If you're new here, you may want to subscribe toAt-Will'sRSS feed.
If you're into 4e and want to discuss it, try our webchat.
Thanks for visiting!
This week we’ve got in a fresh shipment of unusual and exotic magical pets. You understand that we have to keep our sources secret, so I can’t tell you exactly where these little guys are from. No returns on these either, sorry! But wait! Don’t walk away yet! We’ve got some very special companions here with all kinds of amazing little abilities that could aid you and your party members on the journey ahead.
And the prices can’t be beat.
Marya the Miniature Reindeer: Children and young women tend to become obsessed with this gentle and beautiful creature; she was stolen several times from her previous owner. The white dapples on Marya’s hindquarters make a remarkably accurate map of whatever land she happens to be in. Easily upset.
Shaneesh the Baby Whale: Here’s an opportunity for a lifelong friend! This little guy is very friendly and talkative; he’s great if you need company during the solitary hikes, long stakeouts or if you’re taking turns keeping watch while the others sleep. Shaneesh is most amazing, however, in his ability to be an empath. He can feel your inconvenient feelings so that you don’t have to, or if you prefer, he can just talk you through it. Great for inconvenient times of grief. The “pet baby whale” fad may be played out in India, but it still hasn’t caught on here, so this is an opportunity to be ahead of the trend. Shaneesh comes with his own miniature tank — see the little plastic scuba diver in there? it’s just darling — but obviously he is going to need a bigger home in just a few weeks. Right now Shaneesh could fit cozily in the palm of your hand, but these little guys double in size at, well — at apparently random intervals. His previous owner does assure us that Shaneesh comes from a very slow-growing genetic line, but eventually you do realize you’re going to have to stop by the ocean to set Shaneesh free.
Icarus the Rat: Highly intelligent rat who makes an excellent spy. He can’t talk, but if you put a quill in his paws, he will draw useful diagrams. Will eat anything. Smells terrible. Comes with a free opportunity to be a highly paid member of a focus group for Haunt, “The First Cologne Made Especially for Rats.”
Merlin the Giant Stick Insect: Extremely resilient and makes a good weapon. If the enemy steals him from you, Merlin will fly back.
Eggleston: This small green and yellow spotted egg could hatch into something interesting. Must be kept warm and safe for at least another week. Makes a great gift for a child or someone who needs to be kept preoccupied.
Manky the Highlands Cat: There’s no denying it — a feral cat can be a handful. That’s why this one comes with its own finely-wrought wicker cage, hand-woven from the reeds that grow along the banks of the River Whamuu. The cage on its own is a showpiece. It’s said that anything put inside this cage, if left in the sunlight for any length of time — say, 36 hours — will eventually reveal its true nature. And Manky may not be the friendliest cat — we admit he’s a bit territorial about his cage and quick to, uh, attack you — but he really takes care of himself, he’s very independent. He hunts on his own. No need for a litterbox; he’ll take of that. And Manky comes with a story of his own. Instead of the usual 9 lives most magical cats have, Manky is rumored to have 81! And he’s only gone through five or six so far. Comes with a yellowing copy of Cooking Your Cat: A Collection of Historical Recipes from the Great Highlands Famine.
Dolph the Jewel-Studded Lizard: A pretty yellow lizard with an affable, if dull personality. He grows random gems on his back. If well-fed (Dolph likes fresh water and bugs that live near bright green grass) he will grow up to three or four at a time. They’re not real gems exactly, but they fool most jewelsellers and can pass as currency in most towns. A bit prone to running away.
Lilly the White Lamb: Loves to bring her owners sweet but generally useless gifts (wildflowers, pretty stones). Can be slaughtered in return for a bout of extremely good luck, but you wouldn’t do that.
Georgina the Guinea Pig: This little dumpling loves to please her owners. She can do somersaults or turn invisible, and may know other tricks as well that she has not yet revealed. She could make an excellent distraction.
Russell the Hermit Crab: When Russell leaves his nautilus shell, it makes an excellent eavesdropping device. You can tune in to just about any private conversation you’d like. However, the magic is with Russell, NOT the shell, so it’s important to keep Russell happy. Otherwise he won’t leave his shell. Over the years, he has become spoiled and persnickety. Has an affinity for beautiful young humanoid women.
Similar Posts:
- Dungeons & Discourse Revised : The Power of Webchat
- Lore: More Random Villagers
- Beneath the Raven’s Wing
That’s cute! You’re goofy.
So how would these fit into a game? How would you acquire them? Would they be strict flavor, or would they do something mechanically for you?
I think it might be interesting to have “pet” rules for 4e, other than that established with the rangers or familiars.
I take most of these lore articles as plot points. It’s not necessary to stat out the mechanics for each mystical item (or creature). Their purpose is to be interesting. The item is a curiosity that the players must retrieve for an interested third party, or something dangerous to be kept out of the hands of evil.
Yeah, ethan, you’re definitely getting what I’m trying to do with my Lore articles.
If I were running a game, I’d use these pets as sort of a cross between a magic item and an NPC. As gamefiend points out, some of these guys are definitely goofy, but a recurring silly subplot can work well to fuse together a group of players and keep people having fun.