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		<updated>2013-05-21T08:50:42Z</updated>
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	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Heroine_bud</id>
		<title>Heroine bud</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Heroine_bud"/>
				<updated>2012-12-13T16:41:01Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: Created page with &amp;quot;=Proposed Canon= The heroine bud (or hero bud for a male user) is a delicate pinkish flower which provides addictive sensations of euphoria when worn in the hair.  Prolonged use ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
The heroine bud (or hero bud for a male user) is a delicate pinkish flower which provides addictive sensations of euphoria when worn in the hair.  Prolonged use is apparently detrimental and certainly has bad effects on the user's [[signamancy]].&lt;br /&gt;
&lt;br /&gt;
They grow (possibly exclusively) in the [[Olive Garden]] at [[Efbaum]] and are a favoured tool in the machinations of the [[Florist]] Dame [[Olive Branch]].&lt;br /&gt;
&lt;br /&gt;
A pink flower similar to a heroine bud appears in the [[livery]] of [[Wanda Firebaugh]], possibly as a memento of her service under Dame Olive.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
Heroin buds are a form of applied [[Flower Power]].&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
An apparently obvious reference to the addictive real world drug heroin (clinical name diamorphine), which is also deried from botanical roots (specifically the opium poppy) - albiet with significant processing.&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Talk:Flower_Power</id>
		<title>Talk:Flower Power</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Talk:Flower_Power"/>
				<updated>2012-12-13T16:29:51Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: Noted the two &amp;quot;known florists&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==We have two &amp;quot;Know Florist&amp;quot; sections==&lt;br /&gt;
Someone who isn't a drive by-editor may want to delete one of them.&lt;br /&gt;
&lt;br /&gt;
==Speculation and Discussion==&lt;br /&gt;
Taken from the Magical Speculation thread in the forums:&lt;br /&gt;
&lt;br /&gt;
*calm hostilities &lt;br /&gt;
*possibly literal plant magic&lt;br /&gt;
*manipulate people—she has jojo go away and give his spell to parson rather than cast it.&lt;br /&gt;
In LIAB 3, Warlord Ansom's armor during the Parley with his brothers has the typical skull symbol of Wanda Firebaugh, with a flower. Could this be of any significance?&lt;br /&gt;
:Disregard (and possibly delete). The Skull and Flower combination is Wanda Firebaugh's symbol.&lt;br /&gt;
: so if the flower means &amp;quot;life&amp;quot; magic, could the skull (death) + flower (life) be a symbol of Wanda's decryption power?&lt;br /&gt;
: which might mean that the arkenpliers don't inherently do decryption, but that wanda using the arkenpliers does...&lt;br /&gt;
:: Suspect this has now been Jossed by the text updates.  The flower is sort of related to flower power, but not in a good way...&lt;br /&gt;
&lt;br /&gt;
==Element and Axis==&lt;br /&gt;
Flower Power is Hippiemancy, the magic of Life and Matter. It is aligned to the axis of Erf. It is concerned with Matter (Stuff) and Life on Erf, so it provides the Stuff of Life on Erf. (Plants) It can also be described as the abscence of Motion on Erf, or stillness, quiet; peace on Erf. Flower Power's antithesis of Motion leads to a loss of a sense of time known as &amp;quot;Flaking,&amp;quot; such is the peace and stillness. [[User:Commander I. Heartly Noah|Commander I. Heartly Noah]] June 3 2009&lt;br /&gt;
&lt;br /&gt;
==FLower Power Real World==&lt;br /&gt;
Noah, can you back that claim the term began with the placing of flowers in guns? I'm pretty sure it goes right back to the Haight0Ashbury early days. It really became household in the battle of parkland with Ronald Reagan, from what I've seen. I can't find anything that says it began with the flower-gun thing. --[[User:Kreistor|Kreistor]] 01:37, 2 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strongly fact adherent speculation ==&lt;br /&gt;
&lt;br /&gt;
I'd love to hear more strongly fact adherent speculation.  I added a lot of speculation on the nature of Hippiemancy, but as close as possible to the known facts from the story line.  I've done the same thing for Parson as a Signamancer and perhaps will for Signamancy's entry. I think Date-a-mancy is perhaps one of the most nebulous Disciplines, though I'd note Eyemancy (one of the most complete examples of a Class) might provide some insight from Foolamancy (numbers) to Date-a-mancy (numbers) given the caveate their differences of motion and matter.  Has anyone seen any evidence of Date-a-Mancy? --[[User:Danielkaplan123|Danielkaplan123]] 22:18, 6 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Flower_Power</id>
		<title>Flower Power</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Flower_Power"/>
				<updated>2012-12-13T16:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Abilities */ Added the term &amp;quot;quieting&amp;quot; to the combat supression powers following Janis' comment to Sizemore in Book 1 about &amp;quot;not even a Grand Abbie&amp;quot; being &amp;quot;able to quiet the coming conflict&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|420|{{crop|240|650|670|950|LIAB_64.jpg}}}}&lt;br /&gt;
&lt;br /&gt;
=Canon=&lt;br /&gt;
{{MagicSchool&lt;br /&gt;
 |Hippiemancy&lt;br /&gt;
}}&lt;br /&gt;
Flower Power is one of the three disciplines of the [[Magic]] class [[Hippiemancy]]; it is aligned with the axis of [[Erf]]  and composed of the two [[Magic_Elements|element]]s of [[Life]] and [[Matter]].{{erf|1|038a|Parson's Klog #2}}  A practitioner of Flower Power is known as a Florist.{{WoT|5145}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Making a target unable to engage for a turn.&lt;br /&gt;
*Turning a city into a no combat zone for a turn. (Either or both of these may be referred to as &amp;quot;quieting&amp;quot;)&lt;br /&gt;
*&amp;quot;[P]oisons, both natural and magical, [a]re Flower Power.&amp;quot; &amp;lt;sup&amp;gt;[[IPTSF Text 18]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Florists==&lt;br /&gt;
*[[Janis Atlantis]] - A [[Grand Abbie]] Hippiemancer residing in the Magic Kingdom who has been observed casting and teaching Flower Power magic.&lt;br /&gt;
*[[Olive Branch]] - Chief Florist of [[Haffaton]] around the time when [[Wanda Firebaugh]] [[pop]]ped.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
Flower Power may have the ability to prevent or stall a conflict.{{erf|1|013}} It may also directly affect plant life. When we first see [[Sizemore]] and [[Janis]], they are sitting next to a giant flower. Might Janis have grown that flower to its huge size during Sizemore's lesson? If Flower Power allows casters to quickly grow giant plants, then they could prevent conflicts by growing barriers of giant plants between conflicting [[sides]].&lt;br /&gt;
&lt;br /&gt;
Flower Power may also have limited control over plant life.&lt;br /&gt;
&lt;br /&gt;
Sizemore mentions that &amp;quot;in the presence of so much Flower Power, time perception sort of ''crumbles''&amp;quot;. The [[Hippiemancer]]s call it &amp;quot;Flaking&amp;quot;.{{erf|1|011}}&lt;br /&gt;
&lt;br /&gt;
1) To speculate on Flower Power, let's note that there are few references at this time, but we may infer certain aspects from its sister Classes and Disciplines and the evidence we have.  Flower Power is the confluence of Life, Matter, and Erf, Classes and Axis respectively, which places it in the Discipline of Hippiemancy.  (It may be worth noting, Flower Power might also be defined by the absence of Motion from its Classes.)  The use of magic in other Disciplines of Erf are well known to Erfworld fans, such as Dirtamancy, Lookamancy, and on at least two explosive occasions, Shockmancy.  The Erf Axis schools for their Disciplines appear to be strongly physically based as might be inferred from the ''Erf'' Axis.  In this way, Flower Power might also be physically grounded in Erf for the Hippiemancy Discipline.  As it is related to the confluence of Life and Matter, this may place its effects on physical environment (matter) which is experienced by Erf beings (life) (like Gaia in the real word.)  For example, Flower Power ''Flaking'' appears to impact the experience of time.  In the one example we have, this effect was experienced as physical time dilation [http://en.wikipedia.org/wiki/Time_dilation] in a localized space within a single hex and not by beings outside of that space, however, for you Signamancers out there it would appear Flower Power's sister Discipline in Erf, Turnamancy, may be required to impact turn-based time between hexes or perhaps sides.  Based on visual references and the deference of Janis, Grand Abbie, to the plight of others, Flower Power may stress communitarian/egalitarian values which it may share with its fellow Hippiemany Disciplines, Signamancy and Date-a-mancy.  Looking for inferences into Flower Power from it's sister Disciplines, Signamancy and Date-a-Mancy does not provide much additional evidence at this time as they too are not locked in much Canon.  With their confluence of Life and Matter and their absence of Motion Classes, it may be that within Hippiemancy Flower Power (Erf) might influence the environment/nature (space), Signamancy [http://www.erfworld.com/wiki/index.php/Signamancy] (Fate) might influence perspective/insight (vision), and Date-a-mancy [http://www.erfworld.com/wiki/index.php/Date-a-mancy] (Numbers) might influence synchronicity (''time'' in ''meaningful events'', or put another way, the inverse of ''meaningful events'' in ''time'').&lt;br /&gt;
&lt;br /&gt;
2) Hippiemancy is the magic of relationships: detecting and altering the forces of opposition and attraction which bind people or units.    Flower power may relate most to bending and breaking the rules of erfworld using loopholes; and distort perception of time. If Parson is flower power capable and spent an entire night wishing that units could move at night, he might have been able to move only at night from that day onwards (explaining his failure to walk out during the day) yet not realising his newfound abilities.&lt;br /&gt;
&lt;br /&gt;
3) If Flower Power has control over plants it may help improve (or possibly destroy) food production.&lt;br /&gt;
* If this is true, then theoretically Flower Power may also grant bonuses when leading plant based units, such as Gumps, in the same way that a Croakamancer grants bonuses to uncroaked units that he or she is leading.&lt;br /&gt;
&lt;br /&gt;
4) Flower power may also be related to herbalism on stupid world prime.&lt;br /&gt;
&lt;br /&gt;
5) Flower Power may allow its practitioners to manufacture various forms of drugs, both helpful and harmful in nature.&lt;br /&gt;
&lt;br /&gt;
6) If poisons are Flower Power, then perhaps antidotes to those poisons may be as well.&lt;br /&gt;
&lt;br /&gt;
==Known Florists==&lt;br /&gt;
*[[Janis]]{{erf|1|011}} -- likely named after Janis Joplin, a singer and artist closely associated with the real-world Hippie movement.&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&amp;quot;Flower Power&amp;quot; was a slogan used by the 1960's-70's peace movement whose practitioners were known as Hippies, or Flower Children.&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Turnamancy</id>
		<title>Turnamancy</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Turnamancy"/>
				<updated>2012-11-23T09:33:56Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Known Turnamancers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|240|{{crop|70|130|270|310|LIAB_29.jpg}}}}&lt;br /&gt;
&lt;br /&gt;
=Canon=&lt;br /&gt;
&lt;br /&gt;
{{MagicSchool&lt;br /&gt;
 |Spookism&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Turnamancy is one of the three disciplines of the [[Magic]] class [[Spookism]] and composed solely of the [[Magic_Elements|element]] of [[Motion]]; it is aligned with the axis of [[Erf]].{{erf|1|038a|Parson's Klog #2}}&lt;br /&gt;
&lt;br /&gt;
Turnamancers are [[casters]] that can reduce the build time for [[unit]]s produced in the city they are located.  {{blog|2009|10|summer-updates-–-046}} &lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
* Increased Production Efficiency: &lt;br /&gt;
With the help of a Turnamancer, [[Charlescomm]] can [[pop]] [[archon]]s 3 per 2 [[turn]]s, instead of the normal 1/turn, and Faq pops a Royal Heir in 40 turns instead of 60.  This effect may be a sort of time warp (a slowing/speeding effect). Note that, in all known cases, having a Turnamancer reduces production times to two-thirds of what they are without a Turnamancer; this may be a constant ratio.&lt;br /&gt;
&lt;br /&gt;
* [[Prisoner]] [[Turning]]&lt;br /&gt;
A Turnamancer can work on a prisoner over time, decreasing [[Loyalty]] and [[Duty]] to their [[Ruler]] and making a conversion to the [[Capturing]] side more likely. Turnamancy can also counter Loyalty spells preventing a voluntary turning.&lt;br /&gt;
&lt;br /&gt;
* [[Turn]] Alterations&lt;br /&gt;
End another side's turn (after a brief warning).&amp;lt;sup&amp;gt;[[LIAB 21]]&amp;lt;/sup&amp;gt; This is quite a powerful ability, unrecognized by the Erfworlders who witnessed its use at the [[Siege of Spacerock]].&amp;lt;sup&amp;gt;[[LIAB 35]]&amp;lt;/sup&amp;gt; [[Vanna]] accomplished this while linked with [[Charlie]], a Thinkamancer.  The long-distance link and the turn-ending spell itself may only have been possible due to Charlie's use of (and attunement to) the [[Arkendish]].&lt;br /&gt;
&lt;br /&gt;
*Off-Turn Movement&lt;br /&gt;
[[Parson Gotti|Parson]] made note of actions which can and cannot be performed off-turn, with advice from [[Jack Snipe]]. According to Jack, units cannot normally move into other hexes off-turn, due to having zero Move. However, Turnamancers are capable of creating an 'exception' to this rule, which has yet to be fully explained.&amp;lt;sup&amp;gt;[[LIAB 33a]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Turnamancers can make self-powered vehicles, which have many of the benefits of constructed units like golems, but function as item.  Only Turnamancers can make these vehicles, though how they do this has not been revealed. One could infer, however, that this is a reference to clockwork machinery, as gears, belts, and other mechanical parts all 'turn'.&lt;br /&gt;
&lt;br /&gt;
==Known Turnamancers==&lt;br /&gt;
*[[Vanna]], formerly in service to [[Unaroyal]], now working for [[Faq]] on contract, paid by [[Charlescomm]].&lt;br /&gt;
* Tina, as mentioned in [[IPTSF_Text_52]] is probably a Turnamancer (both from the context and from the Tina Turner reference). TBC.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
There are two known examples of the turnamancy speedup; the first is increasing 1 Archon / Turn to 3 Archons / 2 Turns.  The second is increasing 1 Royal Heir / 60 Turns to 1 Royal Heir / 40 Turns.  Both of these are consistent with the idea of the Turnamancer &amp;quot;storing&amp;quot; their turn on the first turn, then granting the stored turn to the city on the next turn.  This may be how Turnamancers do it.  Turnamancers may also be able to &amp;quot;steal&amp;quot; another unit's turn in battle, effectively paralysing both units.&lt;br /&gt;
&lt;br /&gt;
Turnamancy might alter the flow of time ([[turn]]s) in some way, perhaps gaining more time for one's own [[side]] or [[unit]]s, or removing move or actions from the other [[side]] or [[unit]]s.&lt;br /&gt;
&lt;br /&gt;
If Turnamancy can slow time, this could be useful not only for popping units, but allow Regents to complete rounds and still have time for actions, or have direct military application.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it may be an effect not on how long a turn lasts but what can happen in that turn; possibly increasing production values and income. It may also be possible for a stack led by a Turnamancer to move farther and/or perform more actions/attacks per turn.&lt;br /&gt;
&lt;br /&gt;
A master class turnamancer (or two, linked) may be able to skip an opposing side's turn.&lt;br /&gt;
&lt;br /&gt;
Natural Turnamancy may be how turn order is decided.&lt;br /&gt;
&lt;br /&gt;
People often comment that Turnamancy appears to be a combination of two unrelated spheres of [[magic]]: [[loyalty]] and [[time]]. It grates against common sense to see a sphere of magic based upon a homonym, pun, or turn of phrase. Actually this may be a clue as to the fundamental nature of [[erfworld]]. It may be that to its very core erfworld's logic is derivative of certain aspects of English speaking Earth culture rather than having an internal logic of its own.&lt;br /&gt;
: It is possible that Turnamancy decreasing a unit's loyalty is merely increasing the rate at which it changes based on other factors. [[Wanda Firebaugh]] and other units have been confirmed and implied (respectively) to have the ability to cause or coerce a unit to go against their [[loyalty]] (giving up information and possibly turning sides) without the use of non-[[Natural Thinkamancy| Natural]] [[Thinkamancy]]. Therefore, it is a necessary conceit that some offensive form of [[Natural Thinkamancy]] (or a similar, undefined mechanism) is able to affect [[loyalty]], from which it is a simple extension to believe that this process may be what Turnamancy expedites.&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Judy_Gale</id>
		<title>Judy Gale</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Judy_Gale"/>
				<updated>2012-11-16T10:47:42Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Real World References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proposed Canon==&lt;br /&gt;
'''First Appearance''': [[IPTSF Text 50]]&lt;br /&gt;
&lt;br /&gt;
Judy Gale was [[Overlord]] of [[Haffaton]]. She was kept in a drugged stupor at the end of a yellow brick road and close to an emerald [[City]].&lt;br /&gt;
&lt;br /&gt;
She is described as a ghostly looking woman wearing a blue gingham dress and a long silk scarf and a dirt-covered diamond tiara, with her short white hair streaked with black and adorned with a dirt-covered diamond tiara. Her [[signamancy]] indicated personal decay; she is thin, skeletal to the point of weighing nothing at all; her teeth are rotten or missing; she seems to be missing her eyebrows, but marks had been drawn on her skin above her deep brown eyes which sort of resembled them.&lt;br /&gt;
&lt;br /&gt;
Around one ankle she wears some kind of [[magic item]] in the shape of an ankle bracelet.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
She is named for the actress (''Judy'' Garland) and main character (Dorothy ''Gale'') from the Wizard of Oz.&lt;br /&gt;
&lt;br /&gt;
Her gingham blue dress may be a reference to the Red Dwarf episode [http://en.wikipedia.org/wiki/Quarantine_%28Red_Dwarf%29 Quarantine] where the character Rimmer appears wearing a red-and-white checked gingham dress and army boots and long improbable blond braided pig tails.&lt;br /&gt;
&lt;br /&gt;
The magic ankle bracelet may be a shackle, but from it artwork it appears far more to resemble an electronic curfew tag.&lt;br /&gt;
&lt;br /&gt;
==Special Note==&lt;br /&gt;
Judy is one of the few characters to have been a subject of [[Retconjuration]]; originally named Dorothy, Rob decided she was a more complex character, and Retconned her name to reflect that. {{WoT|11/15/2012}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Office Holder&lt;br /&gt;
| Office=[[Ruler]] of [[Haffaton]]&lt;br /&gt;
| Previous=''Unknown''&lt;br /&gt;
| Next=''Unknown''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Judy_Gale</id>
		<title>Judy Gale</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Judy_Gale"/>
				<updated>2012-11-16T10:46:25Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proposed Canon==&lt;br /&gt;
'''First Appearance''': [[IPTSF Text 50]]&lt;br /&gt;
&lt;br /&gt;
Judy Gale was [[Overlord]] of [[Haffaton]]. She was kept in a drugged stupor at the end of a yellow brick road and close to an emerald [[City]].&lt;br /&gt;
&lt;br /&gt;
She is described as a ghostly looking woman wearing a blue gingham dress and a long silk scarf and a dirt-covered diamond tiara, with her short white hair streaked with black and adorned with a dirt-covered diamond tiara. Her [[signamancy]] indicated personal decay; she is thin, skeletal to the point of weighing nothing at all; her teeth are rotten or missing; she seems to be missing her eyebrows, but marks had been drawn on her skin above her deep brown eyes which sort of resembled them.&lt;br /&gt;
&lt;br /&gt;
Around one ankle she wears some kind of [[magic item]] in the shape of an ankle bracelet.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
She is named for the actress (''Judy'' Garland) and main character (Dorothy ''Gale'') from the Wizard of Oz.&lt;br /&gt;
&lt;br /&gt;
Her gingham blue dress may be a reference to the Red Dwarf episode [http://en.wikipedia.org/wiki/Quarantine_%28Red_Dwarf%29 Quarantine] where the character Rimmer appears wearing a red-and-white checked gingham dress and army boots and long improbable blond braided pig tails.&lt;br /&gt;
&lt;br /&gt;
==Special Note==&lt;br /&gt;
Judy is one of the few characters to have been a subject of [[Retconjuration]]; originally named Dorothy, Rob decided she was a more complex character, and Retconned her name to reflect that. {{WoT|11/15/2012}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Office Holder&lt;br /&gt;
| Office=[[Ruler]] of [[Haffaton]]&lt;br /&gt;
| Previous=''Unknown''&lt;br /&gt;
| Next=''Unknown''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Charlie</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Charlie"/>
				<updated>2012-11-16T10:44:32Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Speculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|240|&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Charlie&lt;br /&gt;
 |race=&lt;br /&gt;
 |faction= [[Charlescomm]]&lt;br /&gt;
 |tribe= &lt;br /&gt;
 |class= [[Ruler]] ([[Overlord]])&lt;br /&gt;
 |level= &lt;br /&gt;
 |move= &lt;br /&gt;
 |hits= &lt;br /&gt;
 |combat= &lt;br /&gt;
 |defense= &lt;br /&gt;
 |special= [[Arkendish]],&lt;br /&gt;
 |eyebook= CharlsNChrg&lt;br /&gt;
 |booksound= Ta-da!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
==Proposed Canon==&lt;br /&gt;
''&amp;quot;May I call you...'' &amp;quot;mind slave?&amp;quot;''&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Strengths:''' Getting Paid, Shrewd Dealing, Knowing Things, Pulling [[G Strings]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:''' Bad Reputation, Underestimating Opponents, Acting Like A Bastard, Opposed by all [[Thinkamancers]]&lt;br /&gt;
&lt;br /&gt;
'''First Appearance:''' [[TBFGK 42]] (voiceover dialog only); [[LIAB 39]] (presence represented by various avatars)&lt;br /&gt;
&lt;br /&gt;
Charlie is the [[Ruler]] of [[Charlescomm]], a [[Side]] in [[Erfworld]]. Charlie is not [[Royal]], so he is an [[Overlord]].  The following is known from the decrypted [[Archons]]: Charlescomm is the only city possessed by Charlies side and is level 5; Charlie pops only Archons, of which he had just over 600 at the time of TBfGK; the only other units who are permanently on his side are golems, of which there were about 700 at the time of TBfGK; Charlie often hires casters from the Magic Kingdom for specific jobs, though he does not pop them.&lt;br /&gt;
 &lt;br /&gt;
Charlie is attuned to a powerful [[artifact]] - the [[Arkendish]], one of four known [[Arkentools]]. &lt;br /&gt;
&lt;br /&gt;
Other than these facts, nothing else is known about Charlie. He apparently never leaves the main tower of Charlescomm, where he lives with a personal guard of Archons who are rarely seen by any of Charlescomm's normal soldiers. All communication with Archons or clients is done through the Arkendish, where Charlie only manifests as a &amp;quot;calm male voice&amp;quot; sometimes accompanied with &amp;quot;a slowly changing pattern of soothing colors.&amp;quot; {{blog|2009|10|summer-updates-041}} All existing Charlescomm units have popped during Charlie's rule, and none of them know where Charlie came from beforehand or where he acquired the Arkendish from. Charlie does not permit questions about himself, from either his units or clients. {{blog|2009|10|summer-updates-–-046}}&lt;br /&gt;
&lt;br /&gt;
Charlie has made a magical deal with [[Parson]] and has the ability to force Parson to make twelve [[mathamancy]] calculations on Parson's [[Mathamancy Bracer]].  So far, Charlie has spent four of these on:&lt;br /&gt;
&lt;br /&gt;
*Two calculations on the strength of Gobwin Knob vs. hypothetical Archon attacks.  These calculations were requested immediately after the deal was made.{{erf|1|103}}&lt;br /&gt;
*One calculation on the odds of Gobwin Knob still standing after at the end of the current [[turn]].{{erf|1|105}}&lt;br /&gt;
*One calculation on the odds that forfeiting the eight remaining calculations would be a fair exchange for learning [[decrypted|why the Archon units lost at Gobwin Knob now fight for Stanley]]. The calculation (a 4.14% chance of the exchange being worth it) led Charlie to refuse the deal. This calculation backfired: it taught Parson how to use his bracer to perform sophisticated calculations (and meta-calculations) on abstract future events.{{blog|2009|10|summer-updates-039}}&lt;br /&gt;
&lt;br /&gt;
===Charlie's Rules===&lt;br /&gt;
The [[Archon]]s in Charlie's employ have to follow a set of rules.   They are somewhat reminiscent of the [http://memory-alpha.org/en/wiki/Rules_of_Acquisition Ferengi Rules of Acquisition] though, given Rule #3, not ''quite'' as extreme.  The comparison is loose, at best, and there has been no in comic comparison by Parson yet.  The following rules are known:&lt;br /&gt;
* Charlie's Rule #3: We are in the business of solving problems for our clients. Corollary: Creating problems for our clients creates business.&lt;br /&gt;
* Charlie's Rule #9: If they swing, make 'em miss. If they flee, make 'em run somewhere worse. But if they just stand there, pull the rug out from under 'em.&lt;br /&gt;
* Charlie's Rule #15: Some things are more important than money. Corollary: Most things are not more important than money.&lt;br /&gt;
* Charlie's Rule #17: Don't bet on the lame runner, unless you know you can shoot the healthy one. Corollary: Betting on the healthy runner and shooting the lame one is the better bet.&lt;br /&gt;
* Charlie's Rule #19: Charlie's rules need to be bent sometimes. (Presumed Corollary: Most of the time Charlie's rules do not need to be bent. Alternate corollary: Other rules need to be bent most of the time.)&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
&lt;br /&gt;
====The [[Magic Kingdom]]====&lt;br /&gt;
Charlie maintains an excellent reputation as an employer with most of the inhabitants of The [[Magic Kingdom]].{{blog|2009|10|summer-updates-–-046}}&lt;br /&gt;
&lt;br /&gt;
====[[Temple of the Thinkamancers]]====&lt;br /&gt;
&lt;br /&gt;
However, the Thinkamancers of the Magic Kingdom , led by The [[Great Minds that Think Alike]], oppose Charlie because he knows too many of their secrets about [[Thinkamancy]]. The Thinkamancers may have helped create the [[Summon Perfect Warlord Spell]] as part of their plan to eliminate Charlie.&lt;br /&gt;
&lt;br /&gt;
====[[Wanda]]====&lt;br /&gt;
[[Wanda]]'s attunement to the [[Arkenpliers]] poses a very serious threat to Charlie's existence.  As long as [[combat|War]] is simply a matter of different [[sides]] competing for economic resources, then most [[Royal]]s will not hesitate to hire a non-[[royal]] [[Mercenary]] like Charlie, if it seems profitable to do so. But by allowing [[Ansom]] to spread the idea that there is an inherent ideological conflict between [[Royal]]s and [[Units]] [[attuned]] to the [[Arkentool]]s, [[Wanda]] damaged [[Charlie]]'s ability to persuade [[Royal]]s to hire him.&lt;br /&gt;
&lt;br /&gt;
Charlie's primary objective at the [[Assault on Jetstone]] was to have [[Wanda]] [[croak]]ed, in order to discredit [[Toolism]]. But [[Jillian]]'s revelation that Wanda does not hate Charlie and would probably even be willing to work for him could dramatically change Charlie's relationship with Wanda.&lt;br /&gt;
&lt;br /&gt;
====[[Parson Gotti]]====&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Charlie Relationship}}&lt;br /&gt;
&lt;br /&gt;
====[[Jillian Zamussels|Queen Jillian]]====&lt;br /&gt;
&lt;br /&gt;
{{:Jillian-Charlie Relationship}}&lt;br /&gt;
&lt;br /&gt;
====[[Prince Tramennis]]====&lt;br /&gt;
&lt;br /&gt;
Charlie sees Tramennis as someone he could potentially work with. He's given Tramennis most of the information he has on [[Parson]] for free, and offered a sufficiently large reward for [[croaking]] or capturing the [[Archon]]s who were [[decrypted]] to allow Tramennis to become [[Jetstone]]'s [[heir]]. If he could establish a strong enough working relationship with Tramennis, he might decide to end his secret alliance with [[Jillian]], who has shown herself to be dangerously unpredictable. Unfortunately for Charlie, though, Tramennis is proving to be as willful about following his own agenda as Jillian. He has decided to ignore Charlie's strong recommendation that he not [[parley]] with [[Gobwin Knob]].&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
The [[Arkendish]] gives him unmatched abilities in [[Thinkamancy]]{{erf|1|088}}, but the extent of these abilities is not described. It may explain his ability to hack into the supposedly secure [[Eyebook|Eyebooks]].{{erf|1|100}} It may also explain his understanding of Parson's [[Real World]] leetspeak chat lingo in [[Eyebook]] messages, if its power extends to reading surface thoughts at long range, or through the Eyebook which already provides that function, though his largely unknown background from before his possession of the Arkendish might hold that explanation. If the [[Arkendish]] can intercept messages sent by other [[Thinkamancer]]s, it would explain how he learned that Queen [[Jillian]] had rebuilt [[Faq]]. &lt;br /&gt;
&lt;br /&gt;
[[Maggie]] and some other people in Erfworld consider Charlie enigmatic and bizarre.{{erf|1|088}} [[Stanley the Plaid]] has, in [[Wanda]]'s words, a &amp;quot;strong personal dislike for Charlie.&amp;quot;{{erf|1|043}}&lt;br /&gt;
&lt;br /&gt;
It is possible that Charlie is actually from [[Parson's World]]. This would also explain his understanding of Parson's references. It would also explain his &amp;quot;playing style&amp;quot;: a power-player with cheat codes (the Arkendish) creating an unbalanced side ([[Charlescomm]], with no farms or mines or regular troops) and a highly-specialized unbalanced unit-class (the Archons).&lt;br /&gt;
&lt;br /&gt;
Charlie is not a loyal person as the term is normally used, and is content to play just about all [[Side]]s so that he ends up maximizing his [[Side]]'s gain during a negotiation; however, to protect Charlescomm's reputation, he does not break alliances outright, nor will he abandon an [[Alliance]] that has ended a contract. He has been known to make his services prohibitively expensive, in order to avoid the appearance that he is contracting with the [[Side]] opposing a previous employer in a conflict. This is inconsistent with normal mercenary behavior, and may help explain the confusion other Erfworlders have concerning his reliability.&lt;br /&gt;
&lt;br /&gt;
Charlie provides his employees with significant freedom in providing their services to clients. Employees are permitted to provide freebies or not, at their own discretion.&lt;br /&gt;
&lt;br /&gt;
Charlie seems to be pretty good at remembering his underlings' names, as opposed to [[Stanley]], at least when remembering his archons' names.&lt;br /&gt;
&lt;br /&gt;
After the Battle of [[Gobwin Knob]], most of the members of the [[Royal Crown Coalition]] believe he is working with [[Stanley]] and refuse to deal with him. However, he has managed to form a tentative alliance with Queen [[Jillian]].&lt;br /&gt;
&lt;br /&gt;
[[Parson]] suspects that Charlie is directly behind the [[gobwin]]s being missing from [[Gobwin Knob]]. This might be a form of psychological subterfuge to undermine Parson's role in GK's affairs, as Charlie and Parson are intellectual adversaries, while [[Ansom]], the current chief warlord is more of a nuisance. Given [[Stanley the Tool]]'s responses, this seems the most likely explanation.&lt;br /&gt;
&lt;br /&gt;
If there are any male [[Archon]]s in Charlie's service, then one of them may be named Bosley.&lt;br /&gt;
&lt;br /&gt;
Though Charlie is universally referred to by male pronouns, it may be that &amp;quot;he&amp;quot; is in fact female. In {{blog|2010|03|book-2-–-text-updates-018|Book 2 Text Update 18|inline=yes}}, the video [[Thinkagram]] shown to [[Prince]] [[Sammy]] flickers to a &amp;quot;ghostly female face&amp;quot; before settling on the city of Haggar. Since Charlie communicates directly via the Arkendish and not through a [[Thinkamancer]] unit, there should be no one else in the Thinkagram circuit, so it is plausible that this female face belonged to Charlie. (Hiding even gender, as a detail of personal identity, would be very much in character for Charlie.) Alternatively, it could have just been the Archon spying on [[Haggar]]'s capital &amp;amp;mdash; Charlie called the Archon (causing her face to appear briefly for the outgoing [[thinkagram]]) and asked her to open a thinkagram to him so that he could relay what she was seeing to [[Prince Sammy]] &amp;quot;live&amp;quot;. [This doesn't rule out Charlie being female of course but this particular piece of evidence is not very strong.]&lt;br /&gt;
&lt;br /&gt;
Charlie may have spies in the [[Magic Kingdom]]. The dossier on Parson that Charlie gave to [[Prince Tramennis]] spoke of Parson entering the Magic Kingdom. The only way he could have acquired this information is if someone in the Magic Kingdom told him. (That same briefing spoke of Parson as ''being'' a [[Mathamancer]], making no mention of [[Parson's Bracer]]. It's possible that Charlie still has plans to steal the Bracer for himself, or simply doesn't want [[Tramennis]] or his side knowing about the bracer.)&lt;br /&gt;
&lt;br /&gt;
Some Erfworld fans postulate that Charlie isn't a unit attuned to the Arkendish, but is the Dish itself.&lt;br /&gt;
&lt;br /&gt;
[[IPTSF Text 51|A recent update]] suggests that Charlie may once have been the ruler (or overlord) of [[Efbaum]] prior to its conquest by Haffaton.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
Charlie and Charlie's [[Archon]]s are references to a television series [http://en.wikipedia.org/wiki/Charlie%27s_Angels Charlie's Angels] featuring 3 young women working as private investigators for their boss, Charlie, whose face is never seen on screen. If this homage continues, we will never see Charlie's face, though we may catch sight of extremities or a silhouette.&lt;br /&gt;
&lt;br /&gt;
His [[eyebook]] name is based on the title of the show [http://en.wikipedia.org/wiki/Charles_in_Charge Charles in Charge].&lt;br /&gt;
&lt;br /&gt;
When Parson first contacts Charlie via Thinkamancy{{erf|1|088}}, the mental picture in Parson's head (red jumpsuit, black background) is a duplicate of the &amp;quot;telepathy&amp;quot; used in the television series [http://en.wikipedia.org/wiki/Mork_%26_Mindy Mork &amp;amp;amp; Mindy], when Mork is conversing with his superior, Orson.&lt;br /&gt;
&lt;br /&gt;
{{Office Holder&lt;br /&gt;
| Office=[[Ruler]] of [[Charlescomm]]&lt;br /&gt;
| Previous=Unknown&lt;br /&gt;
| Next=''None, incumbent''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Efbaum</id>
		<title>Efbaum</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Efbaum"/>
				<updated>2012-11-16T10:39:10Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Real-World References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
'''First Appearance:''' [[IPTSF Text 50]]&lt;br /&gt;
&lt;br /&gt;
Efbaum is a [[Level]] 5 [[Haffaton]] [[City]]. It lies at the end of a yellow road and is Emerald in hue. It was once the [[Capital]] of the most powerful Side in [[Erfworld]]. It is the location of the [[Olive Garden]] where [[Judy Gale]], the [[Overlord]] of Haffaton, is kept imprisoned.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
Efbaum may once have been [[Charlie]]'s Capital.&lt;br /&gt;
&lt;br /&gt;
=Real-World References=&lt;br /&gt;
The City is, of course, related to the Emerald City from the Wizard of Oz and presumably named for the author of that story L. Frank Baum.&lt;br /&gt;
&lt;br /&gt;
It's name may sound like 'F-Bomb' when spoken aloud.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities of Erfworld]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Knights_in_Stanley%27s_Service</id>
		<title>Knights in Stanley's Service</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Knights_in_Stanley%27s_Service"/>
				<updated>2012-10-15T12:46:18Z</updated>
		
		<summary type="html">&lt;p&gt;62.196.17.197: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|470|&lt;br /&gt;
[[File:KISS.JPG|thumb|Center|450px|The Knights gather in the Courtyard. From [http://www.erfworld.com/book-1-archive/?px=%2F131.jpg Page 131] ]]&lt;br /&gt;
}}&lt;br /&gt;
==Proposed Canon==&lt;br /&gt;
'''First Appearance:''' [[TBFGK 75]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Knights in Stanley's Service&amp;quot; is a force of elite [[Hobgobwin]] warriors handpicked by [[Stanley the Tool]]. All are powerful enough to easily rout [[Marbits]] and other low-level infantry, and can even be expected to fight [[Warlord|warlord]] [[Class|class]] units to a stalemate.{{Erf|1|113}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{erf|1|076}} These knights are known{{erf|1|090}} for their [[dance fight]] abilities{{erf|1|111}}. &lt;br /&gt;
&lt;br /&gt;
As Stanley orders the Knights mustered from among the corps of ordinary hobgobwins within the city{{erf|1|075}}, keeping the Knights in Stanley's Service prepared for battle at all times may have a drawback, such as an increased upkeep, or possibly that they were normally used as some kind of low-level leader for the hobgoblin units.&lt;br /&gt;
&lt;br /&gt;
The only KISS to survive the events in Book 1 is [[Vurp]], one of the three top KISS who Stanley took with him to build a new side on the ruins of [[Faq]] should he become a [[barbarian]] if [[Gobwin Knob]] should fall.&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
The Knights are an obvious homage to a well known band [http://en.wikipedia.org/wiki/Kiss_(band) KISS]. The warpaint worn by the Knights copies the stage paint that KISS wear during their live shows and music videos.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Knights in Stanley's Service&amp;quot; is based upon a common myth that the RealWorld Rock Group KISS took their name as the acronym for the phrase &amp;quot;Knights in Satan's Service&amp;quot; - a rumor believed to be false and created by religious individuals with a hatred of rock music.&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>62.196.17.197</name></author>	</entry>

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