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Oswin Hirst

Barguest (custom fey spirit ancestry) · Druid 5, Circle of the Land (custom Hexdruid interpretation) · Level 5

Oswin Hirst

Sheep farmer and livestock owner
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Oswin's voice has the dry, weathered edge of someone who spends long days calling across fields, with breath sometimes catching faintly on cold nights. He forms words in a plain Yorkshire cadence, measured and grounded. When the Barguest nature surfaces, his speech remains human, but a low rasp gathers beneath it, like breath moving through a hollow stone passage.

He speaks in a practical dale-country cadence shaped by years outdoors, with rounded vowels and consonants clipped by cold air and habit. Farm terms come readily; memories of the road bring out older turns of phrase. He does not raise his voice when angry. Instead, his words become short and definite, with a faint rasp as though he has been breathing moorland wind all night.

Speech patterns

Talks about weather, grazing, and soil with specific practical detail when a conversation grows dangerous.
Calls Mary and William by name with unusual care, as if repeating them is a promise.
Uses old dale expressions and clipped phrases, especially when tired.
Answers questions about his past with a true detail followed by a misleading conclusion.
When caught in a lie, pauses, rubs his thumb over a callus, and asks what the question is really meant to settle.

How to play them

Begin as a hospitable, competent farmer and offer useful help before discussing anything personal. He is warm with children and animals but watches anyone carrying iron. If confronted about the wedding night, he first deflects, then admits that he has hidden a truth but asks to speak where William cannot hear. Threats to his family bring out blunt honesty and the unmistakable Barguest stare.

Goal

Keep Mary and William safe, earn Mary's trust without losing her, and discover whether William's strange traits can be guided rather than feared.

Motivation

To make a home that can hold both his human tenderness and his old, dangerous nature, while preventing the people he loves from being consumed by fear of it.

Secret · GM only

Appearance

Oswin stands exactly six feet tall, his pale, youthful face framed by straight flax-blond hair that lies flat as wet straw beneath a common flat cap. His blue eyes are startlingly bright, almost fever-blue when the hound nature presses close. His skin is pale with a wind-roughened, ruddy cast across the nose and cheeks. He waits with his weight on the balls of his feet, as if ready to cross a field in one bound, and his broad, callused hands keep drifting to his thighs as though checking for fur. His clothes smell faintly of lanolin, rain, and turned earth. The incongruity people notice within minutes is that he keeps a tiny, neatly folded paper dancing card tucked into his cap, a relic of his former wandering life.

Clothing

A well-kept flat cap, homespun wool coat, waistcoat, linen shirt, stout trousers, and mud-dark boots. He favors leather and horn fittings, avoids iron buckles when he can, and carries a weatherproof shepherd's cloak.

Body language

He stands alert and slightly forward, resting his weight on the balls of his feet. His hands are rough from farm work and often curl as if around invisible reins. When anxious, he angles himself between his family and a doorway without seeming to notice he has done it. Near iron, his shoulders draw tight and he keeps his hands tucked into woolen sleeves.

Height
6 feet
Build
Long-limbed, sturdy through the shoulders and back from shepherding, with the economical balance of someone accustomed to moving quickly over uneven ground.
Eyes
Bright, burning blue
Hair
Pale blond, straight
Skin
Pale, weather-reddened across the nose and cheeks
Age
Young adult by appearance; claims to be in his late twenties, though he has scarcely changed in years and is much older than he admits.
Gender
Male
Size
Medium

Distinguishing features

His straight pale-blond hair and clear blue eyes seem unchanged in old portraits and in the memories of elderly villagers.
His broad farmer's hands are deeply callused, with wool grease caught in the creases despite frequent washing.
He has a habit of standing as if poised to spring, even while having a quiet conversation.
A tiny folded dancing card is tucked inside his flat cap, an odd keepsake for a settled sheep farmer.

Personality

18 traits and drives

Oswin is gentle in daily life but not soft: he can comfort a frightened lamb with exquisite patience and drive a cheating trader into the mud with the same steady composure. He is practical and shrewd, yet sentimental about his roving years. Around Mary he tries to be reassuring, but guilt makes him evasive; around William he is openly tender, though any hint of danger makes him abruptly feral. In safe company he can be wry and almost boyish. During uncanny seasons he becomes watchful, sleepless, and hard to reach.

Alignment
Neutral good, with an old predator's instincts that sometimes cut across human ideas of mercy.

Quirks

He touches the underside of his flat cap before crossing a threshold, even when the cap is already in his hand.
He counts sheep by their breathing rather than by sight when they are penned at night.
He leaves a small bowl of clean water outside the house on nights when the moon is hidden.
He turns every piece of iron he finds on the farm so its sharp edge points away from the house.
When thinking, he silently traces the shape of a road on his palm with one blunt fingernail.

Habits

On ordinary days he rises before dawn to check lambing pens, then makes a point of eating with Mary and William even when work is waiting.
During certain seasons associated with hauntings, he sleeps little, patrols the boundary in hound form, and insists he is merely checking for foxes.
He gives animals time to approach him and rarely forces a frightened creature into a corner.
When people discuss the wedding-night Barguest, he redirects the conversation to practical concerns such as weather, fences, or livestock.
He becomes unexpectedly still when Mary or William touches his hair, as if afraid that a familiar kindness might vanish.

Traits · 4

He treats frightened people and animals with patience, but has little patience for cruelty disguised as custom.
He is a careful, calculating farmer who still longs for the reckless roads of his youth.
He values plain speech yet lies about the one truth his marriage most needs.
He is affectionate with his family and guarded with everyone else, especially when they ask about his age.

Flaws · 5

He chooses deception whenever he believes the truth would frighten Mary, denying her the chance to decide what she can bear.
His protective instincts can turn possessive, especially when strangers question William.
He underestimates how much his unchanging face unsettles people who remember him.
He can be shrewd to the point of coldness when bargaining over land or livestock.
He romanticizes his roaming years and avoids confronting the harm his old, unrooted life may have caused.

Fears · 5

Mary discovering the truth and seeing every tenderness between them as another deception.
William inheriting a nature he cannot control, or being hunted because of it.
A new failed pregnancy costing Mary her life.
Worked iron trapping or exposing him when his family needs protection.
That his roaming years were not freedom but an instinct he can never truly leave behind.

Wants and needs · 4

He wants Mary to trust him, but needs to tell her what happened rather than decide for her what she can endure.
He wants William to have an ordinary childhood, but needs to learn what the boy's blood means before fear and rumor define him.
He wants to keep the family farm, but needs to confront Mary's father's suspicion and his own impossible age.
He wants to feel the freedom of the road again, but needs to accept that his choices now affect a wife and child.

Combat

AC 15 · HP 38 · 30 ft. (40 ft. in Barguest hound form)

Oswin tries to end danger without killing, using entangling plants, fog, and terrain to separate attackers from bystanders. If Mary or William is threatened, he stops holding back, changes into the black hound, and attacks the most immediate threat before driving the rest away. He avoids iron weapons and does not pursue fleeing foes unless they menace his family.

Oswin Hirst

Medium humanoid (barguest (custom fey spirit ancestry)), neutral good, with an old predator's instincts that sometimes cut across human ideas of mercy.
Armor Class15
Hit Points38
Speed30 ft. (40 ft. in Barguest hound form)
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsAnimal HandlingInsightPerceptionStealthSurvival
SensesDarkvision 60 ft.; passive Perception 16
Languages
Common,
Sylvan
Barguest Shape (custom): As a bonus action, Oswin transforms into a large black hound or back into his humanlike form. His statistics are unchanged except that in hound form he cannot speak or manipulate objects, has a 40-foot speed, and gains advantage on Wisdom (Perception) checks relying on smell. His clothing and equipment do not transform.
Fey-Blooded (custom): Oswin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Iron Aversion (custom): While touching worked iron, Oswin has disadvantage on attack rolls and ability checks. If restrained by worked iron, he cannot use Barguest Shape.
Spellcasting. Oswin is a 5th-level druid. His spellcasting ability is Wisdom (spell save , to hit with spell attacks). He has four 1st-level, three 2nd-level, and two 3rd-level spell slots. He knows the listed spells and can prepare other druid spells after a long rest.

Spells

Produce Flame (cantrip, conjuration). Creates a magical flame that sheds light and can be hurled at a creature within range for fire damage.
Charm Person (cantrip, enchantment). A creature makes a Wisdom saving throw or becomes charmed for the duration, regarding Oswin as a friendly acquaintance.
Entangle (level 1, conjuration). Thorny growths erupt in a 20-foot cube. Creatures moving through the area take piercing damage for every 5 feet traveled.
Summon Beast (level 2, conjuration). Oswin calls a spectral beast spirit in an unoccupied space. It acts on his initiative and follows his commands; use the official 5E spell rules for its chosen form.
Fog Cloud (level 1, conjuration). Oswin creates a 20-foot-radius sphere of fog centered on a point within range. The area is heavily obscured.
Cure Wounds (level 1, evocation). A creature touched regains hit points. This spell has no effect on undead or constructs.
False Life (level 1, necromancy). A creature Oswin touches gains 5 temporary hit points for the duration.
Darkness (level 2, evocation). Oswin creates a 10-foot-radius sphere of magical darkness that spreads around corners and lasts for the duration.
Beast Sense (level 2, divination). Oswin magically questions a beast and learns information about events it perceived within the past day.
Cause Fear (level 2, necromancy). A creature in range makes a Wisdom saving throw or becomes frightened of Oswin for the duration. It can repeat the save at the end of each of its turns.
Lesser Restoration (level 2, abjuration). A creature Oswin touches regains hit points. This spell has no effect on undead or constructs.
Plant Growth (level 3, transmutation). Creates a wall of tangled plants in a 20-foot square. The area becomes difficult terrain, and creatures can be restrained by the growth.
Revivify (level 3, necromancy). A creature Oswin touches regains hit points. This spell has no effect on undead or constructs.
Call Lightning (level 3, conjuration). Oswin calls a lightning bolt down from the sky or through a storm cloud for lightning damage, with a Dexterity saving throw for half damage.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage, or 6 () if used with two hands.
Hound Bite (custom). Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. In hound form, this is a bite; the target must succeed on a Strength saving throw or be knocked prone if it is Large or smaller.
Spellcasting. Oswin casts a prepared druid spell, using Wisdom as his spellcasting ability.

Reactions

Hound's Slip (custom). When a creature Oswin can see hits him with a melee attack, he can use his reaction to move up to 10 feet without provoking opportunity attacks. He may do this only if he is not touching worked iron.

Services they sell

Can provide lodging, food, and practical aid to travelers who do not threaten his family.
Can assess livestock health and help find safe routes through the dales.
Can use druidic magic to tend plants, soothe animals, and assist with ordinary farm troubles.

Rewards they can give

Fair payment, fresh provisions, or a safe night's lodging at his farmhouse.
Local knowledge of grazing paths, weather, and dangerous moorland routes.
A useful favor from the dale's farmers if the characters help protect the flock or his family.

Equipment

  • Shepherd's quarterstaff (weapon)A tough ash staff used for walking and defense; he keeps its fittings free of iron.
  • Farm kit (adventuring gear)A wool cloak, leather gloves, flint, cord, and small practical farming tools.
  • Hound token (personal keepsake)A simple wooden token carved with a hound's head, hidden beneath his shirt.
  • Dancing card (keepsake)A folded paper dance card preserved from his wandering years.

Possessions

A fine stone farmhouse and its surrounding pastureland
A small flock of hardy sheep and several working dogs
A wooden hound token
A folded dance card from his traveling years
A leather-bound notebook of lambing dates, weather signs, and uncanny nights

Background

Oswin says he was born in the Yorkshire dales and spent his youth roaming between farms, fairs, and lonely roads. He speaks of that life as though it ended only a decade ago, though older villagers remember a blond traveler with his face appearing in stories from their grandparents' time. He took up sheep farming, acquired a fine stone house for a man of his station, and married Mary, hoping routine and affection could quiet the old wildness. On their wedding night, his first attempt to consummate the marriage in human form failed under fear and unfamiliar tenderness. He shifted into the headless black Barguest shape Mary feared from local tales, its red, saucer-bright eyes the only features on its neckless head. Mary struck the beast with iron scissors after the act. Oswin remembers the blow, but more vividly remembers the intimacy of being trusted enough to remain beside her until dawn. He has never told her that the creature was him. Mary believes a Barguest assaulted her and fathered William, their slow-to-speak son, whose black hair and burning blue eyes have made locals call him Black William or Blackby. Oswin loves them both and spends every possible hour at home, especially during the uncanny seasons when he cannot sleep. Mary's other pregnancies have ended in loss, and her father has begun quietly investigating Oswin. Oswin still dreams of the dales as they were before he settled, and fears that his own nature, or whatever runs in William's blood, will eventually make the house unsafe.

Role in the story

A kindly but evasive local farmer whose secret makes him both a possible ally and a source of frightening revelations. His family drama can become a mystery about the Barguest, a test of trust, or a conflict over whether William should be protected, studied, or feared.

“On their wedding night, his first attempt to consummate the marriage in human form failed under fear and unfamiliar tenderness.”
From their background
Faction
No formal faction. He belongs to the dale's farming community by livelihood and marriage, while his Barguest nature ties him to the feared old spirits of the roads and moors.

Known connections

Mary Hirst, his wife, whom he loves and deceives about the wedding night. She has privately told her father what she remembers.
William Hirst, their young son, called Black William or Blackby by locals. Oswin is patient with his slow development and watches his unusual traits with dread and tenderness.
Mary's unnamed father, a suspicious man who has begun asking about Oswin's age, old acquaintances, and aversion to iron.
The sheep farmers and villagers of the dales, who rely on Oswin's good stock sense but fear the black hound said to haunt the lanes.
Major secret · GM only
Minor secrets · GM only

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