
Are you a time-traveler? Then you are in for a treat as you sit in on this top secret meeting which took place in the late 20th century by high ranking 37th century time-tripper General EJ "Nunan" Gold, detailing some of his film plans for his famous book SlimeWars, a book beloved by Slime Molds everywhere as an early guidebook for humans about the war between Slime Molds and Grey Aliens. General Gold tells of the Great Mother Slime Mold, who began in a slop bucket underneath the White House, as well as mentioning how the Aliens encouraged the growth of humans in order to provide the Aliens with missing enzymes they needed, and to care for the Aliens' stock of bovine enzymes.
He also mentions the Slime Mold agenda which includes the important information to humans for avoiding the rampant 20th and 21st century phenomenon of Alien abduction and enzyme extraction. "We're interested in teaching humans how to be telepaths. Telepathy is the only defense against Alien abduction. If you want to be considered an intelligent species, you must be telepathic..." Otherwise, guess what? Abduction and enzyme extraction become normal operating procedure in the Grey's scheme toward global domination of Planet Earth.
So, time-traveler, where are you sitting? Is the great film classic "Slimewars" already downloaded to your screen? Do you already own the action figures set from the film--hard to find, and worth trillions on eBay? If so, then I know you'll enjoy hearing how it all started so long ago, back when slime mold operatives gathered to discuss their own plans and ideas for the fate of Planet Earth. If not, then by all means listen and learn...it may already be too late!
The talk is a freewheeling and surreal exploration of various interconnected themes, including slime mold culture, speculative warfare, telepathy as a defense against abduction, alternate history, and science fiction role-playing concepts. The speaker introduces ideas about slime mold-based warfare, community-building around unconventional interests, and the nature of intelligence. References to historical figures, science fiction, and alternative societal structures are interwoven into a loose, imaginative narrative. There is also a focus on media creation, game-like storytelling, and satirical commercialization of fringe ideas.
This expansive and non-linear discussion moves between speculative science fiction, historical warfare strategies, and the potential applications of slime molds as both a metaphor and actual cultural movement. The speaker invokes World War I, Dungeons & Dragons-style game mechanics, and future societies where slime mold-based communities flourish. Suggestions include merchandising ideas such as souvenirs centered around “Great Mother Slime Mold,” organizing tabletop wargames, and even establishing an institute dedicated to telepathic defense against alien abduction.
Further, the talk touches on the concept of humans as deficient in telepathic abilities compared to other beings and proposes that intelligence is inherently linked to telepathy. It humorously explores cattle mutilation mythology, alternate history, and speculative warfare tactics inspired by figures such as Rommel and T.E. Lawrence. Plans for creating a real-life experiential setting, or “Bartleland,” to act out these ideas, are suggested alongside tabletop gaming and live-action role-play elements. The idea of constructing a structured system around a whimsical, outlandish premise is central, reinforcing the themes of self-organizing creative communities.
A surreal science fiction book cover depicting an immense, glowing slime mold colony, stretching across planetary landscapes and merging with futuristic cityscapes. Within the scene, humanoid figures clad in bio-organic armor crafted from living slime mold are engaged in a strategic tabletop wargame on a floating holographic battlefield. Alien telepathic entities observe from the background, their forms shifting between translucent and crystalline structures. The atmosphere is a blend of luminescent fungal growth, retro-futuristic architecture, and a cosmic war planning room. The color palette includes deep purples, bioluminescent blues, and glowing amber-orange spores drifting through the air.