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Old May 2, 2008, 10:37 AM   #1 (permalink)
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Saka Rosedl




Saka Rosedl



PC General Info
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.



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Training and Experience
The Ledger
Marjoy Items and Equipment
Current Fluid Time
Arcana Training
Combat Training
100 most important Character Questions
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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.
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Old May 2, 2008, 10:43 AM   #2 (permalink)
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Training And Experience


Training And Experience











Basic Stage
  • Basic Schola
Total XP (See Fluid Time Log For Links)
Elementalism + 5
Spider Riding + 2
Shasskah + 3
Healing + 2
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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.
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Old May 2, 2008, 10:47 AM   #3 (permalink)
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The Ledger


Crowns amount Reason Time
   
   
200 200 starting out imperos, Autumn
+ 45 245 Academy of mind and fire Salary imperos, Autumn
+ 35 280 Fire Isle Jewelry Salary imperos, Autumn
+ 45 325 Academy of mind and fire Salary imperos, Autumn
+ 35 360 Fire Isle Jewelry Salary imperos, Autumn
+ 45 405 Academy of mind and fire Salary imperos, Autumn
+ 35 440 Fire Isle Jewelry Salary imperos, Autumn
+ 45 485 Academy of mind and fire Salary imperos, Autumn
+ 35 520 Fire Isle Jewelry Salary imperos, Autumn
+ 45 565 Academy of mind and fire Salary imperos, Autumn
+ 35 600 Fire Isle Jewelry Salary imperos, Autumn
- 100 500 Food for Imperos, Autumn Imperos, autumn
+ 45 545 Academy of mind and fire Salary Junctior Autumn
+35 580 Fire Isle Jewelry Salary Junctior Autumn
+ 45 545 Academy of mind and fire Salary Junctior Autumn
+35 580 Fire Isle Jewelry Salary Junctior Autumn
+ 45 650 Academy of mind and fire Salary Junctior Autumn
+35 685 Fire Isle Jewelry Salary Junctior Autumn
+ 45 730 Academy of mind and fire Salary Junctior Autumn
+35 765 Fire Isle Jewelry Salary Junctior Autumn
+ 45 810 Academy of mind and fire Salary Junctior Autumn
+35 845 Fire Isle Jewelry Salary Junctior Autumn
- 100 745 Food for Junctior Junctior Autumn
+ 75 820 Prefect Salary Kalendryas Winter
+ 75 895 Prefect Salary Kalendryas Winter
+ 75 970 Prefect Salary Kalendryas Winter
+ 75 1045 Prefect Salary Kalendryas Winter
+ 75 1120 Prefect Salary Kalendryas Winter
+ 75 1195 Prefect Salary Immanis Winter
+ 75 1270 Prefect Salary Immanis Winter
+ 75 1345 Prefect Salary Immanis Winter
+ 75 1420 Prefect Salary Immanis Winter
+ 75 1495 Prefect Salary Immanis Winter
+ 75 1570 Prefect Salary Pontius Winter
+ 75 1645 Prefect Salary Pontius Winter
+ 75 1720 Prefect Salary Pontius Winter
+ 75 1795 Prefect Salary Pontius Winter
+ 75 1870 Prefect Salary Pontius Winter
+75 1945 Prefect Salary Melora Winter
+ 10000 11945 Payment from Master Melora Winter
- 1640 10300 Outfit Melora winter
+ 75 10375 Prefect Salary Melora
+ 75 10450 Prefect Salary Melora Winter
- 1000 9450 Home Melora Winter
- 500 8950 Loan Melora Winter
+ 10000 18950 Payment from Master First of Spring
-1634 17316 Witch charms 2nd cycle of spring
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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.
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Old May 2, 2008, 10:54 AM   #4 (permalink)
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Major Items & Equipment


Major Items & Equipment

Weapons
Staff (Starting Item)

Misc Personal Items

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.
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Old May 2, 2008, 11:13 AM   #5 (permalink)
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Posts: 434
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Current Fluid Time Log




Summer Era XIV

Secrets :


Demios ferry landing Saka comes to Demios under his mother wishes



Imperos Autumn Era XIV

Secrets :


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

Institure of higher learning Saka wants to become a mage of the elements also asking for a job

Small steps to a dream Saka is unbound in the normal way and learns basic elementalism but is all as good as it seems? + 2 elementalism

Flying with a crow Saka helps Viskyia build a circle and learns basic shaaskah but ties with him and her are put on hold + 2 shaaskah




Winter of Era I

Secrets :


Higher learning Saka wants to learn some basic law

Fure politician Saka takes a class of basic law but fails + tome of law

Touch and heal a bloodly mess Saka wants to take basic medince now + 2 healing xp

Wishing well Saka finds a new Master but at what price does he have to pay to learn? + 1 elementalism

Two masters Saka mets Fleix, + 1 elementalism

[[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



Spring,
Era XV

Cryxatum
Secrets :

1st cylce
Secrets :

Place holder



2nd cycle
Secrets :




3rd cycle
Secrets :

A knight needs more then just bare hands
Saka joins the new order and becomes a knight



4th cylce
Secrets :




5th cycle
Secrets :





Aperitus
Secrets :



Optia

Secrets :


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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.
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Old May 2, 2008, 11:39 AM   #6 (permalink)
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Arcana Training



Elementalism




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.

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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.
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Old May 2, 2008, 11:48 AM   #7 (permalink)
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Combat Training


Combat Training


A Drop of blood can save a life ~ Saka

Shaasskah


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.
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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.
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Old May 2, 2008, 11:50 AM   #8 (permalink)
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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.
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Old June 23, 2008, 10:16 AM   #9 (permalink)
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Friends

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.





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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.
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