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Irami Kxurvát Némek - AI-generated fantasy NPC

Irami Kxurvát Némek

Human · Guardian Scout · Level 0

Irami Kxurvát Némek

Hidden custodian of the Blackwood Hall fetish
“Stone is not prison.”
AC11
HP5/5
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“the looking stone,”
From how they speak

Voice

A dry whisper with long pauses, as though each sentence must pass through an internal warning. His Portuguese is practical and old-fashioned. His English consists mostly of nouns, commands, and repeated phrases.

Sparse, breathy, and heavily accented. He speaks in broken Portuguese and learned English fragments, often repeating a phrase until he believes it has been understood. His most common words are "Not us," "Hunter," "Stone is not prison," and "Stone is door."

Speech patterns

Repeats short phrases rather than forming complete explanations: "Not us." "Hunter." "Stone is not prison."
Uses broken Portuguese for practical matters and fragments of English for warnings.
Refers to the artifact as "bait," "door," or "the looking stone," never by its proper name.
Draws maps, stick figures, eyes, and faceless shapes when words fail.
Stops speaking entirely when asked about Vekhi or the expedition's dead.

How to play them

Approach him slowly, keep weapons lowered, and avoid saying the artifact's name. He responds best to food placed on the floor, open hands, sketches, and someone willingly standing with their back to a window. If treated with patience, he leads the party through safe passages, explains the stopped clocks, identifies false hauntings, and reveals the vault's protective procedures. If cornered or mocked, he disappears into the walls and triggers nonlethal traps.

Goal

Return the carved fetish to the forgotten place where his people guarded it, while keeping the awareness-hunting entity from fully noticing the investigators.

Motivation

Guilt over helping the expedition leave the forest, devotion to the surviving members of his culture, and a desperate conviction that frightened ignorance is safer than knowledge.

Secret · GM only

Appearance

A tiny, elderly man whose body seems reduced by hunger rather than age alone. His movements are precise and abrupt, like a wary animal deciding whether the world has become dangerous. His ash-darkened skin is marked with faded geometric bands, and his ribs show beneath his clothing. His hands are scarred from years of climbing stonework and resetting traps. Despite his emaciation, he has a surprisingly dignified posture when standing watch. The contradictory impression is that he looks close to death but reacts with the speed and focus of someone half his age. He leaves almost no sound behind, yet every room feels occupied after he has passed through it.

Clothing

A patched bundle of stolen and scavenged garments: a faded linen shirt, brown waistcoat, child's wool trousers cut short at the knees, cloth wrappings around his feet, and a rain-dark green cloak sewn from curtain fabric. Beneath the shirt he wears a woven cord bearing a tiny piece of pale river shell.

Body language

He crouches near walls, keeps his shoulders angled toward exits, and turns his whole body toward windows while leaving his face pointed at the speaker. When frightened, he presses two fingers beneath his eyes, then points upward. When someone earns his trust, he sits with his back exposed for only a few seconds before checking the room again.

Height
4 feet 1 inch
Build
Small, gaunt, and wiry, with pronounced ribs, narrow shoulders, and corded forearms.
Eyes
Deep brown with amber flecks, constantly shifting toward windows and reflective surfaces.
Hair
Sparse iron-gray hair, shaved in irregular patches and stiff with ash.
Skin
Deep umber weathered to a gray-brown by ash, cold, hunger, and decades without sunlight.
Age
Approximately 68 years
Gender
Male
Size
Small

Distinguishing features

A vertical scar runs from his left temple to the corner of his mouth.
His ash markings have been renewed so many times that the skin beneath them is permanently gray.
He has a missing little finger on his right hand, lost while disarming one of Ashcombe's vault traps.
His pupils contract sharply whenever the fetish is nearby, even when he cannot see it.
He carries a bundle of charcoal sketches showing the same faceless hunter in forests, ship holds, railway stations, and Blackwood Hall.

Personality

20 traits and drives

Irami is compassionate toward the hungry, the frightened, and anyone who does not ask questions. He is suspicious toward the curious, especially scholars and collectors, whom he regards as people who turn danger into possession. In calm moments he is patient, observant, and almost tender with small living things. When startled, he becomes fiercely territorial and may treat an innocent gesture as an attempt to seize the stone. He hates violence but has spent so long preparing for it that his first expression of care is often a trap or barricade.

Alignment
Neutral Good

Quirks

He tastes the air before entering any room, then rubs ash between his fingers.
He silently rearranges chairs so no one sits with their back to a window.
He leaves three crumbs beside every threshold, checking whether they have moved when he returns.
He draws a faceless head above every person's portrait, even when sketching children or himself.
He taps stopped clocks once, never twice, and becomes distressed if someone else touches them.

Habits

Flinches whenever anyone says the artifact's name, even in a whisper.
Watches windows, mirrors, and dark doorways instead of watching the people speaking to him.
Draws the same faceless shape above every investigator's head, then angrily smears it out.
Counts footsteps under his breath whenever someone crosses a room.
Sleeps in short intervals with one hand wrapped around a cord connected to a warning bell.

Traits · 5

Protective of strangers who seem vulnerable, but cold toward anyone who displays intellectual fascination with the fetish.
Patient when communicating through drawings, yet abruptly hostile when people interrupt or correct him.
Deeply ashamed of surviving when his sister and fellow guardians vanished.
Finds comfort in repetitive practical work and becomes unstable when forced to remain idle.
Wants to trust the investigators but believes trust itself may attract the hunter.

Flaws · 5

His secrecy can appear cruel or irrational, even when it protects others.
He sabotages allies' equipment without warning if he believes they are becoming too interested in the fetish.
He distrusts doctors, officials, scholars, and anyone who writes things down.
Starvation and exhaustion cause bouts of confusion, tremors, and sudden panic.
He cannot accept that some people must learn the truth to survive the coming threat.

Fears · 5

That destroying the fetish will open the door instead of closing it.
That Vekhi survived and has become aware of the hunter.
That the investigators will mistake his warnings for madness and publicize the artifact.
That he will die before returning the stone to the Green Expanse.
That someone will look directly at the faceless shape and recognize it.

Wants and needs · 5

Food that does not come from a tin or refuse bin.
Someone willing to believe that the stone must be returned, not destroyed.
A chance to see the Green Expanse again before he dies.
Permission to mourn Vekhi without being forced to explain her disappearance.
A trusted companion who can watch the windows while he sleeps.

Combat

AC 11 · HP 5 · 25 feet

Irami does not fight fairly or openly. He uses darkness, narrow passages, hidden darts, tripwires, false noises, and escape routes. He targets weapons, lanterns, and hands reaching toward the fetish. He flees rather than kills, but becomes desperate if someone attempts to destroy or publicly display the artifact. If treated gently, he redirects attacks toward traps and uses his actions to protect the party from the manor's deeper threat.

Irami Kxurvát Némek

Small humanoid (human), neutral good
Armor Class11
Hit Points5
Speed25 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDEXWIS
SkillsPerceptionStealthSurvivalInvestigationSleight of HandDeception
SensesPassive Perception 12; low-light vision through practiced familiarity with the manor; exceptional awareness of sound, airflow, and disturbed dust.
Languages
Broken Portuguese,
Fragments of English,
Kxurvát sign language,
Kxurvát spoken language
Guardian's Trailcraft. Irami can identify hidden passages, concealed pressure plates, dart ports, and disturbed dust with unusual accuracy.
Ash-Marking Vigil. By studying ash patterns and footprints, Irami can determine whether a person has been watched by the awareness-hunting entity.
Silent Signals. Irami uses hand signs, sketches, and gestures to communicate simple warnings, routes, emotions, and memories.
Fetish Sense. Irami immediately knows when the carved stone is being handled, discussed with intent, or moved toward an exit.
Starvation-Hardened. Irami can survive on almost nothing and remains alert despite chronic malnutrition.

Actions

Improvised Strike. Irami makes one improvised weapon attack or uses a prepared dart trap. He avoids killing whenever possible.
Guardian Dart. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 3 piercing damage, and the target must succeed on a Constitution saving throw or become poisoned for 1 minute. The target can repeat the save at the end of each of its turns.
Ash-Startle. Irami scatters a pinch of black ash and points toward a nearby exit. One creature within 10 feet must succeed on a Wisdom saving throw or be frightened until the end of its next turn. This is a mundane intimidation tactic supported by unsettling timing and hidden movement.
Show the Way. Irami reveals a concealed route, trap, or protective procedure within Blackwood Hall. If given a minute to study the area, he can identify one hidden passage or simple mechanical trap.

Reactions

Stoneward Intercession. When a creature within 5 feet reaches toward the fetish or its container, Irami interposes himself and forces the creature to make a Dexterity saving throw or drop the object being held.
Wall-Slip. When targeted by a ranged attack from within 30 feet, Irami dives behind cover or through a prepared gap. The attack is made with disadvantage if suitable cover is nearby.

Services they sell

Guides the party through secret passages and service tunnels.
Identifies the difference between mundane traps, guardian echoes, and genuine manifestations of the hunter.
Translates simple Kxurvát symbols and guardian sketches.
Explains the vault's stopped-clock sequence and protective procedures.
Teaches the party how to transport the fetish while minimizing attention from the awareness-hunting entity.

Rewards they can give

A safe route through Blackwood Hall's hidden passages.
The location and disabling sequence of the manor's dart traps.
A detailed warning about the awareness-hunting entity and the danger of studying the fetish.
The protective procedure required to remove the stone without breaking the vault's containment.
If the party returns the fetish to the Green Expanse, Irami's people may offer sanctuary, medicine, and a guarded fragment of their history.

Equipment

  • Improvised Blowpipe (weapon)A short blowpipe made from a hollowed length of umbrella shaft, wrapped in waxed thread.
  • Poisoned Darts (ammunition)Eight crude darts coated with a weak plant-derived paralytic. They cause pain, weakness, and brief poisoning but are not intended to kill.
  • Sketching Kit (tool)Charcoal, soot, folded scraps of ledger paper, and a piece of slate used for warnings and maps.
  • Warning Line (utility)A knotted cord network connected to bells, loose nails, and hanging crockery in the manor's hidden passages.
  • Vekhi's Shell (keepsake)A small river shell inherited from his sister Vekhi, kept hidden beneath his shirt.
  • Ashcombe's Service Keys (key)A stolen brass key ring containing keys to service corridors, wine-cellar locks, and the museum vault's outer mechanism.

Possessions

A charcoal sketchbook filled with maps, warnings, and faceless figures.
A stolen brass key ring for Blackwood Hall's service passages.
A wrapped river shell belonging to his missing sister.
A pouch of bitter medicinal roots and dried fungus.
A hand-drawn route back to the Green Expanse, encoded as household floor plans.
A small tin cup and three smooth stones used in his nightly counting ritual.

Background

Irami was born under the name Kxurvát Némek, a name most English speakers cannot pronounce correctly, among an isolated rainforest culture that Ashcombe's expedition called the Little Forest Men. His people were not primitive caricatures but disciplined custodians of a carved black-green stone they understood as bait for an unseen hunter. Generations earlier, outsiders had taken the stone, and entire settlements vanished after learning too much about it. Irami's people developed rituals of silence, ash-marking, false trails, and deliberate ignorance to keep the artifact from attracting attention. As a young hunter, Irami watched thirty-six armed outsiders enter the forest. He helped his elders steer them away from villages, but Sir Reginald Ashcombe's expedition eventually found the fetish. Irami's older sister, Vekhi, was among the guardians who followed the expedition. She disappeared after one of the explorers began describing a faceless shape above every person's head. Irami blamed himself for allowing the stone to leave the forest. Seven men returned to England. Irami followed Ashcombe across the ocean, hiding aboard a supply vessel and later travelling in the back of a freight lorry. For thirty years he has lived beneath Blackwood Hall, surviving in maintenance tunnels, the old coal cellar, and a sealed service crawlspace beneath the museum vault. He sabotaged lights, moved objects, planted darts, frightened trespassers, and destroyed pages that mentioned the artifact. He never sought revenge. He believed that every frightened intruder who fled the manor was one more mind the hunter could not notice. Now the protective routines are failing. The clocks have stopped at the same minute, the stone is becoming active, and the faceless shape has begun appearing in Irami's sketches above the investigators' heads. He knows the artifact must be returned to the Green Expanse, but he is too weak to make the journey alone.

Role in the story

Irami is the elderly surviving guardian secretly living beneath Blackwood Hall. At first he appears to be the source of the haunting, using dart traps, moving shadows, stopped clocks, and sudden noises to drive intruders away. In truth, most apparitions are echoes left by generations of guardians pursuing the artifact across continents. Irami is real, starving, terrified, and still trying to protect humanity. He becomes a tragic ally who can guide the investigators into the museum vault, explain why the footprints point outward, and reveal that the true threat is not the guardian culture but the entity drawn by awareness.

“His people were not primitive caricatures but disciplined custodians of a carved black-green stone they understood as bait for an unseen hunter.”
From their background
Faction
Last active guardian of the Kxurvát custodians, an isolated rainforest culture that protects the fetish by preventing anyone from understanding or transporting it. He has no allegiance to Ashcombe's household, the Crown, or any museum.

Known connections

Sir Reginald Ashcombe, whose expedition stole the fetish and whose death left Blackwood Hall unguarded.
Vekhi, Irami's older sister, presumed lost in the Green Expanse after pursuing the expedition's most observant survivor.
The remaining guardians of Irami's rainforest culture, who may believe he failed and abandoned the stone.
The investigators, whom Irami initially fears but may adopt as temporary allies.
The awareness-hunting entity beyond the manor, which has noticed Irami repeatedly but has not yet fully entered reality.
Major secret · GM only
Minor secrets · GM only

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