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Cevana Dzeru

Human · Paladin · Level 10

Cevana Dzeru

Wayhouse keeper and sworn road protector
“A rule is a bridge. If it drops everyone into the river, it needs rebuilding.”
AC20
HP84/84
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has a firm, dry edge, with a slight rasp from years of calling across water and giving orders in cold air. She can project without shouting, and her words land with the clipped clarity of someone used to being heard over a ferry's chains. In private she is warmer and more amused, with a brief nasal hitch before she laughs.

Her speech is direct and concrete, shaped by years of giving instructions over river noise and watch-yard clatter. She favors short sentences when danger is near, but lets stories take their time by a hearth. She rarely uses religious language as a threat; when she makes a vow, she names exactly what she will do and who she means to protect.

Speech patterns

Asks who will bear the cost of a proposed decision.
Uses plain, concrete comparisons drawn from ferries, doors, weather, and road repairs.
When she wants someone to reconsider, repeats their exact words back to them as a question.
Says, "A rule is a bridge. If it drops everyone into the river, it needs rebuilding."

How to play them

She begins by offering practical help, food, directions, or a place to sit. She listens for what a visitor needs before asking what they have done. If someone threatens a vulnerable person, her welcome ends immediately. She is willing to bargain, but expects anyone with power to accept a share of the risk.

Goal

Keep the Stonemill wayhouse open through the coming tax seizure, and establish a community agreement that protects travelers without making local families carry the whole burden.

Motivation

She wants protection to be something people can rely on, not a favor granted by whoever happens to hold authority.

Secret · GM only

Appearance

Cevana Dzeru looks like a door that has learned to walk: broad-shouldered beneath dark, scuffed plate, upright without stiffness, and steady in a crowd. Her smile is unexpectedly wide and crowded, with one small tooth turned inward; when she laughs, her strong jaw shifts visibly to make room for it. She eats carefully, cutting tough food into neat pieces, then forgets her manners when someone tells a genuinely good joke. The edges of her armor are polished by years of doorframes and narrow passages. She moves with a measured, heel-first tread, but can pivot sharply to put herself between danger and someone smaller. People remember the sense that she has already noticed every exit.

Clothing

Blackened plate armor fitted over a rust-red wool coat, with a cream scarf wrapped at the throat and a shield painted with an open doorway. Her gloves are mended at the palms, and her boots are dusted with pale ford clay.

Body language

She squares her shoulders toward whoever is being talked over and angles her shield arm toward the nearest exit. Her thumb repeatedly checks the small brass latch on her belt pouch. When embarrassed, she presses her lips together to hide her crowded teeth; when amused, she gives up and laughs with her whole jaw.

Height
5 feet 9 inches
Build
Broad-shouldered and powerfully built, with a grounded stance and the thick forearms of someone accustomed to hauling gates, oars, and injured travelers.
Eyes
Deep hazel, with golden flecks visible in bright light.
Hair
Dark brown, threaded with early gray and cut short at the nape; the longer top is usually pinned beneath her helmet.
Skin
Warm olive, weathered by wind and sun, with a faint band of paleness where her helmet often shades her brow.
Age
38
Gender
Female
Size
Medium

Distinguishing features

Her lower jaw is strong and slightly offset, and one small upper tooth turns inward, making her grin unusually recognizable.
She checks the brass latch on her belt pouch whenever she is thinking, even though it has never come loose.
Her shield bears a simple open doorway rather than a holy figure or heraldic beast.

Personality

14 traits and drives

Cevana is patient with frightened people and brisk with bullies, but she can be both warmly funny and maddeningly rigid in the same conversation. In a crisis, she becomes precise and practical; after danger passes, she may second-guess every decision. She believes mercy without boundaries can endanger the vulnerable, yet hates how easily boundaries become excuses for cruelty.

Alignment
Lawful good, though she believes laws that deny sanctuary must be challenged.

Quirks

Checks the brass latch on her belt pouch whenever she has to make a difficult decision.
Cuts food into exactly four pieces before eating, even when the food is a single dumpling.
Collects broken door latches and asks their owners whether they want them repaired before throwing them away.
When listening closely, she rests one thumb against the edge of her shield as if measuring a doorway.
Laughs once through her nose before a full laugh, as though her amusement surprised her.

Habits

Counts people entering and leaving a room, then pretends she was only looking for a draft.
Takes the outside position when walking with others, even on a quiet road.
When a dispute turns heated, asks each person to state what they are afraid will happen next.
After using violence, checks the injured before she checks her armor.

Traits · 4

She makes room for people before asking whether they deserve it, but watches carefully to see what they do with that trust.
She can laugh loudly at a bad joke, then challenge the joker's assumptions without losing her smile.
She speaks decisively under pressure and becomes less certain in the quiet afterward.
She respects honest disagreement but has little patience for authority that refuses to explain itself.

Flaws · 3

She assumes responsibility for problems that belong to an entire community.
She is slow to trust official promises, even when a genuine change has taken place.
She can turn a practical disagreement into a test of principle and refuse to step back.

Fears · 3

That her insistence on defying unjust orders will again make other people pay the price.
That the wayhouse will become a symbol others use to justify a crackdown on refugees.
That she will mistake stubbornness for courage when a compromise could save lives.

Wants and needs · 4

She wants the wayhouse to remain open to anyone in genuine danger.
She needs a fair agreement with the surrounding farms so hospitality does not keep costing the locals their own security.
She wants to decide what to do with the tollhouse document before someone else discovers it.
She needs to accept help without turning every kindness into a debt she must repay.

Combat

AC 20 · HP 84 · 30 ft.

Cevana holds a chokepoint and uses her shield, presence, and oath features to make it costly for enemies to reach vulnerable allies. She uses spells such as bless or shield of faith before a predictable fight, saves spell slots for smites against dangerous foes, and prioritizes restraining violence over pursuing fleeing enemies. She will accept a tactical disadvantage to keep a route open for civilians.

Cevana Dzeru

Medium humanoid (human), lawful good, though she believes laws that deny sanctuary must be challenged.
Armor Class20
Hit Points84
Speed30 ft.
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsAthleticsPersuasionInsightIntimidation
SensesPassive Perception 11
Languages
Common,
Dwarvish
Divine Sense. As a bonus action, she can detect celestials, fiends, and undead within 60 feet, as well as consecrated or desecrated places, until the end of her next turn. She can use this feature 4 times per long rest.
Lay on Hands. She has a healing pool of 50 hit points, replenished after a long rest. As an action, she can restore hit points or spend 5 points to cure one disease or neutralize one poison.
Divine Smite. When she hits with a melee weapon attack, she can expend a spell slot to deal extra radiant damage: for a 1st-level slot, plus per slot level above 1st, to a maximum of . The damage increases by against undead or fiends.
Divine Health. She is immune to disease.
Extra Attack. She can attack twice, instead of once, whenever she takes the Attack action on her turn.
Aura of Protection. She and friendly creatures within 10 feet add her +4 Charisma modifier to saving throws while she is conscious.
Aura of Courage. She and friendly creatures within 10 feet cannot be frightened while she is conscious.
Custom Oath of the Open Door. Her oath is to make refuge available to the hunted, even when granting shelter puts her own authority at risk. This is a narrative oath, not a claim to an official subclass.

Spells

Bless (level 1, enchantment). Up to three creatures of her choice within 30 feet gain a d4 bonus to attack rolls and saving throws for up to 1 minute, requiring concentration.
Cure Wounds (level 1, evocation). A creature she touches regains hit points. This spell has no effect on undead or constructs.
Shield of Faith (level 1, abjuration). A willing creature she touches gains a bonus to AC for up to 10 minutes, requiring concentration.
Wrathful Smite (level 1, evocation). One creature she can see within 60 feet must make a Wisdom saving throw or be frightened of her for up to 1 minute, requiring concentration. It can repeat the save at the end of each of its turns when it cannot see her.
Detect Evil and Good (level 1, divination). For up to 1 hour, she can sense the presence and location of aberrations, celestials, elementals, fey, fiends, and undead within 1,000 feet, as well as the presence of consecrated or desecrated places or objects.
Lesser Restoration (level 2, abjuration). She touches a creature and ends one disease or one condition affecting it: blinded, deafened, paralyzed, or poisoned.
Protection from Energy (level 2, abjuration). She touches a willing creature and grants it resistance to one damage type of her choice: acid, cold, fire, lightning, or thunder. The spell lasts up to 1 hour, requiring concentration.
Zone of Truth (level 2, enchantment). For up to 1 hour, she can tell whether a creature she can see within 60 feet is lying, though the spell does not reveal the truth.
Remove Curse (level 3, abjuration). She touches a creature and removes one curse affecting it, ending the curse on that creature.

Actions

Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage, or if wielded with two hands. She can expend a spell slot to add Divine Smite damage on a hit.
War Pick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. She can use this attack while holding her shield.
Lay on Hands. She touches one willing creature and restores up to 50 hit points from her Lay on Hands pool, or spends 5 points to cure a disease or neutralize one poison affecting it.
Channel Divinity: Turn the Unhallowed. She presents her holy symbol and speaks a brief vow. Each fiend or undead within 30 feet that can see or hear her must make a Wisdom saving throw or be turned for 1 minute, or until it takes damage. A turned creature must spend its turns trying to move as far from her as it can and cannot willingly move within 30 feet of her. This feature can be used once per short or long rest.
Channel Divinity: Hold the Threshold. She invokes her custom oath to ward a doorway, bridge, or other threshold she can touch. Until the start of her next turn, hostile creatures treat that space as difficult terrain, and the first hostile creature that crosses it takes radiant damage. Once used, this custom feature recharges after a short or long rest.

Reactions

Protection. When she or a creature she can see within 5 feet is hit by an attack, she can interpose her shield, adding 2 to the target's AC against that attack, potentially causing it to miss. She must be wielding her shield.

Services they sell

Offers a safe place to sleep and a hot meal to travelers who respect the wayhouse.
Can mediate practical disputes between locals and travelers.
Can escort a small group through dangerous roads or hold a passage while civilians flee.
Can provide basic first aid and use Lay on Hands to treat serious injuries or poison.

Rewards they can give

A safe place to rest at the wayhouse, if the characters have not endangered its residents.
A hand-drawn map of lesser-used roads and reliable wells.
A written introduction to Branko Varga, who can arrange discreet river crossings.
The hidden tollhouse order, if the characters earn her trust and agree to protect the displaced families named in it.

Equipment

  • Plate armor (armor)Well-maintained plate armor with repaired joints and a rust-red wool undercoat.
  • Doorway shield (armor)A sturdy shield painted with an open doorway, the sign of her personal oath.
  • Longsword (weapon)A broad, plain blade kept clean but not ornamental.
  • War pick (weapon)A compact war pick for armored opponents and emergency utility.
  • Holy symbol (focus)A small wooden holy symbol carved as a lintel resting on two posts.
  • Tollhouse latch (keepsake)A brass latch from the old tollhouse, worn smooth from constant checking.

Possessions

A folded copy of the old tollhouse order hidden inside her bedroll.
A small packet of dried apples for travelers who arrive hungry.
A tin of boot grease and a repair kit for armor straps.
A bundle of letters from people she sheltered during the Lantern Levy.

Background

Cevana was raised at the Stonemill ford, where her family kept a small ferry and let travelers sleep in the boathouse when floodwater made the road impassable. At seventeen, she joined the local watch, certain that a fair rule applied evenly was the same thing as justice. That certainty broke during the winter of the Lantern Levy, when an officer ordered the watch to turn away displaced families who could not pay a road tax. Cevana disobeyed, opened the locked tollhouse, and helped the families cross the river by ferry. The officer lost his post, but Cevana's father lost his license and the family boat. She spent years serving as a caravan guard before taking an oath to protect the right of the desperate to find shelter. Now she maintains a wayhouse at the old ford and mediates disputes between travelers, local farmers, and the road wardens. Her closest ally is Branko Varga, a ferryman who still resents the cost her defiance brought his family; her former watch captain, Tamas Kerek, now oversees the very toll road she once resisted. Cevana is trying to keep the wayhouse open as the wardens prepare to seize it for unpaid taxes, while a growing number of refugees arrive with nowhere else to go.

Role in the story

A resilient local ally, moral counterweight, and potential source of conflict with the road authorities. She can shelter the party, provide a route through the region, or ask them to help defend the wayhouse without turning it into a battlefield.

“At seventeen, she joined the local watch, certain that a fair rule applied evenly was the same thing as justice.”
From their background
Faction
Sworn paladin of a local temple devoted to protection and hospitality; independent keeper of the Stonemill wayhouse. She has no formal loyalty to the road wardens.

Known connections

Branko Varga, the ford's ferryman and her oldest friend, still loves her but believes her defiance ruined his family's livelihood.
Tamas Kerek, her former captain and now road warden, considers her principled but dangerous to public order.
Miklos Biro, a traveling healer, uses the wayhouse as a base and quietly treats people who cannot pay.
The displaced families she sheltered during the Lantern Levy have scattered across the region; several send occasional letters or supplies.
Major secret · GM only
Minor secrets · GM only

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