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* PLAYER BLURBS.

These are the player blurbs. Send in anything you would like to have in this section. Also web links to graphics and sites are OK. See Info Page for more information on how to do this.


Game 22 Blurbs.
Clicking on the player numbers below will take you to their blurb.
Click the email address beside the wizard name to contact that player.

  • PLAYER 1 - Arkhan

    
    

    Title

    Arkhan, omnipotent, and great leader introduces to you the valiant race of the icelands.

    We icelanders strive for excellence, and peace along our borders. We are an honest race with honest values, and will honor our vows to the end.

    We, the Icelanders, expect that any foregneirs honor their vows in similar fashion, and pay homage to our great nation. Should violence erupt near or within our peacable lands, we will crush with holy wrath that which disturbs our lands.

    Contact Arkhan at q9102577@topaz.cqu.edu.au


  • PLAYER 2 - The Witch King of Angmar

    
    Know you, that during the first War of the Wizards there arose a great and
    terrible power from among the peoples of the earth.  That malevolent and
    evil entity was known by many names, but chief among them was SAURON, and he
    took as his symbol the ever-burning lidless eye.
    
    In those times great armies marched at Sauron's call, countless thousands
    perished, and empires were crushed under his iron heel.  Greatest among his
    servants were the nine, the Nazgul, once mighty Kings of the earth but now
    enslaved to their dark master's will by the golden rings they wore.  
    
    Chief of the nine was the Witch King, once Lord of the ancient frozen wastes
    of Angmar, where he lead his proud and fierce Icelandic warriors against the
    Kings of the west.  Seduced by Sauron's subtle promises of power and
    immortality, he had willingly drunk from the poison chalice that was
    Sauron's gift-ring.  Swiftly, even willingly had he had succumbed to the mad
    whispers that invaded his mind with visions of blood and fire and gold and
    glory.  When Sauron finally invoked the power of the One Ring which he wore,
    dominating the nine and calling them to his service, he found the Witch King
    his most ready and willing disciple.
    
    But Sauron and his nine were to be cast down.  At the height of Sauron's
    power, a grand alliance of Men, Elves and Dwarves was formed against him.
    Long was the battle that followed, the ground underfoot layered with the
    dead, whole hosts of warriors torn asunder by the magics unleashed.
    Mountains were raised during the struggle, mighty rivers diverted from their
    course of centuries, forests burnt, cities laid low.  Finally, on the slopes
    of Mount Doom, locked in mortal combat, Sauron's ring finger was shorn from
    his hand, and with the loss of the One Ring, his power was broken.  
    
    His soul was said to have been destroyed in the cataclysm unleashed by his
    defeat.  His enemies boasted to have cast down all his foul works.  The
    nine, it was believed, perished forever.
    
    But none of those things were true.
    
    For the ring remained, lost.  And while it still existed so did Sauron.  And
    so did the nine.
    
    Beaten, bereft of his power, near death and with no more than the force of
    his hate to sustain him, the Witch King slunk back to his people.  For
    centuries did he abide with them, conserving his power, seeking word of the
    rest of the nine, remaining hidden from all eyes with the power to see his
    true nature.
    
    But that callow time has now past.  Magic has returned to the lands of
    wizards.  His master urges him from beyond the grave.  The One Ring calls.
    The Icelandic warriors of ancient Angmar rise once more.  The nine gather,
    called once again to their masters service by their fell Captain.
    
    For the One Ring must be found.  Sauron must come again.  The way must be
    prepared.
    
    It is time.
      
    

    Contact The Witch King of Angmar at warren.mcintosh@chapmantripp.co.nz


  • PLAYER 3 - Thaaz, The Tamer

    
    
    hjklkjh
    Wellcome, wizard...
    You have made a long journey to reach the Halflings of Comrodion Hollow . Please, rest for a while and let us comfort you with our finest wines and delicatesse. Listen for a while to some of our people and take your time to get to know our folk. We are very happy that you decided to follow our invitation....
    ....well, I think it might be adequate to introduce You, great wizard, to our leader Thaaz. Let me read some lines from our chronicles...

    "A dark silhouette moved slowly through the out of the sky gushing white. The harsh winds lowered the temperature to a degree where flesh would instantly freeze if it touched metal. The creator had summoned trillions of fragile crystals to begin their long life cycle, pouring steadily from a source impossible to locate by eyes. How long would they exist? Hundreds, may be thousands of lives in Comrodion Hollow would end before they eventually paid their prize for this timelessness. Melted by the burden of their siblings they would find their way through never seen layers of earth and bring live to the world wherever they surfaced. But that was not the concern of that tiny human creature that had to carve every single inch out of this wall of snowflakes. It was more in a state of wondering, capable of the purest thoughts. Although the focus of its mind was time itself there was no caring at all about anything else but itself. The timelessness and beauty of the hollows passed unnoticed while it was occupied with the measurement of time even though it appeared to have lost its ability to succeed. 'How long to get out of here...?' Of course, one has to acknowledge the difficulty in loving the uniqueness of this white-gray, weather shaped site during a heavy winterstorm. 'How long can I endure this...? How long have I been walking...? How long since my feet went numb...?' Strange things can happen when one asks too many questions while knowing well they cannot be answered. It facilitates the impression that one is lost and will eventually lead to the conviction that one is lost, even though it might not be true. The center that remains for such a lost soul is its self only. Whenever a soul is taught to look for patterns in life and use them as tools to describe and predict the future, the discovery of a too strong and too timeless pattern erases the former ones and to a mind that cannot grasp infinity, it seems as if a heavy winterstorm emerged since the beginning of time...


    When they found him they stared at each other in disbelief. Without any doubt he must be one of the s trongest man to survive such a hostile weather, for how long? With his dark hair and his tall body he looked different than the Halflings, but otherwise he appeared as one of them, although he spoke in a strange way that clearly showed that he was raised somewhere else. When they first asked him about his name he only replied "th...th..sss" as he was too cold to control his tongue. Not able to receive any information from this tortured man the Halfling elders discussed about the meaning of his arrival. They were worried about what they had found in his right hand fist and what this man only very reluctantly unsealed when he opened his hands as he slowly felt warmer inside the room they brought him. They retrieved strains of strayed thick red brown hair and everyone who saw it knew where it stemmed from. Mammoths hadn't been seen for generations and it meant that he had traveled very far for him to reach Comrodion Hollow. The implications of this event alarmed the elders. It meant that after ages they had again contact to far away realms, but not only that, with this happening they were again connected to the patterns that the creator would summon upon the whole world. It became clear that this poor man had lost its memory of the past, but he had a surprising clear mind. For the lack of a name they called him Thaaz, as it was the tradition between the Halflings here to carry the first spoken word after reaching adulthood as a name for a man. The common people soon expanded his name because of the rumors that he was a friend of the mammoths and because his clear words often persuaded the angry to let go from their hate filled thoughts, thus they called him Thaaz, The Tamer.


    It became clear that the connection to far away civilizations was only temporary, as during the following years no more strangers appeared. The elders were relieved, but they knew that not much more time would pass until somebody else could explore the homelands and bring far more trouble than winterly weather. The Halflings would have to be prepared. The ages of peaceful existence in their grasslands might be over as they would be dragged into the pattern of the whole world. The following seasons seemed to be paralleled by partial retrievals of Thaaz' memory. When the elders decided that the Halflings should be trained in the arts of war, fearing that this training would be necessary for the people to survive what may come, it was him that had the most knowledge of how to deal with that task. He seemed to have great leadership ability although he himself was not sure if he would be able to serve these small people in that way as he was not even sure about his past. He had this strange feeling inside that the future would bring far more trouble than anyone could imagine. But they urged him to lead them as the fear of the future sank slowly into their hearts and he didn't refuse. When the first caravan arrived and brought news of the rest of the world, of people living in deserts and jungles and creatures that looked very different from humans, all the people, even those who doubted the words of the elders spoken in the past, knew inside that from now on they would be deeply involved in what was going on in Kalander. And Thaaz thought that it would be better to discover what was waiting for them in the world then waiting for the world to discover them..."

    Dear wizard...
    we truely honor our leader Thaaz, but all of our people agree in the wisdom of the separation of power. Our Nation is based on three columns, our leader Thaaz, the Slingers Guard of Comrodion Hollow and the Temple of Thaaz. We find it very important that all the columns are heared before the making of a crucial decision. Every column has chosen its representative color, black for the hair of our leader, gray for the stones of the Slingers Guard and jade for the clerics of the Temple. Let me now introduce you to our famous warrior circle. Its experienced members led the Slingers Guard to become a political power throughout the history of these Halflings...


    l
    The Slingers Guard
    m


    Chiren kalelsa auna gunusel britt


    Invitation by a Guard itself is the only way to join the round of the warriors. It is the only formation that requires no association with a certain class. Instead, the enrollment as a Slingers Guard will by itself guarantee a priviliged status in the society. The rules state that they will not be treated lesser than any honorable part of the family in power and promotion can raise a Slinger to be equal with the cousins of the leader.
    It is not pure bravery or skill that the Slingers Guard is known for. As they are needed in the most peculiar and important missions, there is not much room left for uncertainty and failure. Since the beginning it was clear to the wisest of slingers, that not the fastest or the most skilled will hurl off the first stone, but the one that has the surprising moment on its side. Hence, an outstanding Slinger has to acquire a multiplicity of knowledge that exceeds by far the average of education. Every possible weapon that could be used to surprise a warrior has to be studied by the Slingers Guard. Such accumulance of intelligence, wisdom and body skills is a true rarity under Halflings.



    We appreciate, that You are still with us, wizard...
    we believe that noone will enter heaven that does not follow the ancient path of the divine powers. Its rules are omnipresent and only in the greatest emergency one should consider leaving the path. One has to be aware of the great sacrifices implied in disobeying the divine laws. We hope You will cherish these laws as we do and find proof of them in your entire life, as it will empower your being on earth and enable your future development...


    PFY
    The Temple of Thaaz
    YFP


    Salas ulumnia ferus vazarel -- lachumen sei sei hallisel ori


    To enter heaven you have to follow the divine laws. Don't mistake these ancient rules as a way to gain power over the living. Any dependence outside will chain your power within you. Disobedience forces the master into slavery. Only true freedom results in unity.
    the law of balance - if you pull, you will be pushed. If you flee, you will be hunted. Only if you are centered you can observe and truely decide upon your action.
    the law of choices - if you do not choose, you will stand still. If you choose, stay commited until you choose to quit. There is no other force but your decision, that keeps you on your way.
    the law of process - if you step ahead, you leave behind. Every distance is covered by a chain of steps, the first and the last carrying you equally far.
    the law of presence - if you live in your past, you will never leave. If you live in your future, you will never arrive. Only in the presence you can truely take a step forward.
    the law of compassion - if you judge, you will be judged. Only the love for the whole will make you step beyond your horizon.
    the law of faith - if you deny your faith you close yourself. If you accept your faith, you open up and progress consciously.
    the law of expectation - if you think you will fail, you will not arrive. Your way of thinking will determine the outcome of your action.
    the law of integrity - if you betray the laws, it will be ten times more difficult to come to the same point in your journey of life.
    the law of action - if you want to enjoy the summit, you need to make the climb. It's better to do what is best than not to do and have a good excuse.
    the law of cycles - if you want to build something everlasting, you will fail. Only when you change you will grow. Everything that you seed has to be harvested.
    the law of surrender - if you accept your challenge, you will find a way through. You first have to surrender in order to truely understand. It is the basis of every evolution.
    the law of unity - if you act as if you are alone, you will be disconnected. You are connected to everything and all is a part of you. If you love the world, you will find love for yourself.

    hjklkjh


    We hope you enjoyed your short visit, wizard...
    we are grantful that You gave us Your attention. We hope neither our history nor our words have caused disregard for our people. Please visit us again soon.. We would very much like You to tell us more about Your people. Your tales will be recorded in our great library in Comrodion Hollow. May our children read only good stories about You....fare well
    Thaaz, The Tamer


    
    

    Contact Thaaz, The Tamer at wolfspace@excite.com


  • PLAYER 4 - Nephilim

    
    
    

    Hail and welcome to Flinders Keep.



    Welcome to the bazar of the Dervish'. Here at Flinders keep we have a single rule. You break it, you pay for it. Other than that, we will trade with anyone, and i do mean anyone. Throughout the times we have traded with elves, dwarves, hobbits, humans, orcs, minotaurs, good people, evil people, people that aren't really people and a few minor gods.


    If you can't find what you want here at Flinders keep, talk to your friendly sales being and we will get it for you, no extra cost. If you have something we seek, we will pay you well. We are constantly seeking adventurers to reclaim artifacs that we have misplaced during the millenia. Others may claim it's theirs, but we know better. Sooner or later, everything ends up here. So, step right up and open your bag of gold.


    Flinders Keep

    As we are constantly seeking new ways of trade, we hereby openly invite any sentient being, even that genius of a blue shade, to come visit us here in the astral plan. Any adventurer, merchant or mercenary are welcome here.



    No credit cards or checks accepted. Cash Only.

    Contact Nephilim at cpeder@online.no


  • PLAYER 5 - Sirikul

    
    
    THE MOUNTAINS OF DOOM

    VISIONS OF THE PAST/PRESENT

    Once again I, Sirikul, last brother ruler of the Gua Clan of the Wihandaeng People of the Fourth Age of the Wheel find myself quickly awakened in the body of yet another mortal. It seems far more difficult than I ever thought to overcome this weakness and evolve to where I belong, among the higher beings of the upper realm. One is losing ground and yet re-occurences indicate that it will not be too many turnings of the Age Wheel before it is so.

    My mind wonders fiercely in trying to keep focus on my current being, as my body seems to think it is the right form in the wrong world or I'm above the surface but I'm actually below. And too often I believe that I'm in deep caverns with others or floating high above the lands with large chests and wagons or participating in orc blood feasts.

    My need for the taste of blood has been quenched in another plane so it seems that those around me are safe from sporadic outbursts, although they shall not dare to test my vengence. Perhaps it is time to consider that those other creatures around my realm are not of an immediate threat and may even accompany me on my journey of conquest (a strange feeling indeed). As I seem now capable of preventing these dark feelings it must be leding me towards the path to enlightenment.

    And yet these strange feelings and visions help me see the truth behind the emissaries of my current adversaries, as glimpses of deeds of long ago ages appear, so that those I choose to join me one this path shall not be done so blindly.

    The Prophecies

    Many times has it been told of the years of peace in the Age of Legends, when the Great and Just Tukk (the "Great One") ruled all the lands of all the worlds known. His realm reached into the land of dreams and shadows from where he was able to hold the future in his hands too. It was from here that he sowed the seeds of the lands of Kalander forever in the bloodlines of Gua Clan, his chosen for the worlds of air.

    It has been told that in the heart of the lands to the east has been placed a great obelisk of solid gold that has inscribed on it in a language now long forgotten of the true path. He who is able to seek out and decifer this text shall rule over Kalander for his lifetime and that of his living heirs. But this is not a simple task for a would be pretender to the crown as this is the only place that this language is written and its meaning will only be revealed to those whose blood is true.

    And so it shall pass that in the third cycle of the moon the mighty shall decend upon the world to hold all to account for their deeds of the past, and unleash the evilbreed of Gua onto those whom have not held onto the true path of the spirit of the last world.

    All the who wish not to fall prey to the true path shall prepare to meet thy master and be willing to submit to his decrees.

    So it is told.

    So it shall be.

    . (Author Unknown)

    The Darkness of Doom

    A New Darkness has began to sweep the lands and mountains of Kalander as the echos are heard from afar for all beings of like mind to join the ranks of their true master's minions. The urge within me seems undeniable although I know it to be wrong and against the elements.

    But how am I to fight what has been ordained, to restore justice to the world which was taken by the evil? My path seems to be moulded in rock already so there is little hope for pity to those who may come to me in the age to come. A sad lose of life I'm afraid. A pity.

    Already the world has opened up around me, providing the resources to to meet my needs and my old brothers have arrived on my doorsteps. They have been welcomed with the open arms that they deserve but there seems to be silence in part. The desires of old now pervade our small settlement and seem to encourage the formation of minor cults to meet their needs. And yet I must admire their stoic resolve in their belief of the prophecies.

    All that is sure is that those who have been chosen by the "Great One" to join me on my path to doom or glory have accepted their paths with true resolve that shall be equalled by my own.

    And yet I must feel for those mortals whom dwell near our realms as they are sure to fall under the true spell all to soon for their leaders. May those who fall be returned to live their next life under the true path.

     
       
    

    Contact Sirikul at valkrob@mozart.inet.co.th


  • PLAYER 6 - Haci Bektash

    
    
    
    castle.jpg

    Lost in "Maze of the Minotaur"

    Otherwise known as the Castle of Welmrash. Here the descendants of the great Minotaur king continue to strive against the weaker races of Kalamara
    From here the superior forces of King Bektashi will swoop down and bring terror to the weak and faint. The cries of the widows will be heard above the battle howls of the fighting men. Beware to all who walk the paths of the living.

    welcome.gif
    Brought to you by
the Artists at CLIP ART CASTLE

    The great Minotaur himself put the Haci Bektashi Clan on the planet Kalamar. If the Minotaur prince can prove himself a mighty warrior, diplomat, mage then he will be chosen to lead the conquest of other worlds. Haci has been given a small castle with plenty of Kobold slaves to do his bidding as well as a cadre of Minotaurs from all professions.
    If we meet on the field of battle know that your opponent will fight to win but is willing to give quarter and ally himself with all who would join the cause. There have been other wars fought on this world and there will be more as well on other worlds of this plane.
    Come let us hone our skills for the eternal battle which is about to begin.
    Though we strive for conquest, we desire to do it through the alliance of other races if possible. If not, then the Minotaurs and their allies will go to war . We hope to meet the leaders of all the other factions soon to negotiate terms and open trade agreements.
    If you are interested contact us at:
    tnmurra@ibm.net

    gollum.jpg

    Contact Haci Bektash at tnmurra@ibm.net


  • PLAYER 7 - Dimlůr

    
    

    Dimlur, High Elves of Ulasis

     

    Picture of High ElvesI am well known on other worlds, and will try my best to earn my reputation on this world. The High Elves of Ulasis has once again summoned me to lead them into battle, and I may only hope to do as well this time. For those of you who have yet to hear of me, I am usually known as a fair and honorable man. I respect all kinds of people, even the leaders of dark elves. It's not their fault they were given such a poor people to lead. I find them stubborn, arrogant and down right ugly, but by all means, I respect their leader. I would very much appreciate other wizards contacting me, so we may start sharing our wisdom and trade resources over some strong ale. Watching the gracious women of the High Elves perform the Dance of Agility during a good meal with lots of wine, makes trade go very easy indeed!

    The village of Ulasis, soon to be the great city of Ulasis, is growing rapidly. It seems the people are very fertile, and caravans and heroes seem to like it here, since they are just flooding in. After building a tavern, we have received a lot of noisy sailors who claim they can sail around the world in less than a year, using schooners! Soon we will have a great fleet of ships, proving them wrong. The ships will sail at great speed, attacking everything that is not allied to the great High Elves of Ulasis.  If my ships attack shore, please don't be alarmed. Usually the ships are carrying small amount of units, for establishing trading points. Please don't be to hard on these troops who have sailed a long way, and most likely will still be seasick. The High Elves are not all that happy about ships...

    Flying, tunneling, sailing or by ground, the High Elves of Ulasis will spread out over the world as fast as physically possible, and even faster than that, using powerful magic. We will soon conquer the world, with strong allies. If you are smart, join us now, and we will let you live in peace and harmony as soon as the world belongs to us!

    Honorable wizard Dimlůr

    
    

    Contact Dimlůr at frode.klev@himolde.no


  • PLAYER 8 - Horidu the Black

    
    
    A Lizard

    When there is no sun, there is Darkness
    A Lizard




    Where am I? Who am I?!?
    ...There he stood, a naked man in a dark cavern unaware of his destiny. The omens were fruitfull, the naked man was promised to become a great leader. The dark lords created a being in the form of a human but with the thoughts of a darklord, they called him Horidu Al Hari Varon, short Horidu the Black. The dark caverns were meant to teach him the right way of thinking, to make his mind wicked. Some rules which Horidu learnt after his creation in the dark caverns:
  • Everyone is equal, although Horidu is more equal than the others.
  • No one is as evil as Horidu. Horidu equals pure darkness.
  • You are only allowed to kill a living being if you've let him suffer before. Killings without fun are prohibited.
  • Never show your real ideas in diplomatic messages.
  • Try to behave as cruel as possible.

    So far, Horidu managed to do quite well. In the world of the Elemental Isles he betrayed around 75% of all other wizards, now he has returned to cause the same amount of havoc among the planes of Kalander. High in the skies leading the town of Gra Kilna he is able to direct his unleashes of pure madness onto the poor below him. This 'clouds' stuff even represents the thoughts of Horidu. He is more equal than the other wizards.




  • The Backbone of Gra Kilna



    • Military
      is of great importance to the people of Gra Kilna. Military pumps fear into the hearts of the unfortunate enemies of Gra Kilna. Unfortunately the really usefull minerals usually can't be found on the astral plane, so it will be hard to raise a great army. Fortunately a Lizardman Axe Wielder has the same abilities as for instance a Gnomish mithril guardian so we don't actually need all those minerals anyway. Just let it be known that any opponent of Gra Kilna will die of a severe dead, and this time I am not kidding.
    • Economy
      is of lesser importance. Economy is for wheeny races like halflings or gnomes. Lizardmen even detest the word, they prefer the words "Szzila Xlactax", which means about the same as 'economy' but is much easier to pronounce for a sentient being. The only main concern for the Lizard rats are that they are fed enough to stay alive. They don't care about great structures of power and magnitude around them - it only scares the hell out of them.
    • Magick
      is DETESTED by the green slimes. Magic is something which nature can't control. The druidic side of magic can be accepted by the green people, dark is out of the question. This raises the first shouts in the court of Horidu. Horidu's pets, the dark lords must come alive as Horidu says, however, the Lizardmen don't like the sound of a dark pet running around on the world. They say they would even be prepared to kill Horidu before he summons a dark pet. Horidu of course is not concerned about these threats, and is already studying the books of dark ages.
    • Diplomacy
      is one of the weapons of Horidu the Black. He plays with his fellow wizards as if they are machines. He has no respects what so ever for his fellow wizards. Horidu always tries to be nice but he always fails. What Horidu doesn't deny is that some friendly wizards are needed since wizards can greatly help eachother with magicks, units and heroes. Horidu really knows this and is in search of this friendly wizard(s). It could even be you. Messengers will "always" be accepted and replied though. Horidu is not chaotic evil, just madly evil.


    If you still want to contact Horidu, just send a winged deamon baby with the message.

    Player number:

    Wizards name:

    Please stick a paper with the following message unto the baby's foot:




    A Lizard
    Born from the cradle of Darkness

    A Lizard



    
    

    Contact Horidu the Black at horidu@mediaport.org


  • PLAYER 9 - Togashi Yokuni

    
    
    
    
    
    "To restore the fire of the Great Eye, we must capture the fire
    of the Jewel of the Desert
    
    
    
    

     

     

    "To restore the fire of the Great Eye, we must capture the fire of the Jewel of the Desert."

    -Togashi Yokuni

    The Sandpeople’s civilization is as old as the world itself, but now the flame in the Great Eye has faded as the desert winds carve away at their mighty monuments and structures. In order to circumvent an ancient prophecy, their Prophet has turned to the Jewel of the Desert to make certain his mighty civilization does not fall victim to the unforgiving desert winds and the wrath of the Second Coming.

    # END
    
    
    
    
    
    "To restore the fire of the Great Eye, we must capture the fire of the Jewel of the Desert
    
    
    
    

     

     

    "To restore the fire of the Great Eye, we must capture the fire of the Jewel of the Desert."

    -Togashi Yokuni

    The Sandpeople’s civilization is as old as the world itself, but now the flame in the Great Eye has faded as the desert winds carve away at their mighty monuments and structures. In order to circumvent an ancient prophecy, their Prophet has turned to the Jewel of the Desert to make certain his mighty civilization does not fall victim to the unforgiving desert winds and the wrath of the Second Coming.

    Attachment Converted: "C:\Download Directory\rodriar.vcf"

    Contact Togashi Yokuni at rodriar@hotmail.com


  • PLAYER 10 - Gandalf

    
    
    
     

    Behold fellow Wizards
    WB01153_.GIF (2188 bytes)
    Gandalf, leader of the Gnomes

    I am Gandalf, leader of the settlement of Gnomes in Tomutchttymonhans. My mission is to lead these Gnomes to grow and prosper. We will fight to survive, and those who oppose us will face our wrath! We have been fighting the onslaught from the mindless bullmen of Welmrash for so long that we do not know if there has ever been peace between our empires. I have tried to contact that leader, but so far the responses has mostly been grunts and yells. Who knows if this will change, our greatest minds have been set out to at least secure our borders and bewilder the poor creatures which know no better.

    Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. In all Gnomish cities many inventors' workshops can be found. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned, the gnomes' creativeness is one quality that makes such a strong race.

    The Gnomic RaceThe Gnomes are a proud and noble people. Don't let their size fool you, they can be tough if that is what it takes. We will support our allies, and an enemy of our allies, is an enemy to us. Do not think that we will sit idly by while one of our allies is attacked, we will rush our forces to the frontline to assist in their fight. We're a fierce enemy, and a loyal ally. We do not ally with everyone however, you'll have to gain our respect and trust before we can take the step and become allies.

    Our forces have been moving out into the neighboring regions to seek out who is to be our allies, who'll be our enemies and to establish borders.

    If you suspect that your troops might encounter ours we would encourage you to take contact with us as soon as possible to avoid hostile situations. And if an accident should happen it will be important that you take contact with our Embassy to clear up in the situation.

    Our embasy is allways open, and will take messages from all fellow wizards who wish to talk to us. We're very interested in exchanging information, be it about map, building or perhaps spell information.  To send a message to our embasy, use this cryptic swirling thingy included after this message.

    Mystic Swirling E-mail Thingy

    Contact Gandalf at tklev@online.no


  • PLAYER 11 - Greyhawk

    No Blurb Submitted As Yet.
    

    Contact Greyhawk at ivanmc@xtra.co.nz


  • PLAYER 12 - Tellurian

    No Blurb Submitted As Yet.
    

    Contact Tellurian at urlord@earthlink.net


  • PLAYER 13 - Blimp

    
    Chapter One from the Lizards Book of Beginnings
    
    At first there were the Cosmic Egg. Out of that egg came the First God, the 
    Cosmic Dragon. In its nest at the top of the world the Great God laid 5 
    eggs. These eggs were beautiful beyond the imagination of mortal beings. 
    After a thousand years they began to hatch.
    First to hatch were Zfardar god of Dragons. He was mighty and powerful, with 
    shimmering scale. As the second egg hatched an ugly being emerged. It was 
    Thanderak, god of the orcs. Zfardar, glad to have a brother received him 
    kindly and helped him in all and any matters but Thanderak, was filled with 
    awe and hate towards his great brother. Things got worse when the third egg 
    hatched. It was SalGyther – the first god of Mankind. Thanderak – jealous of 
    his status of being second-born stole a toy Zfardar had fashioned, while the 
    Dragon God was asleep.  That toy was the sword –Death. He attacked 
    SalGynther but was unable to kill the Immortal Human although he chopped him 
    into several pieces. The Orc God smashed the two unhatched eggs and when the 
    blood of the Human God mixed with the substance of the eggs, two new Gods 
    emerged. Sabarat the Dwarf God and Lilijam the fair Goddess of the Elves.
    The noise woke up Zfardar, who was horrified over the grim act of his Orcish 
    brother. Thanderak, crazed by the blood, attacked his older brother. It was 
    a most uneven fight; even tough armed with Death, the Orc Lord could not hit 
    the Dragon Lord. Instead Zfardar evaded the strikes and try to calm his 
    brother but it only made Thanderak even madder. Finely, the berserk god 
    attacked the pieces of SalGynther; this angered the DragonLord who breathed 
    a huge flame of fire on the Orc God. It did not kill him but burned him into 
    the bones, scarring him forever. The pain was too much and Thanderak dropped 
    the First Sword and fled leaving the victor to heal the pieces of the eggs 
    and the god. Even though magically mighty, it was an impossible task to 
    separate and puzzle together, the pieces. Instead several lesser gods were 
    created: Arroy - the fair god of the elves was a merge between parts of 
    SalGynther, part of an unhatched egg and accidentally – a leaf.  Velmor- the 
    God of Dwarves had the same mix except that the leaf was exchanged for a 
    rock.
    Others were created from a mix of parts of the God of Mankind and parts of 
    the broken eggs: Azbar- God of the SandPeople , Calndra – Godess of the 
    Amazons, ZimZabar – God of the Dervishes and Xeninstra Earth Godess of the 
    Plainsmen to mention a few.
    TwimGar , also known as Fast-talker , was created when Zfardar had a weird 
    and happy thought during creation of yet another god. He became to God of 
    Gnomes. And there was peace among them.
    The Heavenly Peace lasted until the creation of Derak, the First Orc. 
    Created and brought up by Thanderak , he was a destructive being filled with 
    hatred. He destroyed everything he came across and when the gods asked him 
    to stop, he laughed at them because he knew they were not allowed to destroy 
    each other’s creations.
    Instead Zfardar created Grak- the Mighty. The first of our race, the People 
    of Zfardar, whom the other peoples calls Lizardmen.
    Grak encountered Derak who cowardly ran. Grak chased him down and scarred 
    him severely but could not kill the whimpering, begging  creature without 
    mercy. Instead he put a course on him and his kind. And from that time any 
    time an orc sees the sun he is demoralised.
    
    Chapter Four: The Exodus from Heaven from the Lizards Book of Beginnings
    
    ….and when the minions of the gods had made war on each other and destroyed 
    the peace the gods banished them from heaven. Grak took his children and 
    settled as close to heaven he could come, the Astral Plane. Other heroes 
    went further away, most to the Middleplane but Derak and his orcs were 
    chased down to the Underworld where nothing but fungus grew and the sun 
    never shine.
    The place settled by the Race settle was called Graklina- Nest of Grak. It 
    was the most beautiful city in the world.
    It was filled with wonders and mighty warriors, whose deeds were legendary . 
    Soon all  other races were driven away from the Astral plane and our race , 
    the cleanest and most godlike were sole inhabitants of this plane.
    And all was well, until Grak disappeared. The only trace was a small tooth 
    in his nest. Was the Holy dragontooth from which the great hero Kilrath 
    emerged.
    
    Chapter Five: Kilrath – the prophet of Evil from the Lizards Book of 
    Beginnings
    
    Kilrath was not the usual warrior-hero of his time. He was a priest of the 
    Dragon God who had a vision  during a religious festival. It was so real and 
    strong that several other priests saw it too.  Evil would again come. It 
    would come through the air and trough earth and it would come in different 
    shapes. This  prophecy led to a division of the Dragon cult, Kilrath argued 
    that Our People must again help the other races against evil while most 
    argued to remain neutral. When the  Great War came , Kilrath took his 
    followers with him and went down to Middle Ground to fight the evil. Several 
    chapters in this book tell about his Twelve Deeds of Dragonhood in that war.
    And when the war was won he had grown fond of middle-earth so he settled 
    there. This settlement grew into the city of  Jikarath- Kilraths Joy.
    Later Kilrath disappeared forever. But at the same time a small egg of mud 
    was found.
    
    
    Chapter Six: Hismistrswerath –First of the Magi from the Lizards Book of 
    Beginnings
    
    The Mud egg hatched and a small child emerged. He was wise beyond his years 
    and could make things grow in the most strange places. But only two years 
    after he hatched he built an egg of water. He went inside and fell asleep. 
    He slept for seven years, and when he wok up it was as a young warrior with 
    a talent to form water with his mind. He had the ability to walk on water 
    and used it often. After a two years he built yet another egg  this time of 
    air. He again went inside and fell asleep. This time the Holy sleep lasted 
    for forty-nine years and when he emerged it was in the shape of a full-grown 
    warrior. Now he possessed magic of air. And then another cycle began.
    Fire was the final phase and it lasted three-hundred-forty-three, the 
    hatching brought forth a warrior-priest and all who saw this perfect being 
    knew this was the final stage. And his name was Hismistrswerath, which means 
    the “Fourth Born Dragon”. The other races call him Blimp.
    
    

    Contact Blimp at mikael_roth@hotmail.com


  • PLAYER 14 - Thorgrim

    
    




    Blood dripped from de end of his big axe, da battle had been ferociouz and the dwarf slain had fought good ...rather like an orc than a wimpy short-fella, he finks to hizelf dat he will honour the dwarf wif a orcish ceromony and eats him cause he fought so good. The war had begun.

    Time enuf for some eats and drinkz befor de rezt of dem come to be slain like da rest of dem....no more would the proud race of orcs sit by and be the slavz and but of jokes of odder peoples, we fightz back now came the cry at da bigz meets so now it time to take over everything and we rulez everyone and no-onez can beet us.

    We no be frenz unless u be our slavez...the mezzage is clear u want fight com get it!!!!!!! Anyone we dont like we kill and stealz dere stuffz. WAAAAAAAAAAAAAAHHHHHHHH!!!!!

    Contact Thorgrim at peterbonarrigo@cyberinternet.com.au


  • PLAYER 15 - Dralgar

    
    


    An uneasy murmur ran through the crowd of peasants assembled at the foot of the great castle at the center of Magna Hall. The tension and uncertainty about the future had been mounting for days, with no apparent resolution to the situation in the foreseeable future. Then, suddenly, at the top of the closest tower a lone figure appeared, sending a ripple of anticipation through the crowd. The figure, an exceptionally tall and handsome dwarf a wearing a suit of golden armor covered with a rich, purple cloak and holding a long, ornate staff, remained motionless. The assembled peasants grew agitated as the lone figure continued his silence. Then, in a slow deliberate motion, he raised his hands slowly, motioning the crowd for quiet. In an instant, dead silence prevailed, the peasants yearning for information. Any news, be it good or bad was welcome, yet the figure remained silent.

    "People of Magna Hall," he uttered after several long minutes, "my loyal brothers, my beloved sisters, I bring you news of your King."

    Then, another long pause, as the man was clearly struggling for words.

    "He is dead!"

    A devastated wail raced through the crowd, only to have the solitary figure again raise his arms and motion for quiet to return. The quiet returned, but much more slowly than before.

    "In the last hour, King Delgar has succumb to the disease which has racked his body and clouded his mind for so long. However, rest assured that his final thoughts and words were of his people. He asked me to lead you with a guiding hand and a giving heart, to see that you prosper and live well, and to ensure that you always live free. And, so it will be." The speaker then paused to allow the news of the death to be absorbed.

    "While Delgar has passed, his hopes for the dwarven race have not. My hopes and goals for our people are the same as my father's," he continued, only to be interrupted by mild cheers inspired by both hope and relief.

    "My father, like my grandfather, like my great-grandfather, and like his father, believed that the best path for our people was one of isolation. Contact with the Elves, Gnomes, Orcs, and all the other races of Kalander brought only war and trouble. By ending contact with them, we were assured peace and tranquility. While they was right, there was peace and tranquility, there is also stagnation. Our blacksmiths remain silent, the only smithing done is shoes for horses. Our food stores are forever at a minimal level, never enough for more than meager portions. Our armies are a bare remnant of their previous glory, both in number and skill and equipment. No longer do we build the grand and awe-inspiring structures of our glorious heritage." The crowd reflected in silence on remembrances of the legends of times long past

    "However, I am not my father, nor my grandfather, nor my great-grandfather, nor my great-great grandfather. No, I am wholly different person. I have...talents, that none of them possessed. I have skills and knowledge that will bring us back to the days of glory. The time for isolation is over. I will lead you. We will rise again!" At this, the crowed erupted in a wild ovation for the new king.

    "I promise you we will return to the olden times," he roared over the din. "Our blacksmiths shops will once again ring as we equip a new army. Our granaries and food stores will be again filled to the top with grains and meats and we will grow fat with our successes. Our stone masons will again build structures to be viewed with awe by all. Our armies will once again be a force to be feared." Each sentence was punctuated sentence by pounding his staff on the stone parapet, and each sentence was followed by a new wave of roars in the crowd.

    "We must strike out from Magna Hall and claim more lands. We must find the other races of Kalander. Those noble races with whom we can trade materials and knowledge and gain mutual military support we must ally with. Those that will not ally with us, will be crushed!" With that, the figure disappeared back into the castle. For hours, the crowd remained and praised their new king. For miles, all that could be heard was a single name "Dralgar."

    
    
    

    Contact Dralgar at jbusby@engin.umich.edu


  • PLAYER 16 - Smygelfh

    
    
    Ominaltian
    Deep below the surface of the scorched earth lies the mighty and ancient dark elven city of Ominaltian. Legends has it that the city was created by the gods to host the most splendid of the humanoid races, the drow.


    Ominaltian
    In the center of the city sits a wonderfully carved castle, ornamented with precious gems and outlined in the most fascinating faerie fire. It's twisted towers loom high enough to touch the ceiling of the enormous cave which hosts the city.


    Ominaltian
    In a chapellike chamber in the ancient castle there is a huge throne. It's made up my many different gemstones, mostly diamonds and emeralds, held together by the immense magic powers of the drow. On the throne, a dark shape is sitting, listening to the name of Smygelfh.




    You feel a sudden urge to visit the city. Or at least contact Smygelfh.

    Contact Smygelfh at m96thd@student.tdb.uu.se


  • PLAYER 17 - Ash

    
    


    Plainsmen of Ganthorian



    The plainsmen host rippled under a multitude of banners rippling in the wind sweeping across the Ganthorian Plains. The giant Grimble had finally seen sense and joined his warhost, although rumour had it that it had taken a pounding from the old warhorse's tempestous wife armed with but a rolling pin before he saw sense. Time was changing, and there was a mood in the air that bespoke of grand things to come. Finally, the plainsmen's squabbles were over and for possibly the first time in Ganthorian the plains were united.

    Alas, now the host was together, Ash was caught unprepared. The moment had been so long in the making, he hadn't thought much to the future. The momentum his warhost had begun was great in the building, but he feared would be swift to disappate. He dared not wait too long. The greatest of the plainsmen shamans, ManyFaces, bobbed up and down in his gnarly way as he approached Ash, seated beneath a marquee cresting a hill above the host spread out in the valley. Knobbly knees gave his gait an awkward step, and a toothless grin lurking beneath googling eyes gave him an aspect today of a slightly deranged individual. Ash chortled. Life would be so innately boring if the world's adventures were allowed to pass by, allowing normality to mellow one's spirits.

    ManyFaces bowed, or at least what may pass for a bow. His gangly limbs twisted into such a knot of theatrics it was almost amusing. Grinning with glee, ManyFaces broke out expansively "Shall we see where the Lady of Fate will carry us to this day?" Without even waiting to see Ash's response, he promptly plucked a curly hair from his bellybutton, mixed it with a bit of drool in a bowl, and sprinkled powdered goat hoof into the mixture. Faster than the eye could observe he swiftly brought a dagger forth and slashed his arm, dripping his life's essense into the bowl, before mixing the contents, and guzzling it like a drunk fool. Ash grimaced. It twas a good thing godly portents and the like were strictly within the realm of the shamans he thought. For the while, I'll stick with meeting my enemies on the field battle.

    Several minutes later, the shaman's eyes refocused. "Great battles are ahead Ash, but alas, the fields of battle are none that I know of. I suspect the gods see us moving out beyond the plains, to fight all manner of ugly beasts and foes. For what reason I cannot fathom, but this is as the gods see."

    Ash grinned. For what reason he did not care. His host was to march to battle and glory, and dance to the thrill of the fight! Alas, it was time to see what lay beyond the forests, and and mountains...and perhaps one day, even to brave a crossing of the great pond.


    Ash of Ganthorian

    Contact Ash at stonier@deakin.edu.au


  • PLAYER 18 - Shawn

    
    
    
    

    The Cronicles of Time

    My Past

    Shadowmoth was my home of young, I would whach the Magics of the world wishing I could one day do such things. I waited and waited to be an apprentice, but they said my brain mass was too small. They said I would never be able to reseach anything. I toyled away in deep cavernsbrewing up great potions and elixers, but they just laughed and shoved me away, never seeing my true tallent for what it was. I saved and saved and finnally came up with enogh monney to buy myself a couple wizardry lessons at the castle. I went and I beleave I was one of the only creatures there that really cared. I sat and took notes and never took my eyes of the head wizard's assistant who was speaking. I could have repeated the entire speech to anyone I had it memorized so well. They still wouldn't let me be an apprentice though. I the Under Dwarf child surrounded by proud Halflings was nothing. I was sent away and told not to return or else. Then the Under Dwarf home in the hills was attacked by an evil wizard and I was traped but then I saw it a portal behind me opened and before I could react I was sucked in.

    My Present

    A portal opens and I am sucked in, my molicures fly to a new world just descuvered called Kalander. I am thrust down into the Underworld and it is ammazing. I feal as if I have gone to heavon. I can accually open my eyes fully without going blind for a week. I see in this underworld marvel a great castle and a bustleing population of Under Dwarves chearing for me. I look around and see that this is my castle, for I am their wizard and I have the power. I look down appon the peaple and they cheer as I have never herd before I rais my hand and and show that we will be victorius and concur all who are stupid enough not to ally with are numbers.

    My Future

    I see much better things in my future. I am luky to have whatched the wizard on Shadowmoth so well as now I know what not to do and what to do. I see the twenty shires I will control by turn four and the more I will have by higher turns. I am happy for this greatly.

    Agriculture and Resorces

    My agriculture is at an all time high, this probably has to do with the fact that my average moral is 5.000 so I don't need to waste food to make people pay me top doller! Because of this I can also have alot of teretories on high taxes wich means more money which means more apprentices to recruit which means more research points which means more research which means more spells which means a hihger magic rating. Wow that was a lot of "which means" agriculture's pretty complicated. As for other resources, my wood and gem stockpiles are tinny wile my stone and iron deposites are record high. I have some of the greatest quarries and iron mines in the world. I also have some of the greatest farms in my capital, espesially with the grainery and bakery built. Gem mining is usually OK wile my teritories have only the fewwest trees.

    Military Section

    Mercinaries and Heroes

    Informatonal Trade

    This section of my news is dedicated to the knowlege of all here you may collect information you have and trade it to me for information I have. The information I am looking for is info from your spell abreviation form, all info on building you've built, all info on units you have, and info on artifacts and ships, etc. What be your name, Wizard?
    Your email address: (e.g.: you@your domian.com)

    What type info do you want to trade?   All The info you have   The spell info you have   The unit info you have   The building info you have   The artifact info you have   The ship info you have   The race info you have
    Any Comments?
       

    Allying

    This section of my news is dedicated to recruiting allies! If you wish to ally me OR at least consider allyment please fill out the bellow form, Thanks for your time. What be your name, Wizard?
    Your email address: (e.g.: you@your domian.com)

    What be your race?
    Any Comments?
       

    Contact Shawn at ligocki@excite.com


  • PLAYER 19 - Bellaraphon

    No Blurb Submitted As Yet.
    

    Contact Bellaraphon at cellis@fcc.net


  • PLAYER 20 - Valerien

    
    


    Valerien's Report on the Dark Elven Nation

    The Awakening:

    Ahhhhhhhh.... **STRETCH** Daz' Kthin stretched and wandered outside of his dwelling. A mighty roar had arisen in the distance and his curiosity compelled him to approach the tower around which the commotion danced. In the back of his mind, he wondered if today would be the day. His people had long been waiting for the "Sorceror" to come and return them to glory. His people had been sulking and hiding underground for hundreds of years, lying desperately in wait for the One to open their minds and eyes to the world above. No.. It couldn't be. He had half begun to believe that it was just a myth, a story told to give children hope. In fact, some fools had even begun to claim that they were the true leaders and that they should quit waiting for this "ghost" that would never appear. He wondered if maybe they had something to do with all this noise.

    As Daz topped the small cropping, the mighty Castle and Tower came into view. There upon an altar in front of the Tower lie Meksalan akThalis. He was one of the few who had preached against waiting and instead striking out on their own. His body was strapped to the altar and over him stood demons of beautiful monstrosity. Horns, hooves and fire appeared to be their entire makeup. They carried whips and snarled fiercely at any who dared approach the altar. As Daz' looked around, he noticed many other altars surrounding the tower, also with bodies stretched upon them and demons hovering over them. Above all of them on a Throne set upon the Tower sat a majestic figure, in flowing robes and carrying a wicked staff of some sort. He rose and addressed the crowd..

    "My Minions!!! It has indeed been a long time since you were foretold of my coming. Some of you have stood true to the faith, while others have let their minds wander. Know ye now the price of failing to believe!" With that, the demons began to shimmer and immolate. The largest demon near each altar seemed to merge with the dark elf lying on it. The screams of the dark elves were piercing and shrill, chilling Daz' to the very core of his being. After several minutes of this torture, the bodies rose from the altars. However, these were no longer the mortals they once were. The bodies steamed, and the once normal eyes now shimmered with fury and hatred.

    Daz' fell back a step, even at his distance. Slowly a chant started in the crowd. Weak at first, it began to swell with the power of thousands of voices. Daz stepped forward to hear the name of the One who would lead them to glory once again.. VALERIEN! VALERIEN! Daz fell to his knees besides his brethren, basking in the dark glow of the Sorceror.


    The First Waves

    Must expand our empire and claim new lands! Recruit new armies and move them to our neighboring lands. If any should stand in our way, crush them beneath our massive tide. Should we meet any of like minds, and they appear strong enough to be allied to us, send a courier back to me with news. I will then negotiate with the Wizard who leads them. Do not waste my time however, or I will serve you for dinner to the wolves.


    Magick

    Valerien walked through the false door and descended to his laboratory beneath the castle. There his spells, books and laboratory equipment were strewn all about. "NOT ENOUGH!!," he roared. HIRE ME SOME APPRENTICES!!!! For The Dark Lord's sake, are you people all incompetent? And start construction on the libraries as soon as possible. I have no time to waste!!


    Alliances

    Also, send out the emmissaries to our closest neighbors. I'm interested in discussing plans for the future. Perhaps we can combine our powers and crush the weaklings around us. Should they all turn out to be weaklings, we will just conquer everybody.

    Contact Valerien

    Contact Valerien at jay.griffiths@expeditors.com


    * Off to WOW Game Status Page.


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