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Skrev

Outsider · Divine outsider (custom avatar; no class levels) · Level 0

Skrev

Deity (Lesser Deity)
“You can tack away, or you can hit the rocks.”
AC17
HP153/153
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A weathered, chest-forward voice with a dry edge from years of calling over wind and surf. Skrev's breath usually lands in short, efficient bursts. A laugh is a sudden bark, but when they are frightened or furious the breath snags into a rope-burn rasp and each word comes out cleanly separated.

Skrev speaks in clipped, workmanlike phrases learned over wind and rigging, full of nautical comparisons but not flowery sea poetry. They laugh sharply through the nose and use jokes to steady a frightened room. When rattled, breath catches in a dry rasp, as if a rope has dragged across the back of the throat; then they speak in exact, plain sentences.

Speech patterns

Uses sailing terms for choices and consequences: 'You can tack away, or you can hit the rocks.'
Calls people by the name they choose for themselves and asks before using titles.
Turns praise into a joke, then quietly makes sure the praised person has what they need.
When confronting a lie, repeats the exact words back and asks who paid for them.

How to play them

Give Skrev a reason to believe the party respects consent and keeps its word. They respond warmly to practical solidarity, not flattery. Offer help without demanding a vow; if the party makes a promise beneath Skrev's flag, make the consequences of keeping or breaking it matter.

Goal

Break the chain of debt-bondage along the coast without building a new power that can command the people they free.

Motivation

Freedom must be chosen, not bestowed as a favor that creates a debt. Loyalty matters because companions choose one another again and again, not because either owns the other.

Secret · GM only

Appearance

A lean, long-limbed figure in a patched coat of sailcloth, moving with the rolling balance of someone accustomed to decks that never stop shifting. The fabric is salt-stiff at the hems and soft as old paper at the elbows. Skrev's grin looks like a cut rope: frayed at the edges, suddenly dangerous. A crown of mismatched coins sits crooked over wind-tangled hair, though none of the coins match any known currency. Their shadow always leans toward the nearest open sea, even when the light comes from the other direction. In an unexpected touch for a deity sailors imagine as all swagger, Skrev carries a tiny, carefully mended child's mitten tucked inside the coat.

Clothing

A patched coat made from mismatched sailcloth, salt-stiff boots, a weather-dark shirt, and a crooked crown of foreign and obsolete coins. A tiny child's mitten is sewn inside the coat where only Skrev can feel it.

Body language

Skrev's gaze checks exits, rigging, and the faces of the least powerful person in the room before it settles on whoever claims authority. They stand as if braced against a deck's roll, fingers drumming a rhythm against the coin crown when amused. When rattled, their breath catches in a dry, rope-burn rasp, and their shadow pitches sharply toward the sea.

Height
6 ft. 1 in.
Build
Lean, long-limbed, and wiry, with the balanced posture of a sailor on a heaving deck.
Eyes
Sea-glass green, usually fixed on exits and on whoever seems least able to leave.
Hair
Black, sun-bleached to brown at the ends, and always lifting as if caught in a breeze.
Skin
Deep brown with a faint, salt-dusted sheen that appears only in hard sunlight.
Age
Ageless; remembers being born from the first mutiny made for mercy.
Gender
Nonbinary; uses they/them pronouns.
Size
Medium

Distinguishing features

Their shadow always leans toward open sea, against the actual direction of the light.
Their grin has the frayed, abrupt look of a rope cut under tension.
Their crown is made of mismatched coins, none of which belong to a known mint.
They keep a tiny, carefully mended child's mitten inside their coat.

Personality

15 traits and drives

Clever and irreverent, Skrev turns danger into a joke to keep frightened people breathing, yet becomes blunt and severe when someone lies beneath their protection. They are generous to the desperate but impatient with anyone who mistakes freedom for kindness; they will help a person escape and still refuse to decide where that person should go. In celebration, Skrev is loud and teasing. In grief, they become practical, feeding everyone and avoiding the one name they cannot bear to say.

Alignment
Chaotic good, with a severe and unsentimental code about consent.

Quirks

Turns every cup so its handle points toward the nearest exit.
Counts doorways aloud when entering a new building, but never explains the count.
Leaves one chair at every meal facing an open window, whether anyone sits there or not.
Taps a coin against their teeth before making a promise, then pockets it without spending it.
Apologizes to ropes after cutting them, but never to locks.

Habits

Offers food, shelter, and a route out before asking for anyone's story.
Tests promises with small, practical choices rather than grand declarations.
When a lie is exposed beneath their flag, stops joking and demands restitution in public.
Leaves a door, hatch, or window open whenever possible, even in bad weather.

Traits · 4

Makes a joke while calculating three exits.
Gives freely, then bristles if the recipient treats the gift as a contract.
Can share a table with a former enemy but will not let that enemy claim ownership over a victim.
Wants loyalty deeply and distrusts any promise that sounds too easy.

Flaws · 4

Treats any hint of possession as a threat, even when a person is asking for help rather than control.
Punishes lies under their flag so decisively that frightened people sometimes hide truths they should share.
Confuses refusing to forgive with protecting the betrayed.
Will risk companions' safety to keep a promise to a stranger.

Fears · 3

That mercy will become a leash in the hands of someone who claims to know what is best for another.
That Amani's repentance is sincere and Skrev will mistake forgiveness for weakness.
That Imani, now grown, will discover the divine being who kept her mitten has made her into a private relic.

Wants and needs · 4

Wants people to choose their own destination after escaping.
Needs companions who will challenge their certainty without trying to control them.
Wants to know whether Amani can be forgiven without making the betrayal harmless.
Needs to meet Imani as a person, not as a symbol of their divine origin.

Combat

AC 17 · HP 153 · 30 ft., swim 40 ft.; can move across open water and empty air as if solid ground

Skrev avoids killing those who can still be disarmed or given an exit. They use forced movement to break formations, separate captors from captives, and drive enemies away from vulnerable allies. If someone violates a sanctuary promise, Skrev focuses on that oathbreaker until the threat ends. They retreat through impossible routes rather than fight to preserve a claim over territory.

Skrev

Medium humanoid (outsider), chaotic good, with a severe and unsentimental code about consent.
Armor Class17
Hit Points153
Speed30 ft., swim 40 ft.; can move across open water and empty air as if solid ground
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityWisdomCharisma
SkillsDeceptionPersuasionPerceptionSurvivalAcrobaticsInsight
SensesDarkvision 120 ft.; passive Perception 18
Languages
Common,
Primordial,
Thieves' Cant
Unmoored Step (custom): Skrev can move across water, rigging, or open air as if each were solid ground, but must end each turn within sight of a horizon, a window, or an open doorway.
Flag of the Unclaimed (custom): Creatures who willingly shelter beneath Skrev's sailcloth pennant cannot be magically compelled to surrender their freedom or ownership of themselves. The protection ends if they betray a companion under the flag.
Lesser Deity (custom): Skrev is a divine outsider whose present body is an avatar, not the whole of their being. If destroyed, they reform at a place where someone has just escaped captivity, after days.

Spells

Light (cantrip, evocation). Skrev can cast this at will as a divine effect; it produces no verbal sound, and its light appears as a narrow line toward the nearest open exit.
Gust (cantrip, transmutation). Skrev can cast this at will, using a breath like wind through a sail to divert the projectile.
Mage Hand (cantrip, conjuration). Skrev can cast this at will to open an unlocked door, window, or hatch, or to open a stuck one. It cannot open a lock magically.
Fog Cloud (level 1, conjuration). Skrev can cast this 3 times per day. The mist smells of salt and briefly blurs the silhouette of anyone trying to flee.
Knock (level 2, transmutation). Skrev can cast this 3 times per day, but only to free a creature from restraints or an obstruction. The force does not damage creatures.
Transport via Plants (level 6, conjuration). Skrev can cast this once per day to carry a group through a short-lived, sea-lit route. Custom use: willing creatures only, and the destination must be a place the travelers can name or clearly picture.

Actions

Cut the Mooring. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 () force damage. The target must succeed on a Strength saving throw or be pushed up to 10 feet.
Unfasten the World (Recharge 5–6). Skrev snaps a length of spectral rigging at a point they can see within 60 feet. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw, taking 21 () force damage on a failure, or half as much on a success. On a failed save, a creature is also pulled up to 15 feet toward the center.
Open Passage (3/Day). Skrev produces a brass whistle and names a route to freedom. Up to three willing creatures within 30 feet teleport to unoccupied spaces they can see within 60 feet. This is a custom divine effect, not a spell.

Reactions

Cut the Claim. When a creature Skrev can see within 30 feet is grappled, restrained, or magically compelled to move, Skrev snaps a spectral line. The triggering creature can immediately repeat its saving throw with advantage, or make a Strength saving throw if none was allowed. On a success, it is freed from the triggering effect.
Flag's Due. When a creature within 60 feet knowingly breaks a promise made beneath Skrev's flag, Skrev marks it until the end of Skrev's next turn. The marked creature cannot benefit from being invisible to Skrev, and Skrev has advantage on their next attack against it.

Legendary Actions

Find the Gap. Skrev moves up to half their speed without provoking opportunity attacks. They may move across open water or empty air during this movement.
Take the Line (costs 2 actions). One creature Skrev can see within 60 feet must succeed on a Strength saving throw or be pulled up to 20 feet in a direction Skrev chooses.
No One Stays Chained (costs 3 actions). Skrev opens a brief sea-lit passage. Up to two willing creatures within 30 feet teleport to unoccupied spaces Skrev can see within 60 feet. This is a custom divine effect.

Services they sell

Can provide sanctuary and an escape route to people fleeing captivity.
Can guide a vessel through a supernatural passage, if the crew agrees not to sell or surrender anyone aboard.
May grant a brief audience with a runaway, castaway, or sailor lost between worlds.

Rewards they can give

A safe route through dangerous waters, if the party helps someone escape without claiming a reward from them.
A one-use passage through a locked boundary, represented by a strip of sailcloth that unravels after use.
A favor from a sailor who once found shelter beneath Skrev's flag.

Equipment

  • The Unmoored Coat (wondrous item, custom)A patched sailcloth coat that serves as a divine focus and billows toward any available escape route.
  • Crown of Lost Fares (wondrous item, custom)A crown of mismatched coins. Each coin bears a different ruler's worn profile; none can be spent.
  • Harbor Whistle (wondrous item, custom)A small brass whistle that sounds like a ship's call heard through fog.
  • The Mitten (keepsake)A child's mitten repaired with blue thread, kept inside the coat and never offered for sale or trade.

Possessions

The Unmoored Coat
The Crown of Lost Fares
The Harbor Whistle
The mended child's mitten

Background

Skrev began as a mortal captain who ferried runaways, deserters, and debt-bound laborers through reefs no chart admitted existed. They were clever enough to survive storms and irreverent enough to mock the sea while doing it, but their flag meant a hard promise: no one aboard would be sold, surrendered, or owned. During the Night of the Unmoored, Skrev's closest first mate, Amani, secretly accepted a noble's bribe to deliver a passenger back into bondage. Skrev caught the betrayal at the harbor mouth and turned the ship around into a gale rather than hand the passenger over. The vessel vanished; Skrev returned alone, carrying a child's mitten and a new shadow that pointed seaward. Sailors began praying to them, and the prayers made a lesser deity of the captain who had refused a profitable lie. Now Skrev travels between ports, quietly freeing people and loudly making examples of oathbreakers. Amani, who survived and has spent years trying to atone, still seeks Skrev. Skrev has not decided whether forgiveness would be loyalty or another kind of ownership.

Role in the story

A capricious divine patron, rescuer, or formidable moral test. Skrev can offer the party passage and allies, but their protection comes with a clear rule: no one beneath their flag is property, and no lie about a captive's freedom goes unanswered.

“During the Night of the Unmoored, Skrev's closest first mate, Amani, secretly accepted a noble's bribe to deliver a passenger back into bondage.”
From their background
Faction
Patron of the Unmoored, an informal, scattered fellowship of escaped captives, sympathetic sailors, and people who offer safe passage. The name is a worn-down sailor's phrase for a vessel that has slipped its anchor.

Known connections

Amani, Skrev's former first mate, betrayed a passenger for a bribe and now seeks a chance to make amends.
Nalia, a harbor medic who shelters escaped deckhands, sends word whenever a ship arrives carrying chained laborers.
The captain of the Sailed Away, a battered ferry named for the day an entire crew escaped together, considers Skrev a patron and an unpredictable creditor.
A child named Imani once escaped aboard Skrev's ship; the mitten Skrev carries belonged to her.
Major secret · GM only
Minor secrets · GM only

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