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Edrun

Half-orc · Wizard, School of Abjuration · Level 18

Edrun

Archmage and head instructor
“the little blue problem”
AC15
HP144/144
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“And what would happen if we were kind about it?”
From how they speak

Voice

A warm, chesty rasp shaped by long years projecting over lecture halls, with a gravelly edge and clear, carrying diction. They punch consonants when giving instructions, then let their phrasing tumble into amiable digressions when at ease.

Their voice carries a warm, chesty rasp, as if years of lecturing in echoing stone halls have given it a little gravel. They articulate carefully when teaching, with clipped emphasis on safety instructions, but let sentences wander into comic side paths when relaxed. Their half-orc heritage gives their consonants a firm, percussive edge, while long practice at the lectern lends them a clear, carrying projection.

Speech patterns

They start explanations with a vivid comparison, then pause to check whether the comparison has become more complicated than the subject.
They give magical phenomena affectionate, practical names such as 'the little blue problem' or 'a very tall Tuesday.'
When they are frightened, their speech becomes brisk and precise, with no jokes until everyone is safe.
They frequently ask, 'And what would happen if we were kind about it?'

How to play them

Meet humor with humor, but do not mistake whimsy for weakness. Edrun responds well to people who treat junior scholars and service workers with respect. They will offer help freely, though they ask pointed questions about who might be harmed by a proposed solution. If confronted with evidence of their own mistake, they listen carefully and make a sincere effort to repair the damage.

Goal

Keep the college's public classrooms open and establish a system that gives gifted children from poor families a fair chance to study magic.

Motivation

They believe knowledge should be shared, power should be accountable, and learning should leave room for joy.

Secret · GM only

Appearance

Edrun is a broad, elderly half-orc with moss-green skin, a heavy jaw, and a face that seems permanently on the brink of a delighted question. They move with the careful, weight-shifting gait of someone who has spent decades carrying too many books up too many stairs, then abruptly dart after a drifting scrap of paper as if it were a rare butterfly. Their grooming is unexpectedly exacting: silver hair is combed into a smooth crest and pinned with tiny brass stars, while their tusks are polished until they gleam. A soft, oversized moth-shaped pincushion is always pinned to their collar; its velvet wings are worn bald at the edges from years of nervous thumb-rubbing. Their whimsical silhouette gives way, on closer inspection, to an unmistakable impression of immense, disciplined power.

Clothing

Layered teal and ochre robes with roomy sleeves, a patched quilted vest, and a crooked constellation of brass buttons. Their staff has a carved wooden bird at its top, which they insist is a weather vane despite being indoors.

Body language

They plant their feet wide when listening, as if bracing a door against wind. Their hands are broad and expressive; they conduct explanations with the spellstaff, tap its ferrule when thinking, and rub the worn velvet moth on their collar when worried. Excitement makes them lean in until their spectacles nearly bump the listener.

Height
6 feet 3 inches
Build
Broad-shouldered and stout, with a strong frame softened by age and a life spent among books.
Eyes
Deep amber, with fine green flecks
Hair
Silver-white, brushed into a smooth crest
Skin
Moss green, with a muted olive undertone
Age
Eighty-seven years old, considered elderly among half-orcs.
Gender
Non-binary
Size
Medium

Distinguishing features

Their carefully groomed silver crest is pinned with tiny brass stars.
A moth-shaped velvet pincushion stays pinned at their collar, rubbed smooth at the wing edges.
Their spectacles are rimmed in copper and perched low on a broad nose.
Their tusks are polished with evident care, an unexpected vanity for a famously absent-minded scholar.

Personality

12 traits and drives

Edrun is powerfully self-assured about magic but surprisingly uncertain about the lives of people outside the college. They are playful and fond of absurdity when a room is safe, then grave and commanding when someone is in danger. They enjoy being admired, yet hate being treated as infallible. They welcome questions from students and become stubborn when an authority figure calls a cruel policy 'necessary.'

Alignment
Chaotic good

Quirks

They assign temporary names to every chair they sit in and apologize when leaving one.
They keep a tiny paper boat in their sleeve and launch it in cups of tea to judge the room's mood.
They speak to the weather vane on their staff as if it were a fussy colleague.
They alphabetize their sweets by flavor, then eat them in the reverse order.
They sometimes answer a question with a quick sketch in the air, drawn in glowing blue lines.

Habits

Before making a serious decision, they ask a nearby object what it thinks, then answer in a different voice.
They make a point of learning the names of custodians, cooks, and junior students, and remember small details about their lives.
When under pressure, they start arranging nearby objects by how well they would float.
After using powerful magic, they apologize to the room, even when nothing has been damaged.

Traits · 3

They turn ordinary explanations into lively demonstrations, sometimes with more spectacle than the subject deserves.
They are delighted by small discoveries and embarrassed when praised for their largest ones.
They can be both indulgent and exacting: mistakes are welcome when honestly made, but carelessness with other people's safety is not.

Flaws · 3

They turn practical decisions into elaborate experiments when an easy answer feels dull.
They protect colleagues from consequences for too long, hoping a sincere conversation will mend what accountability should address.
They are distractible around unusual magical effects and occasionally lose track of urgent mundane tasks.

Fears · 3

That the college will become a place where only the wealthy are allowed to learn.
That another student will pay for an instructor's arrogance.
That age will make them mistake eccentricity for wisdom.

Wants and needs · 3

Wants the college to remain open to students regardless of wealth.
Needs to confess their role in the portal disaster before the truth is used against someone else.
Needs trusted friends who will challenge their judgment without treating them as a monster or a saint.

Combat

AC 15 · HP 144 · 30 ft.

Edrun prefers to end fights without killing, using wall of force, maze, and counterspell to separate or disable threats. If innocents are endangered, they act decisively, opening with a powerful area spell and using misty step or teleport to control the battlefield. They keep their concentration protected, maintain distance, and use the spellstaff only when pressed.

Edrun

Medium humanoid (half-orc), chaotic good
Armor Class15
Hit Points144
Speed30 ft.
Level18
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaHistoryInsightPersuasion
SensesPassive Perception 12
Languages
Common,
Orc,
Draconic,
Dwarvish
Spellcasting. Edrun is an 18th-level spellcaster. Intelligence is their spellcasting ability (spell save , to hit with spell attacks). They have the following wizard spells prepared: cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation; 1st level (4 slots): detect magic, shield, magic missile; 2nd level (3 slots): misty step, mirror image; 3rd level (3 slots): counterspell, fireball, fly; 4th level (3 slots): dimension door, greater invisibility; 5th level (3 slots): wall of force, synaptic static; 6th level (1 slot): chain lightning; 7th level (1 slot): teleport; 8th level (1 slot): maze; 9th level (1 slot): meteor swarm.
Custom feature. Pocketful of Weather. Once per day, Edrun can use an action to create a harmless, localized weather effect in a 20-foot-radius sphere for 1 minute, such as drifting snow, warm rain, or a breeze that smells of fresh bread.

Spells

Shield (level 1, abjuration). A magical barrier protects Edrun. When a creature hits them with an attack, Edrun can use their reaction to gain a bonus to AC, including against the triggering attack, and take no damage from magic missile.
Counterspell (level 3, abjuration). Edrun attempts to interrupt a creature casting a spell. The spell automatically fails if it is 3rd level or lower; higher-level spells require an ability check.
Wall of Force (level 5, evocation). Edrun creates an invisible wall of force at a point they can see within range. The wall can be shaped as a flat surface, sphere, hemisphere, or other described form and lasts for up to 10 minutes with concentration.
Maze (level 8, conjuration). Edrun banishes a creature to a labyrinthine demiplane. The target must make an Intelligence saving throw or remain trapped until the spell ends or it escapes.
Meteor Swarm (level 9, evocation). Edrun creates a fiery blast at a point they can see within range. Creatures in the area make a Dexterity saving throw, taking fire damage and bludgeoning damage on a failed save, or half as much on a success.

Actions

Spellstaff. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 () force damage.
Spellcasting. Edrun casts one prepared spell of 1st through 5th level.
Unruly Spellburst (Recharge 5–6). Custom feature. Edrun releases a crackling burst of accumulated spellcraft in a 20-foot-radius sphere centered on a point they can see within 120 feet. Each creature in the area must make a Dexterity saving throw, taking 27 () force damage on a failed save, or half as much on a success. Edrun can use this action once per day.

Reactions

Shield. Edrun adds 5 to their AC against one attack that would hit them. To do so, they must see the attacker and be wielding their spellstaff.
Counterspell. Edrun attempts to interrupt a creature they can see within 60 feet that is casting a spell. If the spell is 3rd level or lower, it fails. If it is 4th level or higher, Edrun makes an Intelligence check with a bonus against + the spell's level; on a success, the spell fails.

Legendary Actions

Measured Step. Edrun moves up to half their speed without provoking opportunity attacks.
Cantrip. Edrun casts a cantrip.
Pocket Detour (costs 2 actions). Edrun chooses a creature they can see within 60 feet. The target must succeed on a Wisdom saving throw or be teleported to an unoccupied space Edrun can see within 30 feet of its original position. This custom legendary action can be used only once per round.

Services they sell

Can identify magical effects and advise on arcane problems.
Can teach wizardly theory and provide supervised access to the college library.
Can offer shelter and discreet protection to students or refugees in immediate danger.

Rewards they can give

A letter of recommendation to the Mages' College at Bent Ford.
A spell scroll chosen from a spell of 1st through 3rd level, if Edrun trusts the recipient to use it responsibly.
Access to the college's public library and a patient, if highly digressive, lesson in spellcraft.

Equipment

  • Spellstaff (arcane focus)A carved staff with a bird-shaped wooden finial; it serves as their arcane focus.
  • Field grimoire (spellbook)A battered, densely annotated spellbook with pressed leaves between some of its pages.
  • Warded robes (clothing)A robe embroidered with protective runes and small, decorative stars.
  • Moth pin cushion (keepsake)A velvet moth pincushion, frayed and polished by constant handling.

Possessions

A spellbook containing decades of annotations and pressed leaves.
A copper-rimmed pair of spectacles.
A small tin of letters from former students.
A velvet moth pincushion worn smooth at the wings.
A folded map of the college's old escape passages.

Background

Edrun grew up in a river town where their mother repaired fishing nets and their father kept a small school for children whose families could not afford tutors. At eleven, Edrun discovered that the town's millwheel turned more slowly whenever they were angry. Their first tutor, a traveling wizard, taught them control but left before explaining what power was for. Years later, as a junior instructor at the Mages' College at Bent Ford, Edrun was caught in a laboratory collapse caused by an ambitious colleague's unstable portal. Rather than save their own research, they held the failing doorway open long enough for thirty students to escape. The event left them with a conviction that knowledge without care is merely a more elaborate way to cause harm. They rose to archmage, built a school where apprentices are expected to teach one lesson to the kitchen staff before earning their robes, and became famous for both impossible feats of magic and absurdly whimsical lectures. Now the college's governing provost wants to close its free-entry classrooms to fund a private tower. Edrun is trying to stop the change without turning the institution they love into a battleground. Their former colleague, now a respected but resentful researcher, still insists the portal disaster was Edrun's fault.

Role in the story

A powerful mentor, political obstacle to the college's privatization, and possible ally whose hidden role in an old disaster can reshape relationships within the school.

“At eleven, Edrun discovered that the town's millwheel turned more slowly whenever they were angry.”
From their background
Faction
Archmage of the Mages' College at Bent Ford, a college named for the shallow river crossing beside its oldest hall.

Known connections

The Mages' College at Bent Ford is the school they serve and the community they are struggling to protect.
Provost Draz Vost wants to privatize the college's public classrooms. Edrun respects his administrative skill but opposes his plan.
Their former colleague Branka, who survived the portal disaster, believes Edrun concealed the true cause.
Tiv, a kitchen apprentice at the college, is the only student who has correctly guessed the identity of Edrun's secret pen pal.
Major secret · GM only
Minor secrets · GM only

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