Heirun
Heirun
At the table
Voice
A dry, lightly rasping voice, as if warmed by kiln air and scoured by chalk. Heirun projects from the chest when giving instructions, clips his words to countable beats under pressure, and lets his humor arrive as a quick bark of laughter rather than a smooth quip.
His voice carries a little rasp from years around hot kilns and chalk dust, with a clipped, workroom cadence shaped by calling instructions over noise. He speaks in compact sentences when danger is close, but his explanations sprawl into measurements and examples when he is interested. His laugh is abrupt and bright, like a tool dropped onto a stone bench.
Speech patterns
How to play them
Heirun responds best to concrete problems and honest questions. Give him a task to examine and he becomes generous with his knowledge; threaten his family or order him around and he turns stubborn. He trusts people who admit uncertainty and dislikes being treated as a symbol of the school.
Goal
Identify the source of the blue flame that started the Siltstep fire and prevent its return without surrendering his family's workshop to the school's investigators.
Motivation
He wants to prove that practical compassion and careful magic can coexist, and that saving one person need not mean abandoning everyone else.
Appearance
Heirun has weather-browned skin with a dry, fine-grained texture from years of kiln heat and windblown grit. His jaw is broad and slightly lopsided from a childhood habit of chewing hard resin; when he laughs, his square teeth show in a sudden, startlingly boyish grin. He moves with a careful, measured step, as though every floor might be a diagram he has not finished reading. A thin halo of soot often settles along his hairline, and his sleeves smell faintly of wet slate. Unexpectedly for a young mage, he keeps a tiny paper windmill tucked behind one ear and turns it whenever he is thinking.
Clothing
A smoke-grey apprentice coat with patched elbows, a high collar stained by chalk, and a leather apron cut short for movement. He wears a brass clasp shaped like a crooked square, fingerless work gloves, and the paper windmill behind his ear.
Body language
Heirun plants his feet as if bracing against a gust, keeps one hand near his chalk case, and angles his head toward whoever is speaking. When ashamed, he rubs soot between thumb and forefinger; when excited, he leans forward so sharply that the paper windmill behind his ear spins.
- Height
- Five feet seven inches
- Build
- Compact, sturdy, and slightly forward-leaning, with the forearms of someone used to carrying tools and hot tiles.
- Eyes
- Dark hazel, with amber flecks that catch the light near a flame.
- Hair
- Black, cut unevenly at the nape and permanently powdered with traces of pale ash.
- Skin
- Weather-browned umber, dry and finely roughened by kiln dust and outdoor work.
- Age
- Thirty-four
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesHeirun is resourceful and generous with his labor, yet prickly when anyone calls him brave. In a crisis he becomes brisk and decisive; in a classroom he is restless, argumentative, and liable to challenge a rule with a better method. When relaxed, he is dryly funny and fond of small mechanical toys. When tired, he grows controlling, trying to solve everyone else's problems before they can refuse his help.
- Alignment
- Pragmatic and compassionate, but willing to bend rules when the people in front of him matter more than the institution.
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
HP 24 · Walks at an ordinary human pace; in a fight, he can cross a short room before taking an action.Heirun avoids trading blows. He uses Glassfire Dart to pressure dangerous foes, lays Tripwire of the Unfinished across likely routes, and uses cover or his ash veil to protect allies. He prefers to disable a threat or create an escape route rather than pursue a fleeing enemy. If civilians are endangered, he abandons positioning to shield them.
Heirun
Actions
Services they sell
Rewards they can give
Equipment
- Diagram case (tool)A narrow slate tube holding chalk, folded diagrams, and a few scraps of old kiln lining.
- Boundary rod (tool)A brass-headed rod used to mark spell boundaries and tap suspected hollow surfaces.
- Work kit (supplies)A flask of bitter tea and a tin of resin sweets for chewing during long calculations.
Possessions
Background
Heirun was raised in the kiln district of Siltstep, where his family fired roof tiles and repaired storm-damaged chimneys. As a boy, he could tell a bad draft by the taste of the air. A traveling mage noticed this knack and brought him to study at the House Above the Ford, an old observatory built over a flood channel. Heirun proved brilliant at practical wards and poor at reciting doctrine. The formative turn came during the Siltstep kiln fire: an instructor ordered him to hold a containment circle until help arrived, but Heirun broke the circle to pull his trapped younger cousin, Nemi, from a collapsing shed. The fire spread into the district, killing no one but destroying three workshops. He still believes he made the right choice, though his school calls it a failure of discipline. He now apprentices under Master Tovashi, who is protective in private and exacting in public. Heirun sends most of his pay home, while quietly trying to discover why the fire's first flame burned blue.
Role in the story
A useful, fallible ally whose investigation can draw the party into a conflict between a magical school, a working family, and the unresolved cause of a neighborhood disaster.
“As a boy, he could tell a bad draft by the taste of the air.”
- Faction
- Apprentice of the House Above the Ford, an independent school of practical magic. He remains attached to his family's tile workers in Siltstep, though the school considers that loyalty a distraction.
Known connections
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