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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 36 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 - Xavier Pendragon

    No Blurb Submitted As Yet.
    

    Contact Xavier Pendragon at mjdobson@juno.com


  • PLAYER 2 - Inquisitor

     Ages past, the Halflings were an innocent race, known for their love of
    food and merriment. But the other peoples of the world were jealous of that
    happiness, and sought to enslave them. The Halflings, being of a peaceful
    nature, were overwhelmed by the onslaught of the larger races and it looked
    as though the culture and cities of the Little People would become nothing
    more than a memory.
     One by one the Halfling shires were destroyed and the people forced into
    servitude. Finally, the other races began massing their armies for an
    assault on Cropers Wood, the last stronghold of the Halflings.
     But, just as the walls of the city were breached, and the last defenders
    were falling under the swords of the enemy, a beam of pure white light
    struck the earth, and from it stepped a single Halfling, wearing a simple
    robe.
     "My people," he said, and his voice boomed like thunder,"I am sent by the
    Gods to save you, because you are the Chosen People, and muched loved by
    Them. But you must always remember the Truth of the nature of the other
    races and protect yourselves against them, for the Gods will only help you
    once. You must make yourselves strong, and rid yourselves of weakness and
    excess. Seek the Truth."
     Suddenly a blinding flash filled the air, and when it faded the enemy
    armies were gone, and only empty fields remained where they had camped...
     Thus were the Halflings saved, and thus began the Inquisition. Led by the
    Lord Inquisitor, the members of the Scacred Order of the Inquisition roam
    the lands, purging weakness and excess whenever they find it, and always
    ensuring that the lesson of the Gods is not forgotten.
                     -from the Book of Truth, chapter 2 verse 7.
    

    Contact Inquisitor at asam@pvnet.com.mx


  • PLAYER 3 - Mestoph

    No Blurb Submitted As Yet.
    

    Contact Mestoph at martin.bergstrom@prevas.se


  • PLAYER 4 - Arrbakk

    No Blurb Submitted As Yet.
    

    Contact Arrbakk at fl8m@netzero.net


  • PLAYER 5 - Khamul the Easterling

    No Blurb Submitted As Yet.
    

    Contact Khamul the Easterling at mcintosh@brookfields.co.nz


  • PLAYER 6 - Constantine

    No Blurb Submitted As Yet.
    

    Contact Constantine at tp7016@qmw.ac.uk


  • PLAYER 7 - Megilor

    
    	Long ago, in the beginning of time, the elves were born.  They were
    given gifts by the gods, gifts of longevity and creation.  They are masters
    of the seas, crafters of magic, and their bowmen have no equal.
    
    	For many years the elves lived in peace.  During these golden years
    they made beautiful things of light and gold, spun magics through creations
    of wonder, composed beautiful musics.  They made many things, and they are
    all lost.  For with the first coming of "The Evil One" as he is named all
    changed.
    
    	The Evil One destroyed all, drawing everything beatuiful into his
    grasp and then corrupting it with his power.  He killed, mamed, decicrated.
    He almost captured all.
    
    	Finally, when almost all had lost hope, a final uprising of free
    peoples were able to over throw the dark cloud that shadowed their lives.
    Dwarven axes cleaved, elvish bows sang, and swords of bright steel gleamed
    in the light of a  new found sun.  And the people rejoyced in their victory.
    
    	But much was lost for that final battle.  The elven hosts of old
    were cut to a mere shadow.  Many wandered aimlessly, forever under the spell
    of the defeated Evil one.  Others formed small bands, with no direction and
    barely able to survive the harshness of winter.
    
    	One such band came upon a small peninsula.  The forest that covered
    it was lush, and not scarred from the wars.  It still held some of the magic
    of old, allowing the elves some minor defense while they attempted to
    rebuild their lives.  They named the forest Naenorquilion, which means
    Starlight in the tongue of old.
    
    	Many long ages have passed since that time.  The Elves of the
    Starlight (as they call themselves) have grown and prospered.  It has not
    been a peaceful time, for after the wars against the Evil One the alliance
    of all races broke down, and many fought each other.  The Elves of the
    Starlight finally decided that they did not wish to continue in these
    battles against imperialistic foes, and, with the last of the magics that
    they still retained, set up a boundary against most intruders.
    
    	For several hundred years that boundary has held.  Since it's rising
    a new King has taken the throne of the forest.  His name is Megilor, and it
    is he who first foresaw the coming of a new enemy.  He has begun the
    rebuilding of his armies, and the elven navy again begins it's rise to
    greatness.  The boundary has decayed, and the elves again find themselves in
    the middle of a war for their freedom.
    
    	Megilor would like to request a council with all of those who would
    oppose this new terror.  He requests a rebuilding of the Great Alliance.
    The elven bows will sing against their foe once more.
    
    
    

    Contact Megilor at randy.hammer@weyerhaeuser.com


  • PLAYER 8 - Hyregoth

    
    
    
    
    
    
    
    
    
     
     http://www.geocities.com/Area51/Dreamworld/6307/elder.jpg
     
    
    
     
     
     

    Trader's Point Dervishes
    The plainsmen of Trader's Point have once again assembelled under the great tents of their leader Hyregoth. The nomadic Dervishes have gathered early this spring to prepare for seige against the evil scourge Arragoth. Using their vast food supply and warrior horsemen they hope to aid the armies of the Isles in the coming apocolypse. The peoples of the Isles will prevail. http://www.geocities.com/Area51/Dreamworld/6307//div_bar.jpg

    The great chief Hyregoth is confident of victory by the free peoples over the Evil Arragoth. Else all is in vain. But every great leader must prepare his people for the future. This is why the Dervish Chieftans are storing food and training the horses for battle. Once the sound of warfare has died down, what then? Will peace come to the Isles or will the age old rivalries surface and fighting break out anew? The plainsmen are ready to offer shelter, food and wisdom to all whom ask. Our tents are open and our hospitallity legendary. For it is a true saying "A guest is a gift from the Lord."
    If peace does not come to our land, know this, the Dervish people will not walk like sheep into slavery. We will fight along side those who will defend their families and way of life. Remember this when the wheels of your war wagons touch the plains. We hope to meet you soon and exchange our goods as well as food and friendship. Until then.

    E-Mail the Nomad King Hyregoth http://www.geocities.com/Area51/Dreamworld/6307/div_bar.jpg http://www.geocities.com/Area51/Dreamworld/6307/welcome.gif

    Contact Hyregoth at tnmurra@ibm.net


  • PLAYER 9 - dan the great

    No Blurb Submitted As Yet.
    

    Contact dan the great at dsjj00@hotmail.com


  • PLAYER 10 - Gorn al'Talmon

    
    
    
    
     

     

    Greetings, traveller.

    Welcome to the castle of the mighty wizard Lord Gorn al'Talmon . Behold the splendor of Farawayfromorl, and find joy in finding true beauty at last. Let the world know that a new power has risen, and that is friendly yet harsh. Lord Lord Gorn al'Talmon is not a man to be trifled with.

    Let me tell you some of myself. I come from a country far away, magically teleported here by my father, the great Archmage D'Ascunxion . I was senthere to unite this war-torn continent, and to bring peace and prosperity to all races in the realm of Isles of Arragoth. My means are primarily diplomacy, but I have been granted the right to use force if needed. I shall grant entry, with open arms, to any emissary that seek to enter my lands. Potential allies need not fear, but strive to make haste here and seek me out. I am hard but fair. Never cross me, if you wish to see tomorrow's daylight.

    I am more than willing to trade, with all races and all leaders. Under dwarves, Dervish, High Elves, come to me and we shall make our trade a profitable one. I would be surprised if I cannot offer you something.

    Let the world know I am here.

    Only in harmony we shall prosper .

    - Lord Gorn al'Talmon -

     



    Gnomes Without doubt, gnomes are the wisest of the races of New Moon and their longevity is surpassed only by the elves. Inquisitive by nature, gnomes are great hoarders of information and are steeped in the history and lore of New Moon. The majority of gnomes reside deep underground in the natural subterranean caverns of New Moon and in the intricate tunnel and cave complexes carved out by their master rocksmiths. A few gnomes have ventured above the surface to set up small towns and villages among the "big people" but usually they shy away from the aggression of the "bigger folk". Small, weak and fragile, gnomes aren't much use in a fight, but their exceptional wisdom and above-average intelligence means they are powerful wielders of magic and faith.

    The Deep Dwellers

    Tinker tink, and splatter and splink
    crash bash, tatter and trash
    many sounds fourth did comes from the gnomes
    inventing and creation they did in there homes
    for throughout there many years
    the gnomes thought up of many ideas
    technology was to there liking you see
    just as watching tv was to you and to me
    -Elvish song of the Gnomes



    Gnome




    In the darkness of Erth, after the death of the Foundation, a stout group of Taern humans hid in the mountainous southlands, in what the Taerns and gnomes called the Andes. In a world torn by the wars of the two great races of Orc and Taern, the land they chose was at least untouched by the direct effects of the battle. No battles were fought over uninhabitable ice and rock. Only slowly did the poisons of war creep into their bones and bloodlines, and they survived.

    The gnomish race was born of ice and darkness, and of fire and rock. In the southern mountains, they survived only by dint of careful maintainance of the resources they had, and by hiding in the cracks in the rock and glaciers that warped over the millenia. As other races headed south, the gnomes headed deep; into rock and ice, building life around the geothermal ventings of an earth rent by war, and cultivating the few living things that survived in and under the ice, fungi, fish, and the occasional hardy alpine plant all became grist for the gnomish mill.

    They were aided by their heritance, for those who went south went armed with the latest technology of the Foundation days, which wore out only slowly. And the survival of this southern race depended on its maintainence. They lost the robust height of their Foundation forefathers, being compressed by the dual demands of their tiny living space and minimal resources. The poisons of the great war helped, and the end product was a race much smaller and lighter than humans or dwarves, designed for living a life constantly on the edge of starvation, supported only by the production of their feverish, technological minds. In those quiet, dead times in the north, they had much time to work and think, and the gnomish race become one of manipulators of ideas. They kept a compact strength, necessary for tunneling through the constantly shifting and twisting ice and rock.

    In the slow millenia that followed, technology began to fail, and populations pushed to the limits. Other forces began to appear; first the Valar, providing sustenance and light as the sustaining fragments of technology began to fail. It is said that even the Valar did not know the gnomes existed, until Mayflon, the Laughing One, found himself bedeviled by small humans while hiding in the northlands (as his tricks often forced him to do). He took them as his own, these little tricksters, and gave them access to the clerical powers. His bretherns soon found out about these new humans, but Mayflon, for obvious reasons, remained chief in their hearts. The long dark had refined the practical joke to a fine art amongst the gnomes. The strangely reticient Taern religion, weakened by time and the long night gave ground to the more visible Haruchai pantheon, and other Valars and Maiars found their ways into the gnomish life. Camber's healing touch was high in their pantheon, whereas the need for Haekar's trackers was minimal. A gnomish criminal had few places to run. The communities were tightly knit and small spaces, and to leave them was often to die.

    Of course, crime was a relative thing. Much could be (and had to be) forgiven in the gnomish holds. Property was common, necessities were shared where needed, while luxuries changed hands with a rapidity governed only by the gentleness of gnomish hearts. A loaf of bread would never be stolen, but might be freely given between three families. But gemwork and other products of idle hands would be stolen repeatedly in the dark night, only restricted by the elaborateness of the guarding traps and the sentiment attached to ownership. An old lady might keep her husband's last work, but her heirs would soon find it taking wing in the night, unless they contrived an elaborate plan to protect it; usually an alarm crafted from the sparse resources of the hold and family.

    Causing harm to the hold was the only true crime. One who caused the injury or death of another would soon be hunted out of the hold. It is said that some of these formed holds of their own in the lowlands, becoming the races of goblins and kobolds, detested by gnomish kind to this day. Of these warped races gnomes speak little. Their heritage is twisted by their background, by their exposure to the poisons of the lowlands, and possibly by affiliation with the Orcish folk.

    Within the holds another force made itself known. Living close to the rock, and spending long nights in close company and deep thought, the gnomes were amongst the first to discovery the coursing flow of magic through the rock and earth beneath them. They quickly realized and mastered this strange new form of power, although by this time their minds had twisted enough that they best mastered the sorcerous arts of illusion and deception. Such trickery lent itself to the convolutions of their dark and and twisty passages.

    It was many years before the humans found their far southern brethren. Their first encounters were with the twisted valley rabble of goblinoid and kobold races. The battles between invading humans and the resident goblinoid races waged for many years, as the first exploratory groups of humans began heading south, looking for new sources of minerals. These forays were largely doomed to failure, the goblinoids and gnomes had been mining and fighting in these peaks for millenia before the humans arrived, but man did not know that.

    First contact occured after almost a decade of running battles between heavily armed prospectors and the goblinoids. A group of humans manged to penetrate the lowland ring of rabble, only to be pinned in a cul-de-sac against the looming blue-ice foot of a glacier. They faced an overwhelming force of kobolds who seemed strangely reticent to attack. That fear was soon explained when the second attack on the faltering human forces was greeted with a blazing show of pyrotechnics, both technological and sorcerous, that effectively eliminated the attacking kobolds.

    That night, humans and gnomes met again for the first time in millenia. The former were slow to accept the gnomish folk, fearing that they were another of the small and vicious races that they had been fighting so recently. The gnomes, for their part, were fascinated by their new allies. A heavily guarded combined caravan, loaded with years of wealth accumulated from the gnomish mines, soon began wending its way north. It returned intact, aided by a few kind humans, and laden with the riches of the northern races.

    Gnome-human relations proceded apace. The avarice of the humans was stilled somewhat by the hostility of the intervening forces and by the incredible treachery of the gnomish homelands. The gnomes learned enough about their new neighbors to recognize their danger quickly, and humans seeking the legendary wealth of the gnomish folk soon found only miles of twisted glacier ice and rock tunnels, too small to move comfortably through, and replete with traps designed to drive even the sanest human wild with claustrophobia and frustration. Centuries of fighting the wiry little kobolds and goblins made defending the holds against much larger humans a relatively simple matter.

    A stable and comfortable relationship soon developed. The gnomes maintained their mountainous holds, dispatching heavily armed and guarded caravans to trade with the humans. A few hardy gnomes headed out, mxing slowly with the human races, and sending a steady stream of information back, but assimiliating well with the other races. Most races quickly saw the futility of messing with the gnomes in their holds, and maintained a fairly polite diplomatic relationship.

    Before long, small groups of the technologically oriented gnomes began to set up outside the human towns, trading their skills. A few humans, fascinated by the vestiges of technology still held by the gnomes, began to venture south to live amongst them. And the two races grew to know each other. A gnome, while an unusual sight amongst humans, was typically more of a curiousity than anything else, while a human amongst the gnomes was typically bombarded endlessly with questions about the southern races.

    The loss of a caravan in Thurdis, and the intransigence of the government in dealing with that crime, has made the visitation of gnomish folk a rare event indeed. Only a few loners now walk the streets of Thurdis, and the race has pretty much faded from the public mind, except as an idle curiousity. Those who know more of the events leading up to that day typically do not speak of it, for it is mixed up in large part with the present politics of Thurdis, never a pleasant subject.

     



    gnomes again
    Gnome Legends


     


    Three Wishes

    In a small house in the middle of a dark, sprawling forest lived a poor woodsman.

    He had a wife, six children, and a black cat with one eye who kept the rats and mice at bay. The children had to walk two hours to get to school. Beside the little house was a vegetable garden and even a little flower garden; in the barn were two skinny goats and a pig.

    But the family could hardly manage on the meager earnings of a woodsman, even though the father left the house before dawn and arrived home--exhausted--long after sunset. Though they had plenty of firewood and a clear stream nearby, the wife often sighed to her husband:

    "How can we possibly bring up all our children?" And the woodsman would shrug his shoulders and say he couldn't work any harder than he already did, and this was true.

    One day as he was arriving home in the twilight he saw in the distance the cat leaving the woods with a rat in its mouth. But something was strange: the rat had no tail. Filled with curiosity, the woodsman approached the cat who was sitting under a bush. She hissed malevolently as he came closer, but the woodsman wasn't afraid. He grabbed the cat by the base of her tail with one hand and with the other pressed against her jaws until she opened her mouth and let the thing fall.

    "Well, I'll be," said the woodsman. Because what he had picked up was not a rat, but a gnome woman. She was dead.

    The woodsman had seen a gnome once, but never a female one. He took her inside and wiped away a few drops of blood on her cheeks and legs. His wife and children stroked the doll-like little being and laid her on the window seat in the living room while they ate their meal of potatoes and bacon fat in the kitchen. When they came back, the little gnome woman was gone.

    "Maybe the cat has got her again," the wife said, but the cat still sat sulking under the bush outside, showing one angry eye. The family gave up searching and went to bed, as everyone had to be up early in the morning.

    The woodsman woke up in the middle of the night. Something was tugging gently at his ear. Beside his head stood a gnome. "You saved my wife," he said. "What can I do to reward you? .... But she was dead, wasn't she?" the woodsman asked, sleepily. "She was only pretending to be dead. Luckily, she's still full of life oh, a scratch here, a few black-and-blue marks there--but she'll get over it. Just tell me what you want as a reward. Here is a little flute. When you blow on it, I'll return." And just like that--he disappeared!

    The woodsman and his wife discussed the matter the rest of the night. They finally decided to ask if they might have three wishes, just as in the fairy tales.

    The following evening the woodsman blew on the flute, and shortly thereafter the gnome appeared. "I'd like to have three wishes," said the woodsman, somewhat timidly, while his wife poked at the fire behind him.

    The gnome looked a little glum but finally said: "Well, go on then--what is your first wish?" "I want a nugget of gold so I won't have money worries anymore."

    The gnome shook his head. "You can have it, but gold seldom brings happiness."

    "I don't care," said the woodsman. "And the other two wishes?" "We haven't decided yet." "Well, just blow on the flute when you want me again," said the gnome with a sigh.

    Next morning, there on the front steps of the little house lay a gold nugget as big as an orange, sparkling in the sun. The woodsman grabbed it up and yelled, "We're rich, we're rich!" And then he carried the nugget to the village to exchange it for money. But no one in the village had ever seen a gold nugget before and no one knew what it was worth. The blacksmith advised the woodsman to take it to a jeweler in the city. The woodsman set off at once; but instead of going the long way he took a shortcut through the swamps that he remembered from the days of his youth. As he danced along the way, admiring his gold nugget, he slipped off the path and plunged into a quagmire and immediately began to sink. He tried to reach out for firm ground, but couldn't make it. In one hand he clutched the gold nugget, and with the other he struggled to get the flute out of his pocket so that he could signal the gnome. He was barely able to reach it and blow a shrill blast.

    He had sunk up to his neck in mud when the gnome appeared. "Get me out of here," cried the woodsman. "That is your second wish," said the gnome. He then stuck two fingers in his mouth and whistled shrilly--and in a few minutes he was surrounded by six other gnomes. Using their little axes, the gnomes chopped down a nearby tree so that it fell across the quagmire right next to the woodsman. He was able to hoist himself up onto it and get back to the path from which he had fallen. When he looked around, the gnomes had disappeared.

    But still he had the gold nugget in his hand. He went on his way, muddy and shivering; eventually, his clothes dried and his courage returned. He found a jeweler in the city and entered his shop. The jeweler was a distinguished-looking man in a white smock; he wore gold-rimmed glasses: Frowning at the enormous nugget of gold and at the woodsman's bedraggled appearance, shop through the back door to notify the police. A half hour later the woodsman found himself in the police station.

    "And now tell us where you stole this gold," said a fat police sergeant in a fatherly fashion. The commissioner of police asked the same question an hour later--but in a less fatherly fashion. "I didn't steal it," cried the woodsman in despair, "I got it from a gnome." "Of course, from a gnome," said the commissioner, who had never seen a gnome---and would never, because he was such an unpleasant person. "Not even one grain of gold has ever been found in this country in a thousand years--but that doesn't occur to this gentleman, does it? Lock him up!"

    During the days that followed, the woodsman was questioned again and again--and threatened with dire consequences if he did not reveal the source of the gold. Finally, he was examined by a doctor, but even he could cast no light on the matter except to report that the woodsman kept babbling away about gnomes.

    None of these people had ever seen a gnome because they all had ugly souls. Meanwhile, the gold nugget was kept in the vault of the city council. After a week went by, the woodsman became so miserable that, one night, he blew the flute. After two hours, the gnome appeared. "My wife and children are starving," the woodsman said. "I want to get out."

    "That is your third wish," replied the gnome, "but I have already taken care of your wife and children." The gnome went that same night to consult a lawyer in the city who had a house gnome. Next day, the lawyer visited the police and succeeded in having the woodsman freed, owing to lack of evidence. But the gold remained behind for safekeeping until its theft could be verified.

    The woodsman gladly went back to his work. The forest had never seemed so spacious and free as it did after his stay in the stuffy cell in the city; he was happy and satisfied even though he often thought of the gold.

    From that time on, things improved for him in all sorts of ways. First, a rich foreigner bought all the logs the woodsman had cut for twice the usual price. Next, the same man asked if the woodsman would become his overseer.

    The happy woodsman was given a cheerful house at the edge of a village, and close to the school. He earned much more than before and his troubles were over. A few months later he came across the gnome in the woods. "And?" the gnome asked, "Have you got your gold back yet?" "Not yet," the woodsman said, "It seems to be a criminal act in this country to possess gold. But even without it, my troubles are over."

    "So, there you are," the gnome said--and disappeared into the bushes.

    Weeping Willow

    The old writer sensed that his death was approaching. He lived in Norway, in a low cabin with book-lined walls in the neighborhood of Lillehammer, beside a mountain slope.

    Next to the window, overlooking the valley, was a large table bearing paper, magazines, volumes of verse, inkpots, pens, candles, and more books, carelessly stacked.

    One evening, just at sunset, the writer left his bed and went to sit at the table. He looked out over the peaceful valley with its lake in the distance, and recalled how he had lived here quietly for many years, and thought of how many books he had written and that soon it would all be over. Suddenly, a gnome jumped onto the table, seated himself opposite the writer, and crossed his legs. The writer greeted him happily.

    "Tell me another story," he asked the aged gnome, who was holding his silver watch against his ear. "I can't think of any more, I've become too old."

    "I don't know any more," the gnome said. "You've already written all the stories about this country. You've become rich from them."

    "Just tell me one more. My hands are so tired, I can hardly write anymore," sighed the writer. (Nevertheless he placed pencil and notebook within reach.)

    "All right then," the gnome said. He changed his position and stared outside. "Do you see that big weeping willow in the distance at the edge of the lake? The ends of its branches always hang in the water. I'll tell you why.

    "Long ago, one dark night, mountain trolls switched their infant daughter with the daughter of a rich farmer, kidnapping her when everyone was asleep. Next day, the poor parents couldn't understand why their daughter's skin had suddenly become so dark or why her eyes looked like black currants. But deep in the forest the trolls exulted over the blue eyes, blond hair, and soft skin of the stolen child--and they performed a joyful, thumping dance in a circle.

    "The troll child grew up to be a dark, wild tomboy and did only naughty and ugly things; she loved no one and no one loved her. One day she disappeared and was never seen again.

    "But in the forest, the farmer's daughter became sweeter and lovelier every year despite all the crude and rough things she saw about her. When she was seventeen she was discovered by Olav, a strong farm laborer. (Olav slept below me in the stable of a farmhouse in the valley.) He was bringing in a few lost cows from the high mountain meadow for the winter when he saw the farmer's daughter. She was sweeping the ground in front of the troll cave under the watchful eyes of the old troll mother. It was dusk, but Olav thought he had never seen anything so fair and beautiful. He immediately fell in love. As he attempted to approach, the troll mother pulled the girl inside and locked the door.

    "Back in the stable, Olav asked if I would help him, and we set off that same night. Reaching the troll hill, we saw a stream flowing from it. (Water flows through the middle of every troll hill; they use it for drinking.) Using a divining rod, I found the spring on the other side of the hill from which the water flowed. We dug a hole, and when we reached water, Olav put me into a wooden shoe and I floated into the stuffy troll cave.

    "I hid myself and the wooden shoe in a dark corner of the cave and waited until the trolls left to perform their nightly crimes in the forest. Before leaving they shut the girl in a side alcove and finally locked the main door behind them. Only the girl and I remained in the somber, stinking lair. As soon as it was safe, I released the girl and said to her: 'You're not a troll girl! Outside there's someone who will suit you much better than a troll.

    "She looked quite astonished and hesitated, but finally came along with me. Outside she saw the blond giant of a man Olav; at once she fell in love with him, as he had with her.

    "The three of us ran for home. But we were still deep in the forest, and before we could make our getaway the trolls learned that we had stolen their prize. They caught up with us, beat Olav until he was black and blue, and took the girl back. I couldn't do a thing.

    "A week later, we tried again. This time Olav took along a horse that he had borrowed from the farmer he worked for. For the second time, I drifted along on the underground stream into the trolls' domain. But this time the trolls had left their old mother to stand guard. When the old mother troll turned away from a bowl of porridge she was making, I quickly tossed a good dash of sleeping potion into it. Ten minutes later she was snoring away". (I had signaled the girl not to eat the porridge.)

    "Again the three of us raced through the forest for home. It was much quicker this time, on a horse. But in spite of it, the trolls caught up with us, just as we were almost out of the forest. Again they beat Olav until he was half dead, then took the girl back with them--and the horse, too, of course. There was nothing we could do; no matter how strong Olav was, the trolls were stronger.

    "Three weeks later it snowed. This time I managed to get two reindeer to help us. In the trolls' cave I had to wait half the night, because not only was the troll mother on the lookout but the troll father as well! Eventually I was at able to sneak enough sleeping potion into their porridge to put them fast asleep.

    "The reindeer transported us quickly on a small sleigh along little-known paths in the direction of the lake. The trolls pursued us, but in the snowstorm we were lucky enough to reach the edge of the lake. I knew where alt old fishing boat was moored and we got to it quickly. We cut the sleigh loose, thanked the reindeer, and sent them back to their herd. The lake was still not entirely frozen. Olav and the girl climbed aboard the boat and began rowing; I skied homeward along the bank of the lake. Nothing could happen to me. Trolls have no power over us once they leave their cave. It was almost sunrise. The last snowflakes fell; the sky opened up and, in the east, took on a yellow and red hue.

    "When the boat was already a good distance across the lake, the trolls finally reached the dock. They ranted and raved, but Olav rowed with big strokes toward the other side, and the trolls couldn't reach them. The trolls didn't have much time left: when the sun shines on them, they turn to stone. Suddenly, the strongest troll seized a gigantic boulder and hurled it at the fleeing pair. The boulder did not hit the boat, but it fell so close to it that the boat capsized. The suction dragged the girl down to the depths of the lake and she drowned. For hours, Olav dived in search of her, but he had no luck. Deeply depressed, he finally swam to the bank of the lake.

    "After this, Olav was inconsolable. Every day he went to the edge of the lake and stood in one spot, staring at the water. He never looked at another girl. And when he became so old that he couldn't work any more, he continued to return daily to the same spot. In the end, he stood there the whole day long. Branches grew out of his head and roots from his feet. And then he stood there forever. He is that weeping willow you see there at the lake's edge. Even now its branches feel about in the water in an attempt to find the drowned girl."

    The gnome looked around. The old writer had grown still. His snow-white head lay upon the notebook on the table. He was dead. The gnome smiled and went over to him. He closed the writer's eyes and read what was on the paper. The last words were, "And then he stood there forever."

    And the gnome pulled the notebook out from under the dead writer' s head, carefully loosened the pencil from his stiff fingers, and wrote the remaining sentences of the story.

    Contact Gorn al'Talmon at gorboy@yahoo.com


  • PLAYER 11 - The Toymaker

    No Blurb Submitted As Yet.
    

    Contact The Toymaker at electric@mail.bip.net


  • PLAYER 12 - Sauron

    
    Hear ye all the word of the Mouth of Sauron!
    
    My great lord Sauron, master of death and life, great captain of the legions
    of Mordor, commands your attention, for your doom is at hand!
    
    Know you that millennia ago, my lord and master sat at the right hand of the
    mighty fire demon Arragoth.  He was his eyes and ears, his sword and shield,
    and my master Sauron took as his symbol the lidless eye, blazing all about
    with his Lord Arragoth's fire!
    
    All fell to their knees before my Lord Sauron in those years!  All trembled
    at his passing!  None could hide from the eye that never closes!  The nine
    rode the earth, scouring my masters enemies from existence!  A legion of
    fire demons were at my masters call, mighty Kings bowed to him, and the
    tribute that passed beneath his gaze could not be counted by mortal hands!
    Surely he was the favorite of his Lord Arragoth above all other servants,
    and his Lord Arragoth's heart was filled with joy at my master's savage
    deeds.
    
    But time passed.  The world cooled.  Lord Arragoth waned, faded, grew weak.
    
    In this time of need my master Sauron rose once again to his Lord Arragoth's
    service.  Rather than await his doom my master prevailed upon his Lord
    Arragoth to accept a lesser death - hibernation, deep within the bowels of
    the earth, warmed by the world's molten core, quiescent, perhaps for
    centuries, perhaps for millennia, awaiting the turning of the world, and the
    great warming foreseen by my Lord Sauron in his peerless wisdom.  
    
    By magics the like of which had never before or since been attempted was the
    deed accomplished, but at a great and terrible cost to my Lord Sauron.  He
    was broken asunder by the powers he was forced to invoke that day, his soul
    all but flailed from his body by the impact of the great waves of raw magic
    unleashed by his Lord Arragoth's bondage.  Those few who witnessed the deed
    thought him blasted from existence, body, soul, all.
    
    But my master did not die.
    
    He hovered for an age, suspended delicately in that place between life and
    death in which only the dammed are permitted to go.  He did not see the
    cataclysm that swept the world, caused by the great powers he had invoked to
    save his master.  Neither did he see the frozen cold that swept the isles,
    the great sheets of walking ice which closed like a maw from both North and
    South.  He was not aware of the turning of the glaciers, and of the slow
    return to civilization of the mortal races of the earth, emerging from their
    deep burrows and lodges to once more bask in the sun, and raise their rude
    towns and villages over the face of his Lord Arragoth's isles.
    
    But slowly did my master Lord Sauron return to himself, his grievous hurts
    healed by the force of his will alone, though it took a thousand years.  He
    was found in the mortal plane, in the underdeeps, his shade perhaps seeking
    the proximity of his master.  But he was weak, no trace of his former
    terrible power yet remained to him.  The Orcs that found him could have
    killed him easily, but his unblinking eye's forestalled them.  Instead, they
    took him to their master, the Orc chieftain Gorflag of Nightscar, who kept
    him, first as a pet and jester, but later as a trusted adviser, as my
    master's powers became more plain.  
    
    Oh how Gorflag came to regret that mercy!  How he gibbered and howled as his
    flesh crisped and blackened under my Lord Sauron's hand!  Imprisoned in his
    agony he wished a thousand times that he had exterminated out of hand the
    sniveling being dragged before him those years ago!  From winter to winter
    did Gorflag's pain provide sport for my masters pleasure, before even he
    tired of that most pleasant of labors!
    
    My Lord Sauron took the vacant throne of Gorflag.  Through whip and sword
    did he subjugate the unruly Orcs, and with promises of blood and fire and
    meat did he weld them into a mighty tool, subject only to his will.  But,
    though he ruled with an iron hand, and forged Nightscar in the flames of a
    thousand atrocities into one of the great cities of Arragoth, truly my Lord
    Sauron's power was but a thousandth of that granted by his Lord Arragoth.
    How he longed and dreamed of his master's return!
    
    And now listen well.  This tale is no simple amusement for the petty princes
    who grub at the soil of the Isles of Arragoth and think themselves great.
    Know you that the time foreseen by my master is at hand.  The portents are
    plain.  The land warms, and the earth trembles with the restless turnings of
    Lord Arragoth in his deep prison.  My master lord Sauron rejoices, for soon
    his master will awake, to find his trusted lieutenant of millennia, my Lord
    Sauron, again by his side!  Once again the nine will ride!  Once again will
    Kings tremble!  All will rue that day when my master's power and glory are
    finally returned!
    
    Know you.  Mark these tidings.  A single year is all the time allotted to
    you.  Four seasons in which to enjoy your earthly pleasures before your
    petty empires are cast down in blood and fire and pain.  Twelve short months
    before Lord Arragoth eats your soul.
    
    But... perhaps... there may be a choice for you.  It is not too late.  Join
    with my Lord Sauron.  Worship his Lord Arragoth just as he does.  Defend his
    Lord Arragoth's citadel with your puny mortal forms against those who would
    seek to thwart his glorious return!  Do these things and you may be rewarded
    when Lord Arragoth walks the isles once more, my master at his side.  You
    may be permitted to live.  In submission lies your one and only hope.
    
    For should you dare to resist,
    
    .....you.....will.....surely.....die.
    
    

    Contact Sauron at warren.mcintosh@chapmantripp.co.nz


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