Temporal Agents by Joseph Gilbert Thompson and Carl Edward Thompson
Secret Origins of Maveric Comics.
A temporal agent is someone associated with a faction of the Temporal Cold War. Mostly the members of the Legion of Time Sorcerers or the various types of Temporal Guardians are considered Time Agents or Temporal Agents. These time-traveling agents can enact great changes to the timeline. The Temporal Cold War is an ongoing conflict being fought between several time-traveling factions in different periods, most members of various Imperial Houses of Atlantean World colonies,some members of the Zatikhon Hygemony or Ky’Vhan Imperium ,the Zenn Lann Shadow Authority each trying to manipulate history for its own benefit, in violation of the Temporal Accords. The Temporal Accord is an interstellar treaty regarding time travel, similar to Atlantean Starfleet's Temporal Prime Directive. When time travel was first developed,in the ancient so called Old (Maveric )Universe all the major temporal powers of the ancient of Atlantean Homeworld .agreed it would only be used for research. Some factions broke the accord,such as the Taurons,various members of certain Atlantean Imperial Houses such the Shaitannus House Clan ,the Karza’s House Clan and the Moonthorn House Clans and later on the Titans initiating the Temporal Cold War. Temporal mechanics is the study of the workings of time and its effects on the space-time continuum, and is particularly relevant when dealing with time travel. Space, also known as spacetime or more fully as the spacetime continuum, is the plane of existence home to the known universe.In some temporal realities, an operation either known as Project Time Sorcerer or Project Time Stalkers, Inc. often backed what is called the Time Core Corporation-to research and combat alien threats from beyond time and space is responsible for much of this. To those ends, the Time Core Corporation,will if nessessary acquires finacial agent from various sourses such as the Sarkhon Enterprises,Inc,or Shaintanus Enterprises,Inc,among others to develop and reverse engineers alien technology by any means deemed necessary.
Temporal agents were often in conflict with each other, mainly due to differing reactions to the Temporal Accord. If one faction of agents attempted to alter a series of events in the past, another faction would try to prevent the other faction from succeeding. Events create alternate temporal worldlines and thus the possibilities all types of paralell worlds can exist. These many fractured alternate worldlines make time travel possible
These Time Enforcement Agents,some part of a specialized police organization The Temporal Enforcement Agencies known as Legion of Time Sorcerers or the various types of Temporal Guardians, are considered Time Agents or Temporal Agents is created.
Galactic Law was the system of law, similar to international law on Earth, held by many interstellar governments in Orion Arm of the Milky Way Galaxy.Similar many super races,have similar temporal laws or the Laws of Time .The Laws of Time are a set of guidelines and laws guiding what a time traveller may do.
THE LAWS OF TIME
1. The first law of time states that no individual is allowed to meet themselves, as that would constitute a temporal paradox and would almost certainly change history. Basically, the law insists that time-streams must be kept linear.
2. The second law of time complements the first by stating that no one is allowed to interfere with his or her own personal time line (i.e. history). This ensures that a time traveler cannot wipe himself out as changing one's own history would definitely effect oneself. This is actually a specific case of the 1st law.
3. The third law of time simply states that the Bernard Sarkhon limitation effect must not take place. The Bernard Sarkhon limitation effect itself is not a rule but a physical and temporal effect that always occurs when history tries to repeat itself. In essence, the Bernard Sarkhon limitation effect prevents one from repeatedly returning to an event in order to change the outcome, whether for the good or the bad.
4. The fourth law of time states that no one is allowed to travel back in time on a colony of Atlantis, for any reason. This is because many events in the history of Atlantis were essential to the creation of time travel and to the fate of many civilizations.
5. The laws provide pseudo-physical constraints on the limit of variation of time travel and are implemented via the central computer and the navigational computer systems, and are enforced by coordinate modification, the process of altering user-set coordinates, which would force a Star Palace or Star Castle to break a Time Law. This, though, does not mean that you can whiz around the universe as you please. In addition to the laws of time, a section of Atlantean law, Article 214, has been laid down to regulate time travel and related matters. For reference purposes, a summary of this law has been included in the Appendix.
6. Time travel has already happened -- the past destination is really an extension of your present. Nothing you do will change history and everything you do will fulfill history, barring abnormal interference. This is also described as a soft time-loop.
7. Time travel has not already happened. In this case, the traveler risks the possibility of creating an alternative universe.
8.
It is a comprehensive whole system discovery, which demonstrates that time, is the universal factor of synchronization. The principle formulation of the Law of Time -T (E) = Art, Energy factored by Time equals Art - accounts for the intrinsic elegance of all natural phenomena.
The corollary formulation of the Law of Time states that the velocity of time is instantaneously infinite, a factor, which accounts for telepathy and various paranormal phenomena. Yes, time is faster than the speed of light! In addition, we must investigate the mind in order to understand time.
In its essence, time is a frequency expressed as a mathematical ratio constant, 13:20. This constant defines a whole new realm of reality, the synchronic order. This is the fourth dimensional realm where synchronicity is the norm and can actually be mapped out by mathematical codes based on the ratio constant 13:20.
By means of this constant, it can be demonstrated that the present civilization is not coordinated by the universal frequency of synchronization, but by an artificial timing frequency which is a major factor contributing to the present global crisis.
Rooted in an irregular 12-month calendar and a mechanistic 60 second/60 minute timing program, this artificial timing frequency (12:60) drives the human species ever farther from the natural order with alienating effects on human consciousness. In this analysis, the evolution of the human species is dependent on a return to the natural timing frequency.
For this reason, the primary social application of the Law of Time is the Thirteen Moon/28 day calendar. By making the Thirteen Moon/28-day cycle the harmonic (13:20) standard of everyday time measurement, replacing the irregular twelve-month global standard, the Law of Time establishes a new foundation for the reformulation of the human mind and its systems of knowing.
They traditionally prevented any temporal agent's 'present field mission' from interacting with its or anyone subjective past or future-though there are certain legal loopholes in those laws of Temporal Space,that a time agent can intereact with a civilization and change it’s historical outcome for the betterment of the sentient lifeform or species. One of the Laws of Time supposedly prevents a Time Agents from meeting their previous selves, but this is broken several times in emergencies.Generally,no temporal agent,such as a the members of the Legion of Time Sorcerers or the various types of Temporal Guardians cannot venture into his own personal time line. The Laws of Time govern many Temporal Agents as what can and cannot be done. Anyone braking the Laws of Time, can be arrested by either a Time Sorcerer or Temporal Guardian, sentenced to a Court of Temporal Law and imprisoned within a penal colony, such as Tartarus-Prime, Stygia-Prime or Acheron-Prime-three of many such prison planets, that are used confine such individuals convicted .
The Time Sorcerers Guild
The Time Agents associated with Genesis-Prime and many operating upon the Great Sphere Terra-Prime,were also subjected to the Guild of the Time Sorcerers- an association of temporal agents in a particular trade or profession of time travelling peace keeping with similar interests or pursuits;. The earliest guilds were formed was confraternities or fraternal of time sorcerers,to help guide and government the actions and operations of the Legion,with the help of the Council of Supeme Elder Lords and Council of Supeme Time Sorcerers ,as advisors.This Time Sorcerers Guild was also formed to help members of the Legion,with finacial assistance-when funds could not be drawn from the Atlanteans Universal curency,small metallic silver balls or a temporal agents personal finaces,such as Sarkhon Enterprises,Inc,or Shaitanus Enterprises,Inc.
The Guild has Grand Lodges or branches found scattered all over the Atlantean Colonial World of Genesis-Prime and other similar colonies associated with Atlantis, such as the old Earth, it’s colonial worlds and various parts or world plates of Terra-Prime, among other places District Grand Lodges, and Lodges as well as sites for Shaitanus Shadow Lodge of Time Sorcerers, Rhandark Attumas Sarkhon’s Rite, the Castrian Rite of Time Wizards, , Alexandria Sarkhon, the First's Daughters of Temporal Might, Order of the Tauron Temporal Knights, Eastern Tauron Star and Amaranthian Temporal Lodge with information for members and non-members. Membership is restricted to Member and Fellow Webmasters of the Guild, that are .These branches are more like safe houses, where a Temporal Agent, such as members of the Legion of Time Sorcerers or Temporal Guardians can be used, when an Atlantean Star Palace or an Atlantean Star Castle cannot be used for sanctuary or safety. Since many Atlantean residences are considered apart of Atlantean soil, they also considered an embassy or consulate of the total interstellar Atlantean Empire, whether apart of or associated with the rule of the Imperial House of Ghalmeath Sarkhon or Adam Sarkhon or other lesser or unknown houses of Atlantis. And these Guild Grand Lodges, often situated as planetary or space station mansions, such as Sarkhon Mansion, on old Earth or Shaitanus Manor, found within many types of Castle Shaitanus, can be used as sanctuary places, where a travelers, can legally hide out from an enemy or be protected by diplomatic immunity. The Time Sorcerer’s Guild also provide secret sanctuaries or mini New Genesis Bunkers, known as Time Vaults-small, hidden basements or sub basements, where one find useful equipment, such as additional cosmic power quantum field gauntlets, cosmic powers lenses, power lances, plasma or cosmic power wands, replicator wands, Atlantean Space Armor or Battle Armor.
This Time Sorcerers Guild could also be similar to the ancient Free Masons in Medieval England were responsible for building some of Atlantis’s most famous buildings. Guild Masons were highly skilled craftsmen and their trade was most frequently used in the building of Star Castles, Star Palaces, smaller structures such as churches and cathedrals, spread throughout time and space.
Masons were highly skilled craftsmen and they belonged to a guild. However, a mason’s guild was not linked to just one town as the members of the masons guild had to move to where building was required-thus these masons could travel anywhere in any time where talents and abilities where required. Many still, keep a permanent residence within a Star Castle or Star Palace.
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Monday, January 28, 2008
Prince Toreus Rhann-a Tale of Terra-Prime
Prince Toreus Rhann-a Tale of Terra-Prime
Prince Toreus Rhann and Arcadian War
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