivaling that of the Sisterhood of Light. Built by Astral Craftsmen of the highest order and powered by an arcane heart, the Bowerchests were created first by the legendary hero Holt of the Mountain who had his treasures stolen by the tribes of Remnath to the south, treasures he never recovered. In response, he commissioned the creation of a “living” treasure vault, one that could crawl, run and fly and was aware of its surroundings, one that would be forever dedicated to he and the treasures he placed within.
As he filled its hollow innards with treasure, weapons and arcane items, the Bowerchest grew in size until it was taller than Mt. Vith. Utterly impregnable, the Bowerchest successfully withstood 700 attacks from the Remnath and Zenons. Taking the battle to the Remnaths, the Bowerchest eventually went south, plundering and razing the Remnath bastion at Wiln. When Holt was given one of the 25 Noab artifacts by the Elder Nylax, he placed it within his Bowerchest for safekeeping. When the Sisters came calling for the artifact, as they claimed ownership of all the Noabs, Holt refused to give it to them. Though favored of the Sisters, they attacked his Bowerchest without pause, hoping to claim the artifact and all other items hidden within. They were defeated by the Bowerchest, the only time the Sisters had ever been defeated in battle, and ever after the Sisters grew ever more jealous and fearful, determined to be rid of them. Other Vith Households followed suit, building their own Bowerchests in the form of monsters and legendary beasts and loading them with treasure until all of Vithland trembled under their feet and their wings darkened the skies.
They were said to be incredibly intelligent, crafty, and wise, could grow or shrink, and could transform themselves however they wished and could eliminate entire armies with a single blow. One story tells of a Zenon minstrel who managed to steal one gold coin from the Great Golden Bird Cymbelline of the House of Durst and how Cymbelline dogged and pursued the thief without pause until it recovered the coin.
Eventually, through guile and seduction, the Sisters managed to make the Vith “forget” about their Bowerchests, stealing them away and using the metal of their bodies to craft the original Fleet ships. Tales tell that a few Houses managed to hide their Bowerchests in a “secret place” beyond the Sisters’ gaze called Edamathrombo.
The disappearance of the Bowerchests and the creation of the Stellar Fleet signaled the end of the Splendor of the Vith.
But, those are all stories crafted to entertain children, correct? Such things could never truly exist, yes???
??
copyright 2020, Ren Garcia
LOE Monsters: The Killanjo
April 11, 2019
The Killanjo started out life as “evil spirits“, conjured by certain people with the usual intent of doing harm. Lady Sammidoran, the heroine of the Temple trilogy, was, in the first draft, a Killanjo spirit whom Countess Sygillis captured and held prisoner in a bottle. I didn’t like the direction that storyline took, so a got rid of it, transforming “Sam” into a Monama instead.
The Killanjo also changed. I needed a really nasty, creepy, and just plain gross group of henchmen-style villains, so I turned them into the bleeding, skulking creatures they became.
Here’s what I came up with:
KILLANJO: A mythical creature that has, according to gossip, been plaguing Xaphan space for decades. A Killanjo is said to be a hideous corruption of a loved one: a son, daughter, brother or sister who is then turned loose upon their own families to create grief and chaos. Killanjo are said to be able to cast spells that render Elder-Kind helpless. It is also said a Killanjo cannot bear to see their reflection, one that does awakens from whatever spell they have been placed in and, unable to bear the horror of their own form, kill themselves.
As I love to hear myself talk, I did a short video on them:
copyright 2019: 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
StG: The Tempus Findal
July 25, 2014
There are many legendary creatures walking the fringe of rational thought, spoken of in whispers and discussed in the yellowed pages of ancient books.
The creature known as the Tempus Findal is one of them.In the old Vith, Tempus Findal loosely translates as: The One and Only. Most League knowledge of these shadowy and somewhat tragic beings comes from a single person named Mary of Falconer who wrote extensively of them. Mary’s mother, a talented and beautiful woman of the shield known as Samartine of the Falcon, suddenly grew sick and languished. None of the various Hospitalers and learned sages brought in to assist her could do anything correct her failing condition. At some point in the process, Mary received an odd letter in the Posts. The letter was written by someone calling itself the “TF” or “Tempus Findal”. It went on to say that it was an insane supernatural beast of great power, that it had killed many people throughout its existence, and that it was masquerading as a trusted member of her mother’s vast court. It also wrote that it enjoyed select moments of conscience in between bouts of murderous madness, and that was why it had written to her. It claimed it was feeding upon her mother’s energy, and, if it wasn’t stopped, it would destroy her. As a final word, it advised her to arm herself by venturing out to Lake Venera, a lake in a volcano caldera located on the Xaphan world of Midas.
Mary diligently performed research and determined her mother was in fact being consumed by an Extra-Planar entity known as the Tempus Findal. Unable to uncover or thwart this creature alone, she hired a team of mercenaries known as the Sons of the Ram (The “Ramsons”), and together they vanquished it and saved her mother.
THE TEMPUS FINDAL:
The Tempus Findal (TF) is a lonely and contradictory being. It is, at times, relentless, remorseless, utterly insane, incredibly strong, and able to generate an all-encompassing Wall of Fear that cannot be withstood. It is, for all practical purposes, immortal and it may cross the Planes of Reality at will, all the usual controls and defenses in the Hall of Mirrors meant to prevent such crossings are ineffective against it. Once it has locked onto its prey, it will allow nothing to stop it. It will lie, cheat, steal, impersonate and murder to get what it’s after.
But, sooner or later, it always “wakes up” and falls back into madness.
Depending on their mental state, they can appear either intensely beautiful, or singularly ugly.
THE FINDALMARCH:
The origins of the TF are tragic. These creatures begin life as an ordinary, mortal person. The Hospitaler Equation of Opposites states that, for every living being, a predictable number of alternate versions of that being exist across the Planes of Reality. This is also true for the TF however, an Extra-Planar event known as the Findalmarch happens at some point in its life that kills off all alternate instances of this person with the exception of one: one lone survivor. That lone survivor becomes a Tempus Findal, and their existence as an Extra-Planar creature and celestial vagabond begins.
THE KAIDAR GEMAIN:
The lone goal and mission of the Tempus Findal is to locate its opposite and feed upon its energy. A Kaidar Gemain (KG) exists everywhere, in every universe, and it is the energy of these rare, favored souls it seeks to devour. They can detect these individuals across the Planes, even across the seas of time anticipating their coming. Once they discover a KG, they will relentlessly pursue them. It is a “soft” pursuit. It can last years or even decades as they work their way into the KG’s life. They often become a trusted friend or confidant, sometimes they become a lover or a spouse. Like a cuckoo bird invading the nest of an unwitting host, they will kill and replace people as needed to get to the KG. And then they undetectably feed, taking the KG’s energy bit by bit, until they sicken and die. The process can take years. After it has fed long enough, the KG will “sour” and either die or, in worse cases, lose their status as a KG, becoming a Kaidar Gogol, The One who is Almost Everywhere, a raving, pathetic shell of what they once were. When that happens, the TF loses interest, turns its back and moves onto the next KG. During that transitional time, TF goes dormant, it “falls asleep” and forgets itself until it locks onto another KG. It can acquire a new name, develop an occupation, live like a mortal person. It is “happy” during this time, but it never lasts. Its hunger will invariably take it again.
Mary of Falconer detailed a number of ways that she and the Ramsons combatted the TF. Although TF’s are immortal, they can still be killed. The site of their Findalmarch, or items taken from that site, can kill them, thus discovering their Findalmarch site is key in combatting a TF. In Mary’s case, the waters of Lake Venera were like poison to it.
Sometimes the TF itself will willingly help bring about its own defeat. The TF is a tragic creature as it can go through periods where it feels great remorse for the suffering it has caused. They have been known, either consciously or unconsciously, to create charms and other trinkets that will allow a wearer to withstand their terrible Wall of Fear. They also brew a potion that, when smelled or swallowed by the TF, will restore their sanity for a short period of time.
Additionally, TF’s can be killed by other TF’s. They are extremely territorial, claiming whatever Plane of Reality they are inhabiting for their own. When two or more TF’s enter the same Plane of Reality, they will detect each other and fight to the death.
copyright 2014, Ren Garcia, Carol Phillips and Fantasio