[Verified by Astator] Konrad Venger

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Konrad Venger

Postby Konrad Venger on January 19th, 2016, 1:47 am

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


Mount and Related Gear :
-"Yeh Bugger", Light Horse
-Saddle, Riding
-Saddlebags, Large
-Bit and Bridle

Miscellaneous :
-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)


Housing

Location: Endrykas, Pridesun Pavilion

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).

Ledger: :
Purchase Cost Total
Starting +100 gm 100 gm
Hat, broad-brimmed -4gm 96gm
Kopis -4gm 92gm
Kukri -8gm 86gm
Scabbard, Dagger -2gm 84gm
Scabbard, Kopis -4gm 80gm
Personal Whetstone -10gm 70gm
Dagger, Assassin's -4gm 66gm
Dagger, Punching -2gm 62gm
Weapon Harness -5gm 57gm
Swamp Weed (5oz) -5gm 51gm
Loot +23gm, 9sm, 3cm 74gm, 9sm, 3cm
Living Expenses (Winter, 515AV) -45gm 29gm, 9sm, 3cm
Loot +87sm, 94cm 37gm, 6sm, 97cm
Seasonal Wages (Winter/Spring) +830gm 867gm, 6sm, 97cm
Light Horse and Riding Saddle -85gm 782gm, 6sm, 97cm
Reimancy Initiation Fee -500gm 282gm, 6sm, 97cm
Training Fee -5gm 277gm, 6sm, 97cm
Training Fee -5gm 272gm, 6sm, 97cm
Training Fee -5gm 267gm, 6sm, 97cm
Carved Globe -37gm, 6sm 230gm, 97cm
Training Fee -5gm 225gm, 97cm
Belt -1gm 224gm, 97cm
Training Fee +10gm 234gm, 97cm
Brass Knuckles -5gm 229gm, 97cm
Horse Grooming -10gm 219gm, 97cm
Living Expenses (Spring, 516AV) -135gm 84gm, 97cm
Living Expenses (Summer, 516AV) n/a (Inactive) n/a
Keira -1gm 83gm, 97cm
Massage and Bath -5gm 78gm, 97cm
Living Expenses (Fall, 516AV) -5gm 73gm, 97cm
Herbs (Tolm, 20oz) -1gm 72gm, 97cm
-Loot +10sm 72gm, 10sm, 97cm
Shortbow, Arrows and Quiver -41gm 31gm, 10sm, 97cm
Pony, "Dapple" -30gm 1gm, 10sm, 97cm
Fortune-telling -97cm 1gm, 10sm
Seasonal Wages (Winter 516AV)*Approved by Meadow +455gm 456gm
Horse, Light -75gm 381gm, 10sm
Living Expenses (Winter, 516AV) -135gm 246gm, 10sm
Living Expenses (Spring, 517AV) -135gm 111gm, 10sm
Training/Archery Dummy -10gm 101gm, 10sm
Message Delivery -2sm 101gm, 8sm
Shopping -14gm 87gm, 8sm
Reward +30gm 117gm, 8sm
Seasonal Wages (Summer 517AV)*Approved by Meadow +455gm 572gm, 8sm
Living Expenses (Summer, 517AV) -135gm 437gm, 8sm
Practice Weapons -5gm 432gm, 8sm
Meal -8sm 432gm
Training Fee +20gm 452gm
Last edited by Konrad Venger on September 23rd, 2017, 9:48 am, edited 65 times in total.

||Common||Thoughts||Pavi||Fratava||Myrian||Other's Speaking||
Image
Note: As of Fall 517AV, Konrad is known only as "Hansel" in Endrykas
User avatar
Konrad Venger
Long is The Way and Hard
 
Posts: 923
Words: 1060755
Joined roleplay: November 23rd, 2015, 4:05 pm
Location: Endrykas
Race: Human, Mixed
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Konrad Venger

Postby Konrad Venger on April 11th, 2016, 5:19 pm

Image
Skills

 
Combat
Skill EXP Total Proficiency
Brawling 30SP, +2, +2, +2, +1, +1, +4, +2, +2, +5, +4, +1, +2, +3, +2, +4, +1, +1, +2, +3, +1, +1, +2, +2, +2, +1 83 Master
Weapon: Kopis 20SP, +1, +2, +4, +1, +1, +1, +2, +2, +2, +3, +5, +1, +2, +1, +2, +1, +1, +1, +3, +1, +1, +2, +1, +1, +3, +4, +4 72 Expert
Tactics +2, +1, +2, +3, +4, +3, +2, +1, +1, +1, +2, +1, +2, +1, +1, +1, +1, +2, +2, +2, +1, +1, +2, +1, +2, +3, +1, +1 47 Competent
Weapon: Kukri +2, +1, +1, +2, +2, +2, +2, +1, +2, +1, +3, +5, +2, +1, +1, +1, +2, +1, +1, +2, +3, +4, +4 45 Competent
Unarmed Combat +1, +1, +1, +1, +1, +1, +3, +3, +2, +1, +3, +1, +3, +1, +2, +1, +2, +4, +3, +3 37 Competent
Weapon: Shortbow +2, +3, +1, +4, +3, +2, +1, +5, +2, +1, +3, +1, +1 29 Competent
Weapon: Dagger +1, +2, +2, +1, +3, +1, +1, +1, +3, +1, +2, +1, +1 20 Novice
Weapon: Crossbow, Heavy +2, +4, +5, +1, +1, +1, +3, +2, +1 20 Novice
Weapon: Knife, Throwing +3, +4, +2, +2 11 Novice
Dual-Wielding +1, +4 5 Novice
Wrestling +1, +3 4 Novice
Weapon: Sledgehammer +2 2 Novice
 
Physical
Skill EXP Total Proficiency
Endurance +2, +3, +2, +2, +4, +1, +1, +2, +3, +3, +3, +2, +2, +3, +2, +1, +3, +2, +3, +2, +3, +2, +1, +1, +5, +2, +3, +1, +2 67 Expert
Running +3, +1, +1, +1, +1, +1, +1, +1, +1, +2 13 Novice
Acrobatics +2, +1, +1, +2, +2 8 Novice
Bodybuilding +2, +1, +4 4 Novice
 
Mental
Skill EXP Total Proficiency
Observation +3, +4, +4, +1, +3, +3, +2, +3, +3, +3, +2, +2, +2, +5, +2, +1, +4, +3, +4, +2, +2, +2, +2, +3, +3, +4, +4, +3, +2, +3, +1, +5, +5, +1, +4 MAX Master
Meditation +3, +2, +1, +1, +2, +2, +2, +1, +3, +2, +2, +1, +2 24 Novice
Logic +2, +1, +2, +2, +2, +1, +2, +1, +2, +3, +2 20 Novice
Planning +1, +1, +3, +3, +2, +2, +1, +1, +2, +1, +1 16 Novice
Philosophy +1, +1, +2, +1, +1, +1, +1, +1, +1, +1, +1, +1, +1, +1 15 Novice
Intelligence +2, +3, +1, +3, +1, +1, +2, +1 14 Novice
Organization +2, +1, +1, +1, +2 7 Novice
Storytelling +1, +1, +1, +1 4 Novice
Mathematics +1, +1 2 Novice
 
Social
Skill EXP Total Proficiency
Socialization +3, +2, +4, +3, +1, +3, +1, +2, +2, +4, +1, +2, +2, +1, +4, +5, +2, +3, +1, +2, +3, +1, +5, +3, +2, +5, +4, +3, +3, +1, +1, +1, +1, +5, +2, +3, +2, +3, +3, +1, +1 MAX Master
Intimidation 15RB, +3, +3, +3, +2, +1, +2, +1, +2, +3, +1, +3, +1, +1, +2, +1, +1, +3, +1, +1, +1, +2, +2, +1, +1, +1, +2, +1, +2, +2, +3, +1, +1, +2, +2 74 Expert
Rhetoric +3, +3, +1, +1, +2, +2, +2, +1, +1, +2, +1, +2, +3, +2, +1, +1, +1, +1, +2, +1, +3, +2, +1, +1, +1, +1, +2 44 Competent
Teaching +1, +2, +1, +2, +4, +2, [url+http://www.mizahar.com/forums/post517088.html#p517088]+5[/url], +2, +5, +4 28 Competent
Leadership +3, +2, +2, +1, +2, +2, +1, +1, +2, +2, +1, +1, +1, +1, +1, +1, +1, +2 27 Competent
Negotiation +1, +1, +2, +2, +2, +3, +1, +2, +1, +1, +1, +2, +1, +1, +1, +1, +2, +1 26 Competent
Persuasion +2, +2, +1, +2, +2, +1, +1, +1, +1, +2, +1, +1 17 Novice
Politics +1 1 Novice
Diplomacy +1 1 Novice
 
Arcane
Skill EXP Total Proficiency
Reimancy (Fire, Water) +2, +4, +3, +4, +2, +2, +2, +2, +5, +1, +2, +1, +1, +3, +2, +1, +3, +1, +2, +3, +1, +1, +1, +2 50 Competent
Morphing +2, +2, +1, +3, +2, +1 11 Novice
 
Miscellaneous
Skill EXP Total Proficiency
Hunting +1, +1, +3, +1, +3 (SXP: Winter, 516AV), +2, +1, +3, +2, +2 (SXP: Summer, 517AV), +2, +2 23 Novice
Tracking +2, +2, +1, +2, +1, +2, +1, +3, +1, +1, +1, +1, +2, +3 23 Novice
Subterfuge +1, +1, +2, +1, +1, +1, +1, +1, +2, +2, +2, +1, +1, +1, +1 19 Novice
Acting +2, +1, +2, +1, +3, +2, +2, +1, +1, +2, +1 18 Novice
Wilderness Survival: Forest, Plains +3, +2, +2, +2, +1, +1, +1, +1, +1, +2 16 Novice
Stealth +1, +1, +2, +1, +1, +1, +1, +1, +2, +2, +2 15 Novice
Interrogation +2, +4, +1, +1, +2, +2, +1 13 Novice
Butchering +1, +2, +1, +3, +1, +5 13 Novice
Torture +3, +2, +1, +2, +2, +2 12 Novice
Riding: Horse +3, +2, +1, +1, +1, +2, +2 12 Novice
Trapping +2, +2, +2, +1 7 Novice
Investigation +2, +1, +1, +1, +1, +1 7 Novice
Cooking +1, +1, +2 4 Novice
Larceny +1, +1, +1, +1 4 Novice
Begging +2, +1 3 Novice
Scavenging +1, +2 3 Novice
Medicine +1, +1, +1 3 Novice
Fishing +2 2 Novice
Animal Husbandry (Dog) +2 2 Novice
Herbalism +1, +1 2 Novice
Land Navigation +1, +1 2 Novice
Foraging +1 1 Novice
Bartering +1 1 Novice
Gambling +1 1 Novice
Food Preservation +1 1 Novice
Sewing +1 1 Novice
Disguise +1, 1 Novice
Horsemanship +1 1 Novice
Cleaning +1 1 Novice
Carving +1 1 Novice
Last edited by Konrad Venger on November 30th, 2017, 3:58 pm, edited 87 times in total.

||Common||Thoughts||Pavi||Fratava||Myrian||Other's Speaking||
Image
Note: As of Fall 517AV, Konrad is known only as "Hansel" in Endrykas
User avatar
Konrad Venger
Long is The Way and Hard
 
Posts: 923
Words: 1060755
Joined roleplay: November 23rd, 2015, 4:05 pm
Location: Endrykas
Race: Human, Mixed
Character sheet
Storyteller secrets
Scrapbook
Plotnotes
Medals: 4
Featured Thread (1) Overlored (1)
Donor (1) One Million Words! (1)

Konrad Venger

Postby Konrad Venger on April 11th, 2016, 5:45 pm

Thread List


Flashbacks :
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.

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Konrad Venger

Postby Konrad Venger on April 22nd, 2016, 8:06 am

Reimancy Techniques

 
Fire
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
-
 
Earth
-


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
-
 
Advanced
-
Last edited by Konrad Venger on October 10th, 2017, 3:09 am, edited 4 times in total.

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Note: As of Fall 517AV, Konrad is known only as "Hansel" in Endrykas
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Konrad Venger

Postby Konrad Venger on September 17th, 2016, 10:46 pm

Relationships

Family :
"Father"

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.

Emily Venger

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.

Grandmother

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.

Hansel Venger

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.

Sunberth :
Lo'Campo
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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.

Sh'Ky Naes
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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.

Kenash :
Coryn
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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.

Wikus
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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.

Belinda

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.

Achenar
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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.

Ssenislin
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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.

Valerius Nitrozian
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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.

Riesen Widerspruch
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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.

Kiera Adonai
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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.

Yazata
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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.

Gile Askara

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.

Endrykas :
Sloane
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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.

Khida
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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.

Jasmine Stormblood
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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.

Merevaika
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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.

Azmere
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Age: 30
Race: Human

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.


My thanks to Aldari Coolwater for her template

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Note: As of Fall 517AV, Konrad is known only as "Hansel" in Endrykas
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Konrad Venger
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Konrad Venger

Postby Konrad Venger on September 9th, 2017, 1:51 am

Image

Lores


People :
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

||Common||Thoughts||Pavi||Fratava||Myrian||Other's Speaking||
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Note: As of Fall 517AV, Konrad is known only as "Hansel" in Endrykas
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Konrad Venger
Long is The Way and Hard
 
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Joined roleplay: November 23rd, 2015, 4:05 pm
Location: Endrykas
Race: Human, Mixed
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