Ariarh Kane's page

Organized Play Member. 3,314 posts (17,899 including aliases). No reviews. 1 list. No wishlists. 3 Organized Play characters. 106 aliases.

Full Name

Ariarh Saedra Kane




Druid 7 (Noble)




Medium (5'9"/121 lbs)


20 (Birthday: 30th of Gozran)






Artume, The River Kingdoms


Common, Celestial, Druidic, Sylvan, Elven, Draconic, Orc, Halfling, Auran, Aquan, Ignan, Osiriani, Tien

Strength 13
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 18
Charisma 14

About Ariarh Kane

Physical Description:
She is taller than an average human female (5'9"), with striking pale skin and sapphire eyes. Her hair is platinum blonde, straight and long (ending just below her waist). It is pulled back into braid or ponytail when the need arises. She is slim in build (121 lbs) and stronger than she looks. She is deemed "beautiful" as is the way with Aasimars. Being raised on a ranch, she is partial to more practical/comfortable clothing but gravitates toward garments in shades of blue.

Character Sheet:

PC Name: Ariarh “Ry” Saedra Kane
Race : Aasimar
Class : Druid 7/Noble
Level : 7 EXP : -
Sex : Female Age : 19
Height : 5’9” Weight : 121 lbs
Skin : Pale white Hair : P. Blonde
Eyes : Sapphire Blue Size : Medium
Alignment: Neutral Good

Str. : 13 (+1) Int. : 14 (+2)
Dex. : 14 (+2) Wis. : 18 (+4)
Con. : 14 (+2) Cha. : 14 (+2)

Light : 50 lbs Medium: 51-100 lbs
Heavy : 101-150 lbs Speed : 30 feet

Saving Throws
Save Base Ability Misc. Total
Fort. 6 2 0 8
Refl. 2 2 0 4
Will. 7 4 0 11

Combat Bonuses
Type Base Ability Misc. Total
Melee 5 1 0 6
Ranged 5 2 0 7
CMB 5 1 0 6
CMD 15 2+1 0 18
Init. 0 2 0 2

Defense Bonuses
Armor Type : Leaf Armor
AC Bonus : +3
Dexterity Mod : +2
Flat Footed : 13
AC : 15
HP : 58/58
Weapon Attack Dam. Crit.
Scimitar +6 1d6+1 18-20x2
Quarterstaff +6 1d6+1 20x2
Dagger +7/+8 1d4+2 19-20x2
Racial Abilities
Darkvision 60 feet +2 to Diplomacy
+2 Perception Daylight 1/day
+5 Resistance to: Acid, Cold and Electricity.
Spell Focus: Conjuration
Augment Summoning
Brew Potion
Natural Spell
Skill Name Total Rank Ability Mis
Acrobatics 2 0 2 0
Appraise 5 1 2 3
Bluff 6 1 2 3
Craft x
Climb 5 1 1 3
Craft - Alchemy 6 1 2 3
Diplomacy 15 7 2 6
Disable Device x
Disguise 2 0 2 0
Escape Artist 2 0 2 0
Fly x
Handle Animal 7 2 2 3
Heal 10 2 4 4
Intimidate 1 0 1 0
Jump 1 0 1 0
Know. Arcana 4 2 2 0
Know. Dungeon 3 1 2 0
Know. Engineer 3 1 2 0
Know. Geo. 6 1 2 3
Know. History 4 2 2 0
Know. Local 7 2 2 3
Know. Nature 10 2 2 6
Know. Nobility 7 2 2 3
Know. Planes 6 4 2 0
Know. Religion 4 2 2 0
Linguistics 12 7 2 3
Perception 11 4 4 3
Perform x
Prof.: x
Ride 6 1 2 3
Sense Motive 5 1 4 0
Sleight of Hand 4 0 2 2
Spellcraft 7 2 2 3
Stealth 5 1 4 0
Survival 11 2 4 5
Swim 5 1 1 3
Use Magic Dev. x

# This Skill is modified with Gear (see below)
* Armor Check Penalty Applies : __0__

Lang. Lit. Lang. Lit.
Celestial x Common x
Draconic x Druidic x
Elven x Sylvan x
Orc x Halfling x
Auran x Aquan x
Ignan x Osiriani x
Tien x

Weapons/Armor Proficiencies
Light/Medium Armor - non-Metal
Druid Weapons Natural Weapons


Equipment/Gear Weight Cost
Monthly Linens - Free
Back pack 2 lbs Free
Satchel ½ lb Free
Soap 1 lb 2 cp
Wrist Sheath 1 lb 1 gp
Waterskin 4 lbs 1 gp
Kit, Healer’s 1 lb 50 gp
Kit, Cooking 2 lbs 1 gp
Bedroll 5 lbs 1 sp
Drink, Tea (common) ½ lb 2 cp
Food, Cheese (hunk) ½ lb 1 sp
Food – Rations, Trail 1 lb 5 sp
Rope, Silk (50ft) 5 lbs 10gp
Animal Gear, Stabling --- 5 sp
Clothing, Explorer’s Outfit 8 lbs 10 gp
Clothing, Traveler’s Outfit 5 lbs 1 gp
Food – Accessories, Mug (empty) 1 lb 4 cp
Armor – Wooden 25 lbs 20 gp
Scimitar 4 lbs 15 gp
Lodging – Inn (Good) --- 2 gp
Light & Combat Trained Horse (Tal) Gift from Parents
Saddle, Riding 25 lbs Gift from Parents
Dagger From great, great, great grandmother – Family Heirloom
Saddle, Exotic (Military) – to ride Dior 40 lbs 60gp
Totals 92.5 lbs (includes clothes Ariarh is wearing.) 185 gp, 17 cp, 8 sp

Ariarh Saedra Kane = 121 pounds

Light & Combat Trained Horse can carry 134 to 266 pounds

Equipment & Gear + Girl = 92.5 + 121 = 213.5 pounds

This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.
XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
AC 21, touch 13, flat-footed 13 (+4 Dex, –1 size, +4 natural)
hp 36 (3d8+15)
Fort +8, Ref +7, Will +4
Speed 50 ft.
Melee bite +6 (1d4+5), 2 hooves +1 (1d6+2)
Space 10 ft.; Reach 5 ft.
Str 21, Dex 19, Con 21, Int 2, Wis 17, Cha 11
Base Atk +2; CMB +8; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile

Combat Trained

Tricks Known

Tal Six Tricks from Handle Animal
DC = The number you must roll on a d20+your Handle Animal Check.

1. Attack (DC 20) (1 trick): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

2. Come (DC 15): The animal comes to you, even if it normally would not do so.

3. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

4. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

5. Guard (DC 20): The animal stays in place and prevents others from approaching.

6. Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Griffon: Dior
This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.


N Large magical beast
Init +2; Stealth: +3
Senses darkvision 60 ft., low-light vision, scent; Perception +12

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
HP 60 (5d10+15) 10+5, taking average 5.5 + 5 = 10.5 + 15 = 25.5 (next “boost” he’ll get other .5)
Fort +7, Ref +6, Will +4

Speed 30 ft., fly 80 ft. (average)
Melee bite +8 to hit (1d6+3),
2 talons +7 to hit (1d6+3)
Space: 10ft, reach 5ft
Special Attacks pounce, rake (2 claws +7, 1d4+3)

Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
BAB: +5;
CMB +9;
CMD 21 (25 vs. trip)
Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +10, Fly +7, Perception +12; Racial Modifiers +4 Acrobatics, +4 Perception
Languages Common (cannot speak), Celestial, Sylvan

Tricks Known (as taught by Riordan, Ry's father.)
1. Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
2. Come (DC 15): The animal comes to you, even if it normally would not do so.
3. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
4. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
5. Fetch (DC 15) The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
6. Guard (DC 20) The animal stays in place and prevents others from approaching.
7. Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.
8. Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Tooth Dagger

Carved from a golden dragon’s tooth, the dagger is filled with many strange magical properties and powers. Most of which can be unlocked, but not until much later. What is clearly known, right away, is that the dagger function as a “bane weapon” against “evil creatures”. In this case, Evil creatures are not any creature with an evil alignment (such as a man who is evil, or a dwarf who is evil) it specifically refers to creatures that are naturally “evil” even if they behave well, as an individual (such as an Imp, which is a type of Devil).

More powers may be unlocked with time and study, but for now the following are the dagger’s special powers.

Magical Dagger: Bane Against Evil Subtypes

Dagger 1d4+2 to hit and damage
Against Evil Subtypes 1d4+3+2d6 to hit and damage

Ease of Faith: Gain +1 to Diplomacy Checks, Diplomacy is a class skill for you.

Gifted Adept: Choose 1: Entangle. This spell is effectively 1 level higher.

Without a Past: Gain a +1 to Linguistics and Bluff to decipher forgery. Linguistics is a class skill for you.

Feat Description
Spell Focus: +1 to all Saving throws for Conjuration Throws.

Augment Summoning: Summoned creatures gain +4 (enhancement bonus) to Str and Con.

Brew Potion: (Bonus feat) You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Natural Spell: You can cast spells even while in a form that cannot normally cast spells.

You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

Leadership:You attract followers to your cause and a companion to join you on your adventures.
Prerequisite: Character level 7th.
Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.

Class Ability Description
Favored Class: Druid

Nature Sense: Druids gain +2 on Survival and Knowledge: Nature Checks.

Wild Empathy: A Druid can effect the attitude of a natural animal. This works like a Diplomacy Check. Roll 1d20+Druid Level + Charisma Modifier.

Nature Bond: Gain one Domain, as a Cleric.

Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step: Starting at level 3, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure: A druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of the fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth and warp word.

Wild Shape: 2/day. A druid gains the ability to turn herself into any small or medium animal and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back.Changing form (to animal or back) is a standard action and doesn't provoke an AoO. The form chosen must be that of an animal the druid is familiar with.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.


Whenever you are on your Ship you may gain a +2 Misc. Modifier to the following skills: Acrobatics, Climb Diplomacy, Intimidate, Stealth and a +2 to all Initiative Checks.
Recognised: Your Standard can be put on “Parade Armor” for full benefits to the armor. You take a -4 to all Disguise Checks.

Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of non-lethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th-sleet storm

4 Orisons +1 (for Wisdom Modifier)

4 first level spell +1 (for Wisdom Modifier)

3 second level spell +1 (for Wisdom Modifier)

2 third level spell +1 (for Wisdom Modifier)

1 fourth level spell +1 (for Wisdom Modifier)

Orisons Memorized Level Today: Create Water, Detect Magic, Spark, Stabilize and Light.

1st Level Spells known today: Cure Light Wounds, Cure Light Wounds, Magic Fang, Entangle (Gifted Adept, trait), Speak with Animals.

2nd Level Spells known today: Flaming Sphere, Flaming Sphere, Burning Gaze, Glide.

3rd Level Spells known today: CMW, Call Lightning, Hurricane Blast.

4th Level Spells known today: Air Walk, Strong Jaw

(A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any Summon Nature’s Ally spell of the same level or lower.)

* As an Aasimar can cast Daylight 1/day (racial ability).

Misc. Description/Notes

ECOLOGY of a Griffon
Environment temperate hills
Organization solitary, pair, or pride (6–10)
Treasure incidental
Griffons are powerful aerial predators, swooping down from their high aeries to take their prey with beak and talon. Aggressive and territorial, they are no mere beasts, but rather calculating combatants and loyal companions to those who earn their respect, fighting to the death to protect their friends and kin.
Weighing in at over 500 pounds and measuring 8 feet long from hooked beak to tufted tail, the griffon strikes an imposing silhouette that has long been used in heraldry and other iconography as a symbol of power, authority, and justice. In reality, the griffon is less concerned with abstract concepts than with hunting food and protecting its own. While they can sometimes be trained or befriended to serve as mounts, griffons have no inherent affinity for humanoids, and frequently come into bloody conflict with civilized races over their attempts to secure their favorite food—horse flesh. City folk may marvel at the trained griffon's stately manner and 25-foot wingspan, but those farmers forced to share territory with its wild kin know to hurry home and secure their barns when the beasts' hunting shrieks split the sky.
Griffons mate for life, and will often search for years to take vengeance over a slain mate or child. It was likely this innate stubbornness and fierce loyalty that first brought them into domestic use as mounts and guardians of treasure hoards. Despite the inherent danger, trade in captured griffons and stolen eggs is brisk, with their eggs worth up to 3,500 gp apiece and live young twice that. Characters eager for griffon mounts, however, should note that buying or forcibly domesticating intelligent creatures like griffons is still recognized as slavery by most good deities, and winning a griffon's allegiance of its own free will is no easy task. Reaching a mutually agreeable accord (or even a friendship) is a much more elegant and safe route to securing a griffon mount.
Before it can be ridden in combat, a griffon requires practice bearing the weight of its rider. In order to be trained successfully, a griffon must first be helpful toward its trainer (possibly requiring a Diplomacy, Intimidate, or Handle Animal check). After that, 6 weeks of practice and a successful DC 20 Handle Animal check is sufficient for the beast to be comfortable with its burden, and due to their intelligence, trained griffons can be treated as knowing every trick listed in the Handle Animal skill description, possibly even responding to new, simple requests made in Common.
Griffons can carry up to 300 pounds as a light load, 600 pounds as a medium load, and 900 pounds as a heavy load. Riding a griffon requires an exotic saddle.

All About Ariarh - Survey:

Where was your character born? Artume, a small domain nestled amongst the hills and fertile plains of the River Kingdoms. It lies on the western branch of the Sellen River and is well known for its high quality livestock, fine leather goods and natural stone.

Who raised her? Two loving and protective human parents predominantly raised me over these nineteen years. My father is a rancher in Artume and breeds and trains horses and my mother’s a local healer (with extensive knowledge of herbal lore). My great, great, great maternal grandmother, Irethia Sama, was an Aasimar and said to have originated from a true celestial. I am testament to that bloodline/lineage.

What was happening in the region when your character was growing up? Banditry was/is rife, and, rebellion ever escalating. We were somewhat sheltered from the rebellion on our ranch (for the most part), but my father’s livelihood ensures pure and highly intelligent (well trained) horses, which are coveted by bandits, rogues and even the odd mercenary or two. Desperate, treacherous folk make earning an honest living difficult and fraught with various degrees of danger.

Does your character have any relatives? I am an only child born to only children, so my family is made up of three people: father, mother and me. My grandparents are long deceased, through natural causes fortunately. Our small family is close-knit and very loyal.

What are your character’s immediate goals? What would she like to do in the coming year?

Gain some independence. I have been safely ensconced for too long, surrounded in main by those I know and love. I need to expand my experiences and perceptions if I am to grow and reach my true/full potential. I would like to meet with other druids and perhaps encounter another Aasimar in my travels. I have a need to learn more as knowledge is an important key.

What are her long-term goals? Understand my nature and strength. Become a useful resource in the fight for good and return the balance to good. Perhaps fall in love and bear children.

What type of person would be her ideal mate? A genuine, courageous, loyal, passionate and honourable person would be ideal. Also, someone who has a quick and somewhat dry sense of humour. Intelligence and wisdom are attractive traits in such a mate.

Who is her patron deity? Is she a devout worshiper? Gozreh. I am devout in my own way from whatever knowledge I have come to understand and know.

Is she a devout member of any nonreligious cause? The Green Faith. My mother and I try to follow the tenants of this philosophy but our faith is more secretive than not. It would not be wise to let slip our healing abilities or the places we practice such faith.

Is there any race, creed, alignment, religion or the like against which she is strongly prejudiced? Evil in any shape, or, form. Generally I get along with any good creature. But, I vehemently dislike orcs and half-orcs for the darkness that lies within their hearts and I am suspicious of Tieflings as they have a natural compulsion toward evil.

What is her greatest fear? Evil’s taint taking control of every thing, and, leading to the ultimate destruction of life.

What is the one task she absolutely refuses to do? Kill an innocent.


What is your character’s motto or favorite saying? “We must be the change we wish to see.”

What is her favorite color? Blue: The colour of sea and sky.

Describe what she would wear if money were no object? A beautiful silk gown, in a vibrant gem-like shade of blue. A soft, warm woollen cape/hood possibly embroidered with silk thread.

What is her favorite food? Drink? Favourite food: Fruits and vegetables, hand grown. Home-baked bread. Drink: Water.

What is her favorite animal? The wild, black stallion is my favourite for its majesty, nobility, freedom and power.

What habits of her friends annoy her most? Being over-protective (or treating me differently) and keeping vital information from me.

(rank each trait from 1 to 10)
Courtesy 8
Valor 9
Self-sacrifice 9
Generosity 9
Sobriety 8
Calm temper 6
Optimism 8
Curiosity 10
Forgiveness 6
Cheerfulness 6
Patience 8
Honesty 9
Helpfulness 10
Loyalty 10


What well-known media figure from sports, movies or politics most closely resembles your character? In personality, my character closely resembles Kaylee Frye’s (Firefly/Serenity) positive, optimistic outlook and energy; Lois Lane’s (Smallville) gumption/guts and take action stand and Selene’s (Underworld) undeterred direction, loyalty and uncovering truth at any cost. Stoic like the young Queen Victoria of England.

What would be her theme song? “Stand My Ground” by Within Temptation.

If her friends were to write her epitaph, what would it be?
Ariarh Saedra Kane
Beloved Daughter and Friend,
Protector of the Light.
Your Memory Will Never Leave Us.

What would be her job in modern society? Certified Natural Health Professional (Nutrition Scientist & Clinical Naturopath), delving into alternative medicines, and discovering cures.

Introduction Questions

Do you have any nicknames, street names, titles, or aliases? Ry (pet name used by her family and close friends).

What is your full birth name? Ariarh (pronounced Aa-ry-aa) Saedra Kane.

Where do you live? Till now, I have been living with my parents on their ranch in Artume in the River Kingdoms.

Why do you live there? It is my home and my parents have been protective and have tried to shield me from those who would see me as an enemy or a possession.

What is your citizenship status? Citizen of the River Kingdoms.

What is your most obvious blessing or strength? I am rather perceptive. My sensitivity &/or intuition is high.

What is your most obvious flaw or weakness? I am fiercely opinionated and will do everything in my power to protect my ideals.

Was there any event or cause to cause these weaknesses? Not a direct event, but perhaps witnessing the world around me splinter and grow ever desperate and turn to evil ways. Anarchy (in terms of lawlessness) gives people an excuse to do as they please at any cost. Plus, keeping secret that one is a druid can teach a person to become protective of such things as ideals.

Physical Traits

What is your general body type, frame, bone structure, and poise? I am taller than an average human female (around 5’9”) and my body is naturally slender but I have a defined strength. I have an upright posture and a graceful (and when necessary, agile) way of moving.

What is your skin colour? Pale, almost white skin thanks to my Aasimar ancestry.

What is your hair colour? Platinum Blonde.

What is your hairstyle? Long, silky straight hair, which I keep loose down my back. But when necessary, I tie it back with cord or ribbon.

Do you have any facial hair? No, thank you!

What is your eye colour? My eyes are vivid sapphire blue.

Does it change? Sometimes, they can appear an emerald green.

How attractive are you? For as long as I have lived, I have been called “beautiful”. It’s an unusual beauty – and it can either repel or draw another creature. It is something that comes with the bloodline I come from.

What is your most distinguishing feature? My most distinguishing features are my crystalline eyes and melodic voice.

Do you have any scars, tattoos, or birthmarks? I have a birthmark in the shape of a sickle moon in the middle of my shoulder blades.

What is your handedness (left/right)? I predominantly use my right hand but I am ambidextrous.

Do you resemble some currently known person? No, I look different from any current person in town. I am told however, that I do resemble my (late) great, great, great grandmother, Irethia Sama.

Do you wear a uniform? No, I have no need of such to this point in my life.

What kind of clothing do you wear? Practical. Warm, comfortable and at times waterproof clothing as I help my father train the horses (plus, I like the freedom of a long shirt or tunic with a pair of leggings and boots). But, in saying that, I am not adverse to a pretty bright coloured gown every now and again.

What is your clothing's style or level of sophistication? We work hard and I prefer simple and practical clothing. Plus, it is a good idea to blend in with the community rather than draw unnecessary attention. I do however like well-crafted garb of fine material on a whole.

What sort of vocal tone do you have? Melodic. It has enough lightness and sweetness to draw people but it still possesses a certain strength that aids in making a point.

Do you get sick? Maybe you catch the flu twice a year and that's it? Or maybe you have a weak immune system and catch anything that goes around? Not really. I rarely get sick from any common viruses. My parents tell me I have a strong constitution.


Where is your homeland? Artume, along the western branch of the Sellen River, in the River Kingdoms.

What are its people like? The neighbouring folk are tough, hardworking and fair ranchers, leather makers and stonemasons. (Salt of the earth kind of people and those whom we call ‘friend’.) They work their land and protect themselves from bandits, cattle rustlers, and criminals. But as a whole, The River Kingdoms are made up of an assortment of characters and many bad elements.

Are you aware of its history? Yes, from what I have taught, read or seen. I am sure there is still much to uncover as to the agendas etc of those who came before and who are in power at present.

Are you patriotic or a social outcast? I am loyal to the land and its people so in that way I am patriotic. My unusual looks however can make me somewhat of an outcast, as I am the only one of my kind in this region (that I am aware of).

What are your opinions of home? Home in terms of the ranch and my family and neighbours is special to me. Home in regard to The River Kingdoms is a place filled with chaos, with brutal despotism and pure anarchy tearing the lands apart. It saddens and sickens me. It also strengthens my resolve to upturn the evil and return the lands to good.

Did you witness any historical events? No, for I have only lived a short nineteen years so far. Also, for the most part I have been “tucked away” on the ranch by my protective parents.

Are your real reasons for becoming an adventurer different from what you tell others? Not mostly. Those who what I am about -- my ideals and morals -- instinctively understand the reasons (though they may not completely agree with the adventuring lifestyle). Yes, there may be other reasons I keep to myself out of necessity.

How do you feel about other races? I am rather accepting of the different races and especially so with the good races. I do have a vehement dislike of evildoers.

Were there any traumatic experiences in your early years (death of a family member, abandonment, orphaned at an early age, etc.)? When I was 12, my best friend Saarah (the only daughter of my father’s steward and also 12) was raped and murdered in a bandit raid. I was too young to do anything to stop them (and my parents hid me away) and her death and memory stays with me, always. Saarah’s father and mother became my second parents after her death.

Did you have any childhood friends? Yes, but only a trusted few whom I truly called friends. There was the late Saarah Northey and the children of our closest neighbouring rancher, Davin (a few years older than I) and his younger sister, Audra Kale.

Are you still close to them or have you grown apart? Saarah is gone from this world (but her spirit is with me, I can feel her). Davin has moved on (adventurer in his own right) and we haven’t spoken in over three years. Audra and I are still close enough and try and see each other when we can (and when it is safe to).

Which toys from your childhood have you kept? Three wooden horses whittled by my father still grace my window ledge, and an ancient porcelain doll passed down from mother to daughter takes pride of place on my bureau. I do not think I can take the doll with me as I move so she will be returned to my mother for safekeeping but the wooden horses will be safely tucked away in my knapsack. Running my fingers over the smooth wood helps me find balance.

What conflicts might arise from your past? Not a direct conflict per se. I have an unresolved matter with Davin. Before he left home he kissed me and spoke words of love. We never spoke of it at the time, I was young and experienced and he thought I did not care for him. So, he left the next day and has been gone these past three years.

Do you have any sort of criminal record? No, most definitely not.


Who were your parents? My mother’s name is Sadira and my father is Riordan Kane of The River Kingdoms.

Were you raised by them? Yes, they were/are devoted and loving parents. And when I was 12, Steward Northey and his wife unofficially “adopted” me. So I ended up having 2 sets of “parents”. I think I gave comfort to the Northeys after the death of their only daughter and my best friend, Saarah.

What did your parents and/or foster parents do for a living? My father is a rancher, breeding and training horses and my mother is the local healer, growing and preparing herbal medicines for our neighbours and friends. She is also the local midwife.

What was their standing in the community? My father is well respected for his work with horses and his fair and honest trading. His knowledge of horses and his gentle and respectful hand in training has earned him renown inside and outside of the area. My mother is known for her healer’s hands and extensive knowledge of herbal lore and is respected accordingly by the locals (we do not advertise her skill as it can be dangerous for certain outside folk to know how skilled/gifted she truly is).

Did your family stay in one area or move around a lot? My father was somewhat of an adventurer himself when he was younger but once he married and settled down, our family stayed put on our ranch in Artume.

How did you get along with your parents? We have mutual respect and love for one another. At times I’m sure my spirited nature was an annoyance to them as they worked hard at protecting me. But they understood I could only be myself. It is good that we can communicate openly and honestly with each other.

How would your parents describe you? In main they would describe me as generous, compassionate, spirited, loyal, determined, courageous, wise-beyond-my-years and unique.

Are any or all of your family still alive? Yes, both my parents are very much alive.


Do you, or did you, have any role models? My parents, most certainly are wonderful role models. They taught me what it is to be true to yourself and other people. Their respective skills and respect for nature and its creatures have helped to hone my own character. Growing up, I heard countless stories regaling Irethia Sama’s courage and good deeds and since I was her only Aasimar descendent, I wanted to follow in her footsteps. And then there is Saarah. In her short young life she showed me what it truly means to be open hearted and courageous.

Do you have any great rational or irrational fears or phobias? Claustrophobia. I have never been able to hide or be closed in small, confined spaces, especially for long periods of time. I was never locked into a tight space or anything traumatic like that as punishment etc. It’s just something that has my system feeling ill and all kinds of wrong.

What, if anything, would it take for you to be able to overcome this? A sense of or actual imminent danger may propel me to overcome my aversion to confined spaces.

How do you react when this fear manifests itself? I feel as though I cannot draw a proper breath and my emotions begin to spiral out of control and I lose focus and logic in that moment.

Are you willing to discuss, or even admit to, the situation? With trusted folk, whether family, friends or allies, yes. However, I would keep this information to myself with strangers and those who might use my claustrophobia against me.

What are your attitudes regarding material wealth? To survive in any place, currency is necessary. I do not have to be the richest person in the land but I need to know I have enough resources to survive and/or to aid others. Poverty can be the death of people especially in this current climate.

Are you miserly with your share of the wealth, or do you spend it freely? I budget as much as I can (no one can know what will happen in the future exactly). I am neither a miser nor a spendthrift. If there is need, I am generous enough to share my wealth and do so with no expectation of repayment.

Are you greedy or generous? Generous. And, perhaps with loved ones, I am generous to a fault. But overall I am conscientiousness with what I have.

Do you see wealth as a mark of success, or just as a means to an end? In a perfect world, perhaps it would simply mean a mark of success. But I realise that such perfection does not exist (or is too simplistic of a model) and it may become necessary for wealth to be a means to an end.

How do you generally treat others? Cordially with most people. I was brought up with fine manners and employ them. It would be nice to treat people as we would like to be treated and I do try for the most part. It’s just harder with some, especially those with a proclivity to evil.

Do you trust easily (perhaps too easily) or not? I possess a strong sense of who I can and can’t trust. But even I am not infallible and sometimes I have trusted too readily and regretted it later. Least I learned something valuable to use in the future. I can let my guard way down with those I love when I’m not thinking about it.

Are you introverted (shy and withdrawn) or extroverted (outgoing)? I am somewhere in the middle. Initially shy around strangers and in strange lands, but more comfortable and easy with people once I get to know them and trust them. Then I can be quite the extrovert. Also, my moods and emotions can play a part in whether I am withdrawn or open and outgoing.

Are you a humble soul or blusteringly proud? Humble more so and not quite comfortable with receiving compliments and praise.
I do privately pat myself on the back if I have accomplished something I am proud of, but I never advertise it to all and sundry.

Do you act differently than you feel (concealing your true thoughts)? I am instinctively cautious in my interactions with people. If I had to protect or preserve then I would be less forthcoming and keep things closer to my chest.

What is your favourite type of animal? Having been raised around animals, I am comfortable in their presence and enjoy their company. I feel very close to my wolf pups, Reiki and Terra (their mother was killed by a thoughtless interloper), and my father’s horses, especially my stallion, Tal.

Is there anything that enrages you? Evil. I expressly cannot abide oppression, destruction and imbalance (for eg, lack of fairness and justice make my blood boil).

Do you enjoy "roughing it", or do you prefer your creature comforts? I can adapt well enough and I am not prone to histrionics. Creature comforts are easier but I can manage “roughing it” when needs be.

What would you do if something were stolen from you? It depends on what was taken (and how). If the stolen item were unimportant/trivial then I would probably do nothing. If, however, it had significant, meaningful value to me, I would do all to retrieve it.

What would you do if you were badly insulted publicly? Smile and stare them directly in the eye. If there is greater need than that, my words hold an edge and depth truer than any blade.

What do you consider to be the worst crime someone could commit and why? The rape and/or murder of an innocent child would be classed as the worst crime. Basically, the destruction of any innocent thing would be purely evil.

Do you support the current government of your homeland? No, as the governments in my homeland do not rule wisely or justly and will do anything to keep their hold on power. This provides a gateway to such evil.

What form of government do you believe is the best (democracy, monarchy, anarchy, aristocratic rule, oligarchy, matriarchy) and why? I believe democracy is the best option or the lesser evil. Equality is a hard thing to attain but it at least presents people with a sense of hope and order.

Have you ever been persecuted for your political stance? Fortunately, I have the presence of mind not to openly discuss my political persuasions and therefore have not been persecuted for them.

Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed? My absolute silence when thoughtful or emotionally wounded makes other people nervous. I also can blush and bite my bottom lip when embarrassed or nervous. The biting is also a ‘thinking’ mannerism as well.

What is your most treasured possession? I have two such treasures, a dagger that once belonged to Irethia Sama, and my beloved horse, Tal.

Do you have a good luck charm? I do not know if it is a particular talisman of note, but I wear a necklace made of leather with a silver filigree leaf.

Do you prefer to tear down or build up? I would do all in my power to build up. It is easier for creatures to tear down things they do not understand or cannot understand.

Are you deliberate or spontaneous? I am more deliberate. I still have rare moments of spontaneity based on certain moods or emotions. But, I like to think things out and work through them properly and with purpose.

Do you prefer the town or the country? Country. I need quiet spaces/places to meditate and regain emotional balance and understanding. Towns, especially larger ones, do not have the luxury of quiet and stillness and privacy.

If made to decide, would you rather be deaf or blind? Why? I would rather be deaf. Sight is important to manoeuvre and move and there are ways to compensate for lack of hearing which is less physically debilitating than lack of sight.

Describe your worst nightmares. Evil is in complete power and all is enslaved to/by it.

About Griffon Dior:

Atop of understanding Common, Ariarh has taught her griffon Celestial and Sylvan, in order to have more private conversations when necessary. He can't speak but he understands all three languages.

Music Box:

Detail on Music Box –

You see a small statue inside, shaped like a graceful fairy standing on a small metal box. There is a key, and if you crank the key the fairy will play the music on her pipe.

Though she is clearly a statute – you can see her arms move, her fingers move, and her wings flutter, as if she is playing a tune – which you can hear as the music box plays.

You do not hear the usual “plink, plink” of a music box notes – rather, you hear instead a sound which is like an actual series of pipes playing.

It is an old Fey Lullaby, you’ve heard it before and recognize its magical properties.

Song can be found, here:

Narnia Lullaby

If you listen to the song play you to sleep in the night – when you awaken the first hour of your day you will be in the effects of a Bless spell.

Further – if you sleep to the music – and get full Bed Rest to it (eight hours of uninterrupted sleep) you gain an additional +1 HP per level of healing.

Finally – for every minute you listen you automatically heal 1 HP of SUBDUAL for up to five minutes.

Estimated value of Music Box: 4,000 GP.

- for metal used, magical properties used, and of course, the value of the craftsmanship.

What Ariarh Looks Like