Post by Korbaine Geroki sen Tekaevish on Mar 19, 2008 23:22:22 GMT -5
Name: Korbaine Geroki sen Tekaevish
Gender: Male
Age: 31 (124 Seasons) ((The age thing is confusing me a bit. He is supposed to be of equivalent strength to a 31-year-old Human, but does that mean he should be 31 seasons or 31 years old?))
Species: Rat
Occupation: Wanderer/Inventor
Physical Appearance: Korbaine Geroki sen Tekaevish stands roughly five feet tall ((Do we express the height of these characters with such high values? He is supposed to be rather short...)) at the shoulder, and is often dwarfed in terms of height by the individuals around him. Despite his short stature, Korbaine still appears almost lanky, although close inspection shows that his upper arms are extremely muscular and his legs are bulky. To hide this, he often wears a badly-stained white robe that drapes past his ankles. Utilizing the looseness of his robe, Korbaine is able to make himself considerably less intimidating by hiding both of his weapons and his athletic physique.
Beneath his robe, Korbaine wears no armor aside from a chain-link steel cuirass and gauntlets that span for the entire length of both arms. His cuirass covers only his back, leaving his chest completely exposed to any type of weapon.
His gauntlets extend from his fingertips to his shoulders, and are made from plates of steel bound together with links of chain. On the underside of his lower arms are two blades that are locked into sliders that he invented. The weapons are generally concealed inside bulges in his armor, but the blades themselves each have a small block of metal protruding from their underside and through a small slit in the bottom of his gauntlets. This block of metal is at Korbaine's elbow when the blades are concealed, and he can pull the block along the slit -- which runs all the way to his wrist -- in order to reveal the blade that it is attached to. The weapons are tightly-packed, and must be pulled out manually; they will not deploy by themselves.
He has a sanguine cloth shirt beneath his cuirass and cloth pants of the same color. He washes both articles of clothing back to their original white color annually, but their dark-crimson stain is usually replaced within a few months.
His fur is dark brown, although there are three minuscule furless patches of flesh on his stomach where he was badly burned. Each one is circular and less than an inch in diameter, and each one is covered by his cloth shirt.
His brilliant viridian eyes are marred by a slight opaqueness in both of his corneas, which leaves him nearsighted. His eyebrows are regularly narrowed in an expression of extreme condescension, and his thin lips are turned down in what appears to be a permanent, furious frown.
His fingers are thin and bony, and though they are fragile, they are also extremely nimble and flexible, which gives him an aptitude for working with very delicate objects. He cuts his claws down to avoid discomfort when he pulls on his gauntlets.
Possessions: Korbaine carries around very few objects of sentimental value, but he does carry a small satchel (sewn to the inside of his robe) in which he has placed a small silver ring and a small hourglass that measures time in intervals of three minutes.
The silver ring is of little importance; Korbaine has not looked upon it in over ten years, and he can no longer recall why he keeps it.
The hourglass, on the other hand, is used by Korbaine when he feels that it is necessary to exhibit an overabundance of sadism toward his victims. When he is accosted by groups of vermin that are small enough for him to defeat with ease, he will often kill all but the weakest of the group, knocking him or her out instead of finishing them off. When they wake up, Korbaine will give them the length of time it takes for the hourglass to complete its cycle to flee from him before he chases after them. Having had years of experience tracking, Korbaine rarely has trouble following and destroying a panicked creature.
Personality: Korbaine is, by almost any accepted set of criteria, completely insane. He displays symptoms of schizophrenia, dementia, multiple personality disorder, and neurosis, in order of severity. His temperament is determined wholly by his environment, and is generally based on a number of obsessions that Korbaine has.
- Any obvious instance of the number four in Korbaine's environment will make him noticeably uncomfortable, which can lead to nervousness. Korbaine exhibits an irrational fear of the number four.
- Any unusual anomalies in Korbaine's environment can make him paranoid and generally violent. This could be something as simple as a piece of bent grass where there should not be, or something as complex as the realization that someone is lying to him based on the observation of anything that, given any circumstances, does not make sense.
- Lies, even if completely harmless, can make Korbaine violent. More often than not, Korbaine will simply disregard everything that is being told to him if he hears a lie and keep his true feelings a secret. Sometimes, however, he will become verbally or physically violent.
- Any action that signifies impending violence toward Korbaine can trigger a preemptive action that could range from flight to physical assault.
Korbaine needs very little real rationalization for most of his actions; his schizophrenia can generate sounds and images that trigger his reactions for no apparent reason. It is usually a gamble as to whether or not Korbaine is in an agreeable mood.
Korbaine's dementia presents itself in the form of sporadic memory loss. Speaking to him about past events that he does not remember, rare though such an occasion may be, could be considered by him to be an elaborate lie, and could trigger the previously-listed reactions. Sometimes Korbaine will delve into a period of very deep thinking that is triggered by something he observed in the world around him, only to forget what it was that he was thinking about. While this would not be a problem for most sane people, Korbaine becomes extremely obsessed with recalling what it is he has forgotten, and will do almost anything to help himself remember.
Korbaine's multiple personality disorder is very easy to notice for those who have spent a great deal of time around Korbaine, but he can keep a mindset for weeks at a time, so those traveling with him for a very short period of time will usually only see one side of him.
- Korbaine's first personality was his original, and it is the one that is seen the most often. This personality is driven wholly by logic, and does not make decisions based off of feelings of revenge, sorrow, or pity. If this personality finds it necessary to kill someone, he will do it in the most efficient way possible, with no regard to inflicting as much or as little pain as possible. If this personality finds it necessary to travel somewhere, he will choose the fastest route available, even if it is not the easiest. This personality has a tendency to think very little about his decisions, and will rarely take back something that he has already done or said. This personality always speaks in a monotone, making any vocal variation a sign that Korbaine is no longer dominated by this personality.
- Korbaine's second personality is exactly the opposite of his first, and was created by the events that took place exactly sixty seasons after he was born. It is driven wholly by emotion, and knows little of logic. This personality is extremely unpredictable, and will jump to radical conclusions much more readily than the logical personality. Because it is driven purely by emotion, this personality can be extremely jovial, ebullient, annoyed, vindictive, sadistic, melancholic, paranoid, friendly, reticent, aloof, or furious, along with many more.
Korbaine's neurosis manifests itself when he suddenly realizes the severity of his insanity (although he always forgets a few minutes later), and his reactions to this revelation vary between deep despondence and irrational anger.
Strengths:
- Korbaine is an expert at manipulation, and has enough intellectual acumen to convince most weak-minded people to do what he wants for at least a short period of time.
- Korbaine can, at times, be an excellent tactician and leader. Despite his aptitude for leadership, however, Korbaine shuns the position and prefers to follow for a number of reasons.
- Korbaine's drastically impulsive actions sometimes (rarely, it should be said) tie themselves together in unusual ways that prove to be beneficial to him.
- Korbaine is extremely agile, and years of practice have made him an accomplished fighter.
- Korbaine's thin fingers and incredible dexterity make him well-suited to handle very delicate objects, which helps him when he is experimenting with a new invention.
Weaknesses:
- Korbaine is overconfident in his own fighting abilities, and does not wear armor on his chest (though he has armor on his back), neck, head, or legs.
- Korbaine's corneas are slightly opaque, and while he can see clearly for roughly four meters around him, everything beyond that is an unidentifiable blur.
- Korbaine's unpredictability often causes him to be shunned in most societies.
- Korbaine is sometimes unable to control his own impulses, resulting in unintended actions.
- At sporadic intervals, Korbaine is able to fully grasp the completeness of his insanity, which virtually always results in temporary mental breakdowns.
- Korbaine is often unable to decide what it is he wants, and this indecision often leads to anger, which can result in violence toward individuals around him.
- Korbaine's fingers are frail, and he goes out of his way to preserve their integrity so that he does not lose his ability to work with fragile objects.
History: Korbaine was born near the Marshlands of Mossflower Wood, the third member of a family that was, at its peak, composed of Korbaine, his three sisters, and his brother. He was older than his brother and one of his sisters, and his father vanished shortly after his third sister, the youngest of his family, was born.
Korbaine’s parents taught him many of the same values that most other Woodlanders were taught, and that, coupled with the occasional attacks against his family by small groups of vermin, made Korbaine shun the title that his species was regularly given. He was born cynical and misanthropic, and he realized at a very young age how emotions made people foolish by examining the motives of the vermin who attacked his family. This drove him to act only on logic, which he found to be infinitely preferable.
Korbaine spent most of his days for his first sixty seasons of life exploring the forest and examining the signs that other Woodlanders left in their wake that could be used to follow their paths. His ability to observe most of the world around him made him an excellent self-taught tracker, although his skills wouldn’t have matched up to those who had been trained by true experts. In this time, he also learned how to cover his own tracks so that he could not be followed as easily. Again, an truly masterful tracker probably could have followed him, but such individuals were rarely encountered in Mossflower.
Korbaine’s father was an able warrior, and was able to repel every vermin attack that was directed at his family (although that was likely only because the vermin were relatively uninterested in them). However, when he disappeared just two days before Korbaine’s sixtieth season day, a nearby group of vermin saw an opportunity to get their revenge on Korbaine’s family without the possibility of any losses.
Korbaine’s mother was killed first, followed by his three sisters and his brother. The vermin, infinitely overconfident in their abilities, wounded Korbaine by pressing embers from the house’s fireplace against his stomach exactly three times. The stoat told Korbaine that he would have exactly three minutes to flee into the woods, measured by a tiny hourglass that the leader, a stoat, carried with him. After those three minutes, the group of four vermin would chase after him and kill him if they could.
Korbaine exited the building and, completely unaware of what he was doing, circled around his small home (which amounted to little more than a three-room wooden cottage), and retrieved two long sharpened sticks. Using twine from a wooden crate behind his home, he bound each stick tightly to the underside of his lower arm. Enraged to the point of insanity and with tears of fury coursing down his cheeks, Korbaine stealthily climbed on to the top of his home crouched above his doorway in dead silence for the remaining twenty seconds of his original three minutes.
The stoat and his second-in-command, a ferret, left the house first, and before they could begin to examine any tracks, Korbaine leapt from the thatch roof and impaled both of the creatures through the back of their necks, tackling the corpses violently into the ground. Quickly extracting his makeshift spears from the limp carcasses, Korbaine turned to face a horribly-surprised pair of gaunt rats, each of whom was armed with nothing more than a rusty dagger. Even Korbaine’s father had never expressed an interest in killing the vermin who attacked him, and the cowards had not expected any reprisal from such a small boy.
One of the rats tried to flee out of the door, but Korbaine rushed forward and thrust both of his weapons through the rat’s chest. The body was thrown back into the other rat, who fell backward clumsily. He pulled both of his weapons free from his victim and hastily disarmed the surviving rat by pulling his only dagger out of its sheath and tossing it across the room. He slammed his right foot on the rat’s chest to pin him down and held the points of both of his weapons at the rat’s throat, relishing the fantastic moment of vengeance when he heard the rat beg timorously, “Mercy, please…mercy…”
Korbaine stared the rat’s tear-soaked face for a few seconds until the terrified creature closed its eyes as a ward against the malevolence in Korbaine’s cloudy eyes. Then, slowly, Korbaine turned to look at the bodies of his relatives, whose wracked bodies were strewn unceremoniously across the floor of the house. Then, without saying a word, he turned his head to look back at the rat before driving both weapons into his prey’s throat.
The only item he took from that battle was the hourglass that the stoat carried, which he kept with him at all times. He took the ring from his mother’s finger and wore it constantly in a feeble attempt at remembrance, though he no longer wears it, instead choosing to keep it out-of-sight in a closed satchel.
All of Korbaine’s mental abnormalities stem from that event, when he was forced to act on emotion despite every facet of his mind urging him to do otherwise. He could easily have escaped from the band of vermin by fleeing carefully and covering his tracks as he did so, but the first of many subsequent paroxysmal bouts of insanity caused him to act against his morals, ideas, and better judgment.
He became a wanderer, and while he intermittently stayed with small groups of people for short periods of time, he quickly learned that he was unable to stay with anyone for any length of time without compromising their safety. He invented the weapons that he carries now by hammering various pieces of steel he took off of his victim’s corpses together over makeshift forges, hence the reason they were built so haphazardly.
Korbaine resolved never to initiate a fight or quarrel, but he is perfectly content with butchering anyone who starts a fight with him. His primary motive for such aimless wandering as he regularly embarks on is to encounter as many bands of vermin as possible, engage them in conversation, and destroy them when one draws a weapon.
He has had to rebuild both of his weapons several times since then, and he has improved on the design each time since. Though both weapons still have their faults, they no longer stick or jam as frequently as they originally did. He currently seeks a smith capable of building two flawless versions of them that will slide in work easily and without fault.
Relationships: Korbaine's erratic personality makes it difficult for him to have any real relationship with anyone, and so he regards anyone who works with him as an ally instead of as a friend. Most of the 'allies' that he is acquainted with are other wanderers; mostly rats, mice, and weasels.
Other: Despite the obvious abnormalities in his mental faculties, Korbaine is generally very agreeable to those who express friendliness to him. Unfortunately, he is incapable of living with groups of other people for any period of time, since he will always eventually have an episode of insanity.
Gender: Male
Age: 31 (124 Seasons) ((The age thing is confusing me a bit. He is supposed to be of equivalent strength to a 31-year-old Human, but does that mean he should be 31 seasons or 31 years old?))
Species: Rat
Occupation: Wanderer/Inventor
Physical Appearance: Korbaine Geroki sen Tekaevish stands roughly five feet tall ((Do we express the height of these characters with such high values? He is supposed to be rather short...)) at the shoulder, and is often dwarfed in terms of height by the individuals around him. Despite his short stature, Korbaine still appears almost lanky, although close inspection shows that his upper arms are extremely muscular and his legs are bulky. To hide this, he often wears a badly-stained white robe that drapes past his ankles. Utilizing the looseness of his robe, Korbaine is able to make himself considerably less intimidating by hiding both of his weapons and his athletic physique.
Beneath his robe, Korbaine wears no armor aside from a chain-link steel cuirass and gauntlets that span for the entire length of both arms. His cuirass covers only his back, leaving his chest completely exposed to any type of weapon.
His gauntlets extend from his fingertips to his shoulders, and are made from plates of steel bound together with links of chain. On the underside of his lower arms are two blades that are locked into sliders that he invented. The weapons are generally concealed inside bulges in his armor, but the blades themselves each have a small block of metal protruding from their underside and through a small slit in the bottom of his gauntlets. This block of metal is at Korbaine's elbow when the blades are concealed, and he can pull the block along the slit -- which runs all the way to his wrist -- in order to reveal the blade that it is attached to. The weapons are tightly-packed, and must be pulled out manually; they will not deploy by themselves.
He has a sanguine cloth shirt beneath his cuirass and cloth pants of the same color. He washes both articles of clothing back to their original white color annually, but their dark-crimson stain is usually replaced within a few months.
His fur is dark brown, although there are three minuscule furless patches of flesh on his stomach where he was badly burned. Each one is circular and less than an inch in diameter, and each one is covered by his cloth shirt.
His brilliant viridian eyes are marred by a slight opaqueness in both of his corneas, which leaves him nearsighted. His eyebrows are regularly narrowed in an expression of extreme condescension, and his thin lips are turned down in what appears to be a permanent, furious frown.
His fingers are thin and bony, and though they are fragile, they are also extremely nimble and flexible, which gives him an aptitude for working with very delicate objects. He cuts his claws down to avoid discomfort when he pulls on his gauntlets.
Possessions: Korbaine carries around very few objects of sentimental value, but he does carry a small satchel (sewn to the inside of his robe) in which he has placed a small silver ring and a small hourglass that measures time in intervals of three minutes.
The silver ring is of little importance; Korbaine has not looked upon it in over ten years, and he can no longer recall why he keeps it.
The hourglass, on the other hand, is used by Korbaine when he feels that it is necessary to exhibit an overabundance of sadism toward his victims. When he is accosted by groups of vermin that are small enough for him to defeat with ease, he will often kill all but the weakest of the group, knocking him or her out instead of finishing them off. When they wake up, Korbaine will give them the length of time it takes for the hourglass to complete its cycle to flee from him before he chases after them. Having had years of experience tracking, Korbaine rarely has trouble following and destroying a panicked creature.
Personality: Korbaine is, by almost any accepted set of criteria, completely insane. He displays symptoms of schizophrenia, dementia, multiple personality disorder, and neurosis, in order of severity. His temperament is determined wholly by his environment, and is generally based on a number of obsessions that Korbaine has.
- Any obvious instance of the number four in Korbaine's environment will make him noticeably uncomfortable, which can lead to nervousness. Korbaine exhibits an irrational fear of the number four.
- Any unusual anomalies in Korbaine's environment can make him paranoid and generally violent. This could be something as simple as a piece of bent grass where there should not be, or something as complex as the realization that someone is lying to him based on the observation of anything that, given any circumstances, does not make sense.
- Lies, even if completely harmless, can make Korbaine violent. More often than not, Korbaine will simply disregard everything that is being told to him if he hears a lie and keep his true feelings a secret. Sometimes, however, he will become verbally or physically violent.
- Any action that signifies impending violence toward Korbaine can trigger a preemptive action that could range from flight to physical assault.
Korbaine needs very little real rationalization for most of his actions; his schizophrenia can generate sounds and images that trigger his reactions for no apparent reason. It is usually a gamble as to whether or not Korbaine is in an agreeable mood.
Korbaine's dementia presents itself in the form of sporadic memory loss. Speaking to him about past events that he does not remember, rare though such an occasion may be, could be considered by him to be an elaborate lie, and could trigger the previously-listed reactions. Sometimes Korbaine will delve into a period of very deep thinking that is triggered by something he observed in the world around him, only to forget what it was that he was thinking about. While this would not be a problem for most sane people, Korbaine becomes extremely obsessed with recalling what it is he has forgotten, and will do almost anything to help himself remember.
Korbaine's multiple personality disorder is very easy to notice for those who have spent a great deal of time around Korbaine, but he can keep a mindset for weeks at a time, so those traveling with him for a very short period of time will usually only see one side of him.
- Korbaine's first personality was his original, and it is the one that is seen the most often. This personality is driven wholly by logic, and does not make decisions based off of feelings of revenge, sorrow, or pity. If this personality finds it necessary to kill someone, he will do it in the most efficient way possible, with no regard to inflicting as much or as little pain as possible. If this personality finds it necessary to travel somewhere, he will choose the fastest route available, even if it is not the easiest. This personality has a tendency to think very little about his decisions, and will rarely take back something that he has already done or said. This personality always speaks in a monotone, making any vocal variation a sign that Korbaine is no longer dominated by this personality.
- Korbaine's second personality is exactly the opposite of his first, and was created by the events that took place exactly sixty seasons after he was born. It is driven wholly by emotion, and knows little of logic. This personality is extremely unpredictable, and will jump to radical conclusions much more readily than the logical personality. Because it is driven purely by emotion, this personality can be extremely jovial, ebullient, annoyed, vindictive, sadistic, melancholic, paranoid, friendly, reticent, aloof, or furious, along with many more.
Korbaine's neurosis manifests itself when he suddenly realizes the severity of his insanity (although he always forgets a few minutes later), and his reactions to this revelation vary between deep despondence and irrational anger.
Strengths:
- Korbaine is an expert at manipulation, and has enough intellectual acumen to convince most weak-minded people to do what he wants for at least a short period of time.
- Korbaine can, at times, be an excellent tactician and leader. Despite his aptitude for leadership, however, Korbaine shuns the position and prefers to follow for a number of reasons.
- Korbaine's drastically impulsive actions sometimes (rarely, it should be said) tie themselves together in unusual ways that prove to be beneficial to him.
- Korbaine is extremely agile, and years of practice have made him an accomplished fighter.
- Korbaine's thin fingers and incredible dexterity make him well-suited to handle very delicate objects, which helps him when he is experimenting with a new invention.
Weaknesses:
- Korbaine is overconfident in his own fighting abilities, and does not wear armor on his chest (though he has armor on his back), neck, head, or legs.
- Korbaine's corneas are slightly opaque, and while he can see clearly for roughly four meters around him, everything beyond that is an unidentifiable blur.
- Korbaine's unpredictability often causes him to be shunned in most societies.
- Korbaine is sometimes unable to control his own impulses, resulting in unintended actions.
- At sporadic intervals, Korbaine is able to fully grasp the completeness of his insanity, which virtually always results in temporary mental breakdowns.
- Korbaine is often unable to decide what it is he wants, and this indecision often leads to anger, which can result in violence toward individuals around him.
- Korbaine's fingers are frail, and he goes out of his way to preserve their integrity so that he does not lose his ability to work with fragile objects.
History: Korbaine was born near the Marshlands of Mossflower Wood, the third member of a family that was, at its peak, composed of Korbaine, his three sisters, and his brother. He was older than his brother and one of his sisters, and his father vanished shortly after his third sister, the youngest of his family, was born.
Korbaine’s parents taught him many of the same values that most other Woodlanders were taught, and that, coupled with the occasional attacks against his family by small groups of vermin, made Korbaine shun the title that his species was regularly given. He was born cynical and misanthropic, and he realized at a very young age how emotions made people foolish by examining the motives of the vermin who attacked his family. This drove him to act only on logic, which he found to be infinitely preferable.
Korbaine spent most of his days for his first sixty seasons of life exploring the forest and examining the signs that other Woodlanders left in their wake that could be used to follow their paths. His ability to observe most of the world around him made him an excellent self-taught tracker, although his skills wouldn’t have matched up to those who had been trained by true experts. In this time, he also learned how to cover his own tracks so that he could not be followed as easily. Again, an truly masterful tracker probably could have followed him, but such individuals were rarely encountered in Mossflower.
Korbaine’s father was an able warrior, and was able to repel every vermin attack that was directed at his family (although that was likely only because the vermin were relatively uninterested in them). However, when he disappeared just two days before Korbaine’s sixtieth season day, a nearby group of vermin saw an opportunity to get their revenge on Korbaine’s family without the possibility of any losses.
Korbaine’s mother was killed first, followed by his three sisters and his brother. The vermin, infinitely overconfident in their abilities, wounded Korbaine by pressing embers from the house’s fireplace against his stomach exactly three times. The stoat told Korbaine that he would have exactly three minutes to flee into the woods, measured by a tiny hourglass that the leader, a stoat, carried with him. After those three minutes, the group of four vermin would chase after him and kill him if they could.
Korbaine exited the building and, completely unaware of what he was doing, circled around his small home (which amounted to little more than a three-room wooden cottage), and retrieved two long sharpened sticks. Using twine from a wooden crate behind his home, he bound each stick tightly to the underside of his lower arm. Enraged to the point of insanity and with tears of fury coursing down his cheeks, Korbaine stealthily climbed on to the top of his home crouched above his doorway in dead silence for the remaining twenty seconds of his original three minutes.
The stoat and his second-in-command, a ferret, left the house first, and before they could begin to examine any tracks, Korbaine leapt from the thatch roof and impaled both of the creatures through the back of their necks, tackling the corpses violently into the ground. Quickly extracting his makeshift spears from the limp carcasses, Korbaine turned to face a horribly-surprised pair of gaunt rats, each of whom was armed with nothing more than a rusty dagger. Even Korbaine’s father had never expressed an interest in killing the vermin who attacked him, and the cowards had not expected any reprisal from such a small boy.
One of the rats tried to flee out of the door, but Korbaine rushed forward and thrust both of his weapons through the rat’s chest. The body was thrown back into the other rat, who fell backward clumsily. He pulled both of his weapons free from his victim and hastily disarmed the surviving rat by pulling his only dagger out of its sheath and tossing it across the room. He slammed his right foot on the rat’s chest to pin him down and held the points of both of his weapons at the rat’s throat, relishing the fantastic moment of vengeance when he heard the rat beg timorously, “Mercy, please…mercy…”
Korbaine stared the rat’s tear-soaked face for a few seconds until the terrified creature closed its eyes as a ward against the malevolence in Korbaine’s cloudy eyes. Then, slowly, Korbaine turned to look at the bodies of his relatives, whose wracked bodies were strewn unceremoniously across the floor of the house. Then, without saying a word, he turned his head to look back at the rat before driving both weapons into his prey’s throat.
The only item he took from that battle was the hourglass that the stoat carried, which he kept with him at all times. He took the ring from his mother’s finger and wore it constantly in a feeble attempt at remembrance, though he no longer wears it, instead choosing to keep it out-of-sight in a closed satchel.
All of Korbaine’s mental abnormalities stem from that event, when he was forced to act on emotion despite every facet of his mind urging him to do otherwise. He could easily have escaped from the band of vermin by fleeing carefully and covering his tracks as he did so, but the first of many subsequent paroxysmal bouts of insanity caused him to act against his morals, ideas, and better judgment.
He became a wanderer, and while he intermittently stayed with small groups of people for short periods of time, he quickly learned that he was unable to stay with anyone for any length of time without compromising their safety. He invented the weapons that he carries now by hammering various pieces of steel he took off of his victim’s corpses together over makeshift forges, hence the reason they were built so haphazardly.
Korbaine resolved never to initiate a fight or quarrel, but he is perfectly content with butchering anyone who starts a fight with him. His primary motive for such aimless wandering as he regularly embarks on is to encounter as many bands of vermin as possible, engage them in conversation, and destroy them when one draws a weapon.
He has had to rebuild both of his weapons several times since then, and he has improved on the design each time since. Though both weapons still have their faults, they no longer stick or jam as frequently as they originally did. He currently seeks a smith capable of building two flawless versions of them that will slide in work easily and without fault.
Relationships: Korbaine's erratic personality makes it difficult for him to have any real relationship with anyone, and so he regards anyone who works with him as an ally instead of as a friend. Most of the 'allies' that he is acquainted with are other wanderers; mostly rats, mice, and weasels.
Other: Despite the obvious abnormalities in his mental faculties, Korbaine is generally very agreeable to those who express friendliness to him. Unfortunately, he is incapable of living with groups of other people for any period of time, since he will always eventually have an episode of insanity.