Besyrr

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Besyrr

Postby Besyrr on November 20th, 2011, 5:20 pm

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General Information
Name: Currently known as Besyrr Coolwater
Race: Vantha
Age: 23 years old
Birthday: Born on the Fall of 490 AV
Gender: Male


Physical Description
Secret :
Height: 5'6"
Weight: 138 pounds.
Physical Appearance: Slightly dark olive skin tone this is complimented with his very short black hair with orange highlights.
Favorite Clothes: His clothes consist of a thick long sleeve shirt with a dark green winter vest. The vest has white fur lining on the hood. His left arm has an arm guard that has a magic storing glyph drawn on it. Both hands have black gloves. However under the right glove is a scar from a serious burn. He is wearing brown snow pants and thick black boots with white fur on top.



Character Concept
Secret :
Deep down he is actually a rather bitter person, but he tries to act content and happy. Despite his efforts, he is still clearly not good at hiding his emotions as sometimes he lets his true emotions come out. He likes to tell people many of his stories of his adventures outside of Avanthal. He is somewhat willing to help anyone in trouble - however in the cases that he does help, he is unwilling to explain why he chooses to help both the innocent and the guilty.

To others Besyrr appears to have a huge fascination with the Icewatch system: this interest extends from the Icewatch's appearance to their justice system. However, in actuality he actually despises them, he just pretends to like them. The Icewatch isn't his only interest however, colours seem to fascinate him greatly, such as the Aurora or the changing colors of Vantha eyes (despite being a Vantha himself). Also, he seems to have an extensive knowledge of fishing, however his skills leave something to be desired.

He has somewhat of a drinking habit and can be seen at pubs when he isn't at work. He currently works as a fisherman of Avanthal and supports himself by catching and selling fish by the docks, however he is looking for a way to join the Icewatch.

The colors of his eyes vary across the shades of green and blue. Whilst he is angry his eyes become bright green, possibly neon green. When he is distressed it becomes a deep blue, almost cobalt. However normally his eyes are a teal-like colour.



Character History
Pre-Creation :
A boy was born during the Fall of 492 AV. The parents were Thranor and Jarni Coolwater. Like his mother, he had black hair and bright green highlights. The child had led a relatively normal life during his first 56 seasons. Being part of the Coolwater Hold meant that he would have to learn some basic tricks and skills of the ocean; however becoming a fisherman wasn't his goal in life, particularly because he hated the smell of fish. Instead he had a deep fascination with the Icewatch and loved how gallant they seemed to be. Despite this though, he still followed his father's wishes and learned how to fish from him. During the fall of 506 AV, Thranor said that he would be teaching the boy the final tricks of the trade. He said that magic was handy when you go fishing, particularly when wizards go on board as well. As a result, Thranor decided to learn how to construct Glyphs in order to make his work more popular and much easier. Thranor decided that on his son's 14th year, he would start teaching him how to make Glyphs.

Two seasons after they started his magical training, the boy was already skilled enough to create one type of glyph. However everyone makes mistakes. As he was practicing on his own, he made an error and his right hand got a serious magical burn on his right hand from the backlash of the failed magic glyph. A simple magic storing glyph, that somehow backfired. He decided to go to his father at the docks for some tips on healing his burn. When he got there, he noticed that the docks were crowded with Icewatch guards. Worrying that something happened to his father, he pushed through the crowd of spectators and found a terrible scene. His father, with bleeding lips and a black eye, was on his knees, hunched over and staring at the ground. The Icewatch guards were surrounding and pointing their weapons at him.
'Thranor Iceglaze, you are hereby charged with murder of a fellow Vantha with the use of magic. We will not give you the option of a warning, instead you are to be forced to leave the city. Murderers aren't welcome in Avanthal. As you prepare to leave, remember that you may have the option to bring your family along, if they so choose to. You have until nightfall to leave.' Once the announcement was finished, all but two of the Icewatch guards left, whilst the remaining two lifted up his father and began walking. Kono chased after his father begging him and the guards to tell him what happened and why he was charged with murder. However when his father looked back at him, all he could see was nothing… his face was completely apathetic. There was no sadness, no fear and no anger - there was nothing. Thranor refused to speak to Kono any longer and continued walking back towards their home. There was nothing he could do. During the entire duration that Thranor was at home, there was non-stop crying, shouting and whimpering - all from his mother. Thranor did nothing, he just started packing and didn't say a word. Even when his mother, Jarni, offered to join him he shook his head and closed the door behind him.

Paralyzed, he watched his father walk away with the guards towards the main gate of Avanthal. Everything seemed to slow down, all the spectators still booing him and it seemed like ages for his father to disappear from view. Everyone left as soon as he had disappeared, even his own mother had run away in tears before Thranor reached the gate. He was alone… It was some time in the night that Kono realized that he was still there, looking at the gate. A stranger was nearby watching him - fearful, he started making his way back home. However the stranger followed him. It was when he was about halfway home that another man appeared in front of him. They both raised their hands and the first began speaking.
'Do you think your dad is guilty for his crime?' Asked the first stranger. Confused and scared, Kono stood still and shook his head in response to their question.
'Do you despise the Icewatch for what they did to your dad?' ]/i]This time he shrugged. [i]'If so, come to the gates tomorrow night and we'll help you get your revenge on them,' said the strangers and they left.

That night, after he came home, in his room he found a book placed on his table. It was the journal of Thranor; inside the book depicts various Glyphs and the descriptions of what they do and how to construct them. Seeing this he started to shed tears as he started to miss his dad. Unsure of his decision Kono went to sleep and dreamt of his father. How hard it must be for his father to be living out in the wilderness of Taldera. Alone. Depressed. In danger. It was after he had woken up that he had realized that he knew what he had to do. He was going to accept their request.

Meeting the strangers was an awkward moment at first. They claimed to be the resistance to the Icewatch. They disapproved of the Icewatch's methods of kicking criminals out of Avanthal. Apparently there were many of them before, but now there are few. They were few and still relatively weak. They said that if he wanted to join them, he would have to leave his mother behind and begin a new life as one of them. They said they would take care of my absence and leave my mother in good hands. They knew of him, of his amateur skills in Glyphing and in fishing.

None have seen or heard from him ever since the day his father left Avanthal. His mother, depressed from the absence of her husband and now, her son, left Avanthal in search of her now exiled husband. The plan was, in theory, simple. He had to infiltrate the Icewatch guards, rise up the ranks and wait for further instructions on how to destroy the Icewatch system. However in order to accomplish this, he would have to give up a few things. Specifically, he would have to give up his current name and adopt a new one, put on a simple disguise (such as changing the color of his highlights and wearing gloves to hide his burn scar) and lose some freedom in order to learn essential skills to help the mission proceed...

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Seven years later, in the year of 511 AV, a 21 year old man appears at the gate of Avanthal. His name, Besyrr Coolwater. A Vantha who grew up outside of Avanthal. His parents were part of the Coolwater Hold and they had apparently left Avanthal in order to experience life outside of the cold tundra of Avanthal. Looking at the Icewatch, he gazes at it hoping to join the guard with reasons unknown.



Training & Skill Points
Starter Skills
Skills Initial Skill Points Added Skill Points Skill Level
Glyphing 25 0 Competent
Fishing 5 0 Novice
Impersonation 5 0 Novice
Disguise 5 0 Novice
Flux 5 0 Novice
Archery 5 0 Novice
Storytelling (Racial Bonus) 10 0 Novice



Equipment
Possessions
  • Journal - Originally belongs to Besyrr's father. Inside the journal it that describes the different types of Glyphs and also proivdes instructions on how to use them. Besyrr keeps this journal on him at all time as it has glyphs already drawn and inscribed onto them. He only uses it if he is in need of a complex glyph or if he is in a hurry; however the journal is only used for this purpose very rarely, as Besyrr doesn't want to put the book in any form of danger.
  • A crossbow - with a mix of black and brown colours. The stirrup, lathe and trigger are black and are made of steel. While the main body of the crossbow is made of wood. His hip quiver is made of a green leather. 35gm for the crossbow, 50gm for the quiver and 4gm for 40 crossbow bolts
  • Nimbae (riding horse) - A gray colored Frostmarch horse. There is a glyph branded onto the horse that stores magic and is released upon a trigger. The glyph contains flux magic that Besyr uses/stores. The Path of the Glyph is set to have magic travel along it towards the Horse itself. Comes with the housing

Housing
  • Large tent
  • 4 person
  • Large tarp
  • 100 ft of rope
  • Flint & steel
  • Lantern
  • 2 torches
  • Bedroll
  • Blanket
  • Fishing tackle & hooks
  • A full set of tack
  • A riding horse
  • A large set of saddlebags.


Lore
Avanthal society and customs
Navigating the Waters: Stars and Constellations

Ledger
10.96 gm


Thread List
Last edited by Besyrr on December 1st, 2011, 1:09 am, edited 8 times in total.
________________________________________________________________________________________________________________________________________
Character Sheet of Besyrr
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Besyrr
Newbie I guess
 
Posts: 7
Words: 5577
Joined roleplay: November 17th, 2011, 10:35 pm
Race: Human, Vantha

Besyrr

Postby Cowboy on November 20th, 2011, 8:34 pm

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Hey, I'm Cowboy, a Character Sheet Liaison here to help you with your CS. I'm here to help you understand the Lore and work out the kinks in your CS so that you can resume playing on Mizahar.

I think you may have changed character names at some point from Kono to Besyrr (or whatever order), so please correct them in your CS as to avoid confusion.

The items in your Possessions, that are not part of your Starting Package, require deductions from your Ledger. Please see the Price List and adjust accordingly.

Also, please change the colour of your font in some sections to a lighter shade as it makes it difficult to read against the background of the thread. :)

If you have any questions or concerns about this Intervention, please leave me a note in my Office and I'll do my best to help you out. Once you have corrected your CS, please send me a Private Message and I'll remove this notice so you may resume playing your character.

Welcome to Mizahar!

-Cowboy
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Cowboy
Don’t squat with your spurs on.
 
Posts: 103
Words: 27818
Joined roleplay: October 20th, 2011, 3:38 am
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