Mines of Khunmar (what I think it will be)

The people have spoken! If all goes well, Mines of Khunmar shall hit the presses sometime next year and be availible for you, dear reader, to read, adventure in and fold, spindle and mutilate for your own pleasure. (Well, three or four people have spoken, anyway (thanking Austrodavidicus, Anonymous, Matt Finch and Geoffrey — plus some others I may have forgotten/missed between messages)).

Part of the impetus for this is the fact that I recently realized that next year it will have been 30 years since I started designing Khunmar. I haven’t worked on it non stop since then (for most of those 30 years it sat in a box in my parent’s attic). It’s a bit of a milestone. There might also be some cake.

M.Finch encouraged me to think about retaining a ‘bare bones’ feel to the description entries, which is in line with my own desires because I am lazy and I don’t think I am that good a writer. The short and succinct entries of things like the ‘Stonehell Dungeon‘ by M. Curtis impressed me — both because I am lazy and impatient and looking at a big block of text and thinking that I have to read it all (or write is all) makes me tired AND because I think it suits a style of play that I like — one requiring improvisation, reducing prep time for the DM, and, finally, it recognizes my own thought that a published adventure is not really a novel — it’s just a skeleton that the DM makes come alive. One of my favorite dungeons, Badabaskor, had the briefest blocks of descriptive text that referenced all sorts of things that were not described in detail. One entry I remember involved a room with a bunch of potted plants and a little gnome with a watering can who was puttering around the room, watering the plants. If characters entered the room, the plants would attack them and the gnome would use the bodies as compost. No ‘who, what, why‘ for the situation was given, allowing the DM to use this as a simple ‘one off’ encounter, or, potentially, it could be the lead in to some sort of ‘Day of the Triffids’ adventure if you wanted if the players follow up on this mysterious gnome and his carnivorous plants.

What little work I have done so far, in between other things, has been to try to correct obvious errors (like maps that don’t match up with each other, etc.). I’d also like to include some of my thoughts and musings on megadungeons in general and Khunmar in particular in sidebars (or some similar format). The dungeon itself does not have an overall plan (other than the fact that things get harder as you go down). There are some areas that are controlled by factions, i.e.: the first level is ‘mostly’ controlled by kobolds, parts of the lower levels are controlled by goblins who are at war with orcs that control another part, etc. The mines were founded by a clan of dwarves (and some of their treasures are still hidden away in there) and another level has been overtaken by a Balrog (Mines of Khunmar is a rip-off of Mines of Moria (except Khunmar is not a shortcut to anything but an early grave — hah hah hah)). I also used to have this idea (I’m not sure where I got it) that a dungeon should have a ‘master’ of some kind who could eventually be encountered by the players. There are some ‘hooks’ and references in the current text (transcribed by Geoffrey) that will need some explaining; there were references to a ‘City of Mind Flayers’ (ripped from Gygax’s D-series) and gates to the dungeons of other castles that will be probably left for the individual DM to flesh out… but I’ll at least try to indicate what I had planned for the curious.

The maps are all going to be redone. I am drawing them by hand. There will probably be a lot of corrections and some renumbering in this process plus I need to standardize my symbols.

I’ll probably use Labyrinth Lord or Swords & Wizardry for the ‘rules’ (although I plan to include my house rules for traps, finding secret doors, etc., as suggestions). Some creatures, like ‘Beholders’ and ‘Mind Flayers,’ which are not released tot he public will need to be replaced/substituted. My thought is to create or use similar knockoff creatures (like ‘The Occulist’ (which is actually an obscure word for an eye doctor) instead of ‘Beholder,’ etc.

I’m going to try to come up with wandering monster tables specific to the different areas. Back in the day I just used wandering monster tables from the TSR books (I found a photocopy of them in my Khunmar binder) for some levels and then had tables for others. Although I kind of like the idea that one might meet the occasional completely incongruous creature wandering around (what are a group of pixies doing in the middle of the basilisk’s tunnels?), perhaps that element could be built into the table — say, each table allows a chance for ‘referee’s choice’ creature which could be selected by rolling on the tables from the rule books rather than the tables from the dungeon itself. Thus, yeah, you ought to have an extreme outside chance of encountering a unicorn wandering through the ghoul’s catacombs (“I got lost — do you kind people know the way back to my rainbow? I’ll fill your backpack with Skittles if you help me…”).

The part I’m most looking forward to is the art — I’m going to try to do an original drawing for each map/level (I don’t remember how many there are— 30+?) and then maybe scatter smaller drawings here and there in the text. It’s probably going to be kind of gonzo-weird because that is more fun for me and this thing is my baby, my ‘magnum orcus’ of D&D Dorkery. There will probably be at least one picture of a guy with a Village People moustache getting attacked as he sits on the crapper because that’s just the kind of guy I am and I already drew it. Don’t say I didn’t warn you.

Anyway; look for it next year some time after LotFP releases the new version of Exquisite Corpses.


A to Z: Z is for Zontar: The Thing From Venus

Finally this A to Z thing is over.

Z is for Zontar. I’ve never watched the John Agar movie, “Zontar: The Thing from Venus.” I’ve seen clips and stills and read a brief plot summary, but, by all accounts “Zontar” is boring, which, for me, is one of the few ‘dealbreakers.’ Monster movies can be silly and hokey and stupid for all kind sof reasons and I will still watch them ,but a movie is boring I find that unforgivable. “Zontar” was originally made as a ‘straight to television’ film in 1966 by Larry Buchannan. In those pre-cable days there was a market for cheaply made monster, crime and science fiction films for television. Zontar was actually a remake of Roger Corman’s “It conquered the World!” (1956). Plot synopsis: Zontar convinces an Earth scientist that he (Zontar) can help solve the Earth’s problems. Zontar hitches a ride back to earth on an unmanned rocket and hides in a cave. Zontar can grow little flying bat-bugs on his skin… they fly off, attach to people’s necks and implant little antennas that control people’s minds. He starts controlling the minds of important people and taking over the world, using his power to stall cars and cut power to throw earth into confusion. Zontar is immune to bullets but the scientist who originally helped bring Zontar to earth redeems himself by using a crystal from the device he used to communicate with Zontar in the beginning to destroy the invader from Venus (but getting killed in the process). The Earth is saved. A longer and more amusing plot synopsis (with pictures) can be found here. Just because a movie is really crappy (and may even be too crappy for me to watch — which is really BAD), doesn’t mean that it can’t end up becoming fodder for some gaming fun. At some point I suspect Zontar shall invade Aldeboran. Look forward to it!


A to Z: X is for Xenomorph!

On Aldeboran there will be ‘xenomorphs,’ but exactly what form they will take and how they got there currently remains unresolved.

I’m tempted to use a creature like ‘The Meenlock’ (also see this excellent Russ Nicholson drawing; the meenlock is the one in the upper RH corner) from the 1980 Fiend Folio. Instead of bursting out of the chest of the victim like Geiger’s “alien,” the meenlock converts the vistim into a fellow meenlock… which is really fucking creepy (see the bog, ‘Dreams in the Lich House,’ linked above, for some observations on the Meenlock in horror).

Although I thought it was a crappy movie (I saw about 1/2 of it), I think “Alien Vs Predator” might get mined for inspiration in order to bring the Xenomorph to Aldeboran. The temple from that movie is particularly interesting to me… especially the way in which the walls move and re-arrange themselves. How to make a map of that, however, is a challenge I have not yet undertaken.

Stay tuned!


A to Z: U is for Ummamrod

U is for Ummamrod!

Ummamrod is one of the less common deities in Aldeboran, worshipped by the occassional alchemist, lovers and people who deal in relationship advice. Her/his temples are considered a good source of love potions, aphrodisiacs and contraceptive spells.

Ummamrod and Her/his opposite, Dormammu, are both hermaphrodite deities who look nearly identical, but Dormammu is male on the left side and female on the right whereas Ummamrod is female of the left side and male on the right. Thus, Ummamrod is usually called ‘Her/him’ or ‘She/he’ whereas Dormammu will be called ‘Him/her’ or ‘He/she.’ The clerics of both deities are hermaphrodites (or at least bisexuals or transexuals; it is all so confusing) although bothe deities will accept worshippers of either sex. Their clerics usually wear garments divided down the middle, with male garments on one side and female on the other, and often have beards on only one half of their face. Of course, clerics of Ummamrod are female on the left and male on the right and clerics of Dormammu are male on the left and female on the right, but the similarity causes much confusion among the uninitiated. Technically speaking, the image at right is probably a better representation of Dormammu, but you get the idea.

Dormammu is a deity who deals in jealousy, sexual agression and other aspects of love gone wrong… jealous former lovers often appeal to him/her for vengence. Dormammu is as evil and Ummamrod is good, so watch out!

Ummamrod used to be much more popular among the people than she is today because of the recent rise in fashion of a ‘revisionist’ version of history that advocates a return to some invented ‘traditional’ values of a fictional past. Many of Her/his temples have been closed by local authorities out of a desire to protect public morality and because the open worship of a hyper-sexualized hermaphrodite deity makes some people (especially worshippers of The Allfather) pretty fucking uncomfortable. Dormammu’s worshippers have gone ‘underground’ because of all the shit they stir up.

Both Dormammu and Ummamrod appeal to alchemists since alchemists are people who deal in transforming the nature of substances.

A to Z: T is for Tana Tak

T is for Tana Tak: (click on any pic to enlarge)

“…An enormous ruined dome in an ancient ruined city of unfamiliar design houses an ancient consciousness 100s of years old that enslaves creatures by replacing their will with it’s own…” “…in a pool hidden in cellars deep beneath the ruined dome, a gigantic brain, the source of this mysterious consciousness, rests… guarded by enslaved creatures and mechanical traps and safeguards…”

The original drawing (above) of the brain… from one of my notebooks.

In a painting of the same scene, I added tentacles to the brain. I think if I were to redo this, I might skip the tentacles… but then what would the adventurers be doing around the pool?

The ruins of Tana Tak are strewn with ancient statues of an unfamiliar humanoid race with oddly shaped eyes. No one (other than perhaps ‘the mind’) knows if these are supposed to portray the original inhabitants. The above picture shows a trail through the ruins to the dome.

A map/view of the ground floor and upper level of the dome. The upper level is equipped with bookshelves that have been mostly looted but might still contain a few of the ancient texts of Tana Tak (see below).

An isometric view of the cellar level of the dome. In the center is a round chamber with pillars equipped with a well that contains the brain. The cells around the well house some of the brain’s guards and lieutenants. North of that is a room with a large pool, some staircases and a room of mysterious powered coffins that may contain the remains of some ancients. South of the temple of the mind is a laboratory maintained by the mind’s servants. The various electronic devices are powered via a tank of electrical eels that are fed via an ingenious ever-renewing supply of troll meat. The captive trolls are quite insane from constantly having bits hacked off to feed the eels, then being allowed to have those bits hacked off again, etc.

A “mind zombie.” Note the vacant stare and ancient armor and weapons. I haven’t decided if someone who has been converted to a servant of the mind can be converted back. I’m imagining not since I envision the process similar to some sort of lobotomy.

The ruins themselves are overrun by ghouls that emerge from the rubble and crypts beneath the city at night. The denizens of the temple like the fact that the ghouls discourage most visitors and the ghouls do not seem to bother the temple.

The ruins were once famous for the books found there; unfortunately, due to their value, many of the books have been plundered (and are sometimes found for sale or in hoards hundreds of miles from Tana Tak). The pages of these books are usually sheets of thin hammered copper, gold or silver engraved with mysterious symbols. The ‘pages’ are usually bound together with rings. Sadly, many of the books have been plundered for the value of the metal from which they were made and were subsequently melted down for bullion. If means can be found to translate the symbols (some spells will work), some of the books apparently record unusual magical formulas.

This map of “The Northlands” has some of the names for regions/kingdoms I was considering at one time. Yes, we have kingdoms named “Amnesia,” “Catatonia,” “Moronika” and “Dementia.” Did I mention that Alluria is occupied by Amazons? It’s true!


A to Z: S is for Swamp (or Stone Heads)

S is for swamp.

I’ve been drawing and redrawing the maps for Aldeboran for years… moving things around and changing them… but the lower left hand side of my map always seems to be occupied by a large swamp variously named ‘Soutron Swamp’ or “Southron Swamp’ or something similar.

These swamps are notable for the difficulty they present to the traveler… and thus have become a haven for hermits, bandits, cultists and others who would just prefer to be left alone. Inhabitants include swamp snakes, giant rats, gators, gar, poisonous insects, voodoo priests, swamp-dwelling lizard men and other creatures. Hazards include poisonous gasses, quicksand and mires, ghosts, diesease and other dissapointments.

The swamps are dotted with gigantic stone statues or stone formations that resemble men’s heads, hands and other body parts. These statues are always sunken into the muck and mud and covered in vines and moss, so their true extent and size is difficult to determine. Some insist that these ‘statues’ were not carved from stone, but are the petrified remains of a race of giants.

One particularly amusing (and probably apocryphal) tale from the swamp concerns an expedition by the famous adventurers, Karrl and Bluddo. These two worthies had set out from Eord with a band of mercenaries into the swamps on some errand or another. While there, they approached one of the stone heads and began to poke around in the massive cave that served as the carvings’ mouth. Here they found a large quantity of a possibly valuable substance that resembled gigantic slabs of ivory embedded in the walls which they eagerly began to remove. Since the mosquitos and biting flies were quite unpleseant, the mercenaries built a fire in the mouth of the cave to drive away the bugs.

At this point the tale grows less clear and the many different versions diverge. Some of the more rational tales claim that the mercenaries were too greedy and removed too much of the ivory-like substance embedded in the walls, provoking a collapse in which everyone in the cave were killed. Karl, Bluddo, one or two other mercenaries and the crew of the boat they had hired rowed back to civilization where the of ivory that had been removed from the cave was sold. Others claim that an earthquake crushed the mercenaries inside the cave.

One particularly lurid tall tale claims that the giant, provoked by the fire in his mouth and the pain of having several of his ivory teeth removed, awoke and began to stir, freeing his massive stone body from where it had been buried in the swamp. The majority of mercenaries were ground to death by the giants’ remaining teeth or spit out to fall to their death to the swamp that was suddenly hundreds of feet below when the giant abruptly stood up. A few unlucky mercenaries who had been exploring the twin caverns of the giant’s nostrils were shot hundreds of miles to the east when the giant sneezed.

Karrl And Bluddo, who had been seeking to explore the shaft that was actually the giant’s throat via a rope tied to the giant’s uvula, were nearly killed when Karrl, in desperation, invoked a nausea-inspiring spell that caused the giant to fall to his hands and knees and vomit them into the swamp.

An individual of dubious reputation who claims to have witnessed these events along with the crew of a swamp boat and a mule named Daisy (Djamm Flenders, recently of Eord and suddenly enriched by unknown transactions), claims that the stone giant, estimated to be at least two hundred feet tall, was last seen staggering off into the swamp in a southeastern direction.

In any case, the single large slab of ivory that was retained later found it’s way to the King’s palace where it has been rumored to have been used to manufacture a royal toilet seat and other various items of domestic royal comfort.


A to Z: R is for RATS!

R is for Rats!

Does anyone else remember the movie, “Ben,” with theme song sung by a very young Michael Jackson? Jackson was still black and still had a nose at that time, which made his involvement in a movie about telepathic killer rats all the more ironic since I remember seeing pictures of human corpses who had apparently been nibbled on by rats (the rats often eat the noses first — was Jackson’s future noselessness predicted by his involvement with the Ben theme song?).

If you don’t know, ‘Ben” was a movie from the 1970s and a sequel to a movie called ‘Willard.’ I barely remember the Willard movie… but I recall that ‘Ben’ was a film about a boy who had a pet rat he named ‘Ben.’ Ben was also a super intelligent telepathic rat who could control swarms of other rats. Scenes from the film included actors covered in fake blood thrashing around among tame rats who were probably trying to lick the peanut butter off of the actor’s bodies as stage hands off camera threw rats at them.
In Aldeboran, there are several kinds of rats. The houses, ships and barns of humankind are home to Norway rats, brown rats, black rats and other mundane vermin.

Of slightly greater concern are the ‘trench rats.’ These are bigger, bolder and more agressive than ordinary rats and tend to attack in swarms, making ‘rat catcher’ a full time job in the major cities like Eord.

Of slightly greater concern than trench rats are the ‘dungeon rats’ or ‘giant rats’ or ‘Sumatran rats.’ These are the big, hairy fuckers that have 1d4 hit points and who wander up and down the corridors of most dungeons. They serve as food for goblins and adventurers who forgot their iron rations… and dead goblins and dead adventurers often serve as food for Sumatran rats… ah, the circle of life. Why people on the world of Aldeboran refer to ‘Sumatran rats’ as ‘Sumatran’ when there is no Sumatra on this world is a mystery that the sages cannot answer. Similarly, there are ‘french cut’ green beans, ‘french fries’ and ‘french kissing’ in Aldeboran, but there is no ‘France.’ Go figure.

Mutant varieties, including albinos, have been encountered and the albino variety are sought after for their valuable pelts. Even more worrisome than the Sumatran Rats (which are bad enough, really), are the really fucking big rats. Some call these “Really Fucking Big Rats” or “Monster Rats” or “R.o.T.S.” (Rats of Tremendous Size). These can range in size up to 8-10 feet from nose to tail. The larger ones can bite a man’s hand off at the wrist. Do not fuck with them.

Rumors also persist of rats who have been altered or magically enhanced or mutated (or perhaps just blessed by the gods) and may have human-like intellect and build enormous ‘shadow cities’ beneath the earth where they have kings of their own and plot one day to conquer the surface dwellers, but this really must be nonsense. That just does not seem remotely plausible!

from Ben:

A young Michael Jackson wearing a terrifying pair of pants sings the theme song (warning: pablum alert!):


A to Z: Q is for Quasqueton

Q is for Quasqueton, hideout of Zelligar and Roghan. It has a mushroom garden, lots of containers with random contents, a room of magic pools, some traps and everything else a dungeon needs. One of my early experiences of D&D involved exploring Quasqueton as a player — I still remember how much we hated the magic mouths which would yell threats at us whenever we walked down the front hall, thus usually summoning wandering monsters which would attack us before we got anywhere and forcing us to return to town to replace all of our comrades who had been killed by the wandering monsters.

I completed an illustration a while ago (as of yet still unpublished) where one of the characters in the picture is drawing a map… and guess what dungeon the map resembles?

I can assure you that Quasqueton is jammed in somewhere in Aldeboran (I am not sure exactly where, but it is in there).

I also loved this adventure for the lists of characters in the back witht heir goofy names. For decades I used them as NPCs/hirelings. “Presto the Elf,” “Webberan of the Great North,” “Glom the Mighty,” “Eggo of the Holy Brotherhood” and “Philgo” have all made guest appearances in my games over the years.

Quasqueton is also the name of a small town in Iowa (just a guess here, but I’m betting that author Mike Carr took the name for “Quasqueton the Dungeon” from “Quasqueton the Town” and not vice-versa).


Atlas Shrugged; Zeus Farted

If you didn’t hear, the latest ‘economic determinism’ movie puff piece, “Atlas Shrugged (part 1!)” opened in a very few select movie houses last night. Perhaps the more conspiracy minded are correct and the Liberal Elite of Hollyweird have actively sought to supress the film in order to prevent the masses from seeing it and learning the truth… or perhaps it is actually just another shitty movie made by people with an axe to grind. There may be something to the conspiracy; nothing has prevented Hollywood from promoting the fuck out of a shitty movie based on a crappy book which describes the virtues of a rather shallow pool of populist philosophical posturing disguised as ‘philosophy’ or ‘religion’ or both before… Hollywood encouraged us to go see Battlefield Earth… why would they not want us to see Ayn Rand’s objectivist parable unless (GASP!) they* don’t want us to learn the truth!
Unfortunately, adherents of this pernicious ‘philosophy’ can be found on Aldeboran. In a high mountain pass in the county of (location as of yet undetermined) lies the isolated settlement known as ‘Ouray‘ or ‘Galt’s Gulch.’ The town is surrounded by a massive stone wall without gates (the inhabitants bricked up the gates of the town when they moved in, years ago).

The town was founded by Johann Galt, a philosopher and visionary who preached the gospel known as ‘Objectionism.’ Galt felt that all of the world’s ills sprang directly from ‘opportunism’ by the ‘parasite classes’ and the poor who leeched off and dragged down the true leaders and innovators and visionaries. Decades ago he attempted to secretly recruit all of the greatest inventors, visionaries and artists to join him in ‘Galt’s Gulch,’ but most of them were too busy inventing, creating and doing to join him. Having gathered, however, a sufficiently large cadre of leaders, investors and the wealthy and privileged (who made up for a lack of useful talents and skill by the zeal with which they embraced Galt’s Gnosticism), he set out to found his perfect society. Their motto is, “You will miss us when we are gone!”

Unfortunately for the Objectionists, most of the rest of the world didn’t notice their absence. Since the Objectionists recruited only the ‘cream of the crop’ for their society, there were no common workers to do things like grow food, cook meals, make clothing or do any of the other things… thus almost 90% of the supplies continue to require to be imported, placing considerable strain on the stockpiled wealth of the Galtians and causing considerable deprivation and misery. The less ideologically consistent members who questioned the vision of Galt or suggested that the town charter be adjusted to allow some good cooks or gardeners in were tossed off a high precipice to fall screaming to the rocks below. Since the time of this ‘Great Purification,’ no one questions Galt’s pronouncements and all loudly declare with nervous sideways glances that they are quite happy in their mountain “paradise.” A few enterprising merchants still bring mule trains of food, clothing, firewood and other necessities to the village where the Objectionists lower baskets filled with coin from the high walls by ropes in exchange… but the proportion of copper to silver and gold in the baskets has been growing greater as the stored wealth of the elites is continually depleted, so the merchants are less eager and visit less often, leading to a certain ragged, hollow-eyed desperation on the part of the Galtists.

*If you are an objectivist, they=anyone who isn’t an objectivist. If you are Mel Gibson and you have been drinking, they=Jewish Hollywood Elite. If you are Mel Gibson and you are sober, then some of your best friends are Jewish. If you are a card carrying liberal, then you are a part of the problem.


A to Z: O is for Oom Ambar in Thule

Today is brought to you by the letter O. (unfortunately, today is REALLY the 7th and I am writing this ahead of time and will probably get confused, but there you have it). O is the first letter of “Oom Ambar” (sometimes spelled “Oom Ambarr”; I am notoriously inconsistent in my Aldeboran notes). Oom Ambar (however I spell it) is in Thule. If you have been keeping up with my Aldeboran geography posts, you may know that Thule is east of The Vales, Eord, The Sinking lands, etc. Or you may not know that because I may not have mentioned it. First a word about my process (or lack of) in creating Aldeboran. I have a binder with a lot of paper jammed in it. Every once in a while I get an idea (often by sketching) which I then hopefully remember to jam into my binder (a lot of them are also just floating around my place getting stepped on and wrinkled or are here and there in various sketch and notebooks). The binder is really pretty full so I am going to half to figure something out eventually. That’s really it. Some things are more detailed than others. So here is a map of Thule and Ghent and part of Velar. Velar is one of those places about which ‘not much is known’ mostly because I haven’t made anything up yet.Thule’s inhabitants are (primarily) of 4 castes (each caste being mostly segregated by race, although humans occupy 2 of the castes). At the top are “The Lords of Oom.” There are very few Lords of Oom and they dwell in an underground city deep beneath their capital of Oom Ambar. They almost never visit the surface (most common Thulians have never seen a Lord) and are physically weak but capable of all sorts of miracles through their psychic powers (and possibly the use of ancient technological artifacts). They consider all other Thulians to be no more than cattle (although they might place The Priests in ‘useful trained dog’ category). The priests look like “Humans from the distant future” as envisioned by the authors of one of the pamphlets that they had in the SRA in my grade school.* Below the Lords are the priests of Oom. These are selected from the general population at birth if they have certain talents of the mind that make them useful in carrying out the wishes of the Lords of Oom on the surface. They can hear and communicate with the Lords of Oom via thought. Although physically weak (their mind disciplines and the drugs they take to increase their psychic abilities take a toll), they are a bit more durable than the Lords themselves. Guards and other commoners with special talents are frequently ‘honorary’ members of this caste because of their usefulness to the Priests in carrying out the wishes of The Lords. At the bottom of the caste system is ‘everyone else.’ Most Thulians live in virtual slavery and any individual who shows any sign of talent or ambition is either destroyed or recruited intot the priesthood, the guards, etc. A caste by themselves are The Moorlocks. These creatures dwell in the tunnels beneath the city and are permitted to feed on the general population to keep their numbers in check and maintain the proper state of fear that makes the general population so compliant. Oom Ambar is the capital located in the caldera of an extinct volcano. A single maze-like tunnel (as well as some secret and dangerous trails over the lip of the caldera) give access to the city inside. From my sketch of the entrance tunnel, it appears that the gate to the maze is guarded by a golem with what looks like a big dick… but, not to worry, it is just a loin cloth. *”SRA” was a learning tool for US kids in the 1970s. It was a big box of little color coded booklets where you selected a booklet, read it and answered ‘comprehension’ questions at the end. If you got a certain number right, you were allowed to check that one off your list and read another from the same color. Once you finished all the pamphlets of the same color, you were allowed to graduate to a different, more difficult color. The essays were usually about history or common knowledge — I remember an SRA about “The Cardiff Giant” fondly. One of them was about “The people of the future” whom, the SRA author said, would have machines to do all their work for them so they would have gigantic heads and little shriveled bodies… just like H.G. Well’s story of The Time Machine. This blogger can tell you more about SRAs.