Age: 34
Race: Vahn
Class: Battle Mage
Height: 6'5"
Weight: 225 lbs.
combining his magical abilities with his martial arts. Because of the battle mage's
presence in short ranged fighting, it is often impractical
for him or her to use and cast more complicated
enchantments and spells. So, the abilities utilized by the
battle mage often result in quickly utilized, lethal projectiles.
Under his hood, Garem has short brown hair, regrowing from when his scalp was last shaved. His jawline is ruggedly defined, and his eyes are normally amber when he is not using magic. He carries a sheath on his left hip for his broadsword, and a green gem is set in his shoulder guard as well as his arm guard.
Garem is a headstrong type of person, stubborn to surrender on anything. A paradigm that comes to mind is "where there's a will, there's a way." He often is unaccepting of excuses, from others or himself. He also has a more cynical outlook on the world, as most Vahns do when it comes to dealing with other races. He's often disappointed with others' performances, and even with other Vahns, he believes them to be conniving, opportunistic people.
Having been raised a warrior, inside, he wants to give up the destructive path his family and friends led him unto. Martial arts and swordplay are things Garem has deep aspirations for, but killing and war is another. Making distinctions like these, and acting upon them, has forced Garem to stick closely to his beliefs as a person. He believes strong, righteous personal beliefs are the only thing that will put the world at ease, for if the law could, many nations would have solved the issue of violence.
Garem is eager to see what more there is to life than killing and fighting. What is love, exactly? People talk about love for one's country, love for one's family, love for another person, to love like a brother. What does that mean?
Garem was born into a family of wealthy Vahns who lived on the borders of Primarch and Dumok. His father, a warlord named Faeron, has managed to create a playground of chaos on the borderlands of the two nations that operates outside of any national law, and functioned on his own law. This was easier than expected with all nations drained from twenty years of fighting and the destruction imparted amongst the lands; a self-motivated, apolitical land seemed desirable to some. While in theory, a great idea, it turned to be a cutthroat society of over fifty thousand people which may as well have been its own nation. Garem would have you believe that the sinister nature of his father's lands are simply because of the forced monopoly on security forces, that being police and soldiers.
When Garem was a young boy, his family had tried to beat into him obedience and loyalty, but only fear was the result. When he turned ten, he was taught magic that was called Khelalis Arts, a form of pure energy manipulation. People who practice in this art believe that Khelalis energy, often seen as a pale green mist, is the source of all magical energy. Therefore, it is the most potent magic, but manipulating energy so pure is quite difficult. With four years of intensive training, Garem was taught enough about the arts of energy manipulation that they deemed only battle experience would truly further his skills. As such, he was trained for another four years in swordsmanship and martial arts. It was the fastest progression through the arts seen by anyone in his family, truly surprised by Garem's talent and ability. As such, his father sent him off when he was almost sixteen to battle Faeron's competitors.
Real battle experience and continued training while he was home from conflict made Garem into a bewildering force. Though while he was successful in the battlefield, and eliminating threats to his family, Faeron was displeased with his youngest son. Garem's older sister, Lyla, and brother, Zerath, were obedient, competent mages and warriors respectively. His sister was fifty years older than him, and his brother thirty older, meaning they had that much more experience and training. However, Garem chose his own way of completing his objectives. He often brought important prisoners, like other warlords, commanders from national armies, back to his family's throne for mercy and negotiating the assimilation of the leaders and their followers into Faeron's land. Faeron often chose to kill these prisoners later, and subsequently, their followers. Garem's father believed they would only come to undermine his authority. Garem's repeated outbursts of dissonance and disrespect for his family whether in person or on the battlefield earned him an order from his father to be killed by his siblings.
Garem was supposed to be backstabbed on the frontline, so it could be framed as a casualty of open conflict. Even if he could duel either of his siblings singularly, he would have been severely outmatched when he was twenty five. Facing both of them, he had hardly a chance. However, he was just fast enough and just skilled enough with magic to escape with his life, armor, sword, and not much else after that. For the next three months, he was hunted by search parties and his siblings until finally, after five hundred miles of travel, he arrived at Nazria. His family finally lost his trail and gave up pursing their rogue son.
With no aim, Garem wandered aimlessly about until he found advertisements for a martial arts tournament at the central city for Nazria, and he sought a process in which to become a competitor. He waged the value of his armor and used sword, since he had no money to pay the entry fee, and became part of the tournament. Without his sword or magic, Garem felt off kilter, but found his way slugging through to the final round of the tournament. The only way he could think of to win was to deflect his opponent out of the ring because he simply wasn't able to land any strike.
Walking away with a cracked rib or two, Garem won the fight by ring out. Having money and a certain amount of fame, he went to start a sort of mercenary's guild that was bound to the bidings of no nation. The Absent Adjudicators, he named his group, found work with a small village clearing out pesky goblins and orcs, and used the village's gratitude to make Kolchester their home. The village organizes itself, farms for itself and trades goods for the Adjudicator's services while the mercenaries keep away raiders, sending a team of two or three agents on jobs with destinations afar.
Having fled his family and finding his own niche in the world, it seems Garem Nocht will finally find a rather peaceful life.