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Animal Companions and Familiars Campaigns >  Second Group

Second Group Animal Companions and Familiars

Animals

From its earliest days, the membership of 2nd Group has been a collection of quirky and unusual individuals. Like all great adventuring bands, the party has alway traveled with animal companions, and these animals have followed the same general rule as their peculiar masters. The named or significant animals which have accompanied the group throughout its history are listed below. Unnamed livestock and beasts of burden with no distinct personalities, such as draft horses, are not listed. If any of you have additions, changes, or other requests regarding your favorite critter, let me know.


Aloyisius:


Marcallis Cornugon's familiar is a rather bizarre one for a man more chef than conjurer: a skunk. The presence of the potentially volatile animal makes 2nd Group nervous, but remarkably the skunk has yet to spray anyone. Marcallis indulges Aloysius, feeding him only the best food and carrying him in a special pouch. The skunk occasionally scouts for him and intimidates enemies, but is otherwise benign and has contributed little to the group's adventures.


Nora:


Rondax acquired this lion cub at an exotic animals market in Ghantra City. Rescuing the cub from a future life of hardship and captivity, he bought it and is training it to hunt like a wild lion. Nora is still young enough for a human to hold, and is learning rapidly under Rondax's tutelage, stalking small game like rabbits and squirrels. Rondax takes the cub with him into cities, and is frequently believed to be its father by humans who know little of wemics. Exactly what he intends to do with the cub when she begins to mature is uncertain.


The Skonk:


Tyke acquired this exotic reptile, about the size of an iguana and blue in color, at a market on the Rock of Bral in wildspace. He was told that the creature was the agent of a reptile god, and would whisper clerical spells to anyone who made offerings to it by night. He didn't believe it, until his erstwhile apprentice Barf, an idiot savant, began casting clerical spells, and burnt meat began to appear at the skonk's bedside. Rather than destroying the skonk, Tyke told Barf to treat it as a pet and nothing more (Barf denied making the offerings), and gave it to him when he returned to Kaerith.


Winston:


2nd Group's most peculiar animal follower is Winston, Jean-Luc Stormslayer's bonded mount. When the paladin called for his warhorse in the swamps of Estivinia, he didn't expect a talking donkey to arrive and follow him, but arrive it did. The donkey is obviously no warhorse, and has led to a great deal of embarassment for Jean-Luc, particularly in the form of jokes as to why his god sent him an ass. Jean-Luc himself consideres the donkey a curse from Plon but endures it presence. The beast is soft-spoken, well-mannered, and gives good advice on occasion, and obediently follows Jean-Luc wherever he goes.

Winston seems, however, to have mysteries beyond his peculiar arrival and ability to speak (which is not common to all bonded mounts). Bono Fosbury, alone among the party, has seen the donkey exhibiting signs of demonic influence: flaming hooves, glowing eyes, a tendency for its head to turn into a skull, and cryptic messages of evil intent which it whispers to him in a sinister voice when no one else is listening. The group assumes Bono to be crazy when he tells them of these visions, and spells to detect evil on Winston have revealed nothing. Also, on one or two occasions the donkey seems to have exhibited strange powers, including a possible healing ability and the power to scare off opponents by simply walking up to them and asking them to leave. He has not done these things often and claims no magical powers, citing the incidents as divine miracles and coincidences. Nonetheless, Jean-Luc and the rest of the party do not fully trust Winston and are watching him carefully.


Created by blacksol. Last Modification: Sunday 08 of January, 2012 22:51:25 EST by blacksol.

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