Edrin Kogane
Edrin Kogane
At the table
Voice
A bright, clear voice with a forge-smoke rasp, quick precise phrasing, a lightly clipped dwarf rhythm, and a dry breathy hitch to his laugh.
His voice is bright and clear, with a light rasp from years around forge smoke and a faint, clipped dwarf cadence. He breathes quickly after hard flight but keeps his words precise, as if each were a small tool laid on a bench. His laughter has a dry, breathy hitch at the end. When angry, he speaks faster and more concretely, naming the action he objects to and what must happen next.
Speech patterns
How to play them
Meet his humor with humor, then speak plainly about what is at stake. Show respect for small folk and listen when someone raises a warning. He offers help freely but asks for clear terms before accepting favors. Pressing him about Hessa makes him defensive; genuine accountability earns his attention.
Goal
Find a way to satisfy or break his fey bargain without sacrificing anyone's name, memory, or freedom.
Motivation
To make sure no one is ignored because they seem too small, too strange, or too inconvenient to matter.
Appearance
Edrin is a very small fairy-touched dwarf with a doll-round face, a button nose, a small bust, and a broad, cheeky smile that makes his next decision difficult to predict. His large golden eyes catch light like polished amber, matching the long golden hair braided loosely into two low, perpetually unraveling plaits. Long pointed ears angle through four translucent dragonfly wings, whose fine veins flash green, violet, and copper as he moves. He wears a short black dress with a petal-shaped skirt that opens into a flower when he twirls, leaving the impression of a dark blossom caught in a gust. His long pointed white boots look absurdly pristine at first glance, but each toe is polished smooth from years of tapping against stone. He smells distinctly of crushed mint and forge smoke, a combination he insists is pleasant. He moves in quick, buoyant darts, then stops with the absolute stillness of a perched moth.
Clothing
A short black dress with bare shoulders and arms, a flower-like skirt that fans open when he spins, and long pointed white boots. He wears a tiny brass clasp shaped like a mining chisel at one braid's end.
Body language
His wings tilt independently with his mood, flicking forward when curious and lying flat when he is concealing fear. He perches on chair backs rather than sitting normally, taps one white boot when impatient, and keeps his hands open where others can see them. Before a fight, the cheeky smile vanishes and his whole small frame becomes motionless, as if every part were waiting for a cue.
- Height
- 1 foot 8 inches
- Build
- Compact and finely proportioned, with sturdy dwarf shoulders beneath an otherwise tiny fairy frame; four broad, delicate wings give him a wide silhouette in flight.
- Eyes
- Gold, bright as polished amber
- Hair
- Long golden hair in two low, messy braids
- Skin
- Warm honey-brown with a faint, natural gold sheen across the cheeks and shoulders
- Age
- Adult, 87 years old
- Gender
- Male
- Size
- Tiny
Distinguishing features
Personality
12 traits and drivesEdrin can be buoyant and teasing in company, yet becomes plainspoken and unsparing when someone is in danger. He loves spectacle and makes a theatrical entrance, but dislikes being treated as a novelty. When relaxed he invites questions; when ashamed he fills every silence with cleverness. He is tender toward the frightened and impatient with the comfortable who mistake caution for cowardice.
- Alignment
- Chaotic good
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 21 · HP 310 · 25 ft., fly 40 ft. (hover)Edrin stays airborne, uses cover and teleportation to frustrate melee attackers, and prioritizes enemy spellcasters or anyone threatening civilians. He opens with Crown of Falling Petals when foes cluster, then uses precise needle strikes and control spells. He retreats or negotiates if the danger to bystanders outweighs the need to win. Legendary actions let him reposition, make a needle attack, or cast a modest spell between turns.
Edrin Kogane
Spells
Actions
Reactions
Legendary Actions
Services they sell
Rewards they can give
Equipment
- Starling Needle (weapon)A fine magical needle balanced for his small hands, with a gold-thread grip and a point that shines when it finds an invisible creature.
- Family Chisel Clasp (keepsake)A palm-sized brass chisel from his family's shop. Its edge is worn smooth where his thumb worries it.
- Bargain Notes (reference)A folded set of notes on fey bargains, written in tiny, precise script and crowded with corrections.
- Mint Polish (tool)A small tin of boot polish that smells sharply of mint; he carries it despite the boots already being clean.
Possessions
Background
Edrin was born among the deep halls of Kharum-Dal, a dwarf settlement where his family made delicate brass mechanisms for miners. As a child, he was small even by dwarf standards, and his wings first appeared during a fever after a cave-in released a pocket of ancient fey magic. The clan called it a blessing in public and a liability in private. At seventeen, he tried to prove his worth by guiding a rescue party through a collapsed crystal gallery. He heard trapped miners tapping from behind a wall, but followed his foreman's orders to shore up the safer passage first. The delay cost his older sister, Hessa, her right leg. Edrin left the deep halls in shame, then spent decades learning magic and precision fighting so nobody could ever again dismiss a warning because it came from someone small. He later saved the village of Sedgewick from a blight by bargaining with its fey source, and now serves as a roaming mediator between settlements and the old wild places. He sends money and carefully drafted letters to Hessa, who runs the family workshop and answers only when she needs something repaired. His current trouble is that the blight's source has begun calling in the price of their bargain: a living name, freely given.
Role in the story
A powerful but approachable ally who can help the party navigate fey bargains, settle a village crisis, or expose the hidden cost of an apparently benevolent pact. His personal conflict can draw the characters into a rescue, negotiation, or choice about whether a promise can be kept without harming the innocent.
“As a child, he was small even by dwarf standards, and his wings first appeared during a fever after a cave-in released a pocket of ancient fey magic.”
- Faction
- Independent mediator between Kharum-Dal and the neighboring settlements; informally welcomed in Sedgewick.
Known connections
Media
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