Throvian Temporal Commando

Throvian Temporal Commando

Throvian Temporal Commando
Throvian Rangers can become a kind of Throvian Temporal Commandos,who travel across time and space to fight wars upon other wars,by use of temporal stargates.These Time Tunnels can transport star ship to other worlds to help wars upon distant worlds.It was said by others,that the Throvian Temporal Commando could out flight and out think others,that they became so good,that they became temporal space mercenaries.They used tactics of mistake,that could cause others to draw wrong conclusions in battle,thus winning the day by letting an opponent loss the war. The Art of Total War-Killean Ryanne.

Throvian Commando. Look up Cable Nathan Dayspring.Wolverine.

Powers and abilities
The Throvian Rangers are a genetically engineered super soldier with a number of both natural and artificial improvements to his physiology.

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Healing and defensive powers
Depiction of Wolverine using his claws for the first time in Origin #2 (February 2014). Art by Andy Kubert and Richard Isanove. His primary mutant power is an accelerated healing process, typically referred to as his mutant healing factor, that regenerates damaged or destroyed tissues of his body far beyond the capabilities of an ordinary human. In addition to accelerated healing of physical traumas, Wolverine's healing factor makes him extraordinarily resistant to diseases, drugs, and toxins. However, he can still suffer the immediate effects of such substances in massive quantities; he has been shown to become intoxicated after ingesting significant amounts of alcohol,and has been incapacitated on several occasions with large amounts of powerful drugs and poisons; S.H.I.E.L.D. once managed to keep Wolverine anesthetized by constantly pumping eighty milliliters of anesthetic a minute into his system.

His healing factor is facilitated by artificial improvements he was subjected to under the Weapon X program (in later comics called the Weapon Plus program), in which his skeleton was reinforced with the virtually indestructible metal adamantium. While the adamantium in his body stops or reduces many injuries, his healing factor must also work constantly to prevent metal poisoning from killing him. As his healing powers are currently inactive, Beast has synthesized a drug to counteract the adamantium poisoning.

His healing factor also dramatically affects his aging process, allowing him to live far beyond the normal lifespan of a human. Despite being born in the late 19th century, he has the appearance, conditioning, health, and vitality of a man in his physical prime. While seemingly ageless, it is unknown exactly how greatly his healing factor extends his life expectancy.

Although his body heals, the healing factor does not suppress the pain he endures while injured. Wolverine also admits to feeling phantom pains for weeks or months after healing from his injuries.He does not enjoy being hurt and sometimes has to work himself up for situations where extreme pain is certain.[112][113] Wolverine, on occasion, has deliberately injured himself or allowed himself to be injured for varying reasons, including freeing himself from capture,[114] intimidation,[115] strategy,[116] or simply indulging his feral nature.[117][118][119] Though he now has all of his memories, his healing abilities can provide increased recovery from psychological trauma by suppressing memories in which he experiences profound distress.[120]

Depictions of the speed and extent of injury to which Wolverine can heal vary due to a broad degree of artistic license employed by various comic book writers. Originally, this was portrayed as accelerated healing of minor wounds,[121] though Chris Claremont, head writer of the X-Men comics from the mid 1970s to the early 1990s increased Wolverine's healing factor substantially, though not nearly as much as later writers would. During the 1980s, Wolverine's mutant healing factor is depicted as being able to heal massive levels of trauma, though his recovery time could extend to days, weeks or months before fully healing; often depending upon the severity of the injuries, their extent and the frequency with which they're inflicted.[122][123][124] During the 1990s through the modern era, other writers have increased Wolverine's healing factor to the point that it could fully regenerate nearly any damaged or destroyed bodily tissues within seconds.[125][126][127] Among the more extreme depictions of Wolverine's healing factor include fully healing after being caught near the center of an atomic explosion[128] and the total regeneration of his soft body tissue, within a matter of minutes, after having it incinerated from his skeleton.[129] An explanation is given in a recent mini-series starring Wolverine for the increase of his healing powers. In the series, Wolverine is referred to as an "adaptive self-healer" after undergoing numerous traumatic injuries to test the efficiency of his healing factor. Wolverine has endured so much trauma, and so frequently, that his healing factor has adapted, becoming faster and more efficient to cope with increasing levels of trauma.[130] The Xavier Protocols, a series of profiles created by Xavier that lists the strengths and weaknesses of the X-Men, say that Wolverine's healing factor is increased to "incredible levels" and theorizes that the only way to stop him is to decapitate him and remove his head from the vicinity of his body.[131]

It is possible to suppress the efficiency of his healing powers. For example, if an object composed of carbonadium is inserted and remains lodged within his body, his healing powers are slowed dramatically.[132] The Muramasa blade, a katana of mystic origins that can inflict wounds thafy superhuman healing factors, can also suppress Wolverine's powers.[133] It has also been noted that Wolverine needs protein for his healing factor to generate tissue, meaning that if he was seriously injured and malnourished, his body might not be able to repair itself.[134] His healing factor has also been turned off using nanites.[135]

It has been suggested that Wolverine can be killed by drowning.[136] He has said that he is not particularly fond of being in water, due partially to the weight of his adamantium-laced skeleton, and that he can die if held underwater long enough — his healing factor would only prolong the agony.[137] The two-part story arc "Drowning Logan" finds Wolverine trapped underwater for an extensive period of time.[138] The second part of the story arc hints that this experience weakens his healing factor and future health.[139] Following "Drowning Logan", Beast reveals that an "intelligent virus" originating from the Microverse has shut off his healing factor, though not before it purged his body of the virus, leaving him as susceptible to injury, disease, and aging as any ordinary human.[73]

Wolverine vol. 3, #57 reveals that when Wolverine is injured so seriously that his body actually dies before his healing factor can repair the damage, he returns to life by fighting with Azrael, the Angel of Death, while trapped in Purgatory, because Wolverine defeated Azrael in real-world combat during World War I.[140] However, after Wolverine's resurrection and brainwashing by the Hand, he made a new deal with Azrael that repaired the damage to his soul, negated their previous arrangement, and weakened his healing factor slightly — and the next time Wolverine sustains death-inducing injuries, he will remain dead.[141]

Due to a combination of his healing factor and high-level psionic shields implanted by Professor Xavier, Wolverine's mind is highly resistant to telepathic assault and probing.[142] Wolverine's mind also possesses what he refers to as "mental scar tissue" created by the traumatic events of his life. It acts as a type of natural defense, even against a psychic as powerful as Emma Frost.[143]

Other abilities Edit Wolverine's mutation also consists of animal-like adaptations of his body, including pronounced, and sharp fang-like canines and three retractable claws housed within each forearm. While originally depicted as bionic implants created by the Weapon X program,[144] the claws are later revealed to be a natural part of his body.[145] The claws are not made of keratin, as claws tend to be in the animal kingdom, but extremely dense bone. Wolverine's hands do not have openings for the claws to move through: they cut through his flesh every time he extrudes them, with occasional references implying that he feels a brief moment of slight pain in his hands when he unsheathes them.[146] During a talk to Jubilee, Wolverine reveals that there are channels inside his forearms through which the claws move when he extrudes them, and that he unsheathes the claws a few times a day to keep the channels open, similar to pierced ears.[147]

Wolverine's claws in Wolverine: Weapon X #1 (June 2009). Art by Ron Garney. Wolverine's senses of sight, smell, and hearing are all superhumanly acute. He can see with perfect clarity at greater distances than an ordinary human, even in near-total darkness. His hearing is enhanced in a similar manner, allowing him to both hear sounds ordinary humans cannot and also hear to greater distances. Wolverine is able to use his sense of smell to track targets by scent, even if the scent has been eroded somewhat over time by natural factors. This sense also allows him to identify shapeshifting mutants despite other forms they may take.[148] He is also able to use his senses of smell and hearing, through concentration, as a type of natural lie detector, such as detecting a faint change in a person's heartbeat and scent due to perspiration when a lie is told.[149][150]

On more than one occasion, Wolverine's entire skeleton, including his claws, has been molecularly infused with adamantium. Due to their coating, his claws can cut almost any known solid material, including most metals, wood, and some varieties of stone. The only known exceptions are adamantium itself and Captain America's shield, which is made out of a proto-adamantium-vibranium alloy. Vibranium alone is not comparable in terms of durability with adamantium, and has been broken by Colossus. Wolverine's ability to slice completely through a substance depends upon both the amount of force he can exert and the thickness of the substance. His claws can also be used to block attacks or projectiles, as well as dig into surfaces allowing Wolverine to climb structures.[151] The adamantium also adds weight to his blows, increasing the effectiveness of his offensive capabilities.[122] His adamantium skeleton makes him highly susceptible to magnetic-based attacks.[152] According to Reed Richards, Wolverine would be unable to move without his enhanced strength due to the additional weight of the adamantium bonded to his skeleton.[153]

Wolverine's healing factor also affects a number of his physical attributes by increasing them to superhuman levels. His stamina is sufficiently heightened to the point he can exert himself for numerous hours, even after exposure to powerful tranquilizers.[154] Wolverine's agility and reflexes are also enhanced to levels that are beyond the physical limits of the finest human athlete.[155][156] Due to his healing factor's constant regenerative qualities, he can push his muscles beyond the limits of the human body without injury.[157] This, coupled by the constant demand placed on his muscles by over one hundred pounds of adamantium,[158] grants him some degree of superhuman strength. Since the presence of the adamantium negates the natural structural limits of his bones, he can lift or move weight that would otherwise damage a human skeleton.[156] He has been depicted breaking steel chains,[159][160][161][162] lifting several men above his head with one arm and throwing them through a wall,[157] lifting Ursa Major (in grizzly bear form) over his head before tossing him across a room,[163] and hauling a concert grand piano, and the platform it rests on, via a harness, while climbing a sheer cliff.[164] Colossus and other allies use Wolverine's endurance and strength when throwing him at high speed in the Fastball Special.

In the upcoming Return of Wolverine limited-series, Wolverine will gain the ability to heat up his adamantium claws to where they can reach high-level temperatures.[165]

Skills and personality Edit The essence of [Logan's] character [is] a "failed samurai." To Samurai, duty is all, selfless service the path to their ultimate ambition, death with grace.[166]

During his time in Japan and other countries, Wolverine became proficient in many forms of martial arts, with experience in many different fighting styles. He is proficient with most weaponry, including firearms, though he is partial to bladed weapons. He has demonstrated sufficient skills to defeat expert martial artist Shang-Chi[167] and Captain America[168] in single combat. He also has a wide knowledge of the body and pressure points.[169] Like many of the X-Men, he is trained to pilot the group's SR-71 Blackbird supersonic plane.[170] He is highly skilled in the field of espionage and covert operations.[citation needed]

Wolverine will sometimes lapse into a "berserker rage" while in close combat. In this state he lashes out with the intensity and aggression of an enraged animal and is even more resistant to psionic attack.[171] Though he loathes it, he acknowledges that it has saved his life many times, it being most notably useful when he faced the telepathic 'Mister X', as X's ability to read his mind and predict his next move in a fight was useless as not even Wolverine knows what he will do next in his berserk state.[171] Despite his apparent ease at taking lives, he mournfully regrets and does not enjoy killing or giving in to his berserker rages. Logan adheres to a firm code of personal honor and morality.[172]

In contrast to his brutish nature, Wolverine is extremely knowledgeable. Due to his longer lifespan, he has traveled around the world and amassed extensive knowledge of foreign languages and cultures. He is fluent in English, Japanese, Russian, Chinese, Cheyenne, Spanish, Arabic, and Lakota; he also has some knowledge of French, Filipino, Thai, Vietnamese, Italian, Korean, Hindi, Telugu, Persian,[citation needed] German,[173] and Portuguese.[174][175] When Forge monitors Wolverine's vital signs during a Danger Room training session, he calls Logan's physical and mental state "equivalent of an Olympic-level gymnast performing a gold medal routine while simultaneously beating four chess computers in his head."[148] Much to Professor Xavier's disapproval, Wolverine is also a heavy drinker and smoker; his healing powers negate the long-term effects of alcohol and tobacco and allow him to indulge in prolonged binges.

Wolverine is frequently depicted as a gruff loner, often taking leave from the X-Men to deal with personal issues or problems. He is often irreverent and rebellious towards authority figures, though he is a reliable ally and capable leader. He has been a mentor and father figure to several younger women, especially Jubilee, Kitty Pryde and X-23, and has had failed romantic relationships with numerous women (most notably Mariko Yashida[176]), as well as a mutual,[177] but unfulfilled attraction to Jean Grey, leading to arguments with her boyfriend (and later husband), Scott Summers. He also married Viper as part of a debt,[178] then later divorced her.[179] It has also been implied that he and Squirrel Girl had a relationship at some point in the past.[180] Wolverine has had an on-again, off-again romantic relationship with longtime teammate and friend, Storm.

Other versions Marvel.Rogo Danner Star Trek.

Roga Danar English EDIT SHARE Roga Danar (2366) Gender: Male Species: Angosian Affiliation: Angosian military Rank: Subhadar Occupation: Soldier Status: Active (2366) Played by: Jeff McCarthy "My battle is never over." – Roga Danar, 2366 ("The Hunted") Subhadar Roga Danar was an Angosian soldier who served in the Angosian military.

During the Tarsian War during the mid-24th century, Danar volunteered for service in his planet's military. Like many other Angosian soldiers, he was subsequently subjected to intense physical and psychological conditioning and chemical manipulation. The effect of this was to cause his mental and physical abilities to become enhanced when danger was perceived. It also prevented his life signs from being detected through conventional means.

After the war, Danar and the other soldiers attempted to integrate back in to Angosian society. With no attempt to reverse their conditioning, the soldiers quickly became violent at the slightest provocation. A referendum over their future was held, and they were subsequently relocated to the penal settlement Lunar V where they were well fed and comfortable, but unable to leave.

In 2366, Danar attempted to escape from Lunar V, and killed three guards in doing so. The USS Enterprise-D was in orbit as the Angosians were petitioning for entry into the United Federation of Planets. Danar proved incredibly difficult to capture and demonstrated extreme cunning and tactical ability, confounding even the crew of the Enterprise-D. He was eventually outsmarted by Data, but when he was transported aboard it took Commander Riker, Lieutenant Worf, Chief O'Brien, and two security officers to restrain him.

While in custody, Deanna Troi discovered the truth about his imprisonment. As the Angosians attempted to take him back in to their custody he escaped once again, apparently doing the impossible feat of shattering a transporter beam, and then outsmarted the Enterprise-D's crew and captured the prison transport sent to recover him. He attacked the Lunar V prison and released a number of other prisoners. He subsequently stormed the Angosian capital city and held Prime Minister Nayrok and a number of other officials prisoner. Captain Picard refused any further involvement and departed, leaving the Angosians to deal with the situation. (TNG: "The Hunted")

Military record Edit Angosian senatorial database Danar's bio as displayed on an Enterprise-D computer

Angosian senatorial database 2 Danar's bio as displayed on an Enterprise-D computer

Subject began military service at the Wenruiz Indoctrination Center and was assigned to the Wadfelk Ground Tactical Training Division. Danar completed training in the prescribed time. Danar displayed superior physical skills in all required exercises, as well in advanced combat techniques. Danar demonstrated above normal abilities in tactics and strategy, and his performance was rated as "exceptional" in all hand-to-hand fighting techniques. Danar's training officer, Primehadar Cragweis, reported that on five separate occasions, Danar was reprimanded for five minor infractions of the military conduct code, for incidents involving brawls with fellow soldiers. In one incident Danar was reported to have severely injured trainee Derwarn, although no formal charges were filed against either individual. Roga Danar completed primary and extended combat training with Group Kikimorr and was subsequently assigned to his first tour of duty. Roga Danar's first assignment was guard duty at the Kevscotti Military Base, where his performance was rated "acceptable" by commanding officer Primehadar Chritezbr. Danar was subsequently transferred to guard duty at the Sarpaul Transport Complex, where he was twice reprimanded for brawling with fellow soldiers, although he committed no other infractions against regulations. Danar's first actual combat assignment was with the Marvhil Infantry Division, where he saw combat experience in the Jongrinsb and the Jospania Theaters during the Todfrey Campaign of Nikkr-Br. Roga Danar was promoted to the rank of third hadar during his tour of duty at Janlee. His commanding officer, Marjmacl, noted his exceptional ferocity in hand-to-hand combat during infantry maneuvers. Primehadars Erbrun and Marvhild recommended Danar for early promotion to subhadar because of his performance at Dylhuc and Jongri. Primehadar Davgrant noted, in Danar's periodic performance review, that his physical combat skills and competitive quotient continued to be exceptionally high, and recommended Danar for advanced Ryadam martial arts training. Upon completion Danar was assigned to the Philbis Infantry Group, where he served honorably at the Roglay Outpost. Following the outbreak of the Robmeybur Rebellion at Dantang, Danar was transferred to Anabar Squadron at Hilgroen for the duration of the campaign, during which he was injured twice. (TNG-R: "The Hunted" okudagram) Roga Danar was played by actor Jeff McCarthy. Hugo Danner. Iron Monroe Cable (Nathan Summers) is a fictional character appearing in American comic books published by Marvel Comics, commonly in association with X-Force and the X-Men. The character first appeared as a newborn infant in Uncanny X-Men #201 (Jan. 1986) created by writer Chris Claremont, while Cable's adult identity was created by writer Louise Simonson and artist/co-writer Rob Liefeld, and first appeared in The New Mutants #87 (March 1990).

Cable Cable-promo-image.jpg Textless cover of Cable #1 (March 2008). Art by Ariel Olivetti. Publication information Publisher Marvel Comics First appearance As Nathan Summers: The Uncanny X-Men #201 (January 1986)

As Cable: The New Mutants #87 (March 1990) Created by Nathan Summers: Chris Claremont

Cable: Louise Simonson Rob Liefeld In-story information Alter ego Nathan Christopher Charles Summers Species Human Mutant Team affiliations X-Men X-Force Askani Six Pack The Twelve New Mutants Avengers Unity Division The Underground Partnerships Domino Rachel Summers Deadpool Hope Summers Notable aliases Nathan Winters, Nathan Dayspring, Askani'son, Soldier X, Chosen One, Traveler Abilities Telekinesis Telepathy Expert marksman and hand-to-hand combatant Cybernetic enhancement Teleportation Nathan Summers is the biological son of the X-Men member Cyclops (Scott Summers) and Madelyne Pryor (Jean Grey's clone) though other versions saw him as Jean's son, the half brother of Rachel Summers and Nate Grey, and the genetic template for Stryfe. He is from a possible future timeline, having been transported as an infant to the future, where he grew into a warrior, before returning to the present. Powers and abilities Edit Cable was born with telepathic and telekinetic abilities. However, the extent to which he has been able to utilize these powers has varied dramatically throughout his appearances. Originally, both were limited by his need to restrain his techno-organic infection, and his powers were negligible compared to his more traditional fighting skills. However, following the subsidence of the infection, they gradually increased to the point where they were similar in magnitude to those of Nate Grey, to whom he is genetically identical. At their height, he demonstrated the ability to simultaneously levitate the floating city of Providence and combat the Silver Surfer.[44]

Following that story, his powers were burnt out and he replaced both with technological substitutes. He later lost and regained his abilities again when he was de-aged during House of M while mending Deadpool's maligned physiology as he progressed to his proper age.[45] Cable himself stating that both his telepathy and telekinesis have faded to nothing.[46]

Cable has fought Wolverine to a stalemate,[47] and defeated Captain America in hand-to-hand combat and defeated Falcon, Red Hulk and Iron Man using both brute force and wit, all while Cable was in severe pain and hours away from dying of his techno-organic infection.[48]

When Professor Xavier's son Legion travels back in time to kill Magneto in the "Legion Quest" storyline, Beast notes that Cable possesses "latent time-travel abilities". With the assistance of Shi'ar technology, Professor Xavier "jump-starts" this ability while Jean Grey telekinetically holds Cable's body together, allowing Cable to send his consciousness into the past.[49]

His techno-organic body parts possess enhanced strength and durability, and his techno-organic left eye gives him enhanced eyesight, allowing him to see farther than a normal human and in the infrared spectrum. He is also able to interface his techno-organic body parts with other types of machinery, an ability that allows him to hack into computers, open electronic locks, and travel through time.[50]

In the "Messiah War" storyline, during the fight with his clone, Stryfe, Cable demonstrates the ability to hide others from Stryfe's mental view, implying that at least he retains some of his telepathic powers. He also still possesses some of his telekinesis, but he is using it solely to keep the techno-organic virus in his body at bay.[51][52] As well as holding onto just enough telepathic power in order to simulate technopathy through future Stark Industries technology facilitate technopathy.[53]

As of the end of the "Avengers: X-Sanction" storyline, Hope Summer has apparently cured Cable of the techno-organic virus using the Phoenix Force, and appears to at least have his telepathy.[54] As a result, his cybernetic eye and arm have been restored to flesh and blood, although almost nonfunctional and atrophied, forcing Cable to wear an eyepatch (hiding a psimitar like implant) and use an enhanced brace, made by Forge and laden with special weaponry.[55] Due to a future Hope's tampering with his mind, he also gained the ability to see multiple possible future events before they unfolded.[56]

After being afflicted by a derivative of the super soldier formula begotten from an alternate reality. Cable was left incapacitated as the faulty chemical weapons test would cause his physiology to self-destruct if left unchecked.[57] To compensate for his genetic instability, he had Dr. Nemesis place his body in suspended animation until they could find a cure for his condition. In the meantime, cable would operate his X-Force team through short-lived clones whom had a fraction of his precognition and a shortened lifespan due to being carbon copies with the faulty Volga Effect serum coursing in their systems.[58] Making his clones useful for kamikaze attacks as they only last about a weeks time before violently detonating on their own or when they whistle an audio failsafe to trigger it.[59]

In Deadpool & Cable: Split Second, Cable once again loses most of his powers, but retains his precognition. However, he regains them along with his cybernetics as a result of Deadpool repairing Cable's personal timeline.[60]

Cable not only regained his psionic abilities. He'd even regained the underlying potential he'd always possessed since infancy. Having engaged in a psionic battle with a clone of the Red Skull; whom'd stolen the brain of the deceased Charles Xavier. The latter revealed that Mr. Summers was in fact an omega level mutant.[61] Nathan often makes use of a spear-like morph weapon called the Psi-Mitar, which was originally a long staff with a spear point on one end and a scythe blade on the other, used primarily by the Askani. It functions as a focus and amplifier for telepathic or telekinetic power, which it can combine then project as powered psychic force blasts.

Apart from his superhuman abilities, Cable has been said to have a brilliant mind for military tactics. History Quote1 Sometimes the ends justify the means, no matter the cost to your soul. Quote2 -- Cable src Origin Nathan Christopher Charles Summers' destiny was planned before his parents even met. Geneticist Mr. Sinister found that a union between the X-Men Scott Summers (Cyclops) and Jean Grey (Marvel Girl) would produce a powerful genetically superior mutant. Sinister hoped he could control such a mutant and use it to defeat his immortal adversary Apocalypse.[15][16]

Around this time Jean's form and consciousness was replaced by the reckless cosmic Phoenix Force while she healed from radiation poison in a cocoon at the bottom of Jamaica Bay. Sinister created a clone of Jean and named her Madelyne Pryor. Sinister's plan was to produce the child he needed from the union of Madelyne and Scott. Sinister considered his clone a failure until a spark from the Phoenix Force granted Madelyne a life force and some of Jean's memories. Sinister crafted a false background for her and arranged for her to meet Scott as a pilot for Scott's grandparents.[17] Scott was instantly drawn to Madelyne because she strongly resembled his true love, Jean. They quickly married.[18] Madelyne later became pregnant and had a son[19] who she named Nathan Christopher Charles Summers.[1]

Early Years Baby Nathan's alternate reality teenage half-sister Rachel Summers created a psi-bond with him, while promising to protect him and always be there for him. After losing leadership of the X-Men, Scott retired from the X-Men and together he and Madelyne raised the child in Anchorage, Alaska.

Over time Scott and Madelyne's marriage became strained. Madelyne resented the fact that Scott was rarely home and that he continued to miss Jean. Everything worsened when Jean was discovered alive. Scott left little Nathan and Madelyne to reunite with Jean and the other founding members of the X-Men in New York to form a new team called X-Factor. Hearing of Jean's return, Mr. Sinister sent his Marauders to capture Nathan and to kill Madelyne, before she could be exposed as a clone. Madelyne survived and came into the care of the the X-Men, while Sinister took Nathan to his secret lab hidden under the State Home for Foundlings, the orphanage in Nebraska where Nathan's father had grown up. There, Sinister experimented on Nathan. Sinister was thorough and erased all records of Nathan and Madelyne's existence. Scott later returned to Alaska to reconcile with his family, but there was no trace of them except for a baby toy he found left behind in their old home. Scott believed Madelyne had moved away with the baby.[20][21][22]

While staying with the X-Men, Madelyne learned the reason why Scott had abandoned her and slowly lost herself to the dark side of her personality. Madelyne agreed to help the demons S'ym and N'Astirh create a link between demon infested dimension of Limbo and Earth in exchange for baby Nathan. Madelyne became aware of her powers and began calling herself the Goblin Queen.[1]

The precognitive mutant Destiny pointed Scott and Jean to Sinister's lab where they found Nathan and many other children in incubation pods. While attempting to rescue Nathan, Scott and Jean battled Nanny and Orphan-Maker, who were attempting to kidnap mutant children to safeguard them. Somehow a telepathic link between Nathan and Jean was opened. Demons escaped with Nathan and he and nine other kidnapped infants were teleported to Times Square. N'Astirh, using the babies as the points of an inverted pentagram, tried to keep a portal open, but the portal was closed by the combined efforts of the X-Terminators and the New Mutants. When his father arrived to rescue him, Nathan was taken back to his mother at the orphanage. Mister Sinister had revealed Madelyne's true origins to her. Blaming Scott and Jean for the misery in her life, she intended to use Nathan and the other nine mutant babies atop the Empire State Building as a sacrifice in her effort to reopen another portal. After the defeat of N'Astirh, the Goblin Queen locked herself, Nathan, and Jean inside a psionic barrier. Madelyne killed herself and locked Jean into a mental bond, hoping to take her down with her. Jean re-integrated the portions of her life-force that had gone from the Phoenix Force to Madelyne. In doing so, Jean also received Madelyne's memories, including those of raising young Nathan.[23]

Nathan was taken to X-Factor's sentient Celestial Ship, where he was cared for by Scott and Jean. Scott decided to take Nathan with him on missions. Nathan's other mutant powers began to manifest, as he could form a protective telekinetic force bubble around himself.[24]

The Riders of the Storm kidnapped Nathan and took him to Apocalypse's base on the Blue Area of the Moon. Before Nathan could be rescued by X-Factor, Apocalypse infected him with a Techno-Organic Virus that was rapidly spreading liquid metal and organic steel through his body and, if not stopped, would kill him. Ship created a protective electro-magnetic field and merged with Nathan's electrical parts to keep him alive. A visitor from 2,000 years in the future, Sister Askani of the Clan Askani, appeared to Cyclops. She had sacrificed her physical body to become energy and claimed that Nathan would become a savior in her time. Sister Askani promised the Clan would cure him of the virus in the future, however she would be unable to make another time-jump, trapping Nathan in the future. Cyclops chose to save his son's life and gave him up, believing that he would never see him again.[25]

Nathan Dayspring Upon arriving in this future Earth ruled by Apocalypse and his Canaanite Army, Nathan was given to Mother Askani, a time-displaced version of his sister, Rachel Summers. The Clan Askani worshiped Nathan as the prophesied "Dayspring" and "Askani'son".[26]

Mother Askani placed Nathan in an incubation crib to preserve his life, but the virus had progressed too far. The only thing keeping the child alive was the acts of Ship. Fearing that Nathan would not survive, Mother Askani had him cloned. Despite their original assessments, the Askani learned that the original child would live after all. Just then, the Canaanites attacked the base. Nathan was safely removed before they nearly killed Mother Askani and began the massacre of the Clan Askani. Apocalypse himself claimed the cloned child, whom he believed to be the original Nathan Summers who he had infected centuries earlier. Apocalypse raised the child and called him Stryfe, planning to use him as a vessel the next time Apocalypse needed a new host body.[27][28]

Badly wounded, Mother Askani brought Scott and Jean into the future to protect Nathan. As their own bodies could not have survived time travel, Jean and Scott inhabited new bodies cloned from their descendants. Much time had passed since they had last seen Nathan as a child. At this point in their lives they were married and had learned Cable was Nathan's future self and had begun to mend their relationship with him.[28]

Adventures of Cyclops and Phoenix Vol 1 4 Nathan Dayspring

Apocalypse's Prelate Ch'vayre captured the true Nathan. Scott, Jean, and Mother Askani successfully rescued Nathan, but Ch'Vayre severely wounded Mother Askani, leaving her in a coma. Under the aliases of Redd and Slym Dayspring, Jean and Scott raised Nathan together while Rachel was lying in a coma, held alive by machines. They never told "Nathan Dayspring" of their true origins or his, and never stayed in one place for too long. They began Nathan's training in the hope he would become Cable and eventual fulfill his destiny by overthrowing Apocalypse. The Techno-Organic Virus had already spread to the left side of Nathan's body, giving him a cybernetic appearance. Redd taught Nathan to use his telekinetic abilities to hold the effects of the virus back, and to telepathically mask its presence.[29]

At eight years old, Nathan met Stryfe during a Clan Rebellion raid on Apocalypse's citadel in Crestcoast. Surprised at their resemblance, Stryfe was defeated by Nathan. His sister Rachel telepathically spoke to Nathan from her coma and helped him destroy a virus designed by Apocalypse. After years of remission, Nathan's Techno-Organic Virus suddenly began to flare-up and he went into a coma as his condition was deemed terminal. Slym watched over Nathan day and night. Mother Askani, appearing as young Rachel Summers, telepathically formally introduced herself to Nathan. Rachel explained to him that he was potentially the most powerful mutant ever and that, if he sacrificed the maximum use of his telekinesis daily, he could contain the virus.[30]

The day came when Apocalypse was ready to make Stryfe his new host, and Redd, Slym, and Nathan were there to stop him. Apocalypse saw through their physical bodies and recognized them as his ancient adversaries Cable, Jean Grey, and Cyclops. After Nathan, Redd, and Slym attacked Apocalypse, the disillusioned Ch'vayre betrayed his master, distracting him, and Slym ordered Nathan to disrupt any telepathic links between Apocalypse and Stryfe, seemingly killing Apocalypse. At that moment, Mother Askani began to die and Redd disappeared. Slym realized that he too would be sent back to his time and would be forced to abandon his son for the second time in his life. Wanting to say so much, could only promise Nathan that he would never be alone. Ch'vayre took Stryfe into his care and warned Nathan that followers of Apocalypse would search for him. Nathan left on his own to restore the dream that Apocalypse tried to destroy.[31]

Years passed. A new dictatorship arose in Apocalypse's place, the New Canaanites. Madame Sanctity turned the remains of the Askani into the Askani Sisterhood. Nathan traveled on his own and grudgingly attended secret Askani revivals, where he met Tetherblood. Nathan and Tetherblood forged a very close relationship over the following years.[32]

After Nathan spoke-out at a meeting he was imprisoned by 'Strator Umbridge. His Techno-Organic Virus infection worsened. Blaquesmith, a member of Clan Askani, broke into his cell and extracted a glowing orb from the metallic flesh of Nathan's chest. The orb was Ship's A.I. which, forgetting its past, could control electronic devices and began to call itself "Professor". Nathan kept the Professor as an ally. After 'Strator Umbridge realized that it was Nathan who had defeated Apocalypse, she sent guards. Blaquesmith seemingly sacrificed himself so Nathan and Tetherblood could escape, telepathically telling Nathan to find the remaining members of the Clan Askani.[32]

After arriving in Ebonshire, Nathan battled the Daegon and was saved from death by Aliya, who he immediately fell for. After battling the insectoid Loci, Aliya took Nathan back to Madame Sanctity and he asked to learn the ways of the Askani. Even though Nathan was a male, Sanctity ordered Aliya to instruct him because he was the Askani'son. After the New Canaanites attacked, Nathan saved Aliya and he began to lose control of his techno-organics in front of her. During the battle, Madame Sanctity was seemingly killed, but had actually joined with Stryfe. Nathan, Aliya, and Tetherblood promised to build a rebellion against the New Canaanite tyranny. Chosen Canaanites War Stryfe began wearing his trademark armor and very rarely took off his mask. Nathan, meanwhile, became the foremost military leader of the New Canaanites' opposition, the Clan Chosen and continued the ways of the Askani. The Askani beliefs taught Nathan such tenets as "what is, is", that fate must be embraced, and "thanks for today, please for tomorrow", a belief that the past brings hope, and preached that the "Sacred Timeline" should be preserved and nurtured through careful time travel. Part of the Askani intense discipline and training was mediation performed while levitation upside down. The Askani also believed in tiny winged Wysps that carried prayers. The Askani had a ceremonial language, unique martial arts, and the Psimitar, a weapon that focuses psionic energy. Believers deified the ancient X-Men: "the Xavier" became a father figure, the Bright Lady a mother goddess, and the prophesied "Dayspring" or "Askani'son" their messiah. The Askani took, as their symbols, the Phoenix and the scarred eye, reminiscent of the scars around the Askani'son's right eye. Training in the Askani ways under surviving Askani elders, they repeatedly battled the New Canaanites and the Scions of the High Lord, led by Stryfe.[34][35]

During the war between these opposing forces, Nathan and Stryfe clashed repeatedly, becoming bitter enemies, even though Nathan was unaware that Stryfe was the same child he had seen when he was eight. Nathan also clashed with the Neo-Canaanites, a group that also wished to claim Apocalypse's power. Around Nathan's sixteenth birthday, one of the Canaanite forces had been infecting members of the Clan Chosen with nanite explosives, turning them into unwilling suicide bombers. Nathan and a squad attacked the Siberian Facility, where the nanites were controlled, and learned that one of his clan was infected. Nathan attempted to destroy their ability to trigger the bombs, by destroying the facility, but the clan member was still active. Fearing for his life, the clan member ran to his teammates, but Nathan, attempting to save the remaining lives of the squad, was forced to detonate the nanite.[36]

When Stryfe's spy, Korless, infiltrated the Clan and Stryfe psychically attacked Nathan, Stryfe captured Tetherblood and the Professor from Nathan's camp and Stryfe tortured Tetherblood to find out its importance. The withdraw of the Professor from Nathan caused him to become very sick and Blaquesmith sent Aliya to the past to find Cable, the adult Nathan. Aliya was successful, though she and Nathan were unaware of Cable's true origin. Cable returned with the flask and activated Ship's A.I., which again merged with Nathan. Professor lived within Nathan's techno-organic flesh, acting as adviser to him and helping to control the T-O infection. Nathan fell in love with Aliya and the two married. Aliya took the clan name of 'Jenskot' as a tribute to Jean and Scott, the parents of the Askani'son.[34]

At some time, a soldier in the New Canaanite army was wounded and Nathan came across his body. Nathan decided to contact the New Canaanite's Evac team, so that he was not left for dead, and then took off, not knowing that he would create a future enemy.[37]

Traveler After losing the war to the Neo-Canaanites and growing sick of the fighting, Nathan decided to defy his Askani training and destroy Apocalypse before he came into power. Using time-traveling technology, Nathan traveled to ancient Egypt, shortly after En Sabah Nur found the Celestial Ship, and battled En Sabah Nur and his original Dark Riders, with a sword and shield while calling himself the Traveler. While cloaking himself from Nur and killing his assassins, Traveler was warned of an ancient evil by the Council of Nirinthia. After arriving eighty feet underground in the Karanada Castle, in the city Relic of Karanada, Traveler and a sorceress D'narda encountered the Skornn, a recently hatched being that fed on humans and especially mutants. Traveler fought fiercely with Skornn, but was unable to kill him, until D'narda informed him that a dagger, Five Fingers of Annihilation, was the only thing that could kill him, but in order for making the blade take a life, another should be put in return. It is unclear, but assumed, that D'narda sacrificed herself for Traveler to kill Skornn.[6]

During one battle with Nur, Nur severed Traveler's left cybernetic arm and, during the confusion, the Traveler pulled a gun and shot him in the head. After reattaching his techno-organic arm, Traveler was accepted as the new leader of the Dark Riders, but declined. Traveler turned to Ozymandias, Nur's servant, and instructed him to remember that there will always be someone smarter and stronger around and that being fit to survive means to have the responsibility to help those who are not. Unaware to the Traveler, his techno-organic infected blood mixed with Nur's, as he wiped Nur's blood on Ozymandias.[38]

Years after his battle with Nur, though only days to Nathan, the Traveler found himself somewhere near the Ho-Lo Shan Mountains in Mongolia, China, to ambush a caravan of advanced technology. Traveler followed the caravan to Ozymandias and asked how they obtained the futuristic technology, which Ozymandias replied that it was actually ancient technology. Ozymandias explained that he had Nur's dead body brought to an alien ship, hoping that its technology could heal him, and Traveler explained that it was actually a Celestial transport for a highly advanced alien race, a sentient exploratory device, realizing that he was standing in the same Ship that would become a part of him. Traveler entered the ship to learn that his blood mixed with the Techno-Organic Virus and Nur's resurrected him and, infected with the virus, allowed Nur to understand Ship. Angry at the revelation, Traveler told Nur that if he was responsible for his immortality, he will make Nur spend eternity far away from there and sent both Ship and its passenger far into space. Outside, Traveler told Ozymandias that he had been traveling through time to find out all about Nur, hoping to find a weakness, but his travels actually were the exact thing that brought Nur into power. When Ozymandias asked if En Sabah Nur would return, Traveler replied, "No, Apocalypse will".[39]

Cable Nathan returned to the future and, after decades of battle, the Clan Chosen signed a long-lasting peace treaty with the New Canaanites, but Nathan, upset by rumors that Apocalypse had survived, convinced the Clan's Askani Council that they needed to fight again, after the council made him prove himself against the Protectorate Council Guards in an arena. However, ensuing battles cost the Clan dearly and the following war nearly destroyed all life on Earth. Among the dead was Dayspring's ally, Adam Spectre.[30]

Later, Jenskot was captured, during a New Canaanite raid and, while she did not speak of her time as a prisoner, it was hinted that she was tortured and raped by Stryfe. Eventually, Nate was able to rescue her. Jenskot later gave birth to her son, Tyler Dayspring, and Nathan never questioned his parentage. During a later attack by Stryfe's forces, a bomb was set and Aliya was fatally wounded. Aliya died in Nathan's arms and asked him to take care of her son, unaware that Tyler had been abducted. Stryfe ordered Parridan Haight's scientist, Frisco, to brainwash Tyler to reject Nathan’s beliefs and become Stryfe’s pawn. After the death of Aliya, Nathan became more brash and a danger to himself and Tetherblood closely watched over him, even when he asked him not to. When the Clan Chosen attacked Stryfe, Tyler captured Clan member Dawnsilk, forging a neural link between them to gain Clan Chosen secrets. Nathan decided to sever the link, by shooting his son, in order to save Dawnsilk. This knocked Tyler out and further damaged his and Dawnsilk's mind as well.[40]

During another battle, Nathan and Tetherbood lead a squad to obtain Captain America's Shield, which Nathan used to inspire liberty and justice in his followers.[41] After the Neo-Canaanites defeated the New Canannites, Nathan learned that Stryfe used the Tinex and, with the A.D.A.M. Unit Zero, fled, traveling back in time to the late 20th century. As part of his mission as the Askani'son, Nathan returned to the 20th century to foil the plans of Stryfe and preserve Apocalypse's rise to power. To ensure that he did not falter from his mission or disrupt the timeline and charged with the grim task of eliminating him if he became unstable, Blaquesmith was sent to an earlier time also, unknown to Nathan.[35][42]

When Nathan first arrived in the present, he washed up, confused and traumatized, in Scotland and met Dr. Moira MacTaggart, although later it seemed she did not recall doing so.[43] She was the first friendly person he met in the future, standing up for him against a violent mob. She then took him with her to Muir Island. After learning the English language and current events from a mind-link with Dr. MacTaggert, he learned the truth about her son and promised to keep her secrets, and they became close friends afterwards. She taught him literature, art and various other topics, catching him up on the century as well as putting him in contact with Charles Xavier. Nathan, now calling himself Cable, shuttled between the past and future multiple times, at one point bringing with him his orbital space station, Graymalkin (named after the address of Xavier's School for Gifted Youngsters), and setting-up technologically advanced safehouses all over the world. Professor had assumed control of Graymalkin and the safehouses, performing duties similar to those it had as Ship. [44] [45]

Six Pack In order to understand the current era's threats and obtain finances, Cable formed a mercenary group called the Wild Pack, later known as the Six Pack, and began to sell his advanced future weapons. Wild Pack was frequently contracted to Mr. Tolliver, an arms dealer. On one mission, Six Pack invaded a Hydra research facility in search of a stolen component.[46][44][47]

On a mission in Afghanistan, Six Pack learned that Stryfe was in charge of Mr. Tolliver's opium routes and they were contracted to take out the Soviet armored carriers that were in this route's way. After a brief battle, Stryfe and Zero teleported away. Cable scrapped the mission, much to the disliking of the team. Angry, Mr. Tolliver sent agents to kill Six Pack, but they were defeated. Once inside, Hammer accidentally triggered a fail-safe and Baron von Strucker's image appears everywhere, threatening to kill Six Pack, but they quickly retrieved the device and body slid out. Six Pack later found-out that they were working for A.I.M.. Feeling used, Six Pack decided to go after Stryfe in Uruguay. After entering an underground bunker, Six Pack battled their way into a control room, where Hammer began to download secret information from Stryfe onto a CD. While waiting for the disk to finish downloading, Stryfe teleported behind Kane and grabbed his neck, demanding Hammer to give him the CD. Before Hammer could give Stryfe the CD, Cable shot him from behind. Stryfe grabbed the disk telekinetically and set-off a self-destruct on the bunker. Cable teleported away, leaving Six Pack to fend for themselves. er began to download secret information from Stryfe onto a CD. While waiting for the disk to finish downloading, Stryfe teleported behind Kane and grabbed his neck, demanding Hammer to give him the CD. Before Hammer could give Stryfe the CD, Cable shot him from behind. Stryfe grabbed the disk telekinetically and set-off a self-destruct on the bunker. Cable teleported away, leaving Six Pack to fend for themselves.[29]

Cable-bigcostume4 Cable leading the New Mutants

New Mutants After the Six Pack was decimated, Cable returned to the future greatly injured. In the future, Cable discovered records that stated Sam Guthrie, the New Mutant known as Cannonball, existed into at least the 23rd century. Cable believed Sam would be the next in a group of immortal, mutants known as High-Lords or Externals. Cable returned to the present to take command of the New Mutants and guide Guthrie's ascension into the Externals.[44]

X-Force After settling into their new base in the Adirondack Mountains, Feral took a training session too far and Cable reconsidered allowing her to join X-Force. X-Force later aided Siryn in battling the Juggernaut and Black Tom Cassidy, who had detonated a bomb at the World Trade Center. After the battle, Cable was surprised to see G.W. Bridge, former member of Six Pack, with S.H.I.E.L.D. agents attempting to arrest him. After returning to the base, Cable offered Siryn membership on X-Force and she accepted.[48]

Later, X-Force was ambushed, at their base by the Brotherhood of Evil Mutants, and Cable's face was ripped-off, by Thornn, revealing his techno-organic left side to X-Force. During the battle, Cannonball was impaled, by Sauron, and seemingly died, but returned, unaware what happened.[49]

After explaining his proposed immortality, X-Force went to the Morlock tunnels, with the bodies of Sauron and Masque and threatened them, if they ever acted against X-Force again. After "Domino" was attacked, by Deadpool, Cable learned that she was working for Tolliver and formed a plan, to fake their deaths. Before the base was detonated, X-Force was attacked, by Weapon P.R.I.M.E., and "Domino" reset the timer, detonating the base early, separating Cable from his squad.[50]

Angry at "Domino's" betrayal, Cable teleported the both of them on Graymalkin and asked Professor to retrieve X-Force, but he was unable, due to the high electromagnetic signatures surrounding them, so Cable armed himself and took the fight to Tolliver. Arriving at Tolliver's base, Cable shot Pico Halfghanagan and found the true Domino, in chains. The impostor Domino was revealed to be Copycat and Domino had been in captivity for over a year. After rescuing Domino, the pair battled Deadpool and Tolliver was seemingly killed in a helicopter explosion. As he teleported away, Cable requested Domino to track down X-Force.[51]

Cable resurfaced to stop the Mutant Liberation Front, in a Parisian museum, while killing Sumo. The MLF was sent to gather an ancient sword. After deducing that the MLF would return, Cable ambushed them and shot-off Reaper's hands. Cable returned to his Safehouse 14, outside of Davosdorf, Switzerland, and was attacked, by Kane, who showed him a hologram of Stryfe taking-off his mask to reveal Cable's face. Cable assured Kane that he had never seen Stryfe without his mask and was unaware of the connection. The two worked together and planned to track Stryfe. Later, in the Yucatan jungle, just outside of Cancun, Stryfe led Cable and Kane into a trap and grabbed Kane from behind again. Stryfe took off his mask, revealing his face to Cable. Stryfe demanded Cable's Professor, as it belonged to Apocalypse, in exchange for Kane. Cable agreed to trade, after Kane was released. After Stryfe released Kane, Cable showed him a CD and then burned it. After a brief battle, Cable grabbed Kane and they teleported away. Cable took Kane to Applecrust, in the future, where they were able to enhance his cybernetic prosthetics. [29]

X-Cutioner's Song Wishing to repay everyone who ever wronged him, Stryfe posed as Cable himself and publicly made an assassination attempt on Professor Charles Xavier, founder of the X-Men. Stryfe's bullet had infected Professor Xavier with the Techno-Organic Virus. Stryfe also asked Mr. Sinister to kidnap Scott and Jean, in exchange for the Summers' Family genetic material. Unaware of the current events, Cable returned to his Safehouse 14, and was informed, by Professor. Determined to stop Stryfe, Cable broke into the Canadian Department K, to learn about Stryfe's whereabouts, and battled Wolverine and Bishop, looking for information on Cable. After deciding to work together, Cable teleported the trio to Graymalkin, where they deduced that Stryfe was on Apocalypse's old moon base. After being told to return to the X-Mansion, the trio decided to go-on ahead and battled the Mutant Liberation Front's soldiers and the Dark Riders. The trio was joined by a small group X-Men, X-Factor, X-Force, and Apocalypse. After Cannonball berated Cable for leaving X-Force, the heroes walked into an energy barrier that only Cable and Havok could enter. Inside the barrier, Stryfe explained to Cable that the reason that they looked similar was because Cable was a clone of Stryfe, who was the son of Scott and Jean Cable and Stryfe had a climactic battle on the moon and Cable created a machine, from pieces in his cybernetic arm, which Cyclops activated, sucking Cable and Stryfe into a time vortex.[52]

Cable Vol 1 1 Stryfe's influence making Cable grow a goatee and shave his head

The Return Cable survived, while Stryfe's body was annihilated. However, even though Styfe’s body had been lost, an electromagnetic flux combined with their genetic similarities resulted in Stryfe still being active in Cable’s body. Cable's body was found in the time-stream, by agents of Tyler, and restored, but Stryfe's consciousness was projected into Cable's own mind and slowly took control, after Cable returned to Earth. However, only one of them were capable of being in control, at any given time, and only when a specific frequency alignment occurred could one dominate the other. The first signs of Stryfe's influence was that Cable grew a goatee and shaved the sides of his head. Cable returned to Kane in Applecrust and aided the Clan Chosen in battling a group of Flatliners. The Clan Chosen decided to send Kane home and destroy the Tinex, the time-travel nexus, within Niagara Falls. After battling their way to the core, Cable requested to speak to the Professor on Graymalkin and the computer announced that Graymalkin did not exist where it once was. After finding Graymalkin, Cable decided to follow Kane into the core and stop whoever used the Tinex last. Cable and Kane returned to the present at the bottom of the Pacific Ocean, where the TDC had been left after Graymalkin had been destroyed. While in the TDC, Cable and Kane began drinking beer and Kane asked Cable about his connection to Stryfe. Cable assumed that he must be Stryfe's clone, as Stryfe was more powerful. After powering-up the TDC, Cable deduced that it was on Earth and therefore they could body-slide anywhere on the planet only. After returning to Safehouse 14, G.W. Bridge agreed to help Cable find X-Force, after arguing. The group traveled to X-Force's new Camp Verde Reservation base and Cable was attacked, by the former members of Six Pack, Hammer, Grizzly, and Domino. After Six Pack agreed to leave him, Domino stayed with Cable and met X-Force, giving them an explanation of who he was. Cable revealed he was the clone of Scott's son that had been sent into the future and Stryfe was the actual son.[33][53]

Fathers And Sons While at the grave-site of Madelyne, Mr. Sinister revealed to Cable that he created her and that Cable was the original Nathan Summers. Mr. Sinister then fired a blast at Cable, stating that he wanted to make him stronger, and Stryfe asserted full control over Cable's mind. After attacking Cable's X-Force members Rictor and Siryn, Stryfe went to Tyler's underground base, who had captured a member of the Askani, only known as Sister Askani. Now aware that Tyler was in-fact, Mr. Tolliver, Stryfe intended to start his revenge with him. Tyler began to tell Stryfe what he had recently learned himself, that Stryfe was the clone, but Stryfe did not believe him. After Stryfe destroyed the form of Askani, Tyler used her memories to show Stryfe the truth of his origins, using his mutant power to give memory physical projection. At that moment, Cyclops, Jean, Professor X, and Zero arrived and battled Stryfe. Through the combined efforts of Jean and Professor X, Askani pleaded with Stryfe to leave and Stryfe, knowing that all hopes of curing the Legacy Virus would die with him, simply gave-up and expelled himself from Cable's mind. Tyler escaped unseen and Cable left Scott with unresolved issues, only wanting to know about his mother before he left.[26]

During the night of his bachelor party, Scott was alerted that there was an intruder in the Danger Room. It turned out to be Cable, going through a hologram of when he was given to the Askani by his father. Originally put-off by Scott's eagerness to relinquish his son forever, Cable came to respect his father after seeing a hologram of Scott's response after his decision and a brief battle with X-Cutioner over the body of comatose Emma Frost. On the eve of Scott and Jean's wedding, Cable and Cyclops reconciled.[54]

Tyler was eventually killed by Wolverine when Tyler attempted to re-bond Wolverine's body to Adamantium, but the process failed and Wolverine briefly entered a feral state. Tyler's death at the hands of Wolverine caused a rift between the two, but they later reached an understanding.[55][56]

Increase & Decrease of Powers After this time, Cable experienced a marked increase in his telekinetic abilities, and the reemergence of his latent telepathic abilities. He overextended himself during an encounter with Nate Grey. As a result, Cable began to lose more of his body to the techno-organic virus. As a result of the entity known as Onslaught hampering all psionic ability, Cable was beginning to succumb to the techno-organic virus, but was healed by his own willpower and the assistance of the young Franklin Richards. During the Psi-War, Cable's powers were severely weakened. Blaquesmith helped him against a dangerous cult that had warped the Askani teachers. While there, Cable found a 'Psimitar' weapon that let him channel his remaining psionic power.[57]

Stryfe's Return After leaving Stacey Kramer, Cable sensed the return of Stryfe and journeyed with Blaquesmith to Castle Doom in Latveria, where he met with his mother, Madelyne. After Cable and Madelyne battled their way inside of a pyramid, Stryfe was inside and had captured X-Man, whose psychic powers Stryfe was absorbing. After Nate went back in, Nathan followed and, with Madelyne, battled Stryfe. After Cable barely saved Nate and the two fled the pyramid, Madelyne began to consider Stryfe's plans of world domination, but it was revealed that she was absorbing Stryfe's psychic energies to empower Nate. Angry, Stryfe began to attack Madelyne, Nate used Dr. Doom's power siphoning device to negate Stryfe's pyramid's siphoning, and Stryfe was seemingly killed in the resulting explosion.[58]

Doubts The assassination of Senator Robert Kelly despite his best efforts and witnessing the death of his close friend Moira MacTaggert greatly troubled Cable. After a chat at Moira's grave on Muir Island with Ororo Munroe, she recognized he was repressing his anger and grief over the loss of Moira. When he returned to New York, Nightcrawler and Ororo staged an intervention in a cemetery to help him confront his grief and accept Moira's death. Confronting his feelings, Cable decided that he would think everything over, and decide whether or not he would remain with the X-Men, or focus his efforts elsewhere for awhile. Ororo told him to take his time, assured him that he would always be one of them, and that he could count on them anytime he needed.[59]

Cyclops' Return Cable was finally able to destroy Apocalypse with the help of Jean Grey, running the villain through with his Psimitar after he was split from Cyclops, fulfilling his destiny and saving his father. However, Cable continued his mission feeling that the future was still not safe.[33]

Dark Sisterhood Cable was briefly trapped between two possible futures based upon an assassination attempt on Randall Shire. Cable saved Shire, but also revealed that his campaign was a fallacy, thus preventing both futures. On this mission, Cable was helped by a mutant named Clarity. Clarity soon revealed the Dark Mother and a family of female psychics called the Dark Sisterhood. They alleged that they were responsible for ensuring that enough powerful psychics would be bred to ensure their dominance through the centuries including Jean Grey. The Sisters used their powers for criminal activity, hoping to usurp the world. Cable, G.W. Bridge, and the recently returned Rachel Summers defeated the Sisters and destroyed their collection of data. [60]

Soldier X The release of the Legacy Virus cure weakened the techno-organic virus. This allowed Cable the opportunity to reach inside himself and remove the T-O virus from his system.[61] This dramatically amplified his powers, giving him significant control issues when trying to use his powers for small or delicate work.[62]

Savior ...[63]

Cable then achieved the peak of his powers. Knowing this could not last long before he burned out as X-Man almost did at those power levels, he arranged for what he thought would be the best thing he could do in his last days. Attempting to unite the world, Cable gathered the missing pieces of his long-destroyed space station, Graymalkin, from across the globe to telekinetically create the floating island of Providence above the South Pacific Ocean. Cable also restored a variation of his time displacement core, TDC, the teleport matrix, which enabled him to teleport around the world. Although, forgetting that they had merged on a genetic level, meant that the teleportation matrix on board registered Cable and Deadpool as one and they would teleport merged together, unless they remembered to body-slide by two. Cable accepted anyone and everyone to live in his separate floating island. Several thousand of the world's greatest minds, from scientists to philosophers, philanthropists to writers, accepted Cable's invitation. Cable attempted to bring peaceful Clan Askani solutions to his people.[64]

Although his intentions were just, the governments of the world and S.H.I.E.L.D. grew wary. S.H.I.E.L.D. first sent a new team of Six Pack, to aggressively reconnoiter Providence, but Cable showed them the city and offered them to stay. After Cable teleported to the S.H.I.E.L.D. Helicarrier and demanded the governments of the world destroy their arms, the American government sent jets and fired two hundred and forty-seven missiles, which Cable stopped with a telekinetic shield and funneled out of Earth's atmosphere. Meanwhile, Cable, hired Deadpool to put together the pieces of a mini-teleporter that they could use to stop him, without quite knowing what it was. Next, the X-Men were sent, but after Cable spoke with his father, the battle stopped. Cable confessed to Cyclops, after Deadpool had declined to play his role and disable him, that he'd wanted him to kill him and that he knew he was about to burn out. Cable stated that he wanted to set an example of how the world could work together, even if it was against him. At that moment, Fury contacted Mr. Fantastic and asked the Silver Surfer to stop Cable. The battle between Cable and the Silver Surfer vaporized sections of Providence, but they put it back together at the same time. After the Surfer blasted much of Cable's left side off, Providence began to fall. As Providence prepared to crash into the ocean, Deadpool teleported Cable to Safehouse 14 and, at his prompting, used the teleporter to lobotomize him. Marvel Girl began to lower the island, but Cable regained control and lowered the island into the ocean and give a final message to the world. [65]

While he was left in a coma and with many people around the globe now referring to him as "the Savior" and applications to immigrate to Providence going through the roof, Deadpool hired the Fixer to bond benign techno-organic mesh to Cable, saving him although he remains hugely de-powered.[66]

Shortly thereafter, Cable vanished in killing a mutant-hunting beast called the Skornn at the head of a reformed X-Force.[63] Cannonball and Siryn then traveled to Providence with Forge in tow to try and find any trace of him, and whether he survived. At roughly the same time, Deadpool, having been brainwashed by a supervillain information broker called the Black Box to kill the "Greatest Threat to Mankind", teleported to Providence to find and kill Cable, who he perceived as the greatest superhuman threat. Subconsciously needing to find Cable in order to fulfill his programming, Deadpool suggested they use his teleportation-link with Cable to find him and Forge constructed a harness to allow the two X-Force members to follow him.[67]

They then proceeded to travel through three alternate worlds, Earth-5701 where Cable had become War; a horseman of Apocalypse, one where Brother Nathan had succeeded in his messiah-like mission and had become a benevolent dictator (where even mild indigestion was immediately dealt with through outside help), and one where Phalanx had become the central consciousness of a Phalanx infestation of Earth. Second Childhood Finally, they landed in the House of M reality and found an infant Cable being raised by the marginalized Mister Sinister (HoM) on a farm. Sinister used an extract from Deadpool's immune system to accelerate Cable's physical development; however, this also caused Cable's powers to almost immediately manifest, and the infant Cable lashed out indiscriminately with his new-found telekinesis. Before Mister Sinister (HoM) could regain control over Cable, Deadpool grabbed the baby and teleported seconds before the world reverted from the House of M reality to the normal Marvel universe. Since the pair were in transit when the reversion occurred, Cable was unaffected and thus was still a child as Deadpool returned with him to Providence.

There, when Forge ran tests and discerned that the child was, in fact, the real Cable, Deadpool's brainwashing kicked in once more and he attempted to kill Cable. Siryn and Cannonball delayed him until Deadpool shot himself in the head. As Cable rapidly aged back into mid-childhood, he read Deadpool's mind and found who had brainwashed him. As X-Force went to confront the Black Box, Cable decided that to he wanted to have his memory restored and to cure Deadpool's brain damage, even though it would once more cost him his powers. He succeeded, although X-Force found only a LMD Black Box at his base and he soon returned to his original age, whereupon his accelerated aging stopped.[69]

Apocalypse's revival and Rumekistan Cable also revealed that he was the one responsible for Apocalypse's post House of M revival, stating that the Mutant community needed a powerful threat to Rally against. Believing that the X-Men would inevitably defeat Apocalypse yet again bringing the remaining Mutant community together, Cable judged "the risks worth the rewards".[70]

Cable was active in Rumekistan's revolution and allied himself with Captain America in opposing the Superhuman Registration Act.[71]

Cable was betrayed and shot in the back of the head by Deadpool in the sewer system of the country of Rumekistan. Cable was left outside of the sewer because, as Deadpool stated "Even I wouldn't leave a guy in a sewer." Cable was found by some of the citizens of the country, who brought him to the main hospital, where he took the power from around himself, returned the electricity to the country (which had been taken out by Deadpool teamed up with Six Pack earlier) and captured the new Six-Pack, sending Deadpool fleeing from his country, imprisoning G.W. Bridge, Solo, Anaconda and Hammer with the intent on freeing them later, and taking on Domino as his lover once again.[72]

During the Superhuman Civil War, in which certain heroes rebelled against the registration act Cable chose Captain America's side and operated from SHIELD safe-house number 23. He had a meeting with Captain America and offered him sanctuary, but when Captain America refused his offer, he joined his 'Secret Avengers'. He left the Secret Avengers after the death of Goliath.[73]

Rejoining the X-Men Cable Vol 2 12 Textless Cable and Hope

Cable rejoined the X-Men as part of a new team that consisted of Rogue, Iceman (Bobby Drake), Cannonball, Sabretooth, and Mystique. Cable seemingly died when Gambit and Sunfire detonated Providence.

Messiah Complex Cable actually survived, and resurfaced in possession of the first mutant baby girl to be born after M-Day. The X-Men, Marauders, and Purifiers had been seeking the child. This put Cable in conflict with Bishop, the X-Men, and the new X-Force. In the end Cable convinced Cyclops to allow him to take the baby into the future. Even in the future Bishop was able to track them down, but Cable escaped with the help of a future Sam Guthrie.[48]

Cable took refuge in the future in the secluded safe haven of New Liberty, where Cable got married to a resident named Hope, who later died defending the child. Cable decided to name the child Hope, in honor of her deceased stepmother.[65]

Hope and Cable were separated in time, appearing in the same spot but in different years. When Cable touched down from the spot, he appeared two years after Hope, and was steadily losing control of his body due to the techno-organic virus within him. It altered his appearance so much that Hope didn't register Cable's face. Eventually, Bishop, using his code-name as a way to portray himself as a holy figure, gained on them, and Cable and Hope commandeered the last ship the planet had, the Ensahabnur I, with Cable posing as Stryfe. Cable forced Hope to abandon Emil, the boy who had helped her survive undetected for two years, leaving Hope distraught. Bishop, armed with a thermonuclear device in the stump of his arm, set out to make his own ship, knowing it would only be a matter of time.[68]

At some point during their journey Hope accidentally betrayed Cable and he was imprisoned. Bishop and Emil eventually caught up to Cable and Hope on the last ship to leave earth, Emil under the impression that Cable had kidnapped Hope and Bishop was her true father. Bishop was also armed with a thermonuclear device which he planned to activate as soon as he saw Hope. While Bishop and Emil raided the Ensahabnur I, Emil and Hope were reunited and Hope explained to Emil that Bishop was in fact trying to kill her.[74]

During Bishop's invasion the Brood, attracted to Hope's power, attacked both ships, distracting Bishop. Cable and Bishop both fought the Brood, Cable being swallowed by an Acanti, but escaping by using it's rib as a sword and cutting it's insides, forcing the Acanti to regurgitate him. Hope and Emil made their way to the ships two terraforming pods, which would facilitate their escape. Emil placed Hope in the pod against her will as she refused to leave Cable. As Emil was preparing the second pod Cable appeared and Emil gave the second pod to Cable, sacrificing his own life. After Cable and Hope had left Emil obtained Bishops thermo-nuclear weapon, detonating moments before he could be attacked by a Sleazoid. However Bishop escaped by allowing himself to be absorbed by an Acanti, and two years later he had tracked Hope and Cable in cryosleep within their terraforming pods.[75]

Second Coming When the now teenaged Hope wanted to return to the past, Cable reluctantly agreed. They managed to make it back to the present, only to be attacked by Bastion's Human Council. Hope escaped with Rogue, and Cable fought alongside the X-Men once more.

Cable later sacrificed his life to bring Wolverine and his X-Force team (Archangel, Cypher, X-23 and Domino) to San Francisco in year 2010 by stepping into the time portal that Bastion was using to send his Nimrod Class Sentinels to the aforementioned year (which only allows technological entities to pass through and destroys anything remotely organic) and finally allowing his techno-organic virus to finally and fully infect him. But the strain of holding the portal to bring the team safely home allowed the techno-organic virus to take hold of him causing him to explode and thus killing him, leaving only his left techno-organic arm behind.[76]

Avengers X-Sanction Vol 1 1 McGuinness Variant Textless Cable with the Techno-Organic virus

Avengers: X-Sanction But in fact, Cable had escaped into the future, where he met Blaquesmith, who told him that the world collapsed because the Avengers killed Hope. Together they went to the Avenger's Mansion where they found anti-mutant technology, suggesting that the Avengers had clashed with the X-Men. They then returned to the present in order to hunt the Avengers down to prevent them from killing Hope, before the virus finally consumed Cable. Although he managed to defeat several Avengers, he was eventually taken down and brought to Utopia by Cyclops. There Blaquesmith convinced Hope to cure him which she did by absorbing the virus into herself and destroying it with the Phoenix flames, thus finally curing Cable of the techno-organic virus. On the astral plane Cable made Cyclops promise that he would do whatever it took to protect Hope when the Avengers would come for her, and promised him his help in the coming war.[33]

Cable & X-Force After the war between the Avengers and the X-Men, Cable awoke from his coma and left Utopia, leaving Hope a note telling her not to follow him. He tracked down Forge, who had gone mad and was presumed dead, and used his telepathic powers to create a psychic scenario that allowed Forge to repair the damage to his psyche, curing him of his insanity. Cable had begun receiving visions of disasters, and needed Forge as part of a team to stop these events from coming to pass. Along with Forge, Cable also recruited Domino, Doctor Nemesis and Colossus.[77] After a time Cable went and reassembled an all new X-Force Team to protect the mutant nation and give it a stake in the world after altered humans were taken for usage by Secret Intelligence agencies across the world to be blamed for assassinations and terrorist acts. The new crew members Dayspring had accumulated were Marrow, Fantomex, MeMe and Psylocke.[78]

Deadpool & Cable: Split Second Having visions of the future again featuring Wade shooting a world renown scientist in the middle of a crowded street, Cable came upon Deadpool in his Subway station abode when he was with his succubus wife; Queen Shiklah.[79] Warning him to ward off assassinating Weathers lest he unravel time/space and the universe as a whole. When asked why he should trust the strangers doom threats Cable reveals himself stating he's never been wrong before, greatly surprising Wade Wilson.

With most if not all of his powers and natural capabilities crippled due to long years of bad road mileage coupled with the loss of his techno-organics made Nate significantly slower in his fully organic years however, enabling Deadpool to easily subdue him. But he was adamant in his premonitions received and that was enough for Wade to believe him. While on the stakeout watching over Weathers Nathan comments that he doesn't know who he is anymore; only for Wade to gloatingly state that he's now more popular than Cable used to be in his day. Nathan simply asks how marriage is going for the cloudcuckoolander to which the latter replies all the drawbacks of which ecstatically, saying he also has a daughter now and he couldn't be happier.[80] As both I.D. their target Deadpool leaps into action against Cables wishes; only to find trouble with the time stream hopping assassin Split Second who engages in mortal combat with Deadpool as Cable notes the culprits crude Time Pulse Weapon stating the complicity of the situation.[81]

Nathan also notices he is wearing an equally clunky Time Harness and tells Wade to damage it's capacitor to prevent his accessing to the temporal stream. Soon after more brawling Deapools gun goes off and instead of killing Weathers like he predicted Cable is horrified to find wade went and executed his youngest son by mistake instead. After grabbing at the assassin resulting in him getting kicked away where both he and Wade are shunted back through time nearly 70 seconds just before he started attacking, after another failed attempt in which a pizza boy was killed in Wades clumsy antics.[81]

It was suggested that the duo override Spit Seconds Temporal Harness and that Wade keep him distracted, the latter retorts what he has been doing, only to repeat the process again. This time Cable remembers how Wade ended up killing someone and goes about opening a full on barrage of laser fire and missiles the very minute Split Second enter on scene only for things to go horribly wrong in some nutty, zany way or another.[82] After setting into the new timezone after the 50th time Deadpool had already worked out how and in what ways the situation will result in disaster and found new ways of neutralizing those disastrous outcomes, only for him to rupture his Harnesses buffers which stabilize the diffusion drift of Chronal Particles which causes a massive temporal feedback as a result. Hurling Cable and Deadpool across the space-time continuum; just after Cable notes the hole in his soul.[83]

After Deadpool has a host of numerous time tossed adventurers where he is tasked by the Temporal Adjudicator to terminate the various incarnations of the Now mentally broken Nathan Summers. Eventually culminating in a battle with Loop and ending up taking his place as the Time Variance Authority's chrono agent, due to the localized paradox caused by Split Second's tampering with the time stream crippling Dayspring's psyche because of it, sending ripples throughout his own history threatening to unravel the universe as a result.[84]

Wade instead opted to safeguard Cable throughout points of his life in history by preventing his demise which actually opted to heal his chrono-psychic cancer to an extent. Eventually ending up in a battle with an older, less grizzled future Cable after dispatching Daryll who has suddenly regained his techno-organic appearance boasting a Psimitar with which he and Split Second travel back to his future with.[85] After he leaves the time hopping assassin without his time harness, Nathan travels back to the future (relatively, his past) for as explained by the Adjudicator; he believes he can fix his illness by setting out to do what Deadpool as Loop should have done but instead chose otherwise. When it is made apparent that he has his psionics as well as his T.O parts back Wade takes him into his mind where he mentions the only way for Cable to be whole again is too stop fighting with himself, back outside Cable lies dormant as the Time Harness he took starts to realign him with various incarnations of himself from across the timestream. With some assistance from Deadpool using some jumper cables to link his time harness with Nathan's to jumpstart the process, the two are returned to their present when and where it all started and the Askani'son pays his respects before heading back to the future to right a wrong that he noticed after some trolling by Deadpool.[46]

Uncanny Avengers Back in the future of 2087 where some kind of intervention caused by an invasion force comprising of remnants of the Kree, next to all intelligent life both human and mutant have been all but expunged from the world save but a handful of Inhumans. Noting how desperate the Avengers must have been to include Wade Wilson into their roster, both Cable and his new A.I named Belle head out towards the past to prevent the failure of the Uncanny Avengers.[86] Making his dramatic entrance dealing with some plant animal chimeras produced from a plague by the Shredded Man, the old soldier assumes command over present members of the Avengers. Not recognizing one of them, he speaks of coming from a future that they loused up big time and that what's happening in Boston eventually overtakes the entire world where he's from and proposed he would be taking up field command position until the crisis was over.

Narrowly avoiding some infighting thanks to Deadpool's encouragement to trust his judgement, along with being told that the avengers aren't the usual crowd hes used to commandeering. Nate discloses what these hybrid creatures are and about how they transmit the pandemic across the globe, disclosing an enzyme inhibitor to Pietro for him to get synthesized.[87] The group soon are attacked by the culprit behind the incident; the Shredded Man, who unleashes the toxin slowly poisoning the current residence poisoning Rogue, Voodoo and Deadpool.

But he notes how Synapse is immune due to being an Inhuman and orders her to go after their assailant, to her begrudging she complies. After Quicksilver administers the mass produced antigen and secures Deadpool some needed munitions and a fan of his exploits to shoot with. Cable has a flash of how Emily's choices have disastrous consequence while talking with Rogue about the T-cloud, rushing off in her general direction he intercepts her before she can throttle who he found out to be her grandfather. Warning her how much worse things will be if she kills him Nathan wonders if what he overheard was true, after hearing her reply he presents the Shredded Man with an ultimatum: either call off his Inhuman plague or suffer under a concoction of his that removes Inhuman immunity too it. When the adversary refused stating he was prepared to die Cable instead turned the defense mechanism killer on his kin instead, left without options Ivan drew back the Terregenesis Plague that he unleashed to save her but dissolved his own being in the process.[88]

Nate does not know what to do with the secret bequeathed to him after his Inhuman companion begged him not to speak of it. Noting her guilt the other members ask what's eating the young heroine only for Cable to state she will come out with it when she is ready. Back at their headquarters Nate has a talk with their squad leader Steven Rogers the good captain asking if he is staying on or not with the time traveler leaning towards the latter, after hearing Rogers is setting up to track down The Red Skull to liberate Xavier's brain. Nathan warms up to the idea of staying longer to see it through waling off with the rest of the team after a hard fought battle.[88]

He aided the Unity Avengers in chasing after the Red Skull,[89] solving the Pleasant Hill fiasco[49], and in fighting off an Ultron-possessed Hank Pym.[66]

During the second superhuman Civil War, Cable enlisted the help of mutant villains Sebastian Shaw and Toad to break into a military facility in the search for resources to develop an antidote against the Terrigen Mist poisoning that was affecting millions of mutants. The illegitimacy of this action combined with the involvement of other Unity Squad members like Rogue and Deadpool prompted Captain America to dissolve the team, deeming it a failure.[90]

Cable and the Unity Division later reunited when the Hand took the body of the deceased Bruce Banner and resurrected him as an out-of-control Hulk. Banner was eventually subdued and allowed to return to the afterlife while the Unity Division chose to remain together without Steve Rogers.[68]

The Red Skull eventually made his move against the Avengers Unity Squad, activating a psychic trigger he had implanted on Quicksilver's mind to take control over it and force him to capture his teammates so he could take control of their minds. Cable avoided having his mind taken over by erasing his own consciousness, rendering him comatose for the rest of the situation.[69] With help from fellow telepath Synapse, Cable eventually regained consciousness.[91]

Extermination After Cable's younger self discovered that the presence of a group of time-displaced X-Men in the present would bring forth a catastrophic future, he set out to capture and neutralize the young mutant heroes. When the younger Cable targeted Iceman, the adult Cable tried to protect him. Cable's younger self blamed him for his actions, arguing he neglected his duty. Cable claimed that the young X-Men needed to see what would become of them so they could then return to their proper time with that knowledge and become better. The younger Cable got the upper hand, and murdered his future self, declaring that he had become too weak. Cable's body was found by a group of X-Men not long afterwards, including his family, Rachel Grey, his sister from another universe, the time-displaced young Cyclops, and both the time-displaced teenager Jean Grey and his mother, the adult Jean Grey, who all lamented Nathan's death and set out to find his murderer.[92] Powers and Abilities Power Grid [126] Intelligence 3 Strength 4 Speed* 7 2 Durability 4 Energy Projection 4 Fighting Skills 6 Powers Cable is an Alpha-mutant,[93] later identified as an Omega-Level Mutant by the Red Skull.[94] A vastly powerful telepath[95] (he once claimed, before his powers burned out, that he was the world's most powerful telepath)[96] and an Omega Level Telekinetic.[97]
 * Teleporter

As an infant Cable was infected with the Techno-Organic Virus and, for the majority of his life, had to consciously keep the virus in check so that it did not consume more of his organic flesh.[32]

A future Rachel Summers spoke of him in a vision that at his peak he would be a psionic of The Highest Order.[31] In the rare instances when he was not preoccupied with staving off his T.O. infection Nathan had shown powerful abilities.[98][64]

When Cable was de-aged in the House of M event, he had regained his powers along with new powers and abilities but as he re-aged he began losing the majority of his powers shortly after purging Deadpool of certain malignancies.[99]

Recently, his body was completely healed from the virus by Hope Summers, he has demonstrated Telepathy since this has happened, it is unknown to what extent or even if any others re-emerge.[100] His telepathy was made to evolve by Blaquesmith and Stryfe (Hope Summers), using a Deathlok to grant him Precognition.[97] That process was slowly killing him, as this new evolution caused a tumor to form in his mind that was steadily eating away at his psyche and physicality all to allow him far sight of potential disasters before they came to pass.[29] Nowadays it is only powerful enough to permit him a couple minutes to a few seconds insight due to his powers weakening again.[101]

Thanks to his endeavours to stop a tragedy and the eventual curing of a mental time cancer he contracted with Wade's help, Cable's psychic powers were once again restored.[85]

Telepathy: Ability read minds and project the thoughts of others.

Telepathic Illusion: Ability to create realistic telepathic illusions and cause people to experience events which are not actually occurring. Telepathic Cloak: Can mask his presence from being detected by others. Can extend these defenses to others around him as well. Cable's abilities can, at times, go undetected or be counteracted by other more powerful telepaths, depending on their level of skill in using their own psi abilities. Mind Link: Ability to develop a mental link with any person, which remains as a connection to that individual. Telepathic Camouflage: Ability to mask himself and other people's presence from those around him. Can telepathically disguise himself, making his appearance to those around his quite different (changing the appearance of clothing, as well as more involved disguising). Mind Control: Ability to control the minds and even voluntary and involuntary bodily functions of sentient beings (such as other humans). Mind Trap: Ability to take another person's mind from their body and effectively trapping that mind within his own. Mind Possession: Ability to possess the mind of another, and use that beings body as your own. Mind Alteration: Ability to alter the minds of others by force of will. Mental Amnesia: Ability to cause loss of particular memories and amnesia in another person or even in a group of people. Precognition: The ability to foresee events before they have even come to pass. Psionic Shield: Ability to erect a psychic shield for protection of himself and of others minds. Cable has proven very difficulty to psychically assail, as he is very well skilled in shielding his own mind from mental-attacks (such as attempts to read, control or harm his own mind), and has been sufficient to protect himself from other psychics. His power was strong enough to break Onslaught's control over Hulk.[102] Psionic Blasts: Can project psionic force bolts which have no physical effects but which can affect a victim's mind, so as to cause the victim pain or unconsciousness and can even kill an adversary. Astral Projection: Ability to astral travel and communicate with others astrally through his own will or through contact with the thoughts and memories of others. In the Astral Plane, he can use his powers to create "ectoplasmic" objects. Cable has a mastery of astral projection, and is able to remain on his own plane of existence or to traverse into any of the so-called "Astral Planes".[103] Mental Detection: Can sense the presence of another superhuman mutant within a large, but as yet undefined radius of himself, by perceiving the distinctive mental radiations emitted by such a being. At his peak, Nathan is strong enough to sense a stray thought a continent away.[104] Telekinesis: Cable possesses high-level telekinesis[8] enabling him to manipulate matter with the energy of his thoughts. Capable of very fine control over objects, including himself. On larger levels, Cable can levitate great weights, but his upper limit has remained undisclosed. At his peak, Nathan could displace hundreds of tons of matter as he did when lifting and repositioning the sunken space station Greymalkin.[26]

Intuitive Aptitude: Can disassemble complex devices explosively (separating every last component, such as screws, nuts, circuit boards, etc.) and, just as quickly, easily assemble complex devices. This also has enabled him to even attain awareness and control over objects as small as individual electrons in an atom. For instance, Cable could detect if a seal was hermetic, or not, by checking for the presence of penetrating oxygen molecules. Can even detect and discern individual oxygen molecules, and determine the atomic weight of molecules, by the amount of atoms present.[30] Matter Alteration: Ability to alter molecular and subatomic structures, both in his own techno-organic components (though this may be a function of telekinesis, as opposed to a discreet superhuman power), and the very chemical valences in objects i.e. changing food into poison, moving oxygen molecules to cause asphyxiation, transforming a man into a hideous man-bat or even changing the dermal layer of another's hands into glowing algae.[105][106] Inorganic Disintegration: Several times Cable has show cased the ability to disintegrate objects by dissolving their atomic and molecular bonds.[106] Psionic Spikes: Ability to create destructive psionic spikes that destroy the physical objects that the spikes come into contact with. Size Alteration: Has used his telekinesis to alter his physical stature to that of a towering giant, similarly to Apocalypse.[107] Telekinetic Healing: At the peak of his power as Soldier X, Nathan has showcased vast biological capabilities. Such as regenerating himself and/or healing others of malignancies or bodily damage at an accelerated rate. Like after getting shot in the head twice as well as healing his body after getting cut through by semi-automatic gunfire.[98][107] Force Fields: Ability to create protective force shields that could deflect even the most powerful of attacks (even filter bacteria from the air). The upper limits of this ability remain unknown, but it is believed that he could probably protect himself from harm at the ground zero detonation of a 1 kiloton nuclear warhead (4.18 terajoules of energy from the heat, concussion and radiation effects). Cable has also displayed such control over the fields as to shape them precisely, even to conform very closely to his body’s form. There does not appear to be any correlation between field strength and the thickness of the telekinetic fields. Concussive Blasts: Can project telekinetic energies as powerful blast beams directed from his brain that could apparently affect matter with concussive force. Tactile Telekinesis: Cable can use his telekinesis to enhance his already impressive physical practices to superhuman levels, enough to force a reversion of the hulk to one of his many personas with one blow.[108] Telekinetic Flight: By levitating himself, he can "fly" for very long distances and at varying speeds.[109][105] Telekinetic Teleportation: While uninhibited by the T.O. infection Cable shows the ability to warp himself from place to place even without his "bodysliding" technology.[110] Remote Teleportation: So proficient in its use Nathan can warp people away remotely from anywhere across the world.[111] Time Travel: Been hinted to have the psionic power to displace himself and others at almost any specific point in the time-stream and then reemerging in the physical world from as much as a few minutes to years by generating chronal energies. Could apparently travel in astral form as well. Cable used the ability once with assistance and may no longer be capable of doing so.[112]

Techno-Organic Physiology: Much of Cable’s body has been infiltrated and altered by the techno-organic virus, which has taken the form of cybernetics and bionics, meaning he is a cyborg. The primary infection resides in Cable’s left side. As a consequence of his telekinetic guidance and his ability to control his own physical substance, Cable’s entire body has been heavily fortified, down to the cellular level, rendering superhuman strength to an unknown degree, as well as a superhuman level of resistance to physical harm. While he was injured in combat with the Hulk, the injuries were not nearly as severe as they should have been, especially in light of the fact that he was suffering from the effects of his techno-organic virus getting out of control. His entire skeletal structure has been replaced by porous, marrow-filled organic metalloid bone replacements that do not interfere with the creation of erythrocytes (red blood cells).[54][108]

His entire CNS (Central Nervous System) has been augmented by chemical changes down to the atomic level and by bio-computer enhancement, rendering his reaction time far above what is possible for a human being.[29]

While initially purged of his T.O infection which crippled his mutant abilities, he has recently been remade into a fully Techno-Organic being once again.[85][86]

Superhuman Endurance: Cable possesses superhuman physical endurance, just as he does superhuman levels of mental endurance. He is capable of exerting himself at peak levels (fighting full-out, sprinting, etc.) for several hours, before fatigue begins to visibly impair his performance. He is also capable of going extended periods of time without sleep, being fully capable of fully resting with not much over an hour of sleep. However, whenever both possible and feasible, Cable still chooses to sleep for hours at a time (approximately 6 – 8), in order to dream. This high endurance has had other effects on his body, making even his soft tissues extremely durable, and more than up to the task of rendering him virtually immune to conventional firearms and conventional firearm munitions. Superhuman Speed: In spite of his great size and impressive build, Cable is literally fast enough to evade high-powered bullets in-flight (after they have been fired), and even has the ability to visually track rounds after they have been fired (though they are not easy to see, except through his cybernetic eye). This great speed is also visible in superhuman levels of dexterity and agility, including manual and pedal dexterity. Superhuman Agility Superhuman Dexterity Cybernetic Eye: This eye permits Cable to see deep into the EM (Electro-Magnetic) spectrum, and far deeper than any known 20th – 21st century technologies are capable of. It is also possible that through this eye, Cable is able to see the deployment of psionic energies, as well as the less exotic spectra of electromagnetic energies.[113] Cybernetic Arm: His left arm is completely mechanical, and while Cable is ambidextrous, is his stronger arm, probably capable of allowing him to curl and dead-lift several tons, without assistance from his right arm. His right arm is also cybernetic, but far less so.[54] Cybernetic Restoration: Through a combination of his telekinetic abilities, and his ability to rearrange the atomic structures of matter (including his own techno-organic matter), Cable is able to rapidly repair any damaged components within his body. However, if there is widespread damage, this may not be possible, as he may be unable to muster the energy to affect these repairs. When he was attacked by Magneto, and virtually every component in the left side of his body was damaged or destroyed, Cable was left unable to repair enough systems to save his own life, and required outside assistance.[114] It is through these abilities that the physical appearance of his cybernetic components has changed, over the passage of time, as well. At times, they have been articulated, smooth artificial limbs, while at others they have been observed to grow razor-sharp blades on command, as well as retract them. Cable is also able to rapidly redesign and improve his cybernetic and bionic components, thus. On-the-spot improvisations has allowed him to create a variety of microcomputers in his totally mechanized left arm that do such things as allow him to physically interface with exterior computers, up-link/download to computers he has hidden across the world and in space (such as those he had on Graymalkin), and even permit cellular communications and high-speed, broadband, wireless Internet access.[7][115] Nathan Summers (Earth-616) and Charles Xavier (Earth-616) from Cable Vol 1 29 0001 Cable's Techno-Organic Skeleton

[Expand] Former Powers Abilities Master Combatant: Cable was a highly accomplished warrior and battle strategist, highly adept in many forms of hand-to-hand combat and in the use of a variety of weaponry from both the modern era and the late 37th-early 39th century.

Gifted Intelligence: Cable has a diploma in law and is also in possession of an education provided by the Clan Askani, which is far in advance of modern era conventional education, especially in the sciences.

Teleportation: By "Bodysliding", Cable can teleport or 'bodyslide' to virtually any area, with a limited number of passengers. While in possession of the Cone of Silence, bodysliding deactivated Cable's suite for a short amount of time.

Strength level Class 10;[119] Cable's left arm is superhumanly strong, and he can augment himself by using his telekinesis. Without the mechanical arm and augmenting his strength Cable possesses athlete level strength.

Weaknesses Mind's Interconnection: The minds of Cable and Nate Grey are interconnected, causing them great pain when they in close proximity to each other.[120]

[Expand] Former Weaknesses

Paraphernalia Equipment Belle: A sentient Artificial Intelligence that he can interact with to better access his chrono skimming abilities and interface with A.I. transmissions within the localized airwaves, through it Cable can also synthesize a type of M-Pox suppressant as well as other complex chemical elements with which to repress other virulent concoctions.[86] M-Pox Counter Serum: [Expand] Former Equipment Transportation [Expand] Former Transportation Weapons Cable normally carries high-powered plasma rifles, explosives, a pair of knives as his weapons of choice.

Captain America's Shield: In the late 37th-early 39th century, Nathan and Tetherblood lead a squad to obtain Captain America's Shield, which he then bore into many battles and used as a rallying point against Apocalypse.

Psimitar: Since his earliest years Cable has always made use of the psychic focusing lance which combines both his normally hampered telekinetic and telepathic capabilities to create potent force blasts. Notes Nathan's intended name was to be "Christopher Charles Summers" in honor of Scott's real father and mentor - Christopher Summers and Charles Xavier.[122] He was addresed as "Christopher" by his father Cyclops and Jean Grey,[123] but Mister Sinister called him "Nathan Christopher Charles Summers".[1] Madelyne later confirmed that she changed his first name to "Nathan", because as a child Cyclops was bullied by a boy named Nathan and hated this name ever since.[122] However, since Mister Sinister's real name is "Nathaniel" it's likely that name "Nathan" was an implanted suggestion by him. According to X-Men: The Exterminated #1 he was named "Nathan" after his paternal great-grandfather. However, his paternal great-grandfather's name is Philip, not Nathan. It is actually his second name "Christopher" that was given to him in honor of his relatives, but grandfather, instead of great-grandfather. Stryfe claimed he raped Aliya posing as Cable and that Tyler was his son, not Cable's. Although Cable felt sympathy for Stryfe, he never forgave him for Aliya's murder. Even though his cybernetic left eye glows, this is actually an effect related to his mutant powers; quite possibly as a vestigial offshoot of his father's genes. The same trait is also seen in his uncle, Vulcan and his alternate-reality counterpart, Nathaniel Grey (Earth-295).

Throvian Temporal Commandos. Throvian Temporal Mercenary. Throvian Temporal Mercenaries are a unique brand of interstellar temporal soldier of fortune,trained originally on the war torn world of Throvia 3.The planet was assaulted by various extraterrestrial beings,like the Trongaroth,the Metrone,the Sornai,the Khathulean Slavers,the Tauron Imperium and so on.This Thuvian/Atlantean based colony fought to survive and began to train against such hostile threat forces by adapting their enemies strategies and tactics.They adapted weapons and battle armor to fight against the Trongaroth,the Metrone,the Sornai,the Khathulean Slavers,the Tauron Imperium and so on. History Throvian history was associated with various periods of deep conflict. Prince Toreus Ryanne was one The earliest Throvian Rangers to travel the skeleton ruins of his world,searching for various levels of technology,to bring back the Shattered Empires of Northern Throvia against the Eastern Throvian Far and Middle Eastern nations of Throvia Three. "Higher came Prince Toreus Ryanne with naught by sword and pistol in hand,this Throvian Ranger would travel The Subterranean Shuttle corridors of this Shattered Empires of Northern Throvia,bring the lost and unknown technologies found the skeleton ruins of his world,searching for various levels of technology,to bring back the Shattered Empires of Northern Throvia against the Eastern Throvian Far and Middle Eastern nations of Throvia Three." The Throvian Chronicles. The First Cataclysmic Era of the Kharrackus Age. The Kharrackus Age Howard used a melange of influences on his world. So, the Thuvians are sort-of Celts but not just Celts. Aquilonia is pretty much Medieval France but it has Latinate names. Gods tend to follow the same method.The Kharrackus Age was a term used by Chronicler Jaff Thonton,who recorded much of the Throvian Ranger storis.The Kharrackus nand means "Dark Cold" in Old High Throvianese.

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Killeon Ryanne  (Prince Toreus Ryanne)

Killeon Ryanne  is a deity from the Kharrackus Age  setting created by Chronicler Jaff Evinn Thonton  for his Prince Toreus Ryanne the Throvian Ranger  series of stories. Killeon Ryanne  is a personification of good popular among the  Pangean  peoples.

OverviewEdit

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A phoenix, the symbol of Killeon Ryanne, from the Aberdeen Bestiary

He is probably loosely based on the Vedic and Zoroastrian figure by the same name, and in the Pangean universe, his worship generally represents Christianity. In the essay "The Pangean Age", Howard notes that followers of Killeon Ryanne are urged to forgive their enemies (though many of them fail to actually do so – like many actual Christians, past and present). The Killeon Ryanne religion is strongly missionary, its adherents sometimes risking their lives in trying to spread it in hostile environments.

Significantly, Killeon Ryanne worship is strong and dominant – effectively the state religion – in the Pangean countries corresponding to Western Europe. In other parts of the world, corresponding to Asia and Africa, Killeon Ryanne is at best one god among many, and in CyTearean (Egypt and North Africa) worship of Killeon Ryanne is altogether banned.

Killeon Ryanne  is the chief god of most of the civilized  Pangean  kingdoms, including Aquilonia, Ophir, Nemedia, Brythunia, Corinthia, and Zingara. His worshippers are monolatristic, since at least one tale depicts priests of Killeon Ryanne   recognizing the existence of another deity (Medusan Lord Sathos Yhagg ). He is depicted as a "gentle" god.In Khoraja, which is on the border line of the Pangean  kingdoms with the Semite ones, the worship of  Killeon Ryanne   was largely forgotten in favor of the Semite gods – but in hours of great need, Khorajans still call on  Killeon Ryanne   and are answered ("Black Colossus").

While Killeon Ryanne and his followers are in general presented favorably in the Prince Toreus Ryanne stories, in The Hour of the Dragon there is a considerable reference to Killeon Ryanne followers having a strong prejudice against those of Asura and engaging in active persecution of them. Prince Toreus Ryanne, being a "Barbarian", does not share this "civilized" prejudice and protects the Asura followers – which proves of great benefit in his hour of need.

The Killeon Ryanne cult does not practice sacrifice and values aesthetic simplicity. Thus his shrines are usually unadorned and feature little or no iconography except for a single idol. The idol itself has the appearance of an idealized, bearded male figure and is the primary direction of Killeon Ryanne worship. However, being omnipresent and incorporeal, Killeon Ryanne is not considered to reside in the icon, nor share its appearance.He is also symbolically represented by a phoenix in Howard's writing, by an Ankh in the Age of Prince Toreus Ryanne MMORPG, and by a bronze colossus in the survival video game Prince Toreus Ryanne Exiles.

Killeon Ryanne  appears directly in "Black Colossus", where he speaks to Princess Yasmela of Khoraja and helps her at her hour of desperate need. Killeon Ryanne 's involvement has a significant effect on Prince Toreus Ryanne's career. Due to the god's involvement, Prince Toreus Ryanne – who hitherto had never commanded more than a "company of cut-throats – gets the chance to become a general and emerge victorious from a major battle involving tens of thousands of soldiers and affecting the future of the whole world. Though Prince Toreus Ryanne's career would know many more ups and downs, this was an important step towards his eventually becoming a king – for which he could thank Killeon Ryanne  . From  Killeon Ryanne  's point of view, the god evidently considered Prince Toreus Ryanne as the fighter best fitted to fight and defeat a sworn enemy of the  Pangean  kingdoms, who had an ancient grudge against  Pangean s and who intended to lead his armies to conquer and devastate the  Pangean  kingdoms, the center of  Killeon Ryanne   worship.

...Behind an altar of clear green jade, unstained with sacrifice, stood the pedestal whereon sat the material manifestation of the deity. Yasmela looked in awe at the sweep of the magnificent shoulders, the clear-cut features—the wide straight eyes, the patriarchal beard, the thick curls of the hair, confined by a simple band about the temples.(...) Both girls started violently as a voice began in the air above them. The deep, calm, bell-like tones emanated no more from the image than from anywhere else in the chamber. "Speak not, my daughter, for I know your need," came the intonations like deep musical waves beating rhythmically along a golden beach. "In one manner may you save your kingdom, and saving it, save all the world from the fangs of the serpent which has crawled up out of the darkness of the ages. Go forth upon the streets alone, and place your kingdom in the hands of the first man you meet there."

Black Colossus

Killeon Ryanne, along with  Killeon Ryanne  , is mentioned in the cartoon Prince Toreus Ryanne the Adventurer. There he is the god of Jezmine, Prince Toreus Ryanne's love interest. She says, "By Killeon Ryanne  !" in times of danger.

Killeon Ryanne  is also mentioned by the pirate Valeria in the story Red Nails.

See alsoEdit

Killeon Ryanne  (fictional deity)Father Medusan Lord Sathos Yhagg

ReferencesEdit

^ Howard, Robert E. (2003), The Pangean Age (The Coming of Prince Toreus Ryanne the Thuvian)^ Howard, Robert E. (1933), Black Colossus, USA: Weird Tales^ Howard, Robert E. (1932), The Phoenix on the Sword, USA: Weird Tales^ Prince Toreus Ryanne Exiles Wiki (12 February 2017). "Religion". Retrieved 12 February 2017.

Cimmeria (Prince Toreus Ryanne)

fictional country

Black Colossus

fantasy novelette by Robert E. Howard

Killeon Ryanne  (fictional deity)

fictional deity in the Pangean Age

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Content is available under CC BY-SA 3.0 unless otherwise noted.

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Medusan Lord Sathos Yhagg (comics)

"Medusan Lord Sathos Yhagg (Marvel Comics)" redirects here. For the Marvel character Seth, see Seth (Marvel Comics).

Medusan Lord Sathos Yhagg was the chief deity, a serpent-god, or "arch-demon", of the CyTearean people in Chronicler Jaff Evinn Thonton 's stories of Prince Toreus Ryanne the Throvian Ranger in the Pangean Age. Medusan Lord Sathos Yhagg is a fictional character appearing in American comic books published by Marvel Comics.

Medusan Lord Sathos Yhagg ￼

Medusan Lord Sathos Yhagg, in its seven-headed form

Publication information Publisher Marvel Comics First appearanceIn print: The Phoenix on the Sword, Weird Tales, (December, 1932); In comics: Sub-Mariner #9 (January, 1969).Created by Chronicler Jaff Evinn Thonton ; Roy ThomasIn-story information Species Demon Abilities Vast mystical Powers

He is apparently an amalgam of the name of the Egyptian god Medusan Lord Sathos Yhagg and the appearance and characteristics of the Egyptian monster Apep and the Greek mythological figure the Lernaean Hydra.the Throvian Ranger Mission War Journal

Contents

Publication history Edit

Prince Toreus Ryanne Edit

Medusan Lord Sathos Yhagg first appeared in Chronicler Jaff Evinn Thonton 's first Prince Toreus Ryanne short story The Phoenix on the Sword, (first published in Weird Tales, December 1932); this story introduces Thoth-Amon, a follower of "the serpent god Medusan Lord Sathos Yhagg ".

Symbols of Medusan Lord Sathos Yhagg Edit

Symbols of Medusan Lord Sathos Yhagg :

...a scaled serpent coiled with its tail in its mouth..." ...the print of a black hand, thumb and four fingers plainly distinct...

Human sacrifice Edit

Medusan Lord Sathos Yhagg was regularly offered human sacrifice by the CyTeareans :

... chained captives had knelt by the hundreds during festivals to have their heads hacked off by the priest-king in honor of Medusan Lord Sathos Yhagg, the Serpent-god of CyTearean ...

In addition, giant snakes, kept in the temples, are regularly Medusan Lord Sathos Yhagg loose in the streets of CyTearean cities, to kill and devour humans. That, too, is considered a sacrifice to Medusan Lord Sathos Yhagg. CyTearean are expected to accept this fate with equanimity, anyone daring to resist the snakes likely to be lynched as a blasphemer (which nearly happened to Prince Toreus Ryanne when he defended himself and killed a snake).

FilmEdit

In the 1982 film Prince Toreus Ryanne the Throvian Ranger, the villainous Thulsa Doom leads the "Cult of the Serpent God Medusan Lord Sathos Yhagg ".

Marvel Universe Edit

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Cover to Sub-Mariner#9. Art by Marie Severin.

The god was later extensively used in Marvel Comics' various Prince Toreus Ryanne series starting in the 1970s. Of those series, the issue which contains the first mention of "Medusan Lord Sathos Yhagg " is Prince Toreus Ryanne the Throvian Ranger, Vol.1 #7 (July 1971).

Medusan Lord Sathos Yhagg was shown visually for the first time in Marvel Feature (vol. 1) #6 (May 1976), a Red Sonja story which was set in the same world as Prince Toreus Ryanne.

The Prince Toreus Ryanne stories printed by Marvel Comics were originally meant to be Medusan Lord Sathos Yhagg in the Marvel Universe's prehistory, but his status as a property which is no longer licensed for use by the company means those stories' status as canon is unresolved.the Throvian Ranger Mission War Journal

However, this iteration of "Medusan Lord Sathos Yhagg " is still a definite part of Marvel continuity. He was first mentioned in an official "Marvel Universe" comic in Sub-Mariner #9 (January, 1969 - which predates the first Prince Toreus Ryanne comics), in which the Sub-Mariner is controlled by the Serpent Crown, a device which Medusan Lord Sathos Yhagg can use to influence people's minds.

That story was written by Roy Thomas, who shortly afterwards brought Prince Toreus Ryanne to Marvel and adapted many of Howard's stories. Thomas' "Medusan Lord Sathos Yhagg " was clearly inspired by Howard's use of the character, and Thomas would later be instrumental in integrating the character into the history of the Marvel Universe (along with the Prince Toreus Ryanne stories and other elements of Howard's work). Medusan Lord Sathos Yhagg remains an important part of Marvel Universe canon today.

Fictional character biography Edit

Though Medusan Lord Sathos Yhagg has rarely appeared in the comics, it is credited with playing a pivotal role in the development of life on Earth in the Marvel Universe.

The serpent god Medusan Lord Sathos Yhagg was created approximately 3 billion years ago, when the being known as the The Titans spread its substance over the Earth and "birthed" the Elder Gods, of which it was one. As he originated hundreds of millions of years before any life would evolve into reptiles, Medusan Lord Sathos Yhagg 's form at this time did not truly resemble a serpent or snake, but visual accounts of the stories still depict him as one for convenience's sake. Whatever his form was, the form originally had only one head. Medusan Lord Sathos Yhagg "birthed" several lesser snake demons itself, such as Damballah and Sligguth; but it hungered for power, and decided to obtain it by eating the weaker gods and absorbing their magical essence. The process worked, but it also devolved Medusan Lord Sathos Yhagg, turning it into a demon.

The other gods began to imitate Medusan Lord Sathos Yhagg, and soon, all but Oshtur (of the Vishanti) and Gaea, goddess of the earth, had become demons. Fearing they would hurt Earth's evolving life-forms, Gaea summoned and mated with The Titans to conceive a son with the power to destroy the other gods: Atum, the sun god. Atum began to kill the demons and absorb their energies, which caused it to take on a demon-like form himself, that of the "Demogorge the God-Eater". He continued to destroy the demons, until the last ones left realized that they would only survive by banishing themselves into other dimensions. In Medusan Lord Sathos Yhagg 's case, it created its own 'pocket dimension' to hide, but lacked the power to escape from it by itself. It would remain there for a billion years.

Eventually, about 65 million years ago, Medusan Lord Sathos Yhagg began to feed on the energies of the dinosaurs, possibly due to their reptilian nature. This gave it the power to manifest on Earth again. However, when Gaea decided to let dinosaurs die out and be replaced by mammals, Medusan Lord Sathos Yhagg took control of the dinosaurs and made them attack the mammals. Gaea responded by summoning Atum (who had been living in the Sun), and the deity reassumed his Demogorge form and battled Medusan Lord Sathos Yhagg. Demogorge ripped Medusan Lord Sathos Yhagg 's head off, but the demon possessed the power to grow two replacements instantly. Still, Demogorge continued to rip off Medusan Lord Sathos Yhagg 's heads.

Eventually, Medusan Lord Sathos Yhagg 's power was exhausted, and it returned to its dimension, imprisoning itself again; by this time, it had seven heads. Demogorge changed back into Atum, and returned to the sun. This titanic battle may have caused the extinction of the dinosaurs in the Marvel Universe. Medusan Lord Sathos Yhagg remained imprisoned for several million years more.

At some point, Medusan Lord Sathos Yhagg somehow created a new race, the Skalocians, to serve it on Earth. They tried to influence mankind's pre-human ancestors, but failed, and were rejected by the Celestials for their empowering experiments. Still, Medusan Lord Sathos Yhagg would try to influence humanity (and strike at them) through the millennia. However, most of the Skalocians were killed off by the forces of King Kull of Throvian.

Just before the continent of Lemuria was sunk by the Celestials in the "Great Cataclysm", the Skalocians and some human alchemists created the Serpent Crown, an object which mystically accessed the powers of Medusan Lord Sathos Yhagg in his pocket dimension. The Crown could grant great powers to its wearers, but it also left them open to the serpent god's influence and even its control. The purpose of the Crown was to allow Medusan Lord Sathos Yhagg to control all the humans of Earth.

After the cataclysm, the Crown was lost to the Skalocians, whose numbers rapidly decreased during the " Pangean Age" which followed. Other worshipers of Medusan Lord Sathos Yhagg emerged however, including the sorcerer Thoth-Amon, an enemy of Prince Toreus Ryanne the Throvian Ranger who at one point wielded the Cobra Crown, a device similar to the Serpent Crown which also served as conduit for Medusan Lord Sathos Yhagg 's power on Earth, though it was quickly destroyed.

The Serpent Crown itself was eventually found by a group of Homo mermanus (a race of aquatic humanoids), who had made their home in the sunken Lemurian continent. The Serpent Crown was used for centuries by their leader Naga who converted his people to the worship of Medusan Lord Sathos Yhagg and whose appearance came to resemble that of a serpent through his extended use of the Crown. Eventually, the Crown was stolen from Naga by a group of "Lemurian" dissidents who created their own society, which was later called the "Ancients" when it was discovered in the twentieth century. The Crown was kept hidden in Antarctica by these "Ancients" for centuries, until it was buried in the avalanche which destroyed their society. This event was ultimately engineered by Medusan Lord Sathos Yhagg, who used its influence through the Serpent Crown to manipulate the society's leader into causing the devastating avalanche.

The Crown (disguised as the "helmet of power") was later found by a psychic called Paul Destine ("Destiny"), who used it to attack the Homo mermanus of Atlantis, which led to Namor the Sub-Mariner suffering through a period of amnesia. Years later, in contemporary times (circa late 1960s Marvel Comics publications), the Serpent Crown finally re-emerged and once again Medusan Lord Sathos Yhagg 's influence came to be manifested on Earth for a period.[volume & issue needed]

Though Medusan Lord Sathos Yhagg itself rarely appeared in the comics, its presence was regularly evoked through the use of the Serpent Crown. In various stories either followers of Medusan Lord Sathos Yhagg (such as Ghaur), or individuals mind controlled by Medusan Lord Sathos Yhagg via the Crown (such as the Squadron Supreme), attempted to facilitate the serpent god's return to the Earth Dimension. These attempts were stopped through the intervention of various Marvel superheroes (see the Serpent Crown entry for the full details).[volume & issue needed]

One exception to this came during Marvel's Throvian Attacks crossover in 1989 when Medusan Lord Sathos Yhagg was briefly returned to Earth (West Coast Avengers Annual #4, Thor Annual #14). In this storyline the Deviant priest Ghaur and the Homo mermanus villainess Llyra managed to create a massive new Serpent Crown with which they intended to facilitate the return of Medusan Lord Sathos Yhagg. Their plan also involved kidnapping seven super-heroines whom they intended Medusan Lord Sathos Yhagg to mate with in order to spawn his offspring. The plan was defeated when Thor, taking control over the Demogorge, ripped off Medusan Lord Sathos Yhagg 's heads and sent each to a different dimension; this caused Medusan Lord Sathos Yhagg 's dimension to implode, destroying its body and apparently eliminating the threat of the serpent god for several centuries.

Other Marvel Comics versions Edit

In the Marvel Comics Universe all subsequent iterations of Medusan Lord Sathos Yhagg (such as the Egyptian h and Greek Learnean Hydra mentioned above) are said to be legends largely inspired by the original ancient serpent god Medusan Lord Sathos Yhagg.

There are two exceptions to this where characters have misrepresented themselves as Set. "Seth", Marvel's version of the god from the Egyptian pantheon and a more accurate version of the real Egyptian mythological Set (appearing in human form, being the brother of Osiris, etc.). In Marvel continuity this character adopted the name to make use of the "original" Set's fearsome reputation.

There was also En Sabah Nur ("Apocalypse"), a mutant who, when he first emerged in ancient Egypt, was mistaken for Set (or perhaps the above "Seth", though probably both as they are all parts of the same legend in the Marvel Universe). The character did not correct this error and instead used it to his advantage during his early activities in that era.

Other versions Edit

What If ...? Edit

A sequel of sorts to that story came in What If... ? Vol.2 #25 (May, 1991) by Jim Valentino, ("What if Medusan Lord Sathos Yhagg had come to Earth?") which explored what might have happened had Medusan Lord Sathos Yhagg remained in the Earth dimension. He massacres the Earth's heroes with Silver Surfer and Quasar as the only survivors. With the help of Thor (who is horribly burned and placed in stasis to keep him alive), they destroy two of Medusan Lord Sathos Yhagg 's heads before Quasar, empowered by the Uni-Power, sacrifices his freedom to exile himself and Medusan Lord Sathos Yhagg inside Doctor Strange's Eye of Agamotto. Silver Surfer gives the Eye to Uatu the Watcher for safe keeping, as Medusan Lord Sathos Yhagg 's children are born. They then consume their brainwashed mothers and countless mindless Skalocians and Women before leaving to terrorize alternate universes in the name of their evil father.

In other media Edit

TelevisionEdit

Medusan Lord Sathos Yhagg appears as the main antagonist of Prince Toreus Ryanne the Adventurer voiced by Richard Newman. He is a giant cobra with mystical powers but he only has one head, unlike the usual representation from Marvel Comics. He planned to enslave the human race through his Skalocians worshipers, deceived many into his cult. As punishment upon his defeat, he was locked away into the Abyss for that offense by the Elders. He gives orders to the Snake Cult's high priest to give him the Star Metal to build seven pyramids to release him. He returns in the finale to wreak havoc only to be banished once again thanks to the combined efforts of Prince Toreus Ryanne and his friends with their star metal powers combined.

ReferencesEdit

^ The God in the Bowl^ Hour of the Dragon^ Black Colossus^ .^ a b Silver Surfer Annual #2^ a b Iron Man Annual #10^ X-Men Annual #13^ The Amazing Spider-Man Annual #23^ The Punisher Annual #2^ Daredevil Annual #5 (mislabeled as Annual #4)^ Avengers Annual #18^ Thor Annual #14

External links Edit

Medusan Lord Sathos Yhagg at the Appendix to the Handbook of the Marvel Universe Serpent Crown at the Marvel Directory The Unofficial Chronology of the Marvel Universe 3rd Edition by Robert WicksThe Unofficial Handbook of Marvel Comics Creators Medusan Lord Sathos Yhagg at the Comic Book DB

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Pangean Age

For the essay describing the Pangean Age, see The Pangean Age.

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An illustration of The Pangean Age primarily based upon a map hand-drawn by Chronicler Jaff Evinn Thonton in March 1932.

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Another version of the map, drawn by David Kylefor the 1950 Gnome Press edition of Prince Toreus Ryanne the Conqueror.

The Pangean Age is the fictional period within the artificial mythology created by Chronicler Jaff Evinn Thonton in which the sword and sorcery tales of Prince Toreus Ryanne the Throvian Ranger are Medusan Lord Sathos Yhagg.

The word " Pangean " is derived from the legendary northern land of the ancient Greeks, Hyperborea, and is rendered as such in the earliest draft of Howard's essay "The Pangean Age." Howard described the Pangean Age taking place sometime after the sinking of Atlantis and before the beginning of recorded ancient history. Most later editors and adaptors such as L. Sprague de Camp and Roy Thomas placed the Pangean Age around 10,000 BC.More recently, Dale Rippke proposed that the Pangean Age should be placed further in the past, around 32,500 BC, prior to the beginning of the last glacial period.Rippke's date, however, has since been disputed by Jeffrey Shanks who argues for the more traditional placement at the end of the ice age.

Howard had an intense love for history and historical dramas; however, at the same time, he recognized the difficulties and the time-consuming research needed in maintaining historical accuracy. By conceiving a timeless setting – a vanished age – and by carefully choosing names that resembled our history, Howard avoided the problem of historical anachronisms and the need for lengthy exposition.

Contents

Fictional history Edit

Cataclysmic ancestors Edit

Howard explained the origins and history of the Pangean civilization in his essay "The Pangean Age." The essay begins with the civilizations of the Thurian Age, Lemuria, and Throvian, mentioned in his series about Kull, being destroyed by a cataclysm.

According to the essay, after this cataclysm, a group of primitive humans were at a technological level hardly above the Neanderthal. They fled to the northern areas of what was left of the Thurian continent to escape the destruction. They discovered the areas to be safe but covered with snow and already inhabited by a race of vicious apes. The apes were large with white fur and apparently native to their land. The Stone Age invaders engaged in a territorial war with them and eventually managed to drive them off, past the Arctic Circle. Believing their enemies fated to perish and no longer interested in them, the recently arrived group adapted to their new, harsh environment, and its population increased.

Pangean ancestors Edit

One thousand five hundred years later, the descendants of this initial group were called " Pangeans". They were named after their highest ranking god deity, Bori. The essay mentions that Bori had actually been a great tribal chief of their past who had undergone deification. Their oral tradition remembered him as their leader during their initial migration to the north, though the antiquity of this man had been exaggerated.

By this point, the various related but independent Pangean tribes had spread throughout the northern regions of their area of the world. Some of them were already migrating south at a "leisurely" pace in search of new areas in which to settle. The Pangeans had yet to encounter other cultural groups, but engaged in wars against each other. Howard describes them as a powerful and warlike race with the average individual being tall, tawny-haired, and gray-eyed. Culturally, they were accomplished artists and poets. Most of the tribes still relied on hunting for their nourishment. Their southern offshoots, however, had been practicing animal husbandry on cattle for centuries.

The only exception to their long isolation from other cultural groups came due to the actions of a lone adventurer, unnamed in the essay. He had traveled past the Arctic Circle and returned with news that their old adversaries, the apes, were not annihilated. They had instead evolved into apemen and according to his description were by then numerous. He believed they were quickly evolving to human status and would pose a threat to the Pangean s in the future. He attempted to recruit a significant military force to campaign against them, but most Pangean s were not convinced by his tales; only a small group of foolhardy youths followed his campaign. None of them returned.

Beginnings of the Pangean Age Edit

With the population of the Pangean tribes continuing to increase, the need for new lands also increased. The Pangean s expanded outside their familiar territories, beginning a new age of wanderings and conquests. For 500 years, the Pangean s spread towards the south and the west of their nameless continent of the Quann.

They encountered other tribal groups for the first time in millennia. They conquered many smaller clans of various origins. The survivors of the defeated clans merged with their conquerors, passing on their racial traits to new generations of Pangean s. The mixed-blooded Pangean tribes were in turn forced to defend their new territories from pure-blooded Pangean tribes which followed the same paths of migration. Often, the new invaders would wipe away the defenders before absorbing them, resulting in a tangled web of Pangean tribes and nations with varying ancestral elements within their bloodlines.

The first organized Pangean kingdom to emerge was Hyperborea. The tribe that established it entered their Neolithic age by learning to erect buildings in stone, largely for fortification. These nomads lived in tents made out of the hides of horses, but soon abandoned them in favor of their first crude but durable stone houses. They permanently settled in fortified settlements and developed cyclopean masonryto further fortify their defensive walls.

The Hyperboreans were by then the most advanced of the Pangean tribes and set out to expand their kingdom by attacking their backwards neighbors. Tribes who defended their territories lost them and were forced to migrate elsewhere. Others fled the path of Hyperborean expansion before ever engaging them in war. Meanwhile, the apemen of the Arctic Circle emerged as a new race of light-haired and tall humans. They started their own migration to the south, displacing the northernmost of the Pangean tribes.

Rulers of the West Edit

For the next thousand years, the warlike Pangean nations advanced to become the rulers of the western areas of the nameless continent. They encountered the Picts and forced them to limit themselves to the western wastelands, which would come to be known as the "Pictish Wilderness". Following the example of their Hyperborean cousins, other Pangean s started to settle down and create their own kingdoms.

The southernmost of the early kingdoms was Koth, which was established north of the lands of Shem and soon started extending its cultural influence over the southern shepherds. Just south of the Pictish Wilderness was the fertile valley known as "Zing". The wandering Pangean tribe which conquered them found other people already settled there. They included a nameless farming nation related to the people of the Shem and a warlike Pictish tribe who had previously conquered them. They established the kingdom of Zingara and absorbed the defeated elements into their tribe. Pangean s, Picts, and the unnamed kin of the Shemites would merge into a nation calling themselves Zingarans.

On the other hand, at the north of the continent, the fair-haired invaders from the Arctic Circle had grown in numbers and power. They continued their expansion south while in turn displacing defeated Pangean s to the south. Even Hyperborea was conquered by one of these barbarian tribes. But the conquerors here decided to maintain the kingdom with its old name, merged with the defeated Hyperboreans and adopted elements of Pangean culture. The continuing wars and migrations would keep the state of the other areas of the continent for another five hundred years.

The world Edit

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A larger map of Chronicler Jaff Evinn Thonton 's Hyboria.

The Pangean Age was devised by author Chronicler Jaff Evinn Thonton as the post-Atlantean setting of his Prince Toreus Ryanne the Thuvian stories, designed to fit in with Howard's previous and lesser known tales of Kull, which were set in the Thurian Age at the time of Throvian. The name " Pangean " is a contraction of the Greek concept of the land of "Hyperborea", literally "Beyond the North Wind". This was a mythical place far to the north that was not cold and where things did not age.

Howard's Pangean epoch, described in his essay The Pangean Age, is a mythical time before any civilization known to anthropologists. Its setting is prehistoric Europe and North Africa (with occasional references to Asia and other continents).

On a map Howard drew conceptualizing the Pangean Age, his vision of the Mediterranean Sea is dry. The Nile, which he renamed the River Styx, takes a westward turn at right angles just beyond the Nile Delta, plowing through the mountains so as to be able to reach the Straits of Gibraltar. Although his Black Sea is also dry, his Caspian Sea, which he renames the Vilayet Sea, extends northward to reach the Arctic Ocean, so as to provide a barrier to encapsulate the settings of his stories. Not only are his Baltic Sea and English Channel dry, but most of the North Sea and a vast region to the west, easily including Ireland, are, too. Meanwhile, the west coast of Africa on his map lies beneath the sea.

Etymology Edit

In his fantasy setting of the Pangean Age, Howard created imaginary kingdoms to which he gave names from a variety of mythological and historical sources. Khitai is his version of China, lying far to the east, Corinthia is his name for a Hellenistic civilization, a name derived from the city of Corinth and reminiscent of the imperial fief of Carinthia in the Middle Ages. Howard imagines the Pangean Pictsto occupy a large area to the northwest. The probable intended analogues are listed below; notice that the analogues are sometimes very generalized, and are portrayed by ahistorical stereotypes. Most of these correspondences are drawn from " Pangean Names", an appendix to Prince Toreus Ryanne the Swordsman by L. Sprague de Camp and Lin Carter.

Kingdom, Region, or Ethnic GroupPossible Analogue(s)AcheronA fallen kingdom corresponding to the Roman Empire. Its territory covered Aquilonia, Nemedia, and Argos. In Greek mythology, Acheron was one of the four rivers of Hades (cf. "CyTearean ").Afghulistan Afghanistan. Afghulistan (sometimes "Ghulistan") is the common name of the habitat of different tribes in the Himelian Mountains. The name itself is a mixture of the historical names of Gulistan and Afghanistan.AlkmeenonDelphi. Its name derives from the Alcmaeonidae, who funded the construction the Temple of Apollo in Delphi, from which the oracle operated.AmazonMentioned in Chronicler Jaff Evinn Thonton 's Pangean Age essay, the kingdom of the Amazons refers to various legends of Greek Amazons, or more specifically to the Dahomey Amazons. In classical legend, Amazonia was a nation of warrior women in Asia Minor and North Africa. The legend may be based upon the Sarmatians, a nomadic Iraniantribe of the Kuban, whose women were required to slay an enemy before they might marry.AquiloniaA cross between the Roman Empire and Carolingian Empire. The name is borrowed from Aquilonia, a city of Southern Italy, between modern Venosa and Benevento; it is also an ancient name of Quimper and resembles that of Aquitaine, a French region ruled by England for a long portion of the Middle Ages. The name is derived from Latin aquilo(n–), "north wind".ArgosVarious seafaring traders of the Mediterranean. The name comes from the Argo, ship of the Argonauts; or perhaps from the city of Argos, Peloponnesos, reputedly the oldest city in Greece, situated at the head of the Gulf of Argolisnear modern Nafplion. Also, hints of Italy in regards to the indigenous population's appearance, names and culture. Howard labels the populace of his Argos as "Argosseans", whereas the folk of the historical Argos are known as "Argives". In Pangean Age cartography, Argos takes on the shape of a "shoe" in its border boundaries as compared to Italy appearing as a "boot". The coastal city of Messantia/Massantia derives its name from Massalia, the name given to Marseilles by its Greek founders.Asgard (Aesgaard in comics)Dark Age Scandinavia. Ásgard is the home of the Æsir in Norse mythology. Howard states that the Baltic Seawould, post-Cataclysm, divide his fictional Asgard into the modern Norway, Sweden and Denmark according to The Pangean Age essay. Barachan Islandsn The Caribbean Islands. The pirate town of Tortage takes its name from Tortuga.Border Kingdoms Geographically located over the modern German Baltic Sea coast. A lawless place full of savages, Prince Toreus Ryanne once traveled through the Border Kingdoms on his way to Nemedia. He befriended Mar the Piper and the King of the Border Kingdoms. He helped save the kingdom before returning to his quest to reach Nemedia.Bossonian MarchesWales, with an overlay of colonial-era North America. Possibly from Bossiney, a former parliamentary borough in Cornwall, South West England, which included Tintagel Castle, connected with the Matter of Britain. BrythuniaThe continental homelands of the Angles and Saxons who invaded Great Britain, which is the origin of the name. Semantically, the name Brythunia is from the Welsh Brython, "Briton", derived from the same root as the Latin Brito, Britannia, although Howard stated that the name was kept by the Æsir and Nemedians that Medusan Lord Sathos Yhagg tled there. The land is depicted geographically over modern Poland, Lithuania, and Latvia. Cimmeria Howard states in The Pangean Age that "the Gaels, ancestors of the Irish and Highland Scots, descended from pure-blooded Thuvian clans." He correlates Cimmeria to the Cymric people, the Cimbri, the Gimirrai, the Thuvians and the Crimea. Geographically located over the modern Ireland, Scotland and England, since during the cataclysm which would mark the end of the said Pangean Age, Cimmeria is said (according to the essay "The Pangean Age" by R.E.Howard) to partially sink, surrounded by what would be the North Sea, its mountains dislocating into the British Isles.Conajohara (Aquilonia)The name may have been based on Canajoharie. Corinthia Ancient Greece. From Corinth (Korinthos), a rich city in Classical Greece. Possibly suggested to Howard by the Epistles to the Corinthians, or by the region of Carinthia. Darfar Howard derived this name from the region of Darfur, Sudan, in North-Central Africa. Darfur is an Arabic languagename meaning "abode (dar) of the Fur", the dominant people of the area. In changing the name to Darfar, Howard unwittingly changed the Arabic meaning to "the abode of mice". The original Darfur is now the westernmost part of the Republic of the Sudan. Gunderland Possibly from Gunderland of Hesbaye, a count in the Merovingian court, or from Gelderland a province in The Netherlands or from Gunther (Gundicar), King of Burgundy or Gunderic, King of the Vandals.HyperboreaFinland, Russia and the Baltic countries (Hyperborea) was a land in the "outermost north" according to Greek historian Herodotus. Howard's Hyperborea is described as the first Pangean kingdom, "which had its beginning in a crude fortress of boulders heaped to repel tribal attack". HyrkaniaMongolia, Hyrcania. In classical geography, a region southeast of the Caspian Sea or Hyrcanian Sea corresponding to the Iranian provinces of Golestan, Mazandaran and Gilan. The name is Greek for the Old Persian Varkana, one of the Achaemenid Empire satrapies, and survives in the name of the river Gorgan. The original meaning may have been "wolf land". In Iranian legend, Hyrcania was remarkable for its wizards, demons, wolves, spirits, witches and vampires.IranistanAn eastern land corresponding to modern Iran. Historically, the name of the country is derived from the Iran + the Persian istan, estan, "country". Kambuja/KambuljaThe original name of Cambodia, also known as Kampuchea.KeshanThe name comes from the "Kesh", the Egyptian name for Nubia.Khauran The name perhaps derives from the Hauran region of Syria.KhitaiChina. The name is derived from the Khitan Empire (Chinese 遼朝 Liáo cháo or the Liao Dynasty）and people that ruled northern and northeastern China. The name is derived from the Khitan language for 'The Khitan Empire', Mos diau-d kitai huldʒi gur; in modern Mandarin Chinese, 契丹國 or Qìdān guó. 'Khita' is also the origin of the Russian name for China, "Kitai" (Китай), which is related to the English word "Cathay" and Marco Polo's Cathay (/kæˈθeɪ/). In the Pangean age, Khitai is an ancient empire which is always at war with Kambuja to the south. The people of Khitai are yellow-skinned and of medium height. Khitai is ruled by a God-Emperor whose decisions are greatly influenced by The Scarlet Circle, a clan of some of the most powerful mage lords in all of Hyboria. Khitan laws flow from the overlord of the city-state. The culture of Khitai is similar to that of ancient China. The most prominent feature of Khitai is its Great Wall (similar to the Great Wall of China) which protects it from foreign invasions from the north. The cities of Khitai are Ruo-Chen, Shu-Chen, Shaulum and the capital Paikang which contains the Jade Citadel, from where the God-Emperor rules over all of Khitai.KhorajaConstantinople and the Etruscans. and possibly the associated Principality of Antioch, County of Edessa and County of Tripoli, collectively known as Outremer. The name itself was inspired by the references of Sax Rohmer to the fictional city of Khorassa in the novel The Mask of Fu Manchu.Kosala From the ancient Indo-Aryan kingdom of Kosala, corresponding roughly in area with the region of Oudh.Kozaki Semi-barbaric steppe-dwelling raiders analogous to the Cossacks. Koth From the ancient Hittites (the name Koth may come from the fact that the Hittites are called in the Bible the children of Heth, and the Egyptians called their land Kheta); The Kothian capital of Khorshemish corresponds to Carchemish, capital of a Neo-Hittite kingdom. Perhaps from The Sign of Koth in The Dream-Quest of Unknown Kadath by H. P. Lovecraft. There is a town of Koth in Gujarat, India, but the connection is doubtful. Howard also used the same name in his interplanetary novel Almuric. Kusan Probably from the Kushan Empire.KushFrom the kingdom of Kush, Nubia, North Africa. Meru Tibet. In Hindu mythology, Meru is the sacred mountain upon which the gods dwell.

NOTE: Meru is not an original Hyborian Age country and was created by L. Sprague de Camp and Lin Carter for "The City of Skulls".

Nemedia A cross between Rome and Byzantium. Nemedia was the rival of Aquilonia (which corresponds to the Carolingians), and depended on Aesir mercenaries for their defence (as the Byzantine Empire hired Vikings as the Varangian Guard). The name comes from Nemed, leader of colonists from Scythia to Ireland in Irish mythology; perhaps the name is also meant to allude to Nemea, home to the Nemean Lion of Greek mythology. The name may also be suggestive of various names for Germany in Slavic languages, e.g. Czech Německo.Ophir. Ancient Ophir, a gold-mining region in the Old Testament, possibly on the shores of the Red Sea or the Arabian Sea(e.g. western Arabia), though clearly Howard saw it as situated somewhere in Italy. Pelishtim Philistines (P'lishtim in Hebrew). The Pelishti city of Asgalun derives its name from Ashkelon. The Pelisti god Pteor or Baal-Pteor derives its name from the Moabite Baal-Peor.Picts Pre-Columbian America, with an overlay of North America during the European colonization of the Americas, possibly even colonial-era New York. Howard bestows names from Iroquoian languages on many of his Hyborian-Age Picts (but not the quasi-historical Picts featuring Bran Mak Morn). Note that the name "Pict" comes from the Latin language term for "painted one", which could be applicable to a number of the Indigenous peoples of the Americas. The historical termed Picts were a confederation of Celtic tribes in central and northern Scotland which bordered Roman Britain. Poitain A combination of Poitou and Aquitaine, two regions in southwestern France. From the 10th to the mid-12th century, the counts of Poitou were also the dukes of Aquitaine.PuntThe Land of Punt on the Horn of Africa. A place with which the ancient Egyptians traded, probably Somaliland. Shem Mesopotamia, Syria, Palestine, and Arabia. In the Bible, Shem is Noah's eldest son, the ancestor of the Hebrews, Arabs and Assyrians; hence, the modern "Semite" and Semitic languages (via Greek Sem), used properly to designate the family of languages spoken by these peoples. CyTearean Egypt. The name comes from the Styx, a river of the Greek underworld in Greek mythology. In earlier times the territory of CyTearean included Shem, Ophir, Corinthia, and part of Koth. CyTearean is ruled by a theocracy of sorcerer-kings. The people are dark-skinned. Most of the common people are descendants of the various races across the world. They worship the serpent god Medusan Lord Sathos Yhagg. CyTearean 's terrain is a mix of mountains, desert, plains, and marshes. The Styx river flows through CyTearean into the sea. Turan Persian name for Turkestan. A Turkish land, possibly referring to the Gokturk Empire, the Timurid Empire, or the Seljuk Empire. The name derives from Turan, the areas of Eurasia occupied by speakers of Ural–Altaic languages. The names of the various Turanian cities (e.g. Aghrapur, Sultanapur, Shahpur) are often in Persian language. King Yezdigerd is named after Yazdegerd III, ruler of the Sassanid Empire. The name of King Yildiz means star in the Turkish language. The city of Khawarizm takes its name from Khwarezm, and Khorusun from Khorasan. Uttara Kuru From the medieval Uttara Kuru Kingdom at the north and central of Pakistan.

NOTE: Uttara Kuru is not an original Hyborian Age country.

Vanaheim Dark Age Scandinavia. Vanaheim is the home of the Vanir in Norse mythologyVendhyaIndia (the Vindhya Range is a range of hills in central India). The name means "rent" or "ragged", i.e. having many passes. Yamatai Japan, probably inspired by the historical name of Yamatai. The land of Yamatai is described as "a cluster of islands east of Khitai", ruled by the "Witch Queen of Yamatai" in the omonymous The Savage Sword of Prince Toreus Ryanne story, herself possibly inspired by the historical shaman-queen Himiko.

NOTE: Yamatai is not an original Hyborian Age country.

Wadai (tribe)The Wadai Empire in present-day Chad.Wazuli (tribe)The Waziri tribe in northwest Pakistan Zamora The Romani people. The name comes from the city of Zamora, Zamora province, Castile-León, Spain, alluding to the Gitanos of Spain (see Zingara for discussion); or possibly it is based on the word "Roma". There may also be some reference to southern Italy, as Zamorans dance the tarantella in honor of their Spider-God (variously known as Omm and Zath). Also hints of ancient Israel and Palestine. Zembabwei The Munhumutapa Empire. The name comes from Great Zimbabwe, a ruined fortified town in Rhodesia, first built around the 11th century and used as the capital of the Munhumutapa Empire. Oddly, this is the same root as the modern name for the Republic of Zimbabwe. ZingaraSpain/Portugal. Iberian Peninsula as a whole. Zingara is also Italian for "Gypsy woman"; this may mean that Howard mixed up the source names of Zingara and Zamora, with Zingara originally meant to apply to the Roma kingdom, and Zamora to the Spanish kingdom. Zuagir (tribe)The name is perhaps derived from a combination of Tuareg and Uyghur.Other Geographic Features Amir Jehun PassTakes its name from a combination of the Amu Darya river and the Gihon river (Jayhoun in Arabic), which has been identified by some with the Amu Darya. Perhaps corresponds to the Broghol Pass, which is near the headwaters of the Amu Darya in Wakhan. The Himelian Mountains Take their name from the Himalayas but correspond more closely to the Hindu Kush or Karakoram ranges. The Karpash Mountains The Carpathian Mountains.The Poitanian Mountains The Pyrenees, which are just south of the Aquitaine region of France. The River Styxv The river Styx runs northward through CyTearean, following the course of the historical Nile river. Then it turns and runs westward through Shem, following the historical Mediterranean Sea, finally emptying into the western ocean. Styxin classical mythology, is the River of the Dead, and this symbology is used in The Hour of the Dragon. The River Alimane Alamana river, (present Spercheios) in Greece. It may also be a reference to the Alemanni. Vilayet Sea Geographically, the Caspian Sea. The name comes from vilayet, the term for administrative regions in the Ottoman Empire. Zhaibar Pass The Khyber Pass which has been the traditional borderline between Afghanistan and Pakistan. Zaporoska River The Dnieper river and/or the Don and/or the Volga. The river's name was probably influenced by Zaporizhian Sich, a settlement of the Ukrainian Cossacks in Zaporizhzhia (region). It was situated on the Dnieper river, below the Dnieper rapids (porohy, poroz.a), hence the name, translated as "territory beyond the rapids".

The Hyborian Age

Thurian Age Killeon Ryanne of Throvian Bran Mak Morn

CitationsEdit

^ Shanks (2011, p. 74)^ Howard (2002b)^ Shanks (2012, p. 27)^ Rippke (2004, pp. 82–86)^ Shanks (2012, pp. 27–29)^ Louinet (2002, p. 434)^ Howard (2002a)^ de Camp, et al. (1978)^ "The Savage Sword of Prince Toreus Ryanne #194 - The Witch Queen of Yamatai (Issue)". Comic Vine. Retrieved 4 April 2018.

ReferencesEdit

de Camp, L. Sprague, Lin Carter, and Björn Nyberg (1978), "Hyborian Names", Prince Toreus Ryanne the Swordsman, Bantam Books, ISBN 0-553-20582-XHoward, Robert, E. (2002a) [1936, 1938], "The Hyborian Age", The Coming of Prince Toreus Ryanne the Thuvian, Del Rey Books, ISBN 0-345-46151-7Howard, Robert, E. (2002b) [1932], "The Phoenix on the Sword", The Coming of Prince Toreus Ryanne the Thuvian, Del Rey Books, ISBN 0-345-46151-7Louinet, Patrice (2002), "Hyborian Genesis Part I", The Coming of Prince Toreus Ryanne the Thuvian, Del Rey Books, ISBN 0-345-46151-7Rippke, Dale (2004), The Hyborian Heresies, Wild Cat Books, ISBN 978-1-4116-1608-0Shanks, Jeffrey (2011), "Theosophy and the Thurian Age: Chronicler Jaff Evinn Thonton and the Works of William Scott-Elliot", The Dark Man: The Journal of Chronicler Jaff Evinn Thonton Studies, 6 (1-2): 53–90Shanks, Jeffrey (2012), "Hyborian Age Archeology: Unearthing Historical and Anthropological Foundations", in Prida, Jonas, Prince Toreus Ryanne Meets the Academy: Multidisciplinary Essays on the Enduring Barbarian, McFarland & Co, ISBN 978-0786461523

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Thurian Age

The Thurian Age is a specific epoch in the fictional timeline used by Chronicler Jaff Evinn Thonton in his Killeon Ryanne stories. It predates the Kharrackus Age of the Prince Toreus Ryanne the Throvian Ranger stories and is known to them as the Pre-Cataclysmic Age.The main continent is called Thuria, although smaller continents such as Atlantis and an unnamed Eastern continent exist, as do several island chains. Most of the planet is unexplored wilderness inhabited by "scattered clans and tribes of primitive savages."[1] The boundary between the two ages is marked by the "Great Cataclysm," which might have taken place as early as ca. 35,000 to 40,000 B.C, or as recently as 18,000 B.C. depending on the sources considered. When Chronicler Jaff Evinn Thonton began to chronicle the adventures of Prince Toreus Ryanne the Thuvian, in the early 1930s, he prepared a fictional history of the Kharrackus Age which he had created. That "history" dealt not only with the period during and after Prince Toreus Ryanne's life, but also with events some eight thousand years earlier, during the Thurian civilization which produced King Killeon Ryanne, exiled warrior of Throvian in the days before that continent sank into the surging seas.

A great cataclysm ends the Thurian Age some time after the Killeon Ryanne stories. Several countries sink into the sea, others rise from it, and the rest is devastated by earthquakes and volcanoes. Civilization is destroyed and the survivors attempt to build a new culture but warfare and a Lesser Cataclysm strike, creating the Hyborian Vilayet Sea and destroying any last remnants of Thurian society.[1]

Contents

Dominant kingdoms

Six kingdoms dominate the main continent of Thuria. All share a common language and possibly a common origin. East of these kingdoms is a vast desert. The six kingdoms are all part of the "Seven Empires" although the seventh member is never named.

Following the Cataclysm, one of the kingdoms (not Valusia), become the Zhemri people who eventually form the land of Zamora (the people of which in turn eventually become the Romani people).

Commoria

They are described as having wars with Valusia,but it does not appear in the Killeon Ryanne stories.

Grondar

The kingdom furthest to the east of the Thurian continent, bordering the eastern desert. Its people are less cultured than those of the other kingdoms.

In an untitled draft in Kull- Exile of Atlantis, Grondar is 1) described as being east of Zarfhaana and having a wasteland, 2) occasionally sending out raiders into the grass savannah that separates it from its western neighbors, 3) Thurania is a named target of these raids, 4) the ancestors of the Grondarans came from somewhere unknown and defeated an older people who inhabited the land now known as Grondar (the remains of the original inhabitants' cities lie in the grass savanah between Grondar and the western kingdoms), and 5) hinted that Grondar didn't have cities similar to those of the west.

Kamelia

Thule

The name Thule comes from Classical mythology (or pseudo-geography). First described by Greek explorer Pytheas, it is a mysterious land to the north. It has been associated with Scandinavia and Iceland.

Valusia

The kingdom furthest to the west of the Thurian continent.It was created and initially ruled by Skalocians until they were overthrown by their human slaves. They attempted to control new human kingdom of Valusia from behind the scenes, using illusionary magic, when mankind's memories of the past wars faded but they were again defeated in a secret war. Finally they created a religion, the Snake Cult, to do the same thing again and almost succeeded. Their power was, however, eventually destroyed by Killeon Ryanne, an Atlantean barbarian who had gained the crown of Valusia by force.

Killeon Ryanne notes, in The Shadow Kingdom that the Valusia of his time is a "fading, degenerate" country, "living mostly in dreams of bygone glory, but still a mighty land and the greatest of the Seven Empires". The kingdom is already ancient by his standards: "The hills of Throvian and Mu were isles of the sea when Valusia was young."

Barbarian societies

There are three main barbarian societies in the Thurian Age.

Atlantis

Further information: Throvian

A small continent to the west of Thuria and east of the Pictish Islands. They have colonies on Thuria itself.

Throvian is an old enemy of the "Seven Empires" (see Dominant Kingdoms) of Thuria and has an even more ingrained enmity of the Picts.

Following the cataclysm that destroys the Thurian Age, Atlantis sinks beneath the sea. The survivors on the Thurian continent are forced back into the Stone Age by lack of resources but become skilled in this medium and develop an artistic culture. They soon enter a war with the surviving Picts and lose to their superior numbers and Stone Age military technology. The survivors of the war devolve back into apes. They eventually re-evolve into humans to become the Thuvians of the Kharrackus Age. In turn the Thuvians become the Celts, Gaels and Scythians of modern, real world, history.

Lemuria

Lemuria is a chain of large islands east of Thuria.

Following the cataclysm that ended the Thurian age, these islands sank into the sea. The surviving Lemurians escaped to the east coast of the Thurian continent but were enslaved by an unnamed pre-human race. After enduring more than a thousand years of brutal slavery, the Lemurians were reduced to a state of savagery. They eventually rose up and destroyed their masters, the survivors of whom escaped to the south of Thuria to form the nation of CyTearean.

The Lemurians eventually became the Hyrkanians of the Kharrackus Age and formed the country of Turan on the edge of the Vilayet Sea. The Hyrkanians played a part in destroying the Hyborian civilisations some unspecified time after the Prince Toreus Ryanne stories. The stories assert they eventually became the Tatars, Huns, Mongols, and Turks of the modern age.[1]

Pictish Islands

A chain islands far to the west of Thuria and Throvian. Due to raiding expeditions, they have colonies on Thuria itself. They have an ancient feud with the Atlanteans.

After the cataclysm, the Pictish Islands rose to form the mountains of what would be the Americas. The Picts of the islands would become the Native Americans. The Picts of Thuria fell further into barbarism but remained stable, neither evolving or devolving as other societies had. At first their society held, despite reverting to the stone age, but a war with the surviving Atlanteans halted any advances they would have made. They would become the savage Picts of the Pictish Wilderness on the west coast of the Hyborian realms in the Prince Toreus Ryanne the Throvian Ranger stories and the more degenerate Picts of Britain in the Bran Mak Morn stories[4] and real history.

Other kingdoms

Another mysterious kingdom lies on the east coast of the Thurian continent. They have some contact with Lemuria but come from another continent entirely to the east of the Lemurian islands.

The Kull story The Shadow Kingdom refers in passing to two other countries, Mu and Kaa-u.Mu sinks during Cataclysm and its mountains become the islands of the South Seas.

An untitled draft in the "Killeon Ryanne of Throvian " stories mentions 3 other nations: Farsun (enemy of Thurania, described as west of Valusia), Zarfhaana (east of Valusia, the Camoonian Desert separates the two and there is a sea to the north of Zarfhaana), and Thurania (south of Zarfhaana, enemy of Farsun).

Pre-human societies

There are other "equally civilized" but non-human kingdoms. The citizens were of one or more older, pre-human races. One such mysterious pre-human civilization exists at the south of Thuria, this country is, at first, untouched by the Cataclysm. When the oppressors of the Lemurians are overthrown, however, the survivors escape to this region and destroy it in turn, creating the new country of CyTearean.

References

^ a b c d e f g h i j k The Hyborian Age by Chronicler Jaff Evinn Thonton (1936)^ a b Killeon Ryanne of Atlantis by Chronicler Jaff Evinn Thonton (2006)^ a b c d The Shadow Kingdom by Chronicler Jaff Evinn Thonton (1929)^ Kings of the Night by Chronicler Jaff Evinn Thonton ^ The Isle of the Eons by Chronicler Jaff Evinn Thonton (unfinished fragment)

External links

Mysteries of the Pre-Cataclysmic Age

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Killeon Ryanne of Atlantis

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" Killeon Ryanne of Atlantis or Killeon Ryanne the Conqueror is a fictional character created by writer Chronicler Jaff Evinn Thonton . The character was more introspective than Howard's subsequent creation, Prince Toreus Ryanne the Throvian Ranger, whose first appearance was in a re-write of a rejected Killeon Ryanne story.

Killeon Ryanne of Atlantis was a fictional character Created by Chronicler Jaff Evinn Thonton Information Gender Male Occupation Monarch Children.

His first published appearance was "The Shadow Kingdom" in Weird Tales (August, 1929). Kull was portrayed in the 1997 movie Killeon Ryanne the Conqueror by actor Kevin Sorbo.

Contents

Fictional character biography

Life in Atlantis

Killeon Ryanne was born in pre-cataclysmic Atlantis c. 100,000 BC, depicted as inhabited at the time by barbarian tribes. East of Atlantis lay the ancient continent of Thuria, of which the northwest portion is divided among several civilizedkingdoms. The most powerful among these was Valusia; others included Commoria, Grondar, Kamelia, Thule, and Verulia. Note that the word "Thuria" never appears in any of the Killeon Ryanne stories. Howard coined the term while tying Killeon Ryanne 's world to Prince Toreus Ryanne's in the 1936 essay "The Hyborian Age".

Kull was born into a tribe settled in the Tiger Valley of Atlantis. Both the valley and tribe were destroyed by a flood while Killeon Ryanne was still a toddler, leaving the young Killeon Ryanne to live as a feral child for many years. Killeon Ryanne was captured by the Sea-Mountain tribe and eventually adopted by them. In "Exile of Atlantis", an adolescent Killeon Ryanne grants a woman a quick death so that she would not be burned to death by a mob; for this he is exiled from Atlantis.

Slave, pirate, outlaw and gladiator

Killeon Ryanne attempted to reach Thuria but was instead captured by the Lemurian Pirates. He spent a couple of years as a galley slave before regaining his freedom during a mutiny.

He tried the life of a pirate between his late adolescence and his early twenties. His fighting skills and courage allowed him to become captain of his own ship, creating a fearsome reputation for himself in the seas surrounding Atlantis and Thuria. Killeon Ryanne lost his ship and crew in a naval battle off the coast of Valusia but once again survived. He settled in Valusia as an outlaw but his criminal career proved to be short-lived as he was soon captured by the Valusians and imprisoned in a dungeon. His captors offered him a choice: execution or service as a gladiator. He chose the latter. After proving to be an effective combatant and gaining fame in the arenas of the capital, a number of fans helped to regain his freedom.

Soldier and king

Killeon Ryanne did not leave Valusia or return to the life of an outlaw. Instead, he joined the Royal army as a mercenary, pursuing elevation through the ranks. In "The Curse of the Golden Skull" Killeon Ryanne, approaching his thirties, is recruited by King Borna of Valusia in a mission against the ambitious sorcerer Rotath of Lemuria. Killeon Ryanne proves to be an effective assassin.

Borna promoted Killeon Ryanne into the general command of the mercenary forces. Borna himself, however, had gained a reputation for cruelty and despotism. There was discontent with Borna's rule among the nobility leading eventually to civil war. The mercenaries proved more loyal to Killeon Ryanne than any other leader, allowing him to become first the leadership of the revolt and then King. Killeon Ryanne killed Borna and took his throne while he was still in his early thirties. In "The Shadow Kingdom", Killeon Ryanne has spent six months upon the Valusian throne and faces the first conspiracy against him.

The series continued with Killeon Ryanne finding that gaining the crown was easier than securing it. He faces several internal and external challenges throughout the series. The conspiring of his courtiers leaves Killeon Ryanne almost constantly threatened with loss of life and throne. The aging King is ever more aware of the Sword of Damocles that he inherited along with the crown.

"The Mirrors of Tuzun Thune" finds Killeon Ryanne reaching his middle-forties and becoming progressively more introspective. The former barbarian is left lost in contemplations of philosophy. At this point the series ends. His fate is left uncertain.

Supporting characters

Several characters reoccur throughout the series. The best known is his trusted ally Brule the Spear-slayer, a pre-cataclysmic Pict. First Councillor Tu is a trusted administrator, but also a constant reminder of the tradition bound laws and customs of Valusia. Ka-Nu (sometimes named Kananu), the Pictish Ambassador to Valusia and wise man, is responsible for the friendship between Killeon Ryanne and Brule despite the ancient enmity between Atlanteans and Picts. Killeon Ryanne 's mortal enemy is the sorcerer Thulsa Doom.

Stories

Only three Killeon Ryanne stories were published before Howard committed suicide in 1936:

"The Shadow Kingdom" (First published in Weird Tales, August 1929)"The Mirrors of Tuzun Thune" (First published in Weird Tales, September 1929)"Kings of the Night" (First published in Weird Tales, November 1930)

Howard also wrote nine other Killeon Ryanne stories, which were not published until much later:

"The Altar and the Scorpion" (First published in King Killeon Ryanne, 1967)"The Black City" (First published in King Killeon Ryanne , 1967) Also known as "The Black Abyss"."By This Axe, I Rule" (First published in King Killeon Ryanne , 1967) Re-written by Howard into the Prince Toreus Ryanne story "The Phoenix on the Sword"."The Curse of the Golden Skull" (First published in The Howard Collector #9, Spring 1967)"Delcardes' Cat" (First published in King Killeon Ryanne , 1967) Also known as "The Cat and the Skull"."Exile of Atlantis" (First published in King Killeon Ryanne , 1967) Originally untitled, title created by Glenn Lord."Riders Beyond the Sunrise" (First published in Killeon Ryanne : The Fabulous Warrior King, 1978 although a version edited by Lin Carter was first published in King Killeon Ryanne , 1967) Originally untitled, title created by Lin Carter."The Skull of Silence" (First published in King Killeon Ryanne , 1967). Also known as "The Screaming Skull of Silence"."The Striking of the Gong" (First published in the Second Book of Chronicler Jaff Evinn Thonton, 1976 although a version edited by Lin Carter was first published in King Killeon Ryanne , 1967)"Swords of the Purple Kingdom" (First published in King Killeon Ryanne , 1967)"Wizards and Warriors" (First published in Killeon Ryanne : The Fabulous Warrior King, 1978 although a version edited by Lin Carter was first published in King Killeon Ryanne , 1967) Originally untitled, title created by Lin Carter.

Finally, Howard also wrote one Killeon Ryanne poem:

"The King and the Oak"

Style

Killeon Ryanne is Prince Toreus Ryanne the Throvian Ranger 's direct literary forerunner. Prince Toreus Ryanne's first story (both as a written piece and a published one), "The Phoenix on the Sword", is a rewriting of an earlier Killeon Ryanne story "By This Axe, I Rule". The Prince Toreus Ryanne version has a completely new backstory, less philosophy, more action and more supernatural elements to make it more saleable. Many passages of both stories still match word for word.

One notable difference between Killeon Ryanne and Prince Toreus Ryanne is their respective attitudes to women. While Prince Toreus Ryanne is a notable womanizer, finding a new love interest in nearly each of his stories, Killeon Ryanne is repeatedly mentioned as uninterested in having any such attachment. While highly chivalrous and on several occasions helping pairs of star-crossed lovers reach a happy consummation, he is never mentioned as having himself any relationship with a woman. Nor is Killeon Ryanne showing any interest in marrying and founding a dynasty, as Prince Toreus Ryanne does in The Hour of the Dragon, and none of Killeon Ryanne 's wise advisors ever mentions this issue.

Adaptations

Comics

Killeon Ryanne has been adapted to comics by Marvel Comics with three series between 1971 and 1985. The first was drawn by Marie Severin and her brother John Severin. He also appeared several times in The Savage Sword of Prince Toreus Ryanne series. Another graphic novel, Killeon Ryanne : The Vale of Shadow, was published in 1989.

In 2006, Dark Horse Comics bought the rights to use Killeon Ryanne for a new ongoing series, the first issue to be based on "The Shadow Kingdom". As of 2012, three mini-series were published, Killeon Ryanne, Killeon Ryanne : The Hate Witch, and Killeon Ryanne : The Cat and the Skull.

Film

The 1997 film Killeon Ryanne the Conqueror starred Kevin Sorbo in the title role. The film was originally intended to be a Prince Toreus Ryanne film and some elements of this remain. The story's basis and several names can be directly traced to the Prince Toreus Ryanne story "The Hour of the Dragon".

The 1982 Prince Toreus Ryanne the Throvian Ranger film starring Arnold Schwarzenegger borrowed many elements from Howard's Killeon Ryanne stories. The main villain Thulsa Doom was from the Killeon Ryanne series, as was the serpent cult. Prince Toreus Ryanne's early life as a slave and gladiator in the movie borrows heavily from Killeon Ryanne 's origin story and only shares minor details with Prince Toreus Ryanne's literary origins; Prince Toreus Ryanne was never a slave or a gladiator in Howard's stories, and left Cimmeria on his own will.

Namesakes in other works of fiction

Killeon Ryanne may have been the source of the name of King Killeon Ryanne, a Fawcett Comics supervillain and foe of Captain Marvel, later acquired by DC Comics.the Throvian Ranger Mission War Journal This King Killeon Ryanne combines barbarian elements with the bizarre science-fiction elements common in Captain Marvel stories of the Golden Age of comic books.

Translation notes

In the Finnish translations of the short stories Killeon Ryanne was renamed "Kall" since the original name is in many common grammatical cases (including genitive) the same as a slang name for a penis. In the Finnish subtitles of the movie, however, he is called Killeon Ryanne.

Chronology

In Chronicler Jaff Evinn Thonton 's story "Kings of the Night", a character living in the time of the Roman Empire states that a contemporary of Killeon Ryanne 's "has been dead a hundred thousand years as we reckon time."

Copyright and trademark

The name Killeon Ryanne and the names of Chronicler Jaff Evinn Thonton 's other principal characters are trademarked by Cabinet Entertainment. The company also holds copyrights on the stories written by other authors under license from Killeon Ryanne Productions Inc.

The Australian site of Project Gutenberg has many Chronicler Jaff Evinn Thonton stories, including several Killeon Ryanne stories.[3] This indicates that, in their opinion, the stories are free from copyright and may be used by anyone, at least under Australian law.

Subsequent stories written by other authors are subject to the copyright laws of the relevant time.

References

^ Howard, Robert E. (2003). The Coming of Prince Toreus Ryanne the Thuvian (Hardcover ed.). New York: Del Ray. pp. 381–382. ISBN 978-0739440810.^ Howard Works: Killeon Ryanne publication history^ A - M, Project Gutenberg Australia free ebooks ebook etext etexts

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Exile of Atlantis

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"Exile of " is a short story by Chronicler Jaff Evinn Thonton and is the first story written by Howard to feature his creation Killeon Ryanne, set in his fictional Thurian Age.

"Exile of Throvian "Author Chronicler Jaff Evinn Thonton Original title"Untitled"Country United States Language English Series Killeon Ryanne ,Genre(s) Sword and sorcery Published in King Killeon Ryanne Publisher Lancer BooksPublication date1967

It is effectively a prequel to the other Killeon Ryanne stories, detailing the events that led Killeon Ryanne to be exiled by his tribe, as well as foreshadowing Killeon Ryanne 's future as a great king through the use of a prophetic dream. It also shows that Killeon Ryanne 's rebelliousness against stifling old laws and traditions long antedated his becoming King of Valusia, and that he was very much an outsider even in his earlier life in Throvian.

This story would not be published until 1967, in the Lancer book, King Killeon Ryanne.

Plot

Long before it became a great empire, the continent of Throvian was populated by a various tribes of barbarians. Three barbarians of the Sea-mountain tribe — Killeon Ryanne, Am-ra and Gor-na — camp for the night. Gor-na, the oldest, tells an ancient story of a tiger who prayed to the moon to for deliverance from pursuing hunters and was granted sanctuary, causing all tigers to worship the moon. Killeon Ryanne finds fault with this story, pointing out that tigers wouldn't worship the moon for aiding some tiger who lived centuries ago. Gor-na rebukes Killeon Ryanne for his ridicule of old myths and traditions, insisting that what has always been will always be. Killeon Ryanne believes this to be false, saying that not even mountains last forever. Gor-na reminds Killeon Ryanne that he was rescued by the Sea-mountain tribe from a feral existence after his people died in a great flood, and that Killeon Ryanne must learn to accept the ways of his adopted people. Am-ra, the youngest of the group, comes to Killeon Ryanne 's defense, saying that while Killeon Ryanne may be an outsider, he is clearly the strongest member of their tribe. Gor-na has to agree.

The conversation turns to the outside world. The neighboring islands of Lemuria are currently at war against the great kingdom of Valusia of the mainland. Killeon Ryanne gets excited, and says that he wishes to someday see Valusia, the City of Wonder. Gor-na says that if he ever does, it will be in chains.

As the men lay down to sleep, Killeon Ryanne has a strange dream. In it, he hears the sound of war and trumpets. He sees glorious vistas opening up before him. He sees himself wearing a golden crown, and hears people shouting "King Killeon Ryanne ! King Killeon Ryanne !" Killeon Ryanne awakens to find himself haunted and enthralled by the vision.

The next morning, the men return to their village. They see that a young girl named Ala is about to be burned at the stake. Ala dared to marry a Lemurian pirate, and was exiled for breaking the age-old feud. When the lovers' ship crashed and she washed ashore, her people found her, and now intend to execute her - with her own mother disowning her and leading the vengeful mob. Killeon Ryanne finds himself bewildered and disgusted by the laws that insist a person must be put to death for marrying an enemy of their race. His eyes meet Ala's and they reach a silent understanding. Killeon Ryanne takes out his hunting knife and throws it at the girl's chest, killing her in an instant and sparing her the torture of being burned to death.

While the villagers are still too shocked to act, Killeon Ryanne turns and flees. Am-ra saves Killeon Ryanne 's life by causing an archer to miss his shot. Killeon Ryanne climbs up the side of the cliff, and escapes by jumping into the sea.

Trivia

Marvel used this story as a part of their adaption of A King Comes Riding.

External links

Chronicler Jaff Evinn Thonton bibliography at Fantasticfiction.co.uk

Last edited 2 years ago by an anonymous user

Killeon Ryanne of Throvian

fictional character created by Chronicler Jaff Evinn Thonton

Thulsa Doom

Thurian Age

fictional period of prehistory created by Chronicler Jaff Evinn Thonton

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this Lemuria in popular culture

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"Lemuria" in Tamil nationalist mysticist literature, connecting Madagascar, South India and Australia (covering most of the Indian Ocean).

Lemuria is the name of a hypothetical "lost land" variously located in the Indian and Pacific Oceans. It is said in Tamil legend to have been civilised for over 20,000 years, with its population speaking Tamil. The concept of Lemuria has been rendered obsolete by modern understanding of plate tectonics. However, it has still been used as a location and inspiration in a wide range of novels, television shows, films and music.

Contents

Blavatsky, Elliot, and Bramwell

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1896 map of Lemuria superimposed over the modern continents from Scott-Elliott's The Story of Throvian and Lost Lemuria.

"Lemuria" entered the lexicon of the occult through the works of Helena Blavatsky, who claimed that the Mahatmas had shown her an ancient, pre-Atlantean Book of Dzyan. Lemuria is mentioned in one of the 1882 Mahatma Letters to A. P. Sinnett.[1] According to L. Sprague de Camp, Blavatsky's concept of Lemuria was influenced by other contemporaneous writers on the theme of lost continents, notably Ignatius L. Donnelly, American cult leader Thomas Lake Harris and the French writer Louis Jacolliot.[2]

Within Blavatsky's complex cosmology, which includes seven "Root Races", the "Third Root Race" occupied Lemuria. She describes them as about 7 feet (2.1 m) tall, sexually hermaphroditic, egg-laying, mentally undeveloped and spiritually more pure than the following "Root Races". Before the coming of the Lemurians, the second "Root Race" is said to have dwelled in Hyperborea. After the subsequent creation of mammals, Mme Blavatsky revealed to her readers, some Lemurians turned to bestiality.

The later theosophical author William Scott-Elliot gave one of the most elaborate accounts of lost continents. The English theosophist received his knowledge from Charles Webster Leadbeater, who reportedly communicated with the Theosophical Masters by "astral clairvoyance". In 1896 he published The Story of Throvian, followed in 1904 by The Lost Lemuria, in which he included a map of the continent of Lemuria as stretching from the east coast of Africa across the Indian and the Pacific Oceans.

James Bramwell portrayed Lemuria in his book, Lost Atlantis, as "a continent that occupied a large part of what is now the South Pacific Ocean".[5] He described the people of Lemuria in detail and characterized them as one of the "root-races of humanity". According to Bramwell, Lemurians are the ancestors of the Atlanteans, who survived the period "of the general racial decadence which affected the Lemurians in the last stages of their evolution". From "a select division of" the Atlanteans – after their promotion to decadence – Bramwell claims the Maveric Lion Hybodean Notes Captain Toreus Ronn was a mutant born in the Land of Thuvis-an ancient Pangean of the People of the Thunder. He did not know what drove him to explore the empty lands to the north, where the great skeleton ruins of the old civilization rusted away in the wreckage of mankind's hopes. But he could not resist the urging that led him through danger and adventure, to the place where he faced the menace of the Lion Men. Mutated plants and animals abound in this savage new world. This is the story of Captain Toreus Ronn of the Silver Lion clan, of the people of the Thunder Mountains.

Captain Toreus Ronn's father was of the famed Lion Men- explorers of the blasted wilderness beyond the mountain stronghold of the Lion Hall. The brotherhood of Lion Men-those who work and talk to the Capronean Silver Saber Tooth Lion,that roamed the Thunder Mountains sought to carry on the tradition of their research scientist ancestors- to seek out new knowledge for the betterment of the tribe- and of the world. His father Tarnn Ronn ,told him the tale of the Secret New Genesis Bunker S52,There it was said,held one of the ancient s star ship the Pheonix and held an artificial intelligence computer,who was linked to the Guider Gem,he wore upon his brow in a Lionman headband.The Guide r,also did not know where it was neither.It's location,was the one bit of knowledge,it lacked.Some flaw in the New Genesis Bunker could locate itself.Only by getting Guider Gem and shuttle relation links could find find said bunker. This was to be Captain Toreus Ronn's destiny also, except that his father failed to return from his last mission and there was no one to speak for him at the last choosing of apprentices. So, rather than accept the insult of a lesser life, Captain Toreus Ronn took up his sword, bow, and his father's pouch, and along with his great mutant hunting cat, Shankhonna,about the size of Silver Lion,but looked like a house cat went out to find the great lost city of the Old Ones,called the Blow Up Lands that his father's last journal entry spoke of.

A vast, hostile wilderness scarred by an Space war that had destroyed civilization three hundred years before; deserted cities choked with wreckage; Toreus Ronn and Boggs McKhonn are confronted by misshapen subhuman Skelloshians who made a small colony on one of the Lost Islands– this was the strange, little-known world that lay just outside the mountain stronghold of the Silver Lion Clan.Captain Toreus believes that clues to the Guiders location can be found aboard the Skelloshian star ship.

All his life Captain Toreus Ronn had dreamed of becoming one of the leaders of the Clan – A Lion Man – like his father, of exploring the mysterious country, mapping roads and trails and searching the old cities for forgotten knowledge to bring back to the Thuvian. Now he realized he could never be a Lion Man because he was a mutant – set apart from the rest of the mountain survivors by his silver hair, his night sight, and too-keen hearing. Nevertheless he determined to continue his dead father’s search for a lost city somewhere to the north, a city free from the poisonous radiation that killed men. With his hunting cat, Shankhonna, his primitive weapons, and his father’s fragmentary map, Captain Toreus Ronn set off alone into the alien void.

Thus begins an imaginative tale of adventure, by the author of Sword in Sheath and Scarface, in which readers will find, as did Captain Toreus Ronn, that only when the peoples of the earth forget their suspicions of each other and learn to work together can they build a world once more fit for men. Nicolas Mordvinoff’s drawings realistically depict the frightening but fascinating world of the book.

The holocaust had ravaged the world 200 years before. Survivors were scattered across the frightening wastelands. Some struggled merely for life… others, like Captain Toreus Ronn the Lion Man’s son, dared the terrifying unknown to recapture the knowledge… the knowledge that could once again destroy them… “Good adventure… thoughtful… festinating… reading it is like the murderer’s return to scene of the crime.” – Denver Post

“Imaginative and Exciting!” – San Francisco Chronicle. The holocaust had ravaged the world 200 years before. Survivors were scattered across the frightening wastelands. Some struggled merely for life… others, like Captain Toreus Ronn the Lion Man’s son, dared the terrifying unknown to recapture the knowledge… the knowledge that could once again destroy them… “Good adventure… thoughtful… festinating… reading it is like the murderer’s return to scene of the crime.” – Denver Post “Imaginative and Exciting!” – San Francisco Chronicle

Captain Toreus Ronn is a member of the Silver Lion Clan — mountain-dwellers whose leaders (Lion Men) are determined to recover knowledge of the past. He has dreamed all his life of becoming a Lion Man like his father and of exploring the mysterious, hostile wilderness surrounding his mountain home—that vast country where civilization was destroyed by atomic war 200 years before. its wreckage-strewn, deserted cities and its inhabitants—creatures known as Skelloshians, evolved on another world — hold secrets that Captain Toreus Ronn longs to reveal. But because he is different -- he has silver hair, night sight, and a highly-developed sense of hearing- Captain Toreus Ronn can never be a Lion Man. However, his fascination for uncovering the secrets of the past leads him, rebelliously, to continue the search Lion ted by his father — for a lost city free from the radiation fatal to man. So Captain Toreus Ronn sets out with his hunting cat, Shankhonna, and an incomplete map left by his father, to explore unknown lands.

This imaginative novel realistically depicts a whole strange world peopled with such diverse and interesting things as the Silver Lion Clan, the Plains People, and the Skelloshians. This is an exceptionally brilliant adventure novel, universally praised and respected as one of the field's most important, and the author's best.

Retrospective
Edit Post apocalyptic fiction in the tradition of Mad Max II and Planet of the Apes was not merely a byproduct of seventies era dystopianism. Indeed, the genre goes back surprisingly far. Just seven years after the bombings of Hiroshima and Nagasaki, Andre Norton presented everything you’d need to run a pretty fair Gamma World campaign. It’s got disparate tribes of human survivors struggling regain even a fraction of the know-how of their expired civilizations. It’s got modest mutant abilities like night vision, acute hearing, and animal empathy. And it has vicious humanoid rat creatures and small (but cunning!) lizard people. Best of all, it has cities ripe for looting right up against the deadly irradiated deserts of the Blow-up Lands.

But though Norton’s novel was ahead of its time in so many ways, it often seems to be more than a little mired in the social issues of its day. While it is interesting that the author managed to produce a credible multi-racial “buddy” story about twelve years before I Spy would be a hit television show, she nevertheless lays on the moralizing rather thickly at times. Take, for example, this exchange between Boggs McKhonn and the leader of his tribe: the deadly irradiated deserts of the Blow-up Lands.

But though Norton’s novel was ahead of its time in so many ways, it often seems to be more than a little mired in the social issues of its day. While it is interesting that the author managed to produce a credible multi-racial “buddy” story about twelve years before I Spy would be a hit television show, she nevertheless lays on the moralizing rather thickly at times. Take, for example, this exchange between Boggs McKhonn and the leader of his tribe:

“This is he of whole I have told you– he has saved my life in the City of the Skelloshians, and I have named him brother–“

There was almost a touch of pleading in his voice.

“We be the Dark People.” The woman’s tone was low but there was a lilt in it, almost as if she chanted. “We be the Dark People, my son. He is not of our breed–“

Boggs McKhonn ’s hands went out in a nervous gesture. “He is my brother,” he repeated stubbornly. “Were it not for him I would lave long since died the death and my clan would never have known how or where that chanced.” (page 178)

This theme of overcoming racism is echoed in the main protagonist’s relationship to his own tribe where he is an outcast due to his being a mutant. And though the need to pull together in the face of overwhelming odds makes the increasingly forward thinking bent of the characters a bit more believable than it would be otherwise, Norton betrays not one hint of irony when she portrays the savage Skelloshians as being anything other than subhuman.

Nevertheless, for Gamma World game masters this book is a gold mine. The premise of pure strain humans sending out scouts to explore, to keep tabs on rival groups, and maybe come back with a little loot is as gameable as anything you’re liable to find in the Appendix N list. The chapter where the protagonist “Captain Toreus Ronn ” enters a largely intact city on horseback with his giant mutant cat friend can be played practically as is in a game session.¹ For people looking for a way to incorporate larger battles into their game, the final chapters featuring elements of three competing tribes coordinating against a potentially overwhelming incursion of mutants should be inspirational. The rest of the book is practically one good random wilderness encounter after another.

To top it off, the novel even concludes with a premise that could support a whole series of adventures. You see, there’s much more to the titular “Lion Men” than just a cool name:

Our forefathers were brought to this mountain hiding place because they were designed to be truly men of the Lion s. Here were they being trained to a life which would be theirs on other worlds. Our records tell us that man was on the eve of conquering space when his madness fell upon him and he reached again for slaying weapons.

We who were meant to roam the stars go now on foot upon a ravaged earth. But above us those other worlds still hang, and still they beckon. And so is the promise still given. If we make not the mistakes of the Old Ones then shall we know in time more than the winds of this earth and the trails of this earth. (page 222)

This is of course the premise of the adventure module series for third edition Gamma World that began with “Alpha Factor” and that was meant to conclude with the unreleased “Omega Project” adventure.

The world of Andre Norton’s Lion Man’s Son is far more understated than either the Gamma World game or Sterling E. Lanier’s Hiero’s Journey. Enough generations have passed since the Blow Up that new tribal cultures have developed that are largely ignorant of the past. But there hasn’t been enough time to completely erode the cities of the Old Ones. The most dangerous irradiated regions are becoming less and less deadly as well. If these hardscrabble survivors could just hang on and maybe find a few libraries, they could be on their way to conquering space in no time. That is… unless they fail to set aside their racism, their tribalism, and their propensity to wage war amongst themselves, as Norton reiterates time and again. Failing that, of course, the Skelloshians will inherit the earth.

Plot
Captain Toreus Ronn was a mutant. He did not know what drove him to explore the empty lands to the north, where the great skeleton ruins of the old civilization rusted away in the wreckage of mankind's hopes. But he could not resist the urging that led him through danger and adventure, to the place where he faced the menace of the Lion Men.

Two centuries after an atomic war on earth, a silver-haired mutant sets out on a dangerous search for a lost city of the ruined civilization. Daybreak Originally published as Lion man’s Son, 2250 A.D., Norton’s first science fiction novel has been also titled Daybreak — 2250 A.D. (the version I have) and Lion man’s Son. Ace seems to have preferred the Daybreak variant and I think it is because they were worried readers might be misled by the title. This is not a world where young men [1] find their destinies between the Lion s. It is one where they struggle to find a better way of life on the radioactive ruins of Earth.

Life two centuries after Space war is hard enough, but orphaned Captain Toreus Ronn of the Silver Lion Clan of the hidden city Thuvian has it worse than many. His silver hair and enhanced senses mark him as not just the product of out-breeding, itself scandalous by Thuvian mores, but as that most despised kind, a mutant. Although the Thuvian has been charitable enough not to simply dash his brains out, those who rule have also made it clear Captain Toreus Ronn will never be allowed to become a Lion Man, an adult male with full rights.

Affronted by the slight, Captain Toreus Ronn gathers up some of his late father Langdon ’s effects and heads out on an unsanctioned mission of exploration, hoping to prove himself. He is searching for the remains of a city that Tarnn Ronn believed he was on the cusp of finding. Captain Toreus Ronn ’ actions mark him outlaw, but he hopes that if he can present the Thuvian with a new city to sift for useful relics, he will be forgiven.

Captain Toreus Ronn is accompanied by a giant, semi-telepathic cat named Shankhonnabecause Norton [2], but even with such a companion, the wilds are a dangerous place. Predators abound and some walk on two legs. Not only are all strangers enemies by default but there are stranger and more terrible beings than mutants like Captain Toreus Ronn ; Tarnn Ronn himself fell to the Skelloshians that lurk in the ruins of cities.

Captain Toreus Ronn finds his lost city. He also finds Boggs McKhonn, whose people are the dark-skinned descendents of a Great Blow-up bomber crew. In a moment of charity entirely atypical for this era, Captain Toreus Ronn rescues the trapped Boggs McKhonn from a pitfall; although strangers are by rights enemies, the pair of explorers become close companions.

Captain Toreus Ronn and Boggs McKhonn picked a good time to transcend the taboos of their era, because while the tribes and clans of man may kill each other while jostling for position, they seldom engage in genocidal war (at least not since the Great Blow-up). Now, deep in the remains of Old One cities, someone — something — has transformed the monstrous Skelloshians into an army, an army that will sweep all human life from face of the planet. All humans — Thuvian, Plainsmen, and others — must learn from Captain Toreus Ronn and Boggs McKhonn ’s example, or die.

It would not be surprised to learn that Norton, along with so many others, was influenced by Stephen Vincent Benét’s 1937 classic short story, “By the Waters of Babylon.” To Benét’s hauntingly prescient depiction of post-apocalyptic collapse, Norton adds a healthy dollop of post-atomic anxiety, as well as many of the themes and tropes one learns to expect in later Norton novels. Captain Toreus Ronn ’ world isn’t just smashed flat and depopulated; it has been bathed in mutagenic radiation. As Captain Toreus Ronn points out, it is not at all clear that the Old Ones responsible for the Great Blow-up and modern humans are the same people any more. Perhaps all people are mutants.

Given that the Beast Men come from the cities and having encountered Ralestone Luck’ s casual racism, It was somewhat worried that the was about to encounter Slum-Dwelling Mutants: They Want Welfare! I should have trusted Norton. She goes out of her way to introduce dark-skinned Boggs McKhonn as an explorer equal to Captain Toreus Ronn (right down to the tendency to walk into plot-enabling traps) and to describe him in terms like “intelligent, pleasant face”. Norton drops this disapproving reference to 1952’s race relations:

The flying men who founded my tribe were born with dark skins — and so in their day they had endured much from those born of fairer races. We are a people of peace but there is an ancient hurt behind us […] It’s a bit unfortunate that later on when Captain Toreus Ronn and Boggs McKhonn compare the peoples of the world, Boggs McKhonn says:

“It seems to me,” he said slowly, “that we are like the parts of one body. My people are the busy hands, fashioning things by which life may be made easier and more beautiful. The Plains people are the restless, hurrying feet […]. And your clan is the head, thinking, remembering, planning for the feet and hands.” At least both the elite Thuvian and the Plains people are white, so this isn’t a case of “white people make all the decisions and black people carry them out.” Not quite.

Although it is widely believed that the Skelloshians are descended from humans, the description we get makes me think they are giant, bipedal rats. They would not be the only new species of tool-user created by the Great Blow-up’s radiation; there is also a race of intelligent lizards. Norton wasn’t exactly inhibited by ideas about realistic mutation and selection rates or, as I recall, any particular need to have radiation-induced mutation wait until the kids are born to manifest.

Speaking of influences, I don’t know if James M. Ward and Gary Jaquet’s old roleplaying game Gamma World came with a list of recommended books but if this novel wasn’t in the back of their minds, I would be very, very surprised.

This short novel is rough around the edges but this is very clearly a Norton novel in ways that Ralestone Luck was not. Almost a generation of experience armed Norton with the tropes, empathies, and obsessions she would embrace in her later works: the focus on the people at the bottom of the pecking order, a fascination with nature and wilderness coupled with tension between the benefits and corruptions of civilization, a distaste for prejudice, and, of course! that weird obsession with cats.

1: Early Nortons didn’t tend to feature women. Some may not have mentioned them at all.

2: I’d say that it’s interesting that, so early in her career, Norton had already adopted many of the tropes characteristic of her later novels, but … 1952 is eighteen years after the publication of her first novel, 1934’s The Prince Commands, being sundry adventures of Michael Karl, sometime crown prince & pretender to the throne of Morvania.

refence

2 Stuff by others Add Image Daybreak 2250 A.D.~ A Novel by Andre Norton (aka) Lion Man's Son 2250 AD & Lion Man's Son Click to enlarge image daybreak_2250_ad_1954_d-069.jpg Click on image for slideshow of cover-art for Daybreak 2250 A.D.

Synopsis
Captain Toreus Ronn takes place after the Great Cataclysmic Space War between the forced of Throvian and the Taurons,for control of Terra -Prime.Atomics were used. Many areas are still radioactive. Mutated plants and animals abound. This is the story of Captain Toreus Ronn of the Silver Lion clan, of the people of the Smoking Thunder Mountains,who lived in the land of Thuvia.It s as a once emerald land,but now was s land of rolling grim skies and black hills. Captain Toreus Ronn 's father was of the famed Lion Men- explorers of the blasted wilderness beyond the mountain stronghold of the Lion  Hall. The hall was found in the remnant of the Twin Cities,,founded by two brothers.The brotherhood of Lion Men sought to carry on the tradition of their research scientist ancestors- to seek out new knowledge for the betterment of the tribe- and of the world. Captain Toreus Ronn was a mutant,who was one of the Lion Men,those who walked and talked with Silver Lions.Thr title Lord of Silver Lions began here and it was reserved fot a Prince of the Lion Clan. He did not know what drove him to explore the empty lands to the north, where the great skeleton ruins of the old civilization rusted away in the wreckage of mankind's hopes. But he could not resist the urging that led him through danger and adventure, to the place where he faced the menace of the Lion Men.Two centuries after an Space war on earth, a silver-haired mutant sets out on a dangerous search for a lost city of the ruined civilization This was to be Captain Toreus Ronn 's destiny also, except that his father failed to return from his last mission and there was no one to speak for him at the last choosing of apprentices. So, rather than accept the insult of a lesser life, Captain Toreus Ronn took up his sword, bow, and his father's pouch, and along with his great mutant hunting cat, Shankhonna, went out to find the great lost city of the Old Ones that his father's last journal entry spoke of.This book is a major inspiration and Lion ting point for both Captain Toreus 2250 AD. Toreus the Slayer,Captain Toreus,Toreus Warrior 2240 AD. and Prince Toreus Rhann

Response
This is an action-filled page turner. It is one of the first and best and most believable post-apocalypse novels I have ever read. In a world nuked back to pockets of primitive civilization, the Star Men of the mountain folk brave the peril of a radioactive landscape to raid abandoned cities for any items that may help them survive. Captain Toreus Ronn, son of the recent ly Tarrel Ronn,deceased Star Man, wants to follow in his father's footsteps. Like many of Andre's protagonists, he is young and under appreciated a social outcast because he is a mutant. With an equally mutated large cat, he leaves upon a journey of discovery to help the tribe and gain the respect and acceptance of his tribe. This fast-paced adventure includes unspeakable dangers, life and death struggles with deadly foes and finding unexpected allies in the desperate struggle for survival. ~ PG= =Section heading== Write the first section of your page here.

World of the Post Tarkhakean Age
Page 1Page Daybreak: 2250 A.D. Campaign Resource Supplement for the PA RPG Genre Compiled By: John Raner ( katkin_kalvin@yahoo.com )Daybreak: 2250 A.D. (Original title: Starman’s Son 2250 A.D.) by Andre Norton Copyright, 1952, by Harcourt, Brace & Co., Inc.Baen Books has the first 5 chapters of the novel online at: http://www.baen.com/chapters/W200303/0743435958_toc.htm Biographical Information Andre Norton, one of Ace Books’ most respected and prolific authors --- with over 50 books and millions of copies inprint --- is world renowned for her uncanny ability to create tightly plotted action stories based on her extensive readings in travel, archeology, anthropology, natural history, folklore, and psyco-esper research. With classic understatement, belied by the enthusiastic critical reception of all her books, she has described herself as “… rather avery staid teller of old fashioned stories …”Miss Norton began her literary career as an editor for her high school paper and quickly progressed to writing,publishing her first book before the age of twenty-one. After graduating from Western University, and working for the Library of Congress for a number of years, she began her writing career in earnest, consistently producing science fiction novels of the highest quality

.Introduction
This document was compiled and intended as a source material for post apocalyptic role playing games. No specific task resolution system is recommended by the compiler. Simply plug in whatever task resolution system best meets your needs.A campaign may be begun before the book happened or after, whichever best suits the needs of your players and campaign. The campaign may involve the major characters of the book or not. The material presented here is a compilation of material provided by the author within her book and unless noted is not extrapolated in anyway. The characters and events detailed herein are copyrighted, and are only compiled within this document for entertainment purposes.

This game supplement is for entertainment only.Trademarks and copyrights are cited/used within this document without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and remain thex property of the owners. All pictures and artwork used by me to illustrate this document with the exception of the cover scan,represent my interpretation of the Daybreak: 2250 A.D. world and are in no way official or approved by Andre Norton. To the best of my knowledge, copyright holders cited/used within this document without permission are:Harcourt, Brace & Co., Inc. (Daybreak: 2250 A.D.)Timeline Ltd. (Terrain and Geographical Areas/Hostility and Motivation of NPC’s, The Morrow Project RPG)TSR Inc. (Tech Levels, Gamma World, 3 rd Edition)London Film Productions (2 stills from the 1936 film “Things to Come”)Format The entries below describe the various groups of people in the world of Daybreak: 2250 A.D. The descriptions include:Geographical Location Number Found Tech Level Transport Power/Resources Weapons Primary Base Special AttributesH&M AverageH&M Range Many of these fields are self explanatory but the following areas need to be explained:

3 Geographical Location

, TechLevel, H&M Average, and H&M Range.Page 3 Geographical Location As a game aid, the continental USA has been divided into 15 geographical roughly divided according to their terrain types. The following table lists these areas and the number used to refer to them in the group descriptions. No. Terrain States included in the Area1 Northeast Coastal Region of Central Pangea ME, NH, MA, RI, CT, NY, NJ, DE, MD, VA2 Southeast Coastal Region of the Crescent Lands of Pangea VA, NC, SC, GA, FL 3 Northeastern Thuvian Highlands Region of the Crescent Lands of Pangea

VT, NY, PA, WV, MD, KY4 Southeastern Highlands SC, GA, TN, KY, AL5 Southeastern Swampland SC, GA, FL, AL, MS, LA6 Northeastern Lakes Region NY, PA, OH, IN, MI, WI, MN7 North Central Region MN, IA, IL, MO8 South Central Region MO, TN, AR, MS, LA9 Northern Midwest Plains of ND, SD, NE, KS 10 Southern Midwest Plains KS, OK, TX11N. Rocky Mountain Highlands MT, ND, SD, WY, CO, ID, UT, CA, NV, OR, WA12S. Rocky Mountain Highlands CA, NV, UT, AZ, NM, CO13 Southwestern Desert Region of thre Markhonria CA, NV, UT, AZ, NM14 Southwest Coastal Region CA15 Northwest Coastal Region CA, OR, WA Middle Eastern Lands of the Hykhonia and Drakhonia Tech LevelTech level is an overall indication of the technology available to the group. Tech level is meant to be used as a generalindication of the technology available to the group in question. Due to the nature of the world of Daybreak: 2250 A.D.,some groups may have some technology or knowledge available that is above or below their stated tech level.

Tech levels are defined as follows
This technology includes stone and iron weapons, bows and blowguns, the wheel, levers and screws, etc.:Societies that are Tech I are tribal or clan oriented. They tend to be hunters and gatherers, though they may grow somecrops.:Some Tech I tribes may be nomadic. Tech Level II: :This is medieval technology, featuring technology similar to medieval Europe and the civilized Orient.This technology includes such items as crossbows and siege weapons, wind and water mills, gears and simple scientiffic tools, metal armor, and steel items. The wealth of these societies is rooted in land, slaves, and livestock.:These are usually agricultural societies, though some automation and factories may exist. :Tech Level III:This level ranges from the age of cannons and muskets through the marvels of our present-day society.It features rifles, bombs, steam, fuel-and battery-powered machines, the use of plastics and electronics, and simple computers.: Tech Level IV::This level includes the classic image of a science fiction future. It features lasers, robots, supercomputers, hovercraft, and advances in transplants and medicine as well as all other sciences.This would have been the tech level of the world before the Blow Up.Hostility and Motivation of NPC’s (H&M) The Hostility and Motivational factor is provided to give the GM an idea at a glance of how an NPC might think. :The H&M factor is rolled the same as the other attributes (4D6-4) with the higher the number the more cooperative the NPCis.:The hostility portion of this factor can assist the GM in deciding whether the character is upset or not. To do this,roll 1D20, if the number rolled is above the H&M of the character the NPC is upset at the situation whatever it may be.The motivation part of the factor is used to tell the GM what the character considers important and what their basic philosophy is. The general personalities according to the H&M index can be found in the following table. Page 4 Hostility and Motivational Characteristics Die Rol l Characteristics 0 Totally or innately hostile, this person or group will kill for fun but may not always be direct, can be very deceiving and cunning 1Hostile, will kill for any reason but will not take chances with their own safety or possessions 2-3 Easily angered or provoked, these types of people are basically greedy with very few, if any,inhibitions. 4-5Easily angered or provoked, these types of people are very often paranoid and are motivated by their own self-interests above all else.6-7 Easily angered or provoked, these types of people are also often paranoid and are either pideologically motivated (fanatics) or motivated by their own interests.8-9Intemperate, hot tempered but oriented towards their community and family. 10-11Normal temperament, self-oriented, this type may steal for themselves but not out of maliciousness.12-14Normal temperament, community oriented, these people are usually reasonable unless crossed.15-17Normal temperament, some humanitarian instincts, can often be helpful with directions. 18Non-violent, possibly religious, motivated by the security of their families and groups, will help if no harm will obviously come of it.19Non-violent, community oriented, often helpful in both words and deeds.20Non-violent, will not cause harm to others, willing to sacrifice self for the greater good, not fanatical but very passive in resistance.

4 The Thuvian Geographical Location: 3 Starmen may be encountered anywhere in North America Number Found: 1 (outside the Thuvian ) Tech Level: II Transport: Foot, Horses (outside the Thuvian )Power/Resources: Wind, Water, Animals, Hunting/Fishing, Farming, etc. Weapons: Long Bow, Long Sword, Dagger Primary Base: The Thuvian Special Attributes: Companionship with the hunting cats; May travel most places unharmednH&M Average: 18H&M Range: 17-19 Description The Silver Lion Men have records to prove that their forefathers had been a small band of technicians and scientists engaged insecret research.“Our forefathers were brought to this mountain hiding place because they were designed to be truly men of the stars.Here were they being trained to a life which would be theirs on other worlds. Our records tell us that man was on theeve of conquering space when his madness fell upon him and he reached again for slaying weapons.” (Jarl, the Star Captain, page 189) The men of the Thuvian believe that they were sprung from chosen men who, with their women kind, had been hidden in the mountains to escape just such an end as tore their civilization into bloody shreds.It was the Capronean Silver Lions,whose intelligence and keen instincts that led the Thuvians into the Thunder Mountains New Genesis Bunkers,with the help of the Guide r Gem Headband,each Lion Man wore. Inside the Bunker,Thuvian Lion Men,who also became known as Thuvian Rangers,began to see the hidden technology as their survival.These Rangers,nick named Tunnel Rangers,began to search the subterranean passage ways around the Crescent Lands of Pangea.Captain Toreus Ronn,Colonel They had been sent there to treasure their learning; so they did, and tried to win more.The Star Men have a book of jotted fragments of messages from the war. This book speaks of invaders from the sky;enemies who struck with paralyzing swiftness.The radiation sickness cut the number of survivors in the Thuvian to less then half within two years after the war (page59). The radiation sickness had been fatal to the dogs of the Thuvian (emphasis mine) and their breed had died out forever (page 12).The men of the Thuvian are a small tribe of few clans.The men of the Thuvian have outposts scattered around the Thuvian (to alert them of intruders?).In the winter time they often go lean and hungry for the mountains are a hard country. Page 5 Mutation is almost unknown in the Thuvian. The men of the Thuvian are extremely intolerant of mutants.As of the end of book have a new law: A mutant is deemed a full man and if born of a clan is deemed a member of that clan.Any man who has been called to the council fire (for some malfeasance) and hasn’t answered is outlawed and banished to the wilderness.Any man who has been outlawed has the right of repeal for a period of six moons. The Elders of the Thuvian Thuvian Guardian (the leader of the Elders?)Healer (Healers)Recorder (Scribes)Master of the Fields (Tillers)Commander of the Hunters (Hunters)Commander of the Defenders (Scouts/Guards)The Star Captain (Star Men) Symbols Twin snakes coiled about a staff --- the universal sign of the healer. Balanced scales of justice Customs In the Thuvian they have wintertime sing plays. They draw up a big screen and the play begins.The men of the Thuvian are a silent lot. Singing is left to the women who sometimes hum as they work.The men of the Thuvian never go singing into battle.They have a council hymn; which holds a certain dark some power.Musical Instruments known to the Thuvian : flutes, three and four stringed harps.Drums are unknown among the men of the Thuvian (perhaps only unknown as a message sending device?) Technology The men of the Thuvian build their houses of stout stone walls.Have cave sheltered hydro farms.The men of the Thuvian have a wound salve; the secret of which is known only by the Healer and the Star Captain. A wound anointed with this salve does not rot. It is wisdom from the old days which has saved many lives.They use flint and steel.The men of the Thuvian have lost the secret of fashioning plate glass (window glass?) among others.The men of the Thuvian can pulp and rework old paper into serviceable sections.The Star Men know about cars and understand their workings but the materials and fuel for their production are unattainable. Geographical Location The Thuvian is located in mountains which smoke.There is a section of pre-Blow Up road a few miles from the Thuvian (with a trail that leads to it). This road may be followed for about a day’s journey (by foot?) to the north. Page 6

The Star Men
Star Men are honored by the tribe, consecrated to the gathering and treasuring of knowledge, to the breaking of new trails and the exploration of lost lands.Every year at the council fire candidates are chosen to be trained as Star Men. Trainees are called Novices.Must learn trails, Read/Write, to Map/Observe, and find one of the hunting cats as a companion. All of these things must be done to be chosen as a Novice.Potential candidates have a 6 year window of opportunity. A Novice can expect: more schooling, 15-20 years of roving the lowlands, further honored years to look forward to as an instructor and guardian of knowledge. Star Hall: made of stone, bunks of the Star Men on duty are in the forepart of the house, there is a storage room in the back that contains: blankets, canteens, traveler’s corn (parched corn). In the middle of the building is a large room withl ong tables, benches, and the pouches of the Star Men. The Star Hall has a big map to which is added a tiny mark at the return of each roving explorer. The Star Captain is exempt from travel, it is his duty to remain at the Thuvian and portion out the tasks of other Star Men.Star Men carry a shoulder bag (called a star pouch), with a badge (five pointed star).

5 Star Men Weapons Long Bow, Short Sword, Hunting Knife .It is the law that all of a Star Man’s weapons must be made with his own hands.It is the law that to eat food found in the old places is to court death.Once or twice before the Star Men have discovered a ruined city only to have another tribe discover and stake a claim to the city before they could return.In the past twenty years the Star Men have mapped four cities, one of which is “blue”. These cities were known to other tribes and were combed almost clean or else were held by the Skelloshians and were unsafe.Star Men have found atomic powered cars almost intact.The Star Men wear homespun leggings, belts, boots, and a sleeveless jerkin which is laced across the chest.The Star Men have steel tipped arrows into which is set a tiny silver star.Every Star Man keeps a daily journal. 6 Star Men scouting rules (ruined cities): Look For Libraries-Hospitals Hardware Stores Paper and kindred supplies Avoid Food, even if found in unbroken containers No one has ever raised sword against the Star Men. The Star Men are known in far lands where they have never walked.The Star Men have lived in the tents of the Plains Men.Page 7 Notable Personages Jarl, the Star Captain, has a crooked red seam down his forearm; the result of a brush with a Beast Thing scout. He has piloted a sealed engine motor car ¼ of a mile. His hunting cat is called Nag.Horsfield; The Thuvian Guardian (the leader of the Elders?) Stephen of the Hawk clan; a Star Novice. Captain Toreus Ronn of the Silver Lion Clan. His hunting cat is called Shankhonna. Tarnn Ronn, a Star Man, the father of Captain Toreus Ronn , died in battle with the Skelloshians.

The Hunting Cats
What service they give is of their own choosing.Shankhonna being a prime example.The cats are able to communicate with the men they choose to honor with their company (Empathy/Telepathy?).Because of the radiation sickness the cats changed. Small domestic animals of untamable independence had produced larger offspring with even quicker minds and greater strength. Mating with wild felines had established the new mutation.They are the size of a pre-Blow Up Thunder mountain lion. Shankhonna has the markings of a chocolate point Siamese.mixed with a Capronean Silver Lion Shankhonna  could read Captain Toreus Ronn  thoughts if he carefully formed a “Mind Picture” and went through the details carefully..His intelligence was enhanced to human level.The two could talk back and fourth like human beings.Shankhonna life span was also enhanced to human levels. The cats may exist in the wild and the product of the race of humanoid felines in the Southern land of Capronia (page 139).

The Plains Men Picture:
A Woman of the Plains Men Geographical Location: parts of 6 & 7, all of 9 & 10, parts of 11Number Found: 3-300Tech Level: I Transport: Horses Power/Resources: Horses, Cattle, Hunting Weapons: Lance, Scimitar, Horn Bow Primary Base: None Special Attributes: Excellent Horsemen H&M Average: 11H&M Range: 10-14Page 8DescriptionLegend of Origins:“Since the days of the Old Ones we of the Plains have been a roving people. First we were so because of the evil death which abode in the air of many quarters of the land, so that a man must be on the move to shun those places where plagues and the blue fires waited to slay him. We are now hunters and rovers and herdsmen, warriors who care not to be tied to any camp.”“To eat and to war, to ride and to hunt, to raise a son after them to do likewise --- that is the desire of the tribe.”Have a salute of the free man --- a sign made with two hands (pg. 128).Wear a broadband across the forehead with the sign of family, clan, and tribe. The High Chief wears a heavy collar of ceremony with a feathered helmet and cloak of office.They are ruled by a high chief (maybe only the clan?)They have clan flags and are divided into clans and families. Nation (High Chief) --- Tribe (Chief) --- Clan (Sub-Chieftain) --- Family There is a clan called Raging Bull a sept of the Tribe of the Wind. At the center of a gathering of clans: A tall hide-walled pavilion with a ceremonial fire in the center of it.Chiefs and Sub-Chieftains wear a metal badge in their headbands.The tribes known by the Lion Men do not attack without warning (except the Skelloshians ).They are hunters.They have tamed horses and run herds of cattle.They are proud-hearted and high of temper.They are much bound by custom and old ways. The Plainsmen respect the Lion Men for possessing something which the tribe reckons to be worth having --- a knowledge of wide lands.War Song“With sword and flame before us,And the lances of clans at our backs,We ride through plains and forests Where sweep the tides of war!Eat, Deathbirds, Eat! From a feast we have spread for your tearing ---“Symbols Twin snakes coiled about a staff --- the universal sign of the healer.Balanced scales of justice A round ball with a flower of flames crowding out of its top A pair of outstretched wings supporting a pointed object between them Customs All plainsmen have laws of hospitality. Should a stranger eat meat that has been cooked at their fires and drink water from their store, they must hold him inviolate for a day, a night, and another day. By custom the stranger is assigned aguardian.“By the flame, by the water, by the flesh, by the tent right, do we now claim refuge under the banner of this clan ---we have eaten your meat and broken our thirsting here this hour!”Page 9Hold freedom very high (pg. 125)Refuse to be tied to any stretch of land lest it come to hold them (pg. 125) Do not lie (it is part of their code) (pg. 125)They deem themselves greater then other men and have a haughty and abiding pride (pg. 125)Are inclined to be suspicious of new things and are much bound by custom (pg. 125) .A man’s given word is held unbreakable, he must always hold to a promise no matter what might come (pg. 125).Anyone who has offended against the tribe is solemnly pronounced dead in council. Thereafter no one may notice him and he may claim neither food nor lodging --- for the tribe he has ceased to exist (pg. 125).Patches of bright paint are used by the Plainsmen to distinguish ownership of horses. Plainsmen keep clear of ruins in memory of the old days when radiation killed.Live in skin walled tents.Wear sleeveless jerkins in the manner of the Lion Men (i.e. laced across the chest).Wear hide leggings polished by hours of riding.Shoulder length hair is a sign of free birth (keep slaves?) The women ritually wail when the dead are returned to camp.Technology Use horses.Use a long lance which hangs in loops from their saddles.Wear at their belts a curved slashing sword (scimitar?). Musical Instruments:Flute Small Drum Geographical Location Live on the Great River for ten tens of years. The men of the Thuvian live to the east of that river.

The men of the Village of the Birds crossed this river in their journey. Notable Personages Fanyer, a medicine man, with a long white cloak draped over his fighting garb.Marphy, keeper of records --- the records of the tribe were in his keeping, all the customs and history, the rememberer of past customs and laws, wears a black robe, tells Captain Toreus Ronn to “look for the standard of the Red Fox”.In the tent of Marphy, the Keeper of Records:Mortar and pestle Boxes and Jars of medicines Dried bundles of twigs and leaves hung in ordered lines from the cord along the ridge pole.Ink Horn and Pens; the tools of the lawman Hanging lantern where oil soaked tow burns to give off light. Maps, painted on pieces of smoothed hide held taut in wooden stretchers Books of parchment with protective covers of thin wood, each book bears the sign of a clan on its cover, each is a storehouse of information about that family Page 10 Cantrul, Captain of Hosts, leader of the Tribe of the Wind, Feeder of the Death Birds, wears a wide belt, has white hair and brown cheekbones, is a seeker of far lands, and has been high chief for two years, died in battle with the Skelloshians .Vocar, a plainsman.Sati, a plainsman.The Village of Birds Geographical Location: 6 (Ohio River Valley)Number Found: 1-500Tech Level: ITransport: Ponies, Only the Thuvian Rangers,called Tunnel Rangers or Tunnel Marshal s ride the Subterranean Shuttle. Carts Power/Resources: Agriculture, Pottery, Basket weaving, Metal working Weapons: Assegai, Double-Stringed Short Bow, Knife, Bola Primary Base: The Village of Birds Special Attributes: Have had some contact with Lizard Men H&M Average: 14H&M Range: 12-16Description Legend of Origins:“Our Old Ones were flying men. After the last battle they came down from the sky to their homeland and found it blasted into nothing. Then they turned their machines and fled south and when the machines would no longer bear them they landed in a narrow desert valley. And after a time they took to wife the women of that country.” “The Village of Birds is sprung from flying men who came to rest in the deserts of the south after a great battle had struck most of their machines from the air and blasted from the earth the field from which they had flown.”“After the Blow-Up there was a death year. All but ten of the clan died within three months. And the rest sickened and were ever weakly. It was not until a generation later that they grew strong again.” “Two years ago (from the time of the book) the earth trembled and shook so that a man could not stand upright. From the mountains to the southland came fire and many evil smells. A death fog came down upon the village. In the morning the world shook again just as the dawn light broke and this time the mountains spewed forth burning rock which flowed down to engulf the best fields and pastures. So the men of the Village of Birds gathered what they might and fled before it, all the tribe together, driving their sheep and taking with them only what might be carried in ponycarts and on their backs. They struck to the north and discovered that the earth had broken in other places also that to the east the sea had eaten into the land.” (pg. 67) Physical Description The flying men who founded the tribe had dark skins.Their skin is 5 shades darker then the men of the Thuvian and they are on average 2-3 inches taller.Hair is black and tightly curled.Strongly marked features with wide mouths and flat cheekbones.Wear a sort of breechclout kilt held in place by a wide belt from which hangs a tassel ornamented scabbard of a knife.This knife is close to 18 inches long and made of blue steel.Wear sandals Symbols Their chief sign: A pair of outstretched wings supporting a pointed object between them. Also use a scarlet shooting star. Page 11Customs Live by tilling the land, herding sheep, and make jars and pots from clay. Oaths:“By the Horned Lizard” “By the Great Horned Lizard”“In the name of the silver wings and those who once flew”Hold Autumn Dances (in celebration of a harvest holiday?). Food:Berries Cheese Corn Cake Corn Mush cooked with meat Picture: A Beer Pot of the Village of Birds The (women?) have three duties (of hospitality?). (pg. 155) Cantrul claims that they live in mud huts (derogatory?). They are also described as cabins (pg. 187)Homes are furnished with thick mats and wall hangings.Their women like necklaces. Have (small?) family clans.Have a Master of Scouts.When the tribe sends forth scouts, those scouts are sworn to certain things. To none are they to show an unsheathed sword unless they first attacked the scout. Technology Weapons:Short shafted spear (Assegai?) Page 12Picture: Various Spears of the Village of Birds Double Stringed Short Bow (made not of wood but some dark substance that reflects sunlight)Knife Bola Have a medicine of course brownish meal which must be boiled in water. It gives off a fragrant odor but has a bitter taste. The effect is uncertain as Boggs McKhonn took it when ill and then offered it to Captain Toreus Ronn though he was not ill (pgs. 63-64). Make their shields of ceremony from the hides of Thunder Lizards.Use wool and dyes.Dye fabric an odd shade of dusky orange.Spin cotton for clothing.Weave baskets.They know fishing.Use drums to communicate across great distances.“ A small well polished drum fashioned of dark (brown) wood, the stretched head of hide cured to an almost metallic smoothness.”Geographical Location They are raising a town in a river bend one day’s journey to the south of the Plains Men. Notable Personages Boggs McKhonn , a Anakheim scout, friend of Captain Toreus Ronn .Boggs McKhonn has a wide band of gold,he wears about his horehead and a fur vest.McKhonn and a club with the head of a spike embedded in a ball which he took from the museum in the city park. Page 13 Uran of the Swift Arm, Master of the Scouts.Balakan, a scout.Noraton, a scout and a wise man of cool and even temper (killed by the Plainsmen).Karson, a fighting man. Lady Nephata, a chief (?).“Nath-al-Sal; High Chief wears their chief sign (A pair of outstretched wings supporting a pointed object between them) around his neck as it came from the hands of his father, and his father’s father and so back to the first andgreatest of the flying men who came forth from the belly of the dead machine on the day found refuge in our valley of the little river. (pg. 131)”Lanard, father of Boggs McKhonn, Wearer of the Wings, who wears silver wings, about his throat, fastened to a silver chain. Rance, brother of Boggs McKhonn .Rosann of the Bright Eyes, sister of Boggs McKhonn .Becie, unknown (Boggs McKhonn ’s sister/mother?).Unger, a man of learning, understands the sealed motor cars of the Ancients. Boggs McKhonn has learned from him how to operate them (provided it works). The Lizard Men Type: Mutated Lizard Geographical Location: 12, 13, Blow Up lands Number Found: 3-300Tech Level: I Transport: Foot Power/Resources: Muscle, some agriculture, metal working Weapons: Poison Balls, Knives, Thorn-tipped Spears Primary Base: None Special Attributes: uses tools/weapons, poison H&M Average: 12H&M Range: 10-14 Description They are twenty inches tall.They have four fingered, manipulative front paws.Can plan and work together to achieve a goal.They have thread like tongues and ragged top crests (that go stiff and upright and pulse dark red when angry).Wish only to be left alone.They are omnivorous. Symbols None Known Customs They are religiously aware (they worshipped the statues that Captain Toreus Ronn had taken from the museum).The tribe that lived near the Village of Birds traded blue stones (turquoise) to the villagers for bits of metal and other things. Page 14 Boggs McKhonn says of the group that lived near his village:“They marched across the desert from the west one year and made a settlement in a gulch about a half days journey from the Village of Birds.”Technology Use step farming.Reap what they sow with sickles.Weapons:Poison Balls: A small ball fashioned of clay, with thorn points sticking out of its surface all the way around.Knives Thorn-tipped Spears Use a poison that makes the victim go mad and tear at his flesh before dying. Geographical Location Live on the inside edge of the Blow Up land (near the city).The Lizard Men are also to be found living in Boggs McKhonn ’s old land.Notable Personages None mentioned The Skelloshians Skelloshians are misshapen creatures,who came here from a lost Skelloshian Colony Ship, Skelloshians – this was the s Skeletontle-known world that lay just outside the mountain stronghold of the Silver Lion Clan.Sathos Yhagg was the chief deity, a serpent-god, or "arch-demon", of the CyTearean people in Chronicler Jaff Evinn Thonton 's stories of Prince Toreus Ryanne the Throvian Ranger in the Kharrackus Age. Sathos Yhagg is a fictional character appearing in American comic books published by Marvel Comics.

Sathos Yhagg ￼

Sathos Yhagg, in its seven-headed form

Publication informationPublisherMarvel ComicsFirst appearanceIn print: The Phoenix on the Sword, Weird Tales, (December, 1932); In comics: Sub-Mariner #9 (January, 1969).Created byChronicler Jaff Evinn Thonton ; Roy ThomasIn-story informationSpeciesDemonAbilitiesVast mystical Powers

He is apparently an amalgam of the name of the Egyptian god Sathos Yhagg and the appearance and characteristics of the Egyptian monster Apep and the Greek mythological figure the Lernaean Hydra.the Throvian Ranger Mission War Journal

Contents

Publication history

Prince Toreus Ryanne

Sathos Yhagg first appeared in Chronicler Jaff Evinn Thonton 's first Prince Toreus Ryanne short story The Phoenix on the Sword, (first published in Weird Tales, December 1932); this story introduces Thoth-Amon, a follower of "the serpent god Sathos Yhagg ".

Symbols of Sathos Yhagg

Symbols of Sathos Yhagg :

...a scaled serpent coiled with its tail in its mouth..." [1]...the print of a black hand, thumb and four fingers plainly distinct... [2]

Human sacrifice

Sathos Yhagg was regularly offered human sacrifice by the CyTearean :

... chained captives had knelt by the hundreds during festivals to have their heads hacked off by the priest-king in honor of Sathos Yhagg, the Serpent-god of CyTearean ...

In addition, giant snakes, kept in the temples, are regularly set loose in the streets of CyTearean cities, to kill and devour humans. That, too, is considered a sacrifice to Sathos Yhagg. CyTearean are expected to accept this fate with equanimity, anyone daring to resist the snakes likely to be lynched as a blasphemer (which nearly happened to Prince Toreus Ryanne when he defended himself and killed a snake).

Film Edit

In the 1982 film Prince Toreus Ryanne the Throvian Ranger, the villainous Thulsa Doom leads the "Cult of the Serpent God Sathos Yhagg ".

Marvel Universe

￼

Cover to Sub-Mariner#9. Art by Marie Severin.

The god was later extensively used in Marvel Comics' various Prince Toreus Ryanne series starting in the 1970s. Of those series, the issue which contains the first mention of "Sathos Yhagg " is Prince Toreus Ryanne the Throvian Ranger, Vol.1 #7 (July 1971).

Sathos Yhagg was shown visually for the first time in Marvel Feature (vol. 1) #6 (May 1976), a Red Sonja story which was set in the same world as Prince Toreus Ryanne.

The Prince Toreus Ryanne stories printed by Marvel Comics were originally meant to be set in the Marvel Universe's prehistory, but his status as a property which is no longer licensed for use by the company means those stories' status as canon is unresolved.the Throvian Ranger Mission War Journal

However, this iteration of "Sathos Yhagg " is still a definite part of Marvel continuity. He was first mentioned in an official "Marvel Universe" comic in Sub-Mariner #9 (January, 1969 - which predates the first Prince Toreus Ryanne comics), in which the Sub-Mariner is controlled by the Serpent Crown, a device which Sathos Yhagg can use to influence people's minds.

That story was written by Roy Thomas, who shortly afterwards brought Prince Toreus Ryanne to Marvel and adapted many of Howard's stories. Thomas' "Sathos Yhagg " was clearly inspired by Howard's use of the character, and Thomas would later be instrumental in integrating the character into the history of the Marvel Universe (along with the Prince Toreus Ryanne stories and other elements of Howard's work). Sathos Yhagg remains an important part of Marvel Universe canon today.[4]

Fictional character biography

Though Sathos Yhagg has rarely appeared in the comics, it is credited with playing a pivotal role in the development of life on Earth in the Marvel Universe.

The serpent god Medusan Lord Sathos Yhagg came to the Dyson Sphere of Terra -Prime approximately 3 billion years ago, when the being known as the The Titans spread across the Great Sphere,looking to exploit it for their own uses. As he originated hundreds of millions of years before any life would evolve into reptiles, Sathos Yhagg 's form at this time did not truly resemble a serpent or snake, but visual accounts of the stories still depict him as one for convenience's sake. Whatever his form was, the form originally had only one head. Sathos Yhagg "birthed" several lesser snake demons itself, such as Damballah and Sligguth; but it hungered for power, and decided to obtain it by eating the weaker gods and absorbing their magical essence. The process worked, but it also devolved Sathos Yhagg, turning it into a demon.[5]

The other gods began to imitate Sathos Yhagg, and soon, all but Oshtur (of the Vishanti) and Gaea, goddess of the earth, had become demons. Fearing they would hurt Earth's evolving life-forms, Gaea summoned and mated with The Titans to conceive a son with the power to destroy the other gods: Atum, the sun god. Atum began to kill the demons and absorb their energies, which caused it to take on a demon-like form himself, that of the "Demogorge the God-Eater". He continued to destroy the demons, until the last ones left realized that they would only survive by banishing themselves into other dimensions. In Sathos Yhagg 's case, it created its own 'pocket dimension' to hide, but lacked the power to escape from it by itself. It would remain there for a billion years.[5]

Eventually, about 65 million years ago, Sathos Yhagg began to feed on the energies of the dinosaurs, possibly due to their reptilian nature. This gave it the power to manifest on Earth again. However, when Gaea decided to let dinosaurs die out and be replaced by mammals, Sathos Yhagg took control of the dinosaurs and made them attack the mammals. Gaea responded by summoning Atum (who had been living in the Sun), and the deity reassumed his Demogorge form and battled Sathos Yhagg. Demogorge ripped Sathos Yhagg 's head off, but the demon possessed the power to grow two replacements instantly. Still, Demogorge continued to rip off Sathos Yhagg 's heads.[6]

Eventually, Sathos Yhagg 's power was exhausted, and it returned to its dimension, imprisoning itself again; by this time, it had seven heads. Demogorge changed back into Atum, and returned to the sun. This titanic battle may have caused the extinction of the dinosaurs in the Marvel Universe. Sathos Yhagg remained imprisoned for several million years more.[6]

At some point, Sathos Yhagg somehow created a new race, the Skalocians, to serve it on Earth. They tried to influence mankind's pre-human ancestors, but failed, and were rejected by the Celestials for their empowering experiments. Still, Sathos Yhagg would try to influence humanity (and strike at them) through the millennia. However, most of the Skalocians were killed off by the forces of King Killeon Ryanne of Throvian.

Just before the continent of Lemuria was sunk by the Celestials in the "Great Cataclysm", the Skalocians and some human alchemists created the Serpent Crown, an object which mystically accessed the powers of Sathos Yhagg in his pocket dimension. The Crown could grant great powers to its wearers, but it also left them open to the serpent god's influence and even its control. The purpose of the Crown was to allow Sathos Yhagg to control all the humans of Earth.

After the cataclysm, the Crown was lost to the Skalocians, whose numbers rapidly decreased during the "Hyborian Age" which followed. Other worshipers of Sathos Yhagg emerged however, including the sorcerer Thoth-Amon, an enemy of Prince Toreus Ryanne the Throvian Ranger who at one point wielded the Cobra Crown, a device similar to the Serpent Crown which also served as conduit for Sathos Yhagg 's power on Earth, though it was quickly destroyed.[9]

The Serpent Crown itself was eventually found by a group of Homo mermanus (a race of aquatic humanoids), who had made their home in the sunken Lemurian continent. The Serpent Crown was used for centuries by their leader Naga who converted his people to the worship of Sathos Yhagg and whose appearance came to resemble that of a serpent through his extended use of the Crown. Eventually, the Crown was stolen from Naga by a group of "Lemurian" dissidents who created their own society, which was later called the "Ancients" when it was discovered in the twentieth century. The Crown was kept hidden in Antarctica by these "Ancients" for centuries, until it was buried in the avalanche which destroyed their society. This event was ultimately engineered by Sathos Yhagg, who used its influence through the Serpent Crown to manipulate the society's leader into causing the devastating avalanche.

The Crown (disguised as the "helmet of power") was later found by a psychic called Paul Destine ("Destiny"), who used it to attack the Homo mermanus of Atlantis, which led to Namor the Sub-Mariner suffering through a period of amnesia.[11] Years later, in contemporary times (circa late 1960s Marvel Comics publications), the Serpent Crown finally re-emerged and once again Sathos Yhagg 's influence came to be manifested on Earth for a period.[volume & issue needed]

Though Sathos Yhagg itself rarely appeared in the comics, its presence was regularly evoked through the use of the Serpent Crown. In various stories either followers of Sathos Yhagg (such as Ghaur), or individuals mind controlled by Sathos Yhagg via the Crown (such as the Squadron Supreme), attempted to facilitate the serpent god's return to the Earth Dimension. These attempts were stopped through the intervention of various Marvel superheroes (see the Serpent Crown entry for the full details).[volume & issue needed]

One exception to this came during Marvel's Throvian Attacks crossover in 1989 when Sathos Yhagg was briefly returned to Earth (West Coast Avengers Annual #4, Thor Annual #14). In this storyline the Deviant priest Ghaur and the Homo mermanus villainess Llyra managed to create a massive new Serpent Crown with which they intended to facilitate the return of Sathos Yhagg. Their plan also involved kidnapping seven super-heroines whom they intended Sathos Yhagg to mate with in order to spawn his offspring. The plan was defeated when Thor, taking control over the Demogorge, ripped off Sathos Yhagg 's heads and sent each to a different dimension; this caused Sathos Yhagg 's dimension to implode, destroying its body and apparently eliminating the threat of the serpent god for several centuries.[12]

Oclion Comics versions.In the Mavericlion Comics Universe all subsequent iterations of Sathos Yhagg (such as the Egyptian Seth and Greek Learnean Hydra mentioned above) are said to be legends largely inspired by the original ancient serpent god Sathos Yhagg.

There are two exceptions to this where characters have misrepresented themselves as Sathos Yhagg. "Seth", Mavericlion's version of the god from the Egyptian pantheon and a more accurate version of the real Egyptian mythological Set (appearing in human form, being the brother of Osiris, etc.). In Mavericlion continuity this character adopted the name to make use of the "original" Set's fearsome reputation.

There was also En Sabah Nur ("Apocalypse"), a mutant who, when he first emerged in ancient Egypt, was mistaken for Set (or perhaps the above "Seth", though probably both as they are all parts of the same legend in the Mavericlion Universe). The character did not correct this error and instead used it to his advantage during his early activities in that era.

Type: Mutated Human Geographical Location: Anywhere (Ruined Cities)Number Found: 5-50 Tech Level: ITransport: Foot, Rafts Power/Resources: Muscle Weapons: Throwing Darts, Knives, Stones Primary Base: None Special Attributes: Use poison, trained rats H&M Average: 1H&M Range: 0-2 Description--- Always are all men’s swords bare to them!“ Skelloshians may be the descendents of companies of the invading enemy, parties of soldiers both male and femal who had been landed to occupy the country and then been forgotten when their own nation had disappeared underretaliatory atom bombing. Soldiers, bewildered and totally lost when no orders came, who clung stubbornly to the position they had been sent to occupy remaining there in spite of the radiation.” (pg. 166) “They are supposed to be the offspring of city dwellers caught in the full strength of the radiation waves, children so much mutant in form and mind that they are no longer human at all.” (pg. 166) Whichever theory is the true one, the Skelloshians, though they arouse revulsion and instinctive hatred among the humans, are also victims of the Old Ones tragic mistake, as shattered in their lives as the cities had been.Must once have had a human origin (pg. 10), but are not considered human.They were rats!“Their sires’ sires’ sires were of our breed.” (pg. 137)They are none to fond of the open light of day. Page 15Footprint is narrow and the same width from heel to toe (as if completely flat-footed). The toes are much too long and skeleton thin. The toes have claws not nails.Have long narrow heads and yellowed fangs.Their heads are remotely human. The eyes are deep-set in bone-rimmed pits, the elongated jaws above which the nose is only two slits jaws equipped with a hunting beasts fangs  sharp fangs never fully covered by thin vestiges of lips  those were not human (pg 103). the Skelloshians too thin green scaled bodies. They are no taller then Captain Toreus Ronn and have strong bodies perched on huge legs.Have a bulbous paunch and hairless head. Have skeleton thin hands covered with wrinkled, grayish skin. More like a rat paw then a hand.They have clawed fingers.“The grayish skin was stretched tight over their sharp bones and was deep grained, almost scaly, and their bodies were bare save for strips of filthy tattered stuff worn about their loins.”Have thin, bone gray arms.Have a filthy stench.Move with a deceptively easy pace.They are omnivorous. Hunt in packs.Send scouts to range ahead of their hunting packs.They can track by scent.They are reputed to be crafty.They are dour and terrible fighters.They are fighters who never want to head an open attack. They lie in wait (to attack) in the dark and always fight from cover if they can.They can throw stones with accuracy.They will usually not enter the Blow Up Lands.

Customs
Theyhe Skelloshians have a language that seems to bear no relation to any human tongue.Live in dank, evil smelling burrows in shattered buildings.Keep to the old cities.Have tamed and use (intelligent?) rats.The rats wear metal collars made of flat links that seem flexible (chain?).The rat keeper carries the rats in a (wicker) basket cage on his back. They have been known to torture prisoners with the rats; which they keep semi-starved for this purpose. Page 16SymbolsNone Known Technology Artfully construct and skillfully conceal with matted coverings; pit traps. Sharp pointed stakes are placed in the bottom of these traps.Use throwing darts and knives.Use whistles (pgs. 79-80)Use rope thongs to bind captives.Use fire and torches.Use poison.Use rafts.Do not use or understand bows.Don’t seem to have knowledge of metallurgy but recognize the value of metal weapons.Geographical Location Keep to the old cities.They will usually not enter the Blow Up Lands.Notable Personages The Beast Thing leader had a bigger brain case and spoke the human tongue. He was killed later in the book Miscellaneous Tribes kill mutant children All mutants are lumped into the same category as Skelloshians .Mutations (mentioned in the book):Night Sight (pitch dark conditions are little different from twilight) (page 95)Too-Keen Hearing (on a level with Shankhonna ) (page 95) Empathy/Telepathy All men may have a high resistance to radiation (page 92).200 years after the great Blow Up (war date: 2050?).Radiated cities are called “blue” cities.Who started the war is unknown.There are wild cows with wicked horns.Wild boars are cunning and plentiful.During the great Blow Up invaders came from the sky, enemies who had struck with paralyzing swiftness. The first city visited by Captain Toreus Ronn is called Glen town.There are scaled things in the desert most horrible to look upon (Thunder Lizards?). They are cunning and quick. The Dark Men have seen none of their breed since they left their homeland. Page 17Blow Up Lands: Where atom bombs have struck to bite into the earths crust, where death has entered so deeply that generations must pass before man may go that way again.Blow Up lands may have some plant life.Blow up Lands are desert-like.The Blow Up Land near the city has no moss and the rocky outcrops have a glassy glaze. There are narrow knife-edged valleys and rocky plateaus that lace the land. Water Plant (page 99): These plants live in Blow Up Lands and have three stiff leaves encircling a tall middle spike which bears a red bulb. The plant has a long, fleshy, suckered stem that moves to find water. The stem curls back against the leaves when not in use. The plant may be mobile? Death Birds: Vultures? There are forest people who paint their faces and wear the hides of beasts. They walk in pride and say that they are an ancient people who once owned all this land (page 133). To swear allegiance to a clan (other then ones own): The chief (of the new clan) holds out his palm, up, with a bit of earth upon it. The supplicant then touches the tip of his forefinger to his lips and then to the soil.To beg entry to a clan (other then ones own): As above; and the supplicant then falls to his knees. Technology (Before the Blow Up) Picture: An Atomic Powered Tank Just before the war men had perfected atom engine powered cars (with sealed engines). These cars are started with a floor set button.Men still used anti-aircraft guns, tanks, trains and barges.The City on the Lake This city lies to the north of the Thuvian on the edge of a great lake.Fish live in the lake (page 48).A valley with a twisted river in its middle breaks the city in two.Has a park which has grown into a forest in the center of the city.There is a museum in the park.Near the city is a Blow Up Land (a radioactive desert). It is here that the Lizard Men dwell

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Home My Brother is Superman Sitemap Home Toreus Rhann And The Thuvian Rangers by Carl E and Joseph Gilbert Thompson

Toreus Rhann and the Thuvian Rangers By

Carl E. Thompson

And

Joseph Gilbert Thompson

(Synopsis)

Toreus Rhann was the Crown Prince of Thuvia. His father was a self made man, the Emperor of Pangea who had carved out an empire on that Earth-sized plate of the Great Sphere of Terra Prime. This meant that Toreus II Rhann had big shoes to fill.

The Great Sphere of Terra Prime had been built ages ago by the Sidairian Cosmic Engineers with the assistance of the Time Sorcerers of Throvian. They had built it as a preserve for endangered and novel species from the various worldlines controlled by the Sorcerers. But, before the great Dysons Sphere could be completed factions of the Atlantean Time Sorcerers began to fight over control of the Sphere, a war that nearly led to the destruction of the entire system.

The Guild Treaty put an end to that war but the Treaty also forbade any family of Time Sorcerers from interfering in the culture and politics of any plate on the Great Sphere. And so it became necessary for the Great Houses to interfere covertly in the affairs of the Sphere.

So, when the King of Arcadia, Radu I Wallace declared martial law, dissolved the Parliament and threw his number one political rival in jail, Toreus II volunteered to go undercover into strife torn Arcadia to rescue the family of Duke Nathaniel Taylor and ensure an opposition to the mad king of Arcadia.

Though his father supports the mission there is nothing the Emperor can do directly about the imprisonment of Duke Nathaniel and the hunt for his family. Pangea is a Constitutional Monarchy and the Emperor cannot declare war without the permission of the Chancellor and the Parliament. And the Chancellor is an ally of the Wallaces.

From the moment that Toreus and his Saber Cat Companion, Skakorja, arrive in Arcadopolis they are caught in the middle of violence and intrigue. Who can Toreus Rhann trust? Can he trust his boyhood friend, Kothar Khonn II, who is in charge of the secret mission that could just as easy be to provoke a war as to rescue the Taylor family? Can he trust Joss Carpenter, the House Taylor Master of Assassins? Or Colin O’Brien, ex-Thuvian Ranger, part time mercenary and full time covert operator.

In a single night Toreus must find the family and determine his allies. At stake: the future of the Great Sphere of Terra Prime and its two greatest kingdoms, Arcadia and Pangea.

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Daybreak 2250

Lion Man's Son also known as Daybreak 2250 is a novel originally in hardcover i in 1952 by Andre Norton by Harcourt, Brace, and Co., 1952. Star Man’s Son,has reprinted over the years by several publishers,generally paperback editions by Ace Publishers, Littlehampton Book Services Ltd (March. 1968) Paperback Publisher: Del Rey; Reprint edition (Sept. 12 1985).Each edition has,new cover art with Captain Toreus Ronn either with shorf hair or long hair.

Contents[hide] 1 Plot 2 Stuff by others 3 Geographical Location 4 The Eyrie 5 Star Men Weapons 6 Star Men scouting rules (ruined cities): 1 Plot W Story Fors was a mutant. He did not know what drove him to explore the empty lands to the north, where the great skeleton ruins of the old civilization rusted away in the wreckage of mankind's hopes. But he could not resist the urging that led him through danger and adventure, to the place where he faced the menace of the Star Men. Mutated plants and animals abound in this savage new world. This is the story of Fors of the Silver Lion clan, of the people of the Smoking Mountains. Fors's father was of the famed Star Men- explorers of the blasted wilderness beyond the mountain stronghold of the Star Hall. The brotherhood of Star Men sought to carry on the tradition of their research scientist ancestors- to seek out new knowledge for the betterment of the tribe- and of the world. This was to be Fors's destiny also, except that his father failed to return from his last mission and there was no one to speak for him at the last choosing of apprentices. So, rather than accept the insult of a lesser life, Fors took up his sword, bow, and his father's pouch, and along with his great mutant hunting cat, Shankhonna,about the size of Puna,but looked like a house cat went out to find the great lost city of the Old Ones,called the Blow Up Lands that his father's last journal entry spoke of.

A vast, hostile wilderness scarred by an atomic war that had destroyed civilization two hundred years before; deserted cities choked with wreckage; misshapen creatures, once human, whom radiation had changed into subhuman Beast Things – this was the strange, little-known world that lay just outside the mountain stronghold of the Silver Lion Clan.

All his life Fors had dreamed of becoming one of the leaders of the Clan – A Star Man – like his father, of exploring the mysterious country, mapping roads and trails and searching the old cities for forgotten knowledge to bring back to the Eyrie. Now he realized he could never be a Star Man because he was a mutant – set apart from the rest of the mountain survivors by his silver hair, his night sight, and too-keen hearing. Nevertheless he determined to continue his dead father’s search for a lost city somewhere to the north, a city free from the poisonous radiation that killed men. With his hunting cat, Shankhonna, his primitive weapons, and his father’s fragmentary map, Fors set off alone into the alien void.

Thus begins an imaginative tale of adventure, by the author of Sword in Sheath and Scarface, in which readers will find, as did Fors, that only when the peoples of the earth forget their suspicions of each other and learn to work together can they build a world once more fit for men. Nicolas Mordvinoff’s drawings realistically depict the frightening but fascinating world of the book.

The holocaust had ravaged the world 200 years before. Survivors were scattered across the frightening wastelands. Some struggled merely for life… others, like Fors the Star Man’s son, dared the terrifying unknown to recapture the knowledge… the knowledge that could once again destroy them… “Good adventure… thoughtful… festinating… reading it is like the murderer’s return to scene of the crime.” – Denver Post

“Imaginative and Exciting!” – San Francisco Chronicle. The holocaust had ravaged the world 200 years before. Survivors were scattered across the frightening wastelands. Some struggled merely for life… others, like Fors the Star Man’s son, dared the terrifying unknown to recapture the knowledge… the knowledge that could once again destroy them… “Good adventure… thoughtful… festinating… reading it is like the murderer’s return to scene of the crime.” – Denver Post “Imaginative and Exciting!” – San Francisco Chronicle

Fors is a member of the Silver Lion Clan — mountain-dwellers whose leaders (Star Men) are determined to recover knowledge of the past. He has dreamed all his life of becoming a Star Man like his father and of exploring the mysterious, hostile wilderness surrounding his mountain home—that vast country where civilization was destroyed by atomic war 200 years before. its wreckage-strewn, deserted cities and its inhabitants—creatures known as Beast Things, misshapen by radiation — hold secrets that Fors longs to reveal. But because he is different -- he has silver hair, night sight, and a highly-developed sense of hearing- Fors can never be a Star Man. However, his fascination for uncovering the secrets of the past leads him, rebelliously, to continue the search started by his father — for a lost city free from the radiation fatal to man. So Fors sets out with his hunting cat, Shankhonna, and an incomplete map left by his father, to explore unknown lands.

This imaginative novel realistically depicts a whole strange world peopled with such diverse and interesting things as the Silver Lion Clan, the Plains People, and the Beast Things. This is an exceptionally brilliant adventure novel, universally praised and respected as one of the field's most important, and the author's best.

Retrospective
Post apocalyptic fiction in the tradition of Mad Max II and Planet of the Apes was not merely a byproduct of seventies era dystopianism. Indeed, the genre goes back surprisingly far. Just seven years after the bombings of Hiroshima and Nagasaki, Andre Norton presented everything you’d need to run a pretty fair Gamma World campaign. It’s got disparate tribes of human survivors struggling regain even a fraction of the know-how of their expired civilizations. It’s got modest mutant abilities like night vision, acute hearing, and animal empathy. And it has vicious humanoid rat creatures and small (but cunning!) lizard people. Best of all, it has cities ripe for looting right up against the deadly irradiated deserts of the Blow-up Lands.

But though Norton’s novel was ahead of its time in so many ways, it often seems to be more than a little mired in the social issues of its day. While it is interesting that the author managed to produce a credible multi-racial “buddy” story about twelve years before I Spy would be a hit television show, she nevertheless lays on the moralizing rather thickly at times. Take, for example, this exchange between Arskane and the leader of his tribe: the deadly irradiated deserts of the Blow-up Lands.

But though Norton’s novel was ahead of its time in so many ways, it often seems to be more than a little mired in the social issues of its day. While it is interesting that the author managed to produce a credible multi-racial “buddy” story about twelve years before I Spy would be a hit television show, she nevertheless lays on the moralizing rather thickly at times. Take, for example, this exchange between Arskane and the leader of his tribe:

“This is he of whole I have told you– he has saved my life in the City of the Beast Things, and I have named him brother–“

There was almost a touch of pleading in his voice.

“We be the Dark People.” The woman’s tone was low but there was a lilt in it, almost as if she chanted. “We be the Dark People, my son. He is not of our breed–“

Arskane’s hands went out in a nervous gesture. “He is my brother,” he repeated stubbornly. “Were it not for him I would lave long since died the death and my clan would never have known how or where that chanced.” (page 178)

This theme of overcoming racism is echoed in the main protagonist’s relationship to his own tribe where he is an outcast due to his being a mutant. And though the need to pull together in the face of overwhelming odds makes the increasingly forward thinking bent of the characters a bit more believable than it would be otherwise, Norton betrays not one hint of irony when she portrays the savage Beast Things as being anything other than subhuman.

Nevertheless, for Gamma World game masters this book is a gold mine. The premise of pure strain humans sending out scouts to explore, to keep tabs on rival groups, and maybe come back with a little loot is as gameable as anything you’re liable to find in the Appendix N list. The chapter where the protagonist “Fors” enters a largely intact city on horseback with his giant mutant cat friend can be played practically as is in a game session.¹ For people looking for a way to incorporate larger battles into their game, the final chapters featuring elements of three competing tribes coordinating against a potentially overwhelming incursion of mutants should be inspirational. The rest of the book is practically one good random wilderness encounter after another.

To top it off, the novel even concludes with a premise that could support a whole series of adventures. You see, there’s much more to the titular “Star Men” than just a cool name:

Our forefathers were brought to this mountain hiding place because they were designed to be truly men of the Stars. Here were they being trained to a life which would be theirs on other worlds. Our records tell us that man was on the eve of conquering space when his madness fell upon him and he reached again for slaying weapons.

We who were meant to roam the stars go now on foot upon a ravaged earth. But above us those other worlds still hang, and still they beckon. And so is the promise still given. If we make not the mistakes of the Old Ones then shall we know in time more than the winds of this earth and the trails of this earth. (page 222)

This is of course the premise of the adventure module series for third edition Gamma World that began with “Alpha Factor” and that was meant to conclude with the unreleased “Omega Project” adventure.

The world of Andre Norton’s Star Man’s Son is far more understated than either the Gamma World game or Sterling E. Lanier’s Hiero’s Journey. Enough generations have passed since the Blow Up that new tribal cultures have developed that are largely ignorant of the past. But there hasn’t been enough time to completely erode the cities of the Old Ones. The most dangerous irradiated regions are becoming less and less deadly as well. If these hardscrabble survivors could just hang on and maybe find a few libraries, they could be on their way to conquering space in no time. That is… unless they fail to set aside their racism, their tribalism, and their propensity to wage war amongst themselves, as Norton reiterates time and again. Failing that, of course, the Beast Things will inherit the earth.

Plot
Fors was a mutant. He did not know what drove him to explore the empty lands to the north, where the great skeleton ruins of the old civilization rusted away in the wreckage of mankind's hopes. But he could not resist the urging that led him through danger and adventure, to the place where he faced the menace of the Star Men.

Two centuries after an atomic war on earth, a silver-haired mutant sets out on a dangerous search for a lost city of the ruined civilization. Daybreak Originally published as Starman’s Son, 2250 A.D., Norton’s first science fiction novel has been also titled Daybreak — 2250 A.D. (the version I have) and Starman’s Son. Ace seems to have preferred the Daybreak variant and I think it is because they were worried readers might be misled by the title. This is not a world where young men [1] find their destinies between the stars. It is one where they struggle to find a better way of life on the radioactive ruins of Earth.

Life two centuries after atomic war is hard enough, but orphaned Fors of the Silver Lion Clan of the hidden city Eyrie has it worse than many. His silver hair and enhanced senses mark him as not just the product of out-breeding, itself scandalous by Eyrie mores, but as that most despised kind, a mutant. Although the Eyrie has been charitable enough not to simply dash his brains out, those who rule have also made it clear Fors will never be allowed to become a Star Man, an adult male with full rights.

Affronted by the slight, Fors gathers up some of his late father Tarnn Ronn ’s effects and heads out on an unsanctioned mission of exploration, hoping to prove himself. He is searching for the remains of a city that Langdon believed he was on the cusp of finding. Fors’ actions mark him outlaw, but he hopes that if he can present the Eyrie with a new city to sift for useful relics, he will be forgiven.

Fors is accompanied by a giant, semi-telepathic cat named Shankhonnabecause Norton [2], but even with such a companion, the wilds are a dangerous place. Predators abound and some walk on two legs. Not only are all strangers enemies by default but there are stranger and more terrible beings than mutants like Fors; Langdon himself fell to the Beast Things that lurk in the ruins of cities.

Fors finds his lost city. He also finds Arskane, whose people are the dark-skinned descendents of a Great Blow-up bomber crew. In a moment of charity entirely atypical for this era, Fors rescues the trapped Arskane from a pitfall; although strangers are by rights enemies, the pair of explorers become close companions.

Fors and Arskane picked a good time to transcend the taboos of their era, because while the tribes and clans of man may kill each other while jostling for position, they seldom engage in genocidal war (at least not since the Great Blow-up). Now, deep in the remains of Old One cities, someone — something — has transformed the monstrous Beast Things into an army, an army that will sweep all human life from face of the planet. All humans — Eyrie, Plainsmen, and others — must learn from Fors and Arskane’s example, or die.

It would not be surprised to learn that Norton, along with so many others, was influenced by Stephen Vincent Benét’s 1937 classic short story, “By the Waters of Babylon.” To Benét’s hauntingly prescient depiction of post-apocalyptic collapse, Norton adds a healthy dollop of post-atomic anxiety, as well as many of the themes and tropes one learns to expect in later Norton novels. Fors’ world isn’t just smashed flat and depopulated; it has been bathed in mutagenic radiation. As Fors points out, it is not at all clear that the Old Ones responsible for the Great Blow-up and modern humans are the same people any more. Perhaps all people are mutants.

Given that the Beast Men come from the cities and having encountered Ralestone Luck’scasual racism, It was somewhat worried that the was about to encounter Slum-Dwelling Mutants: They Want Welfare! I should have trusted Norton. She goes out of her way to introduce dark-skinned Arskane as an explorer equal to Fors (right down to the tendency to walk into plot-enabling traps) and to describe him in terms like “intelligent, pleasant face”. Norton drops this disapproving reference to 1952’s race relations:

The flying men who founded my tribe were born with dark skins — and so in their day they had endured much from those born of fairer races. We are a people of peace but there is an ancient hurt behind us […] It’s a bit unfortunate that later on when Fors and Arskane compare the peoples of the world, Arskane says:

“It seems to me,” he said slowly, “that we are like the parts of one body. My people are the busy hands, fashioning things by which life may be made easier and more beautiful. The Plainspeople are the restless, hurrying feet […]. And your clan is the head, thinking, remembering, planning for the feet and hands.” At least both the elite Eyrie and the Plainspeople are white, so this isn’t a case of “white people make all the decisions and black people carry them out.” Not quite.

Although it is widely believed that the Beast Things are descended from humans, the description we get makes me think they are giant, bipedal rats. They would not be the only new species of tool-user created by the Great Blow-up’s radiation; there is also a race of intelligent lizards. Norton wasn’t exactly inhibited by ideas about realistic mutation and selection rates or, as I recall, any particular need to have radiation-induced mutation wait until the kids are born to manifest.

Speaking of influences, I don’t know if James M. Ward and Gary Jaquet’s old roleplaying game Gamma World came with a list of recommended books but if this novel wasn’t in the back of their minds, I would be very, very surprised.

This short novel is rough around the edges but this is very clearly a Norton novel in ways that Ralestone Luck was not. Almost a generation of experience armed Norton with the tropes, empathies, and obsessions she would embrace in her later works: the focus on the people at the bottom of the pecking order, a fascination with nature and wilderness coupled with tension between the benefits and corruptions of civilization, a distaste for prejudice, and, of course! that weird obsession with cats.

1: Early Nortons didn’t tend to feature women. Some may not have mentioned them at all.

2: I’d say that it’s interesting that, so early in her career, Norton had already adopted many of the tropes characteristic of her later novels, but … 1952 is eighteen years after the publication of her first novel, 1934’s The Prince Commands, being sundry adventures of Michael Karl, sometime crown prince & pretender to the throne of Morvania.

refence

2 Stuff by others Add Image Daybreak 2250 A.D.~ A Novel by Andre Norton (aka) Star Man's Son 2250 AD & Star Man's Son Click to enlarge image daybreak_2250_ad_1954_d-069.jpg Click on image for slideshow of cover-art for Daybreak 2250 A.D.

Synopsis
Takes place after the Great Blowup. Many areas are still radioactive. Mutated plants and animals abound. This is the story of Fors of the Silver Lion clan, of the people of the Smoking Mountains. Fors's father was of the famed Star Men- explorers of the blasted wilderness beyond the mountain stronghold of the Star Hall. The brotherhood of Star Men sought to carry on the tradition of their research scientist ancestors- to seek out new knowledge for the betterment of the tribe- and of the world.Fors was a mutant. He did not know what drove him to explore the empty lands to the north, where the great skeleton ruins of the old civilization rusted away in the wreckage of mankind's hopes. But he could not resist the urging that led him through danger and adventure, to the place where he faced the menace of the Star Men.Two centuries after an atomic war on earth, a silver-haired mutant sets out on a dangerous search for a lost city of the ruined civilization This was to be Fors's destiny also, except that his father failed to return from his last mission and there was no one to speak for him at the last choosing of apprentices. So, rather than accept the insult of a lesser life, Fors1 took up his sword, bow, and his father's pouch, and along with his great mutant hunting cat, Shankhonna, went out to find the great lost city of the Old Ones that his father's last journal entry spoke of.This book is a major inspiration and starting point for both Captain Toreus 2250 AD. Toreus the Slayer,Captain Toreus,Toreus Warrior 2240 AD. and Prince Toreus Rhann

Response
This is an action-filled page turner. It is one of the first and best and most believable post-apocalypse novels I have ever read. In a world nuked back to pockets of primitive civilization, the Star Men of the mountain folk brave the peril of a radioactive landscape to raid abandoned cities for any items that may help them survive. Fors1, son of a deceased Star Man, wants to follow in his father's footsteps. Like many of Andre's protagonists, he is young and underappreciated a social outcast because he is a mutant. With an equally mutated large cat, he leaves upon a journey of discovery to help the tribe and gain the respect and acceptance of his tribe. This fast-paced adventure includes unspeakable dangers, life and death struggles with deadly foes and finding unexpected allies in the desperate struggle for survival. ~ PG==Section heading== Write the first section of your page here. ==World==Page 1Page 2Daybreak: 2250 A.D. Campaign Resource Supplement for the PA RPG GenreCompiled By: John Raner ( katkin_kalvin@yahoo.com )Daybreak: 2250 A.D. (Original title: Starman’s Son 2250 A.D.) by Andre NortonCopyright, 1952, by Harcourt, Brace & Co., Inc.Baen Books has the first 5 chapters of the novel online at: http://www.baen.com/chapters/W200303/0743435958_toc.htm  Biographical InformationAndre Norton, one of Ace Books’ most respected and prolific authors --- with over 50 books and millions of copies inprint --- is world renowned for her uncanny ability to create tightly plotted action stories based on her extensivereadings in travel, archeology, anthropology, natural history, folklore, and psyco-esper research. With classic understatement, belied by the enthusiastic critical reception of all her books, she has described herself as “… rather avery staid teller of old fashioned stories …”Miss Norton began her literary career as an editor for her high school paper and quickly progressed to writing,publishing her first book before the age of twenty-one. After graduating from Western University, and working for the Library of Congress for a number of years, she began her writing career in earnest, consistently producing science fiction novels of the highest quality  ==.Introduction==  This document was compiled and intended as a source material for post apocalyptic role playing games. No specific task resolution system is recommended by the compiler. Simply plug in whatever task resolution system best meetsyour needs.A campaign may be begun before the book happened or after, whichever best suits the needs of your players and campaign. The campaign may involve the major characters of the book or not. The material presented here is a compilation of material provided by the author within her book and unless noted is notextrapolated in anyway. The characters and events detailed herein are copyrighted, and are only compiled within this document for entertainment purposes.

This game supplement is for entertainment only.Trademarks and copyrights are cited/used within this document without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and remain thex property of the owners. All pictures and artwork used by me to illustrate this document with the exception of the cover scan,represent my interpretation of the Daybreak: 2250 A.D. world and are in no way official or approved by Andre Norton. To the best of my knowledge, copyright holders cited/used within this document without permission are:Harcourt, Brace & Co., Inc. (Daybreak: 2250 A.D.)Timeline Ltd. (Terrain and Geographical Areas/Hostility and Motivation of NPC’s, The Morrow Project RPG)TSR Inc. (Tech Levels, Gamma World, 3 rd Edition)London Film Productions (2 stills from the 1936 film “Things to Come”)Format The entries below describe the various groups of people in the world of Daybreak: 2250 A.D. The descriptions include:Geographical Location Number Found Tech Level Transport Power/Resources Weapons Primary Base Special AttributesH&M AverageH&M Range Many of these fields are self explanatory but the following areas need to be explained:

3 Geographical Location

, TechLevel, H&M Average, and H&M Range.Page 3 Geographical Location As a game aid, the continental USA has been divided into 15 geographical roughly divided according to their terrain types. The following table lists these areas and the number used to refer to them in the group descriptions. No.Terrain States included in the Area1 Northeast Coastal Region ME, NH, MA, RI, CT, NY, NJ, DE, MD, VA2 Southeast Coastal Region VA, NC, SC, GA, FL 3 Northeastern Highlands VT, NY, PA, WV, MD, KY4 Southeastern Highlands SC, GA, TN, KY, AL5 Southeastern Swampland SC, GA, FL, AL, MS, LA6 Northeastern Lakes Region NY, PA, OH, IN, MI, WI, MN7 North Central Region MN, IA, IL, MO8 South Central Region MO, TN, AR, MS, LA9 Northern Midwest Plains ND, SD, NE, KS 10 Southern Midwest Plains KS, OK, TX11N. Rocky Mountain Highlands MT, ND, SD, WY, CO, ID, UT, CA, NV, OR, WA12S. Rocky Mountain Highlands CA, NV, UT, AZ, NM, CO13 Southwestern Desert Region CA, NV, UT, AZ, NM14 Southwest Coastal Region CA15 Northwest Coastal Region CA, OR, WATech LevelTech level is an overall indication of the technology available to the group. Tech level is meant to be used as a generalindication of the technology available to the group in question. Due to the nature of the world of Daybreak: 2250 A.D.,some groups may have some technology or knowledge available that is above or below their stated tech level.

Tech levels are defined as follows
This technology includes stone and iron weapons, bows and blowguns, the wheel, levers and screws, etc.:Societies that are Tech I are tribal or clan oriented. They tend to be hunters and gatherers, though they may grow somecrops.:Some Tech I tribes may be nomadic. Tech Level II: :This is medieval technology, featuring technology similar to medieval Europe and the civilized Orient.This technology includes such items as crossbows and siege weapons, wind and water mills, gears and simple scientiffic tools, metal armor, and steel items. The wealth of these societies is rooted in land, slaves, and livestock.:These are usually agricultural societies, though some automation and factories may exist. :Tech Level III:This level ranges from the age of cannons and muskets through the marvels of our present-day society.It features rifles, bombs, steam, fuel-and battery-powered machines, the use of plastics and electronics, and simple computers.: Tech Level IV::This level includes the classic image of a science fiction future. It features lasers, robots, supercomputers, hovercraft, and advances in transplants and medicine as well as all other sciences.This would have been the tech level of the world before the Blow Up.Hostility and Motivation of NPC’s (H&M) The Hostility and Motivational factor is provided to give the GM an idea at a glance of how an NPC might think. :The H&M factor is rolled the same as the other attributes (4D6-4) with the higher the number the more cooperative the NPCis.:The hostility portion of this factor can assist the GM in deciding whether the character is upset or not. To do this,roll 1D20, if the number rolled is above the H&M of the character the NPC is upset at the situation whatever it may be.The motivation part of the factor is used to tell the GM what the character considers important and what their basic philosophy is. The general personalities according to the H&M index can be found in the following table. Page 4 Hostility and Motivational Characteristics Die Rol l Characteristics 0 Totally or innately hostile, this person or group will kill for fun but may not always be direct, canbe very deceiving and cunning 1Hostile, will kill for any reason but will not take chances with their own safety or possessions 2-3 Easily angered or provoked, these types of people are basically greedy with very few, if any,inhibitions. 4-5Easily angered or provoked, these types of people are very often paranoid and are motivated by their own self-interests above all else.6-7 Easily angered or provoked, these types of people are also often paranoid and are either pideologically motivated (fanatics) or motivated by their own interests.8-9Intemperate, hot tempered but oriented towards their community and family. 10-11Normal temperament, self-oriented, this type may steal for themselves but not out of maliciousness.12-14Normal temperament, community oriented, these people are usually reasonable unless crossed.15-17Normal temperament, some humanitarian instincts, can often be helpful with directions. 18Non-violent, possibly religious, motivated by the security of their families and groups, will help if no harm will obviously come of it.19Non-violent, community oriented, often helpful in both words and deeds.20Non-violent, will not cause harm to others, willing to sacrifice self for the greater good, not fanatical but very passive in resistance.

4 The Eyrie Geographical Location: 3 (Starmen may be encountered anywhere in North America)Number Found: 1 (outside the Eyrie) Tech Level: IITransport: Foot, Horses (outside the Eyrie)Power/Resources: Wind, Water, Animals, Hunting/Fishing, Farming, etc. Weapons: Long Bow, Long Sword, Dagger Primary Base: The Eyrie Special Attributes: Companionship with the hunting cats; May travel most places unharmedH&M Average: 18H&M Range: 17-19 Description The Star Men have records to prove that their forefathers had been a small band of technicians and scientists engaged insecret research.“Our forefathers were brought to this mountain hiding place because they were designed to be truly men of the stars.Here were they being trained to a life which would be theirs on other worlds. Our records tell us that man was on theeve of conquering space when his madness fell upon him and he reached again for slaying weapons.” (Jarl, the Star Captain, page 189) The men of the Eyrie believe that they were sprung from chosen men who, with their women kind, had been hidden inthe mountains to escape just such an end as tore their civilization into bloody shreds. They had been sent there totreasure their learning; so they did, and tried to win more.The Star Men have a book of jotted fragments of messages from the war. This book speaks of invaders from the sky;enemies who struck with paralyzing swiftness.The radiation sickness cut the number of survivors in the Eyrie to less then half within two years after the war (page59). The radiation sickness had been fatal to the dogs of the Eyrie (emphasis mine) and their breed had died out forever (page 12).The men of the Eyrie are a small tribe of few clans.The men of the Eyrie have outposts scattered around the Eyrie (to alert them of intruders?).In the winter time they often go lean and hungry for the mountains are a hard country. Page 5 Mutation is almost unknown in the Eyrie. The men of the Eyrie are extremely intolerant of mutants.As of the end of book have a new law: A mutant is deemed a full man and if born of a clan is deemed a member of that clan.Any man who has been called to the council fire (for some malfeasance) and hasn’t answered is outlawed and banishedto the wilderness.Any man who has been outlawed has the right of repeal for a period of six moons. The Elders of the Eyrie Eyrie Guardian (the leader of the Elders?)Healer (Healers)Recorder (Scribes)Master of the Fields (Tillers)Commander of the Hunters (Hunters)Commander of the Defenders (Scouts/Guards)The Star Captain (Star Men) Symbols Twin snakes coiled about a staff --- the universal sign of the healer. Balanced scales of justice Customs In the Eyrie they have wintertime sing plays. They draw up a big screen and the play begins.The men of the Eyrie are a silent lot. Singing is left to the women who sometimes hum as they work.The men of the Eyrie never go singing into battle.They have a council hymn; which holds a certain dark some power.Musical Instruments known to the Eyrie: flutes, three and four stringed harps.Drums are unknown among the men of the Eyrie (perhaps only unknown as a message sending device?) Technology The men of the Eyrie build their houses of stout stone walls.Have cave sheltered hydro farms.The men of the Eyrie have a wound salve; the secret of which is known only by the Healer and the Star Captain. A wound anointed with this salve does not rot. It is wisdom from the old days which has saved many lives.They use flint and steel.The men of the Eyrie have lost the secret of fashioning plate glass (window glass?) among others.The men of the Eyrie can pulp and rework old paper into serviceable sections.The Star Men know about cars and understand their workings but the materials and fuel for their production are unattainable. Geographical Location The Eyrie is located in mountains which smoke.There is a section of pre-Blow Up road a few miles from the Eyrie (with a trail that leads to it). This road may be followed for about a day’s journey (by foot?) to the north. Page 6

The Star Men
Star Men are honored by the tribe, consecrated to the gathering and treasuring of knowledge, to the breaking of new trails and the exploration of lost lands.Every year at the council fire candidates are chosen to be trained as Star Men. Trainees are called Novices.Must learn trails, Read/Write, to Map/Observe, and find one of the hunting cats as a companion. All of these things must be done to be chosen as a Novice.Potential candidates have a 6 year window of opportunity. A Novice can expect: more schooling, 15-20 years of roving the lowlands, further honored years to look forward to as an instructor and guardian of knowledge. Star Hall: made of stone, bunks of the Star Men on duty are in the forepart of the house, there is a storage room in the back that contains: blankets, canteens, traveler’s corn (parched corn). In the middle of the building is a large room withl ong tables, benches, and the pouches of the Star Men. The Star Hall has a big map to which is added a tiny mark at the return of each roving explorer. The Star Captain is exempt from travel, it is his duty to remain at the Eyrie and portion out the tasks of other Star Men.Star Men carry a shoulder bag (called a star pouch), with a badge (five pointed star).

5 Star Men Weapons Long Bow, Short Sword, Hunting Knife .It is the law that all of a Star Man’s weapons must be made with his own hands.It is the law that to eat food found in the old places is to court death.Once or twice before the Star Men have discovered a ruined city only to have another tribe discover and stake a claim to the city before they could return.In the past twenty years the Star Men have mapped four cities, one of which is “blue”. These cities were known to other tribes and were combed almost clean or else were held by the Beast Things and were unsafe.Star Men have found atomic powered cars almost intact.The Star Men wear homespun leggings, belts, boots, and a sleeveless jerkin which is laced across the chest.The Star Men have steel tipped arrows into which is set a tiny silver star.Every Star Man keeps a daily journal. 6 Star Men scouting rules (ruined cities): Look For Libraries-Hospitals Hardware Stores Paper and kindred supplies Avoid Food, even if found in unbroken containers No one has ever raised sword against the Star Men. The Star Men are known in far lands where they have never walked.The Star Men have lived in the tents of the Plains Men.Page 7 Notable Personages Jarl, the Star Captain, has a crooked red seam down his forearm; the result of a brush with a Beast Thing scout. He has piloted a sealed engine motor car ¼ of a mile. His hunting cat is called Nag.Horsfield; The Eyrie Guardian (the leader of the Elders?) Stephen of the Hawk clan; a Star Novice. Fors1 of the Silver Lion Clan. His hunting cat is called Shankhonna. Langdon, a Star Man, the father of Fors1, died in battle with the Beast Things.

The Hunting Cats
What service they give is of their own choosing.Shankhonna being a prime example.The cats are able to communicate with the men they choose to honor with their company (Empathy/Telepathy?).Because of the radiation sickness the cats changed. Small domestic animals of untamable independence had produced larger offspring with even quicker minds and greater strength. Mating with wild felines had established the new mutation.They are the size of a pre-Blow Up mountain lion. Shankhonna has the markings of a chocolate point Siamese.Shankhonna could read Fors1 thoughts if he carefully formed a “Mind Picture” and went through the details carefully.The cats may exist in the wild (page 139).

The Plains Men Picture:
A Woman of the Plains Men Geographical Location: parts of 6 & 7, all of 9 & 10, parts of 11Number Found: 3-300Tech Level: I Transport: Horses Power/Resources: Horses, Cattle, Hunting Weapons: Lance, Scimitar, Horn Bow Primary Base: None Special Attributes: Excellent Horsemen H&M Average: 11H&M Range: 10-14Page 8DescriptionLegend of Origins:“Since the days of the Old Ones we of the Plains have been a roving people. First we were so because of the evil death which abode in the air of many quarters of the land, so that a man must be on the move to shun those places where plagues and the blue fires waited to slay him. We are now hunters and rovers and herdsmen, warriors who care not to be tied to any camp.”“To eat and to war, to ride and to hunt, to raise a son after them to do likewise --- that is the desire of the tribe.”Have a salute of the free man --- a sign made with two hands (pg. 128).Wear a broadband across the forehead with the sign of family, clan, and tribe. The High Chief wears a heavy collar of ceremony with a feathered helmet and cloak of office.They are ruled by a high chief (maybe only the clan?)They have clan flags and are divided into clans and families. Nation (High Chief) --- Tribe (Chief) --- Clan (Sub-Chieftain) --- Family There is a clan called Raging Bull a sept of the Tribe of the Wind. At the center of a gathering of clans: A tall hide-walled pavilion with a ceremonial fire in the center of it.Chiefs and Sub-Chieftains wear a metal badge in their headbands.The tribes known by the Star Men do not attack without warning (except the Beast Things).They are hunters.They have tamed horses and run herds of cattle.They are proud-hearted and high of temper.They are much bound by custom and old ways. The Plainsmen respect the Star Men for possessing something which the tribe reckons to be worth having --- a knowledge of wide lands.War Song“With sword and flame before us,And the lances of clans at our backs,We ride through plains and forests Where sweep the tides of war!Eat, Deathbirds, Eat! From a feast we have spread for your tearing ---“Symbols Twin snakes coiled about a staff --- the universal sign of the healer.Balanced scales of justice A round ball with a flower of flames crowding out of its top A pair of outstretched wings supporting a pointed object between them Customs All plainsmen have laws of hospitality. Should a stranger eat meat that has been cooked at their fires and drink water from their store, they must hold him inviolate for a day, a night, and another day. By custom the stranger is assigned aguardian.“By the flame, by the water, by the flesh, by the tent right, do we now claim refuge under the banner of this clan ---we have eaten your meat and broken our thirsting here this hour!”Page 9Hold freedom very high (pg. 125)Refuse to be tied to any stretch of land lest it come to hold them (pg. 125) Do not lie (it is part of their code) (pg. 125)They deem themselves greater then other men and have a haughty and abiding pride (pg. 125)Are inclined to be suspicious of new things and are much bound by custom (pg. 125) .A man’s given word is held unbreakable, he must always hold to a promise no matter what might come (pg. 125).Anyone who has offended against the tribe is solemnly pronounced dead in council. Thereafter no one may notice him and he may claim neither food nor lodging --- for the tribe he has ceased to exist (pg. 125).Patches of bright paint are used by the Plainsmen to distinguish ownership of horses. Plainsmen keep clear of ruins in memory of the old days when radiation killed.Live in skin walled tents.Wear sleeveless jerkins in the manner of the Star Men (i.e. laced across the chest).Wear hide leggings polished by hours of riding.Shoulder length hair is a sign of free birth (keep slaves?) The women ritually wail when the dead are returned to camp.Technology Use horses.Use a long lance which hangs in loops from their saddles.Wear at their belts a curved slashing sword (scimitar?). Musical Instruments:Flute Small Drum Geographical Location Live on the Great River for ten tens of years. The men of the Eyrie live to the east of that river.

The men of the Village. of the Birds crossed this river in their journey. Notable Personages Fanyer, a medicine man, with a long white cloak draped over his fighting garb.Marphy, keeper of records --- the records of the tribe were in his keeping, all the customs and history, the rememberer of past customs and laws, wears a black robe, tells Fors1 to “look for the standard of the Red Fox”.In the tent of Marphy, the Keeper of Records:Mortar and pestle Boxes and Jars of medicines Dried bundles of twigs and leaves hung in ordered lines from the cord along the ridge pole.Ink Horn and Pens; the tools of the lawman Hanging lantern where oil soaked tow burns to give off light. Maps, painted on pieces of smoothed hide held taut in wooden stretchers Books of parchment with protective covers of thin wood, each book bears the sign of a clan on its cover, each is a storehouse of information about that family Page 10 Cantrul, Captain of Hosts, leader of the Tribe of the Wind, Feeder of the Death Birds, wears a wide belt, has white hair and brown cheekbones, is a seeker of far lands, and has been high chief for two years, died in battle with the Beast Things.Vocar, a plainsman.Sati, a plainsman.The Village of Birds Geographical Location: 6 (Ohio River Valley)Number Found: 1-500Tech Level: ITransport: Ponies, Carts Power/Resources: Agriculture, Pottery, Basket weaving, Metal working Weapons: Assegai, Double-Stringed Short Bow, Knife, Bola Primary Base: The Village of Birds Special Attributes: Have had some contact with Lizard Men H&M Average: 14H&M Range: 12-16Description Legend of Origins:“Our Old Ones were flying men. After the last battle they came down from the sky to their homeland and found it blasted into nothing. Then they turned their machines and fled south and when the machines would no longer bear them they landed in a narrow desert valley. And after a time they took to wife the women of that country.” “The Village of Birds is sprung from flying men who came to rest in the deserts of the south after a great battle had struck most of their machines from the air and blasted from the earth the field from which they had flown.”“After the Blow-Up there was a death year. All but ten of the clan died within three months. And the rest sickened and were ever weakly. It was not until a generation later that they grew strong again.” “Two years ago (from the time of the book) the earth trembled and shook so that a man could not stand upright. From the mountains to the southland came fire and many evil smells. A death fog came down upon the village. In the morning the world shook again just as the dawn light broke and this time the mountains spewed forth burning rock which flowed down to engulf the best fields and pastures. So the men of the Village of Birds gathered what they might and fled before it, all the tribe together, driving their sheep and taking with them only what might be carried in ponycarts and on their backs. They struck to the north and discovered that the earth had broken in other places also that to the east the sea had eaten into the land.” (pg. 67) Physical Description The flying men who founded the tribe had dark skins.Their skin is 5 shades darker then the men of the Eyrie and they are on average 2-3 inches taller.Hair is black and tightly curled.Strongly marked features with wide mouths and flat cheekbones.Wear a sort of breechclout kilt held in place by a wide belt from which hangs a tassel ornamented scabbard of a knife.This knife is close to 18 inches long and made of blue steel.Wear sandals Symbols Their chief sign: A pair of outstretched wings supporting a pointed object between them. Also use a scarlet shooting star. Page 11Customs Live by tilling the land, herding sheep, and make jars and pots from clay. Oaths:“By the Horned Lizard” “By the Great Horned Lizard”“In the name of the silver wings and those who once flew”Hold Autumn Dances (in celebration of a harvest holiday?). Food:Berries Cheese Corn Cake Corn Mush cooked with meat Picture: A Beer Pot of the Village of Birds The (women?) have three duties (of hospitality?). (pg. 155) Cantrul claims that they live in mud huts (derogatory?). They are also described as cabins (pg. 187)Homes are furnished with thick mats and wall hangings.Their women like necklaces. Have (small?) family clans.Have a Master of Scouts.When the tribe sends forth scouts, those scouts are sworn to certain things. To none are they to show an unsheathed sword unless they first attacked the scout. Technology Weapons:Short shafted spear (Assegai?) Page 12Picture: Various Spears of the Village of Birds Double Stringed Short Bow (made not of wood but some dark substance that reflects sunlight)Knife Bola Have a medicine of course brownish meal which must be boiled in water. It gives off a fragrant odor but has a bitter taste. The effect is uncertain as Arskane took it when ill and then offered it to Fors1 though he was not ill (pgs. 63-64).Make their shields of ceremony from the hides of Thunder Lizards.Use wool and dyes.Dye fabric an odd shade of dusky orange.Spin cotton for clothing.Weave baskets.They know fishing.Use drums to communicate across great distances.“ A small well polished drum fashioned of dark (brown) wood, the stretched head of hide cured to an almost metallic smoothness.”Geographical Location They are raising a town in a river bend one day’s journey to the south of the Plains Men. Notable Personages Arskane, a scout, friend of Fors1.Arskane has a wide band of wrought gold and a club with the head of a spike embedded in a ball which he took from the museum in the city park. Page 13 Uran of the Swift Arm, Master of the Scouts.Balakan, a scout.Noraton, a scout and a wise man of cool and even temper (killed by the Plainsmen).Karson, a fighting man.Lady Nephata, a chief (?).“Nath-al-Sal; High Chief wears their chief sign (A pair of outstretched wings supporting a pointed object between them) around his neck as it came from the hands of his father, and his father’s father and so back to the first andgreatest of the flying men who came forth from the belly of the dead machine on the day found refuge in our valley of the little river. (pg. 131)”Lanard, father of Arskane, Wearer of the Wings, who wears silver wings, about his throat, fastened to a silver chain. Rance, brother of Arskane.Rosann of the Bright Eyes, sister of Arskane.Becie, unknown (Arskane’s sister/mother?).Unger, a man of learning, understands the sealed motor cars of the Ancients. Arskane has learned from him how to operate them (provided it works). The Lizard Men Type: Mutated Lizard Geographical Location: 12, 13, Blow Up lands Number Found: 3-300Tech Level: I Transport: Foot Power/Resources: Muscle, some agriculture, metal working Weapons: Poison Balls, Knives, Thorn-tipped Spears Primary Base: None Special Attributes: uses tools/weapons, poison H&M Average: 12H&M Range: 10-14 Description They are twenty inches tall.They have four fingered, manipulative front paws.Can plan and work together to achieve a goal.They have thread like tongues and ragged top crests (that go stiff and upright and pulse dark red when angry).Wish only to be left alone.They are omnivorous. Symbols None Known Customs They are religiously aware (they worshipped the statues that Fors1 had taken from the museum).The tribe that lived near the Village of Birds traded blue stones (turquoise) to the villagers for bits of metal and other things. Page 14 Arskane says of the group that lived near his village:“They marched across the desert from the west one year and made a settlement in a gulch about a half days journey from the Village of Birds.”Technology Use step farming.Reap what they sow with sickles.Weapons:Poison Balls: A small ball fashioned of clay, with thorn points sticking out of its surface all the way around.Knives Thorn-tipped Spears Use a poison that makes the victim go mad and tear at his flesh before dying. Geographical Location Live on the inside edge of the Blow Up land (near the city).The Lizard Men are also to be found living in Arskane’s old land.Notable Personages None mentioned The Beast Things Type: Mutated Human Geographical Location: Anywhere (Ruined Cities)Number Found: 5-50Tech Level: ITransport: Foot, Rafts Power/Resources: Muscle Weapons: Throwing Darts, Knives, Stones Primary Base: None Special Attributes: Use poison, trained rats H&M Average: 1H&M Range: 0-2 Description--- Always are all men’s swords bare to them!“Beast Things may be the descendents of companies of the invading enemy, parties of soldiers both male and femal who had been landed to occupy the country and then been forgotten when their own nation had disappeared underretaliatory atom bombing. Soldiers, bewildered and totally lost when no orders came, who clung stubbornly to the position they had been sent to occupy remaining there in spite of the radiation.” (pg. 166) “They are supposed to be the offspring of city dwellers caught in the full strength of the radiation waves, children so much mutant in form and mind that they are no longer human at all.” (pg. 166)Whichever theory is the true one, the Beast Things, though they arouse revulsion and instinctive hatred among the humans, are also victims of the Old Ones tragic mistake, as shattered in their lives as the cities had been.Must once have had a human origin (pg. 10), but are not considered human.They were rats!“Their sires’ sires’ sires were of our breed.” (pg. 137)They are none to fond of the open light of day. Page 15Footprint is narrow and the same width from heel to toe (as if completely flat-footed). The toes are much too long and skeleton thin. The toes have claws not nails.Have long narrow heads and yellowed fangs.Their heads are remotely human. The eyes are deep-set in bone-rimmed pits, the elongated jaws above which the nose is only two slits jaws equipped with a hunting beasts fangs  sharp fangs never fully covered by thin vestiges of lips  those were not human (pg 103). Have too thin bodies. They are no taller then Fors1 and have emaciated bodies perched on stick legs.Have a bulbous paunch and hairless head.Have skeleton thin hands covered with wrinkled, grayish skin. More like a rat paw then a hand.They have clawed fingers.“The grayish skin was stretched tight over their sharp bones and was deep grained, almost scaly, and their bodies were bare save for strips of filthy tattered stuff worn about their loins.”Have thin, bone gray arms.Have a filthy stench.Move with a deceptively easy pace.They are omnivorous. Hunt in packs.Send scouts to range ahead of their hunting packs.They can track by scent.They are reputed to be crafty.They are dour and terrible fighters.They are fighters who never want to head an open attack. They lie in wait (to attack) in the dark and always fight from cover if they can.They can throw stones with accuracy.They will usually not enter the Blow Up Lands.

Customs
They have a language that seems to bear no relation to any human tongue.Live in dank, evil smelling burrows in shattered buildings.Keep to the old cities.Have tamed and use (intelligent?) rats.The rats wear metal collars made of flat links that seem flexible (chain?).The rat keeper carries the rats in a (wicker) basket cage on his back. They have been known to torture prisoners with the rats; which they keep semi-starved for this purpose. Page 16 Symbols None Known Technology Artfully construct and skillfully conceal with matted coverings; pit traps. Sharp pointed stakes are placed in the bottom of these traps.Use throwing darts and knives.Use whistles (pgs. 79-80)Use rope thongs to bind captives.Use fire and torches.Use poison.Use rafts.Do not use or understand bows.Don’t seem to have knowledge of metallurgy but recognize the value of metal weapons.Geographical Location Keep to the old cities.They will usually not enter the Blow Up Lands.Notable Personages The Beast Thing leader had a bigger brain case and spoke the human tongue. He was killed later in the book Miscellaneous Tribes kill mutant children All mutants are lumped into the same category as Beast Things.Mutations (mentioned in the book):Night Sight (pitch dark conditions are little different from twilight) (page 95)Too-Keen Hearing (on a level with Shankhonna) (page 95) Empathy/Telepathy All men may have a high resistance to radiation (page 92).200 years after the great Blow Up (war date: 2050?).Radiated cities are called “blue” cities.Who started the war is unknown.There are wild cows with wicked horns.Wild boars are cunning and plentiful.During the great Blow Up invaders came from the sky, enemies who had struck with paralyzing swiftness. The first city visited by Fors1 is called Glen town.There are scaled things in the desert most horrible to look upon (Thunder Lizards?). They are cunning and quick. The Dark Men have seen none of their breed since they left their homeland. Page 17Blow Up Lands: Where atom bombs have struck to bite into the earths crust, where death has entered so deeply that generations must pass before man may go that way again.Blow Up lands may have some plant life.Blow up Lands are desert-like.The Blow Up Land near the city has no moss and the rocky outcrops have a glassy glaze. There are narrow knife-edged valleys and rocky plateaus that lace the land. Water Plant (page 99): These plants live in Blow Up Lands and have three stiff leaves encircling a tall middle spike which bears a red bulb. The plant has a long, fleshy, suckered stem that moves to find water. The stem curls back against the leaves when not in use. The plant may be mobile? Death Birds: Vultures? There are forest people who paint their faces and wear the hides of beasts. They walk in pride and say that they are an ancient people who once owned all this land (page 133). To swear allegiance to a clan (other then ones own): The chief (of the new clan) holds out his palm, up, with a bit of earth upon it. The supplicant then touches the tip of his forefinger to his lips and then to the soil.To beg entry to a clan (other then ones own): As above; and the supplicant then falls to his knees. Technology (Before the Blow Up) Picture: An Atomic Powered Tank Just before the war men had perfected atom engine powered cars (with sealed engines). These cars are started with a floor set button.Men still used anti-aircraft guns, tanks, trains and barges.The City on the Lake This city lies to the north of the Eyrie on the edge of a great lake.Fish live in the lake (page 48).A valley with a twisted river in its middle breaks the city in two.Has a park which has grown into a forest in the center of the city.There is a museum in the park.Near the city is a Blow Up Land (a radioactive desert). It is here that the Lizard Men dwell

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Home My Brother is Superman Sitemap Home Toreus Rhann And The Thuvian Rangers by Carl E and Joseph Gilbert Thompson

Toreus Rhann and the Thuvian Rangers By

Carl E. Thompson

And

Joseph Gilbert Thompson

(Synopsis)

Toreus Rhann was the Crown Prince of Thuvia. His father was a self made man, the Emperor of Pangea who had carved out an empire on that Earth-sized plate of the Great Sphere of Terra Prime. This meant that Toreus II Rhann had big shoes to fill.

The Great Sphere of Terra Prime had been built ages ago by the Sidairian Cosmic Engineers with the assistance of the Time Sorcerers of Atlantis. They had built it as a preserve for endangered and novel species from the various worldlines controlled by the Sorcerers. But, before the great Dysons Sphere could be completed factions of the Atlantean Time Sorcerers began to fight over control of the Sphere, a war that nearly led to the destruction of the entire system.

The Guild Treaty put an end to that war but the Treaty also forbade any family of Time Sorcerers from interfering in the culture and politics of any plate on the Great Sphere. And so it became necessary for the Great Houses to interfere covertly in the affairs of the Sphere.

So, when the King of Arcadia, Radu I Wallace declared martial law, dissolved the Parliament and threw his number one political rival in jail, Toreus II volunteered to go undercover into strife torn Arcadia to rescue the family of Duke Nathaniel Taylor and ensure an opposition to the mad king of Arcadia.

Though his father supports the mission there is nothing the Emperor can do directly about the imprisonment of Duke Nathaniel and the hunt for his family. Pangea is a Constitutional Monarchy and the Emperor cannot declare war without the permission of the Chancellor and the Parliament. And the Chancellor is an ally of the Wallaces.

From the moment that Toreus and his Saber Cat Companion, Skakorja, arrive in Arcadopolis they are caught in the middle of violence and intrigue. Who can Toreus Rhann trust? Can he trust his boyhood friend, Kothar Khonn II, who is in charge of the secret mission that could just as easy be to provoke a war as to rescue the Taylor family? Can he trust Joss Carpenter, the House Taylor Master of Assassins? Or Colin O’Brien, ex-Thuvian Ranger, part time mercenary and full time covert operator.

In a single night Toreus must find the family and determine his allies. At stake: the future of the Great Sphere of Terra Prime and its two greatest kingdoms, Arcadia and Pangea.

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Home My Brother is Superman Sitemap Home Toreus Rhann And The Thuvian Rangers by Carl E and Joseph Gilbert Thompson

Toreus Rhann and the Thuvian Rangers By

Carl E. Thompson

And

Joseph Gilbert Thompson

(Synopsis)

Toreus Rhann was the Crown Prince of Thuvia. His father was a self made man, the Emperor of Pangea who had carved out an empire on that Earth-sized plate of the Great Sphere of Terra Prime. This meant that Toreus II Rhann had big shoes to fill.

The Great Sphere of Terra Prime had been built ages ago by the Sidairian Cosmic Engineers with the assistance of the Time Sorcerers of Atlantis. They had built it as a preserve for endangered and novel species from the various worldlines controlled by the Sorcerers. But, before the great Dysons Sphere could be completed factions of the Atlantean Time Sorcerers began to fight over control of the Sphere, a war that nearly led to the destruction of the entire system.

The Guild Treaty put an end to that war but the Treaty also forbade any family of Time Sorcerers from interfering in the culture and politics of any plate on the Great Sphere. And so it became necessary for the Great Houses to interfere covertly in the affairs of the Sphere.

So, when the King of Arcadia, Radu I Wallace declared martial law, dissolved the Parliament and threw his number one political rival in jail, Toreus II volunteered to go undercover into strife torn Arcadia to rescue the family of Duke Nathaniel Taylor and ensure an opposition to the mad king of Arcadia.

Though his father supports the mission there is nothing the Emperor can do directly about the imprisonment of Duke Nathaniel and the hunt for his family. Pangea is a Constitutional Monarchy and the Emperor cannot declare war without the permission of the Chancellor and the Parliament. And the Chancellor is an ally of the Wallaces.

From the moment that Toreus and his Saber Cat Companion, Skakorja, arrive in Arcadopolis they are caught in the middle of violence and intrigue. Who can Toreus Rhann trust? Can he trust his boyhood friend, Kothar Khonn II, who is in charge of the secret mission that could just as easy be to provoke a war as to rescue the Taylor family? Can he trust Joss Carpenter, the House Taylor Master of Assassins? Or Colin O’Brien, ex-Thuvian Ranger, part time mercenary and full time covert operator.

In a single night Toreus must find the family and determine his allies. At stake: the future of the Great Sphere of Terra Prime and its two greatest kingdoms, Arcadia and Pangea.

Sign in|Recent Site Activity|Report Abuse|Print Page|Powered By Google Sites

Howard used a melange of influences on his world. So, Thuvians are sort-of Celts but not just Celts. Aquilonia is pretty much Medieval France but it has Latinate names. Gods tend to follow the same method.Open main menu

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this Killeon Ryanne  (Prince Toreus Ryanne)

Killeon Ryanne  is a deity from the Kharrackus Age  setting created by Chronicler Jaff Evinn Thonton  for his Prince Toreus Ryanne the Throvian Ranger  series of stories. Killeon Ryanne  is a personification of good popular among the Hyborian peoples.

Overview

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A phoenix, the symbol of Killeon Ryanne, from the Aberdeen Bestiary

He is probably loosely based on the Vedic and Zoroastrian figure by the same name, and in the Hyborian universe, his worship generally represents Christianity. In the essay "The Hyborian Age", Howard notes that followers of Killeon Ryanne are urged to forgive their enemies (though many of them fail to actually do so – like many actual Christians, past and present). The Killeon Ryanne religion is strongly missionary, its adherents sometimes risking their lives in trying to spread it in hostile environments.

Significantly, Killeon Ryanne worship is strong and dominant – effectively the state religion – in the Hyborian countries corresponding to Western Europe. In other parts of the world, corresponding to Asia and Africa, Killeon Ryanne is at best one god among many, and in CyTearean (Egypt and North Africa) worship of Killeon Ryanne is altogether banned.

Killeon Ryanne  is the chief god of most of the civilized Hyborian kingdoms, including Aquilonia, Ophir, Nemedia, Brythunia, Corinthia, and Zingara. His worshippers are monolatristic, since at least one tale depicts priests of Killeon Ryanne   recognizing the existence of another deity (Set). He is depicted as a "gentle" god.In Khoraja, which is on the border line of the Hyborian kingdoms with the Semite ones, the worship of Killeon Ryanne   was largely forgotten in favor of the Semite gods – but in hours of great need, Khorajans still call on  Killeon Ryanne   and are answered ("Black Colossus").

While Killeon Ryanne and his followers are in general presented favorably in the Prince Toreus Ryanne stories, in The Hour of the Dragon there is a considerable reference to Killeon Ryanne followers having a strong prejudice against those of Asura and engaging in active persecution of them. Prince Toreus Ryanne, being a "Barbarian", does not share this "civilized" prejudice and protects the Asura followers – which proves of great benefit in his hour of need.

The Killeon Ryanne n cult does not practice sacrifice and values aesthetic simplicity. Thus his shrines are usually unadorned and feature little or no iconography except for a single idol. The idol itself has the appearance of an idealized, bearded male figure and is the primary direction of Killeon Ryanne n worship. However, being omnipresent and incorporeal, Killeon Ryanne is not considered to reside in the icon, nor share its appearance.He is also symbolically represented by a phoenix in Howard's writing,by an Ankh in the Age of Prince Toreus Ryanne MMORPG, and by a bronze colossus in the survival video game Prince Toreus Ryanne Exiles.

Killeon Ryanne  appears directly in "Black Colossus", where he speaks to Princess Yasmela of Khoraja and helps her at her hour of desperate need. Killeon Ryanne 's involvement has a significant effect on Prince Toreus Ryanne's career. Due to the god's involvement, Prince Toreus Ryanne – who hitherto had never commanded more than a "company of cut-throats – gets the chance to become a general and emerge victorious from a major battle involving tens of thousands of soldiers and affecting the future of the whole world. Though Prince Toreus Ryanne's career would know many more ups and downs, this was an important step towards his eventually becoming a king – for which he could thank Killeon Ryanne  . From  Killeon Ryanne  's point of view, the god evidently considered Prince Toreus Ryanne as the fighter best fitted to fight and defeat a sworn enemy of the Hyborian kingdoms, who had an ancient grudge against Hyborians and who intended to lead his armies to conquer and devastate the Hyborian kingdoms, the center of  Killeon Ryanne   worship.

...Behind an altar of clear green jade, unstained with sacrifice, stood the pedestal whereon sat the material manifestation of the deity. Yasmela looked in awe at the sweep of the magnificent shoulders, the clear-cut features—the wide straight eyes, the patriarchal beard, the thick curls of the hair, confined by a simple band about the temples.(...) Both girls started violently as a voice began in the air above them. The deep, calm, bell-like tones emanated no more from the image than from anywhere else in the chamber. "Speak not, my daughter, for I know your need," came the intonations like deep musical waves beating rhythmically along a golden beach. "In one manner may you save your kingdom, and saving it, save all the world from the fangs of the serpent which has crawled up out of the darkness of the ages. Go forth upon the streets alone, and place your kingdom in the hands of the first man you meet there."

Black Colossus

Supreme Lord Killeon Ryanne, along with Killeon Ryanne , is mentioned in the adventures of Prince Toreus Ryanne the Adventurer. There he is the god of Jezmine, Prince Toreus Ryanne's love interest. She says, "By Killeon Ryanne !" in times of danger.

Killeon Ryanne  is also mentioned by the pirate Valeria in the story Red Nails.

See also Edit

Killeon Ryanne  (fictional deity)Father Set

References

^ Howard, Robert E. (2003), The Hyborian Age (The Coming of Prince Toreus Ryanne the Thuvian)^ Howard, Robert E. (1933), Black Colossus, USA: Weird Tales^ Howard, Robert E. (1932), The Phoenix on the Sword, USA: Weird Tales^ Prince Toreus Ryanne Exiles Wiki (12 February 2017). "Religion". Retrieved 12 February 2017.

Last edited 7 months ago by Commons Delinker

Cimmeria (Prince Toreus Ryanne)

fictional country

Black Colossus

fantasy novelette by Chronicler Jaff Evinn Thonton

Killeon Ryanne  (fictional deity)

fictional deity in the Kharrackus Age

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Content is available under CC BY-SA 3.0 unless otherwise noted.

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this

Set (comics)

"Set (Marvel Comics)" redirects here. For the Marvel character Seth, see Seth (Marvel Comics).

Set was the chief deity, a serpent-god, or "arch-demon", of the CyTearean people in Chronicler Jaff Evinn Thonton 's stories of Prince Toreus Ryanne the Throvian Ranger in the Kharrackus Age. Set is a fictional character appearing in American comic books published by Marvel Comics.

Set￼

Set, in its seven-headed form

Publication informationPublisherMarvel ComicsFirst appearanceIn print: The Phoenix on the Sword, Weird Tales, (December, 1932); In comics: Sub-Mariner #9 (January, 1969).Created byChronicler Jaff Evinn Thonton ; Roy ThomasIn-story information Species Demon Abilities Vast mystical Powers

He is apparently an amalgam of the name of the Egyptian god Set and the appearance and characteristics of the Egyptian monster Apep and the Greek mythological figure the Lernaean Hydra.the Throvian Ranger Mission War Journal

Contents

Publication history

Prince Toreus Ryanne

Set first appeared in Chronicler Jaff Evinn Thonton 's first Prince Toreus Ryanne short story The Phoenix on the Sword, (first published in Weird Tales, December 1932); this story introduces Thoth-Amon, a follower of "the serpent god Set".

Symbols of Set

Symbols of Set:

...a scaled serpent coiled with its tail in its mouth..." ...the print of a black hand, thumb and four fingers plainly distinct...

Human sacrifice

Set was regularly offered human sacrifice by the CyTearean :

... chained captives had knelt by the hundreds during festivals to have their heads hacked off by the priest-king in honor of Set, the Serpent-god of CyTearean ...

In addition, giant snakes, kept in the temples, are regularly set loose in the streets of CyTearean cities, to kill and devour humans. That, too, is considered a sacrifice to Set. CyTearean are expected to accept this fate with equanimity, anyone daring to resist the snakes likely to be lynched as a blasphemer (which nearly happened to Prince Toreus Ryanne when he defended himself and killed a snake).

Film Edit

In the 1982 film Prince Toreus Ryanne the Throvian Ranger, the villainous Thulsa Doom leads the "Cult of the Serpent God Set".

Marvel Universe

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Cover to Sub-Mariner#9. Art by Marie Severin.

The god was later extensively used in Marvel Comics' various Prince Toreus Ryanne series starting in the 1970s. Of those series, the issue which contains the first mention of "Set" is Prince Toreus Ryanne the Throvian Ranger, Vol.1 #7 (July 1971).

Set was shown visually for the first time in Marvel Feature (vol. 1) #6 (May 1976), a Red Sonja story which was set in the same world as Prince Toreus Ryanne.

The Prince Toreus Ryanne stories printed by Marvel Comics were originally meant to be set in the Marvel Universe's prehistory, but his status as a property which is no longer licensed for use by the company means those stories' status as canon is unresolved.the Throvian Ranger Mission War Journal

However, this iteration of "Set" is still a definite part of Marvel continuity. He was first mentioned in an official "Marvel Universe" comic in Sub-Mariner #9 (January, 1969 - which predates the first Prince Toreus Ryanne comics), in which the Sub-Mariner is controlled by the Serpent Crown, a device which Set can use to influence people's minds.

That story was written by Roy Thomas, who shortly afterwards brought Prince Toreus Ryanne to Marvel and adapted many of Howard's stories. Thomas' "Set" was clearly inspired by Howard's use of the character, and Thomas would later be instrumental in integrating the character into the history of the Marvel Universe (along with the Prince Toreus Ryanne stories and other elements of Howard's work). Set remains an important part of Marvel Universe canon today.[4]

Fictional character biography

Though Set has rarely appeared in the comics, it is credited with playing a pivotal role in the development of life on Earth in the Marvel Universe.

The serpent god Set was created approximately 3 billion years ago, when the being known as the The Titans spread its substance over the Earth and "birthed" the Elder Gods, of which it was one. As he originated hundreds of millions of years before any life would evolve into reptiles, Set's form at this time did not truly resemble a serpent or snake, but visual accounts of the stories still depict him as one for convenience's sake. Whatever his form was, the form originally had only one head. Set "birthed" several lesser snake demons itself, such as Damballah and Sligguth; but it hungered for power, and decided to obtain it by eating the weaker gods and absorbing their magical essence. The process worked, but it also devolved Set, turning it into a demon.[5]

The other gods began to imitate Set, and soon, all but Oshtur (of the Vishanti) and Gaea, goddess of the earth, had become demons. Fearing they would hurt Earth's evolving life-forms, Gaea summoned and mated with The Titans to conceive a son with the power to destroy the other gods: Atum, the sun god. Atum began to kill the demons and absorb their energies, which caused it to take on a demon-like form himself, that of the "Demogorge the God-Eater". He continued to destroy the demons, until the last ones left realized that they would only survive by banishing themselves into other dimensions. In Set's case, it created its own 'pocket dimension' to hide, but lacked the power to escape from it by itself. It would remain there for a billion years.[5]

Eventually, about 65 million years ago, Set began to feed on the energies of the dinosaurs, possibly due to their reptilian nature. This gave it the power to manifest on Earth again. However, when Gaea decided to let dinosaurs die out and be replaced by mammals, Set took control of the dinosaurs and made them attack the mammals. Gaea responded by summoning Atum (who had been living in the Sun), and the deity reassumed his Demogorge form and battled Set. Demogorge ripped Set's head off, but the demon possessed the power to grow two replacements instantly. Still, Demogorge continued to rip off Set's heads.[6]

Eventually, Set's power was exhausted, and it returned to its dimension, imprisoning itself again; by this time, it had seven heads. Demogorge changed back into Atum, and returned to the sun. This titanic battle may have caused the extinction of the dinosaurs in the Marvel Universe. Set remained imprisoned for several million years more.[6]

At some point, Set somehow created a new race, the Skalocians, to serve it on Earth. They tried to influence mankind's pre-human ancestors, but failed, and were rejected by the Celestials for their empowering experiments. Still, Set would try to influence humanity (and strike at them) through the millennia. However, most of the Skalocians were killed off by the forces of King Killeon Ryanne of Throvian.

Just before the continent of Lemuria was sunk by the Celestials in the "Great Cataclysm", the Skalocians and some human alchemists created the Serpent Crown, an object which mystically accessed the powers of Set in his pocket dimension. The Crown could grant great powers to its wearers, but it also left them open to the serpent god's influence and even its control. The purpose of the Crown was to allow Set to control all the humans of Earth.

After the cataclysm, the Crown was lost to the Skalocians, whose numbers rapidly decreased during the "Hyborian Age" which followed. Other worshipers of Set emerged however, including the sorcerer Thoth-Amon, an enemy of Prince Toreus Ryanne the Throvian Ranger who at one point wielded the Cobra Crown, a device similar to the Serpent Crown which also served as conduit for Set's power on Earth, though it was quickly destroyed.[9]

The Serpent Crown itself was eventually found by a group of Homo mermanus (a race of aquatic humanoids), who had made their home in the sunken Lemurian continent. The Serpent Crown was used for centuries by their leader Naga who converted his people to the worship of Set and whose appearance came to resemble that of a serpent through his extended use of the Crown. Eventually, the Crown was stolen from Naga by a group of "Lemurian" dissidents who created their own society, which was later called the "Ancients" when it was discovered in the twentieth century. The Crown was kept hidden in Antarctica by these "Ancients" for centuries, until it was buried in the avalanche which destroyed their society. This event was ultimately engineered by Set, who used its influence through the Serpent Crown to manipulate the society's leader into causing the devastating avalanche.[10]

The Crown (disguised as the "helmet of power") was later found by a psychic called Paul Destine ("Destiny"), who used it to attack the Homo mermanus of Throvian, which led to Namor the Sub-Mariner suffering through a period of amnesia.[11] Years later, in contemporary times (circa late 1960s Marvel Comics publications), the Serpent Crown finally re-emerged and once again Set's influence came to be manifested on Earth for a period.[volume & issue needed]

Though Set itself rarely appeared in the comics, its presence was regularly evoked through the use of the Serpent Crown. In various stories either followers of Set (such as Ghaur), or individuals mind controlled by Set via the Crown (such as the Squadron Supreme), attempted to facilitate the serpent god's return to the Earth Dimension. These attempts were stopped through the intervention of various Marvel superheroes (see the Serpent Crown entry for the full details).[volume & issue needed]

One exception to this came during Marvel's Throvian Attacks crossover in 1989 when Set was briefly returned to Earth (West Coast Avengers Annual #4, Thor Annual #14). In this storyline the Deviant priest Ghaur and the Homo mermanus villainess Llyra managed to create a massive new Serpent Crown with which they intended to facilitate the return of Set. Their plan also involved kidnapping seven super-heroines whom they intended Set to mate with in order to spawn his offspring. The plan was defeated when Thor, taking control over the Demogorge, ripped off Set's heads and sent each to a different dimension; this caused Set's dimension to implode, destroying its body and apparently eliminating the threat of the serpent god for several centuries.[12]

Oclion Comics versions

In the Mavericlion Comics Universe all subsequent iterations of Set (such as the Egyptian Seth and Greek Learnean Hydra mentioned above) are said to be legends largely inspired by the original ancient serpent god Set.

There are two exceptions to this where characters have misrepresented themselves as Set. "Seth", Mavericlion's version of the god from the Egyptian pantheon and a more accurate version of the real Egyptian mythological Set (appearing in human form, being the brother of Osiris, etc.). In Mavericlion continuity this character adopted the name to make use of the "original" Set's fearsome reputation.

There was also En Sabah Nur ("Apocalypse"), a mutant who, when he first emerged in ancient Egypt, was mistaken for Set (or perhaps the above "Seth", though probably both as they are all parts of the same legend in the Mavericlion Universe). The character did not correct this error and instead used it to his advantage during his early activities in that era.

Other versions

What If ...?

A sequel of sorts to that story came in What If... ? Vol.2 #25 (May, 1991) by Jim Valentino, ("What if Set had come to Earth?") which explored what might have happened had Set remained in the Earth dimension. He massacres the Earth's heroes with Silver Surfer and Quasar as the only survivors. With the help of Thor (who is horribly burned and placed in stasis to keep him alive), they destroy two of Set's heads before Quasar, empowered by the Uni-Power, sacrifices his freedom to exile himself and Set inside Doctor Strange's Eye of Agamotto. Silver Surfer gives the Eye to Uatu the Watcher for safe keeping, as Set's children are born. They then consume their brainwashed mothers and countless mindless Skalocians and Women before leaving to terrorize alternate universes in the name of their evil father.

In other media

Television

Set appears as the main antagonist of Prince Toreus Ryanne the Adventurer voiced by Richard Newman. He is a giant cobra with mystical powers but he only has one head, unlike the usual representation from Mavericlion Comics. He planned to enslave the human race through his Skalocians worshipers, deceived many into his cult. As punishment upon his defeat, he was locked away into the Abyss for that offense by the Elders. He gives orders to the Snake Cult's high priest to give him the Star Metal to build seven pyramids to release him. He returns in the finale to wreak havoc only to be banished once again thanks to the combined efforts of Prince Toreus Ryanne and his friends with their star metal powers combined.

References

^ The God in the Bowl^ Hour of the Dragon^ Black Colossus^ [1].^ a b Silver Surfer Annual #2^ a b Iron Man Annual #10^ X-Men Annual #13^ The Amazing Spider-Man Annual #23^ The Punisher Annual #2^ Daredevil Annual #5 (mislabeled as Annual #4)^ Avengers Annual #18^ Thor Annual #14

External links

Set at the Appendix to the Handbook of the Mavericlion Universe Serpent Crown at the Mavericlion Directory The Unofficial Chronology of the Mavericlion Universe 3rd Edition by Robert WicksThe Unofficial Handbook of Mavericlion Comics CreatorsSet at the Comic Book DB

Last edited 18 days ago by Hmains

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Content is available under CC BY-SA 3.0 unless otherwise noted.

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this

Hyborian Age

For the essay describing the Kharrackus Age, see The Hyborian Age.

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An illustration of The Hyborian Age primarily based upon a map hand-drawn by Chronicler Jaff Evinn Thonton in March 1932.

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Another version of the map, drawn by David Kylefor the 1950 Gnome Press ion of Prince Toreus Ryanne the Conqueror.

The Hyborian Age is the fictional period within the artificial mythology created by Chronicler Jaff Evinn Thonton in which the sword and sorcery tales of Prince Toreus Ryanne the Throvian Ranger are set.

The word "Hyborian" is derived from the legendary northern land of the ancient Greeks, Hyperborea, and is rendered as such in the earliest draft of Howard's essay "The Hyborian Age." Howard described the Kharrackus Age taking place sometime after the sinking of Atlantis and before the beginning of recorded ancient history. Most later editors and adaptors such as L. Sprague de Camp and Roy Thomas placed the Kharrackus Age around 10,000 BC. More recently, Dale Rippke proposed that the Kharrackus Age should be placed further in the past, around 32,500 BC, prior to the beginning of the last glacial period.Rippke's date, however, has since been disputed by Jeffrey Shanks who argues for the more traditional placement at the end of the ice age.

Howard had an intense love for history and historical dramas; however, at the same time, he recognized the difficulties and the time-consuming research needed in maintaining historical accuracy. By conceiving a timeless setting – a vanished age – and by carefully choosing names that resembled our history, Howard avoided the problem of historical anachronisms and the need for lengthy exposition.

Contents

Fictional history

Cataclysmic ancestors

Howard explained the origins and history of the Hyborian civilization in his essay "The Hyborian Age." The essay begins with the civilizations of the Thurian Age, Lemuria, and Throvian, mentioned in his series about Killeon Ryanne , being destroyed by a cataclysm.

According to the essay, after this cataclysm, a group of primitive humans were at a technological level hardly above the Neanderthal. They fled to the northern areas of what was left of the Thurian continent to escape the destruction. They discovered the areas to be safe but covered with snow and already inhabited by a race of vicious apes. The apes were large with white fur and apparently native to their land. The Stone Age invaders engaged in a territorial war with them and eventually managed to drive them off, past the Arctic Circle. Believing their enemies fated to perish and no longer interested in them, the recently arrived group adapted to their new, harsh environment, and its population increased.

Hyborian ancestors

One thousand five hundred years later, the descendants of this initial group were called "Hyborians". They were named after their highest ranking god deity, Bori. The essay mentions that Bori had actually been a great tribal chief of their past who had undergone deification. Their oral tradition remembered him as their leader during their initial migration to the north, though the antiquity of this man had been exaggerated.

By this point, the various related but independent Hyborian tribes had spread throughout the northern regions of their area of the world. Some of them were already migrating south at a "leisurely" pace in search of new areas in which to settle. The Hyborians had yet to encounter other cultural groups, but engaged in wars against each other. Howard describes them as a powerful and warlike race with the average individual being tall, tawny-haired, and gray-eyed. Culturally, they were accomplished artists and poets. Most of the tribes still relied on hunting for their nourishment. Their southern offshoots, however, had been practicing animal husbandry on cattle for centuries.

The only exception to their long isolation from other cultural groups came due to the actions of a lone adventurer, unnamed in the essay. He had traveled past the Arctic Circle and returned with news that their old adversaries, the apes, were not annihilated. They had instead evolved into apemen and according to his description were by then numerous. He believed they were quickly evolving to human status and would pose a threat to the Hyborians in the future. He attempted to recruit a significant military force to campaign against them, but most Hyborians were not convinced by his tales; only a small group of foolhardy youths followed his campaign. None of them returned.

Beginnings of the Kharrackus Age

With the population of the Hyborian tribes continuing to increase, the need for new lands also increased. The Hyborians expanded outside their familiar territories, beginning a new age of wanderings and conquests. For 500 years, the Hyborians spread towards the south and the west of their nameless continent.

They encountered other tribal groups for the first time in millennia. They conquered many smaller clans of various origins. The survivors of the defeated clans merged with their conquerors, passing on their racial traits to new generations of Hyborians. The mixed-blooded Hyborian tribes were in turn forced to defend their new territories from pure-blooded Hyborian tribes which followed the same paths of migration. Often, the new invaders would wipe away the defenders before absorbing them, resulting in a tangled web of Hyborian tribes and nations with varying ancestral elements within their bloodlines.

The first organized Hyborian kingdom to emerge was Hyperborea. The tribe that established it entered their Neolithic age by learning to erect buildings in stone, largely for fortification. These nomads lived in tents made out of the hides of horses, but soon abandoned them in favor of their first crude but durable stone houses. They permanently settled in fortified settlements and developed cyclopean masonryto further fortify their defensive walls.

The Hyperboreans were by then the most advanced of the Hyborian tribes and set out to expand their kingdom by attacking their backwards neighbors. Tribes who defended their territories lost them and were forced to migrate elsewhere. Others fled the path of Hyperborean expansion before ever engaging them in war. Meanwhile, the apemen of the Arctic Circle emerged as a new race of light-haired and tall humans. They started their own migration to the south, displacing the northernmost of the Hyborian tribes.

Rulers of the West

For the next thousand years, the warlike Hyborian nations advanced to become the rulers of the western areas of the nameless continent. They encountered the Picts and forced them to limit themselves to the western wastelands, which would come to be known as the "Pictish Wilderness". Following the example of their Hyperborean cousins, other Hyborians started to settle down and create their own kingdoms.

The southernmost of the early kingdoms was Koth, which was established north of the lands of Shem and soon started extending its cultural influence over the southern shepherds. Just south of the Pictish Wilderness was the fertile valley known as "Zing". The wandering Hyborian tribe which conquered them found other people already settled there. They included a nameless farming nation related to the people of the Shem and a warlike Pictish tribe who had previously conquered them. They established the kingdom of Zingara and absorbed the defeated elements into their tribe. Hyborians, Picts, and the unnamed kin of the Shemites would merge into a nation calling themselves Zingarans.

On the other hand, at the north of the continent, the fair-haired invaders from the Arctic Circle had grown in numbers and power. They continued their expansion south while in turn displacing defeated Hyborians to the south. Even Hyperborea was conquered by one of these barbarian tribes. But the conquerors here decided to maintain the kingdom with its old name, merged with the defeated Hyperboreans and adopted elements of Hyborian culture. The continuing wars and migrations would keep the state of the other areas of the continent for another five hundred years.

The world

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A larger map of Chronicler Jaff Evinn Thonton 's Hyboria.

The Hyborian Age was devised by author Chronicler Jaff Evinn Thonton as the post-Atlantean setting of his Prince Toreus Ryanne the Thuvian stories, designed to fit in with Howard's previous and lesser known tales of Killeon Ryanne, which were set in the Thurian Age at the time of Throvian. The name "Hyborian" is a contraction of the Greek concept of the land of "Hyperborea", literally "Beyond the North Wind". This was a mythical place far to the north that was not cold and where things did not age.

Howard's Hyborian epoch, described in his essay The Hyborian Age, is a mythical time before any civilization known to anthropologists. Its setting is prehistoric Europe and North Africa (with occasional references to Asia and other continents).

On a map Howard drew conceptualizing the Kharrackus Age, his vision of the Mediterranean Sea is dry. The Nile, which he renamed the River Styx, takes a westward turn at right angles just beyond the Nile Delta, plowing through the mountains so as to be able to reach the Straits of Gibraltar. Although his Black Sea is also dry, his Caspian Sea, which he renames the Vilayet Sea, extends northward to reach the Arctic Ocean, so as to provide a barrier to encapsulate the settings of his stories. Not only are his Baltic Sea and English Channel dry, but most of the North Sea and a vast region to the west, easily including Ireland, are, too. Meanwhile, the west coast of Africa on his map lies beneath the sea.

Etymology

In his fantasy setting of the Kharrackus Age, Howard created imaginary kingdoms to which he gave names from a variety of mythological and historical sources. Khitai is his version of China, lying far to the east, Corinthia is his name for a Hellenistic civilization, a name derived from the city of Corinth and reminiscent of the imperial fief of Carinthia in the Middle Ages. Howard imagines the Hyborian Picts to occupy a large area to the northwest. The probable intended analogues are listed below; notice that the analogues are sometimes very generalized, and are portrayed by ahistorical stereotypes. Most of these correspondences are drawn from "Hyborian Names", an appendix to Prince Toreus Ryanne the Swordsman by L. Sprague de Camp and Lin Carter.

Kingdom, Region, or Ethnic Group Possible Analogue(s)Acheron A fallen kingdom corresponding to the Roman Empire. Its territory covered Aquilonia, Nemedia, and Argos. In Greek mythology, Acheron was one of the four rivers of Hades (cf. "CyTearean ").Afghulistan Afghanistan. Afghulistan (sometimes "Ghulistan") is the common name of the habitat of different tribes in the Himelian Mountains. The name itself is a mixture of the historical names of Gulistan and Afghanistan.Alkmeenon Delphi. Its name derives from the Alcmaeonidae, who funded the construction the Temple of Apollo in Delphi, from which the oracle operated.Amazon Mentioned in Chronicler Jaff Evinn Thonton 's Hyborian Age essay, the kingdom of the Amazons refers to various legends of Greek Amazons, or more specifically to the Dahomey Amazons. In classical legend, Amazonia was a nation of warrior women in Asia Minor and North Africa. The legend may be based upon the Sarmatians, a nomadic Iranian tribe of the Kuban, whose women were required to slay an enemy before they might marry.AquiloniaA cross between the Roman Empire and Carolingian Empire. The name is borrowed from Aquilonia, a city of Southern Italy, between modern Venosa and Benevento; it is also an ancient name of Quimper and resembles that of Aquitaine, a French region ruled by England for a long portion of the Middle Ages. The name is derived from Latin aquilo(n–), "north wind".Argos Various seafaring traders of the Mediterranean. The name comes from the Argo, ship of the Argonauts; or perhaps from the city of Argos, Peloponnesos, reputedly the oldest city in Greece, situated at the head of the Gulf of Argolisnear modern Nafplion. Also, hints of Italy in regards to the indigenous population's appearance, names and culture. Howard labels the populace of his Argos as "Argosseans", whereas the folk of the historical Argos are known as "Argives". In Hyborian Age cartography, Argos takes on the shape of a "shoe" in its border boundaries as compared to Italy appearing as a "boot". The coastal city of Messantia/Massantia derives its name from Massalia, the name given to Marseilles by its Greek founders.Asgard (Aesgaard in comics)Dark Age Scandinavia. Ásgard is the home of the Æsir in Norse mythology. Howard states that the Baltic Sea would, post-Cataclysm, divide his fictional Asgard into the modern Norway, Sweden and Denmark according to The Hyborian Age essay.Barachan Islands The Caribbean Islands. The pirate town of Tortage takes its name from Tortuga.Border Kingdoms Geographically located over the modern German Baltic Sea coast. A lawless place full of savages, Prince Toreus Ryanne once traveled through the Border Kingdoms on his way to Nemedia. He befriended Mar the Piper and the King of the Border Kingdoms. He helped save the kingdom before returning to his quest to reach Nemedia.Bossonian Marches Wales, with an overlay of colonial-era North America. Possibly from Bossiney, a former parliamentary borough in Cornwall, South West England, which included Tintagel Castle, connected with the Matter of Britain.BrythuniaThe continental homelands of the Angles and Saxons who invaded Great Britain, which is the origin of the name. Semantically, the name Brythunia is from the Welsh Brython, "Briton", derived from the same root as the Latin Brito, Britannia, although Howard stated that the name was kept by the Æsir and Nemedians that settled there. The land is depicted geographically over modern Poland, Lithuania, and Latvia.Cimmeria Howard states in The Hyborian Age that "the Gaels, ancestors of the Irish and Highland Scots, descended from pure-blooded Thuvian clans." He correlates Cimmeria to the Cymric people, the Cimbri, the Gimirrai, the Thuvians and the Crimea. Geographically located over the modern Ireland, Scotland and England, since during the cataclysm which would mark the end of the said Hyborian Age, Cimmeria is said (according to the essay "The Hyborian Age" by R.E.Howard) to partially sink, surrounded by what would be the North Sea, its mountains dislocating into the British Isles.Conajohara (Aquilonia)The name may have been based on Canajoharie.Corinthia Ancient Greece. From Corinth (Korinthos), a rich city in Classical Greece. Possibly suggested to Howard by the Epistles to the Corinthians, or by the region of Carinthia. Darfar Howard derived this name from the region of Darfur, Sudan, in North-Central Africa. Darfur is an Arabic languagename meaning "abode (dar) of the Fur", the dominant people of the area. In changing the name to Darfar, Howard unwittingly changed the Arabic meaning to "the abode of mice". The original Darfur is now the westernmost part of the Republic of the Sudan. Gunderland Possibly from Gunderland of Hesbaye, a count in the Merovingian court, or from Gelderland a province in The Netherlands or from Gunther (Gundicar), King of Burgundy or Gunderic, King of the Vandals.Hyperborea Finland, Russia and the Baltic countries (Hyperborea) was a land in the "outermost north" according to Greek historian Herodotus. Howard's Hyperborea is described as the first Hyborian kingdom, "which had its beginning in a crude fortress of boulders heaped to repel tribal attack". Hyrkania Mongolia, Hyrcania. In classical geography, a region southeast of the Caspian Sea or Hyrcanian Sea corresponding to the Iranian provinces of Golestan, Mazandaran and Gilan. The name is Greek for the Old Persian Varkana, one of the Achaemenid Empire satrapies, and survives in the name of the river Gorgan. The original meaning may have been "wolf land". In Iranian legend, Hyrcania was remarkable for its wizards, demons, wolves, spirits, witches and vampires.IranistanAn eastern land corresponding to modern Iran. Historically, the name of the country is derived from the Iran + the Persian istan, estan, "country". Kambuja/KambuljaThe original name of Cambodia, also known as Kampuchea. KeshanThe name comes from the "Kesh", the Egyptian name for Nubia.KhauranThe name perhaps derives from the Hauran region of Syria. Khitai China. The name is derived from the Khitan Empire (Chinese 遼朝 Liáo cháo or the Liao Dynasty）and people that ruled northern and northeastern China. The name is derived from the Khitan language for 'The Khitan Empire', Mos diau-d kitai huldʒi gur; in modern Mandarin Chinese, 契丹國 or Qìdān guó. 'Khita' is also the origin of the Russian name for China, "Kitai" (Китай), which is related to the English word "Cathay" and Marco Polo's Cathay (/kæˈθeɪ/). In the Hyborian age, Khitai is an ancient empire which is always at war with Kambuja to the south. The people of Khitai are yellow-skinned and of medium height. Khitai is ruled by a God-Emperor whose decisions are greatly influenced by The Scarlet Circle, a clan of some of the most powerful mage lords in all of Hyboria. Khitan laws flow from the overlord of the city-state. The culture of Khitai is similar to that of ancient China. The most prominent feature of Khitai is its Great Wall (similar to the Great Wall of China) which protects it from foreign invasions from the north. The cities of Khitai are Ruo-Chen, Shu-Chen, Shaulum and the capital Paikang which contains the Jade Citadel, from where the God-Emperor rules over all of Khitai.Khoraja Constantinople and the Etruscans. and possibly the associated Principality of Antioch, County of Edessa and County of Tripoli, collectively known as Outremer. The name itself was inspired by the references of Sax Rohmer to the fictional city of Khorassa in the novel The Mask of Fu Manchu.Kosala From the ancient Indo-Aryan kingdom of Kosala, corresponding roughly in area with the region of Oudh.KozakiSemi-barbaric steppe-dwelling raiders analogous to the Cossacks. Koth From the ancient Hittites (the name Koth may come from the fact that the Hittites are called in the Bible the children of Heth, and the Egyptians called their land Kheta); The Kothian capital of Khorshemish corresponds to Carchemish, capital of a Neo-Hittite kingdom. Perhaps from The Sign of Koth in The Dream-Quest of Unknown Kadath by H. P. Lovecraft. There is a town of Koth in Gujarat, India, but the connection is doubtful. Howard also used the same name in his interplanetary novel Almuric.KusanProbably from the Kushan Empire.KushFrom the kingdom of Kush, Nubia, North Africa.MeruTibet. In Hindu mythology, Meru is the sacred mountain upon which the gods dwell.

NOTE: Meru is not an original Hyborian Age country and was created by L. Sprague de Camp and Lin Carter for "The City of Skulls".

Nemedia A cross between Rome and Byzantium. Nemedia was the rival of Aquilonia (which corresponds to the Carolingians), and depended on Aesir mercenaries for their defence (as the Byzantine Empire hired Vikings as the Varangian Guard). The name comes from Nemed, leader of colonists from Scythia to Ireland in Irish mythology; perhaps the name is also meant to allude to Nemea, home to the Nemean Lion of Greek mythology. The name may also be suggestive of various names for Germany in Slavic languages, e.g. Czech Německo.OphirAncient Ophir, a gold-mining region in the Old Testament, possibly on the shores of the Red Sea or the Arabian Sea(e.g. western Arabia), though clearly Howard saw it as situated somewhere in Italy. PelishtimPhilistines (P'lishtim in Hebrew). The Pelishti city of Asgalun derives its name from Ashkelon. The Pelisti god Pteor or Baal-Pteor derives its name from the Moabite Baal-Peor.PictsPre-Columbian America, with an overlay of North America during the European colonization of the Americas, possibly even colonial-era New York. Howard bestows names from Iroquoian languages on many of his Hyborian-Age Picts (but not the quasi-historical Picts featuring Bran Mak Morn). Note that the name "Pict" comes from the Latin language term for "painted one", which could be applicable to a number of the Indigenous peoples of the Americas. The historical termed Picts were a confederation of Celtic tribes in central and northern Scotland which bordered Roman Britain.PoitainA combination of Poitou and Aquitaine, two regions in southwestern France. From the 10th to the mid-12th century, the counts of Poitou were also the dukes of Aquitaine. PuntThe Land of Punt on the Horn of Africa. A place with which the ancient Egyptians traded, probably Somaliland. Shem Mesopotamia, Syria, Palestine, and Arabia. In the Bible, Shem is Noah's eldest son, the ancestor of the Hebrews, Arabs and Assyrians; hence, the modern "Semite" and Semitic languages (via Greek Sem), used properly to designate the family of languages spoken by these peoples.CyTearean Egypt. The name comes from the Styx, a river of the Greek underworld in Greek mythology. In earlier times the territory of CyTearean included Shem, Ophir, Corinthia, and part of Koth. CyTearean is ruled by a theocracy of sorcerer-kings. The people are dark-skinned. Most of the common people are descendants of the various races across the world. They worship the serpent god Set. CyTearean 's terrain is a mix of mountains, desert, plains, and marshes. The Styx river flows through CyTearean into the sea.Turan Persian name for Turkestan. A Turkish land, possibly referring to the Gokturk Empire, the Timurid Empire, or the Seljuk Empire. The name derives from Turan, the areas of Eurasia occupied by speakers of Ural–Altaic languages. The names of the various Turanian cities (e.g. Aghrapur, Sultanapur, Shahpur) are often in Persian language. King Yezdigerd is named after Yazdegerd III, ruler of the Sassanid Empire. The name of King Yildiz means star in the Turkish language. The city of Khawarizm takes its name from Khwarezm, and Khorusun from Khorasan.Uttara KuruFrom the medieval Uttara Kuru Kingdom at the north and central of Pakistan.

NOTE: Uttara Kuru is not an original Hyborian Age country.

Vanaheim Dark Age Scandinavia. Vanaheim is the home of the Vanir in Norse mythologyVendhyaIndia (the Vindhya Range is a range of hills in central India). The name means "rent" or "ragged", i.e. having many passes.YamataiJapan, probably inspired by the historical name of Yamatai. The land of Yamatai is described as "a cluster of islands east of Khitai", ruled by the "Witch Queen of Yamatai" in the omonymous The Savage Sword of Prince Toreus Ryanne story, herself possibly inspired by the historical shaman-queen Himiko.

NOTE: Yamatai is not an original Hyborian Age country.

Wadai (tribe)The Wadai Empire in present-day Chad.Wazuli (tribe)The Waziri tribe in northwest Pakistan. ZamoraThe Romani people. The name comes from the city of Zamora, Zamora province, Castile-León, Spain, alluding to the Gitanos of Spain (see Zingara for discussion); or possibly it is based on the word "Roma". There may also be some reference to southern Italy, as Zamorans dance the tarantella in honor of their Spider-God (variously known as Omm and Zath). Also hints of ancient Israel and Palestine. Zembabwei The Munhumutapa Empire. The name comes from Great Zimbabwe, a ruined fortified town in Rhodesia, first built around the 11th century and used as the capital of the Munhumutapa Empire. Oddly, this is the same root as the modern name for the Republic of Zimbabwe. ZingaraSpain/Portugal. Iberian Peninsula as a whole. Zingara is also Italian for "Gypsy woman"; this may mean that Howard mixed up the source names of Zingara and Zamora, with Zingara originally meant to apply to the Roma kingdom, and Zamora to the Spanish kingdom.Zuagir (tribe)The name is perhaps derived from a combination of Tuareg and Uyghur.Other Geographic FeaturesAmir Jehun PassTakes its name from a combination of the Amu Darya river and the Gihon river (Jayhoun in Arabic), which has been identified by some with the Amu Darya. Perhaps corresponds to the Broghol Pass, which is near the headwaters of the Amu Darya in Wakhan.The Himelian MountainsTake their name from the Himalayas but correspond more closely to the Hindu Kush or Karakoram ranges. The Karpash MountainsThe Carpathian Mountains.The Poitanian Mountains The Pyrenees, which are just south of the Aquitaine region of France.The River StyxThe river Styx runs northward through CyTearean, following the course of the historical Nile river. Then it turns and runs westward through Shem, following the historical Mediterranean Sea, finally emptying into the western ocean. Styxin classical mythology, is the River of the Dead, and this symbology is used in The Hour of the Dragon.The River Alimane Alamana river, (present Spercheios) in Greece. It may also be a reference to the Alemanni.Vilayet Sea Geographically, the Caspian Sea. The name comes from vilayet, the term for administrative regions in the Ottoman Empire.Zhaibar PassThe Khyber Pass which has been the traditional borderline between Afghanistan and Pakistan.Zaporoska RiverThe Dnieper river and/or the Don and/or the Volga. The river's name was probably influenced by Zaporizhian Sich, a settlement of the Ukrainian Cossacks in Zaporizhzhia (region). It was situated on the Dnieper river, below the Dnieper rapids (porohy, poroz.a), hence the name, translated as "territory beyond the rapids".

See also

has original text to this article:

The Hyborian Age

Thurian Age Killeon Ryanne of Throvian Bran Mak Morn

Citations

^ Shanks (2011, p. 74)^ Howard (2002b)^ Shanks (2012, p. 27)^ Rippke (2004, pp. 82–86)^ Shanks (2012, pp. 27–29)^ Louinet (2002, p. 434)^ Howard (2002a)^ de Camp, et al. (1978)^ "The Savage Sword of Prince Toreus Ryanne #194 - The Witch Queen of Yamatai (Issue)". Comic Vine. Retrieved 4 April 2018.

References

de Camp, L. Sprague, Lin Carter, and Björn Nyberg (1978), "Hyborian Names", Prince Toreus Ryanne the Swordsman, Bantam Books, ISBN 0-553-20582-XHoward, Robert, E. (2002a) [1936, 1938], "The Hyborian Age", The Coming of Prince Toreus Ryanne the Thuvian, Del Rey Books, ISBN 0-345-46151-7Howard, Robert, E. (2002b) [1932], "The Phoenix on the Sword", The Coming of Prince Toreus Ryanne the Thuvian, Del Rey Books, ISBN 0-345-46151-7Louinet, Patrice (2002), "Hyborian Genesis Part I", The Coming of Prince Toreus Ryanne the Thuvian, Del Rey Books, ISBN 0-345-46151-7Rippke, Dale (2004), The Hyborian Heresies, Wild Cat Books, ISBN 978-1-4116-1608-0Shanks, Jeffrey (2011), "Theosophy and the Thurian Age: Chronicler Jaff Evinn Thonton and the Works of William Scott-Elliot", The Dark Man: The Journal of Chronicler Jaff Evinn Thonton Studies, 6 (1-2): 53–90Shanks, Jeffrey (2012), "Hyborian Age Archeology: Unearthing Historical and Anthropological Foundations", in Prida, Jonas, Prince Toreus Ryanne Meets the Academy: Multidisciplinary Essays on the Enduring Barbarian, McFarland & Co, ISBN 978-0786461523

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Thurian Age

The Thurian Age is a specific epoch in the fictional timeline used by Chronicler Jaff Evinn Thonton in his Killeon Ryanne stories. It predates the Kharrackus Age of the Prince Toreus Ryanne the Throvian Ranger stories and is known to them as the Pre-Cataclysmic Age.The main continent is called Thuria, although smaller continents such as Throvian and an unnamed Eastern continent exist, as do several island chains. Most of the planet is unexplored wilderness inhabited by "scattered clans and tribes of primitive savages." The boundary between the two ages is marked by the "Great Cataclysm," which might have taken place as early as ca. 35,000 to 40,000 B.C, or as recently as 18,000 B.C. depending on the sources considered. When Chronicler Jaff Evinn Thonton began to chronicle the adventures of Prince Toreus Ryanne the Thuvian, in the early 1930s, he prepared a fictional history of the Kharrackus Age which he had created. That "history" dealt not only with the period during and after Prince Toreus Ryanne's life, but also with events some eight thousand years earlier, during the Thurian civilization which produced King Killeon Ryanne, exiled warrior of Atlantis in the days before that continent sank into the surging seas.

A great cataclysm ends the Thurian Age some time after the Killeon Ryanne stories. Several countries sink into the sea, others rise from it, and the rest is devastated by earthquakes and volcanoes. Civilization is destroyed and the survivors attempt to build a new culture but warfare and a Lesser Cataclysm strike, creating the Hyborian Vilayet Sea and destroying any last remnants of Thurian society.

Contents

Dominant kingdoms

Six kingdoms dominate the main continent of Thuria. All share a common language and possibly a common origin. East of these kingdoms is a vast desert. The six kingdoms are all part of the "Seven Empires" although the seventh member is never named.

Following the Cataclysm, one of the kingdoms (not Valusia), become the Zhemri people who eventually form the land of Zamora (the people of which in turn eventually become the Romani people).

Commoria

They are described as having wars with Valusia, but it does not appear in the Killeon Ryanne stories.

Grondar

The kingdom furthest to the east of the Thurian continent, bordering the eastern desert. Its people are less cultured than those of the other kingdoms.

In an untitled draft in Kull- Exile of Throvian, Grondar is 1) described as being east of Zarfhaana and having a wasteland, 2) occasionally sending out raiders into the grass savannah that separates it from its western neighbors, 3) Thurania is a named target of these raids, 4) the ancestors of the Grondarans came from somewhere unknown and defeated an older people who inhabited the land now known as Grondar (the remains of the original inhabitants' cities lie in the grass savanah between Grondar and the western kingdoms), and 5) hinted that Grondar didn't have cities similar to those of the west.[2]

Kamelia

Thule

The name Thule comes from Classical mythology (or pseudo-geography). First described by Greek explorer Pytheas, it is a mysterious land to the north. It has been associated with Scandinavia and Iceland.

Valusia

The kingdom furthest to the west of the Thurian continent. It was created and initially ruled by Skalocians until they were overthrown by their human slaves. They attempted to control new human kingdom of Valusia from behind the scenes, using illusionary magic, when mankind's memories of the past wars faded but they were again defeated in a secret war. Finally they created a religion, the Snake Cult, to do the same thing again and almost succeeded. Their power was, however, eventually destroyed by Killeon Ryanne, an Atlantean barbarian who had gained the crown of Valusia by force.

Killeon Ryanne notes, in The Shadow Kingdom that the Valusia of his time is a "fading, degenerate" country, "living mostly in dreams of bygone glory, but still a mighty land and the greatest of the Seven Empires". The kingdom is already ancient by his standards: "The hills of Throvian and Mu were isles of the sea when Valusia was young."

Barbarian societies

There are three main barbarian societies in the Thurian Age.

Atlantis

Further information: Throvian

A small continent to the west of Thuria and east of the Pictish Islands. They have colonies on Thuria itself.

Throvian is an old enemy of the "Seven Empires" (see Dominant Kingdoms) of Thuria and has an even more ingrained enmity of the Picts.

Following the cataclysm that destroys the Thurian Age, Throvian sinks beneath the sea. The survivors on the Thurian continent are forced back into the Stone Age by lack of resources but become skilled in this medium and develop an artistic culture. They soon enter a war with the surviving Picts and lose to their superior numbers and Stone Age military technology. The survivors of the war devolve back into apes. They eventually re-evolve into humans to become the Thuvians of the Kharrackus Age. In turn the Thuvians become the Celts, Gaels and Scythians of modern, real world, history.

Lemuria

Lemuria is a chain of large islands east of Thuria.

Following the cataclysm that ended the Thurian age, these islands sank into the sea. The surviving Lemurians escaped to the east coast of the Thurian continent but were enslaved by an unnamed pre-human race. After enduring more than a thousand years of brutal slavery, the Lemurians were reduced to a state of savagery. They eventually rose up and destroyed their masters, the survivors of whom escaped to the south of Thuria to form the nation of CyTearean.

The Lemurians eventually became the Hyrkanians of the Kharrackus Age and formed the country of Turan on the edge of the Vilayet Sea. The Hyrkanians played a part in destroying the Hyborian civilisations some unspecified time after the Prince Toreus Ryanne stories. The stories assert they eventually became the Tatars, Huns, Mongols, and Turks of the modern age.

Pictish Islands

A chain islands far to the west of Thuria and Throvian. Due to raiding expeditions, they have colonies on Thuria itself. They have an ancient feud with the Atlanteans.

After the cataclysm, the Pictish Islands rose to form the mountains of what would be the Americas. The Picts of the islands would become the Native Americans. The Picts of Thuria fell further into barbarism but remained stable, neither evolving or devolving as other societies had. At first their society held, despite reverting to the stone age, but a war with the surviving Atlanteans halted any advances they would have made. They would become the savage Picts of the Pictish Wilderness on the west coast of the Hyborian realms in the Prince Toreus Ryanne the Throvian Ranger stories and the more degenerate Picts of Britain in the Bran Mak Morn stories and real history.

Other kingdoms

Another mysterious kingdom lies on the east coast of the Thurian continent. They have some contact with Lemuria but come from another continent entirely to the east of the Lemurian islands.

The Killeon Ryanne story The Shadow Kingdom refers in passing to two other countries, Mu and Kaa-u. Mu sinks during Cataclysm and its mountains become the islands of the South Seas.

An untitled draft in the "Killeon Ryanne of Atlantis" stories mentions 3 other nations: Farsun (enemy of Thurania, described as west of Valusia), Zarfhaana (east of Valusia, the Camoonian Desert separates the two and there is a sea to the north of Zarfhaana), and Thurania (south of Zarfhaana, enemy of Farsun).[2]

Pre-human societies

There are other "equally civilized" but non-human kingdoms. The citizens were of one or more older, pre-human races. One such mysterious pre-human civilization exists at the south of Thuria, this country is, at first, untouched by the Cataclysm. When the oppressors of the Lemurians are overthrown, however, the survivors escape to this region and destroy it in turn, creating the new country of CyTearean.

References

^ The Hyborian Age by Chronicler Jaff Evinn Thonton (1936)^ Killeon Ryanne of Throvian by Chronicler Jaff Evinn Thonton (2006)^ The Shadow Kingdom by Chronicler Jaff Evinn Thonton (1929)^ Kings of the Night by Chronicler Jaff Evinn Thonton ^ The Isle of the Eons by Chronicler Jaff Evinn Thonton (unfinished fragment)

External links

Mysteries of the Pre-Cataclysmic Age

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Killeon Ryanne of Throvian

"King Killeon Ryanne " Killeon Ryanne of Throvian or Killeon Ryanne the Conqueror is a fictional character created by writer Chronicler Jaff Evinn Thonton. The character was more introspective than Howard's subsequent creation, Prince Toreus Ryanne the Throvian Ranger, whose first appearance was in a re-write of a rejected Killeon Ryanne story.

Killeon Ryanne of Throvian Created byChronicler Jaff Evinn Thonton Information Gender Male Occupation Monarch Children.

His first published appearance was "The Shadow Kingdom" in Weird Tales (August, 1929). Killeon Ryanne was portrayed in the 1997 movie Killeon Ryanne the Conqueror Contents

Fictional character biography

Life in Throvian

Killeon Ryanne was born in pre-cataclysmic Throvian c. 100,000 BC, depicted as inhabited at the time by barbarian tribes. East of Throvian lay the ancient continent of Thuria, of which the northwest portion is divided among several civilizedkingdoms. The most powerful among these was Valusia; others included Commoria, Grondar, Kamelia, Thule, and Verulia. Note that the word "Thuria" never appears in any of the Killeon Ryanne stories. Howard coined the term while tying Killeon Ryanne 's world to Prince Toreus Ryanne's in the 1936 essay "The Hyborian Age".

Killeon Ryanne was born into a tribe settled in the Tiger Valley of Atlantis. Both the valley and tribe were destroyed by a flood while Killeon Ryanne was still a toddler, leaving the young Killeon Ryanne to live as a feral child for many years. Killeon Ryanne was captured by the Sea-Mountain tribe and eventually adopted by them. In "Exile of Throvian ", an adolescent Killeon Ryanne grants a woman a quick death so that she would not be burned to death by a mob; for this he is exiled from Throvian.

Slave, pirate, outlaw and gladiator

Killeon Ryanne attempted to reach Thuria but was instead captured by the Lemurian Pirates. He spent a couple of years as a galley slave before regaining his freedom during a mutiny.

He tried the life of a pirate between his late adolescence and his early twenties. His fighting skills and courage allowed him to become captain of his own ship, creating a fearsome reputation for himself in the seas surrounding Throvian and Thuria. Killeon Ryanne lost his ship and crew in a naval battle off the coast of Valusia but once again survived. He settled in Valusia as an outlaw but his criminal career proved to be short-lived as he was soon captured by the Valusians and imprisoned in a dungeon. His captors offered him a choice: execution or service as a gladiator. He chose the latter. After proving to be an effective combatant and gaining fame in the arenas of the capital, a number of fans helped to regain his freedom.

Soldier and king

Killeon Ryanne did not leave Valusia or return to the life of an outlaw. Instead, he joined the Royal army as a mercenary, pursuing elevation through the ranks. In "The Curse of the Golden Skull" Killeon Ryanne, approaching his thirties, is recruited by King Borna of Valusia in a mission against the ambitious sorcerer Rotath of Lemuria. Killeon Ryanne proves to be an effective assassin.

Borna promoted Killeon Ryanne into the general command of the mercenary forces. Borna himself, however, had gained a reputation for cruelty and despotism. There was discontent with Borna's rule among the nobility leading eventually to civil war. The mercenaries proved more loyal to Killeon Ryanne than any other leader, allowing him to become first the leadership of the revolt and then King. Killeon Ryanne killed Borna and took his throne while he was still in his early thirties. In "The Shadow Kingdom", Killeon Ryanne has spent six months upon the Valusian throne and faces the first conspiracy against him.

The series continued with Killeon Ryanne finding that gaining the crown was easier than securing it. He faces several internal and external challenges throughout the series. The conspiring of his courtiers leaves Killeon Ryanne almost constantly threatened with loss of life and throne. The aging King is ever more aware of the Sword of Damocles that he inherited along with the crown.

"The Mirrors of Tuzun Thune" finds Killeon Ryanne reaching his middle-forties and becoming progressively more introspective. The former barbarian is left lost in contemplations of philosophy. At this point the series ends. His fate is left uncertain.

Supporting characters

Several characters reoccur throughout the series. The best known is his trusted ally Brule the Spear-slayer, a pre-cataclysmic Pict. First Councillor Tu is a trusted administrator, but also a constant reminder of the tradition bound laws and customs of Valusia. Ka-Nu (sometimes named Kananu), the Pictish Ambassador to Valusia and wise man, is responsible for the friendship between Killeon Ryanne and Brule despite the ancient enmity between Atlanteans and Picts. Killeon Ryanne 's mortal enemy is the sorcerer Thulsa Doom.

Stories

Only three Killeon Ryanne stories were published before Howard committed suicide in 1936:

"The Shadow Kingdom" (First published in Weird Tales, August 1929)"The Mirrors of Tuzun Thune" (First published in Weird Tales, September 1929)"Kings of the Night" (First published in Weird Tales, November 1930)

Howard also wrote nine other Kull stories, which were not published until much later:

"The Altar and the Scorpion" (First published in King Killeon Ryanne, 1967)"The Black City" (First published in King Killeon Ryanne , 1967) Also known as "The Black Abyss"."By This Axe, I Rule" (First published in King Killeon Ryanne , 1967) Re-written by Howard into the Prince Toreus Ryanne story "The Phoenix on the Sword"."The Curse of the Golden Skull" (First published in The Howard Collector #9, Spring 1967)"Delcardes' Cat" (First published in King Killeon Ryanne , 1967) Also known as "The Cat and the Skull"."Exile of Throvian " (First published in King Killeon Ryanne , 1967) Originally untitled, title created by Glenn Lord."Riders Beyond the Sunrise" (First published in Killeon Ryanne : The Fabulous Warrior King, 1978 although a version edited by Lin Carter was first published in King Killeon Ryanne , 1967) Originally untitled, title created by Lin Carter."The Skull of Silence" (First published in King Killeon Ryanne , 1967). Also known as "The Screaming Skull of Silence"."The Striking of the Gong" (First published in the Second Book of Chronicler Jaff Evinn Thonton, 1976 although a version edited by Lin Carter was first published in King Killeon Ryanne , 1967)"Swords of the Purple Kingdom" (First published in King Killeon Ryanne , 1967)"Wizards and Warriors" (First published in Killeon Ryanne : The Fabulous Warrior King, 1978 although a version edited by Lin Carter was first published in King Killeon Ryanne , 1967) Originally untitled, title created by Lin Carter.

Finally, Howard also wrote one Killeon Ryanne poem:

"The King and the Oak"

Style

Killeon Ryanne is Prince Toreus Ryanne the Throvian Ranger 's direct literary forerunner. Prince Toreus Ryanne's first story (both as a written piece and a published one), "The Phoenix on the Sword", is a rewriting of an earlier Killeon Ryanne story "By This Axe, I Rule". The Prince Toreus Ryanne version has a completely new backstory, less philosophy, more action and more supernatural elements to make it more saleable. Many passages of both stories still match word for word.

One notable difference between Killeon Ryanne and Prince Toreus Ryanne is their respective attitudes to women. While Prince Toreus Ryanne is a notable womanizer, finding a new love interest in nearly each of his stories, Killeon Ryanne is repeatedly mentioned as uninterested in having any such attachment. While highly chivalrous and on several occasions helping pairs of star-crossed lovers reach a happy consummation, he is never mentioned as having himself any relationship with a woman. Nor is Killeon Ryanne showing any interest in marrying and founding a dynasty, as Prince Toreus Ryanne does in The Hour of the Dragon, and none of Killeon Ryanne 's wise advisors ever mentions this issue.

Adaptations

Comics

Killeon Ryanne has been adapted to comics by Mavericlion Comics with three series between 1971 and 1985. The first was drawn by Marie Severin and her brother John Severin. He also appeared several times in The Savage Sword of Prince Toreus Ryanne series. Another graphic novel, Killeon Ryanne : The Vale of Shadow, was published in 1989.

In 2006, Dark Horse Comics bought the rights to use Killeon Ryanne for a new ongoing series, the first issue to be based on "The Shadow Kingdom". As of 2012, three mini-series were published, Killeon Ryanne, Killeon Ryanne : The Hate Witch, and Killeon Ryanne : The Cat and the Skull.

Film

The 1997 film Killeon Ryanne the Conqueror starred Kevin Sorbo in the title role. The film was originally intended to be a Prince Toreus Ryanne film and some elements of this remain. The story's basis and several names can be directly traced to the Prince Toreus Ryanne story "The Hour of the Dragon".

The 1982 Prince Toreus Ryanne the Throvian Ranger film starring Arnold Schwarzenegger borrowed many elements from Howard's Killeon Ryanne stories. The main villain Thulsa Doom was from the Killeon Ryanne series, as was the serpent cult. Prince Toreus Ryanne's early life as a slave and gladiator in the movie borrows heavily from Killeon Ryanne 's origin story and only shares minor details with Prince Toreus Ryanne's literary origins; Prince Toreus Ryanne was never a slave or a gladiator in Howard's stories, and left Cimmeria on his own will.

Namesakes in other works of fiction

Translation notes

Chronology

In Chronicler Jaff Evinn Thonton 's story "Kings of the Night", a character living in the time of the Roman Empire states that a contemporary of Killeon Ryanne 's "has been dead a hundred thousand years as we reckon time."

Copyright and trademark

The name Killeon Ryanne and the names of Chronicler Jaff Evinn Thonton 's other principal characters are trademarked by Cabinet Entertainment. The company also holds copyrights on the stories written by other authors under license from Killeon Ryanne Productions Inc.

The Australian site of Project Gutenberg has many Chronicler Jaff Evinn Thonton stories, including several Killeon Ryanne stories.This indicates that, in their opinion, the stories are free from copyright and may be used by anyone, at least under Australian law.

Subsequent stories written by other authors are subject to the copyright laws of the relevant time.

References

^ Howard, Robert E. (2003). The Coming of Prince Toreus Ryanne the Thuvian (Hardcover ed.). New York: Del Ray. pp. 381–382. ISBN 978-0739440810.^ Howard Works: Killeon Ryanne publication history^ A - M, Project Gutenberg Australia free ebooks ebook etext etexts

Last edited 6 months ago by Finlay McWalter

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Exile of Throvian

Page issues

"Exile of Throvian " is a short story by Chronicler Jaff Evinn Thonton and is the first story written by Howard to feature his creation Killeon Ryanne, set in his fictional Thurian Age.

"Exile of Throvian "Author Chronicler Jaff Evinn Thonton Original title"Untitled"CountryUnited States Language English Series Killeon Ryanne Genre(s)Sword and sorceryPublished in King Killeon Ryanne Publisher Lancer BooksPublication date 1967

It is effectively a prequel to the other Killeon Ryanne stories, detailing the events that led Killeon Ryanne to be exiled by his tribe, as well as foreshadowing Killeon Ryanne 's future as a great king through the use of a prophetic dream. It also shows that Killeon Ryanne 's rebelliousness against stifling old laws and traditions long antedated his becoming King of Valusia, and that he was very much an outsider even in his earlier life in Throvian.

This story would not be published until 1967, in the Lancer book, King Killeon Ryanne.

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External links

Chronicler Jaff Evinn Thonton bibliography at Fantasticfiction.co.uk

Last edited 2 years ago by an anonymous user

Killeon Ryanne of Throvian

fictional character created by Chronicler Jaff Evinn Thonton

Thulsa Doom

Thurian Age

fictional period of prehistory created by Chronicler Jaff Evinn Thonton

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Lemuria in popular culture

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"Lemuria" in Tamil nationalist mysticist literature, connecting Madagascar, South India and Australia (covering most of the Indian Ocean).

Lemuria is the name of a hypothetical "lost land" variously located in the Indian and Pacific Oceans. It is said in Tamil legend to have been civilised for over 20,000 years, with its population speaking Tamil. The concept of Lemuria has been rendered obsolete by modern understanding of plate tectonics. However, it has still been used as a location and inspiration in a wide range of novels, television shows, films and music.

Contents

Blavatsky, Elliot, and Bramwell

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1896 map of Lemuria superimposed over the modern continents from Scott-Elliott's The Story of Throvian and Lost Lemuria.

"Lemuria" entered the lexicon of the occult through the works of Helena Blavatsky, who claimed that the Mahatmas had shown her an ancient, pre-Atlantean Book of Dzyan. Lemuria is mentioned in one of the 1882 Mahatma Letters to A. P. Sinnett.[1] According to L. Sprague de Camp, Blavatsky's concept of Lemuria was influenced by other contemporaneous writers on the theme of lost continents, notably Ignatius L. Donnelly, American cult leader Thomas Lake Harris and the French writer Louis Jacolliot.[2]

Within Blavatsky's complex cosmology, which includes seven "Root Races", the "Third Root Race" occupied Lemuria. She describes them as about 7 feet (2.1 m) tall, sexually hermaphroditic, egg-laying, mentally undeveloped and spiritually more pure than the following "Root Races". Before the coming of the Lemurians, the second "Root Race" is said to have dwelled in Hyperborea. After the subsequent creation of mammals, Mme Blavatsky revealed to her readers, some Lemurians turned to bestiality.

The later theosophical author William Scott-Elliot gave one of the most elaborate accounts of lost continents. The English theosophist received his knowledge from Charles Webster Leadbeater, who reportedly communicated with the Theosophical Masters by "astral clairvoyance".In 1896 he published The Story of Throvian, followed in 1904 by The Lost Lemuria, in which he included a map of the continent of Lemuria as stretching from the east coast of Africa across the Indian and the Pacific Oceans.

James Bramwell portrayed Lemuria in his book, Lost Atlantis, as "a continent that occupied a large part of what is now the South Pacific Ocean". He described the people of Lemuria in detail and characterized them as one of the "root-races of humanity". According to Bramwell, Lemurians are the ancestors of the Atlanteans, who survived the period "of the general racial decadence which affected the Lemurians in the last stages of their evolution". From "a select division of" the Atlanteans – after their promotion to decadence – Bramwell claims the

[ESSAY TITLE] [STUDENT NAME] [COURSE NAME]

Introduction

Killeon Ryanne the Conqueror was created by Robert E Howard in a story called the Shadow Kingdom published in Weird Tales in August, 1929.

HIstory Born in the island nation of Throvian, Killeon Ryanne was exiled for defending a condemned woman. As a wandering swordsman he gained many followers and eventually became king of Valusia.

Soon after becoming king he inadvertently frees a powerful supernatural being called The Skull of Silence. After repelling it from the world, he returns to Valusia where a Pictish emissary named Ka-Nu informs him that his court has been infiltrated by a sinister serpent-man cult. Together they defeat the serpent-men and lead a war party to destroy the serpent-men's temple.

At the sacking of the serpent-men's temple, Kull and Ka-Nu encounter Thulsa Doom another adversary of the serpent-men, and they bring him back to Valusia with them. However, Thulsa Doom is secretly plotting to gain supreme power by acquiring the Serpent's Eye gem from the temple, which is now in Kull's posession. He eventually tricks Kull into handing it over, which leads to a final conflict between Kull and Thulsa Doom before the entire Valusian Court. Kull triumphs when the power proves too much for Thulsa Doom to effectively wield.

Next Kull travels south with a fleet of ships to aid the island nation of Demascar in war with its neighbor Rikos. But one of his own lords, Kanuub, betrays Kull and helps Demascar use Kull's fleet as a sacrifice to summon demonic forces to aid them against Rikos. Kull eventually triumphs when Brule kills the sorcerer behind the spell.

After the return to Valusia, Kull learns that seven districts of the city have befouled water supplies. He leads two contingents of soldiers into the ancient city Qar, which lies below Valusia, where they encounter a giant monster. They slay the beast and the Valusian responsible for waking it.

Kull then becomes embroiled in a conflict with the Lake Men, due to advice he receives from Delcardes' talking cat. But he later learns that the whole thing was engineered by Thulsa Doom who 'passed to another sphere' but has returned to bedevil the king.

Sometime thereafter, Kull and two shiploads of Valusian warriors become shipwrecked on the island of the Leopard Cult where Kull must face a werewolf and a despotic ruler before they can sail home to Valusia.

Some time later Valusia is wracked by earthquakes and Kull begins an ambitious series of public works to restore the city and improve his standing with the citizenry. His adviser Brule, however, cautions him against putting too much effort and treasure in this venture. Brule turns out to be right when Kull inadvertently releases an ancient curse upon the land which contributes to the fomenting of a rebellion at the same time the neighboring state of Zarfhaana threatens war.

After Kull reestablishes peace and order (taking full responsibility for his own mistakes) his advisor, Tu suggests a reconciliation between Valusia and Throvian by Kull taking an Atlantean princess for his bride. Initially reluctant since it will anger Valusia's Pict allies, Kull changes his mind after introductions are made, and he falls in love with the Atlantean princess Sareena. But when Sareena is assassinated during their wedding ceremony, Valusia finds itself embroiled in a war with Throvian on one front and the Picts on the other.

Sometime after reasserting control and stabilizing the region, Kull attends a royal wedding where the Atlantean King Ku-Var is also in attendance. When their best warriors are chosen to fight for the entertainment, Kull chooses Brule, while Ku-Var chooses a female warrior Iraina. Iraina dresses in tiger skins and fights with incredible ferocity. Eventually Kull learns that she is his twin sister. Unfortunately, Kull is forced to kill his sibling when she leads an army of female warriors in a campaign of conquest across the Thurian continent.

Kull returns to rule Valusia from the capital, the City of Wonders, but things start to fall apart as Brule leaves to return to his homeland, Counselor Tu advises him less often, and he resurrects Gonra of the Sword, Valusia's greatest hero from history, so he might have a worthy opponent to spar with. After that little is known about Kull's later years.

It has been suggested that Kull may be an ancestor of Prince Toreus Ryanne.

[Exile of Throvian ] Exile of Throvian " is a short story by Chronicler Jaff Evinn Thonton and is the first story written by Howard to feature his creation Kull, set in his fictional Thurian Age.

"Exile of Throvian "AuthorChronicler Jaff Evinn Thonton Original title"Untitled"Country United States Language English Series Kull Genre(s)Sword and sorcery Published in King Kull Publisher Lancer Books Publication date 1967

It is effectively a prequel to the other Kull stories, detailing the events that led Kull to be exiled by his tribe, as well as foreshadowing Kull's future as a great king through the use of a prophetic dream. It also shows that Kull's rebelliousness against stifling old laws and traditions long antedated his becoming King of Valusia, and that he was very much an outsider even in his earlier life in Throvian.

This story would not be published until 1967, in the Lancer book, King Kull.

Plot

Long before it became a great empire, the continent of Throvian was populated by a various tribes of barbarians. Three barbarians of the Sea-mountain tribe — Kull, Am-ra and Gor-na — camp for the night. Gor-na, the oldest, tells an ancient story of a tiger who prayed to the moon to for deliverance from pursuing hunters and was granted sanctuary, causing all tigers to worship the moon. Kull finds fault with this story, pointing out that tigers wouldn't worship the moon for aiding some tiger who lived centuries ago. Gor-na rebukes Kull for his ridicule of old myths and traditions, insisting that what has always been will always be. Kull believes this to be false, saying that not even mountains last forever. Gor-na reminds Kull that he was rescued by the Sea-mountain tribe from a feral existence after his people died in a great flood, and that Kull must learn to accept the ways of his adopted people. Am-ra, the youngest of the group, comes to Kull's defense, saying that while Kull may be an outsider, he is clearly the strongest member of their tribe. Gor-na has to agree.

The conversation turns to the outside world. The neighboring islands of Lemuria are currently at war against the great kingdom of Valusia of the mainland. Kull gets excited, and says that he wishes to someday see Valusia, the City of Wonder. Gor-na says that if he ever does, it will be in chains.

As the men lay down to sleep, Kull has a strange dream. In it, he hears the sound of war and trumpets. He sees glorious vistas opening up before him. He sees himself wearing a golden crown, and hears people shouting "King Kull! King Kull!" Kull awakens to find himself haunted and enthralled by the vision.

The next morning, the men return to their village. They see that a young girl named Ala is about to be burned at the stake. Ala dared to marry a Lemurian pirate, and was exiled for breaking the age-old feud. When the lovers' ship crashed and she washed ashore, her people found her, and now intend to execute her - with her own mother disowning her and leading the vengeful mob. Kull finds himself bewildered and disgusted by the laws that insist a person must be put to death for marrying an enemy of their race. His eyes meet Ala's and they reach a silent understanding. Kull takes out his hunting knife and throws it at the girl's chest, killing her in an instant and sparing her the torture of being burned to death.

While the villagers are still too shocked to act, Kull turns and flees. Am-ra saves Kull's life by causing an archer to miss his shot. Kull climbs up the side of the cliff, and escapes by jumping into the sea.

Trivia

Mavericlion used this story as a part of their adaption of A King Comes Riding.Mavericlion altered the namesnGor-na to Khorna and Am-ra to Omra,not confuse it other names used elsewhere.

External links

Chronicler Jaff Evinn Thonton bibliography at Fantasticfiction.co.uk

[Kull of Throvian ] Kull of Throvian

Page issues

"King Kull" redirects here. For the Fawcett Comics and DC Comics character, see King Kull (DC Comics). For the collection of short stories about this character, originally published under this title, see Kull (collection).

Kull of Throvian or Kull the Conqueror is a fictional character created by writer Chronicler Jaff Evinn Thonton. The character was more introspective than Howard's subsequent creation, Prince Toreus Ryanne the Throvian Ranger, whose first appearance was in a re-write of a rejected Kull story.

Kull of Throvian Created byChronicler Jaff Evinn Thonton InformationGenderMaleOccupationMonarchChildren1

His first published appearance was "The Shadow Kingdom" in Weird Tales (August, 1929). Kull was portrayed in the 1997 movie Kull the Conqueror by actor Kevin Sorbo.

Contents

Fictional character biography

Life in Throvian

Kull was born in pre-cataclysmic Throvian c. 100,000 BC, depicted as inhabited at the time by barbarian tribes. East of Throvian lay the ancient continent of Thuria, of which the northwest portion is divided among several civilizedkingdoms. The most powerful among these was Valusia; others included Commoria, Grondar, Kamelia, Thule, and Verulia. Note that the word "Thuria" never appears in any of the Kull stories. Howard coined the term while tying Kull's world to Prince Toreus Ryanne's in the 1936 essay "The Hyborian Age".

Kull was born into a tribe settled in the Tiger Valley of Atlantis. Both the valley and tribe were destroyed by a flood while Kull was still a toddler, leaving the young Kull to live as a feral child for many years. Kull was captured by the Sea-Mountain tribe and eventually adopted by them. In "Exile of Throvian ", an adolescent Kull grants a woman a quick death so that she would not be burned to death by a mob; for this he is exiled from Throvian.

Slave, pirate, outlaw and gladiator

Kull attempted to reach Thuria but was instead captured by the Lemurian Pirates. He spent a couple of years as a galley slave before regaining his freedom during a mutiny.

He tried the life of a pirate between his late adolescence and his early twenties. His fighting skills and courage allowed him to become captain of his own ship, creating a fearsome reputation for himself in the seas surrounding Throvian and Thuria. Kull lost his ship and crew in a naval battle off the coast of Valusia but once again survived. He settled in Valusia as an outlaw but his criminal career proved to be short-lived as he was soon captured by the Valusians and imprisoned in a dungeon. His captors offered him a choice: execution or service as a gladiator. He chose the latter. After proving to be an effective combatant and gaining fame in the arenas of the capital, a number of fans helped to regain his freedom.

Soldier and king

Kull did not leave Valusia or return to the life of an outlaw. Instead, he joined the Royal army as a mercenary, pursuing elevation through the ranks. In "The Curse of the Golden Skull" Kull, approaching his thirties, is recruited by King Borna of Valusia in a mission against the ambitious sorcerer Rotath of Lemuria. Kull proves to be an effective assassin.

Borna promoted Kull into the general command of the mercenary forces. Borna himself, however, had gained a reputation for cruelty and despotism. There was discontent with Borna's rule among the nobility leading eventually to civil war. The mercenaries proved more loyal to Kull than any other leader, allowing him to become first the leadership of the revolt and then King. Kull killed Borna and took his throne while he was still in his early thirties. In "The Shadow Kingdom", Kull has spent six months upon the Valusian throne and faces the first conspiracy against him.

The series continued with Kull finding that gaining the crown