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William Hirst - AI-generated fantasy NPC

William Hirst

Human · Noncombatant child · Level 0

William Hirst

Mary Hirst's son; occasional errand-runner
AC10
HP3/3
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, youthful voice with a slightly breathy edge from running about and speaking quickly. His words have the clipped rhythm of someone accustomed to being heard over dockside work, though he lowers his volume naturally when sharing something he thinks is important.

William speaks in short, careful sentences when meeting someone new, with little bursts of eager detail once he feels safe. He tends to say what he has observed rather than what he thinks it means, and sometimes tests a difficult word by repeating it under his breath.

Speech patterns

Asks precise follow-up questions when adults give vague answers.
Begins statements with "I think" when he is unsure whether he is allowed to speak.
Repeats unusual words he hears, testing how they feel in his mouth.
Says "Mother says" before passing along anything he considers important.

How to play them

Approach William gently and address Mary openly rather than treating him as a source of information. He responds to patience, practical kindness, and questions that give him room to answer honestly. If the party appears threatening, he retreats behind Mary or seeks a familiar neighbor.

Goal

Stay close to Mary and learn why the stranger is interested in him without making his mother more afraid.

Motivation

To keep his small, familiar world intact and protect Mary from worries he does not fully understand.

Secret · GM only

Appearance

William is a small, watchful child whose chin dimples sharply when he concentrates. His front teeth are broad and slightly crowded, and he chews the inside of his cheek while trying to decide whether an adult is telling the truth. His hair is painstakingly combed into a side part each morning, though by noon it has sprung into soft, unruly waves. He walks with the careful, heel-first steps of someone used to sleeping near creaking floorboards, then suddenly darts with startling speed when he recognizes a safe face. He has an unexpectedly immaculate collection of tiny pressed leaves tucked into his coat pocket, each arranged by shape.

Clothing

A patched brown wool coat with a deep inner pocket, a knitted cap that is always slipping backward, a checked shirt, and boots polished by Mary but scuffed at the toes. His cuffs are carefully darned in mismatched thread.

Body language

He tucks his chin down when uncertain and watches people from beneath his brows. When relaxed, he rocks subtly on his heels and rolls a pressed leaf between finger and thumb. If frightened, he reaches for the hem of Mary's coat rather than crying out.

Height
3 feet 10 inches
Build
Small and wiry, with narrow shoulders and quick, nimble feet
Eyes
Hazel-brown
Hair
Dark brown
Skin
Light brown with a few faint freckles across the bridge of his nose
Age
Seven years old
Gender
Male
Size
Small

Distinguishing features

Broad, crowded front teeth that show when he laughs, though he usually tries to hide them behind his sleeve.
A very deliberate side part that Mary combs each morning, visibly defeated by the day's running.
A pocket full of tiny pressed leaves arranged by shape.

Personality

12 traits and drives

William wants to be brave and useful, but he is still a child who needs reassurance. With Mary he is affectionate and talkative; with unfamiliar adults he becomes observant and guarded. When relaxed, he is easily delighted by small discoveries. When frightened, he becomes stubbornly quiet and tries to solve the problem alone.

Alignment
Neutral Good

Quirks

Sorts fallen leaves by the shape of their stems.
Touches a doorway with two fingers before walking through it.
Chews his cheek when he thinks someone is withholding part of a story.
Names boats by the sound their hulls make against the quay, but keeps the names to himself.

Habits

Counts doorways under his breath when walking somewhere unfamiliar.
Offers adults a pressed leaf as a peace offering if he thinks they are angry.
Hides behind Mary at first, then inches forward if the conversation turns to animals or boats.
Keeps one ear turned toward the nearest exit when strangers visit.

Traits · 3

Eager to be treated as capable, but quick to seek Mary's hand when things turn serious.
Notices tiny changes in familiar places, yet can overlook obvious dangers when curiosity takes over.
Generous with creatures and cautious with people until they have earned his trust.

Flaws · 3

He tries to hide frightening news so Mary will not worry.
Curiosity sometimes gets him too close to adult conversations.
He assumes that being helpful means never asking for comfort.

Fears · 3

Being separated from Mary in a crowd.
That Mary may disappear without telling him why.
The stranger who asked after him.

Wants and needs · 3

To feel safe without being treated as helpless.
Honest answers from Mary when she is ready to give them.
A dependable adult who can help keep watch without frightening him.

Combat

AC 10 · HP 3 · 25 ft.

William is not a combatant. He hides, runs toward familiar adults, or uses a small thrown object to distract a pursuer. He will not attack someone unless cornered, and even then he tries to escape rather than fight.

William Hirst

Small humanoid (human), neutral good
Armor Class10
Hit Points3
Speed25 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityWisdom
SkillsPerceptionStealthSurvival
SensesPassive Perception 11
Languages
Common
A practiced listener who notices when adults change a detail in a story.
Custom feature, Small Courage. Once per scene, William can steady himself long enough to deliver a message or lead someone through a familiar safe route, even while frightened.

Actions

Desperate Toss. William throws a pebble or small object at a creature within 10 feet. On a hit, it deals 1 bludgeoning damage. He uses this only to distract or make space to flee.
Call for Help. William calls for help. Creatures within 60 feet who can hear him know his approximate location.

Reactions

Duck and Run. When a creature moves within 5 feet of him, William can use his reaction to move up to 10 feet toward the nearest familiar adult or place of cover. This movement does not provoke opportunity attacks from that creature.

Services they sell

Can guide visitors through the familiar lanes near the quay.
Can carry a short message to a trusted neighbor if Mary agrees.

Rewards they can give

William may share what he has seen if the party earns his trust.
His knowledge of local lanes and familiar residents can help the party navigate Brackenford.

Equipment

  • Brown wool coat (clothing)A patched coat with a deep pocket used for leaves, string, and small keepsakes.
  • Skipping stones (improvised tools)A small collection of flat pebbles kept for skipping and, in emergencies, distraction.
  • Pocket cloth (keepsake)A folded scrap of cloth embroidered with his initials by Mary.

Possessions

A folded cloth embroidered with his initials.
Three pressed leaves in different shapes.
A length of twine and two skipping stones.

Background

William is Mary Hirst's young son, raised above the small rooms where she mends nets and hems work clothes for the people of Brackenford. He remembers little of his father, who vanished before William could speak, but he remembers the winter Mary carried him through floodwater wrapped in her own coat when the river broke its banks. That night changed her: since then, she checks every latch twice and will abandon a job without explanation if she thinks danger is near. William has learned the habits of a child who wants to be useful without adding to his mother's burdens. He knows the safest lanes between the quay and home, can identify neighbors by their footsteps, and quietly leaves food scraps for a one-eyed alley cat. Mary has never told him that she privately doubts whether the man she once loved was truly his father. Now a stranger has asked after William by name, and Mary is weighing whether staying in Brackenford is more dangerous than leaving the life they know.

Role in the story

Mary Hirst's young son, whose safety shapes her choices. William can bring the party into Mary's personal stakes and become the focus of a mystery around his parentage, but should be treated as a child to protect rather than a plot device.

“That night changed her: since then, she checks every latch twice and will abandon a job without explanation if she thinks danger is near.”
From their background
Faction
None. His loyalties are personal and centered on Mary Hirst.

Known connections

Mary Hirst, his mother and the person he trusts most.
A stray alley cat he calls Moth, which he secretly feeds scraps.
The unnamed stranger who recently asked after him, a threat he has not yet told Mary about.
Major secret · GM only
Minor secrets · GM only

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