Date   : 02/24/2005    Duedate: 03/09/2005


DM-56    TURN-371

This Weeks Top Honors


(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]



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
     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...
     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
     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
     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
     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===---

 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!


                                      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
     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
     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.

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, 
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. 


     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*)