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Edrin Kogane

Fairy-touched dwarf (custom lineage; fey-blooded dwarf) · Wizard (20th-level archmage, custom fairy-dwarf presentation) · Level 20

Edrin Kogane

Fey-bargain mediator, wandering protector, and occasional repairer of fine mechanisms
AC21
HP310/310
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

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

Uses practical metaphors from mining, tailoring, and gardening, often in the same sentence.
Asks a cheerful question before delivering uncomfortable truth.
Calls people by a nickname only after they have earned his trust.
When making a promise, states exactly what he will and will not do.

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.

Secret · GM only

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

Four translucent dragonfly wings with iridescent, copper-flecked veins.
Golden eyes and two long, messy golden braids framing a doll-round face.
A black petal-skirt dress that flares open when he twirls.
The noticeable, oddly appealing scent of crushed mint and forge smoke.
A tiny brass chisel clasp, rubbed smooth on one edge from constant handling.

Personality

12 traits and drives

Edrin 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

Taps the toe of one boot against any stone surface to judge whether it is hollow.
Counts the veins in his wings when anxious, starting over if interrupted.
Apologizes to doors before squeezing through them, then blames them if they catch his skirt.
Stores useful screws in the hem of his dress and can identify each by touch.
Turns his back to a fire so its heat warms his wings, then pretends he was inspecting the room.

Habits

He circles a room once before choosing where to sit, mapping exits and high perches.
When pleased, he twirls until his skirt opens like a flower; when worried, he folds his wings tightly and counts their veins.
He treats small injuries with brisk practical care, but becomes evasive when anyone asks about his own family.
In a negotiation he jokes readily, then turns startlingly direct when someone is being bullied.
He always notices who has not been offered food, shelter, or a chance to speak.

Traits · 3

Makes jokes to invite people closer, then tests whether they can handle an honest answer.
Admires boldness but distrusts anyone who confuses courage with refusing to plan.
Can be extravagantly generous with strangers and stubbornly unable to accept kindness himself.

Flaws · 3

He overcompensates for his small stature by taking risks he would advise others to avoid.
Guilt makes him meddle in other people's choices, especially when danger is involved.
He avoids asking Hessa for forgiveness because he fears she may refuse.

Fears · 3

That his bargain will take Hessa's name or memory as payment.
Being too late to hear someone asking for help again.
That people value his usefulness more than they value him.

Wants and needs · 3

Needs a safe way to challenge the fey bargain before its next due date.
Wants Hessa to know the truth, but needs to stop treating her forgiveness as something he can engineer.
Needs allies who will tell him when his guilt is making decisions for other people.

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

Tiny humanoid (fairy-touched dwarf (custom lineage; fey-blooded dwarf)), chaotic good
Armor Class21
Hit Points310
Speed25 ft., fly 40 ft. (hover)
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityConstitutionWisdomCharisma
SkillsArcanaInsightPerceptionPersuasionStealth
SensesDarkvision 60 ft.; passive Perception 20
Languages
Common,
Dwarvish,
Sylvan,
Gnomish
Four translucent dragonfly wings grant a flying speed of 40 feet and the ability to hover. They are fragile-looking but magically resilient.
Fey Ancestry. Edrin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Innate Spellcasting. Charisma is his spellcasting ability, spell save , to hit with spell attacks. He can cast each listed innate spell without material components.
Legendary Resistance (3/Day): If Edrin fails a saving throw, he can choose to succeed instead.
Magic Resistance. Edrin has advantage on saving throws against spells and other magical effects.
Custom Fairy-Dwarf Resilience. Edrin has advantage on saving throws against poison and resistance to poison damage.
Custom Petal-Slip. Once on each of his turns, Edrin can move through a space as narrow as one inch without squeezing.

Spells

Dancing lights (cantrip, evocation). A flickering mote of light sheds bright light in a 10-foot radius and dim light for 10 more; Edrin can move it as a bonus action.
Minor illusion (cantrip, illusion). A harmless sensory illusion creates a sound or image within range, lasting up to 1 minute.
Shocking grasp (cantrip, evocation). Edrin's touch deals lightning damage, or half on a successful Constitution save, and can disable a creature's reactions until its next turn on a failed save.
Charm person (level 1, enchantment). A creature makes a Wisdom saving throw or becomes charmed for up to 1 minute; the spell ends if Edrin or his allies harm it.
Misty step (level 2, conjuration). Edrin teleports up to 30 feet to an unoccupied space he can see.
Faerie fire (level 3, evocation). A 20-foot-radius sphere of colored light outlines creatures and objects, preventing affected creatures from benefiting from invisibility.
Counterspell (level 3, abjuration). Edrin attempts to counter a creature's spell. A spell of 3rd level or lower is automatically interrupted; higher-level spells require an ability check.
Mirror image (level 2, illusion). Edrin creates a magical duplicate that can distract foes and deliver touch spells from its space.
Call lightning (level 3, conjuration). A storm cloud rains lightning in a cylinder; creatures in the area make Dexterity saves against lightning damage, half on a success.
Greater invisibility (level 4, illusion). Edrin makes himself and up to eight willing creatures invisible for up to 1 hour, ending for a creature that attacks or casts a spell.
Stoneskin (level 5, abjuration). A creature or object touched becomes resistant to all damage for up to 10 minutes, with the spell ending if Edrin concentrates beyond its limit.
Wall of force (level 5, evocation). Edrin creates a shimmering wall of force that can be shaped into a barrier or sphere and is immune to damage.
Otiluke's freezing sphere (level 6, evocation). A 20-foot-radius sphere of swirling motes deals force damage when it appears and can restrain creatures that fail a Dexterity save.
Project image (level 7, illusion). Edrin creates an illusory duplicate of himself that can act independently and cast his spells from its location.
Teleport (level 7, conjuration). Edrin vanishes and reappears in a space he can see on the same plane, bringing willing allies with him if they are close enough.
Demiplane (level 8, conjuration). Edrin creates a demiplane with a door that remains for the duration, suitable for temporary shelter or a private negotiation.
Wish (level 9, conjuration). Edrin alters reality to produce a powerful effect, within the spell's limits and the DM's adjudication.

Actions

Multiattack. Edrin makes three attacks, in any combination, with his Starling Needle or spell attacks.
Starling Needle. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 () piercing damage plus 21 () radiant damage. The needle is magical. If the target is Large or smaller, it must succeed on a Constitution saving throw or be outlined in gold light until the end of Edrin's next turn. While outlined, it cannot benefit from being invisible.
Crown of Falling Petals. Edrin chooses a point he can see within 120 feet. Creatures of his choice within a 20-foot-radius sphere must make a Dexterity saving throw, taking 45 () radiant damage on a failure or half as much on a success. The area blooms with harmless black-and-gold petals until the end of Edrin's next turn. Recharge 5-6.
Petalstep. Edrin magically vanishes and reappears in an unoccupied space he can see within 60 feet. Each creature within 10 feet of the space he left must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.
Spellcasting. Edrin casts one of his listed spells, requiring no material components.

Reactions

Glimmering Feint. When a creature Edrin can see hits him with an attack, he adds 5 to his AC against that attack, potentially causing it to miss. If it misses, Edrin can fly up to 10 feet without provoking opportunity attacks.
Spell Break. When a creature Edrin can see within 60 feet casts a spell, Edrin can use his reaction to cast counterspell at 5th level. He can use this reaction even if the spell's target is not himself.

Legendary Actions

Wingbeat. Edrin moves up to half his flying speed without provoking opportunity attacks.
Needlepoint. Edrin makes one Starling Needle attack.
Fey Flicker (costs 2 actions). Edrin casts misty step or faerie fire, requiring no material components.

Services they sell

Fey-bargain interpretation and negotiation
Arcane research into curses, blights, and fey crossings
Precision repair of delicate mechanisms
Aerial scouting and emergency magical extraction

Rewards they can give

A Starling Needle lent for one dangerous mission, if returned afterward.
A tiny charm that grants advantage on one saving throw against being charmed, then crumbles.
A carefully repaired tool or mechanism, crafted to fit its owner's hands.
Edrin's help negotiating with a fey creature, provided the party agrees to transparent terms.

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

Starling Needle
Family Chisel Clasp
Bargain Notes
Mint Polish
A pouch of carefully sorted brass screws and tiny gears

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.”
From their background
Faction
Independent mediator between Kharum-Dal and the neighboring settlements; informally welcomed in Sedgewick.

Known connections

Hessa, his older sister, runs the family brasswork shop in Kharum-Dal and has never forgiven the rescue decision that cost her leg.
Tovan, a human village reeve, trusts Edrin's judgment but keeps a locked room ready in case Edrin's fey bargain goes wrong.
Miska, an itinerant hedge-witch, taught Edrin how to recognize fey contracts and is now searching for a loophole in his.
The village of Sedgewick considers him a beloved problem-solver, though its children dare one another to steal his boot polish.
Major secret · GM only
Minor secrets · GM only

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