Introduction Setting Characters Adventures Experience Artists Links Us Forum
The 6 Elements

Jazira per'Iandros

Quick Links:  Physical Description  |  Character Information  |  Additional Material


Aquatic Elf Monk

A well-mannered and soft spoken noblewoman from the elven island-city of Suel. With the discovery of her Starfall Mark, her secret dreams of being able to see more of the world was granted. She wishes to bring only honor to her clan and her city, and she will work hard to achieve that.

[Top of the page]

Physical Description


Jazira per’Iandros is a young elven woman with long, wavy dark brown hair, dark brown eyes, and very pale skin.  Both her skin and her hair have a distinctly bluish undertone to them, giving her a rather exotic beauty.  She is of average height, around 5’ 6”, with a slender frame that is nonetheless sleekly muscled.  Despite her noble background, Jazira typically wears a simple robe, usually blue, that allows her to move freely.  She wears no armor or ornamentation, except for an elegant signet ring worn on her right thumb.  A well-made dagger is sheathed at her waist, and she often wears a sturdy backpack for her other possessions on her back.

[Top of the page]

Character Information


A noblewoman from the elven island-city of Suel, Jazira is well-mannered and soft spoken, with the principles of duty and honor bred into her blood.  The discovery of her Starfall Mark interrupted plans for a two-year contractual marriage alliance with another prominent family of Suel.  While she found her proposed husband quite compatible, the discovery fulfilled her secret dreams of being able to see more of the world.

Never having left Suel prior to her voyage to Mivilious, Jazira found the journey both exhilarating and frightening.  Seeing unfamiliar towns and people fascinated Jazira, although her curiosity was kept well in check due to the numerous guards who always accompanied her ashore.  Despite the precautions taken for her journey, there were several dangerous encounters.  Jazira had always thought that her training with the Ratha monk Rolan ben’Pardis had prepared her for the realities of battle, but soon discovered she was wrong.  In her first true battle, Jazira’s companions were attacked by several horrifying undead, as well as a number of vicious bat-like creatures.  The discovery that she could be paralyzed by fear and be unable to do anything shook her to the core.  While she followed the Starfall Faith, she also followed the Ratha philosophy, based strongly upon personal honor.  The thought that she might fail and bring dishonor upon herself, her family and her clan horrified her.

The captain of the ship, Inar yos’Marseval, had quickly become like an older sister to Jazira, and that companionship helped Jazira adjust to her new circumstances.  In spite of the comfort Inar provided, numerous doubts had been raised in Jazira’s mind.  Would she be able to live up to the demands of having a Starfall Mark?  Would she betray her family’s, as well as her city’s, hopes that she fulfill an honorable destiny?  She had imagined, rather naïvely, that through her actions the name of her family and city would reverberate throughout the world.  Thankful that she had kept those prideful thoughts to herself, she also kept quiet about her inner turmoil.  Instead, she sought refuge in remembering her lessons from Rolan, and from reading her copy of the Vaughn, a book which detailed the Ratha philosophy and was a gift from her mentor.

The arrival on Mivilious was a welcome end to a long voyage.  Being greeted by both a vicious storm and a fight with angry natives was not the welcome she had imagined, but the fact that she did not hesitate in the fight gave her considerable encouragement for the future.  She was both curious about and wary of the island and her new companions, but the challenges that the group had to overcome together gradually made Jazira consider former strangers as good friends and teammates.  Soon, she began to wonder how she would have managed on the island without them.

Numerous events on Mivilious cast a somber shadow over an experience that Jazira had anticipated as being enlightening and motivating.  It started with the issue of the Burowao, but escalated as more events unrolled:  the attempted kidnapping of Quinn Maust, the alteration and imprisonment of the Fade Vallutha, the suicide of Baruk Rinth.  Baruk’s death highlighted the lack of cohesion between the Oracles.  While the Oracles were teaching Jazira and her companions to be a cohesive team, they themselves were not.  The irony of the situation was not unnoticed by the party, but even though they started to try to help the Oracles, the invasion of the slavers, Vergustus Zeech and Allustan Domita put an abrupt end to that when the Oracles were captured and killed.

Jazira had learned much during the year she had been on the island, but seemed to come at an extremely high cost.  Had her arrival, along with those of her companions, somehow triggered the whole series of events?  Logic told her that this was not likely; events had probably been building up to what happened on Mivilious for a considerable amount of time.  Still, niggling doubts lingered, as did a sense of guilt over the deaths of the Oracles, Baruk, and the Burowao.

Not wanting to wait the months it would take for the ship from Arkruz to arrive again, Jazira and her companions decided to take The Dirk, a slave ship they had commandeered after killing the slavers, and leave the island.  Before they left, however, the party did what they could to help the Mious.  The villagers had suffered major losses from the slavers, and the Burowao, with the possible exception of one man, had been completely wiped out.  At Zahkura’s request, the party gave the villagers all the extra equipment they had gathered from the slavers, and were able to provide a few basic lessons before departing the island.  Jazira felt indebted to the villagers for all their assistance, and was determined to return to Mivilious in order to more fully repay that debt in the future.

More confident, both in herself and her companions, Jazira looked forward to the trip to Arkruz.  While she would never forget the tragedies that occurred on Mivilious, nothing could be done about what had happened there now.  She was determined to do her best to honor their memories by succeeding in repairing the connection to the Old Gods, and seeking justice in regards to Vergustus Zeech.  While not normally bloodthirsty, the thought of him being crucified on the walls of Arkruz seemed a fitting end, especially when she thought about what Sora Teraza had told them about Shaarat.

A brief stop on Wayland’s Way lead the party to Chim next.  The discovery of a piece of Luna’s spear was overshadowed by the fact that Jazira discovered her mentor, Rolan ben’Pardis, dead in his home.  The shock had her half numb to the depradations the Deeplings had inflicted on the city, although she fought as fiercely as her companions in trying to help the people.  The party left the island with the piece of Luna’s spear, twenty refugees, and Rolan’s body, preserved by Stormbringer’s savant skills.  Jazira spent hours pouring over the papers she had found by Rolan’s body, trying to understand the hidden sides of the man she had only known as her teacher, and trying to deal with the grief of his loss.

Chim was followed by Erol, where the party accepted a mission to retrieve a kidnapped gladiator team for the gnomes, being kept on a slaver-run island called Toparr.  Assuming fake slaver identities as a way onto the island, through a combination of luck and guile the party managed to find the gnomes, as well as many other slaves, and free them.  Jazira wasn’t entirely comfortable pretending to be someone she was not, but she understood the necessity of it, given the situation.  As deceit did not come naturally to her, changes in anything but her name and clothing soon proved impossible for her to maintain.  Her discomfort with the ruse was lessened when the party encountered Venoc on the island – obviously feared by even the slaver king.  A young elven woman accompanied them, seemingly with the Venoc of her own free will.  Interaction with the Venoc was limited, but it confirmed, to Jazira at least, the rumors and hints she had heard about the Venoc.  The Venoc were able to loot artifacts from an ancient temple below the fortress before the party could stop them, but they were able to save many slaves.  With information from Irit, a gladiator-slave, Jazira and her friends decided to pursue a slaver captain named Killom.  Irit had been a student of Uzan Silva, and Uzan had sent Irit to deliver a piece of Luna’s spear to Ruun Daros, the alias Jazira’s mentor was using in Chim.  Unfortunately, the spear piece was stolen, and ended up as slaver loot.

With the knowledge that Killom regularly extracted tribute from a small village called Shoalbury, the party traveled there.  The trip was uneventful, although they did meet several other ships and crews, and were able to hear quite a bit of news and rumors.  Once in Shoalbury, however, they were greeted by a seemingly empty town, and four people impaled on tall stakes in front of the inn.  Some discreet scouting provided them with the necessary details, and after some vicious fighting, the town was empty of Killom’s men.  The town greatly feared reprisal, however, and it took considerable work on the group’s part to convince the townspeople that if they fought together, they could overcome the slavers.  At first, Jazira couldn’t comprehend why people would be so unwilling to fight for their freedom.  To her, even at the risk of her own life, freedom for her family, friends, and city was worth fighting for.  Gradually, however, she remembered her own fear in her first true battle, and how it had overwhelmed her.  That helped her understand how many of the villagers felt, and with each villager who was convinced to train with the party, she felt intense gratification.  Lyra worked tirelessly, speaking with villagers at every opportunity, and all the Starfall Marked made a pointed show of training in the open, answering questions of anybody who stopped by, and training anybody who was interested.  It was one of the most exhausting things that Jazira had ever done, but the satisfaction when they managed to foil an assassination attempt, discover two traitors in the town, and drive off the slavers was immense.  Even with the losses taken, it was a considerable achievement, and the party also found valuable information about who was behind the scheme.  The eventual arrival and aid of a ship of Legionnaires helped ensure that the town would no longer be defenseless.

The party finally left Shoalbury and headed to Killom’s hidden base at a small island called The Arch.  They arrived too late, discovering that a slaver named Ogden had been there before them, and taken the treasure as well as most of the slaves.  Hawk took one giant slaver under his wing who seemed willing to reform his ways, and with information from him, the party headed to The Styes in pursuit of the spear piece.  It was at The Styes that the party lost one of their own – Vargas.  The loss of another valued friend made the recovery of the spear piece seem almost meaningless to Jazira at first.  Grief and guilt surged through her at unexpected moments, and even the knowledge that defeating the slavers was what Vargas had wanted the most did not make up for his loss.  She used her grief from Vargas and the Oracles and focused it on her Ratha training; every morning she got up with the sun and started the routines she used to do with Rolan.  After several weeks of the hard physical exercise and the almost meditative focus required, her grief eased enough that she could once again pay attention to her other companions.  Both Stormbringer and Hawk went through significant physical changes on the trip.  While Hawk easily explained his as maturing into a full Tsarukai, Stormbringer was more reticent in explaining the overnight appearance of draconic traits.  Respecting his privacy despite her natural curiosity, Jazira said nothing.  Soon afterwards, their new ship – Luna’s Blessing, acquired from the gnomes of Erol after trading in The Dirk, had almost reached their next destination – the city of Levelous .  It was there that the party met Stellatus Muandro, and the olims that he shared with them, as well as tips from someone on the island, lead them to seeking out the person who had kidnapped the Starfall Marked dragon Charizard.  They successfully found and ambushed The Wingclipper’s crew, but the Captain, a woman named Selva, managed to escape.  Still, the party had the evidence they needed; Selva had captured and sold both Charizard and Ryme to Allustan Domita.  The crates of scales that she also had on her ship indicated that neither dragon was still alive.  Holding out some hope despite the odds, Jazira and her friends followed the trail to the island of Tersun , where the party found the hidden base of Allustan, the animated skeletal remains of Ryme, Charizard, and three other dragons, and also the ancient Venoc tomb of Sessrenshar, a Venoc priest.  With the knowledge from Muandro’s olim that there was a relic of Luna within the tomb, the party didn’t hesitate in going in, despite the obvious dangers.  Using all their wits and extreme caution, the party managed to avoid most of the traps in the tomb.  Deciphering the numerous puzzles provided a greater challenge, but in the end, the party successfully retrieved the artifact of Luna, as well as all of the Venoc artifacts, relics, and general items that they could find.  It cost them the life of Sora Teraza, however.  The ancient priest Sessrenshar, kept alive all those years via some kind of lithos field, used quintessence and destroyed her.  The party managed to destroy Sessrenshar in return, but it did nothing to replace the loss of Sora Teraza.  Exhausted and saddened, Jazira and the others rested, and then methodically looted the tomb of anything that might be of use to the Venoc, including the “key” to get out – Sessrenshar’s hands.

Now in possession of three pieces of Luna’s artifacts, the party regrouped on their ship and finished the voyage to Arkruz.

[Top of the page]

Additional Material


To be added at the conclusion of the campaign.

[Top of the page]



the 6 elements // A 3.5 Edition Dungeons and Dragons Campaign
Email the DM: dm@the6elements.com
Visit the Campaign Forum

[Top of the page]