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James Enge: Blood of Ambrose

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James Enge Blood of Ambrose

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“Blood of Ambrose is slick, weaving a dark tale of despair and death as our heroes struggle to save their kingdom and, as the book moves forward, the entire continent as a darker and far more dangerous adversary is revealed. Enge’s style is more show than tell and for Blood of Ambrose this works magically as the Two Cities of the Ontilian Empire seem to breathe life throughout the pages….It seemed too soon when I reached the end, so well had Enge penned this barbaric and epic tale. I fully understand now why the book was recently nominated for Best Fantasy Book of the Year.” —Shiny book Review

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There is no universally accepted religious belief, except in Anhi, where the government enforces the worship of Torlan and Zahkaar (Fate and Chaos).

In Ontil an eclectic set of gods are worshipped or not worshipped, especially (under the influence of Coranian exiles from the Wardlands) the Strange Gods, including Death, Justice, Peace, Misery, Love, and Memory.

In the Wardlands at least three gods, or three aspects of one god, are worshipped: the Creator, the Sustainer, and the Avenger ("Creator, Keeper, and King").

The dwarves of the Wardlands evidently assent to these beliefs. (At any rate, they have been known to swear by these deities.) But they have another, perhaps an older, belief in immortal ancestor spirits who watch the world and judge it from beyond the western edge of the world. The spirits of the virtuous dead collect in the west through the day and night, and pass through at the moment of dawn, when the sun enters the world and the gate in the west is opened. Spirits of the evil dead, or spirits that have been bound in some way, may not pass through the gate in the west. Hence, dwarves each day (at sunrise, or when they awake) praise the rising of the sun and the passage of the good ghosts to Those-Who-Watch in the west.

APPENDIX C

CALENDAR AND ASTRONOMY

1. ASTRONOMICAL REMARKS

The sky of Laent has three moons: Chariot, Horseman, and Trumpeter (in descending order of size). 1

The year has 375 days. The months are marked by the rising or setting of the second moon, Horseman. So that (in the year Blood of Ambrose begins) Horseman sets on the first day of Bayring, the penultimate month. It rises again on the first of Borderer, the last month. It sets very early in the morning on the first day of Cymbals, the first month of the new year. All three moons set simultaneously on this occasion. (The number of months are uneven-fifteen-so that Horseman rises or sets on the first morning of the year in alternating years.)

The period of Chariot (the largest moon, whose rising and setting marks the seasons) is 187.5 days. (So a season is 93.75 days.)

The period of Horseman is 50 days.

The period of Trumpeter is 15 days. A half-cycle of Trumpeter is a "call." Calls are either "bright" or "dark" depending on whether Trumpeter is aloft or not. (Usage: "He doesn't expect to be back until next bright call.")

The seasons are not irregular, as on Earth. But the moons' motion is not uniform through the sky: motion is faster near the horizons, slowest at the zenith. Astronomical objects are brighter in the west, dimmer in the east.

The three moons and the sun rise in the west and set in the east. The stars have a different motion entirely, rotating NWSE around a celestial pole. The pole points at a different constellation among a group of seven (the polar constellations) each year. (Hence, a different group of nonpolar constellations is visible near the horizons each year.) This seven-year cycle (the Ring) is the basis for dating, with individual years within it named for their particular polar constellations.

The polar constellations are: the Reaper, the Ship, the Hunter, the Door, the Kneeling Man, the River, the Wolf.

There is an intrapolar constellation, the Hands, within the space inscribed by the motion of the pole.

This calendar was first developed in the Wardlands, and then spread to the unguarded lands by exiles. In the Wardlands, years are dated from the founding of New Moorhope, the center of learning. The action of Blood of Ambrose begins in the 464th Ring, Moorhope year 3242, the Year of the Hunter. But in the Ontilian Empire, the years are dated from the death of Uthar the Great. By that reckoning, the action of Blood of Ambrose begins in the 48th Ring, A.U. 330, the Year of the Hunter.

2. THE YEARS OF BLOOD OF AMBROSE

The novel begins on 25 Remembering, A.U. 330. It ends on 18 Cymbals, A.U. 333.

48th Ring, A.U. 330: Year of the Hunter

1. Cymbals.

New Year. Winter begins.

1st: Chariot and Trumpeter set. Horseman rises.

8th and 23rd: Trumpeter rises.

2. )aric.

1st: Horseman sets. 13th: Trumpeter rises.

3. Breitiig.

1st: Horseman rises. 3rd and 18th: Trumpeter rises.

4. Drun)5.

1st: Horseman sets. 8th and 23rd: Trumpeter rises. Midnight of 94th day of the year (19 Drums): Chariot rises. Spring begins.

5. Rain.

1st: Horseman rises. 13th: Trumpeter rises.

6. Marrying.

1st: Horseman sets. 3rd and 18th: Trumpeter rises.

7. An)broge.

1st: Horseman rises. 8th and 23rd: Trumpeter rises.

8. Harps.

1st: Horseman sets. 13th: Trumpeter rises. Evening of the 188th day of year (19 Harps): Chariot sets. Midyear-Summer begins.

9. Tol7r1.

1st: Horseman rises. 3rd and 18th: Trumpeter rises.

lo. Remembering.

1st: Horseman sets. 8th and 23rd: Trumpeter rises.

11. Vicjory.

1st: Horseman rises. 13th: Trumpeter rises.

12. Haru ing.

1st: Horseman sets. 3rd and 18th: Trumpeter rises.

6th: Chariot rises, noon of 281st day of year. Fall begins.

13. Mother and Maiden.

1st: Horseman rises. 8th and 23rd: Trumpeter rises.

14. Bayrin~.

1st: Horseman sets. 13th: Trumpeter rises.

15. Borderer.

1st: Horseman rises. 3rd and 18th: Trumpeter rises.

48th Ring, A.U. 331: Year of the Door

1. Cvmbal5.

New Year. Winter begins.

1st: Chariot, Horseman, and Trumpeter all set.

8th and 23rd: Trumpeter rises.

2. )aric.

1st: Horseman rises. 13th: Trumpeter rises.

3. Breitiig.

1st: Horseman sets. 3rd and 18th: Trumpeter rises.

4. Drun)5.

1st: Horseman rises. 8th and 23rd: Trumpeter rises. Midnight of 94th day of the year (19 Drums): Chariot rises. Spring begins.

5. Rain.

1st: Horseman sets. 13th: Trumpeter rises.

6. Marrying.

1st: Horseman rises. 3rd and 18th: Trumpeter rises.

7. An)broge.

1st: Horseman sets. 8th and 23rd: Trumpeter rises.

8. Harps.

1st: Horseman rises. 13th: Trumpeter rises. Evening of the 188th day of year (19 Harps): Chariot sets. Midyear-Summer begins.

9. Toor1.

1st: Horseman sets. 3rd and 18th: Trumpeter rises.

10. Renjenjbering.

1st: Horseman rises. 8th and 23rd: Trumpeter rises.

11. Uicjory.

1st: Horseman sets. 13th: Trumpeter rises.

12. Harvolin~.

1st: Horseman rises. 3rd and 18th: Trumpeter rises.

6th: Chariot rises, noon of 281st day of year. Fall begins.

13. Mojoer and Maiden.

1st: Horseman sets. 8th and 23rd: Trumpeter rises.

14. Bayring.

1st: Horseman rises. 13th: Trumpeter rises.

15. Borderer.

1st: Horseman sets. 3rd and 18th: Trumpeter rises.

48th Ring, A.U. 332: Year of the Kneeling Man

(Repeats pattern of A.U. 330)

48th Ring, A.U. 333: Year of the River

(Repeats pattern of A.U. 331)

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