Name
Saka Race
Medonian Elf Height
5'9" Weight
130 Age
18 ordinations by looks, 80 by age Birthbrightening
2nd Brightening of Immanis
Physical Description
Saka stands roughly 5'9 of a normal elf. his body is slim and was rather pale but due to Viskyia's training his body is getting more muscular the same body type that someone has doing fieldwork or heavy lifting. His eyes are an light almost clear blue his hair is a soft golden tan almost from being out in the sub. There are no scars along his body but a few cuts here and there.
Saka normaly wears boots, pants, any color tunic and a coat of some type no matter the season due to he wears his charms unless noted using his clothing to hide them.
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; November 1, 2008 at 02:54 PM.
Total XP (See Fluid Time Log For Links)
Elementalism + 5
Spider Riding + 2
Shasskah + 3
Healing + 2
__________________
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; October 29, 2008 at 07:19 PM.
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; October 31, 2008 at 03:28 PM.
Tome of Law
Set of mortar and pestle x 1 (starting item)
Basic Herbal Knowledge for First Aid and Healing (starting item)
Herbal tome with list of poisons (starting item)
Basic Herbal Pack (salves to ease pain, and herbs to relax muscles, and stop bleeding) (starting item)
Charm items Saka buys here Witch supplies Purity Smoke - it is essentially a candle with pink colored wax. Light it and it activates. It will last so long as the candle is lit and the smoke can freely linger around the user.
Mirror Eyes - the white leather charm can be worn like a necklace or as a bracelet. Either way, the user must wear the charm for it to work. It will last indefinately but if any of runes or markings on the white leather fades, etc, the charm will loose its potency.
Lusty Luck Necklace - the described necklace feels itchy to the touch but it must be worn to work its wonders. It will last indefinately but will loose its potency if it is damaged in any fashion.
Shattered Sword Amulet - the leather charm can be worn as a bracer of sorts around one's wrist. It must be worn for it to be activated. It will last indefinately unless it is damaged in any way.
Snake Tongue's Headband - the headband feels strange when worn and its leathery-scale-like texture is both exotic and durable. It must be worn for its effects to be activated. If damaged, the item may work to a lesser extent or stop working altogether.
Spirit Weaver - the animal bone charm can be worn as a necklace. It must be worn for its effects to take place. If damaged or lost, it will cease to work entirely.
Saka's Wardrobe
White Robes (Staring Item)
Red Robes (starting Item)
__________________
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; October 31, 2008 at 03:26 PM.
Fire isle Jewelry Saka meets Viskyia for the first time asking for a job
Spider Races Saka heard of the festival of the dragons around the isle but Viskyia saw him and forced him to ride on a large spider. His fear of spiders died a little that day. + 2 spider riding
[[Location] Dragon Warrior Fighting Pits (Whisper, private) Fighting pits [/url] Off for a night Saka had to see the dragon warrior fighting pits and see how well he could stand up to a foe that was better then him, he lost but earn something better then crowns. + 1 Shaasskah
Behind the Mask Saka learns more spells and gets to know his teacher a bit more/ + 1 Elementalism
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; October 29, 2008 at 07:20 PM.
ELEMENTALISM SPELLS
The Power of the Elements are harnessed by a fierce group of spellcasters called Elementalists. Arguably one of the oldest schools of arcane spellcraft in Alleria, Elementalism is the use of elemental energy from Fire, Air, Earth and Water to create offensive spells and some defensive capabilities. For the purposes of Elementalism, each element has a counter-element (but not necessarily vice-a-versa): Fire is countered by Water, Water is countered by Air, Air is countered by Earth, and Earth is countered by Fire. Elementalists are militant about their craft and fiercely dedicated to the preservation of the elements. Additionally, Elementalists are able to interface with the parallel Planes of Fire, Air, Earth and Water to summon elemental beings to do their bidding. The combination of tactical spellcasting with conjured creatures makes the power of the Elementalist something to fear and admire.
Initiate
Earth Spike
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Description: The Elementalist will call forth the essence of Earth and target the ground where the desired effect shall occur. From that position shall there arise long pikes of Earth. This mechanism proves effective in providing obstacles for enemies and, if timed properly, dealing considerable damage to an unsuspecting foe.
Elemental Grasp
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: Elementalists can envelop their hands in the aura of an element (such as a field of fire, a coat of ice, etc.) with no harm to the caster. This is particularly useful for hand-to-hand combat, or to deliver a single decisive blow. At higher proficiencies, the elemental aura has greater intensity and persists for greater duration.
Elemental Orb
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: An Elementalist can conjure forth a sphere of elemental energy and launch it at an opponent. Fire emerges as a flame of mass, Air as a collection of electrical energy, Earth as stone, and Water as a shard of ice. Though initially small, through practice and at higher proficiencies, the Elemental Orb can become a considerably effective weapon.
Elemental Shock
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: Most typically used with Fire or Ice, the Elementalist can channel a sudden surge of elemental energy into the being of a foe delivering direct damage.
Glowing Sphere
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Description: One of the first spells most Elementalists master is this one wherein they summon forth a small manifestation of either fire or reflective ice to provide a floating sphere of light that provides cool illumination. The light remains so long as minimal concentration can be retained by the spellcaster, and the sphere can be moved at will.
Inner Radiance
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: This spell will evoke the essence of Fire from within the Elementalist's body, creating a scolding hot aura that surrounds him for a brief period of time. When an enemy comes in contact with the field, the fire deals light damage. At higher profiencies, this spell will have a greater duration and the fire will persist for a greater duration.
Fire Dagger
Duration: Instant
Targets: Single- Other
Range: close proximity
Description: This spell was one of the very first spells Saka learned, Small daggers of fire shooting out from one's fingers to stab and burn an enemy.
Air Dance
Duration: Temporary
Targets: Single - self
Range: Close Proximity
Description: a dance of air around the caster, to lift the caster an inch off the ground, a shield of wind around the caster- 15-30 second effect, depending on the practice and the amount of mana created.
Earth Stomp
Duration: Instant
Targets: Single - Self
Range: Close Proximity
Description: This spell gave power to one's feet to stomp mud, earth, and kick a small boulder. It also wrapped one's feet in hard mud so if one wanted to kick an enemy, there will be an extra umph!
Water Dragon
Duration: Temporay
Targets: Single - Other
Range: Close Proximity
Description: small dancing dragon of water, pretty as it is and useful when one need's the use of water. Can last for thirty seconds for an initiate as a companion. The dragon spell could be used to attack an enemy, slapping an enemies face with the tail of a dragon, enough to knock out some teeth and poke out an eye with practice.
__________________
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; November 14, 2008 at 10:59 AM.
The Stances: The Forward Stance, The Backward Stance, The Squat Stance.
Forward Stance- The artist evenly spaces their feet out and placing their right foot slightly in front of his left one, gaining more balance and ability to move in a more fluid motion with his upper body
Backwards Stance- The artist's weight is shifted backwards, freeing up the front part of their body to move more freely and connect solidly with objects
Squat Stance- This move is designed to get all the artists energy collected and ready to spring so they can use tremendous upwelling to spring into the air and lash out with one or both of their legs either together or subsequently.
The Blocks: The blocks are the Upper Block, Lower Block, Middle Block
The Upper Block- This block takes the force of your arm, energy from your spine through your wrist, and you slip your hand upwards, fingers outstretched and slightly cupped, palm down, in a fluid motion… like your stroking a tree up its length with your fingertips, or using a paint brush to brush on a smooth upward stroke of paint. This is great for down swings, attacks from the front, and taking out a potential threat from over someone’s shoulder that’s blocking you in the front.
The Lower Block- Same as Upper block though the palm is turned upwards, like cupping water from the surface of a lake and flinging the handful upwards while standing in the lake… This block is good for downstrokes, and attacks from behind.
The Middle Block- Swiping downward, palm cupped in the same direction, make a vertical sweeping motion down as if to slap away an opposing strike, redirecting it to the side. In this block, one forces the opponents momentum to the ground. It is a combination of slapping and pushing as you redirect their strike so that it has little to no effect upon you.
The Punches: The Jab and The Reversal Punch
The Jab- You lash out at your target with your fist, but the difference is in this technique your entire body is behind the punch, especially your energy. So you take your leg stance, you bring your fist up, and you lash out like a scorpion stinging, knuckles forward, fingers down, thumb on the outside of your fist. The fist lashes out, and then comes back to rest against your body.
The Reverse Punch- It involves a twist in your wrist as your punching. You hand starts out just the opposite of what a jab would, but you twist your wrist at the last minute and bring your knuckles into the correct position at the last second before contact. This gives added force to the punch and can damage more internal tissue than just a hard jab.
The Kicks: Forward Kick, Side Kick
The Forward Kick- The first thing you do is take a backwards stance, which frees up your front leg to kick forward. You plant your back leg, twist your hip, and kick forward, using the ball of your foot or heel to connect when you thrust your leg forward. I think the idea is to imagine the target in the air in front of you, lean you weight back, and strike forward
Side Kick-Take a forward stance, then shift your weight on one leg, pivot your hips, and lash out with the opposite leg sideways, tilting your torso downward, your hips parallel to your opponent.
__________________
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; June 23, 2008 at 02:31 AM.
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; July 22, 2008 at 05:07 PM.
Saka first met Visykia Crow in Demios as he was looking for a job to help pay for life on the new island, soon after he got a job by mainly moving stuff around and help building a circle for her she trained in him Shaasskah but soon afterwards they parted ways in most peoples eyes, few people knew what really took place between them and how much regert lies in his heart now. Afer she left Demios soon Saka left as well, hoping on day they can become closer once more.
__________________
Posting: taking a small week off for class reasons
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; June 23, 2008 at 07:42 PM.