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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 90 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 - gillador

    No Blurb Submitted As Yet.
    

    Contact gillador at ji.jarvis@libertysurf.co.uk


  • PLAYER 2 - Argus

    
    Howdy everyone!
    
    I am the appointed leader of our combined tribes, and as such I will follow
    what my people wish me to do.  The main concern that most have on their
    minds, including my wife, is the return of the most horrific creature known
    to have existed.  That being is so terrible that I cannot even mention it's
    name aloud.
    
    We would be glad to discuss the nature of things great and small with any
    intelligent creature, and we would love to share the finest of our mead with
    them.  There is much to discuss and plan, but one last celebration won't
    hurt anything, will it?  Let us all share together and plan for our futures
    together in harmony!
    
    Despite our jovial appearance, do not think that we are not a strong and
    noble race, with many acheivements and a very long history.  When it comes
    to defending ourselves we will fight harder than a cornered wolverine,
    strike quicker than a cobra, and then vanish like a ghost.
    
    It has been recorded in all of our well documented history ledgers that it
    would one day arise from the ground to terrorize and kill, spreading
    unthinkable horrors upon our world, and decimating every other being in it's
    evil wake.  According to one of our most precious tomes of recorded history,
    the being is said to begin building it's empire soon.  Our astrologists have
    seen the timing of the stars and they calculate that this may begin within
    the next few years.  So far we have not been accosted by any evil critters
    and we hope such luck lasts.  
    
    Because of this seemingly overwealming treat, I would hope that all beings,
    great and small, will band together to defeat this ultimate evil that may
    burst onto the surface of our lands.  It is said to be from under the earth,
    further down than even the orcs have descended, and hotter than any
    blacksmith's coals.  It's legions are supposed to have similiar abilities,
    capable of melting raw iron as well as developing cunning strategies to
    ensnare the smartest opponents.  They are more plentiful that grains in a
    wheat field and each taller than the greatest of trees.  The great evil
    being itself is said to harvest all of the magics that have ever been known
    upon our world plus knowledge of thousands of years of research.  It will no
    doubt employ this data to defend itself against any attackers as well as
    pummel any forces that try to stand in it's way.  
    
    We can only wish for all beings to peacefully coexist so that together we
    may all fight the tremendous threat that seeks our ruin.  Please seek an
    alliance with us if you have the same wishes that we, the halfling people,
    do. Now is not the time to point out our differences, but to notice our
    similarities and how much we all really have in common, such as the earth we
    all walk upon, the air we all breath, the fire that keeps us all warm and
    the water that quenches our thirst.  
    
    We admit that we may not be the most powerful of magical beings, and so we
    would like to ask that everyone of powers great and small try to assist each
    with anything that would threaten our common goal - to survive.  We may need
    every type of magic known to all of our races combined and then some
    studious research to repel the threat of the rising evil.  Protecting
    ourselves with magic is our primary goal - we do not wish to use it for
    harming others.  
    
    With this being said, I, we the halfling people of Cropers Wood, wish
    prosperity and peace for all of the peoples of the Isles.  Perhaps we can
    someday rename these Isles after something different than the evil they are
    known for.
    
    May everyone's crops grow high -
    
    Argus
    
    
    
    
    
    
    
    
    
    
    _______________________________________________________
    Say Bye to Slow Internet!
    http://www.home.com/xinbox/signup.html
    
    

    Contact Argus at maxcolby@excite.com


  • PLAYER 3 - Dalkron

    No Blurb Submitted As Yet.
    

    Contact Dalkron at glennmik@one.net.au


  • PLAYER 4 - Jegron

    
    
    Greetings, fellow Wizards! This is Jegron speaking, Master of Fire. The people of Bulls Canion ,great warriors, have recently elected me as Warrior-Lord of the Minotaurs. To unite races against the big evil of Arragoth, I've sent messages to other Wizards. My offer of peace has however been declined by High Elf Teslin, Metowyr, High Dervish Tryion and the Nameless Wizard.
    Their refusal to talk can only be taken as a prove that they don't mind the rule of Arragoth or even worse that they have allied with him.
    Thus I suppose those evil beings to stay away from the glorious empire of the minotaurs. Anyone who has the wits to fight Arragoth is welcome to prove his fighting skill and can be our friend, unless he insists of disturbing the rest of the dead by studying the evil art of necromancy. All others should prepare to be under the rule of my allies and me.

    I'm interested in any help to fight Arragoth, by exchanging maps and special sightings, by trading, by duelling and even by creating an army to fight together. I have a list of buildings and their effects, if you want to help to improve it, just send me a message. I impatiently await to hear form any of you. Jegron, Master of Fire, Warrior-Lord of the Minotaurs, Patron of a tribe of Dark Elves, Chieftain of a clan of plainsmen *************************************** *** Tourists' guide to Bulls Canyon *** *************************************** Jegron's Realm ============== The People at Bulls' Canyon are a warlike race, physically strong and fierce fighters. Their home city looks more like a military camp than like a town, arms are carried by everyone, even by the simple farmers and merchants. Kids are playing in the streets, but unlike most other races, their swords are not made of wood but have fighting quality. Healers are highly respected here, and every residential quarter houses at least one of them. Usage of archery ranges and tarining yards is free, sponsored by wealthy merchants who want their hometown as well protected as possible.
    Four areas of the town might be of special interest: 1) The slums
    No Minotaurs ever go here. The slums are inhabited only by the lesser races, mainly former kobold slaves who have somehow gained freedom. If you need someone who does anything for less money, you are right here. Recently the slums have become home of orcs, dark elves and plainsmen who fled because of the undead attacks.

    2) The temple area
    Recently, work on a church has been started. Though Minotaurs usually are irreligious people, and the kobolds don't even understand the concept, the appearance of the undead, the sighting of lava legions and the rampaging giants have made peasants increasingly insecure, many volunteers are currently helping to build up the church. When Jegron hired frere Estor into his personal staff, the number of believiers in the one, nameless creator greatly increased. People pray in public for rest of the undeads' souls. The temple area is stangely martial and practical.

    3) The market place
    In minotaur settlements, the marketplace usually is the only non-military area of the village. Being a race of warriors and merchants, there is a stange coexistance of the two groups: merchants paying for the training of warriors, who in return defend the merchants' homes for free. With the election of Jegron to warrior-lord, the townscape of the merchant area started changing. A tavern has been built, as well as an inn, and strangers started to be live outside of the slums. Dark elven caravans and traders have arrived, offering gems and various stange metals like silver, mithril, chromium and platinum.

    4) The palace
    While the old warrior-kings used to live in a fustian palace, Jegron has built up a hexangular tower to aid his studies. The servants and advisors still live here, and only very few of them are allowed to enter the magetower. The Tower has its own guests' quarters and mages from all over the world have been seen talking to the Master of Fire. In the palace-area there are also some brand new embassies for various other wizards. Messages from Argus, Dalkron, foxbase, Mashkor and Malizar have been received that they'd send embassadors and ambassadresses, however recently contact to Dalkron has been lost. Jegron recently ordered to tear down some old building to make space to expand the library and build a university for magical study. Jegron's Staff ============== In his position as Warrior-Lord of the Minotaurs, Jegron recruited several non-minotaur advisors to help him rule the empire with more ease. 1) "J." A good-for-nothing, who rates personal joy and pleasure over duty. Noone can understand why Jegron would want to hire such a unreliable advisor, exspecially as he proved himself to be a very bad leader, however J. has also proved himself to be a very good scout by finding Dalkron's palace in the city of Barrakas. He wasn't allowed to see Dalkron, though. J. is human, and his tan reveals a sand-people origin. 2) "Lord Bane" The Dark Knight is feared all over the land, famous for his skill as a general, infamous for his disrespect of his soldiers' lifes. Respecting Jegron as their warrior-lord though, noone ever complained. Lord Bane is usually clad in a silver full-plate, with black and golden ornaments. He's carrying a huge sword that would fit the size of a minotaur. As noone has ever seen him without his armour, is race is unknown, all people know is that he's of human size. 3) "Frere Estor" Frere Estor is one of a few high-elven priests who recently visited Bull's canyon, spreading their belief in a single god more powerful than even Arragoth. In their fear of the fire god, many minotaurs converted to the new faith. Estor is usually unarmed, clad in black cloth, and has proven to be a master of unarmed combat. He has beed assigned to train new members of the staff in the arts of self-defence, however due to the latest actions of Lord Bane, he has to leave the temple as a diplomat at the Dark-Elven court. 4) "Ol' Digger" A grumpy old hill dwaven siege engineer, Ol' Digger is about to leave the canyon in order to explore the Tower of Air. He's quite small even for a dwarf, but strong enough to wear chain armor and wield two large battle axes. However he's too short in Jegron's service to have many friends yet. 5) "Dagger" Dagger is the halfling scout that has just taken frere Estors task to train new recruitees. He's clad in green, wielding a sword that all others just call 'dagger'. That also gave him his name.

    Contact Jegron at jegron@hotmail.com


  • PLAYER 5 - High Elf Teslin

    
    
    The forces of Granola are in need of help as the powerful force of Aarragoth will rewakin again. They call for the help of a traveler High Elf Wizard named Teslin. He comes to lead them in the battle of survival. He knows much about warfare and is the greatest wizard to all who know him. The plainsmen of Ganora are train night and day and, keep sharp sentries for any signs of danger.
    We support the ways of peace and will only fight if it is the only option. Speaker of Teslin Council to the king

    Contact High Elf Teslin at jdude444@yahoo.com


  • PLAYER 6 - foxbase

    
    the time is now!!
    
      times are approching when arogoth will be stikeing out at all the isles.
    now is the time to band together and support each other.  those of you
    oppesed to banding together should say so now so that we can go are seperate
    ways.  along with being able to know wh ois to trust and whom is not worthy
    of it.  so far things have been working out well with those whom i have
    spoken.  i would hope that others would be interested it joining are crusade
    to ride the world of evil.  but alas no others have responded.  there must
    be other wizards out there who are interested in joining us in defending our
    isles and i know the travel for some can be for some quite further away.
    but we are in the 5 month of the forewarning of the coming evil.  how much
    longer do you dare wait to join us.  or do you simply see us as mad men
    claiming that the sky is falling.  i assure the evil will come and this is
    coming close to the last of the time where we will be available to ally with
    one another.  for once the evil arrives who know who is really working for
    who.  people will become much less trusting and greedy for more.  more
    power, resources and land.
    
      how can anyone ignore the need to unite all the clans of the isles.  the
    time is now and it is needed.  we need to know whom is where.  how to get to
    the places we need be.  instead of blundering around in the dark.  or are
    all others comfortable with that.  the dark that is.  i know who my ally's
    are and must start assumeing that if you are not with us you are aganist us.
    i pity that fool.  the one who believes that dark will preside over light.
    i may go down but it will not be without a fight.  and damage i will incur
    upon those agaist me will not be light in manor.  i stress again how
    important it is that we stand together to unit and share information for
    maps, fighting,  building  and trade.  we can only help each other and we
    will only be defeated by each other.  arogoth will just have his pick of who
    ever if we are all divided.  and none can face him alone without faceing a
    horrible reality.
    
    unite us before it is to late
    
    foxbase 
    
    

    Contact foxbase at kyle@summitengineers.com


  • PLAYER 7 - Metowr

    No Blurb Submitted As Yet.
    

    Contact Metowr at johnny@spathas.com


  • PLAYER 8 - Mashkor

    
    Greetings fellow Wizards!
    
    Here I will discuss of the aims and aspirations of the Dervish people. For
    chronicles and stories look in the news section of the game.
    
    The Dervishes are free and joyfull people. Our mother Earth blesses us with
    rich and fertile lands. And most of all our women are most beautifull.
    
    Arragoth influence was rapidly forgotten in Traders Point, our Capitol. The
    famous Dervish female dancers must be awarded most of the credit here. For
    their dance is so mindbinding that people from all Arragoth are coming see
    them. An important part of our economy is related to our Female Dancers. You
    are all invited to see them but beware you might not be able to go back
    home.
    
    Every first Saturday of the month there is a Grand Ball in Traders Point's
    City Hall. All our Dervish Dancers compete to gain the title of Suave Lady.
    Let me remember you that the present Suave Lady is Miabel. She has been
    Suave Lady for the last 13 months.
    
    The Grand Ball is the only occasion where the Dream Smoke is tolerated in
    Traders Point. This exilirating drug is controlled by the great Iznogood,
    our magnificiant Vizir.
    
    Mashkor, the Wizard Leader of the Dervishes, is most wise and cunning. Like
    all of us Dervish he is joyfull and friendly but the few who has chosen to
    block his path regretted it dearly. None is known to have survived. On the
    other side all his friends benefitted from his reknowned generosity. If
    Traders Point is a florishing city it is all thanks to him.
    
    Mashkor is powerfull wizard of the Earth. There is no doubt that he his in
    the favors of our Mother Earth. Our crops are plenty and the peasants
    strongly believes the blessings they receive from him in earlier Spring give
    them health and expertise and fertility to their soil.
    
    Praise and long life to our Wizard Mashkor, our magnificiant Vizir Isnogood
    and our beautifull and precious Suave Lady Miabel.
    
    Tintamar
    Dervish Historian
    
    

    Contact Mashkor at pdesjard@isi-mtl.com


  • PLAYER 9 - Malizar

    
    Greetings to fellow Wizards as Leaders of your Peoples.
    
    Malizar speaks on behalf & for the Nation of the Sand People as 
    political, military, magical & spiritual leader. By rule of blood & rule 
    of might.
    
    As our nation has expanded internal & external issues have arisen.
    
    Externally, information sharing has occurred between a number of 
    Wizards where good diplomatic relations have occurred. Have 
    successfully entered into a regular trading arrangement with my 
    close neighbour & good ally Foxbase.
    
    So far three Druidic Towers, One Astral Tower, a Graveyard & a 
    Gate of Fire have been disclosed as being discovered. It is 
    assumed that the last Druidic Tower, the Tower of Earth is probably 
    underground.
    
    Had discovered a Domain of Control in the central volcano province 
    not the the previously stated Fortress of Arragoth. The Domains of 
    Control cannot be entered until the walls of the Fortress of Arragoth 
    is breached,
    
    Most Wizards now have maps of the known world. The astral plane 
    & the underground regions are mainly unknown, together with the 
    relative locations of Two Wizards of importance.
    
    It is understood most Wizards are having problems with Wandering 
    Monsters & Lava Legions.
    
    Internally for the Sand People a number of problems & issues have 
    arisen. 
    
    The balancing of commodities, unfortunately still have a small 
    shortage of Wood & a Extreme Shortage of Food. In one turn due 
    to a combination of factors, 300 peasants died of starvation & 
    morale dropped by between 0.5 & 1.0 in six provinces. This 
    included two Central Shire Provinces.
    
    Have now lost two provinces to Lava Legions & my Hero's have not 
    been able breach the defences of the Druidic Tower of Fire.
    
    Initial Hero's were of a undercover nature. Monty the Trader has 
    been trying to open the Tower of Fire without success but certainly 
    is getting better at his endeavours. Brother Barnabos is untested, 
    so is Yellow Beard the Pirate. Fishing skiffs certainly don't count 
    as Fighting Ships. At last a decent combat leader has joined the 
    Sand Peoples cause, William Tell a Master of the Bow.
    
    Movement of forces have been slow. Construction of buildings in 
    my Capital & Town Halls in the provinces have been going well. 
    Expect shortly to be in a position to directly combat Arragoths 
    Lava Legions. A force including a good number of archers is 
    recommended.
    
    United Arragoth will be conquered, divided we fall. The Combined 
    Strength of Magic & Arms will prevail against the darkness.
    
    Wizard Malizar of the Sand Peoples.    
    
    

    Contact Malizar at boyest@clear.net.nz


  • PLAYER 10 - High Dervish Tryion

    
      I the great wizard Tyrion of the Dervish have come to help the nome in =
    their fight to save their land from the wrath of Arragoth. Only the =
    strong shall survive. All who wish to speak to me contact me by the =
    e-mail address below.
    
      The Great Wizard Tyrion of the Dervish
      Mercenary Wizard
      Ally to the nomes
    
    ------=_NextPart_000_002F_01BFF013.2092CE00
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    ----- Original Message -----
    From:=20 dfohr =
    To: orders@wow.pbemgame.com
    Sent: Sunday, July 16, 2000 = 6:34 PM
    Subject: blurb

    #WOW BLURB 90 10 elmo=20 gold   
     
    I the great wizard Tyrion of the = Dervish have=20 come to help the nome in their fight to save their land from the wrath = of=20 Arragoth. Only the strong shall survive. All who wish to speak to me = contact=20 me by the e-mail address below.
     
    The Great Wizard Tyrion of the=20 Dervish
    Mercenary Wizard
    Ally to the=20 nomes
    ------=_NextPart_000_002F_01BFF013.2092CE00--

    Contact High Dervish Tryion at dfohr@execpc.com


  • PLAYER 11 - Nameless Wizard

    No Blurb Submitted As Yet.
    

    Contact Nameless Wizard at phage96@home.com


  • PLAYER 12 - Gorm

    
    Drums! Drums in the Deep!
    
    This time however, they were not made by the slave-skin drums of the =
    orcs.=20
    
    The human messangers confirmed what our legends predicted. Arragoth is
    stirring. We hear it daily in our caves. It is not a sound that even =
    Orcs find=20
    pleasurable. Strength is needed to combat a god. The humans say we must
    embrace nature so that we may defeat him. They say the dark ways will =
    not
    be tolerated. We are confused.=20
    
    The enemy is evil AND a force of nature. Fire to be specific. Yet, the =
    humans
    speak of fire as good and dark as evil. They would war on the dark at a =
    time
    when all will be needed to save the world. Why discard any weapon if it =
    will
    serve the ultimate good? We are confused.
    
    The Orcs have always followed the darkness. And yet, we have always=20
    suffered. Perhaps the humans are right and we should all follow the same =
    
    path. Whether the druidic way is right or good, we do not know. We are=20
    confused.
    
    Mog has always shown us the way. His ways have been dark, but He can
    do as He likes. He is a god. We will let Mog decide! Both light and dark =
    
    require things we do not have. Mog will lead us first to the resources =
    we=20
    need. Druidic or Necromatic, it will be as Mog decides!
    
    So speaks Gorm.
    
    

    Contact Gorm at ussa41@netzero.net


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