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Oswin Hirst - AI-generated fantasy NPC

Oswin Hirst

Barguest Changeling (custom fey lineage) · Hexwitch (custom Druid and Warlock blend) · Level 5

Oswin Hirst

Sheep farmer
AC14
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Oswin's voice has a dry, breath-forward rasp from cold mornings, dust, and years of calling sheep across open fields. It carries easily without needing to be loud. His Yorkshire vowels are unmistakable, but antique consonants occasionally harden his speech into something much older. The small sniffing intake before he talks can make even a friendly greeting feel as though he has recognized a scent the listener cannot perceive.

He speaks in a measured Yorkshire cadence, plain and grounded, with old-fashioned turns of phrase that surface when he is tired. His vocabulary is practical and rich in weather, soil, and animal terms. When caught off guard, he sometimes begins a sentence in a much older tongue, stops himself, and finishes in Common. He does not whisper when angry; his words become blunt and sharply placed, with the breath held tight behind them.

Speech patterns

Uses plain, practical farm language until a subject touches the old world, when antique words slip into his speech.
Answers questions about his age with a mild joke or a story about weather, never a number.
Calls Mary by name when he is trying to be honest, and 'lass' when he is trying to make a difficult thing sound ordinary.
Describes the supernatural as if discussing bad grazing or a change in wind, avoiding grand claims.
When asked about the wedding night, he changes the subject to the house, the weather, or their son.

How to play them

Meet Oswin as a capable, courteous farmer first. He is more forthcoming about livestock, weather, and the land than his past. If approached gently about Mary or William, his care becomes unmistakable, but direct accusations make him retreat into clipped practicality. Earn his trust by protecting his family without treating William as a monster. Evidence that Mary has told Thomas about the wedding night can make Oswin visibly anxious, though he will still deny the truth unless circumstances force a choice.

Goal

Keep Mary and William safe, help William grow without fear of his heritage, and find a way to tell the truth about the wedding night without destroying the family he has built.

Motivation

Love for his family, guilt over the lie he has told Mary, and a longing for the dales and freedom of his wandering youth pull him in opposing directions.

Secret · GM only

Appearance

Six feet tall, pale and handsome in a way that seems preserved rather than youthful. His straight blond hair is usually tucked beneath a flat cap, with a few pale strands escaping at his temples. His blue eyes hold a vivid, almost feverish fire when the light catches them. His face is smooth, his expression patient, and his movements economical, with the wary stillness of a creature listening for something beyond the room. His broad farmer's hands are rough with wool grease and weather, and he habitually rubs his thumb over the blunt edge of one fingernail as if testing it. Before he speaks, he takes a small, dry inward breath that sounds almost like a hound scenting the air. He leaves the impression of a respectable man who has learned to stand very carefully inside his own skin.

Clothing

A clean but work-worn wool coat, linen shirt, waistcoat, sturdy breeches, muddy boots, and the common flat cap worn about town. He dresses well for a prosperous farmer but avoids metal fastenings where possible, preferring horn toggles and leather ties.

Body language

He stands squarely and does not fidget in company, but his head turns a fraction before a sound reaches others. His hands pause in the middle of a task when iron is brought near. With William, his shoulders lower and his large hands become cautious, letting the boy decide when to be touched. When cornered, he becomes unnaturally still, weight balanced over the balls of his feet.

Height
6 ft.
Build
Tall, broad-shouldered and strong from years of lifting feed, mending fences, and handling sheep; his movements are lighter and quicker than his size suggests.
Eyes
Burning, vivid blue
Hair
Pale blond, straight
Skin
Pale, weathered by wind and fieldwork
Age
Appears to be in his early thirties; he was born in the Danelaw centuries ago and does not know his exact age.
Gender
Male
Size
Medium in human form; Large in hound or horse form

Distinguishing features

Bright blue eyes that seem to kindle from within when he is angry or standing in darkness.
A headless-man shape with red, saucer-like eyes and no other visible features.
A nearly unchanged handsome face despite the years and generations he has outlived.
His dry, hound-like intake of breath before speaking, noticeable even in ordinary conversation.
His work-roughened hands, which pause and draw inward whenever wrought iron comes close.

Personality

16 traits and drives

Oswin is gentle in the daily work of family and farm, but carries an old, predatory impatience beneath his courtesy. He is practical and shrewd when settling disputes or tending animals, yet dreamy and distracted when the dales or his roving years come to mind. He wants Mary to feel safe, but his most protective act is hiding the truth that would let her make her own judgment. Around William he is patient and tender; when anyone threatens the boy, restraint can vanish. In church he is stiff but devout, and in the uncanny seasons he grows watchful, sleepless, and difficult to reach.

Alignment
Neutral good, though his ancient instincts and protective violence can make him seem frighteningly unpredictable.

Quirks

Before answering, he draws in a dry breath through his nose as if testing the air for a scent.
He counts sheep by touching each gatepost on a walk around the pasture, rather than counting the animals.
He sets cups and tools down with their handles pointing toward the nearest door.
He will not let a blade lie edge-up, even when alone, and turns it over without seeming to notice.
When exhausted, he mutters old place-names in Anglo-Saxon and then apologizes as if the land itself might have heard.

Habits

Works steadily through the day even after a sleepless night, then finds excuses to remain near Mary and William rather than retire alone.
At the first sign of iron, he shifts his weight away from it and keeps his hands folded inside his sleeves.
During the uncanny seasons, he checks the sheep pens and thresholds repeatedly, claiming it is ordinary husbandry.
When frightened for his family, his patience collapses into abrupt, animal certainty.
In church he follows every familiar gesture with rigid care, as if devotion were also a promise he must keep.

Traits · 4

He gives practical, thoughtful care to others, but avoids the emotional truth that would make that care honest.
He is a settled farmer who still dreams of the road, and feels both gratitude and grief about having stayed.
He is patient with William's slow progress, yet becomes fierce when others mistake slowness for foolishness.
He is devout in church, although the creature he is praying to protect his family from may be himself.

Flaws · 4

He mistakes concealment for protection and withholds truths Mary has a right to know.
His instinct to defend his family can turn violent before he has judged the danger.
He is restless and nostalgic, measuring his settled life against the freedom of his roving years.
He refuses to speak the forbidden tongues even when doing so might provide a faster solution.

Fears · 4

That Mary will learn the truth of their wedding night and see him only as the creature she feared.
That William will inherit the worst of the boundary blood and be hunted or rejected for it.
That another child will be lost, or born with the hellish eyes Oswin remembers.
That the old seasons will draw him back into a life of roaming and leave his family unprotected.

Wants and needs · 4

To tell Mary the truth without losing her trust or frightening her further.
To give William a safe, ordinary childhood while learning what his inherited traits mean.
To be accepted as a husband and father rather than only feared as a Barguest.
To revisit the dales of his youth without abandoning the family he chose.

Combat

AC 14 · HP 45 · 30 ft.; hound form 40 ft.; horse form 60 ft.

Oswin first tries to put himself between danger and his family, using control spells and terrain rather than pursuing a fight. He marks the most immediate threat with Hex Mark, then attacks with his sickle or shifts into hound form to knock a foe down. He uses fog and entangling growth to break lines of sight and escape. He avoids iron weapons and will abandon a battle rather than risk being trapped in an iron enclosure. If William or Mary is threatened, he may reveal his headless form and fight with terrifying directness.

Oswin Hirst

Medium in human form; Large in hound or horse form humanoid (barguest changeling (custom fey lineage)), neutral good, though his ancient instincts and protective violence can make him seem frighteningly unpredictable.
Armor Class14
Hit Points45
Speed30 ft.; hound form 40 ft.; horse form 60 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomCharisma
SkillsAnimal HandlingInsightNaturePerceptionSurvivalDeception
SensesDarkvision 60 ft.; passive Perception 16
Languages
Common,
Old Norse,
Anglo-Saxon,
Several forgotten human tongues,
Boundary tongues, understood but deliberately not spoken
Barguest shapeshifting (custom): As an action, Oswin can magically transform into a Large black hound, a Large dark horse, or a headless humanoid form. His statistics remain the same except for size, movement mode, and the natural attacks listed in his actions. Equipment merges into the new form. He can return to his true form as a bonus action.
Barguest resilience (custom): Oswin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Iron aversion (custom): When Oswin starts his turn in contact with wrought iron, or takes damage from a weapon made of it, he takes 3 () psychic damage and cannot use Barguest shapeshifting until the end of his next turn.
Fey ancestry. Oswin has advantage on saving throws against being charmed.

Spells

Druidcraft (cantrip, transmutation). A druid cantrip: Oswin creates a harmless sensory effect involving nature, such as a brief scent, sound, or flicker of light.
Mold Earth (cantrip, transmutation). A druid cantrip: Oswin manipulates a small natural feature, such as a gust, a harmless sound, or a brief change in a plant.
Entangle (level 1, conjuration). Oswin creates a natural obstacle in an area. Creatures in the area must make a Strength saving throw against or become restrained by grasping plants. A restrained creature can use its action to make a Strength check against the same DC, freeing itself on a success.
Protection from Evil and Good (level 1, abjuration). Oswin touches a willing creature, granting it a protective ward against fey, fiends, and undead. The target has advantage on saving throws against those creatures and cannot be charmed, frightened, or possessed by them for the duration.
Fog Cloud (level 1, conjuration). Oswin creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The area is heavily obscured for up to 1 hour, or until a strong wind disperses it.
Hex (level 1, enchantment). Oswin touches a creature and binds its shadow with a private Hexwitch charm (custom). The target takes an extra necrotic damage whenever Oswin hits it with an attack, and Oswin has advantage on ability checks to find it. The spell lasts up to 1 hour with concentration, or until the target drops to 0 hit points or Oswin casts the spell again.
Misty Step (level 2, conjuration). Oswin briefly vanishes into mist and reappears at an unoccupied space he can see within 30 feet, leaving a faint pawprint of frost behind (custom Hexwitch presentation).
Barguest's Dread (level 2, enchantment). Oswin produces a low, uncanny rumble. Each creature of his choice in a 15-foot cone must make a Wisdom saving throw against or become frightened of him until the end of his next turn (custom Hexwitch spell).
Hedge-Bind (level 2, transmutation). Oswin briefly shapes nearby natural growth into a protective snare. One creature he can see within 60 feet must succeed on a Dexterity saving throw against or have its speed reduced to 0 until the start of Oswin's next turn (custom Hexwitch spell).

Actions

Multiattack. Oswin makes two sickle attacks or two Grave-Hound Bite attacks. He can replace one attack with a use of Hex Mark, if available.
Sickle. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage. The sickle is an ordinary farming tool, not magical.
Grave-Hound Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage. If Oswin is in hound form, the target must succeed on a Strength saving throw or be knocked prone.
Hex Mark. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: 13 () necrotic damage. The target is wreathed in cold shadow until the start of Oswin's next turn; the next attack roll Oswin makes against it before then has advantage. This is a custom Hexwitch feature. Oswin can use it twice, regaining all uses after a long rest.
Spellcasting. Oswin casts a spell from his prepared spells, using Wisdom as his spellcasting ability (spell save , to hit with spell attacks). He has four 1st-level and two 2nd-level spell slots, recovered on a long rest. His custom Hexwitch spells are identified as such in the spell list.

Reactions

Hound-Shadow Slip. When a creature Oswin can see hits him with an attack, he can use his reaction to impose disadvantage on that attack by briefly blurring into hound-shadow. If the attack misses, Oswin can move up to 10 feet without provoking opportunity attacks. He can use this reaction twice per long rest.

Services they sell

Can provide lodging, food, and local directions to travelers who have not threatened his family.
Can identify common signs of fey activity and explain local customs around livestock, boundaries, and haunted seasons.
Can help tend injured animals and track creatures across pastureland.

Rewards they can give

A farmer's hospitality, a safe place to rest, and practical knowledge of the local dales.
A small supply of herbs and provisions if the party helps protect his flock.
If trust is earned, guidance to a boundary-crossing path and an introduction to one of his otherworldly acquaintances.

Equipment

  • Work sickle (weapon)A sound, sharp-edged farming sickle, used as a tool and in a fight.
  • Golden sickle (ritual implement)A gold sickle hidden within the house. Oswin uses it in boundary rites; its magic is custom and it is not normally carried in combat.
  • Farmer's clothes (clothing)A common flat cap, wool coat, linen shirt, waistcoat, breeches, and boots, chosen for comfort and practicality.
  • Herb and twine bundle (adventuring gear)A small bundle of dried herbs and twine for ordinary livestock care and private rites.

Possessions

A fine farmhouse and sheep holding suited to a prosperous local farmer
A work sickle and ordinary farm tools
A golden sickle hidden in the house
A flat cap and carefully maintained working clothes
A few keepsakes connected to the children he and Mary lost

Background

Oswin was born in the Danelaw, the child of a woman assaulted by Viking raiders. His mother raised him among ordinary people until her death, after which his slow aging made every familiar face vanish while he remained. He remembers being a boy, not a monster, and spent years roaming between settlements under names he no longer volunteers. He learned Old Norse, Anglo-Saxon, and several forgotten human tongues; he also learned the forbidden languages of the boundary folk, but refuses to speak them. In time he understood that he was a Barguest, able to take the forms of a black hound, a wild horse, and a headless man whose only visible features are glowing red, saucer-like eyes. He eventually settled as a sheep farmer, built a fine house for his station, and married Mary Pickles. On their wedding night, after failing to consummate the marriage in human form, he changed into his headless shape and succeeded. Mary struck him with iron scissors afterward and has never been told who was in the bed. Five days later, Oswin asked to try again in human form, calling it doing things the right way. Their son, William, was born with black hair despite both parents being blond, Oswin's burning blue eyes, and a marked slowness in learning. The village calls him Black William or Blackby. Mary fears he is the Barguest's devil-spawn and does not know that the Barguest was Oswin. She has told her father, Thomas Pickles, about the wedding night; Thomas is suspicious of Oswin, though he has not confronted him. Mary's brothers, Hugh and Edward, help the family when they can. The Pickles family still grieves Alice, their eldest daughter, who died of a winter fever after Thomas saw a black hound nearby. Oswin and Mary have also lost daughters Alice and Rose in pregnancy, and a baby son whose hellish eyes Oswin saw before he died. Oswin privately named each child and remembers them all. He spends every available day with Mary and William, but certain seasons bring old boundary-hauntings and leave him sleepless. He attends church stiffly and faithfully, hides his nature, and longs for the open dales of his youth. His golden sickle, a gift from a boundary-born 'brother' in Durham, is hidden in the house and used for private rites.

Role in the story

A seemingly ordinary sheep farmer and devoted husband whose family life is entangled with a frightening local legend. Oswin can be a sympathetic ally, a source of folklore and boundary lore, or the center of a painful confrontation about consent, secrecy, and the safety of his son.

“His mother raised him among ordinary people until her death, after which his slow aging made every familiar face vanish while he remained.”
From their background
Faction
No formal faction. He maintains discreet friendships with beings of the boundary and is publicly a respected sheep farmer and churchgoer.

Known connections

Mary Pickles, his wife. He loves her deeply but has built their marriage around a lie she is right to fear.
William Hirst, called Black William or Blackby, his young son. Oswin is devoted to him and worries about his strange eyes, slow learning, and inherited nature.
Thomas Pickles, his father-in-law, who suspects Oswin and has never forgotten seeing a black hound near the death of his daughter Alice.
Hugh Pickles and Edward Pickles, Mary's brothers. Their loyalty to Mary makes Oswin cautious around them.
Alice and Rose, the daughters Mary and Oswin lost before birth, and their infant son, whose eyes Oswin believes revealed the family's curse.
An unnamed boundary-born 'brother' from Durham who gave Oswin the golden sickle and remains a friend beyond the human boundary.
Major secret · GM only
Minor secrets · GM only

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