Presented By Pulp Devil Press Slaugher Realms

The SLAUGHTER REALMS Legend

Part One: The Die-Off
(Beginning in 2011 A.D. Time span: 50 years)

The goal of the Martian Time Kings is to gain possession of the Runestone Concatenation (RC)—they don’t care about earth’s natural resources or inhabitants; they want control of the objects that have been hidden across its surface for millenia. They can’t simply fly in and collect them because the individual stones are too widely scattered around the globe; it would take too long (there are hundreds of runes; and few are real—see explanation below*). And if the Martians openly revealed themselves, humankind would deploy all its defenses, which could not be overcome without taking terrible losses. Because they are already so few in number, even with their advanced technology the Martians can’t hope to win a war against all of humanity.

Nature and History of the Runestone Concatenation

The Runic weapon was created by a renegade Time King genius/philosopher who fled Mars with secret technology and vanished into the earthly past, intending to use the RC to take control of Mars. He left because of his opposition to the Martians’ "remolding" their world and themselves using "jumping gene" technology. On earth he called himself "Harald Bluetooth" (and became a famous Danish Viking chieftain, circa 960 AD). He began carving and placing the 13 Runes along the planet’s power meridians, thus turning the entire earth into a cosmic weapon. (*There are countless more runes carved by subsequent copycat, earthly Vikings—these are red herrings, not part of the Concatenation.) Harald completed his task, but when he tried to use the stones’ power against the other Time Kings, the energies released backfired and destroyed him. The RC’s initial blast inflicted terrible damage upon the Time Kings’ underground strongholds and population—and offered a tantalizing glimpse of its transformative potential. The survivors of that attack have been searching for it ever since.

With the RC it is all or nothing—one stone short of the total, or one stone moved out of proper position, and the global weapon does not work. When properly positioned and configured, the RC forms a web of universe-and time-spanning energies and becomes the Wyrd—the realized destiny of all things. The RC confers the power to use the Wyrd to manipulate and focus Orlog (the First Principle, the plan of Creation)—not just on our solar system, but across the galaxy, and beyond.

The Martians’ plan for victory is to infect earth’s vast human population (and all other species) with jumping gene viruses—mutagenic warheads ride the tips of their flying saucers’ space-to-earth missiles. These viral weapons transfer sections of DNA indiscriminately from one species to another, plants to animals, and vice versa. This is "extinction code"; the idea being that muddled DNA will weaken all living things and make successful human reproduction and survival impossible. The human species will either die out in a generation or two, or become so few that they can be easily conquered.

After the mutabomb barrage, chaos is global. Megadeath ensues. Civilization as we know it ends. The ecology of earth is destroyed.

The Martian campaign to soften up humanity is successful, but only to a point. While most humans die from the plague, or are unable to reproduce, certain bizarre mixtures of species, human-plant-animal, manage to thrive. Tiny segments of the human population come through the ordeal apparently unscathed—primarily these are the peoples of the Six Nations (Iroquois) of the northeast United States—this as a result of their unique natural defenses against the viruses and gene-splicing.

Part One of the series follows the genetic transformation of human characters, their off-springs’ histories, the development of new sentient species, and the respective, emerging cultures fighting to survive on a ravaged planet.

When the Martians realize that their scheme didn’t sufficiently eliminate opposition, they secretly make contact and side with some of the new mutaspecies, instigating and enabling global war to further reduce population.

It is during the plague times of Part One that dream visions of Skywoman’s requickening (reincarnation) begin to occur.  Skywoman is at the center of the Six Nations’ Creation Story—the first human-like being, who fell to earth from a mysterious world above.

Part Two:  The Species Wars (Time span: 30 years)

New species and old fight tooth and stem for dominance of earth; this while the Martians intercede on the behalf of the collaborator species from the shadows behind the moon.

The secret is soon found out: aliens are behind the species transformations and subsequent planet-wide conflict.

During this period the leaders of the Six Nations recruit the aid of the Cloud Operatives, invisible beings also known as the "Thunders," who help them survive and ultimately win a place at the truce table.

The genocidal wars of Part Two end with an Alliance between mutated species and the surviving human contingent—remnants of the Six Nations. Human and quasi-human join together to fight off the Martians’ influence and invasion.

Dream visions of Skywoman’s eventual return continue to unfold.

Part Three: The Alliance (Time span: open-ended)

Realizing the odds are not going to improve, the Time Kings launch an all-out attack from bases on the moon, time-trawling resources from earth’s past—both recent and prehistoric. They recruit Ragnar (nearly killed by Harald Bluetooth in 978 A.D.) and his Viking hordes, and assemble herds of triceratops (their massively armored, bony, horned heads deflect bullets—and they love the taste of the various species of transgenic Vega-men). The Time Kings’ ultimate goal is to use the power of the RC’s energies and earth-as-a-weapon to establish a galaxy-wide Kronocaliphate of subject planets and peoples.

In Part Three of the series, a requickened Skywoman—known to enemies as the Iroquois Ninja Princess—makes her first appearance on the field of battle. During a century of horror and constant war, the original Six Nations’ Creation Story has been gradually revised. According to the expanded legend, the Iroquois Ninja Princess is destined to lift her people up into the higher realm where her namesake was cast out, to a place where the world is still whole.

 

Unifying Themes in the SLAUGHTER REALMS Series

That the SR series was created in an industrial-park warehouse by a hundred, diapered, electro-shock stimulated chimps chained to laptops is an Urban Legend.

Credit actually goes to eight, anonymous English Lit majors—hyper-caffeinated, half-starved, sans sleep for 36 hours, and locked in a windowless, basement conference room with legal pads, hard plastic chairs, and a bank of erratically-blinking fluorescent lights. Their assignment from the global-octopus pulp publisher was to brainstorm a line of discreet "action-entertainment units" that could be printed in any order, given generic titles and covers, and produced by multiple writers-for-hire without editorial supervision.

In return for five "Meat Lovers’" pizzas with double cheese, a six-pack of Olde English forties, and their promised eventual freedom, the giddy "development team" cobbled together a unique set of symbolic/literal yin yangs that became the core of one of the longest-running—and most quickly forgotten—series in pulp science fiction history.

SR’s Founding Polarities

The Mutation (transformation/degeneration; growth/decay)
This duality is the series’ perpetual "hanging chad." Is the sudden, artificial evolution of new species a positive or a negative development in the long term? Has the earth been destroyed by the Time-Kings or is it reborn? Are the jumping-gene mutants actually changelings whose evolved/expanded abilities and understanding will lead to a better future for all, or are they just a gaggle of bloodthirsty, rampaging monsters? Do these unheard of humanoid species have a right to live, or do they deserve to be exterminated? Does their mixture of human genes mitigate their potential for mindless destruction? Or is the pinch of humanity the real problem? (See The Wars, below)

The Wars (external/internal)
By design there are simultaneous, constant wars at the heart of the SR series.

External: Nature is at war with itself: billions upon billions of years of accumulated genetic potential has been recombined in a tidal wave of ravenous new life forms.

Internal: The humanity that survived the mutaplague is at war with its own nature (small "n"), which has been virally transferred to all other living things—stamping a human face, or subcomponents thereof, on every blade of grass and scampering furry critter.

The Myth (hero by design/hero by destiny)

Introduced in the first book, this polarity ultimately becomes the driving force behind the character of INP/Mary Brant/the requickened Skywoman in Part Three. Was she shaped, called into being—Woman Warrior, Leader, Savior—by the unfolding, shared dreams of her ancestors? Or did the dreamers have fleeting visions of a future in which she already existed? If INP was created by her ancestors’ dreams, then she is a work-in-progress; she can influence her own destiny. If her future was written, and her ancestors merely glimpsed it, she is locked into a life—and death—she cannot change, but only accept.

The Mammaliana (milk/blood; life/death)

Recurring images of razor-sharp blades in close proximity to bare female nipples were intended to both horrify and arouse the reading public—a-polarity-within-a-polarity that sent the sleep-and-calorie-deprived Lit students into random, uncontrollable giggling and snorking fits throughout their ordeal.

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