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Oswin Hirst

Barguest (custom fey creature) · Hexdruid (custom druid tradition) · Level 5

Oswin Hirst

Livestock owner and sheep farmer
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, weather-rough voice with a dry edge from years calling across open pasture. His accent is recognizably Yorkshire, though old-fashioned turns of phrase slip out when he is tired. When angered, he speaks more directly and with clipped certainty rather than softening his voice.

His voice has a clear, weathered rasp, shaped by cold mornings, shouting across pasture, and years of talking over wind. His Yorkshire phrasing is plain and grounded. He speaks readily about sheep and soil; on personal matters he leaves sentences unfinished or answers a different question.

Speech patterns

Uses plain, practical expressions drawn from farm work and weather.
Answers questions about his age with a joke or a change of subject.
When asked about the wedding night, insists the Barguest was an intruder, then becomes abruptly businesslike.
Calls William by his name, especially when others use the cruel nickname Blackby.

How to play them

Meet Oswin in daylight over a practical matter such as livestock, weather, or a damaged fence. He is generous with useful help but resists questions about his age, iron, and the wedding night. Treating William kindly earns his attention; threatening the boy can bring the hound out. A direct confession may be possible if he believes Mary is safe from immediate harm, but he will not volunteer it without pressure.

Goal

Keep Mary and William safe, help William grow without shame, and find a way to tell the truth about the wedding night before suspicion turns into hatred.

Motivation

He wants to be a good husband and father, but also wants to be accepted without having to name the frightening parts of himself. He dreams of roaming the dales again and hates that the dream feels like betrayal.

Secret · GM only

Appearance

A tall, handsome man with an almost unnervingly youthful face, pale skin, straight blond hair, and clear blue eyes that seem to burn brighter when he is angry or frightened. He moves with a shepherd's economical balance, placing each step as if testing the ground for a hidden bog. In a crowded room he takes up more space than he realizes, standing squarely in doorways and turning his shoulders only at the last moment. His flat cap is polished smooth where his thumb worries its brim, a small, persistent motion that people notice before they know why it unsettles them. His smile is warm; the stillness that sometimes follows it is not.

Clothing

A good wool coat, stout boots, work trousers, and the common flat cap of the district. His clothes are well-kept for a livestock owner, though flecked with lanolin and pasture grit. He avoids iron buckles and carries no iron blade.

Body language

He stands close enough to a conversation to seem intent, then abruptly steps back when someone reaches for him. His hands are steady around sheep and tools, but his thumb circles the worn place on his cap whenever iron is mentioned. When a threat appears, he becomes unnaturally still, chin lowered as if scenting the air.

Height
6 feet
Build
Tall and rangy, with the dense forearm strength of someone accustomed to lifting feed sacks, gates, and sheep.
Eyes
Clear, burning blue
Hair
Pale blond, straight
Skin
Pale, with the weather-dry texture of a man who works outdoors
Age
Young adult in appearance; claims to be thirty-two, but his face has scarcely changed in years.
Gender
Male
Size
Medium

Distinguishing features

His handsome face appears not to have aged since Mary first knew him.
His blue eyes can seem to glow in darkness, particularly when his Barguest nature rises.
His flat cap has a thumb-polished groove along the brim from years of nervous rubbing.
The black hound seen on lonely lanes has red, saucer-like eyes and no visible head or neck above its shoulders.

Personality

15 traits and drives

Oswin is gentle with frightened animals and patient with William, yet shrewd enough to spot a bad bargain before it is spoken. He wants a settled home but dreams of the open dales; he can be tender with Mary and evasive about the thing that most deserves her honesty. In company he is practical and faintly humorous. When frightened or cornered, his warmth drops away and an old, watchful predator shows through.

Alignment
Neutral good, with a predatory fey nature that can overwhelm his better judgment.

Quirks

He tests a threshold with the toe of his boot before entering, even when he knows the house.
He turns his flat cap a quarter-turn when weighing a lie, then leaves it crooked.
He gives sheep names based on the weather they were born in, but denies doing it.
He pauses to smell the air before answering questions about a person who is not present.

Habits

Keeps a close eye on William during play, but makes a show of letting the boy try things for himself.
On certain seasonal nights, checks every latch and window, then sits up until dawn rather than risk sleep.
When animals panic, he goes quiet and watches their ears and feet before looking for a cause.
During a pleasant day off, he will still find a chore that lets him remain near Mary and William.

Traits · 3

He makes time for his wife and son even when he has slept badly or has work waiting.
He is resourceful and clear-eyed about practical troubles, but irrationally evasive about his own past.
He dislikes frightening people, yet can become frighteningly still when his family is threatened.

Flaws · 4

He conceals the truth even when honesty is the only chance to repair trust.
He mistakes protecting Mary and William from fear for protecting them from knowledge.
His longing for the road makes him restless when family life feels most demanding.
Iron can provoke panic and defensive aggression in him.

Fears · 4

That Mary will learn the full truth about the wedding night and see him only as a monster.
That William's unusual nature will draw violence from the village or from something older than the village.
That his memories are not merely failing, but being altered by the seasons or by his Barguest nature.
That one day he will wake in hound form having harmed someone he loves.

Wants and needs · 4

Mary to feel safe in her own home.
William to be treated as a child, not a portent.
A chance to tell the truth without losing the family he loves.
Sleep through the season-haunted nights without waking in fear.

Combat

AC 14 · HP 38 · 30 ft.; 50 ft. in hound form

Oswin avoids a fight if family or livestock can be moved to safety. If cornered, he uses entangle or spike growth to control the ground, then shifts to hound form to harry isolated foes. He attacks those who threaten William with frightening speed, but tries to disable rather than kill anyone who can still be reasoned with.

Oswin Hirst

Medium humanoid (barguest (custom fey creature)), neutral good, with a predatory fey nature that can overwhelm his better judgment.
Armor Class14
Hit Points38
Speed30 ft.; 50 ft. in hound form
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsAnimal HandlingNaturePerceptionSurvivalStealth
SensesPassive Perception 16
Languages
Common,
Druidic,
Sylvan
Barguest shapechange (custom): As an action, Oswin can transform into a large black hound or back into his human form. His equipment does not transform. In hound form, his statistics remain the same except his speed becomes 50 feet, he gains advantage on Wisdom (Perception) checks relying on smell, and he cannot speak or cast spells with verbal components.
Season-haunted (custom): On nights when local folklore says the boundary between worlds thins, Oswin has disadvantage on saving throws against being frightened and cannot regain hit points from a long rest unless he sleeps within sight of his family home.
Druidic. Oswin knows the secret language of druids.
Spellcasting. Oswin is a 5th-level druid. Wisdom is his spellcasting ability (spell save , to hit with spell attacks). He has four 1st-level, three 2nd-level, and two 3rd-level spell slots.

Spells

Thorn Whip (cantrip, transmutation). A thorny vine lashes out at a creature within range. On a failed Strength save, it is pulled up to 10 feet toward Oswin.
Cure Wounds (cantrip, evocation). Oswin touches a creature to restore hit points.
Entangle (level 1, conjuration). A patch of ground becomes difficult terrain as grasping plants fill a 20-foot square.
Produce Flame (cantrip, conjuration). Oswin creates a small flame that sheds light and can be used to ignite flammable objects.
Beast Shape (custom name for Wild Shape; not a spell) (level 2, transmutation). Oswin takes the shape of a beast he has seen, following the restrictions of the 5E druid spell.
Spike Growth (level 2, transmutation). Oswin transforms a patch of ground into dangerous, grasping undergrowth that damages and slows creatures moving through it.
Call Lightning (level 3, conjuration). Oswin calls a bolt of lightning from a storm cloud to strike a point he can see.
Healing Spirit (level 2, conjuration). Oswin invokes the land's old growth to restore a small number of creatures' hit points over time.
Tidal Wave (level 3, conjuration). Oswin shapes nearby water into a sudden wave that can knock creatures prone.

Actions

Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage, or 7 () if wielded in two hands.
Bite or Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage. In hound form, this becomes a bite: 8 () piercing damage. Once per turn in hound form, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Entangling Growth (custom). Oswin calls up a 10-foot-radius patch of grasping roots centered on a point he can see within 60 feet. Creatures of his choice in the area must make a Strength saving throw or become restrained. A restrained creature can use its action to repeat the save, ending the effect on itself on a success. The roots last up to 1 minute, requiring concentration.

Reactions

Hound's Evasion (custom). When a creature Oswin can see hits him with a melee attack, he can move up to 10 feet without provoking opportunity attacks, provided he ends the movement closer to an ally or a place of cover.

Services they sell

Shelter, food, and farm work for travelers who treat his family respectfully.
Practical advice about livestock, rural paths, and uncanny signs in the countryside.
A cautious guide through the dales, especially when ordinary trails have become unsafe.

Rewards they can give

A safe night's lodging and a hot meal at his farmhouse, if Mary permits it.
A healthy sheep or practical farm supplies in exchange for protecting the flock.
Knowledge of local paths, seasonal warnings, and the behavior of uncanny animals.

Equipment

  • Ash staff (weapon)A sturdy ash walking staff, used for farm work and self-defense.
  • Flat cap (clothing)A well-made flat cap, worn smooth where his thumb worries the brim.
  • Herb pouch (spellcasting focus)A small pouch of dried herbs and folded scraps of bark used as druidic foci.
  • House key (possession)A plain household key on a leather thong, kept separate from iron tools.

Possessions

A fine farmhouse and working sheep pasture
A well-kept flat cap
An ash staff
Druidic herbs and bark scraps
A leather-bound record of lambing dates and animal remedies

Background

Oswin says he was born among the Yorkshire dales and spent his youth roaming their high pastures, but his memories have seams in them: winters that seem to repeat, roads that lead to places he cannot find again, and a childhood cottage no one else remembers. He was already a wanderer when he met Mary, a practical young woman who made him want to stay. On their wedding night, frightened by his human failure and driven by a nature he had never learned to master, he took his hound-headed, headless Barguest form and approached Mary while she slept. She woke to a headless shape with red, saucer-bright eyes and struck at him with iron scissors. He fled, then returned in human shape and let her believe the terror had been a Barguest intruder. He has never confessed that it was him, or that she had been asleep when he first came to her. Mary remembers the youthful face of the man who later lay beside her, and still fears what the night means. Their son William was born with black hair and Oswin's blue eyes, and develops more slowly than other children. Locals call him Black William or Blackby and whisper that he is devil-spawn. Mary has told her father about the wedding night; Oswin does not know. Her father watches Oswin closely, suspecting that his age, his avoidance of iron, and the hound said to haunt the lanes are connected. Mary's other pregnancies have ended early. Oswin loves his family and makes time for them even on days when seasonal signs keep him awake, yet the dales still call to him in dreams, and some mornings he cannot trust his own memories.

Role in the story

A useful, compassionate local farmer whose family life is shadowed by a grave betrayal. He can become an ally against a supernatural threat, a source of difficult truths about the dale, or the center of a moral conflict about trust, safety, and what William is becoming.

“He was already a wanderer when he met Mary, a practical young woman who made him want to stay.”
From their background
Faction
No formal faction. He is known among the dale's sheep farmers and quietly keeps to old, unwritten druidic customs.

Known connections

Mary, his wife, whom he loves and has gravely wronged. Her fear of the wedding night remains unresolved.
William, their young son, called Black William or Blackby by the locals. Oswin is attentive and patient with him, and fears what his developing hellish traits may mean.
Mary's father, a guarded man who suspects Oswin's nature and has heard Mary's account of the wedding night.
The sheep farmers and market folk of the nearby dale, who depend on Oswin's stock but whisper about the black hound.
Major secret · GM only
Minor secrets · GM only

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