The Necromancer

The Necromancer is a witch who appeared in the sixth episode of the first season of Legacies and a secondary antagonist of the second season. He was once the world-renowned necromancer, whose name alone caused people to tremble. His legacy, however, was essentially reduced to "barely a footnote" for a brand of sorcery, the practice of necromancy, when he was erased by Malivore. After he completed his objective, to return the supernatural knife to Malivore, he was released to find peace. Instead, he was sent to Texas as a chance to start over, a life well-lived and eventually find peace. However, he was not content with this and reclaimed his birthright for magic — Necromancy. After being trapped in Limbo with Landon Kirby, he was transformed back into his original human form by Landon and finally found Peace.
==Early History==
Before the 1920s, he had frequented Rousseau's and had known Klaus Mikaelson, who he had stated to be good for his business.
In 1944, he was in Normandy and resurrected a few soldiers on the beach, and killed Nazis while doing so. He was then stabbed in the heart by an unknown person and ended up in the darkness.
==Throughout Legacies Series==
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|-|Season One=
In Mombie Dearest, he briefly takes over Jo when he talks to Alaric and mocks him about finding his daughter. Later, when Dorian and Alaric are at Jo's grave, he appears and menacingly tries to frighten them, but this doesn't work. After he mocks them and asks what they're going to do, Alaric raises the shovel he has and hits the Necromancer unconscious.
In Death Keeps Knocking On My Door, he is being tortured and interrogated in the werewolf cell by Alaric. Unfortunately for Alaric, many of his methods didn't work and the Necromancer laughed it off. He then gets excited and tells Hope he was wondering when she would visit him again. A little bit later, he tells her that he can smell a powerful scent of death on her and he at first doesn't believe her when she tells him that nobody has heard of him. When she continues about the dark place he was in and the knife, he tells her to continue and she gives him a book. He is deeply angry that he can't find an inch of an entry about himself and they continue to talk about Malivore.
He tells her if he returns the knife to Malivore, he'll be free to find peace and he then tells her about the symbol she shows him. He tells her about being in Normandy and killing Nazis with his resurrected soldiers, and then all of sudden there was just blackness. She tells what if they were able to access the memory through his subconscious, and tells her to bring a powerful vampire, but she's at her own peril. He then sees MG with Hope and mentions MG's great grandmother Imogene being behind him.
He then gives his hands to MG while he sends Hope into the Necromancer's subconscious. While in his subconscious, he's sitting at the bar in Rousseau's and reveals to Hope he knew her father back then. He then begins to wonder if she really wants to solve the mystery of Malivore or instead find out about if Klaus is at peace or suffering. He then tells her that they need to find a door to his subconscious and proceeds to go outside where a line is walking. He sees a coffin and begins to mock her about if Klaus might be in there, and she opens it, seeing nothing inside. He then proceeds to open it up and jumps in, and disappears.
While Hope is suffering in an empty space of darkness in his subconscious, he laughs when MG tells him to cut it out. When Hope is crying and admitting about wanting to know about her father, she asks him to let her out of his subconscious and he does. He tells her that after he left her, he returned to the scene of his death and that he was stabbed in the heart with the knife Malivore needs. He tells her he also summoned the man who forged the knife and she needed lessons to be learned while he had work to do. He tells her more about Malivore being created to erase the supernatural and that there are three locks, with the knife being one of them. He then tells her not only he stalled her in the darkness he suffered in, he did what he did best and controlled Rafael's girlfriend, Cassie to retrieve the knife.
He then tells her about summoning a Bennett witch to ensure the knife was returned to Malivore quickly. He does tell her that her father watches over her every day and he did die with love in his heart but he won't find peace until she does. He then senses the knife being destroyed in Malivore and one lock is released, and with that, so is he, and he then disappears, finding peace.
|-|Season Two=
|-|Season Three=
|-|Season Four=
In See You On The Other Side, the Necromancer is stuck in Limbo and finds Hope speaking with the Ferryman. He advises her not make a deal with him. She believes that he is the cause of the mind games, but he informs her that it's "Ted", and this is no game.
Hope wonders just what they're doing here. The Necromancer explains that they're in Limbo. She suggests that he jump into the Ferryman's boat, but he tells her he can't. He has nothing the Ferryman will accept. Hope, however, does because she spent her whole life being a hero where he wasted centuries being a villain. He assumes she's dead, in transition, because she's going to bring an end to Malivore. However, she can't do that if she gets in the Ferryman's boat. Hope agrees, but she believes this is her only chance at peace. Vampires are the opposite of peaceful for Mikaelsons, not to mention everyone else. He reminds her that she is the tribrid, but that terrifies her. She recalls their first conversation. Her father will never know peace until she does, and now she has the opportunity. Now she questions who she saves.
He and Hope sit on the dock and he questions what she's going to do. She admits that she's screwed and won't be able to handle the grief if she has to kill the love of her life or the guilt if she takes the easy way out and chooses peace. She wonders if his words were true-would her family find peace if she does. He doesn't recall the conversation. He remembers being the Necromancer, but only in pieces. It could be the truth or a manipulation. He apologizes to her, but she knows what she must do. She tells him if her family passes by for him to tell them to not to wait for her. With her mind made up, she walks past the Ferryman and dives into the water.
Later, the Necromancer plucks a coin from the Ferryman's back, gaining his attention. The Necromancer offers him the coin, but he doesn't accept. Angry, he throws the coin in the distance, but Landon approaches him, catching it. The Necromancer is surprised to see his former foe and glad that Hope completed her transition. He tells Landon to chin up, they've figured their way out of worse situations.
In You're A Long Way From Home, Landon confronts him, believing all this is a trick, though the Necromancer isn't lying, pointing to the Ferryman and explaining who he is. He is the true Ferryman who controls passage to the shores of peace of never-ending bliss and free from the turmoil of existence. Landon questions why he's not in Peace, but the Necromancer quips that some of his questionable life choices preclude him from receiving that particular reward. Landon mocks his predicament, relieved even, because it's something that he can't scheme his way out of. Landon turns to leave and approaches the Ferryman. He gives the Ferryman his name, believing he's destined for Peace. The Ferryman holds his hand up to Landon, drawing one finger up to shake 'no'. The Ferryman denies Landon passage, which greatly amuses him. They're in the same boat, as it were.
Landon leaves the docks and wanders Limbo with the Necromancer following behind. He's determined to find another way out of Limbo, or at the least to get away from him. The Necromancer claims that the only way to Peace is on the Ferryman's boat, and the only people allowed on are the ones who give the Ferryman a coin. Landon stops, intrigued about the coin, but the Necromancer doesn't know how to come by one of these special coins. All the good people seem to already have one and all the bad people don't. Landon claims he's not a bad person, but the Necromancer points out that he doesn't have a coin. Though he has betrayed him in the past, he claims he's not the Necromancer anymore. Landon isn't convinced, but the Necromancer promises not to go to peace without him by his side. Oscar appears behind him and tells Landon that he should listen to him. Theodore, he calls him, was the best, smartest, and most compassionate man he ever knew.
Oscar tells Landon that it was the Necromancer that convinced him that they shouldn't be afraid of dark magic and that they could use it for good. He became his acolyte and helped him to begin to build his powers of necromancy. That is, until they realized that to reach his full potential, he would have to sacrifice something dear to him. Landon equates him to Chad, but the Necromancer brushes that point off, citing that his mind is muddled for dying and coming back so many times. Oscar is sure he's the one who figured out how to do that. Landon interjects again, the Necromancer had killed Oscar for more power. Oscar was okay with it because he believed that the Necromancer was going to bring him back as well as his Cordelia, too, along with his parents. His life was a small sacrifice, because with that power he could change the world. The Necromancer inquires about him. He died ages ago and questions why he never moved on to Peace. Oscar, however, never received one of those coins and believed he wasn't as good a man as he thought. Oscar wanted to stay, anyways, just to see how it all turned out, but after a while, he realized it must not have worked. Landon asks to talk to the Necromancer alone, as he believes he knows how to get one of those coins.
If Landon is correct, Oscar is stuck in Limbo because of their unfinished business with one another. In order for him to move forward, the Necromancer needs to tell him the truth. He did get the power but just never brought him, or anyone back. He just wanted the power for himself. He was a tyrant. He used Oscar, to his dismay, because he knew he was a good person that would do anything for someone he loved. That doesn't change anything and admits that he was wrong. In his heart, he hopes that he can truly forgive him. Oscar believes he wants forgiveness so he can be at Peace and believes that he's using him again. Oscar attempts to walk away from him, but the Necromancer admits that he hopes that the truth will set him free. It wasn't all fake. He did love Oscar and his companionship was a rare and beautiful thing. He should have never thrown it away, and urges him to leave this misplaced trust behind so he doesn't miss a chance at Peace because of him. Oscar accepts his apology and a coin appears in his hand.
He and Landon watch as the Ferryman grants passage to and takes Oscar into Peace. The Necromancer admits that he deserves it more than he does. This revelation, however, grants him a coin. He believes it to be a mistake and didn't let anything go. Landon tells him it's because he finally did something good and helped Oscar find Peace. This means he can go to Peace too, though true to his word, he gives the coin to Landon. He made a promise and won't go there without him. The Necromancer is granted another coin. He exclaims that he knew it. Self-sacrifice is always the answer and declares that he has won against the Ferryman. He apologizes to Landon, claiming that he's still a work in progress. Alaric appears behind them, asking if they have room for a third despite still being in a coma.
In You Will Remember Me, he, Alaric, and Landon all enjoy a milkshake at the Salvatore Crypt, still stuck in Limbo. Alaric reviews the rules over limbo with them, and that the only way to get to Peace is if they have a coin, which the only way to get is if he does something good, like reconciling with someone from their past. Landon has a theory that the whole point of Limbo is to atone for the mistakes of your life. Once they've done that, the boat to Peace awaits. The rules of Limbo are funny and the Necromancer questions how they can hold and taste their milkshakes. To Alaric though, that doesn't even matter. After the Necromancer made his way into Limbo, he discovered that it's teeming with scores of lost souls and if Landon's theory is correct, they have numerous people they can help to get coins. Now that they know the rules they can cheat the system. Once they get themselves a third coin, they can leave Limbo, but they can steal the boat and return to the world of the living. Landon questions if something is wrong, if Hope is okay.
In the Town Square, the Necromancer watches as Alaric talks to and asks for forgiveness from the Merman. Ultimately, he fails. The Merman spits out water at him and walks off, annoyed. The Necromancer hands him a towel and Alaric questions since when are monsters in Limbo. He's been pondering the same thing. Perhaps they've always gone here, just like them, or it could be a result of Malivore's destruction. Either way, they're not sticking around long enough to find out. The Necromancer points out that he's not excelling at making amends, though Landon appears with Vera Lilien, who isn't particularly happy to see him. She questions Landon about how he can help her.
After Vera points out that Alaric isn't trying to apologize, she storms off with a coin to Peace in hand. Alaric is mad that Landon took her side, but he walks off to try and find someone else. Alaric, frustrated, believes that they're never getting out of Limbo. However, the Necromancer now knows exactly who Alaric needs to talk to — Landon.
In I Can't Be the One to Stop You, he, Alaric, and Landon make their way back to the Ferryman on the dock. Alaric plans to jump the Ferryman as soon as they get on board the boat and get back home. The Necromancer wonders if they can detour and drop him off in Peace, but quickly foregoes the comment. Approaching the Ferryman, he stretches out a hand, seeing what they've come to offer. They each present their coins to him and, in turn, he places each of the coins into three separate jars, pointing to each of them as he did so. Landon's jar however, is much smaller than Alaric and the Necromancer's and he figures they owe more than one coin.
The Necromancer and Alaric drink since they have larger jars to fill with coins. Alaric attempts to justify his actions, believing that each of the lives he's taken had it coming. The Necromancer points out that the system isn't just since Landon is atoning for things that he did while under Malivore's control. Landon appears and tells them they have work to do. All those people in town are potential coins. All they have to do is help them let go of whatever is keeping them from passing over. He believes it comes down to one of three things, usually: parents, sex, and God. They need to figure out their damage and then it's a spiritual jackpot. With renewed spirit, the three of them spread out, determined to go home.
Later, he wallows in self-pity, stuck out with helping lost souls, as Landon enters the Salvatore Crypt. He thinks Landon is there to gloat, and he shows him his jar, full of coins. He assumes this is proof that he's a far better person than he is. Being honest with him, the Necromancer never thought he had a chance at Peace. Never. Even when he was on that dock yelling at the Ferryman. He knew deep down that he was right. Except for one brief moment when he and Landon first got their coins. In that second, he thought it was possible. It's a shame to lose him in a place like this, for all the souls he's already helped. Landon dumps half of his coins into the Necromancer's jar, telling him he's not going anywhere yet. Alaric enters the crypt. This is taking far too long and they've got to find another way out of Limbo. Landon questions if there's even another way out, but he has someone with him that can help. The sphinx steps out from behind him. What an unforeseeable surprise.
In The Story of My Life, he, Alaric, and Landon are given a new riddle by the sphinx. "If you pray twice a day beneath a false face, you'll be as blue in the face as I am. Who am I?" As they attempt to decipher the riddle, they come up short. The Necromancer berates himself for allowing Alaric to talk him into giving up all their coins for this mumbo jumbo. This is now the second time the sphinx has betrayed him. Alaric reminds him that he was trying to bring about the end of the world the first time. Landon, however, believes the riddle is true, though perhaps not exactly how they expect it to be. While Landon attempts to promote teamwork to figure out the riddle, the Necromancer is too angry with Alaric and decides to take a nap.
Alaric and Landon continue to try and figure out the sphinx's riddle, though Alaric becomes frustrated and decides to give up. Landon attempts to rally him, as this is his plan. The Necromancer believes that Alaric is a gullible moron who's doomed them to remain in Limbo forever. Alaric, more or less, agrees with him and believes this is the fate he deserves. Landon empathizes with him, bouncing around from one foster home to the next. He believed that if no one ever wanted him to stay, then there was something wrong with him. That is until Rafael changed that for him. With the three of them here, their sins don't define them unless they let them. He promises them that they're just one good moment away from believing it. Attempting to join hands, the Necromancer is struck with inspiration. The hands and face of a clock. The riddle is referring to the clock tower in the Town Square.
Within the clock tower, Alaric, Landon and the Necromancer, make their way into an underground bar. Believing that the sphinx has never lied to them, someone here must know their way out of Limbo. At the bar they met a blue-faced man, a jinni. Alaric tells the jinni to hold the drinks as they're going to need three wishes instead.
In Not All Those Who Wander Are Lost, he and Alaric drink and dance with other lost souls in the jinni's bar while Landon sits alone at a table. Alaric wants to toast to themselves for getting themselves out of Limbo, though Landon is less optimistic. Relating to a D&D campaign he played called Falcon's Landing, jinnis, depending on the mythology, are difficult to work with. The jinni appears before the three of them, introducing himself as Zied. He has a contract for the three of them to sign to get their three wishes, one wish for each of them. Zied explains that granting three wishes is a bit of a myth and that the number is entirely up to the discretion of the jinni. Three wishes between the three of them, he believes should be plenty, that is if they use them right. Landon already knows that Zied doesn't want them to use the wishes right and the one from his campaign was a total con man and the three wishes likely come at a heavier cost. The Necromancer reminds him that they don't have any coins, but that's not what Zied is after. After reading the contract, Alaric learns he wants their souls. Three wishes for three souls.
The Necromancer doesn't agree to the terms and conditions of their three wishes. He knew from the start the sphinx would screw them over. Landon questions if the contract says anything about why Zied wants their souls, but all it says is that the contract is "perpetually binding" once they all sign it. The Necromancer refuses, believing that being trapped in Limbo forever is the only thing they can accomplish by themselves. Landon, however, believes they should take the deal despite his earlier comments on Falcon's Landing. The wishes his party campaign made had consequences they hadn't anticipated and before they knew it, they were at each other's throats. Where they went wrong was the thought put into the wording of their wishes. Landon believes that if they had been simple, clear, and concise, they might have made it out of the Landing alive. The jinni used their greed and carelessness against them. The Necromancer isn't so sure. He can recoup coins, but his very soul, as questionable as that is, is not something he's willing to risk. Landon offers a counter offer; they will use their wishes first and should they fail, then he can go last to wish himself to Peace. Zied agrees to the new terms and accepts the signed contract. The Necromancer immediately distrusts Zied for his willingness, believing that he's in league with the sphinx. Alaric, however, believes that he means if souls can just wish themselves back to Peace, then he wonders why this place is so packed. Zied explains that they all want to go back and that is what keeps them trapped here in Limbo. Not the coins, but, perhaps, the fear of the unknown. When push comes to shove, even when Peace is at their very fingertips, it's always something else. People wish for the world and the worldly comforts they know. That's the trap.
Landon and the Necromancer awake in Mystic Falls Cemetery. Landon's wish seems to have worked, although Alaric is nowhere to be found.
The Necromancer and Landon make their way to the Salvatore School, though the latter is wary considering there is not a soul in sight. He still believes that the jinni deceived them. Landon, on the other hand, believes him paranoid. It could easily just be an early Saturday and everyone might still be asleep. Before knocking on the front door, Zied appears to them, startling them both. He explains that once a wish commences, he is tethered to it, though wanted to warn them about something. Landon quips about warning them about not bringing Alaric back, but Zied clarifies that he was unaware of his complication and his soul remains back at the bar. Per their contract, he has granted his wish exactly; "Bring the three of us back to life." Zied does not know why he lingers in Limbo. Landon thinks that he's just trying to get them to burn through another wish, but they won't be fooled. Regardless, Zied offers them his warning. If they're supposedly dead and their friends see him, only for them to eventually fail and use their second wish, this encounter could alter their perception of reality. Every mind is different, but he has seen it drive people mad. With his warning given, he vanishes back to Limbo. Pedro and the Pukwudgie open the front doors, though no one is there. Landon and the Necromancer hid behind the shrubbery; Landon can't risk driving someone mad.
Landon and the Necromancer make their way to Mystic Falls Hospital, finding Alaric in a coma. The Necromancer is less thrilled as he's not dead, meaning he's still trapped in Limbo and their wish was wasted. He attempts to fix Alaric with a defibrillator, though Landon stops him. Alaric's heart is not the problem. The Necromancer continues to yell, though Landon gets him to stop. They can't let people know they're alive, should they reset the wish. Though before they can continue, the Ferryman has found them and walks clear through the locked door. Wielding his scythe, he dragged them back to Limbo.
Back in the bar, Alaric fights Zied, repeatedly punching him, though surprised to see Landon and the Necromancer back in Limbo. Alaric is furious that Zied never sent him back, though the Necromancer explained that he technically didn't have to, because he's technically not dead. They come to the conclusion that they wasted their first wish. They want to know what game Zied is playing and he offers them all a drink, wanting to explain everything.
The Necromancer, getting frustrated, wants to go ahead and wish himself to Peace, though Landon reminds him he still has the third wish. Based on what they now know, Alaric's wish has a lot to accomplish. It's got to bring their souls back from Limbo, put them back into their bodies, two of which are dead, one of which is alive, and somehow has to bypass the Ferryman's powers so we don't just end up back in Limbo. Alaric has also noticed that Landon seemed pretty shaken up after they returned and questions what else has happened back in the real world. Landon holds on to the secrets and tells him that it can wait. Alaric decides to finish his drink and tasks the two of them to talk to the other patrons, to see if they can figure out how to beat Zied's game.
Landon and the Necromancer returned from speaking with a kraken and believe they've managed to gather some useful intel. No one's ever beat the jinni. In fact the kraken is still playing the game and has been pondering its third and final wish for decades. Landon admits that he was wrong about the jinni and he's using their desperation against them. However, Alaric has already made the second wish as Landon notices the Necromancer's eye has changed colors. He wished for him to become "the Necromancer" once again.
The Necromancer, fighting his darker impulses and apparently rotting, is furious with Alaric. He doesn't understand how he would betray him and then believe he would do as exactly as he said. Alaric believes that the Necromancer can bring them back to life and still use his third wish to reach Peace. He threatens to just use his wish right now, but doesn't know why he won't. Alaric believes it's because he's changed, just like when he sacrificed himself for his students. Alaric explains that if there was any other way, he would have wished for it, but his powers are the only thing that can bring them back to life without the Ferryman interfering. The Necromancer makes them leave the crypt, telling them he needs time to concentrate to do the spell.
The Necromancer emerges from the crypt back to his former self. His problem is solved, and just the beginning of theirs. Though he's grateful to be back, he won't be resurrecting them. He'd rather use the final wish to punish them. However, Landon comes clean and explains that if he wanted to torture them, then he would send them back home.
The Necromancer laughs at the surprising new developments to Alaric's life in the mortal world. One daughter is an undead hybrid, the other has left, while Hope has turned into a villain like her father. Landon reasons that if the Necromancer returns them, they'll be heading back into their worst nightmare, plus he gets to keep his wish to break his contract with Zied. Alaric can't believe that Landon has kept this from him, though believed that if the Necromancer could change, so could he. However, the Necromancer believes one thing that Limbo has taught them. It's that we are who we've always been. The Necromancer decides to return Alaric and keep Landon in Limbo. The Necromancer believes that it's perfect. Alaric goes back and fails everybody again, but racked with guilt all the while, knowing that Landon's genuinely decent soul is trapped in Limbo with him, forever. Alaric doesn't like it but Landon wants him to prove them both wrong, to work with his students and save Hope. With his final words, the Necromancer returns Alaric to the mortal world, waking up from his coma.
The Necromancer drags Landon back to the bar, offering Zied his soul for his salvation army. Zied reminds him that he'll be joining Landon too unless he wishes himself to Peace. However, the Necromancer wishes himself to be free of his contract. That is just what Zied expected. Landon assumes that Alaric screwed him over on his way out. Alaric had wished for him to become the Necromancer again, but that his powers only be capable of returning him and Landon back to life. He also specified that if he wished for anything other than Peace, their third and final wish would be rendered null and void. The Necromancer's servitude begins at midnight.
In The Only Way Out is Through, Landon has a booth set up to help trapped souls to get to peace, as per his service to Zied. The Necromancer sits atop the booth, complaining about their new insufferable overlord. Landon tries to compromise with him. If they help Zied get to peace, then they'll be free of him. The Necromancer has a counterpoint, believing that maybe it's better to not let things go and to hold on to the past. He proclaims to the passerbyers that forgiveness is for suckers. Landon realizes that he's trying to get them fired. The only way to get out of a terrible job is to suck at it. Besides, they're already dead and he believes there's nothing worse Zied can do to them.
The Necromancer and Landon are reprimanded for cleaning duty by Zied, such as cleaning up after a cyclops. Elvis enters Zied's bar, limping. He's been mugged while walking down Mulberry Street, carrying a satchel full of coins. The Necromancer believes that Zied will be angry, but he already knows about the bandit still his coins. Regardless, he thanks Elvis for the valuable information. Landon already knows he's scheming something and whatever he's thinking, tells him no. He's already made their lives worse once today. The Necromancer thinks differently. Their enemy has an enemy and can use him to find another way.
The Necromancer stands on Mulberry Street, dramatically acting if he has a large bag of coins for Zied. Landon appears, wondering if he's laying it on a bit thick. Landon however actually has a bag of coins, though true to his word, they're partners. The first rule is you don't leave each other behind. Though he still thinks this is a bad idea. He makes the Necromancer a deal. If the bandit is worse than Zied, then they find another way and he accepts. Darts fly out of the darkness, striking them both in the neck and a van pulls up in front of them. Covering them in black hoods, people pull them into the van.
In I Wouldn't Be Standing Here If It Weren't For You, Landon and the Necromancer are tied up in a warehouse. Landon manages to get out of his bindings, but the Necromancer believes his plan is working perfectly. He wanted an audience with their kidnapper, and now they'll get that. Landon reminds him about their deal, particularly if their kidnapper is worse than the jinni. The Necromancer believes it impossible, however, Limbo is full of monsters. He's not forcing Landon to stay and tells him to leave if he wants to. He doesn't want to stay under servitude. Before Landon can drag him out, their kidnapper enters the warehouse and introduces herself as Seylah. The Necromancer attempts to gain her good graces and introduces Landon; however, he explains that she is his mother and the two leave him behind to talk.
In Into the Woods, the Necromancer makes his entrance in the warehouse, seeing Landon and surprised to find Hope Mikaelson in Limbo. Landon begins to explain what's going on, but it doesn't matter to the Necromancer, though he's glad she's here and grabs her and embraces her in a hug. He finds the situation poetic. Two lovebirds reunited in death. Landon expresses that they would like to remain united and why they need him. However, the Necromancer wants to tear them apart by his hand. He pushes Landon into the pentagram and he's surrounded by the Necromancer's dark magic and he vanishes.
The Necromancer rejoices in his apparent victory. Hope takes the knife and plunges it into the Necromancer's forehead. He takes the knife and pulls it out, though Hope takes it, twists his arm and places the knife to his neck. She's only getting started and demands to know where he sent Landon. He explains that he's sent him back to the real world, or what he imagines what's left of it. Hope is confused as to why he would do that but the Necromancer tells her that he's found his groove in Limbo. He met Landon's mother and immediately fell in love with her. Unbeknownst to him, she's only just gone to Peace and Landon helped her to cross over. Inadvertently, he's helped Landon which is why they were there in the first place. The Necromancer denies this. His plan was perfect. Remove Landon and he couldn't stand in his way. Then she turned up in Limbo, meaning she was dead and he'd be stuck there. Hope questions that he should be able to sense whether or no she's dead. The Necromancer takes a moment and realizes all too late that Hope is still very much alive and has been blinded by love. Hope is also feeling something. It's gratitude because she no longer needs his help.
Later, the Necromancer faces the Ferryman at the dock. He compares himself to the Ferryman, believing himself to be a brutish and unreasonable tyrant. However, compared to the Ferryman, he's a prince. Landon comes back to the dock. All of Limbo can hear the Necromancer shouting. He's surprised to see Landon and considers it a consolation for whisking Seylah off to Peace. Misery loves company, but Landon also has a bone to pick with the Ferryman. He tells the Ferryman that he's done what he's asked. Hope's home. Now he wants to know why he can't be there with her and why he broke his own rules. The Ferryman pulls out Zied's contract from his cloak and the Necromancer snatches from him. The contract has been altered and has sent Zied to Peace. The Ferryman now holds the rights to their souls in perpetuity. The Necromancer tells Landon to read the fine print. The Ferryman only has claim to Landon's soul. The Necromancer laughs as Landon balls the contract up and throws it to the Ferryman's feet.
In By the End of This, You'll Know Who You Were Meant to Be, the Necromancer surprises Landon at Zied's bar, who places a coin on the countertop, needing a drink. The Necromancer tells him to take a load off and to tell him his worries. Landon questions why he's here. The Necromancer is simply filling a void since Zied went to Peace. Someone has to take over his operation. A monster named Dave hands over a bag of coins, prompting Landon to inquire what he's doing. The Necromancer explains that it's not just monsters, everyone is getting him coins because he promised to send them back to life if they did well at it. Landon's confused, because he can't send them back to life. He reaches over and grips Landon's shirt, telling him to keep his voice down. The locals don't need to know that bit of gossip. Landon quips that he doesn't even want to go to Peace and questions why he wants the coins. The Necromancer doesn't have a good reason. Everyone else wants coins, he just wants to have the most. He's prepared for Landon's judgment, but he doesn't see him coming up with a better plan to spend eternity. Landon is frustrated because his soul was traded to someone who literally can't tell him what he's supposed to be doing. Speaking of, the Necromancer points out that the Ferryman has come to fetch him and muses that he's sure he'll explain everything, one finger wag at a time. Annoyed, Landon turns and asks if he needs something. The Ferryman takes his beer and growls out a 'yes', much to everyone's shock. The Ferryman wants him to come have a drink with him.
After his conversation with the Ferryman, Landon rejoins the Necromancer in the bar, recounting their experience. The gall of the Ferryman to try and pass along her curse and an eternity of servitude to him. Landon quips that he would have tried to con him the same if he could. The Necromancer doesn't deny this, but admits he would have tried for a better, more convincing cover story and not a naked attempt to appeal to his guilt complex. He wonders how he told her off, but Landon tells him that he didn't. He's the new ferryman. The Necromancer believes he's here for his first conquest and to send him off to Peace. He refuses to go. Landon concurs that the Necromancer can't exist in Peace because he doesn't belong there. However, he made a promise to someone that does and Landon places his hand on the Necromancer's. A blue light shines from his hand and the dark magic that corrupted him dissipates. He's his former self–Ted. Landon tells him that if he decides to cross over, he'll remain this way forever. Ted wonders how he knew this would work, transforming him back. Landon, being honest, doesn't know how long this will last and they rush to the boat. 
</tabber>
==Personality==
He is menacing and shows little to no care for what happens to the zombies he raises or the people that are put in danger in getting what he wants. He shows some arrogance towards his occupation as he thought that Alaric and Dorian would tremble in fear at the mere mention of his name. He is what Alaric has called a "diva" considering he wasn't providing answers about the knife or anything else. He was also shown to have a morbid sense of humor, very dramatic and had a tendency to repeat himself.
==Physical Appearance==
He wears dark colored clothing with a silver like brooch near the top of his collar or tie. He has a grotesque appearance, with yellow to rotting teeth and translucent light blue eyes. He bears what he calls the "mark of the underworld" across his face, it hooks around his cheek that spans up to his forehead and back down the opposite cheek. His pale skin seems rotted, and has dark brown hair slicked upwards.
==Powers and Abilities==
The Necromancer possesses all the standard powers and abilities of a witch. However, he uniquely possessed the ability to see, communicate with, summon and raise the dead. More specifically, he can summon spirits, even from peace, and resurrect them in their bodies or to raise corpses, thereby creating "zombies", as coined by MG, in small masses to do his bidding. The resurrected people retain the memories they had before their lives ended; however, he is able to assume control over their minds and caused them to commit feral deeds for his own personal gain. The Necromancer also stated that death cannot hold him, though this statement remains unexplored. He is world-renowned in dark sorcery, and has a particular penchant for necromancy. While he has an extraordinary ability to raise the dead he can technically only raise a spirit to life if the spirit or the host is willing, though he’s never had a soul been so stubborn as to refuse his gracious offer to return to the realm of the living.
==Weaknesses==
The Necromancer has the typical weaknesses of a witch.
==Relationships==
*The Necromancer and Malivore (Enemies/Former Master)
*The Necromancer and Chad (Master/Acolyte/Forced Minion)
*The Necromancer and Hope Mikaelson (Enemies)
*The Necromancer and Alaric Saltzman (Enemies)
*The Necromancer and Josie Saltzman (Enemies/Former Allies/'Dark' Josie briefly commanded him)
*The Necromancer and Salvatore Boarding School for the Young & Gifted (Enemies)
*The Necromancer and Oscar (Former Lovers)
==Appearances==
Season One
*Mombie Dearest
*Death Keeps Knocking On My Door
*Maybe I Should Start From The End (Mentioned)
*We're Gonna Need A Spotlight (Mentioned)
Season Two
*This Christmas Was Surprisingly Violent
*I Couldn't Have Done This Without You
*What Cupid Problem?
*Kai Parker Screwed Us
*You Can't Save Them All
*There's A Place Where The Lost Things Go (Photo)
*Life Was So Much Easier When I Only Cared About Myself
*Facing Darkness is Kinda My Thing
Season Three
*We're Not Worthy
*Goodbyes Sure Do Suck
*Salvatore: The Musical!
*Hold on Tight
*To Whom It May Concern
*Long Time, No See (Mentioned)
*You Can't Run From Who You Are (Corpse/Mentioned)
*I Was Made To Love You (Death)
*One Day You Will Understand (Mentioned)
Season Four
*You Have to Pick One This Time (Mentioned)
*See You On The Other Side (Spirit in Limbo)
*You're A Long Way From Home (Spirit in Limbo)
*You Will Remember Me (Spirit in Limbo)
*I Can't Be the One to Stop You (Spirit in Limbo)
*The Story of My Life (Spirit in Limbo)
*Not All Those Who Wander Are Lost (Spirit in Limbo)
*The Only Way Out is Through (Spirit in Limbo)
*I Wouldn't Be Standing Here If It Weren't For You (Spirit in Limbo)
*Into the Woods (Spirit in Limbo)
*By the End of This, You'll Know Who You Were Meant to Be (Spirit in Limbo)
*Just Don't Be a Stranger, Okay? (Mentioned)
==Name==
*While his real name is unknown, his title, "Necromancer", is adapted from Late Latin "necromantia", which itself originates from the post-Classical Greek νεκρομαντεία (nekromanteía), a compound of Ancient Greek νεκρός (nekrós) "dead body" and μαντεία (manteía) "divination by means of".https://en.wikipedia.org/wiki/Necromancy
==Trivia==
*He had shown a particular disdain for Nazis and the "Grim Reaper", the latter, he even called a "carnival sideshow hack".
==Gallery==
==References==
==See also==
Category:Characters
Category:Legacies (series)
Category:Legacies Characters
Category:Legacies Season One Characters
Category:Legacies Season Two Characters
Category:Legacies Season Three Characters
Category:Legacies Season Four Characters
Category:Male Characters
Category:Guest Characters
Category:Recurring Characters
Category:LGBT+ Characters
Category:Supernatural
Category:Witches
Category:Antagonists
Category:Deceased
Category:Spirits