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Ettan O'Heron - AI-generated fantasy NPC

Ettan O'Heron

Human · Paladin · Level 7

Ettan O'Heron

Holy Inquisitor
“What would make that account fair to the person who cannot answer us?”
AC13
HP46/46
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, forward rasp with a little breath catching on hard consonants. He projects from the chest when addressing a crowd, a habit learned in echoing Collegium halls, and speaks more quickly rather than more softly when angered.

His voice has a dry, forward rasp, shaped by long days questioning people in drafty halls and explaining doctrine over street noise. He clips hard consonants when reciting formal rulings, but his pace loosens when he describes the First Breath or names birds. Under strain, he speaks more quickly and precisely, as though exact wording could keep a bad decision from happening.

Speech patterns

He begins difficult conversations by stating what he knows, what he assumes, and what he still needs to learn.
He quotes the Accord of Breath and Flame, then translates the theology into plain language.
When challenged, he asks, "What would make that account fair to the person who cannot answer us?"
He addresses strangers formally at first, but becomes direct and personal once trust is established.

How to play them

Meet Errol with a concrete account and he will listen closely, especially if it includes the needs of ordinary residents. He responds poorly to threats against civilians or casual contempt for local custom. A sincere question about the creation story can hold his attention for hours. If pressed about Salt Quay, he first insists that the inquiry was mishandled, then watches closely to see whether the questioner cares more about truth or punishment.

Goal

Prove to his peers that he can serve the Divine Accord with both discipline and mercy, and investigate the shrine disturbances without repeating the failures of the Salt Quay inquiry.

Motivation

Errol wants to become an inquisitor whose authority is trusted by both the Church and the people it governs. He hopes to show that divine law can hold diverse communities together without making mercy a weakness.

Secret · GM only

Appearance

Errol has sun-gold hair that lies flat until rain or sweat makes it curl at the temples, and green eyes that track a speaker's mouth as often as their gaze. His jaw is broad at the hinge and narrows to a stubborn point; his crowded front teeth show when he eats, and his laugh is an abrupt, almost startled bark. He moves with a cautious, measured tread, keeping his shoulders square as if expecting a door to open onto a hearing. His black hide armor is matte and scuffed at the ribs, its gold emblem of a spear wrapped by three cords bright against the chest. An unexpected softness in his role: he carries a pocket-sized slate board and sketches birds he sees during patrols, carefully labeling each one.

Clothing

Black hide armor bears the inquisition's spear-and-three-cords emblem in gold across the chest. Under it he wears a plain, mended wool shirt, a dark green scarf, and practical boots with pale salt lines worked into the seams.

Body language

He plants his feet before difficult questions and rests one hand on the sword's grip without drawing it. When uncertain, he rubs the worn edge of a small wooden bird token in his pocket. He often watches people chew before he notices that he is doing it.

Height
5 feet 10 inches
Build
Lean and slightly under-muscled for a greatsword bearer, with a long reach and a habit of making himself seem broader by squaring his shoulders.
Eyes
Green
Hair
Golden blond
Skin
Fair, weather-reddened across the nose and cheekbones
Age
Thirty-two
Gender
Male
Size
Medium

Distinguishing features

His crowded front teeth show prominently when he eats; he works around them with a self-conscious, quick bite and laughs with a sudden bark.
A small wooden bird token hangs inside his shirt. Its lower edge has been polished smooth by his thumb, while one carved wing remains rough and splintered.
He carries a slate board covered in tiny, labeled bird sketches, an unexpectedly tender record for an inquisitor.

Personality

13 traits and drives

He is earnest and methodical, yet more compassionate than he believes a successful inquisitor is allowed to be. With peers, he overprepares and tries to sound certain; with frightened witnesses, he becomes patient and practical. When angry, he argues harder and more literally rather than withdrawing. In private, he is quietly amused by small natural things and embarrassed when anyone catches him enjoying them.

Alignment
Lawful good, though his devotion to lawful process sometimes puts him at odds with mercy in practice.

Quirks

He sketches birds he sees on patrol and labels them with both the Collegium's formal name and the local name.
Before entering a building, he taps the doorframe once and takes a deliberate breath, a habit he calls remembering the First Breath.
He arranges his meal so that the smallest portion is eaten first, claiming it keeps him from judging anyone else's appetite.
He tests the edge of a paper or parchment with his thumb before reading it, as if checking whether it will cut.

Habits

In a formal inquiry, he lays out the facts in numbered order and asks the same question again in slightly different words.
When someone is frightened, he shifts to practical questions about food, shelter, and who will be waiting at home.
After a public rebuke, he becomes rigidly procedural and checks every seal twice.
On quiet patrols, he records local birds and asks residents what they call them.

Traits · 3

He treats every account as worthy of attention, but finds it hard to admit when an account has changed his mind.
He is formal in public and unexpectedly warm in one-to-one conversation.
He takes doctrine seriously, but is alert to the harm that can be done when a correct principle is applied without listening.

Flaws · 3

He wants approval from senior inquisitors so badly that he can mistake their confidence for moral certainty.
He can turn a human problem into a doctrinal argument when he is embarrassed or afraid.
His low physical strength and cautious temperament make him vulnerable to being overwhelmed by forceful opponents.

Fears · 3

That his colleagues will learn he falsified a report and conclude that his compassion makes him unfit to judge.
That obedience can become an excuse for cruelty, and that he will recognize the difference only after someone has suffered.
That Cormac's silence is not mercy but a test Errol has already failed.

Wants and needs · 4

He wants his peers to trust his judgment without requiring him to perform certainty.
He needs to decide whether to confess the Salt Quay report before someone else uses it against him.
He wants local witnesses treated as citizens rather than obstacles to an investigation.
He needs a candid word from Cormac that is not disguised as a test.

Combat

AC 13 · HP 46 · 30 ft.

Errol tries to identify the person directing a fight and uses positioning to keep civilians behind him. He attacks twice with his greatsword, but avoids spending spell slots until a dangerous enemy is exposed or an ally is in immediate peril. Against undead or fiends, he uses Divine Sense when there is doubt, then reserves smites for confirmed threats. His modest strength makes prolonged contests of force a poor choice; he favors careful footwork, cover for allies, and timely healing.

Ettan O'Heron

Medium humanoid (human), lawful good, though his devotion to lawful process sometimes puts him at odds with mercy in practice.
Armor Class13
Hit Points46
Speed30 ft.
Level7
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsInsightInvestigationReligionPersuasionAthletics
SensesPassive Perception 11
Languages
Common,
Abyssal
Divine Sense. As a paladin, Errol can use an action to detect celestials, fiends, and undead within 60 feet, as well as consecrated or desecrated places and objects, until the end of his next turn. He can use this feature 4 times per long rest.
Lay on Hands. Errol has a pool of 35 hit points per long rest. As an action, he can restore hit points from this pool or spend 5 points to cure one disease or neutralize one poison.
Divine Smite. When Errol hits with a melee weapon attack, he can expend a spell slot to deal radiant damage: for a 1st-level slot, plus for each slot level above 1st, to a maximum of . Against undead or fiends, the damage increases by .
Divine Health. Errol is immune to disease.
Extra Attack. Errol attacks twice, instead of once, whenever he takes the Attack action on his turn.
Aura of Protection. Errol and friendly creatures within 10 feet gain a bonus to saving throws while he is conscious.
Custom Inquisitor's Reading. After observing a creature speak for 1 minute, Errol can make a Wisdom (Insight) check contested by its Charisma (Deception). On a success, he identifies one subject the creature is deliberately avoiding. This reveals no supernatural truth and does not prove the subject is a crime.

Spells

Divine Favor (level 1, evocation). Bonus action, concentration up to 10 minutes. The next time Errol hits a creature with a melee weapon attack, the spell ends and the target takes an extra radiant damage. The target also sheds dim light in a 5-foot radius and cannot become invisible until the spell ends.
Searing Smite (level 1, evocation). Bonus action, concentration up to 1 minute. When Errol hits with a melee weapon attack, the target takes an extra radiant damage, and its speed is reduced by 10 feet until the spell ends.
Divine Favor of the Faithful (level 1, evocation). Bonus action, concentration up to 1 minute. Errol's weapon attacks deal an extra radiant damage. The first time he hits an undead target during the spell, it must make a Wisdom saving throw or be frightened until the spell ends.
Compelled Duel (level 1, enchantment). Bonus action, concentration up to 1 minute. If an enemy within 10 feet damages a creature other than Errol, that enemy must make a Wisdom saving throw. On a failure, it takes radiant damage, and the spell ends.
Warding Bond (level 2, abjuration). Action, concentration up to 1 minute. Errol touches a willing creature, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Lesser Restoration (level 2, abjuration). Action, concentration up to 10 minutes. Errol touches a creature and ends one disease or one condition affecting it: blinded, deafened, paralyzed, or poisoned.
Protection from Poison (level 2, abjuration). Action, concentration up to 10 minutes. Errol touches a creature and grants it immunity to disease and advantage on saving throws against poison.

Actions

Greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage. Errol may expend a spell slot on a hit to use Divine Smite.
Pommel Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage. Errol usually uses this pommel strike to subdue rather than kill.
Lay on Hands. Errol touches a creature and spends up to 35 points from his Lay on Hands pool to restore an equal number of hit points. Alternatively, he spends 5 points to cure one disease or neutralize one poison.
Divine Sense. Errol presents his holy symbol and senses celestials, fiends, and undead within 60 feet, along with consecrated or desecrated places and objects, until the end of his next turn. He cannot sense a creature behind total cover.

Reactions

Aura of Protection. Errol adds +1 to his own saving throw or that of a friendly creature within 10 feet, provided he is conscious. This is the Aura of Protection from his paladin training.
Custom: Intercession. When a creature Errol can see damages him, he may expend a spell slot to reduce that damage by 5 times the slot's level, as a custom defensive use of his practiced divine reserve. This is a custom feature, not a standard paladin class feature.

Services they sell

Can explain Brasterdenese doctrine and the Church's interpretation of the creation of Arlyurl.
Can conduct a lawful inquiry, take testimony, and seek Church protection for threatened civilians.
Can provide modest healing through Lay on Hands.

Rewards they can give

A stamped letter of safe conduct from the Divine Collegium, if Errol trusts the party.
A practical explanation of the Church's Accord of Breath and Flame and its formal account of Arlyurl's creation.
Access to his field notes on shrine disturbances, provided the party agrees to protect local witnesses.

Equipment

  • Greatsword (weapon)A serviceable two-handed blade with a plain grip, maintained carefully despite its chipped pommel.
  • Inquisitor's hide armor (armor)Black hide armor with the inquisition's gold emblem, spear wrapped by three cords, on the chest. It provides AC 12 plus Dexterity modifier.
  • Holy symbol (religious item)A modest holy symbol of Cambridgere, engraved with a small flame encircled by three breath-lines.
  • Pocket bird (personal keepsake)A battered wooden bird token with one rough wing, carried inside his shirt and rubbed smooth along its lower edge.
  • Field slate (tool)A small slate, chalk, and a cloth wrap, used for bird sketches and notes during investigations.
  • Road kit (adventuring gear)A travel cloak, waterskin, tinderbox, and a modest supply of rations.

Possessions

Greatsword
Black hide armor bearing the Church inquisition emblem
Holy symbol of Cambridgere
Wooden bird token
Field slate and chalk
Travel cloak and road kit
Letters from Cormac Faoláin

Background

Errol O'Heron was raised among dockside families in Cambridgere, where prayers and work bells marked the same hours. His mother taught him that civic duty meant noticing who had been left outside the gate; the Church taught him that law was the flame that made a common home possible. He joined the Brasterdenese Church's Divine Collegium as a young adult and became a student of Cormac Faoláin, master inquisitor of Newces. Cormac drilled him in the Accord of Breath and Flame and in the Church's reading of the world's creation: Cambridgere's Breath as Mercy, Flame as Law, and the Divine One as both. Errol became an unusually patient interpreter of doctrine, able to explain how the first Breath shaped the winds and how the Gathering Flame gave form to the world. His defining test came during the Salt Quay inquiry, when a frightened witness admitted to sheltering a dissident family. Errol delayed the arrest long enough for the family to flee, then falsified the timing of his report to keep the witness from punishment. The family survived, but the inquiry's failure damaged his standing. Cormac knows the facts and has not exposed him. Now assigned to investigate a string of disturbances at a rural shrine, Errol hopes to earn the trust of senior inquisitors without surrendering the conviction that mercy must be part of law.

Role in the story

A principled but untested investigator who can serve as an ally, a source of religious lore, or a source of conflict between institutional authority and local compassion. His inquiry may expose a genuine threat, an innocent community caught in doctrine's machinery, or both.

“He joined the Brasterdenese Church's Divine Collegium as a young adult and became a student of Cormac Faoláin, master inquisitor of Newces.”
From their background
Faction
Holy inquisitor of the Brasterdenese Church, serving the Divine Kingdom of Newces and trained at its Divine Collegium.

Known connections

Cormac Faoláin, his former teacher and master inquisitor at the Divine Collegium in Newces, knows about the Salt Quay report and has chosen not to reveal the lie.
His mother, Tessa O'Heron, lives in Cambridgere and sends him blunt letters about the people his investigations inconvenience.
The witness he protected at Salt Quay, whose name he will not record, is believed to have taken refuge among traveling potters.
Sister Peli Vardze, a shrine keeper in the district where Errol is now assigned, disputes the Collegium's interpretation of a local creation hymn but shares his concern for the poor.
Major secret · GM only
Minor secrets · GM only

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