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War of Wizards - Copyright WoW Games 1996-2003

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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 252 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 - Goraath

    
         Goraath studied the dwarves assembled before him for several long 
    moments before speaking. "My people," he began, "strife is upon us. We are 
    using up our food faster than we can produce it. We must venture out from 
    our caverns to find new sources that our fair city may continue to grow. 
    There are those among you who feel that the time is also right to settle 
    some old scores. We shall not attack our neighbors, but we shall defend our 
    territory to the utmost. Should they decide that we are to be their 
    subjects, then I say we shall turn that about and strike fully at the heart 
    of their nations. We will take from them what they would hope to take from 
    us. Their freedom!"
    
         He glanced around at the assembled advisors on the podium near him. 
    "These are my trusted advisors, and you shall listen to them as if the words 
    came from my lips directly. Tonight we shall have a last feast before we 
    send our army out to find more fertile lands that can be cultivated. I 
    beseech you all to look in your hearts and see if you have the makings of a 
    hero. We will need champions to lead our armies to victory over Aragoth and 
    his minions. With blade and spell you shall conquer all who stand against 
    you. Along the way we will find allies. These shall be treated as our own 
    would be treated, unless they prove themselves unworthy of our trust. I 
    hope, and I know that most among you feel the same, that any allies we find 
    become long lasting friends."
    
         "When you meet a stranger in the future, remember that you are all 
    ambasadors from our nation. This means that you will only attack if 
    provoked. Parley is the way to make friends and allies, not by placing them 
    on the end of a spear. Now go and make ready for the feast for tomorrow the 
    world will change and we will change with it."
    
    

    Contact Goraath at ahorseman68@hotmail.com


  • PLAYER 2 - MOONSHINE

    
    The dawn of a new era came with the sunrise in the Hafling nation.  The
    horns sounded for the people to gather at the tower of the wizard
    fluffy.  Idle gossip was plentiful in the crowd as the wizard stepped
    forth.....
    
    "My people, the time has come for us to reach out in the world and
    fulfill our destiny.  We can no longer stay confined to our small
    lands.  We must move forward.  I have called our army together and have
    ordered they move out in the morning.
    
    Our enemies shall learn why they fear the night.  They shall all drown
    in lakes of blood.  Our armies of god shall kill every living thing on
    this world and we shall have the wizards fleeing for their very lives.
    
    I shall lead you on our dark path to crucify leaders before their own
    people.  We shall either be victorious or we shall die trying.  I have
    initiated a policy to insure that our nation will not fall aside in
    history like so many other nations that have vanished and their people
    forgotten in history.
    
    With our allies we shall make the world tremble.  I shall bring you
    untold riches from new lands and make our people once again the feared
    fighters our ancestors were of old."
    
         The people cheered as the wizard walked among the crowd and was
    with his people.  For the wizard realized that oly through his people
    can any leader truely achieve success.
    
    If god be for us then who could stand against us...
    
    Fluffy the Wizard
    
    

    Contact MOONSHINE at jatkinso@gwu.edu


  • PLAYER 3 - black-inferno

    No Blurb Submitted As Yet.
    

    Contact black-inferno at gamundsen@mac.com


  • PLAYER 4 - Spellfire

    
    
    The world is a flame in the Minotaur rage.  
    
    Spellfire ordered the creation of structures to support the upcoming conquest.  He ordered slaves turned into fodder, err solders.  The emperor even ordered low born clan members to begin training as local militia.  War was afoot, now it was just a matter of time as the wheels of the cog began churning.
    
    During the 1st season of his reign:
    Empr Spellfire ordered slaves to scout the surrounding area.  He needed to gain a presence in the surrounding shires and bring them quickly under his control.  The forerunners would serve to remind the locals who was there emperor and what was their allegiance.  Spellfre also sent for his aides to find out more about his races strengths and weaknesses as well as information on the surrounding environment.  While his advisors rushed to complete is bidding on pain of death, a strange messenger arrived from a Wizard called Moonshine.  This leader of the halflings proposed a “truce” amongst the civilized people of  the Isles of Arragoth to defeat the forces of the lord of destruction.  Spelfire agreed thinking it was in the best interest of the great Minotaur nation to spell the blood of the lesser races, while giving him time to strengthen his hold on the Minotaur nation.
    
    Season 2:
    Darn the kobolds.  Give them a simple order and they could muck it up.  Instead of controlling the surrounding shires, instead they “got confused” and forgot what shires they were supposed to dominate.  If they were not needed for cannon fodder I would flog all of them to death.  Well at least I found out the following from my advisors:
    
    Tundra regions are rocky frozen grasslands. The 
    constant cold prevents a large population from gathering but the 
    necessities for building and surviving will usually be present. 
    Tundra can be crossed with speed when required, hence its movement 
    cost. 
    
    The Minotaur are a race of fearsome warriors 
    having greatly increased offence on the level grasslands or plains.
    
    These small evil dog-faced humanoids are usually 
    flogged before combat, to give them the proper respect for their 
    masters. They are armed only with tools and small knives, having to 
    rely on speed and agility for defence. Famed for their cowardice, 
    these creatures are only persuaded by the whip of their masters to 
    enter battle at odds less than ten to one.
    
    Now I know why those friggin slaves cannot follow a simple order.
    
    I decided to build a tavern so my troops could drink to ease their bodies after hard days of training.  Well that and to enjoy my favorite sport of Kolbold-Bowling.
    
    Flame burns the skin and cleanses the soul.  It glorifies the righteous and destroys the week.
    
    The wheels or war were turning, it was just a matter time before the country side was awash in blood.  Ah the glory of it all, Empr Spellfire reflected.  Soon, so very soon, his fearsome warriors would be marching into glorious battles with the lesser races fleeing before them; all in his name.
    
    During the 3rd season of his reign:
    While walking through the court yard Spelfire saw a figure walking out of his personal quarters carrying some of his personal artifacts.  Instead of being upset he was intrigued so he had his guards capture the thief and not to harm him.  He found out the thief’s name was Pockets.  The intriguing cutpurse was not even scared he was caught.  On the contrary he offered to work for Spellfir.  After thinking of how easily Pockets had made it pass his guards, the Emperor was actually thinking of taking him up on the offer.  That was until the aggressive little tart hard the nerve to demand not only his life, but also 1000 gold.  Spellfire was enraged and before he thought, he reached out and ripped the fools heart out of his chest.  Oh well he thought, he had never liked thief’s anyways.
    
    Later that week news came in from the troops in the field.  His slaves had reached the plains and had meet little resistance from the locals.  Good he thought to himself.  All is progressing nicely.  Soon summer would come and with it good weather to make war in.  Now were was that thief’s heart.  All this talk of war has made me hungry.
    
    The 4th Season brought on the summer:
    My generals report back that the summer months have been good for traveling.  My troops continue to march across the plains, with barely any resistance.  Strange I expected more fight from the plainsmen.  Maybe they just recognize superior fighters and decided to join our cause rather then be a casualty of it.  I have to admit they would be better fighters then those darn Kobold Slaves.  With the sole exception of dying , they are not good for anything.
    
    Another interesting occurrence happened this season.  Two twin elvish turncoats have offered to join our cause.  They report  they comes from the dark elven forests to the East and is willing to lend their might to our cause.  My curiosity peeked, I took them up on their offers.  Now I must find a suitable task for them.   Hmmm….maybe I will give them each a force of slaves to attack their own people.  That would test their true loyalty.  That sounds like a plan, and if it is a trap then its only the lose of a few slaves.
    
    Good well with that settled I need some dinner.  All this potting and scheming is making me hungry.
    
    News from the front on the 5th season is enough to make my blood boil.
    Nothing, not a darn battle.  Doesn’t anyone want to fight to defend their homeland these days.  Those darn plainsmen continue to roll over.  Well we took their capital today, so at least we can start whipping them into a fighting force.  I asked my aides for a combat assessment of these newly conquered plainsmen.  Here is their report:
    
    Race Information on : Plainsmen 
       - Food Required For Every 100 Peasants : 100 
       - Land Offence Modifier (+/-) : (none) 
       - Land Defence Modifier (+/-) : (Underworld:-0.50) 
       - Race Description : The Plainsmen defend poorly in the underworld 
       but fight tall and proud elsewhere. 
    
    On the positive side, my own personal research has begun to yield new and fascinating mystical powers.  I cannot wait to try them out.   Hmm…where was that slave anyways.
    
    Another new comer his services to our quest.  He represents a more darker side.  Well that is fine with me.  Honor be damned, sometimes you have to have eyes (and blades) in the fringes to ensure your opponent fights honorably themselves.
    
    The end of the summer has come with the 6th Season and with it some minor set backs:
    A wandering group of Storm Giants decided to come out of the mountains scavenging for food.  They wandered into a few of my forward troops.  It’s a shame my slaves had to kill such magnificent creatures, but it was a glorious battle.  One finally worthy of a true minatour warrior.  My followers also encountered some death specters.  Truly some vial unholy creatures.  Thankfully we also put the souls of these abominations to rest.  
    
    The imperial forces made headway past the plains and into some small jungles.  It appears we have found the home of my two twins Commanders.  My advisors provided me the recent intelligence on the local and its inhabitants…
    
    * Land Information at on : Jungle 
       Terrain Movement Cost: 2 Movement cost this turn:2 
       Defenders Defence Bonus:1.5 
       Description: The warm tropical conditions and thick foliage of 
       jungle regions is the preferred region of the amazon race. This 
       thickness of it's vegetation provides a sizeable advantage for 
       defending armies who may use concealment to their advantage. Jungle 
       regions provide a constant supply of both food and wood but are 
       hard to travel through. 
     * Race Information at on : Dark Elves 
       - Food Required For Every 100 Peasants : 100 
       - Land Offence Modifier (+/-) : (Desert:-0.50) 
       - Land Defence Modifier (+/-) : (Underworld:1.00) 
       - Race Description : The Dark Elves are creatures of the dark and 
       as such thrive in the underworld. Conversely they hate the light 
       and as such are at a severe disadvantage when battling in the 
       desert. 
    
    The army continues to press on with the intent of introducing ourselves via sword point.  One thing that concerns me is my troops have expressed concern at fighting in such cramp quarters.  However with my elven generals leading them they are making good time.
    
    Season 7, brought the start of Fall:
    Darn more Storm Giants.  At first they were exciting to battle, now they are becoming annoying.  They even managed to force my forces out of a recently acquired territory.  I will have to send reinforcements to the front to push the giants back to the mountains.
    
    On the good news side, another plainsmen tribe has allied with us.  I am personally recruiting some of the plainsmen’s warriors.  Hopefully teasing them with this greatness will inspire them to die bravely for our cause.  We need to move forward, as Winter approaches so does my frustration.  Our progress is not satisfactory.  Maybe the whip will encourage them more.
    
    Season 8:
    Today was a shameful day.  One of my forward parties ran into a Hill Dwarf Raiding party belonging to Kaurhnar and were killed to a man, with the exception of one lone soldier, a Sgt Garr.  It boils my blood to see that my men, my Minotaurs, although outnumbered two to one, were bested by mere Hill Dwarves.  
    
    I am torn on two fronts.  The warrior side of me demands that I execute Sgt Garr for his troops failures.  However the Emperor in me sees the wisdom in his living so I would know about this potential, all be it insignificant, threat.  I think I have a solution.  I will allow Sergeant Garr to redeem himself.  Gar will carry a  dispatch to this Karthnar.  Since his men bested mine, I will extent this Wizard a truce offering, a proverbial olive branch if you will.  That is only right.  If I am lucky this Kaurthar will solve 2 problems for me.  Hopefully he will execute Mr. Garr as an answer to my message.  Then I can freely declare war on him and salvage my peoples honor.  MY HONOR!  Yes Kauthnar, do me this small favor will you.
    
    My weeks also continue to be filled with both good and bad missives.  On 1 side my labor teams finished the Docks a week early.  One another they damaged a local damns and flooded a neighboring shire.  These stupid Kobolds!  I would exterminate them all if they did not bread like rabbits and die well in battle.
    
    Season 9:
    I can feel the chill in my bones.  Winter is approaching, and will it the return of those damnable lava minions.  Both my allies and my forward scouts have reported seeing them afoot.  I need to start amassing troops to meet them in force.  Time for conquering the weak is over.  Now it’s the time for the stronger to banish the strong.
    
    Another Storm Giant raid has killed a number of my clergy.  My patience is almost at an end on this.  I have diverted one of my elven generals to kill these pests once and for all.  I have given him nearly two-thirds of my entire army  to march into the mountains and destroy their villages and families.  I have given the order for the whole species to be eradicated.  Their can be no further distraction in the upcoming months.
    
    

    Contact Spellfire at smorley27@earthlink.net


  • PLAYER 5 - Presto

    
    

    Turn 8:

    Zombies and Vampires, Oh My!
       The presence of the Lich has been taking it's toll on the peasants of some shires recently, but this turn, the troops it has generated showed their mettle. Zombies and Vampires were able to take on a wandering Giant Scorpion with nary a scratch. A few more peasants were lost, causing a loss of morale, but the Bard was able to offset that for the most part.

       Shire development has continued, with a well, and two new town halls springing up. Wood and stone production has not been sufficient to keep up with the demand, and Presto is not happy with his advisors for for the oversight. New orders were sent out to increase production, but at this point, it may be too little, too late.

    Turn 9:

    Lava Beasts Emerge!
       FLASH! Lava Minions and Lava Legions have invaded shires all over the map. Presto had a mass of scorpoins and a Lava Legion devestate shires bordering the Volcanic 'Blue Plume' Region. Peasnats and spearmen were gruesomely slaughtered in this first encounter with the hords of the Dark Lord. We hope this is not a precursor to things to come, as the outcome on all fronts looks grim.

       Food has been rationed severely in most of the shires this month in anticipation of the coming Winter. Recruitments are rampant all over the map, as the fledgeling Wizard scrambles to get ready. A booky type and some severe looking stone men were hired at the last moment and sent scrambling or pounding) towards the front lines. Town halls and blacksmiths are popping up all over the map in preparation for the coming event.

    Contact Presto at faedragon_2000@yahoo.com


  • PLAYER 6 - Larani

    No Blurb Submitted As Yet.
    

    Contact Larani at faedragon@earthlink.net


  • PLAYER 7 - Agarwaen

    
    
    In the Beginning:

    The Elves currently in Arragoth are the decendents of the crews of an exploratory fleet that came from the Elven Kingdom of Tuatha. The fleet consisted of seven ships that were blown badly off course. Some suspect that the storms that caused this were not of natural origin.

    The ships were adrift for several months with only the magics of crew members and occasional forays onto small islands for foodstuffs kept these elves alive before the shores of Arragoth came into view. The ships anchored near a large island a few miles off-shore while the elves tried to decide what their next move should be.

    After some days of observing the dense growth near shore the elves were fairly certain that the area was uninhabited and six of the seven ships decided to try for the shore. The crew of the seventh ship were chosen to attempt to return to Tuatha, bearing news of the lands that had been discovered.

    At first the group was very cohesive, but over the years petty resentment built up, as did the population and groups began to split off. Several factions formed and tensions mounted. The strange islands and escalating attacks from lava men threatened to destroy the fledgling colony.

    The Elves began to prepare for war against this new enemy they knew little of the danger they were in but the threat to their lands drew them together again as one people with one mind. A hush descended on the Starlight Forest as the Elves prepared for war.

    Then the Agarwaen came of age.

    Elven Society in the Isles of Arragoth:

    Elven society is divided into several Branches, each of which is ruled by a Council of Three, most often the three eldest members of the Branch in question. They have ultimate authority over any disagreement that may arise within the Branch, or between their Branch and another. Though it is only in extreme cases that the ruling council will intervene in personal disagreements.

    Inheritance of career among the Island Elves is common, marriages between Branches are not uncommon and the children of such marriages are always considered members of the mother's Branch. To be born the child of a warrior or bard affords one a higher place in the social structure than a farmer or artisan may have. Though no one starves, money is an issue within Elven society, and one is certainly more comfortable if the family has it. Often Island Elves will wear ostentatiously jeweled weapons and armor as a means of showing off their wealth and status.

    Each of the Branches has one central meeting hall, usually built around a spring, and capable of holding off a short siege if need be. These often house most of the Branch's people, with the exception of the various farmers who have their own houses close to their field or corrals. Often a single farm will hold an entire extended family.

    The warriors who live in the borders will send their children to the main home of the Branch for training at a young age, as a result few Island Elf warriors know their parents well and often feel a greater loyalty to the Branch itself than to their own families.

    Young Elves, warriors and mages included, are often encouraged to experiment with other careers or traveling. They train from a young age but due too their longevity much time is also given over to leisure and other pursuits, festivals are regular but the most important are held on the longest and shortest days of the year, when warfare (though not war-games) is forbidden and marriages are arranged or dissolved.

    The fashion among the war-band is for close fitting leather breeches and vest, with high boots. Natural shades are most favored but the Forest Elves trade widely in dyes and individual tastes are often indulged. Hair is frequently long and worn either loose or partly braided. Warriors are also often tattooed, not uncommonly with the totem symbol of their branch.

    Leather armor is preferred to metal, though metal armor is becoming increasingly common under the threat of Arragoth.

    Other forest elves are also frequently tattooed, but favor looser more flowing clothing in brighter shades. Women who favor crafts other than the sword frequently wear long skirts or split skirts over leggings. Jewelry tends to be close chokers and snug bracelets rather than rattling chains and is worn by both men and women. Boots are the favored footwear for these elves as well; though during the summer sandals are more common.

    All Forest Elves are fond of embroidered ornamentation on their clothing though the complexity of the designs varies. Both cloaks and half-cloaks are worn for warmth and some protection from the rains the Coastal winds blow in.

    Like their mainland cousins the Elves of the Starlight Forest hold a celebration for the days it may take the Fates to intervene after a death, and like the Forest Elves they cremate the bodies.

    Social Structure

    The Starlight Forest is currently divided into the territories of three branches that owe fealty only to the Agarwaen, though they will sometimes argue amongst themselves. Discipline and the rule of the Agarwaen are considered absolute in the face of outside danger. The faith placed by the Elves in the Agarwaen is rooted in Elven tradition it is by the standards of most races a religious belief.

    The Island Elves war banner is a unicorn, and their arrows have white fletching. They are most welcoming or outisders, particularly trade caravans, they host a trade fair for several weeks in late summer/early fall. Each branch is headed by a Chieftain. The title and position are hereditary pending the approval of tribal elders. If an Elven Chieftain has more than one potential heir he or she may choose his or her successor pending approval.

    Each branch supports a band of warriors, both male and female, whose duties include both hunting and warfare. It is also not infrequent that warriors will have at least novice familiarity with some other crafts, learned during the winter when warfare in forbidden. The war-band is also frequently a source of income for the branch, warriors working as mercenaries often send gold home.

    Though the Elves barter with the caravans and trade both goods and gold to other outsiders, within the bounds of the home village such things are not of concern. Each elf follows his or her craft and is assured that when they need something it is available. Many a grumbling merchant has said the only use the Forest Elves have for gold is gaming and they aren't far off.

    Forest Elves learn their crafts in a loose apprenticeship and it is generally expected that young Elves will follow in their parents steps, though every now and again one will show great talent for something else. Generally parents who are either warriors or bards take it especially hard if their children choose another path.

    Most Forest Elves spend the summer ranging over their branch's territory if their crafts require gathering of plants or pelts, or if they just feel so inclined. It is also during the summer the the Elves hold their annual trade fair. The winter months are generally spent by all Elves in the confines of their branches' permanent village, the hospitality of which is never shared with outsiders, even other Elves.

    The Elves of Starlight Forest encourage their young people, especially , to travel outside the Forest for a time, though in the past dozen years few warriors and healers have been leaving home.

    However the Island Elves are the only ones that maintain any sort of cemetery. Each Branch has a cairn, which holds a few ashes of all members of the Branch who have gone before, and often Branch members will meditate at the cairn when they are in need of guidance.

    The Forest Elves maintain no other burial grounds, after three days if the Fates have not interceded the bodies of the dead are burned and their ashes returned to the Forest...

    
    

    Contact Agarwaen at niksr@hotmail.com


  • PLAYER 8 - Nameless Wizard

    No Blurb Submitted As Yet.
    

    Contact Nameless Wizard at foot_ball_playa_23@yahoo.com


  • PLAYER 9 - ShadowKnight

    It is unwise to meddle in the affairs of dragons for you are crunchy and taste
    good with ketchup.  Plus dragons really like those extra crunchy ones with the cute
    little sword toothpicks.
    
    Proclamation from the last free tribes of Sand People of our true intent:
     
    We the remaining free tribes of Sand People do hear by proclaim we will not go
    quietly into the night.  We will not give up.  We will fight to free all our
    enslaved brothers.  We with the aid of our true allies will put down the rising evil
    of Arragoth and his lava legions.  We will prevail over Lord Agarwaen of the elves
    who seeks to enslave all under his rule so that he can better defeat Arragoth.  We
    shall put down the treacherous wizard Moonshine who turned against our allies to
    pursue his own goal of becoming stronger by enslaving his former allies.   We will
    fight to the end, and if the will to live free is all we have, it will sustain us to
    the end or we will die trying to live free.  Only time will tale the tale.  But know
    this all who read this, that if this was the last word from the free Sand People, 
    WE DID NOT GO QUITELY INTO THE NIGHT.  WE FOUGHT TO THE BITTER END AGAINST ALL WHO
    WOULD TAKE OUR FREEDOM. 
    
    
    
    
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    Contact ShadowKnight at shadowknight_shadowspawn@yahoo.com


  • PLAYER 10 - Glimph Stoutheart

    
    
    Aye the Gnomes have come to fight.  We make no bones about it, we will 
    support our allies to the bitter end if need be against their treacherous 
    foes Moonshine of the halflings, which are nothing more than a pack of 
    thieves, and Agarwaen of the elves, which with all their high flalunent ways 
    always seem to find a reason to stab you in the back and still fee good 
    about themselves.  We have pledged our forces to defeating Arragoth and the 
    traitorous wizards Moonshine and Agarwaen.  We will prevail.
    
    Heres a little gnomish poetry to sooth the spirit:
    
    There was a time when Earth was young, and evil ruled our homes.
    No good could save us from our fate, until the coming of the Gnomes.
    Through invention and curiosity, through fast speech and faster hands,
    orcs, ogres, and even trolls, were forced to flee the lands.
    
    Gnomes, Gnomes, the heroes of the past.
    Gnomes, Gnomes, never came in last.
    
    Fighters, clerics, magi, and thieves,
    they fought in all ways.
    Goblins, gnolls, and kobolds, were slain over many days.
    
    Gnomes, Gnomes, the heroes of the past.
    Gnomes, Gnomes, never came in last.
    
    As time went by and good was restored,
    the Gnomes finally returned home.
    The people never forgot, the power of the Gnomes.
    
    Gnomes, Gnomes, the heroes of the past.
    Gnomes, Gnomes, never came in last.
    
    
    
    Make Way For The Gnomes
    
    Sound the alarm!
    Sound the alarm I say!
    The gnomes are coming!
    The gnomes are coming this way!
    
    Beat your pots and pans
    Beat them from all angles
    Bang a gong, ring a bell
    And loudly clang triangles.
    
    Clear the streets!
    Clear the streets one and all.
    Stand up on the sidewalk
    Stand up against a wall.
    
    Gather up your dogs and cats
    Gather them up inside your houses.
    Find your children and their friends
    Find your cousins and their spouses.
    
    Prepare yourself for when they come
    When the gnomes come into town
    Everyone knows, yes, everyone knows
    Gnomes put on the best parade around.
    
    So, beat your pots and pans
    Beat them again and again.
    Bang a gong, ring a bell
    And the gnomes will entertain.
    
    Here they come! Here they come!
    Here they come at last.
    So, make a path everybody
    Everybody make a path.
    
    Give three cheers for the gnomes
    And three cheers for their kin
    Everybody is ready already
    So let the show begin.
    
    
    
    Magic Magic
    
    Magic! Magic!
    Are you here?
    Abra-ca-dabra!
    We appear.
    
    Magic! Magic!
    Gnomes are we.
    Magic gmones
    Of mystery.
    
    Magic! Magic!
    Is not hard.
    Frammin' on the gym-jam!
    Pick a card.
    
    Magic! Magic!
    If you try,
    The hand is quicker
    Than the eye.
    
    Magic! Magic!
    In the air.
    Bim-sal-a-bim!
    There is nothing there.
    
    Magic! Magic!
    Re-appear.
    Find the card
    Behind your ear.
    
    Magic! Magic!
    From the kitchen.
    Presto-change-o!
    You're a chicken!
    
    Magic! Magic!
    Change you back.
    Pull a rabbit
    From my hat.
    
    Magic! Magic!
    Whim and wham.
    Watch what happens,
    Alla-ka-zam!
    
    Magic! Magic!
    If you yawn,
    Hocus-Pocus!
    We are gone.
    
    
    
    You may be asking ye self what is a gnome?  Well let me tell you.
    They are kin to us dwarves, but gnomes are noticeably smaller than their 
    distant cousins. Gnomes, as they proudly maintain, are also less rotund then 
    dwarves. Their noses, however, are significantly larger. Gnomes are usually 
    an average of 15 centimeters tall, but with its cap on it appears much 
    taller. Their feet are somewhat pigeon toed which gives them an extra edge 
    on speed and agility through the wood and grass. The males weigh 300 grams, 
    and female is 250-275 grams.  Most gnomes have dark tan or brown skin and 
    white hair. A typical gnome lives for 600 years. Gnomes have lively and sly 
    senses of humor, especially for practical jokes. They have a great love of 
    living things and finely wrought items, particularly gems and jewelry. 
    Gnomes love all sorts of precious stones and are masters of gem polishing 
    and cutting.  Gnomes prefer to live in areas of rolling, rocky hills, well 
    wooded and uninhabited by humans. Their diminutive stature has made them 
    suspicious of the larger races--humans and elves-- although they are not 
    hostile. They are sly and furtitive with those they do not know or trust, 
    and somewhat reserved even under the best of circumstances. Dwelling in 
    mines and burrows, they are sympathetic to dwarves, but find their cousins' 
    aversion to surface dwellers foolish. Gnomes consist of a number of 
    different types. The most common is the Forest
    Gnome who rarely comes into contact with man. The Garden Gnome lives in old 
    gardens and enjoys telling melancoly tales. Dune Gnomes are lightly larger 
    than their woodland breathren and choose remarkably drab clothing. House 
    Gnomes have the most knowledge of man, often speaking his language. It is 
    from this family that Gnome Kings are chosen. Farm Gnomes resemble their 
    House brethen, but are more conservative in manner and dress. Siberian 
    Gnomes have been more interbred than other Gnomes and associate freely with 
    trolls. They are much larger than the other types and have an infinately 
    more nasty nature. It is best never to evoke the ire of such Gnomes for they 
    delight in revenge.
    
    So all ye who have chosen to evoke the wrath of the gnomes, beware, we shall 
    let loose the dawgs of war on ye and delight in our revenge.  Prepare ye 
    widows for the ineveitable.  There will be mourning in the elves and 
    halfling shires after the gnomes reap our revenge.
    
    _________________________________________________________________
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    Contact Glimph Stoutheart at slavedan@hotmail.com


  • PLAYER 11 - Kauthnar

    No Blurb Submitted As Yet.
    

    Contact Kauthnar at palmyrean@mixmail.com


  • PLAYER 12 - Nameless Wizard

    No Blurb Submitted As Yet.
    

    Contact Nameless Wizard at billyson4488@yahoo.com


    * Off to WOW Game Status Page.