
By: Sue Armstrong
Re: Fundy silliness [1/3]

Jason Harmon had a good giggle with a couple of tidbits I sent him,
so I thought I'd share it all with the general echo.

This first one is a tirade against a popular card game, in which you
play the part of a wizard casting spells and summoning beasties
through the power of various types of land. The second is an
oldie-but-goodie sermon against AD&D. My own comments are
interspersed within.

<---------------------------------------------------------------------------->

 BEWARE of MAGIC: The Gathering&#153;

 Report by David L. Brown, Th.M.

  August 1995

_________________________________________________________________

 May only be reproduced in full and must include this notice. May not
 be reproduced for resale. May be carried on other non-commercial web
 sights provided the Logos web address is included --
 http://www.execpc.com/~dlbrown/Logos/

_________________________________________________________________

 GenCon is the annual gaming convention, sponsored by TSR&#153;
 (Tactical Studies Research) of Lake Geneva, Wisconsin. TSR, Inc. is
 the originator of the original Fantasy Role Playing Game, Dungeons &
 Dragons&#153;. The GenCon Convention is the place to introduce new
 products to the FRP (Fantasy Role Playing) crowd because 15,000 to
 25,000 people attend GenCon annually. In 1993, when I walked into the
 convention hall where vendors have their booths, a crowd caught my
 eye. There was a group of people sitting around a line of tables
 playing cards and the crowd was intently watching. I had never heard
 of or seen a "fantasy" card game before, so I asked about it. As it
 turned out, Peter Adkison and his "basement" company, Wizards of the
 Coast, had driven all the way from Renton, Washington to introduce
 Magic: The Gathering&#153;. I had no idea at that point that I was
 video taping Gaming History. At the 95 convention there were so many
 people packed around The Wizards of The Coast mega-booth that it was
 hard to get a decent picture. People were buying, selling and trading
 Magic cards. It was easy to see why "Adkison's basement
 operation...has mushroomed from 6 to 250 employees, with operations in
 Glasgow, Scotland, and Antwerp, Belgium, in addition to Renton,
 Washington." (3). A press release entitled Growing Globally tells of
 their international success. I was startled to read that there are
 more than 1/2 Billion Magic cards in circulation around the world with
 more to come. The company cannot keep up with the demand for the
 cards. There is such a demand for the cards that they are bought,
 sold, traded and even auctioned over the InterNet. Now, lest you think
 we are talking pennies, I have seen bids on cards from $50 to $100. I
 have heard report of cards bringing $200 and more. For $1500 you can
 buy the Unlimited Series set and for $1000 the Legends series. Need I
 say more? "Magic continues to grow and is quickly becoming recognized
 as one of the most elaborate strategy games in history."(1/5)

 THE DEVELOPMENT OF THE GAME

 The root idea for the game came from Peter Adkison. You might say
 Adkison is a preacher's kid because his father was an Army chaplin.
 But his mind was not on the things of the Lord. "While in high school
 he developed a fascination with role-playing games, such as Dungeons
 and Dragons, and began developing his own games." (3) He organized a
 small gaming company that he ran out of his basement called Wizards of
 the Coast and he began marketing fantasy role playing games.

 That's where Dr. Richard Garfield, professor of combinational math
 comes in. He too was a fantasy role-playing enthusiast. He met with
 Peter over a pizza in Portland, Oregon, to try to get him to produce
 the fantasy role playing game, RoboRally. Peter was not interested but
 said, "he really saw a need for a game that could be played quickly
 with minimal equipment, a game that would go over well at
 conventions." (2/4) He suggested the concept for a fantasy card game
 and asked Garfield if he thought he could develop the game. The rest
 is gaming history.

 THE EVIL OF MAGIC: THE GATHERING

 I see at least four major problems with this game. These conspicuous
 problems cause me to urge people neither to collect these cards nor
 play the game --

 1) The primary focus on the occult

 2) The violent nature of the game

 3) The addictive nature of the game

 4) The identification of the players with evil characters.

 The Occult Focus & Violence Of The Game

 The Bible makes it clear in both the Old and New Testaments that
 occult practices are an abomination to the Lord. Deuteronomy 18:10-12
 There shall not be found among you any... that useth divination, or an
 observer of times, or an enchanter, or a witch, 11 Or a charmer, or a
 consulter with familiar spirits, or a wizard, or a necromancer. 12 For
 all that do these things are an abomination unto the LORD:

 Another scripture passage that points out just how seriously God views
 the occult and wizardry is Acts 13:10. The Apostle Paul indicts Elymas
 the sorcerer with these words -- O full of all subtlety (deceit) and
 all mischief (maliciousness), thou child of the devil, thou enemy of
 all righteousness, wilt thou not cease to pervert the right ways of
 the Lord?

 The fact is, we should not mimic things that are an abomination to the
 Lord. No one should even pretend to be a child of the devil, an enemy
 of righteousness. When they do, they pervert the acceptable ways of
 the Lord!

 Perhaps you are wondering, are Magic cards really occult oriented?
 Read this quote carefully -- "Unlike Dungeons and Dragons, which
 became an infamous tool for occultists, Magic has not developed an
 outside mythology. 'This draws on the milieu, the fantasy of Dungeons
 and Dragons' says Richard Garfield, the creative impetus behind
 Magic..." 4

 Garfield, the developer of Magic cards, pulls no punches when he says
 unequivocally that Dungeons and Dragons was an "infamous tool for
 occultist." (More like an infamous tool for fundies seeking
 "occultists" under every stone. - Wolfie) Why? Because D&D got
 its story line, symbols and characters from the occult and Pagan
 mythology. (And from Christian sword and sorcery stories. The
 tale of King Arthur is full of "magic" and dragons; and what of
 St George with his dragon? - Wolfie) But he does not think his
 game has that problem. Why? Because he has gone to D&D for his
 story line, symbols and characters but not the "real" occult.
 What is he thinking? Though he has a Ph.D. in combinational
 math, his reasoning is flawed. Since D&D is based on the occult
 and is a tool of occultist, then Magic cards will be equally a
 tool for occultists because they are based on the occult also,
 the second generation occult data of D&D. After reading two
 books about the game, watching the game being played, reading
 numerous news articles and reading scores of Internet E-Mail
 messages on the game, there is no doubt in my mind that Magic
 cards promote the occult and violence. Just a word about God's
 view of violence -- GOD HATES THOSE WHO PROMOTE VIOLENCE. (And,
 presumably, smite down those he hates, in violent fashion.
 -Wolfie) Look at Psalms 11:5 The LORD trieth the righteous: but
 the wicked and him that loveth violence his soul hateth. Let's
 look at some more of the evidence.

 Georiga Pabst of the Milwaukee Journal Sentinel writes, "Magic: The
 Gathering takes place in the mystical multiverse of Dominia where
 players become mighty wizards and, armed with beautifully illustrated
 cards of various creatures, artifacts and lands, cast spells and
 enchantment aimed at killing off the opponent." 3 (emphasis added)

 Georgia, in the above concise statement, hits the nail on the head.
 (The only nail here is the pointy shape on the author's head. -
 Wolfie)

 Every player is a wizard or sorcerer and the goal is to build up
 enough magic energy to kill your opponent. Here's how it works
 according to the instruction book that comes with the cards -- "There
 are two basic types of cards: spells and lands. Lands are easy to
 spot; they say 'land' in between the picture and the text box. Lands
 are the most common kind of card in Magic, since they usually provide
 the mana, or magical energy, for all your spells. You can lay out one
 land per turn, and you may use the land for mana as soon as it is in
 play." 5/5 Now, how do you kill your opponent? Aimee Miller of the
 Washington Post wrote, "The rules of the game are simple: Each player
 starts with 20 'lifepoints.' You gain lifepoints by casting beneficial
 spells from land cards. You lose lifepoints when attacked by nasty
 creatures and charms. If you run out of lifepoints, you're exiled,
 which is a polite way of saying your dead. Players stay alive by
 annihilating their opponents first." 4 She goes on to say, "Want to
 crush your opponent in under five minutes? Stack the deck with deadly
 and destructive black and red Magic cards". 4 (emphasis added)
 (Sure, unless your opponent has a Circle of Protection: Black and
 a Circle of Protection: Red card. - Wolfie)

 That brings me to the Mana (magical energy) Chart explaining the
 different kinds of Magic and how they can be used.

 Black Magic is identified as the magic of death. Let me share with you
 two quotes from the book, Mastering Magic Cards. "The magic of death
 is often a double-edged sword, however, malevolent to its wielder as
 well as its victim. Few people summon the awesom might of the Lord of
 the Pit without being ready to sacrifice their very worldly existence
 to wield its incredible power..." 1/30 The second quote -- "A black
 necromancer wields the sacrifice, particularly the Dark Ritual Cards"
 1/30

 Blue Magic is mental in nature and taps "the elemental forces of air
 and water." Friends, lest you think this is harmless let me tell you
 that occultists believe in and seek to tap into the power of what they
 call Sylphs (elemental spirits of the air). They believe that Lucifer
 empowers air spirits. That is interesting in light of Ephesians 2:2
 Wherein in time past ye walked according to the course of this world,
 according to the prince of the power of the air, the spirit that now
 worketh in the children of disobedience:. The truth is, the elemental
 spirits that occultists claim to communicate with, whether they be
 air, water, earth or fire spirits are demons from Satan's diabolical
 horde. I have personally interviewed a real witch who says she invokes
 earth spirits known as trolls (really demons) to assist her in her
 rituals.. (See my pamphlet The Truth About Trolls for more
 information). Magic cards is conditioning children to be receptive to
 paganism.

 Green Magic draws energy from the forest and has vast destructive
 capabilities. Green or Ecological magic is in fact one of the most
 popular forms of witchcraft today. (Nope. Can't have any
 tree-huggin' environmentalism in games, can we? Let's hope this
 nerd never finds out about Werewolf: the Apocalypse. - Wolfie)

 Red Magic is the destructive magic of earth, fire, chaos and war.
 Chaotic magic is practiced by many today. There are Internet sights
 devoted solely to this diabolical from of magic.

 White Magic is used for protection, healing injuries and chivalrous
 war. Wiccans claim to practice only this "good" kind of magic. I know
 that is not true. I have copies of curses that "good witches" have
 spit out against Christians. ("May thou think for thyself." -
 Wolfie) And let me remind you that occult magic in any form is
 derived from Satan and his diabolical horde.

 Likely there are those who will protest, What's the big deal? It's
 only a game! Listen, games are powerful tools for capturing the minds
 of children. (CHILDREN? I don't know any pre-adolescents who
 play. My kids are too restless for me to try to teach them. -
 Wolfie) Games point the thinking of those who play them in a
 definite direction and if that direction is not a wholesome direction,
 there can be problems. Listen to who is playing the game and what it
 is doing to them --

 The Addictive Nature of The Game

 "Magic addicts range from kindergartners to middle-aged professionals
 -- the game's a favorite pastime for Microsoft employees.
 (Microsoft .. oh, well, that right there makes it evil. Yeesh.
 - Wolfie) They also include a substantial number of female
 players in addition to the 'teenage', white male boys" Renee
 Shallis of Wizards of the Coast. 4 (Oh, my. Can't have wimminz
 frittering away their time with card games, when they should be
 at home cooking, spinning, weaving and breeding. Gah. - Wolfie)

 "Originally targeted to males in their teens and early 20s, Magic now
 has younger children playing ..."

 "After the printing of Fallen Empires, there exists over 1,000 cards,
 and no one can claim to own all of them. Many of the veteran addicts
 are familiar with each and every one and can recite their name,
 abilities, casting costs, and color with no reference to aid them;"
 1/5 (No different, in my mind, from some sports nut who spends
 every weekend in front of the boob tube, and can recite the stats
 of every professional baseball player to have ever taken the
 field. - Wolfie)

 "The game has literally captured the imaginations of thousands and
 taken on a life of its own." 1/3 That is a major problem. (It's
 only a problem to those of us who play, and sink tons of dough
 into buying more cards in hopes of winning at least ONE damn
 game. - Wolfie) When anyone becomes preoccupied with thoughts
 that are an abomination to the Lord God Almighty there is going
 to be trouble. According to 2 Corinthians 10:4-5 we must reject
 thoughts that are contrary to God's word, and bring into
 captivity every thought to the obedience of Christ. If a person
 refuses to do that Romans 1:21 reveals the consequences --
 Because that, when they knew God, they glorified him not as God,
 neither were thankful; but became vain in their imaginations, and
 their foolish heart was darkened. A darkened heart is serious
 business! (Yeah, and such card playing could lead to DANCING!!
 - Wolfie)

 Let me issue a solemn warning to parents, Magic: The Gathering is
 dangerous because it conditions the minds of the players to be
 receptive to the occult and violence and those who really get into it
 become addicted. It becomes the focus of their lives. (Playing
 a card is violent? I've never hit anyone with a card in my life!
 - Wolfie)

 There is one final issue I want to deal with. That is --

 The Identification of Players With Evil Characters

 Many of those who play Magic cards identify mentally with the Sorcerer
 they choose to play. That is dangerous. Consider these quotes --

 "Part of the game's appeal comes from 'the ability to develop a
 character -- you get to be somebody else,' says Garfield...In Magic
 the deck you put together reflects your character -- your
 persona." 4 (Frankly, you don't create a character, at least not
 in the sense of role-playing games. You're you. You plays your
 cards. That's it. You don't have to "be" someone else, no more
 than playing Old Maid makes the loser play the part of an old
 maid. - Wolfie)

 "...Magic is closer to role playing than any other card or board game
 I know of." 2/17 (Well, no shit. It's CLOSER, but it ain't quite
 the same thing. And it isn't the only one; until recently, White
 Wolf published it's OWN card games, based on their RPGs - a
 Vampire card game, Rage, and Arcadia: the Wyld Hunt. There is
 also a Monty Python card game for sale, along with, oh, dozens of
 others based on popular Sci-Fi. All have basically the same
 concept behind them; Magic's difference is that it's
 fantasy-based, rather than sci-fi or RPG based. - Wolfie)

 The best thing you can do, in my opinion, with Magic: The Gathering is
 to follow Acts 19:19-20 Many of them also which used curious arts
 (occult materials) brought their books together, and burned them
 before all men: and they counted the price of them, and found it fifty
 thousand pieces of silver. 20 So mightily grew the word of God and
 prevailed. (Oh, here the dutiful Christian is advocating burning
 Magic cards. Lovely. And they say they don't burn books and
 things any more. - Wolfie)

 Ephesians 5:11 And have no fellowship with the unfruitful works of
 darkness, but rather reprove them.

 Postscript -- Other fantasy card games & POGS
 (Yes, folks - POGS. You know, those funky little "milk caps"? -
 Wolfie)

 Because Magic cards "struck gold" there are now more than a dozen new
 fantasy card games that have been introduced. Many of them add another
 element you need to be warned of, that is SENSUALITY. (ROFL! I
 myself am rather prudish; yet I fail to find anything "sensual"
 in, say, the Grandmother Sengir card and the like. - Wolfie) In
 my opinion women are portrayed in pornographic or near
 pornographic fashion. In fact, as I ready this research report
 for the printer, I talked to a New York attorney, who is
 researching Magic cards. She has nearly 1000 of them. She told
 me that there are definitely cards that are sensual and portray
 women in pornographic poses. Other fantasy card games include --
 SPELLFIRE&#153;, GUARDIANS&#153;, HIGHLANDER&#153;, WYVERN&#153;,
 VAMPIRE&#153;, BloodWars&#153;, SHADOWFIST&#153;, HYBORIAN GATES,
 RAGE COMBAT, (And Rage has some of the worst artwork there is,
 thanks to SCAR Studios. Not in terms of "porno" - it's just that
 the two folks comprising SCAR draw horribly, and they have no
 talent. - Wolfie) TOWERS IN TIME&#153;, On the Edge/ARCANA,
 EVERWAY&#153; just to name the ones that I have researched.

 I should say a few words about Pogs (also called milk caps). I am
 concerned about pogs for the following reasons. First, many of them
 have occult symbols on them. Some of them have drawings of pagan gods
 and goddesses. Many are death oriented, containing drawings of skulls,
 skeletons, etc. I have seen some that are sensual. Others have
 shamanistic figures on them or witches. But, there are many that have
 sports figures on them or even Hollywood stars. Even if your child
 collects only the good pogs, if he trades them with others, he ill be
 exposed to the bad ones. Do you want that exposure? Second, The QVC
 home shopping channel announcer made the following announcement
 attributing it to an organization called the Pog World Federation --
 Every stack of pogs has its own aura. You concentrate on your ch'i.
 That is alarming because auras are rooted in Hindu beliefs and the
 ch'i is rooted in Taoism. Both have occult implications. Basically
 they are saying pogs have their own energy or life force and so do the
 players. To win you need to connect the two. (To _win_? I had
 no idea that there was winning or losing involved in collecting
 POGS. - Wolfie) That is the occult doctrine of pantheism.
 Finally, there is the element of gambling that concerns me. Do
 you want your child playing pogs "for keeps" as we used to say
 in marbles? I do not believe gambling glorifies God. (I
 suppose this guy never played marbles as a kid - probably
 because he lost all his long ago. - Wolfie)

_________________________________________________________________

 REFERENCE MATERIAL USED

 1. Mastering Magic Cards; George H. Baxter & Larry W. Smith, Ph.D.;
 Wordware Publishing, Inc., Plano, Texas.

 2. The Magic The Gathering -- Pocket Players' Guide; Wizards of the
 Coast, Renton, Washington.

 3. Success of fantasy sci-fi card game is magical; by Georgia Pabst;
 Milwaukee Journal Sentinel, August 6, 1995.

 4. Under the Spell of 'Magic' by Aimee Miller; Washington Post;
 7-27-94.

 5. Magic: The Gathering -- Deckmaster's Instruction book that comes
 with the cards.

 A notation on my footnote numbering system: When you see numbers like
 2/17, the first number represents the reference material used and the
 second number indicates the page number.

_________________________________________________________________

 Information on how to get a 4 color copy of this report is available
 from --

 Logos Communication Consortium, Inc.

 P.O. Box 173, Oak Creek, WI 53154

 E-Mail -- dlbrown@execpc.com

<-------------------------------------------------------------------- ------>


The next thing that we'll heard is that playing Battletech leads to
selling your soul to Lucifer...:~)

 D. Rodriguez
(again)

"HEY! No step on flowers, stupid ape!"

-Moonspinner
lupus Fianna Galliard
Keeper of the Land, High Park Sept, Toronto

<--------------------------------------------------------------------------->

This is the second anti-gaming piece that I will type in for the
Net's general amusement. This one is older than I originally
thought, being from the year 1980. This one is somewhat well argued
and reasoned but possesses all the typical anti-gaming material
(after awhile you will begin to see the resemblances between these
articles). It is not as bad as the next article will be for being
emotionally charged.

DUNGEONS AND DRAGONS LECTURE (16 September 1980)

by the Rev. James R Cotter

Before we enter into tonight's discussion, I would like to begin
with a word of Prayer: Dear heavenly Father, as we are gathered here
this evening, we ask that you send your Spirit to us so that we may
fully understand the rich life that you intend us to lead. Amen.
(Nice. I guess he needed to start with a prayer so as to protect
him from the "evil" of what he's about to discuss. - Wolfie)

I am not going to stand before you today and tell you that I don't
think you should play this game, Dungeons and Dragons. That would
be as foolish as walking into a bull fighting arena filled with
bulls and wearing bright, charasmatic red suit. I do intend to
point out what responsibilities you as Christians have in respect to
this game.

I have never played this game, (That much is obvious. - Wolfie) nor
do I feel that I will ever be able to play this game. (Not
imaginative enough, I presume. -Wolfie) My remarks are based on
what the inventor of this game has to say about it, my exposure to
youth playing this game, my experience at a Dragons Game Fest, and a
hodgepodge of other material that has been written about this game.
To ensure accuracy, I will generally limit my remarks to what is
written in these three manuals: _Advanced Dungeons and Dragons
Players Handbook, Dungeons and Dragons Monster Manual, and the
Dungeon Masters Manual.

THE GAME:

Dungeons and Dragons, D&D, began as a spinoff of war games. IN the
late 1950's, and 60's, companies like Avalon Hlill and Simulations
Publications Inc. began marketing Gettysburg and Bismark games tht
duplicate actual battle situations in which the players can alter
the outcome.

In 1973, Dave Arneson and Gary Gygax began experimenting with a new
format for war games. Instead of the actual historical campaigns,
they added a new twist -- fantasy. (And the concept of character,
and character development. The use of mechanics by which a
character can improve its stats was the key innovation. Rather than
just directing battles, you got to control and decide the
personality of the character and define what s/he would do.
This is where "roleplaying" comes in, as opposed to simple
wargaming. -Wolfie)

With $1000 dollars and a basement, these two men started production
of this game. Initially they were turned down but later on in 1975
(after sales to colleges) they incorporated and became known as TSR
(Tactical Studies Rules). Somewhere in this time frame, Brian Blume
entered into the corporation and Arneson left. It is estimated that
D&D will gross $20 million this year. Next year, that figure is
expected to triple for this Lake Geneva, Wisconsin based company.
(My, my, this is an old article. I recently heard that T$R went
into receivership, probably due to waning popularity of AD&D through
competition by better RPGs. - Wolfie)

Dungeons and Dragons is an elaborate game in which each player
assumes that identity of the character he creates. His creature is
based on chance rolls of the dice. (Or by assignment through point
pools. I've used this optional system before, and certain other
games also use the point pool system as their primary - or only -
method of character creation. That way, you have control over what
you want your character to be. - Wolfie) The object of this game is
to maneuver these characters through an ongoing maze of dungeons
(tunnels) filled with monsters, magic, ambushes, and adventures in
search of treasure. (Uh-huh. Which is why games by other companies
are now more popular; you can do more than simply run around and
kill things. - Wolfie)

The game is designed to be played by two or more players, 12 years
old and up, plus a Dungeon Master. The Dungeon Master is also in
charge of the game. (DM is a trademark of T$R; other games use
either Game Master (GM) or Storyteller (ST) to denote the person
running the game. To those fundies reading this - no, the GM does
NOT "control" you; all s/he does is set the background and decides
what will happen when, if a character does this or that. It's up to
the players to decide what to do about any given situation; run,
fight, talk, whatever. - Wolfie)

After the characters are established, each person arms himself with
magical weapons, potions, spells, and magical trinkets (holy water,
garlic, etc.). As you travel through the dungeon, you encounter
many traps and wild creatures (monsters). Your only means of
defense is the magical powers which you bought and rolled the dice
for at the beginning of the game, and the magical powers and
strengths of those who are traveling with you. (Common amongst all
the systems I've seen and played. However, even in AD&D, you also
have more mundane weapons at your disposal. - Wolfie)

DIRECTIONS:

The following are what I see as direct violations of God's Holy
Word, and are several reasons why Christians cannot play the game.

1: SWORDS & SORCERY -- "Swords and sorcery best describe what this
game ia all about...so mind unleashing, that it becomes near
reality." Page 7 of the D&D Handbook.

A. Ref. "mind unleashing": Scripture expressly states that
Christians are
to be constantly incontrol of their thoughts, of one mind with 
Christ, not
one that is unleashed. (Of course not. Then they might start
thinking for themselves and no longer be under the control of their
church masters. - Wolfie)

 1. Romans 12:2--"Do not be conformed to this world but be
transformed by the renewal of your mind, that you may prove what is
the will of God, what is good and acceptable and perfect.

 2. II Corinthians 11:3--"But I am afraid that as the serpent
deceived Eve by his cunning, your thoughts will be led astray from a
sincere and pure devotion to Christ." (Right. Can't have anything
else turn one's thoughts from the needs of the church. - Wolfie)

 3. Philippians 4:7--"And the peace of God, which passes all
 understanding, will keep your hearts and minds in Christ Jesus."

 4. Proverbs 23:7--"For as he thinks within himself so he is."

Over 2 700 years ago, the writer of Proverbs stated that a person is
exactly as his mind lets himself think he is. The point is: what
you think about determines who you are. Thoughts lead to attitudes
and attitudes lead to actions. (Probably the origin of the fundy
belief that gamers actually believe what they play. Unforutnately
for them, the only people who believe every stupid thing they're
handed from their masters are fundies. - Wolfie)

T&A+ACTION is the sequence. And 750 years later, Paul, under God's
inspiration wrote "Do not be conformed to this world but be
transformed by the _renewing of the mind_."

Because of our new birth in Christ, we are to no longer follow the
unleashed thoughts of the mind, to return is now even worse.

Philippians 2:1-3--"So if these is any encouragement in Christ, any
incentive to live, any participation in the Spirit, any affection
and sympathy, complete my joy by being of the same mind, having the
same love, being in full accord and of one mind. Do nothing from
selfishness or conceit, but in humility count others better than
yourselves."

B: Ref. "swords and sorcery": The terms "swords and sorcery" bear
some defining. Sword refers to the power that you will wield in
this game and sorcery refers to the use of spells and the occult.
God's Word is very plain with respect to sorcery. (And again, the
tale of King Arthur as told by Malory falls into this category. In
fact, I can see a lot of commonality between this story and AD&D. -
Wolfie) 

Isaiah 57:1-4--"But the righteous person...he will come through
safely...But you come here, you sorcerers....Aren't you children of
rebellion?" Malachi 3:5--"Then I will come to judge you and you will
be quick to testify against sorcerers....says the Lord of Host."
Acts 8:9-25--Tells the story of Simon, who was a practicing wizard.
He accepts the Lord and travels with the apostles, but when he sees
the miracles being done, he offers to buy them. Peter tells him
that he is so engaged with witchcraft that he can't really see these
things are from God. Peter tells Simon to repent and ask
forgiveness. Even though Simon believed in Christ, it was still
difficult to cast off some of his old thoughts and experiences.
Once one starts dabbling, it's even harder to let go. Revelation
22:14-16a--"Blessed are they that do His commandments, that thy may
have right of the tree of life, and may enter in through the gates
into the city, (Heaven) for without (in Hell) are dogs and
sorcerors, and whoremongers and murderers, and idolaters, and
whosoever loveth and maketh a life. I Jesus have sent mine angel to
testify unto you these things." Deuteronomy 18:9-14--"When you come
into the land which the Lord your God gives you, you shall not learn
to follow the abominable practices of these nations. There shall
not be found among you anyone who burns his son or his daughter as
an offering, anyone who practices divination, a soothsayer,or an
augur, or a medium, or a wizard, or a necromancer. For whoever does
these things is an abomination to the Lord; and because of these
abominable practices the Lord your God is driving them out before
you. You shall be blameless before the Lord your God. For these
nations, which you are about to dispossess, give heed to soothsayers
and to diviners; but as for you, the Lord your God has not allowed
you so to do."

II GODS

"This games lets all of your fantasies come true. This is a world
where monsters, dragons, good and evil; high priests; fierce demons;
and even the gods themselves may enter your character's life." Page
7 of D&D Handbook. (I think the bitch here is that AD&D gods do
more in their game setting than YHWH has ever done. One god in the
Forgotten Realms scenario, Ilmater, is listed as being the "god of
the tortured" and his background states that he is prone to taking
the place of innocents being subjected to torture. I played a
cleric, Pelorus, who was loyal to this diety. And no, you stupid
fundies, _I_ don't "believe in" Ilmater. - Wolfie)

A Ref. term "gods":
Exodus 20:2-5a---"I the Lord am your God, who brought you out of
Egypt, where you were slaves. Do not have any other gods beside me.
Do not make an idol for yourself or any likeness of anything in
heaven above, on the earth below, or in the water below ground
level. Do not worship or serve them, because I the Lord your God am
a jealous God."

Notice what is a violation of the first commandment:
a. When we believe in a god, not of a triune type.
b. When we fear, love, or trust in any person or thing as we
should fear, love and trust god.

There is not exception or allowance in gods for the sake of game
enjoyment. Jeremiah 7:5-8--"No, if you will really live right and
do good, if you will treat one another right, if you will not
oppress strangers, orphans, widows, or kill innocent people in this
place, or ruin yourselves by running after other gods, then I will
live with you in this place, in the land I long ago gave your
fathers to be theirs forever. But now you trust in lies that can't
help you."

B. In other sections the gods are referred to as "deity".

 1 "It is well known to all experienced players...spells bestowed
upon them by their respective deities." Page 38 Dungeon Master
Handbook. (Of course, this only applies to the Cleric class. It
wouldn't make much sense to play a Cleric without having him/her
follow a diety of some sort, now would it? Other character classes
don't need to profess any beliefs at all. - Wolfie)

 2 "Each cleric must have his or her own deity..."
Page 38 Dungeon Master Handbook. (No shit. - Wolfie)

 3 "THe deity (you the DM 'Dungion Master') will point out all of
the transgressions..." Page 39 Dungeon Master Handbook.
(Roleplaying again. If you're not going to obey whatever it is some
god wants you to do, then don't play a cleric. - Wolfie)

There can be no doubt that this is a blatant violation of the First
Commandment. (Oh, please. Like players go home and start to open
up shrines to AD&D gods. - Wolfie)

III MAGICAL POTIONS AND SPELLS

"A study of the spells usable by clerics will convey the main
purpose of the cleric...note that all spells must be spoken or read
aloud...clerics can employ a fair number of magic items including
most potions, clerical and "protection" scrolls, most rings, some
wands, rods, and staves....." page 20 D&D Players Hand Book.

"Magic users draw upon arcane powers in order to exercise their
profession...He or she must memorize and prepare for the use of each
spell, and its casting makes it necessary to reabsorb the
incantation by consulting the proper book of spells..." page 25 D&D
Players Handbook.

A. Ref. Use of "Magic and Spells": Scripture is quite clear that
the use of magic and spells is forbidden. It is looked upon by God
as an "Abomination" and must not be done by the Christian, even in a
game. (This guy sounds like he believes that AD&D magic is "real".
- Wolfie) Isaiah 47:9-15--"These two things shall come to you in a
moment, in one day; the loss of children and widowhood shall come
upon you in full measure, in spite of your many sorceries and the
great power of your enchantments. You felt secure in your
wickedness, you said, "No one sees me"; your wisdom and your
knowledge led you astray, and you said in your heart, "I am, and
there is no one besides me." But evil shall come upon you, for which
you cannot atone; disaster shall fall upon you, which you will not
be able to expiate; and ruin sahll some on you suddenly, of which
you know nothing. Stand fast in your enchantments and your many
sorceries, with which you have laboured from your youth; perhaps you
may be able to succeed, perhaps you may inspire terror; you are
wearied with your many counsels; let them stand forth and save you,
those who divid the heavens, who gaze at the stars, who at the new
moons predict what shall befall you. Behold, they are like stubble,
the fire consumes them; they cannot deliver themselves from the
power of the flame. No coal for warming oneself is this, no fire to
sit before! Such to you are those with whom you have laboured, who
have trafficked with you from your youth; they wander about each in
his own direction; there is no one to save you." Psalms 106:
34-39a---"They did not destroy the peoples, as the Lord commanded
them, but they mingled with the nations and learned to do as they
did. They served their idols, which became a snare to them. They
sacrificed their sons and their daughters to the demons; they poured
out innocent blood, the blood of their sons and daughters; whom they
sacrificed to the idols of Canann; and the land was polluted with
blood. THus they became unclean by their acts.

Ref. "Magic Items": The secion I quoted only mention a few of the
magical items that are used. Others that are need are: Holy/Unholy
water, garlic and wolves bane. All of these are part of the ancient
witchcraft practices of the early civilization, as well as when
Jesus walked the earth. (I think Excalibur counts as a rather nifty
"magic item". - Wolfie) Again these are forbidden by the Lord.
Isaiah 3:18-23--"In that day the Lord will take away the finery of
the anklets, the headbands, and the crescents, the pendants, the
bracelets, and the scarfs, the headdresses, the armlets, the sashes,
the prefume boxes, and the amulets; the signet rigns and nose rings;
the festal robes, the mantles, the cloaks, and the handbags, the
garments of gauze, the linen garments, the turbans, and the veils."

C. Ref. "spell books": Today you can enter any hobby store and
purchase books on spell casting. One book written by philip
 Emmons Isaac Bonewits, the only person to have a B.A.
from University of California in magic, _Authentic
Thaumaturgy-A Professional Occultist on Improving the Realism Of magic
Systems used in Fantasy STimulation Games._ D&D books themselves
contain spells ranging from blessings ("to increase the strength
of an individual"0, to augury (divination-"spell seeks to
divine whether an action in the immediate future will be for
 the benefit of or harmful to the party"), to commune (contacting of
his or her divinity), to speak with the dead necromantic), to
raising from the dead as well as the Resurrection (which is a
spell that is able to restore life and complete strength to the
person). All of these spells are found on pages 43-53 of D&D

 Players Guide. Leviticus 19:26a---" You shall not practice
 augury or witchcraft."

(Again, this bonehead sounds like he believes that people really
cast spells while playing. Whatta maroon. All you do is say that
your character wants to cast it; you don't have to do anything
beyond that, besides roll dice and see if it works. - Wolfie)

D. Ref. "words spoken": "Most spells have a verbal component and so must
be uttered." page 40, D&D Players Handbood. (All that means is that
you can't cast a spell with a verbal component in a place cloaked
with a Silence 10' Radius spell, or if you're struck dumb somehow.
Similarly, you can't cast a spell with a material component if your
character doesn't have whatever material it is that's listed along
with the spell. YOU don't have to have anything. - Wolfie)

 Ephesians 5:6--"Let no one deceive you with empty words, for it
si because of these things that the wrath of God comes upon the sons
of disobedience." If you believe it is just a game, then to use the
owrds would be foolish and not to be done. (What words? The
closest I've ever seen to a spell having actual words go with it,
was a joking suggestion by a friend that, since the Sleep spell was
only really good against Kobolds, that the wording should be "Sleep,
Kobold, sleep." - Wolfie)

E. Ref. "Draw upon arcane powers": "Cleric spells, including the
druidic, are bestowed by the gods....". Pg. 40 D&D Players
Handbook. The books themselves openly admit that the source and
origin of the power is not from God but from something/somewhere
else. (WHAT power? - Wolfie) II Thessalonians 2:9-10---"The coming
of the lawless one by the activity of Satan will be with all power
and with pretend signs and wonders, and with all wicked deception
for those who are to perish, because they refused to love the truth
and so be saved." Satan has these types of powers and uses them to
keep people from knowing the truth. To know the truth is to know
Jesus Christ as

your Lord and Saviour and to spend time studying his word. To live
a life that totally trusts on Him for all that you need. A real
problem for the Christian is that in requestion spells, or
recuperating from a spell, you are to pray and meditate. Realize
who you are praying to. (What praying? What power? Yeesh. -
Wolfie) 

F. Ref. "prayer": "Clerical spells...are bestowed by the gods, so
that the cleric need but pray for a few hours...." pg. 40 D&D
Players Handbook. "CLeric desires third through fifth level spells,
the minions (angels, demigods, or whatever) will be likely to
require the cleric to spend some 2 to 8 days in prayer, fasting, and
contemplation of his or her transgressions, making whatever
sacrifices and atonement are necessary..." pg. 38 Dungeon Master.
"Spell recovery..requires about the same period of time. In order
to pray and meditate..." Pg. 39 Dungeon Master.

 As Christians, we are commanded to pray. We are to "pray
without ceasing" (I Thess. 5:17), but we are to pray as Jesus
taught us. We are to pray only to God our Father, and ask for
things in His name and according to His will. Revelation
19:10--"Then I fell down at his feet to worship him, but he said to
me, "you must not do that! I am a fellow servant with you and your
brethern who hold the testimony of Jesus. Worship God."" (Again,
this guy is out in the ozone. All you do is say your character
would like to pray before beddy-bye time, and if it's possible, he
does. You don't have to indicate anything beyond that. - Wolfie)

 Psalms 19:14---"Let the words of my mouth and the meditation of
my heart be acceptable in thy sight, O Lord, my rock and my
redeemer."

 Matthew 6:7--"And in praying do not heap up empty phrases as the
Gentiles do; for they think that they will be heard for their many word."

 Matthew 21:22--"And whatever you ask in prayer, you will
receive, if you have faith."

 Romans 10:1--"Brethern, my heart's desire and prayer to God for
them is that they may be saved."

 Job 22:27--"you will make your prayer to him, and he will hear
you; and you will pay your vows."

 Ephesians 6:18--"Pray at all times in the spirit, with all
prayer and suplication. To that end keep alert with all
perseverance, making supplication for all the saints."

Spells and everything there connected are not for the Christian.
May say it is make believe and just fun and nothing will happen.
When dealing with a force stronger than you, Satan, you will have no
guarantees except God. I have talked to many people who are
junkies, not one started off with the idea of ending up a junky--all
thought it would not happen to them--they were different. They all
underestimated the power of the drug. (*Snort*. No worse a "drug"
than the bible. And certainly better than sitting around watching
daytime soaps in the ol' doublewide all day. - Wolfie)

G. Ref. "Conjure earth elementals" pg. 44 Dungeon Master There is
a satanic worship group that meets in Santa Barbara, and part of
their activities is to conjure up earth elementals. They do this by
praying and by using spells and "magical items". I Samuel expressly
forbids this type of action. The account of the witch of Endor (I
Samuel 28:7-20) states that any relationship of this nature is
action unbecoming to a child of God.

IV Death

"The character faces death in many forms. The most common death due
to combat, is no greater matter in most cases, for the character can
often be brought back by means of a clerical spell or an alter
reality or wish." pg. 15 Dungeon Master. (No kidding. The
prospect of losing a character that one worked hard to develop
simply adds a bit of "risk" into a game. If you don't want a
character to die, don't make stupid decisions. - Wolfie)

A. Ref. "Resurrection": As stated in the section on spells, there
are individuals who have "power" to raise from the dead. (Yeah; but
they have to be really high level characters in order to get the
spell. - Wolfie) Death--with its sting and fear are of no
consequence because it can be overcome without much difficulty.
Resurrection is referred to as "the revival of a character after its
death, by magical means". pg. 229 Dungeon Master.

 When referring to resurrection, the book mentions "ring of
regeneration", "rod of resurrection", and spells of "resurrection."
The players are also free to by the life of an individual by paying
the Dungeon Master. (Gee, no one's paid me yet to save their sorry
hides. I think he's confused here; it isn't the GM you pay actual
money to; most high-level clerics in the AD&D world demand payment
for spells, and the higher the spell level, the higher the price.
After all, a cleric can only have so many spells per day
ready-to-use. And the character pays out of his imaginary money
pool to get healed by non-player characters (NPCs, run by the GM).
If the character and/or his fictional friends doesn't have enough
gold, and there isn't a character in the party with the requisite
spell who is willing to resurrect for free, the character dies.
Period. - Wolfie)

 Genesis 3:4-6--"But the serpent said to the woman, "You
will not
die. For God Knows that when you eat of it your eyes will be opened
and you will be like God, knowing good and evil." So when the woman
saw that the tree was good for food, and that it was a delight to
the eyes, and that the tree was to be desired to make one wise, she
took of its fruit and ate; and she also gave some to her husband,
and he ate."

In a close examination of this passage, Satan tells Eve that there
is no such thing as death, that it was nothing more than a 'scare
tactic' used by God to keep them from eating from this tree. A
common tactic of Satan is to deny death. Galatians 4 and Colossians
2 caution us not to be take in by the spirits and their vain
arguements. Think of a young man, who runs into a flaming house and
rescues two children. As he attempts to rescue the thrid, the house
collapses and he dies. Do we look down at what he did and mock it;
of course not. Yet Christ died that we might live, and be raised
from the dead. Here is a game that mocks it and makes light of His
death. It attempts to poke fun at God's plan of salvation. (Oh,
give me a break. - Wolfie) How do you suppose Christ feels? (Dead
on his feet? - Wolfie) There was a reformation that began with
disputes of this nature, and yet we toy with it. Read I Corinthians
15 and rediscover what the resurrection of Christ really means and
why it should be honoured.

RIGHTEOUS LIVING

 Is it all right for me to play a sexual fantasy game? No, because
it is not pleasing to God. (Yeah. He hates to see people having
fun and using their imaginations. - Wolfie) Is it all right for me
to play a game which is satanic and has many roots in the occult?
No, because it is not pleasing to God. We are commanded to live a
righteous life. (Again, because the big sky daddy hates to see
people having fun and exercising their brains - thinking and
imagining is, of course, evil and rooted in the occult, isn't it? -
Wolfie) 

 Matthew 5:48--"You, therefore, must be perfect, as you heavenly
Father is perfect." (How hubristic. - Wolfie)

 I Timothy 6:3-5--"If anyone teaches otherwise and does not agree
with the sound words of our Lord Jesus and the teaching which
accords with godliness, he is puffed up with conceit, he knows
nothing; he has a morbid craving for controversy and for disputes
about words, which produce, envy, dissension, slander, bae
suspicions, and wrangling among men who are depraved in mind and
bereft of the truth, imagining that godliness is a means of gain."

 Deuteronomy 18:9-14--"When you come into the land which the Lord
your God gives you, you shall not learn to follow the abominable
practices of those nations. There shall not be found among you
anyone who burns his son or his daughter as an offering, anyone who
practices divination, a soothsayer, or an augur, or a sorcerer, or a
charmer, or a medium, or a wizard, or a necromancer. For whoever
does these things is an abomination to the Lord; and because of
these abominable practices the Lord your God is driving them out
before you. You shall be blameless before the Lord your God. For
these nations, which you are about to dispossess, give heed to
soothsayer and to diviners; but as for you, the Lord your God has
not allowed you so to do."

 Deuteronomy 7:26--"And you shall not bring an abominable thing
into your house, and become accursed like it; you shall utterly
detest and abhor it; for it is an accursed thing."

 Matthew 22:37--"and he said to him, "You shall love the Lord
your God with all you heart, and with all your soul, and with all
your mind."

 Galatians 5:19-23--"Now the works of the flesh are plain:
immortality, impurity, licentiousness, idolatry, sorcery, enmity,
strife, jealousy, anger, selfishness, dissension, party spirit,
envy, durnkenness, carousing, and the like. I warn you, as I warned
you before, that those who do such things shall not inherit the
kingdom of God. But the fruit of the Spirit is love, joy, peace,
patience, kindness, goodness, faithfulness, gentleness, self
control; against such there is no law."

Here are quotes that people have made about D&D:

a) "It's a chance to sit in the dark, drink beer, and act wicked."
(Heh. Teenyboppers. - Wolfie)

b) "D&D is an alternate reality where you can release your
frustrations, kill someone, and not get into trouble."
(Well, of course. No "killing" is really going on, and it's usually
the "good guys" killing the "bad guys". Unless, of course, the
player wants his character to do something dumb, and gets whomped.
- Wolfie)

c) "It's a chance to create your own world...and a social hierarchy
populated with people and monsters."
(Ooo. Can't have that, now, can we? Ooo. - Wolfie)

d) "Advanced D&D in unquestionably 'humanocentric' with semi-humans
and humanoids in various orbits around the sun of humanity. Men are
the worst monsters...the 3D's of demi-gods, demons, and devils are
enough to strike fear into most characters, leat alone when the very
gods themselvse are brought into considertion." (Yeah, the one thing
I find boring about AD&D; all the player character races are too
human. I prefer games in which you get to play characters with a
much more different viewpoint. - Wolfie)

There seems to be an inherent contradiction in the lives that we as
Christians profess, in which we indulge our fantasy while playing
D&D. It is extremely difficult to understand why anyone who has
been born again and is livnig in Christ would want to portray Satan
or be active in the things that he does. (I challenge any fundy to
give concrete evidence that Satan is behind ANY RPG. And simple
dislike of T$R as a company doesn't count. - Wolfie)

Conclusion

 I Peter 5:8--"Be sober, be watchful. Your adversary the devil
prowls around like a roaring lion, seeking someone to devour."

A warning from Peter telling us to be on the alert for a "roaring
lion," but at times Satan disguises himself and becomes a cute
cuddly kitten. That's what he had done in the game Dungeons and
Dragons. Paul recognizes this in his letter to the Ephesians.
(ROFL! - Wolfie)

 Ephesians 6:10-13--"Finally, be strong in the Lord and in the
strength of his might. Put on the whole armour of God, that you may
be able to stand against the wiles of the devil. For we are not
contending against flesh and blood but against the principalities,
against the powers, against the world rulers of this present
darkness, against the spiritual hosts of wickedness in the heavenly
places. Therefore, take the whole armour of God that you may be
able to withstand in the evil day, and having done all, to stand.:

Stand Firm in God's Word. Take your lead from it and use it as your
source of wisdom. To the Glory Of God.


Dungeons and Dragons: Only a Game ?

published by Pro-Family Forum, PO BOX 8907 Fort WOrth Texas 76124
((817)531-3605).

What is Wrong with Role-Playing or Fantasizing?

 Some mistakenly believe that role-playing is merely acting out a
character. Much more is involved. Psycho-drama techniques (the
root of role-playing) were introduced in the early 1900's by Dr.
Jacob L. Moreno, contemporary of Freud. He said his objective was
to develop a "positive religion." His idea was that if you can "play
a role" -- for instance, the role of God -- and develop that role
and stop its playing at will, you will gegin to learn how not to be
possessed by that role. He said: "The only way to get rid of the
God syndrome is to act it out."

 What is the "positive religion" that Moreno envisioned? The
religion that man is all-powerful, capable of answering all
questions and solving all problems apart from any Supernatural Being
--more popularly known as Humanism. Read his statement again. Then
consider its application to D&D and other FRP "games."

 A principle laid down long ago by God is: "For as he thinketh in
his heart, so is he" (Proverbs 23:7). "Keep thy heart with all
diligence; for out of it are the issues of life" (Proverbs 4:23).
We _are_ what we _think_. It is ridiculous to believe that people,
young or old, can absorb their minds with violence, murder, human
sacrifice, suicide, demonology, rape, desecration, defecation,
sadism, cannibalism, sex perversion, insanity, prostitution,
necromantics, Satan worship, witchcraft, and every other form of
perverted and violent conduct without being intensely - and perhaps
permanently - affected adversely. We ARE what we THINK! (Again,
only fundies are dumb enough to be unable to distinguish fantasy
from reality. - Wolfie)

 Young person, if you want to be successful, productive,
well-adjusted, and happy, then refuse to fill your wonderful mind
with such garbage! Don't allow someone else to take control of your
mind. (Right. Stay far, far away from churches. - Wolfie) Think
too much of yourself to become a tool in the hands of those whose
interest is to get your money and destroy your faith in God. (In
other words, don't use your imagination. The only one who should
control your mind is the church masters, not you. - Wolfie)

TESTEMONY OF NEGATIVE EFFECTS

 John Torell, with Christian Life Ministries in California,
received a phone call from a medical doctor in Seatle, Washington.
The doctor is treating a policeman for severe depression caused by
the suicide of his 16 year old son. The son, who had been heavily
involved in D&D for two years, shot himself with his father's
service revolver. (And, as Abe Dashiell notes in the FAQ on his web
page, "BJ Zanzibar's World of Darkness", the Son of Sam blamed his
DOG for what he did. - Wolfie)

 Some have argued that D&D is a healthy release of suppressed
hostilities. But seeing the power that can be seized in games,
psychiatrist Laurance Johnson cautions, "If I ever had a child who
tended towards schizophrenia, I'd never let him near D&D. There's a
danger that it would reinforce feelings of grandiosity, of
omnipotence. Reality and fantasy are hard enough for schizophrenics
to differentiate." (The same can be said about exposing the
already-disturbed to television shows and movies. - Wolfie)

 This reality distortion is frightening. A city police department
in central Washington asks, "Are you a participant in Fantasy Role
Games?" as a standard question.....two people convicted of firing
over three rounds into passing motor vehicles admitted that they
"Constantly fantasized killing someone." Other police departments
have confirmed "Some correlation" between Fantasy Role Playing Games
and incidents showing up on their police blotter. (The disturbed
fantasising about killing people, and gamers sitting around a table
deciding whether or not to beat up on a Red Dragon are two vastly
different things. It's a shame that people are too stupid to see
the difference. - Wolfie)

 Many people have been innocently drawn into FRP games. However,
enough information is now available to reveal their true nature and
real danger - so there's no need for wise and alert people to be
further duped.

 Even some Christians try to defend D&D and other FRP "games." In
this futile attempt, one said: "But the game is helpful because it
shows the difference between good and evil characters." To this a
brilliant young player replied: "Not so. Nearly everybody would
rather play evil characters because they are much more powerful."
(Not really. Anyone who says this obviously has no clue. Whether
you play an evil character or a good one, in ANY game, you're just
as likely to get thwomped no matter what. And I precluded a guy
from playing in my Werewolf game, because he said he wanted to be
one of the "bad guys"; I told him he'd last a full 2 seconds once
the other player characters discovered what he was, which wouldn't
take very long in the first place. Worse, the players I do have
have been known to mow through a large number of baddies with little
effort; I've had to resort to sneakiness to make such encounteres
more challenging for them, and it isn't even combat-oriented, the
way I'm running it. Most of the challenge lies in having them try
to unravel mysteries. - Wolfie)

 In light of the quotes from their own literature, it would be wise
to consider:

 Does this "game" promote respect for sancity of life? Or does it
rather serve as basic training in brutality and disregard for life
(such as exemplified in the incredible massacres of recent years)?

 Does it increase, or decrease, a player's faith in God and His
Word.

 Does it trivialize, even blaspheme, Christianity?

 In summary: Does its over-all influence tend to build up or tear
down character?

(Oh, geez. - Wolfie)

Egads, some people do really believe this stuff.

But not me.
Gary
gvanlin1@mach1.wlu.ca


Me, neither. 

--Wolfie
Unrepentant Gamer
Storyteller for Werewolf: the Apocalypse


"HEY! No step on flowers, stupid ape!"

-Moonspinner
lupus Fianna Galliard
Keeper of the Land, High Park Sept, Toronto


