Voromir was born back in the days of when the first settlers would descend upon the region. During this time, many children were born with natural abilities and mythical creatures still roamed the landt. Such as vampires, goblins, elves and dwarves. Voromir was born with the talent to remember almost anything and never forget it. Also, he had a knack for having magical events occur around him. Like ghost appearing in his living room and things floating out of no where but, it wasn't until he met a magician named Fredrick that he became really interested in magic. Soon after his mentor was put to death, he pursued the knowledge of magic. Ending up in a guild of Shamans, who taught him their craft until eventually they were all wiped out by various other creatures over the years. They hated the group because they promoted a lighter kind hearted side of magic and protected humans, who would usually try to kill all things magical. Being the last Shaman left, he continued to search the globe for knowledge, while hunting down and killing many villainous creatures. By age 154 he was such a powerful Wizard, he could create a blizzard of an arctic level and travel back through time on a whim. Though, eventually he would tire of the constant struggle between good and evil around his early 200's and decided to retreat into seclusion. Seeking strictly knowledge on the universe now and refused to fight unless it was to defend himself or others. He can now be found in Jump City, having come back to city after a century or so only because he can sense a great evil is approaching and he fears the urban young heroes of today are not ready for it.
Full Name: Voromir Azrath
Codename: The Shaman
Alias(es): Voromir The Valiant
Age: 304
Classification: Wizard
Relation to character: Will Dore's AKA Psychosis Ancestor
Hair Color: Gray
Eye Color: Changes depending on his mood, such as red for rage and blue for sorrow.
Height: 6'1
Powers:
Conjuring - Voromir can summon up mythical beings and objects in a cloud of smoke, out of the ground, or even through a mystical doorway. Though the stronger and larger the thing he brings forth, the weaker he becomes. For example, if he summons a broomstick or a sword he'll be fine. But, if he summons a sword that can catch on fire at a whim, he becomes very fatigued and if he summons a giant/titan he will be almost immobile.
Spell casting - Like with summoning he can cast many different spells at various degrees of difficulty and the stronger the spell, the more fatigued he becomes. Meaning, if he uses a teleportation spell and transports about a couple of miles he'll be fine. From city to city, hell be tired, but if he travels between continents he will become very ill and going to different dimensions will cause him to have to rest for days at a time.
Magical Senses & Enhancements - Over the years Voromir has developed many psychological and physical tools. Such as premonitional abilities, the ability to sense danger or evil or things of a peculiar nature. He can breathe in various types of atmospheres, is immune to many toxins, as well as having exceptional hearing, sight, durability and strength for a man his age. He is also very in tune with nature and the elements. (Does not mean he can control them at will though.)
Elephant Memory - Voromir does not forget a thing, since he was little actually he had an extreme photographic memory, which, in part is why he is such a successful Wizard. When he receives information he stores it in his mind and can look it up later like a library database. It is speculated that he uses 90% of his brain, which means when advice is needed he would definitely be the man to come to, though, he does not have all the answers in life. Most of the things he knows is from experience, but if you need a map he'll guide you in the right direction.
Weaknesses: His age is definitely a factor, it deters his fighting and quick reactions. Also, he can no longer exert himself as much and for that reason will not use too powerful of spells in fear of killing himself. He prefers not to get involved in actual fighting unless the situation direly calls for his assistance.
Likes: Making the world a better place, anyone with a curiosity or respect for magic, telling stories from times long ago, triumphing over black magic users.
Dislikes: Dark magic, demons, vampires, werewolves, evil in general and people who don't take magic seriously.
Equipment: A very very very old spellbook that's thicker than a desk and has a magical lock on it. It requires a verbal password to open and is virtually indestructible. His robes are also enchanted and withstand a full force car crash and is resistant to the elements as wella s other magical attacks.
Habits/Quirks: Constantly jots things into his spellbook, does not mind tutoring others in the ways of magic, and will have a smoke every once and a while.
Personality: Voromir is wise and caring, yet stern when it comes to life threatening situations. He takes magic very seriously and thinks of it as more of a holy energy of sorts. Like there's a dark/evil side to it and a light/good side as well.
Place of Origin: Originally born in Old Town Jump City over 300 years ago.