Kroth

Background
Kroth was raised primarily by his mother Ninn, who served aboard a series of Spelljammer ships and decided that bringing him along was better than leaving him to someone else to watch. His father left on an adventure when Kroth was young and hasn't been heard from since, but both Kroth and Ninn believe he is still out there somewhere having a grand time. He probably just forgot about his family. His behavior, rather unbecoming of a githzerai, has lead to them generally avoiding talking about him.

Spending his childhood constantly sailing from one world to another has given Kroth a wide perspective on the multiverse, and at this point almost nothing truly surprises him. The ship was his only home, and even that changed with some frequency. He trained under his mother's and her crewmates' tutelage, and has become an accomplished Spelljammer in his own right, even to the point of considering starting up his own crew in the near future. In his travels, he picked up all sorts of magical tricks from the locals, and uses them to augment his natural psychic talent as well as to help make up for his physical weakness.

In general, Kroth is a loner and tends not to interact with others unless he calculates that it will likely benefit him in some way, such as when he has the opportunity for additional learning. Subjected to constant dangers in his sailing, he has learned that the world is cruel to those who are unprepared, and even then it is often a matter of luck. Kroth is no believer in some grand destiny, but neither does he believe that a man can truly choose his own path in life. Instead, he believes only in chance and happenstance, tempered by one's skill and knowledge.

Statistics
Lawful neutral Githzerai wizard, level 3. Proficiencies: Arcana +6, Athletics +0, Investigation +6, Perception +4, Navigator's tools, Vehicles (water/Spelljammer)

Languages: Common, Gith

Magic
* = Typically prepared