Nature holds many mysteries which we humans have not fathomed as yet. Some of them may not even be worth fathoming. —Robert Benchley
Ah awsome! Groovy! Boss! Outasite! Chaus! Spiffy! Lost civilizations, especially super-science ones that were destroyed by fey powers far beyond our feeble understanding, are so attractive to many many modern folks,
who otherwise would be blinded by science and reality.
Lemuria and Eden and Pharaonic Egypt and Middle Earth and most especially ATLANTIS — they draw us as moths to a flame, as ants to honey, as flies to shit, some damn thing like that.
(Note: When researching Atlantis, pay no attention to Plato's original storyline, as told in the dialogues of Timaeus and Critias, wherein Atlantis is the vast ancient evil decadent empire that is defeated by the stalwart freedom-loving Athenians — in fact, it's the STAR WARS plotline! But that's irrelevant...)
The prospect of finding and exploiting traces of lost super-civilizations of the past can lead to dreams of pursuit, power, pleasure, adequacy, transcendence, and near-orgasmic fulfillment, along with the possibility of signing some remunerative book and film contracts and attracting legions of groupies. Academics may even gain tenure and status in the vicious world of campus politics. Maybe.
And more than just the rewards of scholarship, discovery, devotion, sexual access, and wish-fulfillment, the quest for Atlantean stuff is just so much fun! And you needn't even devote long dreary years at archaeological digs or musty archives to enjoy the achievements. Now you can enjoy the thrills, the chills, the skull-pounding excitement of simulating the history and environment of ATLANTIS in the privacy of your own home. Here are the basic guidelines for playing THE ATLANTIS GAME:
Atlantis Game
- PRELUDE
- Select a time-space coordinate for the location of Atlantis. (Possibilities: Antarctica, England, Haiti, Japan, Americas, elsewhere.)
- Sink the sucker.
- Spread a vestige of Atlantis' populace around the earth — take away most of their technology first.
- Spread Atlantis myths among peoples of the world.
- PLAY
- Identify references to Atlantis in holy writings, myths, legends, histories, ancient songs and art.
- Discover fragments of Atlantis artifacts, tools, technologies.
- Reconstruct Atlantean writings, technologies, psychologies.
- Discover locations of Atlantean cities, ruins, holy sites.
- Discover linkages between Atlantis and extraterrestrial aliens.
- Using reconstructed Atlantean and alien technologies (physical and mystical), raise Atlantis from the deeps and restore Atlantis to its former glory and power.
- Rule the world, solar system, galaxy, whatever.
- MECHANICS
- The game is laid out like DUNGEONS & DRAGONS (or like DOOM, if you crave more action), with each of the steps listed in the PLAY section (above) occurring in and/or occupying a room or set of rooms in a vast maze. Rooms may be weirdly linked. Players compete to achieve the final goal. Winning is everything.
- Clues and tools are scattered throughout the rooms. A player may be aided and/or opposed by other players, Atlaneans, aliens, agents (of Atlanteans, aliens, governments, corporations, churches, etc.) and random mystic forces. A player may be adopted by an especial ally and/or foe of any of these types.
- Play occurs on different levels, and a player must accumulate a certain set or value of clues, tools, weapons, allies etc to move to the next level.
- ACTIVITIES
- Whenever possible: build super-cities; develop super-science; have super-sex; stash super-secrets; join, infiltrate, expose and/or smash any secret societies.
- At any point: write books and/or produce audio-video-psychic productions detailing your Atlantean theories, what you've found, what you expect to find and do, who's involved, etc. Go on talk-show circuit to push sales of your productions. Lie as needed.
- Discover and promulgate any linkages between Atlantis, Lemuria, Mu, Lovecraftian lands, other lost continents and races and civilizations.
When you discover and exploit the secrets of Atlantis, the power of universal mastery will be in your hands. Don't fock it up. And leave some for the rest of us. Please.
Lemuria & Mu
The Lost Continent of Lemuria marks the zone wherein lemurs now inhabit the fringes. It once encompassed, before it sank, much of what is now the Indian Ocean, from Madagascar to Ceylon (Sri Lanka) to western Australia. Or maybe it was in the South Pacific and its high point is marked by Easter Island. Or maybe it was in the South China Sea.
Whatever. It was there and now it's gone. Zowie.
Lemuria is often identified as Mu, which may have been out in the North Pacific and its high point is marked by Mount Shasta.
Or it's maybe lost below the Western Pacific, with remnants at Okinawa. Or it's maybe sunk down deep in the South Pacific, its once-lofty remnants comprising what is now Polynesia. GOSH DARN these Lost Continents, they keep moving around! Why can't they be nailed down?!? Where's my SuperGlue?!?
Lemuria / Mu was said to be the birthplace of many strong races, including the wily Turks, the vicious Polynesians, the cruel Mayans, the canny Han Chinese, and the arrogant Spanish. Even the noble Atlanteans themselves may have originated at Mu / Lemuria. And don't forget good old Alley Oop. Busy place, eh? And these guys all had super-technologies, which mostly let them make superior swords. OK, so they're no laser beams, whaddya want in 50,000 BCE?!?!? Back then, a good sword was all it took to conquer the world, although strong ale and lusty wenches also had their uses. But I digress.
So what do we do with this basic knowledge of Lemuria/Mu? Other than raping lemurs, that is? Maybe a game or three -- but such must be different than the Atlantis game (above), more basic, since Mu predated Atlantis. Here are some suggested Lemurian games:
- Pin The Tail On The Lemurian
- Lemurian Stud/Draw Poker
- Kick The Lemurian Can
- Lemurian-Bowling, -Tossing, -Tipping, etc
- I'll Show You My Lemurian If You'll Show Me Yours
- How Many Lemurians Can Be Stuffed Into a Phone Booth, Volkswagen, Garbage Can, etc?
- Five-Legged Lemurian Race
- The Alley Oop Game
- The Lemurian Bike Race
But maybe this isn't the best approach for playing with
Lemurians. Maybe we should explore their
philosophy, their
culture,
their visions, their
crystals
(more), their
scrolls, or their
imports. Maybe we should learn to walk like a Lemurian. Maybe we should learn to think like a Lemurian. Maybe we should learn to fuck like a Lemurian. Or even just sing about Lemuria. It couldn't hurt, eh?
(To be continued...)
Card Game(s)
Proposed Lost Continents or Lost Civilizations or Lost Races (or whatever) card game(s) [ROUGH DRAFT]:
- Create snappy cards describing and picturing various lost continents and/or civilizations etc. The game would be: assign different powers, different values to each, and in essence play the old card game of WAR - turn over cards, whoever has the stronger card wins.
- Or create cards for continents and islands and locales, and other cards for races and civilizations and creatures that populate each of those locales; and thru some mechanism of play, try to accumlate the cards of the races that dwell in each locale.
- Similarly, create cards that describe the attributes of those races: for each race, try to accumulate the attribute cards for it. Be viciously acquisative, eh?
- And of course some cards will just bear verses of songs I'm writing about those lost thangs, or may contain quotes from other poems and epigrams about them. And maps, pictures, fantasies, etc.
Original LOST-CONTINENT Notes (transcribed rough draft)
11:00 in the morning, on Wednesday the 8th of May, year 2002, camped at Lee Vining Creek at 7000 feet elevation. Brrr...
In my readings of Lost Continents and Lost Civilizations, I'm accumulating quite a list of such things, I should actually see how complete a list I can compile. I've been writing some of this down in my notebooks, I'll put those as an addendum to the transcription of these notes.
[Addendum - Lost Continents {& Islands & Cultures}: Atlantis, Mu, Pan, theosophical Lemuria, Laurentia, Eria, Hyperborea, Antilla (Aiaia, Ogygia, Hespera, Anostos, Avalon I., Vlaenderen, Drogio, Emperadada, Estotiland, Grocland, Frisland), Antichthon, Poseidonis (--> Rutas), Numerica, Nulantis, Poseid, Angaraland, Gondwanaland, Holarctica, Laurasia, Pangaea, (Atlante I., Isle of Brazil), Xibalba, Kangha, Ariana (planet), Rutas (cont.) (Ruta, Daitya <-- Poseidonis), Thüle (cont.), Rapanui (<-- Mu --> Rutas), Ponapé -- also cf. Vinland Map, Mayan numbers, Tasaday, Moundbuilders, vanished.race, Ragnarok, Akkadian {Akashic?), Gigantanthropus, Meganthropus, Mediterranean desert=Hell?)]
A Lost Continents or Lost Civilizations card game: have cards describing and picturing various lost continents and civilizations. The game would be, assign different powers, different values to each, and in essence play the old card game of WAR - turn over cards, whoever has the stronger card wins. Or have cards for continents and islands and locales, and other cards for races and civilizations that populate each of those locales, and thru some mechanism of play, try to accumlate the cards of the races that dwell in each locale. Similarly, cards that describe the attributes of those races: for each race, try to accumulate the attribute cards for it. And of course some cards will just bear verses of songs I'm writing about those lost thangs, or may contain quotes from other poems and epigrams about them.
On the Lost Continents Web pages, I'll probably want to have a separate Resource page of links to metasearches on these subjects. Be sure to include links to Amazon, to search pages that look for Lemuria & Atlantis books etc... Noting the the links, or the connexions I should say, between survivalism, NewAgeism, Atlantean theories, and fundamentalism, suggests that I also do a FUNDAMENTALISM FOR DUMMIES page.
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CONTENTS:
Introduction
Atlantis Game
Lemuria & Mu
Proposed LOST STUFF card game(s) etc [rough drafts]
Resources
GO! index
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