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- | Chizire spent most of his youth in Kibwe unable to read, no matter how many books he was given or how many lessons were drilled into his head. By the time a visiting scholar encountered Chizire and recognized the youth was dyslexic, Chizire had already embraced the role of slacker and screw-up that had been thrust upon him. Despite this, Chizire’s keen ability to teach himself magic and science caught the scholar’s eye, even if the catfolk mostly used his gifts to keep slugs out of his fermentation barrels. | ||
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- | Chizire thrives at the Magaambya, though he often uses his intelligence for disruptive jokes, complex pranks, and other hijinks disapproved of by the faculty. He infuriates most of his mentors—and some of the students— by refusing to make anything of himself, despite clearly understanding the lessons better than many of his peers. | ||
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- | Chizire is known for his daring antics, such as infiltrating the kitchen or stealing magic items from campus, but his ultimate goal for the year is to enchant one of Nantambu’s 10 pillar landmarks to tell bawdy jokes. Getting past all the magical wards on the pillars would be an incredible challenge, but Chizire thinks he can manage it with a bit of help, provided no one snitches on him to the teachers | ||
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- | | Alignment | ||
- | | Ancestry | ||
- | | Class | Wizard (Sloth) | ||
- | | Branch | ||
- | | Hobbies | ||
- | | Notable Skills | ||
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- | ====== Goals ====== | ||
- | * Figure out how to bypass the magical protections of the 10 pillars to play a prank | ||
- | * Discover the ultimate secrets of conjuration for the ultimate sloth experience | ||
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- | ====== Additional Info ====== | ||
- | Notes | ||
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- | ====== Quests ====== | ||
- | * While the " | ||
- | * His current quest is to get more varied fruit for his alcohol. The kitchen staff currently have a "no extra fruit for Chizire" |