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Ix · Adversaries

Unique Named Threats

Every other chapter in this catalog is a category. This one holds what was left over, plus the people who are too specific to be a category at all.

Two entries are not creatures. An Arcane Prism Mote is a fragment of loose spell energy with no clean home among dragons, elementals, or planar entities. A False Ancient Sign is a staged hoax dressed up to look like a creature, useful for the specific moment a GM wants a scare that turns out to be a lie.

The other fifteen are named individuals drawn from Dort's own records. Each has a documented history the party can research, relationships the party can work, and reasons to do something other than fight. Several will never be fought at all. Johanna is a negotiation. Lord Nocturnus is a trade. Clarissa Carna is a lever. Stat blocks appear so a GM who needs numbers mid-session does not have to invent them, not because the numbers are the point of the entry.

At the table: do not force these into a category they do not fit. Use them exactly as written, as exceptions, and let the encounter's novelty come from the fact that nothing else in the book behaves quite like them.

Arcane Prism Mote

A floating prism shard scattering spell-light into tiny colored glyphs.

Role: Minion Arcane Hazard Where It Appears: Arcane rifts, Prism Dragon dead zones, magical laboratories.

Prism motes eat loose spell energy and refract it unpredictably.


Arcane Prism Mote (Minion)
0 4 1 3 3 0
1 4 1 2
  • Group Size: 2-10.
  • Skills: Reflexes 4, Perception 3, Secret Lore 2.
  • Attacks: Light Shard (Heavy Ranged; Damage 4; Crit 5; Range Short).
  • Abilities: Spell Nibble — The first spell cast at Short range each round adds 1 Bane unless the caster succeeds at Average Secret Lore or Readiness.
  • Soul: None, a prism mote is loose spell energy rather than a person; at death nothing passes.
  • Tactics: Swarm casters, scatter when struck by mundane objects.
  • Harvesting and Trade: Prism dust sells for 250-700 gold Flargons to enchanters.

Calva Dresh

Role: Elite Pressured Ally Where It Appears: Counting houses, cooperages, contract clinics, any city where the First Chronicle runs. Source: Ix GM Guide, Chapter Twelve, First Chronicle NPC records.

Who She Is

Calva Dresh is a mid-ranking merchant who signed a contract three years ago under pressure and has been paying it ever since. The terms are now changing and the original agreement is ash. She wants one thing: to find out what she actually agreed to.

She is not an adversary. She is the reason an adversary is in the scene.

How She Operates

She talks faster when she is frightened and runs her hands flat across whatever surface is near her. She established a signal with the party at their first meeting, a smeared thumb print on a message, that means she is being watched as she writes. She uses it.

Her fear is specific and worth stating plainly at the table: not that she will lose the case, but that she genuinely cannot pay whatever the real terms turn out to be.

Signs and Knowledge

Lore (Average) identifies the clause invoked in her creditor's letters as a standard infernal performance trigger construction.


Calva Dresh (Elite)
2 2 3 3 2 3
1 12 0 0
  • Skills: Negotiation 3, Craft 3, Streetwise 2, Lore 2, Perception 2.
  • Attacks: Cooper's Mallet (Light Melee; Damage 3; Crit 5).
  • Abilities: Signed Under Pressure — She cannot state her own contract's terms from memory. Any check that relies on her testimony alone adds 1 Bane until the party recovers a copy or a witness to the signing.
  • Abilities: Watched Signal — Once per chronicle, she warns the party that a meeting is under observation before they walk into it.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

She does not fight. If violence starts she moves toward her own workshop door and stays there, because the cooperage is the only asset she has left. A party that leaves her unattended loses the contract thread; a party that shelters her acquires a dependent with a schedule.

Encounter Use

Use Calva as the clock the party can actually see. Her creditor's demands escalate on a calendar, which gives a session a deadline that does not require a monster. Pair her with Merrit Vale and the Infernal Clerk from Chapter Twenty-One.

Variants

  • Already Defaulted: The labor demand has been served. She is working the warehouse and cannot meet the party openly.
  • Fighting Back: She has hired a rival advocate, which doubles her exposure and gives the party a second untrustworthy source.

Clarissa Carna

Role: Elite Social Asset Where It Appears: Carna's court, small estates outside the family holdings, any gathering House Carna attends. Source: dortworld, House Carna.

Who She Is

Clarissa Carna is a distant cousin of House Carna and the only member of it who does not share the family's bigotry. The house has not exiled her for this. It has excluded her from every piece of business and political work that matters, and kept her at arm's length precisely because she is capable enough to matter.

She lives on a small estate outside the family's holdings. She is a bard. She performs at court, uses the influence that buys her to push back against what her family represents, and remains hopeful about this against all reasonable evidence.

How She Operates

Her only weapon is the room. She can get a party invited, get a name spoken in front of witnesses who will remember it, and get a Carna to answer publicly for something. The cost is real: every favor she spends on outsiders confirms the family's assessment of her, and that assessment is what keeps her on the estate.

Signs and Knowledge

Streetwise or Lore (Average) establishes that she is Carna by blood and excluded by practice. Charm (Average) confirms she will help without payment.


Clarissa Carna (Elite)
1 3 3 3 3 5
1 14 0 0
  • Skills: Charm 5, Negotiation 4, Lore 3, Perception 3, Deception 2, Light Melee 1.
  • Attacks: Rapier (Light Melee; Damage 4; Crit 4); Sung Indictment (Charm; Damage 6 Strain; Range Medium).
  • Abilities: Carna Name, Carna Exclusion — She can secure a hearing anywhere the family's name carries, and she adds 2 Banes to any check that requires House Carna to actually do something.
  • Abilities: Performed on the Record — Once per scene she names a fact before a court audience. The subject adds 1 Bane to Deception about it for the session.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

She does not fight, and in a violent scene she is the person everyone forgets is present. Used deliberately, that is the encounter.

Encounter Use

Clarissa is the party's route into Carna without a siege. She is also the house's most plausible casualty. If the party burns her, the door closes for the rest of the campaign.

Variants

  • Court Season: She is in the Gold District rather than the estate, which raises both her reach and her risk.
  • Cut Off: The family has ended her stipend. She still helps. She just cannot pay for anything.

Edric Nowell

Role: Elite Frightened Witness Where It Appears: Archive branches, records offices, the Clothiers' District. Source: Ix GM Guide, Chapter Twelve, First Chronicle NPC records.

Who He Is

Edric Nowell is the surviving keeper of a burned archive. He wants two things and they are in conflict: finish reconstructing the destroyed records, and get out of the city before whoever ordered the fire decides he is also a problem.

He is frightened, competent, and holds partial records nobody else has.

How He Operates

He answers every question with a question first and confirms nothing until he has established who is asking. This reads as evasion. It is vetting, and he is right to do it, because he is currently being used as a pawn by at least two parties he cannot check.

He will make a bad decision under pressure. In the standard First Chronicle he destroys a copy register entry out of fear after the party leaves, which surfaces later when they need him to testify formally.

Signs and Knowledge

Perception (Average) reads the controlled expression of someone being careful rather than someone lying. Lore (Hard) confirms the reconstruction work is genuine and unfinished.


Edric Nowell (Elite)
1 2 4 3 2 2
0 10 0 0
  • Skills: Lore 4, Perception 3, Craft 2, Streetwise 2, Discipline 1.
  • Attacks: Letter Knife (Light Melee; Damage 3; Crit 5).
  • Abilities: Vets Before He Answers — The first Negotiation, Charm, or Deception check made on Edric in a scene adds 1 Bane. Establishing who the party works for removes it for the rest of the chronicle.
  • Abilities: Fear Makes the Gap — When a scene ends with Edric exposed and unprotected, the GM may remove one record he was holding. He does not report the loss.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

He talks, stalls, and leaves. If threatened he cooperates immediately and completely, then destroys something afterward to make himself smaller. He never fights.

Encounter Use

Edric is the catalog's model for an ally who damages the case by surviving it. Protect him and the record holds. Leave him alone in a hostile district and the party loses evidence they never knew they had. Pair with an Order registrar for the second-archive scene.

Variants

  • Already Fled: He is three days gone and the partial records went with him.
  • Turned Witness: He has agreed to testify, which converts him from a source into a target.

False Ancient Sign

A glowing symbol painted on stone by mortal hands, surrounded by panicked scholars.

Role: Elite Social / Hazard Hoax Where It Appears: Cult scams, academic frauds, panic sites.

What It Is

A false Ancient sign is not a creature, but it can still be an adversary: a hoax, trap, or misidentified phenomenon that drives people into dangerous choices. Mortal hands paint, carve, project, or stage something that looks forbidden enough to shut down judgment.

The threat is panic and authority. People do reckless things when they believe an Ancient sign has appeared.

Ecology and Behavior

False Ancient signs appear in cult scams, academic frauds, panic sites, estate manipulations, and coverups around mundane crimes. Some are deliberate fraud. Others are honest misreadings amplified by fear.

The sign's creator usually wants movement: evacuation, funding, silence, access, scapegoating, or time to remove evidence.

Signs and Knowledge

Secret Lore or Natural Philosophy (Hard) debunks the sign. Perception or Craft (Average) identifies staging tools, pigment, projection angles, or concealed mechanisms.

Other signs include scholars discouraged from touching it, witnesses repeating rehearsed language, panic spreading faster than observation, and expensive equipment arriving suspiciously quickly.


False Ancient Sign (Elite)
0 0 3 4 4 0
2 12 0 0
  • Skills: Deception 4 as prepared hoax, Secret Lore 3, Perception 3.
  • Attacks: Panic Interpretation (Deception; Damage 6 Strain; Range Medium).
  • Abilities: Looks Forbidden - Until debunked with Secret Lore or Natural Philosophy (Hard), observers add 1 Bane to calm decision-making checks.
  • Soul: None, the sign is a staged hoax rather than a person; at death nothing passes.

Tactics

A false Ancient sign creates panic, misdirects investigation, and conceals a mundane culprit. It attacks through interpretation: every delay, shout, or official seal makes the hoax stronger until someone tests it.

Run it as a social hazard. The party fights panic, authority, and bad conclusions more than stone.

Evidence and Trade

Find Value Use Recovery
Pigments and staging tools 200-1,500 gold Flargons Identifies fraud method and supplier Craft or Natural Philosophy (Average)
Rehearsed witness notes Varies Exposes conspirators Streetwise or Deception (Average)
Panic orders 500-2,500 gold Flargons Shows who benefited Lore or Negotiation (Average)

Variants

  • Academic Fraud: Built to secure funding or ruin a rival.
  • Cult Diversion: Makes authorities flee the real ritual site.
  • Estate Hoax: Clears land, tenants, or heirs through terror.

Glim Carpsonic

Role: Nemesis Cult Founder Where It Appears: Cave workings in the Carpsonic range, smelting cells and dead-drop networks across northern Irna, with reach into Funta's trading ports and Shoing's silver routes. Source: Ix GM Guide, Chapter Six, The 9 Eyes GM Profile.

Who He Is

Glim "The Sightless" Carpsonic founded the present 9 Eyes and is the only figure in it with the complete picture. He is a gnome of the Carpsonic Mountains, and he is blind. At nineteen, sheltering from weather in a storage hollow at the back of a cave, he found an old text on the shelf there and read it because he read everything. No one knows who wrote it or how long it had been waiting. Making contact through it cost him his sight and returned, in exchange, the ability to perceive in directions that have nothing to do with light. He has been building the cult's current form for fourteen years. He has concluded that what his patron is assembling matters and that his role in it is significant. He is wrong in several specific ways he cannot see, and he is not unintelligent.

Associates: Nix Carpsonic, his cousin, who runs information; Mara Deepshadow, who removes obstacles; Thorn Ironhand, who runs the smelting cells and has never been told about the marking work. None are statted here.

How He Operates

The metal theft is cover. The real work is finding people who carry a faint quality the cult's senior operatives call the trace, and marking them with a nine-pointed spiral, set where clothing covers it, before they can organize or be warned. Glim perceives the trace directly; his operatives need instruments and still miss cases he would not. He meets no one below his cell leaders and works through dead drops.

Signs and Knowledge

Streetwise (Hard) traces metal provenance anomalies to one deliberate pattern rather than local crime. Perception (Hard) recognizes the nine-pointed spiral as the same mark on a second person in a different region. Lore with inter-regional archive access (Severe) maps the cells instead of hitting one, the only approach he fears.


Glim Carpsonic (Nemesis)
2 2 5 5 5 4
2 22 26 0 0
  • Skills: Secret Lore 5, Lore 4, Negotiation 4, Streetwise 4, Perception 4, Deception 3, Craft 3.
  • Attacks: Concealed Assay Knife (Light Melee; Damage 3; Crit 5); The Reasonable Case (Negotiation; Damage 8 Strain; Range Short).
  • Abilities: Reading the Trace — He is blind and needs no instruments: he identifies who in a crowd carries the trace on an Average Secret Lore check. An operative working from his instruments checks at Severe.
  • Abilities: Cell Discipline — A captured operative can name one contact above and two below, and nothing else. Interrogation cannot produce Glim's location.
  • Abilities: The Master's Backing — Once per session a resource he should not have arrives on time: a bribe already paid, a witness already relocated, a door already open.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

He does not fight and does not flee dramatically. He does not raise his voice and he does not threaten. He talks, and he leaves through an exit he knew about before the party did, because he knows where everything in a room is at all times. Parties who confront him tend to report afterward that they agreed to something and cannot identify the moment they agreed to it. Violence accomplishes little: the cells continue and the marked are already marked.

Encounter Use

Glim is the end of an investigation, not the end of the cult. Reaching him should feel like an achievement and resolve almost nothing. His patron, known in the upper ranks only as the Master, is not named in Ix and is not statted.

Variants

  • At the Marking: Caught mid-assessment with a marked subject present, the only scene that yields physical proof.
  • Pre-Warned: The workings are clean and the dead drops are already moved.

Harold Frankon II

Role: Nemesis Sovereign Where It Appears: Frankton Island: the capital, the salt mines, and the town circuit he rides in spring and summer. Source: dortworld, The Frankon Dynasty; Ix GM Guide, Chapter Sixteen.

Who He Is

Harold Frankon II rules roughly twenty-eight thousand people under complete state control, and he has spent his reign making that control feel like care. The dynasty was founded when Harold I killed his bride at his own wedding and had the three surviving noble houses finish the massacre. Harold II inherited the system intact and changed only its surface. He is rarely given to outbursts and calculates what each move buys.

How He Operates

His reforms are real and small: education extended from four years to six, meat meals raised from two a month to three, fifteen lashings doubling on a second offense in place of direct consignment to the salt mines, and weekly inter-town competitions with extra rations for the winners. He rides a grey horse through the towns with a wagon of food and bards behind him, and the visits are genuine celebrations. The elves and dwarves remember what came before; they may join the protectorate, stationed at the periphery by design.

Signs and Knowledge

Lore (Average) recovers the Blood Wedding and the succession rule: the youngest adult heir takes the throne and older siblings form the governing council. Streetwise (Hard) establishes who is in the salt mines.


Harold Frankon II (Nemesis)
3 2 4 5 4 5
4 26 26 0 1
  • Skills: Leadership 5, Negotiation 4, Deception 4, Discipline 4, Perception 4, Lore 3, Heavy Melee 3, Riding 3.
  • Attacks: Royal Arming Sword (Heavy Melee; Damage 7; Crit 3); The King's Generosity (Leadership; Damage 7 Strain; Range Medium).
  • Abilities: A Man of the People — In any town on his circuit, checks to turn the population against him add 2 Banes. The crowd is not deceived; it is better off than it was.
  • Abilities: Calculated Mercy — Once per scene he publicly substitutes a lesser penalty for the one the law requires. The reprieved party owes him, publicly.
  • Abilities: The Periphery Posting — Non-human characters reaching for the capital's decision-makers add 1 Bane to Negotiation and Leadership checks.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

He does not duel. He listens, concedes something inexpensive, and reframes the party's demand as a gift he chose to give. If they force a public confrontation he lets them, because the subjects are the real audience.

Encounter Use

Harold is the entry for a tyranny that people like. Do not soften him and do not let the party shortcut him with a fight. The salt mines and the food wagon are both true.

Variants

  • Succession Crisis: An older sibling on the council decides the tradition is negotiable.
  • Off the Circuit: In the capital, without crowds, his patience is shorter.

Henry Carna

Role: Nemesis Champion Where It Appears: Tournament grounds, Carna's Gold District, small-unit actions on House Carna's behalf. Source: dortworld, House Carna; Zoranti Weapons.

Who He Is

Henry Carna is House Carna's celebrated tournament competitor: exceptional at jousting, formidable in small group combat, and young enough that his easy confidence has rarely been tested by losing. He carries a Zoranti weapon, which signals both his status and his seriousness.

He shares the family's belief in human superiority and expresses it differently. His goal is proof through demonstrated excellence, not humiliation, and he expects honor in return. Off the field he treats people with respect regardless of race or station. The contradiction has not resolved. He is still young enough that it might.

How He Operates

He accepts challenges, states terms, and holds to them. A party that understands this can end a fight with him without anyone dying, which is rarer in Carna than it sounds.

Signs and Knowledge

Lore (Average) recovers his tournament record. Secret Lore (Hard) identifies the blade as Zoranti work: sentient, bound to an Ancient script character, and able to destroy a soul outright.


Henry Carna (Nemesis)
5 4 2 3 3 4
5 26 20 0 1
  • Skills: Heavy Melee 5, Riding 5, Fortitude 4, Reflexes 3, Discipline 3, Leadership 3, Charm 3.
  • Attacks: Zoranti Blade (Heavy Melee; Damage 10; Crit 2; Pierce 2); Tournament Lance, mounted charge only (Heavy Melee; Damage 12; Crit 3; Knockdown).
  • Abilities: Terms Stated First — He names a fight's conditions before it starts and keeps them. He will not strike a yielded or disarmed opponent, and a party that yields ends the encounter.
  • Abilities: Zoranti Verdict — The blade is sentient and wants undead destroyed. Against undead, add 1 Boon and the damage destroys the soul outright, with no recovery short of direct divine intervention. While undead are in sight, Henry adds 1 Bane to checks to disengage from them.
  • Abilities: Unhorsed Once — The first time he is knocked down or disarmed, he adds 1 Boon to his next Heavy Melee check and fights on foot.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

He opens mounted if the ground allows, closes to the blade, and fights the most dangerous visible opponent. He calls for the household guard only if the party attacks his family rather than him.

Encounter Use

Henry is the Carna encounter that can end in a handshake. Do not resolve his contradiction for the players; let them try.

Variants

  • Melee Round: Fighting alongside three tournament companions, run as an Elite escort.
  • House Business: Deployed under Sir Reginald's command, where his brother's orders override his terms.

Johanna

Role: Nemesis Apex Sovereign Where It Appears: The Great Ennedi Desert of Funta. Formerly the Oceanic Reaches. Source: dortworld, Johanna; Ix GM Guide, Chapter Sixteen.

What She Is

Johanna is an Eldar dragon of prism lineage and the matriarch of every current draconic line. Scholars call her the Primeval, which refers less to age than to authority: she is the closest thing dragonkind has to a sovereign, and she holds the position through the weight of having been right for a very long time rather than through conquest. The dragons who did not defer are no longer available to explain their reasoning. Her territory is not a mountain or a hoard. It is the continued existence of draconic civilization on Dort.

Ecology and Behavior

She has claimed the Great Ennedi Desert and held it against all comers. Expeditions that attempted the crossing without her permission have not returned. All of them. Funta's eastern and western communities developed in semi-isolation as a result.

She communicates with dragons across a vast range and knows more about the state of the world than most rulers of nations. She acts rarely and with a precision that suggests she has already run the calculation. Her fire is a reminder of scale, and most of the time she does not use it.

Signs and Knowledge

Lore (Average) recovers the Manalani legend: she ranged the Oceanic Reaches, unified the archipelago, and relocated to the Ennedi. Kaimana, the current Council Head, claims descent from her.


Johanna (Nemesis)
5 4 5 4 5 4
9 45 34 2 2
  • Skills: Heavy Melee 5, Perception 5, Lore 5, Negotiation 5, Discipline 5, Planar Lore 4, Secret Lore 4, Reflexes 4.
  • Attacks: Bite (Heavy Melee; Damage 13; Crit 2; Pierce 4); Claws (Heavy Melee; Damage 11; Crit 3); Fire Breath (Heavy Ranged; Damage 14; Crit 3; Range Long; Burn 4).
  • Abilities: Dread — Fear 4.
  • Abilities: The Primeval's Word — Any dragon or dragonkin she addresses must succeed at a Severe Discipline check to act against her instruction.
  • Abilities: The Ennedi Is Hers — Crossing the interior without her permission adds 3 Banes to Survival and navigation checks, and the GM may end the attempt outright.
  • Abilities: Fire Withheld — She uses Fire Breath once, to establish scale, and again only if the alternative is losing.
  • Soul: No claimable coin exists; at death canon does not specify (default).

Tactics

She assesses, states her position, and gives the party the opportunity to leave. If she fights, structure it as a losing fight the party survives by disengaging.

Encounter Use

She is a negotiation, an information source, and a limit on what a campaign can do to dragons. Statting her is a courtesy, not an invitation.

Variants

  • The Ennedi Audience: Permission granted, on conditions that bind the party for the campaign.
  • Roused: Something has threatened draconic continuation. The party is useful or in the way.

Lord Nocturnus

Role: Nemesis Planar Ruler Where It Appears: The City of Shadows, in The Dim. Source: Ix GM Guide, Chapter Five, The City of Shadows.

Who He Is

Lord Nocturnus rules the City of Shadows. He was a Prime-side shadow magic practitioner who entered The Dim voluntarily, decades or centuries before the settlement's current age. What he found extended his understanding of shadow past any point his contemporaries could follow, and he did not return. His appearance shifts within a consistent range: always dark, always suggesting depth without providing it.

How He Operates

His authority rests on two things. He understands The Dim more thoroughly than anyone else, and he controls the Well of Void, the ancient magic-nullifying pit at the city's center whose radius is publicly mapped. The city holds its negotiations and markets inside that radius because magical escalation is impossible there, and he uses this deliberately. He trades in secrets more than goods. Deals made in his presence hold, and the consequences of betrayal are consistent, documented, and not dramatic. He does not threaten. He notes.

Signs and Knowledge

Planar Lore (Average) establishes the Well's mapped radius and that suppression applies to everyone inside it, him included. Streetwise (Hard) recovers the documented betrayal precedents, the only warning anyone gets.


Lord Nocturnus (Nemesis)
2 4 5 5 5 4
4 26 30 1 2
  • Skills: Secret Lore 5, Planar Lore 5, Negotiation 5, Perception 5, Discipline 4, Subterfuge 4, Deception 3.
  • Attacks: Shadow Unmaking (Secret Lore; Damage 10; Crit 3; Range Medium; Pierce 2); He Notes (Negotiation; Damage 7 Strain; Range Short).
  • Abilities: Dread — Fear 2.
  • Abilities: Never Quite Seen — Attacks against him that rely on sight add 1 Bane.
  • Abilities: Deeper Than Your Reach — In The Dim, add 2 Boons to his shadow workings. Arcane practitioners opposing him already labor under the plane's suppression.
  • Abilities: The Well's Zone — Inside the mapped radius all magical effects are suppressed regardless of source or strength, his own included. He negotiates there on purpose.
  • Abilities: Information for Information — He answers a question honestly in exchange for one, and keeps something the party did not choose to disclose.
  • Soul: Claimable, he entered The Dim as a living Prime-side practitioner rather than as a native office of the plane; at death canon does not specify whether a soul held that deep in The Dim still reaches the Silver Road (default).

Tactics

He does not initiate violence in his own city. If a scene turns he withdraws toward the Well, where the party's advantages stop working and his knowledge of the ground does not.

Encounter Use

Nocturnus is the most useful anchor for a campaign touching The Dim, and the price is paid in secrets. Run the Well as a GM tool: a scene that would be decided by a magical power gap becomes a conversation.

Variants

  • Outside the City: Away from the Well and his precedents, he is less predictable.
  • Owed: The party is in his ledger. He does not collect dramatically. He collects.

Merrit Vale

Role: Elite Infernal Contact Where It Appears: Counting houses near the Silk Gate, commercial correspondence, any First Chronicle contract thread. Source: Ix GM Guide, Chapter Twelve and Chapter Thirteen.

Who He Is

Merrit Vale is the infernal contractor's contact and signs as Factor, on behalf of an unnamed principal. He is a named variant of the Infernal Clerk in Chapter Twenty-One. Use that entry's tactics, evidence table, and Fine Print ability, with the changes below.

He wants the destroyed contract's terms recovered through alternate means before the merchant's debt can be contested. He fears the operation's principals learning that the records destruction created more exposure than it covered.

How He Operates

He is entirely still when not actively moving. No nervous gestures. The kind of calm that comes from practice. He works through letters and intermediaries, and the counting house front desk is staffed by an Infernal Clerk in mundane disguise, so anyone who comes looking meets a clerk rather than a factor. He does not act on the party's first visit. He logs it.

Signs and Knowledge

Streetwise (Hard) recognizes his name as one that circulates in particular commercial circles as someone who represents clients nobody can name. Lore (Average) identifies his invoked clauses as standard infernal performance triggers.


Merrit Vale (Elite)
1 2 4 5 4 2
1 16 0 0
  • Skills: Lore 4, Negotiation 4, Secret Lore 3, Streetwise 3, Deception 3, Perception 3, Light Melee 1.
  • Attacks: Letter Opener (Light Melee; Damage 3; Crit 5); Terms as Written (Negotiation; Damage 6 Strain; Range Short).
  • Abilities: Fine Print — As the Infernal Clerk.
  • Abilities: Logged, Not Reported — He records the party's interest without escalating. Two sessions later, whoever is above him in the operation is asked for guidance, and the party's names travel upward.
  • Abilities: No Principal Named — Checks to identify who he works for cannot succeed through him. The name exists only in correspondence he does not carry.
  • Soul: Claimable and already under a live infernal claim; at death the passage runs normally to judgment, where the holder of record collects.

Tactics

As the Infernal Clerk: offer terms, isolate the desperate, leave before steel appears. Vale adds patience, and would rather lose a room than reveal that the terms are not in his possession.

Encounter Use

Vale is the face the party can reach on an operation whose principals they cannot. Killing him is easy and ends nothing; the contract is cosmologically binding regardless of the paperwork. Use him to convert the First Chronicle from a mystery into a liability.

Variants

  • Escalated: Guidance has come back down. Pair him with a Pact Collector from Chapter Twenty-One.
  • Exposed: The party has proof the records destruction was ordered. Vale is now the operation's problem, and he knows it.

Percival Carna

Role: Elite Scholar Where It Appears: Private collections, scholarly correspondence, the margins of House Carna's court. Source: dortworld, House Carna.

Who He Is

Percival Carna is a distant relative of House Carna, an academic by disposition, and the family's least typical member. He has spent his life collecting and studying ancient artifacts and is respected in scholarly circles for the quality of his collection. His family considers this eccentric but harmless.

Then he found the Eye of Ix, said to be a fragment of the original shards, and the vision it gave him made his family's certainty about human superiority look like what it is. He saw the ancients. Whatever he now believes, he keeps to himself. He still carries the family crest. He hides it, but he carries it.

How He Operates

He is calm, precise, and prefers books to people. He strokes his beard when thinking, which is most of the time, and his attention is always on something the people around him have not noticed. He will trade knowledge for access to objects. He will not denounce his family, and a party that pushes gets silence.

Signs and Knowledge

Lore (Average) establishes his standing among collectors and that his provenance work is genuinely good. Secret Lore (Severe) is required before he will discuss what the Eye showed him, and he will not discuss it twice.


Percival Carna (Elite)
1 2 5 4 4 2
1 14 0 0
  • Skills: Lore 5, Secret Lore 4, Perception 4, Craft 3, Discipline 3, Negotiation 2.
  • Attacks: Walking Stick (Light Melee; Damage 3; Crit 5); Corrected Provenance (Lore; Damage 5 Strain; Range Short).
  • Abilities: The Eye of Ix — Once per chronicle he answers one question about the ancients that no other living source in the catalog can answer. He answers it once and does not repeat it.
  • Abilities: Authenticates — Add 2 Boons to any check to establish an artifact's origin, maker, or history while he is examining it in person.
  • Abilities: Hidden Crest — He will not act against House Carna and cannot be persuaded to. Checks attempting it fail without a roll.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

He does not fight. If a scene becomes dangerous he protects the collection and then himself, in that order, and is genuinely surprised when that is the wrong priority.

Encounter Use

Percival is the catalog's answer to a party that needs a real scholar rather than a rumor, and the Carna who could become an ally and never quite does. Pair him with Clarissa Carna when the party needs the knowledge and the room.

Variants

  • Collection Seized: The family has taken the artifacts as leverage. He will now talk about a great deal more.
  • Second Vision: He has found another fragment and has not told anyone. He is not sleeping.

Reginald Carna

Role: Nemesis Household Commander Where It Appears: Carna's Gold District, the gold mine approaches, the Carnelian Bridge, anywhere House Carna projects force. Source: dortworld, House Carna.

Who He Is

Sir Reginald Carna is the eldest son and heir of House Carna, a knight who leads the family's private army, and a man who has spent his life being told he will one day run everything. He is being groomed for the business side of operations. His skill in combat is genuine. His brash personality is also genuine. Whether the business acumen will follow is an open question.

How He Operates

He commands rather than duels, and his instrument is the household army. Non-human residents of Carna occupy peripheral positions by design, and Reginald is the enforcement end of it: a checkpoint, a stripped set of papers, a family with no standing to complain. He can be provoked, and being questioned in front of his own soldiers is the reliable lever.

Signs and Knowledge

Perception (Average) reads the household column's discipline and identifies which of the soldiers actually run it. Lore (Hard) establishes that the mine revenue funding the column also funds a significant portion of the Empire, which is why nobody higher up intervenes.


Reginald Carna (Nemesis)
5 3 2 3 4 3
5 28 18 0 1
  • Skills: Heavy Melee 5, Leadership 4, Intimidation 4, Fortitude 4, Discipline 3, Reflexes 3, Riding 3.
  • Attacks: Knight's Greatsword (Heavy Melee; Damage 10; Crit 3; Pierce 1); Household Order (Leadership; Damage 6 Strain; Range Medium).
  • Abilities: The Family's Private Army — He never appears alone. Deploy a Minion group of Carna household soldiers with him and treat their positioning as part of his statline.
  • Abilities: Heir's Authority — Within Carna, his word overrides civic officials. Checks to appeal past him to local authority add 2 Banes.
  • Abilities: Brash — If publicly questioned in front of his own soldiers, he accepts a personal challenge. He adds 1 Boon to Heavy Melee for the exchange and the household column stops advancing while it lasts.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

First beat, he blocks the route and states the family's terms. Second beat, the soldiers close while he holds the center. Third beat, he fights personally, because someone has insulted him and he has decided settling it himself is efficient. It is not.

Encounter Use

Reginald is how House Carna arrives. Brash is the party's tool for splitting him from his column, and it works once per audience.

Variants

  • Mine Road: Escorting bullion. He will not pursue, and both sides know it.
  • Under Marcella's Eye: An elder relative is present. He does not take the bait, and the column does not stop.

Tyranor

Role: Nemesis Bound Undead Where It Appears: The lowest chambers of the underground temple on Velthmir Isle. Source: dortworld, Velthmir Isle; Ix GM Guide, Chapter Sixteen.

What It Is

Tyranor is a lich, formerly a human sorcerer, and was master of the temple now ruined beneath Velthmir Isle's southern hills. He is ancient, malevolent, and bound: the mechanism by which the island's curse operates. He cannot leave. Whether that is design or limitation, nobody on the surface knows.

Ecology and Behavior

He commands skeletons, wights, and shadows throughout the cavern system, at increasing density the deeper one descends, and maintains the fog barrier through whatever bond ties him to the island. Velthmir vanishes every seven days and reappears at one of five fixed locations across Dort's seas, never the same one twice in sequence.

He does not speak to the surface residents, and the last individual who tried to negotiate did not return. Undead activity in the lower caverns has risen over the last generation, and Altha Mora of Shadewood Hollow believes he knows his phylactery is being discussed above.

Signs and Knowledge

Secret Lore (Hard) confirms that destroying the body accomplishes nothing while the phylactery survives. Halan Faer of Ravencross knows roughly where it is and has told no one.


Tyranor (Nemesis)
3 2 5 4 5 3
6 40 30 2 1
  • Skills: Secret Lore 5, Discipline 5, Planar Lore 4, Lore 4, Perception 4, Intimidation 4, Fortitude 3.
  • Attacks: Withering Touch (Light Melee; Damage 9; Crit 2; Pierce 3); Grave Command (Secret Lore; Damage 11; Crit 3; Range Medium).
  • Abilities: Dread — Fear 3.
  • Abilities: Phylactery — Reducing him to 0 Wounds destroys the body only. He reforms in the deepest chambers. Only destroying the phylactery ends him.
  • Abilities: Centuries of Preparation — Searches for the phylactery add 3 Banes without a specific lead from Halan Faer, Altha Mora, or the temple murals.
  • Abilities: Master of the Cavern Dead — Skeleton, wight, and shadow groups in the cave system act on his initiative and are not commanded individually.
  • Abilities: Bound to Velthmir — The fog barrier and the seven-day phase cycle fail while he is discorporate. That is the party's only window.
  • Soul: Claimable, but anchored in the phylactery rather than the body; the crossing resumes only once the phylactery is destroyed, and the soul is then directed to the Denied Chamber of the Vault of the Unclaimed as one that sought his own undeath.

Tactics

He lets the caverns fight first and does not appear until the party has spent resources on his dead. He targets whoever carries light and never pursues toward the surface.

Encounter Use

Tyranor is a dungeon with a personality, not a boss fight. The real encounter is the phylactery hunt under a seven-day clock, with four villages who each want something different for the lead.

Variants

  • Discorporate: The body is destroyed and the fog is thinning. One cycle before he reforms.
  • The Portal Slipping: Altha Mora's rites have gone weekly and are failing. Tyranor is the lesser problem.

Verrell the Transmuter

Role: Nemesis Arcane Patron Where It Appears: The Sentient Spire of Frosthaven. Source: dortworld, The Sentient Spire of Frosthaven; Ix GM Guide, Chapters Two and Seven.

Who He Is

Verrell is the current occupant of the Sentient Spire: a lean human wizard whose blue eyes focus slightly past whoever he is speaking with. His speciality is transmutation, and his fascination with what things fundamentally are, and what they could become, is what keeps the tower tolerant of him.

He is a hedonist in the directed sense of a man who decided what he enjoys and arranged his life around having it. He is also, by the assessment of people who have dealt with him at length, a moral slimeball, which he would not dispute. His care is genuine and complicated: he cursed Seraphina Blackrose into a medusa transformation, the curse was lifted, and she came back.

He is watching for the observable signs of Bloodstone discovery.

Signs and Knowledge

Secret Lore (Hard) recognizes transmutation work of a quality Frosthaven's court mages cannot match. Lore (Average) establishes that the Spire has declined every offer the nobility has made it.


Verrell the Transmuter (Nemesis)
2 3 5 4 4 4
2 22 28 1 1
  • Skills: Secret Lore 5, Natural Philosophy 5, Lore 4, Negotiation 4, Deception 4, Perception 4, Craft 3.
  • Attacks: Transmutation Strike (Secret Lore; Damage 10; Crit 3; Range Medium); A Reasonable Offer (Negotiation; Damage 6 Strain; Range Short).
  • Abilities: What It Could Become — Once per scene, change the material state of one object at Short range. Weapons soften, doors open, floors do not hold.
  • Abilities: The Curse He Will Cast — Against a personal betrayal he casts a transformation curse rather than killing. It is survivable and only he can lift it.
  • Abilities: Watching for the Pull — He identifies a Bloodstone carrier by behavior alone on an Average Perception check. He will not say that he has.
  • Abilities: Door — Unauthorized entry fails. A visitor who leaves a flower, a coin, or an interesting button at the threshold gets an honest read on the timing.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

He prefers a deal and is good at them. Cornered, he changes the room rather than the people in it. He does not chase.

Encounter Use

Verrell is the patron a party should not trust and will use anyway, and the trap on the Bloodstone arc: the first person clever enough to help is the first watching for the signs the party is showing.

Variants

  • Sera Present: Seraphina Blackrose is in the third-level guest room. Her read on the party is better than his.
  • Mid-Working: A project is at a stage that ranges from meticulous to alarming. He will not stop it.

Vessa Yarren

Role: Elite Investigating Ally Where It Appears: Death-houses, closed inquiries, burned archives. Source: Ix GM Guide, Chapter Twelve, First Chronicle NPC records.

Who She Is

Vessa Yarren is a death-keeper of Nyxollox working an unwitnessed death that was ruled accidental and closed. She believes the archivist was killed deliberately and she wants the case reopened before the soul is beyond recovery.

She has been warned off once already. Her fear is that the inquiry will be bureaucratically suppressed before she can act on it, which is why she approaches a party informally and off the record.

How She Operates

She rests her hand on her badge before she says anything she knows will be inconvenient for the person she is saying it to. She is honest about what she cannot do: she needs people who can go places she cannot, and she says so.

She works soul recovery as a timed problem, not a moral one. When she sends for the party at short notice, the window is real.

Signs and Knowledge

Lore (Average) confirms her badge and her standing, and confirms that the case is formally closed. Streetwise (Hard) recovers who warned her off, which is the thread that leads somewhere.


Vessa Yarren (Elite)
2 3 3 3 4 3
2 16 0 0
  • Skills: Lore 4, Perception 4, Discipline 3, Negotiation 3, Streetwise 2, Light Melee 2, Divine 2.
  • Attacks: Keeper's Rod (Light Melee; Damage 4; Crit 5); Stated for the Record (Lore; Damage 5 Strain; Range Short).
  • Abilities: Death-Keeper's Badge — She can compel a death-house, morgue, or burial ground to open its records once per location. The second request is refused.
  • Abilities: Warned Off Once — Any official escalation she makes personally adds 2 Banes. Escalation the party makes on her behalf does not.
  • Abilities: Where the Coin Is — Once per chronicle she locates an intercepted soul coin and names the window before it moves. She cannot retrieve it alone.
  • Soul: Claimable; at death it passes normally along the Silver Road to Sheol unless a claim exists, in which case the claim resolves at judgment.

Tactics

She does not fight and does not pretend she can. She provides the legal frame, the timing, and the authority to be somewhere; the party provides everything else.

Encounter Use

Vessa is the First Chronicle's opening door and its recurring deadline. She is also the ally most likely to be suppressed off-screen if the party ignores her for a session. Use that: the inquiry closing is a consequence, not a punishment.

Variants

  • Suspended: The badge is gone. Her information is not, and her risk has multiplied.
  • Escorting: She travels with the party for the coin retrieval, which makes her a body the party must keep alive.

Zenon the Supreme Arcanist

Role: Nemesis Historical Arcanist Where It Appears: The Sentient Spire of Frosthaven, 2911 ME to 3280 ME. Source: dortworld, The Sentient Spire of Frosthaven; Ix Universe Bible, Bloodstone canon.

Who He Was

Zenon held the Sentient Spire for three hundred and sixty-nine years, the second longest occupancy in the tower's history after Elandrin the Ascendant herself. He was a wizard of near-universal magical competence: the rare practitioner who genuinely mastered multiple schools rather than merely studying them. He was rigorous and careful about most things. The godstone was the exception. His curiosity was as large as his abilities and his caution was smaller than both.

This entry is historical. His occupancy ended in 3280 ME, roughly two thousand years before Verrell's tenure. Use him for flashback play, divinations into the Spire's record, or a campaign set in his era. He is not a present-day encounter.

What He Did

Around 3100 ME a party of adventurers carried an Izon Bloodstone to the Spire and asked Zenon to analyze it. He tried. The explosion damaged the upper tower in ways that have resisted every repair since, because the magic of the damage became integral to the structure: the third-level study still has a corner where light arrives at angles the sun does not account for. He survived, worked another hundred and eighty years, and treated it as a lesson about the distinction between magical power and magical wisdom.

Signs and Knowledge

Secret Lore (Hard) identifies the third-level corner as unrepaired Bloodstone discharge rather than ordinary arcane scarring. Lore (Average) recovers the Zephyr Zone, his weather-control working of considerable scope.


Zenon the Supreme Arcanist (Nemesis)
2 3 5 4 5 3
3 24 30 1 1
  • Skills: Secret Lore 5, Natural Philosophy 5, Lore 5, Planar Lore 4, Perception 4, Discipline 4, Craft 3.
  • Attacks: Multi-School Working (Secret Lore; Damage 10; Crit 3; Range Medium); Zephyr Lash (Heavy Ranged; Damage 8; Crit 4; Range Long; Knockdown).
  • Abilities: Zephyr Zone — He controls weather across a considerable radius. Outdoor travel, ranged attacks, and flight in that radius run on his terms.
  • Abilities: Curiosity Outruns Caution — On while analyzing an unknown object, the analysis proceeds anyway and produces a catastrophic result affecting everyone at Medium range.
  • Soul: Claimable; at his death it passed normally along the Silver Road to Sheol unless a claim existed, in which case the claim resolved at judgment.

Tactics

He studies first and acts second, which is usually correct and was once catastrophic. In a fight he picks the party's most unfamiliar asset and tries to understand it rather than destroy it.

Encounter Use

Zenon is the catalog's cautionary entry on forced arcane analysis, which a Bloodstone answers with catastrophe. Run him as the reason the Spire looks the way it does.

Variants

  • 3100 ME, The Analysis: The party is the delivering expedition. The explosion is the encounter.
  • After the Lesson: He now refuses such analysis outright. Persuading him is the scene.