Cethrin
Cethrin
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
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.
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
Personality
12 traits and drivesCethrin 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
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
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
Spells
Actions
Reactions
Legendary Actions
Services they sell
Rewards they can give
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
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.”
- Faction
- Independent master of the Serev lapidaries' old workshop; occasionally advises the city watch, but refuses formal court appointment.
Known connections
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