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Oswin Hirst - AI-generated fantasy NPC

Oswin Hirst

Barguest changeling (custom fey creature) · Hexwitch (custom, warlock-like) · Level 5

Oswin Hirst

Sheep farmer
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A weather-roughened, even voice with the broad, clipped rhythm of the Yorkshire dales. His breath is audible in pauses when he is unsettled; if pushed, he stops mid-breath and resumes with a coarse rasp. He does not shout often, but when his temper breaks his words come out with a hard, direct force, as if each one were meant to drive someone back.

His voice carries the dry, steady cadence of a Yorkshire farmer: consonants clipped by practical speech, vowels broad enough to place his roots in the dales. Years outdoors have left it slightly rough, as if wind has sanded the edges. He speaks warmly when discussing sheep or William, but his breath catches before he lies about his past. When rattled, a low rasp enters his words and his breathing becomes conspicuously controlled.

Speech patterns

Uses plain, practical language and talks about weather, livestock, and work when a conversation turns too personal.
Answers questions about his origins with a small, plausible detail, then redirects to the other person's needs.
Calls William by his name rather than the village nickname, especially when others use Blackby.
When frightened, begins a sentence, stops, and replaces it with a safer one.
Uses short local expressions and the cadence of a Yorkshire farmer without turning every line into dialect.

How to play them

Begin with ordinary hospitality and practical help. Oswin will answer questions about the farm readily and may show genuine tenderness toward William. He evades questions about his family, age, and the wedding night. Treating him as a monster makes him defensive; treating Mary as someone entitled to the truth may force him to confront what he has done. Evidence, patience, and a credible plan to protect the family can make him speak more honestly.

Goal

Keep Mary and William safe, preserve their ordinary life, and find a way to stop his nature from costing them another child. His chosen method, hiding the truth, may destroy the family he is trying to protect.

Motivation

Oswin wants to belong to a family without surrendering the parts of himself he fears they would reject. He loves Mary and William, but shame and fear have turned that desire into concealment.

Secret · GM only

Appearance

Tall and handsome in the weathered, practical way of a man accustomed to wind and sheep. His pale blond hair lies straight beneath a flat cap, but escapes in bright strands at his temples. His burning blue eyes rarely meet a person's gaze for long: they track doors, windows, the space beneath a table, and the feet of anyone who enters. He stands so still that people sometimes mistake his attention for a lack of feeling; when startled, his breath catches in a dry, doglike hitch before he remembers to breathe like a man. His smile is warm and youthful, at odds with the careful, old watchfulness behind it. At church, he holds himself too rigidly, as though he has learned the shape of worship by observation rather than habit.

Clothing

A well-brushed flat cap, plain wool waistcoat, work shirt, sturdy trousers, and boots kept cleaner than farm boots ought to be. He wears a weather-dark coat in cold months and carries no visible iron fittings. His clothes are good quality without looking fashionable.

Body language

He keeps his weight balanced as if ready to move, but does not fidget. In a room his gaze maps exits, thresholds, and people's hands before settling on their faces. When uneasy, his nostrils flare and his next breath catches briefly in his throat; when angered, he bares his teeth in a smile that does not reach his eyes. Around William, his shoulders loosen and he lowers himself to the boy's height rather than calling across a room.

Height
6 feet 3 inches
Build
Tall, lean, and work-hardened, with the long reach and solid back of a sheep farmer.
Eyes
Bright, burning blue
Hair
Pale blond, straight
Skin
Pale, weathered by wind, with a faint ruddy cast across his cheeks
Age
Appears to be in his early thirties; claims to be thirty-four, though his face has barely changed in years.
Gender
Male
Size
Medium; Large in Barguest form

Distinguishing features

His bright blue eyes constantly map the exits and the feet of everyone in a room.
His breathing briefly hitches like a dog's when he is startled or angered.
His face remains conspicuously youthful despite years passing.
He is unusually stiff and still during church services, though he attends regularly.

Personality

19 traits and drives

Oswin is gentle in daily life and shrewd when assessing risk; he can patiently mend a gate for a neighbor, then lie without hesitation if he thinks the truth might cost him his family. He is most at ease outdoors and with William, where practical care gives him something honest to do. In church he is stiff and watchful, trying to perform belonging correctly. When threatened, his kindness does not vanish so much as become frighteningly focused.

Alignment
Neutral, with a genuine instinct for kindness compromised by secrecy and self-preservation.

Quirks

Counts sheep under his breath in groups of seven, even when doing another task.
Tests a threshold with the toe of his boot before entering an unfamiliar building.
Turns his cap in his hands when asked about his childhood, rotating it exactly three times before answering.
Leaves a small dish of water outside the back door on certain nights, then claims it is for a stray dog.
When startled, gives one involuntary, sharp sniff before he can stop himself.

Habits

Makes a point of helping William with one ordinary task each day, even after a sleepless night.
Keeps to the edges of church gatherings and watches the doors rather than the altar, though he attends faithfully.
In calm company, patiently explains practical farm matters; when challenged about his past, he becomes economical with every word.
During certain seasons, checks the yard and sheep pens repeatedly after dark and avoids sleeping near open windows.
If someone threatens Mary or William, his measured manner drops abruptly and his attention fixes on the threat with animal intensity.

Traits · 5

He is generous with his labor but guarded with his history.
He wants Mary to feel safe, yet keeps secrets that make her less safe.
He is proud of his farm and quietly embarrassed by how much he wants an ordinary life.
He is patient with William's needs and impatient with adults who dismiss the boy.
He misses his wandering years even as he fears what they made of him.

Flaws · 5

He confuses protecting someone with deciding what they are allowed to know.
He can be calculating and evasive when his safety or secret is threatened.
His fear of losing his family makes him controlling about danger, especially around William.
He has little patience for rigid human customs he does not understand, though he works hard to imitate them.
He avoids iron so consistently that observant people can use the pattern to test him.

Fears · 5

That Mary will learn the full truth of the wedding night and see his affection as another form of deception.
That William will inherit a dangerous part of his nature and be treated as a monster.
That the losses of Alice, Edward, and Rose were caused by his blood or by forces he cannot control.
That iron will expose his nature at the worst possible moment.
That he will be drawn back into the wandering life he left behind.

Wants and needs · 4

Wants Mary and William to be safe and accepted in the village.
Needs to tell Mary the truth and let her decide what their relationship can become.
Wants a way to understand whether his nature contributed to the loss of their children.
Needs to confront his fear of iron and the seasonal forces that keep him from sleeping.

Combat

AC 14 · HP 38 · 30 ft.; 40 ft. in Barguest form

Oswin prefers to avoid a fight, place himself between danger and his family, and use Hex with Eldritch Blast from cover. If cornered, he shifts into hound form to close distance, grapple a threatening opponent, and create an opening to flee. He does not fight fairly when someone is in immediate danger, but he avoids killing when escape or restraint will do. He knows iron is dangerous to him and will not willingly enter a space lined with it.

Oswin Hirst

Medium; Large in Barguest form humanoid (barguest changeling (custom fey creature)), neutral, with a genuine instinct for kindness compromised by secrecy and self-preservation.
Armor Class14
Hit Points38
Speed30 ft.; 40 ft. in Barguest form
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsDeceptionIntimidationPerceptionSurvivalAnimal Handling
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Sylvan
Barguest Shape (custom): As a bonus action, Oswin can transform into a large black hound or back into his human shape. His game statistics remain the same except his size becomes Large in hound form, he cannot speak, and his bite replaces his shepherd's crook attack. His clothing and carried equipment merge into the form.
Fey Ancestry. Oswin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Iron Aversion (custom): Direct contact with iron deals 3 psychic damage to Oswin at the start of each of his turns. While touching iron, he cannot use Barguest Shape.
Fey Step (custom): Once per short or long rest, Oswin can teleport up to 30 feet to an unoccupied space he can see as a bonus action.
Hexwitch Spellcasting (custom warlock-like progression): Charisma is his spellcasting ability, spell save , spell attack bonus +6. He has two 3rd-level spell slots, regained after a short or long rest.

Spells

Armor of Agathys (level 1, abjuration). A protective ward of shifting fey fortune. Until the start of Oswin's next turn, the next attack roll against him has disadvantage.
Hex (level 1, enchantment). Oswin places a supernatural curse on a creature he can see within 90 feet. While concentrating, he deals an extra necrotic damage to it whenever he hits with an attack and has advantage on checks to find it.
Silent Image (level 1, illusion). Oswin creates a sound or image in a 15-foot cube within 60 feet, such as pawsteps outside a window, a distant call, or a flickering shape. The illusion lasts up to 1 minute with concentration.
Misty Step (level 1, conjuration). Oswin vanishes in a haze of mist and teleports up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears as a brief afterimage to nearby creatures.
Lesser Restoration (level 2, abjuration). Oswin touches a willing creature and ends one disease or one condition affecting it: blinded, deafened, paralyzed, or poisoned.
Darkness (level 2, evocation). Oswin creates a 20-foot-radius sphere of magical darkness within 60 feet. Darkvision cannot see through it. He can dismiss it early and requires concentration.
Command (level 1, enchantment). Oswin speaks a short command to one creature he can see within 60 feet. On a failed Wisdom saving throw, the creature follows the command on its next turn, provided it is not directly harmful.
Eldritch Blast (cantrip, evocation). A beam of crackling supernatural force strikes a target at range. This is the spell used for Oswin's Eldritch Blast action.
Minor Illusion (cantrip, illusion). Oswin creates a small sensory effect, such as a faint hound's growl, a door's creak, or a brief scent of wet earth, lasting up to 1 minute.

Actions

Shepherd's Crook. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: 11 () force damage. Oswin can direct the beams at one or two targets.
Barguest Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage. In hound form, the target is grappled (escape ) if it is Large or smaller.
Hex. Oswin magically curses one creature he can see within 90 feet for up to 1 hour. Until the curse ends, he deals an extra necrotic damage to the target whenever he hits it with an attack, and he has advantage on ability checks to find it. The curse ends early if Oswin is incapacitated or the target dies. Requires concentration, as if concentrating on a spell.

Reactions

Hound's Evasion. When a creature Oswin can see hits him with an attack, he adds 2 to his AC against that attack, potentially causing it to miss. Oswin must not be incapacitated.
Slip the Threshold (custom). When a creature Oswin can see moves within 5 feet of him, Oswin can move up to 10 feet without provoking opportunity attacks. He cannot use this reaction while touching iron.

Services they sell

Can provide lodging in his farmhouse if he trusts the visitors.
Can offer practical help, local directions, and a farmer's understanding of tracks and weather.
Can guide travelers along established routes through the dales, though he avoids certain moors in uncanny seasons.

Rewards they can give

A fair payment for guiding travelers safely across the moors.
Sheep, wool, and practical farm supplies if the party earns his trust.
A carefully kept account of strange seasonal events, useful for investigating local fey activity.
If he chooses to make amends, a sincere confession and help exposing the source of the Barguest's local hauntings.

Equipment

  • Shepherd's crook (weapon)A stout ash crook used for managing sheep and as a simple weapon.
  • Farmer's clothing (clothing)A well-made flat cap and weatherproof wool coat suited to dale winters.
  • Coin purse (gear)A small purse of farm earnings, kept separate from household money.
  • Farm notebook (tool)A worn notebook with flock counts, lambing dates, and terse notes about uncanny nights.
  • Wedding ring (keepsake)A plain wedding ring he rarely touches, and which he keeps away from iron tools.

Possessions

A well-kept farmhouse and sheep farm.
A shepherd's crook.
A flat cap and weatherproof coat.
A farm notebook marked with flock counts and dates of strange seasonal disturbances.
A wedding ring.
A modest reserve of household and farm money.

Background

Oswin says he came from a distant part of the Yorkshire dales and gives no family names, parish, or childhood story that can be checked. In truth, he has lived far longer than he admits, wandering between human settlements and taking work wherever a useful pair of hands was welcome. The old roads still draw him in dreams: he wakes remembering moorland paths, winter stars, and the sound of something pacing beyond the firelight. He settled into sheep farming because it offered routine, a place in the community, and a reason to be outside at every hour. His fine farmhouse is modestly prosperous, unusually well kept for a man of his station. He met Mary Pickles through the work she does with her mother, Rose, the local herbalist and midwife. Oswin cares for Mary and their son, William, and deliberately sets aside time for them even when seasonal disturbances make sleep difficult. But care has not made him honest. On their wedding night, his first attempt to consummate the marriage in human form failed. He took his Barguest shape and slept with Mary without telling her who or what he was. Mary fought the headless, red-eyed houndlike horror with iron scissors. Afterward, Oswin pressured her to consummate the marriage again in human form, hoping any child could not be traced to that first night. He has never confessed the deception or the coercion that followed it. William was born with black hair, unlike either blond parent, and Oswin's vivid blue eyes. He is slow to speak and react, and sudden noise or discomfort can overwhelm him. Neighbors call him Black William or Blackby, and some whisper he is a Barguest's child. Mary believes the thing from the wedding night was a rogue Barguest and fears it fathered William. Oswin does not know that she has told her father, Thomas Pickles, about that night. Thomas suspects Oswin's nature and intends to use the secret to protect his family and secure their advantage, not expose Mary to the village's cruelty. Mary works beside Rose; her brothers Hugh and Edmund remain part of her life, though Oswin cannot tell which of them might challenge him. The Hirsts have lost three other children: Alice and Edward before birth, and Rose, a sickly boy with reddish eyes who died young. Oswin privately fears that his blood cannot safely make a human heir. He struggles to sleep in seasons when the boundary between the mundane world and the uncanny feels thin. He is kind to his family and useful to his neighbors, but the stillness, the unaging face, and the hound that locals fear all point to a history he refuses to name.

Role in the story

A respected farmer and loving, deeply flawed family man whose hidden nature is bound up in a painful violation of trust. He can be an ally against a genuine supernatural threat, a source of folk knowledge, or the center of a tense investigation. His secrets should not be treated as harmless eccentricity: Mary deserves agency, and the truth may alter the family's future.

“In truth, he has lived far longer than he admits, wandering between human settlements and taking work wherever a useful pair of hands was welcome.”
From their background
Faction
No known formal faction. His loyalties are to his household, his flock, and the village that gives him a place to live.

Known connections

Mary Hirst, his wife, whom he loves but deceived on their wedding night. She fears the Barguest and believes it may have fathered William.
William Hirst, called Black William or Blackby by some locals. Oswin is devoted to him and fears the boy's unusual nature will make village life cruel.
Thomas Pickles, Mary's father, who suspects Oswin's true nature and may use that knowledge to bargain for his family's security.
Rose Pickles, Mary's mother and the village herbalist and midwife, who has seen the Hirsts' grief and knows the family has lost three children.
Hugh Pickles and Edmund Pickles, Mary's older and younger brothers. Oswin is unsure how much either knows or would do if Mary asked for help.
The villagers, who depend on his sheep and labor but tell stories about the black hound seen on the moors.
Major secret · GM only
Minor secrets · GM only

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