Name: Azura Faye Age: Varies depending on setting, but he is only trapped in an appearance of a boy between 12-15 years old, though he is far more ancient in reality despite being trapped as a child. Race: Hecate's Necromancer Alias/Title/Applications: Second in Command (for Hecate's cult.) Physical Description: A frail and deathly pale boy of 5'4 in height. His eyes and hair are silvery white, and he has a childish face. He usually wears his uniform of dark arcanic robes and a hood that hides most of his face. Ability theme: Necromancer/Warlock Bio/backstory: One of the first children of the original hecate's necromancer, he is nearly equal to his father with only a few decades in age difference and experience. Like his father, since ancient times he studied and practiced both his power over necromancy and various forms of magic of all variety he could learn and study. In between the thousands of years of doing so, he has been the main 'teacher' to his younger siblings that are ready to learn their necromancy. However when he isn't working with the cult he helps the hellstar alliance with certain missions as an agent. Satisfied with his abilities as of now, he has plenty of free time to do whatever work he is needed to fill. However since birth he has longed for a companionship that the cult barely offers him. Personality: Since his first death, he was stuck to be a young child for eternity, because of this he tends to be naive and innocent and times. However while he isn't ill-moral or evil, he still obeys the cult's commands, even those of malevolent tasks such as human sacrifices, and he has learned to void his emotions as a result. He rarely opens up his childish nature and innocent longing for friendship to anyone, even his immediate family of other necromancers. Being stone-cold he usually shows no remorse or sympathy, nor any extreme emotions such as anger, sorrow, and happiness, and does not hesitate when he has to perform something evil. Eternity has taught even a perpetually stuck child wisdom and intelligence, if being an emotionless child wasn't strange enough for his innocent appearance, his wisdom is another jarring feature he possesses. Ability in detail: He has explored almost every possibility a necromancer can do. Destroy or create organic matter, resurrect bodies into zombies, various forms of mutations, instant decaying properties, genetic manipulation, regenerating organic matter, control over bio-matter, transmutation of organic matter, and various other forms of the sort. In short, a master over hecate's necromancer is a master over life, death, and the organic matter that makes up life. Necromancers can traverse in death as they can traverse life or undeath at any time, meaning that killing him will only slow him down. Regardless of the method of destruction or execution to a necromancer, they can ressurect their own bodies from death or create new bodies, however the bodies they take is reverted to their original biology that they were before their first death. Necromancers cannot use non-necromancy magic while dead, and their power is limited the more dead they are. A completely destroyed necromancer, as in one who has not even an atom of existence in the world, is limited to only creating new bodies to inhabit. Necromancers do have a limited amount of energy they can use, similar to mana, and if exhausted they go into 'hibernation' where they cease to exist for a century until they regenerate enough energy to reform their existences and living bodies. In terms of magic other then necromancy, Azura has studied and progressed much of it, essentially he has become a swiss army knife of magical abilities, much like his father and brothers that are close to his age. He has experience with every common form of elemental magic, sealings, hexes, dark magic, even holy magic and other obscure spells. However the family's trademark magic is aura magic, a form that makes use of raw elemental magic into shapes and energy such as blasts and swords. At some point he and other agents were gifted with ragnarok shards. Which when bonded with, their existence becomes grounded to reality. They cannot be directly effected by reality manipulators, including gods, eldritch abominations, and other such entities that would normally erase them from existence or change there very being fail against them. The shards can also be activated to lock down entities from using almost any form of reality manipulation. Including erasing things or concepts from existence, changing the laws of the universe in any way, any form of time travel, most forms of teleportation, some forms of psychic abilities, creating things into existence (not including magic and spells), creating or destroying energy (That isn't magic based), etc. Skills: thousands of years worth of knowledge on spells, the arcane, and necromancy. Weaknesseses: Defeating a necromancer is impossible by conventional methods unless if one were to succeed in making them exhaust enough energy to send them into hibernation, which is a temporary defeat of course. Powerful seals and magical imprisonements are really the only other reasonable counters against necromancers Azura's patience often leads him to hold back from going overkill, and somewhere deep down there is a foolish and innocent child wanting to escape the cult's evil. Equipment: A magic staff that can assist in spellcasting, and a large spellbook that acts as a sort of encyclopedia for countless spells and information over the arcane.