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Gisthar, called Dovre - AI-generated fantasy NPC

Gisthar, called Dovre

Other, human altered by troll abduction · Ranger, Hunter archetype · Level 5

Gisthar, called Dovre

Noble-born hunter and ranger
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A breath-driven, chesty voice with a rasp from cold air, riding, and long hours outdoors. It carries easily across a clearing; under strain, the ends of his words blur into low growling sounds. He does not deliberately lower his voice when angry. Instead, his volume and emotion both climb, and his words become harder to shape.

His voice catches with a dry rasp, as if shaped by cold air and too many nights outdoors. It rises quickly when he is excited or misunderstood, then breaks into low, rough growls that seem to vibrate in his chest. He forms familiar words correctly but sometimes places the stress strangely, as though his mother tongue has become a tool he must relearn.

Speech patterns

Calls himself Dovre and does not respond to Mikkel as his name.
Can speak his mother tongue, but hesitates over common household words and sometimes repeats them as if testing their taste.
When confused, asks for food or names familiar people rather than explaining what is wrong.
His speech dips in and out of low, rough, growling sounds, especially when strained or hungry.
He often checks whether the listener understood him, growing louder and more emotional if they did not.

How to play them

Approach him without crowding or grabbing him. Offer plain food, speak in short familiar phrases, and let him study a person or place before asking questions. Calling him Dovre is more likely to earn a response than insisting on Mikkel. If he is home, give him time to examine the hall and seek a servant for food before expecting an emotional reunion.

Goal

Find a safe way back into his family's life without surrendering to the changes that have made the trolls feel familiar.

Motivation

He wants good, familiar food and the safety of people he recognizes, but beneath that immediate need is a fierce wish to remain himself.

Secret · GM only

Appearance

At first glance he is a young hunter in a weather-dark cloak, but a second look catches the changes: he stands taller than he used to, his shoulders held forward as if listening with his whole body. His brown hair is darkening toward wet-soil black at the roots. His green eyes water in daylight, and his canine teeth have lengthened into pale, sharp points. He moves with a careful, prowling hitch, testing each patch of ground before putting his weight down. Within a minute of meeting him, most people notice that he keeps rubbing his palms over his lower back, as though trying to smooth away a sensation beneath his skin. Unexpectedly, he keeps a tiny, neat collection of pressed meadow flowers tucked into his bow case.

Clothing

He still wears his old ranger cloak and carries his bow, but beneath them are crude, oversized layers of hide and coarse woven cloth in a style like the trolls'. At home he is also offered fresh clothes sewn by his mother, Svanhild, though he handles them as if they belong to somebody else.

Body language

He favors a low, forward-leaning posture and rarely stands with his back to an open doorway. His hands repeatedly rub his palms and lower back. When he cannot make himself understood, his gestures grow broad and urgent; his jaw works as if he is trying to force a word into the right shape.

Height
5 feet 10 inches, though he appears to be growing taller
Build
Lean, rangy, and newly broadening through the shoulders, with the balance of a practiced rider and the quiet tension of a hunted animal.
Eyes
Green, often watering in bright light
Hair
Brown, darkening toward black at the roots
Skin
Fair, wind-reddened across the nose and cheeks, with a faint gray cast when he has gone too long without proper food
Age
18
Gender
Male
Size
Medium

Distinguishing features

His canines are visibly longer and sharper than they were before his disappearance.
His hair is darkening at the roots.
He winces at bright sunlight.
He repeatedly rubs his palms and lower back without seeming to notice.
A tidy bundle of pressed meadow flowers sits unexpectedly in his bow case.

Personality

14 traits and drives

Before his abduction, Mikkel was reserved but witty, preferring a dry remark to an argument. Now he is louder, more emotionally transparent, and quick to show frustration, yet he still watches people with a hunter's patience. He longs for the comfort of his family but is wary of the home he cannot remember. Around food he can be impulsive and almost cheerful; when pressed about his name or the trolls, he becomes strained and defensive.

Alignment
Neutral Good

Quirks

Rubs his palms and lower back in the same repetitive motion, especially when someone asks him to repeat himself.
Tests food by touching a morsel to his front teeth before eating it.
Turns his head toward a sound, then holds perfectly still as if listening through the soles of his feet.
Collects and presses small meadow flowers in his bow case.
Sometimes starts a low lake-side song and only realizes he is singing when someone speaks to him.

Habits

At night he circles the cabin or the Salt's Lick, looking for food and watching the treeline.
He approaches unfamiliar meals cautiously, then eats with startling speed once he decides they are safe.
Near a lake, he may begin a strange, low ritual song that he cannot explain afterward.
In bright sunlight he winces, turns his face away, and waits for his eyes to adjust.
When home, he studies familiar rooms and people before attempting conversation.

Traits · 3

He notices small changes in a room before he notices the people welcoming him into it.
He can still produce a clever, dry observation, then look startled that he said it.
He wants company but becomes unsettled when people speak for him or insist they know what he feels.

Flaws · 3

Ravenous hunger can override caution when appealing food is nearby.
He has difficulty trusting his own memories and may reject correct information if it feels unfamiliar.
When frustrated, he grows louder and more emotional instead of finding clearer words.

Fears · 4

That his family will hear his words but no longer understand him.
That he will forget his mother's voice or his brothers' faces.
That the hunger and bodily changes will become permanent.
That Yippie has been harmed or abandoned.

Wants and needs · 4

A filling meal that does not taste like troll food.
Time with his family without being forced to perform recognition.
A patient listener who will let him struggle through familiar words.
Answers about Yippie, the signet ring, and the strange lake song.

Combat

AC 15 · HP 38 · 30 ft.

He prefers to begin from cover at long range, using his bow and the terrain to keep enemies away from his allies. He marks a dangerous target with hunter's mark, then focuses on wounded foes to exploit Colossus Slayer. If cornered, he draws his shortsword and uses movement and cover to escape rather than fighting to the death. Sudden food or the prospect of food can disrupt his judgment.

Gisthar, called Dovre

Medium humanoid (other, human altered by troll abduction), neutral good
Armor Class15
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsPerceptionSurvivalStealthAnimal HandlingNature
SensesPassive Perception 15
Languages
Common,
Giant, understood in fragments from his time among the trolls
Ranger level 5, using the D&D 5E ranger spellcasting rules.
Favored Enemy. trolls, a custom choice reflecting his long study of their signs and habits. He has advantage on Wisdom (Survival) checks to track trolls and on Intelligence checks to recall information about them.
Natural Explorer. forests. He is especially adept at navigating and foraging in woodland.
Fighting Style. Archery. He gains a bonus to attack rolls with ranged weapons.
Ranger Archetype. Hunter. Colossus Slayer: once on each of his turns, when he hits a creature already below its hit point maximum, he deals an extra damage.
Custom troll-taken trait, Ravenous Hunger: unfamiliar food distracts him. If he sees a plentiful meal while badly hungry, he must succeed on a Wisdom saving throw or spend his next turn trying to reach it rather than attacking. This is a supernatural effect of his abduction, not a normal troll ability.
Custom sunlight aversion. bright sunlight makes him wince and blink, but causes no mechanical penalty.

Spells

Hunter's Mark (level 1, divination). For up to 1 hour with concentration, Mikkel deals an extra force damage to the target whenever he hits it with a weapon attack. He can also locate the target if it is invisible and within 60 feet, provided he can see the space it occupies.
Cure Wounds (level 1, evocation). A creature Mikkel touches regains hit points. This spell has no effect on undead or constructs.
Ensnaring Strike (level 1, conjuration). Mikkel causes grasping vines to restrain a creature on a failed Strength saving throw against spell save . The target takes piercing damage at the start of its turns while restrained. The spell requires concentration, up to 1 minute.
Pass without Trace (level 2, abjuration). For up to 1 hour with concentration, Mikkel and up to ten willing creatures he chooses have advantage on Dexterity (Stealth) checks and cannot be tracked by nonmagical means.

Actions

Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: 7 () piercing damage. Once per turn, if the target is below its hit point maximum, add 4 () damage from Colossus Slayer.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () piercing damage.
Spellcasting. Mikkel casts a prepared ranger spell, using Wisdom as his spellcasting ability (spell save , to hit with spell attacks). His available spells are listed below.

Reactions

Hunter's Evasion. When a creature he can see moves within 5 feet of him, Mikkel can use his reaction to move up to half his speed without provoking opportunity attacks, provided he ends this movement in a space he can see. He cannot use this reaction while restrained.
Defensive Duelist's Feint. When a creature he can see attacks him with a ranged weapon, he can use his reaction to impose disadvantage on the attack if he is wielding a weapon.

Services they sell

Can guide a party through forest trails and identify signs of trolls.
Can teach basic archery and woodland stalking once he feels safe.

Rewards they can give

His trust, if treated with patience and offered food without pressure.
Knowledge of troll trails, feeding grounds, and hunting signs.
A chance to recover his missing ring and learn what happened to his horse.

Equipment

  • Longbow (martial ranged weapon)His old hunting bow, maintained carefully despite the rough conditions.
  • Shortsword (martial melee weapon)A plain, serviceable blade carried at his hip.
  • Ranger cloak (clothing)A weathered cloak he recognizes by touch, even when he cannot recall where it came from.
  • Missing signet ring (personal keepsake)The iron-and-emerald signet ring found near the woods boundary is not currently in his possession.

Possessions

A longbow and hunting arrows
A shortsword
His weathered ranger cloak
A bundle of pressed meadow flowers
Rough troll-style clothing
An iron-and-emerald signet ring, currently found at the woods boundary rather than carried by him

Background

Mikkel is the fourth son of Jarl Heimskr, raised among a large household where being observant was easier than being heard. Reserved and quick-witted, he found his own standing in the woods: he became a gifted archer and rider, and spent long days ranging ahead of hunting parties to look for game and signs of trolls. His beloved Fjord horse, Yippie, was both companion and confidant. During a private hunt, a hard spring storm sprang up without warning. Mikkel vanished in the confusion, taken secretly by trolls. In the days after, a farmer's horse disappeared from its stall during the night, strange lights were seen near the woods, and Mikkel's iron-and-emerald signet ring was found at the boundary. The ring has not brought back his name. Now he calls himself Dovre, after a word or sound he cannot explain, and wears rough clothing resembling the trolls' garments over his old ranger gear. He remembers his parents and brothers, but not his home; he can speak his mother tongue, yet its words feel unfamiliar in his mouth. If brought home, he first studies the hall for changes and familiar shapes, then seeks a servant to ask for food. His mother, Svanhild, has made clothes for him, though he has not yet learned how to feel at home in them. His brothers Torvald, Bernji, Gorm, and Jor each represent a different piece of the family life he remembers imperfectly. Jor was himself taken by trolls after a shipwreck, a wound the family has never closed. Mikkel's present problem is immediate: hunger, fear of being misunderstood, and a growing sense that the trolls' way of living is becoming easier to understand than his own.

Role in the story

A missing noble son whose return is not a simple rescue: he remembers his family but not his home, and the physical and emotional changes caused by the trolls complicate every attempt to bring him back. His abduction also echoes the earlier loss of Jor, offering clues to the trolls' motives and a possible link between the brothers.

“His beloved Fjord horse, Yippie, was both companion and confidant.”
From their background
Faction
He belongs to Jarl Heimskr's household by birth, but his abduction has left him between the jarl's hall and the trolls' hidden territory.

Known connections

Jarl Heimskr, his father, whose familiar presence he recognizes even when the hall feels strange.
Svanhild, his mother, who is making clothes for him and waits for him to remember home.
Torvald, Bernji, and Gorm, his brothers; he knows them as family but struggles to place them in his memories.
Jor, his youngest brother, who was taken by trolls after a shipwreck. Mikkel's own abduction has reopened the family's old fear.
Yippie, his Fjord horse, whose absence troubles him more than he can explain.
Major secret · GM only
Minor secrets · GM only

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