Two twin worlds, one cut between them, and twelve platforms holding up the ground. Most gestas happen on one of the two: Antiterra.
Mundus alter et idem — “a different world, yet the same”
Every name opens its article.
The cosmos is a pair. Seen from the Hall of Speakers of Sigil, the City of Doors at the top of the multiverse, two crystal spheres hang side by side: Terra and Antiterra. Neither can exist without the other.
Between them runs the Band of Dissolution, the one cut between being and not being: a leak of everything, and the line where light and shadow can meet. It is the spine that holds Sigil up. The wider the Band, the less real Sigil becomes.
The pattern repeats at every scale. The twin cities of Torregrises and Torreluces are joined by their foundations (the Dual Universe). Each zodiacal platform is split by the Band and held by two opposed guardians. The number that divides a universe varies — twelve for the zodiac — but it is never one.
Time does not run the same way everywhere (the Wheel of the Gestas).
Counts in A.D.A., Anno Domini Antiterra: parallel to Terra’s years, never convertible into them.
The gem-world keeps its own count: 1824 A.E. is 1946 A.D.A.
Keeps the common era, from the Norse fjords to the quarantine of 2087.
Antiterra — Demonia in its oldest name — is the half that goes unspoken when one says Terra. Same continents, same cities — Alexandria, Florence, Paris, Prague, Shoa — another air. Travelers have crossed from one world to the other and not noticed for days. A novelist of Terra, Nabokov, wrote of it letter for letter: Antiterra, once Demonia, where electricity is forbidden and the sister planet is called Terra. The doctors of the Decadian still argue whether that was revelation or leak.
to vibrate like the Earth.
No one enters, no one leaves. The world is a prison, each platform a cell, and time, stopping, closes the lid: nine years on Terra are almost an instant here.
At bottom Antiterra is an angel, imprisoned by Graz’zt, to whom Arian gave the True Name with which it was made. Graz’zt walks its history under a dozen names.
Whoever sets foot in Antiterra walks on five planes stacked one above the other.
The stack of Antiterra. Paris and the sea on the surface, Atlantis beneath the ocean, a platform hanging in its sector, Broken Reach on the Red Sea, and under the catacombs the descent to the Abyss.
The church is Gnostic: where Terra had Peter, Antiterra had Mani. Light and darkness are its two principles. Its faithful are auditori, the laity, and electi, the ascetics. In its last age it is the Decadian Church, whose Ten New Gods stand against the Twelve Old Ones. Its Patriarch sits in Glastumville, a city on no official map that every pilgrim who needs it finds. Rome survives as a minor sect (the Gnostic Church).
Rules by contract, not bayonets. It holds France through a viceroy: in Paris, bald Lord Gaul governs with Baatezu dressed as redcoats. Its true seat is Infernal London, the seat of the devils’ power.
Russia, Mongolia and China, beyond the curtain, ruled by the Khan of Nightmares — the Great Khan, guardian of Pisces.
Independent, its civil war over by 1858. Under President Gamaliel the Stars and Stripes reach Tierra del Fuego. The dragons wake on the side of the Indians.
Works from ports, bars and whalers, not chancelleries. Its king, the Cakravartin, arbitrates the Game.
“Antiterra has, as its dual condition, the invoking of an opposite as well.”
Nothing enters Antiterra alone: when a celestial force comes in, a demonic force of equal size comes with it. Everything has its counterpart — places, people, dates, out of phase. Terra and Antiterra unfolded from Abyssinia over millennia: twin planets that desired each other
, a double pearl in one oyster.
Terra was once the kingdom of God. Now it has no magic: what is conjured in Antiterra is bottled and sold in Terra. War and black smoke cover it. Its hell lies at its center in layers of time — Dante’s 1300, then 1900 — so that to descend is to go back.
The pair calls for a third, and the third destroys Terra. In the Cocytus, before the splintered throne of Asmodeus, the devil’s last card is a dual question — Who rules: me or him?
The answer comes in three. Terra explodes (the Detonation of Terra), and from its energy Marian is born: where there were two poles, there is a three.
Antiterra is full of magic, and magic radiates: a trained eye sees it from afar. The art has four layers, each resting on the one below (Dual magic).
Magic is worked through gems, and the land holds it or loses it: where people are killed, magic disappears
.
Schools — invocation, summoning, protection — tricks called gambits, levels won by practice. A formula alone does nothing; the act makes the spell.
A spell once manifest outlives its caster: an old effect is the trace of another hand.
The art of domination. It changes the constant reality by imagination — you imagine things and things happen
— always in pairs.
Dual magic is cast as a question with two answers — who rules, me or him?
— or as a formula: to defeat A, B is needed
. It brought down Graz’zt; Elías commands it five or six times beyond his companions.
Whoever first learns it forgets it. Its discoverer was made to bathe in the rivers Tigias, and wrote it down in a hidden place. Its sign is the pair, marble and ebony; it splits into a charismatic and an intellectual lineage. Few hold it: the Oathbinder, Maristo, and those who seek it as the price of a pact.
The emblem of dual magic. Marble and ebony, black and white pieces on black and white squares; a question with two answers.
“The platform is the guardian’s prison.”
A platform is a concretion of energy around one concept. The zodiac divides the dual universe into twelve (the Zodiacal Platforms). Each house rests on a column: the axis of one concept — violence, vanity — that crosses every world, constant in concept, changing in style. The platform is horizontal; the column is vertical.
All of Antiterra’s land rests on the twelve platforms, like a frame. They are rune-carved stone; they move, open and close; people live on them. Between one and the next stands a barrier of time, crossed by ship or through the Lighthouse of Alexandria.
The houses move across the centuries. Aries rose before Notre-Dame in Paris in 1717, closed in New York in 1784, and opened again in 1888 in a desert temple of the Ouroboros in Mexico, with Taurus in Louisiana. Virgo is London; Libra, Alexandria; Pisces, an ocean strip from Antigua to the Prismatic Wall of Tartary — the water-gate to Atlantis.
The twelve form the Game of Shadows. Graz’zt set it; the Cakravartin arbitrates it from Atlantis and does not play.
Whoever learns to read the platforms is already playing. Whoever learns to play already has a seat waiting.
Les Libertateurs open the modern round in Paris in 1717 and close it in New York on the night of 21–22 June 1784 (the Closing of the Platforms). The twenty-fourth Host burns in Aries and the Black Butterfly, guardian of all worlds, is caged: they gave this world a chance at the price of not giving it to all possible worlds
. That closing sets the machine for the next round, the one the Deep Ones find running in 1888.
Every world throws off platforms as it settles, like strata of crystal. In Ardis Vala the great descent is a stack of ten of the twelve houses — Aquarius at the surface, Aries with its rams and first abysses at the bottom. Inside Vala it is said plainly: we are inside a closed crystal, and the facets are the platforms
.
Antiterra, 1888. England and its allies, the demon lands beyond the prismatic curtain, America, hidden Atlantis; the anchors of the Game: Paris and New York (Aries), London (Virgo), Alexandria (Libra), the ocean strip of Pisces, Broken Reach and Venice.
“Whoever kills the guardian becomes the guardian.”
A guardian is an office, not a person (the Rotating Office).
Each platform has two guardians, always opposed — the eagle and the serpent. Twelve houses, twenty-four guardians: the lords of the platforms, who are also the guardians of time. They keep the platforms as jailers, permit passage between the planes, and police time against those who abuse travel. They meet in council in Venice. They were once fallen gods of another world; they died, and others took their place.
“The North sees, but its sight fades. The East knows, but its wisdom darkens. The West remembers, but its memory fades. The South feels, but its heart grows cold.”
Above the platforms, the four Guardians of Antiterra hold the world up from its geometry. By 1901 they live only on the belief their peoples still keep. When they die, Terra and Antiterra come apart, English rule ends, and the world begins to fall.
The Four Winds. Four huge, half-transparent figures around a small globe: the North with a staff, the South bearded with a scepter, the East a crowned woman, the West a man with a sword.
Antiterra lives Terra’s history — its emperors, popes and revolutions — and bends it. Its years run in Anno Domini Antiterra, whose Dominus is not Terra’s; twelve-year cycles mark its liberations (the A.D.A. axis).
Rome in crisis. In Alexandria, a sealed book that only Paulus can read; Khalim’s company goes down into Avernus to reach it before Marcos the Mage. → gesta
Paulus signs the Eisagogika, which holds the knowledge of the guardians and the platforms. He does not die when his death is announced; from then on he keeps the chronicle of the world.
In Venice, the first guardian is relieved by the one who killed him.
The Templars of Time leap from Outremer to Paris in 1889. → gesta
The dual writings are joined to Dante’s poem: the door opens and the devils come in. In Florence, someone poisons Dante’s children. → gesta
Twenty-five hollow cities beyond the Silk Road, held by the shadows of devils (Invisible Cities). → gesta
Paris in arms during the Fronde. In Albion, Elizabeth, the lich queen, keeps a century of rule. New France up the Hudson. The Northern Crown, the first great uchronia. → gestas
Les Libertateurs, from Prague to New York: the Game of Shadows opens in Paris and closes in New York. → gesta
Spanish anarchists put to sea, go down to Atlantis and become the Deep Ones; the Cakravartin reveals the Game to them. Aries opens on 21 March, Taurus in April. → gesta
On 21 December the Deep Ones fall and the Regulators rise. On the 25th, the Temporal Apocalypse: Chronomon falls with the administration of Time, the devils are purged from Paris, and the city is refounded as NEO-PARIS, City of Times.
The Eiffel Tower Tournament: a race up a tower grown to 1,100 meters, for a single wish. 1891: Libra, in Alexandria. 1900: Graz’zt, as Geredet, founds a domain in Shoa.
The Four Winds die and English rule ends. On 11 September, Black September: Terra explodes, a comet in the sky, and Antiterra, left without its counterweight, falls toward the Band. Barbatos falls on its threshold; Faragod nails Seth to the Eiffel Tower; Notre-Dame is attacked. 144,000 souls are saved, and Lucifer opens a refuge world for those he can carry. Antiterra burns whole. → gesta
Uchronic Paris: the Time Bandits, from the Palace of Time to Sarajevo. → gesta
The Regulators become agents of time. Inside the gem-world, Caldero and La Jabalina, until Vala is hurled as a weapon and Sogol is refounded. → gesta
The children of Sogol. → gesta
Uchrony is the history that might have been. In Antiterra it is a place, and a trade.
The end of Antiterra is not a clean death. What survives is sewn to the remains of its twin: Sinterra, the synthesis. Uchronic Paris, its churches turned into libraries by Paulus, is the membrane where Terra and Antiterra are sewn together for the last time.
“Uchrony is not relief: it is a scar.”
In Sinterra a street that was one thing in Terra and another in Antiterra is now both. The sky keeps traces of two atmospheres. Those who came from either world know which; those born after cannot tell.
Sinterra. The same street drawn twice, sewn by a luminous seam. Two moons almost aligned. A child stands on the suture.
In Uchronic Paris the Prefects of Time sell passage through the centuries from the Palace of Time, in gold francs, platinum louis or centimes. Time wrinkles — a week folded over another — fill the old districts. The Ministry of Uchronic Affairs watches the city where times meet, and the Uchronic Clock moves between the courses the world took and those it did not.
While the Regulators fight the last battle, Graz’zt hides himself in his oldest form, Ardipithecus, from before man and demon were apart, in the valley of Ardi in Vala — and waits.
A crystal sphere sixty feet across that holds a world: the ark of 1,200,000 souls. From outside, a gem; from inside, a continent of rivers. Home of Caldero and Ardis Vala.
The City of Doors, where every planar road meets. Reached only through portals, whose key can be anything, even a coin.
After 1901, in inverted time: seven circles where going down is going back to what the soul left unresolved.
“A sad victory.”
Before the platforms and before A.D.A., there was the war of the suns. At the sun-king’s last feast Veloria, the Shadow, poured a love philter into the wine of her rival Adara. Mocked as a poisonous spider, she led the elves of the Black Poplars to war and killed the twenty-four princes, the twenty-four suns. The Liosalfar, the light elves, won and drove their dark brothers underground. Veloria took Adara below with her.
Millennia later she freed Adara so the king could father a twenty-fifth sun: Arian. Then, as a talking black panther, she led him to the drow, whose priestess made him sign the Pact. His mark runs through the later worlds. When he dies he returns elsewhere a year later; in Vala he is worshiped as the god of magic and fantasy; in the present cycle he is called Caladan; his avatars form the Arian Line.
Arian · The Elf and the Shadow — the comic in English (PDF) →
Arian. The twenty-fifth sun in the black forest, two glowing swords lowered.