Skip to content
CreatePricing
Hedd - AI-generated fantasy NPC

Hedd

Human · Guard (custom civilian lawkeeper) · Level 0

Hedd

First Lantern
“Door first. Then the child. Tell me when both are clear.”
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, forward voice shaped by years of calling instructions across wet streets. Her consonants land cleanly, and she clips the ends of urgent directions so they carry through noise. When she is amused, a brief breathy rasp breaks through the discipline; when exhausted, her words become more formal rather than softer.

Hedd speaks in compact, work-shaped sentences, with the precise timing of someone accustomed to giving instructions over rain, crowds, and frightened breathing. She names the action before the reason when danger is immediate, then explains the reason afterward. Her humor is dry and sudden, usually aimed at a bad plan rather than a person.

Speech patterns

Asks for names, locations, and times before asking for explanations.
Uses short, exact instructions in danger: "Door first. Then the child. Tell me when both are clear."
When someone proposes an easy fix, asks what happens if it fails and who will be accountable.
Admits uncertainty plainly, then names the next check she intends to make.

How to play them

Hedd offers clear boundaries and practical help before asking for trust. She will share what she knows, distinguish fact from suspicion, and explain the reason for any search or restraint. A person who proposes a simple solution earns questions, not immediate hostility. A person who accepts responsibility for uncertainty earns her attention.

Goal

Find out how the same suspected shapeshifter appears in multiple reports, without arresting an innocent person or allowing a real threat to exploit her caution.

Motivation

To make containment lawful, comprehensible, and survivable for everyone involved, including the person under suspicion.

Secret · GM only

Appearance

Hedd's face is broad and composed, with a blunt nose, a firm mouth, and fine creases at the corners of her eyes from years of judging distance in bad light. Her dark hair is cut close at the nape and combed forward beneath a cap, with one stubborn lock that always escapes above her left temple. She moves with economical, measured steps, turning her whole body toward whoever speaks rather than merely glancing over. Her uniform is carefully maintained but visibly altered: the right sleeve is too short, its cuff folded twice and stitched with mismatched thread. Unexpectedly, she wears a tiny, bright enamel frog pinned inside her collar, a child’s prize she polishes whenever she has to wait.

Clothing

A charcoal wool patrol coat with a too-short right sleeve, a high collar, and many careful repairs. A leather shoulder harness holds her lantern and restraint cord. Her boots are waxed but visibly resoled. The small enamel frog is pinned inside her collar, hidden from casual view.

Body language

She plants both feet before delivering an order, keeps her hands visible, and angles her lantern so it illuminates faces rather than making a threatening spotlight. When uncertain, she squares a paper or strap against the nearest hard edge. She rarely points; she indicates directions with the flat of her hand.

Height
5 feet 5 inches
Build
Compact and sturdy, with the balanced posture of someone used to carrying equipment on long wet patrols.
Eyes
Dark hazel, with gold flecks visible in lantern light
Hair
Dark brown, nearly black
Skin
Warm brown with a ruddy cast across her cheeks from wind and long patrols
Age
Forty-one
Gender
Woman
Size
Medium

Distinguishing features

The right sleeve of her uniform is visibly too short and repaired with thread that does not match.
A polished enamel frog pin is tucked inside her collar, oddly bright against her practical uniform.
She angles her lantern toward people's faces instead of toward the ground, as though every conversation deserves to be properly witnessed.

Personality

13 traits and drives

Reserved and practical, Hedd distrusts easy reassurance but is not cynical: she will spend hours helping a frightened stranger if the need is real. She is stubborn about accountability and gentler in private than her formal manner suggests. Under pressure she becomes brisk and exact; when someone is injured, she drops the chain of command and focuses on immediate care. In quiet company she can be unexpectedly playful, though she dislikes being teased about it.

Alignment
Lawful neutral

Quirks

Counts doorways under her breath when entering a crowded room.
Turns her lantern shutter one click open and one click closed before beginning a difficult conversation.
Straightens paper edges against tables, walls, or her own knee.
Keeps the frog pin polished and touches it before signing an order.
Leaves a mug of water beside anyone she has had to question, even if they have not asked.

Habits

Checks the nearest exits and the number of bystanders before asking why someone is upset.
Explains what she is doing while she does it, especially when applying restraints or entering a home.
When tired, rubs the frog pin inside her collar with her thumb, then resumes speaking as if nothing happened.
After a dangerous incident, stays to help with cleanup and witness statements instead of returning to headquarters.

Traits · 4

Offers care through procedure, clear warnings, and making sure people know where the exits are.
Dislikes easy answers but is willing to change her mind when evidence warrants it.
In public, keeps her feelings behind concise instructions; in private, remembers small needs and follows up.
Can be stern with a frightened person and tender with someone who has already been hurt, sometimes in the same breath.

Flaws · 3

Can mistake a complete procedure for a good decision.
Finds it difficult to accept help from people who promise certainty.
Carries old guilt into new cases, sometimes giving one witness more of her attention than fairness allows.

Fears · 3

That a frightened person will be labeled a monster before anyone checks the evidence.
That she will once again mistake obedience for responsibility.
That Drel will inherit her rigid habits but not her willingness to admit error.

Wants and needs · 3

Reliable evidence about the multiple sightings before the next containment order is issued.
A way to speak honestly with Brask without asking him to absolve her.
For Drel to learn that a checklist supports judgment but cannot replace it.

Combat

AC 12 · HP 9 · 30 ft.

Hedd tries to move civilians out of danger, announce her authority and intent, and keep a target within reach of allies. She uses her staff to control space and the cord to slow a fleeing opponent. She avoids fighting alone, does not pursue a transformed creature into an unfamiliar lair without backup, and will retreat if preserving a witness or bystander requires it.

Hedd

Medium humanoid (human), lawful neutral
Armor Class12
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWIS
SkillsInsightPerceptionAthleticsInvestigation
SensesPassive Perception 12
Languages
Common
Procedure Before Force (custom): Hedd prefers containment, evacuation, and clear warnings. If a creature can be safely restrained, she will not choose a lethal attack.
Lantern Mark (custom): Her hooded lantern shines through mundane darkness and reveals recent tracks, but does not expose invisible creatures or negate magical darkness.
Accountable Order (custom): Hedd states the purpose of an arrest or containment order aloud and records who authorized it. She will not pretend an order came from someone else.

Actions

Lantern Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage. Hedd uses the staff to pin clothing or limbs when possible.
Weighted Restraint Cord. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 3 () bludgeoning damage. A target hit by the weighted cord has its speed reduced by 10 feet until the end of its next turn. This effect is custom and does not restrain the target.
Containment Warning. Hedd raises her shuttered lantern and gives a practiced warning. Each creature of her choice within 30 feet that can hear her must succeed on a Wisdom (Insight) check or recognize that she is prepared to enforce a lawful containment order. This is a roleplaying cue, not a magical effect.

Reactions

Hold the Line. When a creature Hedd can see within 5 feet moves away from her, she may make one staff attack. If it hits, the target's speed is reduced by 10 feet until the end of its turn. Custom feature.
Interpose. When a creature Hedd can see attacks a person within 5 feet of her, Hedd can interpose her staff and impose disadvantage on that attack. She must be able to move and see the attacker.

Services they sell

Containment escort and lawful safety checks.
Advice on evacuation routes, witness handling, and local Warden procedures.
A written account of any order she gives, including who authorized it.

Rewards they can give

A lawful escort through dangerous streets or across a containment perimeter.
Access to public incident reports and practical knowledge of local patrol routes.
A fair hearing for someone accused of transformation, provided they cooperate with reasonable safety measures.

Equipment

  • Hooded patrol lantern (tool)A hooded oil lantern with a shutter and a brass badge stamped with the Warden patrol mark.
  • Lantern staff (weapon)A hardwood staff with a leather wrist loop, used for defense and directing people away from danger.
  • Containment kit (equipment)A weighted cord, two pairs of manacles, chalk, a whistle, and a folded incident form sealed in oilskin.
  • Enamel frog pin (personal token)A small frog-shaped enamel pin, carefully polished and kept inside her collar.

Possessions

Hooded oil lantern
Hardwood staff
Weighted restraint cord
Manacles
Whistle
Chalk and oilskin incident forms
Enamel frog pin

Background

Hedd was raised in Gorsecut, a cramped district built where workers had cleared a stubborn belt of gorse. Her mother repaired boots; her father carried messages for the watch. Hedd learned early that a clear warning and a known route home could prevent more harm than a brave speech. At twenty-six, while serving as a junior Lantern Warden, she followed a confident supervisor's order to move a suspected shapeshifter through a crowded market without first checking the holding cell. The prisoner was innocent, the actual transformed creature was still loose, and the resulting panic injured several people. Hedd testified against the supervisor, including herself, and accepted a demotion rather than claim she had merely followed orders. That choice earned her a reputation for stubborn honesty and a permanent distrust of neat solutions. She later became First Lantern through competence rather than charm. She is still trying to repair her relationship with Brask, a former partner who believes her testimony ruined his chance at promotion, and she quietly sends supplies to the family of a market porter injured in the incident. Her current problem is a series of transformation reports that appear to describe the same person in three places at once.

Role in the story

A mobile authority figure and potential ally who tests whether the party can handle uncertainty responsibly. Hedd can provide structure during a transformation crisis, but her own record gives her reason to doubt both official certainty and her instincts. Players may help uncover the pattern behind the reports, repair her relationships, or expose how the Wardens' procedures fail people.

“Her mother repaired boots; her father carried messages for the watch.”
From their background
Faction
First Lantern of the Lantern Wardens, a mobile lawkeeping and transformation-containment force. Their local station is known as Gorsecut, after the scrubland cleared to build the district.

Known connections

Brask, her former patrol partner, now refuses to work under her and still argues that her testimony cost him his career.
Cwim, a market porter injured during Hedd's early containment failure, accepts her regular deliveries but has never forgiven her.
Drel, an apprentice Lantern Warden, admires Hedd's honesty and is beginning to imitate her procedures without understanding when judgment matters.
The family of the porter receives anonymous help from Hedd, though Cwim has started to suspect the source.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Hedd into a sheet

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