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Name: Avarius "Avey" Thorn.
aka 'Stormchaser'
Age: 18
Magic: -Body of air-
  • Flight
  • Fast movement
  • Invisibility
  • Air manipulation (minor)

Magic Level: B
History:
Avey is far away from home. When he was but 8 years of age a storm ravaged his homestead and he awoke in a strange new land. Beside him, equally lost, was a living metallic 2D rooster. The two became inseparable friends as they traveled around scavenging for food and shelter. Until recently Avarius and his companion Rinn had taken refuge at a monastery where they lived and learned with the generous monks. But Avey always dreams of home and searches for the storm that will take him back there.
Personality: Avey is a gentle and curious spirit. He can be quite eccentric an naive.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths:
1. Musically talented
2. Exceptional hearing
3.
Three Weaknesses:
1. Easily distracted
2. Pacifist, avoids confrontation
3. Terrible cook!
Greatest Love:
Motivation: Avey is lost, curious and short on human companionship. He seeks for somewhere to belong but is always on the chase for the storm that will take him home.
Appearance:

Additional Details:
Avey travels with a strange small companion. Rinn. A 2D metallic rooster and floating flat arrow that seems to be an extension of the creature. Avey has never questioned his friends existence and Rinn has never had to try explain.



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Blood is the currency of life and nothing in this world is truly for free.



The orphaned witch boy, raised by hunters now in life servitude to a fire witch. Can never be with the one he loves and knows nothing of his family or sister.
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Name:
Varaleth

Flag:


Demonym: El'garth

Description: The El'garth are exotic, tribal-like barbarians.
Restless free spirited, sensual and wild in nature. Each one individually proud, competitive, curious and stubborn.
They are nomadic people who value song, dance, stories and riddles, even going as far enough to use them in trade.
Despite this there is no great library or hordes of books, their minimalistic primal herding lifestyle and aptitude to travel leaves them not wishing the burden of carrying many items. Memory, interpretation and flair add to the value of a story passed on.
Unwritten stories always hold greater value.

Through this passion they have a maintained a strong rooted belief in and attachment to the 'old ways'. They are superstitious, ritualistic and spiritual.

They have an affinity towards animals and the weather. Animals their main source of food and lively hood, a respected inspiration to many of their stories.
While the weather is seen as a sign from a greater power and they live at the mercy of it.

Government: There is only one major great city in Varaleth and that is the Great Bazzar. He who rules the Bazzar rules the land. It is never a stable position but aid from the great church surely is advantageous. These two work and rule side by side.

Economy: People pay a necessary tribute, some in loyalty others in superstitious belief. Either way it ensures favour and a place of sanctuary if ever required.
So far not much focus has been dedicated to the scarce resources beneath the land. Primarily their focus is on Leathers, furs, ivory, incense and oils.

Religion: The El'garth of Varaleth believe in the spirits of animals, and that the ancient and powerful ones control the elements. This is how their stories go. Shaman are not uncommon across the lands.

Geography: The land of Varaleth is a vast hot dry arid desert, tormented by fierce winds and sand storms.
Bodies of water scare and edible vegetation even rarer. There are few animals that are suited to such an environment and even fewer plants, but like the El'garth, those that have adapted have adapted well.

Population: 2,500,000

Demogrphics:
  • 40% Blooded
  • 25% Gnolls
  • 20% Goblins
  • 9% Desert Ogres
  • 5% Other
  • 1% Efreeti
Noteable locations:
  • The great Bazzar
    In the center of the desert. Right in the heart of the sand, lays the oldest and most prolific sturdy structure in all of Varaleth.
    Built to house a population far greater than it has seen in many years. The Great Bazzar is far wider than it is tall, being quite a low built city with much rooms hidden beneath the earth.
    The towering walls that surrounds it blends perfectly into the floating sands. Beyond the sheer walls is an intricate and complex maze that stretches for miles. In its center is the city.
  • The bone pit - An oasis of death
    There are few fixed locations amongst the rolling mountains of sand in the Varaleth desert. The bone pit is one of them. An oasis and the largest body of water, for years it has attracted desperate dehydrated animals and people. This flow of traffic has therefore attracted even larger predators.
    The Oasis is surrounded by the bones of the desperate and brave. Their numbers always slowly increasing.
  • Scorpions rock - A large raised crescent stone resembling a scorpions tail.
    An old religious location now used as a location marker. It was once a place of worship and then later sacrifice. Depending on the flow of sands it comes and goes. Nearly completely buried most the time it is considered a blessing if the whole thing can be seen.
Noteable people:
  • Torron Ura'gahl(Ruler and powerful shaman)
  • Karagnahl(kings ogre body guard)
  • Xyandria (Ifreeti, Queen & Council Sage)
  • Alos(1st son, )
  • Arex(2nd son, Head of military)
  • Vivikin(The free flame twins)
  • Sheeker(The free flame twins)
  • Reshi (Goblin)
  • Hyde & Leta (Famous merchants)
  • Nafarah (Head of the Shadow dancers)
  • Gwhal (Old Gnoll Shaman, eldest sage)
Institutions:
  • Shadow dancers
  • Sage circle
Military:
  • Army Small, each family has their own warriors which are mostly just hunters, herders and shamans capable of battle. The Bazzar has an Army that protects the king and the church but it is only of a size large enough to fend off multiple clans.
  • Navy Non existent.
  • Other Nature is their ally when it comes to defending their near inhospitable land. Varaleth holds home to many dangerous beasts that lurk on and beneath the sands.

Other:

Animals inclusive (Str)
Big monsters = big allies
Varaleth is filled with a large variety of dangerous creatures. From the giant sand worms and scorpions to small and deadly snakes and insects. The El'garth not only have learnt to survive and live alongside these wild creatures but also to use and tame them.

The Bazzar defence. (Str)
For many centuries the creatures of Varaleth waged a full on war within their own country for race supremacy. Over the years different rulers fought to maintain the great grand structure that sits in the heart of Varaleth. Fearful of loosing it each added to its already incredible defence. Grand walls, mazes, traps and secrets surround the city center for miles.

Environmental adjustment. (Str)
what doesn't kill you hopefully kills your enemies
The land is harsh, there is no two ways about it. It takes more than some fancy survival skills to withstand this desert.

Superstitious
While their religion and beliefs grant them great strength, purpose and direction it can also be their greatest weakness. Putting too much trust in the unexplainable old ways has seen them forfeit many advances and occasionally act completely irrationally.

Cold and wet.
With bodies of water scarce the El'garth never learn to swim. Far from the ocean they know nothing of sailing. They rely on the hot conditions of their environment and simply couldn't survive in the cold.

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Dorian Radshaw


"You do not know of the darkness in which I have walked."




Name: Dorian Radshaw

Official Title: Dorian doesn't care for titles or chummy names, especially from a fellow asylum or the A.M.R.O

Team Title: Once again he couldn't care less of the thoughts of others. Sure they know who he is but he hasn't gone out his way to brand a fancy reputable name. What they call him is beyond his concern.

Gender: Male

Age: 28

Position: Unlinked

Specialty: Hybrid

Alchemic Style: Sigillum, Votem.

Asylum Code: CLIX (159). Located on his left hand near the thumb running from his wrist towards his index finger knuckle.

Weapons:
Dual collapsible katana's
Growing swords
  • Blade length incremental.
  • Temporary taser charge
  • Air injection
  • Anti asylum poison coating.

The 'every situation gun'
The Swiss Army knife of fire arms This powerful scoped sniper rifle with an under barrel grenade launcher can be disassembled into dual multi-function tech auto pistols.
Comes complete with;
  • Silencer attachments
  • Sniper modification/Dual auto pistols
  • Variable barrel size
  • Loaded retractable winch
  • electronic Infra red/night vision scopes/binoculars.
  • Smoke/tear/anti Asylum grenade.


Alchemy Specialization:
Vibrational Manipulation:

Most consider him to be 'un-specialised' or not to specialise in anything at all. He seems content to play with trinket tricks or basic cantrips and prestidigitation.
It couldn't be further from the truth.

As well as the above titled manipulation he also has a heightened sensitivity.

Dorian works in a hidden world of invisible lines and technical intricacies. He reads the vibrational patterns in all objects and notices the faintest variations or alterations. He can see weak or worn spots where others couldn't. He can tell if something has been recently disturbed or touched. He is in tune to the very air pressure of a room he steps into.

He might not be able to throw powerful blasts of energy at his foes but he is never caught unaware.

Alchemic Overdrive: Dorian fears Overdrive. It has already threatened his sanity.

Appearance: Dorian is a man who is swathed in mystery and seclusion, much is always happening behind those deep intense eyes but that's where his thoughts stay. He is quite tall and lean. His short dark styled hair is well kept and his beard always groomed.

His clothes are always in pristine condition and he takes great care to ensure his appearance is always at its best. He favours a fine suit over all else. Sleek and black, sheer artistic sophistication with subtle hints of forgotten era's lining more modern elements creating a purely individual piece of fashion. Always custom made and expertly fitted to his form. Delicately measured to the exact millimetre giving the perfect cut and complementing style.

Personality: It is unknown if Dorian thinks highly of himself or just extremely lowly of others. Either way he is not a highly social animal. Despite this he has a curious nature that falls prey to his overwhelming confidence and self interests. It causes him to seem quite erratic and eccentric at times. Occasionally pushing him out of his reserved unsocial bubble. On these rare occasions his mannerisms are always proper and particular.

Dorian loves to paint and is fascinated by ideals of personal freedom and non conformity. As a strictly analytical thinker, emotions intrigue him as he seeks to deeply understand them like a maths equation. While he is a talented Alchemist his personality makes him a bit unpredictable and difficult to deal with. His sanity is already considered 'waning'.

History: TBA

Other: Any additional information.

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Ahem

THE TEENAGE ZOMBIE
"I was wearing gas masks before it was cool!"


Description:

Name: Unknown
Relative Age: 17
Gender: Male

Physical Description:

Gas Mask Description:


Personalities:


Personality:
'Which one?'
... Ahem is eccentric, to say the least. He sees the world very differently to most others and his frequent ramblings often don't make much sense. He has an ability to justify nearly anything to himself in some strange way or another. All in all he is a genuine good kid, simple minded and with a short attention span. He is kind and friendly, valuing friendship and companionship highly. He does not like being alone.
Strengths/Weaknesses:
Physically he is a zombie. He functions in ways normal humans can't. He can't starve or drown or be murdered without some massive head trauma. He also doesn't heal to well. Any and every cut or hole lasts with him for ever.
His mental rational is linked directly to his level of hunger. If he goes too long without eating he truly becomes a brain dead flesh eating monster.
Philosophy: He's all about just having fun and doing what he feels like. You only live once after all.
Strange Behaviors:
He has a tendency and urge to occasionally eat living flesh.
Talks to a kitten skeleton suspended in slime.
Refuses to accept he is a zombie.
Favorite Thing:
Kitty is his pet cat. Well the remains of a cat in a strange suspending blob of slime. Ahem is adamant that it is alive and well, despite it never moving. He carries it everywhere he goes always talking to and treating it like a normal cat.

HISTORY:

Job: Teenage angst. Eat all the foods, complain and disobey.
He was too young and rebellious to have started working.
Story: Ahem was a young troublesome teen who had a real name and loving family before things all went bye-bye. He had ran away from home with his pet cat, for reasons long since forgotten. Considering himself quite the artist he decided to tag the top of an old grain silo. Instead, falling inside, him and kitty sat out the beginning of the end from within the confines of solid thick concrete walls. As time passed Ahem appeared to fair better than Kitty. But the isolation, solitude, noxious gasses and radiation reeked havoc on his sanity. His mind rotted a little in that silo. Still today he lives in his own little world of optimistic deluded fantasy.

GEAR:

  • Back pack: tattered but sturdy. Lots of useful pockets.
  • Guitar: electric V, no strings.
  • Pocket knife: (multi tool)
  • Sling shot: professional grade
  • Carbon mesh helmet
  • Sleeping bag: weatherproof.
  • Canteen: holds water.
  • Wind up flash light:
  • Plasma lighter:
  • Collapsable solar blanket:
  • Mobile phone: no signal but full of functions & games.
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Avall




Age: 17
Race: Half Orc
Gender: Male
Appearance:
Talent:
History:
Born to a travelling troupe Avall saw much of the land before he was even old enough to remember.
His conception was not that of the stereotypical violent union between some savage orc and a helpless human but instead one comprising of two loving, compassionate and caring cast out half-breed parents.
Seeking a better life for their child they left him here where his story begins. All he knows is of the town he grew up in but he often dreams of going beyond the mountain walls.
Other:
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