Arius

Arius

Biographical information
Allir Reach 24 Althhaven
Physical description
Human Male 1.87m THIN Brown Amber Olive
Political information
Apprentice Mage
Out-of-character information
Kasim Areth

Born in the far reaches of the Allir Reach near the Spine, Arius had a relatively normal life growing up.

His parents were farmers who were relatively well off. They owned several acres of well kept land and employed half a dozen people. Most of his early life was spent simply growing up on this farm, making various trips with his father to the markets and learning the business of his family.

This began to change on his ninth birthday on a trip to the coast.

It was here that Arius met a woman who many in the town dubbed a Witch. Though they did not abhor her, many treated her differently due to her knowledge within the arcane. Despite this, the village often went to her to heal the sick and tend to the wounded.

Arius became fascinated with this woman and her abilities, soon after beginning to pester her about where she had learned these things and how he could do the same.

This is the first Arius would hear of Althhaven.

The With described a school of magic far within the mountains. A place of unabashed learning, danger, and power. Arius was entirely absorbed within the story, and his obsession grew in an instant.

Over the next seven years the young boy made it his life's work to find Althhaven. He found books, scrolls, people who told stories and sought permission from his father. Reluctantly his parents aided him in his goals, eventually offering him money to travel when it became clear he would not abandon his quest.

On his seventeenth birthday Arius set out from the family farm.

It took him near a year, driven only by his naivety and passion, but eventually the young Farmboy found what he was looking for in the reaches of the Spine.

There he grew another few years. Eventually honing his craft and bettering himself within the expanses of the world. Over the next few years Arius took on the role of a master alchemist, having the knowledge to craft all sorts of elixir's and potions.

Whether for ill-effect, or better.

Skills and Abilities

Arius does not come from a family of powerful mages and sorcerers. He does not have a stories history of power or any sort of hidden talent that runs through his blood.

His magical prowess, unlike many others in Althhaven is not natural. Though he had some innate magical ability, this small vein of power is not enough to match most of his peers. He is capable of casting some low level spells and calling upon the aether to yield minor effects, but by and large he struggles with larger effects.

Arius' true skills come in the science of Alchemy.

He is an exceptional brewer of potions. Capable of crafting, conceiving, and diving things that most would never even have dreamed of. Everything from Elixirs to grenades are within Arius' tradecraft, something that he is extremely proud of.

This has made him somewhat famous throughout the cities around AlthHaven, and even some of the Professors at the school go to him for advice or specific potions.

Althhaven

Though not as well Known as Elbion or the College of Magic in Alliria, Althhaven is a unique school for magic nestled within the deepest reaches of the Spine.

Anyone and everyone is welcome to study at Althhaven. One must not necessarily be magically gifted or even inclined. There is no fee to enter nor live there, though there is a heavy price. Failure at Althhaven is now allowed, and the arts one learns there are only allowed to leave once the schools standards are met.

Students are given three spans of three years. At the end of every one of these 'terms' the student must display their mastery of one, if not more, of their chosen skill.

Each of these tests grows in difficulty, with the third and final being the hardest of all. The payment for failure is the students own soul. From the first test to the last, those who do not pass will find their essence torn from their body and turned to the schools own use.

Most of these failed souls are turned to monsters which are sent to roam the land around Althhaven in defense of the school itself.

This defense is necessary because of what Althhaven teaches. Unlike at some other schools of magic, there are no rules for what can be learned at Althhaven. Necromancy, Blood Magic, soul-marking are all practiced which are not only taught, but invariably explored and studied.

These teachings can be understandably upsetting for surrounding Kingdoms, Templars, and Monster hunters. It is for this reason that failed students become the very defense of the school itself, and to even reach Althhaven itself one is tested on their ability to survive.

One would think that with these conditions Althhaven would have failed long ago, yet the draw of power and knowledge is often difficult to overcome.

References

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