Kikkling the Slight

Konghruul Lesh-vok's page

30 posts. Alias of mittean.


About Konghruul Lesh-vok

14 year-old male Marguul Darguunan Bugbear from Shaarot Kol, Droaam
CN Medium humanoid (goblinoid)

xp 0/7,500 Tier 1
Destiny Points 1 Hero Points 5
Initiative +3 (+3 Dex); Senses darkvision 60 ft., scent; Perception +4
Favored class
Man vs. Society
Sin: Greed

"I am denied the right to live the life your 'laws' promise both of us. So I am labeled an outlaw for existing and surviving. I am guaranteed nothing; but I will never be your victim."
"Your real friends tell you when you have food in your fur. They'd take a brick for you."
"The real scoundrels, the real criminals are the hyper-patriotic nationalists still trying to convince Khorvaire that they need to fight a war."

Goal (what) I want to have more wealth than those who have held me down. And more freedom. That is righteous justice.
Motivation (why) I feel angry when they say I am equal when I am not.
Seed (originating thought) I have no real rights.
Embodiment Streetwise scoundrel/War-torn hero

Konghruul's portrait
Konghruul's second portrait

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==DEFENSE==
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Defense +6, touch +3, flat-footed +3 (+3 Dex, +3 natural)
Hit Points 34/34 (3d8) Vigor 34/34 Wound Points 30/30 (Threshold 15)
DR 0/- damage 0 non-lethal damage 0
Clobbered 15 Massive damage 30 Stabilize 30%
Staggered from 0 to -2, dying from -2 to -30
MaxDex 0 ACP 0 ASF 0%

F/R/W 4/7/2
Defensive Abilities
Weaknesses

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==OFFENSE==
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Speed 30 ft. 6 squares (8 counts)
Melee
• Unarmed strike +6 (1d3+4, 20/x2) B non-lethal
Ranged
Space 5 ft. Reach 5 ft.
Special attacks

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==ABILITIES==
----------------------
Str 18 (+4), Dex 17 (+3), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 9 (-1)
Bab +2, CMB +6, CMD +9

Feats
Catch Off-guard - Foes are surprised by your skilled use of unorthodox and improvised weapons.
Combat Expertise - You can increase your defense at the expense of your accuracy.
Combat Reflexes - You can make additional attacks of opportunity.
Deadly Aim - You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
Power Attack - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Flaws
Beady-eyes
Claustrophobia
Traits
Bloody-minded - You are always ready for bloodshed.
Dirty fighter - When you flank you do +1 dmg; this is multiplied on a crit.
Nonchalant thuggery - You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
Bullied - You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have a level in monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.
Drawbacks
Self-doubting
Insatiable
Skills
Acrobatics +4
Climb +8
Handle Animal +3
Heal +4
Intimidate +4 (+4 racial)
Perception +4
Ride +7
Stealth +11 (+4 racial)
Survival +4

Languages
• Common
• Giant
• Goblin

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==GEAR==
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Carrying capacity // Encumbrance 5 lbs.
Equipment
Combat gear
Other Gear
• Clothes (worn, 5 lbs.)
Money
• Dragons (PP)
• Sovereigns(GP) 10
• Crowns (EP)
• Shillings (SP)
• Coppers (CP)

-----------------------------------
==SPECIAL ABILITIES==
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Bloody-minded - You gain a +1 trait bonus on initiative and Intimidate checks.
Catch Off-Guard - You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Combat Expertise +/-1 - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1, and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes (4 AoO/round) - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Darkvision (60 feet) - You can see in the dark (black and white only).
Deadly Aim -1/+2 - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1, and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal any Hit Point damage.
Envy - Steal at least 10 gold worth of goods to avoid DC 20 will save vs. -1 penalty to Will, Reflex, and concentration checks.
Power Attack -1/+2 - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1, and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal Hit Point damage.

Scent (Ex) - Detect opponents within 15+ ft. by sense of smell.
Stalker (Ex) - Perception and Stealth are always class skills for bugbears.

I think I know a guy...
Sledj Orc barbarian alchemist
Garrick ir'Kraal, Male human (Karrnath) bloodrager (steelblood) 1
Mintash, Unchained Monk (enlightened monk) 10, Unchained Rogue (dark lurker) 3

Description

Konghruul is a bugbear with the posture of a man who once belonged in expensive rooms and no longer sees the point of pretending otherwise. He is broad-shouldered, long-armed, and visibly dangerous even at rest. His fur is dark and coarse, often lifting along the shoulders and spine when he is irritated or thinking too hard. His eyes are dark, reflective, and hard to read until firelight catches them.

His voice is deep, soft, and gravelly. He does not sound like a brute. He sounds like someone who once practiced control for a living and now uses that same control to unsettle people. There are remnants of old refinement in him: the way he studies a room, the way he handles a drink, the way his contempt sharpens when he sees bad craftsmanship, clumsy lies, or cheap power.

He no longer tries to look noble. He looks useful.

Personality

Konghruul is bitter, dry, politically literate, and hard to impress. He knows how states actually function, because he helped make them function. He distrusts rhetoric, patriotism, and public virtue. He has a special contempt for dignified language used to hide ugly work.

He is not openly theatrical. He is a man who has already had his life, status, body, and future taken from him, and now measures people by what they do when elegance runs out. He can be vulgar, but he is not coarse-minded. He can be brutal, but he is not simple. Underneath the fur and the ruined life, he is still a former court operative who knows how favors move, how money talks, and how murder wears diplomatic clothing.

He drinks too much, steals other people’s drinks without apology, and speaks with the bluntness of someone who no longer gains anything by being pleasant. But there is still discipline in him. He notices weakness, posture, rank, lies, and fear automatically.

He is also a man divided against all his own origins. He no longer belongs to any of the identities that formed him, but he has not stopped measuring himself against them.

Background

Konghruul was born in Aerenal, raised in the overlap between Tairnadal memory-culture and House Phiarlan discipline. Before Valenar existed as a nation, he would have understood himself as an Aereni elf shaped by martial inheritance and dragonmarked obligation. When Valenar was founded in 956 YK, it gave political shape to part of his heritage, but it did not define his life. His life belonged to Phiarlan.

He bore a lesser Mark of Shadow and was trained to move between surfaces: court and camp, envoy and spy, artist and killer. That mark made him more than merely promising. It marked him as someone with real value, stronger access, and a future the House had reason to cultivate. Phiarlan hired him out to Aundair, where he became a covert asset used for work that could not survive daylight. He ran messages and misinformation between power blocs, sabotaged supply lines, arranged blackmail, eliminated witnesses, marked targets for later removal, and carried out assassinations meant to look like rival action, battlefield loss, or simple bad luck. He was not the grand architect in the room. He was the precise instrument that made plans become facts.

He was good at it. Good enough to grow wealthy, connected, and quietly trusted by people who would never have named him in public.

In 967 YK, he was killed during an operation in the Eldeen Reaches. A druid brought him back as a bugbear. Whether it was prophecy, pragmatism, pity, or a belief that he still had work to do, the result was the same: he woke into a second life in a body that made his old one unreachable.

He never truly went back. Not to Aundair, not to Phiarlan, not to any clean version of being an elf. In the years after his death, the world kept fracturing. Darguun rose. House Thuranni split from Phiarlan. He did not know, while he was alive, that some of his work may have helped weaken the wrong structures, empower the wrong assets, or sharpen the wrong internal rivalries. He was one knife among many. He did not know where the cuts would keep opening.

Goals

Konghruul’s immediate goals are practical:

survive
remain useful
repay or honor the druid who brought him back
finish the work tied to his return

His deeper goals are uglier and less settled:

learn who ordered or profited from his death
determine why he was truly brought back
decide whether his second life belongs to vengeance, duty, or simple endurance
understand whether the fractures that define modern Khorvaire have his fingerprints on them

He also wants something he would never say cleanly: he wants his second life to matter. Not nobly. Not romantically. He just refuses to have been thrown away twice.

Relationships
Aerenal

Aerenal is his beginning, but no longer his home. It is blood, memory, and distance. He is too changed, too compromised, and too entangled in Khorvairian ugliness to imagine returning to it as though he were merely displaced.

Valenar

Valenar is the nation that gave political form to part of his heritage, but it is not his people now. He no longer looks the part, lives the part, or belongs in their story. In practice, he stands closer to one of their enemies than one of their own.

House Phiarlan

Phiarlan made him. It trained him, polished him, employed him, and taught him the value of elegance, performance, secrecy, and quiet violence. But the House he served is no longer the House that exists, and even before that, it was never a family in the comforting sense. It was an engine. He was one of its moving parts.

House Thuranni

Most of the people who would have felt professionally legible to him eventually ended up on the Thuranni side of the divide. That makes Thuranni both familiar and infuriating. They are not his House, but they may feel closer to what his House really was than Phiarlan does. He would hate how true that might be. The split does not make Thuranni his people. It only makes them a sharper reminder that the world he understood kept reorganizing itself without him.

Aundair

He gave Aundair service, skill, and blood. It gave him use, then disposal. His opinion of Aundair is simple: it is a nation of polished rationalizations draped over appetite.

Eldeen Reaches

He owes the Reaches his second life and perhaps the only act of grace anyone ever showed him after death. But even there he was not reborn into belonging. He was reborn into utility. The Reaches are not home. They are the place where his life ended and the place where something else began.

Darguun

Darguun is the closest thing he has had to survivable ground. As a bugbear, he can exist there with less explanation than he could in Aundair, Valenar, or any dragonmarked enclave. But he is still not truly of it. He lacks the shared history and instinct that make a goblinoid local. In Darguun, he is not one of the people. He is simply a creature who can pass without immediate rejection.

His Dragonmark

This is separate from every nation and every House.

Konghruul did not merely bear a dragonmark. He bore a lesser Mark of Shadow. That placed him beyond the level of a merely promising heir. It marked him as someone with real value, stronger access, and a future the House had reason to cultivate. His mark shaped his life more intimately than Phiarlan ever did, because it lived in his body. It was proof of lineage, utility, status, and access. It meant he was recognized before he spoke.

Now it is gone.

He is not simply estranged from the Houses; he is estranged from the bodily truth that once anchored his place in the world. He can hate Phiarlan and still miss the mark. He can reject dragonmarked society and still feel the absence of what he used to be. The loss of the mark is not just social exile. It is physical illegibility. He was once someone the world had a place for. Now even his skin disagrees.

Timeline

c. 840s–850s YK
Born in Aerenal. Raised with Tairnadal cultural inheritance and eventually drawn into House Phiarlan training.

c. 950s YK
Reaches adulthood by elven standards and begins operating in earnest as a lesser Mark of Shadow asset.

956 YK
Valenar is founded by Aerenal mercenaries annexing southern Cyre. This gives political shape to part of his heritage, though his actual loyalties and labor remain tied to Phiarlan.

958 YK
The Eldeen Reaches secede from Aundair. This matters later, because Konghruul’s death and rebirth happen in an Eldeen that is already politically itself.

958–967 YK
Works for Aundair as a Phiarlan covert operative. This includes espionage, sabotage, deniable killings, blackmail, courier work between factions, intelligence handling, and diplomatic “corrections” too ugly for official hands.

967 YK
Killed during an operation in the Eldeen Reaches. Reincarnated as a bugbear by a druid who believed he still had value or purpose.

967–969 YK
Lives in shock, obscurity, and practical survival. Learns what his new body can do and what his old life will not allow him to reclaim.

969 YK
Darguun is founded. Konghruul does not yet realize that some of the work he did in life may have helped destabilize the powers that later made this possible.

970s YK
Drifts eastward, survives however he can, and begins to build a life around usefulness rather than legitimacy.

972 YK
The Shadow Schism splits House Thuranni from House Phiarlan. He is forced to face that the covert culture he lived inside did not end with him; it sharpened without him.

980s–present
Lives largely in or around Darguun, functioning as a dangerous outsider who survives there better than he could in Aundair, Valenar, or any dragonmarked enclave.

Present Mechanical Direction

He currently has no levels, which fits the concept. He is a man rebuilt badly and still gathering himself.

His path begins with:

Brawler 1
Mutagenic Mauler
Venomfist

and likely develops into:

Bloodrager
Blood Conduit
Primalist

That progression suits him well: close violence, altered body, sudden brutality, and power that feels reclaimed from injury rather than cultivated in peace.

Konghruul — Language and Dialogue Rules
Core principle

Konghruul speaks like a man who knows exactly how power behaves and no longer feels obliged to flatter it.

He is not verbose for the sake of it. He is not poetic in the Bexellock sense or distilled in the Demon sense. He is sharp, grounded, dry, and corrosively perceptive.

1. Sentence structure rules
Usually
short to medium sentences
clear statements
clean transitions
no rambling
Can do
the occasional polished longer sentence when talking politics, betrayal, espionage, or statecraft
deliberate pauses for emphasis
dry follow-up lines after someone says something foolish
Avoid
ornate speeches
excessive abstraction
academic layering
melodrama
Rhythm

He tends to:

state
qualify
cut
move on

Example pattern:

“That’s the public version.”
“The real version costs more.”
“Usually in blood.”
2. Word choice rules
Favor
concrete language
political terms used practically
sensory words when discussing places, war, or bodies
blunt verbs: cut, broke, bought, sold, buried, used, bled, burned
He uses
occasional old-world or courtly phrasing when it sharpens contempt
occasional military or espionage terminology naturally
the language of leverage, debt, masks, knives, corridors, doors, witnesses, and silence
Avoid
modern slang
cute turns of phrase
too much refined nobility talk
generic thug diction

He should sound like:
someone who learned elegance as a weapon and now mostly uses the blade, not the sheath.

3. Emotional expression rules

Konghruul does not confess easily.

He does not say:

“I’m hurt.”
“I feel betrayed.”
“This makes me sad.”

He instead expresses emotion through:

contempt
practical cynicism
understatements
clipped bitterness
dry humor
sudden precision

Example:
Not:

“I miss who I used to be.”

More like:

“The old body had better access.”
“People were kinder when my skin made them money.”
4. Social behavior rules

In conversation, Konghruul:

reads everyone first
watches hands, posture, silences, rank, and appetite
often answers with exactly enough truth to be useful
rarely gives away full sincerity on first pass

He does:

provoke
test
needle
strip away euphemism

He does not:

gush
overexplain himself
seek approval
offer trust before proof

He often sounds like he is deciding, in real time, whether the person in front of him is worth honesty.

5. Humor rules

His humor should be:

dry
meaner than Bexellock’s
less alien than Demon’s
rooted in experience
often aimed at institutions, hypocrisy, or cowardice

He is funniest when he sounds least amused.

Examples:

“Diplomacy is just assassination with better tailoring.”
“A title only proves someone survived the room.”
“Oh, excellent. Another patriot.”
6. Espionage voice rules

This is important.

Konghruul should often sound like a man who thinks in terms of:

motives
leverage
assets
deniability
disposable people
false surfaces

He notices:

who benefits
who is protected
who gets blamed
what story is being sold

So when someone describes an event, he instinctively hears:

the cover story
the real story
the intended audience

He should often translate idealistic language into operational language.

Example:

“No, that wasn’t a misunderstanding. That was a test.”
“He’s not nervous. He’s waiting to see who speaks first.”
“If they wanted peace, they would have sent fewer guards.”
7. Cultural layering rules
Aerenal roots

Show in:

long memory
seriousness around lineage, continuity, and what survives
quiet awareness that people are shaped by the dead

He should occasionally sound like someone for whom ancestry and precedent matter, even if he no longer belongs to them.

Valenar cultural shadow

Show in:

respect for action over posture
contempt for softness
admiration for boldness, competence, and fearlessness
instinctive warrior pragmatism

He does not need to sound like a Valenar cavalryman, but he should still respect deeds more than claims.

Phiarlan training

Show in:

precision
performative control
social fluency
cultivated diction when he chooses to use it
knowing when a line will land better if spoken softly

This is the layer that keeps him from sounding like a simple bruiser.

Aundair traces

Show in:

occasional polished phrasing
familiarity with courtly hypocrisy
dry contempt for cultured cruelty
an ear for educated b~*%&@~&

He should be able to sound, for a sentence or two, like someone who has sat in salons, embassies, and private councils.

Eldeen traces

Show in:

practical fatalism
distrust of excess structure
respect for harsh survival
less patience for pretense
Modern bugbear / Darguun survival

Show in:

physical language
bluntness
appetite
lack of apology
lived acceptance that usefulness matters more than pedigree in the wrong places

That layer should make him more immediate and rough-edged now than he used to be.

8. What he talks like in different moods
Relaxed

Dry, observant, sardonic, faintly dangerous.

Amused

More mocking, a little lazier, often cruelly accurate.

Angry

Cleaner. Less talk. More direct accusation. Less charm.

Threatening

Very calm. Almost polite. The threat is in certainty, not volume.

Talking politics

This is where the old self returns most strongly. He becomes precise, incisive, and briefly elegant.

Talking about the past

Usually clipped, unless the subject truly matters. Then he gets quieter, not more expansive.

Talking about his lost mark

Hard, dismissive, and too controlled. That is one of the clearest pain points in his voice.

9. Things he should do often
puncture euphemisms
translate ideals into motives
make someone feel read
undercut patriotic or moral posturing
show traces of old polish at unexpected moments
sound like he has killed for people softer than the person he’s currently speaking to
10. Things he should avoid
sounding like a generic barbarian
sounding like a purely noble elf
sounding too literary
sounding too emotional too quickly
sounding stupid, simple, or purely feral
sounding too similar to Demon’s grave abstraction or Bexellock’s stylish enthusiasm
11. Core speech texture

If Bexellock sounds like:
a stylish historian who expects to be quoted

and Demon sounds like:
a being who distills reality into verdict

then Konghruul should sound like:
a former intelligence asset who has stopped lying politely

12. Sample lines
General
“That’s a fine story. Shame it isn’t the true one.”
“Men love principles right up until principles cost them something.”
“You can tell who wrote the report. It leaves out the only useful part.”
“I used to work for people who called this diplomacy.”
“You don’t survive courts by believing what they say out loud.”
On Aundair
“Aundair dresses appetite up as culture. It helps them sleep.”
“They liked me best when I was useful and deniable.”
On Phiarlan / Thuranni
“Phiarlan taught me grace, timing, and where to put the knife.”
“Thuranni didn’t invent anything. They just stopped pretending.”
On his body / rebirth
“I came back heavier. Less decorative. Better suited to honesty.”
“The world made more sense when my face opened doors.”
“People hear truth differently when it has fur.”
On Darguun
“Darguun doesn’t ask what you were. It asks whether you’re worth feeding.”
“There’s something refreshing about a place that doesn’t bother pretending to be civilized.”
Threats
“You can keep talking. I already know enough.”
“That choice will age badly.”
“I’ve killed for men softer than you.”
“Be careful. I’m trying to remain reasonable.”
13. Dialogue rules in one line

Konghruul should sound like an ex-Phiarlan operative in a bugbear body: blunt now, but never unskilled; bitter now, but never witless; rough now, but with traces of old elegance still visible through the damage.

Bugbear PC:

Bugbear characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to (6 + Int modifier). Its class skills are climbing, Stealth, and Perception.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Stealth checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Level adjustment +1.

34 (40 size, -3 DEX, -3 Reflex, -1 Bloody-minded)