Skip to content
CreatePricing
Hark - AI-generated fantasy NPC

Hark

Human · Custom level 0 Huntsman scout

Hark

Scout, tracker, and field signaler for Ciena's Huntsmen
“Two tracks. One limps. Take the ridge.”
AC13
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, breath-edged rasp, shaped by long days calling signals outdoors. He clips the ends of words and gives directions in compact phrases; when speaking about children, his voice gains an awkward warmth without becoming soft.

His voice has a dry, breath-edged rasp from years of calling signals into wind and smoke. He clips endings to save breath, gives directions as if laying tracks, and sounds most at ease when explaining terrain. His old name catches in his mouth when he is tired, but he never sings or whispers to soften a point.

Speech patterns

Uses short sentences and concrete directions: "Two tracks. One limps. Take the ridge."
Calls fellow Huntsmen by their assigned names in front of Ciena, but sometimes starts to say a birth name when exhausted.
Avoids promises; says "I'll try" even when he intends to do something.
When giving comfort, talks about practical things such as dry socks, safe paths, and food.

How to play them

Approach Hark with a practical offer and avoid demanding personal history in public. He responds to steady conduct more than grand speeches. If shown a child's keepsake or asked about names, he may reveal a small truth, then watch closely to see whether it is used against him.

Goal

Keep the Huntsmen alive long enough for each of them to decide whether to stay with Ciena or leave.

Motivation

He wants to believe Ciena saved him, while needing to discover whether that gratitude can coexist with refusing her.

Secret · GM only

Appearance

Hark is lean and rangy, with a hunter's economical stride and a stillness that makes him seem to have stopped mid-step even while moving. His weather-browned skin is crosshatched by pale lines from years of thorn scrub, and his dark hair is clipped close except for a stubborn, uneven tuft at the crown. A little brass child's whistle hangs at his throat on a cord polished dark by his thumb; its mouthpiece is dented and strangely clean. He wears the serious, watchful expression of someone always counting exits, yet keeps a tiny folded paper bird tucked behind one ear, a ridiculous scrap of gentleness for a trained tracker. He leaves the impression of a hound that has learned to read maps.

Clothing

A patched loden-green wool coat, close-fitted leather bracers, a hood cut low against rain, and boots wrapped with strips of old blanket to soften his steps. His belt carries practical tools rather than trophies.

Body language

He angles his body toward the nearest exit without appearing to turn, and his eyes move before his head. His thumb checks the dented whistle at his throat whenever someone says a child's name. At ease, he crouches rather than sits, as if ready to stand; when frightened, he holds perfectly still.

Height
5 feet 10 inches
Build
Lean, corded, and long-limbed, with the compact strength of someone accustomed to climbing and carrying a pack.
Eyes
Moss-brown
Hair
Dark brown, nearly black
Skin
Weather-browned with a scatter of pale freckles across the nose
Age
About twenty-four; he was taken as a child and has kept no reliable count of the years since.
Gender
Man
Size
Medium

Distinguishing features

A dented brass child's whistle on a dark cord, polished by his thumb at the mouthpiece.
Keeps a folded paper bird behind one ear, replacing it with a new one whenever rain destroys it.
Has a faint, habitual pause before answering to Hark, as if another name has reached him first.

Personality

14 traits and drives

Hark is protective but distrustful, disciplined yet quietly disobedient. In a crisis he is brisk and decisive; around Ciena he turns rigid and obedient, then later resents himself for it. Among children he becomes unexpectedly gentle and almost playful. He can be compassionate without being warm, and his dry humor appears only when he feels safe enough to be misunderstood.

Alignment
Lawful neutral, with loyalties shaped by fear, habit, and a growing wish to choose for himself.

Quirks

Touches the whistle at his throat whenever someone says a child's name.
Folds paper birds from whatever scraps are available, including maps and ration wrappers.
Counts doorways and windows, then quietly counts the people in the room.
Leaves the last bite of every meal untouched until everyone else has finished.
Taps a two-beat rhythm against his thigh when he is trying not to whistle.

Habits

Counts people in a room under his breath, then counts again whenever a door opens.
Takes the rear position on a trail so nobody is left behind, though he claims it is simply the best vantage.
When Ciena is present, he follows orders immediately and avoids looking at the other Huntsmen.
When alone with children, he becomes unexpectedly patient and lets them choose the route.
If pressed about his past, he starts naming plants and animal tracks instead.

Traits · 4

Measures trust by what a person does when nobody is watching.
Protects others through useful acts rather than declarations.
Resents being praised for obedience but still craves Ciena's approval.
Can be wry and observant among trusted companions, but formal and guarded with strangers.

Flaws · 3

Habitually obeys Ciena before he has considered whether an order is right.
Conceals affection so thoroughly that allies mistake it for indifference.
Will risk a mission to protect a child, even when doing so endangers the whole group.

Fears · 3

That Ciena's care was only another way of owning him.
That the names he has preserved will mean nothing to the people who once used them.
That he will abandon a fellow Huntsman at the moment they finally ask him for help.

Wants and needs · 4

To learn whether his family survived the raid that took him.
To protect the other Huntsmen without forcing them to follow him.
A safe chance to speak with Kettu honestly.
Proof that a person can refuse Ciena and still keep the good she gave them.

Combat

AC 13 · HP 11 · 30 feet

Hark prefers cover, distance, and coordinated movement. He opens with arrows from concealment, uses his whistle to reposition allies, and closes with his spear only when an enemy is isolated or threatening a companion. If a child is in danger, he abandons his formation and interposes himself, even when that is tactically foolish.

Hark

Medium humanoid (human), lawful neutral, with loyalties shaped by fear, habit, and a growing wish to choose for himself.
Armor Class13
Hit Points11
Speed30 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsStealthSurvivalPerceptionAthleticsAnimal Handling
SensesPassive Perception 11
Languages
Common,
A little border cant used by charcoal burners and woodland traders
Custom feature, Pack Signal. Once per round, one allied Huntsman within 30 feet who can see Hark may move up to 10 feet without provoking opportunity attacks when Hark hits a creature.
Custom feature, Borrowed Name. Hark answers to the name Ciena gave him, but recognizes and remembers the name he had before.

Actions

Hunting Spear. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage, or 6 () if used with two hands.
Shortbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 5 () piercing damage.
Custom Action: Field Whistle. Hark gives a clipped two-note whistle. Up to two allied Huntsmen within 30 feet who can hear him may use their reactions to move up to 10 feet toward cover or an enemy.

Reactions

Custom Reaction: Guarding Thrust. When a creature Hark can see attacks an ally within 5 feet of him, Hark may impose disadvantage on the attack roll by thrusting his spear across the attacker's path. He must be wielding a spear.
Custom Reaction: Covering Step. When an ally within 30 feet falls prone or is grappled, Hark may move up to 10 feet toward that ally without provoking opportunity attacks.

Services they sell

Can track a person through woodland if given a recent trail or personal item.
Can guide travelers around patrol routes and natural hazards.
Can communicate basic battlefield signals used by Ciena's Huntsmen.

Rewards they can give

A trustworthy guide through the border woods
The birth names and history of several Huntsmen
A chance to turn Ciena's trained scouts into allies rather than enemies

Equipment

  • Hunting spear (weapon)A balanced ash spear used for hunting and keeping enemies at reach.
  • Shortbow and arrows (weapon)A plain shortbow with a repaired grip and a quiver of twelve arrows.
  • Child's whistle (keepsake)A dented brass whistle that carries a sharp, two-note signal through woodland.
  • Hidden name scraps (secret)A small packet of charcoal, twine, and scraps bearing the birth names of several Huntsmen.
  • Trail clothing (armor)A hooded wool coat, leather bracers, and soft-wrapped boots; treated as leather armor for these custom statistics.

Possessions

Dented brass child's whistle
Folded paper bird
Hunting spear
Shortbow and twelve arrows
Hidden scraps bearing several Huntsmen's birth names

Background

Hark was born Toma, the son of a charcoal burner in a border hamlet. At seven, raiders took him and several other children during a winter evacuation. Ciena found the survivors, fed them, taught them to track, and gave each a new name with a new purpose: willing warriors, she said, would never be helpless again. She forbade romance and close attachments as weaknesses that enemies could exploit. Hark became her quietest scout, good at finding trails and better at making himself disappear. Years later, during a failed ambush, he found a little boy hiding beneath a cart and heard the child whisper his own old name. Hark let the boy escape instead of reporting him. Since then, he has secretly gathered the Huntsmen's birth names, scratched onto scraps and hidden in the hollow of a fallen boundary marker. He remains bound to Ciena by gratitude and fear, but his bond with fellow scout Kettu has become something neither dares name. Ciena has noticed his absences and ordered him to lead a new search for the escaped child before the child can tell anyone what he saw.

Role in the story

A wary connection of Ciena and a possible bridge between her Huntsmen and the people they were taken from. He can serve as a scout, a reluctant opponent, or the first of the Huntsmen to help the party uncover the band's history.

“At seven, raiders took him and several other children during a winter evacuation.”
From their background
Faction
The Huntsmen, a band of taken children raised and trained by Ciena. Hark is still counted among them, though his loyalty is fracturing.

Known connections

Ciena, the woman who raised and trained him. He loves her as a rescuer and fears what she has made of him.
Kettu, another Huntsman who remembers the name she had before Ciena renamed her. They share trail rations and silences, and neither admits why.
Toma's mother, whose name he remembers but whose face has blurred with time. He suspects she may still live in the border villages.
The escaped child Hark secretly spared, whose testimony could undo the Huntsmen's carefully maintained story.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Hark into a sheet

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