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Kull Exile of Atlantis

Robert E Howard

Foreword

Introduction

Untitled Story (previously published as “Exile of Atlantis”)

The Shadow Kingdom

The Mirrors of Tuzun Thune

Untitled Draft

The Cat and the Skull

The Screaming Skull of Silence

The Striking of the Gong

The Altar and the Scorpion

The Curse of the Golden Skull

The Black City (Unfinished Fragment)

Untitled Fragment

By This Axe I Rule!

Swords of the Purple Kingdom

The King and the Oak

Kings of the Night

Miscellanea

The “Am-ra of the Ta-an” Fragments

Summer Morn

Am-ra the Ta-an

The Tale of Am-ra

Untitled and Unfinished Fragment

Untitled and Incomplete Fragment

The Shadow Kingdom (Draft)

Delcardes’ Cat

The King and the Oak (Draft)

Appendices

Atlantean Genesis

Notes on the Original Howard Texts

Acknowledgments

Plates

Kull - Exile of Atlantis Frontispiece

“Kull! Ha, accursed usurper from the pagan isles”

“They be all serpent men!”

There comes, even to kings, the time of great weariness.

“I am Kull, of Valusia”

Delcardes’ cat

…a test of might and endurance.

Kull sat at ease on the throne of society.

She did not hear the light footfalls.

He made a terrible and primordial picture.

They flooded the stair like a black wave of death.

Foreword

This has been a long trip filled with great moments and great struggle. It’s been five years since I was first asked to work on a volume of the Robert E. Howard library of classics. I sit here now, nearly finished with it all, thinking how fortunate I’ve been to get this assignment. I fulfilled a dream I had when starting out, back in my first illustration class in college, where I told my instructor that I wanted to illustrate books “like N. C. Wyeth.”

Well, I’ve done it. Not like Wyeth, to be sure, but like me. Not only having the chance to illustrate a book, but being given a series of stories by a great author, Robert E. Howard, with one of his greatest creations, Kull of Atlantis.

It’s tough to end this, to finally let it stand as my take. To let go of everything else it could have been–and God knows, if it wasn’t for publisher, family, and debt, I’d continue trying to get it right. “Right” being some impossible marriage that would fit what Howard had in mind and fully convey what I dreamed could be.

So as I let go now, I hope that I’ve served Howard well, and that, if he could look upon these images, he would forgive the inaccuracies and be pleased with the spirit that I’ve put into Kull and his world.

Justin Sweet

2006

Introduction

Is it not passing brave to be a king,

And ride in triumph through Persepolis?

—Christopher Marlowe, Tamburlaine, Part One

Kull of high Atlantis. Kull, who will never be “of” Valusia no matter how long he rules the Land of Enchantment. Kull, cold-eyed but hot-headed, a bull in an unimaginably ancient china shop. Kull, the thinking man’s barbarian and the barbarian as thinking man, for whom the surfaces of forbidden lakes and sorcerous mirrors are not barriers but invitations. Kull, who opens Pandora’s boxes like birthday gifts. Kull, who returns the stare of Deep Time and dares the stair that leads up to perspectives high, chilly, and cosmic. The king who philosophizes with a broadsword and legislates with a battle-axe, the king who haunts us because he is himself so haunted. Kull, who is no mere way-station en route to Conan, but an unforgettable destination in his own right.

Like their hero, who is quotable whether expressing ominous amusement–to the lake-dwellers of The Cat and the Skull, as they close in with daggers: “This is a game I understand, ghosts”–or an elegiac impulse, as to the wizard Tuzun Thune: “Yet is it not a pity that the beauty and glory of men should fade like smoke on the summer sea?”–the Kull stories can speak for themselves. But some readers might enjoy the Atlantean usurper even more if we spend a few pages situating him both within the grand overarching continuum that resulted from Robert E. Howard’s talent for rewriting and pre-writing history and within the Texas fictioneer’s abbreviated but altogether astonishing career.

It is not quite accurate to label The Shadow Kingdom, which introduced Weird Tales readers to King Kull in the August 1929 issue (the untitled vignette many of us first met as Exile of Atlantis, with its glimpse of the Kull who would be king, was not published until 1967), the original sword-and-sorcery story. To do so is to overlook an earlier masterpiece, Lord Dunsany’s 1910 The Fortress Unvanquishable, Save for Sacnoth, in which a swordsman invades the hellish, dragon-guarded stronghold of an archmage. But the Howard tale jumps out at us as not only the first American sword-and-sorcery story but the first to summon a series into being by offering a setting, an arena, greater than was required for just a single adventure, a setting the depth and detail of which all but demanded sequels. With Kull’s Pre-Cataclysmic Age there arrived an American fantasyland defined by danger and doubt rather than the bumptious Midwestern boosterism of Oz or the sword-and-planet self-infatuation of John Carter of Mars, the extent of whose ego at times suggests that Helium, the Barsoomian city-state he rises to rule, is exceedingly well-named.

The barbarians of the late Pre-Cataclysmic Age are offshore islanders who prey on the Thurian mainland from Atlantis, Lemuria, and the Pictish Isles as if from unsinkable pirate ships. The times call for blood and iron, but Thurian blood has thinned and their iron has corroded; where the dominant civilization of the Hyborian Age will be “so virile that contact with it virtually snatched out of the wallow of savagery such tribes as it touched,” the Seven Empires of the Pre-Cataclysmic dodder and totter. This is a world less mapped than Conan’s and more lapped by mystery and mysticism at its edges: ice caves in the far north, reptile-reeking jungles in the far south; to the west, the isles beyond the sunset, to the east, the River Stagus and World’s End. We learn that Verulian trickery is a byword, and that Thurania is the foe of Farsun, but what Howard is really telling in the Kull stories is Time. Untold centuries, millennia, and aeons of the stuff are told, and told tellingly, as we sense history shading back into prehistory, kings dimming into chiefs, palaces into caves, nations into tribes, laws into taboos. The whole point to Thurian civilization is its stupefying continuity and longevity; at the very dawn of Pictish or Atlantean awareness, dusk had already draped the Seven Empires. Their relative opacity or obscurity, the fact that they are not readily identifiable as stand-ins or surrogate-states as are Stygia for Egypt, Zingara for Spain, and Turan for the Ottoman Empire in the Conan series, draws us deeper into dreamland.