Skip to content
CreatePricing
William Hirst - AI-generated fantasy NPC

William Hirst

Human · Child, noncombatant · Level 0

William Hirst

Mary Hirst's son; a curious child who helps with small household errands
“I was thinking.”
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, breathy onset, as if he first tests the air before speaking. When he has been running, it catches in his throat and he clears it twice before continuing. His words are clear but softly placed, shaped by a childhood spent listening from the edges of adult conversations.

He speaks in short, concrete phrases with pauses long enough that listeners sometimes try to finish his sentences. When excited, the words tumble out rapidly and he points at each thing he means. He rarely uses elaborate explanations; instead, he compares a sound to a familiar object or shows someone what he has found.

Speech patterns

Takes a long pause before answering, sometimes beginning with, "I was thinking."
Uses concrete descriptions and notices small details adults overlook.
Repeats an unusual phrase he has heard, but in a new context that makes it sound like a question.
When comfortable, asks several questions in a row without waiting for answers.

How to play them

Speak plainly and give William time to answer. He responds best to concrete questions, patient company, and people who do not tease him for pausing. If he trusts someone, invite him to show rather than explain what he has noticed. Do not use his nickname without Mary’s permission.

Goal

To find out why the old flood steps seem to hold voices, and to make Mary believe that what he hears is real.

Motivation

To be understood without being treated as strange, and to keep the people he loves close.

Secret · GM only

Appearance

A small boy with a serious, almost watchful face, William has dense black hair that stands in uneven tufts as if it has been rubbed dry with a towel. His vivid blue eyes have an unnerving, ember-bright clarity in lamplight. He walks with a slight inward turn of his toes and stops abruptly when something catches his attention, leaving the impression that his thoughts have wandered away from the room. His hands are usually smudged with charcoal or flour from tracing shapes on whatever surface is nearby. Unexpectedly, he keeps a little bundle of dried meadow flowers tucked into his coat and carefully replaces any that crumble.

Clothing

A patched brown wool coat with sleeves too long, a washed-out shirt, rough stockings, and boots that make a faint dragging sound. A cord at his neck holds a button Mary sewed there for luck.

Body language

William tilts his head when listening, then goes very still, with both hands pressed flat against his thighs. When anxious, he rubs thumb against fingertip as if counting grains of sand. He looks directly at people only after he has decided to trust them.

Height
About 3 ft. 10 in. (117 cm)
Build
Small and slightly sturdy for his age, with narrow shoulders and the soft roundness of a child who still grows in fits and starts
Eyes
Bright, burning blue
Hair
Unusually deep black
Skin
Fair, with a wind-reddened nose and cheeks
Age
About seven years old
Gender
Boy
Size
Small

Distinguishing features

Unusually black, unruly hair and intensely bright blue eyes, both said to resemble Oswin Hirst.
A habit of going motionless while he thinks, even in the middle of an activity.
Keeps dried meadow flowers in his coat despite their fragile, untidy state.
His hands are often marked with charcoal, flour, or dust from drawing and sorting.

Personality

12 traits and drives

William can seem slow to answer, yet his attention is sharp and stubborn once something catches it. He is gentle with frightened animals and unexpectedly firm when an adult dismisses Mary. In unfamiliar company he retreats into silence; at home, when relaxed, he can become a relentless questioner. He wants to be brave but is still a child, and fear sometimes makes him freeze instead of act.

Alignment
Neutral good, though too young and sheltered for a settled moral code

Quirks

Arranges crumbs in short rows before eating, then eats them in reverse order.
Leaves one shoe untied until he reaches home, claiming the loose lace helps him remember the way.
Greets doors by touching the wood with two fingers before opening them.
Keeps dried flowers in his coat and apologizes to them when they break.
Counts pauses between distant sounds, but never explains what he is counting toward.

Habits

He studies a new person’s shoes before their face, then decides whether to approach.
When overwhelmed, he sorts nearby small objects into rows rather than crying or arguing.
He follows Mary closely in crowds but wanders several paces ahead on familiar roads.
He watches adults’ mouths when they speak and often answers a question several seconds after it was asked.

Traits · 3

Patiently attentive to small, overlooked details, but easily lost in his own train of thought.
Tender toward vulnerable creatures, yet unexpectedly protective of his mother.
Eager to be treated as capable, though he still seeks reassurance when frightened.

Flaws · 3

His long pauses make people underestimate him and can frustrate those who need an immediate answer.
He wanders toward places that interest him without warning Mary.
He hides distress by becoming very quiet and arranging objects.

Fears · 3

Being separated from Mary in a crowd or emergency.
That adults will decide what he means before he can find the words to explain it.
The rushing sound of floodwater at night.

Wants and needs · 3

Needs Mary to keep him safe without keeping him ignorant.
Wants someone patient to listen to his account of the flood steps.
Needs a stable home and the reassurance that a long pause will not make people leave.

Combat

AC 10 · HP 4 · 25 ft.

William has no formal training. If threatened, he seeks cover, calls for Mary, and runs toward a familiar adult or crowded place. He will not pursue or attack anyone.

William Hirst

Small humanoid (human), neutral good, though too young and sheltered for a settled moral code
Armor Class10
Hit Points4
Speed25 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
SkillsPerception
SensesPassive Perception 10
Languages
Common
Custom feature. Stillness Before Answer. When asked a question, William may take an unusually long pause before responding. He is often thinking carefully, not failing to understand.
Custom feature. Blue-Eye Glimmer. In darkness, his eyes seem to catch and hold small points of light. This is unsettling but has no mechanical effect.
As a child with no combat training, William is not a suitable combatant.

Actions

Unarmed Strike. William can make an unarmed strike if cornered: to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. He is frightened by violence and will usually flee or hide rather than fight.
Call for Help. William calls for his mother or another trusted adult. Creatures who hear him can identify his location; this has no special mechanical effect.

Reactions

Duck Away. When frightened, William can use his reaction to move up to 10 feet toward the nearest available cover or trusted adult. This movement does not provoke opportunity attacks from a creature that has not yet attacked him.

Services they sell

Can guide visitors through familiar lanes and identify neighbors or local landmarks.
Can describe details he has noticed, although his explanations may arrive slowly or out of order.

Rewards they can give

William can point out small details he has noticed in a room or along a familiar route.
If treated kindly, he may share the location of the old flood steps and the strange sounds he hears there.
His drawings may provide a clue to a location, person, or repeated symbol, at the GM's discretion.

Equipment

  • Patched coat (clothing)An oversized, patched wool coat with a deep pocket for small treasures.
  • Lucky button (keepsake)A plain button attached to a cord by Mary; William rubs it when nervous.
  • Drawing scrap (personal item)A folded scrap of paper covered in lines, circles, and rows of carefully copied marks.

Possessions

A patched coat
A lucky button on a cord
A small bundle of dried meadow flowers
A scrap of paper covered in copied marks

Background

William Hirst is the young son of Mary Hirst, a connection of Oswin Hirst. From infancy he was conspicuous: black hair where the family expected brown, and blue eyes so bright that neighbors began calling him Black William, or Blackby. The name stuck, though Mary dislikes hearing strangers use it. When William was small, he became lost for an afternoon during a flood evacuation. He was found sitting on a dry stone step, calmly sorting soaked buttons by size while adults searched the lanes. Since then, people have mistaken his long pauses and intense concentration for slowness. Mary knows he notices more than he lets on, but she worries that he cannot always explain what he understands. Oswin's resemblance is a source of family speculation, never an answer: William has inherited the hair and eyes, but no one agrees what else that might mean. Mary works hard to keep him out of local gossip while balancing the ordinary troubles of raising a child with little money and too much attention. William has begun slipping away to the old flood steps, where he says the stones remember voices.

Role in the story

A vulnerable but perceptive child whose family resemblance to Oswin Hirst attracts rumor. William can offer an unusual clue to a mystery, but he should remain a person with ordinary childhood needs rather than a device for prophecy or danger.

“The name stuck, though Mary dislikes hearing strangers use it.”
From their background
Faction
No faction. His strongest loyalty is to Mary Hirst and the small circle of neighbors she trusts.

Known connections

Mary Hirst, his mother, who protects him from gossip while trying to understand his unusual habits.
Oswin Hirst, a family connection whose likeness William appears to share; William knows little about the adult rumors surrounding him.
The neighbors who call him Blackby: some are fond of him, while others treat his appearance as an omen.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn William Hirst into a sheet

A high-res, share-ready sheet you can post or print.