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SATAN'S DRUMMERS - PHOENIX JOURNAL 9 -- CHAPTER 14 - A LOOK BEHIND THE GAME 'DUNGEONS AND DRAGONS'

ESU IMMANUAL SANANDA

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Feb. 14, 2016

PJ 09

 CHAPTER 14

REC. #2 SANANDA

TUE., NOV. 7, 1989 1:00 P.M. YEAR 3, DAY 083

TUE., NOV. 7, 1989

 

Dharma, let us make it clear from the onset of this chapter that we are singling out this particular game for it carries with it such obvious messages. There are others which could be discussed in depth but this will suffice for our needs. You ones must learn to look within even your games for hidden content and impact. The game of “DUNGEONS & DRAGONS” is especially good for critique for it is noted as a Satanic game.

 

This, too, will be quoted in full that it can be verified. I give appreciation to ones A. Chaitkin and E. Corpus. Dateline: August 11, 1989.

 

1  A LOOK AT THE GAME

 

“Remember. . .that goodness has no absolute values. Although many things are commonly accepted as good (helping those in need, protecting the weak), different cultures impose their own interpretations on what is good and what is evil. . . .”

 

“Remember that evil, like good, is interpreted differently in different societies. . . .”

 

“Curative and healing spells can have no effect on a dead character--he can only be returned to life with a raise dead or resurrection spell. . . .”

 

“A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something in­imical. . . . .”

 

“Animate Dead (Necromancy). . . .This spell creates the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demi-humans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. . . .”

 

“A geas spell places a magical command upon a creature (usually hu­man or humanoid) to carry out some service, or to refrain from some action or course of activity, as desired by the spellcaster. . . . While a geas cannot compel a creature to kill itself or to perform acts that are likely to result in certain death, it can cause almost any other course of action. The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks (sic).”

 

“Control Undead (Necromancy). . . .At the end of the spell, the con­trolled undead revert to their normal behaviors. Those not mindless will re­member the control exerted by the wizard. . . .”

 

“The finger of death spell snuffs out the victim’s life force. If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after three days the caster can. . . .animate the corpse as a ju-ju zombie under the control of the caster. . . .”

 

“Trap the Soul (Conjuration/Summoning). . . .This spell forces the creature’s life force (and its material body) into a special prison gem enchanted by the spellcaster. . . .”

 

“When a power word, kill spell is uttered, one or more creatures of any type within the spell range and area of effect are slain. . . .”

 

You have just read some of the rules in the Advanced Dungeons and Dragons Player’s Handbook, 2nd edition (1989). The book’s cover invites “players, ages 10 and up” to “enter a world of fantastic role-playing adventure”.

 

The publisher, TSR Inc. of Lake Geneva, Wisconsin, producer of the game Dungeons and Dragons, will stage a kind of Satanic games fair in the Mecca arena in Milwaukee, August 10-13. Approximately 10,000 participants, aged 10 years and up, are expected at the event, known as Gen Con.

 

Some players will appear in occult or pornographic costumes--a prize will be awarded. Some will be stoned on drugs. From 8 a.m. to midnight, for four days, the “D&Ders” will play fantasy roles under the control of Game Masters. The elements of the fantasy scenarios date back as far as the occult fakirs of ancient Babylon, with added new technologies of manipulative mind control developed during the post-World War II period. The object: to strip participants of their human sympathies and human identity.

 

The formal logic of Dungeons & Dragons, played by over three million in the U.S.A. and Europe, is as follows. Any number of persons (with fantasy character identities) enter a “dungeon” (predetermined group of rooms and corridors) that contains a treasure, there to duel against monsters, hostile inferior races, and other characters to retrieve the treasure and emerge alive. Equipment ranges from simply paper and pencil, up through elaborate computer software.

 

Players, typically beginning involvement in their early teens, must align their emotions with fear and degradation, violence, sadistic sex, torture and pain, and suicide and death. As the game consumes more of their time, they are isolated from contact with family and peers. The family’s loyalties and val­ues, and the child’s self-control are attacked and altered in favor of allegiance to the “Dungeon Master”--often a schoolteacher or older teen--who rules over the multiple deities and gods, necromancy, magical spells, incantations and curses, the sorcery and mysticism of the ages.

 

As more and more deranged child-players have died from suicide, and have murdered family members and friends, Dungeons & Dragons has been banned from a number of schools, and has come under increasing attack from concerned religious and child-welfare groups.

 

Beyond these shattered lives, perhaps the community’s gravest imme­diate concern should be whether the Dungeons & Dragons game could be used as an entrance point into hard-core Satanist groups, such as the OTO, or “Ordo Templi Orientis”. D&D game clubs intertwine everywhere with proselytizing Satanist and witchcraft organizations, linked together by occultists’ computer networks such as BaphoNet and Wierdbase. If only one in 10,000 young people per week are successfully recruited to criminal pedophile circles, that is 300 minds lost, and countless children abused and murdered.

 

* * *  *

II. THE ORIGIN

In preparing for a battle--whether it is to stop the brainwashing of children or to repel an armed invasion--it makes sense to know who the enemy is, and why he is attacking you. Despite the growing controversy about Dungeons and Dragons, no one has yet printed a real history of the game, or even the smallest biography of the mysterious E. Gary Gygax, D&D’s original promoter.

 

Published sources say that Gary Gygax, assisted by personal friends, invented the game and first sold it in 1974, through his TSR Hobbies, Inc. Gygax is no longer with TSR; in a 1985 power struggle, he lost control of the company to Lorraine Williams, granddaughter of newspaper syndicate boss, John Flint Dille.

 

In his 1987 book, Roll Playing Mastery(Putnam, New York), Gygax tells of three separate sources for the idea of Dungeons & Dragons:

 

* * The use of role-playing in clinical psychotherapy, a widespread practice in the “Aquarian Revolution” of the 1960’s.

 

* * Military conflict-simulation--through which think-tanks such as the Rand Corporation helped direct the Pentagon away from “traditional” to “utopian” military thinking of the Robert McNamara variety.

 

* * Military miniatures gaming, i.e., playing with toy soldiers. Gygax credits British author H.G. Wells as the ultimate father of D&D, through Wells’s 1913 book Little Wars, describing an elaborate game world with fights between tin figures.

 

There is no biographical data in Role Playing Mastery, not even the usual blurb on the author. Magazine articles about Gygax call him a retired insurance salesman and shoe peddler, simply an enthusiastic hobbyist, dreaming up spells, racial archetypes and elaborate modes of murder.

 

In his Mastery book, Gygax describes his work in a sophisticated mid-1960’s Stanford University project: “of the conflict simulation sort, and with a bit of military miniatures. As I recall, it was labeled the Ad Hoc Committee for the Reconstruction of WWII--a massive, fairly chaotic effort using the en­ergies of several people plus computer assistance. I participated in the role of the Chinese Communist commander.”

 

“. . .I proceeded to acquire books on the history, culture, agriculture, politics, and literature of China. . . .Of course, I bought maps, military histories, and even writings of Chairman Mao--the person I played in the game. At the same time, I tried to learn about the economy and who and what the so-called Nationalists, my opponents, were and their resources in thinking, manpower, weapons, and what have you.”

 

In a recent telephone interview, Gary Gygax told us that the Stanford war game simulation was run by six people, none of whose names he remembers; that he doesn’t remember what agency sponsored the Stanford affair; and that all records relating to it are lost.

 

He did recollect that he founded the International Federation of War Gaming in 1967, several years before the invention of D&D. This involved some 600 computer war-game specialists nationally. He could not remember anyone who worked with him in that organization!!

 

While Gygax played Mao, another Stanford University experiment developed theories and methods of thought control which would aid the game designers of the 1970’s and 1980’s. “Artificial intelligence” researcher K.M. Colby created several models of computer simulated paranoid neurosis, the “Artificial Belief System” for which he was named Research Scientist in 1967 by the National Institute of Mental Health, with Pentagon agency backing. The idea of the Colby-Stanford project was to imitate human insanity, in order to induce it, or manipulate it, for military or “social” purposes. Expert judges from the American Psychiatric Association, could not distinguish between teletyped dialogue with actual human paranoid patients, and dialogue with Colby’s program.

 

The artificial intelligence work has been applied to the study of both robotics and brainwashing by Pentagon sub-agencies including the Office of Naval Research, and “linguistics” experts at the University of Wisconsin.

 

In our exclusive interview, Gary Gygax boasted of a family background of more interest than that of most Midwestern insurance underwriters. He claimed that the Gygax family moved in 200 B.C. from Thessalonika, Greece to Switzerland, where today there are four Gygax castles centered around Berne. As our discussion ranged across time to the magicians of the Persian empire, Egypt, etc., it became clear that the lore and practice of the occult could well be a living family tradition with Mr. Gygax.

 

Frederick Gygax was the Swiss consul general from the end of World War II until the mid 1950’s, while the Swiss-and New York-based Allen Dulles was forming the U.S. Central Intelligence Agency. Consul Gygax was extremely guarded in a recent telephone interview with us on the Gygax family, but he acknowledged the fame of a cousin of Gary Gygax, U.S. Admiral Felix Gygax--who held the curious position of naval attache’ in Switzerland before World War I.

 

Another political curiosity in the family is Gary’s uncle, Eugene Burdick, the author of the anti-war thriller Fail-Safe, and The Ugly American. Burdick taught at the University of California until 1965, after lecturing for a time at the Naval War College. Here is the leftist Military Expert, teaching rules of “little wars”.

 

* * * * *I AM TRULY DISAPPOINTED IF YOUR MIND IS NOT RACING 500 MILES/PER HOUR. WHY WOULD YOUR MILITARY HEADQUARTERS BE A “PENTAGON”? WASN’T YOUR CURRENT PRESIDENT HEAD OF THE C.I.A.? ISN’T YOUR PRESIDENT A MEMBER OF THE SKULL AND BONES SOCIETY? AH SO--’TIS A GOOD GAME OF QUESTIONS AND ANSWERS AFTER ALL?

 

III. WAR AS A GAME

 

Gary Gygax confirmed our tip, from a former TSR executive, that Gygax was deeply involved with another firm, the Avalon Hill Game Company of Baltimore, Md., before he set up TSR for Dungeons and Dragons. Gygax says he designed a game called Alexander the Great for Avalon Hill; perhaps this was simply family history.

 

According to the Avalon Hill chairman, Eric Dott, his game company has done military simulation exercises for “colonels and up” in the defense Department. Mr. Dott absolutely refused to be specific about the nature of these exercises, or if they were of a classified nature.

 

Sources close to TSR say that, “The government was suspicious of Avalon Hill—they saw them as knowing things they weren’t supposed to know”. Eric Dott explained that, “The FBI and the Secret Service have come around asking questions several times”.

 

There are a number of reasons for counter-intelligence inquiries about Avalon Hill:

 

The games they produce, played at popular weekend gaming con­ventions, involve large numbers of U.S. military personnel, both officers and enlisted men. What are they being recruited to do?

 

Even apart from Dungeons and Dragons, the typical role-playing game seen in current hobby shops involves an unbelievably horrible post-nuclear holocaust nightmare world. The mental life of the gaming genre is a perfect conduit into OTO and Satanism generally.

 

Asked about the political-military outlook of Avalon Hill, Chairman Dott said, “We’re pretty much all conscientious objectors here.” Here, the “peacenik” who brings young people into fantasy race-wars and every-man-for-himself bloodbaths, gives conflict-simulation exercises to the Defense Department!

 

When H.G. Wells wrote Little Wars in 1913, humanity faced a New Dark Age in the impending world war. Wells proposed that strategic planners engage in fantasy war games as a healthy alternative to a major conflict. Wells--called the real father of Dungeons & Dragons by inventor Gary Gygax--placed no value on human life. He merely proposed a more expedient route to the New Dark Age.

 

A recent article by a top Pentagon “expert” illustrates how deeply New Age delusions have penetrated American strategic thinking. Charles A. Whitehouse, now Assistant Secretary of Defense for Special Operations and Low Intensity Conflict, was formerly U.S. Ambassador to Laos, Undersecretary of State for Henry Kissinger, a regional chief of the Operation Phoenix as­sassination program in Viet Nam, and founder and chairman of the “preservationist” Piedmont Environmental Council in northern Virginia. He once directed a State Department project to guide public opinion away from blaming either Communist China or the CIA for dope sales in Viet Nam.

 

Writing in the newsletter of the Reserve Officers Association, White­house lays down the rules for the new era of “U.S.-Soviet reapprochment”. The “distortion” of the U.S.-Soviet rivalry is now over, he claims, allowing us to see clearly the “threat” the U.S.A. faces in the Third World. Those poor countries, not the Communists, should occupy our strategic planning. He proposed an in­creased emphasis of “deception, stealth and guile” to win the new-type wars.

 

Whitehouse, like Gary Gygax, would teach from the Communist Chi­nese model: “Mao had only three rules that governed relations between his guerrillas and the Chinese people: All actions are subject to command. Do not steal from the people. Be neither selfish nor unjust. Simple, yet effective, and the kind of ‘art’ that makes low-intensity conflict work. . . . We forgot these lessons as we focused our attention on ‘big’ wars. It has been nearly 50 years since the Marine Corp issued the Small Wars Manual. . . .Perhaps it is time. . .for a new Small Wars Manual.”

 

Ambassador Whitehouse executed countless persons in Operation Phoenix, and is fascinated by the honesty and selflessness of the Communists. Rest easy. The conduct of national affairs is in the hands of the fantasy game masters.

 

 

 

* * * * *

 

I will ask that you please take note of recurring persons, i.e., Henry Kissinger, etc. It might be good if you went back and reviewed SPACE-GATE Journal #3 and SPIRAL TO ECONOMIC DISASTER Journal #4.

 

I am not going to linger longer on the foregoing subject. It speaks for itself. Further, I hear the protests coming forth: “Well, everyone doesn’t fall prey to the darkness of this game, or the metal music--you have no right to go on in this manner or quote such antiquated material.” True--very true; however, look around at your society and determine how long you can go on in this manner of existence! So be it and Selah.

 

Dharma, just add one last thing--quote from the notice posted regarding the August 10-13, ’89 Gen Con games fair.

 

“Be advised: this is not simply some mindless amusement, such as a Space In­vaders video game. Dungeons & Dragons, the fantasy role-playing game, has already resulted in numerous child suicides and related murders.

 

“This is brainwashing, carried out under the control of “Game Masters”. It is designed to break a person’s self-control, loyalty to family, and sympathy for human life.

 

“Further warning: Dungeons & Dragons clubs function in an environment of computer interlock with groups practicing Satanism and witchcraft, whose objectives include the recruitment of children as sex objects.”

 

So, come on in and see if you can outwit Gen Con!

 

I guess my case rests regarding this “silly” little child’s game. I knew that all you good adults and parents knew all about these things. . . .Dharma just needed typing practice!

 

Close this portion, that we might move on into the really wondrous world of Satanic games and secrets for you ones who are now mumbling about the boring stupidity of this book. Unfortunately, there is no way to really shock any of your society any longer. Unfortunate indeed! However, perhaps a few of you will blink a bit and raise up off your comfortable places of resting and self-indul­gence and see a bit farther.

 

I AM SANANDA

 

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