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William

Human · Child noncombatant · Level 0

William

Oswin Hirst's son; occasional household helper
“at home and”
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

William speaks from the chest with the breathy, direct sound of a child who spends time outdoors. A faint rasp catches on long sentences, especially after running. His laugh is abrupt and bright, often ending in a small snort he tries to disguise as a cough.

His voice is clear and youthful, with a slight rasp from spending cold mornings outdoors. He clips the ends of words when excited, but carefully enunciates anything he has rehearsed for his father. His speech carries the plain, practical phrasing of a child who listens to working adults.

Speech patterns

Asks blunt questions, then tries to soften them with an offer to help.
Calls his father 'Da' at home and 'Oswin' only when he is frightened or angry.
Repeats the last few words of an explanation while working out whether it makes sense.

How to play them

Meet William at eye level and give him a clear, simple answer. He responds to kindness and practical tasks, but becomes guarded if someone presses him to betray Oswin. If he trusts the party, he may share what he remembers about the night the lamps went out.

Goal

Find out why Oswin fears the old mill and convince him that William can be trusted with the truth.

Motivation

To keep his father's love without being treated as fragile, and to learn what happened during the frightening winter night.

Secret · GM only

Appearance

William is a small, quick-moving child with a habit of occupying the exact patch of floor someone else meant to use. He leans close when curious, then remembers himself and shuffles back with an embarrassed grin. His broad baby teeth are still coming in unevenly; when he chews, he works one side of his jaw with grave concentration, and his laugh flashes a gap where a front tooth recently fell out. He smells faintly of damp wool, apples, and the woodsmoke that clings to his father's coat.

Clothing

A patched brown wool tunic, a green scarf tied too loosely, thick stockings, and boots that are a little too large. His cuffs are often dusted with flour or wood ash.

Body language

William rocks slightly on his heels when excited and edges into people's personal space without noticing. When afraid, he hooks one thumb into his belt and stands very still, jaw working on the side where his new teeth ache.

Height
About 4 feet (122 cm)
Build
Small and wiry, with narrow shoulders and restless feet.
Eyes
Warm brown, with amber flecks near the pupils.
Hair
Chestnut brown, unevenly cut and prone to sticking up at the crown.
Skin
Light olive with a wind-reddened nose and cheeks.
Age
Seven years old
Gender
Boy
Size
Small

Distinguishing features

A conspicuous gap where a front baby tooth has fallen out.
He crowds close to people when interested, then backs away with a sheepish little nod.
His jaw shifts to one side when he chews or is thinking hard.

Personality

12 traits and drives

William is open-hearted but not blindly trusting: he will share his apple with a stranger, yet watches that stranger's hands while doing it. He wants to be brave like his father, but when danger becomes real he seeks shelter and feels ashamed afterward. In a playful mood he chatters and invents elaborate explanations for ordinary things; when Oswin is tense, he becomes careful, helpful, and watchful.

Alignment
Neutral Good

Quirks

Counts door hinges whenever he enters an unfamiliar room.
Tucks apple seeds into his pockets, intending to plant them later.
Greets nervous animals by turning his back and speaking to the ground beside them.
When thinking hard, taps his lower teeth together in a tiny, uneven rhythm.

Habits

Follows Oswin from room to room when he senses his father is troubled, pretending to have an errand each time.
When adults argue, he studies their hands rather than their faces.
Offers food to frightened animals and waits without forcing them to approach.
If a stranger is kind to him, he tries to repay the kindness before the day is over.

Traits · 3

Quick to offer comfort, slow to admit when he himself needs it.
Proud of small responsibilities, but easily rattled by adult anger.
Curious about unsettling things, though he wishes he were not.

Flaws · 3

Curiosity makes him stray beyond places he has been told to avoid.
He hides small accidents because he does not want to add to Oswin's worries.
He assumes that a promise means a person can keep it, even when circumstances change.

Fears · 3

That Oswin will leave without telling him why.
The old mill after dark.
That whatever frightened his father will somehow come through William instead.

Wants and needs · 3

Wants his father to explain what happened during the winter blackout.
Needs reassurance that an adult's fear is not the same as rejection.
Needs safe, age-appropriate boundaries rather than being kept ignorant of every danger.

Combat

AC 10 · HP 4 · 25 ft.

William avoids combat. He hides behind furniture, runs toward a familiar adult, and uses his small stick only if cornered. He is not a trained combatant.

William

Small humanoid (human), neutral good
Armor Class10
Hit Points4
Speed25 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
SkillsPerceptionStealth
SensesPassive Perception 11
Languages
Common
A child with no formal combat training.
Custom story feature. William notices when someone is holding their breath, even if he cannot explain how he knows.

Actions

Small Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. William swings clumsily and tries to flee rather than continue fighting.
Call for His Father. William calls for Oswin Hirst. Anyone nearby who cares for him can hear the urgent shout, but it has no supernatural effect.

Reactions

Startled Dash. When a creature threatens him within 5 feet, William can use his reaction to move up to half his speed away without provoking an opportunity attack from that creature. He cannot use this if he is restrained or has nowhere safe to move.

Rewards they can give

A child's sincere trust and a small carved bird, if he believes the party has helped his father.
A useful observation about the old mill, if the characters earn his confidence.

Equipment

  • Forked stick (improvised weapon)A smooth, forked branch he pretends is a sword; it is too light to be a proper weapon.
  • Carved bird (keepsake)A small wooden charm shaped like a bird, worn on a cord and polished by his thumb.

Possessions

A carved wooden bird on a cord.
A cracked clay whistle hidden in a coat pocket.
Two smooth stones he calls his lucky stones.

Background

William is Oswin Hirst's young son, raised among the ordinary rhythms of a hard-working household: mending, errands, meals, and the comforting sound of his father's return. Oswin dotes on him, but William has begun to recognize the strain behind that affection. One winter evening, Oswin came home shaken and feverish after an encounter with something that stirred the dangerous nature he keeps buried. William reached for his hand, and the lamps guttered out; for a breath, every dog on the lane howled at once. Oswin pulled away as if he had burned his son. William remembers only the darkness and his father's frightened face, but since then Oswin has watched him with a protectiveness that sometimes feels like a locked door. William remains curious about the world beyond home, trades small favors with neighbors, and has recently started asking why his father never lets him walk alone past the old mill.

Role in the story

Oswin Hirst's beloved young son, whose presence makes Oswin's dangerous nature personal rather than abstract. William may be a vulnerable witness to the mystery around his father, and a reason the party chooses care over convenience.

“Oswin dotes on him, but William has begun to recognize the strain behind that affection.”
From their background
Faction
No faction. His strongest allegiance is to his father and their household.

Known connections

Oswin Hirst, his devoted and increasingly fearful father.
A neighbor, Briska, who lets William help feed her hens and trusts him with small errands.
A shy brindled dog called Tchup, which William has been trying to befriend near the old mill.
Major secret · GM only
Minor secrets · GM only

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