Aesis Avari

"The power of the gods is too dangerous to be left in the hands of men."

- Aesis Avari, Shadows of Espini

Aesis Avari was a Commander in the Maridian Institute of Defense, overseeing the Magic division.

Early Life
Aesis spoke very little of her youth, except that she spent most of her early years wandering between the cities of Espini and honing her magical prowess. When the sandwyrms became violent and the desert became unsafe for travel, she found a new home in the Maridian Institute of Defense.

However, the heroes of Maridia, through visited memories and personal accounts, were able to piece together her past.

Aesis was born to Kalidash and Sarena Avari in the Exile's Oasis. Her mother had a naturally weak constitution, and it deteriorated further after giving birth. Nevertheless, Sarani did her best as a mother for Aesis and showered her with love. Aesis, in turn, lived happily despite her family's isolation. When Aesis was 5 years old, her mother's health worsened and passed away.

Aesis grew distant and reclusive following her mother's death. Kalidash tried to care for Aesis as well as her could, but failed to relieve her of her sorrow. (Unfinished)

Maridia
In the Institute, she was handpicked for her natural talent to study directly under Head Archmage Horace Flinder. Having never visited the Great Atheneum in Ophyria, a seldom-seen enthusiasm spurred her to read through the Institute's entire library in just three years. Her expertise in magical curiosities earned her the newly-created title of Resident Occultist. Although many believed that she surpassed Horace under his tutelage, she was not named Head Archmage until after his retirement in 1474, at which time she was also named Commander of Magic.

The Rogue General
In the spring of 1485, she received a tip that the general of the Arsenni army, Parax Aqhar, and two of his officers had fled the city with a dangerous artifact - supposedly the one that sealed the energy released in the Diamond Anomaly. As the artifact fell into her domain of magical mysteries, she personally oversaw the assembly of a party to apprehend Parax and recover the artifact. Upon their successful return, the artifact was revealed to be Raga's Diamond, which was also supposed to be responsible for causing the Diamond Anomaly. She allowed one of the party members, Rorik Immerwald, to hold onto the Diamond while he performed subsequent missions for her.

Unrest in Espini
Shortly after the rogue general incident, Aesis oversaw an operation to fulfill a contract from a rebel asking for the Institute's help in overthrowing the Archons in Espini. Her first expedition met with failure soon after departing to Espini from Barubishan when her party was beset by sandwyrms. Although she managed to defeat one, her party suffered major casualties and she was forced to return with serious injuries herself. Only with Rorik's use of Raga's Diamond help was she able to recover.

Over the subsequent week, she regrouped and formed a new plan that would get her team safely into the city. She met up with the Espini rebel force, led by their contact Jharul, who happened to have recruited the aid of two other Institute members who were last seen in Rorik's company: Durgin and Sethik. Together, they were successful in defeating the Archons, but were also forced to contest with Odiel himself, defeating a necrotic version of the god.

Following these events, Durgin and Sethik agreed to give Raga's Diamond to Aesis and the Institute to keep it safe.

Abilities
Though her magical prowess has gained her renown across the world, she is seldom seen actually performing any advanced magic, preferring instead to use her sword. In the operation against the Archons of Espini, she exhibited some of her illusion magic to aid the team in their reconnaissance, but as Commander of Magic, it is very likely that she is as formidable as her title and reputation suggest.

Despite her unremarkable stature, it is strongly implied that her magic grants her body great resistance. This is evidenced by the fact that she managed to survive the sandwyrms' cursed acid; although she suffered severe injuries, the acid would be fatal to most others if they were exposed to it to the extent that she was. Her resistance to poisons is supported by her preference of the the Dwarven Warhammer - a stout with an exceptional ~35% alcohol content - as anything weaker has a negligible effect on her.