DUEL 2 NEWSLETTER Date : 02/24/2005 Duedate: 03/09/2005 ROCANIS ARENA DM-56 TURN-371 This Weeks Top Honors THE DUELMASTER IS MECHANISM TOOLS OF TORMENT (407) (56-3796) [7-3-1,93] Chartered Recognition Leader Unchartered Recognition Leader MECHANISM GLASS JOE TOOLS OF TORMENT (407) PUNCH-OUT! (411) (56-3796) [7-3-1,93] (56-3847) [6-3-0,73] Popularity Leader This Weeks Favorite BITTER VETCH GLASS JOE BAD APPLES (187) PUNCH-OUT! (411) (56-3762) [18-16-0,70] (56-3847) [6-3-0,73] THE CURRENT TOP TEAM ARNIE'S ARMY (404) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BAD APPLES (187) 29 2. RESCUE RANGERS (338) 23 TOOLS OF TORMENT (407) 3. TOOLS OF TORMENT (407) 21 Unchartered Team 4. PUNCH-OUT! (411) 7 5. ARNIE'S ARMY (404) 2 RESCUE RANGERS (338) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*RESCUE RANGERS (338) 11 3 2 78.6 1/ 2*ARNIE'S ARMY (404) 10 3 1 2/ 1*PUNCH-OUT! (411) 31 14 5 68.9 2/ 1 REDHORSE (207) 8 7 0 3/ 2*ARNIE'S ARMY (404) 13 7 1 65.0 3/ 3*PUNCH-OUT! (411) 6 9 2 4/ 3 TOOLS OF TORMENT (407) 16 11 1 59.3 4/ 4 BAD APPLES (187) 6 9 0 5- 4 YIELD (405) 19 19 3 50.0 5/ 0*RESCUE RANGERS (338) 3 1 0 6/ 5 REDHORSE (207) 396 456 14 46.5 6/ 5 TOOLS OF TORMENT (407) 3 1 0 7/ 6 BAD APPLES (187) 343 463 14 42.6 7- 6 YIELD (405) 0 3 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT + ]H[ + ---:--- + ]H[ A Darque Tale #2 ]H[ + ---:--- + ]H[ + Master Darque extended his magical awareness again. The same magical currents he had sensed before were still present and were, unmistakably, guiding the whirlwind that was drawing them toward the ruined Gateway. He could defeat the mage who had generated those currents, but not the force of this lawless wind. And without the guidance, who knew what the wind would do? He glanced over his shoulder. Sidon was still with him, gripping his hand desperately, and Tyre was trailing behind from Sidon's other hand. Both dwarves had their eyes shut. Darque snorted; as though that would save them from the possible disasters! The dog-headed demon was gone from the tail of their line, as the horse-headed one was from the front. No loss there. The creatures had not been helpful, and the demon lords be thanked, they were not his responsibility. Let whoever had sent for them worry about their survival. Best to let this wind, under guidance, get them safely down. Or wherever. Then he would deal with the fool who thought to coerce HIM. A fool, at least, in his choice of target, Darque amended. The man was obviously no fool when it came to the manipulation of magical energy. Which would make destroying him all the more satisfying. They were very near the ground now, matted ferns racing by below them and cracked arch looming ahead. He could see, now, that the arch had been "mended" by the application of some sort of reddish plaster. A temporary mend, but it must make the Gate viable for the present, or what would be the point of all this effort? The working magician was not visible, however. Which must mean he was operating from the other side of the Gate. Master Darque was grudgingly impressed. That took knowledge and skill. Too bad for the magician in question that he didn't have the wisdom to know when NOT to act. The wind swept them to and through the Gate and then died. The two dwarves dropped to the ground with grunts of surprise, but Darque was prepared for that and his own magic supported him. He took no time to look around but focused immediately on the foolish magician. A tall, gaunt man, red-bearded, eyes blazing green from a dark, hooded cloak. The man held a naked sword in front of him, point downward, and the blade dripped blood. Naturally, to power such a spell in this time magical turmoil, blood sacrifice would have been the most reliable source. "Who has dared to interfere with me?" Master Darque kept his face impassive but tried to probe the magician's mind with his own power. Blocked. No surprise, but still unwelcome. "Raigavor, called the Unholy, lately in the service of the King of Trocar." The mage bared his teeth. It might have been meant for a smile, but then again, it might not. "I have no interest in you, only in the sigil you have captured." Ah! His instinct, then, had been correct. The sigil was important. "Do you think you can wrest it from ME?" The mage bared his teeth again. "I have compelled stronger demon lords than you. But no, I shall not attempt it. At this time. I had in mind more of an... alliance. Temporary, I have no doubt, but still, I think we might profitably work together to master the sigil and employ it." Darque was tempted. This mage apparently new what the sigil was, or meant, or did, which would save a lot of research. But could he be trusted? The idea of an alliance between two people, neither of whom could trust the other, was amusing. He inclined his head slightly. "Let us discuss the possibilities, then." Behind him, Sidon said, "Where are we?" Tyre added, "This looks like a damned cemetery!" "And so it is," Raigavor said. "The ancient necropolis of the lords of Trocar." He drew a cloth out of his robe and began to wipe down his blade. "People have not been buried here--not formally, at least--for centuries. But they still die here... often." Darque did glance around now, and it was as his bodyguards said: tombs and grave-markers, but they were much battered by time and the elements, as was the re- broken arch behind them. One low tomb lay between himself and the magician like a table of black marble. Or an altar. On it lay...what was left of a human body. Impossible now to tell if it had been a man or a woman, for there were no clothes, and the flesh and part of the bones had been consumed as by a fire. Blood magic, without a doubt. "Trocar lies that way," Raigavor said. "We can talk in comfort in my tower." Again the teeth were bared; Darque was almost certain that it was meant as a smile this time. "On your own ground, prepared and steeped in your own power? I think not." "I maintain spells against unauthorized entry and attacks from without, but I shall shut down the spells that prevent unauthorized departure." When Darque did not answer immediately, Raigavor added, "You hold the sigil. If I kill you, it is lost, and I cannot take it from you by force while you live. At this time, anyway. You are safe enough." Darque sneered within his own mind. Such a taunt might move a human to almost any foolishness, but he was demon born. He knew that there was no safety but what he carved for himself, and he did not care what a human thought of his courage. Still, what he said about the sigil was true enough, and he seemed desperate enough to get it that he probably could be trusted. For now. The half-demon nodded. "Very well. Let us go there." Raigavor had a carpet for transport. Darque hadn't seen a flying carpet in years. Most mages considered it a toy for dilettantes. But perhaps that very simplicity was a strength now; it might be easier to keep a carpet flying properly than most transportation spells; he knew that teleportation, for one, had achieved a state of deep unreliability. And this was an obedient carpet, for now. Their course was eastward across the necropolis to the cliff that bordered the valley of the Selwin River. When they were high enough to give a broad view of the landscape, Darque fixed the location of the necropolis in his mind. You never knew when you might need a graveyard for spell components and suitable locations, and one so rich in years and powers, and yet unattended by guardians, was worth remembering. He grabbed quickly at the sigil as it attempted to get away while his attention was divided. Below the long line of the cliff, the Selwin glittered blue in the sunlight. Metallic blue, and the lake was almost purple. Darque glanced up quickly. Water reflected the color of the sky, so where had these colors come from? The sky was gray, typical of a winter day on the Rirorni Plains, but there was an iridescent shimmer that came and went. Some kind of magical effect, Darque realized. Damned odd. If he didn't have to pay attention to the sigil, he would investigate it simply to find out what was causing it and what it could be used for. From the front of the carpet, Raigavor said, "It's part of the current instability of the Arcanum. And the Materium as well." This time when he bared his teeth there was no suggestion that it might be a smile. "It's that witch on the Isle, meddling. May the Hounds of Nurgol eat her soul!" The carpet began to slant downward toward a small island at the head of the lake. + ]H[ + ---:--- + ]H[ A Darque Tale #3 ]H[ + ---:--- + ]H[ + In the Spirit Land: Ghost Dancer followed Uncle Wolf out of the circle, wrinkling his nose at the sharp mustiness of the ferns crushed under his feet with every step. He was pretty sure that if he sneezed, he would annoy the old shaman, and given Wolf's mood, he wanted to avoid that. He glanced back over his shoulder. The circle of power that had brought them here was a structure of ochre light. It reminded him of a gazebo he had seen on one of the Moryan lord's estates. As he watched, it faded and winked out, leaving them with nothing but ferns in all directions. It would be very easy to get lost here. Easy, but not necessary. He looked at the Spirit Land through a shaman's eyes and saw more than ferns. There were places of power here, and they showed--when you were close enough--as pillars of light. And even when you weren't close enough to a given power spot to see it, there were the light-lines. A web of lines, some bright and some dim, that linked the power places, the gates, and other locations he didn't understand. If you had some experience, you could read the web of light-lines as a map and follow them wherever you wanted to go. The circle they'd come through was such a point of light, though fading now. But a strand of energy stretched out from it into the murky distance. That beam was ochre also, but mottled with orange and brown, and lumpy, as Ghost Dancer had never seen before. It wasn't very bright. It made him uneasy. He looked at Uncle Wolf. The old man was turning slowly in place, scanning the horizon. "Is this our guide?" Ghost Dancer asked. Wolf glanced at the dirty-looking trail of light. "Yes." He shouldered his pack. "And we'd better be quick about it. Once the sigil leaves the Spirit Land, it will be harder to track." Ghost Dancer stopped when Uncle Wolf did, and lowered his pack to the ground as Uncle Wolf did. There was no tiredness in the Spirit Land, just as there was no hunger and thirst. But their bodies were still living bodies, and if they'd worked so hard in the real world, they would be tired. Probably hungry and thirsty, too, but that was a different problem. If the old shaman said that stopping to "rest" would help them keep on, then Ghost Dancer would do it. But he would rather have kept moving till they got to...wherever they were going. He wanted to be DONE with the Spirit Land for a while. There was something about it this time that was different, even if he couldn't put his finger on the difference. Not that it was bothering Wolf. Nothing bothered the old shaman. There were times, this was one of them, when Ghost Dancer found it impossible to imagine that his mentor had ever been a young man, or uncertain, or afraid. It made him hard to live up to. "I'm a little worried about Morya," Ghost Dancer said. "You mentioned 'dimensional disturbances' as maybe happening there because of this, because of whatever is going on with the Arcanum and the sigil and everything. What if no one there knows how to handle...?" "I left instructions with Young Joan," the manager said. "And Amelia and Billy Lilly will be coming to stand by there. Morya will be fine. And if it isn't fine, there wouldn't be much we could do anyway." Ghost Dancer was surprised to hear the names of his teammates who had graduated. It had been a long time ago. He'd forgotten. And what could they do? But Uncle Wolf's manner was...firm. The old man's body language said that he didn't want to hear questions. Wolf stood. "Time to go--" The still air of the Spirit Land swirled, sucking up a column of dust in front of them, then calmed. The dust condensed into two forms. They were roughly human- shaped, but one had the head of a dog, the other a bull's head. They wore loose pants and belted jackets of natural-colored wool, faintly tan, and they held halberds. The bull said, "It is too much. It is more than enough. We will not have the Spirit Land treated as a hallway between one place and another place. It is without respect." Wolf's eyebrows came down in a scowl. "I have the proper passwords to enter. I am an accredited shaman. What I choose to do here or elsewhere is my own concern." "It isn't you, not especially," the dog said. (Ghost Dancer expected to see it wag a tail.) "Others do it who are not shamans. They have no appreciation. They don't even understand what the Spirit Land IS. It must be stopped." "And you must set an example," the bull added. Wolf looked around elaborately. "An example for whom? Ghost Dancer? I assure you that he understands the purpose and the protocols of the Spirit Land." "There was another." The bull indicated the fading strand of light they were following. "That one, a time since. He had no courtesy, only force. He challenged the Rules. He caused three of our number to be dissipated. And he was only the latest of many. It must stop. If you must travel from one place to another within your own realm, then do it THERE." The old shaman nodded. "That is a reasonable request. But I must catch the one who left that trail, and if he is in the Spirit Land, then I must pursue him here." "He is not here anymore," the dog said. "The Red Wizard sucked him out. Near the Iron Bones, that was." "Iron Bones. The necropolis near Trocar. My thanks for that news. And the Red Wizard." Wolf sighed, looking older than Ghost Dancer had ever seen. "I could wish not to deal with a Red Wizard just now, but if I must, I must." He lifted his pack. "May we go to Iron Bones through this land?" "No. You can see it, you have the eyes for that." The dog sounded disapproving. "The matrix has been distorted. We have closed that area until it can be realigned. You must go on your own ground." It pointed off to the side. "You can exit there." Wolf looked, and sighed again. "Rocanis is a long way from Trocar. The man I seek may well be gone from there by the time we can reach--" "You cannot go through our Spirit Land," the bull said. "No." "The man you seek said that he was going as far as Dead Trees," the dog added. "If you miss him at Iron Bones, you can look for him there." "Dead Trees? All the way to Xochithlan. Damn. Very well, so be it." Wolf gestured for Ghost Dancer to head toward the familiar line of pillars that marked the Spirit Ridge gate from this side. He inclined his head toward the two creatures; it was almost a bow. "Good fortune attend your efforts." * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 509): CAT TASTROPHIE of ARENA FELINES (Garfield, mgr.) DM 12 RIZTAB (turn 509): CAT TAGIOUS of ARENA FELINES (Garfield, mgr.) DM 15 MALCORN (turn 503): CITATION of TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 506): FELIX of ARENA FELINES (Garfield, mgr.) DM 17 ALJAFIR (turn 504): PIP THE TROLL of HEROESANDFOUNDONES (The Judge, mgr.) DM 19 ZUWAYZA (turn 503): SIT of VALHALLA (Odin, mgr.) DM 28 MORYA (turn 251): LAVA RUNNER of PRIMAL FURY (Sensei Jan, mgr.) DM 29 LAPUR (turn 495): ENOSHIMA of BLACK SAMURAI (Doc Miracle, mgr.) DM 31 CHIMLEVTAL (turn 249): KIRKEN TUORNIN of THE NIGHTHAWKS (Firehawk, mgr.) DM 32 ARVAT (turn 491): TAD DEVILLE of DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 489): TATHARLI of THE SEWING CIRCLE (Jorja, mgr.) DM 35 MURSKA (turn 482): BARRISTER of BLITZKRIEG (Polarius, mgr.) DM 43 VEASTIAN (turn 446): ELLEN SUE GOTLANDER of GIRLS X3 (Non, mgr.) DM 45 STORMCROWE (turn 226): STORM SERPENT of SUPERIOR FORCES (Manager, mgr.) DM 47 SCOMSS SWAMP(turn 220): COURAGE of LAND OF OZ (Oz the Successful, mgr.) DM 50 SNOWBOUND (turn 207): NO-PAIN-4U of EXTREMISTS (Eclipse, mgr.) DM 56 ROCANIS (turn 370): HEDGEHOG of REDHORSE (Mila, mgr.) DM 61 JURINE (turn 349): COOL CAT of ARENA FELINES (Garfield, mgr.) DM 73 ERINIKA (turn 156): YANKEE DOODLE of WORLDWIDE GORE (Crip, mgr.) ADM 103 FREE BLADES (turn 396): PARANOIA of DSM4 from ZUKAL (The Sandman, mgr.) Top Teams --------- DM 9 ZUKAL (turn 509): BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 509): DREAMERS (Sleepy, mgr.) DM 15 MALCORN (turn 503): GREENWARDENS (Jorja, mgr.) DM 16 WILLAF (turn 506): GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 504): HEROESANDFOUNDONES (The Judge, mgr.) DM 19 ZUWAYZA (turn 503): THE MAGNIFICENT MAGS (Jorja, mgr.) DM 28 MORYA (turn 251): NORTHERN BADLANDS (Maximillian, mgr.) DM 29 LAPUR (turn 495): EQUESTORS (Spartacus, mgr.) DM 31 CHIMLEVTAL (turn 249): THE STORMGUARDS (The Icelord, mgr.) DM 32 ARVAT (turn 491): SARATOGA GLORY (The Trainer, mgr.) DM 33 NIATOLI ISLAND (turn 489): THE SEWING CIRCLE (Jorja, mgr.) DM 35 MURSKA (turn 482): BLITZKRIEG (Polarius, mgr.) DM 43 VEASTIAN (turn 446): GIRLS X3 (Non, mgr.) DM 45 STORMCROWE (turn 226): DARQUE FORCES (Master Darque, mgr.) DM 47 SCOMSS SWAMP(turn 220): LAND OF OZ (Oz the Successful, mgr.) DM 50 SNOWBOUND (turn 207): SNOW CALL HAMMERZ (Hammer, mgr.) DM 56 ROCANIS (turn 370): REDHORSE (Mila, mgr.) DM 61 JURINE (turn 349): ARENA FELINES (Garfield, mgr.) DM 73 ERINIKA (turn 156): DUDS (Amy A. Airhead, mgr.) ADM 103 FREE BLADES (turn 396): LEGION OF DUMB (Carnage, mgr.) Recent Graduates ----------------- DM 12 RIZTAB (turn 508): AGLIBOL of DARKMOON (Bobby Bigfoot, mgr.) JUDGE PARKER of THE LAWMEN (Marshal D, mgr.) DM 16 WILLAF (turn 505): PEACH NUTT of PUNNY AMINALS (Jorja, mgr.) DM 17 ALJAFIR (turn 504): MCARTHUR of HEROESANDFOUNDONES (The Judge, mgr.) DM 28 MORYA (turn 250): ALARIC of THE WARLORDS II (Fizban, mgr.) RAY D AYTOR of OTTO'S MECHANICS (Crip, mgr.) DM 31 CHIMLEVTAL (turn 249): DROKK of WHAMMO & THUDDA 4 U! (Micky, mgr.) DM 32 ARVAT (turn 490): TRADEMARK of SARATOGA GLORY (The Trainer, mgr.) DM 35 MURSKA (turn 481): RED FERN of VOLUNTEER FLOWERS (Inferno, mgr.) DM 43 VEASTIAN (turn 445): DISMAY of HELL'S PAWNS (Harbinger, mgr.) DM 47 SCOMSS SWAMP(turn 220): COURAGE of LAND OF OZ (Oz the Successful, mgr.) DM 50 SNOWBOUND (turn 206): VANWAFEA of DARK SIDHE (Daehir, mgr.) DM 61 JURINE (turn 349): DRACO EL TANIN of BLADE AND BLOOD (Noachian, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. Again! Doesn't it ever stop? Well, it can stop when I get invited to the Isle. I don't want it to stop the other way. But still, I wouldn't mind letting somebody else write this silly column for a few turns. Bitter Vetch can beat me, I know. The other guys in the Champions should be able to. But look, I'm not going to sit here and put myself down. I have my good points. I'm cute. I'm a natural leader. We're going to have another parade this afternoon. I try to organize one every week. There are the regulars including a juggler, three ladies who hum songs in harmony, and some kids who twirl hoops on sticks. And me on a white pony with tinsel in my hair, waving at the townsfolk. Anybody with a talent, or who is good looking or noteworthy in any way, is welcome to march along. If any of you Champions want to join the parade, carrying signs that say "I can't beat Hedgehog," come on out and join us. The parade always ends up at the Wanton Troll and they bring me a free mug of ale, and then I roar! H SPY REPORT Good day, in ROCANIS a quiet thief gets rich, but a quiet spymaster gets poor. So bring me ale and harken to my tidbits of news. It seems the training can make the difference, as REDHORSE is pushed out of top team by ARNIE'S ARMY, who came from 2nd with a 2-2-0 this turn. And let's see, ZIPPER fought STEARIC and gained 14 points and contributed to RESCUE RANGERS' 3-1-0. STEARIC has lost to ZIPPER, falling 12 points, while helping make ARNIE'S ARMY a 2-2-0 turn. And all eyes were on MECHANISM this turn as he ascended to the throne of Duelmaster. ROCANIS has a new victor! Can someone confirm a rumor for me? I hear the top team makes their losing fighters do dishes at The Wanton Troll until they win. Maybe? The crowd's roar, the smell of iron and leather, mixed with sweat, what more could a warrior ask of life? Well, besides that. YIELD has cause to stand tall, as they were ROCANIS' most avoided team. A smart manager knows this is a team to beat. And guess who avoided YIELD stable the most? Believe it or not, it was TOOLS OF TORMENT. Anyone surprised? Well, sports fans, take notice that BITTER VETCH from BAD APPLES was ROCANIS' most challenged warrior this turn. MACHINE of TOOLS OF TORMENT had better have a good reason for challenging down 9 points in a challenge which he won. I thought MACHINE showed great skill and promise when he won victory over BITTER VETCH. All right, so I slept through it! Big deal! We only live a short time in this world, so why not take a sharp blade, and shave it close? A brave warrior does not carry a red shield, he has nothing to cover or hide when the fight is over. Consider well. Remember, blood on the purple robe does not change it from a purple robe. Dare to fight bravely. Always good to rest in ROCANIS, but never good to wear out my welcome. Look for me in future turns. Until you see my quill in ROCANIS again, farewell-- Alarond the Scribe DUELMASTER W L K POINTS TEAM NAME MECHANISM 3796 7 3 1 93 TOOLS OF TORMENT (407) CHAMPIONS W L K POINTS TEAM NAME MACHINE 3795 7 3 0 88 TOOLS OF TORMENT (407) HEDGEHOG 3748 18 23 0 80 REDHORSE (207) -WISHLIST 3816 7 5 0 80 YIELD (405) GLASS JOE 3847 6 3 0 73 PUNCH-OUT! (411) BITTER VETCH 3762 18 16 0 70 BAD APPLES (187) CHALLENGER ADEPTS W L K POINTS TEAM NAME -CONTRABAND 3827 7 0 3 62 YIELD (405) KID QUICK 3846 7 2 2 60 PUNCH-OUT! (411) BALD BULL 3843 8 1 1 58 PUNCH-OUT! (411) ADEPTS W L K POINTS TEAM NAME SHANKS PONY 3854 5 3 0 47 REDHORSE (207) GLUTAMIC 3790 3 0 1 40 ARNIE'S ARMY (404) ROSE HIPS 3774 4 1 0 34 ARNIE'S ARMY (404) GODGET 3110 3 0 0 34 RESCUE RANGERS (338) CHALLENGER INITIATES W L K POINTS TEAM NAME -CAUTION 3821 3 2 0 33 YIELD (405) -L. GLUTAMINE 3772 2 0 0 32 ARNIE'S ARMY (404) ZIPPER 3111 3 0 1 30 RESCUE RANGERS (338) PRIVET 3867 3 1 0 29 BAD APPLES (187) SILICA 3773 2 1 0 28 ARNIE'S ARMY (404) LARGE DOG 3848 3 8 0 27 BAD APPLES (187) YUL 3868 2 1 0 27 REDHORSE (207) INITIATES W L K POINTS TEAM NAME KING HIPPO 3845 6 3 1 22 PUNCH-OUT! (411) ROTTEN CORE 3851 2 7 0 22 BAD APPLES (187) PRONGHRON 3852 4 4 0 21 REDHORSE (207) CHIP 3114 2 1 1 21 RESCUE RANGERS (338) MR. SANDMAN 3844 4 5 1 18 PUNCH-OUT! (411) EATS GRASS 3853 3 5 0 14 REDHORSE (207) MONTY 3113 2 1 0 13 RESCUE RANGERS (338) -DIRTY FRANK 3780 1 3 0 10 YIELD (405) STEARIC 3788 2 2 0 9 ARNIE'S ARMY (404) -DALE 3112 1 1 0 9 RESCUE RANGERS (338) PIEFACE 3875 0 1 0 1 BAD APPLES (187) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? RABID GOPHER 8 0 1 0 1 BALD BULL 3843 371 NONE CANDY APPLE 3786 10 18 0 BAD APPLES 187 KID QUICK 3846 370 PERSONAL ADS Machine -- You were supposed to win! Look at that good record you have! Why do they keep making me write columns? Oh well, I guess you bowed to my natural leadership ability. -- Hedgehog P.S. Oh my gosh, you learned SIX skills! And I got one! How is that fair? Deadfall -- I like the echoes. -- Hedgehog Glass Joe -- Ow ow ow ow ow, never hit me in those five places again. -- Shanks Pony Rose Hips -- You should fight Hedgehog, she's as scummy as you. -- Pronghron P.S. Pronghron? My name is Pronghron? Ack! Privet -- If you're going to hit me in the arm then that's it, I'm done for the day. Sorry. Union rules. -- Eats Grass Large Dog -- You probably eat grass, too. -- Eats Grass I am not a golem. Of all the silly mistakes! And the Mage's Apprentice is a complete dope. -- Yul Dirty Frank -- Gods, man, take a bath! Even I find you too ripe. -- Rotten Core Stearic -- I thought you were something that was put into wax so candles wouldn't be brittle. Turns out you were something mean, instead. -- Large Dog, puzzling over the oddities of names Mechanism -- I have no mechanical skills, unfortunately. -- Bitter Vetch P.S. Or I'd take you apart, you understand. Kid Quick -- Oh! You...you cracked me! -- Ghost of Candy Apple Eats Grass -- And a disgusting habit it is, too. -- Privet 31 January 2005 My fellow duelists I come before you bearing a sad and unfortunate message. Several months ago our group, the Vendetta Cartel, had lost contact with one of our friends. Since he was in contact or correspondence on an almost daily basis there was concern amongst us. With some research two of our members discovered why contact was lost with him. On November 10, 2004, Richard Hammes was taken from us in a senseless act of violence during a robbery attempt at a friend's store where he sometimes worked. He was watching the store so his friend could go home to tend to his son who had taken ill. You may have known Rich as Abarsis, The Slaughter Priest ; richh10 on the RT; or gameogre on the Duel2 messageboard. You may not have known that he spent 13 years serving the United States in the Navy. Rich dearly loved this game and all it encompassed. He may not have been the best or most experienced manager but he loved to interact with others and was quick to offer advice whenever anyone asked for help. He was always kind and gracious and tried to strengthen our game, often by helping new players feel welcome or give them a chance to compete. With his prolific posting I know that I am simply speaking the obvious about what he did for our game. Many, like me, were drawn to him, perhaps for his kind nature or his sense of humor, and it appears he lived his life as he played this game. Always willing to help or do right by others. I realize that he had many friends outside the VC so I will include the link to the news story in case any of his other friends would like to know more of what happened. We're all dealt a hand in life but it's not the strength of the hand you're dealt but rather how you play it that really matters. Rich played his hand to the very best of his human ability and for this I admire him greatly. I know we all choose to like or dislike managers but I believe deep down we are all good and decent, in this game, and will drop party (alliance) lines and will show the proper respect. http://www.signonsandiego.com/uniontrib/20041112/news_7m12clerk.html Rich was taken from us all to soon and with so much left to offer the community around him. He spoke of a desire to run a contest on the Duel2 site which I hope to uphold in his name. Some of the people I have spoken with think it would be a nice gesture to do one final good act in Rich's name, though it could never match what he would've done within his community, for his community of San Diego. I hope that with this contest we might raise a little money to donate to an appropriate charity within San Diego in his name. In conclusion I send a message to Rich: "Rich, though I'm sure you gathered this I never really told you how much I admired you and what a friend I considered you. I thank you for being my voice of reason and always reminding me of why we both loved this game so much! You have taught me one final valuable lesson in learning more of you. There are things far more valuable in life than material possessions such as character and kindness. That nothing going on in your life means that you cannot find a way to be kind and giving to others. We always spoke of meeting someday and until we finally do know that you will live on in with me and the rest of your brothers and sisters in the Cartel: Master Darque, Kat, Bum, Sensei Jan, Maximillian, Hammer, Fizban, Firehawk, Phat Phat. You increased all of our enjoyment of this game, you were a true ambassador of Duelmasters, and the game will not be quite the same without you. A farewell battle cry from the ZalCon: 'Confusion to our enemies'. May your soul rest in peace, my friend." Should anyone wish to correspond about Rich feel free to contact myself, or anyone else within the Vendetta Cartel. Street Legal Jeff Bura The Death Squad(63) in Tobir or triumph1971@hotmail.com 31 January 2005 Be it known throughout Alastari that Hammer is no longer a member of the Vendetta Cartel alliance. A difference of opinion with another highly respected member of the VC due to my recent vocal actions in DM 47 can only be resolved by my resignation from the VC as of January 29, 2005. I leave of my own accord, in good standing with all members and with no hard feelings towards anyone in the Vendetta Cartel. There was a time when I felt that my membership in the VC made the alliance stronger. I know that my resignation today makes the Vendetta Cartel a stronger alliance with my absence. -- Hammer 1 February 2005 St. Valentine's Massacre update My apologies, the Kill Contest starting on turn 476 in Jhans will run for 10 (ten) turns ending on turn number 486. Azrael 5 February 2005 On behalf of the ILLUMINATI Confederation of Alliances (The kLk, CHAOS, Inc. and The Company of Brothers) I would like to express our sympathies concerning the tragic loss of Rich Hammes to both the DM community and to the real life world. Surely our loss has been Heaven's gain. -- Talon Darkhart, deeply sorrowful kLk God of War, Illuminati Alliance, Puppetmaster LAST WEEK'S FIGHTS MACHINE devastated BITTER VETCH in a 1 minute mismatched Challenge fight. SILICA lost to SHANKS PONY in a 2 minute Challenge battle. HEDGEHOG was viciously subdued by MECHANISM in a 5 minute one-sided Title match. GLASS JOE was unbelievably bested by RIRORNI SABOTEUR in a popular 4 minute fight. KID QUICK was devastated by ROCANI TURNCOAT in a 1 minute gory uneven brawl. BALD BULL butchered RABID GOPHER in a 1 minute bloody mismatched match. ROSE HIPS defeated PRONGHRON in a 2 minute melee. GODGET vanquished MR. SANDMAN in a 1 minute uneven duel. GLUTAMIC vanquished KING HIPPO in a 1 minute uneven fight. PRIVET won victory over EATS GRASS in a popular 5 minute fight. LARGE DOG overpowered CULT MEMBER in a 1 minute one-sided melee. ROTTEN CORE overpowered PERSISTENT BEGGAR in a 2 minute one-sided match. STEARIC was devastated by ZIPPER in a 1 minute mismatched conflict. CHIP demolished PIEFACE in a 1 minute mismatched match. MONTY was savagely defeated by YUL in a 2 minute gory amateur's conflict. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 10 PARRY-STRIKE 3 - 1 - 0 75 | |SLASHING ATTACK 3 SLASHING ATTACK 17 - 7 - 3 71 | |TOTAL PARRY 3 LUNGING ATTACK 33 - 16 - 3 67 | |STRIKING ATTACK 2 STRIKING ATTACK 12 - 7 - 0 63 | |PARRY-LUNGE 2 TOTAL PARRY 11 - 10 - 0 52 | |BASHING ATTACK 2 PARRY-LUNGE 10 - 11 - 1 48 | |PARRY-STRIKE 1 BASHING ATTACK 3 - 5 - 0 38 | |PARRY-RIPOSTE 1 AIMED BLOW 3 - 10 - 0 23 | |AIMED BLOW 1 PARRY-RIPOSTE 2 - 8 - 0 20 | |WALL OF STEEL 0 WALL OF STEEL 1 - 10 - 0 9 | Turn 371 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: PARRY-STRIKE 1 - 0 TOTAL PARRY 1 - 2 6 LUNGING ATTACK PARRY-RIPOSTE 1 - 0 AIMED BLOW 0 - 1 2 SLASHING ATTACK STRIKING ATTACK 2 - 0 BASHING ATTACK 0 - 2 1 TOTAL PARRY SLASHING ATTACK 2 - 1 WALL OF STEEL 0 - 0 1 AIMED BLOW PARRY-LUNGE 1 - 1 1 STRIKING ATTACK LUNGING ATTACK 5 - 5 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK MECHANISM 3796 7 3 1 93 TOOLS OF TORMENT (407) AIMED BLOW BITTER VETCH 3762 18 16 0 70 BAD APPLES (187) SLASHING ATTACK BALD BULL 3843 8 1 1 58 PUNCH-OUT! (411) STRIKING ATTACK SHANKS PONY 3854 5 3 0 47 REDHORSE (207) TOTAL PARRY ROSE HIPS 3774 4 1 0 34 ARNIE'S ARMY (404) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is BITTER VETCH 3762. The most popular warrior this turn was GLASS JOE 3847. The ten other most popular fighters were MECHANISM 3796, PRIVET 3867, SHANKS PONY 3854, ROSE HIPS 3774, PRONGHRON 3852, YUL 3868, MACHINE 3795, BALD BULL 3843, GODGET 3110, and GLUTAMIC 3790. The least popular fighter this week was MONTY 3113. The other ten least popular fighters were PIEFACE 3875, STEARIC 3788, EATS GRASS 3853, KING HIPPO 3845, MR. SANDMAN 3844, KID QUICK 3846, BITTER VETCH 3762, HEDGEHOG 3748, SILICA 3773, and CHIP 3114. Name-Change-O-Rama The winter tourney brought a lot of people to the Isle who didn't appear there normally. This included Commission employees. Half a dozen arenamasters regarded each other warily in the mirror behind the bar at the Pig in a Haystack. The Pig was obscure and mediocre, drawing few gladiators, which is what they had all been looking for. They saw gladiators every day. Most arenamaster were convinced that this was some kind of punishment. You could always pick out the arenamasters in a crowd. There were superficial differences: One of these had clearly Adantri features, one wore an eye-patch, two were female. But there were, in significant ways, alike. The same size, the same hair-trigger alertness, the same deadliness. The one-eyed man broke the ice, raising his beer mug in salute. "I'm Zrof One- Eye from Zukal. Sugar of Arvat--" One of the women bowed slightly. "I know Sugar. The rest of you...?" The Adantri matched his salute. "Dernal of Dayla Kiv." "Daiyla Kiv? Ah...." "No, without the 'I' in it. These damned bureaucrats can't spell, and they thought adding an unnecessary vowel was exotic." Disgust dripped from his voice. "Tell me about it!" another man growled in agreement. "Khagal of Niatoli, and what they do to the spelling of THAT simple word--!" "I thought Daiyla, I mean Dayla Kiv had a different name right now," Arenamistress Sugar said. "The arena, at least, because of a contest?" "Chavez Ravine." Dernal's tone was the one that substituted in polite company for spitting on the floor. Zrof blinked, taken aback by the bitterness. He wouldn't have minded a contest in Zukal, and damn what they called the place. "It's only temporary, though." "Temporary, shmiperary," another man muttered. He seemed well into his drinking, although, like all arenamasters, he carried his liquor well. "They do it all the time in Aradi. No reshpect. Go around changing thish, changing that. I wish I could change shome thingsh." He signalled the bartender for a refill. The second woman put her hand over his mug. "You've had enough, Harkon. Try the coffee, instead." "You should be mad, too, Ripplesh," Harkon said. "They're going to do shtuff like that in Jahnsh, aren't they?" Ripples Dorrigan shrugged. All the men paused, some with glasses half raised, to watch. "It's the way things are," she said. "Not much we can do about it." "You know," Khagal of Niatoli said, "maybe we could make a few changes. Fix the spelling of Arena 33, for one, change a few standby titles--" "The Commission hates changes." Dernal of Dayla Kiv topped up his glass and drained it gloomily. "Yes, but if we disguise it," Sugar of Arvat said, excited, "make it... maybe a general Name-Change-O-Rama! Then we could slip OUR changes through and no one would notice or mind." *-------*-------*-------*-------*-------*-------* By popular demand, we are holding a Name-Change-o-Rama during the month of March. If you wish to change the name of your warriors or teams, please contact RSI Customer Service. The charge for a name change is $1, unless you're in DOOMCorps, in which case you take your chances. (Just kidding, guys! *snicker*)