Sanna Veni
Sanna Veni
At the table
Voice
A bright, slightly rasped voice with a dry edge from years around forge smoke. She projects from the chest to be heard over hammering, and her words often arrive in quick bursts, followed by a little breathless laugh. When grief takes hold, the laugh disappears and her voice sounds unexpectedly young.
Her words tumble out quickly, shaped by years of calling over forge noise and harbor wind. She clips technical terms into blunt little bursts, stretches the word "in" into a bright invitation, and adds sound effects when explaining machinery. In sorrow, her sentences become plain and measured, with no jokes or extra details.
Speech patterns
How to play them
Meet her enthusiasm with genuine curiosity, but set clear limits around explosives and public safety. She responds well to being trusted with a real task and poorly to being dismissed as a little kid. If she goes quiet, give her space and a practical choice rather than pressing her to talk.
Goal
Build a safe, dependable power core for Maxwell and prove she can make something extraordinary without hurting anyone.
Motivation
Sanna wants to turn scraps into clever, useful things and to make sure no one she loves is helpless in a crisis.
Appearance
Sanna is very small, with a restless, spring-loaded way of moving: she bounces on her toes, darts sideways around people, and seems to lean into turns before deciding to take them. Her grin shows a tiny gap between her front teeth, and when she concentrates she worries her lower lip with them. Her short red hair is tied into a rough ponytail that keeps shedding wisps around her ears. Her fierce green eyes look bright with ideas even when she is exhausted. She is often smudged with soot and smells faintly of hot iron, salt air, and the sharp tang of lamp oil. The unexpected thing is that she has an excellent memory for other people's favorite snacks and quietly leaves them where they will be found.
Clothing
A patched leather smith's apron hangs over a too-large blue work shirt, rolled trousers, and sturdy boots with mismatched laces. She wears a pair of thick brass goggles pushed up into her hair and keeps a bandolier of labeled tool pouches across her chest. Her sleeves are singed at the cuffs.
Body language
Sanna rocks on her heels, swivels toward every new sound, and drums quick rhythms on her thighs with soot-blackened fingertips. She plants herself between Maxwell and anyone who seems threatening. When grief catches her, the motion stops all at once; she folds her hands together and watches the floor.
- Height
- 4 feet 5 inches
- Build
- Petite and wiry, with quick hands and the wiry stamina of a child accustomed to climbing stairs and hauling small tools.
- Eyes
- Fierce green
- Hair
- Short red hair tied back in a rough ponytail
- Skin
- Warm, light olive skin, usually marked with soot on the cheeks and nose
- Age
- 13
- Gender
- Female
- Size
- Small
Distinguishing features
Personality
13 traits and drivesSanna is exuberant and quick to trust a fascinating mechanism, but wary of strangers who ask about her family. She can be funny, generous, and impossible to keep still; in moments of genuine distress, the chatter vanishes and a serious, watchful child takes its place. She wants people to admire her inventions, yet hates being treated as a spectacle. Her confidence is real, but it often covers fear that the people she loves can disappear without warning.
- Alignment
- Chaotic Good
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 4
Combat
AC 15 · HP 24 · 25 ft.Sanna prefers to deploy the Eldritch Cannon behind cover, then use its force ballista to shove enemies away from allies or its protector mode to shield the group. She uses faerie fire to help allies land attacks and grease to disrupt a rush. Maxwell's houndframe is for emergencies and dramatic escapes, not a license to charge headlong into a group. If an opponent appears frightened or cornered, she may hesitate long enough to offer them a chance to stop.
Sanna Veni
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Maxwell (custom construct)A custom construct assembled from discarded gears, a cracked bellows, a cart axle, and pieces of an old anchor winch. It can carry Sanna at a brisk run and transform into her wearable houndframe. It has no independent attacks or separate hit points.
- Eldritch Cannon (artificer feature)A Tiny magical turret with interchangeable modes, usually assembled from a brass nozzle, a blackened iron cradle, and a whirring spring.
- Smith's tools (tools)A compact set of tongs, files, punches, and small hammers, many sized for her hands.
- Smith's apron (clothing)A reinforced leather apron with stitched pockets and a soot-stained inner lining.
- Signal vials (gear)Two small glass vials containing harmless colored smoke for signaling; she insists they are not explosives.
Possessions
Background
Sanna's parents were killed by bandits when she was very young. She remembers the noise more clearly than the faces: boots on wet stone, a cart horse screaming, and her mother's hand pushing her beneath a broken fish stall. Her uncle took her in and raised her above his blacksmith shop in Feasgar, where she grew up among bellows, harbor gulls, and half-repaired tools. When she was nine, she built a wheezing little clockwork dog from scrap and named it Maxwell. She kept improving it until it could carry her through the streets, then unfold into a scavenged mechanical houndframe she can wear. At eleven, an experiment with a powder charge blew out a shop window and started a fire in a sailmaker's loft. Her uncle helped her repair the damage, but made her swear to test dangerous inventions at the abandoned quarry beyond the city. She tries to keep that promise, with inconsistent results. Now she is building a more reliable power core for Maxwell while helping at the forge and dodging city inspectors. Her uncle worries that her frantic cheer is a shield over grief she has never learned to carry.
Role in the story
A brilliant young inventor, potential ally, and source of chaotic complications. Her discoveries can help the party, while her unresolved family mystery can pull them into the dangerous history of Feasgar's harbor.
“Her uncle took her in and raised her above his blacksmith shop in Feasgar, where she grew up among bellows, harbor gulls, and half-repaired tools.”
- Faction
- No formal faction. She is part of her uncle's blacksmith household and has an uneasy relationship with the Feasgar harbor watch.
Known connections
Media
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