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	<updated>2026-04-19T10:53:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:New_Year%27s_Day&amp;diff=26995</id>
		<title>Ghyll:New Year's Day</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:New_Year%27s_Day&amp;diff=26995"/>
		<updated>2005-02-08T18:43:45Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''New Year's Day''' is a sad holiday wrapped in a hazzy hape of... excuse me, a happy haze of drunkeness. Unlike other holidays that carry religious or cultural significance, New Year's Day is purely a social convention created from the mass panic of the day before. Said hysteria arises from an individual's realization that they've accomplished nothing of import during the previous year, and ''woe! how depressing that is''.&lt;br /&gt;
&lt;br /&gt;
Watch the little person try to redeem his wasted hours, days, weeks, and months! Watch him give [[Quezlarian Ooo|Ooo]] to charities, to pat and scratch and wash the dirty dirty pachyderms, to shower [[Pochre Petals]] on the graves of forgotten lump sums... sorry, loved ones. Silly, silly Ghyllians, each wishing to be held in high esteem, each hoping that a day of unbridaled kindness can wipe away the tears of beaten wives, trampled willies, and dejected denizens.&lt;br /&gt;
&lt;br /&gt;
You make me syc... thi... fl... grrrr... ''sick''!&lt;br /&gt;
&lt;br /&gt;
It makes me giggle to watch you fail. Drown your sorrows with [[Adlorst Vinifera|Adlorst]], haunt your dreams with delusions. Hah! Wake up on New Years, filled with little more than weak spirits of both liquid and heart. Make your Resolutions, fresh look your strife... ahem, life, assert your inspirations. Bwahah. Hahah. Hah. ''[[User:Morbus Iff|Morbus Iff]] passes out.''&lt;br /&gt;
&lt;br /&gt;
'''Citations''': [[Adlorst Vinifera]], [[Pochre Petals]], [[Quezlarian Ooo]].&lt;br /&gt;
&lt;br /&gt;
--[[User:Morbus Iff|Morbus Iff]] 18:52, 14 Jan 2005 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You call that an encyclopedia entry?  I'm appalled at your lack of detail. You left out the singing of treasured songs and the attendance of parties with people you hate.  And let's not forget the flaming cake!  Pish-tosh.  And then, of all things, to be a wallowing in drunkeness during the entry.  I shall make sure this is reviewed by the Encyclopediant board.  Really. --[[User:DrAckroyd|Dr. H. L. Ackroyd]] 09:15, 15 Jan 2005 (EST)&lt;br /&gt;
&lt;br /&gt;
Your candid and cynical (if somewhat drunken) view of modern life is refreshing, Morbus. If we, the keepers of the encyclopedia, don't say what needs to be said, who will. News organizations? Bah! --[[User:Darus Ixa|Darus Ixa]] 13:43, 8 Feb 2005 (EST)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Qulirian_Energy_Converter&amp;diff=27465</id>
		<title>Ghyll:Qulirian Energy Converter</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Qulirian_Energy_Converter&amp;diff=27465"/>
		<updated>2005-02-04T19:09:28Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Qulirian Energy Converters (QECs) are without a doubt a very important bit of Technomancy. They provide power to homes and businesses across Ghyll, and without them, the book industry would be nowhere near the size it is today.&lt;br /&gt;
&lt;br /&gt;
QECs consist of two distinct parts: the collector and the energy storage vacuum. The collector piece of the QEC is placed on top of the building to which it provides power. It consists of a tall lightning rod that goes down the length of the building, connecting with the energy storage vacuum. When struck by a lightning bolt, the lightning rod sends the energy down its length and into the storage vacuum, where the bolt has as much energy drawn from it as possible. Not even the power of the largest storage vacuums known can stabilize a lightning bolt, let alone store all the energy, so the bolt is quickly shot back up the rod. The re-discharged bolts often leap off and arc to other nearby lightning rods, and particularly powerful bolts can jump across many rods. For this reason, stormy nights in places with many QECs can provide some spectacular light shows.&lt;br /&gt;
&lt;br /&gt;
The energy storage vacuum stores the collected energy in an airless environment. The specifics of exactly how this works is a secret only a small number of Technomancers and engineer types know, mainly because it is extremely complicated and they only teach it to other Technomancers and engineer types. The vacuum itself is cased in a metal shell. The exact devices inside the vacuum are unknown to all but the creators of the devices themselves, but suffice to say that where ever Technomancers are involved, weird things happen.&lt;br /&gt;
&lt;br /&gt;
The original FREC system was developed by a group within the Aminfarances Institute of Science and Technomancy. No one can recall exactly when, or precisely who the group consisted of, but it is commonly thought that the earliest forms of the system came into existence in -151 EC, shortly before Andelphracian Lights became widely available. In fact, QECs have been sighted as the reason [[Andelphracian Lights]], and later [[Altoxian Bulbs]], have become the principal lighting sources of Ghyll, seeing as they both utalize vacuum stored energy. It is also unknow where the word “Qulirian” comes from, but it is assumed to be the name of a leading member of the development team.&lt;br /&gt;
&lt;br /&gt;
Two companies manufcture 90% of all QECs made. They are the [[Technomancer Crafts Guild]], a group renowed for it’s talented Technomatic design teams, and Energy Industries, which is wholly controlled by the [[Darvekian Party]]. Independent groups of Technomancers make the last 10%, and also provide most repair services, as the two major companies have few reapir teams.&lt;br /&gt;
&lt;br /&gt;
Today, QECs  are the power source of most devices that are not self-powering, [[Occultologists|Occultic]] in origin, or do not require an outside power soure. The book printing industry is the largest customer of not only QEC systems and replacement parts, but also repair services, as the systems are know to be tempremental. This fact, along with the [[Darvekian Party’s]]… history, has led many conspiracy theorists to belive that there is a racket going on somewhere in the QEC industry, though no proof has surfaced as of yet.&lt;br /&gt;
&lt;br /&gt;
'''Citations''': [[Aminfarances Institute of Science and Technomancy]], [[Technomancer Crafts Guild]], [[Darvekian Party]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Darus Ixa|Darus Ixa]] 14:09, 4 Feb 2005 (EST)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Gruff_fiction&amp;diff=25917</id>
		<title>Ghyll:Gruff fiction</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Gruff_fiction&amp;diff=25917"/>
		<updated>2004-10-29T21:36:52Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: First Post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruff fiction is, contrary to what many believe, not the subversive and despicable pastime it is often portrayed to be.&lt;br /&gt;
&lt;br /&gt;
At its core, gruff fiction illustrates the reversal of what is accepted to be the “normal” personality of a being (real or fictional). So, a normally positive, happy, fun force or personality like [[Fijjit Mejora]] becomes dark, brooding and cruel. The reverse is true also. Some of history’s darkest figures, such as [[Harv Gretborn]], inventor of the dreaded [[Gravion Process]], have gruff fiction stories floating around, portraying them as far more decent people than they actually were.&lt;br /&gt;
&lt;br /&gt;
All in all, Gruff Fiction isn't the haven of degeneracy many people make it out to be. While writers often incorporate less than savory elements in their work, that is not true about all of them. It is also an unfair assertion that all readers of gruff fiction are just as crazy as the writers.&lt;br /&gt;
&lt;br /&gt;
'''Citations:''' [[Fijjit Mejora]], [[Harv Gretborn]], [[Gravion Process]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Darus Ixa|Darus Ixa]] 17:36, 29 Oct 2004 (EDT)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Gruff_fiction&amp;diff=25916</id>
		<title>Ghyll:Gruff fiction</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Gruff_fiction&amp;diff=25916"/>
		<updated>2004-10-23T06:48:50Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dibbed! --[[User:Darus Ixa|Darus Ixa]] 02:48, 23 Oct 2004 (EDT)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Elminster_Mire&amp;diff=23919</id>
		<title>Ghyll:Elminster Mire</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Elminster_Mire&amp;diff=23919"/>
		<updated>2004-10-20T12:53:10Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From an advertisement in the [[Folktown Records]] (33rd edition, -13/11/22 [[EC]]): &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
 Do YOU like to gossip and gander?&lt;br /&gt;
 &amp;lt;br /&amp;gt;Love to peep and spy on [[Forbidden Tom]]s?&lt;br /&gt;
 &amp;lt;br /&amp;gt;Want a life more interesting than your own?&lt;br /&gt;
 &amp;lt;br /&amp;gt;Come to ELMINSTER MIRE! Open year round!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elminster Mire is a &amp;quot;frowned upon&amp;quot; focal point for interlopers, busybodies, blackmailers, and gossipers. Located east of the [[Evesque Valley]] and northwest of the Andelphracian River Valley, the Mire didn't always have such a disreputable position: back in the days of Quezlar 6, it was a veritable and dangeous force to be reckoned with (making his subsequent crossing all that more remarkable).&lt;br /&gt;
&lt;br /&gt;
In the hundreds of years following Quezlar 6's passage, the Mire has only grown in popularity amongst the most un-savory of characters. It was in roughly -88 [[EC]] that [[Ignatius Maximillian Albertus Crank|Professor Ignatius Maximillian Albertus Crank]] made a startling discovery whilst travelling the Mire's outskirts: ''the dead talked''. Or, more accurately, their ghosts. He writes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Imagine my surprise when the conversation I had been having in my head was not in my head at all: rather, the unseen voice I had attributed to argumentative unconsciousness had instead been following behind me for the last half hour. Being a master of the amazing, it caused me fright for but only a minute.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;As we talked, the spirit (whom I've since labeled Vengeful, though I shudder at her learning of my unpleasant attribution) entranced me with sordid facts that would cause incredible and embarrassing blushes were they ever revealed. I simply had to hear more, and deeper into the Mire I descended.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A few weeks later, [[Ignatius Maximillian Albertus Crank]] emerged with a story of 1,300 Ghosts trapped in the Mire with no  escape, only &amp;quot;retribution&amp;quot; when they are replaced by a more recent demise in the so-called &amp;quot;Resurrection Lottery.&amp;quot; He adds &amp;quot;and thus, the endless influx of fresh and useful gossip is replenished.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this mired limbo, the only joys the spirits live for is contempt for what they've lost, reminiscing angrily about their past life, and dishing the dirt on enemies and loved ones alike (even dead loved ones, spared the misery of the Mire, are susceptible). For advantageous people like [[Ignatius Maximillian Albertus Crank|Ignatius Crank]], their lack of corporealism makes for wonderful abuse: just pull up a dry tree, stave off the damp, and wait for the good 'uns to drop.&lt;br /&gt;
&lt;br /&gt;
Having their laments become useful to the soulful is far from their intentions, so the spirits have developed a few tricks of their own. Nowadays, the only way you can hear the spirits gossip is if you ''don't actually try'': talking to others in your party, thinking about something else intently, writing in a travellogue, and even sleeping, opens the doorway for the rumors and hearsay visitors so dearly desire. As with most doors, it is a two-way passage: not only do you hear the ghosts, ''but the ghosts hear you'', adding your own private thoughts and secrets to their collective knowledge.&lt;br /&gt;
&lt;br /&gt;
Under the right conditions, the ghosts can actually influence what you're saying to those around you: by gossiping about the hidden thoughts behind your conversation, malicious spirits can trick you into saying the wrong (and unfiltered) thing. Many a calamity has occurred as star-crossed lovers find out what they ''really'' think of each other and underlings give their pompous bosses an (unintentional) piece of their mind. This sort of mischief gives the ghosts great happiness, and expert tricksters are respected with a measure of sadness: the best are often first replaced in the unexplained Lottery.&lt;br /&gt;
&lt;br /&gt;
The longer one lurks near or inside the Mire, the harder it is to leave: so entwined are these visitors with the lure of secrets yet revealed that they begin developing wisps of ethereal detritus around their necks. These &amp;quot;Wisps of the Willing&amp;quot; can only be freed with the help of loved or trusted companions, made all the more difficult by the victim's habit of spewing loudly the most visceral curses and hidden thoughts he may know about his potential saviors. These encounters are the preferred coup d'état of the 1,300 Ghosts.&lt;br /&gt;
&lt;br /&gt;
'''Citations''': [[Andelphracian Lights]], [[Forbidden Tom]], [[Ignatius Maximillian Albertus Crank]].&lt;br /&gt;
&lt;br /&gt;
--[[User:Morbus Iff|Morbus Iff]] 23:38, 12 Oct 2004 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'm glad to see someone has finally written an article about one of the many &amp;quot;unbelievable&amp;quot; phenomenons that exist all across Ghyll. I know that I will add a few notes of my own once... certain letters come up for submission. You always seem to submit something interesting, Morbus. Impressive. --[[User:Darus Ixa|Darus Ixa]] 08:53, 20 Oct 2004 (EDT)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Cadaver,_The&amp;diff=23112</id>
		<title>Ghyll:Cadaver, The</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Cadaver,_The&amp;diff=23112"/>
		<updated>2004-09-27T12:55:25Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cadaver is an infamous pub set in the heart of [[Arbuckle Hill]]. Built on the spot where the Arbuckle Hill Martyr's broken body was found, it has become a centre piece of the Arbuckle Hill resistance, particularly the [[Houvers]]. &lt;br /&gt;
&lt;br /&gt;
The Cadaver is built in the old style, even though it has been burned to the ground and rebuilt no less than six times. The earlier firings have been attributed to the [[Amphitheatre aristocracy]] and their minions. More recently, the damage has been blamed on the internal politics of the various [[Arbuckle Hill]] resistance groups. All this destruction is primarily because The Cadaver functions as the base of operations for the ''galant'' [[Houvers]]. It's four floors of creme walls and dark wood tower above its neighbouring hovels, its walls painted with resistance slogans. &lt;br /&gt;
&lt;br /&gt;
Painted in vibrant reds and greens, The Cadaver's high hung sign is practically a landmark, depicting the Arbuckle Hill Martyr's broken body lying in a bed of roses. It acts as a symbol of the continuation of The Cadaver, and all it represents, against whatever fate has thrown at it. Local legends suggest the sign has survived each and every time The Cadaver has been destroyed, although this is unlikely as it would have succumbed to woodworm long ago. However, what ''is'' true is the continuation it represents is a community which has stood against oppression for many generations.&lt;br /&gt;
&lt;br /&gt;
Over the years, many famous people have been seen at The Cadaver. Its infamous reputation is a draw for the adventurous, and people have claimed Siam Sinch and [[Bethany Mboya]] were frequently seen, although Siam and her family deny this rigorously. Which, of course, is the kind of thing that is the perogative of the &amp;quot;upper classes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Cadaver serves such items as [[Ball Lightning Liqueur]], light and dark beers, as well as being one of the few places in Folktown to serve the best [[Adlorst Vinifera]] vintages and the worst, cheapest rosés. Only The Cadaver has such a varied clientele with such a range of wealth. Food is supposedly served, but since few people have survived to recommend it, it is seldom ordered. It is a shame, really, that the nobs are not more adventurous in the direction of the food, as it would do the world a favour.&lt;br /&gt;
&lt;br /&gt;
'''Citations''': [[Amphitheatre aristocracy]], [[Arbuckle Hill]], [[Houvers]].&lt;br /&gt;
&lt;br /&gt;
--[[User:sh1mmer|Despicable Shimmy]] 00:18 20040921 BST&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I don't hold with some of the more extreme [[Houvers]] views, but the [[Amphitheatre aristocracy]] always struck me as a bunch of effete snobs, so I'm proud to give my personal endorsement to this fine drinking establishment.  The 'Daver's [[Adlorst Vinifera]] is truly top notch hooch, and if you've got a whole lot of money burning its way through your pocket, I have it on very good authority they may even have a bottle or two of -16 {{EC}} vintage fefferberry wine.  --[[User:Qwentyth Pyre|Qwentyth Pyre]] 19:09, 21 Sep 2004 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm not sure I understand the universal terror in which the food at the 'Daver is held. Sure, there's occasionally something unidentiable floating in it. Sure, it sometimes fights back. Sure a ''few'' people have suffered permanent scaring, insanity, and, in a few cases, prolonged and painful death. Geez, what's life without a few risks? I ''highly'' recommend the Chef's Special. Just don't ask what's in it. You don't want to know, and, realistically, the Chef might not have any idea. --[[User:DrBacchus|DrBacchus]] 09:30, 23 Sep 2004 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was much more concerned to see that they were selling [[Ball Lightning Liqueur]] as a beverage.  Based on its explosive properties, I certainly shouldn't want to be in the privy after a hearty round!  Not to mention that I'm fairly certain it will induce blindness. &lt;br /&gt;
--[[User:PhineasCrank|Doctor Phineas Crank]] 10:42, 23 Sep 2004 (EDT)&lt;br /&gt;
&lt;br /&gt;
While I am certain that some vistors to the 'Daver would drink a [[Ball Lightning Liqueur]], we proponents of the true order know how important its proper use is. The 'Daver is no idle drinking establishment, it is at the heart of the true order. Long live the revolution. I have said too much already! --[[User:sh1mmer|Despicable Shimmy]] 00:17 20040924 BST&lt;br /&gt;
&lt;br /&gt;
It seems that the Despicable Shimmy's hit the rosé or liqueur or beer (or all three) a bit early today... --[[User:Sbp|Sean B. Palmer]] 16:39, 24 Sep 2004 (EDT)&lt;br /&gt;
&lt;br /&gt;
My old group in the [[Aminfarances Institute of Science and Technomancy]] was doing a study on the palatability of [[Ball Lightning Liqueur]] not long ago. Through extensive use of volunteers, they determined that it can be consumed without any ill effects beyond those generally present in alcohol. They said the flavor is &amp;quot;interesting, if you're into that sort of thing.&amp;quot; I'm not sure what that means, but I'm sure some of the contributing scholars  could explain. --[[User:Darus Ixa|Darus Ixa]] 08:55, 27 Sep 2004 (EDT)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Captain_Riquiras&amp;diff=23151</id>
		<title>Ghyll:Captain Riquiras</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Captain_Riquiras&amp;diff=23151"/>
		<updated>2004-09-20T13:03:54Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Captain Tuta Riquiras (sometimes transliterated as Rikiras or Requiras) was a famous buccaneer and smuggler whose memory is still invoked by Besq Boat sailors, particularly those who pride themselves in being somehow apart from the rest of society (which is most of them). The swear word (I apologise for using the term, but academic needs should prevail even over manners) “breakas” comes from sailors swearing oaths “by Riquiras”.&lt;br /&gt;
&lt;br /&gt;
As remarkable as his feats as a sailor were he would probably be unknown of outside of Besq circles were it not for his discovery of “Captain Riquiras’ Idol” also called the “Brass Hell” in -159{{EC}}. This artefact isn’t actually brass, but some unknown metal of unnatural strength and lightness covered with gold leaf (though it is far more even than any gold leaf method known to artisans today). Engraved on the Idol is a horrific image that is disturbing and stomach-turning even in comparison to other images of the [[Alezan pantheon]].&lt;br /&gt;
&lt;br /&gt;
Riquiras said that his men found an object while diving in the shallows of the [[Dagger Seas]]. They were unable to remove the object, but took from it the Idol, which was affixed to one side. The engraving proved disturbing even to some of Riquiras’ hardened buccaneers. One part of the engraving is said to resemble the object they had found on the sea bed, and they claimed that if it were to scale this would mean that the two deities standing in front of it would be slightly larger than Ghyllians.&lt;br /&gt;
&lt;br /&gt;
The deities themselves are more offensive to the eye than most Alezan deities because they are so have the up-right four-limbed appearance of Ghyllians. Some have suggested that they may not be deities themselves but rather some perverse creation of the deities performed in mockery of our natural forms.&lt;br /&gt;
&lt;br /&gt;
The taller of the two holds his right hand high in a position of command or perhaps performing some curse on the viewer. The shorter stands apart from him slightly and seems to bear an expression of contempt.&lt;br /&gt;
&lt;br /&gt;
Whether the couple are lovers, parent and child, or two aspects of the same figure has been the subject of much controversy.&lt;br /&gt;
&lt;br /&gt;
Other parts of the same drawing appear to be sigils for some dark form of [[morphomancy]] and their study was forbidden for a long time.&lt;br /&gt;
&lt;br /&gt;
Riquiras himself seemed immune to the psychological impact of the image and had it painted onto the sails of his boats, to strike terror into his enemies. This was an unpopular decision amongst his crew and they murdered him 2 years later.&lt;br /&gt;
&lt;br /&gt;
For a long time we debated whether we should portray the image in these pages, before deciding to do so, but to seal the pages to avoid accidental viewing. Please, unless you are a student of the iconography of the [[Alezan pantheon]], and hence in some measure conditioned to such horrors stop reading this article. I am smart enough to realise that many young and foolish people will look up this article in the encyclopaedia because they have heard of the Idol and curiosity has got the better of them. I plead now with such readers to reconsider, you will never be able to “unsee” once you have seen.&lt;br /&gt;
&lt;br /&gt;
With that caution in mind, you can turn the page and break the seal:&lt;br /&gt;
&lt;br /&gt;
[[http://www.hackcraft.net/artefact.jpeg Captain Riquiras' Idol]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As a student of the Unbeliveable and Paranormal ''and'' a historian, I am agast at your lack of knowledge! The figures depicted on the engraving are ''clearly'' ancient Ghyllians. Or the people of another world, possibly much like are own. Possibly. Or... Well, all I know is my research turned up images similar to the ones on the Idol, somewhere. You have read the facts  you have wrong, my friend, and you lack many others I have access to. Somewhere.--[[User:Darus Ixa|Darus Ixa]] 09:03, 20 Sep 2004 (EDT)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll_talk:Cranee_Historical_Society&amp;diff=28312</id>
		<title>Ghyll talk:Cranee Historical Society</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll_talk:Cranee_Historical_Society&amp;diff=28312"/>
		<updated>2004-09-20T12:45:02Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: /* More random remarks */&lt;/p&gt;
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&lt;div&gt;I've decided to work on some of the details of distances of Ghyll, using the facts that one nanit is &amp;quot;small&amp;quot; according to [[Bindlet Ball]], and 18 nanits seems quite large as the basis for Ghyll distance terminology. I feel that [[sugro-nanit]] is really quite an irritating term, but I've used it and made it equivalent to a mile to give it some more substance. Cranee is to be between the [[Evesque Valley]] and Folktown, eighteen miles from Folktown and twenty five from the [[Evesque Valley]]. I'd say that a nanit could well be 20cm; that'd make the boxes 3.6m across, which seems about right for huge magnetic whatsits. A mile [http://www.google.com/search?q=one+mile+in+centimetres&amp;amp;oe=UTF-8 is 160934.4cm] according to Google, so that means that there are 8046.72 nanits to a mile. Okay! That means that there are 144840.96 nanits between Cranee and Folktown, and 201168 nanits between Cranee and the Evesque Valley. To tie it back into earthly distances, I can say that Cranee -&amp;gt; Folktown is 18 * 5280 &amp;quot;paces&amp;quot;, and then hope that Ghyllians are roughly the same size as humans--and I think that they should be, but I guess there's no way of knowing. Everything in the Ghyll universe could be different, so it's a case of making all the relative distances work. This section should go in the Talk page.&lt;br /&gt;
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--[[User:Sbp|Sean B. Palmer]] 03:44, 18 Sep 2004 (EDT)&lt;br /&gt;
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==A Call To Order==&lt;br /&gt;
Ladies and not-so-ladies: this is, in some respects, a protest and parody entry. As I've already confided to Morbus, I'm slightly worried about the direction that Ghyll is taking on many levels, and I am here proposing a reform. The main problem is that we simply do not have enough reading and discussion time in contrast to the writing time. We have ten to twenty entries per turn: we've had eighteen this week, and it's simply too much too keep up with. Keeping up with the entries themselves isn't even the biggest problem, it's that it leads to a proliferation of entries that are written in complete isolation from one another.&lt;br /&gt;
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I propose that instead of having a week of writing time and zero contemplation and discussion time, we should try to balance it out somewhat more. Perhaps every five turns, we could have a period of two weeks where no one is allowed to contribute to the canon, and we have to discuss what's been going on in the wiki, what we hope for the characters, where we want the game to develop. There is simply ''no'' out-of-game discussion about the game at the moment, whereas I think that ought to be its principal feature! I think this comes from us wanting to keep our ideas to ourselves so that we can surprise people when we publish them, but I also think it comes from us not planning our entries out in advance, ot wanting to seek others' input, and often from just rushing the entries full-stop. We had three entries in the half an hour before the turn's deadline, and that's silly: as Morbus suggests, we ought to place a moratorium on entries before the deadline, but I think that it should be quite a bit longer than Morbus is probably thinking. A week may be too short a time anyway, so I'm thinking about having five days to soak up the entries and discuss future directions, and then five days in which to write all our dibs. So the process will be day 1: dib; days 1-5: discuss and plan; days 6-10: write entries. That we had three entries in the last half an hour of the turn seems to indicate that a week is simply not long enough for people to catch up with Ghyll (and I must admit that this is partly spurred on by me having some commitments over the next week or so that's going to make it difficult to play Ghyll), though the period that we had for turn A seems too long.&lt;br /&gt;
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Cranee was written quite ''extempore'', but when you look at the structure it's quite obvious that the top section is pedantry gone mad (the distance measures) and the rest is whimsy. I'm kinda irritated that people haven't been able to look into the easter eggs and puns etc. that I hid in my previous two entries, and I decided I wasn't going to waste the time on this entry doing the same--but I've also had not much time to check out the puns and cool references in other people's entries. Perhaps each time an entry is written up, people ought to discuss all the references in the Talk page instead of just leaving them all hidden. I don't think that just banging out entries every week can really be thought of as all that playing Ghyll consists of: you have to care about creating a large and consistent lexicon here, and I'm not sure what percentage of the players really feel that. --[[User:Sbp|Sean B. Palmer]] 03:44, 18 Sep 2004 (EDT)&lt;br /&gt;
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==Just What is the Intent of Play?==&lt;br /&gt;
I hate to be a dork, but I'm not &amp;quot;feeling&amp;quot; the idea of a discussion period - it seems to change the focus of the game away from &amp;quot;let's challenge myself by letting others pervert my ideas&amp;quot; to &amp;quot;let's put ideas on the table and collectively write them together&amp;quot;. If that's the direction Neel wanted to take in his development of &amp;quot;Lexicon the RPG&amp;quot;, then he wouldn't need to stress the facts that &amp;quot;you are cranky, opinionated, prejudiced, and eccentric&amp;quot;, and that &amp;quot;you can argue vociferously with the interpretation and introduce new facts that shade the interpretation&amp;quot;. If the intent of the OOG discussions is for everyone to agree on what the direction and goals are, and then to write fiction supporting those goals, we're removing the need for scholars to be cranky and prejudiced (they're just documenting what everyone agrees on), and also arguments and introduction (scholars don't need to argue because the OOG player discussions have already done that, and new facts don't need to be introduced because they've already been agreed upon in the discussion).&lt;br /&gt;
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I think that &amp;quot;Lexicon the RPG&amp;quot;, the name, and specifically, &amp;quot;the RPG&amp;quot; is telling. If you've never played a game of Dungeons &amp;amp; Dragons or anything similar, then you don't know about the challenge between the players and the game master. The game master has a story inside his head, and it contains plots, characters, and locations. The players are playing in ''his'' world, but the plot is now dictated by ''their'' actions. It is ''very'' common for the GM to make this wonderful plot line, and then to have the players accidentally (unbeknownst to their knowledge) kill a crucial figure, thus destroying the intricate events the GM had planned. ''This is the challenge, and fun, of roleplaying games.'' Sure, game masters can say &amp;quot;uh, don't do that&amp;quot;, but that is generally vilified: players don't want to play a game ''on the rails'', where their actions are constrained to set points and results - they want the plot to revolve around them, for they are the reason the game is being played.&lt;br /&gt;
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In &amp;quot;Lexicon the RPG&amp;quot;, we are all players, but we are also all game masters. We game master the entries we write, presumably with a world view, but then the other players pervert our ideas with their own course of action. As game masters, we're constrained by the rules to ''accept'' what the players do with our ideas - as players, we're vindicated knowing we're not ''on the rails''.&lt;br /&gt;
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With all that said, I do agree, however, that the three entries immediately before midnight is a very bad and slippery slope: going back to the RPG, it'd be like the game master inventing his plot line for the night's gaming session five minutes before it happens. Players ''will'' notice that you've come unprepared - the game stops being fun, and the effort stops being made.&lt;br /&gt;
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I do think, however, that  ''justification'' could be a decent advocate of ''contemplation''. One of my favorite pleasures is listening to DVD commentaries, or to read &amp;quot;developer notes&amp;quot; or &amp;quot;change logs&amp;quot; in games or computer software. They give me an extra level of enjoyment over what I own, read, or use every day. What if, for example, dibbing and writing occurs from Saturday to Thursday, and Friday is spent writing justifications for your entries in the Talk: namespace? These justifications wouldn't be plot revealing... I wouldn't explain why I suggested that Windsor Creame didn't murder Daniel Mboya, but I could reveal that the Folktown Records newspaper was inspired by children's magazines like Ranger Rick or Highlights, or that I really wanted a grey area between &amp;quot;wait, he worked for the paper for 12 years, and he flips out to the point of murder?!&amp;quot; --[[User:Morbus Iff|Morbus Iff]] 09:30, 18 Sep 2004 (EDT)&lt;br /&gt;
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I've sent Neel an email pointing him to this page. Perhaps he'll weigh in too. --[[User:Morbus Iff|Morbus Iff]] 09:39, 18 Sep 2004 (EDT)&lt;br /&gt;
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What about a mandatory OOG discussion note for each entry where each author explains any hidden subtext/gives a brief explanation of why they wrote how they did? Also, I agree a week might be too short once the enthusiasm wears off- what about requiring a draft entry at the end of the week, then a week for exploring the other new entries, looking for new opportunities to connect entries, asking questions, making suggestions, and refining your own work? --[[User:Bast ResNovae|Bast ResNovae]] 09:53, 18 Sep 2004 (EDT)&lt;br /&gt;
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==A Continuing Call To Order==&lt;br /&gt;
The point about a discussion period is not that it takes away the room for debate, but that it fosters it. Not only can the debates still happen, but we can talk about the debates too, tell each other why we're debating in the manner that we are (if we so choose), etc. For example, I might be arguing just for the sake of argument, because I have an actual point, or because I'm trying to protect some plot nuance which is being marred.&lt;br /&gt;
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I see your point about the RPG, and I don't want to take away from that--I want to just make sure we don't fall into pitholes of inconsistency. I also rather dislike the proliferation of so many new things without substance... who cares if Smoldock the Pinghopper fucknuzzled Gangliest Mifferfuddle III on -75/8/1 EC? Only Smoldock's girlfriend at the time, and that certainly wasn't me. I've been as guilty of the shallow invention problem as anyone, and I'm not even sure it's possible to fix now, but imagine if we decreed a rule saying that players can only create a set amount of new nomenclature per turn, or perhaps none at all. Do you think that we'd be able to get along? If you could only create one new thing to interact with the entire Ghyll world as it already exists, what would it be? That's a question which really gets you thinking, whereas the ability to create another Pluzzhucker The Hoobervlonking Ganglesmaking Fridgemagnet Collector seems to not be working as effectively. It's like being constrained by metre and rhyme in poetry--poems tend to come out better when you don't restart the basic building blocks from scratch.&lt;br /&gt;
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In other words, I'd really like to get to know the things that are currently in Ghyll and then proceed very cautiously to investigate what we've got. For every current entry, I'm sure that there are a huge portion that have secondary ideas that the authors are hoping to expand upon later in the game, and I'd like to know them. I suppose for something like Agony Uncle I didn't actually want to know because the mystery was the best part, but I think to a great extent that was an absolutely archetypal entry. If Andelphracian Lights has to any extent fuelled the trend of creating a set of boring assed organizations and other entities then I very much regret it--I wanted to first define the toenail clipper manufacturers, the strange luminous scum that you get on the underside of some rocks in the Evesque Valley, and the strange configuration of pips that you find in Fefferberries. I don't think I can point to a single entry in the game that I've really enjoyed yet, but a handful of them show some really great promising threads that I'd love to extract and have form the proper basis of Ghyll. That's why I keep raising the idea that after the round we all vote between us which our favourite parts are, and then just stick to those and start all the rest over from scratch.&lt;br /&gt;
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So I think that the justifications are certainly good ideas, and I'd probably support any extension to the turns' deadlines and reflection periods. But it's probably a good thing, as you've said yourself, to keep the turns fairly short as it'll force commitment from the players. If you consider my five days and five days proposal, though, note that the actual time in which we can edit is only five days, so that's less than the week that we have currently. And the ten days overall is only three days more than the current period for a turn. I don't think you can force justifications to be written on a single day--that's really restrictive and so people are just going to ignore it.&lt;br /&gt;
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In summary: I'd like to foster out-of-game discussion of debates, restrict the shallow invention problem, instigate the five days and five days turn pattern, and require justifications to be written by players in the second five day period. I'd also like to hear what others think about these proposals. --[[User:Sbp|Sean B. Palmer]] 10:30, 18 Sep 2004 (EDT)&lt;br /&gt;
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==Continuing Exasperations==&lt;br /&gt;
''&amp;quot;Or because I'm trying to protect some plot nuance which is being marred&amp;quot;''  worries me. If the plot nuance is only a plot nuance in your entry, then it's not a fact merely a suggestion, and you can't stop other players from taking it in their own direction. Hell, I could have said that, yes, Windsor murdered Daniel, but any scholar would be able to &amp;quot;introduce new facts that shade the interpretation&amp;quot;, creating a murder mystery because of newly discovered evidence. This is the challenge, and perversion, of our ideas, our truths... the inspiration and reason to play a game is arguably more important then the rules that govern it. Give and take is a part of RPGs - ''if things progress believably'', players will ''accept'' that the villian or plot device they just killed has come back from the dead, and the game master will be back on track with his previously devised plot. Of course, accidental or idiotic disregard, say that Besq boats are made out of cake pans and not trees, is call for foul - if it's not believable, if there's no justification, then it needs to be addressed.&lt;br /&gt;
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We have both, and always, agreed on the proliferation of namealoo and macro entries - we both believe that micro entries, as per the archetypal &amp;quot;Agony uncle&amp;quot; are stronger, and we attempted to stifle macro entries by the grey area of dates, and a plea not to create new geographic locations. These pleas seem to have fallen on deaf ears, and arguably, we're having this discussion (again) because certain players aren't seeing the grander picture, aren't visualing the future of disparity, or simply don't care enough to start inwards and work outwards. I can stare at my desk, and if I were beginning an encyclopedia, describing things within five feet of me would take a rather long time to describe, and I could do each without needing to expound on its history or place of origin.&lt;br /&gt;
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Instead, we've now got a rather large area to work within, long running conflicts and history (which I exasperated in an attempt to shrink our geographic location, but also chose not to be formally recognized in an attempt to minimize its influence). None of this really gives me, as a scholar, and more importantly, an inhabitant, of the Ghyll world, any inspiration to wake up in the morning, drink a cup of fefferberry tea, read the week's Record, or tuck my daugher into her nursing sack.&lt;br /&gt;
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As for timeframes, I personally think, and suspect others do as well, that deadlines should be based on anniversaries - every week, every two weeks, every Sunday, etc., etc - that'll be far easier to remember then &amp;quot;damn, has ten days gone by? is it Monday or Tuesday this week. oh bugge... oooO, J.Lo!&amp;quot;. I think we're (ultimately) in agreement with our justification/discussion suggestions, as well as macro/micro. Per your suggestion, just waiting for everyone else to weigh in. --[[User:Morbus Iff|Morbus Iff]] 11:13, 18 Sep 2004 (EDT)&lt;br /&gt;
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A big part of the game is &amp;quot;The best laid plans of mice and men&amp;quot;. I was going to introduce a really good twist to the Daniel Mboya story (and it would have both been subtle and also tied it in to something else) but there was no way I could get that into the story of a sailor from around 200 years ago, and I considered it more anti-social to have a Mexican stand-off around who took the last undibbed entry and who got to create their own from scratch, so I didn't get to add to that story. Also, [[Betrothal march]] got defined in a way that goes completely against my ideas of it. But that's where the uncertainty comes in that makes playing this different to sitting at my computer writing poor speculative fiction. --[[User:Talliesin|Talliesin]] 14:11, 18 Sep 2004 (EDT)&lt;br /&gt;
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And, not targeting you (of course), the above is exactly what ''can't'' happen in these sorts of OOG discussions that Sean is proposing: if, at any time, someone says &amp;quot;well, this phantom I made, this is how I see it playing out&amp;quot;, then the game ''will no longer be fun''. We'll either have people writing fiction that is exactly how others have envisioned it (where's the challenge in that? the fun of Lexicon is integration not supplication) or we'll have the scorn of players saying &amp;quot;wait, that's not what I said on IRC the other day - you just ruined my next turn! I thought we ''had'' this discussion!&amp;quot;. --[[User:Morbus Iff|Morbus Iff]] 16:30, 18 Sep 2004 (EDT)&lt;br /&gt;
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Exactly! I'm really pleased with what happened to [[Betrothal march]] (and tri-menth), it was totally consistent with what I'd written and totally different to what I'd thought - cool.&lt;br /&gt;
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As for my twist to the Daniel Mboya case, maybe it'll still get in there, but if it doesn't then that's just the way the game goes.&lt;br /&gt;
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Still, if anyone dibs [[Darvekian Party]] next round I'll give their legs such a smacking! ;p~ --[[User:Talliesin|Talliesin]] 17:21, 18 Sep 2004 (EDT)&lt;br /&gt;
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== I Simply Want The Lot Of You To Die Horribly. ==&lt;br /&gt;
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I like the longer-turn idea. Boo to the large talk-page discussions. I got his with a poisonous dart a while ago, tense talking before I pass out. I think the EPRs are really crucial to the whole of Ghyll, as they are subtly telling you what to do. Perhaps too subtly. Perhaps even in not enough detail. Players right now have an irritating habit of both following them too heavily, and totally ignoring them. We'll soon have around 6 historical societies all centered around the Evesque Valley. It's up to the Encyclopedants to make sure that we don't have 5 different ghylls, and up the the players as a whole to make plots. Too much dissidence. My keyboard just hissed at me. Plots should be secretive in nature, and developed by a bunch of people in rapid succession. Foomistress lays down the groundwork, Foomatic builds up on the story, we see a branch, Bardude1932 builds a story on the branch. Barista makes a plot twist on the main trunk. All of this is organically happening, no sharing of plot details needed. My desk is now an odd shade of purple. There should be a lot more cohesion. --[[User:d8uv|Melik Fizzou]] 22:12, 18 Sep 2004 (EDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD ...&lt;br /&gt;
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== On Control, Controlling People and Just Letting Go and Having FUN ==&lt;br /&gt;
Right, so, the game has taken an unexpected turn.  Well, at least, it has for some people.  Personally, it is precisely what I thought it would be.  Massive, confusing, complicated and filled with entries of wildly varying focus and content.  Wasn't that the damn point?  &lt;br /&gt;
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The world is not a nice, well-defined place.  There are grey areas.  People don't agree on many, many things.  Often.  I think this is accurately reflected in the Encyclopedia.  What's more, I think it's the entire charm of the game.  There are some entries that, in my opinion, really shine.  Alas, I don't think mine are any of them.  Yet.  We've only been through two complete rounds.  Most of us are still gettting the hang of this entire concept, not to mention the specific rules.  Give it time!  Be patient!&lt;br /&gt;
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For example, I am not a professional writer, though at a weak moment in my life, I dreamed of that.  So, my writing is somewhat less polished than, say, Morbus'.  Still, I hold my own.  Also, I fill most of my day not with writting or RPG-related thought, but with troubleshooting servers.  That is what pays my bills.  So, when I get the chance, I read the other entries and occasionally make notes.  Mostly this is done at lunch or while I'm loading software or rebooting a server.  It is haphazard and &amp;quot;catch as catch can&amp;quot;.  Still, I find it quite fun and very recreational.  Especially when I let go of how my phantoms were being used.  I assure you that Ball Lightning Liqueur was not intended to be an explosive!  However, that was the risk I took making the *phantom* instead of hoarding the ne entry for myself later.  In fact, after prompting some additional information (ie. a reference to the Anise Engine) which was missing, I rather enjoyed the odd turn of events.  In future entries, I hope to refer back to Ball Lightning Liqueur and change the interpretation of its significance.&lt;br /&gt;
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Of course, it *is* your game and your server and all that, so you can do whatever you want, but I think you have a much better game than you realize.  Try just letting go of your own expectations for the game, its progress and its direction and having some fun.  That is what the *game* component is all about, right?  Having fun?  That *is*, after all, why we spend so much of our free time doing this, right?  Because we're all having fun?&lt;br /&gt;
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Just a thought.  --[[User:PhineasCrank|Doctor Phineas Crank]] 12:44, 19 Sep 2004 (EDT)&lt;br /&gt;
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== More random remarks ==&lt;br /&gt;
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Since all of you folks are writing extensively on this matter, I thought I would take the opportunity to say, emphatically, ME TOO. :-)&lt;br /&gt;
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What I find most delightful about writing fiction is how stories write themselves and unexpected things happen. Writing collaborative multi-perspective fictional historical fiction in this matter amplifies that to such an enormous extent that it makes it almost like real life. Positively delightful.&lt;br /&gt;
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Someone dibbed an entry that I had practically all the way written in me brane. (I set my alarm for 11:45pm so that I could be the first to dib it. Apparently I had the volume turned down. Bah.) Them's the breaks.&lt;br /&gt;
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And I have an entry almost completely written for something several turns in the future. I will be muchly distraught if someone else gets it. But I'm not going to try to circumvent the rules of the game for that. Although I'm sure my idea is better. ;-)&lt;br /&gt;
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I'd like to see a moratorium on any more friken organizations/religions/secret societies/guilds/whatever, since these seem to be getting just a touch out of control. Yes, I contributed a political (I think) party to the malaise, so I'm just as much to blame.&lt;br /&gt;
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Anyways, I guess what I'm saying is that things seem to be going roughly as I anticipated - mostly chaotic mult-track story development, evolving in wholely unexpected ways. I don't want to see more stringent control, really, although it seems that evolving rules based on problems as they come up, seems completely reasonable.&lt;br /&gt;
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What I don't want is someone telling me that I wrote a particular entry *wrong* because it's not what the phantomer had in mind. I'm moderately sure that the things I phantomed won't turn out the way I envisioned, just as I'm sure that Morbue (damn his eyes) won't write about Cataract Road in the particular way that I had planned before he beat me to the dib. Again, them's the breaks.&lt;br /&gt;
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I'll quit before I get as verbose as some of the rest of y'all. I should have stopped after &amp;quot;ME TOO.&amp;quot;&lt;br /&gt;
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--[[User:DrBacchus|DrBacchus]] 14:11, 19 Sep 2004 (EDT)&lt;br /&gt;
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I'd agree that there are enough organizations and places right now. Show us some inventions, people! And I'd also agree that a &amp;quot;disscussion period&amp;quot; would lead to all sorts of pre-planning, etc. etc., and miss what seems to be, at least to me, the intention of Ghyll in the first place: People taking ideas off in unexpected directions. I had no idea what to do with betrothal march at first. What I came up with is ''interesting'', at least, and nothing like what [[User:Talliesin|Talliesin]] had in mind. And that's the intent, right?&lt;br /&gt;
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Oh, and [[User:Talliesin|Talliesin]], don't get to attached to the Darvekian Party... --[[User:Darus Ixa|Darus Ixa]] 7:12, 19 Sep 2004 (EDT)&lt;br /&gt;
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I didn't say there's enough places. There are 27 cities with Bindlet Ball teams, after all. :-) --[[User:DrBacchus|DrBacchus]] 06:44, 20 Sep 2004 (EDT)&lt;br /&gt;
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You know, I could stand to have a few more cities, in particular, and more places don't seem a burden, but perhaps we need to slow down on the creation of &amp;quot;new&amp;quot; words.  For instance, &amp;quot;Cresent Bay&amp;quot; is just as good a city as &amp;quot;Cranosticknarf&amp;quot;, but it's not a new word for people to have learn.&lt;br /&gt;
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OTH, I'll be damned if I'm going to stop having fun just because someone doesn't think the game is going as planned.  This is the most fun I've had in months and months and I'm not going to let a stick-in-the-mud keep me from it. ^_^ --[[User:PhineasCrank|Doctor Phineas Crank]] 07:23, 20 Sep 2004 (EDT)&lt;br /&gt;
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Darned kids these days --[[User:DrBacchus|DrBacchus]] 07:55, 20 Sep 2004 (EDT)&lt;br /&gt;
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Yes, we're a big short of cities, but let's hold off on inventing more unless we really need a city other than Folktown. Also, I had to break the rule and invent the [[Dagger Seas]] (probably, I'm still at first draft) since I had a sailor to describe, and nowhere for him to sail. I did opt for Dagger Seas rather than Dxorthian Seas or something else totally made up on the one hand or Really-Stormy-In-The-South-Calm-In-The-North-Good-Fishing-During-The-Warmer-Seasons Seas on the other. Dagger's a normal word, but I can think about half a dozen completely different reasons why seas might be called such without really trying, so hopefully whoever gets it will do something good with it. --[[User:Talliesin|Talliesin]] 08:06, 20 Sep 2004 (EDT)&lt;br /&gt;
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I'm pretty sure &amp;quot;Dagger&amp;quot; means &amp;quot;Really-Stormy-In-The-South-Calm-In-The-North-Good-Fishing-During-The-Warmer-Seasons&amp;quot; in some dialect or other. ;-) --[[User:DrBacchus|DrBacchus]] 08:26, 20 Sep 2004 (EDT)&lt;br /&gt;
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Well, if you hold a dagger with the blade down, and consider down to be south, then the blade represents the stormy part of the sea and the hilt represents calm...&lt;br /&gt;
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Just an observation. --[[User:Darus Ixa|Darus Ixa]]&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll_talk:Cranee_Historical_Society&amp;diff=28305</id>
		<title>Ghyll talk:Cranee Historical Society</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll_talk:Cranee_Historical_Society&amp;diff=28305"/>
		<updated>2004-09-20T03:13:41Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: /* More random remarks */&lt;/p&gt;
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&lt;div&gt;I've decided to work on some of the details of distances of Ghyll, using the facts that one nanit is &amp;quot;small&amp;quot; according to [[Bindlet Ball]], and 18 nanits seems quite large as the basis for Ghyll distance terminology. I feel that [[sugro-nanit]] is really quite an irritating term, but I've used it and made it equivalent to a mile to give it some more substance. Cranee is to be between the [[Evesque Valley]] and Folktown, eighteen miles from Folktown and twenty five from the [[Evesque Valley]]. I'd say that a nanit could well be 20cm; that'd make the boxes 3.6m across, which seems about right for huge magnetic whatsits. A mile [http://www.google.com/search?q=one+mile+in+centimetres&amp;amp;oe=UTF-8 is 160934.4cm] according to Google, so that means that there are 8046.72 nanits to a mile. Okay! That means that there are 144840.96 nanits between Cranee and Folktown, and 201168 nanits between Cranee and the Evesque Valley. To tie it back into earthly distances, I can say that Cranee -&amp;gt; Folktown is 18 * 5280 &amp;quot;paces&amp;quot;, and then hope that Ghyllians are roughly the same size as humans--and I think that they should be, but I guess there's no way of knowing. Everything in the Ghyll universe could be different, so it's a case of making all the relative distances work. This section should go in the Talk page.&lt;br /&gt;
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--[[User:Sbp|Sean B. Palmer]] 03:44, 18 Sep 2004 (EDT)&lt;br /&gt;
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==A Call To Order==&lt;br /&gt;
Ladies and not-so-ladies: this is, in some respects, a protest and parody entry. As I've already confided to Morbus, I'm slightly worried about the direction that Ghyll is taking on many levels, and I am here proposing a reform. The main problem is that we simply do not have enough reading and discussion time in contrast to the writing time. We have ten to twenty entries per turn: we've had eighteen this week, and it's simply too much too keep up with. Keeping up with the entries themselves isn't even the biggest problem, it's that it leads to a proliferation of entries that are written in complete isolation from one another.&lt;br /&gt;
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I propose that instead of having a week of writing time and zero contemplation and discussion time, we should try to balance it out somewhat more. Perhaps every five turns, we could have a period of two weeks where no one is allowed to contribute to the canon, and we have to discuss what's been going on in the wiki, what we hope for the characters, where we want the game to develop. There is simply ''no'' out-of-game discussion about the game at the moment, whereas I think that ought to be its principal feature! I think this comes from us wanting to keep our ideas to ourselves so that we can surprise people when we publish them, but I also think it comes from us not planning our entries out in advance, ot wanting to seek others' input, and often from just rushing the entries full-stop. We had three entries in the half an hour before the turn's deadline, and that's silly: as Morbus suggests, we ought to place a moratorium on entries before the deadline, but I think that it should be quite a bit longer than Morbus is probably thinking. A week may be too short a time anyway, so I'm thinking about having five days to soak up the entries and discuss future directions, and then five days in which to write all our dibs. So the process will be day 1: dib; days 1-5: discuss and plan; days 6-10: write entries. That we had three entries in the last half an hour of the turn seems to indicate that a week is simply not long enough for people to catch up with Ghyll (and I must admit that this is partly spurred on by me having some commitments over the next week or so that's going to make it difficult to play Ghyll), though the period that we had for turn A seems too long.&lt;br /&gt;
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Cranee was written quite ''extempore'', but when you look at the structure it's quite obvious that the top section is pedantry gone mad (the distance measures) and the rest is whimsy. I'm kinda irritated that people haven't been able to look into the easter eggs and puns etc. that I hid in my previous two entries, and I decided I wasn't going to waste the time on this entry doing the same--but I've also had not much time to check out the puns and cool references in other people's entries. Perhaps each time an entry is written up, people ought to discuss all the references in the Talk page instead of just leaving them all hidden. I don't think that just banging out entries every week can really be thought of as all that playing Ghyll consists of: you have to care about creating a large and consistent lexicon here, and I'm not sure what percentage of the players really feel that. --[[User:Sbp|Sean B. Palmer]] 03:44, 18 Sep 2004 (EDT)&lt;br /&gt;
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==Just What is the Intent of Play?==&lt;br /&gt;
I hate to be a dork, but I'm not &amp;quot;feeling&amp;quot; the idea of a discussion period - it seems to change the focus of the game away from &amp;quot;let's challenge myself by letting others pervert my ideas&amp;quot; to &amp;quot;let's put ideas on the table and collectively write them together&amp;quot;. If that's the direction Neel wanted to take in his development of &amp;quot;Lexicon the RPG&amp;quot;, then he wouldn't need to stress the facts that &amp;quot;you are cranky, opinionated, prejudiced, and eccentric&amp;quot;, and that &amp;quot;you can argue vociferously with the interpretation and introduce new facts that shade the interpretation&amp;quot;. If the intent of the OOG discussions is for everyone to agree on what the direction and goals are, and then to write fiction supporting those goals, we're removing the need for scholars to be cranky and prejudiced (they're just documenting what everyone agrees on), and also arguments and introduction (scholars don't need to argue because the OOG player discussions have already done that, and new facts don't need to be introduced because they've already been agreed upon in the discussion).&lt;br /&gt;
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I think that &amp;quot;Lexicon the RPG&amp;quot;, the name, and specifically, &amp;quot;the RPG&amp;quot; is telling. If you've never played a game of Dungeons &amp;amp; Dragons or anything similar, then you don't know about the challenge between the players and the game master. The game master has a story inside his head, and it contains plots, characters, and locations. The players are playing in ''his'' world, but the plot is now dictated by ''their'' actions. It is ''very'' common for the GM to make this wonderful plot line, and then to have the players accidentally (unbeknownst to their knowledge) kill a crucial figure, thus destroying the intricate events the GM had planned. ''This is the challenge, and fun, of roleplaying games.'' Sure, game masters can say &amp;quot;uh, don't do that&amp;quot;, but that is generally vilified: players don't want to play a game ''on the rails'', where their actions are constrained to set points and results - they want the plot to revolve around them, for they are the reason the game is being played.&lt;br /&gt;
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In &amp;quot;Lexicon the RPG&amp;quot;, we are all players, but we are also all game masters. We game master the entries we write, presumably with a world view, but then the other players pervert our ideas with their own course of action. As game masters, we're constrained by the rules to ''accept'' what the players do with our ideas - as players, we're vindicated knowing we're not ''on the rails''.&lt;br /&gt;
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With all that said, I do agree, however, that the three entries immediately before midnight is a very bad and slippery slope: going back to the RPG, it'd be like the game master inventing his plot line for the night's gaming session five minutes before it happens. Players ''will'' notice that you've come unprepared - the game stops being fun, and the effort stops being made.&lt;br /&gt;
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I do think, however, that  ''justification'' could be a decent advocate of ''contemplation''. One of my favorite pleasures is listening to DVD commentaries, or to read &amp;quot;developer notes&amp;quot; or &amp;quot;change logs&amp;quot; in games or computer software. They give me an extra level of enjoyment over what I own, read, or use every day. What if, for example, dibbing and writing occurs from Saturday to Thursday, and Friday is spent writing justifications for your entries in the Talk: namespace? These justifications wouldn't be plot revealing... I wouldn't explain why I suggested that Windsor Creame didn't murder Daniel Mboya, but I could reveal that the Folktown Records newspaper was inspired by children's magazines like Ranger Rick or Highlights, or that I really wanted a grey area between &amp;quot;wait, he worked for the paper for 12 years, and he flips out to the point of murder?!&amp;quot; --[[User:Morbus Iff|Morbus Iff]] 09:30, 18 Sep 2004 (EDT)&lt;br /&gt;
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I've sent Neel an email pointing him to this page. Perhaps he'll weigh in too. --[[User:Morbus Iff|Morbus Iff]] 09:39, 18 Sep 2004 (EDT)&lt;br /&gt;
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What about a mandatory OOG discussion note for each entry where each author explains any hidden subtext/gives a brief explanation of why they wrote how they did? Also, I agree a week might be too short once the enthusiasm wears off- what about requiring a draft entry at the end of the week, then a week for exploring the other new entries, looking for new opportunities to connect entries, asking questions, making suggestions, and refining your own work? --[[User:Bast ResNovae|Bast ResNovae]] 09:53, 18 Sep 2004 (EDT)&lt;br /&gt;
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==A Continuing Call To Order==&lt;br /&gt;
The point about a discussion period is not that it takes away the room for debate, but that it fosters it. Not only can the debates still happen, but we can talk about the debates too, tell each other why we're debating in the manner that we are (if we so choose), etc. For example, I might be arguing just for the sake of argument, because I have an actual point, or because I'm trying to protect some plot nuance which is being marred.&lt;br /&gt;
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I see your point about the RPG, and I don't want to take away from that--I want to just make sure we don't fall into pitholes of inconsistency. I also rather dislike the proliferation of so many new things without substance... who cares if Smoldock the Pinghopper fucknuzzled Gangliest Mifferfuddle III on -75/8/1 EC? Only Smoldock's girlfriend at the time, and that certainly wasn't me. I've been as guilty of the shallow invention problem as anyone, and I'm not even sure it's possible to fix now, but imagine if we decreed a rule saying that players can only create a set amount of new nomenclature per turn, or perhaps none at all. Do you think that we'd be able to get along? If you could only create one new thing to interact with the entire Ghyll world as it already exists, what would it be? That's a question which really gets you thinking, whereas the ability to create another Pluzzhucker The Hoobervlonking Ganglesmaking Fridgemagnet Collector seems to not be working as effectively. It's like being constrained by metre and rhyme in poetry--poems tend to come out better when you don't restart the basic building blocks from scratch.&lt;br /&gt;
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In other words, I'd really like to get to know the things that are currently in Ghyll and then proceed very cautiously to investigate what we've got. For every current entry, I'm sure that there are a huge portion that have secondary ideas that the authors are hoping to expand upon later in the game, and I'd like to know them. I suppose for something like Agony Uncle I didn't actually want to know because the mystery was the best part, but I think to a great extent that was an absolutely archetypal entry. If Andelphracian Lights has to any extent fuelled the trend of creating a set of boring assed organizations and other entities then I very much regret it--I wanted to first define the toenail clipper manufacturers, the strange luminous scum that you get on the underside of some rocks in the Evesque Valley, and the strange configuration of pips that you find in Fefferberries. I don't think I can point to a single entry in the game that I've really enjoyed yet, but a handful of them show some really great promising threads that I'd love to extract and have form the proper basis of Ghyll. That's why I keep raising the idea that after the round we all vote between us which our favourite parts are, and then just stick to those and start all the rest over from scratch.&lt;br /&gt;
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So I think that the justifications are certainly good ideas, and I'd probably support any extension to the turns' deadlines and reflection periods. But it's probably a good thing, as you've said yourself, to keep the turns fairly short as it'll force commitment from the players. If you consider my five days and five days proposal, though, note that the actual time in which we can edit is only five days, so that's less than the week that we have currently. And the ten days overall is only three days more than the current period for a turn. I don't think you can force justifications to be written on a single day--that's really restrictive and so people are just going to ignore it.&lt;br /&gt;
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In summary: I'd like to foster out-of-game discussion of debates, restrict the shallow invention problem, instigate the five days and five days turn pattern, and require justifications to be written by players in the second five day period. I'd also like to hear what others think about these proposals. --[[User:Sbp|Sean B. Palmer]] 10:30, 18 Sep 2004 (EDT)&lt;br /&gt;
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==Continuing Exasperations==&lt;br /&gt;
''&amp;quot;Or because I'm trying to protect some plot nuance which is being marred&amp;quot;''  worries me. If the plot nuance is only a plot nuance in your entry, then it's not a fact merely a suggestion, and you can't stop other players from taking it in their own direction. Hell, I could have said that, yes, Windsor murdered Daniel, but any scholar would be able to &amp;quot;introduce new facts that shade the interpretation&amp;quot;, creating a murder mystery because of newly discovered evidence. This is the challenge, and perversion, of our ideas, our truths... the inspiration and reason to play a game is arguably more important then the rules that govern it. Give and take is a part of RPGs - ''if things progress believably'', players will ''accept'' that the villian or plot device they just killed has come back from the dead, and the game master will be back on track with his previously devised plot. Of course, accidental or idiotic disregard, say that Besq boats are made out of cake pans and not trees, is call for foul - if it's not believable, if there's no justification, then it needs to be addressed.&lt;br /&gt;
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We have both, and always, agreed on the proliferation of namealoo and macro entries - we both believe that micro entries, as per the archetypal &amp;quot;Agony uncle&amp;quot; are stronger, and we attempted to stifle macro entries by the grey area of dates, and a plea not to create new geographic locations. These pleas seem to have fallen on deaf ears, and arguably, we're having this discussion (again) because certain players aren't seeing the grander picture, aren't visualing the future of disparity, or simply don't care enough to start inwards and work outwards. I can stare at my desk, and if I were beginning an encyclopedia, describing things within five feet of me would take a rather long time to describe, and I could do each without needing to expound on its history or place of origin.&lt;br /&gt;
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Instead, we've now got a rather large area to work within, long running conflicts and history (which I exasperated in an attempt to shrink our geographic location, but also chose not to be formally recognized in an attempt to minimize its influence). None of this really gives me, as a scholar, and more importantly, an inhabitant, of the Ghyll world, any inspiration to wake up in the morning, drink a cup of fefferberry tea, read the week's Record, or tuck my daugher into her nursing sack.&lt;br /&gt;
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As for timeframes, I personally think, and suspect others do as well, that deadlines should be based on anniversaries - every week, every two weeks, every Sunday, etc., etc - that'll be far easier to remember then &amp;quot;damn, has ten days gone by? is it Monday or Tuesday this week. oh bugge... oooO, J.Lo!&amp;quot;. I think we're (ultimately) in agreement with our justification/discussion suggestions, as well as macro/micro. Per your suggestion, just waiting for everyone else to weigh in. --[[User:Morbus Iff|Morbus Iff]] 11:13, 18 Sep 2004 (EDT)&lt;br /&gt;
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A big part of the game is &amp;quot;The best laid plans of mice and men&amp;quot;. I was going to introduce a really good twist to the Daniel Mboya story (and it would have both been subtle and also tied it in to something else) but there was no way I could get that into the story of a sailor from around 200 years ago, and I considered it more anti-social to have a Mexican stand-off around who took the last undibbed entry and who got to create their own from scratch, so I didn't get to add to that story. Also, [[Betrothal march]] got defined in a way that goes completely against my ideas of it. But that's where the uncertainty comes in that makes playing this different to sitting at my computer writing poor speculative fiction. --[[User:Talliesin|Talliesin]] 14:11, 18 Sep 2004 (EDT)&lt;br /&gt;
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And, not targeting you (of course), the above is exactly what ''can't'' happen in these sorts of OOG discussions that Sean is proposing: if, at any time, someone says &amp;quot;well, this phantom I made, this is how I see it playing out&amp;quot;, then the game ''will no longer be fun''. We'll either have people writing fiction that is exactly how others have envisioned it (where's the challenge in that? the fun of Lexicon is integration not supplication) or we'll have the scorn of players saying &amp;quot;wait, that's not what I said on IRC the other day - you just ruined my next turn! I thought we ''had'' this discussion!&amp;quot;. --[[User:Morbus Iff|Morbus Iff]] 16:30, 18 Sep 2004 (EDT)&lt;br /&gt;
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Exactly! I'm really pleased with what happened to [[Betrothal march]] (and tri-menth), it was totally consistent with what I'd written and totally different to what I'd thought - cool.&lt;br /&gt;
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As for my twist to the Daniel Mboya case, maybe it'll still get in there, but if it doesn't then that's just the way the game goes.&lt;br /&gt;
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Still, if anyone dibs [[Darvekian Party]] next round I'll give their legs such a smacking! ;p~ --[[User:Talliesin|Talliesin]] 17:21, 18 Sep 2004 (EDT)&lt;br /&gt;
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== I Simply Want The Lot Of You To Die Horribly. ==&lt;br /&gt;
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I like the longer-turn idea. Boo to the large talk-page discussions. I got his with a poisonous dart a while ago, tense talking before I pass out. I think the EPRs are really crucial to the whole of Ghyll, as they are subtly telling you what to do. Perhaps too subtly. Perhaps even in not enough detail. Players right now have an irritating habit of both following them too heavily, and totally ignoring them. We'll soon have around 6 historical societies all centered around the Evesque Valley. It's up to the Encyclopedants to make sure that we don't have 5 different ghylls, and up the the players as a whole to make plots. Too much dissidence. My keyboard just hissed at me. Plots should be secretive in nature, and developed by a bunch of people in rapid succession. Foomistress lays down the groundwork, Foomatic builds up on the story, we see a branch, Bardude1932 builds a story on the branch. Barista makes a plot twist on the main trunk. All of this is organically happening, no sharing of plot details needed. My desk is now an odd shade of purple. There should be a lot more cohesion. --[[User:d8uv|Melik Fizzou]] 22:12, 18 Sep 2004 (EDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD ...&lt;br /&gt;
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== On Control, Controlling People and Just Letting Go and Having FUN ==&lt;br /&gt;
Right, so, the game has taken an unexpected turn.  Well, at least, it has for some people.  Personally, it is precisely what I thought it would be.  Massive, confusing, complicated and filled with entries of wildly varying focus and content.  Wasn't that the damn point?  &lt;br /&gt;
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The world is not a nice, well-defined place.  There are grey areas.  People don't agree on many, many things.  Often.  I think this is accurately reflected in the Encyclopedia.  What's more, I think it's the entire charm of the game.  There are some entries that, in my opinion, really shine.  Alas, I don't think mine are any of them.  Yet.  We've only been through two complete rounds.  Most of us are still gettting the hang of this entire concept, not to mention the specific rules.  Give it time!  Be patient!&lt;br /&gt;
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For example, I am not a professional writer, though at a weak moment in my life, I dreamed of that.  So, my writing is somewhat less polished than, say, Morbus'.  Still, I hold my own.  Also, I fill most of my day not with writting or RPG-related thought, but with troubleshooting servers.  That is what pays my bills.  So, when I get the chance, I read the other entries and occasionally make notes.  Mostly this is done at lunch or while I'm loading software or rebooting a server.  It is haphazard and &amp;quot;catch as catch can&amp;quot;.  Still, I find it quite fun and very recreational.  Especially when I let go of how my phantoms were being used.  I assure you that Ball Lightning Liqueur was not intended to be an explosive!  However, that was the risk I took making the *phantom* instead of hoarding the ne entry for myself later.  In fact, after prompting some additional information (ie. a reference to the Anise Engine) which was missing, I rather enjoyed the odd turn of events.  In future entries, I hope to refer back to Ball Lightning Liqueur and change the interpretation of its significance.&lt;br /&gt;
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Of course, it *is* your game and your server and all that, so you can do whatever you want, but I think you have a much better game than you realize.  Try just letting go of your own expectations for the game, its progress and its direction and having some fun.  That is what the *game* component is all about, right?  Having fun?  That *is*, after all, why we spend so much of our free time doing this, right?  Because we're all having fun?&lt;br /&gt;
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Just a thought.  --[[User:PhineasCrank|Doctor Phineas Crank]] 12:44, 19 Sep 2004 (EDT)&lt;br /&gt;
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== More random remarks ==&lt;br /&gt;
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Since all of you folks are writing extensively on this matter, I thought I would take the opportunity to say, emphatically, ME TOO. :-)&lt;br /&gt;
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What I find most delightful about writing fiction is how stories write themselves and unexpected things happen. Writing collaborative multi-perspective fictional historical fiction in this matter amplifies that to such an enormous extent that it makes it almost like real life. Positively delightful.&lt;br /&gt;
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Someone dibbed an entry that I had practically all the way written in me brane. (I set my alarm for 11:45pm so that I could be the first to dib it. Apparently I had the volume turned down. Bah.) Them's the breaks.&lt;br /&gt;
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And I have an entry almost completely written for something several turns in the future. I will be muchly distraught if someone else gets it. But I'm not going to try to circumvent the rules of the game for that. Although I'm sure my idea is better. ;-)&lt;br /&gt;
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I'd like to see a moratorium on any more friken organizations/religions/secret societies/guilds/whatever, since these seem to be getting just a touch out of control. Yes, I contributed a political (I think) party to the malaise, so I'm just as much to blame.&lt;br /&gt;
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Anyways, I guess what I'm saying is that things seem to be going roughly as I anticipated - mostly chaotic mult-track story development, evolving in wholely unexpected ways. I don't want to see more stringent control, really, although it seems that evolving rules based on problems as they come up, seems completely reasonable.&lt;br /&gt;
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What I don't want is someone telling me that I wrote a particular entry *wrong* because it's not what the phantomer had in mind. I'm moderately sure that the things I phantomed won't turn out the way I envisioned, just as I'm sure that Morbue (damn his eyes) won't write about Cataract Road in the particular way that I had planned before he beat me to the dib. Again, them's the breaks.&lt;br /&gt;
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I'll quit before I get as verbose as some of the rest of y'all. I should have stopped after &amp;quot;ME TOO.&amp;quot;&lt;br /&gt;
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--[[User:DrBacchus|DrBacchus]] 14:11, 19 Sep 2004 (EDT)&lt;br /&gt;
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I'd agree that there are enough organizations and places right now. Show us some inventions, people! And I'd also agree that a &amp;quot;disscussion period&amp;quot; would lead to all sorts of pre-planning, etc. etc., and miss what seems to be, at least to me, the intention of Ghyll in the first place: People taking ideas off in unexpected directions. I had no idea what to do with betrothal march at first. What I came up with is ''interesting'', at least, and nothing like what [[User:Talliesin|Talliesin]] had in mind. And that's the intent, right?&lt;br /&gt;
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Oh, and [[User:Talliesin|Talliesin]], don't get to attached to the Darvekian Party...&lt;br /&gt;
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--[[User:Darus Ixa|Darus Ixa]] 7:12, 19 Sep 2004 (EDT)&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22811</id>
		<title>Ghyll:Betrothal march</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22811"/>
		<updated>2004-09-17T02:38:02Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: Scholar Comment&lt;/p&gt;
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&lt;div&gt;The betrothal march is a longstanding tradition in many parts of Ghyll. Performed prior to the announcement of an engagement, a couple consults their preferred mathematic and/or religious advisor, and has the length of their personal march defined using complex formuli and lots of guesswork.&lt;br /&gt;
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In modern times, the purpose of the march is to test the couple's devotion by making them wait to be together while pushing them through a grueling task. In the olden days, it likely had another purpose and possibly another name entirely (but, what this name may have been has been lost through the ages).&lt;br /&gt;
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The march is broken into three sections called tri-menths, which are not of the same length, and always involve a prime number distance. They ascend in difficulty of travel terrain and length, with the third being the most challenging, and therefore most likely to break a couple apart.&lt;br /&gt;
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Length of the modern betrothal march depends on the time of year, phases of the moons, color of the older partner’s hair, and the name of the #27 player on the younger partner’s local [[Bindlet Ball]] team. Thus, distances can range from several steps to a great many [[sugro-nanit]] lengths, truly testing the couple’s devotion.&lt;br /&gt;
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The original conceiver of the betrothal march is thought to have been [[Briorus Jan-Vanderschusen]], the noted philosophy and inventor who was thought to be born around -300 {{EC}}. As records from this time are hard to decipher, little is known about him.&lt;br /&gt;
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'''Citations''': [[Bindlet Ball]], [[Briorus Jan-Vanderschusen]], [[sugro-nanit]].&lt;br /&gt;
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--[[User:Darus Ixa|Darus Ixa]] 15:42, 15 Sep 2004&lt;br /&gt;
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[[Category:Other]]&lt;br /&gt;
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----&lt;br /&gt;
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Just pray your local team actually ''has'' a player #27. I know of a number of &amp;quot;uhhh... nevermind&amp;quot; forfeitures solely due to the drastic consequences, ''love be damned!'' --[[User:Morbus Iff|Morbus Iff]] 22:45, 15 Sep 2004 (EDT)&lt;br /&gt;
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Indeed. And of course players with *27 don't count. Love is never easy. --[[User:Darus Ixa|Darus Ixa]] 2:36, 17 Sep 2004&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22808</id>
		<title>Ghyll:Betrothal march</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22808"/>
		<updated>2004-09-15T19:42:51Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
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&lt;div&gt;The betrothal march is a longstanding tradition in many parts of Ghyll.&lt;br /&gt;
&lt;br /&gt;
Performed prior to the announcement of an engagement, a couple consults their preferred mathimatic and/or religious advisor, and has the length of their personal march defined, using complex formuli and lots of guesswork.&lt;br /&gt;
&lt;br /&gt;
In modern times, the purpose of the march is to test the devotion of the couple by making them wait to be togather while pushing them through a grueling task. In the olden days, it likely had another purpose, and possibly another name entirely. What this name may have been has been lost through the ages.&lt;br /&gt;
&lt;br /&gt;
The march is broken into three sections called tri-menths, which are not of the same length, and always involve a prime number distance. They ascend in difficulty of travel terrain and length, with the third being the most challenging, and therefore most likely to break a couple apart.&lt;br /&gt;
&lt;br /&gt;
Length of the modern betrothal march depends on the time of year, phases of the moons, color of the older partner’s hair, and the name of # 27 player on the younger partner’s local [[Bindlet Ball]] team. Thus, distances can range from several steps to a great many [[sugro-nanit]] lengths, truly testing the couple’s devotion.&lt;br /&gt;
&lt;br /&gt;
The original conceiver of the betrothal march is thought to have been [[Briorus Jan-Vanderschusen]], the noted philosophy inventor who was thought to be born around -300 EC. As records from this time are hard to decipher, little is know about him to most people.&lt;br /&gt;
&lt;br /&gt;
Entries Cited: [[Bindlet Ball]], [[sugro-nanit]], [[Briorus Jan-Vanderschusen]]&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22807</id>
		<title>Ghyll:Betrothal march</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22807"/>
		<updated>2004-09-15T19:42:20Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Betrothal march ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The betrothal march is a longstanding tradition in many parts of Ghyll.&lt;br /&gt;
&lt;br /&gt;
Performed prior to the announcement of an engagement, a couple consults their preferred mathimatic and/or religious advisor, and has the length of their personal march defined, using complex formuli and lots of guesswork.&lt;br /&gt;
&lt;br /&gt;
In modern times, the purpose of the march is to test the devotion of the couple by making them wait to be togather while pushing them through a grueling task. In the olden days, it likely had another purpose, and possibly another name entirely. What this name may have been has been lost through the ages.&lt;br /&gt;
&lt;br /&gt;
The march is broken into three sections called tri-menths, which are not of the same length, and always involve a prime number distance. They ascend in difficulty of travel terrain and length, with the third being the most challenging, and therefore most likely to break a couple apart.&lt;br /&gt;
&lt;br /&gt;
Length of the modern betrothal march depends on the time of year, phases of the moons, color of the older partner’s hair, and the name of # 27 player on the younger partner’s local [[Bindlet Ball]] team. Thus, distances can range from several steps to a great many [[sugro-nanit]] lengths, truly testing the couple’s devotion.&lt;br /&gt;
&lt;br /&gt;
The original conceiver of the betrothal march is thought to have been [[Briorus Jan-Vanderschusen]], the noted philosophy inventor who was thought to be born around -300 EC. As records from this time are hard to decipher, little is know about him to most people.&lt;br /&gt;
&lt;br /&gt;
Entries Cited: [[Bindlet Ball]], [[sugro-nanit]], [[Briorus Jan-Vanderschusen]]&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22806</id>
		<title>Ghyll:Betrothal march</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:Betrothal_march&amp;diff=22806"/>
		<updated>2004-09-15T12:51:56Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dibs to the power of 2. -Darus Ixa&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=Ghyll:WhoIsWho&amp;diff=30485</id>
		<title>Ghyll:WhoIsWho</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=Ghyll:WhoIsWho&amp;diff=30485"/>
		<updated>2004-09-15T12:49:34Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: /* Who's Who in Ghyll? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Who's Who in Ghyll?==&lt;br /&gt;
&lt;br /&gt;
Listing in alphabetical order, not by surname, since some entries (Quezlar 6) don't have a known surname, and Ghyll sorting procedures for names--and even baby name giving procedures--are currently unknown. Note that the short descriptions below are NOT indicative of &amp;quot;all we know&amp;quot;... we just didn't duplicate data available elsewhere in the Encyclopedia. Consider using the search engine to find more information about a particular name.&lt;br /&gt;
&lt;br /&gt;
* '''[[Alarius]]''' - A renowned freethinker, philosopher and artist; son of [[Arariax]].&lt;br /&gt;
* '''[[Aminfarances]]''' - Founder of the [[Aminfarances Institute of Science and Technomancy]].&lt;br /&gt;
* '''Andelphracia''' - (flourised -300 EC) Mayoress of Fylesgate, inventor of [[Andelphracian Lights]].&lt;br /&gt;
* '''[[Arariax]]''' - (born c. -280 EC) One of Ghyll's most influential poets.&lt;br /&gt;
* '''Awal''' - The first to apply [[Jesper's constant]] to the study of spelgof emulsions.&lt;br /&gt;
* '''[[Baron Claude Lloyd Albert Smallwood]]''' - Wine producer, ex-husband of [[Bavarian Creame]].&lt;br /&gt;
* '''[[User:Bartmoss|Bartmoss]]''' - Ghyll Lexicon scholar, ex-member of the [[Bureau of Forgotten Knowledge]].&lt;br /&gt;
* '''[[Bavarian Creame]]''' - Wife of Windsor Creame.&lt;br /&gt;
* '''[[Berell]]''' - Once a [[Brothers of the Lantern|Brother]], now a revered patron and belief system founder.&lt;br /&gt;
* '''[[Bethany Mboya]]''' - “We are all enthrall[sic] to the beauty of Bethany Mboya”.&lt;br /&gt;
* '''Blivingdel''' - An interpreter of Ternary Script.&lt;br /&gt;
* '''[[Bobby Shwarmph|Bobby &amp;quot;Robert&amp;quot; Shwarmph]]''' - Runs the [[Aliens Everywhere]] mag, lives near [[Alezan]].&lt;br /&gt;
* '''Bordingbras''' - ''Mere bagatelle in the hands of a Fate'' (cf. [[Battle of Barnum Stones]], [[Bordingbras his hatt!]]).&lt;br /&gt;
* '''Bunny Hutch''' - Famed performance artist.&lt;br /&gt;
* '''Bursine the 14th''' - Creator of the [[Bursine Calendar]], [[Hive-Lord]] of the [[Nitenmangrey]].&lt;br /&gt;
* '''[[Bysted Timperton]]''' - Vice Chairman of the [[Council for Quezlarian Research]].&lt;br /&gt;
* '''[[Captain Riquiras]]''' - Legendary buccaneer and smuggler. Sailor of [[Besq Boats]]. &lt;br /&gt;
* '''Casostates''' - Was to judge a contest of smilching prowess at the [[Battle of Barnum Stones|Barnum Stones]].&lt;br /&gt;
* '''Corvin Axehand''' - Moved the [[Battle of Barnum Stones|Barnum Stones]] to Stindersgrough in -158 {{EC}}. &lt;br /&gt;
* '''[[User:Crschmidt|Christopher Schmidt]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''Daniel Mboya''' - Nephew of Windsor Creame; died recently in mysterious circumstances.&lt;br /&gt;
* '''[[User:Darus Ixa|Darus Ixa]]''' - Ghyll Lexicon scholar, ex-member of the [[Aminfarances Institute of Science and Technomancy]].&lt;br /&gt;
* '''[[User:Dok|Dok]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''[[User:DrBacchus|DrBacchus]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''&amp;quot;Easy&amp;quot; Lizzard''' - An associate and confidante of [[Bobby Shwarmph]].&lt;br /&gt;
* '''[[Edvard von Craghelm]]''' - (died -20 EC) Famous [[Anaximancer]].&lt;br /&gt;
* '''[[User:Tehwalrus|Edward Shwarmph]]''' - Ghyll Lexicon scholar, quasi-science lover.&lt;br /&gt;
* '''[[User:Pixel|Eric Vitiello]]''' - Ghyll Lexicon scholar, ex-member of the [[Bureau of Forgotten Knowledge]], and farmer in Dandarth.&lt;br /&gt;
* '''[[User:Arnia|Fingest Arnia]]''' - Ghyll Lexicon scholar, [[Amphitheatre aristocracy]] member.&lt;br /&gt;
* '''Gabson Foye''' - Husband of Siam Sinch and exposer of [[Bethany Mboya]].&lt;br /&gt;
* '''Garth Haversham''' - Managing Editor of the [[Folktown Records]] on -7/9/15 EC.&lt;br /&gt;
* '''Gibbous Saunders''' - (born -18 EC) Wrote to the [[Folktown Records]], published in edition 312.&lt;br /&gt;
* '''[[User:Ginestre|Ginestre]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''Hemoss The Heretic''' - Issuer of two Great Heresies (cf. [[Altoxian Bulb]]).&lt;br /&gt;
* '''Honuphrius''' - Brother of the Lantern and denouncer of [[Arariax]].&lt;br /&gt;
* '''Izadora Gutschtup''' - Actress, Alezan or [[Bobby Shwarmph|Shwarmph]] childbearer depending on who you ask.&lt;br /&gt;
* '''Jan ver Daath''' - Retired from the [[Tarkherk Corps]] with a rank of Spearholder. He fooled us all.&lt;br /&gt;
* '''[[User:Joe Bowers|Joe Bowers]]''' - Ghyll Lexicon scholar, has written for the [[Folktown Records]].&lt;br /&gt;
* '''[[User:Jcowan|John Cowan]]''' - Neutral Ghyll Lexicon scholar.&lt;br /&gt;
* '''[[User:Juzh_Iruk|Juzh Iruk]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''Litvia''' - A [[Paramount Queen]], joined with Bursine the 14th.&lt;br /&gt;
* '''Madam Calvian''' - Neighbour to a [[Folktown Records]] employee.&lt;br /&gt;
* '''[[User:Robbi|Makarii Spitignev]]''' - Ghyll Lexicon scholar, [[Iganefta]] resident.&lt;br /&gt;
* '''Margaret Widderson''' - One of the foremost contemporary Andelight craftswomen.&lt;br /&gt;
* '''[[Meldersen]]''' - [[Awal shrinkage]] scholar, has a famous axiom: &amp;quot;It's downside up!&amp;quot;.&lt;br /&gt;
* '''[[User:D8uv|Melik Fizzuo]]''' - Ghyll Lexicon scholar and Fadr resident.&lt;br /&gt;
* '''Mikel Mboya''' - A writer of little consequence. Mboya is a common name.&lt;br /&gt;
* '''Monty Thabot''' - Vice Chairman of the [[Bureau of Forgotten Knowledge]]'s Steering Committee.&lt;br /&gt;
* '''[[User:Morbus Iff|Morbus Iff]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''Morphous Ibb''' - (born -8 EC) Wrote to the [[Folktown Records]], published in edition 578.&lt;br /&gt;
* '''Oblibestircus''' - Minor scholar, not of the ''maior et sanior pars''.&lt;br /&gt;
* '''Phennella''' - Member of the [[Cranee Historical Society]].&lt;br /&gt;
* '''[[User:PhineasCrank|Doctor Phineas Crank]]''' - Ghyll Lexicon scholar and self-styled &amp;quot;doctor&amp;quot; of occult studies.&lt;br /&gt;
* '''[[Professor Altoxian]]''' - Inventor of the [[Altoxian Bulb]], [[Iganefta]] resident.&lt;br /&gt;
* '''[[User:Prothall|Prothall]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''Quezlar 6''' - (flourised -300 EC) Created [[Quezlarian Numerals]], crossed Elminster Mire.&lt;br /&gt;
* '''[[User:Qwentyth Pyre|Qwentyth Pyre]]''' - (born -58 EC) Ghyll Lexicon scholar and [[Evesque Valley]] resident.&lt;br /&gt;
* '''Rancticirchiretic''' - Scholar of the [[Nitenmangrey]].&lt;br /&gt;
* '''Revelerax''' - Former student of the [[Brothers of the Lantern]].&lt;br /&gt;
* '''Salerny Redthighs''' - Chief of the Looliers during the [[Battle of Barnum Stones]].&lt;br /&gt;
* '''[[User:Sbp|Sean B. Palmer]]''' - Ghyll Lexicon scholar and Tomlinson Bridleway restoration campaigner.&lt;br /&gt;
* '''Siam Sinch''' - Artist, and daughter of [[Bavarian Creame]] from her previous marriage.&lt;br /&gt;
* '''[[Supetupheraraphes]]''' - Historian and coiner of the term &amp;quot;[[Aquentravalkeration|aquentravalkeration]]&amp;quot;.&lt;br /&gt;
* '''[[User:Talliesin|Talliesin]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''[[User:Deusx|Tamlin Moon]]''' - Ghyll Lexicon scholar.&lt;br /&gt;
* '''Tim Timperton''' - A [[Folktown Records]] writer and ex-member of the [[Council for Quezlarian Research]].&lt;br /&gt;
* '''Windsor Creame''' - (born -58 EC) Writer for the [[Folktown Records]].&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=User:Darus_Ixa&amp;diff=29437</id>
		<title>User:Darus Ixa</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=User:Darus_Ixa&amp;diff=29437"/>
		<updated>2004-09-15T12:42:06Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Darus Ixa, Ghyll Scholar==&lt;br /&gt;
&lt;br /&gt;
Darus Ixa is young, not terribly ambitious scholar who plans not to die in the near future. A onetime member of the [[Aminfarances Institute of Science and Technomancy]], he quit his group because they made him do things resembling actual work. He chose a career in the scholarly pursuits because it's the one job most unlike real work he could think of. He specializes in Occultology, Technology, Demonology and the Unbelievable/Paranormal. And random bits of History.&lt;br /&gt;
&lt;br /&gt;
==Darus Ixa, Person==&lt;br /&gt;
&lt;br /&gt;
An novice game designer who found Ghyll during programming class, and hasn't done any work there since.&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
	<entry>
		<id>https://www.disobey.com/w/index.php?title=User:Darus_Ixa&amp;diff=29435</id>
		<title>User:Darus Ixa</title>
		<link rel="alternate" type="text/html" href="https://www.disobey.com/w/index.php?title=User:Darus_Ixa&amp;diff=29435"/>
		<updated>2004-09-14T16:32:11Z</updated>

		<summary type="html">&lt;p&gt;Darus Ixa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darus Ixa is young, not terribly ambitious scholar who plans not to die in the near future. A onetime member of the Aminfarances Institute of Science and Technomancy, he quit his group because they made him do things resembling actual work. He chose a career in the scholarly pursuits because it's the one job most unlike real work he could think of. He specializes in Occultology, Technology and the Unbelievable/Paranormal.&lt;/div&gt;</summary>
		<author><name>Darus Ixa</name></author>
		
	</entry>
</feed>