The Believer's Armory: 

M.E. Brines' blog with articles & links to important resources to equip Believers for spiritual success in a world steeped in the occult.

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Previous posts:

  Should Christians Understand the Occult?

Cultural Posts    Philosophical posts    Steampunk Posts

Who is M.E. Brines?

M.E. Brines spent the Cold War assembling atomic artillery shells and preparing to unleash the Apocalypse (and has a medal to prove it.) But when peace broke out, he turned his fevered, paranoid imagination to other pursuits. He spends his spare time scribbling another steampunk romance occult adventure novel, which despite certain rumors absolutely DOES NOT involve time-traveling Nazi vampires!

A former member of the British Society for Psychical Research, he is a long-time student of the occult and a committed Christian who sees himself as a modern-day Professor Van Helsing equipping Believers for battle against the occult Principalities and Powers that rule a world in darkness. (Ephesians 6:12)

The author of three dozen books, e-books, chapbooks and pamphlets on esoteric subjects such as alien abduction, alien hybrids, astrology, the Bible, biblical prophecy, Christian discipleship, conspiracies, esoteric Nazism, the Falun Gong, Knights Templar, magick, and UFOs, his work has also appeared in Challenge magazine, Weird Tales, The Outer Darkness, Tales of the Talisman, and Empirical magazine.

*I'm often asked how I square my Christianity and "messing around" with the occult, as if I'm partial to bestial things with a goat under the amber light of the moon or something. No so. I'm a student, in the same way I used to study Soviet weapons and tactics back when I was a US Army officer. This gives my work a unique perspective no matter what your belief system. I don't judge. I just present the information and let the reader decide.

Cool Links:

Desert Breeze Publishing

Crimson Frost Books

Armstrong Economics Blog

Christian Fiction Online Magazine

Cold Case Christanity

Tales of the Talisman magazine

Weird Tales magazine

Indie Books R Us

Society for Psychical Research

Ghost Hunting Theories (+ Bigfoot)

Gnostalgia (the Esoteric Steampunk Lodge of the Retro-Future)

Where the Map Ends

Why Star Trek is dead. (Postmodernism killed it)

Smashwords is great place 2 get e-books, 7 different formats, Nook, Kindle, EPUB, & more! Many are FREE. Check it out!!!

The Struggle of Nations Game  

(This could be you)

Ever wanted to rule your own nation? Now you can! 

The Struggle of Nations is a play by e-mail game where a player's join in an interactive community in a game world combining the best storylines of history without being straitjacketed by having to simulate it.

Players may enter the game at any time, taking over an existing non-player country (NPC).

The game accommodates busy players by enabling you to spend whatever time you like during the week conducting diplomacy with the other players via e-mail and determining your budget and orders, as long as they are finalized and submitted by the weekly turn deadline. You devote to the game exactly as much or as little time as you choose. 

The rules are realistic and complete yet with a human referee to allow customized options. Players can manipulate tax rates, social programs, propaganda, and forge a customized military with secret weapons of their own design. The possibilities for economic growth, conquest, colonization, exploration, and research are endless.

What could YOU accomplish if you ruled a nation?

Find out in The Struggle of Nations! Choose any nationality or secret society you like.  Players may enter the game at the beginning of any turn with no handicap, taking over an existing nation or rebel faction. Just contact the Game Master by sending an e-mail to "" For the rules of play, click on The Player's Handbook below. The game is FREE (although we request donations.) Sign up today!  

The links below lead to the Player's Handbook, and other useful documents. The player's handbook helps players fill out their order packets correctly so their orders are not misunderstood by the Game Master. 

Player's Handbook

Scientific Achievements

Equipment Charts:    Tech Level 1-6    7-12

World Economic Report

Current Maps: 

Europe    Asia    Africa    

North America    South America    The Pacific   

Game Newsletters:

    2040    2041    2042    2043    2044    2045    2046    2047    2048    2049

2050    2051    2052    2053    2054    2055    

Oil discovered in Malaya!


Russian assault troops in tropical helmets charging the Zionist wire:



French cavalry being inspected before dispatch to assist the fight against Bavarian rebels:


Join the game discussion group by using this URL:

Before Atlantis

It is the dawn of the First Age of Mankind, and the vast ice sheets are retreating. Emerging from caves and adopting agriculture amid the fertile plains, humans are building the first civilizations, establishing kings and priesthoods, inventing cities, tools...and weapons.

For there are many dangers slavering to feed upon the young kingdoms. Savage troglodyte Neanderthals swarm in the newly vacated caves, looking enviously upon their civilized neighbors. Hungry dire wolves, fierce saber-toothed tigers and ponderous mammoths roam the earth alongside fantastic reptilian creatures not yet extinct. Someday the terrible lizards will have vanished, leaving nothing behind but fossils and legends of dragons. But today they're looking for a meal...maybe you.

And worse things lurk in the next valley: rival civilizations. The victor in this struggle will determine the history of the next ten thousand years. Who will triumph?

The Aryan "elves" with their golden hair and aquamarine eyes who consider themselves as far above their Cro-Magnon rivals as those are above the bestial troglodytes?

The newly minted kings and god-emperors commanding teaming masses of peasantry? 

The scheming high priests of exotic gods of life and peace and love? Or those of death, corruption and chaos? Will the meek inherit the Earth? Or just the soil filling their graves?

But society is made up of more than just the upper classes. Rogues, mercenaries, peddlers, pirates, swindlers, and occultists, the dregs of polite society also lust for power. Of such are forged mighty empires, for does not scum usually rise to the top of fetid pools?

Do YOU have what it takes to make history? Experience life as it was Before Atlantis!

Before Atlantis is a play-by-e-mail role-playing game with weekly turns where players take a position as an emperor, king, merchant prince, tribal chieftain, high priest, cult leader, ranger, mercenary or pirate captain, magic-user or other member of ancient society at a time before recorded history. Players compete to achieve power, influence and control over the pre-historic world.

Beginning with primitive Bronze Age technology YOU can develop new inventions, now lost in the mists of history when the oceans drank Atlantis.

There is no disadvantage to joining the game in progress, just contact the Game Master with what position you'd like to play and he'll get you a player packet. Just examine the map. Want to be King of Aryia? Chieftain of the Neander Troglodytes? The Witch King? The Merchant Prince of Venice? High Priest of Stygia? Lord of Crapistan? Master of the Rangers? Secret head of the illuminati cult? The Dread Pirate Roberts? Just tell the GM and he'll run up a player packet for you.

Fill out your orders and return it to the Game Master (GM) by the weekly turn deadline and you can read of your exploits in the newsletter and discuss it on the newsgroup. Game maps are available below:

Before Atlantis Player's Handbook

Player Achievements


Dragonriders of Sylvania:

Savage troglodyte:


All attached documents are Copyright 2015 by Michael E. Brines