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Friday, 2 April 2010

Cities of Abraxas: Argistillum

Standing at the confluence of two rivers, the original walls and oldest buildings of Argistillum seem the newest structures in the city, being built of an almost indestructible resin-colored stony substance comprising ceramic bonded into a microscopic metal lattice. The Argistes no longer know the secret of making this, so their more recent buildings are of somber black granite clad with bronze and yellow tiles. Every archway is flanked by statues of the winged sphinxes that are the legendary guardians of the city.

Argistillum is most famous for its hanging gardens: terraces above the level of the streets that overhang them, dangling creepers and vines to give color and life to the place. Underfoot, the refuse of the streets is hidden by a carpet of reeds brought fresh from the river each day by slaves. Also renowned throughout Abraxas is the menagerie of Argistillum, where the visitor can (for a fee) view creatures both known and unknown.

Although great scholars and lawgivers, the Argistes have a streak of callousness, if not outright cruelty. The Arena is a place where all classes of Argistillum come to watch gladiators contend against fierce monsters and each other, in battles usually ending in death.
Government: The city is ruled by a triumvirate, each with different responsibilities. The King Above is charged with maintaining Argistillum's standing with the gods. The King of the World is the city's temporal leader, responsible for warfare, diplomacy and trade. Third and most sinister is the King Below, never seen by "his" subjects - a creature from another star, kept in a glass globe deep underground from where "he" issues cryptic advice about events yet to come.

People: Argistes are average height and build, very pale-skinned (almost milk white) with a faint yellowish cast to their features. Hair is curly; brown, black or blond; often with a single silvery streak (called by other nations a "cruel streak"). Men and women alike wear their hair in long ringlets, though men often shave their brow to create a receding hairline.
Dress: Clothing for men usually consists of sandals, loose trousers and an open gown that leaves the chest bare. A wide silk belt is patterned to show the man's clan and temple connections, and not infrequently a long curved dagger is tucked into this to show the clan may not be trifled with. Women wear a sheath skirt, slit to permit freedom of movement, and a short vest covering the breasts. The vest is held loosely closed by a colored cord in the case of unmarried girls.

Thursday, 1 April 2010

A new legend

No, it's not an April Fool. Jamie has written a novel and it's published today by Boxer Books. If you don't believe it, order your copy right here (UK) or here (America). In fact, even if you do believe it you should still buy one; Jamie is counting on you for his beer money.

Corvus Gunnarson is a hero in the Conan mold. He returns home after a period of exile to find his parents murdered and his two sisters captured by the ruthless warlord Wulfric Coldblood. Corvus swears an oath of vengeance and sets out to find Wulfric and rescue his sisters. His quest takes him on a journey from the fjords of Norway to the shores of Saxon England and beyond. On his journey he encounters giant sea serpents, pillaging armies, devious tricksters and shape-shifting berserker werewolves.

It's the first of a planned epic series. And, as this excerpt shows, there's a definite flavor of the Fabled Lands in the action sequences:

There were two more loud cracks in quick succession. Lightning bolts flashed down to strike the sea and the water steamed and boiled. It began to bubble, though there was no more lightning. It seemed like the storm was easing off now, fading away as fast as it had come. Certainly the rain was beginning to ease. But the bolt-struck waters nearby continued to roil and boil. Great bubbles rose up and burst into the air, releasing a foul stench of rot, like the breath of a hundred drowned sailors. The clouds parted a little and in the growing light Corvus could see something dark and indistinct rising up out of the depths.

Suddenly a great serpentine head broke the surface of the sea. Great gouts of water cascaded down its scaly ridged skull and the sides of its sinuous and heavily muscled neck. A hulking body - scaled, greenish, pitted with barnacles, finned and tailed like a demon-whale - came up behind it. It raised its head and uttered a rumbling roar that shook Corvus and Orm to their very bones. Its eyes, black and soulless like those of the squid, were wet and cruel and they glittered evilly. The sea-rot stink as of men long drowned filled the air with foulness.

‘Aieee!’ shrieked Orm at the top of his voice, ‘Jormungand, it is Jormungand!’

‘Jormungand!’ thought Corvus. Jormungand was the world serpent, the worm that eats its own tail, the gigantic sea serpent that would kill Thor himself at Ragnorak, the last battle of the Gods at the end of time. This was bad. Especially if Orm believed it – he didn’t believe in stuff like this normally. They were doomed!

Corvus looked up at the great beast, as its head reared up over the small boat. Well, if he was going to die, he would go to Valhalla fighting with the last drop of his blood. Quickly Corvus plucked the long knife from his belt and began to saw at the rope that held him to the mast. If only they’d realized the true nature of the threat. Instead of lashing themselves down, they should have been…. what? What could they do against this thing? He glanced over at Orm. The old man was desperately working at his bonds, his eyes staring in unbelieving terror at the sea-serpent.

As Corvus broke free, the diamond-shaped head of the sea dragon flashed down, great maw gaping, rows of sword-sharp shark-teeth glistening in the sun. Its jaws closed around Orm and the mast, snapping it like driftwood. Orm shrieked in agony. The serpent took him up into the air, and bit deep. His chest burst asunder, spraying blood and entrails, soaking Corvus in gore. Orm’s head fell one way, his legs another. Greedily the vile beast gulped down the rest of him as Corvus scrabbled for his axes, wiping bits of the dead man off his face and arms.


Read on in the first Corvus novel, Oath of Vengeance. "A thrilling epic of bravery, honour and revenge," say the skalds. "By Odin's lost eye, if thou purchasest but a single book this year, let it be this one!"

Verily, that was a word from our sponsor; Abraxas resumes tomorrow. And you Dragon Warriors players get ready, as we'll have some Tamorian magic for you in a week or two.

Tuesday, 30 March 2010

Cities of Abraxas: Utesh

Set on an island beyond the easternmost exit arch of the Vadem Causeway, Utesh can only be reached by boat or flier. From a distance the city resembles one vast pyramid shimmering in the white coastal light. But in fact there is no pyramid in the whole city: the buildings are arranged in a grid with the smallest at the perimeter rising to the central tower called the Sky Axis wherein are the dual thrones of the Ward of the Red Crown and the Ward of the White Crown. Thus the overall form of all the buildings sketches out a pyramid, ensuring that the cosmic energy collected by the Sky Axis is properly focused and conveyed to all the inhabitants.

The city is built of golden stone, the buildings comprising broad spire-topped towers (shaped like Cleopatra's needle) or square arched colonnades. Often the tops of columns are carved to resemble stylized sea fronds, for the Uteshi believe themselves descended from the merfolk who dwell on the ocean bed. Murals commonly depict the city's bird- and animal-headed gods, or replicate in stylized form the all seeing Eye of Horus that stares from the summit of the Sky Axis.

To the west, on the mainland, is the necropolis. Here the tombs are pyramid-shaped, again the aim being to focus cosmic forces so as to preserve the bodies that lie within.

Government: Utesh is a theocracy. The priesthoods of the different gods function
like ministries, in theory comprising two factions whose heads (and supreme priests of the temples of that faction) are the Wards of the White and Red Crowns. In practice, byzantine intrigues and alliances blur the simple factionalism of the system.

People: The Uteshi average slightly over six feet and are of slender build. Faces are typically high-cheekboned, eyes almost feline, jaw sharp, skin tawny olive-gold. Hair is white or very pale fawn. However, men usually shave their heads but may have long sideburns or small straight beards; women keep their hair very short except for Mohican-style crests.
Culture: More important than monetary wealth in Utesh is neth - literally, "eye". A man's degree of neth shows how well respected he is. Nobles are born with more neth than commoners, citizens have more than foreigners. Certain professions (notably the priesthood) carry more neth than others. You can earn more by good manners, poise, learning and heroism. Neth is used up like spiritual currency - in return for favors from the gods, and to balance against any wrongdoing that might otherwise result in imprisonment, torture or death.

Sunday, 28 March 2010

Cities of Abraxas: Tamo Anchan

Tamo Anchan is set atop a granite plateau above a sweeping jungle. Much of the city is built of a dark blue stone, which in the case of the noblemen's palaces is inlaid with rectangular gold plaques. The major buildings stand on pyramidal platforms, with high stairways simulating the city’s own position above the Tershen forest, and have tall Mansard-roofs, often adorned with "horns" along the ridge. Arches are corbeled or trefoil. Wide esplanades open from the streets around the perimeter of the city, the parapets of which overlook the jungle.

Throughout the city are parks planted with bright green moss. Here and there can be seen the ivy-twined stela which depict the rulers of ancient times and, in hieroglyphics, relate the great deeds they accomplished.

To the north is the great Lake of Stars, down towards which is directed a giant viewing scope. This device, left over from ancient times, monitors the pattern of stars in the lake (which do not mirror the stars above) and represents them as a three-dimensional matrix in the tower that supports the scope. The Anchan priests believe the lake is a portal through to another place, perhaps the underside of the world, and that the stars shown there have a sacred influence on their dream lives, just as the stars above affect their waking lives.

Government: The city's king is called the Deodand. He is appointed by a council of high priests and clan-chiefs, who take advice from astrologers. As long as his rule goes well, the Deodand enjoys the luxurious comforts of a god on Earth. But in times of trouble he must be sacrificed, the theory being that his soul can then go to plead the city's case in the Court of the Gods. From this custom derives the euphemism, "He has been sent to petition the gods," said of anyone dying violently or unexpectedly.

The clans of Tamo Anchan are: the Blood Ritual Clan, the Celestial Beast Clan, the Ceraunic Beast Clan, the Serpent Guide Clan, the Clan of the Vision Quest, the Axis Tree Clan, the Bird of Time Clan, the Manta's Spine Clan, the Fruiting Body Clan, and the Jade Skull Clan. Highly trusted individuals can be appointed Ahau, or "bannermen", by the clan-chief. Bannermen have special status. There are very severe penalties for a non-bannerman (of any clan) who insults or harms a bannerman, regardless of circumstances.

People: Anchans tend to be shorter than average (5'5") but nonetheless sturdily built. Noses are slightly flattened, eyes oriental, full-lipped mouths; skin color is glossy ochre; hair blue-black. Hair is straight and worn long. Facial hair is uncommon. Clothing is often woven of flax or feathers from the jungle birds, dyed in brilliant colors and set off with fire opals and black pearls from the lake.

Anchans set great store by personal bravery in battle. The highest honor to which a young warrior can aspire is to earn his place in one of the War Lodges, each dedicated to its own totem constellation or planet.

Friday, 26 March 2010

Cities of Abraxas: Eibon

Eibon is built in the foothills of the Delenda Mountains, on the edge of the Akali Desert. Behind its battlements, the city rises on the swell of the three hills where it stands, its tall blockish buildings climbing in tiers. The biggest buildings are made of the reddish local stone, but this is hard to quarry and so most of the city is constructed of bricks made with lime and the crushed shells of sand-crabs which blaze like coral and diamond dust in the sun.
In the heart of the city, the temple groves stand out like lakes of greenery. Their sacred gardens are always well-watered, despite the low rainfall. Public squares can be seen on different levels of the city, connected by the steep streets with frequent steps. Cutting across the city are three old walls half fallen to ruin: the walls that separated the old quarters of the city, now ransacked for their stone and closely clustered with the poorer dwellings. In places overgrown with flowers, in others blackened and widely streaked where refuse has been thrown down, these walls stand like weathered rock ridges across the city.

On one hill, in the Byrsan quarter, can be seen a host of warlike monuments. Spiral pillars capped with bronze support the pediments of temples to Tirvecto, the local god of the desert's heart, patron deity of the Eibonites. On a lower hill is the teeming warren of the overcrowded Strangers' Quarter, given over to commerce; it is here that non-citizens have their homes. The bright cloths of the dyers' clans, stretched out on the rooftops, give this quarter the most color. Further back, against the mountainside, is the Megaran quarter with its high towers and curious obelisks like upturned cones. Here are found the temples of the universal gods, with their cylindrical minarets of iron that look like skeletal black chimneys. Above circle the sacred reptile-birds, grown fat on sacrifices.

Government: The ruler of Eibon is called the True Man. This is not a hereditary position: the True Man is that lord whose heraldic badge is worn by the majority of the city's elders. If things go badly, if the city suffers poor harvests or reversals in war, the True Man may wake to find the badges have changed, his support evaporated.

People: The Eibonites are average height, hook-nosed, swarthy brown in complexion with curly red, brown or black hair. Beards without moustaches are fashionable among men; women wear copious make-up and plait their hair up in elaborate styles.

The common beast of burden in these parts is a kind of waddling long-nosed camel (related to Macrauchenia). For warfare, the Eibonites use the massive long-necked parvum (related to Indricotherium) that grazes on the trees and shrubs of the desert fringes.

Wednesday, 24 March 2010

Cities of Abraxas: Vertis

Built on high cliffs overlooking the sea, the white marble of Vertis is shown off to good effect in the magnificent towers, domes and colonnades. Lovers of theatre and art, the Vertides have filled their avenues with slender statues of exquisite beauty, and each day in the open-air theatre above the bay there are masked plays telling the heroic tragedies of ancient times, interspersed with musical interludes and comedies.

But life is not mere leisure for the Vertides. They are keen philosophers, and devote much time to trying to recreate or even improve on the wonders of the past. Not only is Vertis's navy the envy of all Abraxas, but they have a fleet of two dozen sky-boats armed with ion projectors which help to deter enemies from supposing these peace-loving philosophers would be an easy conquest.

However, although as a people their grasp of ancient technology is impressive, the Vertides make poor individual sorcerers - perhaps because of some innate lack, perhaps only because their mind set is more directed towards logic than imagination.

Government: Affairs of state are debated in the Senate, a council made up of Vertis's most prestigious citizens.

People: The Vertides are average height, fair-skinned; hair is usually blond or brown, more rarely red or black, and wavy rather than curly. Long flowing beards are common in older men as a mark of wisdom. Clothing comprises tunics or togas, often clasped with silver, there being no gold mines near Vertis.


Monday, 22 March 2010

Another fabled land

Abraxas is a lost continent from before the beginning of recorded history, which is destined to give rise to myths of sunken lands like Atlantis and Mu. Here advanced technology coexists with magic, primordial animals stalk the jungles, incredible civilizations flourish, and Mankind must share the planet with alien races from other worlds and planes of reality.

The scan of Russ's map here hardly does justice to the almost luminous original, which is over a metre tall. The map shows how the inhabitants of Abraxas envisage their land. Its actual coastline, if you were to look down on it from space, would be recognizable enough to modern eyes to break the suspension of disbelief, which is why we keep it from the players. If we ever publish Abraxas as an RPG, however, that version of the map might find its way into the referee's book.

There are five great city-states of Abraxas: Vertis, Utesh, Tamo Anchan, Eibon and Argistillum. The wide plazas and towering palaces of the cities indicate high refinement, in some cases even decadence. Nobles are carried in carved sedan chairs by their slaves to watch the death-duels in the arena. Fortunes are gambled and lost at great feasts. Assassination and intrigue decide who holds power.

The cities are connected by the Vadem causeways designed by the great wizards of the still more distant past. On payment of a toll, the causeways allow rapid transit from one city gate to the next.

Other relics of old science-sorcery still remain, lighting the streets with glowing posts at night or enabling the very rich to glide over the forest in sky-yachts when they care to go hunting. Some actinic lances survive from ancient times - weapons capable of hurling blasts of electric energy. But few now know how to recharge them, nor how to make the causeways function when they grow dim. What was once technology is now becoming, through ignorance and secrecy, a magic art.

Each city has its own character. When Abraxas finally sinks (many millennia yet in the future though that is) some of its people will escape to create the civilizations of our own ancient history. Thus the city of Tamo Anchan shows similarities with Maya and Olmec culture; the descendents of Eibon will become the Carthaginians and the Etruscans; Argistillum's survivors are fated to found Babylon; Vertis gives rise to the halcyon image of Greece and Troy; Utesh's beliefs and customs will live on in Ancient Egypt.

For millennia the city-states of Abraxas have enjoyed peace, but now they are under attack by the Ulembi, ruthless aliens who come from a dying star cluster beyond the Coal Sack and are capable of psionically broadcasting their physical forms through outer space. The cities must put aside their rivalry and send champions to meet the menace before it is too late.

And that's where you come in...