
SANANDA: 'SATAN'S DRUMMERS - THE SECRET BEAT OF EVIL - SATAN IS ALIVE AND WELL' PHOENIX JOURNAL 9 -- CHAPTER 14
Sananda - Esu 'Jesus' Immanuel
SANANDA: ‘SATAN’S DRUMMERS – THE SECRET BEAT OF EVIL – ‘SATAN’ IS ALIVE AND WELL’ –
REC. #2 SANANDA
TUESDAY, NOVEMBER 7, 1989 1:00 P.M. YEAR 3, DAY 083
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.
Astronaut Reveals NASA Mind Control Program Involving Children
INSERT: PICTURE OF BOOKCOVER
(Disregard print, as this is only to show the photograph desired)
I. 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
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
The formal logic of Dungeons & Dragons, played by over three million in the
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.
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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 (
* * 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
“. . .I proceeded to acquire books on the history, culture, agriculture, politics, and literature of
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
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
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
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
* * * * *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
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
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
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
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.
NSERT: THREE PICTURES
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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 and SPIRAL TO ECONOMIC DISASTER.
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