Skip to content
CreatePricing
Alice - AI-generated fantasy NPC

Alice

Human · Commoner, custom noncombatant · Level 0

Alice

Household healer's assistant and caretaker
“Have you eaten? Can you stand? Where does it hurt?”
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has a dry, warm rasp from smoke, steam, and long days of talking over household noise. It carries clearly without sounding grand. When she is frightened, her breath becomes briefly shallow and creates a faint catch at the end of a phrase; when she is angry, the breath steadies and the words turn brisk and exact.

She speaks in a practical, measured rhythm, shaped by years of calling over boiling kettles and giving instructions in cramped rooms. Her consonants are crisp, her vowels plain, and her sentences often begin with a question that can be answered immediately. When rattled, her breath catches audibly before she forces it steady; she does not lower her voice when angry, but clips each word as if setting tools in a row.

Speech patterns

Asks concrete questions first: "Have you eaten? Can you stand? Where does it hurt?"
Uses dry, affectionate humor when conversation turns too solemn.
When speaking of the dead, says their names plainly rather than using euphemisms.
Avoids false reassurance and will say, "I don't know yet," even when people want certainty.

How to play them

Alice responds best to directness and useful questions. Show that you can respect grief without turning it into a spectacle, and she will offer food, local knowledge, or quiet practical aid. Do not press her to promise outcomes she cannot control.

Goal

Persuade Oswin to open the chest containing Rose and Edward's keepsakes and speak about them without treating their memory as a danger to Alice.

Motivation

To make care tangible and keep grief from becoming a family inheritance of silence.

Secret · GM only

Appearance

Alice has a pale, freckle-dusted face and a practical, watchful expression that can soften suddenly when someone is frightened. Her dark hair is pinned under a folded linen scarf, but fine curls escape at her temples when the air is damp. She walks with a steady, heel-first tread learned from carrying hot water without spilling it. A minute in her company reveals the warm smell of fennel, soap, and woodsmoke clinging to her sleeves; she knows about the soap and believes the fennel is simply part of the house. Unexpectedly for a keeper of a somber household, she collects silly wooden whistles and can make them sound like a flock of geese.

Clothing

A soot-brown wool dress, patched apron, linen scarf, and sturdy boots. Her cuffs are often damp from washing and her apron pockets hold a twist of clean cloth, fennel seeds, and a whistle.

Body language

Alice keeps her shoulders squared and her hands occupied, folding cloth or sorting herbs while she listens. When rattled, she draws one shallow breath, then deliberately releases it through her nose before speaking. If someone is in pain, her stance turns toward them at once, even when she is arguing with them.

Height
5 ft. 2 in.
Build
Compact and sturdy from carrying water, laundry, and baskets of herbs.
Eyes
Warm brown
Hair
Dark brown, nearly black
Skin
Fair, with freckles across her nose and cheeks
Age
29
Gender
Woman
Size
Medium

Distinguishing features

Her sleeves carry a noticeable scent of fennel, soap, and hearth smoke.
She breathes in short, careful measures when anxious, as if matching someone else's pace.
Keeps several tiny wooden whistles that she can play with comic, honking precision.

Personality

12 traits and drives

Alice is candid about practical matters but evasive about her own grief. With strangers she is brisk and helpful, sometimes using humor to keep people at ease; with family she can become stubborn, especially when she thinks silence is doing harm. In a crisis she is steady and focused, but afterward she may shake with delayed fear and refuse to admit she needs rest.

Alignment
Neutral good

Quirks

Taps a cup twice against the table before pouring, even when the cup is empty.
Names every kettle after a bird and argues that each has a different temper.
Counts doorways aloud when returning home after a difficult day.
Keeps a whistle tucked into her apron and occasionally answers a serious question with one ridiculous honk before giving the real answer.

Habits

Checks the warmth of a cup before handing it to someone in distress.
Offers useful work before offering comfort, then stays nearby in case the person changes their mind.
When tired, grows brisk and funny; when frightened, becomes very still and listens for other people's breathing.
Avoids making promises about survival, but promises to remain present.

Traits · 3

Notices small signs of discomfort and responds with useful help before asking whether it is wanted.
Uses absurd humor to puncture self-pity, including her own.
Can be patient with pain but impatient with avoidable secrecy.

Flaws · 3

Takes on care work without asking whether she has the strength for it.
Can become sharp with people who refuse help, especially when she is scared for them.
Treats emotional honesty as a task to complete and sometimes pushes too hard.

Fears · 3

That Oswin will die with the names of his lost children unspoken between them.
Being unable to help someone in pain, especially a child.
Mistaking her family's silence for peace.

Wants and needs · 3

Wants Oswin to share the truth of his grief rather than use silence as a shield.
Needs rest and help with the work she keeps accepting.
Wants the names Rose and Edward to remain part of ordinary family conversation.

Combat

AC 10 · HP 4 · 30 ft.

Alice is a level 0 civilian, not a trained combatant. She tries to get between danger and an injured person only long enough to guide them toward an exit, call for help, or use the room's furniture as cover. She flees rather than pursue.

Alice

Medium humanoid (human), neutral good
Armor Class10
Hit Points4
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
SkillsMedicineInsightPerception
SensesPassive Perception 12
Languages
Common
Custom feature, Hearthsense. Alice can tell when a room has recently held a feverish person by the warmth and scent lingering in its bedding. This grants no supernatural knowledge.
Custom feature, practiced midwife's assistant: Alice can stabilize a dying creature with a successful Wisdom (Medicine) check, provided she has a clean cloth and a moment to work.

Actions

Wooden Pestle. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Alice avoids fighting and uses this only to make space to escape.
Call for Help. Alice calls for help in a carrying, sharply articulated voice. Nearby allies who can hear her become aware of her location.

Reactions

Get Behind Me. When a creature within 5 feet is injured, Alice can use her reaction to pull them 5 feet toward cover, if the space is unoccupied and she is able to move.

Services they sell

Basic first aid and tending minor injuries
Preparing a hot meal or simple herbal infusion
Offering a safe indoor place to rest for a short time

Rewards they can give

A clean bandage and practical first aid
A warm meal and a safe place to rest
Local knowledge about household remedies and who can be trusted to help

Equipment

  • Wooden pestle (tool)A worn kitchen pestle, more useful for grinding herbs than fighting.
  • Linen cloths (medical supplies)Clean folded squares for bandaging or wiping a fevered brow.
  • Herb pouch (supplies)A small pouch of fennel, mint, and dried chamomile, used for ordinary household remedies.
  • Goose whistle (keepsake)A small wooden whistle carved into the shape of a goose.

Possessions

A pouch of dried herbs
A small bundle of clean linen
A wooden goose whistle
A key to the Hirst household's pantry
A folded note from Oswin that she has not shown him

Background

Alice is the surviving daughter of Oswin Hirst and the sister Rose and Edward never got to meet for long. Rose died before her first winter; Edward was born sickly, with reddish eyes, and lived only a few days. Alice arrived years later, after the family had nearly stopped preparing a cradle. Her mother kept the old children's names spoken aloud, but Oswin could not bear to hear them. As a child, Alice learned to read the pauses at the dinner table as carefully as other children read books. At seventeen, she assisted a village midwife through a difficult birth that ended in loss. The experience changed her: she stopped believing that kindness alone could prevent grief, and began learning practical care instead. Now she tends the Hirst household, carries remedies to neighbors, and quietly tries to reconcile her father's protective silence with her mother's insistence that the lost children remain part of the family. Oswin is her closest relationship and her most persistent conflict. He wants her to leave the old house behind; Alice fears that leaving would turn Rose and Edward into secrets rather than family.

Role in the story

A grounded connection to Oswin Hirst and the lost children Alice, Rose, and Edward. Alice can give the party access to the Hirst household, reveal the emotional cost of its silences, or become a quiet ally who offers care without pretending to be a hero.

“Rose died before her first winter; Edward was born sickly, with reddish eyes, and lived only a few days.”
From their background
Faction
No formal faction. She is known among the households that rely on the village midwife and her practical help.

Known connections

Oswin Hirst, her father, who loves her fiercely but mistakes silence for protection.
Rose Hirst, her sister, who died in infancy before Alice was born.
Edward Hirst, her brother, born sickly with reddish eyes and dead within days; the family keeps his small blanket folded in a chest.
The village midwife, a patient mentor who taught Alice that competent care includes knowing when to summon help.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Alice into a sheet

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