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Hisham al-Sahli

Yotunn (half-giant) · Druid, Circle of the Land (Grassland) · Level 10

Hisham al-Sahli

Cattle Baron
AC16
HP92/92
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, chest-resonant voice with a faint rasp from dust and years of calling across open pasture. His words carry without shouting. The rhythm is deliberate, with clean pauses where he expects an answer; when he is tired, his vowels flatten and the rancher's clipped cadence shows through.

He speaks in long, plain sentences shaped by years of giving instructions over wind and cattle noise. Ranch terms slip into his moral arguments, and he tends to phrase a promise as a practical obligation rather than a grand vow. When recalling the Red Dry, he names each rescued person before he mentions himself.

Speech patterns

Uses plain, practical comparisons drawn from cattle, weather, and fences.
Calls trusted workers by their given names and strangers by their trade until they offer a name.
Frames moral arguments as obligations: who will bear the cost, and who will be left thirsty.
Uses a brief prayer or invocation to Cambridgere when beginning a hard negotiation, but never as a threat.

How to play them

Meet Hisham with a clear purpose and respect for the people affected by a decision. He responds well to practical honesty, even when the news is bad. He dislikes flattery, empty piety, and anyone who treats ranch hands as disposable. Players who help with the spring dispute or protect the Reed Houses can earn his trust; those who threaten his workers will meet a formidable opponent.

Goal

Keep the spring available to both the ranch and the Reed Houses, while forcing the water court to follow its own laws.

Motivation

He believes stewardship is a public duty: land, animals, and people are entrusted to a person, never truly owned without obligation.

Secret · GM only

Appearance

Hisham is a towering Yotunn whose weather-beaten face looks carved by years of sun, dust, and hard decisions. His broad shoulders fill a doorway before he does, and he habitually stands a little too close, not to threaten but because he has never learned how much room other people need. His skin is roughened like old saddle leather, with pale sun lines at his temples and deep creases beside his steely blue-gray eyes. His beard is thick, iron-shot, and carefully combed into two blunt forks. Though he spends every day among cattle, he keeps his nails scrubbed and his beard oiled with a faint cedar scent, an unexpectedly meticulous bit of grooming. He moves with a measured, ground-covering stride, placing each boot as if testing a bridge plank. When he stops, the room seems to arrange itself around him.

Clothing

Dust-brown riding coat, thick wool shirt, broad leather belt, work trousers, and high boots rubbed pale at the knees. A plain prayer cord is tucked beneath his collar. His coat is patched but scrupulously clean, and he wears a weathered wooden shield when expecting trouble.

Body language

He plants his boots wide, turns his whole chest toward whoever is speaking, and often forgets that his shadow can cover a seated person. He rubs his thumb along the smooth worn place on his staff when weighing a difficult choice. With frightened animals or children, he lowers himself slowly and keeps his hands open.

Height
8 feet 2 inches
Build
Very tall for a Yotunn, massively broad-shouldered and robust, with the compact strength of a lifelong ranch worker rather than a show fighter
Eyes
Steely blue-gray
Hair
Dark brown gone heavily iron-gray, worn beneath a broad-brimmed hat; his beard is combed and oiled
Skin
Deep umber, roughened and sun-darkened, with pale creases at the temples
Age
Middle-aged, about 54 by Yotunn reckoning
Gender
Male
Size
Large

Distinguishing features

His exceptionally tall Yotunn frame makes him loom in ordinary rooms, and he is only dimly aware of how much space he occupies.
His iron-shot beard is divided into two squared forks and kept unusually neat for a working cattle baron.
His staff bears a row of small carved marks, one for each animal he personally helped deliver during difficult calving seasons.

Personality

14 traits and drives

Hisham is fatherly without being soft, shrewd without being cynical, and pious without believing that prayer excuses inaction. In a negotiation he is patient, watchful, and exact about terms; with frightened workers he is warm and quietly reassuring. When he thinks someone is shirking responsibility, his worldly realism hardens into a gruff bluntness. He is more severe with himself than with anyone else, and his protectiveness can turn into stubborn interference.

Alignment
Lawful Good

Quirks

He taps his staff against a threshold exactly twice before entering any building, a habit from years of teaching skittish cattle to accept a gate.
He knows the name and temperament of nearly every breeding cow but pretends the names are merely practical labels.
He counts the last three seconds of silence before answering a difficult question, even when everyone thinks he has finished speaking.
He rubs a pinch of clean soil between finger and thumb when asked to make a promise.
He leaves the best chair empty at his table for whoever has traveled farthest, then acts as though the choice was accidental.

Habits

Checks the nearest water trough before greeting visitors, even if he has already checked it twice that morning.
When making a business offer, listens without interruption, then names the hidden cost he believes the other party is avoiding.
At prayer, he stands at the back unless invited forward, despite being the largest person present.
If someone is hurt, his gruffness vanishes into brisk, practical care; afterward he becomes stern about how the injury happened.
When angered, he becomes more direct and physically still, rather than raising his voice.

Traits · 4

He is generous with food, shelter, and medical help, but expects everyone able to work to contribute honestly.
He argues slowly and listens carefully, yet once he has weighed the facts he is difficult to move.
He can pray beside a laborer in the morning and drive a hard bargain with a merchant that afternoon.
He dislikes violence and will offer an exit, but once a vulnerable person is threatened he acts with startling force.

Flaws · 3

He takes on other people's costs until exhaustion makes him harsh and short-tempered.
He assumes that patience and a fair argument will eventually move people who are acting in bad faith.
Once he decides someone is under his protection, he can become controlling and dismiss their own judgment.

Fears · 3

That his insistence on bearing every burden himself will leave his daughter and workers with an unmanageable ranch.
That the water dispute will turn neighbors into enemies before the court reveals who falsified the claim.
That his faith may become an excuse for powerful officials to demand obedience without accepting responsibility.

Wants and needs · 4

A lawful, credible ruling that preserves the spring for both the ranch and the Reed Houses.
A trustworthy successor who can manage the ranch without copying his habit of self-sacrifice.
The chance to repair his relationship with his daughter without asking her to surrender her own judgment.
Enough time to tend the herd and pray without every civic crisis becoming his private burden.

Combat

AC 16 · HP 92 · 30 ft.

Hisham avoids a fight if a firm word, an exit, or a bargain can end it. If violence becomes unavoidable, he protects the least capable people first, uses control spells to divide enemies, and fights from the front with his staff and shield. He reserves powerful magic for threats to life, land, or the settlement. If badly pressed, he transforms into a dire wolf or giant elk to disrupt attackers and create a route for others to escape.

Hisham al-Sahli

Large humanoid (yotunn (half-giant)), lawful good
Armor Class16
Hit Points92
Speed30 ft.
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsAnimal HandlingInsightMedicinePerceptionSurvivalAthletics
SensesPassive Perception 18
Languages
Common,
Druidic,
Giant
Yotunn (custom ancestry): Hisham is a giant-blooded humanoid of Large size. His carrying capacity is doubled, and he has advantage on Strength checks made to push, pull, lift, or break objects.
Druidic. He knows the secret language of druids and uses it to leave hidden messages in pasture marks, fence knots, and arrangements of stones.
Wild Shape. Twice per short or long rest, he can use an action to transform into a beast of CR 1 or lower with no flying speed. He can remain transformed for up to 5 hours and can use this feature while wearing his usual equipment.
Circle of the Land, Grassland. He can recover expended spell slots during a short rest once per day, with a combined slot level of 5 or less. He can recover no slot of 6th level or higher.
Land's Stride. Nonmagical difficult terrain costs him no extra movement, and he has advantage on saving throws against magically created plants that impede movement.
Nature's Ward. He cannot be charmed or frightened by elementals or fey, and disease and poison do not affect him.
Divine devotion. His worship of Cambridgere is a personal conviction and cultural practice, not a source of cleric spellcasting.

Spells

Daylight (level 3, evocation). Grassland Circle spell, always prepared. For up to 1 minute, Hisham gains a flying speed of 10 feet and can hover, but his movement is limited to 10 feet per turn.
Haste (level 3, transmutation). Grassland Circle spell, always prepared. A willing creature Hisham touches gains a flying speed of 10 feet for up to 1 minute, requiring concentration.
Invisibility (level 3, illusion). Grassland Circle spell, always prepared. Hisham or a touched creature becomes invisible for up to 1 hour, requiring concentration.
Dimension Door (level 4, conjuration). Grassland Circle spell, always prepared. Hisham can teleport himself and up to eight willing creatures to a previously seen place within range.
Dominate Beast (level 4, enchantment). Grassland Circle spell, always prepared. Hisham can attempt to beguile beasts or plants in a 30-foot-radius sphere for up to 24 hours, requiring concentration.
Cure Wounds (level 1, evocation). A creature Hisham touches regains hit points, plus for each spell slot level above 1st.
Spike Growth (level 2, transmutation). Hisham creates a wall of thorny brush that can restrain creatures and impede movement in a 20-foot square for up to 10 minutes, requiring concentration.
Call Lightning (level 3, conjuration). Hisham summons a bolt of lightning from a storm cloud above a point he can see. Creatures in a 5-foot-radius cylinder make a Dexterity save, taking lightning damage on a failure, half on a success.
Wall of Stone (level 5, evocation). Hisham creates a wall of stone that can be shaped into a barrier, ramp, or enclosure. The wall lasts until dispelled or destroyed.
Earth Tremor (level 1, evocation). Hisham causes a tremor in a 10-foot-radius circle on the ground. Creatures in the area make a Dexterity save or fall prone; the area becomes difficult terrain.
Entangle (level 1, conjuration). Hisham entangles a creature in spectral vines. The target makes a Strength save or becomes restrained for up to 1 minute, requiring concentration.
Lesser Restoration (level 2, abjuration). Hisham magically restores a creature's body, ending one disease or condition such as blindness, deafness, paralysis, or poison.
Earthbind (level 2, transmutation). Hisham shapes a 20-foot-radius patch of ground into difficult terrain for up to 1 hour, requiring concentration.
Fog Cloud (level 1, conjuration). Hisham creates a 20-foot-radius sphere of fog centered on a point within range. The area is heavily obscured for up to 1 hour, requiring concentration.
Polymorph (level 4, transmutation). Hisham magically transforms a beast into a harmless form or a willing creature into a beast, following the spell's normal rules. Requires concentration.

Actions

Herding Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () bludgeoning damage, or 12 () if wielded in two hands. The haft is carved with the names of calves he has helped deliver.
Produce Flame. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: 13 () lightning damage. A crack like a split fence post follows the bolt.
Spellcasting. Hisham casts a prepared druid spell, using Wisdom as his spellcasting ability (spell save , to hit with spell attacks). He has four 1st-level, three 2nd-level, three 3rd-level, and three 4th-level spell slots, plus two 5th-level spell slots.
Wild Shape. As a bonus action, Hisham can expend a use of Wild Shape to take the form of a beast he has seen. His typical forms include a dire wolf, a giant elk, or a sturdy brown bear. The statistics of the chosen beast apply except for his mental ability scores, personality, and ability to speak.

Reactions

Shielding Brace. When a creature Hisham can see within 5 feet hits him with a melee attack, he can use his reaction to add 2 to his AC against that attack, potentially causing it to miss. He must be wielding his shield.
Between Them. When a creature he can see within 30 feet damages a creature under his protection, Hisham can move up to half his speed toward the attacker without provoking opportunity attacks. This custom feature represents his protective instinct and has no additional attack effect.

Services they sell

He can arrange cattle, wagons, mounts, lodging, and reliable local guides.
He can provide practical advice about weather, grazing land, and travel beyond Nuldera.
He offers druidic healing and counsel when the request does not endanger those in his care.
He can put trustworthy ranch hands or community representatives in contact with the party.

Rewards they can give

A fair payment for work, delivered without haggling after the terms are agreed.
Safe lodging, a fresh mount, and provisions for travel across his lands.
A herd animal or carefully bred cattle stock for characters who have earned his trust.
A signed introduction to a Brasterdenese civic official or a representative of the Reed Houses.

Equipment

  • Herding Staff (weapon and druidic focus)A heavy ashwood staff with an iron-shod end, used as both a herding tool and a druidic focus.
  • Ranch Shield (shield)A broad, weathered wooden shield reinforced with leather and painted with a simple sunburst used by the Brasterdenese Church.
  • Ranch Armor (armor)Layered hide and boiled leather, reinforced with discreet wooden plates instead of metal.
  • Personal tokens (religious and practical gear)A small prayer cord, a brass water measure, and a flat stone from the ravine where he made his defining choice.

Possessions

The ranch known locally as the Crows' Rest, named for the crows that have never left its fields.
A herd of long-horned cattle bred for endurance and calm temperament.
A brass water measure passed down from his mother.
A flat stone from the Red Dry ravine, carried as a reminder of the choice that saved three lives.

Background

Hisham inherited a struggling spread beyond Nuldera from his mother, who had kept cattle through drought by treating every animal as an obligation rather than a commodity. He turned that spread into a major ranch through shrewd contracts, careful breeding, and a willingness to share water rights when lesser landholders would have hoarded them. Years ago, during the Red Dry, a flash flood trapped a herd and three ranch hands in a ravine. Hisham had to choose between saving the valuable breeding stock and cutting the herd loose to make a route for the people. He chose the people. The animals were lost, the ranch nearly failed, and the rescued hands have remained fiercely loyal ever since. The experience changed his faith from dutiful observance into a demanding belief that civic responsibility means paying the cost yourself. He now leads morning prayers when the hands want them, pays for the sick and injured, and keeps an open table for travelers. His current trouble is a disputed water claim: a Nuldera magistrate has ordered him to divert a spring that sustains both his cattle and a nearby Yotunn settlement. Hisham is negotiating in public, preparing for legal defeat in private, and trying to keep his younger foreman from turning the dispute into a feud.

Role in the story

A powerful local patron and moral center whose ranch, faith, and political influence place him at the heart of a water-rights conflict. He can provide shelter and resources, but his dispute may force the party to choose between legal process, community protection, and open resistance.

“Years ago, during the Red Dry, a flash flood trapped a herd and three ranch hands in a ravine.”
From their background
Faction
A prominent cattle baron outside Nuldera, a devout member of the Brasterdenese Church, and a respected ally of the Reed Houses Yotunn settlement. His loyalty to the Divine Kingdom of Newces is sincere, but he believes its laws must serve the people they bind.

Known connections

Mireya al-Sahli, his adult daughter, manages the ranch's breeding records in Nuldera and believes his piety makes him too willing to compromise.
Sada, the foreman he carried out of the Red Dry ravine, is loyal to him but is quietly organizing ranch hands to resist the spring order.
The neighboring Yotunn settlement of the Reed Houses shares the disputed spring and has trusted Hisham to represent its interests.
A clerk in the Nuldera water court has been sending him warnings about irregularities in the magistrate's claim.
Major secret · GM only
Minor secrets · GM only

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