Sil Cairn, the Chime-Listener

Level 1 Elf Druid

Available with DM subscription
STR
10
DEX
16 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)

Defense

Armor Class 16 (leather armor (11) + Dexterity (+3) + wooden shield (+2))
Hit Points 9 (1d8 + 3 (Constitution) +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws intelligence, wisdom
Skills Nature +3, Stealth +5, Medicine +5, Religion +3, Survival +5, Perception +5

Features

Chime-Listener (Custom Trait)

Custom (Campaign: The World Engine) Level 1
special

Raised among brass chime-trees and apprenticed to Old Corwin Ash, Sil can hear a Sliver's key-frequency in the ringing of keyed metal. With a minute of quiet listening near an anchor-grove, key-bolt, wedge or chime, Sil can attempt a DC 12 Wisdom (Perception) check to identify whether the object is keyed, unkeyed, or out of true โ€” and roughly how badly. This trait uses the campaign's Grove-Listening downtime activity and the Orchard-Keeper's Chime item to full effect.

Healer (Hermit Feat)

Background (Hermit) Level 1
special

Sil can use a Healer's Kit to stabilize a dying creature as a Utilize action without an ability check, and once per Long Rest can spend one use of a Healer's Kit to restore 2d6 + 2 Hit Points to a creature that regained Hit Points within the last minute (as a Bonus Action). Her years alone in the orchard taught her to bind wounds and quiet pain.

Spellcasting (Druid)

Druid Level 1

Sil casts spells of the Primal tradition using Wisdom as her spellcasting ability. She prepares 4 spells (Wisdom modifier 3 + level 1) each morning from the Druid spell list, and always has Druidcraft and Speak with Animals prepared.

Trance

Elf Level 1

Sil does not sleep; she meditates for 4 hours to gain the benefit of a Long Rest. Fittingly, she has not slept indoors since the orchard went silent โ€” she rests beneath the chime-trees, listening.

Druidic

Druid Level 1

Sil knows the Druidic language and the Druid speech of plants, animals and chime-trees. Among the brass groves of the Tally Reaches, she uses it to ask the trees how they are keyed.

Primal Order: Magician

Druid Level 1

Sil has chosen the Magician order: she gains one extra Druid cantrip (Thorn Whip) and can use her Druidic focus (her notched quarterstaff) as a spellcasting focus.

Darkvision

Elf Level 1

Sil can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, discerning only shades of grey.

Keen Senses

Elf Level 1

Sil has proficiency in the Survival skill (chosen from Insight, Perception, or Survival; Perception was already granted by class training).

Fey Ancestry

Elf Level 1

Sil has Advantage on saving throws to avoid or end the Charmed condition.

Spellcasting

wisdom DC 13 +5 to hit Level 1: 2 slots

Sil prepares 4 spells daily (level 1 + Wisdom 3) from the full Druid list; Druidcraft and Speak with Animals are always prepared and do not count against the 4. Cantrips known: 3 (2 from class + 1 from Primal Order: Magician).

Druidcraft

Cantrip Druid (always prepared)
Transmutation 1 action 30 feet V, S

Whispers to a beast or plant, predicts weather for 24 hours, creates a tiny sensory effect, lights or snuffs a flame, or blooms a flower. Sil uses it constantly to ask the orchard's brass leaves how they are ringing.

Speak with Animals

Cantrip Druid (always prepared)
Divination 1 action Self V, S

For 10 minutes, Sil can communicate verbally with Beasts and understand their replies. She is unnervingly direct about what animals want, and this is why.

Thorn Whip

Cantrip Druid (Primal Order: Magician)
Transmutation 1 action 30 feet V, S, M (a living stem)

A vine lashes from Sil's hand: melee spell attack (+5), 1d6 piercing damage, and the target is pulled 10 feet closer. She wields it like a branch of the anchor-tree reaching for what was stolen.

Entangle

Level 1 Druid (prepared)
Conjuration 1 action 90 feet V, S

Grasping roots and vines erupt in a 20-foot square; Dexterity save DC 13 or Restrained. Sil can call the orchard's roots to hold Ratchet Crew saboteurs where they stand.

Faerie Fire

Level 1 Druid (prepared)
Evocation 1 action 60 feet V

Objects and creatures in a 20-foot cube are outlined in light; Dexterity save DC 13 or revealed, and attacks against them have Advantage for the duration. In the Deep Mist's grey fog, this spell is worth its weight in key-metal.

Healing Word

Level 1 Druid (prepared)
Abjuration 1 bonus action 60 feet V

A creature Sil can see regains 1d4 + 3 Hit Points. She heals the way she speaks โ€” quietly, a beat late, and gently.

Thunderwave

Level 1 Druid (prepared)
Evocation 1 action Self (15-foot cube) V, S

A wave of thunderous force: Constitution save DC 13 or 2d8 thunder damage and pushed 10 feet (half damage, no push on a success). Sil strikes it like a wrong chime-note โ€” the orchard taught her that a frequency can unmake as well as hold.

Behind the character

Character Information

Sil Cairn is a lithe wood-elf druid in her early decades, tall and unhurried, with copper-brown skin weathered by wind and lake-fog and close-cropped dark green hair. Her eyes are the pale gold of a struck bell, and her long pointed ears are hung with tiny brass rings that chime faintly when she turns her head โ€” she added them herself, one per year since she left the orchard, so that she always carries a piece of the chime with her.

She wears layered grey-green wool and oiled linen against the fog, a half-cloak of woven orchard-leaves that she wove herself during her years walking the rings, and she is barefoot whenever the ground will allow it, because she learned in the Brass Orchard that the feet hear what the ears miss. She carries a tall quarterstaff of pale wood carved with precise chime-notches along its length, and a leather cord at her wrist holding dried herbs and a small brass leaf cut from the anchor-tree โ€” a gift from Corwin Ash on the day she left, and the only thing she took from the orchard that she did not grow herself.

Sil is patient the way stone is patient: she listens more than she speaks, answers questions a beat late as if still hearing something else, and is unnervingly direct about what trees and animals want while being gentle about almost everything else. She has not slept indoors since she came back to find the orchard silent. She rests beneath the chime-trees instead, in Trance, listening โ€” and lately, what she hears in the dark between the notes has begun to worry her.

Before the adventure

Character Background

Sil was raised in the Brass Orchard among the chime-trees, an hour north of Tallymarket on the Sixth Ring โ€” a grove of brass-barked trees grown, though she did not know it for most of her life, from the first Warden's key-metal, their roots running down into the Sliver's anchor-bolt. Her parents were orchard-folk of the old kind: they kept the tally of the grove's chime the way other families keep a family bible, and they taught her before she could read that when the orchard rings evenly, the Sliver is keyed, and when it rings wrong, it is not.

She was apprenticed young to Old Corwin Ash, the orchard-keeper, who taught her to hear a Sliver's key-frequency in the ringing of brass leaves โ€” to sit beneath the anchor-tree at dusk and learn the difference between a grove that is healthy and one that is only quiet. She was good at it in the way that cannot be taught: she heard things in the chime that Corwin had stopped hearing years before, frequencies at the bottom of the grove's register that he had learned to ignore, and it made him both proud and uneasy, because a listener who hears more than the master is a listener the master cannot finish training.

When she was old enough to walk the roads alone, Sil left โ€” not in anger and not in rebellion, but because Corwin himself told her that a listener who only hears one grove is not listening at all. She walked the rings for years: the farmland Slivers of the outer reaches, the mining towns, the freight-lift yards where the great key-bolts bite the rings together. She learned that every grove on every ring has its own frequency, and that the Engine's keyed metal sings differently at each joint, and she began โ€” without quite deciding to โ€” keeping a record of it in the notches of her staff.

She came back to the Tally Reaches because the road curves that way eventually, and because she had heard, in a freight-lift yard two rings down, a frequency that sounded like home and was wrong. She arrived to find the orchard silent: the wedge driven into the anchor-tree's bark, the leaves hanging without ringing, Corwin barricaded in his tool shed and refusing to come out. She has not slept indoors since.

She rests beneath the chime-trees in Trance, listening to the wounded frequency, learning what the wedge did to the anchor-tree's key-metal โ€” and she has begun to hear, in the lowest register, something that is not the orchard at all. It is counting. She has not told anyone yet. She is trying to decide whether it is the Deep Mist, or the Engine itself, or something older than both โ€” and whether the fact that she can hear it at all is a gift, or the first symptom of what happened to Nib, the fog-child of Hollowmere, who hears the same counting and cannot stop hearing it.

Threads to follow

Unresolved Plots

  • The anomaly in Wendel Carn's re-keying log: a key-frequency that matches no Sliver on any ring, recorded forty years ago and never explained. Sil can hear it, faintly, in the lowest register of the Deep Mist's song โ€” and it is the same frequency the orchard's memory associates with the thing that counts. Someone has been listening to the Mist the way Sil listens to groves, and they were doing it before the Ratchet Crew existed.
  • The woman in the Warden's coat from the orchard's memory โ€” the man Sil does not recognise, arguing with Marisel Quill in the root-vault before the wedge was planted. He is Ossian Vey, and he has been inside the Cage Core for a year, but the orchard's memory shows him on the Sixth Ring before that, which means he came down through the rings the same way the party will โ€” and something he said to Marisel in the vault is the closest thing the campaign has to a mission statement for the Unkeyed Warden.
  • The barrow-wights of Hollowmere owe Sil one more question, and they have told her what the first Wardens were afraid of: the thing that counts, and what it counts, it eats. But they did not tell her why the first Wardens abandoned the Unkeyed Ward three hundred years ago โ€” and the answer to that question is buried in the stasis vault beneath the archive, in the memory of Curator Halden Roke, who can only be asked once.
  • Chime-Root told Sil that it heard something in the Deep Mist counting the Sliver's key-frequency during the month the wedge was in the anchor-tree โ€” the same thing Nib, the fog-child of Hollowmere, hears. Two listeners, one tree-grown and one Mist-touched, heard the same thing from opposite sides of the keyed world. What the Mist is counting toward is the campaign's darkest question, and Sil is the only member of the party who has heard it from both directions.
  • Sil's own staff โ€” the quarterstaff carved with chime-notches that hums a single true note when the wind passes over it โ€” was cut from a tree that no longer exists in any grove Sil knows. She has never asked where Corwin got the wood. The answer is in the orchard's oldest memory, and it connects her staff to the first Warden's key-metal in a way that will matter when the Master Key is turning in the finale.

Beneath the surface

Secrets

  • Sil has not told anyone โ€” not the party, not Corwin โ€” that she can hear the Deep Mist's counting when she listens to the lowest frequencies of a keyed bolt. She first heard it in the root-vault, in the month after the wedge, and it said a number, and the number was smaller than the number Nib reports hearing in Hollowmere. Sil does not know what that means, but she suspects the Mist finished counting something before it started counting Tallymarket, and she has not been able to make herself say so aloud.
  • Sil kept one of the Ratchet Crew's unkeying wedges from the root-vault โ€” not as evidence, but because when she held it, her Chime-Listener trait told her its frequency, and she found she could hum it back. She has been practising, quietly, in the hour before dawn. She is not sure whether she is learning the Crew's craft in order to fight it or because the resonance is beautiful, and she has not decided which answer frightens her more.
  • Sil's Trance has begun to include a memory that is not the orchard's and not hers: a woman's voice, singing a verse of the graft-song that Sil has never heard, in a grove that is not the Brass Orchard โ€” a grove with leaves of black iron instead of brass. The voice belongs to Elowen Vane, and the grove is the one the first Wardens abandoned three hundred years ago. Sil does not know this yet, but the dream is how the orchard is preparing her for the Unkeyed Ward โ€” and it is also how the Deep Mist learned that she exists.

What haunts them

Fears

  • Sil fears that the orchard's silence was not caused by the wedge alone โ€” that the trees were already going quiet before the Ratchet Crew came, the way old groves go quiet, and that the wedge only finished what time had started. She has never tested this fear, because testing it would mean listening for the silence beneath the silence, and she is not sure she could bear to hear it.
  • Sil fears the thing she heard in the root-vault โ€” the Mist's counting โ€” and she fears more that she will come to understand it. Nib hears the counting and is at peace with it; Sil hears it and wants to know what the number is for, and every answer she can imagine is worse than not knowing.
  • Sil fears becoming Corwin: a keeper so bound to one grove that when it is hurt, she has nowhere left to stand. She left the Brass Orchard once to avoid that fate, and now she has come back to it willingly โ€” and she does not know whether that is growth or surrender.

What drives them

Aspirations

  • Sil wants to hear every grove on every ring โ€” to walk the whole Engine, from the Tally Reaches to the Cage Core, and listen to how a thousand Slivers ring when they are keyed and how they scream when they are not. She wants to write down what she hears, in the notches of her staff and in a book she has not yet admitted she is keeping, so that no grove's song is ever lost the way the graft-song's third verse was lost.
  • Sil wants to make the unkeying of a Sliver impossible to do quietly. Her driving goal โ€” to learn what the unkeying wedge did to the anchor-tree's key-metal โ€” is really a vow: that the next time someone drives a wedge into a grove, every chime-tree on the ring will scream loud enough to wake the town. She wants to build the alarm that Tallymarket did not have.
  • Sil wants, privately, to be taught something again. She has been the listener and the keeper and the one who answers a beat late, and she misses being the apprentice โ€” the person in the shed who does not yet know what the trees are saying. She would never say this aloud, but it is why she keeps Corwin Ash at arm's length even as she works to bring him out of his: as long as he is the master and she is the student, the orchard still has an order to it, and she is not yet required to be the one who knows.

Personal quest ยท 1

The Silent Grove

The anchor-tree in the Brass Orchard has not chimed true since the wedge was driven into its bark, and Corwin Ash will not leave his shed until it does. Sil must go down into the root-vault beneath the anchor-tree, cut a living graft of key-metal from the Sliver's anchor-bolt, and re-graft it into the wound the wedge left โ€” a ritual that needs three chime-notes struck from the orchard's three oldest trees in the right order.

The root-vault is guarded by Chime-Root, a brass-barked root-creature grown from the anchor's own metal, and the Ratchet Crew's saboteurs left crates and a Wedge-Hound down there. Corwin can teach Sil the graft-song but will not go below; he is ashamed that he hid while the trees were hurt.

Current Stage

Learn the graft-song from Corwin Ash and gather the three chime-notes from the orchard's oldest trees.

Choice
Strike the notes in the order Corwin teaches, or improvise a new order based on what Sil hears in the trees themselves.
Corwin's order is safe but incomplete โ€” the trees respond sluggishly. Improvising risks waking Chime-Root early but produces a purer resonance that makes the graft take more easily.
Mechanical Rewards
  • Sil gains the Grafted Key-Sense: her Chime-Listener trait improves โ€” she can now attempt the DC 12 Wisdom (Perception) check to identify keyed objects as a bonus action rather than a minute of listening, and she gains advantage on the check when the object is within 30 feet of any living chime-tree.
  • Sil's maximum hit points increase by 2, as the anchor-tree's key-metal heals the wound the wedge left in her own sense of hearing.
  • Sil gains one use per long rest of the spell Dissonant Whispers (if the wedge was re-tuned) or one use per long rest of the spell Calm Emotions (if the wedge was destroyed or kept as evidence), reflecting the orchard's restored chime.
Narrative Rewards
  • Corwin Ash comes out of his shed and teaches Sil the graft-song his own master taught him fifty years ago, completing the apprenticeship that was interrupted when Sil left to walk the rings.
  • The Brass Orchard rings even again at dusk, and the town of Tallymarket's tilt corrects by a finger's width โ€” the first visible proof that the lurch can be undone.
  • Chime-Root, if befriended, becomes a recurring ally who can be called upon once per act to guard a location or warn of intruders in any grove.

Personal quest ยท 2

The Graft-Song's Third Verse

Corwin Ash teaches Sil the graft-song, but he does not know the third verse โ€” his own master died before teaching it, and the verse has been lost for fifty years. Sil hears a fragment of it in the ringing of a chime-tree in Bell Meadow, the third anchor-grove of Tallymarket, and realises the verse was not lost โ€” it was taken. A Keywarden engineer copied it into a re-keying log forty years ago and never returned it. Sil must find the log, recover the verse, and decide whether to return it to the orchard or keep it as a weapon against whoever is unkeying the Engine.

Current Stage

Listen to Bell Meadow's chime-trees and reconstruct the fragment of the third verse.

Choice
Sil can spend a full day and night in Bell Meadow listening, or she can ask Old Corwin Ash to come with her โ€” the first time he has left his shed since the lurch.
Corwin has not left the orchard since the wedge was pulled. Getting him to Bell Meadow means facing the town that watched him hide, and it is the first step in his recovery โ€” but it also means he will not be in the orchard if the Crew returns.
Mechanical Rewards
  • Sil learns the Third Verse of the graft-song, granting her the ability to re-tune an anchor-grove once per long rest (if sung back to the orchard), or to unkey keyed metal once per long rest (if kept written).
  • Sil's Chime-Listener trait expands: she can now hear the key-frequency of any Sliver she has spent at least an hour on, not just her own.
  • If the verse was taught to Corwin, Sil gains a permanent +1 bonus to all Wisdom (Perception) checks made to identify keyed or unkeyed objects, as the orchard's full song sharpens her ear.
Narrative Rewards
  • Sil recovers a piece of the orchard's culture that was taken by the Keywardens forty years ago, and decides its fate herself.
  • Corwin Ash, if brought to Bell Meadow and given the completed verse, begins to leave his shed โ€” the beginning of his recovery from the shame of hiding while the trees were hurt.
  • Sil gains a complicated ally in Wendel Carn, a retired Keywarden engineer who knows more about re-keying than anyone alive and is willing to trade information for discretion.

Personal quest ยท 3

What the Trees Remember

The chime-trees of the Brass Orchard were grown from the first Warden's key-metal, and their roots run down into the Sliver's anchor-bolt. They remember everything that has ever happened near them โ€” but they speak in frequencies, not words, and only someone who has spent a lifetime listening can translate. Sil begins hearing fragments of the orchard's memory in her dreams during Trance: a woman with a brass hand arguing with a man in a Warden's coat, a crate being carried through the root-vault, and โ€” most troubling โ€” a memory of the orchard itself being planted, three hundred years ago, by someone who was not a Keywarden. Sil must decide whether to keep listening, and if so, what to do about the fact that the orchard's true origin does not match the story the Keywardens tell.

Current Stage

Over three long rests, Sil's Trance fills with fragments of the orchard's memory. She can share them with the party or keep them to herself.

Choice
The memories are vivid and sometimes frightening โ€” the woman with the brass hand is Marisel Quill, and the man in the Warden's coat is someone Sil does not recognise. Sharing them with the party might help identify the man; keeping them private protects the party from the Mist-touched nightmares that sometimes come with them.
The memories are not just Sil's โ€” they are the orchard's, and the orchard is offering them to her because it trusts her. But the Deep Mist is also listening, and the more Sil shares, the more the Mist learns about what the orchard remembers.
Mechanical Rewards
  • Sil gains the Orchard's Memory: she can, once per long rest, ask the chime-trees of any grove she has spent at least an hour in a single yes-or-no question about something that has happened within the grove's memory (roughly the last century). The answer comes as a frequency only she can hear.
  • Depending on choices made, Sil gains either a +1 to druid spell save DCs (if she told Corwin the truth), a non-expiring Warden's Pass (if she told Sela Brant), or the ability to cast Speak with Plants once per long rest without a slot (if she told no one).
  • Sil's Chime-Listener trait can now identify not just whether an object is keyed, but which Sliver's frequency it carries โ€” a DC 15 Wisdom (Perception) check rather than DC 12.
Narrative Rewards
  • Sil learns the true history of the Brass Orchard: it was planted by Elowen Vane, the future Warden-Prime, with key-metal taken from the Hall of Keys โ€” a secret the Keywardens have kept for three hundred years.
  • Sil gains fragments of the orchard's memory that identify Marisel Quill and describe Ossian Vey before the party meets either of them, giving her a personal stake in both villains.
  • Sil's relationship with the barrow-wights of Hollowmere is established: they will answer her one more question, at any time, if she returns and asks it โ€” but each answer costs a memory.

Major Decision

Context

At the root-vault beneath the anchor-tree, Sil faces Chime-Root โ€” the anchor's own guardian, grown from the same key-metal. It is half-mad with a month of grief and darkness, and it guards the graft Sil needs.

Choice Made
Fight Chime-Root and take the graft by force, or speak to it in Druidic and offer a cutting of her own staff's wood in trade.
Impact

Fighting deals 2d6 damage to the anchor-tree and imposes disadvantage on the graft ritual's final check. Speaking successfully makes Chime-Root a temporary ally and allows a clean graft โ€” but if Sil fails the Persuasion check, Chime-Root attacks and she loses both the trade and the element of surprise. The choice defines whether Sil's first instinct in the Engine's depths is violence or patience.

Major Decision

Context

With the third verse of the graft-song recovered, Sil holds a song that can both re-tune an anchor-grove and unkey a key-bolt. The orchard grew it to hold Slivers in place; the same notes, reversed, take them out.

Choice Made
Sing the verse back to the orchard and lose its unkeying power, keep it written and gain a weapon but dull the orchard's chime, or teach it to Corwin and strengthen the grove at the cost of her own power.
Impact

Each option grants a different permanent mechanical ability (active grove re-tuning, a thunder-damage unkeying attack, or a permanent bonus to Perception checks to identify keyed objects) and a different narrative relationship with the orchard and with Corwin Ash. The choice determines whether Sil becomes a restorer, a weapon, or a teacher โ€” and it cannot be undone.

Major Decision

Context

The barrow-wights offer Sil the truth about the Grand Cage โ€” that it was built to keep the Deep Mist out, not the Slivers in โ€” but the answer costs her a memory of her choosing: a name, a face, or a place.

Choice Made
Ask the question and pay the price, or refuse the knowledge and find the truth the hard way โ€” in the Unkeyed Ward, through Sable Vey, at the cost of time the party may not have.
Impact

If Sil pays, she gains the truth that can turn Ossian Vey in the finale (advantage on the check to talk him down) but loses something personal and unrecoverable โ€” and the GM chooses what is lost. If she refuses, she keeps herself whole but the party must complete Sable Vey's tally to gain the same advantage, which requires reaching the Unkeyed Ward with time to spare. The choice is between a piece of herself and a piece of the world's remaining time.

Transformative Moment

Trigger

When Sil completes the graft ritual and the orchard rings true again at dusk.

Transformation

Sil stops being a listener who left and becomes a keeper who returned. Her answers to questions come a beat late no longer because she is hearing something else โ€” they come late because she is choosing her words. Her connection to the orchard becomes a source of mechanical power (Chime-Listener improvements, Grafted Key-Sense) rather than only a source of grief.

Mechanical Changes

Chime-Listener trait

Upgraded: the DC 12 Wisdom (Perception) check can now be attempted as a bonus action, and Sil gains advantage when within 30 feet of a living chime-tree.

The graft of key-metal from the anchor-bolt, taken cleanly and re-grafted into the wound, attunes Sil's hearing to the orchard's restored chime โ€” her ear is now part of the grove's.

Transformative Moment

Trigger

When Sil learns the third verse of the graft-song and decides its fate.

Transformation

Sil's relationship to power changes. The verse is the first thing she has ever held that can unmake as well as make, and her choice โ€” restorer, weapon, or teacher โ€” defines the shape of her druidic practice for the rest of the campaign. If she keeps the unkeying half, she begins to hear the Deep Mist's counting more clearly, and sometimes answers it before she means to.

Mechanical Changes

New ability (conditional)

Varies by choice: active grove re-tuning once per long rest, OR a once-per-long-rest thunder unkeying attack, OR a permanent +1 to Wisdom (Perception) checks to identify keyed objects.

The third verse is a complete tool of keying and unkeying, and whichever half Sil keeps becomes part of her practice.

Transformative Moment

Trigger

When Sil learns the truth about the Grand Cage from the barrow-wights โ€” or refuses to learn it.

Transformation

Sil becomes the party's quiet authority on what the Engine is for. If she paid the wights' price, she carries a hole where a memory used to be, and the party will notice โ€” though only she knows what was taken. If she refused, she carries the weight of not knowing, and her patience with Ossian Vey in the finale will be shorter than it might have been.

Mechanical Changes

Narrative flag

If the truth was purchased, Sil has advantage on all Charisma (Persuasion) checks made against Ossian Vey in the finale. If refused, she does not โ€” and the party must complete Sable Vey's tally instead.

The wights' knowledge is the same truth Sable Vey can provide, but the wights take payment and Sable takes time.

Ally

Old Corwin Ash

Relationship mentor
Influence 8/10
Loyalty 7/10

Shared History

Corwin Ash apprenticed Sil to the Brass Orchard when she was a child, teaching her to hear a Sliver's key-frequency in the ringing of brass leaves before she could read. He taught her the graft-song's first two verses and the patience to wait for the third. When Sil left to walk the rings and listen to other groves, Corwin did not try to stop her โ€” he told her that a listener who only hears one grove is not listening at all.

Sil was gone for years. When she came back, the orchard was silent, the wedge was in the anchor-tree, and Corwin was barricaded in his tool shed, ashamed that he had hidden while the trees were hurt. He has not left the shed since. He will teach Sil the graft-song and tell her about the woman with the brass hand, but he will not go below โ€” and Sil's forgiveness of that, or her failure to give it, will shape whether he comes out of the shed for good.

Potential Breaking Points

  • If Sil publicly blames Corwin for hiding during the lurch โ€” in front of Marnie Tallow or the town โ€” his shame will harden into resentment, and he will refuse to teach her the graft-song's missing verses when she needs them most.
  • If Sil tells Corwin the truth about the orchard's origin (that Elowen Vane planted it with stolen key-metal) carelessly, before he is ready, he may reject it entirely and refuse to hear anything else Sil has learned โ€” closing off the +1 spell save DC reward.

Ally

Chime-Root, the Anchor's Warden

Relationship guardian spirit
Influence 5/10
Loyalty 6/10

Shared History

Chime-Root grew from the anchor-tree's own key-metal in the dark of the root-vault, and it has known nothing in its life but the anchor's hum and the slow turning of the Sliver above. When the wedge was driven into the bark, Chime-Root felt the orchard's song go wrong and could do nothing โ€” it is a guardian, not a healer, and the thing it guards was hurt past its keeping.

When Sil descended into the vault, Chime-Root heard her staff's notches ring a true note for the first time in a month, and it stopped. It has been alone in the dark with its grief, and Sil is the first thing that has come down that is not a saboteur. If Sil speaks to it rather than fighting, Chime-Root will remember her โ€” and it will remember the cutting of her staff's wood, which it will keep and grow, so that somewhere in the root-vault a piece of Sil's own tree is learning to be part of the anchor.

Potential Breaking Points

  • If Sil accepts Chime-Root's trade and then later allows the root-vault to be damaged or the anchor-bolt disturbed (for example, by letting the Ratchet Crew's crates be handled roughly), Chime-Root will consider the trade broken and will become hostile to Sil in any future grove.
  • If Sil promises to return to the root-vault and does not within a season, Chime-Root's grief will curdle into a low, patient resentment that the GM can voice in any later chime-tree scene.

Enemy

Marisel Quill, the Ratchet

Threat Level 8/10
Conflict Type ideological and personal

Personal Stakes

Marisel Quill planted the wedge in the Brass Orchard โ€” the wedge that silenced the grove Sil grew up in and drove Corwin Ash into his shed. She did it as a test, and she did it with a brass prosthetic hand that Sil has seen in the orchard's memory. Marisel was an Enginewright of the Keywardens until they unkeyed her family's Sliver as punishment for a debt, killing her parents and her youngest brother, and she joined the Ratchet Crew the same year.

She is not cruel; she is precise, and she believes the Cage broke her first, so she is entitled to break it back. Sil has heard her voice in the chime-trees' memory โ€” brisk, profane, proud of clean work โ€” and knows that Marisel will talk while she wires a charge and warn her to stand back. Sil cannot hate her the way the town wants her to, and that is the problem: the orchard remembers Marisel as a woman who listened to the trees before she hurt them, and Sil does not know what to do with an enemy who might have been her, given the same grief.

Possible Resolutions

  • Sil can fight Marisel at the Driftline and try to kill her โ€” but Marisel never fights to the death unless her niece is threatened, and killing her closes the door on the Crew's best source of intelligence.
  • Sil can free Lira Quill from the Sump Gears workshop, which is the one thing that might make Marisel listen โ€” and if the party frees Lira and shows Marisel that the Mist eats what it takes, Marisel can be turned, and she will sabotage her own engine and guide the party down the service shaft.
  • Sil can confront Marisel with what the chime-trees remember โ€” that she listened before she hurt them โ€” and force her to reckon with the fact that she unkeyed a grove that trusted her. This does not require a check; it requires Marisel to have no answer, and the GM should let the silence do the work.

Enemy

The Ratchet Crew's Wedge-Work

Threat Level 6/10
Conflict Type professional

Personal Stakes

The Ratchet Crew's unkeying wedges are tuned to the frequencies of the towns they are meant to break, and the one driven into the Brass Orchard was tuned to Tallymarket โ€” which means someone measured the orchard's chime, learned its key-frequency, and built a wedge to match. Sil can hear the measurement in the wedge's residue: someone stood in her grove, in the season when the leaves were ringing true, and listened the way she listens, and then used what they heard to hurt it.

This is personal in a way that sabotage is not: the Crew did not just break the orchard, they used its own song against it. Sil's Chime-Listener trait gives her the ability to identify wedges and their tuning, which makes her the party's best tool for finding them before they are driven โ€” and the Crew's scouts will learn to recognise her by the notches on her staff, because she is the only person on the Sixth Ring who can hear their work coming.

Possible Resolutions

  • Sil can use Grove-Listening to identify the Crew's drop-caches and wedges before they are planted, turning the party from responders into interceptors.
  • Sil can re-tune a captured wedge (if she kept the third verse's unkeying half) and turn it against a Crew safehouse, unkeying it the way the Crew unkeyed her orchard.
  • Sil can, if she chooses, teach the orchard's chime to resist the Crew's frequencies โ€” a slow, quiet work of the graft-song that makes the Brass Orchard harder to wedge in future, at the cost of revealing to the Crew that someone in Tallymarket knows their craft well enough to counter it.

Faction

The Keywardens of the Grand Cage

Standing 4/10

Influence

Sil's relationship with the Keywardens is complicated by what the orchard has shown her. She knows that an engineer copied the graft-song's third verse into a re-keying log forty years ago and never returned it โ€” the Keywardens took a piece of the orchard's culture and filed it away as a frequency to be managed. She knows that the order has been losing Slivers for a decade and telling no one.

And if she has asked the barrow-wights, she knows that the first Warden's key-metal was taken from the Hall of Keys without permission by a woman who would become Warden-Prime. Sil does not hate the Keywardens the way the Ratchet Crew does; she pities them, the way she pities a tree that has been pruned into a shape it did not grow. Her standing with them is sufficient to earn a Warden's Pass and a place on a freight-lift, and her Chime-Listener trait makes her valuable to them โ€” Sela Brant will want her at the Bastion, listening to bolts that Sil can hear going out of true before the instruments do.

But if Sil reveals what she knows about the orchard's origin or the third verse, the Keywardens' wariness will sharpen into something colder: she is a person who knows the order's secrets and belongs to no grove they control.

Obligations

  • If Sil accepts a Warden's Pass, she is expected to report anything she hears in the keyed metal that threatens a Sliver โ€” and the Keywardens will remember if she does not.
  • If Sil exposes the third verse's theft publicly, the Keywardens will offer her restitution (the original log, formally returned to the orchard) in exchange for her discretion about the order's internal failures โ€” a bargain that buys her standing and costs her the ability to use the Keywardens' concealment against them later.

Benefits

  • A Warden's Pass granting access to the Bastion's key-hall and gear-vault, where the re-keying logs are kept.
  • Quartermaster Hulm's willingness to sell Sil Crew-identifying equipment (oilskins, drop-manifests) at Warden prices, once he learns she can identify the Crew's oil by the way it rings.

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