Six
Six

"Names are expensive. I don't use one."
He calls himself Six.
No one has heard another name.
Personal Quest: Apocalyptic Vision
Who He Is
Six is a sharp-eyed survivor of Drakkenheim's fall. He's old enough to remember the fire, too young to remember everything that came before it.
He moves like someone accustomed to watching exits.
He speaks like someone accustomed to negotiating survival.
What Is Known
- He survived the destruction of Drakkenheim as a child.
- He harbors visible resentment toward the Amethyst Academy's practice of "taking gifted children."
- He seems unusually comfortable navigating risk, shadows, and criminal spaces.
- He hides more than he explains.
Six rarely discusses his past in detail. When pressed, he deflects with humor or sharp dismissal.
Personality
- Guarded
- Pragmatic
- Quick-witted
- Suspicious of authority
He does not trust institutions, particularly those that claim to act for the greater good.
Reputation (So Far)
- Capable in high-risk situations
- Skilled at reading people
- Dangerous when cornered
- Hard to truly know
There are moments when his composure fractures; usually around discussions of orphaned children, forced conscription, or arcane testing.
They pass quickly.
Why He Returned
Six claims he came to Drakkenheim for opportunity.
Fortune waits in the ruins for those bold enough to take it.
Whether that is the whole truth remains unclear.
Present Status
Operating from Emberwood Village with the party, Six balances charm and calculation in equal measure.
The Haze does not seem to frighten him the way it does others.
If anything, it feels… familiar.
The Queen's Men have wanted him for a long time. He has now fought his way to within sight of the woman they answer to.
Recent Developments
The Forge
After the party's first venture into the outer ruins, Six had an unusually vivid dream: the smell of smoke, the rhythm of hammer on anvil, the warmth of a forge that felt more real than memory should allow.
At some point in the dream, the iron beneath the hammer became translucent, veined with faint blue light.
Just before waking, a voice spoke:
"Not yet."
Six dismissed the experience as lingering childhood memory.
A Lieutenant's Observation
During the return from the Rat's Nest Tavern, Lieutenant Petra Lang of the Hooded Lanterns spoke to Six more directly than he is accustomed to.
She did not know him. But she looked at him, and after a long moment, she said:
"You look like someone was erased and rewritten."
Six did not answer.
The Specimen
Six spent the better part of an evening in the presence of the large delerium specimen recovered from beneath the Rat's Nest. Most arcane casters bloom contamination in that kind of proximity.
Six did not.
A single casting in the burrow had caught him cross-current, leaving a faint thread of contamination in his body — but the raw specimen itself, for hours of close contact, did not touch him.
River, of the Amethyst Academy, noted this with clear professional interest. She did not press. She offered, quietly:
"If you ever wish to understand why, the Academy has resources."
Six said nothing, but he did not refuse.
The Lost One
On the road from Shepherd's Gate, the party came across a dying creature in a side alley — once a person, now hollowed, one eye gone.
For one clear moment, before it died, its remaining eye found Six. And it spoke — lucid, direct, in a voice that should not have belonged to a thing so lost.
"You weren't meant to stay counted."
The other members of the party heard only whispered fragments.
Six heard the sentence as plainly as if it had been said in a quiet room.
He did not mention it to the others.
The Hall of Numbers
That night, in a bed arranged by River at the Red Lion, Six slept and dreamed.
He has not told the others what he saw.
But he remembers, with perfect clarity, the sensation of standing barefoot on cold flagstones, the light of lanterns that flickered without wind, and the faint shimmer of numerals suspended in the air above children who did not speak.
And he remembers a voice beside him — calm, familiar, almost amused — speaking the same sentence the Lost One had spoken.
"You were never meant to stay counted."
When he woke, for a moment, the stars outside his window seemed arranged wrong.
Not randomly wrong.
Deliberately.
After a blink, they returned to normal.
Six has been quieter during long rests.
The Haze does not seem to trouble him.
If anything, something about it feels familiar.
The Desk
On the third morning back in Emberwood, Six woke at a small writing desk in his room above the Bark & Buzzard. He had drunk himself to sleep there. The candle had burned almost to the wick.
When he opened his eyes, the point of his knife was resting against the wood beneath his palm.
A sentence had been carved into the desk.
"You were never meant to stay counted."
He did not remember writing it.
He looked at it for a long time and knew that it was true.
He has not told the others.
Reed Manor
At Reed Manor, the party met Oscar Yoren — a former Amethyst Academy researcher who had survived the Haze for a decade through methods the Academy considers unauthorized.
Yoren looked at Six the way a surgeon looks at an unstitched wound.
He asked Six how long. Six months? A year? Two? He smiled in a way that was not kind.
"The Academy would have you for this. They have a name for what's happening to you. I have several. The interesting thing is — none of mine end in a chain or a cell."
Yoren offered Six a private lesson. An evening in the lab. A chance to see what controlled exposure looked like, from someone with nothing to gain by lying about it.
Six did not accept the offer.
He did not refuse it either.
A Disappointment, Quietly Delivered
When the party returned to River at Eckerman Mill empty-handed, Six was the one who pushed back. He thought she was being unfair. They had taken the risks. They had brought back what they had brought back.
River looked at him for a long moment. The unsettling smile.
"I am not mad at you, Six. I am just disappointed."
Six did not have a good answer for that.
Old Hatred
After River's disappointment, Six's old hatred for the Amethyst Academy came back. He had let himself be swayed by them, and he was angry with himself for it. Whatever he had set aside after Reed Manor came back up. He does not trust the Academy.
The Witches
Against the Warp Witches, Six's Drakkenheim madness surfaced at the worst possible moment. He looked at the witches and saw citizens — people who needed protecting, not fighting. He would not raise a hand against them.
The delusion held until the first witch went down and died as what it really was: a ghost, not a person. Whatever the madness had convinced him of couldn't survive that.
Before the fight was over, Six cut Katja Braun loose — the Falling Fire prisoner the party had carried since the Chapel. She didn't hesitate. Her hold person on the possessed Tough Luck is the reason the party could drive the witch out of him.
Two Cures, Two Prices
Old Zoya offered to take Six's contamination at her stones, for a price. He heard her out and declined.
Instead, at Camp Dawn, he asked Ophelia Reed to cast purge contamination. He watched the whole rite closely, half-expecting to see the exchange Zoya had described — something taken, something paid, somewhere. He saw nothing. That's sitting oddly with him.
A Name Dropped Sideways
Six went to Blackjack Mel alone to settle the Yoren job. Mel didn't see it Six's way: no potions had moved, and the Queen's Men pay for delivery, not effort. No gold changed hands.
Mel offered a name instead — the Black Ivory Inn — and one more line aimed straight at Six:
"You know she's the most dangerous person in this city, right? Not the Academy. Not the Order, God love their shiny armor. Her. And people with your particular gifts don't stay unclaimed forever, Six. Someone always claims them eventually. Better it's someone who'd actually use you right."
The Face in the Window
At the Black Ivory Inn, Six saw a face in a window that no one else at the table saw. He followed it outside, and found himself standing in Drakkenheim as it was before the meteor fell. He hasn't explained what he saw.
Later, when the party moved against the Inn's loop, Six leveled a crossbow at Miss Charlotte — and then talked the paladin Anika Patel down from turning the whole room on them.
On the road home, his Chromatic Orb carried the fight against the Hulks. The contamination caught up with him again in Emberwood that night. See Apocalyptic Vision.
Kicking the Door
When Six finally went back to Mel, Mel had stopped pushing the Yoren business. Word about the Ivory Inn had reached him, and his employer wanted to hear about it in person. He also had a pitch: if Six wanted to be seen, Buckledown Row was the door nobody hands you. You kick it down loud enough to be noticed.
The party kicked it down. See Queen's Men.
A Poor Soul
Six went to Flamekeeper Hanna at the Chapel of Saint Ardenna to have his contamination cleansed. She saw his arms — long, changed by the Haze — and looked at him with real sadness. A poor soul.
The rite wasn't free. Six supplied the holy water himself; Hanna recognized it as consecrated in Drakzen's rite at Saint Brenna. For the casting, Six convinced her he had only 120 gold to his name, and some quick sleight of hand made sure his coin purse agreed. She cleansed him anyway.
Afterward, she spoke quietly with Drakzen. The Flame burns hot in Six, she said. She also sees a darkness there.
The Orb
Against the Catacomb Cobras in Buckledown Row, Six's Chromatic Orb leapt from one Cobra to the next until none of Mamba Jones's crew were left standing. Asked earlier what he made of the crowd, Six thought his companions had it wrong: what they were reading as enthusiasm was bloodlust.
Most recent session: Session 19 - The Queen Walked Out