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Dihla is a bit of a rarity for kobolds for not only is she a traveling trader but also an adventurer of some reknown with the adventurer's guild. Though adventuring is more of a side job for her if she is looking for some more goods to sell that are looted from some ancient ruins she is mainly a trader who has travelled far and wide across Eidon to aquire rare and exotic goods, she even managed to safely sail through the Mist Sea and reach the Vossen homeland and is perhaps the only outsider on all of Eidon to be allowed to visit the islands having sworn to keep this knowledge secret. As such she has some exclusive Vossen made wares to sell, provided she has any left after shipping them to the Vossen colonies one the mainland. She is even trusted enough to have had the honor of having a one of a kind sword to be made for her in her size.
For a kobold she is highly intelligent compared to the average, which helped make her a very successful trader, she is fluid in several languages such as Romuine, Inarisekai and Shibanai Vossen dialects, Dakkaran Common Tongue, Arnebhu (common Lipane) and a smattering of lizard tribe languages.
As an adventurer she has some unique skills to offer as well. While not very strong physically due to her small size she relies on speed and agility as well as stealth whenever possible to get around an opponent's defenses and exploit any weak points. Although she prefers to avoid direct combat and leave it to those more capable and suited for it and offer support from the back line. This support comes in the form of glyph magic, a type of magic from ancient times predatign runic magic that is considered obsolete by most races, though like Dakkaran sonomancy it allows those with little or no magical ability to use spells in a different but primitive way by inscribing them on scrolls or clay tablets or by drawing them on any surface. While primitive glyph magic can be used to set up magical traps or disable or interfere with other magic seals and locks. This glyph magic can also be used to cast single word spells, combined with a hand gesture or focusing on a certain glyph to activate it.
While these spells are very weak normally they can be very powerful if used on the right target or moment.
Art/design by
cybercat
Character belongs to me
Chakat_Blackwater
For a kobold she is highly intelligent compared to the average, which helped make her a very successful trader, she is fluid in several languages such as Romuine, Inarisekai and Shibanai Vossen dialects, Dakkaran Common Tongue, Arnebhu (common Lipane) and a smattering of lizard tribe languages.
As an adventurer she has some unique skills to offer as well. While not very strong physically due to her small size she relies on speed and agility as well as stealth whenever possible to get around an opponent's defenses and exploit any weak points. Although she prefers to avoid direct combat and leave it to those more capable and suited for it and offer support from the back line. This support comes in the form of glyph magic, a type of magic from ancient times predatign runic magic that is considered obsolete by most races, though like Dakkaran sonomancy it allows those with little or no magical ability to use spells in a different but primitive way by inscribing them on scrolls or clay tablets or by drawing them on any surface. While primitive glyph magic can be used to set up magical traps or disable or interfere with other magic seals and locks. This glyph magic can also be used to cast single word spells, combined with a hand gesture or focusing on a certain glyph to activate it.
While these spells are very weak normally they can be very powerful if used on the right target or moment.
Art/design by
cybercatCharacter belongs to me
Chakat_Blackwater
Category Artwork (Digital) / General Furry Art
Species Feline (Other)
Size 1998 x 1844px
File Size 692.1 kB
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