Located below and to the right of his naval.
5 ft. 8 in.
Ayrthell is a strange person; when he is first introduced to someone they are often repelled or even confused. He is intelligent, and has the same radiating magical feel as other elves, though it is hard to detect when speaking to him because he is quiet, unpretentious, and withdrawn. Due to his social dysfunction, Ayrthell's colloquy leaves people feeling almost disturbed. Ayrthell is ardently paranoid about everything, his social awkwardness being high on that list, so he keeps to himself to not look the fool. Ayrthell is terrified by the thought of public appearance and humiliation. He can be very irascible at times, especially when he is touched or frightened. Ayrthell is also quite the capricious person, prone to radical changes in behavior when provoked even in the slightest. His paranoia causes him to train (his magic and markmanship) extensively, and he is among some of the more powerful students in the academy, especially in magics. Ayrthell also has a resolute belief in the ubiquitous essence of the Divinity Well, though admits to being frightened of it. His close relationship with magic makes him highly critical of other mages, and he thinks those who try to give morallity to magic are a bit foolish (though he never disrespects a fellow magic-user because he understands the required power and intelligence).
Ayrthell was born and raised in Wicken, to a set of normal Elven parents in a normal elven faction of the temple. Trained in magic since a young age, Ayrthell, like most elves, has been intelligent and fore-thinking since early childhood. Ayrthell recognized the threat deamons posed to his home every since he knew what they were, and followed training through, like most elven children. He did have a rather normal childhood.
When he was 14, he (again, like most elven young adults) was cleared to be able to take part in more formal, and dangerous, scouting and patrolling objectives. Young and agog from all his new privileges, Ayrthell turned out to be an excellent scout and eager to please. He took on many quests that seemed to be over his head, but almost always came out of them unscathed in any permanent way.
That is, until, one of his charges sent him too close to the Divinity Well. The object of that particular excursion was to simply travel near to the Well and check for any type of strange activity. These missions were routine at best, and he was only sent with a small group. However, he came home two weeks after their projected returned, and alone. Ayrthell claims that they found a trail of magical energy leading to the Well, and that the group followed it directly to the Well. Ayrthell says that the Well then drew them in with effervescent plaudits encouraged by their skill. He claims to have touched the Well somehow, and felt "a cavalcade of venerable edification, and an illustrious force of euphoria." Elders believed they were attacked by savage animals and what Ayrthell believed happened didn't occur at all, he was just driven crazy from the trauma and that his suddenly powerful magic was due to him going past his limits to save himself from said animals.
After this event, Ayrthell became more of the person described above. He was never sent in the direction of the Divinity Well again, though, but it seemed to suit him just fine. He changed even more so after the event because he became interested in intoxicants. He tried very hard to replicate the feeling he had in the Well, though he believes he never came close. He soon, though, came to the conclusion that coming to such heights unnaturally was beneath him, and, mostly because he could feel the essence of the Well (though not the way he did when he 'touched it') through magic, dropped his addictions immediately and completely. All of this happened in two short years.
Ayrthell, now 16, left Wicken. In part because he knew there was more to learn in the world, but mostly because he came to harbor a deep fear for the Divinity Well. He was frightened that it might call him 'back,' if he indeed went there at all. He traveled East, somehow completely bypassing Croy, and wound up in the outskirts of Kozuma. He wandered for a little while, until he reached a small farm. The family inside were welcoming once Ayrthell told them he was a traveler, and he became a part of their family for a short while. He worked with the father in exchange for hand-to-hand combat lessons. His teacher wasn't a master of the art, but Ayrthell was taught enough to make him proficient. He also learned a bit about poisons.
On an ordinary day he overheard the youngest male of the household chattering excitedly to his father about the Academy. After learning all he could about the place from the father and son about the school, he left the small farm, and Kozuma all together, to find the academy and register. He traveled to Croy without hesitation, and reached the academy when he was 19. He was accepted, obviously, and has been a model, albeit strange, student ever since his enrollment.
Ayrthell was a part of the group of students who received strange markings on their bodies when they encountered the battlefield where Lumos's husk laid (which is, of course, unknown to other students). He doesn't remember much past the mist and the siring sensation of the marking itself (and of course his deep fear and panic at such an unfamiliar setting), although he does have a faint wisp of a memory of someone advising him, in the most sonorous voice he had ever heard, to always be at the edge of readiness. The undulating cadences had a sibilant sound to them, making his opinion of them change from fear, to wonderment, and at points even to recognition. If that was actually a voice, or just his own conscious trying to get him to focus past the mist, he is not sure.
Ayrthell has an Elven bow
that he keeps in pristine condition, as well as an Elven made quiver. He can carve arrows for his bow as well, making him reliable in the field. He carries an enchanted Elven dagger
, which he can use surprisingly well in both combat and magic channeling. He can also fight with his hands.
Illusion and weapon conjuring are his stronger spells, as well as cold (ice and blizzard) magic, but does have innate ESP. His magic can be channeled through his mother's pendant and his dagger, though his 'experience' makes his un-channeled magic considerably powerful.
-His illusions are frightening real; he is able to manipulate all of the senses into a complete phantasmagoria of his own design. This does, however, require all of his focus and attention; he cannot do anything while manipulating a person like this. His usual strategy is to conjure a weapon for his foe to fight, and then capture his assailant in a weak illusion. He can cast illusions of all levels.
-Ayrthell can best conjure a dual wield combination of a long sword and a dagger, though he can conjure a mace considerably well. He can do several different fighting styles, as well as hand-to-hand.
-He can conjure invisible weapons, though while doing this he has to focus heavily on his magic.
-His cold spells are powerful on their own, but are also augmented by his mother's necklace.
Ayrthell has basic traveling gear and a pack, as well as several extra potions (paranoia at play). He also has a necklace
from his mother that increases the power of his cold-based spells.
-Ayrthell can use his ESP to sense poisons because of the time he spent in Kozuma, though there isn't much he can do to heal it.
-His time with both the elves and the Luna has made him somehow both primal and cerebral at the same time.