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Hild Wren

Human, custom Kludde-touched · Unclassed survivor, custom Kludde-touched heritage · Level 0

Hild Wren

Freelance illustrator before the crossing; currently a displaced survivor and observant scout
AC11
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A lower, newly unfamiliar voice with a little gravel at the edges, as if damp air has roughened it. It carries easily across a room when he is excited, and catches on a laugh when he is trying to make a joke land. His local accent is most pronounced when he is tired, startled, or speaking to someone he trusts.

His accent is local to the Frisian lowlands, though a few American turns of phrase surface when he is tired or startled. His vocabulary is vivid and image-led, shaped by years of illustration and folklore reading. He describes practical things with surprising visual precision, then covers emotional statements with a joke or an artful change of subject.

Speech patterns

Uses sharp, image-rich jokes to relieve tension, sometimes before others are ready to laugh.
Frames frightening events as if describing a scene in a story, then catches himself and admits the real stakes.
When discussing folklore, becomes specific and animated, comparing local details to motifs he has read about.
Dodges personal questions with a clever observation, especially if they concern Sigrid or his former life.

How to play them

Meet Hild's jokes with warmth, but do not assume they mean he is untroubled. Give him room to describe his changed body and past on his own terms. If his evasions around Sigrid become disruptive, ask directly and without teasing. He responds well to shared drawing, practical problems, and honest acknowledgment that the situation is frightening.

Goal

Understand what the Kludde change means, keep the Seven at the Track safe, and find a way to live with his altered body without losing the people he remembers or the friendships he has now.

Motivation

To turn fear into understanding without pretending that understanding makes the danger harmless.

Secret · GM only

Appearance

A striking young man with a face that seems borrowed from an old Frisian hero-tale: broad brow, strong jaw, and a steady, bright-eyed gaze. His weather-exposed skin has a ruddy cast, with wind-roughened cheeks and a faint salt-and-mud sheen that never quite scrubs away. A soft, dark moustache is beginning to fill in, and short beard stubble shadows his jaw. When he laughs, his front teeth show a tiny natural overlap; when he eats, he chews with the focused patience of someone still learning what his changed body wants. He moves with a newly acquired, slightly overcareful strength, as if checking the reach of his limbs before trusting them. His shadow sometimes drags behind his steps, especially in mist. Unexpectedly for someone who looks like a figure from a war ballad, he keeps a pocketful of tiny paper birds folded from scraps of his own sketches.

Clothing

A practical wool tunic, patched trousers, a weather-dark cloak, and sturdy boots suited to wet ground. He keeps charcoal and folded paper in a waxed pouch and wears a belt tied with a small scrap of bright thread, a remnant from his old illustration kit.

Body language

He leans forward when curious, head tilted as though composing a picture. Under stress he rubs his thumb over the folded edge of a paper bird. Around Sigrid he starts to speak, notices himself doing so, and redirects his attention with conspicuous effort. When his shadow lags, he glances down as if checking whether a companion has kept up.

Height
About 6 feet 2 inches (188 cm)
Build
Tall for the local young men he resembles, broadening through the shoulders, with unfamiliar strength in a body still new to him.
Eyes
Hazel-brown, with a gold fleck near the left pupil
Hair
Dark brown, worn short and untidy, with new facial and body hair
Skin
Ruddy, weather-exposed light skin, roughened by wind and damp
Age
18
Gender
Man; before the crossing, one of the two women in the group
Size
Medium

Distinguishing features

A handsome, tale-like face that local listeners may recognize as resembling a hero from Frisian legend.
A shadow that sometimes trails his movements by a beat, most visible in fog or low light.
New facial and body hair, with a soft, dark moustache and rough jaw stubble.
Wind-roughened, ruddy skin and a slight overlap in his front teeth, noticeable when he grins.
A pocketful of miniature paper birds, folded from sketch scraps.

Personality

17 traits and drives

Quick-witted and imaginative, Hild notices how people shape stories about themselves and can make a crisis feel briefly manageable. That same instinct can turn evasive: when he is frightened or grieving, he explains, jokes, or sketches instead of asking for help. He is curious about the transformation in a way that can be energizing when the group needs ideas and infuriating when someone needs him to take the danger seriously. With friends he is warm and irreverent; when ashamed, especially about his changed body or his feelings for Sigrid, he becomes slippery and overcareful.

Alignment
Chaotic good, with a survivalist streak

Quirks

Folds tiny paper birds while listening, often without realizing he has started.
Names the shapes he sees in clouds, fogbanks, and puddles as if assigning characters in a story.
Taps twice on a doorframe before entering, then pauses to listen for movement beyond it.
Keeps tasting marsh water despite knowing it may be unsafe, describing each sip as if reviewing a strange ingredient.
When a plan goes badly, instinctively says, "Well, that is a bold choice," before checking whether everyone is alive.

Habits

Maps unfamiliar places with quick thumbnail sketches, then remembers the route better than anyone expects.
In danger, turns fear into a joke or a game-like observation; afterward, he may need time alone to feel what he postponed.
Tests his new strength on mundane tasks, then looks embarrassed when the result is excessive.
In fog, pauses mid-conversation to listen for footsteps, water movement, or the click of a latch.

Traits · 4

Sees narrative patterns quickly, but sometimes mistakes a real crisis for a puzzle to solve.
Can make people laugh without belittling them, unless he is using the joke to keep them from looking too closely at him.
Cares deeply about his companions, yet struggles to be plainspoken about his own needs.
Curiosity and dread coexist in him; neither cancels the other.

Flaws · 4

Uses humor and analysis to avoid showing distress.
Can become so fascinated by the rules and strangeness of a crisis that he neglects how frightened others feel.
Avoids direct conversations about his attraction to Sigrid, making the subject more awkward.
Has little practical combat experience despite his increased strength.

Fears · 4

That the crossing has erased his chance to return to the people he remembers.
That his attraction to Sigrid will damage a friendship he values.
That the Kludde signs are not merely changes to his body, but evidence that something else is taking hold.
That his joking will make the others believe he does not understand how serious their situation is.

Wants and needs · 5

A safe chance to understand the changes to his body without being treated as a curiosity.
A way to learn whether the Kludde signs can be controlled or understood.
Honest companionship that does not require him to perform cheerfulness.
Time to grieve for the partner and family he remembers.
A respectful, direct conversation with Sigrid if his feelings continue to grow.

Combat

AC 11 · HP 8 · 30 ft.

Hild is an inexperienced combatant, not a trained warrior. He keeps near cover, uses a thrown object to interrupt or distract, and tries to retreat toward companions. In fog he listens for movement before choosing where to run. If cornered, he swings a sturdy tool or uses his strength to shove free.

Hild Wren

Medium humanoid (human, custom kludde-touched), chaotic good, with a survivalist streak
Armor Class11
Hit Points8
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsInvestigationHistoryPerceptionInsightStealth
SensesPassive Perception 11; custom fog-hearing can reveal the direction of nearby movement in fog or heavy rain.
Languages
English,
Local Frisian dialect, learned through the crossing and daily immersion
Custom heritage, Kludde. Hild's shadow sometimes lags several heartbeats behind him. This is an uncanny sign, not a reliable combat summon.
Fog-hearing. In fog or heavy rain, Hild can notice nearby movement through sound with unsettling precision, though he cannot identify every creature by sound alone.
Marsh-water craving. Dark, stagnant marsh water tastes strangely appealing to him. Drinking it is not known to be safe.

Actions

Improvised Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage.
Thrown Object. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage. Hild uses a thrown stone, sketching knife, or similar small object.

Reactions

Listen Through the Fog. When Hild can hear a creature moving nearby through fog or heavy rain, he can call out its approximate direction to an ally. This grants no automatic identification and does not reveal a motionless creature.
Awkward Sidestep. When a creature Hild can see moves within 5 feet of him, he can use his reaction to stumble or shove aside, imposing a -1 penalty on that creature's next attack roll against him. Once per short rest; custom, noncanonical feature.

Services they sell

Sketches maps, faces, and local landmarks.
Shares observations about folklore motifs and possible story patterns.
Keeps watch in fog, where his unusual hearing may detect movement.

Rewards they can give

A useful charcoal sketch-map of a route through the lowlands
A careful account of local folklore and strange landmarks
A paper bird bearing a small, meaningful drawing

Equipment

  • Belt knife (tool)A sturdy belt knife used for ordinary tasks; Hild is not practiced with it as a weapon.
  • Illustrator's pouch (personal item)A waxed pouch holding charcoal, paper scraps, and several folded paper birds.
  • Travel clothes (clothing)A weather-dark wool cloak and boots selected for travel through wet lowland terrain.

Possessions

Charcoal sticks and paper scraps
A waxed pouch
Several folded paper birds
A belt knife
A scrap of bright thread kept from his old illustration kit

Background

Before the crossing, Hild Wren was a freelance illustrator who made rent by drawing book covers, game commissions, and whatever else arrived in his inbox. He read mythology and folklore compulsively, partly for work and partly because stories helped him make sense of people. He remembers a partner and family left behind, but the group's record assigns them no names or details; he will not invent them just to make the loss easier to explain. He woke in the Frisian lowlands of the old Netherlands, in the body and local accent of a young man whose face seemed lifted from a regional heroic tale. The first morning brought shock at his altered height, strength, hair, voice, and unfamiliar appetites. At the first waystation he had been assigned the smaller room before anyone understood what had changed. The hot springs were worse: embarrassment, then relief when his companions treated awkwardness as survivable rather than shameful. Since then, the Kludde signs have surfaced: a shadow that lags behind him, a taste for dark marsh water, and an ability to hear movement through fog. He is increasingly attracted to Sigrid, and knows the newness of his body and desires complicates that feeling. He tries to protect their friendship by evading the subject, but the evasions are now visible. His grim fascination with the ordeal as a high-stakes game sometimes infuriates Eirik. He remains one of the displaced survivors trying to make a life with the Seven at the Track, while wondering what his transformation means and whether it can be undone.

Role in the story

A displaced friend whose changed body and uncanny heritage make him both a source of folklore insight and a reminder that survival can alter identity. Hild can help the party read the lowlands, but his unresolved feelings and secret suspicion about his shadow may create intimate complications.

“He read mythology and folklore compulsively, partly for work and partly because stories helped him make sense of people.”
From their background
Faction
The Seven at the Track, a displaced-survivor circle of seven longtime tabletop roleplaying friends from the United States. It has no formal charter, uniform, or recognized legal standing.

Known connections

Sigrid, a close companion toward whom Hild has developed an attraction he is trying not to impose on their friendship.
Eirik, a fellow survivor who is frustrated by Hild's tendency to treat catastrophe like a campaign scenario.
The other members of the Seven at the Track, his circle of longtime tabletop roleplaying friends and fellow displaced survivors.
A partner and family from his former life, remembered with longing but not named or further specified in the group's record.
Major secret · GM only
Minor secrets · GM only

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