MEET THE CHARACTERS




THE GOOD GUYS


Jordon

JORDON HALLSTEAD

Jordon Hallstead is new to the area and makes fast friends with his next door neighbor, Jeremy. The two 12-year-olds have a lot in common. Jordon is the second child of Jean and Mike Hallstead. He really likes videos games, trading card games, and computers. Jordon is a curious child, but knows better than to ask his college-professor father to explain things. Instead, he'll just surf the internet to find his answers.

Jordon and Jeremy work together to discover there is an area missing in the house where Jordon lives. After all, there's a window outside in the foundation, but not inside. Through trial and error, and shear dumb luck, the two find a secret room. Inside is every boy's dream. On a podium is a book opened to a page with a map. When Jeremy says he recognizes the caves written on the map, Jordon is anxious to go exploring.




JEREMY BLACKHURST

Jeremy Blackhurst is of Asian-American descent, the middle child of seven adopted children of Diane and Ken Blackhurst, and likes video games, exploring, and basketball. He becomes Jordon's "tour guide" when his new best friend moves in next door. Both curious by nature, it doesn't take them long to realize that what one boy doesn't think of, the other will.

Once the room in Jordon's basement is found, Jeremy realizes that the map is of the stalactite caves on the north end of the island they live on. It's a popular place for class trips. With a little planning, Jeremy is leading Jordon to the best adventure the boys will ever have.

Jeremy




Narim

NARIM

Narim, a strapping young man, was born and raised at the Keep. The wizards of the island were no stranger to the boy as many of them were family friends. Although Narim tried hard to be a wizard, he was better with a staff and bow. His little magical talent gave him enough of an understanding, however, to be able to at least explain simple spells.

The Wizard Master, Thrundra, chose Narim to accompany the newly arrived Jeremy on his quest to locate his friend and sister. Narim knows the islands of Asteria - somewhat - and has enough survival experience to keep Jeremy alive. Yet Thrundra knows of a mystery surrounding the young man - a mystery that can only be revealed if Jeremy and Jordon complete their quest.




TEESHA

When a blonde fairy in a silvery-blue dress starts spinning around your head and issuing orders on how to kill the earth serpent about to have you for dinner, you listen! The tiny sprite is fast, speaks her mind, and eager to help. Seeing that Jeremy is a novice in the wilderness, Teesha adopts the boy, appointing herself his guardian on his adventures, much to Narim's dismay.

Teesha's chaotic personality keeps everyone on their toes. You never know what is coming out of her mouth. Jeremy and Jordon quickly learn, however, that Teesha is full of surprises. Her ingenuity manages to keep the party safe, despite her disagreements with the boys' guardians.

Teesha





Zelmar

ZELMAR THE RED

Zelmar the Red is a servant of King Rauthdel, the Dwarven-like king of Kriltnar. He, his wife Dracaine, and his daughter Gralena live in the underground city of Icktenward. Suspicious by nature, Zelmar is angry when his daughter befriends a mortal who falls from the sky, and even more furious when his wife agrees to help the boy. Determined to defend his people, Zelmar turns the boy into the king as a spy, only to learn that this is one of the boys from an ages old prophecy that can save Asteria.

As "punishment" for wasting the council's time, and to insure the boy has a decent chance, King Rauthdel appoints Zelmar to escort Jordon to the Oracle to determine what course of action needs to be taken. Zelmar, however, finds himself chasing after the boy in the middle of the night. The relationship that began with suspicion, however, turns to one of trust when Zelmar becomes friend and teacher. Under Zelmar's tutalage, Jordon learns to fight with his new sword and how to identify the many dangers in this new and ancient land.




THE BAD GUYS


KING JAMISS

King Jamiss rose to power over 500 years ago by usurping the then King Icherod. Determined never to lose power, Jamiss holds the kingdom under a heavy hand. His servants about the palace come from the children of his people to prevent an uprising. The workers in his fields are the tortured men of the island. His cold, heartless ways have insured that the inhabitants of the other islands distrust each other as fervently as he distrusts them.

Jamiss is old and knows it. His youthful body has long ago disintegrated to a frail, aged one that only manages to continue due to the life-giving potion of his "advisors". He is, and will continue, to reign from one end of Asteria to the other. Yet something deep inside tells him that something is afoot in this land. Something has changed, and he will do everything in his power to thwart it.

Jamiss



Thorn

MASTER THORN

Once a wizard, Thorn turned to the dark magic forces while yet a youth. These forces held much more power and interest to the young man. Now, several hundred years later, Thorn has learned a few more tricks. His ability to foretell events mixed with the powerful sorcery he has develped as secured him the position of the King's Top Advisor, a position of prestige and honor he has now held for more than 300 years. His power monitors the other islands to make sure alliances are not being made. He trains new sorcerers as much as possible.

Despite his desire to maintain his position, Thorn feels the air shift. He knows something has entered Asteria that will bring a disruption to the "happy" life they have maintained; something that will try to usurp him. King Jamiss, however, doesn't feel the need to take immediate action. Thorn will need to be ready - for anything.




SORCERESS MARKEA

Talented and powerful in the dark arts, Markea is King Jamiss' right-hand advisor. As cold and heartless as the king himself, Markea's favorite passtimes include torturing the foolish mortals, brewing up new potions, and creating new statues in the King's gardens from the people who inadvertantly disappoint her king. She has the powers to alter the weather, alter figures, and disrupt nature. She is the originator of the life potion that keeps Jamiss, Thorn, and herself alive.

Like Thorn, Markea feels the change in the air around Asteria and prepares herself to face whatever has come to interfere with their long reign. Two young boys, however, was not what she was expecting. How could a couple of little boys cause so much trouble?!

Markea