faithful · Defender · Plate
Sentry
The wall of the faithful. Defender in plate.

“Someone has to stand in the gap. The Sentry decides it will be them.”
The calling
When the raiders come down the valley road, the farmers run for the hills and the children run for the altar, and one figure walks the other way. Plate on the shoulders, a shield on the arm, a plain sword at the hip. The Sentry does not run, because running would leave someone behind.
The Sentries of the city of cedar are not lords or captains. Most of them were plowmen and stonecutters before they were anything else, and many still are. What sets them apart is a single stubborn idea, passed down from the oldest days: that when evil comes for the weak, someone should be standing in the way. They train for years to become that someone. They learn to read a giant's swing before it starts, to turn a blade with the edge of a shield, to plant their feet so deep that a war-beast breaks against them like a wave on a rock.
And they learn the strangest lesson of all, the one that makes them what they are. Every blow aimed at a Sentry, whether it lands or is turned aside, draws the enemy's fury closer. The harder the enemy tries to break them, the more completely the enemy forgets everyone else. Sentries do not hold the line by shouting. They hold it by being impossible to ignore.
In battle
You are the first into every fight and the last to leave it. You challenge the strongest foe, plant your shield, and let it break itself on you while your companions do their work. When a healer is threatened, you step between. When a whole pack charges, one great shout turns every head toward you. When the company falters, your presence hardens them, and blows that should have killed them glance away.
The Sentry makes everyone else braver, and a company that has one rarely loses.
Strengths
- Holds the enemy's anger better than any calling in the world. Every attack aimed at you, even one you block, parry or dodge, binds the attacker closer.
- The most ways to protect others: take half a blow meant for an ally, lend them your own defense, or turn aside the next heavy strikes on the whole company.
- Heavy plate and a shield, for the best armor of any calling and a steady chance to block.
- Hard to kill. Once in a long while, a killing blow simply fails to kill you.
Weaknesses
- Modest damage. The Berserker hits harder. Alone, a Sentry wins its fights slowly.
- Bound to its shield. Several of its best gifts need one in hand.
- Heavy and deliberate. No leaps, no tricks. The Sentry stands its ground and asks you to love that.
Gifts of the calling
- Stand in the Gapfrom the first day
- every attack aimed at you, landed or turned aside, draws that enemy's anger.
- Challenge
- call out one enemy, seize its attention and break whatever it was casting.
- Shield Boss
- drive the iron boss of your shield into a foe, knocking it down and stunning it.
- Step Between
- guard one ally and take half of the next blow that would have struck them.
- Great Shout
- a roar that draws every enemy in the fight to you, usable even while stunned.
- Shoulder to Shoulder
- the whole company stands harder, their armor and footing strengthened by yours.
- Brother's Keeper
- watch over one ally so closely that every attack on them must get past your guard too.
- Not Destroyed
- once in a great while, the blow that should have ended you leaves you standing at death's edge, and then heals you.
- Shield Circle
- for a few heartbeats, the next six heavy blows against anyone in your company are turned aside.
The attributes you need
| Attribute | What it does |
|---|---|
| StrengthMain | Every sword stroke and shield blow lands harder. It is also the well your power draws from, and it lets you carry the weight of plate. |
| Stamina | More health. A Sentry lives on Stamina, because the deeper your health, the longer the line holds. |
| Agility | Together with your Defense skill, a better chance to dodge blows outright. |
Choose the Sentry if
You want to be the reason your friends come home. You find joy in a perfect block, in an enemy that has forgotten everyone but you, in a whole battle turning around the one place where you would not move. Nobody sings about the wall. But nobody gets through it, either.
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