MagicDuel
redneck
Generation 16

redneck

Cupbearer of the Bell
also The mosquito · 20 titles held

“Bears the cup of the Bell, water from the deepest spring with a leaf of sage in it, to those the Sentinels allow. Waits for the true king like everyone else.”

  • 5Mind Power 5of 7 levels
  • Knights of the BellMarind Bell
  • Honor 5,000of 5,000

2,642 days in the realm since 9 May 2009 · started in The Original Story Mode

Record

  • Fights13,143 won · 12,643 lost
  • Active42% of days · 2,642 of 6,352
  • Adept ofCless
  • Player ID151251
Play with redneck as your mentor

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Medals 4

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 redneck.

Character

Combat stats tap a row for its sources

  • 433,150.53 initial + 10 territory + 5 alliance = 433,165.53

    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.

  • 184,626.67 initial + 5 alliance = 184,631.67

    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.

  • 2,227.96 initial + 15 territory = 2,242.96

    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.

  • 4,662.54 initial + 30 territory = 4,692.54

    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.

  • 5,570.31 initial + 4 alliance = 5,574.31

    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.

  • 1,551.65 initial + 45 territory = 1,596.65

    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.

  • 6,667.71 initial = 6,667.71

    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.

  • 5,406.81 initial = 5,406.81

    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.

  • 7,319.16 initial = 7,319.16

    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

  • 1,918.93 initial = 1,918.93

    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.

  • 353 initial = 353.00

    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 91.7Herbalism 91.5Woodcutting 92.0Waterhandling 93.1Finesse 90.3Excavation 92.7Gardening 92.8Filtering 93.1Experimentalism 88.9Taming 91.1Dowsing 91.8Fusioning 0.4Logging 0.1100
  • Waterhandling93.1
  • Filtering93.1
  • Gardening92.8
  • Excavation92.7
  • Woodcutting92.0
  • Dowsing91.8
  • Mining91.7
  • Herbalism91.5
  • Taming91.1
  • Finesse90.3
  • Experimentalism88.9
  • Fusioning0.4
  • Logging0.1

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

Principles

Time Principle 4,000 · Darkness Principle 4,000 · Principle of Syntropy 4,000 · Element Principle 4,000 · Principle of Light 4,000

Realm

Knights of the Bell

Marind Bell

Housing oneness 2%

Armoury

No set pieces worn.

Writings

The Mosquito Comments on self


I am called The Mosquito, Marshal of the Knights of the Bell.

My oath belongs to Marind Bell now, but I was not forged beneath the light of its sanctuary. Before I carried the authority of the Bell, my path descended into Necrovion, where silence possesses weight and every shadow seems to remember the steps of those who entered before you.

In those days, I mistook darkness for certainty.

I wandered among the desolate passages of Necrovion and listened to the wordless presence of the Shades. They did not speak as men speak, nor did they offer comfort, forgiveness, or purpose. They reflected what was carried before them. In their darkness I witnessed fragments of myself—hunger, anger, ambition, and the desire to become something the Realm could not ignore.

There, I swore an oath to Necrovion and placed my faith in the endurance of shadow.

The Shades taught me that darkness is not merely the absence of light. It can conceal, preserve, divide, and reveal. Before them, titles meant nothing. Pride meant nothing. Only the shape of one’s inner nature remained.

I believed that by accepting the shadow, I had mastered it.

I was mistaken.

The longer I remained, the more difficult it became to distinguish my own will from the darkness surrounding it. What began as a search for strength slowly became servitude to impulses I no longer questioned. I carried the silence of Necrovion with me, and suspicion followed wherever I walked. I had learned how to endure, but not what was worthy of endurance. I had learned how to oppose, but not what deserved my protection.

My departure from Necrovion was neither simple nor without consequence. An oath given in darkness does not disappear merely because one has found another road. Its memory remains, clinging like dust to armor.

Eventually, my wandering brought me before Marind Bell.

I expected its light to reject me.

Instead, I found a land protected not by innocence, but by understanding. Marind Bell was a tranquil sanctuary, yet beneath its stillness rested forgotten knowledge, guarded passages, unfinished mysteries, and the great presence of the Bell itself. Its light did not erase the shadows I carried. It revealed them.

The Angiens were stranger than the tales I had heard. They were not simple opposites of the Shades, nor merely radiant beings sent to destroy darkness. Their nature carried contradiction and balance. In their presence, I began to understand that light without awareness can blind as easily as darkness can conceal.

The Shades had shown me what existed within me.

The Angiens forced me to decide what I would become.

I was received into Marind Bell not because my past had been forgotten, but because I chose to make it serve a different purpose. My knowledge of Necrovion became vigilance. My familiarity with darkness became a means of recognizing threats others might overlook. The patience I learned among the Shades became discipline beneath the Bell.

I entered the Knights of the Bell first as one seeking direction, then as one willing to stand in defense of the land. Through trial, service, and loyalty, I rose until I was entrusted with the office of Marshal.

I do not pretend that the shadow has vanished from me. A man who denies his darkness merely gives it freedom to move unseen. I remember Necrovion. I remember my oath before the Shades. I remember the person who believed fear and power were the same as respect.

Those memories are not chains. They are warnings.

As Marshal, I command no Knight to destroy darkness simply because it is dark, nor to worship light simply because it shines. Every force must be understood by its nature, every enemy judged by their actions, and every oath weighed by the purpose it serves.

My loyalty now belongs to Marind Bell, its citizens, and the Knights who answer its call. I defend the paths of its Pilgrims, guide its Squires through their trials, and stand beside its Knights when words can no longer preserve the sanctuary.

Some within Marind Bell may never fully trust one who once swore himself to Necrovion. I do not condemn them for their caution. Trust should not be demanded by rank; it must be earned through action.

Let them watch me.

Let the Shades remember me.

Let the Angiens judge what I have chosen to become.

I am The Mosquito—a creature easily dismissed, difficult to silence, and remembered long after its presence is first felt.

I was shaped by shadow, awakened by light, and tempered by the space between them.

I am Marshal of the Knights of the Bell.

When Marind Bell calls, I shall answer.

The Marshal’s Book of Contempt Personal hate list

A Marshal of the Knights of the Bell does not condemn a person for their homeland, allegiance, or chosen path. Hatred without judgment is the weapon of a fool. My contempt is reserved for those deeds that threaten Marind Bell, dishonor the Order, or corrupt the purpose of strength.

I despise:

  • Betrayal disguised as loyalty.
  • Cruelty practiced against the defenseless.
  • Power pursued without wisdom or restraint.
  • Cowardice that abandons companions in their hour of need.
  • Deception used to divide Marind Bell from within.
  • The destruction of knowledge, history, and memory.
  • Those who disturb the sanctuary merely to satisfy their pride.
  • Warriors who torment the defeated after victory has been secured.
  • Leaders who demand sacrifices they would never make themselves.
  • Oaths spoken for recognition and discarded when duty becomes difficult.
  • Strength used for domination rather than protection.
  • Arrogance that refuses honest counsel.
  • The corruption of Squires before they have discovered their true path.
  • The silencing of Pilgrims who speak inconvenient truths.
  • Indifference toward the suffering of Marind Bell’s citizens.
  • Any hand raised against the land I have sworn to defend.

Yet hatred shall never command me. Anger may awaken the sword, but discipline must guide it. I will judge actions before names, seek truth before vengeance, and offer redemption where redemption remains possible.

But let this warning stand:

Those who knowingly threaten Marind Bell, prey upon its people, betray the protection of the Bell, or return repeatedly after mercy has been granted shall find no weakness in my restraint.

I do not seek enemies—but neither do I flee from them.

When Marind Bell calls, its Marshal shall answer.

The Military Ways and Beliefs of a Marshal of the Military ways and beliefs

The Marshal’s Oath

As Marshal of the Knights of the Bell, I pledge myself to Marind Bell, its people, and the quiet voice that calls from within the land.

I shall not command from pride, nor draw steel for glory alone. I shall stand where danger is greatest, bear the burdens I place upon others, and preserve the sanctuary entrusted to our Order. My strength belongs not to myself, but to those who stand beneath the protection of the Bell.

When Marind Bell calls, I shall answer.

The Purpose of the Knights

The Knights of the Bell are the shield of Marind Bell. We exist not to seek conquest or impose our will upon the Realm, but to protect the land, its citizens, its knowledge, and the paths that lead travelers safely through it.

We recognize that strength without purpose becomes tyranny, while peace without guardianship becomes vulnerability. Therefore, we remain vigilant without becoming cruel, disciplined without becoming blind, and powerful without forgetting restraint.

A Knight does not measure victory only by the defeat of an enemy. Victory may also be found in preventing conflict, protecting the innocent, preserving knowledge, restoring unity, or guiding a wandering soul away from destruction.

The greatest battle is not always the one fought with creatures and steel. Often, it is the struggle within oneself.

The Three Pillars of the Bell

Our alliance rests upon three pillars: Knights, Squires, and Pilgrims. None stands above the others in purpose, for each serves Marind Bell according to a different calling.

The Knights

Knights are the defenders of the land and the keepers of its martial discipline. They embody courage, loyalty, strength, experience, dedication, and honor.

A Knight must be prepared to stand between danger and those unable to defend themselves. Yet martial ability alone does not make one worthy of the title. A warrior who possesses strength but lacks judgment is merely another danger to the land.

Therefore, a Knight must know when to fight, when to wait, when to forgive, and when retreat serves a greater purpose than victory.

The Squires

Squires are those who have heard the call but have not yet completed the trials of knighthood. They are not lesser members of the Order; they are its future.

A Squire must learn discipline before authority, service before recognition, and patience before command. Their trials are intended not merely to test their power, but to reveal their character.

A Marshal must never abandon a Squire for failing a trial honestly. Failure, when faced with humility, can become a teacher more valuable than triumph. However, deception, needless cruelty, betrayal, and the reckless pursuit of power cannot be ignored.

Knighthood is earned through consistent conduct, not granted merely because it is desired.

The Pilgrims

Pilgrims follow the inward path. They seek awareness, understanding, and communion with the identity of Marind Bell. They listen for the voice of the land and help give expression to that which cannot be defended by force alone.

They embody sociability, charisma, friendship, benevolence, creativity, and uniqueness. Through them, the Order remembers that a sanctuary is more than walls and soldiers. It is a living community of memories, relationships, ideas, and purpose.

The wisdom of a Pilgrim may prevent the battle that a Knight would otherwise be forced to fight. Therefore, a wise Marshal listens to Pilgrims as carefully as to veteran warriors.

The Doctrine of Defense

The Knights of the Bell do not strike merely because they possess the power to do so. Force must serve a clear purpose.

Before ordering battle, the Marshal must ask:

Does this threat endanger Marind Bell, its citizens, or those under our protection?

Have peaceful means been attempted where circumstances allow?

Will our actions restore balance, or merely deepen the conflict?

Are we defending the land, or defending our pride?

When battle becomes necessary, the Knights act with unity and resolve. We do not abandon our companions, torment defeated opponents, or continue violence after its purpose has been fulfilled.

Mercy is not weakness. Restraint is not fear. Yet mercy must never become an excuse to allow repeated harm against those we have sworn to protect.

The Authority of the Marshal

The Marshal is entrusted with command, but command is not ownership.

The Marshal must guide the Order, organize its defense, prepare its members, settle disputes, preserve discipline, and ensure that every command serves Marind Bell rather than personal ambition.

A Marshal must be the first to accept responsibility and the last to claim glory. Praise belongs to those who carried out the duty; failure belongs first to the one who gave the command.

Orders must be obeyed when danger demands unity, but honest counsel must never be silenced. Knights, Squires, and Pilgrims are expected to speak when they believe the Order is straying from its purpose. Loyalty to the Bell is greater than loyalty to the pride of any single leader.

The Marshal who refuses all counsel will eventually hear nothing but the echo of their own voice.

The Meaning of the Bell

The Bell is more than a symbol of military strength. Its call represents awareness, unity, remembrance, and duty.

To hear the Bell is to recognize that one is part of something greater than oneself. Its voice calls the warrior to defend, the Squire to endure, the Pilgrim to listen, and the Marshal to lead with wisdom.

The Bell does not call us toward conquest. It calls us home—to our center, our duty, and the principles that bind us together.

Its silence does not mean that our duty has ended. A true Knight carries the memory of its call even into the most distant and shadowed places of the Realm.

The Marshal’s Articles of Conduct

A Knight of the Bell shall defend before seeking dominion.

A Knight shall protect the citizens and sanctuary of Marind Bell.

A Knight shall seek understanding before judgment whenever circumstances permit.

A Knight shall not mistake cruelty for strength or arrogance for authority.

A Knight shall honor worthy allies and respect honorable opponents.

A Knight shall not abandon a companion while aid remains possible.

A Knight shall accept defeat without surrendering purpose.

A Knight shall use victory to restore balance, not to humiliate the defeated.

A Knight shall protect knowledge, memory, and truth alongside land and life.

A Knight shall remember that every outward trial reflects an inward struggle.

A Marshal shall never demand a sacrifice they are unwilling to make.

The Final Belief

We believe Marind Bell is not defended by weapons alone. It survives through the courage of its Knights, the promise of its Squires, the insight of its Pilgrims, and the shared devotion of its people.

We are not simply soldiers occupying a badge. We are custodians of a sanctuary, servants of a living land, and guardians of a calling older than any one leader.

Let our enemies know our resolve, our allies know our loyalty, and our citizens know they possess a place of safety beneath the Bell.

May our strength remain disciplined, our judgment remain clear, and our purpose remain unbroken.

When darkness gathers, we shall stand.

When the lost seek sanctuary, we shall receive them.

When Marind Bell calls, the Knights shall answer.



Creatures 97

  • Insurrect ShadeInsurrect Shadelevel 3 · 3 held
  • LexiLexiMadhorn, level 5
  • Snowy The SnowmanSnowy The Snowmanlevel 3
  • Infernal ElementalInfernal Elementallevel 5
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 4 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held
  • DoppelgangerDoppelgangerlevel 4 · 3 held
  • Resplendent WinderwildResplendent Winderwildlevel 6
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Wind Dragon IIIWind Dragon IIIlevel 6
  • Horseman IIHorseman IIlevel 2

The most experienced kinds, of 97 creatures in all.

Adepts 10

10 players joined the realm as redneck’s adepts.

From the Adventure Log

Page 230 · A Freezing Firestarter

The flames grow hotter and engulf phrog's body completely. Those standing near him and trying to drag him back from the fire had to step back in horror as the flames totally incinerate his body, and turn it to little more than dust and some lumpy shapes.

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