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* PLAYER BLURBS.

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Game 216 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 - Anatanu

    
    

    Hail Fellow Wizards,

    I am Anatanu, the new Leader of the Minotaurs.
    Welcome to all of you in this new quest against Good and Evil.


    I was born in a time of peace in a town called Camp Jollymount. I grew up peacefully amongst the Hill Dwarves who populated the region. I enjoyed the life in the hills and was taught in the military arts by my father who used to be one of the greatest Hill Dwarves leader. I was next to my father during the great war against Arragoth and I could see how he was leading his men. I could see him at the Fortress of Arragoth when they opened the Domains of Control. I celebrated with them the elimination of the Lava Legions and the destruction of the son of the Fire God. But my father never let me look through the Portal of Fire. Nevertheless I heard the rumour later on that Arragoth was not really dead and that he would most likely return one day.

    I never knew my mother but apparently she was a Minotaur Princess when my father met her. She married my father in a grand ceremony to strengthen the alliance between his Dwarves and her Minotaurss. As I heard they lived happily for a little while living in the Camp Jollymount Palace. My mother became pregnant and the whole population rejoiced. But unfortunately she died when she gave birth to me. It was a sad moment for all the Dwarves and Minotaurs. People tell me I look a lot like her.

    In the words of my fellow Minotaurs "The time for peace has passed. The time for war is to come. In between we shall all find out who has the strength, cunning, willpower, and resources to name themselves competent rulers of the lands. In alliance is power; alone we are nothing more than bubbles on a Guidness". These words ring with truth through most of the Minotaurs camps. So all that would go against us will die, and all that would ally themselves with us shall be safe, for as long as they remain true allies.

    WARNING
    Anyone coming against us will be dealt with accordingly. Any wrongful or mistrustful act, especially in political matters, will be dealt with accordingly. The Minotaurs are clearly one of the most clever races to face on the field of battle. Our culture revolves around the warriors and ensures only the strongest survive. We are not above pillaging your kingdom to accumulate an invaluable supply of resources.
    So please contact me at alain_hofmann@hotmail.com
    Anatanu, High Lord of the Boarlands



    Contact Anatanu at alain_hofmann@hotmail.com


  • PLAYER 2 - Shadowmage

    No Blurb Submitted As Yet.
    

    Contact Shadowmage at knyght_shadows@yahoo.com


  • PLAYER 3 - Draconis

    No Blurb Submitted As Yet.
    

    Contact Draconis at rogerbeaty@supanet.com


  • PLAYER 4 - Shrike

    
    The armoured human trudged into the flimsy one-roomed hovel. He found the
    hidden catch and waited as the ancient pulleys squeaked as the released
    weights slowly lowered the hidden staircase. He descended the wide, stone
    walled shaft that led downward 150 age smoothed steps and entered the huge
    corridors of the hidden Lizard Kingdom. Opulent, yet forboding, the
    corridors stretched into the distance, lined w/ blazing braziers, looming
    suits of Lizard-fitted armour, hundreds of works of painting, sculpting,
    embroidery, weaponsmithing and paced w/ intermittent double-doors of
    valuable metals. The Shrike walked slowly along the corridor, awed as always
    at the wealth and vibrant cultural of this masked civilization and amazed at
    their ability to hide themselves from the greed and avarice of their
    treacherous neighbours. He had expected to discover a backwards, vicious
    people intent only on reaving and reproducing. Clever propaganda, of course,
    that had been concocted by the ‘good’ races of sly elves, greedy dwarves and
    selfish humans. He knew that now. Rather than have their wonderful works
    looted or destroyed by the wanton appetites of the humans, the lizards
    devised a strategy. Their people hunted, scattered and enslaved by the
    tenacious evil of the fanatical elves. Their wealth gobbled up by the
    insatiable urges of the banal dwarves. The lizards chose to hide their
    magnificense beneath disorganization, sloth and primitiveness. They would
    snarl and cringe before the mainlanders, pretend defeat and await the coming
    of their God of Purity, who would lead them into an enlightened period of
    world domination. Then they would conquer and assimilate all the races of
    this world. Rather than wanton destruction as would be expected by most any
    conquering army, however, their domination would be benevolent. They would
    instruct all the races on the value of peace, industry and artwork but above
    all, tolerance and cooperation amongst all beings. It would be a golden era
    of plenty for all.
    
    The Shrike, of course, had easily slid into the role of the Pure God. His
    gleaming, beautiful lethality spoke of one type of purity, to be sure,
    though perhaps not originally what the kind-hearted lizards had envisioned.
    But then, perhaps it did make a certain sense that the God of Purity would
    also be a living, omnipotent weapon, now that they thought of it, especially
    as this Pure God was destined to lead them to rule the world. They could not
    have expected the process to be painless, they told themselves.
    
    Finally reaching his sumptuous throne room, the Shrike sank gratefully onto
    a luxurious divan and poured himself a sweet, centuries old wine. As he
    swirled the vintage in his parched mouth, he mused on his long past, this
    present and the future that awaited him here.
    
    Beginning on a forgotten world a long time ago (though time is very
    subjective for this time-travelling, dimension-jumping wizard) he led a band
    of dwarves to brief glory. He had been young and naïve then. Had seen things
    in black and white, good and evil. This adolescent view had led him to leave
    his young dwarven kingdom open to betrayal at the hands of the wizard
    Greyhawk and his evil halflings. He would never have dreamed that the jolly
    chubby halflings would have delved into the dark magics, nor that their
    wizard-king was not a Gandalfian monarch, but instead, an ancient evil,
    steeped in the blood of countless slaughtered worlds. This cunning mage had
    sent a summoned abomination, a Dark Lord from the Pits, against him and
    destroyed his fledgeling dwarven state. It was at that moment that he had
    discovered his immortality. As the Dark Lord slew his Dwarven guards, the
    Shrike’s escape spell had suddenly revealed itself to him, as if a hidden
    door had opened in his mind and revealed a treasure room, previously
    unknown.
    
    Since then, he had come to realize that not only could he summon this spell
    of dimension shifting/ time travelling whenever he was in grave danger, he
    had found that he did not age. Perhaps a byproduct of the spell itself, perh
    aps a separate gift from an unknown beneficient diety, he did not know. What
    was obvious was the Gods had a plan, or were playing out some great game. He
    had run across many of his kind in the ensueing years. The evil Greyhawk was
    not the only tyrant to oppose the Shrike. Nor were all so tyrannical. Some
    had shown much honour and seemed to seek the same lofty goals as the Shrike.
    Wizards such as Valerien, Ordo Equestor, and many others shared a common
    bond of basic decency. Some older wizards took the young Shrike under their
    wing and instructed him in the ways of empire building, such as the
    ever-helpful Ombra Mefita. Others such as Alodar or Saruman, pursued their
    own mysterious goals. Many were plain evil, such as the malevolent Dorlas.
    
    As this first Escape spell took hold, the Shrike left his bhen onto a stint
    as leader of plainsmen on this very world in an alternate dimension.
    Defeated by the Emerald Wizard and abandoned by his neighbours, Fluffy and
    Alodar, he had turned to the Ogres of Sawtooth Isle led by the wizard
    Saruman. But that help had arrived to late.
    
    A time spent in the caverns of Shadowmoth, leading the Ogres of Lak. He had
    played a complicated political/diplomatic game to maintain neutrality as
    long as possible he had eventually been forced into battle w/ the honourable
    Valerien and his old enemy greyhawk, who had assailed his battlements w/o
    success but destroyed his capital one morning w/ the dreaded armageddon
    spell.
    
    He hoped his message to the Shadowmage of Ogre Isle had arrived safely. He
    could not afford to become bogged down in a meaningless war w/ his closest
    neighbour. He had not previouslty met the Shadowmage. He hoped this new
    wizard would understand the need to remain at least neutral and recognized
    the benefits of a quick alliance.
    
    He had learned something of the magics that had initially sent him spinning
    uncontrollably through time and space and alternate space in his rookie
    centuries. Now, he could see patterns in the insanity and look dimly ahead
    at possibilities. He had recognized the continents of this world and the
    era. He had spent time in at least 2 dimensions of this place. This time
    however, he could control his descent and deflected his course such that he
    landed on the Isle of Diablack where he had detected a great empire. An
    empire small in size but great in culture and potential. A hidden empire
    located in a labyrinth of tunnels and chambers beneath the guise of a
    festering swamp. The Lizard empire
    
    Experience had taught him that the most important aspect of any empire was
    it’s people. Keep the people happy and all else would fall into places.
    Magical research, military power, economic power, government were all
    important but would all stagnate if the people were unhappy or too heavily
    recruited from. Therefore, his first building projects were a tavern to
    quench their thirst and, since they were easily and cheaply made, a system
    of paths through the swamp to facilitate trade.
    
    He would concentrate on building a grand place of meeting where a true
    national spirit could take hold. A library would be needed asap, also. He
    knew his adversaries would be frantically attempting to learn the magical
    currents by which this dimension was governed by. He could not afford to
    fall behind or he would be doomed once again to fall victem to a summoned
    dark lord or watch his armies wilt beneath the onslaught of Spirit Drains or
    flee as his very castle melted in the incredible energies released by an
    armageddon spell.
    
    On this world, the mainlanders considered themselves a civilized culture
    which could be expected to live in peace or proximity to the ‘unwashed’
    races of lizard, ogre, orc and minotaur. Their arrogant hypocrasy made his
    skin crawl, for he had seen the jaded sloth within which these debauched
    ‘civilizations’ conducted themselves. On the surface they preached honour
    and truth but the Shrike had seen their true nature in the unholy gods they
    worshipped in their hidden termples and he knew firsthand the evil that
    dwelt in the hearts of their leaders such as the inappropriately named
    Fluffy of the Amazons or Alodar of the Sandpeople.
    
    Beyond the borders of this swamp, he had seen as he materialized far
    overhead, lay tundra and arctic wastes but also a vast plain of grass. It
    was too this plain that he sent his first troops, with instructions to claim
    the poor tundra and arctic lands that they crossed as they made their way.
    Also, he sent troops to explore the deepest tunnels and caves that
    honeycombed the limestone deposits beneath this swamp.
    
    

    Contact Shrike at creggec@telusplanet.net


  • PLAYER 5 - Hazaar

    No Blurb Submitted As Yet.
    

    Contact Hazaar at jhenson@calpoly.edu


  • PLAYER 6 - Takara

    
    
    
    
    

    December twentieth, Audience Hall in Lachlan Spur


    The man steps quietly forward and bows, his hat drawing the gaze of every warrior in the hall. Belying his sober cassock, worthy of the most lowly monk, it forms a blood-red Mohawk over his face. Smiling benignly, quite at ease in this warlike company, he speaks.

    'Chief, I salute you and your people. It has come to my attention that your realm is under threat of the evil creatures living on the islands and that you would appreciate help from any and all capable individuals. I have come to respond to that wish. I am the wizard Takara, of Gangs Yul in the world of Yaddrin, and would assist you in these times of peril.'

    'You have heard well, sorceror. This realm will be the location of many battles shortly. However, we have warriors without peer and have never yet needed the help of spellslingers to defend ourselves or even go out and conquer. Walk through the hills and mountains here, see the might of the Clans. Our town is being built up into a fortress, already impenetrable, even though it is not even half finished. See the fletchers and armourers toil in their workshops to create the weapons to be used in the upcoming struggle. Consider the warriors you will meet and think deeply on the arrogance you have displayed. The Highland Clans of Lachlan Spur do not lower themselves by employing such as you in our armies.'

    One of the warriors stands and charges the man, claymore swinging. The stranger just watches, holds up his hand and whispers. The warrior stops suddenly, as though he has run into a wall. Muscles bulging, veins standing out on his forehead, he struggles, but is unable to move.

    For the first time looking the Chief in the eye, the stranger speaks again. 'My Lord, if that is your decision, I will of course abide by it. Your fighters will prevail or not, with only their own strength and will, and so will you.' Once again he mumbles, and his hand moves. 'Could you please have someone show me my quarters?' he asks...



     

    December the twenty-second, Lachlan Spur marketplace


    ... and so be it declared that the Wizard Takara shall speak for us, as he is of one body and mind with us.

    Signed, McLeod, Chief of Chiefs.

    With this the town-crier steps down, looks aroud at the astonished faces, and scuttles towards the safety of the tavern.
     

    Contact Takara at vuurdame@xs4all.nl


  • PLAYER 7 - Fluffy

    
    From the midsts of the the swirling sands, you seem to see a tall spire
    over
    the next dune. After travelling for 3 weeks across these forgotten wastes,
    and seeing the same things day after day, the spire is a welcomed sight, as
    well as evidence of living beings. The water bags are running out, and if
    you do not get to replenish them, you may never leave this area.
    Hurrying forward, you reach the top of the dune. You couldn't help keep a
    sigh of dismay from reaching your lips, as you find the spire is just that,
    the tip of a spire, buried in sand. Whatever inhabitants would have left
    eons ago, or learnt to breathe sand, an unlikely event.
    
     By the side of the spire, you see a wooden board. Moving forward, you brush
    off some sand from the board, and read the words carved there. Hmmm ...
    interesting ... it says "Fluffy waz here" in broad flowing scripts, albeit
    orcish-like. There were two deep cuts across the "waz" word, as if someone
    was trying to erase it. Another word can be seen above it, something like
    "lies". Ah ha ! So either Fluffy was here, or Fluffy lies here. Either way,
    you don't really care who was here, nor feel very interested in digging up
    any corpse.
    
    Say ! What is that thing !!! A "Chug-Chug" sound seems to come out from the
    wind. You peer into the swirling sands, and lo ! there is something flying
    in the sky, a mechanical contraption. It seemed to see you, and was heading
    your way. Nearer it comes, and you can see it clearly now. A bulky looking
    object, with something twirling on the top. How it kept aloft is a mystery,
    but it seems to have something to do with that metallic looking box that is
    belching out greasy smoke and giving off that "Chugging" sound. However,
    what is more surprising, is that the pilot is not one of the mysterious Sand
    People, but a Gnome !
    
    The 'thopter landed in a flurry of blowing sand, and you hurry forward.
    After exhausting your own small store of known Gnomish words, which
    alternately asked after their health, cursing their ancestors, and
    description of various sexual positions, you manage to wrangle a ride. The
    'thopter lifted, after you sat on the only passenger seat. As the 'thopter
    is moving as less than 15 feet off the ground, you have a pleasant but dusty
    ride. Minutes later, you reach a field, where more of such thingamics are
    present, in various conditions. After thanking the pilot with what you think
    are salutations of his health (what was said was actually "May I happily eat
    shit", due to a few mispronounced syllables), you leave the chortling pilot
    rolling on the ground. Seeing what you think are Amazon People nearby, you
    walk over to them ...
    
    

    Contact Fluffy at promimity@va.prestige.net


  • PLAYER 8 - Alodar the Apprentice

    
    *grmph* I know this feeling all too well - a new cloning loop has taken effect
    once again... Seems I don't even care anymore - my GLI (Grumbling Level Index)
    must have been saturated after all these 42 zillion (give or take a few
    zillions) clonecarnations... Not that that grumbling ever had any effect
    (except making me grumblier of course) but it was sort of satisfying starting
    off a new clonecarnation with a fresh set of grumbles - and now I don't even
    bother to grumble any longer... *grumble, grumble*
    
    Ahh - now I feel better and ready to take on the challenges of a new world
    yet once again! Not that these vibrations feel particularly new - this must
    be one of my more frequently frequented universes - frequently frequented
    clonecarnationwise of course; I myself (I? me? Well, sometimes I just HAVE to
    think up a new personal pronoun which covers the concept of a clonecarnated I,
    but I'll leave that to another clonecarnation I think) have never been here
    before, nor anywhere else for that matter - not that it really matters *OUCH!*
    
    *grr* Just my luck - whatever world this is, it has an uncomfortably high PPI
    (Pun Penalty Index) which is decidedly harmful to a wizard of my verbose.. ehh,
    verbal virtuosity level...
    
    OK, enough of reminiscence - I guess I had better check out this world as well,
    before running into something not quite as well... Fortunately magic is much
    the same all over the worlds, it is only the implementations which vary a
    little, so I should be able to catch up on this world's magic quite soon...
    
    Well, this place looks quite desolate and barren - not much of a dessert to
    find in this desert [*OUCH!*] so I will probably have to practice my food
    improvement spells quite a lot - come to think of it, they do need some
    practice... I remember a particularly unfortunate incident with a delicious
    and highly rare specimen of "edible regurgitated slimeball" which quite
    unexplicably was transformed into a totally disgusting "piece of cake"...
    *shudder*
    
    Strange - usually something local has arrived by now wielding either a weapon
    or a sharp tongue or something completely different, and that something local
    has (though sometimes only after some persuasion) usually been able to fill me
    in on the blanks of the world... Guess I'd better find out for myself this
    time, then... [Going into deep meditation for 42 minutes - well, ahem, usually
    meditation doesn't imply snoring, but good old Alodar has picked up quite a
    few interesting meditation techniques in his many clonecarnations *cough*]
    
    Well - that was good news and bad news... The good news is that this feels
    like another WoW world again, and I sort of like their magic implementations,
    but the bad news is that I most definitely don't recognise this region - no
    joyful rides on the backs of lightspeed plainsmen wolves in this clonecarnation
    *sigh* I would almost welcome the sight of even a sand wyrm here - as my old
    friend MuadDib (on another world, in another clonecarnation) showed me, even
    those creatures can be ridden - though it is a far less enjoyable (and more
    than considerably bumpier) experience than riding plainsmen wolves...
    
    ***RRRUMBLE!!!***
    
    Oh no, by all holy falling cows, that IS a sand wyrm!! Now, what the [some
    quite urgent and quite poignant expletives deleted] was the trick to ride them?
    I'd better re-remember it quickly, or I'll spend this clonecarnation counting
    the ribs of a sand wyrm - from the inside! Drat, it is totally blasted out
    from my memory - call up plan B quickly *ZAP!*
    
    Whew - thank god (or whatever he is called on this world...) that the spell
    "domesticate earthworm" works also on somewhat bigger specimens... Now, the
    rest should be a (somewhat bumpy) piece of cake even if I'd prefer a
    regurgitated slimeball...
    
    -Hey, you overgrown earthworm, just take me to the capital of this desert, will
     you, and I'll release you from this spell so you can live happily forever
     after [though how anyone living in, on and off sand can live happily for even
     a second, whether before or after, is beyond my comprehension]
    
    -OK, master, hang on... Jaffna, capital of the sand people of Crynn, is about
     42 kilobumps in that direction...
    
    [approximately 42000 bumps, each one progressively more painful than the
     previous ones, later]
    
    -Thank you for the ride (I suppose), earthworm! Now just let me cast the spell
     "soothe a sore horse" [hmm, it was probably another animal you should soothe
     but this will have to do - I'm too dazed by pain to remember anything else]
     *ZASS!* and I'll set you free to move in that direction *PAZ!*
    
    [More than a little more soothing and re-soothing spells later]
    
    OK, here we seem to have the magic college of Jaffna - strange that no
    sandpeople have shown up yet... Wonder if there is a vacant chair of wizardry
    here as well, or if I have to vacate it before taking up my usual occupation...
    Oops, better watch my steps, I almost crushed a normal-sized earthworm...
    
    [42 perplexed minutes later]
    
    -My sincerest sympathies, ex-wizard of Jaffna! Forgetting to include the size
     factor in a "turning oneself into a frightening-looking sand wyrm" spell is a
     severe setback indeed! I'll try to find a way to reverse the spell and
     eventually return both you and the wizardry chair to you, but for now there
     seems to be more pressing business to deal with - first I'll have to call
     back all those search parties they've sent out for you [no wonder the city
     looked deserted!] and then we'd better find a common strategy with the other
     mainland wizards to deal with the threat from the Lich masters... In the
     meantime, I hope you will be happy and contented and above all safe in that
     little lettuce bowl over there! Have a nice vacation, fella - Alodar the
     too-many-times-cloned Apprentice has dealt with Lich masters before!
    
    All right, here is the library - now let's see where the short 42-volume
    introduction to the magick of this world is... Yeah, this one looks more than
    familiar;
    
    "A Short Introduction to the Foundations of Crynn Sandpeople Magick"
    
    Wait, there seems to be a small handwritten note glued to the last volume... ?!
    
    "A friendly note to wizard Alodar from wizard Ordo Equester: Sandpeople hate
     puns, they prefer dry humor!"
    
    *sigh* And my sense of dry humor has dried out several zillion clonecarnations
    ago [***OUCH!!!***]
    
    

    Contact Alodar the Apprentice at rwikman@ra.abo.fi


  • PLAYER 9 - Herd Master

    LIZARD MEN
    The dream sending began... Assshhhh...The time isss near. The omens light
    the astral heavensss. It is time to venture forth from our reclusive
    homeland, and make our place. To follow in Kilrath's footsteps...yess. He
    had the right notion, but hiss timing was too early. The other wizards'
    powers are growing, and now is the time...and you would do well to ssseek
    him out...The dream faded.
    The astral cloud banks abated before the marching of hundreds of
    lizardmen warriors streaming forth from GraKilna. Blessed with tails of
    epic proportions, the warriors were counted amongst the best in the land.
    Yet the war long sought by the fanatical warrior hordes was long in the
    waiting. These proud warriors had stayed behind as Kilrath led the bulk
    of the host forth many years ago, some out of a love for homeland, yet
    others due to the sagely councel of the elders. Learning the virtue of
    patience and planning through the long years, the GraKilna hosts had
    developed a new found awareness of the lands around them. The gods of war
    were still fervently worshipped, but the frenzied headlong rush into
    battle had given way to a wary sizing up of their opponents before melee
    was considered. This time scouts were sent forth before the host. This
    time there was a need to make blood truce with some if the host was to
    make it to the grand battlefields that would decide Kalandor. This time,
    it may prove to be wise if battle wasn't the first and only option.
    Kosh, Chief GraKilnan Battle Druid awoke from the sending. His dream
    message had been received by Ash successfully. Now the real task began.
    He scribed his first missives and sent them by terradon to seek other
    astral cities. His visions had prophesied that word from the other astral
    dwellers was to be welcomed, as there would be enemies enough in the
    future. Once overcoming the repugnant notion of dealing with other
    beings, Kosh's curiosity was aroused. The first and foremost conundrum
    baffling lizardman scholars was the problem of remaining erect with but
    two legs, and most importantly, a lack of a tail for support. Twas no
    wonder they fell over when drunk. Alas the time for questions was later.
    For there was much to do...
    __
    SANDPEOPLE
    lean back and let the servants refill your tankards. Listen to the tale
    of my adventures among the mysterious inhabitants of Sanvian – the grim
    sandpeople and their leader Jacekim Snow. 
    Ah-yes I seem to get your attention, even Yours –Oh great Wizard. Yes
    …..I have seen Sanvian and lived to tell the tale. 
    It all began when I – Eraphion.Minstrel – as a young man had a small
    misunderstanding involving some jewellery. When the Minotaur noble - who
    claimed the ownership to these trinkets –and his friends started to
    emphasize his arguments with their axes, I felt being judged unheard. Of
    course, it is hard to argue ones case with half a dozen upset Minotaur
    warriors - especially while sitting 60 feet up a tree.
    It is easy to laugh about it now – twenty some years later but at that
    moment it was not very entertaining. Just as the tree started to fall I
    remembered a small item which I ..hmm g.. inhe..yes …inherited after my
    dear ..hmm Uncle Taklong: It was a small piece of crystal with a
    butterfly encased in it. The old scoundrel claimed it was magical and
    could get a man out of trouble when he sol…ah.. showed it to me.
    Since I felt I had little choice I tried the ritual prescribed. And it
    worked..at least sort of. It took me away from the Minotaurs but after a
    blur of light and darkness I find myself head down in a large dune, mouth
    full of hot sand. As I climbed the highest dune and saw desert stretch
    from horizon to horizon I realized that I was deep in the Great Western
    Desert.
    Let me take a sip of ale and Ill soon continue….Ahhhhh ,still after more
    than twenty year the memories make me thirsty. 
    Well, it did not concern me overly much. I would only use my magical
    crystal and be off. But I could not find it either I lost it in landing
    in the dune or it was a one-use item.
    Two long days - frying under the merciless sun - and two chilling nights
    - shaking from cold and fright – later I was ready to give in and welcome
    death.
    The only meal I had had was a desert adder I killed the first day and the
    only drink was its blood. And I had preyed to every single god had ever
    heard of and that is quiet a few. So I sat in the sand only wishing for a
    quick and painless death ( that is wishful thinking in the Great Western
    Desert ) when suddenly three tall figures appeared out of the sand. At
    first I thought it was a mirage ´cause I could see several hundred steps
    in the direction from where they had appeared. But when felt the tip of a
    hooked dagger at my throat and smelled the poison it was coated with I
    was convinced that the figures in front of me were real. And I was
    relieved, either I was to be saved or at least my sufferings would end
    quickly. Then I heard them speak and my blood froze. These men were
    Sanvian sandmen.
    You have all heard the tales of their…. refined methods of prolonging
    death for intruders to their land and their ferocity in battle. Well, all
    of these tales flew through my mind and I once again wished for the
    hospitality of the upset Minotaur noble. As they led – rather roughly – I
    had a chance to study the appearance of my captures. Each was at least 6
    feet tall, wiry, with grim features. Their faces brown-baked by the harsh
    sun and hardened by the ever-blowing sand are often deeply scared. They
    are clad in a hirayah- a long and wide piece of cloth that covers them
    from head to foot. The colour blends perfectly with the desert thus
    making it impossible to see a warrior even from a few steps away – unless
    he wants to be seen. From early childhood all wear the hooked -and
    poisoned dagger-kahri -and most carry at least two more weapons. One
    weapon is always within reaching distance. 
    And then a lanky figure strolled into view and I heart sank like a fat
    dwarf in sweet water. It was clear that it was Jacekim -my defender.
    He was tall (but not huge as Balthor ) and seemed very young and it was
    easy to see why he was called Snow. He was completely and utterly white.
    No, I mean his hair was white, his skin whiter still ( as if it never
    seen the sun ) and even his lips were white. What he lacked in colour by
    nature he made up by his clothing.
    He was clad in a green elfen tunic with long arms, black plainsman hoses
    and red soft sandals ( hardly what one could call a warrior's outfit ).
    But the strangest thing of all , was that he wore what the gnomes call
    spectacles, on the tip of his nose and these were made of some kind of
    black gemstone. Look I have seen my share of gnomes and they are strange
    but I have never seen - or heard - of this large and black spectacle. And
    when the duel began he just stood there, not even unshealted his kahri.
    This clearly infuriated Balthor who grunted and then moved cautiously
    into a battle stance, his frightening curved dagger held low. Jacekim
    seemed barely aware of him as stood in the middle of the circle, not even
    moving to face his circling opponent This lasted for a period of time
    that seemed like a century to me but the conclusion was swift enough. The
    wizard pushed his spectacles up to the bridge of his nose and looked
    upwards toward the sun, Balthor- who was behind him, charged., with his
    dagger ready to strike. But just as his arm moved to plunge the weapon
    into the back of the green tunic, Jacekim twisted away with an incredible
    speed. A punch, fast enough to shame a viper, almost stopped the huge
    warrior dead in his motion then my defender stepped in close to the
    warrior. What happened next, I still do not understand, Balthor flew
    through the air and landed head down some good three paces outside the
    circle. ( Later Jacekim tried to explain to me he had used Balthors
    motion and size against him , but although he showed me how it is done I
    still think it is magic). 
    Several accused Jacekim for using magic but he and Balthor assured them
    that he had learned this method of fighting from a book. Later that
    evening, while dinning with me and my saviour, Balthor asked about the
    unique way I would have died if he had won. Jacekim didn't look up from
    the scroll he was reading and answered absentminded " Have You ever heard
    of anyone being drowned in this desert by sweet water?" Balthor exploded
    into a booming laughter but I found it far less amusing. I discovered
    soon enough that the wizard had a strange sense of humor. 
    The entire next year I was a guest at Jacekim´s house and got to know him
    really well.
    The legend tales that he was born one day that two very strange things
    occurred in the desert – it snowed and the sun disappeared - that and his
    whiteness –got him the name Snow. But it could as well have been
    Steadfast or Wideread. He is a strange man with strange ideas – he would
    have fitted right in with the Gnomes. A strong leader that is pacifistic
    .. oh it is a person that does not believe in violence as a
    problem-solver and forces the entire population to learn how to read is a
    unique occurrence.
    Jacekim is a man of very strong sense of honour and loyalty, once he
    gives his word it is set in stone and nothing can make him break it and
    once You win his friendship, it is up to You to break it – he never will.
    
    Once him and I encountered twelve raiders..oh the time has flown and
    night has gone far, I can tell more of my adventures, tomorrow. That is
    if you can peruse me to stay. Do not be cheap and pass the hat along. 
    Tales told by the bard Eraphion, member of the entertainment Guild.
    AMAZONS
    Mila is the fabled city of the Amazons, which is reported to be located
    deep within the Hamatar Jungle on the Isle of Tikatu. Little is known of
    the Amazonian people except for the large and bizarre statues of giant
    man-like heads which are all too commonly found around the exterior
    periphery of the jungle typically known as tikis. It is popularly thought
    by many scholars of primitive cultures that these tiki statues are
    worshipped as deities of nature by the Amazons; some amusing legends go
    as far as to suggest that the Amazon men and women dance naked before
    these idols late at night during the new moon. 
    What is known about the Amazons is that they inhabit the Hamatar Jungle
    and rarely venture outside of it. The members of the tribes are described
    as being the most physically fit of the human species, both male and
    female alike. Individual, scantily-clad and physically attractive females
    of the tribes have been known to venture forth from the jungle foliage to
    trade with the peaceful Plainsmen of the Ganthorian Plains. These
    plainsmen maintain that the similarity of their beliefs with the Amazons,
    the respect for and working with nature, has allowed for a peaceful
    existence with the Amazonian tribes.
    However, the plainsmen also warn outsiders to tread lightly when it comes
    to the Amazons, and to never to encroach upon the Hamatar Jungle. Many
    have entered the jungle, and most have never returned. The few that have
    managed to return report that they couldn't find the fabled city of
    Jimirilian as it blends almost perfectly with the jungle itself; all that
    they found was a large collection of tiki idols, insect bites, and
    quicksand. The Hamatar Jungle is populated by a large variety of venomous
    flora and fauna, including giant tarantulas and cobras. As if that wasn't
    bad enough, quicksand is also commonly found and it is rumored that
    Amazon scouts patrol the jungle with poisoned blow-guns.
    The Amazon tribal civilization is ruled by Queen Ilystar of the Cobra
    Sept. She is a benevolent ruler, and bears friendly intentions towards
    the plainsmen of the Ganthorian Plains who also reside on the Isle of
    Tikatu. Highly religious, she takes tiki-worship seriously, and holds
    regular new moon festivals of nude dancing before these tribal gods,
    offering the sacrifice of exotic perfumes and extravagent foods. 
    The origin of the Queen is a mystery however. During a regular worship
    ritual on the holy grounds of the Jimilrilan, she mysteriously appeared
    in the midst of the ceremonies and nude dancing with a tremendous flash
    of light which left hair standing in mid-air and the skin tingling. The
    Queen was thoroughly impressed with the Amazons she saw before her and
    the festivities they conducted, and immediately declared that she was
    sent by the Tiki gods to rule over the Mila. She subsequently announced
    that the gods were pleased and wanted them to follow her to greater glory
    for their divine will. The Amazons, being highly religious and
    considering the circumstances of the Queen's appearance, were immediately
    overwhelmed and accepted the stranger as Queen of the Mila. It is rumored
    however by some disbelievers that the Queen is in fact a great sorceress
    from some other dimension, though what her objective here is unclear to
    them. So far her rule has been wise and the prosperity great, so they
    were willing to go along with it. What is strange however is the Queen's
    overwhelming interest in the lands beyond the oceans surrounding the Isle
    of Tikatu, for the Amazons have never previously considered leaving even
    the Hamatar Jungle. 
    For those who wish peaceful contact with Queen Ilystar, she has decreed
    that emissaries may be sent to the edge of the Hamatar Jungle but shall
    intrude no further than that, awaiting contact with Amazonian scouts at
    the first sign of the tiki idols. Intrusion beyond the stated boundaries
    will result in a silent death of poisoned darts. Once contacted by the
    Amazonian scouts, careful posturing and parlaying may proceed and you may
    present your desired terms of peace. Were peaceful relations to be
    established with the Amazons, the prosperous trade of raw materials
    obtained only in jungle conditions would become available. This would
    most notably include a wide selection and array of highly toxic poisons
    and venoms which are useful in coating darts and arrows. The Queen is
    also willing to hire out her poisoned blow-gunners if the offered tribute
    is fair. The Queen has made it known that she seeks cartographic
    information and that she is very familiar with a lot of other information
    concerning the realms. 
    The Amazons are a race of jungle dwelling warriors. Both their males and
    females are the fittest of nearly all humans. Cities of the Amazons blend
    almost perfectly into the jungle. Not even this protects them from
    Arragoths' reach. The Amazons are formidable opponents, especially in
    there own territory. Poison darts seem to fly from naught but trees at
    any that enter their domain. Mila is the sole Amazonian City in the
    Domain of Arragoth. MILA - Hidden in the jungles The great tree city of
    the Amozons sits. Formed from the trees of old the Amazons rule there
    domain with strength and resolve. The Wood Elves are not master here nor
    any other race. This is the home of the AMAZONS and yet the Amazons are
    still enslaved like all the other races on the Isle of Slaves. Arragoths'
    particular hatred of the humans of this Isle has had unfortunate
    consequences for all its residents. Those Amazons who refuse to work are
    hunted through the trees and vines they know so well, inevitably meeting
    a fiery death. Smoke raising above the tree line is an indication that a
    rebellious Amazon has been caught somewhere in the vast jungle. Despite
    the harsh conditions imposed by the master of this domain, the Amazons
    remain fit and with keen spirits. The arrival of a user of the arts has
    rekindled the spirits of the warriors, who are ready to repay the
    thousands of atrocities they have suffered. Long have the people of the
    Amazon been enslaved that time has come to an END!! With the coming of
    the dark stranger there is new hope. Hope for freedom where once lived
    only despair. He brought nothing with him but a simple robe and eyes of
    fire. The time of Arrgoroth is over his words rang like a challenge
    through the trees and indeed it was. Give us liberty or give us death.
    The battle cry was herd. This land shall one again feel the might of the
    AMAZONS. Foul races of the dark lord beware for the Amazons are on the
    move. Our numbers grow. Soon, very soon the battle cry of the Amazon will
    ring in the land of Arragoth. Our ancestors who walk with the trees will
    guide us to victory over the tree killers. The fire god will no longer
    burn our land. DEATH TO THE INFIDELS 
    -------------------------------------------------------------------------
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    These are the people that have come before now make way the Plainsmen
    have come. The wolves are coming.
    
    ________________________________________________________________
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  • PLAYER 10 - Savage

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    Contact Savage at jlinn002@aol.com


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