THE |
|
a cache of usenet and other text files pertaining
to occult, mystical, and spiritual subjects. |
To: alt.magick.tyagi,alt.magick,alt.pagan,alt.magick.folk,rec.arts.comics.misc,rec.games.frp.misc From: tyagi@houseofkaos.abyss.com (nagasiva) Subject: Comic Books, Heroics and Magick (was Re: Pentagram Symbolism ...) Date: 17 Jun 1997 13:04:05 -0700 49970617 aa2 Hail Satan! chaos@crystal.palace.net (Matthew R. Sheahan): >people come to magick looking for comic book superpowers. either that or (A)DnD spellpowers, yes. they want to be able to have an EFFECT on things, mostly because they feel powerless, insignificant, and are seeking what the Indians call 'siddhis'. this is an age-old story. >but if they'd read comic books properly, how's that? I think there are some very important ways to read comic books and would like to delve into them slightly here in response to your apparent dismissal of them as a source of inspiration/wisdom. >they'd have noticed that the upshot of comic book superpowers is that >however spiffy they may be, they're helpless to address anything of >real significance. false. most superheroes (especially the older ones) utilize their power to promote the cause of, and demonstrate the temperament of, classic chivalrous ethics. they go about saving people in distress, catching villains, and resolving disputes. they are an adjunct, in most cases, to the police force or armed services. an example, Batman, while provided a variable internal character, is literally summoned by the police to solve crimes too difficult to handle. during WWII such characters as Captain America were heavily involved in the war effort against the Axis Powers. there are even councils of superheroes who pool their resources to fight the nasties of the world (the Justice League of America perhaps one of the first if you don't count the Fantastic Four). the 'real significance' is heroics in everyday life (albeit hyped into fiction through the occasional introduction of super-villains, but this is merely to keep the reader's attention, the original heroic comic books were about doing the job of the police in stopping crime and apprehending criminals -- sometimes there were 'false villains', misunderstandings which snowballed and had to be resolved by the comic superhero). and this is what people who come to magick want: to be HEROIC within the context of modern society. however, it is becoming more and more difficult (with draconian laws and corrupt politicians, or at least the appearance of these) to determine just who are the 'bad guys' and who are the 'good guys' and to securely oppose that which is obviously bad (since criminals also specialize in obliterating their opponents). the problem of determinacy was resolved in DnD with the incorporation of a character's 'alignment', whereby you could (magically, or even beyond the game) tell precisely 'where a person was at'; whether they wore a black hat (evil) or a white one (good), whether they served the cause of justice and order (law) or egotism and disorder (chaos). comic books made this plain in the characterization of the individual by the narrator, or through witnessing the extent of the villain's atrocious behaviors. in fact outside the game it has NEVER been easy to discern these, though simplistic notions in media perpetuated the idea that it was so simple. there are of course notorious 'outlaws' (murderers and poisoners, for example), who were condemned as 'evil'. more grey areas included thieves and extortionists (piracy and commerce were indistinguishable early on, only determined later by who controlled the law and purse-strings). with criminal specialization and the advance of techology, it has become much more DANGEROUS to be chivalric than in the times described by heroic stories. previously people just didn't seem to have the option to cuddle up in their cozy hovels and avoid harrowing experiences and might as well make an adventure of it. without the security forces of police and military, there was plenty of need for the Dudley Do-Rights, and cudos for those who could do it well (as was the case in the Old West for just gunfighters). but now there is too much RISK involved. we'd rather sit in our apartment and engage ceremonies than actually put ourselves on the line for their fellow human beings. who can blame us? instead of learning martial discipline and taking up the path of the knight in shining armor, today's typical "knight-monk" is neither martially-expert nor chivalric and pure. as long as we can undergo a ceremony which grants the status, then this appears to be sufficient. comic books describe a fantasy which the urbanite engages, somehow breaking free of the monotony and boredom of the office atmosphere and doing something obviously heroic. my favorite comic series has within it a twist. the character, one Stephen Strange, claims to be a 'Master of the Mystic Arts' and 'the Sorcerer Supreme' for the dimension in which the our modern Earth resides. he wears strange clothes sporting a Saivite/Neptunian/Satanic Fork and exhibits weird mudras (hand-gestures reputed to have magical effect), incanting all manner of mystic-sounding gibberish. he supposedly keeps 'normals' from knowing the extent of his true powers, allows us to believe that he is a charlatan while he defends our sheltered lives from the horrific mystical villains surrounding us on all sides (in our nightmares, from dimensions of insanity and violence). in *reading* this comic ('Doctor Strange', previously 'Strange Tales', which has gone in and out of print many times) it is easy to come to an hypothesis that what is being portrayed here is a psychotic episode -- the man has some megalomaniacal fantasy about his place in the cosmos and barely connects to those around him in meaningful ways. his life, through the series, is a constant battlefield of internal and external struggle even with his assistants and students. his very ascendancy results, not from a dedicated pursuit of some grandiose ideal, but as a byproduct of his attempts to retain those skills (of surgery) of which he had been suddenly and cataclysmically bereft and which he was using in casual and compassionless ways. most DS fans may not like my characterization, and yet if we are honest, the twin visions of HERO and MADMAN are clear to be seen. it is keeping this twin vision very much in mind that I find to be a valuable and perhaps 'proper' means of reading comic books generally, this one in particular. as regards magick I think that it is very easy to enter into a fantasy world where we are being heroic only in our minds and not taking any kind of real chances, imagining all manner of 'powers' without really taking the time to analyse what is going on, and generally treating ourselves to a flight of fancy rather than achieve anything meaningful or with lasting repercussion. this is the trap of arrogance, particularly surrounding power which is ascribed to magick: self-delusion and megalomania. fortunately such comics as DS also feature means by which these maladies can be understood or at least recognized. and many guideposts such that the dangers may be avoided or combatted. meditation appears to be a very important discipline to the Doctor, his eventual service to humanity and his tutelage under a Master of Mystic Arts are valuable ideas in a pursuit of remaining grounded. his Master's characteristics are exemplary as to their wisdom and resolve, humility and depth of character. Strange's indulgences of immense egotism and hubris are typically contained within a private interaction with supervillians of equally-humungous ego, and he does not usually take this to his interactions with 'normals' (for a good portion of the initial series he did have a superiority complex, but this was one of the personal foibles he was to eventually come to resolve in the series). not only this, Strange exhibits originality in his incantations and his Order of affiliation. he does not need to connect, for example, to all the various occult fraternities like the Golden Dawn or the Order of the Eastern Temple so as to obtain his power. instead he goes to the East, becomes a disciple of a man who is the current Master of the Mystic Arts and Sorcerer Supreme for our dimension, known to him as the Ancient One, of a long line of masters of magical and mystical power. perhaps he only made up this mysterious master, like so many other occultists (Blavatsky's Koot Hoomi, the Golden Dawn's and Crowley's Secret Chiefs, etc., etc.) in order to impress us or convince himself of his importance, and yet he seems content with the authority vested and to which he has obtained. he doesn't require that people believe him about it. perhaps significantly the majority of Strange's opponents are others who have developed skills in the area of magick or sorcery (notice that there is no distinction made between these here, which I find a definite plus). occasionally he will engage in the apprehension of material-world criminals, but generally he limits himself to repulsing the assaults/attacks within the psychic and astral (and whatever) dimensions that are too subtle for ordinary human beings. he therefore functions in a way that modern Wiccans use 'Watchtowers' in ritual: a kind of guardian whose specialization suits him particularly for the task (despite occasional competition). one can take this latter comment about his opponents in many ways. if there really are such beings against which he is defending us, then it would behoove us to know about them if we want to somehow follow in his wake. if they are symbols or delusions of his megalomania, then they are still valuable to understand, since they may well constitute a variety of exploded or hallucinated inner or outer adversaries with which we will have to grapple. a good example here is Nightmare, whose power and connection to our world lies at a nexus-point between waking and dreaming realities. as with the DnD monster of the same name, a horse is indeed involved, though the rider is the chief intelligence of manifestation whose apparent eternal goal is to get Doctor Strange out of the way so that he might rule human beings through fear in a manner reminiscent of Cthulhu in stories by HPLovecraft. dreams and nightmares, visions and second-sight are very important phenomenon to mages and psychics. Strange may have externalized a very important part of himself into the Nightmare opponent if he is a schizophrenic. he may be battling the collective unconscious in its most fearsome aspect if his depictions are to be taken as any kind of realistic metaphysical challenge. generally I think that such comics as Doctor Strange (at least when I was reading him, mostly in the older series) offer us a great deal of material from which to learn, not only about the world of forces and physics but more about the inner world of mystical development, magical power style, and as it discloses to us variations in how we might come to see ourselves as we enter into this weirdness. >...maybe they'd come to magick looking for methods of addressing things >of real significance. I don't find many absolutes as regards significance. what one person finds meaningful another finds tedious. if you are merely saying something about lasting change or centrality of effect, then I agree that discovering the traps of self-delusion and megalomania as well as how to avoid them is a very important part of assimilating the material contained within comic books. comic books offer us a way to blast through ordinary blinders about our powerlessness, if only in entertainment or temporary ways. this can, with diligence, become a more concrete and lasting condition, once one begins to understand the real techniks and subtleties of magical study and discipline. too often we take how far we go with as far as there is to go. too often the critics are believed while the undiscovered occult arts and sciences remain only potentialities. I think that coming to magick looking for supranormal powers is a natural thing. given what is contained within many people's ascertainment of 'normality', this is becoming easier to achieve all the time. most expect, for some reason, that no work or time need be taken with the arts to assimilate their complexity and, if necessary, reformulate them into a working tool. perhaps this reflects the jadedness with which we view science and its breakthroughs to readimade technology. instead we delude ourselves into thinking that we have learned all there is to learn and that we are more powerful than we truly are. Aleister Crowley made popular the concept of magick as science and art. I think that his focus on scrutiny and doubt are important elements to emphasize in every serious study of the occult disciplines and their results. it is reasonable to treat the initial dreams and illusions with which one comes to the Art as a kind of uncarved block, a maelstrom of half-baked rumor, ill-conceived philosophy, and seeds of understanding. attempting to refute obvious error is valuable, but condemning or belittling those who bring what appears to be outlandish claims to discussion is an unfortunate error, mistaking derision for caution and conservatism for rationality. instead it behooves all mages to honestly and openly consider the visions and dreams of those who espouse them in public and private forums. as with looking at the Doctor Strange comic books, trying to keep in mind the hypothesis and its possible delusions is not only instructional, it is exemplary of good discipline. we may discover in our continued consideration of the 'false' that our limitations of knowledge were too restrictive, and that the newcomer has something to teach us. this kind of take-instruction-from-newbies attitude is very important, and too often neglected in the Orderly rush to status and notoriety. tyagi@houseofkaos.abyss.com nagasiva
The Arcane Archive is copyright by the authors cited.
Send comments to the Arcane Archivist: tyaginator@arcane-archive.org. |
Did you like what you read here? Find it useful?
Then please click on the Paypal Secure Server logo and make a small donation to the site maintainer for the creation and upkeep of this site. |
The ARCANE ARCHIVE is a large domain,
organized into a number of sub-directories, each dealing with a different branch of religion, mysticism, occultism, or esoteric knowledge. Here are the major ARCANE ARCHIVE directories you can visit: |
|
interdisciplinary:
geometry, natural proportion, ratio, archaeoastronomy
mysticism: enlightenment, self-realization, trance, meditation, consciousness occultism: divination, hermeticism, amulets, sigils, magick, witchcraft, spells religion: buddhism, christianity, hinduism, islam, judaism, taoism, wicca, voodoo societies and fraternal orders: freemasonry, golden dawn, rosicrucians, etc. |
SEARCH THE ARCANE ARCHIVE
There are thousands of web pages at the ARCANE ARCHIVE. You can use ATOMZ.COM
to search for a single word (like witchcraft, hoodoo, pagan, or magic) or an
exact phrase (like Kwan Yin, golden ratio, or book of shadows):
OTHER ESOTERIC AND OCCULT SITES OF INTEREST
Southern
Spirits: 19th and 20th century accounts of hoodoo,
including slave narratives & interviews
|