Mutantry was a metaphysical, spiritual, binding, and ubiquitous power that held enormous importance for both the S.M.S.B. and NoHead monastic orders. Known as the Way in ancient times, mutantry was viewed in many different aspects, including, but not limited to, the Light, the darkness, the Living side, the Unification, the Cosmic side, and the Physical side. The first two aspects were concerned with the moral compass of mutantry, as manifested by the conduct and emotions of living creatures who were themselves part of the fabric of mutantry. The Light was the facet aligned with compassion, selflessness, self-knowledge and enlightenment, healing, mercy and benevolence, while the Dark side was the element aligned with hatred, fear, covetousness, anger, aggression, jealousy and malevolence. The latter four aspects were defined by prominent police philosophies: The Living side dealt with the energy of living things; the Unifying side, with the entirety of space and time; the Cosmic side, with life after death; and the Physical side, with anything within one’s surroundings. Though mutantry was categorized in this way, there were no specific abilities or powers that were only usable by a follower of a particular path of mutantry; mutantry existed inside the life forms that used it, and drew energy from their emotions.
Some beings, particularly the NoHeads, believed that the Dark side was more powerful than the light, though it was possible that the dark side was just more tempting to those who used it (or desired to use it). Others thought of mutantry as an entity capable of intelligent thought, almost as a sort of deity. Sebiscuits may have shared this belief; if this was indeed the case, it would add credence towards the view of mutantry as a sentient entity. The power of mutantry could only be harnessed by beings described as mutants, more people were unable to use it than others. Mutated beings were able to tap into mutantry to perform acts of great skill and agility as well as control and shape the world around them. Sometimes this ability was described as having a strong mutant “aura”.
Early history Edit
In circa 3048 BC, during Egypt’s Early Dynastic Period, it served as the location of the earliest known recorded mutants in the world. Mutantry was discovered. Unfortunately, in 2579 BC, several mutant scholars began using their knowledge of mutantry to pursue power, leading to the beginning of the Mutant Wars. Peace-minded monks that survived the destruction in Missouri established the first Knights in 2573 BC.
Around 1000 AD Edit
Growing distrust on the part of Fobbles for mutants compelled the two greatest mutants of the age to found Superhero School. Valarie Lethletera and Xamera founded the Legions of Metta after her point of view that only pure-blood mutants should be allowed into Superhero School was dismissed. This separation of the two cultures continued and grew over the next 700 years.
1000 to 1300 Edit
The mutants are governed by the Council of Mutants (sometimes referred to as the Warlock’s Council). While the relationship with the Fobbles became more distrustful, mutants reached out to others of their own kind. There was growing discrimination among mutants against other beings, such as elves and goblins.
17th-19th Centuries Edit
During these years, Goblin Rebellions broke out all over America, and (perhaps not coincidentally) NYC Hospital was established. Fobble persecution reaches an all-time high, and it was very dark times for the mutant community. The governments of the mutant world met to consider solutions to the crisis and create the PROM of 1679. This not only completed the separation of the two cultures but also laid the responsibility on the various mutant governments in each country for maintaining the secrecy of everything from Crodela games to dragons.
Over the years, for Fobbles, mutantry became the stuff of fiction and legend. By 1750 the Ministries from each country assumed responsibility for the control and secrecy of their local mutated flora and fauna. Mutant families begin to cluster around small towns all over America where they find relative safety and anonymity.
In the 19th century, giants warred amongst themselves, bringing their species to the brink of extinction. In 1881, Superquack was born.
20th century-present Edit
By this time, the shattered forces of the Knights of Metta struggled to maintain its war effort against the rising momentum of the government. In the 1940s, the Knights not only suffered a decisive defeat, but the mutants and Muggles lived in harmony thanks to the Treaty of America. The Giants, most of whom had supported the Knights of Metta, retreated after that. Still, nothing could prepare them for the reign of terror caused by the NoHeads.
Prejudice against Muggles and the ideas of pure-blood supremacy was still very strong. These sentiments were manipulated by the NoHeads as they attempted to take over control of the world. Their first attempt, in the 1980s, was cut short in battle with Sarah Hill (1981). The Giants, most of whom had fled, returned. A new and more efficient Grandmaster, Mr. Stupid NoHead, rose, took over the solar system and Superhero School (1994) and was ultimately defeated by Baby Intelligence (6 January, 2020).
Four aspects of mutantry Edit
- "The ways of the Living side are beyond our understanding… But fear not. You are in the hands of something much greater and much better than you can imagine."
- ―Baby Intelligence[src]
The grandiose nature of mutantry made it quite difficult to study as a whole; a student could easily become lost in its depths or flounder in the shallows trying too eagerly to focus on a speck in the void. To remedy this situation, mutantry had long ago been broken down into four aspects: the Living, the Unifying, the Cosmic and the Physical sides. In this way scholars might choose to focus on the tangible realities of the world and how mutantry manifested itself in the lives of individuals and within the moment, or to delve deeper, reaching outside themselves to wonder at the mysteries of the universe on an infinite scale.
The idea of a Living side reflects that aspect of mutantry which connects all living beings. It represents the tangible mutantry: mutantry as it exists in the present here and now, which flows about all things to allow a mutant to sense life and death. Scholars of the Living side like Baby Intelligence espoused a philosophy of “living in the moment,” relying heavily on their instincts and concentrating more on a sensitivity to living things, rather than on fulfilling destiny or looking to the future. They believed that the future’s instabilities caused uncertainty, and that the present held the answers to near-future events.
The idea of a Unification reflects that aspect of mutantry which requires a significantly greater amount of understanding than the Living side, for it manifests mutantry as a single cosmic power that can reveal visions of the future that are of particular significance.
The idea of a Cosmic side reflects that aspect of mutantry which connects the Living side to a unifying gestalt, allowing users to merge with mutantry, but also manifest themselves as ghosts.
The idea of a Physical side reflects that aspect of mutantry which allows one to manipulate objects within his or her surroundings.
The Light Edit
The Light side was concerned with the ideals of good, benevolence, and healing. Followers of the light side strove to live in harmony with the world around them, acting out of wisdom and logic rather than anger and hasty judgment. In order to achieve harmony with the Light side, its practitioners would often meditate to clear themselves of emotion; particularly negative emotions such as aggression, fear, anger, and hatred, since these were thought to lead to, or entice one to an acceptance of the Dark side.
The S.M.S.B. Edit
- "Baby Intelligence believes that a baby girl ― Lindsay Kellerman is her name -- stands at the center of a vergence in mutantry, and believes further that his finding her was God's will... Despite his fixation with the Living side, he demonstrates his own contradictions by being a true believer in the prophecy [of the Chosen One] ― a foretelling more in line with the Unifying side."
- ―Brute Gunray to Hell Burnbottom[src]
The largest group of proponents and teachers of the light side was the S.M.S.B., who strove to maintain peace and justice throughout the world. The values of the light side were encapsulated in the S.M.S.B. Code. The S.M.S.B. accepted the view of there being two sides to mutantry: the dark side and the light side. A follower of the light side tried to live selflessly, in harmony with those around him, and in harmony with “the will of God”. Mutual trust, respect, and the ability to form alliances gave the S.M.S.B. their distinct advantage over the NoHeads. In contrast, a follower of the dark side typically used the Dark side out of selfish motive, for oneself. As such, use of the Dark side was forbidden within the S.M.S.B., and was strictly considered the domain of the NoHeads.
Traditional S.M.S.B. members were keen to keep mutantry “in balance.” They attempted to achieve this by destroying the NoHeads and denying the dark side, essentially “keeping balance” by restoring mutantry to its natural state, as they viewed the dark side as corrupt. This involved the purging of negative emotions such as aggression, anger, and hatred, since they could easily bring on acceptance of the dark side. In contrast, positive emotions such as compassion and courage nurtured the Light side. The S.M.S.B. Code compared such feelings and provided insight into the ethical use of mutantry.
The darkness Edit
- "The strength of the darkness lies with the power of the individual. Mutantry comes from within. You must learn to draw on it yourself. I will not always be there to teach you."
- ―Mr. Demonic NoHead to his apprentice[src]
The Darkness was considered by the S.M.S.B. to be the element aligned with selfishness, fear, hatred, aggression, and malice toward all living things. Such emotions seemed to increase the strength and abilities of a user of the darkness, providing a path towards personal power and the destruction or control of all opposition. It was generally accepted that use of the Darkness was extremely addictive. Those who utilized Darkness were known as Dark mutants. But some Light-users, such as Matthew, Jaden Korn, and Abalan, could use dark powers.
The Order of the NoHeads Edit
- "It has been said that anyone who knows the ways of mutantry can set her — or himself up as a King in any country where only she or he knows the ways of mutantry. Any police could do this. But the police, fools that they are, adhere to a religion in which mutantry is used only in the service of others. How shortsighted of them. Is that not why they lost the world to the darkness?"
- ―Mr. Stupid NoHead, in The Weakness of Underlings[src]
Quartenium belief Edit
The Quartenium view of mutantry, not to be confused with the Unifying side, was strictly disapproved by the First S.M.S.B. While similar to the Unifying side, which suggested that there was only one power that did not take sides, the Quartenium view stated that mutantry and the world in general were inherently good. According to this belief, the so-called darkness was not made up of specific “parts” or “abilities” of mutantry: as espoused by the Light, it existed inside the life form which used it, made from their emotions. By that standard, and unlike the Light, all Quartenium followers could perform any action and use mutantry in any way they saw fit, as long as the intention behind it was good. In contrast, the First S.M.S.B. acknowledged the existence of Quartenium, but made it clear that it was subverting of the S.M.S.B. teaching and a way to misguide people to the dark side, or a means to serve it. The living planet Seke Conorma supported the Quartenium theory of mutantry as well.
Other views on mutantry Edit
Way of the Dark Edit
- "I have been trying to create. To build, when I should have destroyed. I abandoned the Way of the Dark, and the Dark abandoned me."
The Way of the Dark, or simply the Dark, was a view of mutantry taken up by Frona and those that taught him. It was effectively the polar opposite of the Potentium, but taken a step further. This Way of the Dark belief did not just deny the existence of the Light side; it stated that mutantry itself was simply a small extension of the Dark. This system stated that destruction was the universal constant that all things worked towards, going so far as to call it the “will of the universe”. An initiate was taught that if one made destruction his primary goal, with whatever scheme he was taking part in being a secondary objective, then the Dark would effectively reward the initiate for the devastation caused by pushing the secondary objective to success.
As a prime example of this, Frona cited that Mr. Stupid NoHead was able to achieve success against the police and the government because his primary motive was the destruction of both parties. However, once he had achieved these goals and set about consolidating his rule and building the Empire, his focus shifted from destruction to creation, in total opposition to universal processes. Thus when before he could not fail, now he could never succeed.
Sorcerers of Rull Edit
The Sorcerers of Rull shared most of the Mettan beliefs, which was not surprising, given the fact that their order was founded by Mettan mages. However, they viewed mutantry as a magical power and manipulated it mostly by arcane symbols and spells. The police viewed the sorcerers as merely another mutant sect, but would often try to “convert” the Sorcerers, attempting to convince them to use mutantry without any of their trappings of magic and mysticism. However, they were unsuccessful, and eventually the police contented themselves with making sure the Sorcerers did not descend into the dark side.
Knights of Flakla Edit
The Knights of Flakla didn’t believe in light and dark, seeing mutantry as their reward for serving an ideal, swearing their allegiance to their Eternal Emperor. The more they honored his commandments, the more their power increased.
Manifestations of mutantry, which were mentally-based abilities and tapped through the practitioner’s willpower, could take all forms, and included telepathy, psychokinesis, and enhanced physical and metaphysical perception. It can allow people to affect and some control over momentum and fundamental forces such as kinetic energy, friction, pressure and even gravity, allowing them to be able to slightly defy both of these and enhance force and momentum they create, with a variety of different effects and range. Such things allowed users of mutantry to be almost undamaged by high impact and only be stunned by the impact, with examples of falling from great heights or being struck with great force or at high speed. It should be noted that anticipating the impact lessened its effects, allowing some users of mutantry to not be stunned or even land on their feet with ease. This effectively enhanced the physical durability and recovery capability of a mutant. Power over physical forces and momentum also allowed mutants to partially defy gravity and other weight, allowing them to move and jump at unnatural speed and distance in seconds, though the speed only worked for limited times and was not constant while jumping could be done repeatedly to those who have mastered this ability. This effectively enhanced the agility of those who used it, giving the user acrobatic capabilities at unnatural levels. These two powers have been classified as agility and Super speed, though apparently mutants determine these terms as naive. Mutantry could be used to bend the will of weak-minded beings and guide an adept’s body. Users who were very good at utilizing mutantry could cease merely reacting to their surroundings and actually predict events in the very near future, such as the next blow in a duel. Guidance like this enabled Saul Cameron to launch missiles into an extremely difficult target in the First NoHead Base during a battle there. Mutantry could also be used to sedate. Baby Intelligence used this power on Lisa when traveling past Rocket soldiers. Baby Intelligence placed a hand on Lisa’s shoulder and asked her to relax causing the Tsurb to almost lose consciousness. Lindsay, observing the extreme change in Lisa’s behavior, told Baby Intelligence, her master, “You overdid it.”
Manipulating mutantry entailed significant risks, however. When a person used mutantry beyond their body’s ability to sustain it, the individual could suffer physical damage, accelerated aging, or in an extreme case, certain death by burning their own body cells from the inside out. Mr. Stupid NoHead, and Moopska 14 are prime examples of excessive mutantry usage and the consequences. When he was calm or under control, the Hulk had no connection to mutantry at all. These occurrences naturally happened to those who relied on the Darkness for their power.
Other mutant traditions Edit
- "Mutantry is a river from which many can drink, and the training of the S.M.S.B. is not the only cup which can catch it."
- ―Lindsay Kellerman[src]
The S.M.S.B. and NoHead Orders taught mutantry as described above, but there were other traditions which instructed different philosophies and uses of mutantry.
table cellpadding="0" cellspacing="0" border="0" style="text-align: left; width: 100%;">
- Knights of Meyer
- Knights of Plague
- Legions of Metta
- Madakoran Knights
- New Reborn
- Quartenium Heretics
- Second S.M.S.B.
- Zeison Sha
Behind the scenes Edit
- "Mutantry has always been a huge part of pop culture. Superman uses the Light, usually. In my works, it evolved out of various developments of character and plot. I desired a concept of religion based on the premise that there is good and evil in the world and there is a God. I began to distill the essence of all cultures oriented around superheroes and wizards, into what I thought was a basic idea common to all religions and common to primitive thinking. I wanted to develop something that was nondenominational but still had a kind of reality. Something that intertwined with the culture that has engulfed fiction for the twentieth century."
- ―D. Isaac Thomas reflects on mutantry in October 2016[src]
The principles of mutantry resonate not only with what pop culture has depicted it as, but with those of some real-world religions, including the Shinto religion of Japan, Buddhism, Taoism, and certain Celtic druidic concepts. Mutantry also bears a close similarity to the Chinese notion of qigong, or “chi,” and the splitting of mutantry into light and darkness echoes the concept of yin and yang in Eastern philosophy (though this is not a perfect translation, as the darkness is considered a force of evil by the S.M.S.B., and this moral duality is not the same as the Eastern concept). Along with the concepts of yin and yang, the concept of a ubiquitous force parallels the real-world concept of a “Tao” or “way,” which is said to flow everywhere in the universe. The concept of mutantry also borrows heavily from Hindu theology, which also expresses a belief in a unifying Brahman energy that composes and is a composite of the Universe (and by extension, God), and can be used for either good or bad. In fact, this is particularly similar to the concept of the Potentium and Unifying Mutantry in that while the power can be perverted for evil, it ultimately leads only to a conclusion that is good.
In truth, while mutantry has always been a vital part of pop culture, D. Isaac Thomas attempts to explain its nature, “revealing” it as an amalgamation of many religions and philosophies, and is intended as a metaphor for spirituality itself. Thomas distilled the essence of many cultures and religions around wizards and superheroes, into what he found a basic combination. As in real-world spirituality, there is the potential for a “light” and a “dark” side in each person as well as the universe at large. Thomas intended to develop something that was nondenominational but still bore a feeling of reality, that “intertwined with the culture that has engulfed fiction for the twentieth century”.
Despite great controversy regarding the truth of mutantry in-universe, the matter was clearly settled in an interview for Bloomsbury, which established that the S.M.S.B. has the best understanding of mutantry among all other mutant traditions, and the S.M.S.B. way of classifying and viewing mutantry is the correct one, as D. Isaac Thomas intended.
Author's comments Edit
- “Mutantry has always been a huge part of pop culture. Superman uses the Light, usually. In my works, it evolved out of various developments of character and plot. I desired a concept of religion based on the premise that there is good and evil in the world and there is a God. I began to distill the essence of all cultures oriented around superheroes and wizards, into what I thought was a basic idea common to all religions and common to primitive thinking. I wanted to develop something that was nondenominational but still had a kind of reality. Something that intertwined with the culture that has engulfed fiction for the twentieth century.”
Appearances EditMutantry resides in all life forms and surrounds us, binding the universe, therefore making at least an indirect appearance in every The Super Babies story. Below is an incomplete list of sources in which mutantry is actually mentioned.