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<blockquote data-quote="Thanee" data-source="post: 2818549" data-attributes="member: 478"><p><strong>Zeegra</strong></p><p></p><p><strong>Zeegra</strong></p><p><strong>Female Canis Kobold, 3rd-Level Mage</strong> (XP 3,000+)</p><p><strong>Small Humanoid (Kobold)</strong></p><p></p><p><strong>Hit Dice:</strong> 3d4+6 (16 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 15 (+1 size, +3 Dex, +1 natural armor), touch 14, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +1/-5</p><p><strong>Attack:</strong> small Light Crossbow +5 ranged (1d6/19-20)</p><p><strong>Full Attack:</strong> small Light Crossbow +5 ranged (1d6/19-20)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Spells</p><p><strong>Special Qualities:</strong> Low-Light Vision, Scent, <a href="http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enhancedAwareness" target="_blank">Enhanced Awareness</a></p><p><strong>Saves:</strong> Fort +4, Ref +5, Will +3</p><p><strong>Abilities:</strong> Str 6, Dex 17, Con 14, Int 17, Wis 8, Cha 13</p><p><strong>Skills:</strong> Bluff +3, Concentration +7(5), Decipher Script +4(1), Handle Animal +3[5](2cc), Knowledge (arcana) +5(2), Knowledge (geography) +5(2), Knowledge (nature) +5(2), Ride +5(2cc), Listen -1, Sense Motive +4(3), Spellcraft +8(5), Spot -1, Survival +0 (1cc)</p><p><strong>Feats:</strong> Scribe Scroll, Mounted Combat, <a href="http://www.wizards.com/default.asp?x=dnd/re/20031118a" target="_blank">Wild Cohort</a>, Spell Focus (conjuration)</p><p><strong>Flaws:</strong> Noncombatant</p><p><strong>Alignment:</strong> Neutral Good</p><p></p><p>Zeegra is a small bipedal, doglike creature, standing 3 feet tall, and weighing about 30 lbs. She has reddish-brown fur and bright, amber eyes. Zottel is a shaggy bobtail with a coarse, white coat and grey markings.</p><p></p><p>Zeegra speaks Common, Gnoll, Elven, Goblin and Sylvan.</p><p></p><p><strong>Spells:</strong> As 3rd-level wizard</p><p><em>Specialized School:</em> Divination</p><p><em>Prohibited Schools:</em> Illusion</p><p><em>Spells per Day (4+1/3+1/2+1; save DC 13 + spell level; +1 conjuration, +1 divination):</em></p><p>0 - 2 slots free, <s><em>Read Magic</em></s>, <em>Prestidigitation</em>, <em>Detect Magic</em> (S);</p><p>1st - <s><em>Endure Elements</em></s>, <em>Magic Missile</em> (2), <em>Object Loresight</em> (S);</p><p>2nd - 1 slot free, <s><em>Glitterdust</em></s>, <em>Detect Thoughts</em> (S).</p><p></p><p><strong>Spellbook:</strong></p><p>0 - <em>Resistance</em>, <em>Acid Splash</em>, <em>Detect Poison</em>, <em>Detect Magic</em>, <em>Read Magic</em>, <em>Daze</em>, <em>Dancing Lights</em>, <em>Flare</em>, <em>Light</em>, <em>Ray of Frost</em>, <em>Disrupt Undead</em>, <em>Touch of Fatigue</em>, <em>Mage Hand</em>, <em>Mending</em>, <em>Message</em>, <em>Open/Close</em>, <em>Arcane Mark</em>, <em>Prestidigitation</em>;</p><p>1st - <em>Endure Elements</em>, <em>Grease</em>, <em>Mage Armor</em>, <em>Comprehend Languages</em>, <em>Sleep</em>, <em>Magic Missile</em>, <em>Jump</em>, <em>Object Loresight</em> [CBoEM];</p><p>2nd - <em>Glitterdust</em>, <em>Detect Thoughts</em>.</p><p></p><p><strong>Unusual Spells:</strong></p><p>[SBLOCK]<strong>OBJECT LORESIGHT</strong></p><p><em>Divination</em></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One object</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>You learn something significant about an object you touch. Go through this list, in order, and the first bit of lore you do not know, you learn through this spell:</p><p></p><p><span style="color: black">0</span>1. Age of object</p><p><span style="color: black">0</span>2. Name of last creature to touch the object, if any (other than you)</p><p><span style="color: black">0</span>3. Race of last creature to touch the object, if any (other than you)</p><p><span style="color: black">0</span>4. Name of the object's creator (a natural object, like a rock, was created by nature)</p><p><span style="color: black">0</span>5. Race of the object's creator, if any</p><p><span style="color: black">0</span>6. Object's purpose</p><p><span style="color: black">0</span>7. Materials that make up the object</p><p><span style="color: black">0</span>8. Location of the object's creation</p><p><span style="color: black">0</span>9. Name of the most recent owner of the object, if any</p><p>10. Magical ability of the object, if any (random if more than one)</p><p></p><p>Multiple castings allow you to gain multiple bits of information. If you know all of the above information, this spell teaches you nothing.[/SBLOCK]</p><p></p><p><strong>Canis Kobold Traits:</strong></p><p>[SBLOCK]<strong>Canis Kobolds</strong> are said to be the result of a wizard mating goblins and gnolls, but the canis rarely possess the malicious characteristics associated with their biological cousins. In fact, most canis kobolds will take great offense just at the suggestion of this relation. Generally speaking, canis kobolds look like small, bipedal dogs with red or brown fur and bright, intelligent eyes. Fond of company and society, the Canis tend to live in human and elven cities. <ul> <li data-xf-list-type="ul">-4 Str, +2 Dex. Although their small size makes them rather elusive and nimble, they tend to be substantially weaker than other races.</li> <li data-xf-list-type="ul">Small-size, base speed 30 ft. Because of their small size, canis receive a +1 natural bonus to AC.</li> <li data-xf-list-type="ul">Low-light vision 60 ft.</li> <li data-xf-list-type="ul">+1 racial bonus to saving throws. Canis kobolds are almost obscenely lucky.</li> <li data-xf-list-type="ul">+2 racial bonus to Bluff checks. Because of their strong resemblance to domestic hounds and seemingly guile-less demeanor, most people are favorably disposed to believing a canis, even at times when they shouldn’t be.</li> <li data-xf-list-type="ul">+2 racial bonus to Sense Motive checks. Their canine ancestry allows the canis kobolds to figure out the truth behind someone’s intentions via scent. Literally, something may just plain "smell wrong." Things that may hide scents generally negate this ability.</li> <li data-xf-list-type="ul">Scent (Ex). Canis kobolds possess an exceedingly acute sense of smell, detecting opponents within 30 ft. by scent (60 ft. upwind, 15 ft. downwind, 60/120/30 ft. for strong scents like smoke and garbage, 90/180/45 ft. for overwhelming smells like skunk musk). Scent reveals presence, not location, as a general rule.</li> <li data-xf-list-type="ul">Automatic Languages: Gnoll, Common. Bonus Languages: Elf, Dwarf, Goblin, Sylvan.</li> <li data-xf-list-type="ul">Favored class: Rogue.</li> </ul><p>[/SBLOCK]</p><p></p><p><strong>Equipment:</strong> small Light Crossbow, small Crossbow Bolts (20), small Dagger, small Explorer's Outfit, small Backpack, small Belt Pouch, Scroll Case, small Waterskin, Inkpen (2), Vial of Ink, Parchment (6), burnt-out Sunrod, Spell Component Pouch, Spellbook; 2 gp, 1 sp, 0 cp.</p><p></p><p><strong>Zottel, riding dog cohort:</strong> medium animal; HD 3; hp 26; Init +2; Spd 40 ft.; AC 20, touch 12, flat-footed 16; Base Atk +2; Grp +4; Atk/full Atk bite +4 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA trip; SQ low-light vision, scent, evasion; AL N; SV Fort +5, Ref +5, Will +2; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.</p><p><em>Skills and Feats:</em> Jump +10, Listen +6, Spot +5, Swim +3, Survival +1[5]; Alertness, Track, Improved Natural Armor.</p><p><em>Tricks:</em> Attack², Come, Defend, Down, Guard, Heel.</p><p><em>Equipment:</em> Leather Barding, Riding Saddle, Saddlebags, small Crossbow Bolts (20), small Traveler's Outfit, small Bedroll, small Winter Blanket, Winter Blanket, small Sack (2), Sack (2), Waterskin.</p><p></p><p><strong>Background:</strong></p><p>[SBLOCK]<span style="font-size: 9px">Zeegra hails from Rexem, the elven colony just north of Knave's Wood on the Nortide Archipelago's largest island, where she lived with her family, her father Amjud and her mother Gwynck, both dog trainers and vendors, and her older brother Zzash, a useless scallywag. She was always fascinated by the elves and their natural affinity for magic, but unfortunately the little kobold wasn't as attuned to the mystic forces herself. However, she was gifted with a brilliant mind, great curiosity and an amazing stubbornness, and she had made it her personal goal to obtain mastery over the arcane one day.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The first step towards her ultimate goal was on her tenth name day, when her parents gave her an alchemical rod, a sunrod, for birthday. Zeegra wielded it like a magic wand, even though the young canis was well aware of its alchemical nature, it made her feel special. Her brother, quite annoyed by his sister's games, snatched the 'wand' from her and activated it. Zeegra should have been mighty angry with him, but instead, she just watched the bright light in awe, wondering what it would be like, if she could produce something like it herself, without the help of alchemical substances. Even after the rod had burnt out, Zeegra always carried it with her, playing games and pretending to wield a mighty magic wand. It became her lucky charm.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">While growing up, Zeegra naturally had to help out in her parent's business, tending the dogs and sometimes she was even allowed to ride one of the bigger ones. Zottel, as the big, shaggy bobtail was named, is a very gentle soul and the two of them make a great team together, something Zeegra never missed a chance to mention. So good, in fact, that her parents could not give the animal away, but rather had to surrender him to their daughter eventually.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A few years later, an opportunity presented itself. A traveling human mage was spending some time at the family business, pondering to purchase a trained guard dog. When Zeegra found out about the visitor's profession, she immediately confronted him with the request to become his apprentice. Of course, Wyn, the mage, just smiled and shook it off as some sort of child's play, but after a while he realized, that there was an earnest propsal behind it. He also realized, that this young canis kobold probably had the mental capacity and endurance to actually make it through the laborious learning process. Wyn spoke with Zeegra's parents, and since they knew that this was the chance of a lifetime for their daughter and her greatest wish, and the traveling human also seemed to be an honest man, they accepted and Zeegra rejoiced.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">With Zottel geared up for travel, herself wrapped in comfortable and durable cloth, and with her 'magic wand' on her belt, Zeegra set out together with Wyn, in order to travel the land and to discover magic.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The young canis kobold learned eagerly and soon she was able to cast her first spells. Her curious self did lend itself well to the unveiling nature of the divination school of magic, and so she started there. Wyn was quite proud of his little apprentice mage. The years went by, while the two journeyed to the main continent and saw many a city and region. Zeegra was very happy with the life of a traveler and explorer, and that of a mage, of course, and Zottel was likewise pleased with the great freedom and the constant activity.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">When she learned of the exploration setting out towards the north, it didn't take long for Zeegra to make up her mind and apply for a position within the exploration team. The prospect of uncovering the mysteries of the ancient races, the elves especially, was inciting, and there was so much to learn still. And one day, Zeegra would come back to Rexem, to visit her parents again, and to make them proud. Wyn taught her a last spell, to keep her safe from the cold, before they said their farewells and parted, and a new chapter in Zeegra's story began.</span>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Thanee, post: 2818549, member: 478"] [b]Zeegra[/b] [b]Zeegra[/b] [b]Female Canis Kobold, 3rd-Level Mage[/b] (XP 3,000+) [b]Small Humanoid (Kobold)[/b] [b]Hit Dice:[/b] 3d4+6 (16 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 15 (+1 size, +3 Dex, +1 natural armor), touch 14, flat-footed 12 [b]Base Attack/Grapple:[/b] +1/-5 [b]Attack:[/b] small Light Crossbow +5 ranged (1d6/19-20) [b]Full Attack:[/b] small Light Crossbow +5 ranged (1d6/19-20) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Spells [b]Special Qualities:[/b] Low-Light Vision, Scent, [url=http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enhancedAwareness]Enhanced Awareness[/url] [b]Saves:[/b] Fort +4, Ref +5, Will +3 [b]Abilities:[/b] Str 6, Dex 17, Con 14, Int 17, Wis 8, Cha 13 [b]Skills:[/b] Bluff +3, Concentration +7(5), Decipher Script +4(1), Handle Animal +3[5](2cc), Knowledge (arcana) +5(2), Knowledge (geography) +5(2), Knowledge (nature) +5(2), Ride +5(2cc), Listen -1, Sense Motive +4(3), Spellcraft +8(5), Spot -1, Survival +0 (1cc) [b]Feats:[/b] Scribe Scroll, Mounted Combat, [url=http://www.wizards.com/default.asp?x=dnd/re/20031118a]Wild Cohort[/url], Spell Focus (conjuration) [b]Flaws:[/b] Noncombatant [b]Alignment:[/b] Neutral Good Zeegra is a small bipedal, doglike creature, standing 3 feet tall, and weighing about 30 lbs. She has reddish-brown fur and bright, amber eyes. Zottel is a shaggy bobtail with a coarse, white coat and grey markings. Zeegra speaks Common, Gnoll, Elven, Goblin and Sylvan. [b]Spells:[/b] As 3rd-level wizard [i]Specialized School:[/i] Divination [i]Prohibited Schools:[/i] Illusion [i]Spells per Day (4+1/3+1/2+1; save DC 13 + spell level; +1 conjuration, +1 divination):[/i] 0 - 2 slots free, [s][i]Read Magic[/i][/s], [i]Prestidigitation[/i], [i]Detect Magic[/i] (S); 1st - [s][i]Endure Elements[/i][/s], [i]Magic Missile[/i] (2), [i]Object Loresight[/i] (S); 2nd - 1 slot free, [s][i]Glitterdust[/i][/s], [i]Detect Thoughts[/i] (S). [b]Spellbook:[/b] 0 - [i]Resistance[/i], [i]Acid Splash[/i], [i]Detect Poison[/i], [i]Detect Magic[/i], [i]Read Magic[/i], [i]Daze[/i], [i]Dancing Lights[/i], [i]Flare[/i], [i]Light[/i], [i]Ray of Frost[/i], [i]Disrupt Undead[/i], [i]Touch of Fatigue[/i], [i]Mage Hand[/i], [i]Mending[/i], [i]Message[/i], [i]Open/Close[/i], [i]Arcane Mark[/i], [i]Prestidigitation[/i]; 1st - [i]Endure Elements[/i], [i]Grease[/i], [i]Mage Armor[/i], [i]Comprehend Languages[/i], [i]Sleep[/i], [i]Magic Missile[/i], [i]Jump[/i], [i]Object Loresight[/i] [CBoEM]; 2nd - [i]Glitterdust[/i], [i]Detect Thoughts[/i]. [b]Unusual Spells:[/b] [SBLOCK][b]OBJECT LORESIGHT[/b] [i]Divination[/i] [b]Level:[/b] Sor/Wiz 1 [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] One object [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes You learn something significant about an object you touch. Go through this list, in order, and the first bit of lore you do not know, you learn through this spell: [color=black]0[/color]1. Age of object [color=black]0[/color]2. Name of last creature to touch the object, if any (other than you) [color=black]0[/color]3. Race of last creature to touch the object, if any (other than you) [color=black]0[/color]4. Name of the object's creator (a natural object, like a rock, was created by nature) [color=black]0[/color]5. Race of the object's creator, if any [color=black]0[/color]6. Object's purpose [color=black]0[/color]7. Materials that make up the object [color=black]0[/color]8. Location of the object's creation [color=black]0[/color]9. Name of the most recent owner of the object, if any 10. Magical ability of the object, if any (random if more than one) Multiple castings allow you to gain multiple bits of information. If you know all of the above information, this spell teaches you nothing.[/SBLOCK] [b]Canis Kobold Traits:[/b] [SBLOCK][b]Canis Kobolds[/b] are said to be the result of a wizard mating goblins and gnolls, but the canis rarely possess the malicious characteristics associated with their biological cousins. In fact, most canis kobolds will take great offense just at the suggestion of this relation. Generally speaking, canis kobolds look like small, bipedal dogs with red or brown fur and bright, intelligent eyes. Fond of company and society, the Canis tend to live in human and elven cities.[list][*]-4 Str, +2 Dex. Although their small size makes them rather elusive and nimble, they tend to be substantially weaker than other races.[*]Small-size, base speed 30 ft. Because of their small size, canis receive a +1 natural bonus to AC.[*]Low-light vision 60 ft.[*]+1 racial bonus to saving throws. Canis kobolds are almost obscenely lucky.[*]+2 racial bonus to Bluff checks. Because of their strong resemblance to domestic hounds and seemingly guile-less demeanor, most people are favorably disposed to believing a canis, even at times when they shouldn’t be.[*]+2 racial bonus to Sense Motive checks. Their canine ancestry allows the canis kobolds to figure out the truth behind someone’s intentions via scent. Literally, something may just plain "smell wrong." Things that may hide scents generally negate this ability.[*]Scent (Ex). Canis kobolds possess an exceedingly acute sense of smell, detecting opponents within 30 ft. by scent (60 ft. upwind, 15 ft. downwind, 60/120/30 ft. for strong scents like smoke and garbage, 90/180/45 ft. for overwhelming smells like skunk musk). Scent reveals presence, not location, as a general rule.[*]Automatic Languages: Gnoll, Common. Bonus Languages: Elf, Dwarf, Goblin, Sylvan.[*]Favored class: Rogue.[/list][/SBLOCK] [b]Equipment:[/b] small Light Crossbow, small Crossbow Bolts (20), small Dagger, small Explorer's Outfit, small Backpack, small Belt Pouch, Scroll Case, small Waterskin, Inkpen (2), Vial of Ink, Parchment (6), burnt-out Sunrod, Spell Component Pouch, Spellbook; 2 gp, 1 sp, 0 cp. [b]Zottel, riding dog cohort:[/b] medium animal; HD 3; hp 26; Init +2; Spd 40 ft.; AC 20, touch 12, flat-footed 16; Base Atk +2; Grp +4; Atk/full Atk bite +4 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA trip; SQ low-light vision, scent, evasion; AL N; SV Fort +5, Ref +5, Will +2; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. [i]Skills and Feats:[/i] Jump +10, Listen +6, Spot +5, Swim +3, Survival +1[5]; Alertness, Track, Improved Natural Armor. [i]Tricks:[/i] Attack², Come, Defend, Down, Guard, Heel. [i]Equipment:[/i] Leather Barding, Riding Saddle, Saddlebags, small Crossbow Bolts (20), small Traveler's Outfit, small Bedroll, small Winter Blanket, Winter Blanket, small Sack (2), Sack (2), Waterskin. [B]Background:[/b] [SBLOCK][size=1]Zeegra hails from Rexem, the elven colony just north of Knave's Wood on the Nortide Archipelago's largest island, where she lived with her family, her father Amjud and her mother Gwynck, both dog trainers and vendors, and her older brother Zzash, a useless scallywag. She was always fascinated by the elves and their natural affinity for magic, but unfortunately the little kobold wasn't as attuned to the mystic forces herself. However, she was gifted with a brilliant mind, great curiosity and an amazing stubbornness, and she had made it her personal goal to obtain mastery over the arcane one day. The first step towards her ultimate goal was on her tenth name day, when her parents gave her an alchemical rod, a sunrod, for birthday. Zeegra wielded it like a magic wand, even though the young canis was well aware of its alchemical nature, it made her feel special. Her brother, quite annoyed by his sister's games, snatched the 'wand' from her and activated it. Zeegra should have been mighty angry with him, but instead, she just watched the bright light in awe, wondering what it would be like, if she could produce something like it herself, without the help of alchemical substances. Even after the rod had burnt out, Zeegra always carried it with her, playing games and pretending to wield a mighty magic wand. It became her lucky charm. While growing up, Zeegra naturally had to help out in her parent's business, tending the dogs and sometimes she was even allowed to ride one of the bigger ones. Zottel, as the big, shaggy bobtail was named, is a very gentle soul and the two of them make a great team together, something Zeegra never missed a chance to mention. So good, in fact, that her parents could not give the animal away, but rather had to surrender him to their daughter eventually. A few years later, an opportunity presented itself. A traveling human mage was spending some time at the family business, pondering to purchase a trained guard dog. When Zeegra found out about the visitor's profession, she immediately confronted him with the request to become his apprentice. Of course, Wyn, the mage, just smiled and shook it off as some sort of child's play, but after a while he realized, that there was an earnest propsal behind it. He also realized, that this young canis kobold probably had the mental capacity and endurance to actually make it through the laborious learning process. Wyn spoke with Zeegra's parents, and since they knew that this was the chance of a lifetime for their daughter and her greatest wish, and the traveling human also seemed to be an honest man, they accepted and Zeegra rejoiced. With Zottel geared up for travel, herself wrapped in comfortable and durable cloth, and with her 'magic wand' on her belt, Zeegra set out together with Wyn, in order to travel the land and to discover magic. The young canis kobold learned eagerly and soon she was able to cast her first spells. Her curious self did lend itself well to the unveiling nature of the divination school of magic, and so she started there. Wyn was quite proud of his little apprentice mage. The years went by, while the two journeyed to the main continent and saw many a city and region. Zeegra was very happy with the life of a traveler and explorer, and that of a mage, of course, and Zottel was likewise pleased with the great freedom and the constant activity. When she learned of the exploration setting out towards the north, it didn't take long for Zeegra to make up her mind and apply for a position within the exploration team. The prospect of uncovering the mysteries of the ancient races, the elves especially, was inciting, and there was so much to learn still. And one day, Zeegra would come back to Rexem, to visit her parents again, and to make them proud. Wyn taught her a last spell, to keep her safe from the cold, before they said their farewells and parted, and a new chapter in Zeegra's story began.[/size][/SBLOCK] [/QUOTE]
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