MagicDuel
Calyx of Isis
Generation 5

Calyx of Isis

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,429of 5,000

317 days in the realm since 12 July 2008 · started in The Original Story Mode

Record

  • Fights464 won · 605 lost
  • Active5% of days · 317 of 6,653
  • Adept ofBurns
  • Player ID66179
Play with Calyx of Isis as your mentor

Join the realm from this page and you start as Calyx of Isis’s adept. MagicDuel is free to play in the browser.

Medals 1

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Calyx of Isis.

Character

Combat stats tap a row for its sources

  • 318.42 initial = 318.42

    The plain force your creatures strike with when you send them into a ritual.

    Treasure from won fights, where it is the cheapest of the nine to raise. Worn weapons lend it, and some shop and reward items grant it.

    Damage is your attack less the target's defence, and most abilities start their sum from it. Your total is shared out across the creatures in your ritual, so the same attack goes further in a ritual of two than in a ritual of six.

  • 175.60 initial = 175.60

    How much of a blow your creatures shrug off before it touches their vitality.

    Treasure from won fights, at three and a half times the cost of attack. Worn armour lends it, and some shop and reward items grant it.

    It is subtracted from nearly every incoming blow, so a defence above the enemy's attack leaves them doing the minimum of one damage. Like the rest, your total is shared out across the creatures in your ritual.

  • 94.76 initial = 94.76

    The strength behind everything your creatures do that is not a plain blow.

    Treasure from won fights, the second cheapest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    Healing, protecting, stealing life and poisoning all measure themselves against power and ignore attack entirely. Stealing life is capped at 20 percent of a creature, and an aimed hit at 25.

  • 48.73 initial = 48.73

    How early your creatures move when a round opens.

    Treasure from won fights, at five times the cost of attack. Worn gear lends it, and some shop and reward items grant it.

    The whole field acts in order of initiative, highest first, so it decides whether you land a killing blow before the other side answers or after.

  • 77.62 initial = 77.62

    How readily the realm's heat answers to you, in a fight and on the road.

    Treasure from won fights, and one of the dearer of the nine. Worn gear lends it, and some shop and reward items grant it.

    It is added to the heat you get for a fight you start, and a quarter of it is added to the heat of every step on your own land, or on any land while you belong to none.

  • 56.94 initial = 56.94

    The realm's willingness to tilt a moment your way, or against you.

    Treasure from won fights, but only on about one win in eight, so it grows in jumps rather than steadily. Clickables in the lands hand it out, and worn gear lends it.

    On roughly one scene in three, luck finds you Winertia; luck below zero loses it instead. In a fight, luck on either side can double an effect or cancel it outright.

  • 70.12 initial = 70.12

    How readily your vitality comes back to you.

    Treasure from won fights, and by far the dearest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    It swells the vitality your house pays you on every refresh, by up to half again, with half of that reached at 2,000. After a fight, every creature you sent is brought back up to at least its regeneration as a percentage of its maximum vitality. Your regeneration is shared out among them like the other stats.

  • 78.47 initial = 78.47

    Your nose for a price, and how hard you are to overcharge.

    Treasure from won fights, at one of the higher costs of the nine. Worn gear lends it.

    It takes up to 25 percent off a dwelling, a weapon and your house rent. The discount climbs fast at first and then flattens, reaching half its maximum at 750 and never quite the whole 25. It is the one of the nine the fight engine never reads.

  • 105.61 initial = 105.61

    How well you hold together while crossing land that is not yours.

    Treasure from won fights, at one of the higher costs of the nine. Worn helms and shields lend it.

    Stepping into another house's territory costs you vitality, and your energetic immunity cancels that percentage of the loss. At 100 the crossing costs nothing at all.

initialweaponsterritoryalliancemagicillusion

Skills that only grow

  • nothing yet = 0.00

    The weight of your own will, built by going where the realm pushes back.

    Every scene you enter that costs action points. Going in above the viscosity minimum pays more than going in below it. The secured day streak pays as well.

    Your share of a forge wish. There are five bands, from a tenth to a half.

  • 80 initial = 80.00

    How far your character can still be reshaped. It starts at 80 for everyone and is only ever spent.

    Nothing raises it yet. Every card you take by converting permanent stats lowers it by one.

    The price of your next card. At 80 a card costs 10 points; each point of plasticity you lose makes the next card dearer (59, then 69, then 81 ...), and each point above 80 makes it cheaper, down to a floor of one.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Principle of Cyclicity 833.81 · Transposition Principle 1,712.90 · Principle of Balance 675.05 · Time Principle 1,986.28 · Principle of Imagination 678.52

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Calyx of Isis — Wisdom Teacher and Priestess Comments on self

Wisdom Teacher
Founder and Mistress of the Dojo
Chancellor of MD University
Priestess of Isis and of The Root
Shamanic Healer of Spirit and Flesh

Co-Proprietor and Hostess of
Root of the Mater Inn
at Defensive Quarters Interior, Loreroot

Additional Abilities Requested

A spell to make certain areas into sanctuaries for 90 minutes so
lectures and other events can be held without disturbance.

Additional  Items Requested

Ornate Ebony Talking Stick
During a gathering the holder of the Talking Stick may speak without interruption for as long as s/he wants. The stick is then passed to the next person.

Smudge Stick
A bundle of dried Sage Leaves, White Cedar, and Sweet Grass used for purification, creremonies and magic.

Calyx in desert garb with a bird of prey


From birth I was dedicated to the Goddess Isis.
I am Her servant, Her agent, Her toy.
I am the Calyx, the Calyx of Isis.

Have I a name?
I suppose I was given one at birth; it is long forgotten.
I am now the Calyx, nothing more..

Founder and shepherd of the Dojo.
Wisdom teacher and healer.
I learn, I teach — I teach, I learn
(teacher and student learn from each other).

The Calyx was meditating, seated in lotus position beneath the unblinking sun and the moonless sky. Suddenly her mind resounded with the voice of her Goddess, “Follow them! Record their ideas and actions.” She didn’t need to ask to know ‘them’ referred to the Seekers of Enlightenment. Without hesitation she stood, gathered her few belongings and loped off in search of the Seekers to become their chronicler.

Dojo Symbol created by GlorDamar

Dojo Symbol created by Glordamar

It was some time later, while the Seekers we meditating on their next actions, that Isis spoke to Her Calyx once again. “The people need a place to study and heal with some degree of safety. You are My wisdom teacher, so go unto the park and establish there a school. Teach them the Way of the Dojo, that in My dojo they may battle only by mutual consent.” The Calyx meditated on this for some time until she understood how to accomplish her Goddess’ task. In sanctuary she spoke about Way of the Dojo. Gradually people listened and many agreed that a dojo was needed. They asked the Calyx, “when will it begin?” She said, “Now!” and she lead them to the park and established Isis’ dojo at that spot.

The dojo prospered and grew as it filled a need for almost all in the land of MagicDuel. The Calyx of Isis also grew in power and wisdom. One day it happened that she learned the way past the Guardians of Loreroot. It was a time of rejoicing for her. As she explored the new lands, a nymph, the Lady Neyla Setesh, came to the Calyx to make an offer and ask a boon, that a dojo be created in Loreroot. Now, Isis had already shown Her calyx a vision with a dojo in every homeland, so the boon was easy to grant and Defensive Quarters became a dojo.

The God, Mur, saw the success of the of the Dojo and that changes that swept through the land. This pleased Him. One day he heard ideas from King Bull and Envy of Endurance proposing a university. The idea ignighted a fire in His imagination and he called upon the Calyx. "Create a university in the land that all may learn. Take King Bull and Envy of Endurance as your councelors." So they began the task.


ca·lyx (kā·lĭks, kãl·ĭks)
 n. pl. ca·lyx·es or ca·ly·ces (kā·lĭ-sēz′, kãl·ĭ-)

  1. The whorl of sepals of a flower collectively forming the outer floral envelope or layer of the perianth enclosing and supporting the developing bud; usually green.
  2. A cup like structure (in an organ, e.g. kidney).
  3. Symbolic of the female genitalia.

Calyx is not a name, but a title. The Calyx is the Sacred Chalice of Isis. Before the Calyx came to MagicDuel she was the sacred redemption in the lands she presided over as priestess.

In the old days a King was chosen every year. The king would serve the people for a year, then be sacrificed. His blood would fertilize the lands, his sacrifice ensure a bounteous harvest.

Isis is the Goddess of Life, the Mother of Gods and of  man. She did not like this annual sacrifice and decided to put an end to it. She called to her Priestesses and Priestsand called upong them to find the ordained infant girl and to prepare her. This child became Isis' Recepticle, the Calyx. She was raised in purity and carnality, trained to be both priestess and seductress.

The day came when the girl came into her first Moon Time and bled for the first time. On that day the Calyx was ordained as Isis' chief priestess, young though she was, and there was rejoicing throughout the land, for Isis had ordained the end of the annual king.

Each year at the time of the first planting the king would be chosen as before. Three months later the Calyx would mate with the king during a sacred orgy. As the Calyx was Isis' Avatar for this purpose, she was never baren and always conceived a child.

The Calyx would deliver her child late in Winter, just before the first planting. The clergy would carefully catch and preserve all the blood she shed during the birthing. Her infant child would be dedicated to Isis and raised by the clergy.

When the time came a few days latter the preserved blood would be sprinkled in the fields and the life of the old king was spared. He was allowed to live out his days in peace and assist in the rearing of his child. Thus is Calyx the Sacred Vessel.

MagicDuel is a different land. At least for now the Calyx is not required to serve Isis in this way.


Service Award 2008
Photobucket

QUESTS Quest Info

No quests at the moment. I need to get reoriented after my time away from the land. I am working on some quests now.

Calyx of Isis, 16 Octorber 2009


For a challenging Wishpoint Quest see Cutler's "hates" page. I am facilitating his quest and giving out WP as he directs. For my WP quest, see below.

Protector of the Dojo Protector statement

I am here to serve and protect others. Teaching, healing, and helping other players are the things I enjoy most along with getting to know people from all over the world

I use my spells and other skills to aid:

  1. my worshipers
  2. my adepts
  3. anyone who honors the dojo's rules
  4. residents of Loreroot.

In that order.

As you can see, the dojo is very important to me. Worshipers who violate it's rules will provoke my wrath.

Loreroot holds a special place in my heart. I have made a pledge to be a protector to it's inhabiants.

Creatures 40

  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Wdc SoniaWdc SoniaWater Daimon III, level 7
  • Elemental VElemental Vlevel 6 · 2 held
  • GH DarklyGH DarklyGrasan Huvourer, level 3
  • Majestic WinderwildMajestic Winderwildlevel 6
  • JokerJokerlevel 1 · 2 held
  • Tormented SoulTormented Soullevel 1 · 2 held
  • RustyRustyRustgold Drachorn, level 3
  • Crimson JadeCrimson JadeBloodPact Dark Archer II, level 4
  • Walking TreeWalking Treelevel 5
  • Full-grown WinderwildFull-grown Winderwildlevel 5

The most experienced kinds, of 40 creatures in all.

Adepts 61

61 players joined the realm as Calyx of Isis’s adepts. The 48 most active of them:

From the Adventure Log

Page 157 · The Shade Ballance - Nel.

Lady NelyaSetesh’s mind is racing, worrying about the Commander. While relaxing at Ravens Peace, staring at the water
Nelya sees a silhouette rising up from the below the surface. “I am an ancient nymph, i know what happend with the
Knator Commander”.
“Without your leader you’re too weak to defend this land. We never interfere, but can bestow a gift”
Placing its hands on Nelya’s head.
She feels an new energy stirring within her. Unnerved by the experience,
she rushes to talk to her alliance. Returning through the forest, she notices a wounded animal.
Sensing the animals pain, deeper than ever before, she places her hand on the animal’s wound.
A warm light appears beneath her palm, and Nelya is shocked to see the blood slowly abate.
As the creature runs into the woodland, Nelya stands up and smiles….”so this is my gift..”.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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