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Konrad Venger "Never presume that I will not act on my worst instincts."
Race: Human, Mixed (Myrian) Gender: Male Age: 36 Birthday: 31st Day of Winter, 480AV Birthplace:The Tent City, Sunberth Languages: Common (Fluent), Pavi (Conversational), Fratava (Basic)
Appearance:
Pre-Fall, 516AV :
More than once has Konrad been mistaken for a Dhani, so parched and weathered is his face and cold his moss-green eyes. He may have even found the idea amusing the first couple of times; now people know better than to draw the comparison within his hearing. The Sunberth scrapper stands taller than most, neatly six-and-a-half feet tall, but he's naught but lean, gristly muscle under the broad-brimmed hat, duster, and breeches he habitually wears. Stringy strands of dirty-blond hair cascade down from his scalp in clumps and lengths, unused to water as much as Konrad is to an "honest" day's work.
The vicious scar that most readily singles him out is but the most visible on his body, a remnant of his father's "attentions". A gold tooth peeks out from the curled, deformed lip and when he smiles invisible hands seem to stretch and yank his skin much further than it should.
Post-Winter, 516AV :
Several seasons living with the Horse Lords of Endrykas has radically changed Konrad, and his appearance has been no exception. Forced to hunt and trap to survive, instead of selling his skills as a killer, his body has filled out with muscle. His broad shoulders are thicker, as are his arms and torso. A rough, dark beard now covers his jaw, although it can't do much to hide the scars across half his face.
Konrad has largely abandoned the floor-length duster that he's had for so long, since he's often either in the saddle or hunting in the grasslands. Now he most often wears his boots, breeches, and tunic, the last of which has since become sleeveless. Starved of the drugs and copious booze that were his companions every day before, his face and complexion had improved quite a bit, although he's still pockmarked and scarred across great swathes of his body.
Character Concept
Look no further than the quote above if you want to know Konrad's nature. A Sunberth scumbag through-and-through, he's never looked beyond the season or the job or the crime or the cup of grog in front of him. He's had enough letters in his past that he can read (sort of) and write (hesitantly), but self-improvement for him begins and ends with taking lives and sowing terror in a more efficient manner. Building bridges and keeping friends have always been distant seconds to keeping his own skin unmarred and attached to him. What few comrades he has would best be described as "of like interest", and within that handful, it'd be hard to name one he truly cares for.
But if you were to call Konrad out on his downright sociopathic attitude, all you'd get (if you were lucky) would be a laugh accompanied by yellowed teeth and astounding halitosis. As far as Konrad can see, he's playing by the rules of a game he was born in to and never asked to play. Ever since his mother died and his father vanished, it's been him against every chickenhawk, slaver, ganger, thief and charlatan in Sunberth. How would you have ended up, he might say?
If there's a softer side to Venger, few have seen it. Most only see him when he's "on the job", which is swinging steel or stoving in bones for whatever petty ganglord or merchant puts coin in his hands, and don't think he hasn't switched side mid-brawl when his ever-increasing price was suddenly met. Honor and loyalty are dirty words in Sunberth, and Konrad sees them as naught but weakness. It may be possible to earn his respect, maybe even his affection, but a better path to understanding him?
Observation. From a distance.
Character History
Born to a Sunberth mother and a father he oft-heard described as "one of those bastards", prone to muttering in black speech to match the ink carved into his body, Konrad knew love from his mother alone. And even then, it was conditional. She was apparently as fond of booze and burning weeds as her husband, but through the haze and the indifference and the poverty, Konrad still remembers gold dust among the endless mud. Kindness and home cooking and lullabies that haunt him even decades later.
That didn't last long. He was barely in his tenth year when his mother pushed his father too far one night, and Konrad got in the way of his fury. With an oath and a spat curse, his old man laid his face open, punishment for his love. When Konrad came to, lips and tongue and chin and bloody nightmare, his mother's body was cold. His father was gone. He was alone.
Konrad moved on. There's no other way to put it, nor did he have any other choice. A wizened old addict sewed his face up for a pittance and Konrad went out to find his father. Whether he did or not, he isn't saying. All people know is that he never returned to that house, save to loot it of anything he could sell that his father had not already.
Since then he's been working for The Man, whoever or whatever that may be. Robern and his Daggerhands were his most stable employer, but Konrad was not above little entrepreneurial outbursts when he saw an opportunity. He soon gained a slight reputation as a scarred man with a scarred soul, one who truly did not give a petch. He had no kin, no friends, no hopes... nothing that could be taken save his life, and the truly stunning rate he wasted his pay on booze and drugs was testament to how cheaply he held that.
Seasons passed and the boy grew to a man. Decades followed years and Konrad is unchanged. He's the same angry, bitter bastard he's been since the century turned, just more cunning and more capable than the year before the present. His name is known as well as his face; his skills can be leased or hired but never truly bought.
Sand pours from his hourglass and Venger could not care less. He's a shark in a tank full of them, and if he slows or stops, he knows he's dead.
Possessions
Clothing :
-Set of Clothing (White Shirt, Black Pants, Undergarments, Black Coat, Boots) -Waterskin -Black broad-rimmed hat -Weapon Harness -Dagger Sheath -Scabbard (for Kopis) -Quiver
-Simple Wooden Pipe -Hunting/Trapping Kit (Medium-sized leather pouch, Hunting knife, Roll of thin rope for making simple traps, Handful of vials containing common animal scents (rabbit, deer), Preserving kit, Two tiny and one small animal snare, 10 square foot camouflage tarp) -Wolf Claw and Tarot Card (Nine of Swords)
Since being saved by Jonas Pridesun and his new flock in the Sea of Grass, Konrad has been living with the Pridesun Pavilion in the moving city of Endrykas. He shares a tent with another walahk ("horseless", non-Drykas).
The Happy Skink - 28th Day of Spring, 491AV - Alone and orphaned, Konrad learns hard lessons on the streets of Sunberth The Climb Is All There Is - 51st Day of Spring, 495AV - Having survived the streets and grown into a vicious youth, Konrad moves up a rung in the Sunberth street hierarchy Standover Men - 15th Day of Summer, 496AV - Konrad and some new partners practice Sunberth's idea of a "victimless crime" Petch You, It Ain't Compensating! - 14th Day of Fall, 497AV - A close call tells Konrad he might need some better blades than he currently carries Pride And Falls - 20th Day of Winter, 497AV - After a season of getting better with his new kopis, Konrad is rudely reminded that he's still just a little fish in a petching huge pool Killing Jokes - 33rd Day of Summer, 500AV - Young street daemon Konrad flexes his detection muscles to sniff out the joker insulting a local gang leader, but finds he's punching a little above his weight I. Respite and Nepenthe - 71st Day of Spring, 501AV - After ten years of waiting, Konrad settles one of his last remaining scores. II. Surcease of Sorrow - 13th Day of Fall, 501AV - It gained him nothing, that death. Only sent him hurtling to a death of dissolution... but someone decided that was not going to happen. III. Strange Exchange - 15th Day of Fall, 501AV - He was alone; always alone. Then he was not, and for the first time in years, he had a reason to be more. IV. Nevermore - 32nd Day of Fall, 501AV - If you could see the full breadth of the tale, you might look at this, and decide this was the last time he was ever at peace, ever happy, and ever truly free of himself. V. No Dawn, No Day - 81st Day of Fall, 501AV - "The stars, the moon, they have all been blown out / You left me in the dark" VI. For Hate's Sake - 2nd Day of Winter, 501AV - She wouldn't have wanted this, but he didn't care. He couldn't live without doing it, before he simply couldn't really live at all. Well It Ain't A Rocky Montage - 9th of Spring, 506AV - A montage (duh) of Konrad earning his crust, through various means Blind Vengeance (Sh'Ky Naes) - 56th Day of Summer, 511AV - Konrad teams up with a grief-stricken thief to earn some coin Ride Across The River (Lo'Campo) - 48th Day of Winter, 511AV - The Daggers and the Eyes spark off a street war in Riverside, and Konrad is right smack in the middle of it, alongside a hulking blue bastard Opposites Contract (Alexander Faircroft) - 14th Day of Spring, 512AV - Handed an opportunity for profit after the devastation of the Djed Storm mere days before, Konrad recruits a mysterious but effective sellsword for the job... with the added annoyance of his son tagging along, too Run Rabbits Run (Erik)- 72nd Day of Winter, 511AV - Konrad and a fellow sellsword go hunting a pair of escaped slaves Dirty Deeds - 41st Day of Winter, 513AV - Konrad shows his true nature, when a simple contract to "shut down" a gambling parlor turns into something much nastier Sararīman - 16th Day of Spring, 515AV - The Daggerhands invade neighboring districts, which means Konrad does, too
Winter, 515AV :
Same Shyke, Different Dawn - 16th - Konrad embarks on a new job doing the same thing: as a sellsword protecting a caravan heading across the world to Kenash, making sure their "livestock" doesn't do a runner Two Birds, One Bolt - 17th - Fangor takes the time to warn his slaves against trying to escape again, and Konrad seizes the opportunity to practice with his new crossbow Reality Ensues - 22nd - It's not all monsters and sword fights on the long road to Kenash That Voodoo That You Do - 71st - After too many days babysitting slaves and barrels of booze, Konrad finally gets to cut loose on some brave but stupid bandits What The Petch Is THAT?! - 81st - A caravan bedded down and alert doesn't mean it's safe, especially not from demons that Konrad's never seen before Noose To See You! - 84th - The lifelong city boy begins his tutelage in the ways of surviving beyond a world of bricks, cobbles and street vendors Watch And Learn - 88th - Konrad learns a little about surviving in the Sea of Grass, and the messy side of hunting Nothing Is Sacred (Corwyn) - 90th - Konrad takes the initiative and masterminds a slaving raid in the Sea of Grass against a caravan transporting divine cargo
Spring, 516AV :
The Opportune Moment (Coryn) - 17th - An assault by roving Zith provides Konrad with the perfect chance to usurp leadership of the slaver caravan, and Coryn is dragged into the bloody contest with him Time To Evolve - 19th - He may hate mages, but Konrad knows power when he sees it... and knows that he wants some The Point and Purpose - 40th (Early Afternoon) - After seasons cut off from the world, one of the first slave caravans from the Kabrin Road trundles into Kenash... with Konrad Venger at its head
Assets (Coryn) - 40th (Late Afternoon/Early Evening) - Konrad may have a fat purse for his work on the Kabrin Road, but he has his sets on even more lucrative work, and for that, he needs a patron...
The Meet and Greed (Wikus, Coryn, Timothy Mered, Firenze) - 41st - Fates clash and converge again on the Kabrin Road, and Konrad's knack for sniffing out an opportunity brings him closer to a burly beast and a couple more "assets" Monster Meets Money (Wikus) - 42nd - Drykas headcase and newly-minted Radacke stooge meet up over breakfast to settle some scores and plan some new ones The Bargain - 43rd - The deal was struck days before, now the coin is paid; Konrad seeks his druthers, and the power of the fire mage
Going... - 49th - Days after his initiation, Konrad returns to his teacher for his first real lesson in Reimancy
... Going... - 56th - His Reimancy skills are improving, but after barely two lessons, that's not saying a great deal
...Wait For it... - 63rd - Teacher and student adjourn to the great (and sweaty) outdoors for their latest lesson
Gone! - 66th - All good things must be murdered for a bag of mizas (well, he got it half-right)
Let The Word Go Forth (Wikus) - 45th - Konrad promised Wikus a chance to make the world feel his pain, and that's one promise he intends to honor... mainly because it's part of his job The Dance of Eyes (Belinda) - 50th - Konrad is made a reluctant bodyguard when a Radacke Dynast goes "patronizing" some compelling street artists Shall Set You Free (Belinda) - 51st - In the aftermath of the Rujaro's botched assassination, Konrad and Belinda go to work on the captured survivor Comfortably Numb (Achenar) - 63rd - So a sex slave and a sellsword walk onto a beach... The Frighteners (Ssenislin) - 64th - A simple intimidation job for Magistrate Radacke becomes something out of a fairytale when our "heroes" must deal with a swamp monster of claw, scale and appetite Browsing With Intent (Valerius Nitrozian) - 65th - Konrad goes hunting for a very specific... object, and runs into an aloof Ravokian along the way No Stone Unturned (Valerius Nitrozian) - 69th - Intrigued but unconvinced by the skills of the Ravok boy, Konrad invites him along for an assignment that requires his persuasive abilities Waste Not (Reisen Widerspruch) - 75th - Konrad and his lackey finish some business that started days before, but are interrupted by a Peeping Tom... among others The Sharp End of The Curve (Valerius Nitrozian) - 76th - A familiar Ravokian face seeks Konrad out for what little wisdom he can claim to have: the kind that kills with molded steel and no conscience The Scary Man with the Nice Hat (Reisen Widerspruch) - 79th - Konrad goes perusing for some tasty additions to his personal armory, and runs across someone he should know, but can't guess from where...
Fall, 516AV :
Clash of The K's (Keira Adonai) - 5th - A standard "babysitting" job runs Konrad straight into the path of a girl who should remember what curiosity did to the cat The Black Code - 9th - Slaves must be good and true to their masters; when they are not, the Code is enforced, and in this instance, Konrad is the hand of "justice" Fire, Stars and Shadow (Yazata, Gile Askara) - 16th - It seems that Konrad is destined never to have a quiet, private night practicing his Reimancy
Winter, 516AV :
Dance of the Warforged (Quzon) - 1st (Morning) - Returning back from a medical errand, Konrad stops observe one of Endrykas' most unlikely residents Coping - 1st (Night) - He doesn't like to ponder, or remember, or feel useless, so he busies his mind and sets his hands ablaze Something in the Air [EVENT] - 2nd - Priests arrive, holy war is declared, a bounty is posted, and Konrad observes it all while shuffling on an errand The Snares of The Wicked - 5th (Morning) - Sunberth, Kenash, Endrykas... wherever Konrad goes, Konrad's main activity seems to be killing things Git Along, Little Dogie (Jasmine Moonstone, Merevaika, Sloane) - 5th (Afternoon) - Determined to find the coyote that had escaped his snare, Konrad ventures into the Sea of Grass... with company, apparently Replacement and Requirements - 14th - Konrad ventures into Endrykas to replace that which he lost, and learn that which he can't survive without among the Drykas The Foggy Dew - 20th - No man is without regrets, and that morning, Konrad sees his come alive among the mists Nomads - 33rd - Endrykas is moving again, but even a moving city can pause in part to snag some inexpected treats from the steppe Crossroads - 35th - Konrad and his savior talk about the past, and possible futures Either Way, You're Gettin' Wet - 40th - With all Endrykas indulging in Lari Lake, Konrad takes the opportunity to practice new skills, and do some unconventional hunting While The Water Flows (Laenariel) - 42nd - Determined to bilk the richness of game around Lake Lari for all he can, Konrad goes hunting in the grasslands, and runs across a couple of bears... well, mostly Practice Makes... Something (Khida) - 44th - Konrad embraces the opportunity to flex his kopis-wielding muscles with an unexpected and useful partner Burning Bones - 48th - The specter of mountainous death and strange vanishings isn't enough to dissuade Konrad from his training
Bad Beat (Rufio) - Mere bells after his latest training session, Konrad is rudely woken by a touched Drykas girl with a message from... somewhere unexpected
Dat Bone [QUEST] - 49th - Seeking some reward for his risks, Konrad goes with a clutch of volunteers to explore the Stardown Crater Until That Day (Merevaika) - 50th - A lazy lunchtime observing the warriors of the War Storm turns into a particularly vicious training session with a familiar face The Other Two (Out of Three) (Sloane) - 55th - Konrad puts aside some time to train with his new, ranged weapons, under the eyes of prey turned to acquaintance Improvising (Brocton Firestone) - 60th - On a bad streak with his trapping, Konrad crosses paths with a Drykas hunter before finding fresh prey Company Sin (Sloane) - 62nd - Konrad goes to trade jerky for arrows from someone he offended before, and oddly didn't mean to Taking Cares (Sloane) - 63rd - True to her word, Sloane returns "Hansel's" bow, good as new. True to his own (oddly enough), Konrad trains her more in her dagger Reason Not The Need (Azmere) - 66th - Drykas hunters go stalking a big cat that went wild; Konrad goes to make some coin, and runs into his first truly dangerous Drykas Hard Out Here (Sloane) - 67th - Discoveries are made, and bonds broken Slicing Shadows - 71st - Konrad gets reacquainted with the feel of a kukri in his hands, while his mind mulls over a problem he can't just hack to death Cat's Paw - 75th - After days of preparations, Konrad's task is ready for him, begat and dependent on fires in the dark of night Outlines - 79th - Konrad seeks a new wyrd, but finds focusing his mind seems to be the greater challenge Ruat Caelum (Sloane) - 82nd - He sought isolation to focus on his new wyrd, but she came to him, and like a fool he did not spurn her Embrace Violence (Quzon) - 84th - Konrad breaks his usual routine and actually fights a man, for a change Can You Feel It Coming In The Air Tonight? [EVENT] - 88th - Konrad bears witness to the final verdict of the seasons trials, seen and unseen, light and dark
Spring, 517AV :
Routine and Ritual - 3rd - New season, same schedule... with a couple of notable additions Give It A Whirl (Sloane) - 8th - New year, but old lessons follow from old agreements, and changeable as he is, Konrad is glad that someone remembers them Warriors of the West and East Meet (Turrin) - 14th - Keen to continue honing his skill with the shortbow, Konrad runs into both a new face, and an old grudge Equine Politics - 17th - Konrad runs into a familiar face and former "partner" out in the grasslands Come One, Come All (Ashka) - 23rd - Konrad's getting a reputation, and that eans he doesn't have to seek a spar; instead, a spar comes to him Djed Dazed Afternoon - 31st - Once it was swords and daggers, now it's mediation and magic; seasons and abilities change, but training does not
Summer, 517AV :
Upon My Works - 7th - On a hunt in the grass, Konrad stumbles across a familiar pile of stone, a monument to his own past, and those long dead Living Clockwork (Tati) - 8th - A simple hog butchering becomes an occasional for scholarly education... if a little too enthusiastically for Konrad's tastes Upon the plains (Samuel Longwell, Fiametta) - 9th - Konrad runs into an unlikely pair while checking his traps Aim Small, Miss Small - 17th - Konrad finally feels confident enough to marry riding with archery If You're Good at Something... (Makah'a) - 20th - Konrad teaches yet another Endrykas resident some useful fighting tips, but this time, his knowledge has a price A Bumpy Ride (Ramona) - 25th - Konrad extends his gaze beyond the Pridesun pavilion, and makes a new... connection, if nothing else Upside Down - 31st - The hunters become hunted as maddening thirst drives predators into a Drykas hunting party... and Konrad Shadows - 34th - If you don't take it out and use it, it'll start to rust Divined Aspirations - 45th - Konrad finally puts his djed to good use, for the survival of others... and for a price, of course To Better Oneself (Taurina) - 50th (Morning) - Konrad runs into another Reimancer during his morning practice. Or vice versa. And literally. Skin Game (Ramona) - 50th (Afternoon) - Someone comes looking to learn about the noble art of unarmed combat... and gets a brawler's lessons, instead Investigate, Extrapolate, Innovate, Demonstrate (Ouch!) - 70th - Konrad expands his Morphing skills after finding an "inspiring" artifact while buying supplies
Fall, 517AV: Fill Your Hands - 1st - After seasons of practice and experience with the Horse Lords, Konrad is ready to test himself against their warriors... with a weapon in each hand Fireballs and Raindrops - 3rd - Chance and hunger throw Konrad back together with the spirited water mage yet again, and apparently, she's seeking a tutor Pack Up (Sloane) - 16th - She'd lost much and was as adrift as him, but a season of silence hardened him to her... for a while, anyway Dirt, Flame, Blood, Steel (Samuel Longwell and Fiametta) - 19th - Konrad stumbles across a fledgling gang of Yukmen out in the Sea of Grass, and gleefully puts them down with some unexpected assistance Mending (Sloane) - 20th - Getting sliced up is no new thing to Konrad, but someone else who cares certainly is Kind Of Like Scavenging - 75th - The biggest storm of the season provides Konrad and his pavilion with a golden, liquid opportunity
Last edited by Konrad Venger on November 24th, 2017, 4:56 am, edited 103 times in total.
Taper: Konrad's simplest technique, he pools a tiny ball of res at the end of a finger and transmutes, using the small flame to light candles, torches, pipes and any other small-to-medium objects.
Fireball: Konrad gathers an apple-sized globe of res above his hand, ignites and then throws it as a projectile. The fireball bursts against its target like a balloon filled with water, spreading brief but searing flames.
Dira's Shroud: Used for executions, Konrad brings forth enough res to coat the subject's face, forcing into any available orifices (mouth, nose, eyes, ears, etc.) and then igniting the blanket of gaseous djed, burning the subject alive from the inside and out.
Roaster: Similar to Dira's Shroud but more useful for interrogations, Konrad spreads djed out over the skin of his victim, then ignites it. The flames burn away hair, skin and even muscle if they are maintained for long enough, but Konrad keeps the flames short to prevent the shock from killing the sibject.
Red Breath: A desperate but effective technique, Konrad pools res in his mouth and then spews it out at his target, transmuting the liquid into flames as it leaves his lips like a fire-breather. Short-range but hideously damaging, Konrad also runs the risk of scorching his own face.
Burning Sky: Similar to Red Breath, only more widespread and controlled. Konrad pulls together a large but loose ball of res, then pushes it out in an arc in front of him. At the widest point of spread, he ignites the cloud. Not very damaging, given its brief nature, but an excellent distraction and time-buyer.
Flaming Sword: Exactly what it sounds like. One of Konrad's more recent ideas, res seepes from his wrist and hand down the length of his kopis, until it coats the blade. He then ignites it, feed res into the flames. Especially devastating against wild animals, it's also understandably terrifying for human opponents, although it's so draining he can't maintain it for long (and it damages his sword, with repeated use).
Water
The Diviner: A practical technique Konrad learned during the Sea Drought of '17, the Diviner uses the attractive properties of res to conjure water from the very ground and into the air. Once there, it's a simple task to collect it in skins, buckets, or whatever is available.
Air
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Earth
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Morphing Models
Basic
Wolf Claws: Looking exactly what it's named for, Konrad extends, thickens and sharpens his fingernails until they resemble the curved claws of a wolf. Easily capable of rending flesh like paper.
Chompers: Another creatively-named model, Konrad extends and widens his canines by several factors, using various coyotes and wolves he's killed as a template. They are more than capable of tearing apart anything short of tree bark and leather armor.
Scales: Continuing the theme, this model is taken from the Plains Ixams that the Drykas keep. More precisely, the armored scales around their neck, which Konrad can replicate to cover his forearms. They're tough enough to ward off blades and arrows, but they're far from impenetrable.
Intermediate
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Advanced
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Last edited by Konrad Venger on October 10th, 2017, 3:09 am, edited 4 times in total.
Age: Unknown Race: Myrian History: No-one casts a longer, darker shadow across Konrad's life than his much-hated father. A drunken, drug-abusing sadist of a Myrian, exiled from his home for some unspoken sin, he still managed to catch the eye of a young Sunberth girl and even married her. Marital bliss was, however, short-lived. Eventually his abuses reached a crescendo, culminating with the murder of his wife and the horrific maiming of Konrad. After that night he vanished, and Konrad has never seen him since, though his single enduring life ambition is to find him, and personally end him.
Age: Deceased Race: Human History: If Konrad's father was his reason to learn hatred, then his mother was the counterpoint to that... just barely. She followed her husband when it came to drug-taking and drink, but not quite to his mind-destroying excesses. After a decade of such behavior, she was beginning to wean herself off the drugs, and those last days are among the happiest memories Konrad still has. But they did not last: one night she could stand his abuses no longer and tried to fight back. Her husband cut her down in a fury, after forever scarring his son, then leaving them both for dead.
Age: Deceased Race: Human History: Konrad's maternal grandmother was unknown to him for most of his tie knowing her. He knew her as only Bessy, a local healer woman and former addict who sewed up his face when his father nearly destroyed it, and later saved his life again when a renegade mage nearly killed him. The third time she saved him, she revealed that she was his mother's mother, and sought to turn her grandson away from a life of murder. She succeeded, for all of a season... then Sunberth destroyed her, and Konrad's half-insane vengeance in turn destroyed any redemption or transformation she may have inspired in him.
Age: Deceased Race: Human History: Despite being built like three or more regular men jammed together with an extra heaping of muscle, Hansel was surprisingly gentle (one could argue impossibly so, for a Sunberth native). Mostly raised by his Auntie Bessy, Konrad's cousin plied his gigantic muscles into a good living on the Sunberth Docks, working alongside him during his brief stretch of legitimacy. But his good heart and muscles did not save him or his beloved Auntie when "bad men" came to their house.
Age: 46 Race: Akalak Relationship: Konrad met the hulking Akalak in 511AV, spilling blood alongside him in the (hired) service of the Daggerhands. The two killers-for-pay saved each others' lives and while they didn't part as friends, each bore a distinct respect for the other's fighting abilities.
Age: 29 Race: Human Relationship: When Sh'Ky needed back up in his short, brutal quest to avenge his lover in 511AV, Konrad was the man he was pointed at. For a purse of gold mizas, Konrad helped the young, angry man butcher a house of Slave Row scumbags. Like most of Konrad's clients, friendship was unlikely, but a tenuous mutual respect was forged.
Age: 1 Race: Ethaefal Relationship: Coryn is one of the few people to have seen a (relatively) softer side to Konrad, even if he was the one to enslave her in 515AV. Konrad is oddly protective of the Leth-Child, and is almost at peace in her presence, though he still does not trust the gift of her gnosis.
Age: 35 Race: Drykas Relationship: The wild Drykas with bugs in his skull was a brief partner of Konrad's for half of Spring 516AV. Wikus saw a leader, Konrad saw pliable muscle. He planned on maintaining their partnership, only for Wikus to vanish unexpectedly in the Summer.
Age: 21 Race: Human Relationship: Another unexpected and short-lived partner of Konrad's, Belinda aided him in defending a Radacke Dynast against a Rujaro assassination party. The unusual girl then helped him interrogate the last surviving member, and Konrad has not forgotten the skill and steel hidden under her buxom appearance.
Age: 16 Race: Ethaefal Relationship: Konrad stumbled across the Radacke pleasure slave when he was practicing his Reimancy, and took him for a spy. Achenar managed to plead his case well enough that Konrad spared him, and the two even shared their own hidden djed abilities.
Age: 99 Race: Dhani Relationship: Vicious, solitary, egotistical to the extreme, one would imagine that Ssenislin and Konrad would get on fine. One would be wrong. The ravenous Dhani nearly devoured Konrad while he was busy intimidating some poor soul, and since then has sworn vengeance on the petty human who both humiliated and burned him.
Age: 27 Race: Human Relationship: The opposite of Konrad in terms of breeding and manner, Valerius nonetheless became valuable to him as an interrogator. The Ravokian, in turn, paid the Sunberth mercenary to train him somewhat in the killing arts.
Age: 31 Race: Human Relationship: A fellow Sunberth boy, Reisen came across Konrad just as he was executing someone... and a moment later, the Rujaro tried to do the same to all of them. The two survived and Konrad felt like he owed the boy something, so now they maintain a wary, oft-beneficial tolerance of each other.
Age: 16 Race: Human/Vantha Relationship: Konrad does respect courage, even when it's directed against him. So while he may have thrown a healthy dose of intimidation Kiera's way when he found the young girl trying to spy on him and his Radacke charge, he's still amused and impressed by her.
Age: Less than a year old Race: Ethaefal Relationship: The third Leth-Child that Konrad has met, Yazata is the most perplexing to him. Innocent, curious and utterly without guile, Yazata seems to look up to Konrad. The man himself merely sees the boy as a means to an end, amused as he is by the carefree boy's weird antics.
Age: 19 Race: Human Relationship: The only Dynasty member that Konrad knows on a personal level, Gile tolerates Konrad as much as the other man disdains him. It's purely a professional relationship; Konrad sees him as a link to the Askara Dynasty, and as little else.
Age: 21 Race: Human The closest thing Konrad has to a friend in Endrykas, even if they first met when Konrad was trying to sell her into slavery. He assisted in "rescuing" her from the remnants of her Zith-ravaged caravan, but their bitter first meeting eventually changed into a tentative, mutually beneficial relationship.
Age: 6 Race: Kelvic Konrad knows Khida only as a stoic, taciturn Drykas warrior that he's sparred with a time or two, and has thus far proved worthy of his time. That she is also a shapeshifting being, more comfortable as a bird of prey than a human, is... less known to him.
Age: 21 Race: Human Jasmine and her friend Merevaika were the other two in the queer party that Konrad was part of, when he stumbled across a devastated caravan in the Sea of Grass... and Sloane, hiding in the wreckage. Though more agreeable to him than the tense, hostile Mere, Konrad sees her as weaker.
Age: 21 Race: Human Where Jasmine is hope, understanding and compassion tempered by bad experience, Merevaika is surly, brusque and expects every situation to be bad. A couple of hard bastards who recognized the other as such in an instant, Konrad still enjoys sparring with the tough little Drykas woman, knowing he can let loose with her as much as he wants.
The quintessential Drykas, Azmere's forthright and earnest nature naturally clashes with Konrad, who is the epitome of selfish amorality. Their first meeting was marred with brawling and bloodshed, but since then the two have come to a threadbare understanding about each other.
Coryn: Beautiful and mysterious Konrad: a determined man Konrad: possessive of Coryn Konrad: ambitious Konrad: excels at persuasion Konrad: Not A Patient Man Hastus: Wants to kill you Trevin: A Reimancy Mage Konrad: Lust is fine, sentiments are not Konrad: Hides his weaknesses Konrad: Careful by day, Careful by night Konrad: Money above morals Ssenislin: Swamp’s Monster Alex: Archer kid from the Mason job Randel: Alex’s father Tazloor: Taught me I can only rely on myself Lawrence: A people person, a business man, a lover of his craft Itzel: A harsh woman Itzel: Follow the ropes or a chop to the throat Itzel: Daydreaming grants you a sore elbow Itzel: Does not approve of cockiness Konrad: doesn't care for authority much Mizahar has no furry like Konrad pissed off Trevin: a mage Konrad: Eye gouge mastery Konrad: Never kills without a reason Rufus: Never Coming Back Kelwyn: Gods of Lost Causes Bessy: Lost Grandma Konrad: Dark of humour Konrad: Tired of hanging around the Pridesun zealots Ronir Duskstep: Abrasive Atticus Rin Of Steeds & Yvas: Funny man Konrad: Adapting to Drykas way of life Konrad: Always an outsider Hansel: Mild & wants to do right by his family Bessy: Shrewd, resourceful, faithful & determined Konrad: Digging up his weapons, digging up his old self Kenash: Has all you could want Kenash: A city of rumours and gossip Radacke Dynasty: Are involved in the Night Market Mica Radacke: Magistrate of Kenash Janus: Canny and cagey Janus: And agent of Radacke Shannon: Janus' first job Konrad: Radacke's new problem solver Radacke Dynasty: Reputation to protect, business to be done Valerius: Clearly of coin Valerius: As warm as a gutted fish Valerius: A man of substances, words and science Wikus: Crazy, dumb muscle Wikus: A potential ally Wikus: Easy to read Three Eyes: The only one trusted with Coryn Coryn: Understands what it means to be a slave Timothy Mered: Slave of the Radacke Firenze: Sold by Wikus Konrad: Still a mercenary? Sloane: Beautiful as art Sloane: Knows just the buttons to press Sloane & Konrad: A battle of insults Konrad: Still thinks of Coryn Konrad: Not a fool to flirting Sloane: Catches Konrad's soft side Jonas Pridesun: a man with grand delusions but less power Konrad: doesn't use the word 'Trust' often Konrad: not used to a shortbow Sloane: new to daggers Sedon: Resents the Gods' indifference to suffering Sloane: Soothing, calming presence Konrad: Scratching his chin is a nervous tic Sloane: Never witnessed Reimancy before Konrad: Doesn't identify as a mage Konrad: When he can't kill someone he'll walk away instead Sloane: Not afraid of Konrad Sloane: Courageous Sloane: Makes things complicated Konrad & Sloane: Friends? Reimancy: Water Haigen Firelash: Sloane’s humourless Drykas suitor Reagan Firelash: Protective of Sloane Konrad: Knowing when to pick & when to avoid a fight Sloane: Invites Konrad to escape with her to Riverfall Konrad: Touch of paranoia about The Web Sloane: Wise, understanding, compassionate Konrad: Believes those that stick around him die Konrad: Letting Sloane go, pushing her away Konrad: Thrill of the sell-sword life Konrad: Never forgets a life-debt Konrad: Stubborn Konrad: A prayer to Caiyha Valerius Nitrozian: cool in the face of ugliness Valerius Nitrozian: a deft interrogator with words alone Reisen Widerspruch: cutlass-wielding peeper and unexpected ally Konrad: hates not being paid for a job Ed'yta: knows more than she lets on Ed'yta: old but not weak Jasmine: Kind, open, patient, smart Jasmine: Marked with Inavalti by Syna Merevaika: Dark, energetic, fierce Sloane: Attacked by Zith on the way to Riverfall Sloane: Slave of the Drykas Khida: Kelvic falcon Sylvia Sitai: A host of parties Julian Radacke: A player, fond of feminine charms Belinda Lucavis: Bold dancer and seductress Belinda Lucavis: Fights with daggers and rapier Turrin: Inarta & myrian heritage Turrin: Talented archer Konrad: Practicality begets ingenuity Reisen Widerspruch: Brave, quick-witted, foolish Konrad: Suffers a flashback of his father Konrad: Experiences teaches caution Konrad: Respects courage, even the foolish kind Merevaika: Fierce warrior, dirty brawler Konrad & Merevaika: A fierce, matched fight Jonas: Slain by Zulrav Rufio: Reads cards for fortunes Rufio: Knows I work fire magic Rufio: Reads bones for fortune Konrad: not bothered by another's anger Yacob: trying to be a good leader after Jonas died Konrad: knows his limits Azmere: Fights with honour Azmere: A stoic leader Ashka: fast learner but still stubborn Konrad: willing to draw blood Quzon: Unrelenting in a fight! Lawser: Owed two favours Konrad: Doesn't like children Yacob: Irritatingly reasonable Asher: Fearless & funny Tati: Oddly fascinated by the hog's insides Konrad: A debt to Zulrav for Jonas Konrad: Man of responsibility Sedon: Changed after Jonas’ death Acele: Champion of Sword Konrad: Proud of his (even little) accomplishments Yazata: Slave and Ethaefal of Syna Yazata: Bears the Askara brand Gile Askara: Dynast and Yazata's owner Konrad: At home in a fight
Places :
Lore of Sunberth Street Layout Lore of The Daggerhand Location: Robern's Reaches Sunberth: Reputation is business Walls in Sunberth, just boarded doorways. Kenash: Unbearable heat Kenash: The Rujaro Presence Kenash: Benefits of the Magistrate’s payroll Kenash: The Epicenter of the Swamp Kenash: The Auction Hall Kenash: Trades with Sunberth Kenash: Rivalries Betweeb Dynasties Kenash: A city of rumors and gossip Kenash: The world's crossroads Kenash location: The Midnight Market Kenash location: the Ghalash Swamp Kenash Location: The Fountain Plaza Kenash Location: The Heir Apartments Kenash location: Hammer and Nails Kenash location: The Askara Livery Stable The Knights Armoury: Entering may include singed eyebrows and open pores The Knights Armoury: Steal and steel will make you still. The Knights Armoury: Love in every blade The Proving Grounds: Behind enemy lines The Proving Grounds: Were those come to learn, train, and get beat down Sunberth: Drugs are as good as money Sunberth: Reaping what another sews Location: Sunberth Bloodpits Throwing Knives: Let go at just the right moment Cyphrus: Lari Lake Cyphrus: Lari Lake Cyphrus location: Stardown Crater Sunberth: An inseparable part of Sunberthians Kelvic Research Institute: Breeds and sells kelvics Endrykas: The Nomadic City Endrykas: Functional fashion Endrykas: The Conclave Endrykas: The Rainshard Pavilion Endrykas: Wildfires are common Endrykas: Settles in the shape of a blunt star Sunberth: Slaver’s Row Sunberth: The Sunset Quarter Pridesun Pavilion: Devastated after the loss of Jonas Endrykas: The Warstorm Pavilion Endrykas: Running low on food (Summer, 517AV) Kalea Wilderness: The Unforgiving Kenash: Whiplash Plantation Location: Where our Gods brought us peace Cyphrus location: Riverfall Riverfall: Home to the Akalak Kenash: No peace from buzzing inspects Kenash: Dynasties are similar to the ruling gangs of Sunberth
Skills :
Acrobatics: Dodging and ducking Weapon, Kopis: Backhanded slash Unarmed Combat: Left hook Brawling: Glass Bottles, Effective for Clubbing and Stabbing Tracking: Smell of paint. Intelligence: Scent is an important sense. Wilderness survival: Better him than me! Weapon: crossbow, Heavy weapon, light trigger. Unarmed: Crushing faces feels good. Crossbow: Mind your hands Crossbow: It makes me feel mighty! Crossbow: Crouching helps Brawling: Aim for the eyes Dagger: Go for the throat! Subterfuge: Hide your money well. Wilderness Survival: What makes good campsite. Wilderness Survival: Tinder, kindling and fuel needed for a fire Wilderness Survival: Purifying seawater Wilderness Survival: Mud Hides Footsteps Wilderness Survival: Eat Whatever You Can Snare: used for small game Snare: bird snares require a post Trapping: called a 'deadfall' Trapping: rock used to flatten prey Crossbow: excellent at long distance fighting Kopis: only scratches armor Negotiation: Pay for learning magic Tactics: Small space, small weapon. Brawling: Off balance spells death. Knowing when to pick a fight. Morals and how to lack them Meditation: Importance of Breathing Intelligence: Eavesdropping Meditation: Clearing one’s thoughts Subterfuge: Gifts to ease suspicion Subterfuge: Faking distress Stealth: Concealing one’s shadow Brawling: Waiting for the Opportunity Unarmed combat: Kicking (a dead body) Philosophy: Reality over fantasy Intimidation: Describing an incoming murder Intimidation: Describing a victim’s routine Larceny: Keeping to the alleys Acting: Hiding one’s horror Intimidation: Silence can say a lot Intimidation: Image is important Tactics: Distraction Bringing a knife to a sword fight Kopis: A blade made for me Kopis: Keeping one's feet perpendicular Kopis: The best offense is a good defense Brawling: Glass is a Good Weapon Philosophy: Forgetting the Names of the Dead Long Term Customers Deserve Discounts Disguise: Can't Change Face Scars Disguise: The Hat is Iconic Tactics: Blind the Enemy Philosophy: Nothing Matters Without Pleasure Religion: Don't Interrupt Prayer Trapping: Knowing where to set traps is key Trapping: Setting staked ground snares Tracking: Signs of rabbit Butchering: Grass-quail Wilderness Survival, Plains: Staying within the safety of camp-fire at night Wilderness Survival, Plains: A dead carcass attracts grassland predators Tactics, Surviving with the Drykas: Be useful & be quiet Meditation: An art in focusing Brawling: Bashing with your noggin Endurance: Never giving up Mathematics: Counting distance by sight Detection: Trusting periphery vision Intelligence: Discerning reality from hallucination Medicine: Sticking fingers down the throat to induce vomiting Herbalism: Tolm tea for pain Herbalism Tolm Tea: Steep stems, leaves & flowers for 15-20 chimes Archery: Gripping too hard puts off aim Archery: Aim down the arrow shaft Weapon, Knife: Beneficial for both long & short range Throwing Knives: Hammer grip Throwing Knives: Let go at just the right moment Philosophy: What is useful, matters Perseverance: More time, more practice, better results Wilderness Survival: Striking a fire & putting one out Cooking: Requires sharp knives & patience Cooking: Filleting fish Cooking: Fish over open fire Cooking: Fish bone broth Fishing with a bow Fishing: Carp Fishing: Water refraction impedes aim Hunting: Waterfowl Weapon, Shortbow: Less chance missing bigger targets Endurance: blanking out from pain Endurance: pushing through to reach a goal Medicine: hot wine to clean open wounds Meditation: measured breathing to center the mind Meditation: mental walls to tune out background noise Brawling: interposing anything to save your throat Butchering: dispatching by decapitation Butchering: snapping a small bird's neck Diplomacy: making a polite exit Hunting: advantages of early morning Hunting: follow through quickly to avoid a drawn-out chase Hunting: the advantage of being downwind Intimidation: a fearsome roar in the face Intimidation: shying off with a brandished weapon Intimidation: spooking animals with fire Larceny: opportunity in someone else's snare Observation: the patterned sound of strides in the grass Socialization, Drykas: everyone must be useful Socialization, Drykas: the wahlak stereotype Stealth: move slowly and with deliberation Tactics: leaving behind something of more value to the pursuit Tracking: coyote prints Tracking: crisp prints are more recent Unarmed Combat: biting through a throat Weapon, Shortbow: gauging effects of a contrary wind Wilderness Survival: taking food where you find it Gambling: Folks bet more on a name they know Tactics: Wait & watch for an opponent’s habits Unarmed Combat: Targeting knees to weaken foe’s stance Unarmed Combat: Taking damaging hits with defending arms Wrestling: Head-lock Unarmed Combat: Performing a suplex move Unarmed Combat: Putting weight in to gain speed & power in a punch Endurance: Fighting for someone else Philosophy: The dead are spared the pain of the living Herbalism: Brinetooth restores strength & vitality Observation: Watch, wait, and pick your moment Djed: Magic or Power Reimancy Initiation: How it works Res: Manifestation of Djed Overgiving: Going over the limit Reimancy: Patience and Focus Reimancy: Weapon of the mind Reimancy: Finger position for stability Reimancy: Useful yet dangerous Reimancy: Basic Fireball Control Reimancy: Launching a Fireball Reimancy: The Yank Reimancy: Partial Res Ignition Reimancy: A valuable Last Resource Reimancy: Throwing a fire-ball Reimancy: Crafting fire mist Tactics: Wielding fire-mist as a distraction Reimancy: physical action makes intention real Reimancy: exuding res from initiation scars Reimancy: exhaling res Reimancy: halting attracted element in mid-approach Reimancy: igniting entire a small ball of res Reimancy: res can be used to attract elements Reimancy: res is required for elemental control Reimancy: forming an airborne cloud of res Throwing Knife: Releasing too soon or too late causes a miss Throwing Knife: Release when arm is fully straight Practice is boring but pays off Persuasion: Taunting someone into a challenge Archery: Sight down the arm Archery: Footing for side-stance Archery: Draw with back & shoulders rather than solely with arms Archery: Release when the wind is quietest Archery: Judging aim time for a moving target Throwing Knife: The pinch grip Philosophy: The world destroys the weak Interrogation: Bribing with coin Interrogation: Relentless until the information is got Interrogation: Using intimidation to get to the truth Tracking: Bessy & Hansel’s killers through Sunberth Brawling: With whatever comes to hand Acrobatics: hopping back to evade Acrobatics: swaying aside in a dodge Combat: hate makes for harder strikes Combat: sparring with an imagined partner Combat: will, not weapon, wins the fight Reimancy: amplifying magic with emotion Reimancy: igniting an explosive, raging fireball Socialization, Drykas: dressing to suit the weather Unarmed Combat: catching the enemy's weapon Unarmed Combat: striking out with a sharp kick Weapon, Kukri: a savage chop down and through Weapon, Kukri: blocking with the blade flat Weapon, Kukri: could stab, but made to chop Weapon, Kukri: duck and slash the leg Weapon, Kukri: heavy blade bites deep Shortbow: can be used to block a coyote bite Dagger: reverse grip is better to use Reverse Grip is good for stabbing and slashing Dagger: stab in the neck or below the ear Teaching: the best way to learn is to teach Food Preservation: jerking meat Jerking: salt is needed to dehydrate the meat Negotiation: jerked meat for 5 arrows Shortbow: watch the bow string Riding: Keep head up & back straight Riding: Balance & position matter in bareback riding Riding: Leaning & using thigh pressure to direct a horse Hunting: Working as a team to bring down zibri from horseback Butchering: Skin a rabbit by pulling fur taut, making an incision from chin downward & yanking off the coat Leadership: Directing another to a task Storytelling: Three Eyes’ treachery & how he came to Endrykas Acting: Faking joviality to move a conversation on when nervous Teaching: Gauging what a student has taken in before progressing lessons Dagger: Slash on a withdraw stroke, stab on a downward stroke Tactics: Slashing with a dagger makes an opponent back off while stabbing finishes them off Teaching: Combining demonstration & explanation Teaching: Rewarding with praise Unarmed Combat: Grabbing foe's weapon hand mid-strike Teaching: No room for soft teaching in a harsh world Kukri: Swinging in from the side to aim for upper body Kopis: Weak to weaponry under the range of the blade Cyphrus Fauna: Night-lions fear fire Philosophy: People fear or envy power when they don't have it Reimancy: Water Navigation: Using the Conclave as a central landmark in Endrykas Intimidation: Glaring with the whole body Philosophy: Death is end of the game Persuasion: Pointing out likely consequences Reimancers progress through the elements as they grow in skill Over-giving: Invited by a mage who treads beyond their skills Subterfuge: Using a larger distraction to conceal acts Stealth: Sticking to the shadows Intelligence: Surveillance of a crowd’s energy Subterfuge: Concealing weaponry on your person Planning: Anticipating an attack in a crowd Subterfuge: Burn read correspondence Intelligence: Factual versus presumed details Negotiation: Setting ground rules while giving in to persuasion Leadership: Issuing commands in the midst of a fight Sledge-Hammer: A brutal short-range projectile Unarmed Combat: Quick jab to the nose Brawling: Seize any advantage & opportunity Tactics: Plan loosely to stay flexible Brawling: Biting Endurance: The job isn’t done yet Larceny: dust depth indicates hiding places Leadership: looking out for an associate's needs Planning: finding an appropriate location Reimancy: coating objects with res Reimancy: using a fire orb for light Meditation: do not try and force the concentration Meditation: hard to come out Storytelling: expounding on a series of events Subterfuge: playing on popular sentiment to misdirect blame Subterfuge: things in bags are unremarkable Tactics: blocking off escape routes Unarmed Combat: a bashing headbutt Acrobatics: wet surfaces impair footwork Investigation: listening for signs of a hidden presence Reimancy: phantom aches warn of limits Tactics: one to distract, one to ambush Tactics: taking advantage of distraction Unarmed Combat: a knee to the ribs Weapon, Kopis: catching and hauling an opponent's weapon aside Tracking: Where there’s water there’s sure to be animals Tracking: Identifying bear prints Tracking: Deep prints suggest large prey Stealth: Soft mud muffles footfalls Hunting: Still air is a hunter’s friend Hunting: Oft opportunistic Hunting: Herd animals react to sound & movement Bodybuilding: Taking the bulk of weight across the shoulders & back Meditation: Speaking mantras to focus Subterfuge: Counter-accusations as distraction Socialization: Reading truer emotions by the eyes Rhetoric: Offering alternative methods Subterfuge: Hold a gaze to make a lie convincing Trapping: An art of placement, camouflage & knot-tying Trapping: A successful trap set too close to another may scare off any potential catch Butchering: Field dressing a deer Butchering: Remove limbs to make skinning easier Butchering: Breaking a carcass down Butchering: Separating the hide from the fat & muscle Cooking: Wild onion & parsley flavour a stew Tracking: Following the buzzards to your quarry Scavenging: Looting the dead Negotiation: Arguing your part in earning the spoils to justify a cut of the profits Negotiation: Saying outright no Tactics: Considering possible outcomes Weapon; Kopis: For slashing Politics: A constant struggle for power Organization: Considering different routes before an emergency arises Rhetoric: Giving strategical advice Unarmed Combat: Sacrificing another to shield oneself Unarmed Combat: A fist to the crotch Logic: Can't question a dead man Medicine: Stopping bleeding through compression Rhetoric: Archery versus blades for melee fighting Morphing: start out small first Morphing: changing skin color for a short time Morphing: Hands into claws Morphing: Using a corporeal object to copy Morphing: The dire consequences if miscast Morphing: The transformative possibilities Morphing: Sculpting bones into new shapes Reimancy: Drawing water from the ground Wilderness Survival: Stay in shade during heat Over-giving: Switching magics does not avoid it Trapping: Scatter food to attract prey Butchering: Using fire to skin an animal Land Navigation: always remember old locations Tactics: middle does the flushing Logic: in order to eat something else must die Logic: hunting as a group is better Shortbow: aim before releasing Kopis: good for injuring an attacking animal Subterfuge: Shreds of truth in a lie to make it believable Intelligence: Making conversation to elicit information discreetly Horsemanship: Signs a horse needs a new shoe Horsemanship: Thorough grooming Horsemanship: Not overfeeding to maintain health Intelligence: Bribing a stable-hand to act as spy Socialization: Buying a gift for another Rhetoric: Public speaking without prompts Rhetoric: Gauging your audience’s reactions Acting: Pauses & emphasis for dramatic flair Acting: Improvising when things don’t go right Torture: Castration Torture: Adjusting techniques to meet a victim’s tolerance Interrogation: When a man doesn’t care for his own life, threaten another’s Persuasion: Making a point of the likely outcomes Subterfuge: Bluffing Intimidation: Killing in the worst ways imaginable to instill fear Tactics: Stab a blade through a door into a target Kukri & Gladius: Differences in design & use Teaching: Assessing a student’s form Teaching: Pain is a wonderful teaching aid Kopis: Parrying & blocking Unarmed Combat: Pinning a foe’s foot with an upper-body strike to knock him down Philosophy: There are no rules when one’s life hangs in the balance Tactics: Quicker pace to tire out a foe with a heavier weapon Brawling: The ‘Sunberth Smile’ Teaching: Feeling pride when a student improves Brawling: Tackling a foe to the ground Combat: Your enemy is done when he’s dead, not down Archery, Crossbow: Reloading Archery, Crossbow: Aim & squeeze the trigger while exhaling Medicine: Cut arteries bleed out in chimes if not treated immediately Torture: All the techniques a macabre imagination can conjure! Intelligence: Signs of concealed weaponry in a crowd Investigation: Searching a room for danger Intimidation: The ‘Sunberth Stare’ Tactics: Poison ice or water to get it past a taster Leadership: Grows more efficient relative to time spent with lackeys Subterfuge: Tossing a hat to obscure another’s vision Unarmed Combat: Roundhouse kick Unarmed Combat: Target the weapon-wielding elbow Unarmed Combat: Utilizing opponent’s momentum against them Bravery doesn’t win fights Socialization: The line between discipline & abuse Brawling: Kicking between the legs Tactics: Draw an opponent’s weapons out wide to open up their torso Brawling: Kicking dust into an opponent’s face Tactics: Faux attacks to keep the opponent guessing Fortune-Telling: Cards for answering questions of past or future Fortune-Telling: Bones for hauntings, wisdom from ancestor, and bigger problems Hunting: Using sign to communicate noiselessly Kopis: Too long for groundwork Meditation: clear the mind of everything Morphing: clearly picture the model Morphing: easier not to change thumb Endurance: claws hurt against wood Endurance: getting greedy causes injury Kukri: used better for parrying Morphing: claws do not parry well Endurance: lucky the whole nail didn't come off Throwing Knife: do not release till the arm is straight Throwing Knife: practice, practice, practice Endurance: a few scratches for a lot of work Negotiation: one action for another Negotiation: arguing back and forth till an agreement is made Meditation: concentrate with no distractions Reimancy: not easy on the body after a long time Reimancy: an awe inspiring sight Reimancy: pulling water from the ground Leadership: do not stare for long Endurance: muscles only last so long under strain Riding: Standing in the saddle can help stability Shortbow: Aim small, miss small Archery is harder while mounted Stealth: Walk heel to toe Stealth: Soft ground is quieter Brawling: Punch an opponent in the nuts Brawling: Getting out of a lock Tactics: Figuring out the moves with the best odds Tracking: Feline prints Tracking: Identifying fresh blood vs. old blood Teaching: experience is the best way Unarmed Combat: go for exposed soft spots Tactics: surprise your opponent Reimancy: magic not easy to teach Unarmed Combat: Striking more than once in a move Unarmed Combat: A tackle exposes the back Wrestling: Wrap around & twist opponent to gain mount Wrestling: Headlock choke Unarmed Combat: Cupped ear blow Wrestling: Ankle lock an opponent’s kick to gain the upper-hand Unarmed Combat: Flying knee technique Tactics: Taking a hit to dish one out Morphing: Harder to grasp than Reimancy Butchering: Skinning and gutting a boar Philosophy: ‘In the land of the blind, the one-eyed man is king.’ Cleaning: Clothes with soap & water Reimancy: Attracting water to dry-out cloth Meditation: Quiet the mind; connect with the body; sense the res Tracking: follow the scent of moisture Tracking: identifying deer scat Shortbow: execution shot Intimidation: the difference between shock and fear Brawling: keeping your focus Brawling: anything is a weapon Reimancy: Spoken commands are a habit, not a necessity Reimancy: Effects of a wandering mind Tactics: Using a flanking procedure while escorting an individual Persuasion: Diffusing the ire of a companion
Miscellaneous :
Friends are for fools. The sexual frustration of travelling Monster: Yukmen Yukmen: Almost impossible to kill Yukmen: Lead by an Alpha Meat with little fat lasts far longer Crossbows do not always make the kill A good trapper accepts his traps wont always work Ethaeful: fetch a high price as slaves Expectations are not always as they seem Persuasion Vs Negotiation Every man has a price Always check your corners. Sometimes, dumb luck is just awesome. A punch in the face, nothing new. Walls in sunberth, just boarded doorways. Soft spots… Are soft. Unexpected plans yield great results. A long night is a long night. Knowing when to pick a fight. Morals and how to lack them The detachment of a surname The power of imagination Event: Sunberth Mason “Removals” job, Spring 512AV Event: Sunberth Gang-War, Winter 511AV Slammer: Numbness drug, useful for hard fights Slammer: The come-down’s a bitch My blue berserker comrade/meat shield Event: Killing Tazloor Catching a glimpse of death A Kurki doubles as a butter-knife Gaining respect of an enemy A hunting we will go Hounds are strong and stubborn Doing all of the work myself A useless friend is a dead friend. Never send a slaver to do a mercenaries job Half paid is still paid Zith: human like creatures with bat wings Zith: short in stature with large wings Zith: useless blind Lores: Daggerhands: Just another hand to be played Booze Eases the Pain No Reason Not to Kill a Grunt Height Can Be a Disadvantage Aim for the Soft Spots Long Term Customers Deserve Discounts Stages of Dying: Persuasion, Begging, Defiance Funkus: Fast-acting Relief Warp Makes the Mind Fuzzy Never Enough Money Signs of Withdrawl: Twitching Satisfying an Addiction Cyphrus Fauna, Coyote: A full-size adult weighs 20-30lbs Three Eyes turns on Konrad! Dynasts have put a bounty on Konrad Konrad kills Three Eyes Fog Hallucination: Haunted by ghosts of the past Cyphrus fauna: Granadile Endrykas Event: a litter of bones in Stardown Coyote: scavenger that comes in hungry packs Quail: appearance and alarm call The pain of losing family A saying: The dead don’t hear us Gods: Inscrutable bastards The paranoia from magic The feeling of Djed The Gaze of a Reimancer Alcohol and Djed don’t mix Pavi: Words for numbers one to six Pavi Insult: ‘Cultakh’ No mercy for Bessy & Hansel's killers Burying Bessy’s locket at the old house Cyphrus Fauna: Night-lions fear fire The Web: Massive net of djed laid over the Sea Of Grass that the Drykas tap into to watch all of Endrykas Emerald Clan: Known for their hunters Diamond Clan: Known for their warriors Topaz Clan: Keepers of Drykas law Sapphire Clan: Known for their mages Over-giving: Invited by a mage who treads beyond their skills Morphers: Will djed into their skin to change into living creatures Setting Nyatha's pavilion alight Drykas: Women as tough as the men Morwen: Goddess of Winter Morwen: Abandoned Mizahar Vantha Bounty: For Morwen’s absence Dira: Goddess of Death Always check payment authenticity Rujaro: terrors of the swamp, yet still just men Don't make promises that can't be fulfilled Sunberthian hate mages but not magic Sometimes, not being violent pays off Deadweight: Living things are heavier when they’re dead Characteristic differences between deer & antelope Antelope: Sprinters suited to short distances rather than long Antelope: Have short, straight or twisted antlers The roar of a grass-bear Dying is not poetic & poets know naught of dying Scimitar: Designed for heavy slashing from horseback Inavalti Gnosis: Long-distance sight of all touched by Syna’s light Abandoned wagons are ripe for scavenging The Radacke way: Show your power Sylvia Sitai: A host of parties Sitai dynasty: Grows drugs Most dancers are seductresses, too The hardships of keeping work and fun seperate A stupid order is still an order Drykas: Made up of many peoples Myrians: Not known for civility Pavi: Walahk; ‘outsider’; literally ‘horse-less’ Myri: The myrian goddess-queen Myri: Goddess of war, victory & battle 'Until that day': Myrian saying Curses for Morwen’s absence The devastating effects of drought on ecology Tanroa: Goddess of time Boar tracks look like flowers A male boar will charge an attacker Isurians: Renowned as metalworkers Swamp Vision: A Kenashian tobacco mix of swamp Weed laced with Blue Vision Swamp Vision: Narcotic effects, slow-burning, with a bold flavor A boot to the crotch will immobilize a man Wooden weapons can break bones Go for the Biggest Threat Booze Eases the Pain Height Can Be a Disadvantage Aim for the Soft Spots A good trapper accepts his traps wont always work The benefits of persuasion instead of intimidation Persuasion vs. Negotiation Securing a deal Always check your corners. Slavery: The Black Code Bribery invites less risk than intimidation Drykas: The Watch Bravery doesn’t win fights Goddess Semele truly does walk our lands Zulrav, very real, storming over our plains A fur-feather cloaked woman led the enchanted beasts The fur-feather cloaked woman must be a goddess Flower of Storms, Gems, and Beasts: Enchanted a procession of beasts Promise to Mysterious Goddess: "I will." Tarot cards are powered by your own wyrd, not the fortune teller's Fortune: The man that stabbed me in the back will return for me, one way or another Pavi: Grass-sign for ‘tracking’ Ribs: like trying to pierce armor Victory often comes through blood Drykas: carry little in weapons Pain helps teach lessons Drykas: Warriors but not killers Enemies don't fight dair Do not put yourself all into one move Archery: Bracers are used to protect the arm from the whip of the string Monster: Plain Ixam Drykas: Forthright people Rosy: Docile plain Ixam Plain Ixams: Smell with their tongue Morphing model: Plain Ixam neck scale Pavi: grammar is harder than vocabulary Biology will win over adrenaline Lore of the rumours surrounding Acele Lore of underhand tactics Combat: an enemy is not beaten until they're incapacitated Reimancy: Spoken commands are a habit, not a necessity The lure of a favour owed Ash & Piss Mixture: Questionable insect repellent -- but works Crossbows: Too cumbersome in the chaos of a melee