Nestled on a hilltop at the eastern edge of the Kron Hills, in the shadow of Griffon Mountain, near the village of Tanorim, a young man builds a temple to his god, Zeus. Not very accessible to the masses, the location is convenient for him and his purposes. The lad being skilled in the priestly and wizardly arts thought that it was fitting to have a temple to Zeus, ruler of the skies, high upon the mountain where he lives.
The young quarter-elf, Allyrion, can be seen during the day riding Warango, an adult griffon, while he trains his new mount, Venus, a griffon hatchling. Allyrion appears to be 5'6" tall and about 125 pounds. Long blond hair blows freely in the breeze as he runs his fingers along his new goatee that he used hairy cantrips to thicken. It seems that he inherited his body hair from the elven side of his lineage.
Allyrion shares the log-cabin home of his lover, Brand. Their front yard is a steep mountain slope, with a magnificent view of the cloud-shrouded peaks of Griffon Mountain ahead and a perilous drop to the village of Tanorim hundreds of feet below. Allyrion is Brand's first male lover, a fact which Brand is still adjusting to. The person needing the most time to adjust, however, is Brand's daughter, Adama. Allyrion hopes that one day he and Adama can be friends, although until then he just tries to give her the space she needs and time with her father.
It gets lonely for Allyrion on the mountain sometimes. His best friend Vlad recently married a woman named Tasha and they moved to the Highlands. His only real friends left are his sisters, Sage and Thyme, and Shay Shay the Alchemist. Hopefully his brother Gideon will return to the west soon. It would be nice to have all of his family in the same region again.
Amanda is, in a word, wholesome. She is 5'6", weighs about 120lbs and is 20 years old. She is very athletic looking, with lean muscles and toned abs. Her hair is usually the first thing that people notice. It hangs to her waist in waves of auburn colored curls. Half the time, she wears it loose and flowing, other times, it's held out of her face in a loose, somewhat messy braid. There are always remnants of flowers left in her hair and can often be seen sticking out from her head. Her eyes are the second thing that people notice. They are rich violet color. Her long lashes frame her eyes perfectly and together with her hair they accentuate her fair complexion and her heart shaped face. While she is beautiful, she does not dwell on it and doesn't do anything to enhance her beauty (no make-up, and her hair is often tousled as opposed to brushed).
When not on an adventure, she can be seen
wearing loose skirts and peasant blouses with plain sandals and
her hair flowing loose and free.
She prefers and usually wears pastel colors. Her favorite color
is sunflower yellow and often wears a cloak of this color. The
wool cloak has a silk lining of a lighter yellow shade. When she
befriends someone, she will take a small trinket from a pouch
at her waist and gives it as a gift. These "favors"
are simple in nature, they all have a small, heart-shaped button
sewn onto a swatch of two varied fabrics. The colors are varied.
She has a few favors that she has received as gifts from others.
Her wrist is adorned with a silver charm bracelet with one small
charm dangling from it...it appears to be a mug of ale.
When dealing with people, she is friendly
and warm. Although she has a higher social level, she is very
down-to-earth without putting on airs.
She sees beauty in the world around her and is very much the kind
of woman who stops to smell the roses. She practices random acts
of kindness often and encourages the same in others. Especially
in her closest friend, Kephalonia, a witch of Hecate.
Amanda is an outgoing and always looks at
the bright side of life. She believes deeply that love truly can
change the world and move mountains.
While she has her bad days, she does not dwell on them. She prefers
to find the silver lining. Amanda started adventuring as a way
to embrace the world and help others one person at a time. This
led to her and her party becoming outlaws in the city of her birth,
Greyhawk. Driven away by the threat of incarceration and/or death
at the hands of a Duke who's affections Amanda had spurned.
The group fled to the Wild March and became heroes and were Knighted for stopping a slave trade ring. Amanda was named Captain of the Knights of the Wild March. Something for which she felt most honored, and despite being hunted by assassins, stayed in the region to defend the land, with her very life if necessary. Currently, she spends most of her time in Klarr, but makes frequent trips to Avalon, a town she one day hopes to call her home.
Amanda is a very vibrant and lives her life with honest emotion and passion. Her view is that life is moving pretty fast and you only have so much time to enjoy it. She does not seek out violence, but is willing to fight for "love and justice", just as her Goddess asks. She has a good sense of humor and loves to laugh, but tries not to make jokes that will hurt another person's feelings. She does, however, love practical jokes!!
For more history on Amanda see: http://www.hallofhero.com/npc3e/npc/index.cfm?ACTIVE=ViewCharacter&idHoHC=2715
Broad shouldered, Andar stands six feet tall with a somewhat V-shaped physique. Although not as physically powerful as most adventurers, Andar keeps himself in exceptional condition. Clean-shaven, his handsome and youthful face is framed by thick, black hair and sideburns. Dominating any impression of the man, however, are his large, warm-grey eyes which seem to absorb what transpires around him. Although not a leader per-se, Andar's presense is undeniable.
Andar is one Oerth's greatest telepaths. A trained psionist, Andar studied at the Institute of Oakmont under Nanarch and Shondra Whitecloak and later helped establish the Foundation in Furyondy alongside Adam Malachitus. Furthermore, Andar has explored his telepathic potential as no one else ever has; in possessing the body of several captive illithids, including the ulitharid, Akulon. It is said that Andar could also be one of Oerth's greatest assassins...
From the inception of the rebellion in Furyondy to victory over the Mind Flayer host, Andar was intimately involved. Alongside Tyris=Flare, Andar kidnapped then-Princess Damelia, stranding her in another world. Aiding Adam's attempts to create a free state for psis, Andar battled against the heroes of the rebellion. After Damelia showed her support by agreeing to establish the Foundation for Psionic Studies, Andar, Adam and Tyris=Flare helped turn the tide of battle. Later, when the illithid invasion was revealed, Andar helped form several of the key strike squads which disabled the mind flayers. During these raids, Andar used his telepathic abilities to possess various foes and found the uses of controlling illithid bodies. Even after the defeat of the Elder Brain Pool on Luna, Andar continued using the bodies of others, this time the ogre, Ma'Kyr, to nearly win the Oerth Fighter competition in Greyhawk.
Andar's greatest weakness is his arrogance and incredible (if not sometimes justified) ego. He is a borderline meglomaniac. Andar's early adventuring career was punctuated by foolish actions on the part of his compatriots. He was once badly betrayed by a trusted party member and learned to trust no one. It is only his extremely sharp mind and powerful mental talents which have kept him alive. Acknowledging this, he slowly turned toward the reaffirming structure of law and evil. Further influenced by weeks and even months in the body of an illithid, Andar embraced the ethic of the mind flayer. Andar has always viewed psis, whether natural or trained, as superior to "ordinary" humans. He has no sympathy for what he perceives as human failures; those who cannot succeed do not simply because they are not willing to work and struggle hard enough to achieve their goals. Understandably, Andar has had very few friends (Tyris=Flare, Suevellia Kanian, and Margus Jamiah) and many enemies (Amajaro, Bart Silverwind, Taarna, Kara Drake...!). Suevellia was the one soul who always held out hope for redeeming the harsh man Andar had become.
Ultimately, however, one of Andar's potential rivals, Jessica Talgris, a swordswoman Andar took great delight in insulting for her inferior intellect and "cow-like ways", finally successfully reached Andar. He grudgingly began to see that not all non-psis are stupid and worthless and that perhaps the dark ethics Andar embraced had costs he did not completely perceive. Jessica unlocked the vault of Andar's prejudice and arrogance. Meanwhile, Beulla Tateyama, a hot-headed ranger, suddenly blessed with psionics, turned to Andar for help mastering her new-found gifts. Although the pair began the adventure hating one another, Andar ultimately found himself in a relationship with his protege. Beulla opened the door to Andar's heart. Their time together was very rocky and Andar insisted that only through the ruthless application of force could safety for psionically gifted be achieved. Beulla and Andar's relationship nearly didn't survive. Then Estrella was born. Despite her magically-altered appearance (white hair with a brown fore-lock and copper eyes), Andar could not resist the innocence and inner beauty of his daughter. She was what he needed. The babe did what priest, philosopher, and psionist could not; she shattered the iron fortress around her father's heart, draining the poison and evil of past experiences. His illithid-like ethics behind him, Andar now dwells with his wife and daughter on Eon, aiding the Talgris family and searching the planet for psionically-gifted individuals to train.
A young, gregarious wizard hailing from Seant, Aris stands a shade over six feet tall and weighs about 175 pounds. He has long, wavy, dark brown hair and hazel eyes. Possessing a flair for fashion, Aris none-the-less traditionally sports some variation of the following: an indigo tunic, dark gray breeches, and black boots (all with crimson trim), a scarlet cloak and a matching belt. Having spent his entire life in the port city of Seant and its environs, Aris has the build and skills of an excellent swimmer.
The third son of a marginally successful merchant and sailor, Aris was schooled in the languages of the East. In exchange for 15 gold pieces and Aris' labors for a year, a store keeper was to teach the six-year-old boy. During this time, Aris caught the eye of the wu jen, Tien Tzun-Chai. The old Tabotian wizard knew that he only had time remaining to train one successor. Aris became his inheritor of the wisdom of Tabot. After 12 years of study, Tzun-Chai sent his student into the classroom of the world.
Aris traveled eastward from Onwall to the province of Ahlissa. There he met up with a group of adventurers searching through the ruins of an ancient civilization. During his time in Ahlissa, Aris fell in love with Gwen, a beautiful priestess of Aphrodite. When she was incinerated by the Undying King's fireball, Aris was determined to get her back.
Wearing Gwen's ashes in a small pouch around his neck, Aris and the rest of his companions traveled across the Astral Plane to Olympus. They traveled to the Domain of Aphrodite in the hopes of appealing to Gwen's goddess for mercy, but the goddess cursed Aris for his request. Aris and his friend next sought Mount Olympus itself, both for another attempt to save Gwen and to find a means to return home. En route, the group ran afoul of Ares who commanded them to recover the other half of the Talisman of Harmonia, stolen away by daemons from Oinos. Eight heroes (Aris, Sean, Glorianna, Patricia, Melanie, Harbinder, Chondran and (not-so-)Brights) entered Oinos. Only Aris, Sean, Glorianna and Melanie survived to fail their quest.
A daring escape for Olympus landed the group in Babylon. There, they found the fabled Jewel of Wonder and Desire. Using it, Gwen, Patricia and Harbinder were restored to life. With Gwen alive, Aris' curse of impotence was lifted!.
En route home, the illithid invasion began and Aris and his friends were food! The heroes successfully attacked the mind flayers' holdings. There they recovered various tomes on illithid lore and strange magical items, including Aris' carpet of flying. Once home, the Ahlissans fought to defend the world from the mind flayer invasion. Aris' knowledge of both the ancient kryoli and illithid cultures proved useful and he now is one of the main source of such lore on Oerth. Aris' unique magical talents and his flying carpet have kept the young sorcerer in demand amongst adventuring parties. He traveled to other worlds via the Tower of Illusion and battled giants on Eon. Here he and Black Robe were killed.
The party returned Aris' body to Greyhawk where they encountred Gwen. Using a scroll, she restored him to life and introduced him to his infant son, Nicholas. The pair rekindled their relationship and now Aris is in partial retirement, although, he's still one of the most visible and flamboyant members of Greyhawk's Mage's Guild.
Aris hides the nature of his magical studies, partially because he is unsure how strangers would react and partially for the joy of confounding others. He waits for the day when he can smugly astound a companion with some spell they have never heard of. Although not a grand-stander, Aris enjoys surprising others and having a trick up his sleeve.
Calm and easy going, Aris has benefited from the philosophical teachings of the East. Unlike many other mage-types, Aris is very sociable and approachable. He enjoys human company and fits well into both urban and rural settings. He forms friendship rather readily and will risk much for trusted companions. Aris has a great desire to explore the world and learn it's mystical secrets. Although he has never been to Tabot, he would like to see it one day, as well as the Great Desert and the lands of the East.
Artec is from a small village near Greyhawk. He is the offspring a human mother who was raped by an orcish bandit. Artec being of half-orcish decent was prejudiced against and treated badly by most, including his mother. He was in his early teens when his mother was killed by another orcish raid. Soon after, Artec was in an orchard and an old man, shooting at apples with a long bow, befriended him. Artec found himself having a knack for the long bow and chose to dedicate himself to learning and perfecting his abilities in archery.
It was not until he found his way to Amberwood that people began to look past his orchish heritage. It is a place where people can worship how and what god they wish, except evil ones. Here, he began his adventuring career by working for a witch named Rhanée StrongArm.
Artec is 6'1" and weighs around 240 lbs. He has short black hair and black eyes. While he is not very bright he is very loyal to his friends, Amberwood and to Moorak Drake, Baron. After living in Amberwood for a while and being friends with Moorak. Artec has become Captain of the Army in Amberwood..
Artec's bigggest adventure was when he and his friends went to fight the draconions. After this, he went to the Underdark where he, Buella and Mandar got both a gift and a curse. In exchange for an artifact, Artec was able to increase his archery skills by changing his physical attributes. For Artec, the gift is worth the curse. Artec's first love is his archery, and his wish is to be the best. His second love is to live for his goddess Meilikki, Ehlonna. His favorite magical item is his gift from his goddess, a glowing-black long bow.
Imagine five hundred pounds of rippling muscle, savage claws and striped fur. Now add an adventuring career spanning five years, complete with exploring the ethereal plane, traveling through the Demonweb of Lolth, slaying two dragons and destroying the illithid Brain Pool on Luna. Ash has done it all...!
Ashtabular was raised by Gamoth of Ki from a cub. Named after one of Gamoth's fallen compatriots, Ash accompanied her mentor and the rest of the Blade Seeker party through numerous adventures. During this time, Ashtabular brought down countless ogres, a dozen hill giants and even a few frost giants (her favorite food; cold and crunchy on the outside, soft and warm on the inside!). Even mind flayer and beholder were no match for the tigress. Ultimately, however, Ashtabular was killed by a stone giant's boulder.
Refusing to give up his friend, Gamoth had Ash reincarnated. Enter Ashvin the human male. Ashvin took to magic, although he was never comfortable with life as a man. Shortly after achieving 6th level as a mage, Ash and company journeyed to the Valley of Spirits where Ash's body, mind and soul were merged into an amalgamated whole. Later, in the Demonweb of Lolth, Ash gained a spiritual bond with Gamoth.
Far more experienced than any other animal, much less most fighters, Ashtabular is one of the most dangerous beasts on Oerth. Many times she has saved Gamoth and his companions from doom. Her experiences as Ashvin taught her how to fight and think like a human. Meanwhile, her time as a mage left its mark as well; recently Ash has begun to perform little magical "tricks". Finally, the tigress is now a blend of the what she was before her death and all the learning and experience she picked up afterward. Although no match for most magical swords, her intellect is still sufficient to understand a few simple phrase of Common. She is one part wild animal, one part adventuring companion. And as Gamoth always points out, she is a brilliant animal, but is still wild and prone to react that way. Other than her mentor (and in her eyes mate) the only humanoids truly safe with her (whom she views as friends) are the lizard man, Slee, the centaur, Zé, the priestess of Wee Jas, Sage Edulis, and the hobbit-turned-bear, Arafael.
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