The shadowy figure "Uncle Sweartling" is a legend in the Anglo-Saxon kingdoms of Wildergard especially, but he's also known as the "Myrkheiðinn"—the Murk-heathen—to the Norse, and Scáth Taibhs to the Gaels. He was once a human Shadow Sword of some accomplishment, but he now has abilities—curses, say most—of mysterious provenance. The most likely and common explanations are that he was cursed by some daemon, or made a pact with one, and is now at least part daemon himself.
He lives alone deep in the wilderness, but the lords of Cantaware still maintain some contact with him, according to rumor. Scandalous whispers suggest that he was once a close cousin or even brother of the king; one not set to inherit who therefore one who fell to a dark path.
He is usually seen wearing the remnants of ragged breeches and a tunic, but since extremes of hot or cold don't bother him, he sometimes does not bother. He is usually unshod. His dark hair swirls around his hair, and energy seems to seep off of him as it does from the weapons of a Shadow Sword—in Uncle Sweartling's case it comes from his very body.
His eyes glow like hot coals. Although he has the ability to cloak himself in shadow and move stealthily, he is confident enough in his power to deal with any threats that he comes across that he often doesn't bother.
In spite of his dark reputation—which is warranted, by the way—Sweartling does retain a fondness for his people, the Anglo-Saxons, and even the Norse or Gaels or Cumbrians, if the alternative is the Kurushi, Terrasans or the other peoples who do not come from Old Europe, and can sometimes be convinced to be helpful. Showing tokens of the land of Cantaware and its lords can increase this chance.
NAME: Uncle Sweartling
CLASS/LEVEL: Shadow Sword 9
WEIGHT: 195 lbs.
HAIR COLOR: Black
EYE COLOR: Coals
SKIN COLOR: Brick
HIT POINTS: 33
ARMOR CLASS: 21
ARMOR TYPE: Shadow
MELEE TO HIT: +19
RANGED TO HIT: +15
WEAPONS: Shadow franciscas (throwing axes) (2) 1d6+10 damage; melee and thrown
Shadow longseax 1d8+10 damage
CLASS ABILITIES: +3 to SUBTERFUGE + DEX checks to hide
+3 to ATTACK and DAMAGE rolls
OTHER ABILITIES: +10 to any resistance roll against a magical effect or spell
Immunity to disease and poison
Heals +5 hp per round unless killed outright
Takes no harm or ill effect from environmental conditions; i.e., extremes of hot and cold