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King Virinchi and Queen Vinidra, the creator and his creative consort were on their cosmic journey. They saw a dull and dusky planet in space and descended on it. On the barren planet they founded The Kingdom of Artesia, and thus began life and the story! The Kingdom of Artesia is a story of two twin sisters; Princess Lightia and Princess Darkia, and their adventures in the colourful Kingdom. It is a story about their pursuit of purpose in life; to find the ‘Book of Illumination’ and the 'Box of Trine’. Their pursuit for the crown took them beyond the walls of their palatial home. The journey was tough but it taught them valuable life lessons. The value of right choices, the role of friends, the meaning of relations and what all it takes to get crowned! Explore the Kingdom of Artesia with young princesses and get introduced to the weird creatures of Amazing Arthropodia. Venture into the Valley of Dead Colours, territory of Terra Toxica and Nova Lapida to meet Cercetie and Vishilia. Slip silently with Darkia to experience the ascent on the Half Hanging Bridge and meet the mysterious prince. Untangle yourself from the web of stories to enter the Grotto of Spinners. In the Testing Tunnel solve the Riddles of Nature with twin princesses, and reach the Receding Vault to get crowned! Be prepared for the Magic of Maya and the Wilderness of Prakriti.
The award-winning graphic novel Artesia comes to life in the Adventures in the Known World RPG, using a modified and easy-to-use Fuzion-based roleplaying system to plunge players into the strife-riven realms of the Known World, from the Warring Citadels of the Daragjan Highlands to the never-ending feud between the Sun Court of Illia and the Phoenix Court of the Empire of Thessid-Gola. Includes an expansive adaptation of R. Talsorian Games' LifePath character-generation system including birth omens, star signs and divine and heroic lineages, and rules for talents and abilities accessible to characters through the Arcana, the Tarot-like system representing the Known World's archetypal paths of power and the foundation of an unique system of experience, allowing game rewards for virtually all types of character actions.
Draftsmen can't fight dragons. Then again, that's usually no problem - they generally don't have to. But Lafayette O'Leary does. When an accidental overdose of self-hypnosis wrenches him out of the dull (but safe) Mrs. MacGlint's Clean Rooms and Board and deposits him in the feudal, bedragoned world of Artesia, it takes him a little while to catch on, even with the attentions of the beautiful Princess Adoranne. Then he decides that he likes this new life of his - except for the part where he's supposed to get killed...
Action, horror, politics, and sensuality combine in this DEBUT EPIC FANTASY novel for fans of George R. R. Martin and Michael J. Sullivan, set in the world of the Eisner Award-nominated Artesia comic books. To find the Sword, unearth the Barrow. To unearth the Barrow, follow the Map. When a small crew of scoundrels, would-be heroes, deviants, and ruffians discover a map that they believe will lead them to a fabled sword buried in the barrow of a long-dead wizard, they think they've struck it rich. But their hopes are dashed when the map turns out to be cursed and then is destroyed in a magical ritual. The loss of the map leaves them dreaming of what might have been, until they rediscover the map in a most unusual and unexpected place. Stjepan Black-Heart, suspected murderer and renegade royal cartographer; Erim, a young woman masquerading as a man; Gilgwyr, brothel owner extraordinaire; Leigh, an exiled magus under an ignominious cloud; Godewyn Red-Hand, mercenary and troublemaker; Arduin Orwain, scion of a noble family brought low by scandal; and Arduin's sister Annwyn, the beautiful cause of that scandal: together they form a cross section of the Middle Kingdoms of the Known World, united by accident and dark design, on a quest that will either get them all in the history books...or get them all killed. From the Trade Paperback edition.
A comprehensive encyclopedia of characters, places, objects, and themes found in the legends of King Arthur and the Knights of the Round table. Draws from all significant source between Gildas' De Excidio Britanniae written about 540 AD and Tennyson's 19th-century Idylls of the King, including versions from throughout Europe. The entries range from a short identifying sentence to nearly ten pages for the king himself. Each is referenced to a source, which are presented in a endtable showing author and tit date, form, and langua description; keywords from the entries; and recent editions, a vital bit of information such references usually neglect. The cross-referencing is fairly good, often done as a full entry identifying a name as a variant of another, so the lack of an index is not a problem. Distributed in the US by Taylor and Francis. Annotation copyrighted by Book News, Inc., Portland, OR
This anthology reproduces six plays based on stories of King Arthur from a variety of periods. Originally published in 1991, it offers a comprehensive discussion of Arthurian Drama in introduction and also provides an appendix listing printed scripts in English that address Arthurian legend.
Credited on its first title page to William Shakespeare and William Rowley, The Birth of Merlin continues to provoke speculation about its place in the Shakespeare 'Apocrypha'. The play is an imaginative re-working of the story of Merlin the Magician and his part in the struggle against the Saxon invasion of Britain. It contains not only scenes of love, war, and court politics, but a devil, a clown, and an unusual number of spectacular stage effects. This edition seeks to provide contexts for the play's diverse elements (chronicle history, romance, spectacle, and comedy), and considers its relationships with a wide variety of texts from Geoffrey of Monmouth and the English prose Brut to Shakespeare's Henry VIII.
In Renaissance Cultural Crossroads: Translation, Print and Culture in Britain, 1473-1640, twelve scholars assemble the latest interdisciplinary research in the fields of translation and print in Britain and appraise for the first time the connection between the two. The section Translation and Early Print discusses how translation shaped the beginnings of British book production. 'Translation, Fiction and Print' examines some Italian and Spanish literary translations and their paratexts. Instruction through Translation demonstrates how translators established an international fund of knowledge. Shaping Mind and Nation through Translation focusses on translations specifically disseminating knowledge of medicine, navigation, military matters, and news. The volume constitutes a timely contribution to the ever-expanding fields of translation studies and print history but is also relevant to cultural, social and intellectual history.
Volume IX is a continuation of the journey of the Maldonado family to the Kingdom of New Mexico. It documents the Maldonado descendants of Hernn Martn Baena and his wife Catalina Garca. This couple is connected to New Mexico through the marriage of their grandson Diego de Vera to Mara de Abendao, granddaughter of Juan Lpez Holgun and Catalina de Villanueva, founders of the Kingdom of New Mexico. From this marriage and the marriages of their great-granddaughters Mara Ortiz de Vera and Petronila de Vera (Salas), Don Hernn and Doa Catalina became the ancestors of leading New Mexicans in later generations. This volume contains not only their direct line of descent but also cousins, uncles, aunts, and in-laws. The Maldonado database has more than 5,800 names, with many of them represented here. The time period is generally from 1598 through the nineteenth century for most names, though the direct line continues to the present. Hernn Martn Baena is the ancestor of many people living in New Mexico today. In this volume his other descendants can trace their connections to cousins from this extended Maldonado family. Hernn Martn Baena and Catalina Garca are my twelfth great-grandparents.