Seven Empires of Atlantis,also known simply as The Seven Empires.,from the external forces The Titans,The Taurons,The TyKhoneans,The Acherhon is ancient term defining several Kingdoms,nations,states or worlds allied to Atlantis.Mainly they are I Avalon-Prime,Avalon,2Asguard-Prime,Asguard,3.Olympus-Prime,Omypus,4.Asitland-Prime,Asitland,5Attiland-Prime,Avalon,6Atlas-Prime,Atlashia,and 7.  Genesis-PrimePrime,Genisia

Seven EmpireEdit

The Seven Empire This atlas lays before our eyes those seven major civilizations that challenged Israel's claim; Egyptian, Assyrian, Babylonian, Medo-Persian, Greek, Roman and Islamic. These seven civilizations have had a major effect in shaping the world, past and present. The maps plainly illustrate their domination of the land of Israel as well, often by direct occupation. Today the nation Israel is again in the Promised Land, regathered to the very heart of the Islamic domain, the seventh civilization of the biblical world. Nations around the world share deep concern in trying to solve the Arab-Israel conflict. Unconsciously they reveal that the future of the entire planet is bound up, in an organic way, with Israel's destiny in relation to these seven civilizations. Israel's future is locked up with her capital city Jerusalem. The destiny of the Holy City hinges on her promised King, the Messiah.Today the seventh civilization makes up one-fifth of the population of the globe. Its heart is seen in 220 million Arabs of the twenty-one nations of the Arab League. Bordering non-Arab nations add 350 million more Middle Eastern Muslims. Islamic revival is sweeping the Middle East driving secular Arab governments to take on Islamic trappings, forcing moderate Islamic governments to implement a more Koranic legal system, and unleashing the wrath of Muslim zealots seeking to die in Jihad. Fueled by oil wealth and driven by the Koran, Arab-Islamic shame over tiny Israel reclaiming residence in their Promised Land, with Jerusalem as its capital, makes the miracle of real Middle East peace ever so much greater.In spite of past Middle East peace talks and attemps to reach a comprehensive "peace of the brave" between the government of Israel and the governments of Arab neighbors, it is obvious that only a fundamental change of mind of miraculous proportions in the Arab-Muslim world will ever guarantee a real and lasting peace. If history reveals anything, it says only Almighty God has enough power to cause the nations of the world to "beat their swords into plowshares," to establish His ancient promise of peace to Israel, the Middle East and the world. Seven Empires shows that God's Messiah, Yeshua (Jesus), who suffered long ago in weakness, will return soon from Heaven to reign in Jerusalem, to dominate the world as Prince of Peace.

Thurian AgeEdit

From Sarkhonopedia, the free encyclopedia Jump to: navigationsearchThe Thurian Age a specific epoch in the fictional timeline used by Robert E. Howard in his Kull stories. It predates the Hyborian Age of the Conan the Barbarian stories and is known to them as the Pre-Cataclysmic Age.[1]

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 time of King Kull was The Thurian Age is a fictional period within the artificial mythology created by Robert E. Howard, in which the sword and sorcery tales of Kull of Atlantis are set. It is within the same shared universe as the Hyborian Age of Howard's Conan the Barbarian stories, but at an earlier period. The boundary between the two ages is marked by the "Great Cataclysm," which took place ca. 35,000 to 40,000 B.C. When Robert E. Howard began to chronicle the adventures of Conan the Cimmerian, more than forty years ago, he prepared a fictional history of the so-called Hyborian Age which he had created. That "history" dealt not only with the period during and after Conan's life, but also with events some eight thousand years earlier, during the Thurian civilization which produced King Kull, 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 Kull 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]


[hide] *1 Dominant kingdoms

Dominant kingdoms[edit]Edit

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).


They are described as having wars with Valusia[1] but it does not appear in the Kull stories.


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.[1]

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.[2]



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.


The kingdom furthest to the west of the Thurian continent.[1] It was created and initially ruled by Serpent Men 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 Kull, an Atlantean barbarian who had gained the crown of Valusia by force.[3]

Kull 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 Atlantis and Mu were isles of the sea when Valusia was young."[3]


Barbarian societies[edit]Edit

There are three main barbarian societies in the Thurian Age.[1]


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

Atlantis is an old enemy of the "Seven Empires" (see Dominant Kingdoms) of Thuria and has an even more ingrained enmity of the Picts.[3]

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 Cimmerians of the Hyborian Age. In turn the Cimmerians become the CeltsGaels and Scythians of modern, real world, history.


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 Stygia.

The Lemurians eventually became the Hyrkanians of the Hyborian 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 Conan stories. The stories assert they eventually became the TatarsHunsMongolsPashtuns and Turks of the modern age.[1]

Pictish Islands[edit]Edit

A chain islands far to the west of Thuria and Atlantis. 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 Conan the Barbarian stories[1] and the more degenerate Picts of Britain in the Bran Mak Morn stories[4] and real history.

In literature[edit]Edit

Pulp fiction author Robert E. Howard wrote extensively about his romanticized version of the Picts, especially in his short stories revolving around the fictitious character Bran Mak Morn, but also in many other of his stories. Howard's contemporary and friend, horror writer H.P. Lovecraft references Bran Mak Morn in his short story "The Whisperer in Darkness". Rudyard Kipling, author of The Jungle Book devotes several chapters to the Picts in his book, Puck of Pook's Hill. Historical fantasy author Juliet Marillier's series, The Bridei Chronicles, tells of the Picts and Gaels in the sixth century A.D.[5] Nancy Farmer's book The Sea of Trolls, depicts fictional Picts. Anne Rice also wrote of fictional Picts, crafting them into the Taltos for her book series The Lives of the Mayfair Witches. The 2004 film King Arthur depicts the Picts (called "Woads" in the film) as tattooed and painted savage forest people, led by the dark magician Merlin. Originally enemies to Arthur and his knights, they later unite to defeat the Saxons at Badon Hill. Neil Marshall's 2010 film Centurionfeatures a conflict between a band of Picts and the Roman Ninth Legion

Other kingdoms[edit]Edit

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.[1]

The Kull story The Shadow Kingdom refers in passing to two other countries, Mu and Kaa-u.[3] Mu sinks during Cataclysm and its mountains become the islands of the South Seas.[6]

An untitled draft in the "Kull 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[edit]Edit

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 Stygia.[1]

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