MagicDuel
Sir Blut
Generation 19

Sir Blut

Bringers of Light
also Well Drawer · 2 titles held
  • 5Mind Power 5of 7 levels
  • The Seekers of EnlightenmentMarind Bell
  • Honor 4,988of 5,000

1,671 days in the realm since 13 December 2008 · started in The Original Story Mode

Record

  • Fights5,515 won · 5,515 lost
  • Active26% of days · 1,671 of 6,498
  • Adept ofWittyLeWat
  • Player ID118349
Play with Sir Blut as your mentor

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

Character

Combat stats tap a row for its sources

  • 276.67 initial + 10 territory = 286.67

    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.

  • 41.30 initial + 20 alliance = 61.30

    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.

  • 27.27 initial + 15 territory + 7 alliance = 49.27

    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.

  • -116.50 initial + 30 territory + 5 alliance = -81.50

    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.

  • -93.33 initial + 20 alliance = -73.33

    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.

  • -130.90 initial + 45 territory = -85.90

    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.

  • 81.14 initial = 81.14

    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.

  • -71.35 initial = -71.35

    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.

  • -79.48 initial + 8 alliance = -71.48

    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

  • 870.45 initial = 870.45

    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.

  • 27 initial = 27.00

    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 4.1Herbalism 15.6Woodcutting 9.3Waterhandling 36.2Finesse 19.2Excavation 12.0Gardening 11.4Filtering 11.8100
  • Waterhandling36.2
  • Finesse19.2
  • Herbalism15.6
  • Excavation12.0
  • Filtering11.8
  • Gardening11.4
  • Woodcutting9.3
  • Mining4.1

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

Principles

Principle of Entropy 3,197 · Principle of Balance 3,459.66 · Principle of Imagination 2,758.37 · Darkness Principle 592.28 · Element Principle 2,601.72

Realm

The Seekers of Enlightenment

Marind Bell

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Sir Blut Comments on self

 

Home

Sir Blut has dirty blonde dreads and a transitional eye color. Depending on the lighting and angle, they usually appear aqua blue or gray-green.

He is always seen wearing a white sailor's blouse and trousers, frequently smoking herbs from his pipe.
He wears a belt with a scabbard and his cavalry saber in it, and dark brown leather boots.

Blut's Myth

 
Story Chapter 1

I was born in a small village situated between a sea and a mountain range. 

The day the outsiders attacked was a sunny day in Spring, a time when everything was covered in green. I was 16 years old that day.
The alarms sounded, simple bells placed atop a short tower in the village square.
The lookout reported a fleet of ships on the horizon. The masts bore no flag.

As brittle as our defenses were, they were prepared.
We only had about a dozen cannon, and just over twenty able-bodied guards to defend the village.

The ships carved through the waves like butter. My little brother was on the beach as the flagship fired a warning shot. He died instantly. Wretched men stormed through butchering every soul they saw.  I galloped through the town slashing as many attackers as possible as I escaped. For all I know, the only survivors were me and my Midnight.

Midnight's coat was as black as the night is, his mane radiantly shining. He was the most beautiful horse I had ever come across, and the fastest too. Unfortunately, horses aren't great at climbing mountains; the invaders found me at the base of it.

After a good beating, I was put in the brig of the flagship. A dirty man with one eye, his menacing grin showing four or five teeth shoved me in my filthy cell. I heard the sound of Midnight struggling with the crew who attempted to restrain him. A good strong horse would fetch them a pretty penny. For my people, a horse is priceless transportation, cover, and companion.

Chapter 2

A metallic rock, glowing with a golden atmosphere lay in the corner of my cage. I picked it up, studying it carefully. Suddenly I felt my limbs being pulled and torn apart torn, then darkness. My next memory is sitting, back against an oak tree in a town square.  Midnight had nudged me awake. I looked around disoriented.

I felt the stone in my hand and it seemed to be vibrating gently. It felt like I drank a thousand beers the night before. A torrential stream empties the contents of my stomach and when I recovered, I stood and mounted Midnight.

Leading Midnight across the square, I received strange looks from the townspeople. Here and there people were pointing and whispering. Guards rounded the corner and confronted me.

I"What is your business here?" one of them demanded.
"I ...I don't even know how I got here! What's the -"

"Search him!" They yanked me off Midnight and patted me down.

One of them held something they took from my pocket. 
"What.. ?," he said, examining the shining rock. He gasped.
"Arrest the witch! he commanded.

Two men restrained me. The one that held the rock beat me as I resisted; blackness.

Chapter 3

It was difficult to crack my eyes open. A cell.. This one was at least nicer than the one on that ghostly ship.. It had a straw bed. A desk under the window with a splintery chair.
I stood on the desk, peering through the bars of the window. I saw nothing but a stone wall directly in front which seemed to stretch for miles. I wracked my brain and reflected on the past few days, figuring I might remember a clue as to why all of this was happening.

"We've been waiting for you"

I jumped up and hit my head on the ceiling. I straightened myself out. An ancient fellow in the neighboring cell with a long, white beard laughed at me. He donned a shabby robe and what I thought looked like a jester's hat.

"Come with me!" called he with the silly hat slightly falling off.

"You've gone mad..." said I.
He waved his hand. I found myself sitting on a log outside a small cottage and I felt the same as at the town square. I started wretching violently and not having eaten since my village was massacred, nothing but my stomach acid would come out.
When I got myself together, I asked the man, "How did we get here? I just want to go.." 

"We can help you. We are your allies. Let us help you."

Marilyn put something in my hand and it looked like the magic rock, but the vibration was gone and it lost it's shine. He explained he was one of the greatest sorcerers of all time, and wanted to train my mind to unlock lost potential. Why? I don't know. I still don't know who "we" were.
I kept asking whom the "others" were, but instead of telling me he said that one day I would be ready to understand, that I was meant for something great, and he would train me to unlock my full potential.
I got up steadfast and ran away. I wasn't going to get arrested again or go to hell for witchcraft!

Chapter 4

A year passed by my lonesome. One night after excessive drinking, I got in an argument with a stranger. He challenged me to a duel with sabres, which went on for a good half hour. We realized neither of us could best the other, had a laugh and went back in the pub for more drinks. That was the beginning of my friendship with Miec. He was a knight of the King's Hussars heavy cavalry and helped me to join, though this was an elite force only for noblemen. 

My dear friend died during a charge some couple of years later. I asked for discharge from the fine cavalry force as my depression got the better of me, but I had many years of service left that I was obligated to do. So I deserted and I traveled and spent a lot of time at the docks, observing the ships coming in and out of the harbor. I decided I had to leave this place and find a new adventure. I had saved most of my wages for a few years, save for drinking money and managed to buy a small ship.

I knew nothing of seafaring, so I hoped the men I find would compensate for that. "You all know why you have been called here. Who will join me in my quest for riches and glory?," I whispered in the dark corner of the pub.
The broken men signed their names on the list.

Chapter 5

The freedom of the sea suited me. I felt invincible.

My men had been partying the night away due to our last success and most were drunk as a skunk. The lords knows I enjoy a good drink myself, but didn't partake. It wasn't beneath me to share in all of the duties with my men. As I was doing my rounds on watch, the mutineers barged out of their quarters, armed with wooden planks. 

I pulled a flintlock out and fired it point blank and a man dropped.
"Belay this nonsense!" I yelled, confused about this sudden loss of loyalty.
Another pulled a dagger. Quickly I threw the pistol and pulled out another; holding it by the barrel. As he lunged at me I cracked his skull with the butt of the weapon. Adjusting to hold the weapon correctly, I cocked it back.

Abruptly, cannon fire erupted out from the distance. The main mast split in half and fell on most of the men. Then I nearly lost my footing due to another vessel colliding with the side of the ship, snuck upon us int he black of night. The King's men promptly boarded and arrested those of us that weren't crushed by the mast. I found out later the lookout had been blacked out drunk.

Chapter 6

I sighed a weary sigh. Another cell. 
I began looking around for a way to get out, to avoid the trial that would end in my hanging.
A rusty length of wire was in the corner. I picked it up and approached the cell door.
 The crew and the guard were fast asleep. I inserted the wire into the keyhole and jiggled it inside the lock. Just as I heard a click, the guard woke.

"Ay!"

He walked up to my cell and ripped the door open. He hit me in the side of the head with the butt of his musket. Dazed, I grabbed the knife stuffed in his belt and stabbed him in between his neck and right shoulder. As he fell limp to the floor, I took the musket still gripped in his dead hands, as well as the keyring, and ran out to the top of the deck. We were docked.

I threw myself on the docks, surprised no one chased me and it was deserted. There was a small pinnace docked. "Too easy..." I thought to myself, and since that was my only chance of escape I boarded her.
As I was untying the boat I saw guards running towards the docks shouting. I aimed the musket in panic and fired. A yelp and one of them held their leg as the other kept advancing. 

When I untied it the boat flew forward. Soon the port was far away on the horizon with the sunset.

Epilogue

After an hour of sailing, a huge maelstrom opened up, glowing with a ghostly green. I felt the stone in my pocket vibrating and I reached for it. It was glowing once more with a shine brighter than when I first laid eyes on it.

The vessel and I were swallowed by the sea. So this is how it ends, I thought to myself, breathless and closed my eyes.
I fell unconscious as I suffocated and had a vision. The old sorcerer appeared in front of me chanting in an ancient tongue, then switched to one I understood "We are..."
Next thing I knew, I woke up in what I know now is the first floor of the paper cabin. It was my mission to find out how I got here and return back to my world. In the end I chose to stay.

End

My Love

 
Gifts From My Love
A seashell necklace
A heart shaped pebble
The drawing above

 

Funny 

  
Tipu: Acrisius, by the power of the lord I command you to give to me your silver coin to me
------------

 

: Gljivoje greets Ouoar with raised finger
Gljivoje: (not middle finger :)
------------

Asthir: OMG, Chewy2 gives me positive honor! :D
: Asthir sicks Chewett2
: Sir Blut pokes Intrigue
: Asthir slaps himself due to day of tranquility
--------------

  Eleyne trots a little to her right, an ear fixed at the dragon's direction
Draconas: *sighs* one meal will have to do
 Eleyne trots a bit further in the same direction, before stopping and looking at the dragon
Tal: I think he tries to mate with you.
Draconas: when i get my strength back horsy
Draconas: eww no
Draconas: she is no draca
 Lania wishes she had a third palm so she can triple facepalm
 Eleyne shakes her head and nickers in a way that makes her sound like chuckling

Draconas: that be gross

--------------


 

Personal hate list


“Darkness cannot drive out darkness: only light can do that. Hate cannot drive out hate: only love can do that.”- Dr. Martin Luther King Jr.

 

Wishlist
  • lockinchaos spell

 

 Two men walked into a bar, the third one ducked

The Blue Moon Pub

Its the best place in MD to chill out & meet really cool people.. Or just come in for a drink & spend some downtime healing.. Either way, Maze is very proud of his pub & expects his customers to act in a respectable manner.. Any fights should be taken outside.. The pub is located at The Paper Cabin & open 24/7.. Working staff & events will follow as more people attend...

 

NOTICE:: If you are a regular at The Blue Moon, please copy & paste on your pages. Thank you

 
 

Military Ways and Beliefs

* 

He will win who knows how to handle both superior and inferior forces

* Study the past if you would define the future

* Keep your enemies close


                                         

 

                         

 

 

Creatures 50

  • Horseman IHorseman Ilevel 1
  • Cloaked ShadeCloaked Shadelevel 1 · 2 held
  • Visio ShmshVisio Shmshlevel 6
  • RumcajsRumcajsMaster of Puppets, level 3
  • HyacinthHyacinthReanimated Roots, level 5
  • MadhornMadhornlevel 5 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 3 held
  • Elemental VElemental Vlevel 6 · 2 held
  • adiominoadiominoMaster Sharptear, level 4
  • RaythRaythRevolted Skill Vampire, level 4
  • XavrosXavrosBloodPact Chaos Archer, level 6
  • Knator War MasterKnator War Masterlevel 5 · 2 held

The most experienced kinds, of 50 creatures in all.

Adepts 4

4 players joined the realm as Sir Blut’s adepts.

From the Adventure Log

Page 467 · The Traveler

The Shade Sentinel is nowhere to be found. What was once a strange humanoid creature-the Traveler, is now a floating orb. No fight, no nothing, the soldier stares shocked and understands nothing of what just happend. Is the Sentinel dead, whatever that means for a shade, is it inside the orb, is the Traveler still there, what happened? All these are questions that pass through his mind making him feel more of a insignificant human observer than ever before.

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