MagicDuel

Raine Castaway

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,824of 5,000

380 days in the realm since 6 August 2010 · started in The Original Story Mode

Record

  • Fights131 won · 414 lost
  • Active6% of days · 380 of 5,898
  • Adept ofAmoran K Kol
  • Player ID198927
Play with Raine Castaway as your mentor

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

Character

Combat stats tap a row for its sources

  • 40.44 initial = 40.44

    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.

  • 16.69 initial = 16.69

    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.

  • 6.22 initial = 6.22

    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, draining principles 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.

  • 8.13 initial = 8.13

    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.

  • 22.03 initial = 22.03

    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.

  • 4.18 initial = 4.18

    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.

  • 17.38 initial = 17.38

    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.

  • 12.86 initial = 12.86

    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.

  • 32.06 initial = 32.06

    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

  • 10.82 initial = 10.82

    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.

  • 1 initial = 1.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.1Herbalism 0.1Woodcutting 0.1Waterhandling 0.0Finesse 0.0Excavation 0.0100
  • Mining0.1
  • Herbalism0.1
  • Woodcutting0.1
  • Waterhandling0.0
  • Excavation0.0
  • Finesse0.0

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

Principles

Darkness Principle 63.91 · Element Principle 18.26 · Principle of Light 9.75 · Principle of Balance 1

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

FISHFACE Comments on self

A young woman with roughly cropped white-blonde hair, freckles all over her face, and a mildly dour expression, Raine stands at 5'7" with a lean and athletic build. She can be a bit cantankerous and hotheaded, her temper getting the better of her despite her potent healing abilities. At first glance, she looks fairly human. That is, until you notice the odd way her green eyes reflect silvery moonlight, or the gills and ear-fins hidden underneath a gray gossamer scarf. In truth, Raine's a water nymph.

Half water nymph, technically. The stories of nymphs being innocent, beautiful maidens who play in rivers and engage in romances are true enough, for most, but Raine had a bit of a unique childhood. Her mother was the nymph. Her father was a human from a coastal region. They had two baby girls, one five years before the other: Raine's older sister, Ty, got all the human. Raine got all the nymph. The split in genes manifested physically as a strong visual preference toward the parent with their favored traits; Ty looks like their father, while Raine is the spitting image of their mother. The two sisters hardly look like sisters at all.

The Edlyn-Moesen family lived in a little forest cottage near a river. Kalina Edlyn, the nymph-mother, nurtured Raine's natural healing magic as she grew up, leaving Ty wanting for affection. Razi Moesen, Kalina's husband, saw kinship in Ty and favored her as the kids grew up. This drove a rift between the human and magical sides of the family, and Razi ended up leaving Kalina, Raine, and Ty to move back to his homeland.

Ty never quite forgave Raine and Kalina for her father leaving. Once she came of age, she left the two behind to join her father without so much as a goodbye. Kalina did her best. It wasn't for lack of trying that she and Raine became depressed; they had no one but each other, and neither of them had ever been good at emotions. They had an explosive fight one night. Kalina had reached her limit, and Raine hers. Raine left home after with a restless spirit and a passion to heal. She didn't look back. It felt wrong, but not as wrong as the idea of staying in an isolated cottage with her mother while her life wasted away. Taking on the surname Castaway to denote her solitary status, she embarked on a new adventure.

It wasn't on purpose that Raine ended up in No Man's Land. She simply went where her feet and her heart took her. Eventually, the young woman stumbled upon the land of Marind Bell and made friends, enemies, and lovers. She experienced pain and joy and heartbreak in equal measure among the strange people of this land. Willow's Walk became her home, its lake a resting place when she fell into a deep ten-year-long slumber.

Then: the sound of waves crashing on sand, the feeling of saltwater stinging her nose. 

"Where am I?"

It's a little odd to fall asleep on the floor of a lake and wake up on a beach, but there she was – washed on Gateway Island after sleeping for ten years. Castaway's Landing (aptly named) would be the start of a new adventure altogether...

Flakes of Memory, Forming the Road We Walk On Personal hate list

THE SISTERHOOD

PURPOSE:  The purpose of The Sisterhood is to gather women into a sorority of  "Sisters" for the sole purpose of having fun with role playing with other players and creating mischief where ever we may be...such as smooching willing men.

The following Sisterhood rules are not to be taken seriously.

1. You must ask to smooch the men of MD, if you wish to participate in this duty.

2. Share your weapons and other nasty toys with your Sisters when asked.

3. You must forgo all notions that you are to act like Ladies, unless in the presence of Kings or Queen Kets.

4. Always stand behind your Sisters in times of need.

5. You must accept that slurping is a Mur given right to all Sisters.

6. Understand The Snicker Game and be prepared to play it at a moments notice.

7. Pay attention to the Mood Panel for collective instruction.

8. Keep an eye out for prospective Sisters.

9. Don't be shy on ideas for The Sisterhood to accomplish.

10. Always show your respect to the Kings and Queens of each land.

11. Be available to witness the swearing in of new Champions of the Rose and give them a smooch to "seal the deal" when asked.

Active Members:

1. Mistress Windy

2. Sister SageWoman

3. Sister Mainnelle D Ashke

4. Sister Mya Celestia

5. Sister sasha lilias

6. Sister Mysteria Blue

7. Sister Nylah Raynen

8. Sister Curiose

9. Sister Keida

10. Sister Gort Hedera

11. Sister Kiley Ann

12. Sister euraana Fitdo

13. Sister Vika Noir

14. Sister Lintara

15. Sister Alexandria Maplewood

16. Sister Raine Castaway

17. Sister Roxanne du Rouge

The Sisterhood Oath

I, (state your name), do hereby swear to do my Sisterly duty, which is to have fun, help others, and do whatever task my Mistress of The Sisterhood asks of me.  So help me MUR!

Creatures 17

  • Elemental VElemental VElemental I, level 2
  • FledglingFledglinglevel 3
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • Elemental IIIElemental IIIlevel 4 · 3 held
  • Water Guardian IIWater Guardian IIlevel 4 · 2 held
  • Aramor AssassinAramor Assassinlevel 3
  • Grasan IIGrasan IIlevel 2
  • BloodPact Heretic Archer IIBloodPact Heretic Archer IIlevel 2
  • Aramor WarriorAramor Warriorlevel 2
  • Unholy PriestUnholy Priestlevel 1
  • Tormented SoulTormented Soullevel 1
  • JokerJokerlevel 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 478 · The Traveler

Bearing the stress that came over her land because of the unexplainable sphere, sad and thinking of her father, Great Khalazdad, thinking dark thoughts of what happend to the Shade Sentinel, .Peace. holds a small vial filled with dark liquid in her hands. With tear in her eyes she understands what she must do to follow her dad and his wishes. The fine line between sanity and despair merged with her present. Looking to the horizon .Peace. speaks her last words "I hear the wind blowing across the desert and I see the moons of a winter night rising like great ships in the void. To them I give my life."

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