[Verified by Perplexity] Halvar Frostfawn

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Halvar Frostfawn

Postby Halvar Frostfawn on January 12th, 2015, 7:06 pm


Halvar Frostfawn


Theme Song :

The Basics: Who? Why? Where? How?

Name: Halvar Frostfawn
Race: Vantha
Gender: Male
Age: 21
Birthday: 46, Summer, 493 AV
Birthplace: Zeltiva
Profession: Mercenary
Likes:Stories, Cold Days, Comfy Boots, Red-Heads
Dislikes:Stupid Questions, Hot Days, Abusing Authority, Boats
Trivia:Suffers from sea-sickness. Doesn't trust cats. Easily irritated. Occasionally sarcastic.
 
Appearance
Halvar is tall for a Vantha, which is barely above average compared to normal people. His body is lean, if a bit rugged and marred by a the occasional scar. Halvar's Vantha eyes betray his emotions, though not in as obvious a way as his kin. Whereas some might have their eyes flash red with anger, or purple with lust, Halvar's eyes are always blue: what changes is the shade of blue. Pale blues speak of sadness, and bright blues of happiness. Fear can make his eyes bleach, and rage turn them so dark they'd be mistaken for black. Black hair hangs loosely to Halvar's shoulders, and a short beard coats his chin and upper-lip. The hair itself is glossy, almost reflective, and shimmers of blues and whites can often be seen in it; another product of his Vantha heritage.

Morwen's gnosis mark appears on the back of Halvar's left hand. It takes the shape of an elegant looking snowflake that seems out of place on the warrior.


 
Character Concept
There are three main aspects of Halvar's character: The Mercenary, The Woodsman, and The Storyteller.

The Mercenary could very well be described as ruthless, or greedy. He uses his martial prowess for profit, often taking whatever work he can. He's broken noses, shattered jaws, and even taken lives. When he kills, he does so reluctantly, but without hesitation. He has been trained to fight, and he has been trained to kill. He will do both, when necessary. He views the world through hard eyes, carrying with him the knowledge that he will do what has to be done, even if he doesn't like it. He is weary of danger, and maybe just a little bit paranoid.

The Woodsman is patient, and cunning. He spends his time alone beneath a canopy of trees, or stars, or both, and he is at peace. When he needs to eat, he hunts. He does not mourn the lives he takes, instead he thanks them for their sacrifice, for they have died so that he may live. He faces problems with an open mind, when he can, often searching for multiple ways to approach a challenge and picking what he believes is the most effective one.

The Storyteller is idealistic, and a dreamer. He'll listen intently to tales of mighty battles, epic romances, and everything in between, as well as share the few he knows himself. It is The Storyteller that longs to see the world; to learn of its stories. There is always a lesson to be learnt, and a story to be told. He speaks to people with an inviting smile and an inquisitive personality.


 
Character History
Pre-Creation

Halvar's mother was a hawk-faced woman with high cheekbones and thick eyebrows. His father's nose had been broken so many times that it barely held shape, and a piece of his left ear was missing. They were both loud, confrontational mercenaries who - after years of working together - fell in love. They were deep in the Sylira region when it became clear Halvar's mother was with child, and the couple gave up their wanderlust to settle in Zeltiva.

As he grew, Halvar was told stories of Avanthal and his Vantha brethren. Tales of mighty hunters tracking elk through blizzards, and lights that danced like water in the sky. These stories planted in Halvar a desire to visit his homeland during his life time, an aspiration he still keeps tucked in the back of his mind.

When Halvar was old enough, his parents began to train him. In their eyes, living as a mercenary was a good life, and they groomed their son for the task. They taught him to be strong, to survive, and how to fight. His mother even taught him of the martial magic: flux, and how it could be used to strengthen his blows.

Halvar's faith was tested when he came of age, and he was sent into the mountains during the Winter. It was when he was cold and alone in the snow that Morwen came to him, offering him comfort and blessing him with her mark. As she left, Halvar realised the cold didn't bother him any more, and it hadn't since.

Prentently, Halvar works as a freelance mercenary in Zeltiva, quite content to take the less flashy jobs that members of the Martial Society pass on.


Knowledge & Understanding

 
Skills - Physical
Skill EXP Total Proficiency
Endurance 5 SP 5 Novice
Stealth 5 SP 5 Novice


 
Skills - Combat
Skill EXP Total Proficiency
Weapon: Longsword 5 SP 5 Novice
Weapon: Shortbow 5 SP 5 Novice
Unarmed Combat 5 SP 5 Novice



 
Skills - Social
Skill EXP Total Proficiency
Storytelling 10 RB 10 Novice


 
Skills - Mental
Skill EXP Total Proficiency
Tactics 5 SP 5 Novice


 
Skills - Academic
Skill EXP Total Proficiency
NA NA NA NA


 
Skills - Trade
Skill EXP Total Proficiency
Tracking 5 SP 5 Novice
Trapping 5 SP 5 Novice
Wilderness Survival 5 SP 5 Novice

Familar Environments: Temperate Forest


 
Skills - Magic
Skill EXP Total Proficiency
Flux 5 SP 5 Novice

 
Lore
    Morwen
    >Religion: Morwen (SP)

    Tracking
    >Common Mammal Footprints: Sylira (SP)



 
Language
Fluent Language: Common

Basic Language: Vani

Poor Language: Fratava


 
Religion
Morwen
Halvar was taught to worship the goddess of Winter by his parents as part of his Vantha heritage, and so he does. His faith was only strengthened when the goddess gave him her mark during his adolescence, and he feels a certain peace when he finds himself in the cold or snow.

Wysar
Halvar's father offered worship to Wysar, and taught Halvar about the god of discipline. The older man learnt about Wysar from an Akalak mercenary he'd met, and he recited wondrous tales to his son of the skill and prowess the blue warrior possessed. As someone who takes his martial training very seriously, Halvar highly respects and worships the god.


 
Gnosis
God(dess) Gnosis Mark 1 Mark 2 Mark 3 Mark 4
Morwen Ice Reaving Starting NA NA NA


Possessions/Inventory

 
Weapons
>Longsword, Steel
>Scabbard

>Shortbow, Wood
>Shortbow Arrows (100)
>Quiver

>Hatchet, Steel

>Whetstone


 
Clothing
>Grey Tunic, Linen
>Black Trousers, Wool
>Black Cloak, Wool
>Undergarments, Beige
>Leather Boots, Black
>Leather Gloves, Black

>Leather Belt, Simple Buckle, Black
>Belt Pouch, Dark Brown (2)

>Archer's Arm Guard, Black

>Leather Armour, Charcoal


 
Surivival


 
Mount
>None


 
Miscellaneous
>Backpack
>Comb (Wood)
>Brush (Wood)
>Soap
>Razor

> Mizas


 
Heirloom
Helmet, Chin Guard

A gift from his father, the helmet fits snuggly on Halvar's head. It blocks his peripheral vison somewhat, but Halvar considers the added protection it offers worth the trade-off. It is relatively simple in design, but has a series of runes lightly engraved into it. The runes themselves don't mean anything, Halvar suspects, and are there more for decoration.


 
Housing
Location: Zeltiva

Word's End Grotto: Halvar keeps a room at the World's End Grotto.


Ledger

 
Starting Package
Purchase When Cost Total
Starting Package Creation +100 GM 100 GM
Traded In Housing Creation +500 GM 600 GM
Longsword, Steel Creation -15 GM 585 GM
Leather Armour, Charcoal Creation -10 GM 575 GM
Scabbard Creation -4 GM 71 GM
Whetstone Creation -2 CM 570 GM, 99 SM, 98 CM
Leather Belt, Simple Buckle, Black Creation -40 SM 570 GM, 59 SM, 98 CM
Leather Gloves, Black Creation -10 SM 570 GM, 49 SM, 98 CM
Shortbow, Wood Creation -30 GM 540 GM, 49 SM, 98 CM
Shortbow Arrows (100) Creation - 5 GM 535 GM, 49 SM, 98 CM
Hatchet, Steel Creation -6 SM 535 GM, 43 SM, 98 CM
Cooking Pot, 2-Quart Creation -2 SM 535 GM, 41 SM, 98 CM
Waterskin, 1 Gallon Creation -1 GM 534 GM, 41 SM, 98 CM
Waterskin, 1 Gallon Creation -1 GM 533 GM, 41 SM, 98 CM
Rope, Hemp (50 ft.) Creation -1 GM 532 GM, 41 SM, 98 CM
Toolkit Hunter/Trapper'sA medium-sized leather pouch containing a hunting knife, a roll of thin rope for making simple traps, a handful of vials containing common animal scents (rabbit, deer) and a preserving kit. Also includes two tiny and one small animal snare as well as a 10 square foot camouflage tarp. Creation -25 GM 507 GM, 41 SM, 98 CM
Archer's Arm Guard, Black Creation -1 GM 506 GM, 41 SM, 98 CM
Belt Pouch, Dark Brown Creation -1 GM 505 GM, 41 SM, 98 CM
Belt Pouch, Dark Brown Creation -1 GM 504 GM, 41 SM, 98 CM
Salt, 15 Oz Creation - 15 CM 504 GM, 41 SM, 83 CM
Garlic, 15 Oz Creation - 60 CM 504 GM, 41 SM, 23 CM
Dinner Fork, Steel Creation -1 CM 504 GM, 41 SM, 22 CM
Quiver, Laather Creation -20 GM 484 GM, 41 SM, 22 CM
Fishing KitA kit of tackle, fishing cord and bait, this is ideal for anyone in the wild as it provides the necessary tools to fish without the hassle of crafting a net or fishing pole. Creation -10 GM 474 GM, 41 SM, 22 CM


[size=100][shadow=black][tabset=300]
 
PLACEHOLDER
Purchase When Cost Total
PLACEHOLDER PLACEHOLDER PLACEHOLDER PLACEHOLDER


Relationships

 
PLACEHOLDER
PLACEHOLDER


Thread List
 
Flashbacks
Thread Date Notes
Memories Of The Flux 486 AD - XXX AD Ongoing

 
Winter, 514
Thread Date Notes
A Mercenary's Morning 2nd Day of Winter, 514 AV Ongoing
Let it Row! Let it Row! 9th Day of Winter, 514 AV Ongoing
Leave No Stone Unburned[Part I] 78th - 80th Day of Winter, 514 AV Completed

 
PLACEHOLDER
Thread Date Notes
ImageImageImage

"Halvar's Words"
Halvar's Thoughts
"Other"

"Reimancers are an arrogant lot, really. 'Ladies love fireballs,' they say. Bah! Bet they've never been to Sunberth; whores there will give you the nastiest case of fireballs you've ever had." - An overheard story
User avatar
Halvar Frostfawn
Mercenary. Woodsman. Storyteller.
 
Posts: 30
Words: 26573
Joined roleplay: January 12th, 2015, 6:11 pm
Race: Human, Vantha
Character sheet
Storyteller secrets
Plotnotes

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