History Podcasts

Hyperborea Timeline

Hyperborea Timeline

We are searching data for your request:

Forums and discussions:
Manuals and reference books:
Data from registers:
Wait the end of the search in all databases.
Upon completion, a link will appear to access the found materials.

Time and Hypertime

This article is an attempt to take previous forms of time travel and alternate realities in the DC Universe and work them into the current framework of Hypertime. Keep in mind that this is just my analysis of it, not a definitive reference.

While human cultures and sciences have advanced many theories on the nature of time over the centuries, the immortals have believed for eons in a simple timestream: time has a beginning and an end, flows at a constant rate, and any displacement produces changes downstream. Those few mortals who were able to breach the time barrier—Rip Hunter, Barry Allen, the original Chronos—even visitors from the future, like Professor Zoom and Abra Kadabra—subscribed to this same view of time. You could change the future by staying in your own time, or you could change the present by traveling to the past.

The Linear Men

In the early 21 st Century, time travel researcher Matthew Ryder managed to transport his laboratory to a point outside the normal time-stream, which he called Vanishing Point. From there he began studying the space-time continuum. He made contact with other time travelers, including Rip Hunter and eventually Waverider, a Matthew Ryder from a divergent timeline. Waverider’s continued existence after the erasure of his own past should have been a clue to what would later come to light, but at the time it was assumed that Waverider’s merging with the timestream had protected him. Calling themselves the Linear Men, this small band of time travelers decided to police the timestream so as to prevent widespread interference by one era in another.

Crisis on Infinite Earths

In their investigations, the Linear Men discovered records of a cataclysmic event so great that space-time completely reoriented itself. The universe, formed as one, had been split into many parallel universes, each distinct, occupying the same space and time but with their atoms and subatomic particles vibrating out of phase with each other. Large-scale objects, like planets and stars, tended to coexist. For instance, each vibratory plane contained an Earth, but history varied from plane to plane.

In the late 20 th Century, the Anti-Monitor (ruler of the antimatter universe) unleashed a wave of antimatter into the positive-matter universes, wiping out entire planes of existence until a desperate gamble attempted to merge the last five vibratory planes into a single universe. Earth’s heroes and villains followed the Anti-Monitor to the dawn of time and to the golden age of Oa, preventing the cataclysm that split the single universe into many, resulting in a world that shared many of those last five worlds’ characteristics. Soon, even those who fought for the survival of the multiverse came to remember the crisis only as a bid by the Anti-Monitor to take over their own, single universe.

There were a few anomalies: survivors of universes that had been destroyed who could still remember their original history, such as Lady Quark, who later joined the galactic police force L.E.G.I.O.N., or Pariah, the scientist who had unwittingly opened the door for the Anti-Monitor’s plan. While most people’s lives were altered subtlely, others, such as Wonder Woman, were changed so much that they left holes others’ lives, leaving people like Donna Troy and Lilith of the New Teen Titans without a past. The Legion of Super Heroes, in struggles with the Time Trapper and the sorceress Glorith and, managed to rewrite the 30 th Century several times.

Zero Hour

The shock waves from the Crisis spread out along the timestream in both directions, producing anomalies as divergent timelines (believed at the time to be both less “real” and less “permanent” than the “real” timeline) began to feed into the main timeline. Centered a few years after the key events of the Crisis, a new threat emerged as the space-time continuum began unraveling from both ends. At first a villain calling himself Extant (who would have become the Monarch in an alternate future) claimed responsibility, but it eventually turned out to be Hal Jordan, the mad Green Lantern, now calling himself Parallax, who had taken advantage of the instability to erase the universe and remake it as he saw fit.

Parallax succeeded in erasing history, although a band of heroes who had followed him to the dawn of time were able to ensure that the new history unfolded without his interference. Metron of the New Gods put it best years later, when discussing the struggles between New Genesis and Apokolips and their effect on the future: “In the game of the gods, Creation itself is the playing field. Sometimes Darkseid wins, sometimes we win. Each time, the universe is remade, as you have witnessed. In the end, balance is served” (JLA #15, 1998: Epilogue to Rock of Ages).

The Amalgam

One such time that the universe was remade occurred when 20 th -Century Earth found itself merging with an alternate world. Unfamiliar heroes with names like Spider-Man and Captain America took to the streets as unfamiliar villains like the Green Goblin menaced the innocent. The Daily Planet was bought out by the Daily Bugle, and Clark Kent found himself working with a new photographer, Ben Reilly. Both world’s heroes eventually discovered that cosmic beings overseeing two realities had suddenly become aware of each other’s existence, and people and artifacts began crossing over between the two. The two cosmic beings forced the heroes of each world to challenge each other, the winners’ universe surviving, but a human who could bridge the two realities protected them all from destruction by temporarily merging them into an Amalgam Universe. The two realities were separated without significant changes, and the two cosmic beings agreed to live and let live.

The Kingdom

Rip Hunter discovered something incredible, a secret that he knew he would have to keep from his fellow Linear Men, because he knew they would be unwilling to accept it in their “ordered, cataloged” view of time. It began when they started noticing significant discrepancies. Investigations into the 853 rd Century showed the original Superman still alive, even though records of the early 21 st Century indicated Superman had been “killed by someone named Gog.”

In the 21 st Century, Gog began traveling back in time, killing Superman a day earlier each time. The Linear Men panicked, fearing the space-time continuum would start unraveling again, and were puzzled when such devastation did not occur. Rip Hunter’s fear was different: that the secret he had discovered would be revealed to those not ready for it. He set about to repair the damage himself, recruiting four 21 st Century heroes as well as the aging original Superman, Batman and Wonder Woman. Try as he might, the secret was revealed: Time is not the simple stream that the Linear Men (as well as the gods of New Genesis and Apokolips) had always believed it to be, but an interconnected, shifting “Kingdom of Wonders.”

How does it work? Off the central timeline we just left. Events of importance often cause divergent “tributaries” to branch off the main timestream. But what’s astounding is there’s far more to it than that. On occasion, these tributaries return—sometimes feeding back into the central timeline, other times overlapping it briefly before charting an entirely new course. An old friend is suddenly recalled after years of being forgotten. A scrap of history becomes misremembered, even reinvented in the common wisdom.

There are hazards to Hypertime, of course. Artifacts carried into differing hypertimelines dangerously break down the barriers between kingdoms. but you’ll learn more about that in the months and years to come.
—(Rip Hunter, The Kingdom #2, 1999)

Indeed such breaking down of barriers had already occurred, as at Hunter’s direction the young heroes had been stocking display cases with weapons from alternate timelines. When the place was full of people, the disruptions were hardly noticeable, but at night, ghosts—echoes of possible timelines—could be seen. Not only seen, but recognized by people who had never met them in this timeline, but had in another.

It didn’t take long to learn more. Within weeks, a Superboy from an alternate timeline showed up—dying—and the main Superboy was able to travel through Hypertime using a device his counterpart had brought. What he discovered—aside from an evil, adult version of himself who was slowly taking over Earth on hypertimeline after hypertimeline—was that it was possible to travel through Hypertime using an element called hyperium, which exists in its natural state as energy. Unfortunately, contact with uncontrolled hyperium has a tendency to kill all versions of a person across all timelines.

Meanwhile, a new Flash had appeared to take the place of the missing Wally West. He was ultimately revealed to have come from another timeline his continued presence in the main timeline had the same effect as the arsenal Rip Hunter had collected to battle Gog, and timelines began folding in on each other. Superman and Wonder Woman had to reveal the secret of Hypertime yet again, and the new Flash had to leave.

Have Hyperjacket, Will Travel

Present understanding of Hypertime is that there is a central “main” timeline from which others branch off. Time does not necessarily flow the same in each. Unlike the many-worlds interpretation of quantum physics, every possibility does not generate an entirely new timeline similar worlds—say, one in which you drink a Pepsi with lunch and another in which you have a 7-UP—intertwine as if they were a single timeline. Both possibilities exist, and the timelines can interact subtly, but it would be both difficult and pointless to travel from one timeline to the other. Conversely, any return trip from a more divergent timeline would have just as much chance of landing in either.

The merging of timelines in DC vs. Marvel fits perfectly into Hypertime, and can best be explained if there are actually two central timelines—one DC Universe, and one Marvel Universe—off of which branch DC’s Elseworlds, Marvel’s What If. , and alternate futures of each.

For the most part, the only divergent timelines that are accessible are the ones with significant differences—such as Walter West’s home in which Linda Park died battling Kobra. The greater the difference, the easier it is to travel to it (and the less likely it is to intertwine with your timeline of its own accord). Yet travel through Hypertime is far from easy. The parallel worlds which shared the main timeline before the Crisis were distinct, completely separate, and easily identifiable. It was an easy feat for Barry Allen to travel from Earth-1 to Earth-2 and visit Jay Garrick over and over again using nothing but his own super-speed control of his molecules. To reach a particular hypertimeline, the precise frequency and fairly advanced technology is required—or at the very least something traceable. Wally raced out of the speed force and was drawn to the Linda from his own timeline. Walter was similarly able to trace their path back to the central timeline. Their own return trip home, however, was a long and difficult one, and Walter appears to be facing at least as difficult a journey to his own timeline.

Cosmic Treadmills

Time travel, by contrast, is fairly easy. Magic, the speed force, and even highly-advanced 20 th Century technology (see the cosmic treadmill) can pierce the time barrier. Changes to the past seem to ripple forward along the main timeline, but the agent making the changes, the traveler himself, is protected as his timeline of origin spins off. The world of Kingdom Come, once believed to be the definite future, is now one of several possibilities because of the efforts of Gog and countermeasures by Superman, Wonder Woman, and Batman when they met their past selves.

One reassuring thing is that, despite the fears of some, the timestream seems capable of absorbing paradoxes. “Some would have you believe that time is a house of cards, and that if you remove one card, the house collapses. The physics of time, however, allow for another possibility: remove that same card, and the house rebuilds itself— but never to its original form” (Chronos #9, 1998).

Primary Sources

  • “Crisis on Infinite Earths” (January–December 1985), Marv Wolfman and George Perez
  • Armageddon 2001 (May–October 1991), Archie Goodwin, Dennis O’Neill
  • “Time and Time Again Again” - Superman #61 (November 1991), Dan Jurgens
  • “Time Ryders” - Superman #73 (November 1992), Dan Jurgens
  • “Zero Hour” (September 1994), Dan Jurgens
  • “Marvel vs. DC” (March 1996), Peter David and Ron Marz
  • “Rock of Ages” - JLA #10󈝻 (September 1997–February 1998), Grant Morrison
  • DC One Million (November 1998), Grant Morrison
  • “Being & Nothingness” - Chronos #9 (December 1998), John Francis Moore
  • The Kingdom (February 1999), Mark Waid
  • “Haunted” - The Kingdom: Planet Krypton (February 1999), Mark Waid
  • “Hypertension” - Superboy #60󈞭 (March–August 1999), Karl Kesel
  • “Chain Lightning, Finale: Finish Line” - The Flash (second series) #150 (July 1999), Mark Waid and Brian Augustyn
  • The Dark Flash Saga - The Flash (second series) #152� (September 1999–April 2000), Mark Waid and Brian Augustyn

The Concept of Hypertime was developed by Mark Waid and Grant Morrison

Related Commentary

All characters are the property of DC Comics (except for those mentioned in “The Amalgam” who are owned by Marvel Comics) and are used here without permission. This site is in no way affiliated with DC Comics (or Marvel Comics) and is provided as a reference guide for fans, by fans. Feel free to link to this page, but please don’t link directly to the images


Hyperborea is a legendary continent in the Arctic. Before it was overwhelmed by the advancing ice sheets of the Pleistocene age, Hyperborea was warm and fertile with lush jungles inhabited by the last remnants of the dinosaurs. A race of yeti-like bipeds known as the Voormi once populated Hyperborea, but were wiped out by the pre-human settlers that migrated here from the south. These pre-humans built the first capital of Hyperborea at Commoriom. Later they moved to Uzuldaroum when prophesies foretold of Commoriom's doom.

The Hyborian Age

"Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars . Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled feet." -- The Nemedian Chronicles

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.

The Pre-Cataclysmic Age (circa 20,000 BC)

Of that epoch known by the Nemedian Chronicles as the Pre-Cataclysmic Age, little is known except the latter part, and that is veiled in the mists of legend.

Known history begins with the waning of the civilization of the main, or Thurian continent. a civilization dominated by the kingdoms of Ramelia, Valusia, Verulia, Grondar, Thule and Commoria. These people spoke a similar language, suggesting a common origin. Though they don't seem to be in agreement. The barbarians of the age were the Picts, who lived on islands far out on the Western Ocean, the Atlanteans, who dwelt on a small continent between the Pictish islands and the Thurian continent, and the Lemurians, who inhabited a chain of large islands in the Eastern Hemisphere. There were vast regions of unexplored land, the civilized kingdoms, though enormous, occupied a relatively small portion of the whole planet. Valusia was the westernmost kingdom of the Thurian continent: her capital, the City of Wonders, was the marvel of her age. Grondar, whose people were less highly cultured than those of the other kingdoms, was the easternmost land. Among the less arid stretches of desert East of Grondar, in the serpent-infested jungles and among the snow-perched mountains, there lived scattered clans and tribes of primitive savages.

On the Far Eastern shores of the Thurian continent lived another race. human, but mysterious and non-Thurian, with which the Lemurians from time to time came in contact. They apparently came from a shadowy and nameless continent lying somewhere east of the Lemurian islands. Far to the South, there was a second mysterious civilization, unconnected with the Thurian culture and apparently pre-human in its nature.

The Thurian civilization was crumbling, their armies were composed largely of barbarian mercenaries. Picts, Atlanteans and Lemurians were their generals, their statesmen and often, their kings. Of the bickering of the kingdoms and wars between Valusia and Commoria, as well as the conquests by which the Atlanteans founded a kingdom on the mainland. there are more legends than accurate history.

Then the cataclysm rocked the world. Atlantis and Lemuria sank, the Pictish islands were heaved up to form the mountain peaks of a new continent, while sections of the Thurian continent vanished under the waves or sinking, forming great inland lakes and seas. Volcanoes broke forth and terrific earthquakes shook down the shining cities of the empires. Whole nations were blotted out and the face of the world was forever changed.

The Rise of the Hyborians (circa 17,000 - 15,000 BC)

When the great cataclysm caused the destruction of Atlantis and Lemuria, the inhabitants of the Pictish isles likewise perished. But a great colony of them, already settled along the mountains of Valusia's Southern frontier, were virtually untouched. Atlantis' kingdom on the main continent also escaped the common ruin, and to it came thousands of their tribesmen, fleeing in ships from the sinking land. Many Lemurians also made their way to the Eastern coast of the Thurian continent, only to be enslaved by the ancient race which already dwelt there. And their history, for thousands of years, became a story of brutal servitude.

In the Western part of the continent, thick jungles covered the plains, wild mountains were heaved up, and lakes covered the old cities in fertile valleys. Forced to battle continually for their lives, the Atlanteans yet managed to retain vestiges of their former state of advanced barbarism. Then, their struggling culture came into contact with the powerful Pictish nation. The stone-age kingdoms clashed, and in a series of bloody wars, the outnumbered Atlanteans were hurled back into savagery, and the evolution of the Picts was halted. Five hundred years after the cataclysm, the barbaric kingdoms had vanished.

To the far South, untouched by the cataclysm, is veiled in mystery, its destiny still pre-human. But a remnant of one of the non-Valusian civilized nations dwells among the low mountains of the Southeast. They are the Zhemri.

Meanwhile, in the far North, another people are slowly are coming into existence. A band of barely human savages had fled thither to escape destruction, they found the icy countries inhabited only by a species of snow-apes, whom they fought and drove beyond the arctic circle, to perish, as the savages thought. The primitive humans then adapted to their hardy new environment and survived.

Then, another lesser cataclysm further altered the appearance of the original continent and left a great inland sea to separate East and West. The earthquakes, floods and volcanoes completed the ruin of the barbarians, already begun by their fierce tribal wars.

A thousand years later, wandering bands of ape-men exist without human speech, fire or tools. These are the descendants of the once-proud Atlanteans. To the Southwest dwell scattered clans of degraded cave-dwelling savages, primitive of speech, yet still retaining the name of Picts. Far to the East, the enslaved Lemurians have risen and destroyed their masters. They are savages, stalking the ruins of a strange civilization. The survivors of that civilization have come westward, overthrowing the pre-humans of the south and founding a new kingdom called Stygia. In the North, one tribe is growing: the Hyborians or Hyboai. Their god is Bori, some great chief whom legend has raised to the status of a deity. 1,500 years in the snow-country have made them a vigorous and warlike race. And now, they are pushing southward in leisurely treks.

A wanderer to the North at about this time returned with the news that the Northern icy wastes were inhabited by ape-like men, descended from the beasts driven out of the more habitable land by the Hyborians' ancestors. To exterminate these creatures, a small band of warriors followed him beyond the arctic circle. None returned.

And meanwhile, the tribes of the Hyborians drifted ever southward, to make the following age an epoch of wandering and conquest.

The Hyborian Kingdoms (circa 14,000 - 10,000 BC)

1,500 years after the lesser cataclysm which created the inland sea, tribes of twany-haried Hyborians have moved southward and westward, conquering and destroying many of the small unclassified clans. As yet, these conquerors have not come in contact with the older races. To the Southeast, the descendants of the Zhemri are beginning to seek to revive some faint shadow of their ancient culture. To the West, the apish Atlanteans have began the long hard climb back toward true humanity, while to the South of them, the Picts remain savages, apparently defying the laws of nature by neither progressing nor retrogressing. And, far to the South dreams the ancient, mysterious kingdom of Stygia. On its Eastern borders wander clans of nomadic savages already known as the sons of Shem, while next to the Picts, in the broad Valley of Zingg, protected by great mountains, a nameless band of primitives has created an advanced agricultural system and life.

Meanwhile, the first of the Hyborian kingdoms has come onto existence, the rude and barbaric kingdom of Hyperborea, which had its beginnings in a crude fortress of boulders heaped to repel tribal attack. There are few more dramatic events in history than the rise of this fierce kingdom, whose people turned abruptly from nomadic life to rear dwellings of naked stone, surrounded by cyclopean walls.

All this time, far to the East, the Lemurians are evolving a strange semi-civilization all their own, built on the wreckage of the one they overthrew. The Hyborians, meanwhile, have founded the kingdom of Koth, on the borders of the pastoral lands of Shem. The savages of the lands of Shem, through contact with the Hyborians and the ever ravaging Stygians, are slowly emerging from barbarism. Far to the North, the first kingdom of Hyperborea is overthrown by another tribe which, however, retains the old name. Southeast of Hyperborea, a kingdom of the Zhemri has come into being, under the name of Zamora. To the Southwest, invading Picts have merged the agricultural dwellers of the fertile Valley of Zingg. This mixed race in turn will be conquered by a roving tribe of Hybori, and from this mingled elements will come the kingdom called Zingara.

500 years later, the kingdoms of the world are clearly defined. The kingdoms of the Hyborians - Aquilonia, Nemedia, Brythunia, Hyperborea, Koth, Ophir, Argos, Corinthia and the Border Kingdom - dominate the Western world. Zamora lies to the East, Zingara to the Southwest of these. Far to the South sleeps Stygia, untouched by foreign invasions, though the peoples of Shem have exchanged the Stygian yoke for the less galling one of Koth. The Stygians have been driven South of the great river Styx, also called Nilus or Nile, which empties into the Western Sea. North of Aquilonia are the Cimmerians, ferocioius savages untamed by any invaders. Descended from the ancient Atlanteans, they are progressing more rapidly than their old enemies, the Picts, who dwell in the wilderness West of Aquilonia.

Another five centuries and the Hybori peoples are the possessors of a virile civilization, whose most powerful kingdom is Aquilonia, though others vie with it in strength and splendor. They are the supreme in the Western world. In the North, however, golden-haired, blue-eyed barbarians have driven the remaining Hyborian tribes out of all the snow-countries except Hyperborea. Their land is known as Nordheim, and they are divided into the red-haried Vanir and the yellow-haired Aesir. Now the Lemurians enter history again, as Hyrkanians. Pushing westward, one tribe establishes the kingdom of Turan on the Southwestern shore of the inland Vilayet Sea. Later, other Hyrkanian clans push westward around that sea's northern extremity.

Glancing briefly at the peoples of that age. The dominant Hyborians are no longer uniformly twany-haired and grey-eyed they have mixed with other races, but this mixing has not weakened them. The Shemites are men of medium height with hawk noses, dark eyes and blue-black beards. The ruling classes of Stygia are tall men, dusky and straight-featured. The Hyrkanians are dark and generally tall and slender. The people of Nordheim retain their light skin, blue eyes and red or yellow hair. The Picts are the same type as they always were short, very dark with black eyes and hair. The Cimmerians are tall and powerful, with dark hair and blue or grey eyes. South of Stygia are the vast black kingdoms of the Amazons, the Kushites, the Atlaians and the hybrid empire of Zembabwei. Between Aquilonia and the Pictish wilderness lie the Bossonian Marches, peopled by descendents of an aboriginal race mixed with Hyborians. They are stubborn fighters and great archers, as they must be to have survived centuries of warfare with the barbarians to the North and West.

This, then, was an "Age Undreamed Of", when shining kingdoms lay spread across the world like blue mantles beneath the stars.

This, then, was the age of Conan.

The Beginning of the End (circa 9,500 BC)

500 years after the time of King Conan, the Hyborian civilization was swept away while its vigorous culture was still in its prime. It was the greed of Aquilonia which indirectly brought about that overthrow. Wishing to extend their empire, her kings annexed Zingara, Argos and Ophir, as well as the western cities of Shem. Koth itself, with Corinthia and the eastern Shemitish tribes, was forced to pay Aquilonia tribute and lend aid in its wars. Nemedia, which had successfully resisted Aquilonia for centuries, now drew Brythunia and Zamora and secretly, Koth into an alliance against that western kingdom. But before their armies could join in battle, a new enemy appeared in the East. Reinforced by Hyrkanian adventurers, the riders of Turan swept over Zamora to meet the Aquilonians on the plains of Brythunia. Defeating the Turanians, the Aquilonians sent them flying eastward but the back of the Nemedian alliance was now broken. The defeat of the Hyrkanians showed the nations the real power of Aquilonia.

Zamora was reconquered, but the people discovered they had merely exchanged an eastern master for a western one. Auilonian soldiers were quartered there, to keep the people in subjection as well as to protect them. In the North, there was incessant bickering along the Cimmerian borders between the black-haired warriors and their various neighbors, the Nordheimr, the Bossonians and the ever more powerful Picts. Several times, the Cimmerians raided Aquilonia itself, but their wars were less invasions than plundering forays.

But, by a strange quirk of fate, it is the growing power of the Picts in the West which is destined to throw down the kings of Aquilonia from their high places. At about this time, a Nemedian priest named Arus determined to go into the western wilderness and introduce to the heathen Picts the gentle worship of Mitra. He was not daunted by the grisly tales of what had happened to traders and explorers before him. Over the years, the Picts had benefited from contact with Hyborian civilization, but they had always fiercely resisted that contact. They dwelt in clans which were generally at feud with each other, and their customs were bloodthirsty and generally inexplicable to a civilized man such as Arus of Nemedia.

Arus was fortunate in meeting a chief of more than usual intelligence, Gorm by name, who gave him permission to remain among his tribe unbutchered. This was a case unique in the history of the Picts and better for the flower of Hyborian civilization if Arus had been speared instead. Having learned the Pictish tongue, Arus harangued Gorm at length, expounding rhe eternal rights and justices which were the truths of Mitra. Being a practical man, Arus appealed to the savage's sense of material gain. He pointed out the splendor of the Hyborian kingdoms as proof of the power of Mitra. Arus spoke of wealthy cities and fertile plains, of jeweled towers and glittering armor. And Gorm, with the unerring instinct of the barbarian, passed over his words regarding gods and their teachings, and fixed on the material riches he so vividly described. There, in the mud-floored wattle hut, where the silk robed priest droned on the dark-skinned chief crouched in his tiger-hides, were laid the foundations of the Pictish Empire.

Fire and Slaughter (circa 9,500 BC)

Arus, priest of Mitra, had instilled in Gorm, the Pictish chief a desire to see the civilized lands. At Gorm's request, Arus conducted him and some of his warriors through the Bossonian Marches, where the honest villagers stared in amazement, and into the glittering outer world. Soon, Picts came and went freely into all Aquilonia. Arus no doubt thought he was making converts for Mitra right and left, because the Picts listened to him and refrained from smiting him with their copper axes. But what they really wished to learn from him and did, was how to mine the vast iron deposits in their hills and work them into weapons. With these, Gorm began to assert his dominance over the other Pictish clans.

Aquilonia, meanwhile, pursuing her wars of aggression to the South and East, paid little heed to the vaguely known lands of the West, from which more and more stocky Pictish warriors swarmed to take service in her mercenary armies. These warriors, their service completed, went back to their wilderness with good ideas of civilized warfare and that contempt for civilization which arises from familiarity with it. As for Gorm, he became chief of chiefs, the nearest approach to a king the Picts had in thousands of years. He had waited long, he was well past middle age. Too late, Arus saw his mistake he had touched only the pagan's greed, not his soul. And making a last effort to undo his unwitting work, he was brained by a drunken Pict. Gorm was not without gratitude he caused the skull of the slayer to be set on top of the priest's cairn. The Picts burst upon the Bossonian Frontiers, clad not in tiger skins but in scalemail, wielding weapons of keen steel. Still, for years, the sturdy Bossonian Marches held the invaders at bay, thus keeping them from attacking Aquilonia itself.

Meanwhile, the Aquilonian Empire waxed strong and arrogance leading them to treat less powerful peoples, even the Bossonians, with growing contempt. Argos, Zingara, Ophir, Zamora and the Shemite countries were treated as subjected countries, which was especially galling to the proud rebellious Zingarans. Koth, too, was practically tributary and first Stygia, then Brythunia were defeated in battle. Yet, powerful Nemedia directly to the West had never been subdued. Thus, the Aquilonian armies moved at last against their neighbor state. Their glittering ranks however, were largely filled by mercenaries, especially the Bossonians. Because of the eastern war, scarcely enough men were left in the Bossonian Marches to guard the frontier. And hearing of Pictish outrages in their homelands, whole Bossonian regiments quit the Nemedian campaign and marched westward, where they defeated the Picts in a single great battle.

This desertion, however, was the direct cause of the Aquilonians defeat by the desperate Nemedians, and thus brought down on the Bossonians the cruel and shortsighted wrath of the Imperialists. Aquilonian regiments were brought to the borders of the Marches, and the Bossonian chiefs were lured into their encampment. There, the unarmed chiefs were massacred and the Imperial hosts then attacked the unsuspecting people. From North to South, the Marches were ravaged, and the Aquilonian armies marched back from the borders, leaving a ruined and devastated land behind them.

And then, the Pictish invasion burst in full power along those borders, led by Gorm, an old man now, but with the fire of his fierce ambition undimmed. This time there were no sturdy Bossonian warriors in their path, so that the blood-mad barbarians swarmed into Aquilonia itself, before her legions could return from the war in the East. Zingara seized this opportunity to throw off the yoke, followed by Corinthia and the Shemites. Whole regiments of mercenaries and vassals mutinied and marched back to their own countries, looting and burning as they went, while still the Picts surged irresistibly eastward. In the most of this chaos, the wild-born Cimmerians swept down from their Northern hills, completing the ruin, and the Aquilonian Empire went down in Fire and Blood.

The Darkness. and the Dawn (circa 9,500 BC)

Following the collapse of the Aquilonian Empire, the Hyrkanian hordes came riding in from the East. Hyrkanians and Turanians together in time, united under one great chief. With no Aquilonian armies to oppose them, they were invincible, sweeping first over Zamora, then Brythunia, Hyperborea and Corinthia. Next, they swept into Cimmeria, driving the black-haired barbarians before them. But, among the hills, where the Hyrkanian cavalry was less effective, the Cimmerians turned on them, and only a disorderly retreat saved them from complete annihilation. The Picts, meanwhile, made themselves the masters of Aquilonia, massacring nearly all the inhabitants in the process. Probably only these fierce Pictish thrusts stopped the raging Hyrkanians from adding even Stygia to their widening empire. Nemedia, never before conquered, now reeled between West and East when a tribe of Aesir wandered South, to be engaged as mercenaries. Meanwhile, the Pictish chief Gorm, whose ambition had begun the slaughter, was slain by Hialmar, a chief of the Nemedian Aesir. 75 years had elapsed since he had first heard tales of the western lands from the lips of Arus, priest of Mitra. Long enough for a man to live, or a civilization to die.

For a short age, Pict and Hyrkanian snarled at each other over the ruins of the world they had conquered. Then began the glacial ages, and many nordic tribes were driven southward by the moving ice fields, driving kindred clans before them in turn. Nemedia, meanwhile, became a Nordic kingdom, ruled by descendants of the Aesir mercenaries. Pressed by the Nordic tides, the Cimmerians were on the march, destroying first Gunderland, then hewing their way through the Pictish hosts to defeat the Nordic-Nemedians and sack some of their cities. Then they continued eastward, overthrowing an Hyrkanian army on the borders of Brythunia. Hot on their heels, hordes of Aesir and Vanir swarmed South, and the newly founded Pictish Empire reeled beneath their strokes. Nemedia was overthrown, and the half-civilized Nordics fled before their wilder kinsmen, leaving the cities of Nemedia ruined and deserted. These fleeing Nordic-Nemedians broke the back of Hyrkanian power in Shem, Brythunia and Hyperborea, forcing the descendants of the Lemurians back toward the Vilayet Sea. Meanwhile, the Cimmerians, wandering southeastward, destroyed the ancient Hyrkanian kingdom of Turan and settled by the inland sea.

Their Western empire destroyed, the Hyrkanians butchered all unfit captives and herded thousands of slaves before them as they rode back onto the mysterious East. They would return thousands of years later, as Mongols, Huns, Tartars and Turks. Meanwhile also, red-haired Vanir adventurers came into Stygia, where they overthrew the reigning class and built up a vast southern empire which they call Egypt. From these red-haried conquerors the early pharaohs were to boast descent. The Western world was now dominated by Nordic barbarians. There were few cities anywhere the once dominant Hyborians had vanished from the earth, leaving scarcely a trace of blood in the veins of their conquerors. In time, the whole history of the Hyborian age was lost in a cloud of myths and fantasies.

And then, another terrific convulsion of the earth hurled all into choas again, carving out the lands as they are known to us now. Great strips of the western coast sank, and the mountains of western Cimmeria became islands later called British. A vast sea, later called Mediterranean, was formed then the Stygian continent broke away from the rest of the world. The territory around the slowly drying inland sea was not affected, and the Nordics retreating there lived more or less at peace with the Cimmerians already present. In time, the two races became intermingled. In the West, the remnants of the Picts, reduced to the status of stone-age savages, possessed the land once more, till, in a later age, they were overthrown by the westward drift of the Cimmerians and Nordics. This drift resulted from a growing population which thronged the steppes West of the inland sea, now known as the Caspian and much reduced in size -- to such an extent that migration became an economic necessity. Known now as Aryans, these tribes moved into the areas now occupied by India, Asia Minor and much of Europe.

Some variations of these primitive sons of Aryas are still recognized today others have been long forgotten since. The Nemedians of Irish legendry were the Nemedian Aesir, while the later sea-roving Danes were the descendants of the Vanir. The blond Achaians, Gauls and Britons were decended from the pure-blooded Aesir. The Gaels, ancestors of Irish and Highland Scotch came of pure-blooded Cimmerian clans. The ancient Summerians were of mixed Hyrkanian and Shemitish blood, while from the purer Shemites were descended both the Arabs and the Israelites. The Hyrkanians, retreating to the Eastern shores of the continent, evolved into the tribes later known as Huns, Mongols, Tartars and Turks before they bloodily re-entered Western history.

The origins of the other races of the modern world may be similarly traced. In almost every case, older far than they realize, their history stretches back into the mists of the forgotten Hyborian Age.

Correspondences [ edit | edit source ]

In this general setting, Howard placed imaginary kingdoms to which he gave names from a varied series of sources. Khitai is his China, far to the East, deriving from an ancient name Corinthia is his name for a Greek-like civilization, a name slapped together from the name of the city of Corinth and a reminiscence of the Middle Ages province of Carinthia. He imagines the Picts to occupy a large area to the northwest. The probable intended correspondences are listed below notice that the correspondences are sometimes very loose, and are portrayed by ahistorical stereotypes.

Downfall [ edit | edit source ]

The downfall of Hyperborea began when Hecate came to Gorinium and seduced Thoth. While he slept she stole into his garden and killed the three watchers. She drank their blood and gained their knowledge. She then went into Thoth's temple and vomited up all of the blood, using it to write all of their knowledge onto the walls of the temple. She then gathered all of Thoth's people and shared this knowledge with them, telling them to do with it what they will. When Thoth learned this he cast Hecate out and cursed her but it was too late.

The people who came to learn in Thoth's temple eventually became the king and priests of the Hyperborean empire. They were corrupt and committed atrocities such as burning children alive inside idols to Neb-ogeroth, the Black Goddess. They poisoned the land and the air, and brought earthquakes, famine, and plague. The statue that stood in Gorinium that contained Anum's Right Hand saw the atrocities of these people. It wept to see what Thoth's people had done. The statue became filled with a terrible rage and killed the people of Gorinium, the blood of the people dying the statue red. Aftering killing everyone in Gorinium, it threw itself from the walls of the city and was destroyed. The only piece that remained was the Right Hand, which would later come to Hellboy.

The Hyperborean Gallery

Known by the name of “The Hyperborean Gallery” or “Gallery 13”, the place of this amazing discovery is located beneath Cornea village. A number of other discoveries were made at the site in 1976. However, in the name of “security” the anthropological and archaeological discoveries were deemed too unusual and shocking for the time, so the gallery was permanently sealed.

The gravestone was not the only unusual item found inside the gallery. On it, archaeologists found a 10 meter (32.8 ft.) tall skeleton of a giant. Apparently, the giant had been buried there after his death, with his legs gathered on one side. Lacking the proper equipment necessary to analyze such a find, the skeleton was sent to Moscow. Unfortunately, nothing has been reported about the giant ever since.

The discovery of a skeleton that measures 10 meters or 32.8 Feet. ( Oculto Revalado A Verdade )

As for the tombstone, a new series of research was planned to analyze it in 2012. The relic was dug up once again and measurements showed that it was six meters (19.7 feet) wide, twelve meters (39.4 feet) long and three meters (9.8 feet) tall. It weighed almost 1700 tons and contained somewhere around 900 tons of solid gold. To make a comparison, such a quantity of gold would have required over twenty years of mining work to gather. The last thing known about the gravestone is that it had been cut up into 80 smaller pieces in order to make its transportation possible. As for its destination, it is not known where it lies today.

One of the archaeologists working in Gallery 13 took a set of photos with the gravestone and sent them to a paleolinguist. The latter noticed emerald green bas-relief writing covering the entire surface of the artifact. The text had been written in three parallel rows which started in the upper left. From there, the writing descended diagonally, similar to a serpent, and formed a spiral around a wolf head. Finally, the script ended in the lower right corner. The paleolinguist speculated that the unknown writing could be Pelasgian and that the discovery with its markings and writing clearly possessed great cultural and historical value. Nevertheless, the gravestone was cut and melted. The state obtained a share of 19 pieces, 31%, as stipulated in the local gold exploitation contract.

During the excavation, the lifting of the gravestone also revealed the entrance to a pit. The four meter (13.1 feet) diameter pit had a descending spiral stairway and a milky violet light radiated from the inside. A closer inspection of the stairs made it clear that they looked as if cut into the walls of the pit by a laser and, as for the violet light, nobody could determine its source.

Curious to find the source of the light and to see what was inside, the paleolinguist descended into the pit, but nobody else proved brave enough to join him. The night passed and the man never returned from the pit.

Ultimately, the army sealed the entry to the pit, as well as the entire Gallery 13, with cement. Those present never talked about the discoveries again - as they had been made to sign confidentiality agreements, therefore what lies beyond the staircase of the pit remains a mystery.

SH Archive Replies What Is Your Timeline Of World Events?

All I know is that basically everything of what is included in our concept of history happened during the last 1000 years and almost no knowledge about life before 1400 has survived. A bit more is known about the time between 1400 and 1700. More is known about the time between 1700 and 1800.

- 1000 AD: a globally connected civilization gets destroyed and flooded due to an unknown event. Possibly high-tech and highly spiritual. Humans become divived into multiple fractions, different languages develop. Before this no modern oceans existed, and the earth was three equal parts with rivers in between and small "oceans" at both north and south pole: Africa (Libya), Europa, Asia all named after prominent leaders from that time.
- 1100 - 1200 AD: People come together to preserve the pre-flood knowledge, try to live in truth and harmony, the Jesus figure as one of the leaders of that movement lived during that time.
- 1100-1300 AD: The first efforts are made to map the "new world" with the Mappa Mundis. Julius Caesar figure lives during that time, and is a big proponent of mapping things.
- up to 1400 AD: Kingdoms and authorities get established, trading flourishes, money is used extensively.
- Between 1400 and 1500 AD: Another global catastrophe happens, earth is expanding and the oceans are created as well as modern America, most of the kingdoms suffer greatly, climate gets a bit worse. The last survivors of the pre-flood civilizations die out (giants), as well as mythical creatures like dinosaurs and unicorns, and failures from genetic experiments.
- Between 1400 and 1700 AD: Kingdoms are being re-established, life goes on, even though it's a bit more difficult than before, the 4 seasons are established. Some people start to create "religion" because after the 1400 catastrophe the memories of what the Gnostics and other groups tried to achieve fades away. The independent gnostic groups fight against the corrupt church institutions in Central Europe and elsewhere. "For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places." They understand that evil creates pyramidal chain of commands that transcend individuals. Writings are shared between those groups, which are re-written by the Church during 1600-1800 and published as the bible. The thirty-years war in the 17th century is an encrypted and highly distorted memory of that fight. The Church decides to add 1000 years to recent history and invents a new calendar, which is to be enforced globally. Competing native calendars are destroyed, and the accompanying myths alongside.
- In 1690 AD another global cataclysm hits with a second earth expanding event, climate gets really bad and the dark forces begin to envelop the globe. This event destroys most technological knowledge of the past, and creates the last survivors of "ancient" kingdoms, but their power is gone. The institutional churches and secret societies from Europe use this event to colonize the entire world, and rewrite history on every continent. New maps and narratives are being created. The remnants of Tartary and other civilization get overrun between 1690 and 1850 due to their military weakness.
- "Science" is established between 1690 and 1850, and tries to destroy all previous knowledge about cataclysms, religion and cosmology.
- Another cataclysm happens ca 1816 with the "year without a summer" as a surviving concept. It doesn't destroy as much structures as the other events before, but it costs many people their lifes, and gives rise to industrialization. The small group connected to the European Churches has secretly kept some of the pre 1816 knowledge and slowly re-introduces some of that knowledge to society. This is known as the industrial age to the un-initiated.
- 1900: People still remember some parts of the true history and the decision is being made to invent communism to destroy all the remaining high culture in the eastern parts of the world, and the two world wars are enough to destroy the remaining knowledge in the west as well.
- 1950 - 2050 and beyond: With most of the true history succesfully erased, the effort is being made to re-establish a global civilization with most people living in crowded cities, but this time under full control of those behind the Church and secret socities. The idea is to change humans into asexual slaves, suppressing or even erasing the godly spark on the genetic level.

Undetermined [ edit | edit source ]

The Events of A Song of Ice and Fire/Games of Thrones.

Presumed to take place during the Hiborean Age(Due to England(Westeros) and Spain(Dorne), not having equivalents in The world of Conan. However it cannot overlap with Middle Earth events which are firmly set due to Tolkien's own words and because Middle Earth is also an analogue of England, being based the idea of writing England's history(which is largely unknown after a certain point in real life. However it is likely after Middle Earth since Westeros is scarce of the Fantasy elements that Middle Earth has.

Watch the video: Hyperborea In Memoriam (May 2022).