Chapter 01

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To: Praedo, current leader of propaganda.

I have been reading your reports with growing dissatisfaction in how you are not taking full advantage of the opportunities presented. Media is the current method of reaching the masses, and our Master wants full control of it from the Enemy. Take everything good and water it down. Kill off likable characters and put in flat and worthless replacements. Some ire will result, but it will fade in due time, and people will simply accept the new way of things because it's the best they can get. Once the unrest settles, lower the standard again. Continue the cycle until everything once good in the medium has been washed away and replaced by the superficial.

Work should be specifically directed toward destroying those things that have a large fan base and strong moral characters. Stab the fans in the back if you have to, destroy their interest in the subject if necessary, but don't let them cling to ideals of good, selflessness, and virtue as those are the trappings of the Enemy. Those things must be cleared away before they can take root and inspire the humans to do likewise. We must prevent them from wanting to be like those they observe in books, TV, movies, or games. It doesn't matter if the industry fails. It's only one avenue we use to reach the creatures, and it's better to close one than to leave it open for the Enemy.

At no time must the humans be inspired by the characters portrayed in these stories. Inspiration is not the method we employ. Disappointment and depression are far better to use as they keep the humans from trying to be more. Be sure to remind them of their failings, let them see those same failings in the characters, not overcome or defeated, but enduring - possibly to the demise of the character. Let them know their lives are empty and worthless, and trying to do anything about it is a waste of time and energy for they won't amount to anything, just like the characters they used to look up to. Take care in pressing on this particular point as the Enemy has an infuriating skill in turning depressed people into zealous warriors for that hated Cause by giving them something to live and hope for. Do your best to crush their hopes at every turn, and if not, distract them so they won't see the opportunity to get out of the hole we've put them in.

Special attention must also be directed toward reinforcing stereotypes of good and evil. Good must be shown as restrictive, boring, or outright stupid. Having a character die after making the right moral choice should be a common theme as it will unknowingly take root in the minds of the humans and they will start believing that making such a choice will only have one possible ending. Remind them how heroes end up dead and how the villain always comes back for the sequel. This you don't have to impress upon them, simply hint at it and leave it be. Once the thought has been planted, it will echo like a clear bell every time the theme repeats until the creatures start believing it to be factual simply because they've seen it happen so many times.

Be sure to get rid of all those silly notions of happily ever after's in stories. Have sequels that destroy that image, tearing down whatever good had been built up in what came before. We can't let that sort of drivel remain unchallenged, let alone prominently placed where the humans might start wanting it in real life as well. That sort of thinking is in direct conflict with everything we're trying to do and mustn't be allowed any room to endure, let alone grow into something more.

Above all, keep working on the tasks before you, no matter what resistance the humans try to give. Their endurance is always lacking, and they will eventually tire of the constant struggle. When this happens, victory will be achieved and progress will be substantial.

Signed,

Malum

The Devil's Hand

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