Post by Andy on Jan 26, 2006 11:50:42 GMT -5
Kephalonia appears as a tall slender (5’10’, 120lbs) if slightly buxom lady with long wavy bleached-blond hair and deep brown eyes. She typically dresses in medgian priest’s robes, although her ornamentation is somewhat less traditional; a pendant here depicting a bloody hand clasping a torch, a small pumpkin relief cauldron carried along. Her demeanor is smooth and languid, greeting strangers with a subtle smile and a demurely angled outstretched gloved hand. In the evening, shadows coalesce around her right eye, forming a dark star on her face.
Kephalonia is well-known as a fine cook and homemaker, a brewer of all kinds of various substances baleful and medicinal, magic and normal, as well as liberally plying those around her with homemade talismans and conversation pieces…many of which seem to lend magical power to their wearers. Adventuring, she is known to slip in and out of the party’s ranks healing, occasionally letting lose with a huge ball of lightning or fairie fire. Yet she also carries a light, expertly sharp longsword, a side-effect of a curse.
Several years ago, Kephalonia happened to be traveling to Amberwood looking for more tolerance for witches, when some other travelers in the Inn happened to lose some of their children they were traveling with on a dark and stormy night. Sworn to protect children at all costs, Kephalonia joined in on the adventure. As it just so happened, those travelers included Jasmine, the White Witch of Klarr, and the children were her daughter Adama and Prince Garlok Drake. The adventure’s finale ended with much of the party charmed by a bunch of Kenku that employed the party to dig up the Egg of Chaos from under a local temple, with Kephalonia, a low level witch to figure out how to free them. In the end, the Egg exploded, touching all present with pure Chaos and kicking off a tremendous series of events in the world.
Finding less tolerance than she’d expected in Amberwood, Kephalonia had planned to travel to Ningal, but in Greyhawk on the way, she met up with an assassin, Erik, his paramour Amanda of Mahrissa, and a few others involved in a few adventures there. Helping out again, she happened to be included in the group’s being blamed by a local duke for the death of one of his men. Beset by assassins and the authorities at every turn, the party fled Greyhawk and became the original Outlaws Party.
As outlaws, the party traveled and adventured along the Wild Coast and eventually ended up in Klarr. Included in these adventures, the party fought several strange aquatic creatures, adventured in Rappan Athuk freeing much of the area from undead and orcish influence, saved a local baron’s child from doppelgangers, and freed Akbeth the Dark from imprisonment.
Her first major test came as several local lords of the Wild Coast commissioned the ‘outlaw’ party to travel south into the Pomarj and do everything possible to prevent the Slave Lord’s yellow sailed ships from taking prisoners from the Wild Coast down to the Pamarj. After a brutal week of adventuring, the 9 Slave Lord’s ring was in shambles, with all of them dead except for Madromo, a high priest of Ghaunadur the Elder Elemental God and Slippery Ketta, an acrobatic thief. For their deeds much of the group were knighted by Queen Elena of Fax, and proclaimed heroes throughout the Wild Coast city states.
Kephalonia settled for a little over a year in Klarr again, opposite her friend Jasmine (aka ‘the White Witch of Klarr) calling herself, appropriately, the Black Witch of Klarr. However, due to her permanently red-stained hands she became more commonly known as ‘The Red Witch of Klarr’. Many of the other heroes living in Klarr weren’t particularly warm to her, but keeping to just her friends and the year passed peacefully, swapping pie recipes with the townswomen, and brewing her many various substances, in the loamy underground caverns beneath her little cottage.
However, then Hecate came to Kephalonia in a dream and told her to drop what she was doing, the world was in danger from chaotic forces that only the most powerful Greek heroes would be able to stop – the Egg of Chaos’ explosion’s results had finally born fruit, and the Elder Elemental God’s forces were threatening the world! So far these heroes have done passably well, but this time the whole of Oerth’s well-being hangs in the balance...
In order to meet with the other Greek heros, Hecate had inspired her with a location to meet. When she cast a ‘Dimension Folding’ and went through, she found herself in the midst of a host of other heros, including The Arch-Dutchess of Furyondi Damillia, and Arrianna of Athena, whose temple it was she had just transported to.
And so it went, for a week of ardous travel and adventure, each night Hecate would inspire her with a location to find the next item, and each morning she’d transport the rest of the heros there, and they would fight the horrendous minions guarding these artifacts, The Hesper (An item of insight), the Faces (an item of power) and the Annulus ( an ancient item of mental power). They learned then, that with these three items, the Staff of Law could be found and returned to Oerth to help combat the forces of Chaos. After a final push, which she earned the undying distain of most Egyptian priests on the planet (they had to break into the main temple of Ptah to access the SOL) she finally was able to return her party to Amberwood and Athena’s temple with their prize.
Powers diminished by the nearing apocalypse instead of joining the final two adventures either to the Halls of the Dead, or to Abydos which ultimately resulted in Oerth’s salvation, she instead gathered the orphaned children from Dragondale and kept them safe in an abandoned house, healing them from disease and feeding them.
Finally, as the Heroes returned from Abydos, successful in saving the world, she prepares to make her exit from Dragondale, a city that has been her home during the Apocolypse, a town she fought to save, whose people she healed, and whose children she saved, not a celebrated hero, but an exile for life…
Kephalonia is well-known as a fine cook and homemaker, a brewer of all kinds of various substances baleful and medicinal, magic and normal, as well as liberally plying those around her with homemade talismans and conversation pieces…many of which seem to lend magical power to their wearers. Adventuring, she is known to slip in and out of the party’s ranks healing, occasionally letting lose with a huge ball of lightning or fairie fire. Yet she also carries a light, expertly sharp longsword, a side-effect of a curse.
Several years ago, Kephalonia happened to be traveling to Amberwood looking for more tolerance for witches, when some other travelers in the Inn happened to lose some of their children they were traveling with on a dark and stormy night. Sworn to protect children at all costs, Kephalonia joined in on the adventure. As it just so happened, those travelers included Jasmine, the White Witch of Klarr, and the children were her daughter Adama and Prince Garlok Drake. The adventure’s finale ended with much of the party charmed by a bunch of Kenku that employed the party to dig up the Egg of Chaos from under a local temple, with Kephalonia, a low level witch to figure out how to free them. In the end, the Egg exploded, touching all present with pure Chaos and kicking off a tremendous series of events in the world.
Finding less tolerance than she’d expected in Amberwood, Kephalonia had planned to travel to Ningal, but in Greyhawk on the way, she met up with an assassin, Erik, his paramour Amanda of Mahrissa, and a few others involved in a few adventures there. Helping out again, she happened to be included in the group’s being blamed by a local duke for the death of one of his men. Beset by assassins and the authorities at every turn, the party fled Greyhawk and became the original Outlaws Party.
As outlaws, the party traveled and adventured along the Wild Coast and eventually ended up in Klarr. Included in these adventures, the party fought several strange aquatic creatures, adventured in Rappan Athuk freeing much of the area from undead and orcish influence, saved a local baron’s child from doppelgangers, and freed Akbeth the Dark from imprisonment.
Her first major test came as several local lords of the Wild Coast commissioned the ‘outlaw’ party to travel south into the Pomarj and do everything possible to prevent the Slave Lord’s yellow sailed ships from taking prisoners from the Wild Coast down to the Pamarj. After a brutal week of adventuring, the 9 Slave Lord’s ring was in shambles, with all of them dead except for Madromo, a high priest of Ghaunadur the Elder Elemental God and Slippery Ketta, an acrobatic thief. For their deeds much of the group were knighted by Queen Elena of Fax, and proclaimed heroes throughout the Wild Coast city states.
Kephalonia settled for a little over a year in Klarr again, opposite her friend Jasmine (aka ‘the White Witch of Klarr) calling herself, appropriately, the Black Witch of Klarr. However, due to her permanently red-stained hands she became more commonly known as ‘The Red Witch of Klarr’. Many of the other heroes living in Klarr weren’t particularly warm to her, but keeping to just her friends and the year passed peacefully, swapping pie recipes with the townswomen, and brewing her many various substances, in the loamy underground caverns beneath her little cottage.
However, then Hecate came to Kephalonia in a dream and told her to drop what she was doing, the world was in danger from chaotic forces that only the most powerful Greek heroes would be able to stop – the Egg of Chaos’ explosion’s results had finally born fruit, and the Elder Elemental God’s forces were threatening the world! So far these heroes have done passably well, but this time the whole of Oerth’s well-being hangs in the balance...
In order to meet with the other Greek heros, Hecate had inspired her with a location to meet. When she cast a ‘Dimension Folding’ and went through, she found herself in the midst of a host of other heros, including The Arch-Dutchess of Furyondi Damillia, and Arrianna of Athena, whose temple it was she had just transported to.
And so it went, for a week of ardous travel and adventure, each night Hecate would inspire her with a location to find the next item, and each morning she’d transport the rest of the heros there, and they would fight the horrendous minions guarding these artifacts, The Hesper (An item of insight), the Faces (an item of power) and the Annulus ( an ancient item of mental power). They learned then, that with these three items, the Staff of Law could be found and returned to Oerth to help combat the forces of Chaos. After a final push, which she earned the undying distain of most Egyptian priests on the planet (they had to break into the main temple of Ptah to access the SOL) she finally was able to return her party to Amberwood and Athena’s temple with their prize.
Powers diminished by the nearing apocalypse instead of joining the final two adventures either to the Halls of the Dead, or to Abydos which ultimately resulted in Oerth’s salvation, she instead gathered the orphaned children from Dragondale and kept them safe in an abandoned house, healing them from disease and feeding them.
Finally, as the Heroes returned from Abydos, successful in saving the world, she prepares to make her exit from Dragondale, a city that has been her home during the Apocolypse, a town she fought to save, whose people she healed, and whose children she saved, not a celebrated hero, but an exile for life…