Note: Much of the necromantic magic was copied from a previous character.
Name: Santalinou of the Bone Coral.
Age: 174 (looks 25-30, life extended by magic).
Race: Sea elf.
Physical Appearance: Mottled green skin is his main feature, and hair like clinging seaweed which keeps in strands that twine around his pointed ears. His face has high, angular cheekbones, and a narrow jaw leading to a pointed chin. His forehead narrows considerably, making his skull vaguely like a spire. Within his mouth are many sharp, pearly teeth, while his eyes are a cool ocean blue.
Personality: In a word, morbid. Kind of a prerequisite for his field of magic, but what stands out for Santalinou is the enjoyment he takes from it. Is extremely fond of gallows or graveyard humour, and looks for all kinds of wicked ironies.
Is also very mysterious. He enjoys the superstition and wariness of land-dwellers who meet him, and even the fearful reverence of others of his kind. As a result, enjoys giving partial, unsettling answers because he feels it gives him an edge.
Despite all of this, is very businesslike. Will not allow a plan to be messed up by some childish impulse, and while he may unsettle a contact, he will not go so far as to alienate him. For all his preoccupations, it is practicality that rules him first and foremost. Followed only by the Great Serpent.
Animate Dead – When in doubt, corpses will happily rise from the grave to begin eating flesh at Santalinou's bidding. Dry corpses are slow and lumbering undead, while waterlogged corpses are faster and stronger. These corpses all hunger for living flesh (cold dead flesh has no appeal for them), but obey Santalinou's commands, although they lack the intellect for complex orders when outside his presence.
Charnel Touch – Is able to inflict wounds with a touch. Where he lays his hand on a victim, wounds will open, enough to release a flow of blood over the injured area. Holding the touch causes the wounds to spread and deepen, after several seconds holding a limb that limb will be in no fit state to fight, hold the touch over the body or neck and organ damage is likely. Requires limited concentration, so will not automatically take place during a struggle.
Kracken's Grasp – Causes black tentacles to emerge from a nearby surface (such as a wall or floor) and begin grabbing and constricting all nearby save for Santalinou (or another Deepcaller or Sea-Chosen). These tentacles are stronger than the average man, but as mindless tentacles will only grab and squeeze, and will not try to prevent a victim from freeing an arm and chopping off the tentacle (which takes a few good hits). The main purpose of this is not as an attack spell, but is normally used by Santalinou to cover his escape.
Last Words – Speaks with the dead and gets an honest answer. Requires him to be in the same location as the corpse, although he communes with the spirit and does not need full access to the body. While answers are compelled from the spirit, a spirit can resist answering a question if it is a subject of great importance to it.
Preserve – A simple charm which stops decay or water-damage. Allows him to take objects below the waves without them being slowly destroyed.
Return to the Depths – Can banish a ghost with but a gesture, or a gesture and a contest of wills. Regardless of success of failure the process is agonising and traumatic for the spirit. In fact, if in the presence of the undead or if armed with a signifier he can deliberately forfeit the battle of wills to merely inflict pain.
Sending of Spirits – Requires a signifier (object, or body piece or something similar). Upon casting this spell, spirits of the dead seek out and harass the victim. Effects may vary from wasting sickness, to bouts of possession, to mere cosmetic changes or hallucinations. These can be resisted at first, but he can simply continue the curse by remote for days at a time to wear the victim down.
Aquatic – Can obviously breathe underwater, and swim comfortably and tirelessly, with an agility equal to what most humans have on land. In essence, is able to swim well enough that being underwater is a safer environment than on land.
Horror of the Deeps – Underwater, nothing bothers him. Whales and sharks give him right of way. Deadly stinging jellyfish bow to him and retract their tentacles upon his approach. Generally underwater hazards pose no threat to him.
Wisdom – Santalinou has great knowledge from his long years, and is accustomed to waiting, planning, and generally acting with caution or sense.
Aquatic – Land is not his home environment, and he can only breathe air for several days at a time, after which he begins to dehydrate and sicken. Additionally, is not particularly strong or agile on land, probably able to be physically overpowered by many untrained humans were he without his destructive magic.
Fear of the Divine – Is terrified of religious trappings. Any object which has religious significance in the current context (ie: that applies to his situation at the time) will frighten him and cause him to recoil and avoid it as much as possible. Will not enter a space he considers holy.
Horror of the Deeps – Land-based animals fear him greatly. No horse will even consider letting him close enough to ride it, and any dog with a shred of protective instinct will react very badly to seeing this fellow approaching it's owner.
Overcautious – Nearly everything Santalinou does is based on caution, with fallbacks and contingencies everywhere. He expects the same from others. He does not perform bold actions even when it seems the most likely result, and he does not expect others to take foolish risks.
A strange tight-fitting robe of dark moss adorned with bone-white coral. Carries a harpoon for ritual hunting. Sacrificial dagger.
Undecided for now, but he's an NPC so it does not matter.