Skip to content
Cethrin - AI-generated fantasy NPC

Cethrin

Rock gnome · Wizard · Level 17

Cethrin

Archmage and master gem enchanter
AC15
HP170/170
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, lightly rasped voice with a breath of workshop dust in it, shaped by years of explaining delicate work over the scratch of files and hammers. He places consonants carefully and gives names a soft, sibilant edge. His volume stays steady when angry; instead, his sentences become clipped and more exact.

His speech is shaped by decades of bench work: short, careful phrases, clear consonants, and pauses in which he seems to be testing an idea like a stone against a file. He often starts with a concrete observation before reaching a conclusion. When frightened, he speaks faster and gives too many measurements; when pleased, his dry humor surfaces.

Speech patterns

Describes emotional problems as if they were questions of cut, pressure, or fit.
Asks precise follow-up questions, then waits without interrupting.
Uses trade terms as metaphors, but explains them when someone looks lost.
When excited, names the flaws in an object before praising its virtues.

How to play them

He offers useful attention before he offers trust. Bring him a practical problem, admit what you do not know, and he will share tools and expertise. If asked about the Siege of Veyr, he gives a careful partial account until someone names the refuge hall. Treat his apprentices respectfully and he becomes markedly more open.

Goal

Complete a stable district-wide ward and find Pell before the stolen beacon design is used again.

Motivation

To make useful magic that protects ordinary people, and to prove to himself that a brilliant invention can still be made responsibly.

Secret · GM only

Appearance

Cethrin looks like a compact, carefully assembled man of weathered walnut skin, with a broad nose, a neatly trimmed white beard, and brows so pale they seem dusted with mica. He stands with his weight pitched forward over the balls of his feet, as if testing the floor for a hidden seam. In a crowded room he takes up less space than his bright, many-faceted coat suggests: he turns sideways to pass, and angles his shoulders toward whoever is speaking as though giving them the whole room. When thinking, he studies people in reflections rather than looking at them directly. The unexpected detail is his soft, almost absurd fondness for plush toys; a faded felt duck is tucked into the inner pocket of his archmage's coat.

Clothing

A charcoal-blue coat lined with tool loops and sewn with dozens of mismatched gem chips, each one a failed or retired experiment. Its cuffs are polished smooth from years of bench work. He wears a leather apron over it when working and keeps the apron even at formal audiences.

Body language

He leans forward on the balls of his feet, hands held close to his ribs until he is invited to examine something. He turns his shoulders sideways in narrow spaces, though his glittering coat makes him more noticeable, not less. When listening, he tilts his head and watches the speaker's reflection in whatever polished surface is nearby.

Height
3 ft. 6 in.
Build
Short and sturdy, with a slight forward pitch to his stance and strong, work-worn wrists.
Eyes
Smoky amber, with tiny flecks of green near the pupils
Hair
White, close-cropped beneath a dusting cap; his beard is trimmed to a squared point
Skin
Warm walnut brown, with pale mineral dust often caught in the creases beside his nose
Age
Adult, 286 years old
Gender
Male
Size
Small

Distinguishing features

A forward-leaning stance, as if he is perpetually about to cross a workshop floor.
A coat stitched with mismatched gemstone chips that catch light in different directions.
A faded felt duck tucked into his inner pocket, an unexpectedly tender keepsake.
He often watches people through reflections rather than looking straight at them.

Personality

12 traits and drives

Cethrin is generous with knowledge but guarded with blame: he will spend an hour teaching a novice to set a stone, yet evade a direct question about his own failures. In a calm workshop he is playful and indulgent, letting apprentices argue over tiny details; under pressure he becomes brisk, exacting, and unwilling to delegate. He wants to be trusted, but keeps secrets in the name of protecting others, which makes him difficult to trust.

Alignment
Neutral good

Quirks

Turns a gemstone three times before answering a difficult question.
Gives failed experiments names and keeps them in a cabinet rather than throwing them away.
Leaves small bowls of water near windows so dust settles before he inspects a stone.
Taps the edge of a table twice before sitting, as though checking its balance.
Apologizes to tools when he drops them.

Habits

Inspects the light in a room before he chooses where to sit.
Checks on apprentices by asking what they ate, then disguises concern as a quality-control question.
When a problem becomes dangerous, he stops pacing and begins arranging nearby objects into precise rows.
Keeps promises about repairs even when he has to postpone more prestigious work.

Traits · 3

Patient with learners, impatient with people who mistake rank for competence.
Delights in beautiful craft, yet will choose a sturdy, plain solution when lives depend on it.
Privately sentimental, publicly practical.

Flaws · 3

Treats uncertainty as a technical problem he can solve if he keeps working long enough.
Withholds information when he believes the truth might cause panic, even when others deserve to decide for themselves.
Finds it easier to repair an object than to apologize to the person who used it.

Fears · 3

That his inventions will again be turned against the people they were made to protect.
That Pell is dead and Cethrin's delay made the difference.
Losing the ability to work with his hands and becoming a name on a monument.

Wants and needs · 3

Wants the district ward completed before the next storm season.
Needs the party to find out who is replacing the ward stones without alerting the culprit.
Wants to make amends to the people harmed at Veyr without making his confession a performance.

Combat

AC 15 · HP 170 · 25 ft.

Cethrin avoids a fair fight. He opens with control or escape magic, uses walls and elevation to deny access, and saves powerful spells for threats that endanger bystanders. If allies are present, he positions himself where he can protect the least armored person. He will retreat rather than risk losing a unique enchanted item, unless someone is trapped.

Cethrin

Small humanoid (rock gnome), neutral good
Armor Class15
Hit Points170
Speed25 ft.
Level17
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaHistoryInvestigationInsightPerception
SensesDarkvision 60 ft.; passive Perception 13
Languages
Common,
Gnomish,
Dwarvish,
Draconic,
Elvish,
Primordial
Gnome Cunning. advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Arcane Recovery. once per day after a short rest, recovers spell slots with a combined level of up to 9, none of them 6th level or higher.
Spellcasting. Intelligence is his spellcasting ability; spell save , spell attack bonus +11.
Custom Gemwright's Eye. after examining a gemstone or gem-set object for 1 minute, Cethrin can identify whether it is magical and learn one visible property of its enchantment. This does not reveal curses or hidden properties.

Spells

Shield (level 1, abjuration). Abjuration; creates a protective ward around the caster that grants a bonus to AC, including against the triggering attack, until the start of his next turn.
Counterspell (level 3, abjuration). Abjuration; interrupts a creature casting a spell. If the spell is 3rd level or lower, it fails; higher-level spells require an ability check.
Misty Step (level 2, conjuration). Conjuration; teleports Cethrin up to 30 feet to an unoccupied space he can see.
Protection from Energy (level 3, abjuration). Abjuration; grants a creature resistance to one chosen damage type.
Wall of Force (level 5, evocation). Abjuration; creates an invisible, stationary sphere that blocks spells and magical effects of 5th level or lower from passing through it.
Wall of Ice (level 6, evocation). Evocation; creates a wall of ice that can block passage, damage creatures, or be shaped into a dome.
Antimagic Field (level 8, abjuration). Abjuration; surrounds the caster with an invisible barrier that blocks spells and magical effects of 8th level or lower.
Bigby's Hand (level 8, evocation). Evocation; creates a globe of cold energy that bursts in a 60-foot-radius sphere, dealing cold damage and bludgeoning damage on a failed Constitution save, or half as much on a success.
Meteor Swarm (level 9, evocation). Evocation; creates a 40-foot-radius sphere of frigid energy that deals cold damage and bludgeoning damage on a failed Constitution save, or half as much on a success.
Foresight (level 9, divination). Divination; grants Cethrin a brief, precise glimpse of possible futures, giving him advantage on attack rolls, ability checks, and saving throws for 8 hours.

Actions

Gemflash Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 14 () force damage. Cethrin shapes the bolt like a tiny faceted shard.
Spellcasting. Cethrin casts one spell of 1st level or higher from his prepared spells. He has the usual spell slots of a 17th-level wizard: 4 first-level, 3 second-level, 3 third-level, 3 fourth-level, 1 fifth-level, 1 sixth-level, 1 seventh-level, 1 eighth-level, and 1 ninth-level slot.
Prism Shard (1/Day). Cethrin flicks a palm-sized crystal to a point he can see within 60 feet. It bursts in a 10-foot-radius flash. Creatures in the area must make a Dexterity saving throw or take 22 () radiant damage and be blinded until the end of their next turn; on a success, they take half damage and are not blinded. Custom feature. The crystal is consumed.

Reactions

Shield. When Cethrin is hit by an attack he can see, he casts Shield, raising his AC by 5 until the start of his next turn, including against the triggering attack.
Counterspell. When a creature Cethrin can see targets him with an attack, he can cast Counterspell using an available spell slot.

Legendary Actions

Measured Step. Cethrin moves up to half his speed without provoking opportunity attacks.
Shard Flick. Cethrin makes one Gemflash Bolt attack.
Workshop Improvisation (costs 2 actions). Cethrin casts a cantrip or uses a custom gemwright device he is carrying. This action is available only while he is in a prepared workshop or has a charged device.

Services they sell

Identifies and appraises gemstones and most common magic items for a fair fee.
Repairs or commissions enchanted objects, provided the work is safe and the materials are honestly sourced.
Offers arcane research and warding advice to people who bring a clear question and tolerate his scrutiny.

Rewards they can give

A custom enchanted trinket suited to the party's needs, if they help resolve the ward crisis.
A reliable introduction to independent lapidaries and enchanters.
A hand-drawn map of the old beacon tunnels beneath Veyr.

Equipment

  • Facet rod (arcane focus)A compact, rune-etched crystal wand used as an arcane focus; it is a personal enchanted item, not a standard magic item.
  • Waterproof spellbook case (adventuring gear)Holds his spellbook, gem samples, annotated diagrams, and the names of people he owes favors.
  • Lapidary's tool roll (tools)Contains a jeweler's loupe, fine pliers, a hand drill, and labeled packets of powdered mineral.
  • Pip (keepsake)A felt duck, patched twice at the wing. It has no magic and he will not explain why he keeps it.

Possessions

Spellbook bound in scuffed blue leather
The patched felt duck Pip
A set of hand-cut emergency warding crystals
Letters from Delya and Maura
A small brass case containing the original design for the Veyr beacons

Background

Cethrin grew up among the lapidaries of Serev, where his mother, Delya, taught him to read a stone by touch before he could reliably read a book. At nineteen, he apprenticed to a court enchanter and discovered that a flaw in a gem could carry a spell farther than a flawless stone. His first celebrated work, a set of protective crystal buttons for a flood-prone village, saved dozens when the river broke its banks. His reputation grew, and so did the demands placed on him. Years later, during the Siege of Veyr, Cethrin built a network of enchanted beacons to guide refugees through smoke and rubble. One beacon was stolen and altered by his former apprentice, Pell, who redirected it to illuminate the besiegers' artillery. Cethrin's own design helped bring down a refuge hall. He has never told the public the whole story. He still corresponds with Pell's sister, Maura, who sends him news of the fugitive and refuses to forgive him for abandoning the search. Now Cethrin's most ambitious commission, a portable ward meant to protect an entire district, is failing in tests. The stones are singing out of tune, and he suspects someone has been quietly replacing them.

Role in the story

A formidable but fallible patron, source of expert magical aid, and living link to a disaster whose true cause is still unfolding.

“At nineteen, he apprenticed to a court enchanter and discovered that a flaw in a gem could carry a spell farther than a flawless stone.”
From their background
Faction
Independent master of the Serev lapidaries' old workshop; occasionally advises the city watch, but refuses formal court appointment.

Known connections

Delya, his mother and retired lapidary, still sends him stones with notes about their flaws.
Pell, his former apprentice, is wanted for altering the beacon that betrayed the refuge hall.
Maura, Pell's sister and a city watch clerk, exchanges information with Cethrin but holds him responsible for not finding Pell sooner.
The apprentices in his workshop rely on him for protection and resented mentorship in equal measure.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Cethrin into a sheet

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