MagicDuel
Sharpwind
Generation 10

Sharpwind

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

872 days in the realm since 13 May 2009 · started in The Original Story Mode

Record

  • Fights1,166 won · 1,606 lost
  • Active14% of days · 872 of 6,348
  • Adept ofAeonas
  • Player ID152057
Play with Sharpwind as your mentor

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

Character

Combat stats tap a row for its sources

  • 463.22 initial = 463.22

    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.

  • 287.32 initial = 287.32

    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.

  • 100.54 initial = 100.54

    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.

  • 82.87 initial = 82.87

    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.

  • 108.11 initial = 108.11

    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.

  • 34.52 initial = 34.52

    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.

  • 87.47 initial = 87.47

    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.

  • 46.11 initial = 46.11

    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.

  • 106.45 initial = 106.45

    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

  • 16.60 initial = 16.60

    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.

  • 10 initial = 10.00

    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

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

Element Principle 983.11 · Darkness Principle 58.64 · Principle of Light 866.59 · Transposition Principle 2,200.88 · Principle of Imagination 134.22

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Sharpwind's Tale Comments on self

Not all tales are big and fancy, but good tales are weird and unique

Mine is the tale of an island.... Sharpwind island.... a small island south west of Golemus Golemicarum

Sharpwind island

It is basically a huge rock shaped like a sphere and filled with caverns, a hard place that the wind hits all day and numerous whirlwinds constantly appear across it's coast.

There are legends that the God of wind cursed this island, to be tormented forever by the winds... It is said that the caverns are winding endlessly like a huge maze, in the center of which lies, among other things, a nest of Reanaers (commonly known as Windemons)... and all these to protect something, something long lost and forgotten...

I don't really recall how I ended up there...A bunch of fishermen found me there living from the insects and the rats deep within the caverns.... They were astonished anyone could manage to live there and they named me after the island

It took me 3 years to come to my senses thanks to some fishermen from Golemus Golemicarum and a wise man that took me under his protection. He came to visit me every week cause I refused to leave the island and teached me things about the great principles and the coming of the Angiens... the Gods, the Demons, the Salvation as he put it

He insisted that there was a prophecy... and my coming was fortold ... What role I would play ? He could not see "Time unfolds in numerous ways my son, he said, and you are but an infant, a tiny thread in the masterpiece this world is, a drop of water in the sea.... but sometimes it takes just that to flip the patterns or end the balance...". That was the last time I saw the old man, my black invisibility cloak was his departing gift to me, he thought we wouldn't see each other again...

Last month I left my island and sadly still... have no recollection of who I really am nor have I found my place and role in the world, but this is another tale, a tale that is just unfolding....

For now just call me Sharpwind

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The pilgrimage to the Angien Shrine

After my journey from Sharpwind island to Golemus Golemicarum and to No Man's Land I heared the rumors everywhere I passed through "The egg hatched, the Angiens are here"

From every face and every word I heard I finally knew it was true and I knew I had to see for my self.
So I reached the land of Marind Bell and found the Angien Shrine on a remote island, and after seeing that noble and fragile creature I finally knew...

The Angien unlocked my memory somehow and I remembered everything...
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The legend of Xalazia

I come from a land far beyond Golemus Golemicarum and Sharpwind island, from a city called Xalazia where my people worship Reanaers (Windemons) and Angiens and pray to the God of Wind.
Xalazia was completely annihilated from an army of undead creatures led by a vampire clan and the handful of us Xalazians that remain are living underground and starving.
I was a knight of Xalazia and as such I was given a quest from our King, a quest to find the Reanaers and the Angiens so that we could destroy the foul beasts that are ravaging our lands before it is too late...

But ... I FAILED .... The ship wrecked on the numerous whirlwinds of Sharpwind island and my crew drowned... I lost my memory when I hit my head on a rock during the shipwreck.... and spend more than 5 years on that cursed island without being able to remember who I am... I lost my mind and my reason and became like a beast, a mad man walking around the caverns, mumbling nonsense, eating rats, insects and fish to stay alive and having terrible nightmares every single night...

There is probably no one alive in Xalazia anymore...  but still ... I have to try... I have to get stronger and try to complete my quest... If nothing else I must avenge those foul creatures... I have nothing else left...

My real name is not important anymore... Who I was partly died on Sharpwind island...
Still my purpose remains... and I won't forget it ever again...

I'm Sharpwind, a Knight of Xalazia

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The Angien quest

I visited the Angien shrine every day for more than a month to train, meditate and pray. The Angiens heard my tale and my plead and told that they'd help me if I managed to enter Loreroot and sacrifice some of my strongest creatures to the wasp altar as a token of my commitment to them.

Entering Loreroot was not an easy feat... There were many strong creatures guarding it, creatures one could not see with a naked eye... not even with my silver Xalazian eyes...
This was the beginning of a quest that took me in the underground fighting numerous undead creatures and acquiring a sun god armor and a unique potion. I had grown quite strong when I came bearing a potion to see and fight the Loreroot guards but still I couldn't defeat them.In the end I managed to find a way to trick them into entering and acquiring a silver medusa sword from them. Another 30 days had past until I was finally able to make the sacrifices and come back to the Angien temple.

Finally I had gained their trust and help... and I was holding in my arms a true Angien egg... 

"This is our help to you, when it comes of age, you'll know what you have to do", they said before disappearing from my eyes
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An unexpected encounter

I decided train and try to live a normal life in this kingdom until the hatch of the Angien...
So I explored the lands and found the MD Archives at the north border where I decided to visit frequently to learn more of this kingdom and it's ways
The best place I could think of living at this time was Loreroot, I started living next to the Oak Tower (under a tree) and hunting by Stag's Crossing. Loreroot could provide me what I needed to live, grow and train by challenging other beings to noble fights
I had grown accustomed to this life even made some friends (Aeoshattr, Mya Celestia and her son Arion, Sagewoman, Leucretia and others) from the local Inn when one day he appeared.....

The captain of the Guards, North Equilibrium, one of my own race, one I thought of as dead here in Loreroot!
Before I could say anything to him he stormed out into the night... and left me there mumbling and acting like crazy
I chased after him but he was gone.... his trails led me to the eastern lands the Tribunal as they call it here...

After a few days of scouting the area I found a few silver hair, some warm blood and some footprints at the entrance of the Tribunal Catacombs... Then I heard it, the sound of  swords clashing against each other...
I run towards the sound and finally found him, he was lying on the ground hurt in the shoulder, his opponent was dead... It was an ambush by a thug, he barely got away

I treated his wound as best I could while he was carefully examining me... I hadn't seen him since the final battle of Xalazia, thought of him as dead but as I soon found out so did he...

He was gravely injured in the final battle of Xalazia, the day the siege ended and the city fell... He was left for dead among the corpses for several days... when he woke up he was could see only dead bodies and undead patrols, devastated he escaped Xalazia and wandered here thinking there was nothing left to go back to

After we exchanged our stories I found out his eyes were filled with hope once again...
"We're not alone anymore old friend, we're not alone"

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The journey to Golemus Golemicarum

I decided to try and find the wise man from Golemus Golemicarum that helped me before to discuss with him of a way to find the Reanaer. Sadly I could find no way to reach Golemus Golemicarum a war broke between Golemus and Necrovion in which also some alliances from Loreroot and Marind Bell participated

The result was catastrophic and the bridges were barricated for quite a long time

I travelled north to consult the Archives but by getting lost I stumbled across an enormous maze... For days I tried to explore and cartograph everything there but I could find no way out...

Suddenly when all hope seemed lost, I saw a blue light dancing around me and decided to followed it... After a while I started thinking I was wandering aimlessly inside the maze but then the light stopped grew stronger and disappeared leaving behind it... a way out !

By crossing it a peculiar thing happened I felt like crossing through a mirror and were I got was ...to my surprise... Golemus Golemicarum !

I was stunned I couldn't make any sense of it... I must search for him... the wise man that helped me all this time before... Perhaps he can explain.... Perhaps he can help me with my quest....

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The Aeonas the Wise and the drachorns

I started heading towards Golem's mill, the small village, where the good fishermen of Golemus Golemicarum, that saved me from Sharpwind island, and the wise old man lived.
On my way I heard an incredible roar coming from a cave not far away... I was agitated but also curious to find out what it was... I was unable to open it's entrance so I stalked the cave for hours hiding as best as I could...
Near the cave I found a huge tusk incredibly hard and razor-sharp... I couldn't imagine the creature that had such a tusk and decided to pick it up and put it in my sack....

Suddenly it happened... The most frightening creature I have ever seen was flying on the sky above me !
How did it get there ? What was that terrible creature ? It saw me and started flying down ...
My presence there must have annoyed it somehow....

I started running as fast as I could but the creature was incredibly fast and strong...
It started diving towards me... I concentrated as best as I could to avoid the hit and try to land a blow on it..
But ... it was too fast... It hit me on the shoulder and my sword that landed on it's tusk broke in three pieces...
Then I started crumbling down a slope of the mountain very fast....

The next thing I remember was lying on a bed with a lot of my bones broken...
Once again I was saved by the good villagers of Golem's Mill... They told me I must have been crazy to try and fight a drachorn, and certainly the gods must have been watching over me to get away with a drachorn tusk and my life....

When I asked about Aeonas... the old wise man that helped me in so many ways... the villagers were sad to inform me that he went missing not long after my own departure from Golemus Golemicarum... "We saw a drachorn flying close to the village...We fear the worst.." The fishermen told me...

I was devastated to hear all those things and dare not to believe them... I left a message for him to come and find me in the No Man's Land near the Fenth's Press... I needed his advice and guidance and I would be waiting for him

So after spending some time to heal my wounds, I travelled back to No Man's Land to train and tried to visit the Angien Shrine as often as I could to meditate and pray for Aeonas safe return

Things were not going as I had hoped... My quest was in danger and perhaps also my friend...
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The Shade encounter

Today, day 221 of year 5, I fought and defeated a shade, called Ark Mattarox, outside of  the Necrovion gates.
The foul creature startled me while I was closely examining the angien at the left corner of the gate and
 I attacked it without a second thought.... 
How did this foul creature enter No Man's Land? Are there more coming?
Perhaps I should notify the authorities of this incident 


To be continued...



The legend of Xalazia Personal hate list

Desired Tag:Xalazian Knight
Desired Items: (supported by avatar)
Silver Xalazian Helm: A traditional silver  enchanted Xalazian helm (casts mirror ritual)
Drachorn Might: A mighty weapon created by attaching a drachorn tusk to a silver handle 
and strapping it with leather on the bearer's arm

Legends of Xalazia Military ways and beliefs

Xalazians
are an ancient race that have silver eyes and hair and are said to be descended from Reanaers and the God of Wind. They are very fast and have a natural talent for magic. 

The kingdom of Xalazia is said to be in a land far away on the west and across the sea of Golemus Golemicarum and the misty islands

Recent historic documents describe a war between Xalazians and a Vampire Clan, which led to the destruction of Xalazia and the annihilation of it's population

Reanaers (commonly known as Windemons) 
are wise and mighty creatures, and they are both feared and respected for their wit and ferocity  in battle. They are the children of the God of wind, his messengers and the protectors of all secrets. They usually speak in riddles, observe everything but have no interest in the mortal world

Very few people had the honor of ever seeing a Reanaer so stories differ about their appearance. 
In some stories they are described like small whirlwinds moving with incredible speed and tossing electric sparks as they spin, 
in other stories they are half whirlwind half demon, black eyed, emitting a mysterious silver light from their bodies and tossing lightning bolts burning opponents to the ground...

There are even some legends that elder Reanaer have the ability to open a vortex to travel through space

Whatever the case may be Reanaers existence is confirmed by numerous myths and legends but not by actual facts, so some scholars are skeptical about them

Creatures 28

  • Chaotic WindSlasherChaotic WindSlasherChaos Archer, level 6
  • Dark SwifterDark SwifterElemental V, level 6
  • Assassin Dark WindAssassin Dark WindImperial Aramor Assassin, level 3
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Guardian of WindsGuardian of WindsAngien Sentinel, level 4
  • Dark SoulDark SoulSkill Vampire, level 3
  • Wind SlasherWind SlasherKnator War Master, level 5
  • AngienAngienlevel 3 · 7 held
  • JokerJokerlevel 1
  • Bloody WindSlasherBloody WindSlasherBloodPact Dark Archer III, level 5
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2

The most experienced kinds, of 28 creatures in all.

Adepts 5

5 players joined the realm as Sharpwind’s adepts.

From the Adventure Log

Page 413 · The Inner Sun - Am. END

Amoran awakens and wipes tears from her eyes as they adjust to the brightness. She sits in the shade of the Oak Fort, her dream having left her uneasy and sad. Did she fail? Did she succeed? Uncertainty assails her; she knows she has lost a part of herself forever. Amoran has changed, now walking a path steeped in twilight. The Twilight Bound has finished her quest for 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