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Reccopolis was a new city built in Visigothic Spain in the late 6th c. CE. Even rarer than this example of an ex novo urban foundation in the post-Roman West is the fact that the city was equipped with a brand-new aqueduct. The aqueduct has, until now, only been partially studied, but in this paper we update and re-assess the original, preliminary results. We consider the city's whole water cycle, including usage and drainage, employing new engineering calculations and GIS analyses. The results show that the aqueduct was an integral part of the city. Finally, we set our conclusions within their wider context, looking not only at the roles of aqueducts in the ideal of a city at this time, but also at urban water culture in the Late Antique West.
The excavation of a palaeochannel at the Vistre de la Fontaine 2-2 archaeological site, 3 km downstream from the ancient city of Nîmes (southeastern France), provided an accumulation sequence covering the last 2,500 years. Trace metal analyses of these alluvial sediments disclosed lead (Pb) contamination during the Early Roman Empire, with concentrations close to 1,000 ppm, a factor of 100 above the local geochemical background. This excess of Pb shows a uniform isotopic signature that may reflect unchanged ore sources, perhaps from the Massif Central or from Great Britain. The Pb peak accompanied visible waste that was transported in the sediments of the Vistre de la Fontaine at the time of the development of the Nîmes urban water supply and drainage network during the Early Roman Empire. This research shows the bimillennial persistence of palaeo-contamination in a peri-urban alluvial plain and the relevance of fluvial sedimentary archives in documenting ancient waste.
La riqueza epigráfica de las ánforas olearias de la provincia Bética es bien conocida gracias a los numerosos sellos de alfarero, rótulos pintados (tituli picti) y grafitos grabados en la arcilla fresca (ante cocturam). Éstos últimos suelen contener signos y simples letras, pero a veces, también nombres de personas y fechas calendariales y consulares. En este trabajo presentamos un grafito de carácter excepcional por su contenido estrictamente literario. En él, proponemos identificar un fragmento de poema de Virgilio. Analizamos y discutimos el contexto en que se realizó, la autoría del mismo y su significación para el conocimiento del grado de alfabetización de la sociedad rural romana en el Valle del Guadalquivir. Constituye el primer caso constatado sobre ánfora romana y es de excepcional interés para arqueólogos, epigrafistas y filólogos del latín vulgar.
This paper investigates Roman writing habits through the evidence of metal styli. An assemblage of more than 400 styli from London constitutes the basis of the analysis, which explores their similarities with examples from other sites in Britain and continental Europe during the Imperial period. The geographical and social distribution of styli suggests that certain types were employed or made in specific locations by different social actors, and that the major political and military centres of the Empire shared a common material culture of writing. The analysis also suggests that styli types of the northern European regions possibly developed from ‘military styli’ brought by soldiers and bureaucrats during the conquest.
A group of 24 bronze finger-rings threaded onto a wire bracelet was unearthed in 2018 at the Roman vicus at Wareswald (the “Forbidden Forest”) in Gallia Belgica. The find is analyzed here alongside evidence for the use, sale, and production of Roman rings. The find represents the work of a local craftsman, active in the first quarter of the 4th c. CE. While the rings were made in a small rural town, they closely imitate expensive global ring forms. The function and meaning of the very common class of trinket rings to which the Wareswald rings belong are considered, along with how these rings were used to make statements about identity, including local and regional affiliations, literacy, marital status, or other social connections. It is suggested that the popularity of many trinket rings lay in their ability to provide a sense of participation in upper-class fashion at a very low price.
This article explores ideas about stable-barracks, which have received much attention in recent provincial Roman archaeology. This renewed attention stems from new discoveries in Romania that prompt a re-evaluation of earlier conclusions. Geomagnetic investigations and subsequent excavations of the fort of the ala I Batavorum milliaria in Războieni-Cetate (Alba County) have shown that, contrary to prevailing opinion, stable-barracks could be considerably larger than similar buildings known from Great Britain and Germany. These findings suggest that a significant reconsideration of the concept of stable-barracks is required, along with an updated discussion about the normal troop strength of alae milliariae in the Roman army.
Prehistory comprises millions of years and encompasses a diverse range of social, cultural, economic and technological practices. Despite its widespread public popularity, understanding of the chronology and developments of this vast expanse of human history is frequently anachronistic. Here, the author uses the results of museum visitor questionnaires and tracking surveys to assess public preconceptions of prehistory and engagements with museum displays. In addition, the article documents and explores 173 prehistory displays in museums in England, identifying trends in representation. The results point to some significant representational disparities affecting the display of prehistory and highlights some opportunities for reimagining museum prehistory displays.
Excavations at Nahal Omer, an Early Islamic way station in the Negev Desert (sixth to ninth centuries AD), have yielded exotic textiles such as silks and cottons. Through a new study of these textiles, this project investigates the trade networks and global connectivity along this little-known artery of the Silk Road.
The transnational networks of the illicit and illegal antiquities trade are hard to perceive. We suggest representing the trade as a knowledge graph with multiple kinds of relationships that can be transformed by a neural architecture into a “knowledge graph embedding model.” The result is that the vectorization of the knowledge represented in the graph can be queried for missing “knowledge” of the trade by virtue of the various entities’ proximity in the multidimensional embedding space. In this article, we build a knowledge graph about the antiquities trade using a semantic annotation tool, drawing on the series of articles in the Trafficking Culture Project's online encyclopedia. We then use the AmpliGraph package, a series of tools for supervised machine learning (Costabello et al. 2019) to turn the graph into a knowledge graph embedding model. We query the model to predict new hypotheses and to cluster actors in the trade. The model suggests connections between actors and institutions hitherto unsuspected and not otherwise present in the original knowledge graph. This approach could hold enormous potential for illuminating the hidden corners of the illicit antiquities trade. The same method could be applied to other kinds of archaeological knowledge.
As an escape from the day-to-day drudgery of our “real” world, video games allow us to leave reality and explore new fictional worlds. These worlds are more enjoyable when they are developed from various digital materials and presented as an official story, which is called “lore.” Lore invites the player to submerge into background stories of fictional worlds, including but not limited to those in video games. Video-game lore often provides historical narratives of these worlds, sometimes even drawing on archaeological themes in the creation of characters and places. The video game League of Legends (LoL), developed by Riot Games, has its own detailed lore, often revolving around individual characters. Riot has developed this lore not only through the video game itself but through accompanying media. Although the lore is separate from the game and not necessarily needed, the advantage is that it can orient individuals to the world and the background stories of the characters and players. Additionally, it allows people who are not interested in playing the game to interact with the fictional world, given that the stories are captivating on their own. Here, we briefly discuss Riot's interactive lore website and focus on the background of two places within the LoL fictional world: Ionia and Targon. We examine the presentation of these places through an archaeological framework. Then, we evaluate how archaeology is portrayed throughout the lore, focusing specifically on archaeological field notes and the methods that we are told are employed by one of the characters. In our analysis of the portrayal of Targon, the discussion centers on how archaeological perspectives are an integral framework for the LoL lore. Lore creates a sense of place (a connection between a person and a spatial setting) for the fan community, players, and even developers. Consequently, it is useful to focus on this idea of storytelling through lore, taking a critical view of its power and how it can impact various audiences.
Uivar “Gomilă”, a long-awaited and overdue first volume (of a planned set of three), presents, in seven chapters, a comprehensive account of the results of archaeological research on the site of Uivar, Romania. It reports on 10 seasons of investigation into the north-eastern periphery of the Vinča Culture phenomenon and the occurrence of tell settlements in the second half of the sixth millennium BC. Multiple contributors—mostly members of the original research team—present a well-defined case study of a Late Neolithic tell settlement, starting from general questions about the tell phenomenon in South-east Europe and the Neolithic of the Banat area, where “Gomilă” is located (Chapter 1).