Arazasin


"Good day to you all, my name is Lord Arazasin. Please, come in."


Name: Arazasin
Gender: Male
Title: Lord of the Jeweled Keep
Color: Black with Blue wings
Markings: Gold/Silver/Blue gem-markings
Size: 9' at shoulder
Personality:

Arazasin is a proud being, with the gentlemanly manners befitting the Lord he's named as. He keeps his word almost religiously, never breaking it. As such, it's very rare for him to give his word to anyone, and unheard of for him to give his word to someone multiple times. He's fairly soft spoken, but his memory is incredible and his ability to watch without seeming to watch is well known among those he visits with frequently. Command comes naturally to this Zalor/Whorling cross, and he's managed to get even dragons from the Western Complex to listen to him, much to everyone's surprise. He simply accepts it as his due, of course, and continues on as if he commands chaotic, vicious lunatics every day of his life.

Surprisingly, he's rather standoffish to beings of the opposite gender, speaking to them curtly, especially in a one-on-one situation... and if a female tries to flirt with him, it's guaranteed that she'll be kicked from his tower and never allowed to return. Where his dislike of the opposite gender came from is anyone's guess - trying to pry gets one booted as well, male or female.

Strange as it may seem, he's often seen in Theris'vani's company, the two of them snarling and snapping at each other with a viciousness that takes many aback. Arazasin acts no differently around Theris'vani than he does other females - and the Imperial Hydra would eat Arazasin alive if he proposed they mate - but does seem to enjoy snarling and snapping with her about the issues of being top dogs, and the respect they don't get.

History and Information:

Arazasin's history before his arrival in the Clan Akelara area is mostly unknown... as is where he managed to get his black "keep" (much more of a large tower than a real keep) from. The tower itself glitters like opal in the sun, and the inside is confusing for those who are new to it. The walls and floors are nearly transparent, and glow a rainbow of colors with sun during the entire day and a soft, blue silver glow with moonlight or stored sunlight during the night. The entire effect is much like walking in a glass house - even the black tower walls are see through from the inside - and it's disorienting to appear to be standing on nothing, or having to feel for the few internal walls in the place. The handful of rooms that this doesn't apply to are a definite shock to the system - lit softly at all times by sunlight stored in crystals, the colors deep and rich, the walls black with a gentle wash of color.

He considers himself neutral territory, his tower open to any who wish to come... but they must follow his rules when in his tower. No fighting while in or around his tower (baiting and taunting someone into a rage earns both a punishment, the baiter will get the worse punishment); no destruction; healers are to be respected; no going into the top levels of his tower without his permission; no going into the basement levels /ever/. Doing any of this will result in a punishment of some sort, the punishment depending upon severity of the offense, and the habits of the offender - it could be nothing more than a lecture, or something as severe as being hit with Snap Shot. Being kicked out of his tower temporarily is a possibility. Being kicked out of his tower permanently is a very real possibility if any of his unwritten/unspoken rules are broken - no prying into his life; (for females) no flirting of any sort with him; and absolutely no touching him unless there's a very good reason for it (falling and catching onto him, accidentally running into him, etc). If the offender is lucky, they'll just face a lecture. If not... well, they can forget looking to his keep for safety.

Abilities: Iceberg: Creates an ice shield around the user

Snap Shot: Grabs an opponent and slams them down, like cracking a whip

Dancing Skeleton: Forces the opponent to get up and dance, lasts 3 turns
Notes: Carries two tails, markings
Bond: None