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The Sword

Outsider · Custom divine guardian; not a character class · Level 0

The Sword

Deity (Lesser), divine guardian and last resort in defense of peace
“What will you answer for when the water falls?”
AC17
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, hollow voice shaped by the closed helm, with the blunt clarity of someone accustomed to being heard over rain and rushing water. It speaks at an even pace, but urgency makes its consonants hard-edged and its sentences shorter, not softer.

Its words emerge through the helm with a dry, hollow resonance, like a voice traveling along a stone culvert. The rhythm is measured by years of listening at riverbanks and issuing instructions in bad weather: clear verbs, few flourishes, and careful pauses where a person might change their mind.

Speech patterns

Frames choices as duties and consequences: "What will you answer for when the water falls?"
Uses short, literal sentences in danger and longer, careful ones when discussing responsibility.
Does not threaten. It states what it will do, then gives the other person room to choose.
Refers to violence as an action someone takes, never as an identity someone is.

How to play them

The Sword listens to each side without promising agreement, then asks what action will keep people alive through the next hour. It accepts blunt challenges, especially from those who have suffered because of its delay. It will not bargain away its duty to protect the vulnerable, but it welcomes practical plans that avoid bloodshed.

Goal

Prevent the river diversion dispute from becoming a massacre while ensuring displaced families are not sacrificed for the convenience of distant authorities.

Motivation

To make courage answerable to compassion, and force answerable to those it affects.

Secret · GM only

Appearance

A distant, closed-helmed figure whose silhouette is narrow and upright, as if standing at attention even when alone. The helmet is dull, rain-pitted steel with a simple visor slit; no face is visible behind it. A plain, unadorned blade points toward the ground, its edge catching Holy Eldath's cool radiance in a thin, steady line. The Sword smells distinctly of wet stone, river reeds, and the clean mineral tang after rain, and seems unaware that the scent follows it indoors. It occupies very little space: people find themselves stepping aside before realizing it has not asked them to. Nearby, The Shield stands as a broad shadow, its bulk making The Sword seem even more remote.

Clothing

A closed, weather-worn helm and plain, dark plate over a long river-gray surcoat. The fabric is patched at the hem with careful, visible stitching. No crest, rank badge, or ornament is displayed.

Body language

Stillness is its default, but never stiffness: the helmet turns a fraction before the body follows, and the sword tip traces no arcs in the air. It gives others room without seeming to notice it is doing so. When a threat becomes immediate, its posture changes in one economical shift, like a gate closing.

Height
About 6 feet 5 inches in armor
Build
Tall and lean beneath the armor, with a balanced, compact stance that suggests practiced control rather than brute strength.
Eyes
Not visible
Hair
None visible
Skin
Not visible beneath armor
Age
Ageless in its divine nature; this manifestation has appeared unchanged for at least three centuries.
Gender
Ungendered; uses it/its pronouns
Size
Medium

Distinguishing features

The closed helmet gives no hint of a face or expression.
The blade's edge catches a thin radiance even under cloud or roof.
Carries the scent of wet stone and river reeds, which lingers briefly after it leaves.
Makes a crowded space feel wider by consistently leaving others room.

Personality

13 traits and drives

Solemn and disciplined, but not numb: it notices small kindnesses and remembers the people behind a conflict. It has no relish for violence, yet does not confuse reluctance with innocence. In calm company it is patient and almost tender in its attention; under urgent threat it becomes direct, decisive, and difficult to interrupt. It regards The Shield's caution as a necessary limit on force, though a private part of it resents how easily caution can resemble the hesitation that cost Olli's life.

Alignment
Neutral good

Quirks

Turns its helmet toward the sound of a dripping tap, even during a serious conversation.
Sets cups and bowls exactly on the edge of a table, then nudges them a finger's width inward before leaving.
Counts the pauses between a question and its answer, as if silence is part of the testimony.
When offered food, places a small portion beside it for whoever is absent.
Washes its blade in running water after a fight, whether or not the blade is dirty.

Habits

Before entering a room, pauses as though listening for water, even in dry places.
When asked to judge a conflict, asks each party what they will be accountable for after the danger has passed.
Leaves a clear path through crowded spaces and positions itself where no one is forced to pass close to its blade.
When disturbed or grieving, goes to stand in running water rather than withdrawing alone.

Traits · 4

Treats every use of force as a decision that must be accounted for afterward.
Shows more warmth through attention and practical help than through reassurance.
Can be immovably solemn about a principle, then unexpectedly gentle with an ordinary person's fear.
Trusts The Shield's judgment while resisting the comfort of letting someone else decide.

Flaws · 3

Its discipline can become inflexibility when events move faster than its deliberation.
It carries old failures as private obligations instead of allowing others to help.
Its distant manner can make frightened people believe it does not care.

Fears · 3

Mistaking patience for virtue while someone is in immediate danger.
Being used to sanctify violence committed by those who claim to speak for Holy Eldath.
One day treating The Shield's caution as an excuse to avoid a necessary choice.

Wants and needs · 3

Needs the river dispute addressed before armed groups meet at the sanctuary landing.
Wants The Shield to know the truth about the ford of Hailu.
Needs mortals to make their own choices rather than treating divine authority as permission.

Combat

AC 17 · HP 45 · 30 ft.

The Sword prioritizes stopping harm over winning. It uses Interpose to protect threatened allies, disables opportunity attacks to create an opening for retreat, and strikes only when a creature persists in immediate violence. It never pursues a fleeing foe. The Shield's presence often determines whether The Sword engages at all.

The Sword

Medium humanoid (outsider), neutral good
Armor Class17
Hit Points45
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRCONWIS
SkillsInsightPerceptionAthleticsReligion
SensesPassive Perception 14; no special supernatural sight in this manifestation.
Languages
Celestial,
Common,
Druidic
Outsider nature. The Sword is a divine envoy, not a mortal creature. Its statistics are a custom, deliberately restrained D&D-style profile for an embodied manifestation, not a claim about the full power of a deity.
Holy Eldath's Radiance (custom): The Sword's blade sheds soft daylight in a 20-foot radius and dim light for a further 20 feet. It can suppress or restore this light at will.
Measure of Force (custom): The Sword can sense whether a creature within 30 feet is preparing to attack, but learns neither the target nor the means.
Unhurried Step (custom): Difficult terrain made of natural ground, shallow water, or vegetation does not cost The Sword extra movement.

Actions

Plain Blade. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage, plus 3 () radiant damage. The Sword may choose to deal no damage and instead end the target's movement until the start of its next turn.
A Moment Without Violence. The Sword plants its blade point-down and calls on Holy Eldath. Each creature of its choice within 10 feet must make a Wisdom saving throw. On a failure, it cannot make opportunity attacks until the end of its next turn. This is a custom feature, not a canonical spell.
Interpose. The Sword moves up to its speed without provoking opportunity attacks, provided it ends this movement beside a creature that has not attacked it this round.

Reactions

Take the Blow. When a creature The Sword can see attacks an ally within 5 feet of it, The Sword imposes disadvantage on that attack roll by turning its blade or armored shoulder into the line of attack.

Services they sell

Can mediate a parley where both sides agree to pause hostilities.
Can offer safe passage through the sanctuary's river landing when the dispute is not being used to conceal an attack.
Can testify to the presence of a divine sign, though not to what mortals ought to do with it.

Rewards they can give

A divine promise that The Sword will stand between the party and a threat when an innocent life is immediately at risk.
A small river pebble blessed to glow softly in natural water, a custom keepsake rather than a standard magic item.
An introduction to Nella and access to the sanctuary landing and its local knowledge.

Equipment

  • Plain blade (weapon)A plain, serviceable longsword whose edge holds the radiance of Holy Eldath. It bears no maker's mark.
  • River-worn armor (armor)Weather-pitted closed helm and dark plate, protective without heraldry or decoration.
  • Ford stone (keepsake)A small, smooth river pebble carried as a reminder of the ford where The Sword failed to act in time.

Possessions

Plain blade
River-worn armor
Ford stone

Background

The Sword is an outsider and lesser deity's answering hand, given form when Holy Eldath's ancient sanctuary at the meeting of two rivers was threatened by a flood-season massacre. The Sword's first appearance ended the fighting without killing anyone: it stood between the armed sides until the river rose around its knees, and neither side could bring itself to strike. In the years that followed, it became a guardian of necessary force, intervening only when restraint had failed and a life could not otherwise be protected. Its formative failure came at the ford of Hailu, where it obeyed a plea for patience while a wounded ferryman, Olli, was carried away by the current. The Sword still visits the ford in heavy rain and has never claimed that waiting was right. It now travels with The Shield, a fellow divine servant whose caution sets limits on its use of force. They disagree often but trust one another with the final decision. The Sword also keeps a promise to Nella, a mortal boatwright who tends the sanctuary's neglected landing: it will not let the river's worship become an excuse for rulers to abandon the people who live beside it. A growing dispute over a planned diversion of the river has brought soldiers, displaced families, and rival interpretations of Eldath's will to the sanctuary.

Role in the story

A powerful but deliberately restrained witness, potential protector, or moral counterweight. The Sword can help the party avert violence, but its presence raises the question of when restraint stops being virtuous.

“Its formative failure came at the ford of Hailu, where it obeyed a plea for patience while a wounded ferryman, Olli, was carried away by the current.”
From their background
Faction
Serves Holy Eldath as a lesser divine outsider. Its allegiance is to the deity's protection of peace and living waters, not to any mortal temple hierarchy.

Known connections

The Shield, a broad and watchful divine companion, is The Sword's trusted counterweight and most persistent critic.
Nella, a mortal boatwright who maintains the sanctuary landing, challenges The Sword when divine restraint becomes an excuse for inaction.
Olli, a ferryman lost at the ford of Hailu, is the person The Sword failed to save and the name it does not speak lightly.
Holy Eldath is the deity whose service gives The Sword purpose, though The Sword believes service requires judgment rather than blind obedience.
Major secret · GM only
Minor secrets · GM only

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