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SYNOPSIS OF THE LUCK OF MADONNA 13 (long version)
by E. T. Ellison

THE LUCK OF MADONNA 13 is timely technosocial insight and satire in the guise of a fast paced futuristic coming-of-age quest. It explores that brave new frontier — our human and transhuman genetic makeup — from the perspective of a time when such interventions have long been commonplace...but still have leverage on events.

The epic tale is set in the mountains of northern New Mexico in the year 2434. A quarter millenium prior, the Nirvana Exodus and the Nevergate Wars left Earth a planet shrunken in upon itself and going nowhere.

The tiny, remote and cloistered IsoTown of St. Coriander is a sleepy, comfortable place populated by the descendants of lottery winners. There are no frontiers and compulsory "Elevation" (a form of spiritual "ascendance") means that only the Fatherhood lives past 48.

The protagonist, 16 year old Glendyl Fenderwell has just won the title of Luckiest. This dubious honor means she is the annual sacrificial sixteener sent out to Quest for the possibly mythical Last Nevergate, a quest in which her 249 predecessors failed, never to be heard from again. Glendyl, however, may have an edge; some essence of the of the long since Elevated hyperstar Madonna 13 (the 13th clone of the brash contemporary entertainer) has found its way into her genes.

The Quester quickly discovers that the outside world is far different from St. Coriander. She becomes a pawn in plots and counterplots aimed at regaining control of the most powerful piece of technology on the planet: the long lost Last Nevergate, which allows instantaneous travel to countless parallax universes.

Glendyl's discovery of a powerful artifact puts her on a collision course with Exeter, the charismatic three centuries young Chief Scientist, the commander of the long-earthbound Castle Ommergard and arch-enemy of the Clans Dunnigan. She barely survives her trek to North Castle, the vacant former home of the powerful Clans Dunnigan, inventors of the Nevergates. Here she is befriended by the Brain, the created intelligence who is acting as caretaker until the Dunnigans return.

Another character interested in Glendyl's quest is Lysheen, Earth's last remaining wyvern, an experimental species created by the genemasters of the controversial Institute for Advanced Lifeform Research. Stranded for centuries on the Caribbean island of Montserrat, Lysheem is 8' tall, bat-winged and beautiful, and has her own reasons for finding the Last Nevergate. Realizing she's running out of time, Lysheem commandeers a cargo catamaran and begins the long voyage from Montserrat to St. Coriander.

Lizbeth Marble, Glendyl's best friend, may just be the long-sought Wildcard in this game. Lizbeth, seeded with latent wyvern genes, becomes an unwitting ally of Exeter and gets Castle Ommergard and its aerial weaponry flying again.

Meanwhile, Glendyl's emerging Madonna 13 brashness is manifesting itself and helps in her discovery of the Nevergate. This event precipitates a series of daring and risky activities that ultimately result in her capture and imprisonment by Exeter.

Now convinced that the Nevergate is in the vicinity of North Castle, Exeter decides it's time for a faceoff with the ancient Brain of the defenseless North Castle. Exeter believes that if threatened with North Castle's destruction, the Brain will hand over control of the Last Nevergate.

The tense showdown between the two castles pulls together all the story threads and characters into a fantastic and climactic battle scene that rearranges the balance of power, precipitates several personal transformations and sets the stage for the next book in the Last Nevergate Chronicles.

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