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Topics - Jubal

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Exilian Media / VOICE: Jubal's Stories & Poetry
« on: March 21, 2017, 06:13:08 PM »
So as to be separate from the music thread :)

It's world poetry day and I did some spoken-ish poeming!


I thought this was pretty good and worth a read - especially the stuff re recent work on Ankylosaur armour and the giant pterodactyl-ish things that were giraffe sized!

Exilian Media / MUSIC: Jubal's Chords & Lyrics Thread
« on: March 13, 2017, 12:20:12 AM »
OK, I have had various chords/lyrics threads in the past, but this is a new one that indexes all my songs to point people at who ask for it on the channel comments :)

Index by Song Title
The Knights of Summer (Song for the Tyrells)
Will You Follow Me? (Song for Thorin)


My son is a lancer, his sword-arm is long,
      C                           G                    Am
O'er rivers and moors he will roam,
       C                                     G
But the crops and the harvests they'll still be growing strong,
              C                      G                                             Am
When the Knights of Summer come home.
                 G                             Am

To win at the lists,
And to win in the field,
In search of the glory that battle may yield,
     C                                    G               Am
All questing for honour,
And questing for truth,
So why do I wish him back under my roof?
Am                                     Em            E

My son is a lancer, his sword-arm is long,
O'er rivers and moors he will roam,
But the crops and the harvests they'll still be growing strong,
When the Knights of Summer come home.

He's a fine sword of steel,
With pommel of gold,
And where e'er he goes my son's sigils shine bold,
All clad in fine armour,
Of silver and black,
So why am I fearful my son won't come back?

My son is a lancer, his sword-arm is long,
O'er rivers and moors he will roam,
But the crops and the harvests they'll still be growing strong,
When the Knights of Summer come home.

He's brave and he's honest,
He's gentle and true,
And all knights who face him, that day they will rue.
But battle is fearful,
With the Stranger's harsh cry
And I want to see my son again e'er I die

Yes, my son's lancer, his sword-arm is long,
O'er rivers and moors he will roam,
But the crops and the harvests they'll still be growing strong,
When the Knights of Summer come home.
I just pray that my son will come home.

The Beer Cellar - Forum Games! / "And then the murders began"
« on: March 04, 2017, 12:18:04 AM »
A silly game, similar to "on a llama farm" - pick a random nearby book, write the first sentence out, then put "And then the murders began..." as the second sentence to see what the result is!

I'll start:

In a hole in the ground, there live a hobbit. And then the murders began...

February 2017 Issue


February is often a quiet month - but despite that, there's been a surprising and exciting range of projects coming through across the site, especially with some new faces in the newly revamped Indie Alley forums as you'll no doubt see below. There's some exciting stuff coming up here, with tactical RPGs, tabletop RPGs, and puzzlers all making their appearances. As ever, let us know what you think about the format and do go and check out these great projects, many of which have free demos that you're welcome to download and check out.

Elsewhere in site news, we can announce that our Cyril & Methodius Day fundraising campaign raised over £150 for the wonderful Room to Read charity, who focus on supporting literacy teaching and skills in developing countries - that's nearly double last year's total, and a great improvement that will change the lives of people who really need it. For those who want to know more, check out our explanatory Cyril & Methodius Day thread to see what we were up to on Feb 14! We've also had some significant forum restructures, which we're hoping will make it easier for people to find what they want in a more compact setup. Let us know what you think by commenting here or using the Q&S forum!

And so, we're onto February's Updates from the Forge - this is now this newsletter's tenth monthly issue of letting people know what's going on across Exilian!


  • The Spell is being cast...
  • Into the depths of Norbayne's past!
  • SpyDNA - have you got the genes for it?
  • Into a wonderland of stars - Fireball XL5 Guide released!
  • Mind Machine Interface - a mind-bending puzzler

The Spell is being cast...
The Spell is a top-down, high-powered, high destruction RPG where you take on the role of Arik, one of a small order of exceptionally powerful wizards capable of bending the world to their will who must face up to the unexpected return of his brethren after his long years in exile. The detailed combat mechanics require both reflexes and a fast battlefield intellect, hurling tables, rocks, and flames at your enemies but with limited reserves of precious magical power to spare. There are also puzzle areas where the different wizards have constructed fiendish mazes for you to navigate, including numerous alternate ways to use your magic and some hidden secrets here and there as well!

Check out The Spell, and play & discuss the game at the link below:

Into the depths of Norbayne's past!
Phoenixguard's Norbayne tabletop RPG setting has yet more work continuing on it, including new combat tests and decisions over which races and classes to include. There are significant tweaks being made all the time, with recent announcements including the presence of the satyr-like Jeleni, agile and fast fighters and travellers from the Westrand archipelago. Huge amounts of new information have also been release on the timeline of Norbayne's past. New details include discussions of the Primordial Age, when god-like beings formed the world as it now exists, and the Mythic Age, when the first Stormlord came to power and the Roanfaille made their everlasting and accursed pact to save their lives...

Sound exciting? Take a look and find out more!

SpyDNA - have you got the genes for it?
This new tactical spying RPG is in early stages, but it's looking very promising. In an immersive, beautifully rendered setting, you are the captain of the SpyDNA program, cryogenically held in stasis between vital missions where you will be brought out to serve your country. These may be simple cases of eliminating a target or a rescue mission, or they may be far more complex tactical missions with firearms blazing and your team at your back. There's a good setting being built around it too, with an unusual and interesting character creation setup that works by quizzing you on situational responses, and detailed dialogue trees so you can start getting used to the world and its characters.

All in all this is looking very promising, and demo feedback is wanted, so do head on over and try it out!

Into a wonderland of stars - Fireball XL5 Guide released!
Jubal's epic quest through the entirety of Gerry Anderson's puppet sci-fi classic has finally ended, resulting in a full episode guide with reviews of all thirty-nine episodes of Fireball XL5! With stories ranging from the star-trotting to the bizarre, Fireball XL5 - a precursor to the more famous Thunderbirds - used innovative puppetry techniques to portray the Space Patrol crew of Fireball XL5 as they went on many adventures and saved both themselves and the universe from numerous cackling villains. Jubal's reviews go through the ups and downs of the series, looking at how the show has dated and which bits of Anderson's work have stood the test of time.

From the beautiful planet Olympus, to the reaches far beyond known space, to the great spinning tower of Space City, there's a great deal to be found in the Fireball universe. Take a look and discover a whole new world - in fact, several!

Mind Machine Interface - a mind-bending puzzler

This mind-bending new game throws a set of fiendish puzzle challenges at the player. Not for the faint of mental strength, the flickering colours and numbers of the mind machine will have you gripped as you try to figure out the solution to each puzzle. The simple set of tools and options shouldn't fool you - there's a wide range of puzzles covering different themes including "data repair", "image rotation", and much more, all of which will require some very particular tricks to make work. The demo is already very well worth working through, with some extremely tough puzzles and good brainteasers to torture the mind of all but the very finest puzzle experts.

Mind Machine Interface's creator izark has asked for feedback on "graphics, bugs, difficulty, anything you want to talk about" - so do head on over and take a look at the demo (though beware, you may be there for a few hours longer than you expect! The game's also on Steam Greenlight right now and is looking very well worth an upvote.

If you've got something in development or want to help write Updates, please do get in touch as usual! In the next month we have Exilian Day on the 18th - our ninth birthday - and no doubt many more new releases and other excitements besides. All that awaits - do join in, say hello, and become part of what we're doing, there are many great projects across the site and YOUR support could be crucial for them.

Hope to see you in a month, for the next issue of Updates from the Forge!

Supermarionation / Fireball XL5 Episode 35 review: Space City Special
« on: February 25, 2017, 10:15:11 PM »
Fireball XL5 Ep 35: Space City Special

Rating out of 10: 8.0
IMDB Link:

So this was fun. Not spectacular as a plot, but amusingly self-aware. I'd recommend making this the last episode of Fireball if one's watching through them; it feels like a curtain-downer, and is much better for that purpose than Space Magnet, which actually did finish off the series.

The plot is simple, and not in many ways crucial to the episode: there's a plot by our old friends the Subterranes to assassinate the World Space Patrol's top general, General Rossiter, which is ultimately foiled by some solid teamwork between Venus and Steve. It's not super high octane stuff, though it is a near miss for our heroes. The real charm of Space City Special comes, as it's clearly intended to, in the parts worked around the emergency. In the build-up to a major awards show, with TV cameras rolling, we get the Space City team oddly prosaically navigating around the media as well as the actual threat, and a lot of zany episodes and humour around Zounie's dislike of bagpipes, Zero and Ninety's duelling over uniform smartness, and so on. The decision to get the Fireball crew to perform a musical number for charity is a major thread of whimsy running through the episode, and gives the whole thing a very unusual feel by Fireball standards. The finale, though, with the crew singing the theme song then cutting to an instrumental version, is good fun, and one of the things that charmed me about the episode as a whole.

The case against Space City Special is that it's not really much of an episode, and it's certainly not an adventure - the crew don't even get into space, and the whole thing works almost more like a sitcom that's riffing on the Fireball characters rather than a Fireball episode in its own right. I wouldn't want to watch it too often, and I'm glad this style of episode wasn't any more prevalent. The villains are an irrelevance (which is perhaps rather sad - the Subterranes certainly deserved a far better send-off); the character studies are a charming whistle through the basic features of each rather than being particularly interesting in any way. It needs to be a one of a kind episode, jarring with the rest of the series as it does, hence my feeling that it's a curtain-downer by its nature.

It wasn't much of a Fireball episode, but it was a bit of good fun for Fireball fans and those who've seen the characters through the rest of the series. Hard to rate compared to any of the rest of the series, but (perhaps partly in relief at it being a much better closing point than Space Magnet) I'll give it an 8.0.

Supermarionation / Fireball XL5 Episode 27 review: Hypnotic Sphere
« on: February 25, 2017, 12:17:55 AM »
Fireball XL5 Ep 37: Hypnotic Sphere

Rating out of 10: 7.3
IMDB Link:

In which there is a villainous plot to conquer the universe which is... OK I guess.

There aren't many obvious and major mistakes or bits that grate in this episode; the plot runs fairly cleanly for the most part, there aren't many really grating character reactions, it's a standard universe domination story. The plans are all reasonably executed, it's nice to see Robert getting some good screentime and action; the glimpse of day to day life in space via the tankers, and it being disrupted, is a good impression-of-depth feature. The initial motivation behind the tanker hijacks is explained (though not enough else is, as discussed below), and the heroes actually do some practical work to counter their enemies strengths, the "flying blind" section being pretty good.

The downsides - firstly, lack of any obvious villain explanation, motivation, or anything else. It's a literal disembodied brain with an eye. So who the hell has been building all those spheres and tech if the Big Boss has no limbs? Why does the disembodied brain want to take over the universe, and why is it hiding on some random ice world where it clearly couldn't have evolved given it can't cope with even mild cold? Especially given that the brain got to narrate parts of the episode, it would've been nice to see a lot more development - it would have made a better recurring villain than a one-episode one-shot, really. Also, the resolution is a bit flat and just involves shooting a thing (albeit with some difficulty); we're not quite invested enough in the villain to make its defeat alone a worthwhile ending, and the scene in the heart of the villain's base is a bit rushed and lacks any decent foreshadows for the heroes.

All in all, this was a competently prepared episode that had most of Fireball's usual upsides and downsides, leading to an average-ish 7.3 score.

Fireball XL5 Ep 27: The Robot Freighter Mystery

Rating out of 10: 7.1
IMDB Link:

In which Steve basically goes batarmadillo crazy and breaks any reasonable definition of the law for literally no reason, ruining an otherwise pretty good plot.

There are some good things to say about this episode, which is why the ending (on which more later) is quite so painful. It includes one of the few times when some villains genuinely outsmart Steve with a good plan that doesn't rely on Steve being phenomenally stupid himself, for one thing. The basic setup with racketeers and needing to guard cargo vessels is a fine and interesting element of space patrol duties to look at, and the gangsters, if slightly cliched, are pretty good villains; it's nice to see villains who aren't super powerful, aren't trying to destroy the earth, but still have a serious mean swagger to them. The basic racketeering plot is a good one, and the aforementioned outwitting of Steve when he goes in convoy is a very nice twist...

...and then the episode falls apart, absurdly and completely. The only hole in the first part of the episode is the strange lack of effective ways of catching the bad guys' mole in space patrol, a conniving Mexican-coded engineer who appears to have sprung straight out of a Donald J. Trump for President leaflet (itself not a great look). Like, apparently fitting a security camera inside a robotic spaceship seemed like too much work for anyone to bother with. But anyhow, that's a relatively minor point and could be overlooked, compared to the fact that, having caught the mole red handed planting a literal bomb on the spaceship, Steve then goes and gets him and the brothers at gunpoint, and puts them on the robot freighter with a fake bomb to extract a confession. This is, needless to say, not precisely how the law works; confession under duress is invalid in a law court (and lack of legally valid evidence was the only reason they hadn't arrested the villains sooner), not to mention that Steve isn't a police officer and probably can't make gunpoint arrests. Even less pernicketily - it's also COMPLETELY UNNECESSARY. He's just caught a guy red handed planting a bomb on a spaceship, so that's a) a lot of criminal counts right there immediately, b) removing the mole would stop the racket anyway and c) it would probably be fairly easy to catch the rest of the ring via a plea-bargain. Steve's actions are, in short utterly batarmadillo nuts and completely pointless, turning what should have been a well worked victory against cunning opponents into a "let's be honest, Steve should be literally arrested for this" moment.

The good features of the first half of the episode do drag this up quite a lot, and I'll let it scrape into the "average" category with a 7.1 thanks to the unusually well played villains and the first half of the episode being high quality, but there's at least a full point of difference between that and where this episode could have got to with a half-decent and functional ending.

Supermarionation / Fireball XL5 Episode 23 review: Mystery of the TA2
« on: February 22, 2017, 12:52:29 AM »
Fireball XL5 Ep 23: Mystery of the TA2

Rating out of 10: 8.3
IMDB Link:

Mystery of the TA2 is definitely a well built Fireball episode - it sets up its core mystery well, has some clear phases through the protagonists' journey, and manages to build the world and setting up a little as well in the process.

The basic plot all checks out and works well - the central mystery around the wreckage and tracing it, the empty TA2 getting searched which has a really nice slightly creepy Mary Celeste feel, and then the segments on Arcturus all broadly make sense. The origins of the TA2 help us feel like the space patrol has some history behind it, and the odds and ends of thinking about things like earlier tech in the patrol as well as the specific mystery gives the vital impression of depth. The salvage mission also makes for some nice crew dynamics, with Matic's bumbling nature but longer memory contrasted with Venus' efficiency and desire to find out new things, and with Steve acting oddly like a sensible captain for once. Commander Zero's brief parts in the episode are good too. His bluster about "regulations" comes up regularly in Fireball, but we get another regular reminder at the end that this is nothing more than bluster and frustration (and probably worry for his crews) - he turns out to be as pragmatic and flexible in his underlying approach as ever.

On Arcturus, the "let us, three people, split up and search this whole planet for what's probably one corpse from about 50 years back that may be buried in a hundred feet of ice right now" is a bit odd, but then the "every planet is plot-sized" thing is quite consistent in Fireball (and I can't criticise too much since I've done the same thing myself in creating my adventure game LIFE). The ice trial is nice, it's a fairly original idea that I at least haven't seen played out elsewhere, and the "trial by natural phenomenon" category isn't otherwise used much in Fireball whilst being a good suspense generator. Denton himself fits the part well, with the shots and discussions establishing him effectively, and even giving him some interesting depth of motivation between perceived duty to the Arcturans and desire to return to earth. The scene where he watches Fireball fade into the distance is certainly one of the more poignant of the series, especially for a minor character.

It would be wrong to do this review and not mention the trope issue that seems fairly glaring to a modern analytical perspective, though was probably not much considered at the time - specifically, the infantilisation of a native people (Denton's description of them as "like children" is ambiguous by may imply this) and the "great foreign man turns up and is made king". The vaguely feathery headgear of the Arcturans even has a little reminiscence of something stereotypically "native", though the very medieval style of the castle/palace helps somewhat to break up the trope played straight. This trope is of course somewhat more forgivable when a literal new species is created for the purpose, but it's a bit hard not to feel like it's mirroring rather less pleasant portrayals in older adventure stories. The brief use of the trope might be its saving grace; whilst more exploration of the Denton/Arcturan dynamic (their fear of having "their" king "stolen" is interesting) might have been interesting to elucidate whether Denton's view of them is accurate, it might also have cemented some of the more awkward and clunky elements of the trope in place.

Whilst there are a few reservations from me about this episode, it's definitely a very good piece of work overall, and considerably above Fireball's average - an 8.3 score being the result.

Supermarionation / Fireball XL5 Episode 17 review: Space Vacation
« on: February 21, 2017, 01:40:17 AM »
Fireball XL5 Ep 17: Space Vacation

Rating out of 10: 8.5
IMDB Link:

I like Space Vacation - it's got a lot of similarities to Planet of Platonia (probably my favourite episode), and whilst it's a slightly weaker episode overall there are a lot of good things to say and a very good score as a result.

Fireball actually is pretty good when it tries to do extraterrestrial politics, something it doesn't do enough; it's a good way of providing character motivations that aren't just cackling-villain in style, and whilst both villains in this piece do get some literal cackling opportunities, the Fireball crew getting caught up in what's fundamentally a "domestic" intrigue around the planets of Olympus and Kembel is great, fitting the "Odyssey" style that tends to mean Fireball is at its best. The Olympus-Kembel dynamic, represented by the two planets' leaders (Jankel on Olympus and Kanerik on Kembel), gives a good impression of depth in the Fireball universe that's too often lacking in other episodes, and having two antagonists who are opposed to one another is a good way of adding extra complexity. The dichotomy between unpleasant Kembel and beautiful Olympus - but the way that isn't reflected in the two leaders, who are as bad as one another, is nice. The shaping of Kanerik as a ruthless and implied-demagogic (given he starts the episode giving some sort of mass radio broadcast) leader seeking to turn his downtrodden folk into conquerors, versus the outwardly opulent but fundamentally xenophobic and avaricious Jankel, means that the secondary characters all get enough motivation and background to drive them believably through the plot. The positioning of Irgon as a younger idealist ruler whilst also wrapping him up in the plots works very well indeed.

The plot development is also well handled, with the leaders' plans and failures drawing the Fireball crew in convincingly, every character actually has an explained motivation; the old rivalry, the assassination attempts, the kidnapping and even Jankel snapping under the strain all fundamentally make sense in context. Even the lightning blast that hits Fireball is actually foreshadowed earlier in the episode, which is excellent. The time-limitation plot device adds suitable pressure onto the ending and means that the later segments of the episode get a good buildup of tension towards the climax.

Are there downsides? Of course, but not many. The biggest plot-wtf moment is the fact that Steve managed to literally walk into the Kembellian leader's base and knock him out with a rock feels a bit bizarre for the lack of guards or any other similar devices. These planets are supposed to have been having frequent wars, and one guy on a hoverbike can walk through the automatic doors and knock out the supreme leader of Kembel? It's not a strong plot point, and nor is Jankel's apparent lack of any resources other than Steve - he's the leader of a planet and has to resort to sending one earth-man in with no mention of declaring war? This could be explained somehow (perhaps Fireball can get onto Kembel where Olympian ships would be shot down), but it isn't. The ending is alright but a little under-explained as to why and how Irgon is able to quietly threaten the argumentative parties with earth's intervention (but OK, that's me being pernickety). Some time could have been freed up to give us a little more on this by cutting out some of the rather lame cracks about Venus (in her usual role as stand-in for all womankind) and her holiday packing, though even in that scene the fact that the crew borrowing Fireball for a holiday is actually directly addressed is unusually good attention to plot detail.

All in all, a very nice episode of Fireball, one which adds quite a bit to the universe and has some very good sustained tertiary-character development. An 8.5, one of the higher scores of the series.

Supermarionation / Fireball XL5 Episode 11 Review: Space Monster
« on: February 19, 2017, 09:11:47 PM »
Fireball XL5 Ep 11: Space Monster

Rating out of 10: 7.0
IMDB Link:

7 may be a rather generous score for an episode that utterly fails at its eponymous feature, but there were some redeeming features here too that meant I mostly enjoyed watching.

We'll start with the big obvious negative though - the space monster itself. It's basically a badly made dinosaur. Compared to the usual standard of supermarionation, it looks and feels strangely crude and carnival-like, with one half expecting the head to come off and reveal a real villain inside. The main problem is the eyes - bulging, static, and looking very still and painted. Adding more life to the puppet's face would have worked wonders for the episode. As it is, an episode fairly good on plot and character interaction feels very very strange. Despite the characterisation all being reasonably good (there are a couple of grating comments from the XL2 crew about Venus' looks which aren't picked up on, but generally the characters all interact very well), it feels like they're acting out a strange pantomime in fear of a carnival dragon.

So, given that, what's there to like about an episode called "Space Monster" that fails to deliver on a good monster? A fair amount, as it happens. The adventure plot is straightforward without relying on hackneyed villain tropes, and the behaviour of the monster and the characters all checks out fairly well. The XL2 crew appear as fairly fleshed out characters, and there are some nice glimpses into how various characters do and don't work together - an illuminating discussion between Matthew and Commander Zero that harks back to their shared histories, and the relations and planning between Steve, Ken, and Venus (I'd have liked more on the slightly fractious Ken-Venus relationship), all make this a pretty good character episode by XL5 standards. Best of all, the plot resolution is a) based on elements established earlier in the episode rather than being a deus ex machina and b) doesn't have Steve doing something obviously stupid that works solely due to Power of Dumb Heroism. I may just be satisfied at seeing Steve finally get his leg put in a cast for his continual idiocy, but nonetheless that part of the episode definitely wins points.

So despite a poor Space Monster itself, and a couple of grating points, the plot lacks too many excessive holes, the characterisation hangs together well, and as such this scrapes a 7.0 from me as a decent example of an XL5 episode.

Age of Tyrants / Test report 18-19 Feb 2017
« on: February 19, 2017, 02:08:02 AM »
Had a really nice test of this today w/fellow Byzantinists. Played with 8 players for the first time. Very close game, which is good.  :)

Obvious issues:
  • Slow start, not helped by alcohol and cake intake during play
  • 8 players is tough for any boardgame - it was nice for some parts of the game, but still meant too many people sitting around too often
  • Still slightly too frequent that players had to discard for being unable to act
  • Need a lot more clarity on the restrictions for penalties in law courts etc - some players often given penalties that simply pegged them back too far to recover, and prosecutors tended to break the legal system by starting with "share all the defendant's wealth" which defendants found hard to deal with or respond to.
  • Battles were too usually walkovers.

  • Close ending, with the player who appeared to be in fourth sneaking through at endgame thanks to numerous legal and stabby wranglings among top three
  • People seemed to enjoy it!
  • Players were making alliances and getting into the spirit of it; good epic speeches made etc
  • Both trial and battle mechanics seemed to work fine without too much understanding issue
  • By T3 most players seemed to have picked up the basic rules, which feels about right for this sort of game

Creative and Project Hub - The River Docks / What to work on, Feb 2017
« on: February 16, 2017, 12:27:58 AM »
For the next few months a few things are obvious or already committed to: some academic work (finishing thesis, learning Georgian), some actual paid work (tutoring mostly), and three other key things - seeing the political pressure group I work with through to actually existing and functioning, continuing to work with Exilian, and getting LIFE at least into beta as it's the closest of my projects to completion.

However, beyond that, not much is certain. As such, I hereby present Jubal's "what am do?" poll for Feb 2017, to survey some general thoughts from folk on what I should in fact work on in spare time, especially after the LIFE beta and my thesis are complete. There are many options - choose your favourites and I may take that as guidance to work more on those!

A list of the options is below, as well as on the poll, with links if you want to find out more about what I do/my style on any of these things:

 Adventures of Soros (Fantasy PC text-adventure)
 Stories & music content for YouTube
 Political writings - blogposts etc about current affairs
 Do a vlog series (on random interesting factoids & info)
 Storytelling tales - work on writing more short stories for telling & turning them into books
 Boardgame design - more designs, pick up & play pieces, etc
 Boardgame publication - get Botolph Lane card-game to a publishable state
 Write more of ForgeFyre (Steampunk/Gothic online story)
 Go back to work on my Guns, Swords, and Steam RPG rulebook
 Other gaming content e.g. reviews, playing guides (mostly to old & indie games)
 History content - producing online archives, sources, etc under the Exilian banner (e.g. things like the Roman Law Project)
 Other writing, producing more short & long fiction and poems

The Town Crier! Announcements! / Happy Cyril and Methodius Day!
« on: February 14, 2017, 01:14:21 PM »
Happy Cyril and Methodius Day!

It's Cyril and Methodius Day - Exilian's annual celebration of languages, linguistics, and literacy. Today's a day to hug a friendly linguist, talk to your friends in other countries, read a book, learn a new language, and much much more. Do drop by on our official thread and say hello, and do spread the word as well! We're also, as last year, fundraising for the Room to Read charity which spreads the gift of literacy in developing countries. If you'd like to donate, please do - all money goes straight to the charity, and it would be great to beat our £85 total from last year. Besides that - enjoy the alphabets and excitement, and have a great Cyril & Methodius Day :)

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