Senneth
Senneth
At the table
Voice
His voice has a dry, papery edge from years speaking over pumping machinery and dust-choked shelves. It carries easily without booming, and his consonants land with the careful precision of someone dictating labels. When startled, he clips his sentences short; when discussing an experiment, his words accelerate and his breath catches slightly on technical terms.
He speaks in complete, carefully arranged clauses, often naming the evidence before offering an opinion. His work has given him a habit of describing sounds, textures, and measurements with unnerving specificity. He uses plain words for disturbing things and becomes evasive only when the subject is his sister or his own culpability.
Speech patterns
How to play them
Treat him as a serious researcher with a tender streak, not as a kindly eccentric who will excuse every risk. He is forthcoming with useful knowledge if asked directly, but responds poorly to threats against the dead or demands that he raise someone without informed permission. Offering a mystery, an unusual specimen obtained ethically, or help tracking the escaped devil earns his trust.
Goal
Find and bind the escaped devil before it gathers enough stolen names to bargain for a permanent foothold in the mortal world, then learn why it chose those particular dead.
Motivation
To understand what remains of a life without confusing memory, motion, and personhood, and to make sure that his curiosity does not become another person's suffering.
Appearance
Senneth has the long, spare frame of someone accustomed to standing at a workbench rather than riding in a saddle. His skin is muted olive with a faint pearlescent cast at the temples; his dark hair is cropped at the jaw and permanently kinked from being tied back under a hood. Fine pale lines of dried alchemical salt crease his knuckles, and his long fingers are stained plum-black from ink and grave-resin. He moves in small, exact adjustments, turning his shoulders sideways to let others pass, then suddenly crossing a room in a silent, swift stride. People remember the way he cups a skull in both hands as tenderly as a sleeping bird, and the faint dry rustle of bone beads at his wrist.
Clothing
A charcoal travel coat lined with waxed linen, a high-collared shirt, and a leather apron with narrow pockets for chalk, forceps, and labeled vials. His cuffs are stitched with small, practical loops for tying back sleeves. He wears no skull ornaments, only a plain cord bracelet with a wooden bead for each person he has failed to save.
Body language
He makes room for other people without noticing he is doing it, folding his elbows close and turning sideways through doorways. When thinking, he presses the pad of his thumb to each fingertip in sequence, as if checking an invisible set of beads. Around the dead, his posture softens; around a devil, he plants his feet and keeps one hand visibly empty.
- Height
- 6 feet 1 inch
- Build
- Lean and long-limbed, with a slight forward stoop from years bent over specimens.
- Eyes
- Dark hazel, with amber flecks that show clearly in lamplight.
- Hair
- Dark brown, nearly black, with a few silver strands at the temples.
- Skin
- Muted olive with a faint pearlescent sheen at the temples.
- Age
- Adult elf, 173 years old; in elven terms, still considered young enough to be impatient.
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesSenneth is gentle with frightened people and unsentimental about bad evidence. He enjoys the strangeness of the dead with the delight of a naturalist, yet refuses to call a moving corpse a returned person. In company he is considerate to the point of self-erasure; alone at his workbench he becomes brisk, exacting, and difficult to interrupt. He can be generous with knowledge but guarded about his own grief.
- Alignment
- Neutral Good
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 105 · 30 ft.Prefers to win space and time rather than trade blows. He opens with control such as wall of force, slow, or web, uses summoned creatures to divide the field, and keeps a ward active when possible. He targets enemy spellcasters and anyone threatening a protected body. He avoids using animate dead on unwillingly obtained remains, and will retreat if allies can be rescued more safely than a fight can be won.
Senneth
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Ashwood staff (weapon and arcane focus)A plain ashwood staff used as a walking aid and focus; not magical.
- Oilcloth spellbook (arcane equipment)His spellbook is bound in oilcloth and indexed by subject, not spell school. Several pages are devoted to failed experiments and their ethical limits.
- Containment ring (arcane focus)A silvered brass ring etched with containment marks, used as an arcane focus for his conjurations.
- Field examination kit (tools)A small kit of chalk, forceps, waxed thread, labels, and preservation salts.
- Sugared fennel (personal item)A sealed packet of fennel sweets, usually given away before he remembers to eat any himself.
Possessions
Background
Senneth grew up among the reed-cutters of a drowned valley, where families kept the bones of their dead above flood level in little cedar boxes. As a child he learned to identify relatives by the tiny repairs made to their teeth and joints. He became a wizard to understand what life left behind, not to conquer death. His turning point came during the Brackwater fever: his sister, Nerys, died while he was away studying in a distant city. He tried to restore her with a hurried, badly bounded rite. The body rose, but the person did not. He ended the spell himself and has never pretended that the result was his sister. Since then, he studies the dead as evidence and companions, never as property, and records every name before attempting animation. He now keeps a workshop in a drained pumping station near the settlement locals call the Sedge-Rot, named for the smell that lingers there after the thaw. His former tutor, Krevask, insists Senneth owes him a forbidden grimoire; a young marsh guide, Ildra, regularly brings him unusual remains and argues with him about what counts as consent. Recently, a small devil he summoned for a controlled interview escaped its circle and began buying the names of the dead from local mourners. Senneth is trying to find it before the community learns how much of the breach was his fault.
Role in the story
A morally earnest but dangerously curious ally, source of necromantic knowledge, and potential suspect in a local infernal crisis. He can help the party understand unusual undead, but his concealed role in the devil's escape may make trust difficult.
“As a child he learned to identify relatives by the tiny repairs made to their teeth and joints.”
- Faction
- No formal faction. He is tolerated by the Sedge-Rot's marsh families and remains in strained correspondence with his old university's Department of Arcane Inquiry.
Known connections
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