[Issues found by Perplexity] Nirart Mercier

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Nirart Mercier

Postby Nirart Mercier on January 24th, 2015, 12:30 am

Nirart Mercier


Appearance

Race: Human
Gender: Male
Age: 27
Birthday: 3rd of Autumn, 487.
Birthplace: Syliras

Appearance: He was always ever so slightly taller than most of his peers; not by much, but sufficiently to enjoy the comfort and the slight influence afforded by his stature. To think of himself as perfectly proportioned would be a kind of compliment he would pay himself when able to grab a glass of drink without leaving his chair or stretching too much, or when persuaded by dark, austere robes that their flattering flow was as much a reflection of his physique as it was of their tailoring and price. They complemented well his black hair and short beard, making his pallid tone of skin look 'interestingly contrasting' rather than 'unhealthy'; and so his usually rather functional clothes would always be of darker shades, with the occasional addition of a tastefully aesthetic and mildly expensive jewelry.

Character History

Nirart was born and raised in Syliras. He often supposed that what made his parents' relationship work so well was that their lines of work meant they didn't have to see each other too much - his mother was a Syliran Knight, always busy and proud to tend to the city's needs; while his father, a not unsuccessful merchant, would often travel around the region and beyond, seamlessly affecting a transformation of wares into money. Nirart would join him on some of the less adventurous journeys outside Syliras, acquiring thus his first inklings of interest in lands beyond his home city. It is then that he would meet the Svefra and learn some of their language. Later, his company of friends would carry out their own expeditions around the region, exploring some of the strange and awful tales about the land's past. Part merchant's assistant, part squire, all-round bon-vivant – a good proportion of his days were spent on learning the trades of both his parents, before deciding which path would allow him to learn more about the strange and fantastic things he would hear of in local legends and foreign stories.

There was one art which would make it possible to experience more of those profound, strange mysteries - Magic. He devoted himself to it by studying most diligently as an apprentice to a warrior-mage. Becoming a Knight and a warrior-mage himself - it would be a good way of life. But Nirart wanted to experience more than just Sylira. When some of his acquaintances decided to venture to Zeltiva - of which he would hear that it's brimming with the things which fascinated him - it sounded like a good first step on his own path. Nirart wasn't too thrilled about the prospect of bookish learning, something he never appreciated quite as much as he did personal experience, but the history, the tales, the ancient magic of the place – Zeltiva was the place to be. Right after making a profit on some of his possessions, that is. He did, after all, have a merchant's sensibility.

Character Concept

Nirart is, to a large extent, a product of his life in Sylira. Only after leaving for Zeltiva is he beginning to forge more consciously his own path. Belonging, to some extent, to both the Knights' and the merchants' community allowed him to balance a sense of personal adventure and benefit with social-mindedness, as well as to understand not only the exciting, but also the cynical, gritty, dangerous dimensions of most professions in a world like that. But to stay in Syliras would mean to experience only someone else's tales, someone else's adventures. Or worse yet – to not experience the history, both awful and glorious, of a world as sublime as it was dangerous. And worse still – to not write one's own chapter of that story.

There's a few dialectics driving Nirart, some of those being: personal benefit - social contribution; preference for the finer things in life - enjoyment of the pastimes of a low-class lifestyle; respectful fascination with history - a nonchalant desire to change it; cynical attitude - romantic ideals (or, probably more often, romantic attitude - cynical ideals); sense of adventure – lazy delight in the comfortable. Also, power and riches. Not a dialectic, but a pretty strong motivation too!

Language

Fluent Language: Common
Basic Language: Svefra
Poor Language: Ancient tongue

Skills

Skill EXP Total Proficiency
Projection 15 RB, 10 SP 25 Novice
Animation 14 SP 14 Novice
Negotiation 10 SP 10 Novice
Weapon: Dagger 8 SP 8 Novice
Herbalism 8 SP 8 Novice


Lores

Valterrian, Legends of Syliras

Possessions

1 set of clothing (simple shirt, pants, undergarments, coat and boots), 1 waterskin, 1 backpack (containing wooden comb and brush, soap, razor, 1 week's worth of balanced rations, 1 eating knife, flint and steel)

Heirloom: Kris, pure silver

Housing

Location: Zeltiva

House: A room at the World's End Grotto

Ledger

Purchase Cost Total
Starting +100 GM 100 GM
Housing (cash-in) +500 GM 600 GM
Dagger, sap pommel -1 GM 599 GM
Smoking pipe -5 GM 594 GM
Sywart, 1lb -0.8 GM 593.2 GM
Blue Vision, 1lb -3.2 GM 590 GM
Dark Ba'tae, 1lb -3.2 GM 586.8 GM
4 Torches -0.8 GM 586 GM


Thread List

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Nirart Mercier
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Joined roleplay: January 23rd, 2015, 10:20 pm
Race: Human
Character sheet

Nirart Mercier

Postby Perplexity on January 24th, 2015, 7:28 pm

Image
Hello Nirart,

Upon reviewing your character sheet there are a few issues that I have noticed. Please tend to these matters before you continue to role-play on the forum.


 
History
There is nothing wrong with the underlying concept that you have here but some things need to be addressed. Let’s start with your “exploring”. Mizahar’s past is largely lost. The general populace haven’t a clue what came before the world started over 514 years ago. Why? Because practically everything was destroyed. While there are some records of what life was like in the ages prior to the cataclysmic event that was the Valterrian, there aren’t many. None of them are easily accessible to your garden variety average Joe either. Such records are prized possessions that in some cases are more valuable than gold. All of that aside, bouncing around from place to place, city to city, time and time again while growing up might be appropriate in other settings but it is not really all that easy in Mizahar.

Now then, despite the fact that the Valterrian was over 500 years ago the world is still recovering from it. The event quite literally reshaped the face of the world on a dramatic scale that makes even the gods uncomfortable when they think about it. That has had a lasting impact on the environment. To put it shortly? It’s not a safe place. It’s not a safe place at all. People don’t WANT to travel from place to place. Why? Because it’s much nicer, friendlier, and safer to stay within the purview of the cities they live in even if life in said city isn’t all that great. It’s better than getting ripped to shreds by a creature mutated by the effects of the Valterrian or worse getting exposed to something that was left in its wake.

On to other things!

If Nirart’s mother was a Syliran Knight she was likely far too busy to bother training her son. Also, you are either a squire or you aren’t. There’s no in-between. I would also like to point out that if Nirart was in training to become a warrior-mage associated with the Knighthood he would not have been allowed to embark on an adventure to Zeltiva. You would either remain in Syliras with the Knighthood or leave it entirely.

 
Languages
The Ancient Tongue is not something learned on the fly and of those who do know it, they don’t share that knowledge readily. It is the language most closely associated with wizards and very, very learned scholars. It takes time, dedication and careful study to grasp (that is if you can even find someone who knows it). I’m going to need to see from who, where and how long Nirart studied to grasp even the barest pieces of the language.

 
Skills
Who did you learn Projection from? Even more importantly, where did you learn Animation? Of all the magics available in Mizahar it is one of the most complicated and rarest. There are few Animators in the world. There are even less who practice it with any proficiency whatsoever. I can’t say that such individuals would exist in Syliras. The Knights certainly wouldn’t smile about it. That leaves only a few places.

You’ve got Sahova, but they never teach anyone anything unless you’re willing to pay a steep price. Nirart would likely still be paying that price and he’d be on the island. Then there’s Lhavit waaaaaay on the other side of the world. I can tell you now the only people who would even have a clue that the city even exists aren’t going to be found in pubs, on the streets, or just wandering about at random. Even then finding such magic there would be difficult. Finally there’s Nyka but your character isn’t a monk so you wouldn’t be allowed to attend the facility where it might be taught. You might be able to find it in Ravok but the moment it was discovered you’re from Syliras you’d more likely be interrogated and tortured.

 
Lores
These lores, while feasible don’t really make much sense starting out. I strongly recommend you begin with things related to your skillset.

 
Heirloom
What relevance is a pure silver kris (which is useless as a weapon) to your character? Flashy and expensive is about all there is to it. Is it sentimental? Is it ceremonial? Where did it come from?


Love & Confusion,
- Perplexity
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