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War of Wizards - Copyright WoW Games 1996-2002

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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 236 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 - Yarl

    
    Once again I find myself leading a Dervish Clan. Hopefully, this time will
    be more successful than last.......
    
    Who knows what will happen on this world? I have never been here before,
    and my knowledge of the Dervishes is somewhat limited by my rather short
    tenure as their ruler last time. My mind is distracted by events on other
    planes but I promise my new subjects that I will endeavour to focus my
    efforts on ensuring that the tribesmen of Mantack are counted amongst the
    victors.
    
    I'm not fixated upon my last incarnation as leader of Dervishes. I just
    feel the need to somehow purge the stigma that is associated with defeat,
    to remove the stain upon my soul. It would be far too easy to attribute the
    fault with the Dervishes themselves, and that would probably be wrong. Of
    course, one should always consider the possibility that my defeat and
    expulsion from the realm were solely and utterly due to an inbuilt weakness
    of the Dervish people. I am not such a petty Wizard. I rise above such
    trivial name calling. Although, should this venture prove as doomed as the
    last then I must logically consider all of the evidence. Should my
    associations with the Dervish people continue to be unsuccessful then as
    the only constant in the equations I must reasonably consider the Dervish
    race as flawed. After all, it cannot be me?!?
    
    Anyway, I ramble, it is time to devote my attentions to ensuring the
    success of my rule in this realm. Domination of my foes, subjugation of my
    enemies, personal elevation to greatness and success to my
    allies............
    
    My name is Yarl, and I am not paranoid, at all!
    
    

    Contact Yarl at 113673.3221@compuserve.com


  • PLAYER 2 - Alamopud

    Let the war begin....
    
    
    
    _________________________________________________________________
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    Contact Alamopud at alamopud@hotmail.com


  • PLAYER 3 - Calymar Ironhand

    
    Jag kan göra jättestora öl rapar!
    
    
    
    _________________________________________________________________
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    Contact Calymar Ironhand at calymar@hotmail.com


  • PLAYER 4 - Aralin

    
    
    

    Gnomes!


    Greetings, Mighty Wizards and gnomes!

    I, Aralin, the Dark Magician and leader of Neabudara Gnomes proclaim that all land and water in distance of four shires from our city is the sovereign territory of our city state and whoever will even think of tresspassing, shall be crushed and smashed into oblivion.

    You can save yourself lots of pain by surrendenring right now and with all your armies and any wizard doing so, shall be spared and his nation governed in peace by me. Anyone who will have the audacity to stand against me, will suffer eternal pain and his cities be plundered and pillaged and his armies turn into undeads and loyal subjects of his empire killed or maimed for life.

    Further I would like to warn all the thieves and spies who think they might pass hidden in my realm. There will be ever watchful eyes looking for you and you will be spot and executed immediatelly.

    Aralin, the Dark Magician
    Leader of Gnomes
    High Ruler of Neabudara


    Contact Neabudara Embassy at aralin@zg.cz


    Hail Aralin!
    Hail Aralin!

    Hail Aralin!

    Hail Aralin!

    Hail Aralin!

    Hail Aralin!


    Heroes in service:
    Conan the Barbarian
    Lord General of Armies of Neabudara.
    Essi Daven
    Court Bard and Master of Entertainment

      History:
    1. I took control of Neabudara with the 50 gnome militia. Fairly uneventful times.
    2. Some country scouted, some shires captured. The whole island will be soon under my control.
    3. We further explore what is to see around.

    Race

    The fascinating Gnomish cities often appear to be technological feats. Examples of cities appearing to hang off the edge of a sheer cliff wall with a strange array of cables and struts supporting their structure may be found in many lands. The back of their castles often extend back into caves and tunnels where the remainder of the cities population reside. Deep within the labyrinth of caves lie many inventors' workshops. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes them such a strong race.


    Gnomes are a small, but very well established society, with a well-developed religious, political and technical society. The Gnomes are known to be the tinkers and seamen of the Worlde.

    Very few, if any, other races have the skill to read the currents of the seas and the rivers of the seas as well as the Gnomish sailors. Their secrets are kept as holy, and any Gnomish navigator will attempt to end his or her life rather than surrendering the secrets to anyone. However, it is known that some of these secrets have been stolen or passed on by intelligent wayfarers. It is known to be wise to keep this secret to live a longer and more prospering life, as anybody outside the Gnomish society that has displayed knowledge of seafaring, has often proven to have known too little

    Gnomes don't seem to have an "off" button when it concerns their brainstorming. Crazy, as well as brilliantly innovative inventions and solutions are commonplace in many or most gnome societies. All gnomes don't tinker, though. Many love to channel their creative energies into other areas such as music, art, politics, debate.

    The gnomes originate from the southeastern coast of Migael. Unlike their dwarven neighbors, the gnomes maintained good contact with their halfling neighbors to the south.

    However, a constant animosity between the dwarves and gnomes existed, as exists up to this day. After years of dwarven expansion into the gnome lands, an all-out war was inevitable. The war went badly for the gnomes and many gnomes chose to flee to the sea, to try their luck in unknown lands.

    The remaining gnomes chose to conduct a rebellion war against their oppressors, a rebellion that was brutally crushed by the dwarves. Many of the gnomes ended their days as slaves in the dwarven mines.

    Those who took to sea settled on the isles circling the southern part of the Northern Circle Sea. There they founded a kingdom, and later a republic, that soon became a power force to count on with their vast knowledge of the seas.

    Now, the international power of the gnomes originates from the different transport guilds that leases their services to most countries; services that any sea-trading country cannot do without.

    There are two major parties that rule the Gnomish isles: a liberal party and a conservative party. Various smaller political groups exist as well, but are not mentioned here. These fractions impregnate the community. The guilds and church councils vote to determine the current ruler.

    The gnome church of the Pangeot cult, is the concentration of the Gnomish essence separated into its various aspects. The following aspects exist:


    Contact Aralin at aralin@zg.cz


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