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Clystr - AI-generated fantasy NPC

Clystr

Troll Changeling (custom transformation; not a standard D&D 5E player species) · Noble (custom level 5 non-spellcasting NPC)

Clystr

Jarl's son; formerly an aspiring guard and would-be adventurer
“I know this hall. I do not know you.”
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has the gravelly scrape of someone accustomed to shouting over wind and rigging, now dragged down by a faint watery resonance. He can say his name cleanly, but other words sometimes rasp into a low growl, especially when he is hungry or tired. Anger makes his consonants harder and faster, not softer.

Clystr speaks in short, direct phrases, as if each sentence has to be hauled up from somewhere deep. His words sometimes dip into rough, low growls and then return to ordinary speech without warning. He is convinced he is understood when speaking troll-language until he sees otherwise.

Speech patterns

He says, "Clystr," clearly and firmly, as if his name is the one fact no tide can take.
He believes others understand his troll-language phrases until their confusion makes that impossible to ignore.
His speech slips into low, rough, growling sounds, especially when hungry, tired, or confronted with the sea.
He names familiar things literally and asks few questions about motives.
When asked about his family, he looks at the faces in the room and says, "I know this hall. I do not know you."

How to play them

Give Clystr time, warmth, and the option to leave a conversation. Do not touch his neck or insist he recognize his relatives. Practical offers, especially a warm bath, dry blankets, and a quiet place near the hearth, build trust more effectively than demands for gratitude. He may respond to his name, his old plan to sail to Iceland, or the sailcloth scrap. He is more likely to cooperate when addressed plainly and shown what is expected.

Goal

Recover enough of his memories to understand what happened after the wreck, while finding a place in his family that is not defined by succession.

Motivation

To be treated as a person rather than a returned heir, a monster, or a family problem, and to discover what the sea and trolls did to him.

Secret · GM only

Appearance

Jor is tall for his age and still lengthening into his frame, with a pale, waterlogged cast to his skin and a stillness that makes him seem like a figure left behind by the tide. His light blond hair is turning almost white, laying in wet ropes against his temples even after he has been indoors for hours. His blue eyes look clear but oddly unhurried; he studies faces as if trying to learn their shapes by heart. His fingers and toes are webbed, most obvious when he grips a cup or steps barefoot across the hall. Fine gill slits open and close along his neck under water, where they are plainly visible; above water they look like faint, tender creases. He waits with his weight tipped toward the nearest basin, doorway, or open water, never quite settling into a chair. The surprising detail is that he keeps a tiny, neatly folded scrap of sailcloth tucked inside his sleeve, smoothing its frayed edge with great care.

Clothing

The ragged remains of the noble Norse clothing he wore on the lost voyage: a salt-stiff wool tunic, a torn cloak, and a belt whose leather has gone soft and dark from seawater. He refuses fresh clothes until they have been warmed by the hearth. His boots are usually missing; he prefers bare feet on wet stone.

Body language

He holds his shoulders forward and slightly raised, as if bracing against a wave no one else can feel. While waiting, he puts most of his weight on the balls of his feet and angles his body toward water. His webbed fingers rest open, never quite curling into a fist. He flinches sharply from a touch near his neck, then stares at the person who touched him without anger or explanation.

Height
5 feet 10 inches, still growing
Build
Tall, lean, and still growing, with a swimmer's shoulders and a wary, forward-tilted stance
Eyes
Clear, cold blue
Hair
Light blond, paling toward near-white
Skin
Pale, with a cool, waterlogged cast
Age
16 years old; regarded as an adult in his community, though still growing
Gender
Male
Size
Medium

Distinguishing features

Webbing joins his fingers and toes, noticeable when he grips a cup or steps barefoot.
Faint gill slits crease his neck and visibly open beneath the water.
His wet blond hair is paling toward white.
He winces in bright sunlight and turns his face away from it.
He carries a scrap of sailcloth in his sleeve, its edge worn smooth where he repeatedly rubs it.

Personality

15 traits and drives

Before the wreck, Clystr was eager for noise, contests, and the chance to prove himself. Now he is calm to the point of unease, yet flashes of his old impulsiveness surface when challenged or when someone is threatened. He wants the comfort of home but distrusts the people who offer it. He can be blunt and stubborn in ordinary conversation, but becomes watchful and almost patient around children and animals.

Alignment
Neutral Good, though his changed habits and lost memories make his loyalties difficult to read

Quirks

He smooths the frayed edge of his sailcloth scrap with his thumb whenever someone asks about the wreck.
He tests bathwater with the tips of his webbed fingers, then lowers himself in all at once.
He turns cups so their handles point toward the nearest door.
He sometimes pauses mid-sentence to listen to water moving through pipes or behind walls.
He studies a person's face, then their hands, as if checking whether both belong to the same memory.

Habits

At rising tide he digs through the mudflats with his hands, searching patiently as if the seabed has hidden something from him.
At night he walks the harbor's edge and watches the waterline rather than the people passing nearby.
He accepts warm baths readily but refuses help washing or examining his neck.
When a room grows loud, he turns toward the nearest exit and goes very still instead of joining the argument.
He watches each member of his family for a long time, as though matching them to names he has misplaced.

Traits · 4

He wants to be left alone, but watches closely whenever someone leaves the room.
He once sought fights for the thrill; now he meets provocation with a flat stare until the danger becomes immediate.
He accepts care without thanks, then tries to repay it through small practical acts.
He is uneasy with familiar affection but curious about the faces of his family.

Flaws · 4

His hunger for raw meat can make him seem threatening or uncivilized.
He treats strangers and family with the same guarded, unreadable calm.
He can mistake troll-language for common speech and persist until corrected.
He avoids discussing the wreck and becomes physically rigid when pressed.

Fears · 3

Being held by the throat or having his gills touched.
Waking in a dry, locked room with no water nearby.
That the family who mourned him will expect him to resume a life he cannot remember.

Wants and needs · 4

Warm water and a room where he can see the hearth.
Raw meat available without being forced to explain or apologize for eating it.
Space around his neck and a clear path to leave any room.
Time to learn his family's faces and decide what home means now.

Combat

AC 14 · HP 38 · 30 ft., swim 30 ft.

Clystr avoids fights and does not understand why strangers expect him to behave like a monster. If trapped, he uses his shortsword and dagger with the rough, practiced habits of a young man who once sought brawls, then tries to reach water or put distance between himself and his attackers. He protects family members instinctively, even when he cannot remember who they are.

Clystr

Medium humanoid (troll changeling (custom transformation; not a standard d&d 5e player species)), neutral good, though his changed habits and lost memories make his loyalties difficult to read
Armor Class14
Hit Points38
Speed30 ft., swim 30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsSurvivalPersuasionIntimidation
SensesPassive Perception 11; gills allow him to breathe underwater, but grant no special vision
Languages
Common,
Troll,
Norse household dialect
Custom Troll-Changeling Traits. Jor can breathe underwater and has visible, functional gills. He has advantage on ability checks made to avoid being swept away by currents.
Custom Raw Hunger. Jor can digest raw meat without ill effect. Cooked food is safe, though he finds its smell strangely faint.
Custom Sun-Wince. In direct sunlight, Jor has disadvantage on Wisdom (Perception) checks that rely on sight. This is a current condition of his transformation, not a general troll rule.
Custom Single Troll Affliction, Ravenous Hunger: Jor feels an intense appetite for raw meat. He is not violent or dim-witted, and his temper remains his own.
Custom Saltwater Adaptation. Jor can hold his breath indefinitely while submerged, provided his gills remain unobstructed.
Noble Bearing. Despite his strange stillness, Jor can recognize formal hospitality, rank, and the expected manners of a jarl's hall.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage, or 8 () if wielded with two hands.
Dagger or Slap. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. If Jor has no weapon, he can make this attack with a hard, webbed slap for 4 () bludgeoning damage.
Two-Weapon Defense. Jor makes one Shortsword attack and one Dagger or Slap attack. He uses this only when cornered or someone he recognizes as family is threatened.

Reactions

Wave-Slip. When a creature Clystr can see hits him with a melee attack, he shifts his weight and twists away. He gains a bonus to AC against that attack, potentially causing it to miss. Once he uses this reaction, he cannot use it again until the start of his next turn.
Instinctive Interposition. When a creature Clystr can see moves within 5 feet of a person he is protecting, he can move up to 5 feet without provoking opportunity attacks, provided he ends closer to that person.

Services they sell

Can identify familiar routes around the harbor and local coastline.
Can help with simple physical labor, especially near water.
May act as a witness to troll activity once his memories become less fragmented.

Rewards they can give

Clystr's trust and an honest account of the fragments he remembers from his captivity.
Access to Jarl Heimskr's household and its knowledge of local politics, if the family accepts the party's help.
A possible lead to the trolls who took him, once he can bear to discuss the memories.

Equipment

  • Shortsword (weapon)A weather-beaten short sword from his lost voyage, kept close but rarely drawn.
  • Dagger (weapon)A small belt knife with a salt-pitted blade.
  • Sailcloth scrap (keepsake)A scrap of his ship's sail, folded into a small square and worn smooth along one edge.
  • Wreck clothing (clothing)A torn, seawater-logged noble tunic and cloak, the only clothing he will currently wear.

Possessions

Salt-stiff noble tunic
Torn voyage cloak
Shortsword
Dagger
Folded scrap of sailcloth

Background

Clystr is the fifth son of Jarl Heimskr, raised among a noisy household where every older brother seemed to have a clearer place in the line of succession. Before the sea took him, he was excitable, quick to laugh, and just as quick to accept a challenge. He wanted to join the guard until a succession crisis in the jarl's household made every public ambition look like another weapon in a family argument. He then planned to sail to Iceland, earn a name, land, and wealth of his own, and return beyond the reach of inheritance disputes. It was his first voyage. A sudden spring storm wrecked the ship, and Clystr was presumed dead. A fisherman later swore he saw him standing at the shore, dripping wet, near the town. He had been taken by trolls and changed in their keeping. He remembers his name and home, but not his family; when brought into the hall, he treated his mother Svanhild and brothers Torvald, Bernji, Gorm, and Mikkel as unfamiliar faces. Svanhild had prepared his room, but Clystr first demanded a warm bath, then sat silently by the hearth until someone led him to bed. He will not let anyone touch his neck. His current problems are practical as well as painful: he cannot explain where he was, his hunger for raw meat is difficult to conceal, and the family succession crisis he hoped to escape has continued without him.

Role in the story

A returned son whose survival resolves one mystery while creating several more. Clystr can draw the party into a family succession dispute, an investigation into the trolls, and the delicate work of helping someone come home to people he no longer knows.

“Before the sea took him, he was excitable, quick to laugh, and just as quick to accept a challenge.”
From their background
Faction
Jarl Heimskr's household by birth, though Clystr currently feels no sure bond to it

Known connections

Jarl Heimskr, his father, whose face Clystr recognizes only as important.
Svanhild, his mother, who made up his room and watches over his recovery.
Torvald, Bernji, Gorm, and Mikkel, his four brothers, whose familiar mannerisms trouble him more than their names help.
The fisherman who claimed to see him standing on the shore after the wreck.
The trolls who took him; he sometimes answers them in their language without realizing he has changed tongues.
Major secret · GM only
Minor secrets · GM only

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