Monamas

November 16, 2017

I’m planning on compiling the three Temple of the Exploding Head books into one deluxe volume. In going over the material, I re-discovered the Monama people who figure heavily in those books. A pet project of mine, their lore has expanded greatly since I completed the Temple books.

THE HORNED GOD:

 

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The Horned God, by Fantasio

A celestial being of immense power, the Horned God was worshipped by the Berserkacides for ages. By his command, they built a temple for him and buried it deep underground where they gave him torn and burnt offerings unabashed for centuries. Reveling in the carnage, the Horned God lured in unsuspecting alien beings for the Berserkacides to slaughter.

 

When he snared the alien beings who came to be known as the Gods in Jade and Sapphire (GJS), the Horned God thought they would make easy prey for his Berserkacides. They proved to be much more resourceful than he anticipated, building cities in the cold north of Kana where the Berserkacides couldn’t get to them. Additionally, the GJS began experimenting on the Berserkacides, eventually developing them into what became the Monama peoples. Unable to compete with the prolific Monamas, the Berserkacides went extinct. Forsaking him, the Horned God haunted the Temple alone for a vast period of time, and, like a spurned lover, he swore vengeance on the Monamas.  He eventually replaced the Berserkacides with the Golden People, whom he bade torment them without mercy.

THE GODS OF JADE AND SAPPHIRE:

Modern Monamas are creations of genetic engineering undertaken by an alien species  whom the Monamas referred  to as the Gods in Jade and Sapphire (GJS) for the clothes they wore. These were a decadent people who were at an evolutionary dead end in their development and were mostly infertile. Their lived in windowless cities in the northen reaches of Kana. In the fertile but savage Berserkacides of south Kana, they found possible surrogates to bear their offspring. Too brutal and blood-thirsty to be of any use, the GJS began capturing and experimenting on them with the goal of toning down their bloodlust. After several generations they successfully engineered what would become the Conox Monamas (Mo-Na-Ma meaning the “Bearers of Children”) who were much more docile that the Berserkacides, were extremely fertile, and only had a single pair of arms. Continuing their experimentation, they eventually created the larger Anuian strain, whom they considered to be more successful than the Conox.

The GJS were eventually made extinct by the Horned God’s shape-shifting Golden People, who stole their forms, slaughtered them, and occupied their cities.

THE TEMPLE OF THE EXPLODING HEAD:

 

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The Temple of the Exploding Head, by Carol Phillips

The Temple was a place built deep in the ground by the Berserkacides. Under his direction, they hacked out and shaped each brick with nothing but their bare hands. A colossal structure more than a mile long, they worshipped the Horned God there unobserved by the gods for ages without pause or rest. The Temple became a temporal anchor point due to the rage and suffering that went on there that was eventually discovered by the time-traveling Golden People. Given that the temple created a tunnel into the past for them to harvest slaves and brood-stock for their children, the Golden People continued the practice of worshipping the Horned God there, sacrificing Monamas there by the untold score.

 

THE GOLDEN PEOPLE:

Sinister and inscrutable people, the Golden People served the Horned God as his “Dark Angles” for many ages. Shape-shifting entities from far in the distant future, they rode the waves of time searching for temporal anchor points to latch onto and explore. When they discovered the Temple of the Exploding Head, they found a place rich with potential victims to exploit. Pretending to be subservient to the Horned God, they found the Monama people of south Kana ideal, prolific and disposable warriors for their various conquests, and even developed the ability to revert them in time, transforming them into Berserkacides.

KILLANJO:

Servants of the Golden People, the Killanjo were hideous beings and primary tormentors of the Monamas. They were invariably victims abducted by the Golden People and placed into a caustic substance that would prime their bodies to the rigors of time travel. This preparation created hideous results and put the victim into a rabid dream state which caused them to behave in a sadistic fashion. They were then sent back in time to do the Golden People’s bidding. They were often skinned and bleeding, with additional parts attached to their bodies. They could cast spells which would render the Elders immobile. They could not bear the sight of their own reflection.

ANUIANS:

The large, bold, more warlike strain of Monamas are, for the most part, gone from the modern Kanan landscape. In the early days of the League on Kana, the Anuians were many, their numbers on-par or exceeding that of the smaller, more timid Conox Monamas. Large, dense, incredibly strong and fast, the Anuians ruled over most aspects of Monama culture, their language and customs passed onto the more primitive Conox. They were bold, stubborn, and passionate. Rejecting weaponry, Anuians always fought with their hands.

Monamas AnuiansThe Anuians also were more inclined to fight back against the enemy: the Horned God and his angels–the Golden People, their constant tormentors. When the League came to Kana, the Anuians were impressed by their technology and presented themselves to their local warchief, a man called Atrajak of Want. They even presented him with a gift: a princess of the Nebulon tribe. Following Atrajak, they embarked on a long series of battles with the Golden People, confident he would lead them to victory. Losing his mind after a failed attempt to attack the Golden People on their home world, Atrajak was executed by the Sisterhood of Light. Without their leader, the Anuians were lost. The Golden People, seeking revenge, hunted down and harvested the Anuians without mercy, wiping them from the face of Kana, leaving only the more easily-controlled Conox.

Today, there is no stable population of Anuians on Kana. Their bloodlines still exist in the Conox genetics, and, on rare occasions, an Anuian will be born amongst the Conox. As the Anuians reqired a six-month gestation persion instead of only three for the Conox, when an Anuian is born, they are severely under-developed. The Anuian Jar is an artificial womb filled with brine, allowing the Anuian to complete their development.

Attempts to cross-breed Anuians generally leads to failure, as they tend to give birth to more Conox. They are also mystically bound to Kana, as they quickly grow sick and die when taken into space. They also are extremely susceptible to cold temperatures and were confined strictly to the south of Kana.

CONOX:

The smaller, more tame, more timid strain of Monamas, the Conox comprise 98% of the current population on Kana. Much smaller than the larger Anuian Monamas, they are slighter in many ways. Their heads are smaller, with, accordingly, smaller facial features. They are not as fast as the Anuians, and not nearly as strong, though they tend to be about four times stronger than the average Elder. They are, on average, only half as heavy as an Anuian.They are more prone to make use of weapons,

Monamas ConoxBut, the Conox are more adaptable than the Anuians. They tolerate cold temperatures much better and they can survive in space much longer. They are incredibly prolific, having ten to twenty young to a litter after only a three month gestation period.

Per Monama writings, the Conox were the original Monamas engineered by the Gods in Jade and Sapphire. The Anuians came later, a second-generation of engineered peoples whom the GJS considered to be superior to the Conox. Concentrating on the Anuians, the Conox were left to fend for themselves, and, accordingly, it was the Conox who had to fend off attacks from the Berserkacides to the south, relying on their weaponry and their sheer reproductive power to thrive and eventually overpower them.

BERSERKACIDES:

Terrifying monsters once the bane of the Monama peoples of South Kana, Berserkacides are extinct in the modern League, though the Monama believe they will one day return to plague them.
Bersekacides.jpgAncient Monama writing states in the primordial days of Kana, the Berserkacide (the word “Berserkacide” is a modern appellation–they had no particular name) was the apex predator of the south, living in the vast tangle of the forests. They were brutal and savage, hunting and killing anything in their grasp. They rejected civilization, had little language and no written word. They worshipped a terrible Horned God who was delighted by their horrendous bloodlust. Adopting them as his Dark Angels, the Horned God brought them victims to slay so he could watch and revel in the misery.
When the Horned God lured in a weak and sickly race of star-faring alien, he thought they would be easy prey for the Berserkacides. However, the aliens proved to be more resourceful than anticipated, and they made shelter in the cold north of Kana where the Berserkacides could not get to them. Furthermore, the aliens found the Berserkacides to be beautiful and fertile. Hoping to quell their blood-thirsty nature, the aliens, using their superior technology, captured them by the score and took them into their northern cities where they experimented on them. After several generations, they were successful, creating what would become the modern Monamas, much more docile, much more fertile and only having a single pair of arms. The Berserkacides loathed the Mo-Na-Mas and made war on them without end, only to find themselves wiped into extinction, as the Monamas were just as strong as they were and reproduced at a staggering rate. So passed the Berserkacide.

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A Killanjo with a leashed Berserkacide (Carol Phillips)

The hated Golden People, coveting the Monamas for their strength, discovered a method to revert them genetically, turning them back into Berserkacides at their whim. Using the strength and fury of the Berserkacide to their own ends, the Golden People enslaved the Monamas until the Horned God’s temple in the ground was destroyed, thus ending their reign on Kana. Lord Lon of Probert, researching the matter discovered a method to remove the genetic trigger, thus ridding the Monamas of the threat of being transformed into a Berserkacide forever.
Berserkacides were fast and savage. Any Monama at any time could be reverted into one, and, once transformed, there was no going back. They were cruel and merciless, taking great pleasure at harming and killing those they formerly loved. Their extra set of arms appeared rather crab-like. They did not appear to suffer from cold temperatures and were thought to be able to breathe under water. They had an odd hole between their eyes that was thought to aid them in locating prey. The hole appeared to be an adaptation coded into them by the Golden People.

 

copyright 2017: Ren Garcia and Carol Phillips

 

 

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The Hospitalers

October 2, 2017

Hospitaler Logo

Seal of the Grand Order of Hospitalers

The Warrior/Healers of the League, the Hospitalers are an old sect, second only to the Sisterhood of Light in age. They are also the only non-Vith sect to achieve a very high position of power in the League. Originating on Onaris centuries ago, they started as group of fighting valets. They served their Blue Vith lords and were their trusty companions. Powerful fighters, the Hospitallers earned a reputation for their speed and fierceness in battle, they using a strange silver weapon called a Jet Staff instead of usual swords, pistols or axes.

 

At some point, on the forgotten wastelands of some battlefield, the Hospitallers began trying to attend to their master’s wounds. The Elder-Kind having been Gifted with youth and no disease had little need for medical knowledge and almost nothing was known about basic first aid. The Hospitalers, through persistence and practice, perfected techniques in binding wounds, clearing blood poisoning, re-attaching fallen limbs and so on. Their knowledge grew so great that even the mighty Sisterhood of Light turned to them for medical help when it was needed, sharing with them some of their most guarded secrets that the Hospitalers have never divulged. The Hospitalers have always worn black and silver.

There are a number of Hospitaler Sects that may or may not be well-known outside of the Order:

Hospitaler HopkinsThe Hopkins: General practitioners of the medical arts, often inhabiting healing sanctums in cities all over the League. The Hopkins are the most commonly seen Hospitalers. They are expert at most medical needs the general populace might present to them. They are well-versed at healing maladies of the flesh, blood poisoning, limb replacement, dental/orthodontics, hair transplantation and hair colorations, eye myopia corrections, tattooing, 4-D tattooing, and various exorcisms.

Throughout their history, the Hopkins have been targeted by a number of Xaphan Warlords hoping to impress them into service, as the Hopkins are vastly superior in knowledge and skill than the Xaphan Cabalists, who are widely regarded as quacks.

BoblytesThe Boblytes: The most warlike of all the Hospitaler sects, the Boblytes often serve on the battlefield, both in a fighting capacity and administering medical care while the battle is in progress. The Boblytes are well-known and prized for their martial skill. A small force of Boblytes can often defeat much larger fighting groups. Occasionally, their presence alone can prevent or postpone a battle.

Though mostly regarded as the military wing of the Hospitalers, the Boblytes have contributed a number of technical innovations, including the Troutman scanner for measuring blood poisoning and the Veltromax used to keep terminal patients alive until more comprehensive medical care can be administered. They also invented 4-D tattooing as a method for triaging casualties on the battlefield.

KnickerbaumsThe Knickerbaums: Knickerbaums are adventurous and outgoing, seeking to expand the Hospitalers’ medical knowledge through quest and adventure. Knickerbaums are often found serving aboard Fleet vessels, hoping to discover new knowledge and medical techniques.

Second only to the Hopkins, the Knickerbaums are the most well-known sect outside of the Hospitaler order. Their black and silver uniforms and winged silver helmets are often thought to be the standard wear for the sect as a whole, but that is not correct. Their martial skills are also considered to be second only to the Boblytes. The most mercurial of all sects, the Knickerbaums are known to be a bit temperamental to work with, often giving Fleet commanders fits.

EphysiansThe Ephysians: A mysterious sect within the Hospitalers seeking to expand their knowledge by means other than those allowed by the Sisterhood of Light. They are the most reclusive and least seen/understood Hospitaler sect. They are often tasked to test and validate new sciences, including Mentralysis, Anthecary, Bodism and Time Apparent.

The Ephysians are not known to travel much, except in rare situations, and their fighting skills are next to nil.

In their quest for knowledge, they are often said to share information and collaborate with unconventional parties, such as the Hertogs, the Ming Moorlands, the Black Hats and the Xaphan Cabalists.

The JonesThe Jones: A branch of the Hospitalers located on the world of Bazz, The Jones in the modern sense barely resemble the main branch of the sect. They were assembled by the Boblytes in the early days of Bazz after it had been terraformed into a Type 1 world. They are named after a hero of Bazz lore: Darius Jones. With the passage of time, they have diverged away from the Hospitalers.  Their appearance is bizarre, looking nothing like other sects. They are deadly in battle and are masters of fast hypnosis.

It is said The Jones seek a being called Bellathauser, a creature whom they believe to be the pinnacle of human perfection.

copyright 2017, Ren Garcia and Carol Phillips

STENIBELLE–A MARY-SUE??

January 1, 2017

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Front Cover of LoE Book 9 (artwork by Carol Phillips)

It was bound to happen. Somebody called Stenibelle a Mary Sue.

It’s been over a year since we released  LoE Book 9: Stenibelle. Stenibelle is unique in the LoE series, it’s by far the shortest book of all, ringing in at around 54 thousand words–much shorter than my usual average of 125 thousand (Hey, I write until I’m done, then I stop. I conducted the story I wanted to tell, which happened to be 54k). It’s also the first book in the series told entirely from a female protagonist’s point of view, all of the other stories tend to be  male/female ensembles.

I really don’t like pitting one gender against another, highlighting one while denigrating the other, which seems to often be the case in many books. That approach tends to be extremely polarizing, and, for me, rather annoying. I like Humanist stories featuring positive cooperation and teamwork between the sexes.

 

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The original artwork of Mary Sue accompanying Paula Smith’s  “A Trekkies Tale”

A new term has popped up lately, and, like most things people catch wind of, everybody wants to bust it out and make  bold use of it. The term has gotten batted around the Sociosphere like a piñata. The term in question: Mary Sue, mostly in regards to the character Rey in Star Wars: The Force Awakens.

 

What is a Mary Sue? The term is loosely defined and can mean different things to different people. Mary Sue first came from a piece of parody Star Trek fan fiction by Paula Smith entitled: A Trekkies Tale, where a 15 year old girl named Mary Sue graduates as the youngest person ever from the academy, joins the Enterprise and quickly outperforms Kirk, Spock, McCoy and Scotty,  takes command of the Enterprise, captures Kirk’s heart, out-Vulcans Spock, and dies a hero for which a holiday in her name is remembered ever after.

So, with that in mind, a Mary Sue is:

–A female character who outperforms all other characters in a given platform.

–A female character who has skills and abilities that are out-of-joint with her backstory.

–A female character who exhibits near flawless traits.

With Star Wars: The Force Awakens, the Rey character seems to exhibit all three of these criteria, though her full backstory isn’t known at this point, and, there’s always the wildcard of “The Force” to explain away pretty much everything she does: Rey could just be the greatest Force user …ever. When reading a book or watching a movie, you usually expect the characters you’re watching to grow and change in some way. With a Mary Sue (or as in her male counterpart, the Gary Stu) there’s no room for her to grow–she’s already perfect in every way. Such a character tends to be a product of lazy or just plain bad writing. In any event, such a character tends to be annoying, difficult to relate to and tends to make some people think that the film has a singular Feminist Agenda, and thus the conversation and frequent use of the term “Mary Sue” today when examining strong female characters.

So, back to my original thought–somebody read Book 9 and thinks Stenibelle, the female protagonist of the story, is a Mary Sue. Let’s take a look at the facts and see if that is the case or not.

A Mary Sue is a female character who outperforms all other characters in a given platform.

I honestly can’t see how Stenibelle outperforms anybody in the story. At the beginning Stenibelle is in prison, for failure and malfeasance of command during the Seeker Affair. She was captured in space, clapped in irons, frog-marched off her own ship by Lt. Gwendolyn and thrown in jail. She is saddled with self-doubt, self-loathing, is full of angst, full of self-pity and, though she, as a fully trained Tyrolese Sorceress, has the skills to escape from her imprisonment, she chooses not to as she wishes to hide from her problems.

It takes a monumental amount of tenacity and self-growth to not simply triumph in the end and conquer her personal demons, but to simply survive. Along every step of the way, her skills are put to the test and she fails as often as she succeeds. She also needs timely assistance from her allies around her, otherwise, she might nearly have been either killed or enslaved. Stenibelle does triumph, but it’s no day at the beach.

A Mary Sue is a female character whose skills and abilities are out-of-joint with her backstory.

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The VUNKULA , provided by her benefactor, Hannah-Ben Shurlamp, is one of Stenibelle’s most trusty weapons

Stenibelle has quite a few abilities that a common person about the League probably does not have, but, these abilities are all consistent with her backstory. She has the exact same training as Paymaster Stenstrom, thus, she was trained for nine years by her mother, Lady Jubilee of Tyrol, in the ways of Tyrol Sorcery. As such, she is able to Fade into the Shadows, essentially, to  turn invisible. She is highly skilled at picking various types of locks. She is a skilled herbalist and chemist, well-versed at creating and using Holystones for a variety of effects and can conjure them at will out of thin air, along with her deadly MARZABLE throwing daggers. Stenibelle is also highly proficient at using the VUNKULA of the House of Grenville, which is a powerful weapon she makes use of quite a bit. A former lover, Lord Geryron of Grenville, taught her how to use it.

 

Given all that, nothing Stenibelle does in the  story is out-of-the-blue or unexpected and is perfectly in-line with her background and training.

And finally:

A Mary Sue is a female character who exhibits near flawless traits.

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An unused piece of concept artwork, by Carol Phillips 

Essentially, this point means the character in question is nigh invincible, needs no help, and has no defects. As I mentioned before, Stenibelle is far from flawless. She is highly skilled, but is hampered by considerable self-doubt and inexperience that must be dealt with during the course of the story. She is crippled mentally and spiritually by past failures, and she needs lots of help along the way to discover herself, clinging to her friends, Lord A-Ram and Lady Alesta, for strength and guidance, and to her benefactor Hannah-Ben Shurlamp for financing and the exotic tools she needs for success. Even Bunged Up into a ruthless, heartless person by over-reliance on bolabungs, Stenibelle loses a brief fight with Lady Alesta–who is a monk, a Pilgrim of Merian. By the end of the story, Stenibelle discovers her confidence and her courage to become a truly formidable and seasoned adventurer, but it takes a long time and a lot of assistance to get her to that point.

 

So, given all of that, I’m not certain what story that person read to come up with the notion that Stenibelle is a Mary Sue. Perhaps he didn’t properly understand the term and simply busted it out in a review to sound current.

Who knows.

Stenibelle is a fully-developed human character exhibiting all the flaws, weaknesses, foibles, skills, potential, endurance and capacity for self-growth that we all have … she just happens to be a girl.

Bowl Naked
copyright 2017, Ren Garcia, Eve Ventrue and Carol Phillips

 

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)

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.

Mentralysis Archetype chart.

Mentralysis Archetype chart.

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)

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

 

 

LoE Sciences: Mentralysis

March 28, 2013

I love making things up … obviously. I look around and see all that is there and I wonder, I embellish things, I make them wilder than they ordinarily would be. One doesn’t need to be an author to engage in such antics, it’s just natural, to add import to the things around one, to imagine motive or sinister intent to a harmless passerby. Therefore, when my tales wander in a direction that requires some sort of scientifical authoritative backing, I simply make it up. I created the following after witnessing how different my wife is when she sleeping than when she’s awake. I noticed a similar change in my grandmother when I was a kid.

Mentralysis Lab on the Gold Coast of Hoban (Carol Phillips)

Mentralysis Lab on the Gold Coast of Hoban (Carol Phillips)

MENTRALYSIS is the science of communicating with sleeping, unconscious or comatose subjects. It is a forbidden science, unknown and unapproved by the Sisterhood of light. In the league, you’re not supposed to do anything without the approval of the Sisters, scientific study included. Sciences invented by the Xaphans in particular are forbidden by the Sisters. A tenet of the science is the assertion that one’s SS (or Sleeping Self) is different in terms of wants, needs and objectives than the WS (or Waking Self).

Mentralysis was invented by the famed jeweler Vehelm of Waam in 0000845AX. Vehelm was one of the many Doomed Men in Xaphan space, picked to court the dreaded Queen Ghome I of Trimble. Ghome would pick her suitors for the throne of Trimble by force, selecting them usually for their money or other material possessions she wanted. If they refused, she would attack with her powerful Tri-Court Alliance. Vehelm was known throughout Xaphan space as a genius maker of rare jewelery, and Queen Ghome coveted some of his works for herself. To court Queen Ghome was to dance with death and most of her suitors were eventually killed in her deadly Garden of Zama. A tiny, studious man, Vehelm was not expected to survive.

Queen Ghome I of Trimble (Unfinished painting by Carol Phillips)

Queen Ghome I of Trimble (Unfinished painting by Carol Phillips)

But, survive he did, quickly becoming one of her favorites. He was said to have constructed, or, in some accounts, repaired and enhanced, Ghome’s Bower Chest where she kept her prized possessions. Eventually, he made his way into her bed chamber. There, he made a significant discovery. In her sleep, Queen Ghome would cry out, would mumble in apparent agony. After many nights of wittnessing this, Vehelm came to the conclusion that Ghome seemed to be remorseful and sorry for the horrendous atrocities she was guilty of committing during the day. He hit upon the notion that, if he could communicate with her while sleeping, that she might indeed be a very different person than she was when awake. He secretly constructed the first Mentralysis Deck, a computerized device that could hone in and lock on to one’s Beta Waves. He also created a machine language code-named Serenity that could interpret the nightmare of thoughts, memories and the primal urges of the Ego and allow cogent two-communication. With Serenity 7, he was successful, and, as he suspected, the saintly voice he heard through his Mentralysis Deck, was crying out for help.

What happened afterward and the tragic fate of Vehelm of Waam is another story…

859154_10151441933809586_201767573_oMENTRALYSIS ARCHETYPES:
The fledgling science of Mentralysis escaped Vehelm’s death and made its way to the Ephysian Hospitalers on the Gold Coast of Hoban. The Hospitalers continually refined and expanded Mentralysis, making a secret full-time study of it. They determined through analysis that there are seven archetypes of people depending on how different their Sleeping Self is from the Walking Self.

DO: Diametric Opposite: The SS is radically different from the WS in terms of wants, needs and personality. The SS and WS are actively at odds with the other.

SC: Significant Change: The SS is significantly different from the WS in terms of temperament, needs and wants, though there might be some similarities.

NC: Noticeable Change: The SS is similar to the WS, but will vary in topical ways in terms of likes/dislikes, loves and wants. These topical changes shall be noticeable and readily apparent, though the basic personality of the SS and WS are the same.

U: Ultra: The Ultra is a median point. The Ultra might display traits of any of the other 6 Mentralysis archetypes. The Ultra will always display/demonstrate skills and abilities in the SS that is not possessed by the WS. The SS will manifest skills and talents the WS does not have or has not trained/studied for.

MC: Moderate Change: The changes between the SS and the WS are not readily apparent, though topical differences will become apparent with detailed analysis. The MC archetype is the most common and documented.

RC: Relative Comparison: The changes between the SS and WS are very difficult to determine. In an RC, the SS is very underdeveloped and beholden to the WS. RC’s are often quite young and develop into other archetypes as they age.

L: Like: There is no identifiable difference between the SS and WS. The SS does not appear to exist in an L archetype’s mental makeup. The L archetype is often temporary, manifested most often in children and disappears by early adulthood. An L archetype often changes into an RC.

There is a final classification known as G, or Gamer. Any of the above classifications can be a Gamer. Mentralysists have discovered that the Sleeping Self, when boosted with certain neural stimuli, have very specific, very detailed dreams. Gamers can dream of places they have never been, and their dreams are accurate to the smallest detail. The stimulation required to create a Gamer can be very dangerous to the Waking Self and is practiced with extreme caution. A synthetic and rather caustic neurotransmitter known as H4 is used to creating a Gaming Session. Those stimulated into the Gaming State often-times do not wake up.

copyright 2013, Ren Garcia and Carol Phillips