Perrin Voss, the Mist-Marked

Level 1 Human Sorcerer (Draconic Bloodline (reflavoured: Brass-and-Fog Bloodline))

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STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
10
CHA
15 (+2)

Defense

Armor Class 11 (Dex (no armor))
Hit Points 8 (1d6 + 2 (Draconic Resilience: +1 HP per Sorcerer level) +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Charisma, Constitution
Skills Arcana +3, History +3, Insight +2, Deception +4, Perception +2, Persuasion +4

Features

Draconic Resilience

Sorcerer — Draconic Bloodline (reflavoured: Brass and Fog) Level 1
Always on

Perrin's Draconic Bloodline is reflavoured as a mist-touched brass-and-fog bloodline: his ancestor was not a dragon of wing and flame but a great brass-and-fog drake of the Deep Mist, its scales grown from key-metal and its breath a rolling fog. His maximum hit points increase by 1 per Sorcerer level, and his base AC becomes 10 + Dexterity modifier + Constitution modifier while he wears no armor. (At level 1, this gives AC 14 when unarmored; his current AC of 11 reflects him wearing traveler's clothes and a light oilskin overcoat that interferes with the brass-fog scales' resonance.)

Background: Sage (Magic Initiate — Wizard)

Background — Sage Level 1
At will

Perrin's time drifting the Tally Reaches and his lost year gave him a scholar's habits: he learned Arcana and History, and learned to use calligrapher's supplies. From his lost year he retains fragments of a wizard's training he cannot remember acquiring: he knows two wizard cantrips (Minor Illusion and Shocking Grasp, chosen to match his sorcerous cantrips) and one 1st-level spell (Find Familiar — a small brass-and-fog wisp that serves as his familiar; see prepared_spells for details) which he can cast once per Long Rest without a spell slot.

Mist-Touched Memory

Custom — Mist touched trait Level 1
Always on

Perrin has no memory of the year before he walked out of the Deep Mist. He cannot recall any event, name, or face from that year, no matter what magic or pressure is applied — the memory is not hidden, it is gone. He never lies about what he remembers, because he remembers so little. Perrin has Advantage on saving throws against effects that would magically modify or erase his memory (the Mist has already counted what is in his head, and does not permit others to edit it).

The Hum in the Bones

Custom — Mist touched trait Level 1
Always on

When Perrin is Frightened, any iron he carries or touches rings faintly, like a struck bell. This is purely flavour, but it means Perrin can never sneak while frightened, and anyone within 30 feet who knows the sound knows he is afraid. Perrin cannot sleep in silence; he must have a bell, a chime, or a turning gear within earshot or he gains no benefit from a Long Rest.

Darkvision (Brass-Fog Ancestry)

Species — Human (Mist Touched Variant) Level 1
Always on

The Deep Mist's touch left Perrin's eyes the colour of wet slate, and they see well in fog and dimness. He can see in dim light within 60 feet of himself as if it were bright light, and in darkness as if it were dim light, but he perceives everything through a faint grey haze — colors are muted and he cannot discern color in darkness.

Fog-Walk

Species — Human (Mist Touched Variant) Level 1
Always on

Perrin ignores difficult terrain caused by fog, mist, or light obscurement, and he does not treat fog or mist as lightly obscuring for the purpose of spotting him (he can see through it as if it were clear air). Creatures have disadvantage on Perception checks to see Perrin while he is in fog or mist, as the fog recognizes him.

Spellcasting (Sorcerer)

Sorcerer Level 1
At will

Perrin casts sorcery spells using Charisma as his spellcasting ability (save DC 12, spell attack +4). He knows 2 cantrips and 2 level-1 spells, and has 2 first-level spell slots per long rest.

Spellcasting

Charisma DC 12 +4 to hit Level 1: 2 slots

Perrin's reflavoured Draconic Bloodline gives him no bonus sorcerer cantrip or spell (standard rules apply). His two sorcerer cantrips are Shocking Grasp and Minor Illusion as requested. His two sorcerer spells known are Fog Cloud and Shield (both fit the brass-and-fog theme). Find Familiar comes from the Sage background's Magic Initiate (Wizard) feat, castable once per Long Rest without a slot. Charisma is his casting stat; save DC 12, spell attack +4.

Shocking Grasp

Cantrip Sorcerer cantrip (also via Magic Initiate — Wizard)
Evocation Action Touch S

Lightning springs from Perrin's fingertips in a brass-coloured arc. One creature he touches must make a Constitution saving throw against his spell save DC (12) or take 1d8 lightning damage and cannot take reactions until the start of Perrin's next turn. The damage increases by 1d8 at character levels 5 (2d8), 11 (3d8), and 17 (4d8). On a hit, Perrin gains a +5-foot bonus... wait, no — on a hit, the target cannot take reactions until the start of Perrin's next turn.

Minor Illusion

Cantrip Sorcerer cantrip (also via Magic Initiate — Wizard)
Illusion Action 30 feet S, M (a bit of fleece)

Perrin creates a sound or an image of an object within range that lasts for 1 minute. The image is no larger than a 5-foot cube. If Perrin creates a sound, it can be any volume from a whisper to a scream, and can be his voice, another person's voice, a lion's roar, a beating drum, or any other sound. Perrin's illusions always carry a faint brass ring, like a struck chime — a careful listener (DC 15 Perception) notices this tell.

Fog Cloud

Level 1 Sorcerer spell (Draconic Bloodline reflavour)
Conjuration Action 120 feet V, S

Perrin exhales a sphere of grey fog, 20-foot radius, centred on a point within range. The fog spreads around corners, is heavily obscuring, and lasts for 1 hour or until a wind of moderate or greater speed disperses it. Perrin's fog carries a faint brass sheen and smells of hot metal and old rain.

Shield

Level 1 Sorcerer spell
Abjuration 1 reaction (when hit by an attack or targeted by Magic Missile) Self V, S

An invisible barrier of brass-coloured mist springs up around Perrin, +5 AC (including against the triggering attack) and immunity to Magic Missile for 1 round. It manifests as a shimmer of grey fog shot through with brass filigree.

Find Familiar

Level 1 Magic Initiate (Wizard) — Sage background Custom
Conjuration 1 hour (ritual) 10 feet V, S, M (10 gp charcoal/brazier)

Perrin can cast this once per Long Rest without a spell slot. He summons a small brass-and-fog wisp — a fist-sized knot of grey fog around a slowly turning brass gear — that serves as his familiar with the standard familiar rules (uses the Bat stat block, but with blindsight 30 ft. and it never sleeps, only hums). The wisp's name is Chime. Chime cannot attack but can take other actions, and Perrin can cast spells through it (touch spells) while it is within 100 feet.

Behind the character

Character Information

Perrin Voss, the Mist-Marked, is a lean, restless young man of about twenty-five with wet-slate grey eyes and a faint brass sheen along his cheekbones, wearing a patched oilskin coat, fingerless gloves, and a leather cord holding three small brass bells and a cracked gear-tooth — the noise he needs to sleep. A hand-worn brass gaming die hangs from his belt pouch, and a small knot of grey fog with a turning brass gear inside — his familiar, Chime — hovers near his shoulder.

He has a pale, keyhole-shaped birthmark on the inside of his left wrist. He is a 1st-level Human Sorcerer of the Draconic Bloodline, reflavoured as a Brass-and-Fog Bloodline: his ancestor was not a dragon of wing and flame but a great brass-and-fog drake of the Deep Mist, its scales grown from key-metal and its breath a rolling fog. Perrin walked out of the Deep Mist two winters ago with no memory of the year before it and a hum in his bones that makes iron ring when he is frightened.

He has been drifting the Tally Reaches since, taking work that keeps him near the fog line and away from anyone who might ask what he was doing out there. He cannot sleep in silence; he needs a bell, a chime or a turning gear to drown out the song. Wry, restless and quick with a joke that lands a little too close to the truth, he hides his fear behind chatter and is fiercely kind to anyone the Mist has touched.

He never lies about what he remembers, because he remembers so little. His driving goal is to find out what the Deep Mist took from him, why it let him walk back out, and whether the hum in his bones is a gift, a debt or a countdown.

Before the adventure

Character Background

Perrin Voss walked out of the Deep Mist two winters ago, at the edge of the Tally Reaches on the Sixth Ring of the World Engine, with no memory of the year before it and a pale, keyhole-shaped birthmark on the inside of his left wrist that he does not remember getting. He had three brass bells on a leather cord, a cracked gear-tooth, and a hand-worn brass gaming die — and nothing else.

The first town he came to was Hollowmere, on the shore of a grey lake, where a mist-touched child called Nib watched him for three days before speaking to him, because the child could hear the Deep Mist counting him and wanted to know what number it had given.

Perrin does not remember the Deep Mist counting him. He does not remember that it counted him twice — once going in, twelve years ago, and once coming back, two winters ago — because the second count is the one that erased the first. He believes he is a man who walked into the Mist and lost his memory. He is, in truth, a man who was taken into the Mist by Warden-Prime Elowen Vane, remade as a key — a key of flesh and fog and key-metal, grown by the Deep Mist itself over the course of a year — and walked back out when the key was not needed. Yet.

The Deep Mist is alive. It is a single living mind that hangs outside the World Engine — a sphere of brass and iron a thousand miles across, divided into one hundred Slivers locked into seven concentric rings around a core of light — and it has been eating the unkeyed Slivers one by one as the Grand Cage, the great lid that holds it back, begins to fail. The Mist does not hurry.

It does not speak in words. It sings, and it counts, and what it counts, it keeps. Perrin was counted twice because the Mist does not count the same thing twice — and the fact that it counted him twice means that the thing that went in and the thing that came out are, in the Mist's tally, two different entries. Perrin does not know this. He only knows that he cannot sleep in silence, that iron rings when he is frightened, and that the hum in his bones has been getting louder since the town of Tallymarket lurched two fingers to the north.

Perrin's bloodline is not a bloodline at all — it is a grafting. The 'brass-and-fog drake' ancestor that his sorcerous power flows from is not a creature that existed; it is the key-metal that the Deep Mist grew inside him during his lost year, which the Mist shaped into a lineage so that his magic would have somewhere to come from. His familiar, Chime — a fist-sized knot of grey fog around a slowly turning brass gear — is not a construct he summoned but a fragment of that key-metal which separated from him and took the shape of a familiar because his erased memory could not hold it. Chime never sleeps and only hums, because it is still counting, and it will stop humming the day the count is finished.

Since walking out of the Mist, Perrin has been drifting the Tally Reaches — the outermost inhabited ring of the World Engine, a frontier of small farming and mining Slivers strung along a single long road, where the people count everything because counting is how you know a Sliver is still keyed. He takes work that keeps him near the fog line: lamp-tending, orchard-watching, tally-copying in the brass-floored counting houses.

He is good at the work — his lost year gave him a scholar's habits, Arcana and History and calligraphy he cannot remember learning — and he is careful never to stay anywhere longer than a season, because staying means being counted, and being counted means being kept.

Two winters of drifting have given Perrin a wry, restless manner and a habit of hiding his fear behind chatter. He is fiercely kind to anyone the Mist has touched — the mist-touched, the fog-marked, the people who hear the singing — because he believes they are the only people who understand what he is. He never lies about what he remembers, because he remembers so little, and the honesty has made him trusted in the small towns of the Sixth Ring even as it has made him a subject of quiet suspicion among the Keywardens, who have a file on every person who has ever walked out of the Deep Mist, and whose file on Perrin Voss is stamped with a number: 447.

Perrin's driving goal is to find out what the Deep Mist took from him, why it let him walk back out, and whether the hum in his bones is a gift, a debt or a countdown. He does not yet know that the answer to all three questions is the same: the Mist took a year from him and grew a key in its place, it let him go because the key was not yet needed, and the hum is the key turning in a lock that has not been built yet — a lock that the Ratchet Crew's unkeying engine is very close to finishing, and that the Threshold of Keys has been waiting twelve thousand years to receive.

Threads to follow

Unresolved Plots

  • The keyhole-shaped hollow in Perrin is the same shape as the keyholes on the Threshold of Keys — and no one, not even Nib, has explained why. If the Threshold's keyholes are the names of the hundred Slivers, then the hollow in Perrin may be the name of a Sliver that does not exist yet — or one that was eaten before the Engine was built.
  • The Ratchet Crew has been searching for Entry 447 for a year, which means someone in the Crew — above Marisel Quill, perhaps Ossian Vey himself — knows that Perrin is a key made of flesh and fog, and wants him found before the party reaches the Grand Cage.
  • Bess Hedgerow's brass token, stamped 447, matches a lock in the Warden Bastion's gear-vault that has not been opened in twelve years. Whatever is inside it was sealed away by the Keywardens at the same time Perrin lost his memory — and the token is the only key.
  • Nib says the counting-rhyme has more verses than the Mist taught Perrin, 'for the ones who come after' — and Anselm Crowe's notebook, if recovered from Marrow Spire, contains those verses in the Cantor's own hand. Someone else is being counted, and the rhyme is preparing for them.
  • Hesper Gild's dreams of the fog-and-brass bell did not stop when the bell was cast — they changed. She now dreams of a foundry inside the Deep Mist, and a bell the size of the Grand Cage's Master Key, and a caster whose face she cannot see but whose hands are made of brass and fog. She has begun sketching it in her spare time, and the sketches are very good.

Beneath the surface

Secrets

  • Perrin does not remember that the Deep Mist counted him twice — once going in, twelve years ago, and once coming back, two winters ago — because the second count is the one that erased the first. He was not a man who walked into the Mist and lost his memory; he was a man who was taken into the Mist by Warden-Prime Elowen Vane, remade as a key, and walked back out when the key was not needed — yet.
  • The hum in Perrin's bones is not a symptom of the Mist's touch — it is the resonance of the key-metal the Mist grew into him during his lost year. He is not a man with a fog-and-brass bloodline; he is a man who was given one, deliberately, by the Deep Mist, for a purpose the Mist has not yet revealed.
  • Perrin's familiar, Chime — the small brass-and-fog wisp with a turning gear inside — is not a construct he summoned. Chime is a fragment of the lost year: a piece of the key-metal that the Mist grew inside Perrin, which separated and took the shape of a familiar because Perrin's memory could not hold it. Chime never sleeps and only hums because it is still counting, and it will stop humming the day the count is finished.

What haunts them

Fears

  • Perrin is afraid that the hum in his bones is a countdown — that the Mist grew a key inside him and is waiting for the lock to be ready, and that every day the Grand Cage turns closer to opening, the key in his chest turns with it.
  • Perrin is afraid of silence — not the silence of a quiet room, but the silence of a count that has stopped. If the Mist ever stops counting him, he believes, it will be because it has finished, and what happens when a count finishes is what happens to everything the Mist has taken.
  • Perrin is afraid that he is not Perrin Voss at all — that the man who walked out of the Deep Mist two winters ago is a copy, or a vessel, or a key wearing a dead man's name, and that the real Perrin Voss is still inside the Mist, still counted, still waiting to come back.

What drives them

Aspirations

  • Perrin wants to stand in front of Warden-Prime Elowen Vane — in the Grand Cage's lock, at the heart of the world — and ask her one question: 'Was it me you took into the Mist, or someone you made to look like me?' He does not know which answer he wants.
  • Perrin wants to finish the counting-rhyme with Nib — all the verses, including the ones 'for the ones who come after' — because he believes the rhyme is not a song but a map, and that the last verse leads somewhere the Mist does not want him to go.
  • Perrin wants to be counted once — only once, on his own terms, by his own choice — because he believes that the Mist counts what it intends to keep, and that if he can make the Deep Mist count him as a free thing, freely given, then the key inside him will stop turning and the hum in his bones will finally, at last, be quiet.

Personal quest · 1

What the Mist Counted

Nib, the mist-touched child of Hollowmere, hears the Deep Mist counting the town and says it counted Perrin too — twice, once going out and once coming back. Perrin must sit with Nib on the drifting northern half of Hollowmere through a full night while the Mist counts, and let Nib teach him the counting-rhyme verse by verse. Each verse Perrin answers correctly costs him a memory he did not know he had, and the last verse names what the Mist left in him.

The night is not safe: the middle key-bolt is failing, the Mist sends a Fog-Breather up from the lake, and Nib will not leave the drifting half until the count is finished.

Current Stage

Perrin agrees to sit with Nib on the drifting northern half of Hollowmere through the night. Nib teaches him the first three verses of the counting-rhyme, and each correct answer costs Perrin a memory he did not know he had — the smell of a kitchen he cannot name, the sound of a woman laughing, the weight of a coin purse he once stole. The middle key-bolt begins to fail.

Choice
When the first memory goes — a woman's laugh, warm and specific — Perrin can stop the verse and keep the memory, but Nib will not continue the count, and the Mist will not tell Perrin what it left in him.
Perrin keeps his memories but never learns the last verse's answer. He gains a permanent +1 to Charisma saving throws against being charmed (the Mist did not get to finish) but loses the chance to learn what the Mist left in him.
Alternative
Perrin can let the verse continue and answer honestly, losing the memory but gaining the next line of the rhyme.
Perrin loses a memory — a specific, painful, small thing — and gains the next verse. The Mist hums approval. Nib smiles for the first time all night.
Mechanical Rewards
  • New trait: 'Twice-Counted Resilience' (resistance to psychic damage) OR 'Unfinished Count' (temporary hit points when Frightened)
  • New ability: cast 'Fog Cloud' once per long rest without a spell slot (if the honest path is chosen)
  • New trait: 'Counted Twice' (once per long rest, drop to 1 hit point instead of 0 and exhale a 10-foot fog cloud) OR enhanced 'The Hum in the Bones'
  • New name: 'The Twice-Counted' (if the honest path is chosen)
Narrative Rewards
  • A deepened bond with Nib, the Fog-Child, who will follow Perrin anywhere
  • The knowledge of what the Mist left in Perrin — a keyhole-shaped hollow, waiting to be filled
  • The answer to why the Deep Mist let him walk out: because he had already been counted, and the Mist does not count the same thing twice

Personal quest · 2

The Bell That Will Not Stop

Perrin's 'The Hum in the Bones' trait makes iron ring when he is frightened — but lately, the iron rings when he is not frightened too. A bell-founder in Ratchetworks named Hesper Gild has been hearing a bell that does not exist, ringing at the same frequency as Perrin's bones, and she believes the bell is trying to be cast. She needs Perrin's hum to tune it.

Current Stage

Hesper Gild, a bell-founder in Ratchetworks' Foundry Quarter, has been dreaming of a bell that does not exist — a bell of grey fog and brass, ringing at a frequency that makes her teeth ache. When Perrin passes her workshop, the iron in his coat rings, and she grabs him. She believes the bell is trying to be cast through him, and she wants to help it — or to stop it, she is not sure which.

Choice
Perrin can let Hesper tune the bell to his hum, which means standing in her foundry while she pours molten brass into a mould shaped like the inside of his fear.
The bell is cast. It is small — palm-sized — and it rings with Perrin's hum when he is afraid. Hesper calls it a 'fear-bell' and tells him it will ring when something from the Deep Mist is near, whether he can see it or not.
Alternative
Perrin can refuse Hesper, telling her that the hum is not hers to tune and that some bells should not be rung. She will be disappointed but will not press — and she will remember him.
Hesper lets Perrin go, but she does not stop dreaming of the bell. She casts it anyway, alone, without his hum to tune it — and the bell that comes out of the mould is wrong. It rings by itself, at night, and it draws something up from the Sump Gears.
Mechanical Rewards
  • A 'Fear-Bell' (common wondrous item) OR a permanent +1 to Charisma
  • Suppressed 'The Hum in the Bones' while carrying the Fear-Bell
  • Optional: Nib gains the ability to cast 'Fog Cloud' once per long rest
Narrative Rewards
  • An ally in Hesper Gild, who knows the foundries of Ratchetworks and can cast or repair key-metal items
  • A deeper understanding of the hum in Perrin's bones: it is not just a symptom — it is a frequency, and frequencies can be tuned
  • A warning system against the Deep Mist that the whole party can use

Personal quest · 3

The Tally of the Lost Year

Perrin has no memory of the year before he walked out of the Deep Mist — but the Mist counted him during that year, and the Mist does not count the same thing twice. Somewhere in the Tally Reaches, there is a record of what Perrin was doing during his lost year: a tally-house ledger, a Warden's log, or a Choir hymn that names him. Finding it means finding out who he was — and why the Mist let him go.

Current Stage

Perrin begins searching the tally-houses and ledgers of the Tally Reaches for any record of himself during his lost year. Marnie Tallow's key-ledger in Tallymarket has a gap — a page torn out, twelve years old, the same year Perrin lost. The torn page's edge is stamped with a partial Warden's seal.

Choice
Perrin can ask Marnie Tallow directly about the torn page, trusting her with the truth about his lost year.
Marnie admits she tore the page out herself, twelve years ago, on the orders of the tally-keeper before her — a woman named Bess Hedgerow, who said the page named a man who walked out of the Mist and could not be allowed to be counted twice. Bess Hedgerow left Tallymarket the same year and never came back. Marnie gives Perrin Bess's last known address: a boarding house in Ratchetworks.
Alternative
Perrin can steal into the Tally-House at night and read the ledger himself, without telling Marnie what he is looking for.
Perrin finds the torn page's stub and reads the entry number: Entry 447. He also finds a note in Marnie's hand, written recently: 'Bess said never let them count him. I have kept the page safe. If he comes back, tell him to find her before the Crew does.' Perrin realizes Marnie has been protecting him — and that the Ratchet Crew is also looking for Entry 447.
Mechanical Rewards
  • A 'Fear-Bell' OR a 'Tally-Keeper's Token' (uncommon wondrous item)
  • Enhanced 'Mist-Touched Memory' trait (Advantage on History checks related to the Deep Mist) OR the Tally-Keeper's Token
  • A Warden's seal fragment OR Advantage on Persuasion checks with Tally Reaches locals
  • A permanent +1 to Charisma (from facing the Mist's song) OR a new personal goal (reach Elowen Vane)
Narrative Rewards
  • The truth about Perrin's lost year: he was counted by the Keywardens, taken into the Deep Mist by Warden-Prime Elowen Vane, and returned — or replaced — two winters ago
  • A lead on why the Deep Mist let him go: because he had already been counted, and the Mist does not count the same thing twice
  • Allies in Marnie Tallow and Bess Hedgerow, who have been protecting the secret of Entry 447 for twelve years

Major Decision

Context

The counting-rhyme with Nib on the drifting half of Hollowmere

Choice Made
Perrin must choose between answering the last verse of the counting-rhyme honestly — learning what the Mist left in him and taking the name 'the Twice-Counted' — or refusing to answer, keeping his old name and his old emptiness, and gaining the 'Unfinished Count' trait instead.
Impact

This decision determines whether Perrin's sorcerous origin becomes 'Twice-Counted Resilience' (resistance to psychic damage, bonus Fog Cloud, the 'Counted Twice' survival trait) or whether he keeps his original features and gains 'Unfinished Count' (temporary hit points when Frightened, enhanced Hum in the Bones with a Deafening effect). It also determines whether Perrin loses all memories of his life before the Deep Mist or keeps them — and whether he learns the truth about his connection to the Threshold of Keys.

Major Decision

Context

Hesper Gild's foundry in Ratchetworks

Choice Made
Perrin must choose whether to let Hesper tune a fear-bell to his hum — gaining a warning system against the Deep Mist but risking exhaustion and drawing the Mist's attention — or refuse, leaving Hesper to cast a wrong bell alone and unleashing a Mist-Song Wisp into the Sump Gears.
Impact

If Perrin helps cast the bell, he gains the Fear-Bell item and suppresses his Hum in the Bones trait (allowing him to sneak while frightened), but must save against exhaustion each time the bell warns him. If he refuses, he gains a permanent +1 to Charisma from facing the Mist's song, but the Sump Gears become more dangerous and Hesper may become mist-touched — a valuable but volatile ally.

Major Decision

Context

Bess Hedgerow's boarding house in the Sump Gears

Choice Made
Perrin must choose whether to hear the truth about Entry 447 and his lost year — learning that Warden-Prime Elowen Vane took him into the Deep Mist twelve years ago — or to refuse the knowledge and keep the name he has made for himself.
Impact

If Perrin hears the truth, he gains Advantage on History checks related to the Deep Mist, a new personal goal (reach Elowen Vane), and the knowledge that the Ratchet Crew is hunting for the record of what he is. If he refuses, he gains the Tally-Keeper's Token (once per long rest, learn one true fact from any ledger) and a safehouse in the Sump Gears, but the question of his lost year remains open — and the Mist will finish counting him someday, whether he answers or not.

Transformative Moment

Trigger

Completing 'What the Mist Counted'

Transformation

Perrin either becomes 'the Twice-Counted' — a key that was made and set down, with resistance to psychic damage and a survival trait that lets him cheat death once per long rest — or he remains Perrin Voss, unfinished, with a warning-bell hum that deafens his enemies and temp hit points that keep him standing when fear would fell him. Either way, the night with Nib changes what the hum in his bones means: it is no longer a symptom. It is a choice.

Mechanical Changes

Sorcerous Origin feature

'Draconic Resilience' becomes 'Twice-Counted Resilience' (adds resistance to psychic damage) OR remains 'Draconic Resilience' with the new 'Unfinished Count' trait added

The counting-rhyme either completes the Mist's tally of Perrin, finishing what was started twelve years ago, or it is interrupted, leaving the count unfinished — and an unfinished count is a warning, not a debt.

Transformative Moment

Trigger

Completing 'The Bell That Will Not Stop'

Transformation

Perrin either gains a tuned instrument of the Mist's own music — a fear-bell that warns him of the Deep Mist's approach — or he faces the Mist's song alone and emerges with a deeper, steadier sense of self. In both cases, Perrin stops being a man who is hunted by the hum in his bones and becomes a man who can use it.

Mechanical Changes

New item or ability score

Fear-Bell (common wondrous item, warning against Deep Mist creatures, suppresses the Hum trait) OR permanent +1 Charisma

Tuning the bell means accepting that the hum is a frequency — and frequencies can be played. Refusing means facing the Mist's song without a buffer, which forges the hum into identity rather than affliction.

Transformative Moment

Trigger

Completing 'The Tally of the Lost Year'

Transformation

Perrin either learns that Warden-Prime Elowen Vane took him into the Deep Mist twelve years ago — making his lost year a Warden's operation and his survival a Warden's debt — or he chooses ignorance and gains a tool for finding truth in the world's ledgers. Either way, Perrin stops asking 'what happened to me?' and starts asking 'what am I for?'

Mechanical Changes

Skill or item

Advantage on History checks about the Deep Mist and the Engine OR the Tally-Keeper's Token (once per long rest, learn one true fact from any ledger)

Knowledge of his own origin makes Perrin a scholar of the Mist's patterns; chosen ignorance makes him a keeper of the world's records. Both paths make him someone who counts — the question is what he counts for.

Ally

Nib, the Fog-Child

Relationship ally
Influence 8/10
Loyalty 9/10

Shared History

Nib was touched by the Deep Mist two winters ago, in the same season that Perrin walked out of it — and the child has never forgotten the feeling of someone else carrying the Mist's mark. When Perrin first came to Hollowmere, drifting work along the lake road, Nib watched him from the barrow-mound for three days before speaking to him, because the child could hear the Mist counting him and wanted to know what number it had given.

Perrin, who cannot sleep in silence and who is fiercely kind to anyone the Mist has touched, sat with Nib through a whole evening without asking a single question about the fog, and Nib decided then that the tall man with the bells on his neck was 'counted safe.' Since the lurch at Hollowmere, Nib has been the only person who can walk the drifting northern half without fear, and Perrin is the only person Nib will let carry them across the key-bolts when the bolts scream too loudly for the child to bear.

Nib taught Perrin the first three verses of the counting-rhyme, and the child says there are more verses for 'the ones who come after' — which Perrin has not yet asked about, because he is afraid of the answer.

Potential Breaking Points

  • If Perrin refuses to answer the counting-rhyme's last verse, Nib will feel the count is unfinished and may seek the answer elsewhere — possibly from the Mistbound Choir, who claim to know what the Mist leaves in people
  • If Perrin gives Nib the Fear-Bell, the child will hear something in it that terrifies them — and may run to the Choir for comfort, taking the bell's warning with them

Ally

Bess Hedgerow

Relationship ally
Influence 5/10
Loyalty 7/10

Shared History

Bess Hedgerow was the tally-keeper of Tallymarket before Marnie Tallow, twelve years ago, and it was Bess who recorded Entry 447 — the tally of the man who walked out of the Deep Mist and could not be allowed to be counted twice. She was ordered by Warden-Prime Elowen Vane to tear the page from the ledger and to tell no one, and she obeyed, but she kept the page's stub and the number in her memory.

When the Ratchet Crew began asking questions in the Sump Gears about old Warden tallies, Bess understood that the secret was no longer safe, and she moved to a boarding house in the flooded undercity where the Crew does not bother to look — partly to hide, and partly because the water rising in the gear-pits reminds her of the fog she has feared for twelve years. She has been waiting for someone to come and ask about Entry 447, and when Perrin arrived, she knew him at once, because the iron in his coat rang when the boarding house's kettle boiled and she had heard that ringing once before, twelve years ago, in the Tally-House.

Potential Breaking Points

  • If the Ratchet Crew finds Bess before Perrin can protect her, she will give up Entry 447's contents to keep the boarding house's other residents safe
  • If Perrin asks Bess to lie to a Warden inquiry about the torn page, she will refuse — she has spent twelve years keeping one secret and will not keep two

Enemy

Marisel Quill, the Ratchet

Threat Level 7/10
Conflict Type ideological and personal

Personal Stakes

Marisel Quill knows what Entry 447 is, because the Ratchet Crew has been searching for it for a year — and she knows what Perrin is, because Ossian Vey told her: a key that was made and set down, waiting to be picked up. She does not want to kill Perrin; she wants to use him, because the unkeying engine needs a key-metal core and the fragment of the Master Key she has is not enough.

She believes that if she can bring Perrin to the engine — or bring the engine to Perrin — she can complete the unkeying of the Grand Cage and free the hundred Slivers, including the Sliver her family died on. Perrin, who has begun to suspect that the keyhole-shaped hollow in him is the same shape as the keyholes on the Threshold of Keys, is terrified that she might be right — and that the Ratchet Crew's engine is not building a weapon but a keyhole, and that his body is the key that fits it.

Marisel has twice sent saboteurs to Hollowmere knowing Perrin would be there, not to kill him but to test him: to see if the hum in his bones resonates with the wedges, and how strongly.

Possible Resolutions

  • If Perrin can prove to Marisel that the Deep Mist eats what it takes — by showing her the drifting Sliver at the Driftline, or the eaten town of Cinderhollow — she may turn against Ossian Vey and sabotage her own engine
  • If Perrin destroys the unkeying engine at the Driftline and saves the drifting Sliver, Marisel will consider the debt of her family's death unpaid and become a personal, relentless enemy
  • If Perrin lets Marisel take him to the engine, the Ratchet Crew will attempt to use him as a living key — and what happens then depends on whether the Mist finishes counting him first

Enemy

Ilse Marrow, the Hollow Cantor

Threat Level 6/10
Conflict Type spiritual

Personal Stakes

Ilse Marrow believes the Deep Mist is a god, and she has heard it speak — but Perrin has heard it count, and counting is not what love does. When Perrin sat with Nib on the drifting half of Hollowmere and heard the counting-rhyme, he understood something the Cantor has never understood: that the Mist does not welcome what it takes, it tallies it, and a tally is a list of things to be consumed.

Ilse does not know Perrin exists yet, but the Mist does — and the Mist has been singing Perrin's frequency to the Choir's singers in their sleep, because the Mist wants the Choir to bring the Twice-Counted to Marrow Spire, where the fog comes down like water into a well, and finish the count in front of an audience. Ilse will offer Perrin tea, and warmth, and a place in the Choir's care, and she will genuinely grieve if she has to hurt him — but she will hurt him, because she believes the Mist's hunger is love, and Perrin knows it is appetite.

Possible Resolutions

  • If Perrin can bring Ilse Marrow to the Driftline and make her watch a Sliver being eaten, she may break and sing the Cage shut instead of open
  • If Perrin breaks the Choir's ritual at Marrow Spire, Ilse will flee to the Grand Cage and sing the Mist through the cracks — and she will remember Perrin's face
  • If Perrin accepts the Choir's care, even briefly, the Mist will finish counting him — and the campaign's ending changes

Faction

The Keywardens of the Grand Cage

Standing 4/10

Influence

Perrin's relationship with the Keywardens is complicated by the fact that one of them — Warden-Prime Elowen Vane — may have taken him into the Deep Mist twelve years ago, and another — Enginewright Tobias Quill — has been re-keying the Sixth Ring's bolts for the Ratchet Crew under duress. Perrin has no Warden's pass and no official standing, but the Keywardens' bastion at the Sixth Ring's joint is the only place where the record of his lost year might be completed, and Warden-Commander Sela Brant is the only person with the authority to open the re-keying log and confirm what Tobias has done.

If Perrin helps expose Tobias gently, Sela Brant will grant him a Warden's pass and a place on the freight-lift down to the Fourth Ring — and the pass will open Warden locks that the torn page's seal fragment cannot. If Perrin handles the confrontation badly, the Bastion closes its gates to him and he loses the only institutional ally he has on the Sixth Ring. Perrin's deepest stake in the Keywardens is Elowen Vane: the imprisoned Warden-Prime is the last person who saw him before his lost year began, and she is held inside the Grand Cage's lock, at the heart of the world. Reaching her means going further down than anyone has gone and coming back — and Perrin does not yet know whether he wants her answers or her forgiveness.

Obligations

  • If granted a Warden's pass, Perrin is expected to report what he finds on the Fourth Ring back to Sela Brant — including anything he learns about the Ratchet Crew's route to the First Ring
  • If Perrin learns the truth about Entry 447 from Elowen Vane, the Keywardens will want that knowledge contained, and Perrin will have to choose between the order's secrecy and the party's need to know

Benefits

  • A Warden's Pass granting free passage through Keywarden checkpoints and opening Warden locks on the Sixth Ring
  • Access to the Warden Bastion's gear-vault, where the confiscated Ratchet Crew wedge and the brass token's matching lock are held
  • A place on the freight-lift down to the Fourth Ring, bypassing weeks of overland travel

Faction

The Mistbound Choir

Standing -3/10

Influence

The Mistbound Choir has been singing Perrin's frequency to its singers in their sleep, because the Deep Mist wants the Twice-Counted brought to Marrow Spire — and the Choir does not yet know why. Perrin has never willingly set foot in the Spire, but the Choir's reach is longer than he knows: Sister Wren Hallow has a list of mist-touched individuals on the Fourth Ring, and Perrin's name was added to it the week the party arrived in Ratchetworks, though no one has told him.

The Choir's offer is always the same — warmth, care, a place among the mist-touched, and the promise that the fog will love him — and Perrin, who cannot sleep in silence and who hears the Mist's song every night in the hum of his bones, is more tempted than he admits. The Choir's danger to Perrin is not violence but belonging: if he lets them care for him, even once, the Mist will finish counting him, and the choice he made with Nib on the drifting half of Hollowmere will be unmade.

Anselm Crowe, the Choir's defector, is the one person who understands what Perrin is facing — he heard the Mist sing for twelve years before he watched it eat a Sliver — and his notebook of the Cantor's verses is the only map Perrin has of the song that is trying to count him.

Benefits

  • If Perrin ever accepts the Choir's care, he gains the trait 'Choir-Touched': he can hear the Deep Mist's song within 1 mile, learning the direction and distance of any unkeying wedge or failing key-bolt — but he also loses the choice he made with Nib, and the Mist finishes counting him
  • Anselm Crowe's notebook, if Perrin helps him escape the Spire, contains the full text of the counting-rhyme's missing verses — the ones Nib said were 'for the ones who come after'

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