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Chihr Lahijan - AI-generated fantasy NPC

Chihr Lahijan

Satarre, custom ancestry · Artificer, Armorer specialist · Level 5

Chihr Lahijan

Shopkeeper and repairer at Second Edge
“s feelings:”
AC18
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, slightly rasping edge from years of breathing metal dust and calling instructions across noisy work floors. The words are sharply articulated, with a little catch on hard consonants. He sounds brisk when making a sale, warm when explaining a repair, and almost too direct when frightened.

Chihr speaks in clean, compact phrases shaped by years of calling measurements over workshop noise. He names parts precisely and uses mechanical comparisons when ordinary explanations seem too vague. His mouth clicks softly against his teeth when he is calculating. Under stress, his sentences become clipped and directive, as if he is calling a repair sequence.

Speech patterns

Names the practical problem before discussing anyone's feelings: "Your latch isn't broken. It's lying to the frame."
Uses workshop comparisons to make a point, such as calling a bad plan a spring wound past its safe limit.
Asks customers to repeat claims while he examines the item, watching whether their story changes.
When speaking about his mother, his phrasing becomes affectionate but carefully evasive.

How to play them

Chihr is welcoming to customers who describe what they need plainly. He offers fair repairs, but asks pointed questions before selling anything that could be used as a weapon. Treat him as a practical ally who expects honesty and repays trust with useful information, not lavish promises.

Goal

Keep Second Edge open, recover the stolen canal parts, and prevent Goran from obtaining the failsafe component.

Motivation

Chihr wants to prove that repair can be a form of protection, not merely a way to put old weapons back into circulation.

Secret · GM only

Appearance

Chihr looks as if he has been assembled from careful habits and workshop dust. His body is covered in light brown scales, and his elongated maw is typical of his Satarre species. Brown eyes track hands, hinges, and exits with the same quick attention. Spines run along the back of his head and down his spine. He keeps his dark hair slicked into a precise side part, though tiny curls escape around his ears as the day grows hot. He moves in short, measured steps, then turns abruptly at the waist like a person accustomed to working in cramped aisles. The unexpected detail is his immaculate vanity: every few minutes he checks the alignment of a small brass comb pinned above his left ear, even while negotiating over a dangerous weapon.

Clothing

A dark green work coat with reinforced elbows, a high collar, and many narrow inside pockets; a leather apron patched with mismatched scraps; sturdy boots dusted with metal filings. He wears a brass comb above his left ear and a pair of magnifying lenses on a cord around his neck.

Body language

He stands squarely behind the counter, shoulders relaxed but hands always occupied with a spring, cloth, or tool. When pleased, he leans close to show how a mechanism works. When frightened, he becomes brisk and begins arranging objects into exact rows.

Height
5 feet 6 inches
Build
Compact and sturdy, with thick forearms built by lifting scrap and winding heavy springs.
Eyes
Brown
Hair
None
Skin
Light brown scales
Age
Forty-two years
Gender
Man
Size
Medium

Distinguishing features

A brass comb pinned above his left ear, checked and adjusted so often that customers notice it before his magnifying lenses.
A faint dusting of copper filings clings to the seams of his apron despite his fastidious grooming.
His fingertips are stained blue-black from marking parts with machinist's ink.
His light brown scales and elongated Satarre maw are immediately noticeable.
Spines run along the back of his head and down his spine.

Personality

13 traits and drives

Chihr is hospitable but appraising: he wants every visitor to feel welcome, yet mentally inventories their tools and motives before offering a chair. He is patient with a difficult mechanism and impatient with a person who refuses to explain what they broke. In a crisis his courtesy gives way to blunt commands; afterward he becomes self-conscious and tries to make amends with practical help.

Alignment
Neutral good

Quirks

Checks the alignment of his brass comb whenever he suspects a lie.
Taps a repaired device against his knuckle to hear whether its parts sit true.
Labels every cup in the shop with the name of the tool it resembles.
Keeps a jar of bent nails and sorts them by the sound they make when dropped.
Tucks particularly good screws into his apron pocket, then forgets which pocket.

Habits

Checks the brass comb above his left ear whenever a customer makes a claim he doubts.
Tests a repaired object twice, once for function and once for the sound it makes.
Offers tea to customers who are angry, but places the cup just beyond their reach until they explain what happened.
Works after closing with the front shutters half open, listening for the waterwheel's irregular knock.

Traits · 3

Generous with labor, guarded with information.
Proud of his craft but uncomfortable with praise.
Can be warm and teasing in familiar company, then sharply businesslike when danger enters the shop.

Flaws · 3

He hides the true value of salvaged items until he knows a buyer's intentions, which can make honest customers feel cheated.
He treats emotional problems like mechanical faults and may keep working instead of offering comfort.
His pride in his precision makes him slow to admit when a repair or judgment has failed.

Fears · 3

That Goran will use the hidden failsafe component to build another engine capable of trapping civilians.
That the shop's failing waterwheel will force him to sell the stockroom's rarest pieces.
That his careful repairs make dangerous objects easier for the wrong people to use.

Wants and needs · 4

Needs enough reliable salvage to keep Second Edge's waterwheel operating.
Wants Goran to leave the failsafe alone and accept that the old engine must stay dismantled.
Needs to tell Tiska the truth about her unpaid deliveries.
Wants proof that the canal-station thefts are connected before he risks accusing anyone.

Combat

AC 18 · HP 38 · 30 ft.

Chihr tries to control the ground with web or faerie fire and keep enemies between himself and the shop's heavy counters. He uses his infused hammer only when cornered, preferring fire bolt at range and heat metal against an armed foe. He protects customers and bystanders first, and retreats into the shop's reinforced stockroom if the fight turns against him.

Chihr Lahijan

Medium humanoid (satarre, custom ancestry), neutral good
Armor Class18
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligenceStrength
SkillsArcanaInvestigationPerceptionSmith's toolsTinker's tools
SensesPassive Perception 11
Languages
Common,
Satarre,
Dwarvish
Satarre ancestry is treated here as a custom lineage: Chihr has advantage on saving throws against being charmed and can communicate simple ideas telepathically with a creature within 30 feet that understands a language.
Infusions. Enhanced Defense, Enhanced Weapon, and Replicate Magic Item (Alchemy Jug). Chihr can maintain two infused items at a time.
Spellcasting. Intelligence is his spellcasting ability; spell save , spell attack bonus +6. He has three 1st-level spell slots and two 2nd-level spell slots.
Custom feature, Shopkeeper's Measure. Chihr can identify the likely function and common points of failure of a mundane mechanical device after one minute of examination.

Spells

Light (cantrip, evocation). A small object within range emits bright light in a 20-foot radius and dim light for 20 feet more.
Minor Illusion (cantrip, illusion). A small object or visible magical effect produces a brief sensory illusion, such as a sound, scent, or image.
Fire Bolt (cantrip, evocation). A mote of fire streaks toward a creature or object. Ranged spell attack, to hit, range 120 feet; hit: 11 () fire damage.
Magic Mouth (level 1, illusion). One object no larger than 1 cubic foot bears a visible magical mark or message for the duration.
Cure Wounds (level 1, evocation). A creature regains hit points.
Faerie Fire (level 1, evocation). Each object in a 20-foot cube is outlined in light if carried by a creature failing a Dexterity saving throw. Attacks against affected creatures have advantage while the spell lasts.
Identify (level 1, divination). Chihr learns the magical properties of one object he touches, if any, after the spell's casting time and material requirements are met.
Sanctuary (level 1, abjuration). A warding spell protects a creature from attacks; attackers must first succeed on a Wisdom saving throw or choose a different target.
Aid (level 2, abjuration). Up to three creatures gain 5 temporary hit points and their hit point maximum increases by 5 for the duration.
Heat Metal (level 2, transmutation). A metal object glows red-hot. A creature holding it takes fire damage and may drop it; Chihr can use a bonus action on later turns to deal the damage again.
Web (level 2, conjuration). A 20-foot cube of sticky webs becomes difficult terrain and can restrain creatures that fail a Dexterity saving throw.

Actions

Infused Smith's Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage, or 8 () if wielded in two hands. His infused weapon counts as magical.
Fire Bolt. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 11 () force damage.
Spellcasting. Chihr casts a prepared spell, using Intelligence as his spellcasting ability. Prepared spells: cure wounds, faerie fire, identify, sanctuary, aid, heat metal, and web. He has three 1st-level and two 2nd-level slots.
Bottled Etchant. Chihr hurls a flask from his experimental stock at a point within 30 feet. Each creature in a 5-foot-radius sphere must make a Dexterity saving throw, taking 7 () acid damage on a failure, or half as much on a success. Custom item, one use per day.

Reactions

Enhanced Shield. When a creature Chihr can see hits him with an attack, he adds 2 to his AC against that attack, potentially causing it to miss. He must be holding his infused shield.
Protect the Customer. When an ally within 30 feet takes damage, Chihr casts sanctuary on that ally if he has a spell slot available. This is a custom use of his prepared magic and does not grant an extra spell slot.

Services they sell

Repairs mundane weapons, armor, locks, tools, and mechanical devices.
Identifies common magical properties of items through study and experimentation.
Buys salvage and evaluates whether an item is safe to use.
Can modify a shield or weapon with one of his temporary infusions when the party earns his trust.

Rewards they can give

A repaired weapon or tool at a fair price
A useful clue about the canal-station thefts
Access to the shop's backroom repair bench
A custom one-use smoke capsule if the characters help restore the waterwheel

Equipment

  • Infused Smith's Hammer (weapon)A well-balanced hammer with an infused steel head and a grip wrapped in oil-darkened cord.
  • Repair Apron (tools)A reinforced leather apron carrying lock picks, wire, chalk, spare springs, and a folding magnifier.
  • Replicated Alchemy Jug (wondrous item)A flask that can produce a limited quantity of clean water, vinegar, or oil each day.
  • Shop Shield (armor)A shield assembled from overlapping sections of salvaged plate and reinforced by an infusion.

Possessions

The brass comb containing the hidden failsafe component
A water-damaged sketchbook of canal machinery
A small tin of machinist's ink
A key to the reinforced stockroom
A folded letter from his mother that he has never answered

Background

Chihr learned repair work in the canal-side yards of Varket, where Satarre families salvaged broken pumps and siege fittings for the city. His mother, Dursati, taught him that a tool was only as honest as the person who chose what to mend. At nineteen, Chihr was apprenticed to a military artificer, a woman named Gutele, and helped fit a signal engine with a hidden failsafe. During a night evacuation, his employer ordered the engine activated to hold a bridge against retreating civilians. Chihr sabotaged it instead, saving the trapped crowd but destroying the engine and leaving Gutele with a permanent grudge and a ruined contract. He opened Second Edge with the compensation he earned by repairing the bridge machinery afterward. Now he buys damaged arms, tools, and enchanted curios, refurbishing them for people who cannot afford new ones. His closest regular is Torbjørn, a courier who brings him odd mechanisms and insists he stop sending him home with unpaid repairs. His old mentor has recently returned to town seeking a small component Chihr has kept hidden.

Role in the story

A practical vendor and potential ally whose repair shop connects the party to the canal district's salvage economy. His concealed component makes him a target, while his investigation into stolen machinery can lead to a larger threat.

“His mother, Dursati, taught him that a tool was only as honest as the person who chose what to mend.”
From their background
Faction
Independent proprietor of Second Edge; formerly apprenticed to the Varket canal-yard artificers.

Known connections

Dursati Lahijan, his mother, a retired pumpwright who visits on market days and disapproves of his habit of keeping dangerous relics.
Torbjørn, a quick-witted courier who supplies unusual salvage and is owed payment for several urgent deliveries.
Gutele, his former mentor, a woman artificer with a damaged reputation who wants the failsafe component Chihr concealed.
Major secret · GM only
Minor secrets · GM only

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