Helja Rune-Glint – Crystal-Lamp Artisan
“Dark doesn’t frighten me. What frightens me is a lie hiding inside it.”
Name: Helja Rune-Glint
Race: Dwarf
Role/Class: Crystal-Lamp Artisan
Appearance: Helja Rune-Glint is a compact dwarf with a careful, measured way of moving—like someone who’s spent years working around fragile glass and expensive stone. Her skin carries a faint shimmer of embedded glitter-dust that never fully washes away, and her pale blond hair is pulled into a tight coil-braid wrapped in thin silver wire. Her eyes are a clear, icy blue that seem brighter in low light, as if they’re reflecting something you can’t quite see.
She dresses in layered workshop leathers reinforced with stitched plates, and she wears a hooded mantle lined with small crystal beads that chime softly when she turns her head. A tool harness crosses her chest: lens clamps, rune-chalk, copper pins, and a delicate cutting wheel for scoring glowstone. Her hands are always clean compared to most Crucible workers—because she hates smudged lenses more than she hates blood.

Backstory
Helja was born in Thorn’del’s lower galleries, where light is a resource and darkness is a constant neighbor. Her family worked in slag hauling and ore sorting—hard labor that left little room for artistry. Helja, however, was the child who took broken shard-lamps apart and rebuilt them into something steadier. Her first “real” creation was a glow-crystal lantern that didn’t flicker in wind tunnels—an invention that saved a work crew from stumbling into an open slag trench.
Her reputation grew quickly. Helja became the Crucible District’s most trusted lampwright—called in not only to craft illumination, but to diagnose what darkness was doing in a place it shouldn’t. She learned the difference between a draft-shadow and a false shadow, between a natural dimming and a deliberate occlusion. The more she worked, the more she encountered sabotage: lenses swapped, crystals cracked, lamp-lines “misaligned” so a patrol route fell into darkness for three heartbeats—long enough for someone to move unseen.
Helja now maintains a network of civic glow-lamps across Thorn’del: bridge-lights, gallery beacons, emergency lantern racks, and the crystal lamps that mark safe paths when storms choke the Bluffs with fog. She is kind, but she has become suspicious by necessity. In her private workshop, she keeps a locked drawer of “wrong” crystals—stones that still glow, but cast shadows that don’t match the objects in the room.