๐ŸŒŠ Fluid

Factor Iselle Dohr

House Sai wharf-factor ยท the one who pays ยท the one who lies by omission

At a Glance

Role
Quest-giver; a lever on the party โ€” and a lever for the party โ€” long after this module
House
Sai (books tonnage off Onda's east quay)
Demeanor
Warm, brisk, transactional; a smile that closes deals
Tell
Talks about the dead ships as line items, never as crews
Found at
The counting-house above the east quay, or the jetty at dawn watching the water

Voice & Manner

Efficient and genuinely likeable โ€” she remembers names, asks after your journey, pours the good arak, and has your fee counted before you've sat down. None of it is false; all of it is a transaction. A true Saian, she believes everyone has a price and considers it only polite to find yours quickly and pay it fairly.

โ€œI'm not asking you to be heroes. Heroes are expensive and they ask questions. I'm asking you to solve a problem I can put a number on. The number is generous. Shall we?โ€

What She Wants

Behind the screen

Dohr has been skimming tonnage for two seasons and hiding the coin in unlogged boxes shipped on her own trusted hulls โ€” one of which was the Ledgerwake. She didn't sink the ship (Jatu did that), but the box going down with it is a catastrophe: if the wreck is salvaged officially, the slip in her own hand surfaces, and House Sai does not forgive stealing from the House. That, not the drowned crew, is what keeps her at the jetty at dawn.

She has no idea what the drownings actually are, and would be genuinely horrified โ€” not out of piety, but because a Sanguine Inquisition problem is the one kind of problem money can't close. If the party tells her the truth of what they found aboard the Surety, she stops haggling and starts listening.

The lever cuts both ways. Hand the slip back and she's a grateful, well-placed ally in House Sai. Keep it and let her know, and she's a frightened one who'll do favours to stay quiet. Turn her in and you've made an enemy with a long memory and a longer purse. Any of the three is good campaign fuel โ€” that's what she's for.

In a Fight

Dohr does not fight and is not built to. If cornered she buys her way out โ€” with coin, with a name, with a promise she may even keep. If you somehow need dice, run her as a noble (CR 1/8) with a hidden dagger and a purse that can hire three thugs faster than most parties can draw. Her real weapon is that she's more useful to the party alive, well-disposed, and slightly in their debt โ€” and a good table will figure that out.