Enemies

As trust is earned, so is enmity.

Enemies rise from insult, rivalry, betrayal, ambition, fear, debt, duty, or harm done in passing.

An enemy is not just a stat block.

An enemy remembers, chooses, waits, and acts.

They follow their own interests, not simple opposition to the characters.

Earning Enmity

Enemies are made through action.

Common causes include:

  • Broken promises

  • Public humiliation

  • Betrayal

  • Interfering with ambition

  • Collateral harm

  • Theft, insult, or exposed secrets

  • Harm done to family, allies, faith, order, livelihood, or reputation

Sometimes the characters know exactly what they did.

Sometimes they never see the enemy being made.

Dealing with Enemies

When trying to reduce, delay, bargain with, or redirect an enemy’s hostility, roll only if the outcome is uncertain.

If the enemy has clear reason to accept, no roll is needed.

If the enemy has sworn revenge, been deeply wronged, or has nothing to gain, no roll may be enough.

When a roll is needed, use:

d20 + CHA modifier

A relevant Skill, Background, Ancestry, Order, or Life Event may grant a Boon if it meaningfully supports the attempt.

The enemy’s tier sets the DC.

Enemy Tiers

Tier

DC

Enmity

How They Act

What May Sway Them

Rival

10

Resentment

Competes, mocks, obstructs, refuses aid

Apology, respect, repayment, shared interest

Adversary

14

Active opposition

Schemes, spreads rumors, uses influence or agents

Leverage, bargain, restitution, greater threat

Nemesis

16

Personal destruction

Plans, adapts, gathers allies, strikes with purpose

Major sacrifice, decisive leverage, changed cause

A Boon may apply when the offer aligns with the enemy’s interests, pride, fears, oaths, faith, order, survival, or ambition.

A Bane may apply when the characters have betrayed, humiliated, threatened, robbed, exposed, or harmed the enemy.

A Bane may also apply when the request asks the enemy to abandon something deeply important.

Failure does not always mean violence.

It may mean delay, insult, higher cost, false agreement, public shame, escalation, or future retaliation.


Rival

A Rival is resentful, but restrained.

A Rival may:

  • Undermine reputation

  • Compete for status, reward, favor, or influence

  • Refuse aid

  • Mock, embarrass, or challenge openly

  • Turn others cold or suspicious

A Rival prefers loss, delay, embarrassment, or humiliation over bloodshed.

A Rival can become an ally, if pride is answered and interests align.

Adversary

An Adversary actively works against the characters.

An Adversary may:

  • Interfere with plans

  • Spread rumors or misinformation

  • Use influence, leverage, or agents

  • Set traps, legal trouble, or social barriers

  • Aid the characters’ enemies

  • Cause harm if it serves their ends

An Adversary is willing to spend resources to make the characters fail.

They may still bargain if the price is right.

Nemesis

A Nemesis is committed to the characters’ downfall.

A Nemesis may:

  • Devote time, wealth, servants, and allies

  • Anticipate and adapt

  • Strike directly or through others

  • Attack reputation, allies, holdings, or hopes

  • Exploit old wounds and known weaknesses

  • Retreat, recover, and return stronger

A Nemesis threatens what the characters value.

A Nemesis does not forget.

They may not want the characters dead.

They may want them ruined.



Escalation

Enmity grows through consequence.

Rival → Adversary → Nemesis

An enemy may escalate when:

  • They are humiliated

  • Their plans are ruined

  • Their allies are harmed

  • Their wealth, status, or safety is threatened

  • The characters ignore a chance to make peace

  • Revenge becomes personal

Enmity may diminish through:

  • Apology

  • Repayment

  • Restitution

  • Shared danger

  • Public respect

  • Changed circumstances

  • A greater common threat

  • Shifting motives or loyalties

The Referee may raise or lower an enemy’s tier based on the fiction.

No roll is needed when the fiction is clear.

Orders and Allegiance

Orders create enemies as easily as allies.

A rival Order may begin as Guarded, Opposed, or Hostile, depending on history and circumstance.

Enmity may arise from:

  • Broken oaths

  • Heresy or accusation

  • Competing claims

  • Old wars or feuds

  • Betrayal within the Order

  • Disputes over relics, land, doctrine, or command

If a character is cast out, former allies may become Rivals, Adversaries, or worse.

Shared allegiance may restrain open violence, but it does not erase resentment.

An enemy within the same Order may be more dangerous than one outside it.

They know the rules.

They know the names.

They know where to strike.

Referee Guidance

Enemies are part of the living world.

They may:

  • Gather allies and information

  • Recover from defeat

  • Change tactics

  • Wait for weakness

  • Strike through law, rumor, debt, faith, or family

  • Offer peace when their interests change

Not all enemies fight openly.

Some wait.

Some mislead.

Some strike once and vanish.

Use enemies to:

  • Apply pressure

  • Reinforce consequence

  • Drive play forward

  • Make past choices matter

  • Show that the world remembers

Enemies should act with purpose.

Do not make every enemy obsessed with the characters.

Let them have lives, plans, fears, duties, and limits.

That makes their hatred feel real.


Principle

Enemies act with purpose.

The characters made them.

Now they move.