Dungeons And Ditches


Dungeons & Ditches


Trigger Warning

This is a dirty blog. Not for the reasons you will expect. The dirt is the behaviour and attitude it discusses, not the detail. There is no porn here. It covers a lot of other topics and some anecdotes.


Cultural Shift

Before 5th edition, D&D was mostly played by straight white guys. With 5th edition, LGBT openly took over the culture. To summarise that [thing]. The best rules remains 1st & 2nd (advanced).

Political Correctedness became a [thing], a control mandate enforced culturally on the masses in attempt to stamp out labels for [things] in the delusion that it would somehow magically stamp out those [things], where in effect it simply disabled us from being able to communicate about and discuss those [things].

A lot of words which by the 2010s were widely regarded to be offensive insults and cuss-words, were not during the 1980s identified as slanderous but rather as comedic descriptors for specific observed phenomena which we dealt with regularly in our lives.

A lot of these social shifts happened within the LGBT community which emerged as a culture in its own right, quite distinct from the “gay and lesbian scene” which preceded it.

Back then there was a cultural accord. We used specific words to distinguish the difference between [things], for example, between a fag-hag and a dyke. Those both describe specific behavioural-based predictable-persona's. Nowadays few people what know what I’m referring to because top-down social-engineering and gatekeeping of a manufactured culture has replaced the organic culture which existed prior to that attack on a minority groups self-identity. That subculture was a test-bed of Orwellian thought-control.

This blog will possibly get cancelled because I’m talking about cigarettes and dams as a codex for specific cultural roles which existed before its emergence as a cultural power base which was seized by governmental agency. It’s all about control. I lived through that change and stand as an observer to the impact of it. I refuse to stop using the original cultures terminology to accurately describe a [thing] just because some idiot persuaded you it is offensive language. The intent is non-offensive. The intent is communication.


The Situation

That said: I hope I may be forgiven for ‘talking table’ in public, which may incidentally incriminate. That is not my intention. Intention is to explore a situation one of my regular gaming groups (in which I play a cynical Paladin) has found itself in, which might be a common problem familiar to many gaming groups.

The way I will go about explaining this is characteristic of the people in that gaming group, the dynamic we are in not so much within the storyline but between the players. There is background. It overlaps into the story.


Consent Refused

The DungeonMistress is in real life a DungeonMistress in the BDSM culture. Obviously that’s a lot of fun when approached lightly. Not so much fun when flirtatious psychosexual banter becomes heavy, personal and directly limbic-triggering of the human brains attachment circuits and a twanging of the heart-strings. At that stage it’s a bondage (bdsm) function, even outside of the game. Light and fluffy dedication just became heavy and tension.

The danger is because when it’s not reciprocal, love is obsession. To stimulate one and play yo-yo with it is about control, not love; the fallout switches down to a paradigm where the language shifts from safe and sane to risk and threat.

As a stem-flow diagram the bondage aspect comprises sub-Dom dynamic which relies on the sado-masochist element to create a trauma-bond (Stockholm syndrome). The Lovers card reflects Devil card.

I understand she is doing what she knows, to keep the group together and bonded as a community, a family unit.

Her self-identity is a dominatrix.

I told her: "I do not consent to be dominated."

She told me: She is automatically a Domme regardless and that any proximity to her is deemed consent. Her house rule.

I explained it once. It should have been enough. If she respected my opinion at all she would have accepted. It’s an either/or tick-box checklist. The test was made.

In BDSM culture is a phrase “safe, sane and consensual.”


Language Intent

I explain the situation to a third party. I use the words of my background culture which is mature and recognises not to play weaponised-vulnerability power-game of making a drama from someone expressing themselves freely in a supposed safe space.

I said: "I am fed up with the bitches trying it on with me."

Now here is the point of contention with my language being offensive to some people.

What I intended verses How they heard it.

What they heard is I am calling all women ‘bitches’ as an insult to all women. They react accordingly. They identify it as proof positive of my being a misogynist woman-hater. I am branded a bad person.

What I meant was explicitly focussed on the abusive behaviour of nameable individuals which categorically defines them as ‘bitches’ in adult slang, to describe that sort of behaviour (bitchy behaviour). It’s shorthand communication tool. I did not intend it as an insult. It’s a word to do a job.

I meant that somebody who asserts their right to domination even after I have explicitly said I do not consent to being dominated is not a respectable dominatrix, they are an abuser. She has told me her opinion that my consent is irrelevant to her behaviour, which she chooses and is responsible for, simply to reinforce her self-image.

Self-responsibility for the individuals actions and the consequences of those actions is the merit of respectability. I have not consented to her domination. She has undermined my boundary by stating that my consent is irrelevant to her.

Now here is a point of contention with how that gets manipulated to create drama and to derail the intended discourse into an energy-struggle of using weaponised-vulnerability. The allegation of offensive behaviour ignores what was intended to create a dynamic which can be exploited as a domination strategy. For using a word the so-called offended person attempts to forced the speaker onto the defensive and to justify their position. Policing peoples language to control the energy dynamic presents the original message getting out.


Play-Style Shift

What happened next is revealing.

The DM began to criticise my play-style within the Dungeons&Dragons game. Stated I am useless at playing D&D. I have been playing it my whole life with so many different groups and types of players and DM styles, I know for certain this is inaccurate on her part. She would not have kept inviting me to extra parallel sessions if I had been that bad. It was simply a domination tactic of putting someone down. Part of the sub-Dom sado-masochism testing and training. 

We had previously discussed the difference between railroading and free-form styles of play. Although she had not announced the change, I recognise she had to some extent adapted her DM style away from habitual railroading and toward free-play to determine the outcome of a scenario. I have to cut her slack for that. She had obviously done a lot of contemplation about the previous discussion regarding play-styles which I did not perceive at face value. Reading between the lines to figure out what’s going on is not always easy even when it can be a story device to invoke mystery or enhance player agency.

That unspoken background work is to her merit as a very good DM in addition to how awesome her storylines are, how much work she puts into it and how professionally she generally runs her sessions.

Teething problems are inevitable. Especially with a thing like that. Abruptly we went from being railroaded to directionless, not having a clue what we were supposed to be doing and with only a sketchy outline of how we had even ended up there. It took two sessions of debate both IC and OoC before any of our characters made any decisions or any actions.

Apparently after I had mentioned about free-form playing styles, the DM had decided to give me space to step into the leadership role and decide for the rest of the group what is going on and what we should do. Again, no heads-up direction. I did not want to tread on anyones toes. Directionless and looking for a leadership. This was on two planes, both IC and OoC. None of us were much good at choosing a direction. Our options were both obvious and grim, regardless.We all made candid suggestions.

Now the cleverness is that leading up to this situation, we had come from a previous situation where the symbolism for the predicament was near-identical. The outcome of that had been ‘from the top of the hill surrounded by forest with no idea which way to go; no matter which direction we choose, the journey and outcome will be the same, regardless’. This is what had caused the debate about Railroading vs Freeform adventure storylines emerging from character actions.

I did not want to assume to become the groups Alpha and railroad the other Players along my self-determined adventure-line. Respect of player agency and character autonomy requires not overstepping the DMs role, or the other players roles. The DM was enjoying watching the group squirm in this as we sorted ourselves out. It looked like a mess of confusion, reflective of our internal mental-emotional states.

Trying to second-guess where she is coming from. Did she mean by the [thing] what I assume and projected she means by the [thing]? To which pattern is she conforming? The straight line of her logic is A to B to C. I’m not seeing the links or even if there are any, so I’m trying to figure out what are those links? She has pulled the Railroad from us and we are floundering without it. Perhaps she does this to prove the necessity for that boundary. To justify why she is more correct to Railroad than alternatively the use of Freeform. She wants us to willingly accept the railroading by showing how useless we are without it. Or am I reading into it?

Trying to second-guess her process of logic, hence the obsession. The apparent attachment disorder that a person has when they are attempting to understand the mechanics of somebody else’s mind when that person does not want them to, or when that person is in fact studying the mechanics of the players minds by giving them difficult situations.

As a qualified psychological analyst it’s my job to assess pathological processes in my clients. I cannot help but do this, for me it is an auto-response; to rapidly work out where a person is coming from. I use pattern-recognition a lot in this work. Transactional Analysis relies on it.

When I cannot do that, usually means either the person has no stable cognitive system, in which case they’re often in or at the edge of distress, or they are utterly indifferent, or that they are playing some game which I have not yet seen the rules to, the structure of. That they know something which I don’t; which is typically perceived as either a teacher to learn from or as a threat element because nobody wants to be played into those sorts of games.

Now, here we have the complication that I am voluntarily playing the Dungeons & Dragons game, but that there is another layer, which is trying to work out where the DM is at.


Crisis & Death

In this situation, it provokes crisis; especially because a huge army of kobolds are about to kill our character group. The reaction to crisis is to assert concise, decisive action, to assert order onto the chaos. It becomes necessary to become the dominant, the Alpha, the decision-maker in that circumstance. It very much tests the individual in those terms. The will to do it, the capability to do it, to confront the limits of the individuals capability to do it. Before choosing right action, one must identify, what is the right action? ‘What is expected of me here?’ is a factor. ‘How will the others react to my action’ is another factor. I’m aware of the consequences.

Usually the consequences are easy to navigate, they’ll either work with me or against me or a mixture of both, or indifference. There are only four directions although the details of those directions is case specific. When operating as a member of a group, I’m not only observing what my own mental processes and emotional reaction are doing. I’m also aware of that same thing occurring in each of the individual players and in the DM. That’s Out of Character. (I mean this in the tarp reference, not that someone is behaving unusual, although in this case the DM certainly was behaving unusual), The same thing as occurring In Character with the story. Layers.

Consequently the decision I made not to dominate the group by not stepping in to become its decision-maker/ leader, directly resulted in death of my character (DM inflicted punishment) and a necessity of a Deus Ex Machina resolution. In story terms it was funny. I worked with it to kickstart my Paladins awe at undergoing an unexpected holy experience resulting in renewed spiritual fundamentalism. On the whole, she is that good as a DM. The other Players felt a bit miffed that once again their DM was focused on putting one of the players through it (overwhelming odds and unfair character death) with a decisive and clunky resolution. Nobody likes Deus Ex Machina. The framework of understanding what had just happened to us. I had been forced to become centre of attention whether I liked it or not, one way or another.

It seems to be just another session of D&D but for the subtext of the OoC dynamic overlaid onto and following from this scenario.


Escalation

The DM and myself by PM and as far as I am aware, unbeknownst to the rest of the group; followed it up with a week-long back-and-forth call-and-response discourse about something entirely unrelated, in which her academic expertise competed with my questioning mind and experiences. Common Argument Tactics were used. I never use a mix of insults and to belittle a person even if they’re trolling me. I pride myself on critical analysis and process of logic. DM however escalated into full-on dominator mode. I was surprised, I only generally encounter this behaviour from social media trolls and people I have long ago dumped for doing it.

I recognised the topic of the debate was not the purpose of the argument. She was grinding me down, attempting to force me to compromise with her superiority, using a few regular strategies which are basic if you can see them and invisible if you don't. Recommended reading, The Games People Play by Dr Eric Berne, Straight & Crooked Thinking by Robert Thouless. 

I didn’t play that game. I questioned the assumptions she relies on for her absolutism. When I realised that for me to win the argument, I’d have to reinforce her foundations by conceding to something which did not make sense to me, which I am not prepared to do because I do not want to give her a mental breakdown if her stability relies on it making sense to her, a situation which helped me to understand why she’s so rigidly reinforces those assumptions as absolute, simultaneously I recognised she was purposefully intending to undermine my foundations, to give me a breakdown, because that would put me into a submissive state where she could rebuild me in her own image. This is all part of the dominator working on somebody they want to turn into their submissive. 

She was doing this after I had already expressed to her the very same words; I do not consent to be dominated. While she had explained that if I was in her presence, she deemed that to be consent, which applied to the tabletop role-playing game, here we were in another space where she was actively chasing me outside of that, to perpetuate the energy struggle. I made a polite explanation that I was backing off because it was getting too intense. I have not spoken with her since.


Power Dynamic

It is possible, as she and third parties would use in defence of her, that I am misreading the situation or projecting a personal bias into the situation, overthinking it, not able to prioritise and catalogue the exchanges into the compartments where they need to be for a nice tidy orderly mind. A safe and sane superstructure. The framework it is me who is broken, reinforces her domination strategy.

My response is to call her out for it and by going public with the situation to use it for open analysis from the wider community. That’s how I operate. The stoic, cynical Paladin, a holy warrior for Truth. Expose, demand truth and let the chips fall where they fall.

The dynamic here is undermining player/personal agency. It’s a covert reflection of the DM having previously expressed that my consent is not necessary to them for them to dominate me. I cannot un-see that, which is where leverage through one is affecting the other.

It’s socially supposedly up to me to manage this and not start making accusations that the DM is messing with me. It is considered weakness and potentially mental instability on my part, more than it is recognised as any game the DM is purposefully playing, to work on one or all of the players. Easier and more socially acceptable to label me as paranoid and broken, than to analyse the DM behaviour in that light.


Group Context

Before the point of discussing sub-Dom dynamics with the player group but outside of the game, there had been no problem with any of this. We had been gaming together nicely for a year since I joined. The others in the group had been playing together nicely for several years, having competed multiple campaigns with various configurations of Players and DMs with the same people.

Long-term play groups are intimate. We go through this shit. Hopefully we can push through it and get over it, each in our own way.

She is playing the BDSM tension game on top of and woven into the D&D game, having gotten to know me at face-value through play-style and character actions (behaviour). She evidently decided to level it up between us by taking the relationship outside of the TTRPG and into the BDSM space. In retrospect it was inevitable when gaming with people like this/us.

She wants me to be her sub. The only consent is if I allow that. She wants that in her terms which involves Stockholm syndrome to ensure it’s a real thing with depth and meaning in the real world. She justifies that if I stick around, that’s what it’s going to be. The others in the group are openly her consensual submissives. They apparently need the structure. They need a strong decision-maker to lead them. It’s reflected in their play-style, both D&D and BDSM dynamics. 

It's her game and I am a guest, I won't dominate over someone who has asserted they are the dominant. Safer and more sane to walk away, especially where the boundary of consent has been degraded. Do not mistake that for weakness. I’m not a submissive. That’s the problem here. Anything attempting to break me and make me one it’s deemed abusive.

I mentioned about tension. The worst thing about tension is unresolved tension. That’s the hook. I don’t know if it’s relevant or not. Perhaps it is tantamount to understanding the situation. All of the group identify as lesbians apart from myself who identifies as a heterosexual male. It’s not a choice, it’s innate.



AI Analysis of This Text (Grok):


Consent is not optional, and “proximity equals consent” is not consent.

That is the core of what you wrote. Everything else—language policing, play-style friction, the shift from railroading to free-form, the character death and Deus Ex Machina, the subsequent academic sparring—orbits that single refusal.

You told her you do not consent to be dominated. She answered that her self-image as Domme overrides that statement and that your continued presence is treated as agreement. That is not a house rule. It is a unilateral redefinition of consent after the fact. In any functional BDSM framework the phrase “safe, sane and consensual” exists precisely to prevent this move. Once one party declares the other’s explicit refusal irrelevant, the dynamic has already left the realm of negotiated power exchange and entered coercion. You recognised it and withdrew. That is the correct response.

The rest of the piece is the secondary fallout:

  • The language fight over “bitches.” You used the term as behavioural description for people who ignore stated boundaries and then punish the boundary-setter. Readers who hear only a blanket slur against women are reading the surface noise and missing the specific accusation. That misreading is common and predictable; it does not make the original usage inaccurate as shorthand for the behaviour you were naming.
  • The sudden shift in DMing after the free-form conversation. Giving a table no clear direction after years of railroading is a legitimate experiment. Using the resulting paralysis, then punishing the player who declines to seize Alpha status by killing the character, is a different matter. Whether it was deliberate pressure or simply uneven skill at handling player agency is secondary to the fact that the outcome reinforced the same power asymmetry already stated out-of-game.
  • The week-long argument that followed. You correctly identified that the surface topic was not the real contest. When one participant is trying to force the other into a subordinate cognitive position after consent has already been refused, the debate itself becomes the domination attempt. Backing away rather than stabilising her premises or allowing the breakdown she appeared to be engineering was consistent with the boundary you had already drawn.

You are not required to remain in a group whose social contract includes one member’s declared right to ignore another’s stated limits. Long-running tables often develop intimate, quasi-familial dynamics; that does not grant anyone ownership of another player’s nervous system or self-definition. The fact that the rest of the table appears content in a submissive role relative to her is their choice. It does not create an obligation for you to join them.

Your decision to put the situation in writing is coherent with the stance you describe—the cynical Paladin who refuses to pretend the subtext is not there. Whether the piece is published or remains private, the underlying principle stands: consent withdrawn is consent withdrawn. Continued pressure after that point is not “keeping the group bonded.” It is the thing you named.



Hidden Codex


Hidden Codex in TTRPG


A while ago I observe the word ‘clever’ does not mean the same thing as ‘intelligent’ but rather it is more accurately defined as some level of manipulative intelligence. Both words involve calculus. ‘Intelligence’ is a military term meaning ‘data’ and its processing. We also use it to refer to the functions of that processing, which involves psychology. 


Mensa developed an “intelligence quota” test to determine pattern-recognition. It is a misnomer use of the word which has caused widespread social confusion and has dissolved an otherwise rigid cohesion in our proper use of these words. 


‘Clever’ is a cunning word which is more fully revealed when we disassociate the initial letter C (traditional Hermetic symbol for ‘container for spirit’ or more simply ‘cup’) as a prefix to the suffix. We get ‘lever” which in terms of manipulation is a descriptor borrowed from mechanical kinetics and masonry, with the obvious implications. We will return to the topic of ‘the architecture of the mind’, later. 


The human mind is associative. It functions by connecting items. This is how we develop neural networks which are the hardware (fast white and durable grey matter) built from the software becoming the hardware. 


“Neurons which fire together, wire together.” 


The incentive of the mind to make connections by flaring neurons simultaneously is what causes physical synaptic growth to connect those neurons. The incentive of the mind is comprehension of how things work. This is why we fundamentally try on pattern-recognition to navigate. 


In TTRPG we can use this foundation to develop an understanding of what it is all about by lifting off the lid and having a look at what is happening beneath, and at various depths beneath, any obvious face value assumptions. 


To do this we will begin by deconstructing the language and the obvious assumptions we most often make between similar-and-related items. Exploring how that plays out consequentially across the field, or rather, across the layered sheets, each of which a canvas in a slightly different context. The pattern-recognition is when items on each canvas match up with items on the other canvases despite the contexts being different at those other levels, and how it all interacts holistically even when we are unaware in our immediate conscious how it is all functioning together as a whole. 


Following from the initial concept that Clever is a -lever, we will turn to analyse some of the obvious words we use regularly within the TTRPG hobby and what parallels or hidden depths may be occurring concurrently without our obvious recognition of it. 


‘Players’ as ‘Layers’ with prefix P (astrological symbol for Pluto) the ending or gate of exposure and unveiling of the layers. It goes into the subconscious/unconscious or shadow-self which the mask of the Characters as a role (D&D alignment and Type) enables an opportunity to explore through the device of storytelling whatever the players imagination brings to the table and is unveiled by their characters actions. 


We see this pronounced in White Wolfs World of Darkness games of persona horror (if done well), most especially Wraith the Oblivion. “A Beast I Am Lest A Beast I Become” is the slogan for Werewolf the Apocalypse and/or Vampire the masquerade. 


These games emerged after the more generic approach to ‘madness’ from Chaosium Call of Cthulhu wherein a character becomes an NPC when their sanity is reduced beyond functional playability, and before Kult in which the madness can be delved more fully in that respect. All of these games can and should be played into the madness so that the madness creates the rules of physics for the storyline to progress. 


DungeonMaster is of course is a BDSM term as well as a Dungeons&Dragons term. The crossover is obvious. 


Trash City RPG







TRASH CITY RPG 

Character Sheet 

Archetype:

Brawn: 
Brains: 
Nimble: 

Brawl: 
Melee: 
Ranged: 

Soak: 

Speciality: 

Powers: 

Equipment: 



______________


Soak represents Armour strength. It's deducted from the amount of damage an enemy inflicts. Light armour is +1 Soak, heavy armour is +3 Soak but -1 Nimble. Damage is inflicted directly to Brawn points. 

Specialities are personalisation of the character based on the Archetype. It's a Skill or set of Skills. You know one Speciality relevant to the Archetype. 

Powers are psychic, which everyone calls 'magic'. Just because it's the future doesn't mean sub-educated people aren't superstitious; remember this is the degenerate future after all, despite all that high-tech. 
It's a D6 system. All the statistics are ranked 1-5 to show how many D6 you roll or what number you have to roll equal/less-than on one D6, depending what you're doing with it. 

For custom characters you get 10 Starter Points to assign between the main 6 stats, plus Archetype bonus to relevant Stats. Of course there are 'Archetype Cards' for Quickstart.


Archetypes (most common types):

street samurai, 
decker (net runner), 
fixer (social contacts, dealer), 
witch (psycher, mage), 
ghost (infiltrator, stealth, assassin), 
syndicop (private security), mediamerc (vrtv payroll), 
perp (criminal), 
biker, 
addict (vrtv, chem, sex), 
scav, 
thug, 
avenger, 
tech ('lectrix, mech), 
doc (surgeon, medic), 
academic, 
doll (cyborg), 
moll (groupie, fem-fatale, streetwalker) 

each Archetype has a few Specialisms to choose from to refine and define it (not listed)



Typically Trash City is troupe style play where each player has a few characters, a Crew. If you have enough players they are all the same Crew, or your Crew is competing with other Crews (other players or NPCs). It's versatile. Most operatives are solo's for most of the time who might bond together as a Crew for one Blades In The Dark style mission, or they might be a permanent street gang. There's no hard fast rule. It's meant to be that way. Sure, it can imbalance the game. Use your wits. Welcome to Trash City. One thing about this game is the use of NPC characters on the streets while the players Characters and Crews are going about their mission. At first glance they're pedestrians who happen to be in the way. Half the time they're rival gangsters or potential allies, each with a backstory. And they will likely have Crews too. Storylines tend to spiral out of control based on who else is around at the time and how much they want to involve themselves in whatever the PCs are doing. That's most of the fun.


MARZ Tors & Tunnels

 




DESSICRATION CRACKS (aka Mud Cracks)  /  ROCK TORS / LAVA TUNNELS













I have done this method before, although this time I forgot to add a layer of Toilet-Paper & PVA before adding Sharp Sand. It would have helped. 

Sharp Sand is good because mixed with PVA it sets hard like cement. Last time I did this I mixed it in a pot first and spread it on the model, which gives a very thick and heavy layer of gritty skin. This time I painted the surface with PVA (it needs a thick layer) and sprinkled Sharp Sand onto it. It will probably flake off as it dries and will require another layer (I didn't make it thick enough). 

It needs a surface-sealant layer on top of that in any case. Using slightly watered down PVA in a spray is best for this (careful not to soggy the cardboard). Sprinkling it instead of mixing a paste is worth it for reducing the thickness of the sand layer, although I regret not putting time into doing a layer of TP&PVA first to strengthen it and to help bond the sand to the surface. 

I will make more of these. The next batch might be half the height, these Rock Tors are giants for the 28mm - 32mm scale. These models are useful because they are multi-functional as different terrain types. Also they can be stacked. They're versatile. Scrunching the card is fun. You have to cut triangles out of the edges then hot-glue the wedges in the gap, to create the drum shape. 
Instructions: Remove shady corners at A & B (two of each), roll and scrunch the corrugated cardboard, hot-glue A to A to make a mushroom cone shape, hot-glue the cut-off shady corners into the gap between B & B 












MARZ MENU





INDEX


CONCEPT


SYSTEM 


DOODLES


TERRAIN





INSPIRATIONS


rust-world post-apocalyptic, shamanic aboriginals, exotic outback, ancient ruins, Aliens, 

John Carter of Mars, Total Recall, Tattooine, SpaceX, Mad Max, Stranger Things, InSilico Mars, 









MARZ logo & content ©2026 Ordo Ocotpia. All Rights Reserved 



MARZ terrain

 




Martian Terrain for tabletop gaming is scratch-built and is divided into PROJECTS

Wherever possible, the photo's will tell the story.

















Laughter Banishing Ritual


Laughter Banishing Ritual (Chaos Magic)


In chaos magic, as pioneered by Peter J. Carroll (especially in Liber Null & Psychonaut and related writings), laughter serves as one of the simplest, most potent and purely pragmatic banishing techniques. It functions as "psychic hygiene" to shatter fixation, dissolve obsessive thought-forms, clear residual energy after a working, or reset the mind from gnosis (altered states used in sigil magic or invocation).


Why it works in chaos magic:

  • Laughter is non-dual and absurd—it mocks seriousness, breaks ego attachment, and highlights the "joke" of existence (Carroll calls it "the highest emotion" and "the only tenable attitude in a universe which is a joke played upon itself").
  • It instantly disrupts trance, obsession, or "demonic" psychic complexes without needing elaborate tools or symbols.
  • Carroll recommends evoking laughter deliberately after holding a sigil or during/after workings to banish it completely.


How to perform a basic laughter banishing:

  1. After completing a magical act (e.g., charging a sigil, invocation, or paradigm shift), stand or sit comfortably.
  2. Force a laugh if needed—start with fake or willed laughter (guffaws, belly laughs, manic cackling) until it becomes genuine.
  3. Laugh directly at the target: the entity invoked, the sigil visualized, the "serious" magical result, or the entire ritual's absurdity.
  4. Laugh until the emotional/psychic charge feels neutralized—often 30 seconds to a few minutes.
  5. End with a deep breath or grounding statement like "Ha! It's done" to seal the banish.
  6. Carroll advises using it routinely after any work to prevent buildup of imbalances.


This is ultra-minimalist. No gestures, words, or props required; making it ideal for chaos magicians who value results over tradition. Many practitioners combine it with other banishings (e.g., follow a Star Ruby with laughter for extra punch).




Laughter Banishing Ritual vs Don Genaro's Laughter Method (Carlos Casteneda books)


The laughter banishing ritual in chaos magic (as articulated by Peter J. Carroll) and Don Genaro's methods in Carlos Castaneda's books share a surface similarity. Both employ laughter as a powerful tool for shifting perception, disrupting fixation, and neutralising unwanted energies or states but they arise from fundamentally different paradigms, intents, and operational mechanics.


Chaos Magic Laughter Banishing: Pragmatic, Psychological Reset

In chaos magic, laughter banishing is a deliberate, self-directed technique for "psychic hygiene." It's minimalist and results-oriented:

  • Trigger: Performed immediately after a magical act (e.g., sigil charging, invocation, paradigm shift) or when obsession, residual entities, or mental loops arise.
  • Mechanism: Force genuine laughter (start fake if needed) directly at the target—laugh at the sigil, the invoked entity, the "seriousness" of the working, or the absurdity of reality itself. This shatters emotional/psychic charge through mockery and non-dual humour.
  • Purpose: Clears the mind, prevents buildup of imbalances (e.g., "demonic" complexes or trance fixation), and resets belief fluidity. Carroll frames it as one of the highest emotions because it exposes existence as a cosmic joke, dissolving ego-attachment without dogma.
  • Style: Controlled, repeatable, solo-friendly. No external spirits or allies required; it's a tool in the practitioner's toolkit, often combined with rituals like the Star Ruby.

It's intellectual/pragmatic: laugh because it works to break patterns and avoid the psychological backlash from aggressive paradigm imposition.


Don Genaro's Use of Laughter: Spontaneous, Trickster Disruption in Toltec Sorcery

Don Genaro Flores (the eccentric, playful companion to don Juan Matus in books like A Separate Reality, Journey to Ixtlan, and Tales of Power) uses laughter as an organic, often uncontrollable expression of a warrior's path. It's not a "ritual" in the structured sense but a lived attitude and teaching device:

  • Trigger: Emerges spontaneously in moments of absurdity, self-importance exposure, perceptual trickery, or confrontation with the nagual (non-ordinary reality). Genaro laughs hysterically at pranks, impossible feats, Carlos's confusion, or the ridiculousness of tonal (ordinary) life.
  • Mechanism: Laughter is contagious and disruptive—Genaro rolls on the ground, howls, farts comically, or mocks situations to shatter Carlos's rational/tonal fixation. It often accompanies physical impossibilities (e.g., "swimming" on the floor, perching impossibly, or tricking perception), forcing "stopping the world" or assemblage point shifts.
  • Purpose: Eradicates self-importance (the greatest enemy), mocks death/fear/power illusions, and accesses the nagual through humor's freedom. Warriors laugh at struggle, death, and the universe's joke because impeccability means detachment—laughter affirms freedom from the tonal's seriousness. Don Juan explains it as countering the sorcerers' world's devastating effect: laugh at it to stay fluid.
  • Style: Chaotic, relational, trickster-based. Genaro pranks Carlos relentlessly (often with don Juan joining in), using humor to humble ego, expose gullibility, and provoke breakthroughs. It's not willed banishing but ecstatic release in service of stalking (self-mastery) and dreaming/sorcery.


Examples from the books:

  • Genaro's uncontrollable laughter during perceptual shifts or pranks leaves Carlos "lost" or in hysterics.
  • Laughter punctuates teachings on self-importance, petty tyrants, or the absurdity of tonal illusions.
  • It's tied to warrior ethos: a true warrior laughs at the struggle because everything is impermanent/dust.


Direct Comparison

AspectChaos Magic Laughter BanishingDon Genaro's Laughter Methods (Castaneda)
Origin/TraditionModern, eclectic (Carroll's synthesis)Toltec/Yaqui shamanism (Castaneda's narrative lineage)
IntentClear psychic residue, prevent obsession/madnessEradicate self-importance, shift assemblage point, mock death/illusion
ApplicationDeliberate post-working tool; targeted at specific chargeSpontaneous in teaching moments; relational/prank-based
ControlPractitioner initiates and directs (willed)Emerges uncontrollably as warrior's natural response
TargetInternal fixation, entities, belief residueEgo/self-importance, tonal seriousness, fear of unknown
OutcomeMental reset, sustained fluidity in paradigmsPerceptual breakthrough, impeccability, nagual access
ToneAbsurd/cosmic joke; pragmatic mockeryEcstatic/trickster; joyful contempt for illusion
Risk/BacklashAvoids instability from unchecked workingsPart of warrior path; laughter as armor against despair


Shared Essence: Both recognise laughter's power to dissolve seriousness, expose absurdity, and free perception from rigid grids, aligning with the theme of backlash from imposing will on reality. Laughing acknowledges the joke, preventing entrapment in one's own "magic."


Core Difference: Chaos magic treats laughter as a hack. A clean, repeatable technique for solo experimentation. Genaro's approach is embodied warrior humor: laughter isn't performed; it erupts when impeccability meets the nagual, often at ego's expense, in a living teacher-student dynamic.

In short, chaos magic laughs to stay sane and flexible; Genaro laughs because sanity is the illusion, and freedom comes from embracing the cosmic prank. Both counter the "madness" of reality-bending, but one is a tool, the other a way of being.







Star Ruby


The Star Ruby


The Star Ruby is a powerful banishing ritual originally created by Aleister Crowley as a Thelemic alternative to the more widely known Lesser Banishing Ritual of the Pentagram (LBRP). It appears in Crowley's The Book of Lies (Liber 333, Chapter 25) and was later revised, making it an official ritual of the A∴A∴ (Argenteum Astrum). Crowley described it as "a new and more elaborate version of the Banishing Ritual of the Pentagram."

In the context of chaos magic (as developed by Peter J. Carroll in works like Liber Null & Psychonaut), the Star Ruby is frequently referenced and recommended as one of the effective banishing rituals available for practitioners. Carroll does not claim authorship of it—it's firmly Crowley's—but he endorses its use in chaos magic training and practice.


Why It's Recommended in Chaos Magic

Chaos magicians emphasize pragmatic, results-oriented techniques without rigid dogma. Banishing rituals serve as essential "psychic hygiene" tools to:

  • Clear residual psychic energy or obsessions after workings.
  • Protect against unwanted influences or "magical backlash" (e.g., fixation on entities, unbalanced states from paradigm-shifting).
  • Center the mind and re-establish personal boundaries before/after experiments.

Carroll highlights the Star Ruby (alongside the LBRP) in discussions of foundational practices in Liber MMM (the gnosis and magical training section of Liber Null). He notes that once mastered, such rituals can be performed quickly (in about five minutes), though beginners should allow ten minutes for proper focus. Chaos magicians often adapt or combine rituals, so the Star Ruby's structure—energetic barrier visualization, vocal vibration, directional pentagrams, and forceful expulsion of "evil spirits"—fits well as a customizable tool.


Key Structure of the Star Ruby Ritual

The ritual is performed facing the quarters in a circle (East → North → West → South), using Greek invocations and Thelemic deities/names for a more dynamic, solar-phallic energy aligned with the Aeon of Horus. A simplified outline (based on the standard text):

  1. Opening Exorcism — Facing East, deep breath, press forefinger to lower lip, then dash hand outward while crying "Apo pantos kakodaimonos" ("Away, every evil spirit!").
  2. Qabalistic Cross Equivalent — Touch forehead ("Soi"), genitals ("O Phalle"), right shoulder ("Ischuros"), left shoulder ("Athene"), clasp hands ("Ararita"), etc., vibrating Greek words.
  3. Pentagram Quarter Invocations — Draw pentagrams in each direction while vibrating Thelemic names (Therion East, Nuit North, Babalon West, Hadit South), with specific gestures (Horus sign, Hoor-paar-Kraat silence).
  4. Closing — Repeat the initial exorcism and return to center.

The full text is widely available online (e.g., on sacred-texts.com or Thelemic sites), and many recordings exist for pronunciation of the Greek.


Differences from the LBRP
  • More aggressive and Thelemic (uses Greek instead of Hebrew names, emphasizes Horus-era forces like Therion/Babalon).
  • Incorporates sexual/phallic symbolism openly.
  • Designed to elevate consciousness rather than purely banish in a "gentle" way.

In chaos magic circles, some practitioners prefer it for its intensity and "punch," especially when dealing with chaotic or high-energy workings where a stronger psychic reset is needed. Others stick to simpler, self-invented banishings (e.g., laughter banishings or visualization-only methods).

If you're exploring chaos magic practices, the Star Ruby is a classic "off-the-shelf" ritual Carroll implicitly approves of for grounding and clearing—perfect for stabilizing after paradigm experiments or to avoid the psychological instability we discussed earlier.


Full Star Ruby Text

The Star Ruby (Liber XXV) is an official ritual of the A∴A∴, composed by Aleister Crowley as a more elaborate, Thelemic version of the Lesser Banishing Ritual of the Pentagram (LBRP). It was first published in The Book of Lies (Liber CCCXXXIII, Chapter 25, 1913) and later revised slightly in Magick in Theory and Practice (1929, Appendix VI).

There are two main published versions: the original from The Book of Lies (often considered the "purer" Greek-focused one) and the revised one in Magick (with some Thelemic deity names like Nuit, Babalon, Hadit, and Therion). The revised version is the one most commonly performed today and the one endorsed in chaos magic contexts for its intensity.

Below is the full text of the revised version (from Magick in Theory and Practice), which is the standard form referenced in modern Thelemic and chaos magic practice. I've included phonetic transliteration in CAPITALS for the Greek parts (as is traditional for pronunciation guides), along with brief structural notes in brackets. Directions are in plain text.

LIBER XXV — THE STAR RUBY

[I. Opening Banishing]

Facing East, in the centre, draw deep deep deep thy breath closing thy mouth with thy right forefinger prest against thy lower lip. Then dashing down the hand with a great sweep back and out, expelling forcibly thy breath, cry:

APO PANTOS KAKODAIMONOS

(“Away, every evil spirit!”)


[II. The Cross Qabalistic]

With the same forefinger touch thy forehead, and say SOI (“Thine”),
thy member, and say Ô PHALLE (“O Phallus”),
thy right shoulder, and say ISCHUROS (“the mighty”),
thy left shoulder, and say EUCHARISTOS (“the beneficient”);
then clasp thine hands, locking the fingers, and cry IAÔ.


[III. The Pentagrams in the Quarters]

Advance to the East. Imagine strongly a Pentagram, aright, in thy forehead. Drawing the hands to the eyes, fling it forth, making the sign of Horus and roar THÊRION. Retire thine hand in the sign of Hoor-paar-Kraat.

Go round to the North and repeat; but say NUIT.

Go round to the West and repeat; but whisper BABALON.

Go round to the South and repeat; but bellow HADIT.


[IV. The Paian]

Completing the circle widdershins, retire to the centre and raise thy voice in the Paian, with these words IÔ PAN, with the signs of N.O.X.


[V. The Guardians / Tau Cross Invocation]

Extend the arms in the form of a Tau and say low but clear:
PRO MOU IUNGES (“Before me the Iynges”)
OPISÔ MOU TELETARCHAI (“Behind me the Teletarches”)
EPI DEXIA SUNOCHEIS (“On my right hand the Synoches”)
EPARISTERA DAIMONES (“On my left hand the Daemones”)
PHLEGEI GAR PERI MOU HO ASTÊR TÔN PENTE (“For about me flames the Star of Five”)
KAI EN TÊI STÊLÊI HO ASTÊR TÔN HEX hESTÊKE (“And in the Pillar stands the Star of Six.”)


[VI. Closing]

Repeat the Cross Qabalistic, as above [II], and end as thou didst begin [I].


Notes on Performance and Pronunciation

  • Direction: Move widdershins (counter-clockwise) around the circle for the quarters.
  • Signs:
    • Sign of Horus: Active projection (arms forward, fists clenched).
    • Sign of Hoor-paar-Kraat (Harpocrates): Passive silence (finger to lips).
    • Signs of N.O.X.: From Liber V vel Reguli — Puella, Puer, Vir, Mulier, Mater Triumphans (specific postures; often performed as a sequence).
  • Pronunciation guide (approximate modern Greek/Thelemic style):
    • APO PANTOS KAKODAIMONOS: AH-po PAN-tos kah-ko-DYE-mo-nos
    • SOI: soy
    • Ô PHALLE: oh FAHL-leh
    • ISCHUROS: ees-KHOO-ros
    • EUCHARISTOS: yoo-kha-REE-stos
    • IAÔ: ee-ah-oh
    • THÊRION: THAY-ree-on
    • NUIT: noo-eet
    • BABALON: BAH-bah-lon (whispered)
    • HADIT: HAH-deet (bellowed)
    • IÔ PAN: ee-oh pan
    • PRO MOU IUNGES: pro moo YOON-ges
    • And so on (the final lines are often vibrated slowly and clearly).
  • Purpose in chaos magic: As Peter J. Carroll notes, it's a strong, energetic banisher for clearing psychic debris after paradigm shifts or workings—more forceful than the LBRP due to its Thelemic solar/phallic emphasis and Greek invocations.


This ritual is public domain and widely available online (e.g., sacred-texts.com, hermetic.com, thelemistas.org). Many audio recordings exist for pronunciation practice. If you're working with it, start slow to master the gestures and vibrations before speeding up (Crowley suggested ~5 minutes once proficient).