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Pazi

Human · Unclassed road warden; custom pursuit champion · Level 0

Pazi

Company champion and fugitive tracker
AC13
HP16/16
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rasped speaking voice, worn by years of shouting warnings into wind and dust. He places hard emphasis on verbs and ends statements cleanly, as if closing a gate.

He speaks in clipped road-warden phrases, shaped by years of calling warnings over wind and wagon wheels. He gives directions as if laying a route on the ground: first, next, then the consequence. His jokes are dry and arrive a beat late.

Speech patterns

Uses short, practical sentences and names the next action before discussing blame.
Refers to roads, crossings, and weather when explaining moral choices.
When nervous, repeats the last word of a question before answering it.

How to play them

Pazi begins with a direct question and watches whether the answer matches the speaker's actions. He can be persuaded by evidence, especially evidence that protects bystanders. If the party offers the truth about the stolen body, he may suspend the chase long enough to hear them out, but will not accept a vague promise in place of proof.

Goal

Find the group he pursues, learn what became of the stolen body, and bring the truth back to the convoy's survivors.

Motivation

To make the choice he made at the bridge mean something, rather than letting it become only another excuse for violence.

Secret · GM only

Appearance

Pazi has a compact, weather-browned face and a jaw that seems built to crack hard food; when he smiles, his broad front teeth show in a neat, startlingly even row. He chews slowly, as if measuring each bite. His scalp is shaved smooth, then polished with oil until it catches lamplight, and his small mustache is trimmed with meticulous care. He moves with a forward lean, weight always settled over the balls of his feet, like a man ready to cross a room before anyone else decides to move. The unexpected detail is his immaculate grooming: even after a night in a crypt, his scalp shines and his mustache remains precisely edged.

Clothing

A weather-darkened padded coat under a patched leather vest, a high scarf against road dust, and close-wrapped boots. His belt carries neat loops for darts and a small polished tin of grave-soil.

Body language

His chin tilts forward when listening, and his jaw works once before he answers. He stands squarely near doorways, never blocking them completely. When uncertain, he rubs the pad of his thumb against the seam of his belt.

Height
5 feet 6 inches
Build
Compact and thick through the shoulders, with the planted balance of a former road warden
Eyes
Dark brown
Hair
Shaved; faint black stubble
Skin
Weather-browned umber
Age
About forty years old
Gender
Man
Size
Medium

Distinguishing features

Broad, evenly spaced front teeth visible whenever he laughs or bites into food.
A carefully oiled, polished scalp and an exact, narrow mustache.
A habitual forward lean that makes even standing still look like the beginning of a pursuit.

Personality

11 traits and drives

Pazi values order because he has seen how quickly panic kills, but he distrusts people who mistake obedience for virtue. In calm company he is patient and surprisingly attentive to small needs. Under pressure he becomes terse and controlling; after a fight, he can be unexpectedly gentle with the injured, even enemies. He wants to believe every hard choice can be explained, yet knows from experience that explanations do not undo consequences.

Alignment
Lawful neutral

Quirks

Polishes his shaved scalp with a square of cloth before sleeping, no matter how tired he is.
Counts doorway steps under his breath when entering an unfamiliar building.
Bites a hard biscuit exactly once, then breaks the rest into even pieces.
Turns his belt buckle inward when he is considering a lie.

Habits

Checks exits and footpaths before settling anywhere.
Keeps his equipment in precise order, even when the camp is wet or hurried.
When someone is grieving, he does not offer comfort at once; he first makes sure they have water and a place to sit.
In a fight, he targets whoever is trying to flee rather than whoever is loudest.

Traits · 3

Careful with promises, but unusually generous with practical help.
Respectful toward mourners, skeptical toward officials.
Can be warm over a meal, then abruptly guarded when the conversation turns to his past.

Flaws · 3

Treats retreat as a debt he must repay, even when retreat was sensible.
Can become stubbornly procedural when frightened.
Keeps important feelings hidden until silence has done real damage.

Fears · 2

Being forced to choose between keeping a promise and protecting someone who trusts him.
That the body stolen from the convoy will be used to make the dead serve unwillingly.

Wants and needs · 3

Proof that the convoy's captives survived the raid.
A chance to speak privately with Thaz, the bell-ringer.
A reason to believe the Company's orders are still worth obeying.

Combat

AC 13 · HP 16 · 30 ft.

Pazi marks a fleeing or tactically important enemy, then presses with his falchion while using the terrain to keep the target from slipping past him. He avoids reckless charges, blocks escape routes, and retreats if isolated. Grave-Tether is a last resort to buy time for an ally to escape or finish a pursuit.

Pazi

Medium humanoid (human), lawful neutral
Armor Class13
Hit Points16
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsSurvivalPerception
SensesPassive Perception 10
Languages
Common,
Road Cant
Custom feature. Grave-Tether. Once per encounter, when reduced to 0 hit points, Pazi can remain standing until the end of his next turn. He cannot regain hit points during that time.
Custom feature. Unhallowed Mark. Pazi can identify the trail of a creature he has personally marked with a smear of grave-soil, provided they are within a mile and have not crossed running water.

Actions

Notched Falchion. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () slashing damage. If Pazi used Grave-Tether this encounter, the blade deals an additional 2 necrotic damage.
Grave Dart. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage. Pazi carries three of these.
Unhallowed Mark. Pazi scrapes grave-soil from a tin capsule onto a creature he can see within 30 feet. The target must succeed on a Wisdom saving throw or be marked for 1 hour. Pazi knows the target's direction while it is within 1 mile. A creature can wash away the mark with running water.

Reactions

Hold the Crossing. When a creature Pazi can see within 5 feet moves away from him, he can make one falchion attack against it. This reaction is available only while he is wielding the falchion.

Services they sell

Can guide travelers along lesser-known funeral and trade roads.
Can track a marked creature over short distances using grave-soil.

Rewards they can give

A reliable map of the old funeral roads, annotated with safe wells and washed-out crossings.
A credible account of what happened during the Night of the Fallen Bells, if the party earns his trust.

Equipment

  • Notched falchion (weapon)A serviceable, visibly resharpened blade with a notch filed near the base of the edge.
  • Grave darts (weapon)Three short iron darts kept in fitted belt loops.
  • Road armor (armor)A patched leather vest worn over quilted cloth.
  • Marking soil (tool)A tiny tin capsule containing grave-soil from the convoy's burial ground.

Possessions

A small tin of grave-soil
A child's cracked wooden bell clapper
A road map repaired with mismatched scraps of paper
A folded note from Shirin that he has memorized

Background

Pazi was once a road warden who escorted funeral carts between scattered villages. During the Night of the Fallen Bells, a burial convoy was attacked while he guarded a bridge. He chose to hold the crossing rather than chase the raiders, saving the mourners but allowing the body of a young noble to be stolen. The village called him dependable; the noble's family called him a coward. Years later, he joined the Company of the Unhallowed, whose champions pursue the group that took the body. He has been one of three champions still on the trail. He sends most of his pay to a retired cart-driver who raised him, and quietly checks on the widowed bell-ringer who witnessed the convoy's attack. His current problem is that the Company's leaders have ordered him to bring the fugitives back alive, while his fellow champion Sesh believes a living prisoner is too dangerous to risk.

Role in the story

A persistent pursuer whose personal guilt complicates his duty. The party may face him as an enemy, negotiate a temporary alliance, or expose the truth that could fracture the Company's remaining champions.

“During the Night of the Fallen Bells, a burial convoy was attacked while he guarded a bridge.”
From their background
Faction
One of the three champions of the Company of the Unhallowed still pursuing the group. The Company's name comes from a local tale that outsiders misremember: on the Night of the Fallen Bells, three funeral bells fell into the river without a sound.

Known connections

Sesh, the Company's other surviving champion, wants to end the pursuit by any means.
Shirin, a retired cart-driver who raised Pazi, receives most of his wages.
Thaz, a widowed bell-ringer, saw the convoy raid and may know who stole the noble's body.
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Seshthe Company's other surviving champion, wants to end the pursuit by any means.
  • Shirina retired cart-driver who raised Pazi, receives most of his wages.
  • Thaza widowed bell-ringer, saw the convoy raid and may know who stole the noble's body.

Species

Human

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