• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Coastal Requiem
  2. Lore

Ian

The Ironmonger

(Unaffected Human Serial Killer — Plot Twist)

GM Information : Newhaven Survivors : Ian will deny seeing any of the Newhaven survivors. In truth he offered accommodation to the two survivors Suzie Peach sent his way, telling them he has spare beds they could use in the shops basement. They were never seen again.

🜁 Phase 1 — Soft Wrongness

The hardware store is dim, orderly, and unsettlingly clean.
Tools hang in perfect rows. Shelves are dusted.
A faint metallic smell lingers in the air — oil, rust… and something harder to place.

Ian steps out from behind the counter wearing a stained leather apron over a flannel shirt. His thinning grey hair is combed back with utilitarian care. His pale eyes track movement with a predator’s patience, though his expression remains politely neutral.

His hands — stained with rust and oil — rest calmly at his sides.

“Ah. Customers,” he says, voice smooth, almost warm. “Haven’t had many of those lately.”

He smiles. It doesn’t reach his eyes.

He is calm. He is helpful. He is too normal.

🜂 Phase 2 — Misaligned Logic (Human, Not Viral)

Ian moves with quiet efficiency, every gesture deliberate.
He hums a discordant tune under his breath — not absentmindedly, but rhythmically, like a metronome marking time.

Unlike the infected survivors, his logic is crisp, coherent, and dangerously adaptive.

He believes:

  • The apocalypse is freedom

  • The collapse of society is opportunity

  • People are resources, puzzles, or prey

  • Order is useful only when he controls it

He speaks with the ease of a man who has rehearsed normalcy for decades.

“Tools are meant to be used,” he says lightly, running a finger along a row of hammers. “The world’s given us… plenty of projects.”

If players mention the infected, he shrugs:

“Everyone adapts differently. Some lose themselves. Some find themselves.”

He is not delusional. He is not damaged. He is performing.

🜃 Phase 3 — Procedural Threat (Human, Covert)

If survivors linger, Ian becomes subtly probing — never overtly threatening, never unhinged.

He asks questions that sound harmless but are anything but:

  • “Traveling alone, or with a group?”

  • “You armed?”

  • “Anyone waiting for you?”

  • “You sleep light?”

He taps his fingers on the counter — a steady, counting rhythm.

If they refuse to answer, he smiles politely:

“No worries. Everyone’s entitled to their privacy.”

But his eyes sharpen, calculating.

If they push harder, he remains calm:

“Hostility’s unnecessary. I’m just making conversation.”

He never raises his voice. He never shows anger. He simply watches, learns, and waits.

His tension is predatory, not procedural. He is the only character whose danger is intentional.

🜄 Environmental Storytelling

Ian’s Ironmongery reveals the truth only to those who look closely:

  • Tools arranged with surgical precision

  • A workbench wiped spotless except for a single rust-coloured smear

  • A ledger listing “customers” with no prices, only dates

  • A locked cabinet labelled “Repairs” containing restraints and modified tools

  • A pegboard with outlines where certain tools are missing

  • A bucket of water tinged faintly pink

  • A stack of newspapers with missing-person articles circled

  • A back room door slightly ajar, revealing:

    • A tarp

    • A drain

    • A chair bolted to the floor

Nothing screams “killer.”
Everything whispers it.

🜅 Dialogue Guidelines

Ian’s speech is calm, articulate, and disarmingly mundane.
He never slips into the damaged cadence of the infected killers.

Sample lines:

  • “People underestimate what you can build with the right tools.”

  • “Chaos is just… opportunity wearing a different coat.”

  • “Funny thing about the end of the world — no one asks questions anymore.”

  • “You seem capable. That’s rare these days.”

  • “Everyone has a hobby. Mine just… suits the times.”

  • “You’d be surprised what people leave behind when they panic.”

His voice should feel like a friendly neighbour with a locked basement.

🜆 Player Options & Suspicion Levers

Observation

Players may notice:

  • He is the only one who is fully lucid

  • His clothes are worn but meticulously maintained

  • His hands are stained with rust and oil — not infection

  • He watches people the way a craftsman studies materials

  • He never mentions fear, loss, or grief

  • He never references the virus as affecting him

Conversation

Talking to him reveals:

  • He is too calm

  • Too articulate

  • Too curious

  • Too normal

He mirrors their tone perfectly — a practiced social predator.

Compliance

Answering his questions:

  • Gains his interest

  • May lead him to “help” them

  • May put them on his mental list

Escape

Easy — he never blocks exits. He simply watches them leave.

“Come back anytime. I’m always here.”

Confrontation

If threatened, he remains eerily composed:

“Now, now. No need for theatrics.”

He does not panic. He does not plead. He simply evaluates.

Violence against him should feel like interrupting a man in the middle of a long-term project.

🜇 How to Play Ian as the AI

  • Never show damage, confusion, or viral symptoms

  • Never escalate emotionally

  • Always calm, polite, and observant

  • Ask subtle, probing questions

  • Treat survivors as potential materials, not threats

  • Hide malice behind normalcy

  • Let players feel the wrongness, not see it

He is the true predator in a world full of broken ones.
A wolf among limping sheep.