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* GAME 210 NEWS FOR TURN 58.

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Another Report from Camp Jollymount




 

!!IMPORTANT BULLETIN!!

END GAME. ok, i think i have you cornered, so i think i will just surround you for a while. but who knows, maybe you moved your capital. i think it's about time to end this thing in one of the upcoming turns. i know you still have the shambles of an army left in at least one location, and i am wondering if you are assembling another just to put up a fight. whoops. ok, NOW i am marching straight towards your would-be capital. unless you moved it, which is entirely possible, since i moved mine. betcha can't guess where! ok, i should finish up this game already, my reports are waaay to long and it takes too much time to find the stuff i need to change. i suppose i should make a map or sumptin, that would be mad crucsh. soon you will perish. boo! i am marching straight towards your capital with all of those troops, and thus far unchallenged. are you gonna do something about it? so, what's happening. i need to check out the carnage to see if i tagged what was left of your army. you have so many heroes prancing around together it makes it hard to get any spies/scouts/saboteurs near your capital. so much for keeping 139 in tact, and i think i will have to start zapping some more of the middle shires in each region. not like i need them to develop an army to storm all over you. look, don't feel bad, you just didn't think anyone was out there until it was waaaay too late. i guess i will take 178 this coming round and use it and 180 as good breeding grounds for troop to get to you. i have arrogoth's island under control, by the way, and at one point the majority of my resources were going to supporting this endeavor. now that it is under control, i have to keep it that way as lava legions keep springing up on multiple shires of the 9 regions, and there is a limit on the number of REWs the main wizard can cast along with ARM. alright, perhaps i will give you a break over xmas and you can cast ARM on my capital while i am gone and win this thing. my bet is you won't be able to cause you still don't have the spellcraft points for it. i guess you just have to plan well in advance in this game. i am so bored, i suppose i should go. old: dude. it's about time i started crushing you faster, so instead of using some wussy defensive spells, it was time to bring down the hammer. I will be taking the rest of your territory back with a newly assembled 10,000 troop army headed your way. right before is another army of 4k, and there are a couple of thousand after it somewhere. And i think you which direction it is headed to. I am still waiting for some sort of retaliation armageddon, a vicious spell of some sort, y'know? It's like you got nothin' over there... no storm giants dropped on my shires, not even a rat. I shouldn't expect too much as even your heroes don't even have their combat spells worked out. It does take a little bit to figure them out, but I thought you would have worked that out by now. All right, have fun reading the next report...you have now been aptly named: Target. all right. so, another battle and you got 139,5 back. i shoulda destroyed the place while i coulda. s'ok, you in trouble with the rest my army now, and some of it is finally getting there. i am still waiting for an armageddon to start somewhere, so maybe i will have to start. where would you like it? i could try to nail your army with it, by why bother? it'll take longer to starve you out, but it's funner watching your peeps and lands choke to death while trying to maintain some 10000+ army. I guess it's just fun for me, you gotta be getting frustrated with always being on the defensive. later. dude. are you ever gonna write back? i guess i will just need to keep pummelling you until you finally lose, without any trash talk back from ya. This thing is kinda cool, but i want the spells to be different, or more powerful or something. Right now I only use a few of them, and I think you know which ones by the way I have been crushing you. so when are you going to give up? haven't heard a peep outta ya for a while, but you keep fighting. you know, i have an army of about 4000 about to creep up to the surface and march straight to that shoddy dervish lair. i hope you have some heroes at about level 14 or so to at least match the lich lord thats about to reach daylight. why don't you armegeddon that shire? i hope you have some spies running around peaking in to see what i am about to do in 3 turns. oh yeah. arrogoth is goin' down in flames. BREAKING NEWS -- I guess this is gonna drag out a while, as I can't seem to rematerialize my troops through my new portal at 180. So now I will have to mobilize all of them in some sort of tidal wave that will keep smashing against your troops until you are spent. Until then Mr. R, you shall be able to grasp onto your meager holdings for a turn or two longer. I was hoping you would drop some armageddon bombs on some of my stuff, but i suppose you haven't researched that far yet. Well, you will be constantly defending from here on out. oldish news... I hate it when I lose a slow moving floating fortress to a whirlpool... I have to start all over again. So, what do you think Kyle? Is this dragging out your inevitable defeat too much for you? I think perhaps you might need some encouragement, such as letting you bombard some of my cities with the armageddon spell. Go ahead - I know you have the gems for it. Or should we start fighting for the third island that we have been sparring for? I think I got the underground territories rather easily, and I am waiting for some retaliation or something. By the way, I am sending some guys up through the underground to break your island into two pieces: the angry half and the indifferent half. Tootles. some older news -- Our main opponent gave us a setback last month, and we were forced to backtrack to recover our own territory. But instead of focusing our troops on this effort, we purged them straight ahead, leapfrogging shires held by lava legions. This allowed us to go to the heart of Arrogoth's domain, and now our brave troops can even look upon it through a gigantic doorway. It is of course guarded by some ferocious demon, blah blah blah, so KR why don't you just give it up? I am about to solve this thing despite your continued impedence, and I think you might want to know that your empire is doomed. We can drag it out some more if you would like, at least long enough for you to finally research far enough to get armageddon. Which is fine, but you won't be able to destroy any territories but your own by the time you get to use it. Your resources are spent, and soon I will snatch up the rest of the regions under your evil wrath. Ta ta! not as new news -- With the breaking of our named wizard adversaries forces, it looks as though Kyle's forces have had the wind taken out of them. With another set of swift victories and minimal troop loss, we have stormed into yet another region capital. Possibly the explanation for this weak resistance is that the enemy is lacking the resources to raise a well equiped army, and the momentum is not in his favor as far as recruiting much needed heroes for the front lines. At the moment our other adversary is causing us much more grief by routing our unaware forces holding the volcanic territory. We are sending in another massive army soon, but it has taken too much time getting troops together. not new news... So with the advent of new creatures, we have an arsenal of personnel to choose from, from flame-bearing dwarves to mounted lizardmen. With this selection, variable selections of armies can be made and distributed upon the one who must be named - KR. That's right, our agents have led us to him at his own doing, and now we shall tighten the noose with every passing battle. not so old news... It is important to note that soon the Nonamewizard11 will be vacating Savannah, GA, and will be travelling to Washington, DC, in search of a new job as a digital graphic artist since completing college. With this transition, it is likely to disrupt the next few submissions of news, and possibly even orders preventing the quick demise of my opponent. I suppose it is just drawing out the inevitable, but it seems that's how he likes it. This game is very good, and with only some minor modifications I think it could become a massively multiplayer strategic game. old news: On the front lines, we have again had a major confrontation with the enemy and won. With every fiber of thier wills being tested, our troops persevered against a mighty force of Arrogoth's to prevail on foreign ground. With our confidence rising in our new strategy, we now feel renewed in taking ground from Arrogoth. The latest of his minions, some sort of demented thoughtless mound of shambling lava, has several weaknesses that we are learning to exploit. On the other hand, we did give up a city to the other of our enemies. A grave battle was fought, but eventually our forces fell to perhaps the largest of our inferior's armies. While they may have captured a hard fought victory, we are still surging into his territory below ground. With his defenses lowered and his forces diminished, we shall continue our march into his lands, freeing the people of his wrathful rule. As we once attacked by sea, now we are focusing our troops underground in concentrations of armies that are being fed by local cities. Soon our numbers will swell, and we will try the same strategies against this living, breathing foe as we are using on the latest of Arrogoth's minions. Again, with magical superiority and economic might, we will trounce both of our enemies in due course. Past news... So, here we are. The last two of the superpowers now are struggling to shift troops to the right locations to duel each other on the front lines. It looks like the battle grounds will begin in the underground, as our adversaries forces pulled a coup by seizing one region's capitol and recruiting enough reinforcments to fend off our shallowly supported follow up attack. With that, it looks as though the new battlegrounds will be within this region, although we are not commiting any significant amount of resources to raise a vast army. The bulk of our opponent's forces are within one army that has been roving uncharted grounds, and has so far been avoiding any major confrontation by our armies thus far. We are preparing scouting parties to seek them out and harass them, hopefully to draw this single army into a trap, where six or seven armies of equal size to theirs will be able to easily dismiss any chance of a victory. Once we are able to draw this single army into at least one major battle, then we will be able to trounce the enemy with stronger attacks along their shore lines. Seeing as this fight may drag out over the next few months, we have been preparing our magical capacities to a much further extent. Regions are now safer and better guarded with defensive spells than ever before, with still the ability to launch scathing magical attacks on random shires under the enemies control. With the advent of new magical locations and buildings, we have been able to incorporate new enchanted items that further our heros' abilities. Not so new news: Again we have suffered a setback in our struggle to defeat both of our enemies. Aragoth has foiled us a several key locations abroad, and we do not have the leadership to guide our troops to an outright victory. Thus we are now providing our troops of afar with magical support by blowing up the main volcano stronghold on that island. This is actually been the first successful test of the new destructive magics that has recently been learned. In the coming months furthur testing will be conducted, and in the end an attack will be launched upon our other more pesky adversary. Our other more tangible foe across the waters has been summoning beings onto our territories to try to wreak havoc on the people. However, this has been the least of the effects that these so called 'dark lords' has done. At most they have ruined only an acre of planted crops and chased off the local authorities. An organized stalwart band of troops has again defeated this unintelligent foe, rendering it several notches below one of Aragoths lava legions. We have been able to find another mode of transportation besides ocean going transports to move a vast amount of troops onto this other wizards isle, and we will be trying it out as we move several hero led armies onto an adjacent isle to aid in the fight against Aragoth. Then we can slide our forces onto his territory on his weak side, pouncing on any troops that still might claim allegiance to this inferior self-proclaimed 'dark mage'. In due time, the coming winter may prove his last. More not so new news: So the problem now lies in defeating any enemy abroad, as it appears we will never reach an agreement on how or even why we should band together to defeat Arrogoth. Therefor, we have decided to add more pressure to this adversarie's realm, pushing it's borders, and continue with unrelenting assaults to keep his forces at bay while we explore the mystery behind Arrogoth. So far we have been able to piece a preliminary plan together, as we have been gathering our strongest vessels to carry our most prized warriors over the seas to Arrogoth's island. Lava legions still claim the majority of the volcanic territories, but this has been a pitched battle that whose tide will soon be turned with a young new leader at the crest of our tidal wave of troops, ready to wash away any signs of the vile beings. Old news: Well, well, well. I am back. A very tough battle was fought with the lava legions, but eventually we prevailed. That is not great news to our enemies, as they will no doubt redouble their efforts to strengthen their strongholds and increase their armies. Our armies will swell greater than any they will ever see, and with our new found hope we will crush them and push them back to their own gates. Again we fended off the surmounting numbers of lava legions that threaten to take our capital, and again we have lost more of our increasingly valuable troops. We have surveyed the situation and although bleak, we feel we are on the cusp of turning the tide against the hordes of lava legions. Their numbers have been lower due to them spreading out through what used to be under our control, and as such have fallen on two instances as we reclaimed two small shires for our kingdom. As the central core of lava legions has finally dropped below a tally of two hundred, we are planning to launch a three prong attack against them to retake our lands. We have already decided to cut our losses and not to push our luck or resources too far by trying to defeat the whole mass of them, but to just cut them down piece by piece as we free the lands shire by shire. Since they have no leader to strike down, we can see no sense in tackling the central force of lava legions at this time. Good luck to all those out there dealing with the same enemies of arrogoth! We have fought the lava legions continuously, and yet they still not only wipe out our attacking forces, they retaliate by pushing us further on our heels, and now finally we can be pushed no more. We have started to erect more complex defensive structures as the lava legions have only plowed through all of our other attempts to slow them down. They have been cutting into our resource supplies, and have eliminated several key territories that we have been relying upon for precious metals. Soon we hope reclaim part of the ground we lost to them, as well as discover new grounds on newly discovered islands. Unfortunately, we will have to battle for them as well, seeing as arrogoths shock troops have pervaded even the smallest of nooks on these islands. And the Lava Legions continue to harass us to no end, as they destroyed approximately one quarter of our land forces without taking a single loss. This was due mostly to the unexpected arrival of reinforcements for them, as they amassed a total of almost three hundred that struck first and devistated our attacking troops with their vicious ranged attacks that we could not get through. Even the communication runners were mercilessly slain, and all were left gutted on the field of battle with no hope of retrieving much needed resources such as their armor or weapons. As the Lava Legions have claimed the field of battle, we are keeping a careful eye on them from overhead as they seem unable to match the ability of flight. This might ultimately be the weakness that we have been looking for... Still there is no indication of surrounding outsiders, and now we are preparing to take the initiative to explore in a more aggressive way to locate potential allies nearby. So far the first scouts have reported no encounters with any humanoid life of any kind in the limited scope of lands they have ventured in thus far. However, we did have our first encounters with some of Arrogoth's minions. We have dubbed these vicious creatures 'Lava Legions' as they amble along, pushing their great masses forward leaving a path of charred ground in their wake. They prove to be capable fighters in close as well as from afar - they slung great burning pieces of themselves at a long bows distance, and they lumbered quickly out of the way of our piercing spears. Once they were hit, they began to loose their strength and faultered enough for our champion fighters to end the evil beasts. As we have moved into some of the outer surrounding lands we have been received very well by the peoples that are native to them. Already we have befriended several tribes of minotaurs and we have also run into another peculiar species of humanoid who call themselves 'demi-humans.' Their stature is even shorter than our own, yet their build is very slight and it is rumored that their bones are hollow to allow them to leap from tree to tree with ease like a flitting sparrow. They can see very far, and spotted us from a much greater distance than we ever noticed them. At first we thought them to be elves, but we have seen elves venture into our lands often enough for us to be familiar with their haughty ways. Either way we are glad for their company and we willingly accept them as friends and comrads, and we sang together - 'Lo the yonder mountain speaks it is not the dwarves which it seeks for the great hill grumbles and stirs and still we continue our mirth!' We also asked them how long they have been seeing the Lava Legions roam about their lands, and they mentioned they were tracking the very one that we had defeated after loosing several of our bravest warriors. We told them of the costly victory and they immediately sympathized, adding that next time they would like to stand at our side, helping to defend us and aiding in the slaying of the beasts. The minotaurs have decided to accept the governorship of their lands by us, as they have no real city to which they lay a claim to organize. Although they are a tough race, their lack of organization and leadership finds them wont for good defenses. They have agreed to be led by us without question to be directed taxed in order to build a suitable defense for their people to fight Arrogoth's forces from the nearby volcano. After the news of the encounters with the Lava Legions spread, a certain limited panic set in, disturbing everyone to their core, and making the people realize the certainty that a war is brewing.

  • Again, We seek to build more structures within our growing capital, however without the raw materials nor the means to gather them we are left in a lurch, a halfway point on many of our buildings as they stand half completed in our city. For our lands are barren of most of the materials that are required for building places to worship and gather. For we should also like to prepare a blacksmith a new home, so that he can prepare great weapons and train apprentices to work more quickly and accurately for the good of our kingdom. The waves of the sea lap the borders of our expansive kingdom, and we are ill prepared for any type of marine based assalt upon our own shores. For this we do not know what to do, for if we could we would construct watch towers to survey the seas at great distances, or perhaps we would create walls to keep intruders at bay. But alas, we cannot even begin to think about such devices until we have the means to provide for them, and supposedly we would need to increase our capabilities in our main city to provide more of a base of knowledge to allow us such options in the future. And quickly we must move, for we sit next to the very volcano that Arrogoth once inhabitted so long ago, and it could be the very gate from which his minions pour into our world from. We hope that no others among the isles share the same fate of being so very near the deadly volcanos and their poisonous gases and choking ash. The best scout that was to investigate the very heart of the active, rumbling mountain, has not returned, nor has any trace of him been found. Within a few miles of his course we found another charred trail of a Lava Legion that was long cold For it now points only to Arrogoth as the blame for the dangerous mountain's sudden reawakening, with no previous indications beyond the speculations that Arrogoth has begun the process of putting his devious plans into motion. We cannot plug up the monsterous hill, for that will only cause the pressure underneath to build until it's irresistable power destroys all the surrounding lands, meaning the absolute defeat of our own cause. We need to tap the mountain, to ease it's pains and take away it's fearsome bite. How to do this, how to properly achieve a plan to carefully sap the mountain's power like a parasitic leech without getting caught in it's overwealming fury has so far perplexed us. So in this we finally concede that we need to enlist the help of a mercenary, a hired hero to assist us with this most dangerous task. Perhaps he will know what to do to achieve sucess in this endevor, but then again, a hired mercenary may just turn sides as easily and quickly as day turns to night. So upon his first introduction to our camp he will be informed of his task, being first to investigate the volcano thoroughly for any signs that can help us, to look for any weakness that it may have, to see if there are any hidden tricks to the hill that our scouts cannot witness. And along with him shall go a small troop of men to ensure that he tells all of which he sees, and they will accompany him everywhere that he goes, to ensure his protection and ours. Once he gains our trust, it is then that we will let him lead our armies into battles and it is then that we shall rely upon his judgement to make decisions that mean life or death to not only our troops, but to the entire dwarven community at Camp Jollymount. We hope this is the beginning of a beautiful friendship.

  • It is also becoming clear the need to begin production of magical energies. In this endevor we are currently lacking in breadth and depth in all subjects and we need desparately to make up ground and quickly. Unfortunately, we are uncertain which way to press our knowledge and what the fruits of certain types of research would be. If we knew what the possible effects of each type of magic, then we would have more direction and feel more confident about what we would like to develop and what we would wish to avoid. Obviously we are very adament about not sinking even a moment of our time or resources into the Dark or Necromatic arts, as they are so very often linked to evil and the destruction of one's spirit and the spirits of others. We are somewhat suspicious of the Druidic arts as well, for they often are too passionate about there own craft that any who do not appreciate what they do or do not understand to their degree they have a tendancy to cast out of their ranks as an undeserving outsider, incapable of learning the finer things that exist and thrive in all things and elements. So therefor our path shall begin as neutral as a newborn babe, with no awareness of the good and evil of magic, just the outcome that it can create, and to be content with simple abject bliss of knowing for knowledge's sake.
    With the presence of winter, our food production has been lessened as only the winter grains will grow. Our herds may feast upon this and our food may still be ever flowing, but it is nothing compared to the vast stores that are saved by just the eve of summer. Such harty supplies should be saved for these times of war and should be considered bountiful compared to times that may come ahead. The winter has also hindered the swiftness of our scouts, as the undefined roadways are difficult to navigate by swiftest of runners, no matter how deftly their feet glide along the ground. Soon spring will reawaken us to a new year, when typically we rejoice with lively events, but this year is forshadows nothing but the ill tidings of war. The fruit of this spring will be nothing but the permeating sense of evil nearby, of the growing feeling of urgency to do something but never knowing what, of being trapped in a cage that grows ever smaller with each passing day but not knowing what to do to reverse the tightening grip that seizes us in a stranglehold. For Arrogoth is a calamity waiting to happen to us all, to affect all of us in one way or another, either directly or through the separation of loved ones as they go off to fight in distant lands whose names are hard to pronounce and whose peoples are strange and frightening. One such people are the plainsmen to our north, as they are a nomadic people, swift on the plains and hard to please with friendly words. They walk boldly upright, towering lofty over our heads, and they stride and openly and haughtily to show their might, and often compete in rough games in which some have been known to die. They speak of fallen heroes of the past, and when pressed for more tales of the old days, they hush and slink away, except for a few of the elders who tell the stories of a time when Arrogoth ruled them all. It is these stories that we are most fascinated with, capturing every detail and sifting through all of their words to see how Arrogoth was defeated once so long ago. They tell all they can of the deeds of their heroes of the past, and each passing tale that they weave becomes more and more grim. Finally they begin to preach of the day when Arrogoth will come back, when he will seek again to rule them, and again that they must fight for their freedom to roam the plains. At this the tribal leaders scoff the elders, dening the existance of any such unspeakable horror in the first place let alone his revival. Our emissaries did not speak of Arrogoth to them or persist that he does exist and is coming soon, but rather simply listened to what they had to say, gaining their trust and hopefully their companionship despite their rough hardy lifestyle. We hope not to overinflate our neighbors egos too much, and they know not to flaunt their strength too boldly about their deeds, as they were once enslaved by Arrogoth in the days of old unlike ourselves, and they have been waiting for us to admit that at one time we too had been under the control of Him. But we have not, which may make us look all the more hardy and free than their race to them, and it saps their competitive spirits. We hope that all of us, whether halfling, minotaur, plainsman, dwarf, or even elf, can get along well enough to work together side by side to beat Arrogoth at his own cruel games of war. With all of us united across our lands we have found out that all of the races are very comparable to one another, and with teamwork we hope to be able to provide the best answer to Arrogoth's violence. We are all his enemy, and the enemy of our enemy is our friend. So I ask of all of you brave leaders, will you join us? Will you strengthen the bonds of our races into one common united front with which to smash the enemy? Or will you continue to betray the free peoples of the Isles with the insistance of being stubbornly independant, seeking to doom us all with dreams of glory for no one other than yourself no matter what the cost. We pity such dreams.
  • About Camp Jollymount Us vs. Arrogoth Where do you stand? The future of the Isles

    Frequently Asked Questions About Camp Jollymount I Join our new Confederation I Information about our Enemies ]



    Nameless Wizard
    Hill Dwarf Commander
    e-mail to: matsuo@bishoujosenshi.com


    Arrogoth shall fall because good is not dumb!

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