MagicDuel

Hara Rei

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 3,952of 5,000

303 days in the realm since 31 August 2009 · started in The Original Story Mode

Record

  • Fights676 won · 843 lost
  • Active5% of days · 303 of 6,238
  • Adept ofFirsanthalas
  • Player ID169008
Play with Hara Rei as your mentor

Join the realm from this page and you start as Hara Rei’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 Hara Rei.

Character

Combat stats tap a row for its sources

  • 394.43 initial + 50 territory = 444.43

    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.

  • 248.05 initial + 50 territory = 298.05

    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.

  • 193.47 initial = 193.47

    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.

  • 73.91 initial + 25 territory = 98.91

    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.

  • 102.64 initial = 102.64

    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.

  • 56.07 initial + 25 territory = 81.07

    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.

  • 77.02 initial = 77.02

    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.

  • 44.60 initial = 44.60

    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.

  • 80.86 initial = 80.86

    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 2,283.91 · Time Principle 911.27 · Transposition Principle 2,240.30 · Principle of Syntropy 979.43 · Principle of Entropy 790.20

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 

 Basic Information: 

Race: Unknown                                       Gender: Female

Height: 6'1"                                             Age: She looks very young

Hair Colour: Copper                               Eye Colour: Hazel

Weight: She is slim and slender              Star Sign: The Witchling Star

Distinguishing Marks: A small tattoo on the right chick, just beyond the eye




Many in the Lands believed that the ruling house of Hara was cursed. The beauty of each of their princess, many of whom was the sisters or cousins, daughters or even grand-daughters of Lady Hizashi, was such that any king in the Lands should have been eager to ask for her hand in marriage. Instead, all these womens were shunned, rumored to posses powers of sorcery which could bend any man to their will.

 

But the true was even worse...

It all began at the dawn of human civilisation. Beyond the edge of the known world, there was a rich kingdom ruled by the Prists Kings. Only few remember how the war started and they are not humans any more... After a long and bitter fights the ruling dynasty was defeated and their main city – Ishara – was razed to the ground. Where the gardens onces were, only sands and dust remains.


On the original Prist Kings, four Masters survived the sacking of Ishra. They feld north, and when they reached the Old Lands they separated. One went east perhaps to the distand wild prairies, one disappeared in the norhtern Chaos of war and two remained in different parts of the Land they discovered.


Of these lines, the one that to this day remains closest to the ancient orgins is the one descending from Naomi, high priestes and Queen od the Ishra – the first from the line. Together with her sisters in the cult of blood, was already far to the north and safe from purging wrath of war that comed Nothing was heard of them for many centuries and people used to see them as a mit of some kind. The house of Hara become nothing more then a legend.


Then a strange event took pleace... While mining in serching for silver and precious gems small group of people discovered underground city. Quiet and empty. One night an invading horde somhow broke into the city the mainers start to called their home, and killed everyone. Many centuries have passed since that time. Only sometimes travellers from the lands of Men tread within sight of the pleace. Strange as it seem, there are some who have visited the City and returned alive to tell the tale. Their tales do not speak of horrors as some might think. Instead they tellof a splending court, arrayed in the fashions of some ancient civilisation and of a pleace cut out of the rock with statues and walls adorned with strange inscriptions, yet it is a pleace of darkness, where the light of day is not permitted to enter. The queen who rules here is said to be of exquisite beauty, attended by handmaidens any man would die for. Little do they know that this is literally true...


In such pleace i was born... and this is my story...


Everyone can do a mistake, even if you are immortal. For Naomi Fëanor Telrúnya was such a mistake. When she realised it She ofcourse killed him in hope no one would noticed. At last that is what she thought – but it is not easy to kill elven high mage. But every crime leave a proof – so here I am a doughter of my mother, not a human nor a one of her kind. So unique that even for my people I was an danger.

 

 

 

 


 



Personal hate list

 

If you will bother me or attack when you should not prepare for my anger. 


I. Freezeblink (made me very sad and much more heat this game... - 25k exp coz of his attack is the reason i think i will quit for now It is not for women in pregnant) 

II. albastrel (attacking in Sparing Ground without permission and then flee - great strategy)

III. shadowwhisper (attack in GG )



THE SISTERHOOD

The following are not to be taken seriously. We are not an alliance nor do we seek to become one...unless asked by HIM.
You must be willing to go skinny dipping and not be ashamed of looking at the others or yourself. XD
Your hair must have been another color at one time.
You must be able to fight like a man but still look like a woman doing it.
You must be willing to share your shoes and weapons with your Sisters.
You must be able to smell a bargain a mile away.
You must enter all slurping contests.
You must be able to fight and smooch your enemy at the same time.
You must know and have smooched all our Guardians.
You must be hell-on-wheels a least 40% of the time.
You must get a massage by Gremlin at least every two weeks.
Ask the MRs before smooching, MRWander doesn't like it.
Must change all SMOOCHES on public logs to read, "Walk in lipstick free health" unless they really deserved it. XD

MEMBERS:
Sister Calyx of Isis
Sister Ailith
Sister LunarGoddess
Sister Amoran
Sister SageWoman
Sister Peace
Sister Kittiness
Sister Kalaminira Kol
Sister Siala Lone Wolf
Sister Dark Mystic
Sister Falen Angel
Sister Keida
Sister StrongWilled Legna
Sister Lunar Priestess
Sister Mainnelle D Ashke
Sister Arianna de Montreve
Sister Lady Renata
Sister Dark Trial
Sister Kriskah Arcanu
Sister Mya Celestia
Sister Adiallinda
Sister Grid Althea
Sister Lady Tygara
Sister Handy Pockets
Sister sasha lilias
Sister Sharazhad
Sister Icedragon
Sister Ladytwin
Sister Nimrodel
Sister Nacirema Asu
Sister Assira The Black
Sister Miidorii
Sister Mystic Siren
Sister Madalina Fitzroy
Sister Wildfires
Sister Phantom Orchid
Sister Michelle Bell
Sister Assurancetourix
Sister Shadow Mystic
Sister Indyra Sirenias
Sister Mysteria Blue

Sister Hara Rei

Guardians of THE SISTERHOOD - ICEPHOENIX, AEOSHATTR, Manslaughter


"I never lie to any man because I don't fear anyone.
The only time you lie is when you are afraid."


"Hate me if you want
hate me if you might
hate me if i'm wrong
or hate me if i'm right."



Military ways and beliefs






              Hence to fight and conquer in all your battles is not supreme excellence;
              supreme excellence consists in breaking the enemy's resistance without fighting.

           

      Therefore the skillful leader subdues the enemy's
troops without any fighting; he captures their cities
without laying siege to them; he overthrows their kingdom
without lengthy operations in the field.



Creatures 24

  • ARKHELARKHELAngien Sentinel IV, level 7
  • ISAIEISAIEMaster of Puppets, level 3
  • Elemental VElemental Vlevel 6 · 2 held
  • NUMEES ARCHERNUMEES ARCHERBloodPact Chaos Archer, level 6
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Tormented Soul IITormented Soul IIlevel 2
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • ELFINELFINElemental IV, level 5
  • Walking TreeWalking Treelevel 5 · 3 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3

The most experienced kinds, of 24 creatures in all.

Adepts 1

1 player joined the realm as Hara Rei’s adepts.

From the Adventure Log

Page 158 · The Shades Ballance - Me.

With Wodin taking a break, Metal Bunny has discovered that those who fight against
the shades have concocted a plan to destroy Khalazdad. Overhearing whispered
conversations, he hears a follower of light proclaim that ".nowhere but Necrovion is
safe for him now."

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

Join the realmPlay