"Tathik. The Old King's name... known for his terror and hubris. It suits me fine." You recall Tathik, murderous king of Orsenia. His reign was one of massive progress and terror, forcing his subjects to work menial tasks on fear of death. Many times they have tried to engage in petty squabbles against their king, but each one of them has been quelled by blade, and on rare cases, by the king himself.
Obsessed with immortality, he had commanded his loyal vassals to seek out the secret of the Tower in the Midst. In a rare act of trust, as he was also very paranoid, he gave them around 10,000 gold pieces each, where one full day's meal could be bought with a half-piece of gold or the equivalent of 50 silvers. One of such vassals created the Mages' Guild, the halls of which you are standing on.
The same particular vassal was vainglorious - the moment he had been graced with praise from those who marveled at his wondrous thaumaturgical skills and encyclopedic knowledge of the occult, people had begun praising him as a God. Then things had went down for the worse for King Tathik, as the subversive thoughts of saving the subjects from their pain had invaded the vassal's mind, and ultimately ended up with King Tathik hitting the floor with two blades conjured from concentrated alchemy into his chest, in a display of pragmatic efficiency, as Tathik was busy gloating over the seemingly-disadvantaged Vassal-Archmage.
This vassal was Eldrim, the Elder Archmage before your vanquisher, Hasrahm Searblaze took over. He was approximately 500 years old when he disappeared from the public, which prompted his apprentice Hasrahm to take over. Ever since then, he was hailed as a hero. You're now unsure if he still is.
The name Tathik will recall all the terrors his subjects once faced when he was in power. You were never one for relationships for plebeians and fools; you will not miss those who will fall into your snares, as part of your insidious plans. More importantly, the name of the Old King will serve to you as a reminder not to fall into the hubris of petty gloating, as that may ultimately spell your doom.
Looking around, you find a few skeletons lying on the floor in a plaintive gesture. They seem to have been felled in a manner rather undignified of their class. Perhaps the discovery of Blood Magic Arts having been used by the guild has caused the Anti-Magic Templars of Azariel to take action?
Regardless, you draw a small summoning circle on the dust, forming key points of the circle with the various femurs within the guildhall. Then you place a skull in the middle, and recite an ages-old curse you've learned from the Timeless Pits to summon a demon's soul into the empty skull. Summons are very easy for an esteemed Thaumaturgical Necromancer such as yourself, so long as they align to the dark arts of reanimation and demon-summoning.
The ends of the femurs burn a bright blue and unholy flame, and the skull is internally lit with the same, as it flies upwards. The demon - a mere imp, is incapable of speech, but it will prove to be a mild amusement to you as you flex your magical abilities in the world.
There are no dignified cloaks in the guildhall - all of which having been burnt or perhaps taken or stolen by the templars and prospective thieves raiding an empty hall - now a tomb for your lessers whom you do not really care about. You steal a webbed and torn mantle from the table, and drape it around your skeletal frame.
Name: Tathik
Gender: N/A
Backstory: No longer matters to you.
Powers:
Thaumaturgical Necromancy (Master) - Thaumaturgical Necromancy refers to the immediate casting of Necromantic spells with the use of a catalyst, but without the use of reagents, drawing power directly from ley lines and the air. More instantaneous effects, but generally weaker. As a Master, you are able to efficiently manage the usage of power and their efficacies. You can easily match the power levels of Advanced Alchemical Necromancy.
Alchemical Necromancy (Intermediate) - Alchemical Necromancy refers to using reagents to aid in the casting of Necromantic spells, catalyzed by the incantations of runic phrases, with or without a proper magical catalyst beyond the reagents.
Blood Arts (General) - General use blood arts, including utilizing blood as an reagent to create very tough, malleable shields of Mercury, among other things. Blood Arts can also utilize the soul as a reagent, but this is ill-advised.
Temporal Bifurcation - Time spent learning in the Timeless Pits, as part of your contract with Xiyagjez allows you to manipulate probability by creating two worldlines acting in simultaneous synchronicity, in which the favorable result caused by means of performing something can be merged into the primary reality. In layman's terms, creates two parallel timelines from the same source, in which the favorable result caused by doing something, perhaps differently from the other timeline, can be merged into the primary reality.