Post by thecrimsonraven on Jun 5, 2009 5:47:25 GMT -5
Picture(s): I'm too much awesome to be in a single picture.
Name: Hazaar
Alias:Hazzah, Huzaar, Huzzah, Huzzuh.
Sex:Male
Sexuality:Unknown
Race: Human/ Half Dead
Powers/Abilities:
Summon Undead: These include skeleton warriors, zombies, ghouls, ghosts, ghasts, wraiths and an assortment of other mindless undead. While essentially this "needs" a corpse for the more physical undead; he can pluck and store his soulless minions in an ethereal "vault" that can be accessed with the use of his other powers. Greater undead or creatures "beyond life" such as vampires or lich, are far harder to gain control of or indeed quite impossible depending upon their level of power.
Lesser undead creates seem to be endless. Your basic zombie or skeletal warrior is easy to dispatch; so when they are slain they are reabsorbed into the Vault ad reforged for summoning again later. Hazaar however has a very extensive taste for experimentation. More complex creations require effort. Materials need to be collected and the ritual and composition need personal attention (these require each a full thread of their own. One for harvesting and another for the ritual). These creations are ideally his elite and, depending on the nature of their construction, could give even the most powerful night dwellers reason to fear the dark.
The amount of creations is not necessarily draining or taxing any physical respect; but level of control dwindles with each summoning. 4 or 5 creations ca be controlled directly without much effort; but 10 becomes a challenge and anything beyond that will prompt several risks. While more is more; lesser creations like basic zombies or skeletons have the tendency to mill around and gnaw on things they find rather mindlessly if not directed by the necromancer's will. Great for a crept or under ground lair: not so much for urban streets where the commander of a legion of undead can be quickly tracked and put to the sword or claw. Ghouls, ghasts and Whights have some level of self control, but require more effort to create, making them limited in use and too valuable to throw at enemies that could easily destroy them.
Decay Crafting: Any natural material in a state of decay, or that has lost it's life force, is subject to this necromancer's will. He can create almost anything from bone, flesh and blood if given enough time. Even after death has settled in, he can coax a fair amount of growth; in a most extreme example, able to create a full spear or sword from a single chip of bone.
Vault Arch: Conjures a doorway into a separate dimension shaped by his will. While usually little more then a entrance hall with a series of adjoining rooms, this arcane sub-universe can be limitless and used to store any number of undead creation. While minions can be summoned from the Vault with instant ease; making a doorway to go there yourself is a timely process and can not be done on command, like say to teleport away from a lycanthropic claw coming at my face. The vault also acts as a sanctum of sorts. A workshop, library and awesome apartment all at once. Access of th Vault requires the correct mixture of alchemical elements and the correct summoning circle. summoning circles mite also be necessary for more complex minion summoning.
Half Dead: More of a quality then an ability, extensive study and experimentations has led to a state of "half death." This accords some of the benefits of the numberless undead. Creatures such as vampires, angles and others can not use their super natural charms on Hazaar as easily as they would a normal human being; there is an inherent physical resistance and surprising strength, which seems to be bolstered with the presence of minions. Should creatures such as vampires or Soul eater's attempt to feed on Hazaar, the state of Half Dead is almost like a backwards booby trap. Blood turns to dust outside the body and the soul is like a maggot ridden meat apple. Not very appetizing or indeed deadly to eat. Often wounds inflicted on the body more often then not trigger either a spike on bone or a plume of toxic smoke that makes damaging a Dead Half a catch 22 affair. The Idea of a Half Dead is something of a taboo, even in circles of the night. Not a full Lich nor a plain a day mortal; the benefits of undeath are afforded without the need to bind one's soul into an object and be at it's beck and call should someone find it and mistake it for a soccer ball. The longevity of the Half Dead is also subject to the same sort of frailty as a human life. While stronger, faster and tougher then any human (and some kinds of supernatural beings); if a Lycan puts their fist through a Half Dead's head it's likely thats the end of the show. A Half Dead is not trapped at any particular age, but rather is locked in one that suits them most at the time. This can be changed at will. The Half Dead is not some sentient zombie or rotting corpse with a personality going walk about. There is no sign of rot or decay until something is taken from the body. Cut off a finger or limb and it will either rot or disintegrate into dust depending on the age of the Half Dead. Mostly they function the same as humans: they get sustenance from food, can walk in day light with no real problems and generally have a good idea on personal hygiene (Spending your time with diseased riddled corpses really highlights the importance of cleanliness apparently.) and can enjoy all the more physical aspects of social relationships; though can never reproduce. Half Deads can see and talk with spirits; though if only to imprison them or steal their secrets. Half Deads share a very close link to their home (usually their vaults but this is not always the case). This is linked to their aging process and apparent "immortality" which is really just a state of agelessness. Through the manipulation of decay they are able to halt, and even reverse aging. However a Half Dead must return to there home between one to three days or they may begin to undo the magic that binds them to their Half Dead state; effectively accelerating their aging at a phenomenal rate. The affect is much like when a vampire goes for a sun tan: Not very productive at all.
Age: 512, looks late 20s to early 30s
Height:1.6 meters with the hat. 1.45 without.
Weight:65Kg
Occupation: Scholar; researcher, doctor and fiend.
Weapon(s): An assortment of enchanted bone based weapons and legions of nasty undead critters.
Accessories: He keeps several pocket watches on him at all times. If these all tell the time, or if they even work, is subject to question. He has a vice for the mechanical ticking of his collection that is almost as unnatural as the nature of his powers. In his coat pockets are also kind alchemical vials of chemicals and several pouches of mineral salt and earth; which are oddly far more effective in necromantic rites then you're average "grave dust" or something as melodramatic.
Appearance: A proper sort, he is always found wearing suit of some sort. Usually a near black/green; he has a long, velvet coat with tails and a bowler hat he usually wears when out and about. Beneath is a velvet bow tie to match his coat and a deep red plade shirt that is almost always untucked. black pin stripe pants and heavy, silver buckled boots taper him of. Usually there is a silver pocket watch chain dangling from more then one pocket. In colder weather he has a longer then necessary scarlet scarf wrapped around his neck, though it seems he just likes the dramatic effect. Body wise he is of a medium build, though perhaps the suits makes up most of that. His iris are a snowy grey and skin is a fair; though not the stereotypical deathly pale. Messy black and grey hair juts out from beneath his hat and ends just above the shoulders. His facial features have retained much of their humanity regardless of his Half Death. Generally sharp; thin lipped and wide eyed; certain emotions can trigger off flashes of his Undead, if only to spiritual beings; and even then only from the corner of their eyes. The face can twist in to horrific things; mouths and teeth where eyes should be; lipless grins with teeth bearing endless. While not truly physical manifestations they seem to hint at a decaying soul within, some hidden true form and culmination of the Half Dead's work.
Personality:
A wanderer by nessesity, Hazaar has needed to keep a cold and unfeeling as he usually has never stayed in the same place too long. It's given him what some mite called a brutal out look but one that has served him well and kept him quite alive in company of less benevolent creatures. His disinterested attitude belie his truly curious nature, though his reasons for ever follow a story through or implicating himself in a situation are almost always self serving. He fashions himself as a gentleman, the last of the dying breed, in an age of deviltry and debauchery...though thats not to say he isn't fond of all that fun; just the he would prefer we go back to not doing it in the streets. Back when mysticism and superstitious ruled the world. He mite look young; but he is old and a staunch traditionalist, believing himself to be some classical villain. The last vanguard of a dying age.
Although usually impassive, the quest for knowledge is a fuel for some hidden fire within him. Even if only in the most subtle of ways, he can give out the tone of a curious child. Almost single minded when he has a goal in mind, he can be almost ignorant of much else; an almost squealy joy that masks most other things, he would even ignore direct threats if the prize was with it. When backed into a corner, Hazaar has two responses. Either a fast talking bargaining reaction or a sort of "Zombies distract them while I run away!" reaction. Both of which have served him well and in fact even gained him the upper hand in many situations. Panic is an unusual emotion for Hazaar, as he tries his best not to ever be put into a position where he holds no power at all. Thus he is always resolved to get out of them as quickly as possible; panicking more about the fact that there is situation and then situation itself.
Rage comes usually when only provoked; and only in the presences of those that act as if they know more then him, Hazaar has to try to keep composure. this is usually pushed; which is why he stops trying. There is a full and violent rage that swims beneath his calculating, surgical exterior and he has no qualms about unleashing it on the arrogant and self righteous. white angles are particularly a target of constant verbal abuse. Even if they are respected friends, he is snide and vicious around them.
Appealing Characteristics: Mysterious, a curious man creates curiosity. He has some social charm to him that does not go unnoted. A fast wit and a well aged, for a human his age he seems particularly youthful; and his appearance hides the truth of his Half Death.
Appalling Characteristics: While he wins over some with his inherent charm; he plays his card quite too close to his chest for other's likings. This necromancer casts a permanent air of distrust and caution about him, the implications of his knowing the secret knowledge of the nights would make even the vilest demons shriek. Also, due to the many pocket watches he keeps on his person at all times; there is often a perpetual ticking sound of 4 wind ups all at once that can get very irritating. Ultimately, if any one found out about his true nature, it's quite possible that he would be more of a threat then anything else. The potential danger he would experience leads to a secretive nature others would find paranoid; even by vampire and demon standards. He does not like making new friends and he makes sure people know it.
Likes: His pocket watches; buttered toast, though the butter has to have melted and the toasts still needs to be hot; knowledge, secrets and otherwise things that other beings don't know; tradition villain monologuing, if only to himself because he likes the sound of his own voice. Polite conversation with others, though insistently they should be at least mildly interesting. He's lived for half a millennia, he's not going to waste his time with the stupid and the boring.
Dislikes: Cold soup; beach sunsets, if only because they bring out The Stupid in people; windy days (they are not kind to his hat); people that steal hats, or anything of his; undead that don't do as they are told. He also has deep dislike for young vampires. Ofcourse that would apply to any vampire under the age of 200 years. He finds their inherent arrogance and snob nosed self important attitudes so abrasive that over time he's become quite skillful at projecting bone stakes at speeds of over 50 km/h...much to the dismay of any of the little bastard blood suckers that cross his path on a bad night.
Fears: Being forgotten; having other people enter his Vault; being late, in both connotations. There is a deep rooted problem with being ignorant that throughly annoys him. Not exactly a fear, but still something that really gets to him.
Strengths: Wisdom and old age are very much not bed fellows. Thankfully, for Hazaar they seems to still mix rather well. He plays to his strengths; that being he usually hangs back and lets his minions do the talking...or devouring as the case may be. When push comes to shove, he can prove to be a very taxing opponent; his time alive has taught him how to blend his abilities with his natural talents well enough to give an opponent pause. He is smart enough to leave a fight well enough alone when out matched; but his fast talking never hurt either. Not even other necromancers could really know the full depth of Hazaar's powers; which often makes him difficult to gage. He slips under the radar and seems to fancy himself the master manipulator. Physically Hazaar is not as dead as some other creatures, and thus can still function in normal human society without reason to worry. His movements are watched by hunters and he does not need to feed off mortal flesh; the largest crime he could be found committing would be grave rodding, and he usually has minions do that for him. His physical strength is accumulative; being somehow magically bolstered by the amount of creations around him. Effectively he could be a titan of physical prowess at the head of an army of legionious monstrosities. An imposing figure of power to be sure. Regardless of this, he often is far from danger; acting through his monsters and undead minions rather then attending to matters in person. this gives him a degree of anonymity to his actions that other races are not afforded. In person he has a suave about him that seems geared towards a very menacing charm, whether magical or natural it seems to effective, regardless of race and gender.
Weaknesses: One way to really manipulate Hazaar is through his lust for knowledge of any sort. Writings, stories, folk lore, artifacts; he'll leap from a tall building for just about any of them. His obsessive interest in his research of the different races is almost an addiction. Careful calculation and cold planning can so often to laid waste to when a juicy trinket is dangled before him. He's got a hoard like a dragon and he just keeps wanting more. Even when enraged he could easily be bought off with something of interest to him. While his Half Dead status gives him many super human qualities; it only puts him on par with some of the other supernatural races of the world. He can hold his own in a fight but don't expect him to run head long into battle; whether he needs to or not: Thats what the zombies are for. His physical strength mite be accumulative with his creations, but cut a swath through them like any skilled assailant could and there goes a chuck of his power. While able to function in normal society has it's perks, he is bound to his Vault to some degree; and must return there at least once every 72 hours or his longevity will be in question. His Half Dead status means that has to always be prepared to leave at a moment notice if he should feel the pangs of mortality creeping up on him; and this need to leave can be used against him.
History:
Hazaar, real name having been lost to the records of time, was once a noble of one of the many small, petty principalities that rose and fell in the areas between Frank and Russian empires over 500 years ago. Complete with ominous castle on a mountain side and dirty peasants working the arid land for potatoes and goat scratchings. While his origins are questionable, he was some part of the noble family and welcomed at the court. The finical autonomy of the nobility allowed him to dabble in the more taboo delights so common to the rich and powerful. He was, however, not fond of the usual fair and filled his town house with books and artifacts of the occult. It had been something of a fashion trend among nobles of Europe at the time, and when popularity died down, his interest was fixed. Rumor and superstition were wild then; and the death of his parents sparked many a story. No one was quite able to figure out how two of the nobility were turned inside out without so much as a scream in the night. All sorts of stories circulated from family curses to the involvement of demons and the like. Records show a keen interest in the medical profession afterwards, but there was also an intensification in his other, darker pursuits. Mysticism had given rise to the belief of vampires, werewolves and other creatures of the night. These did not concern Hazaar; foolish animal scrapping for their own pieces of eternity. The art of Necromancy soon discovered; and the acquisition of several books on the matter were easy enough to come by; supplied by an alchemist a few towns over. With a growing body of knowledge, experimentation was the next logical step. Graving robbing was hard work, and far too obvious; so when some poor woman was accidentally stabbed viciously in the night, the aspiring Necromancer wasn't about to weep. Success only came through experience, and several townsfolk later, Hazaar had his first creation. Limited in ability, of course, it was still the first success of many. Blood trails where harder to follow back then, but passion for his work had left him sloppy and it wasn't long before the authorities; accompanied by their traditional angry mob, were tapping on his door with some questions to ask and stake to burn him at. Forward planning had always played some part of his family's credo; and this early incident serves as a lesson to him in the future. Regardless he wasn't about to give the ignorant masses the pleasure of stifling his work; so rather he unleashed his few creations upon them. Still relatively new to this whole thing, they were quickly subdued and put to a final death in the streets, but not before Hazaar's town house, as well as half the town and apparently Hazaar as well, was engulfed in torch fire and waving pitchforks. 400 years of study and still he hasn't stopped learning. Hazaar has traveled, and refined much of what he knows; but seems still out to know more. To what end or purpose is as yet a mystery to him as to anyone else. He seems to pursue some greater end, but is quite content with taking aback seat in the events of the world for the moment. His activities have become more open of late; and he seems to be moving to take an active role in the events concerning the other races. Whether for personal amusement or to further his own goals is quite unknowable.
Password: admin edited
Name: Hazaar
Alias:Hazzah, Huzaar, Huzzah, Huzzuh.
Sex:Male
Sexuality:Unknown
Race: Human/ Half Dead
Powers/Abilities:
Summon Undead: These include skeleton warriors, zombies, ghouls, ghosts, ghasts, wraiths and an assortment of other mindless undead. While essentially this "needs" a corpse for the more physical undead; he can pluck and store his soulless minions in an ethereal "vault" that can be accessed with the use of his other powers. Greater undead or creatures "beyond life" such as vampires or lich, are far harder to gain control of or indeed quite impossible depending upon their level of power.
Lesser undead creates seem to be endless. Your basic zombie or skeletal warrior is easy to dispatch; so when they are slain they are reabsorbed into the Vault ad reforged for summoning again later. Hazaar however has a very extensive taste for experimentation. More complex creations require effort. Materials need to be collected and the ritual and composition need personal attention (these require each a full thread of their own. One for harvesting and another for the ritual). These creations are ideally his elite and, depending on the nature of their construction, could give even the most powerful night dwellers reason to fear the dark.
The amount of creations is not necessarily draining or taxing any physical respect; but level of control dwindles with each summoning. 4 or 5 creations ca be controlled directly without much effort; but 10 becomes a challenge and anything beyond that will prompt several risks. While more is more; lesser creations like basic zombies or skeletons have the tendency to mill around and gnaw on things they find rather mindlessly if not directed by the necromancer's will. Great for a crept or under ground lair: not so much for urban streets where the commander of a legion of undead can be quickly tracked and put to the sword or claw. Ghouls, ghasts and Whights have some level of self control, but require more effort to create, making them limited in use and too valuable to throw at enemies that could easily destroy them.
Decay Crafting: Any natural material in a state of decay, or that has lost it's life force, is subject to this necromancer's will. He can create almost anything from bone, flesh and blood if given enough time. Even after death has settled in, he can coax a fair amount of growth; in a most extreme example, able to create a full spear or sword from a single chip of bone.
Vault Arch: Conjures a doorway into a separate dimension shaped by his will. While usually little more then a entrance hall with a series of adjoining rooms, this arcane sub-universe can be limitless and used to store any number of undead creation. While minions can be summoned from the Vault with instant ease; making a doorway to go there yourself is a timely process and can not be done on command, like say to teleport away from a lycanthropic claw coming at my face. The vault also acts as a sanctum of sorts. A workshop, library and awesome apartment all at once. Access of th Vault requires the correct mixture of alchemical elements and the correct summoning circle. summoning circles mite also be necessary for more complex minion summoning.
Half Dead: More of a quality then an ability, extensive study and experimentations has led to a state of "half death." This accords some of the benefits of the numberless undead. Creatures such as vampires, angles and others can not use their super natural charms on Hazaar as easily as they would a normal human being; there is an inherent physical resistance and surprising strength, which seems to be bolstered with the presence of minions. Should creatures such as vampires or Soul eater's attempt to feed on Hazaar, the state of Half Dead is almost like a backwards booby trap. Blood turns to dust outside the body and the soul is like a maggot ridden meat apple. Not very appetizing or indeed deadly to eat. Often wounds inflicted on the body more often then not trigger either a spike on bone or a plume of toxic smoke that makes damaging a Dead Half a catch 22 affair. The Idea of a Half Dead is something of a taboo, even in circles of the night. Not a full Lich nor a plain a day mortal; the benefits of undeath are afforded without the need to bind one's soul into an object and be at it's beck and call should someone find it and mistake it for a soccer ball. The longevity of the Half Dead is also subject to the same sort of frailty as a human life. While stronger, faster and tougher then any human (and some kinds of supernatural beings); if a Lycan puts their fist through a Half Dead's head it's likely thats the end of the show. A Half Dead is not trapped at any particular age, but rather is locked in one that suits them most at the time. This can be changed at will. The Half Dead is not some sentient zombie or rotting corpse with a personality going walk about. There is no sign of rot or decay until something is taken from the body. Cut off a finger or limb and it will either rot or disintegrate into dust depending on the age of the Half Dead. Mostly they function the same as humans: they get sustenance from food, can walk in day light with no real problems and generally have a good idea on personal hygiene (Spending your time with diseased riddled corpses really highlights the importance of cleanliness apparently.) and can enjoy all the more physical aspects of social relationships; though can never reproduce. Half Deads can see and talk with spirits; though if only to imprison them or steal their secrets. Half Deads share a very close link to their home (usually their vaults but this is not always the case). This is linked to their aging process and apparent "immortality" which is really just a state of agelessness. Through the manipulation of decay they are able to halt, and even reverse aging. However a Half Dead must return to there home between one to three days or they may begin to undo the magic that binds them to their Half Dead state; effectively accelerating their aging at a phenomenal rate. The affect is much like when a vampire goes for a sun tan: Not very productive at all.
Age: 512, looks late 20s to early 30s
Height:1.6 meters with the hat. 1.45 without.
Weight:65Kg
Occupation: Scholar; researcher, doctor and fiend.
Weapon(s): An assortment of enchanted bone based weapons and legions of nasty undead critters.
Accessories: He keeps several pocket watches on him at all times. If these all tell the time, or if they even work, is subject to question. He has a vice for the mechanical ticking of his collection that is almost as unnatural as the nature of his powers. In his coat pockets are also kind alchemical vials of chemicals and several pouches of mineral salt and earth; which are oddly far more effective in necromantic rites then you're average "grave dust" or something as melodramatic.
Appearance: A proper sort, he is always found wearing suit of some sort. Usually a near black/green; he has a long, velvet coat with tails and a bowler hat he usually wears when out and about. Beneath is a velvet bow tie to match his coat and a deep red plade shirt that is almost always untucked. black pin stripe pants and heavy, silver buckled boots taper him of. Usually there is a silver pocket watch chain dangling from more then one pocket. In colder weather he has a longer then necessary scarlet scarf wrapped around his neck, though it seems he just likes the dramatic effect. Body wise he is of a medium build, though perhaps the suits makes up most of that. His iris are a snowy grey and skin is a fair; though not the stereotypical deathly pale. Messy black and grey hair juts out from beneath his hat and ends just above the shoulders. His facial features have retained much of their humanity regardless of his Half Death. Generally sharp; thin lipped and wide eyed; certain emotions can trigger off flashes of his Undead, if only to spiritual beings; and even then only from the corner of their eyes. The face can twist in to horrific things; mouths and teeth where eyes should be; lipless grins with teeth bearing endless. While not truly physical manifestations they seem to hint at a decaying soul within, some hidden true form and culmination of the Half Dead's work.
Personality:
A wanderer by nessesity, Hazaar has needed to keep a cold and unfeeling as he usually has never stayed in the same place too long. It's given him what some mite called a brutal out look but one that has served him well and kept him quite alive in company of less benevolent creatures. His disinterested attitude belie his truly curious nature, though his reasons for ever follow a story through or implicating himself in a situation are almost always self serving. He fashions himself as a gentleman, the last of the dying breed, in an age of deviltry and debauchery...though thats not to say he isn't fond of all that fun; just the he would prefer we go back to not doing it in the streets. Back when mysticism and superstitious ruled the world. He mite look young; but he is old and a staunch traditionalist, believing himself to be some classical villain. The last vanguard of a dying age.
Although usually impassive, the quest for knowledge is a fuel for some hidden fire within him. Even if only in the most subtle of ways, he can give out the tone of a curious child. Almost single minded when he has a goal in mind, he can be almost ignorant of much else; an almost squealy joy that masks most other things, he would even ignore direct threats if the prize was with it. When backed into a corner, Hazaar has two responses. Either a fast talking bargaining reaction or a sort of "Zombies distract them while I run away!" reaction. Both of which have served him well and in fact even gained him the upper hand in many situations. Panic is an unusual emotion for Hazaar, as he tries his best not to ever be put into a position where he holds no power at all. Thus he is always resolved to get out of them as quickly as possible; panicking more about the fact that there is situation and then situation itself.
Rage comes usually when only provoked; and only in the presences of those that act as if they know more then him, Hazaar has to try to keep composure. this is usually pushed; which is why he stops trying. There is a full and violent rage that swims beneath his calculating, surgical exterior and he has no qualms about unleashing it on the arrogant and self righteous. white angles are particularly a target of constant verbal abuse. Even if they are respected friends, he is snide and vicious around them.
Appealing Characteristics: Mysterious, a curious man creates curiosity. He has some social charm to him that does not go unnoted. A fast wit and a well aged, for a human his age he seems particularly youthful; and his appearance hides the truth of his Half Death.
Appalling Characteristics: While he wins over some with his inherent charm; he plays his card quite too close to his chest for other's likings. This necromancer casts a permanent air of distrust and caution about him, the implications of his knowing the secret knowledge of the nights would make even the vilest demons shriek. Also, due to the many pocket watches he keeps on his person at all times; there is often a perpetual ticking sound of 4 wind ups all at once that can get very irritating. Ultimately, if any one found out about his true nature, it's quite possible that he would be more of a threat then anything else. The potential danger he would experience leads to a secretive nature others would find paranoid; even by vampire and demon standards. He does not like making new friends and he makes sure people know it.
Likes: His pocket watches; buttered toast, though the butter has to have melted and the toasts still needs to be hot; knowledge, secrets and otherwise things that other beings don't know; tradition villain monologuing, if only to himself because he likes the sound of his own voice. Polite conversation with others, though insistently they should be at least mildly interesting. He's lived for half a millennia, he's not going to waste his time with the stupid and the boring.
Dislikes: Cold soup; beach sunsets, if only because they bring out The Stupid in people; windy days (they are not kind to his hat); people that steal hats, or anything of his; undead that don't do as they are told. He also has deep dislike for young vampires. Ofcourse that would apply to any vampire under the age of 200 years. He finds their inherent arrogance and snob nosed self important attitudes so abrasive that over time he's become quite skillful at projecting bone stakes at speeds of over 50 km/h...much to the dismay of any of the little bastard blood suckers that cross his path on a bad night.
Fears: Being forgotten; having other people enter his Vault; being late, in both connotations. There is a deep rooted problem with being ignorant that throughly annoys him. Not exactly a fear, but still something that really gets to him.
Strengths: Wisdom and old age are very much not bed fellows. Thankfully, for Hazaar they seems to still mix rather well. He plays to his strengths; that being he usually hangs back and lets his minions do the talking...or devouring as the case may be. When push comes to shove, he can prove to be a very taxing opponent; his time alive has taught him how to blend his abilities with his natural talents well enough to give an opponent pause. He is smart enough to leave a fight well enough alone when out matched; but his fast talking never hurt either. Not even other necromancers could really know the full depth of Hazaar's powers; which often makes him difficult to gage. He slips under the radar and seems to fancy himself the master manipulator. Physically Hazaar is not as dead as some other creatures, and thus can still function in normal human society without reason to worry. His movements are watched by hunters and he does not need to feed off mortal flesh; the largest crime he could be found committing would be grave rodding, and he usually has minions do that for him. His physical strength is accumulative; being somehow magically bolstered by the amount of creations around him. Effectively he could be a titan of physical prowess at the head of an army of legionious monstrosities. An imposing figure of power to be sure. Regardless of this, he often is far from danger; acting through his monsters and undead minions rather then attending to matters in person. this gives him a degree of anonymity to his actions that other races are not afforded. In person he has a suave about him that seems geared towards a very menacing charm, whether magical or natural it seems to effective, regardless of race and gender.
Weaknesses: One way to really manipulate Hazaar is through his lust for knowledge of any sort. Writings, stories, folk lore, artifacts; he'll leap from a tall building for just about any of them. His obsessive interest in his research of the different races is almost an addiction. Careful calculation and cold planning can so often to laid waste to when a juicy trinket is dangled before him. He's got a hoard like a dragon and he just keeps wanting more. Even when enraged he could easily be bought off with something of interest to him. While his Half Dead status gives him many super human qualities; it only puts him on par with some of the other supernatural races of the world. He can hold his own in a fight but don't expect him to run head long into battle; whether he needs to or not: Thats what the zombies are for. His physical strength mite be accumulative with his creations, but cut a swath through them like any skilled assailant could and there goes a chuck of his power. While able to function in normal society has it's perks, he is bound to his Vault to some degree; and must return there at least once every 72 hours or his longevity will be in question. His Half Dead status means that has to always be prepared to leave at a moment notice if he should feel the pangs of mortality creeping up on him; and this need to leave can be used against him.
History:
Hazaar, real name having been lost to the records of time, was once a noble of one of the many small, petty principalities that rose and fell in the areas between Frank and Russian empires over 500 years ago. Complete with ominous castle on a mountain side and dirty peasants working the arid land for potatoes and goat scratchings. While his origins are questionable, he was some part of the noble family and welcomed at the court. The finical autonomy of the nobility allowed him to dabble in the more taboo delights so common to the rich and powerful. He was, however, not fond of the usual fair and filled his town house with books and artifacts of the occult. It had been something of a fashion trend among nobles of Europe at the time, and when popularity died down, his interest was fixed. Rumor and superstition were wild then; and the death of his parents sparked many a story. No one was quite able to figure out how two of the nobility were turned inside out without so much as a scream in the night. All sorts of stories circulated from family curses to the involvement of demons and the like. Records show a keen interest in the medical profession afterwards, but there was also an intensification in his other, darker pursuits. Mysticism had given rise to the belief of vampires, werewolves and other creatures of the night. These did not concern Hazaar; foolish animal scrapping for their own pieces of eternity. The art of Necromancy soon discovered; and the acquisition of several books on the matter were easy enough to come by; supplied by an alchemist a few towns over. With a growing body of knowledge, experimentation was the next logical step. Graving robbing was hard work, and far too obvious; so when some poor woman was accidentally stabbed viciously in the night, the aspiring Necromancer wasn't about to weep. Success only came through experience, and several townsfolk later, Hazaar had his first creation. Limited in ability, of course, it was still the first success of many. Blood trails where harder to follow back then, but passion for his work had left him sloppy and it wasn't long before the authorities; accompanied by their traditional angry mob, were tapping on his door with some questions to ask and stake to burn him at. Forward planning had always played some part of his family's credo; and this early incident serves as a lesson to him in the future. Regardless he wasn't about to give the ignorant masses the pleasure of stifling his work; so rather he unleashed his few creations upon them. Still relatively new to this whole thing, they were quickly subdued and put to a final death in the streets, but not before Hazaar's town house, as well as half the town and apparently Hazaar as well, was engulfed in torch fire and waving pitchforks. 400 years of study and still he hasn't stopped learning. Hazaar has traveled, and refined much of what he knows; but seems still out to know more. To what end or purpose is as yet a mystery to him as to anyone else. He seems to pursue some greater end, but is quite content with taking aback seat in the events of the world for the moment. His activities have become more open of late; and he seems to be moving to take an active role in the events concerning the other races. Whether for personal amusement or to further his own goals is quite unknowable.
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