Skip to content
CreatePricing
Bran - AI-generated fantasy NPC

Bran

Forest Gnome · Bard · Level 1

Bran

Route-singer, traveling guide, and embroidered mapmaker
“First, take the left road, then listen.”
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear alto with a lively musical bounce, capable of turning suddenly quiet and intimate when she shares something important.

Her voice is bright and quick, with a musical cadence that rises at the end of practical instructions. She speaks Common clearly but peppers it with Gnomish expressions and old rural sayings. When genuinely angry, she becomes very soft-spoken and precise.

Speech patterns

She begins explanations with a direction, such as "First, take the left road, then listen."
She uses precise geographic metaphors for emotions, calling grief a flooded valley and suspicion a road with no milestones.
She asks rhetorical questions when nervous, then answers them herself.
She rarely swears, but when she does, she invokes obscure rivers, saints, and extinct birds.

How to play them

Bran treats adventurers as potential travelers who may need a guide, a warning, or a reason to keep moving. She is friendly without being gullible and offers useful information in exchange for stories, directions, or a promise to help someone stranded. She becomes intensely suspicious of anyone who mocks local customs or asks too many questions about the altered road signs.

Goal

Find who is altering the old road markers, expose the conspiracy, and discover why the ruined watchtower appears on maps that should predate its construction.

Motivation

Bran wants to prove that curiosity can be a form of courage rather than mere recklessness, while secretly hoping her family will one day see her choices as deliberate instead of foolish.

Secret · GM only

Appearance

Bran is a young gnome woman built on unusually human proportions, with a long torso, narrow hips, and limbs that make her seem almost child-sized only when standing beside a human. Her tan face is broad and lively, dominated by a somewhat broad nose and a grin that exposes two square lower incisors set slightly forward like tiny gateposts. Her bright hazel eyes seem permanently seconds away from discovering something wonderful. Rich green hair bursts outward in uneven tufts, soft as moss but springy as wire, with several locks that point in directions she has clearly stopped noticing. She moves upright and quickly, leaning into turns as though following an invisible current. The contradictory impression she leaves is of someone flamboyant at first glance but startlingly quiet when listening.

Clothing

She wears a russet wool jacket over a cream linen shirt, moss-brown trousers, and soft leather boots reinforced with copper toe caps. Every garment is elaborately decorated with tiny embroidered roads, rivers, seed pods, and birds in muted earth tones. A broad sash holds colored thread, chalk, folded maps, and a dozen small charms. Her clothes look practical from a distance and almost absurdly ornate up close.

Body language

Bran stands straight even when exhausted, with her chin slightly lifted and her hands constantly adjusting the green thread wrapped around her left wrist. When excited, she rocks from heel to toe and leans forward as if physically trying to reach the next idea. When lying, she becomes unnaturally still.

Height
3 feet 8 inches
Build
Slim and wiry, with long limbs for a gnome and the compact strength of someone accustomed to walking difficult roads.
Eyes
Bright hazel with amber flecks
Hair
Rich moss green
Skin
Warm tan with faint freckles across the bridge of her nose
Age
Twenty-three
Gender
Female
Size
Small

Distinguishing features

Her rich green hair sticks out in every direction, with one stubborn tuft permanently angled over her right temple.
Her broad, delighted smile reveals two square lower teeth that sit slightly forward.
She repeatedly checks and adjusts a green thread around her left wrist without seeming aware of doing so.
Her embroidered clothing contains tiny maps that form a different pattern on every garment.
She carries herself with unusually human-like upright posture and long, deliberate strides.

Personality

18 traits and drives

Bran is bright, generous, and intensely curious, but her warmth has conditions she rarely admits. She is patient with strangers who are lost, frightened, or embarrassed, yet becomes sharply judgmental toward people who waste resources or endanger others through arrogance. In company she is animated and quick to laugh. When alone, she becomes quiet, organized, and almost severe, sorting her maps by emotional importance rather than geography. She craves independence but secretly measures every choice by whether her family would approve.

Alignment
Chaotic Good

Quirks

She touches the green thread around her wrist whenever someone says the word home.
She bites the corner of a map while thinking, leaving tiny crescent-shaped tooth marks in the paper.
She names every bridge she crosses, even if the bridge already has a name.
She applauds quietly when animals solve problems.
She sleeps with one boot on because she once woke during a flood and could not find the other.

Habits

She asks strangers where they came from before asking their names.
She becomes exuberant when discussing roads, weather, animals, or old songs, but grows guarded when family is mentioned.
She pays for small kindnesses with elaborate compliments and remembers every debt.
When frightened, she becomes methodical and starts reciting directions under her breath.
She refuses to sleep in a room without first checking every window latch twice.

Traits · 4

She notices small details others overlook and treats them as invitations to investigate.
She is compassionate toward the vulnerable but impatient with the merely careless.
She performs confidence when uncertain and sincerity when afraid.
She remembers directions, promises, and insults with equal accuracy.

Flaws · 5

She cannot resist investigating a mystery, even when the safest choice is to leave it alone.
She turns every disagreement into a debate about principles.
She gives second chances to people who have not earned them.
She becomes controlling when frightened and starts assigning everyone precise tasks.
She hides exhaustion behind theatrical cheerfulness.

Fears · 4

Being forced to choose between saving people and preserving something historically important.
Discovering that her father is involved in the road-marker conspiracy.
Becoming so useful to others that nobody notices when she is exhausted.
Losing her sense of direction in a place where no map can be trusted.

Wants and needs · 5

She wants to uncover the road-marker conspiracy.
She needs to accept that protecting her family may require telling them the truth.
She wants recognition as a skilled mapmaker rather than merely an entertaining guide.
She needs rest before her cheerfulness becomes another form of self-neglect.
She wants to find a road that leads somewhere no map has recorded.

Combat

AC 13 · HP 9 · 25 feet

Bran avoids direct confrontation. She opens with Bardic Inspiration on the most capable ally, uses Faerie Fire to expose hidden or evasive enemies, and relies on Vicious Mockery to disrupt dangerous attackers. She uses her movement and Minor Illusion to create false sounds, misleading silhouettes, or apparent escape routes. If an ally is badly injured, she abandons offense to cast Healing Word.

Bran

Small humanoid (forest gnome), chaotic good
Armor Class13
Hit Points9
Speed25 feet
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharisma
SkillsDeceptionInvestigationPersuasionPerformanceSurvivalHistory
SensesDarkvision 60 feet; passive Perception 11
Languages
Common,
Gnomish,
Sylvan
Gnome Cunning. Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Minor Illusion. She can create a sound or image within range as a cantrip.
Speak with Small Beasts. She can communicate simple ideas with Small or smaller beasts.
Bardic Inspiration. As a bonus action, she grants one creature within 60 feet a d6 inspiration die.
Jack of All Trades. She adds half her proficiency bonus to ability checks that do not already include her proficiency bonus.

Spells

Vicious Mockery (cantrip, enchantment). One creature within 60 feet that Bran can see must succeed on a Wisdom saving throw or take 3 () psychic damage and have disadvantage on its next attack roll before the end of its next turn.
Minor Illusion (cantrip, illusion). Bran creates a sound or image within 30 feet that lasts for 1 minute. The illusion is harmless and ends if she dismisses it or casts it again.
Bardic Inspiration (cantrip, enchantment). One creature Bran can see within 60 feet gains a d6 inspiration die for 10 minutes.
Healing Word (level 1, evocation). One creature within 60 feet regains 4 () hit points.
Charm Person (level 1, enchantment). Up to three creatures within 60 feet must succeed on a Wisdom saving throw or become charmed by Bran for 1 minute. Affected creatures can repeat the saving throw when they take damage.
Faerie Fire (level 1, evocation). Colored light outlines creatures in a 20-foot cube. Creatures in the area must succeed on a Dexterity saving throw or be outlined, granting advantage on attack rolls against them.
Disguise Self (level 1, illusion). Bran magically disguises her appearance for up to 1 hour.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 feet, one target. Hit: 5 () piercing damage.
Shortbow. Ranged Weapon Attack: to hit, range 80/320 feet, one target. Hit: 5 () piercing damage.
Bardic Inspiration. One creature within 60 feet that can hear Bran gains a d6 inspiration die for 10 minutes. The creature can add the die to one ability check, attack roll, or saving throw before the die is expended.
Startling Refrain. Bran sings a sharp, rising phrase. One creature within 60 feet must succeed on a Wisdom saving throw or be frightened of her until the end of her next turn. A creature that succeeds is immune to this effect for 24 hours.

Reactions

Cutting Words. When a creature Bran can see within 60 feet makes an attack roll against an ally, Bran adds a sharp corrective phrase. The attacker must subtract from the roll if it can hear her.

Services they sell

Guides travelers through unfamiliar roads and wilderness
Creates accurate local maps
Interprets old road signs and regional symbols
Carries messages between isolated settlements
Performs songs that preserve local history
Identifies whether a road, bridge, or trail has been recently altered

Rewards they can give

A hand-drawn map revealing a safe route through the Reed Marches
A letter of introduction to the Lantern Road Company
A concealed shortcut that reduces travel time through the region
Bran's promise to guide the party through dangerous rural terrain
A small embroidered map that grants advantage on one future check to navigate a known route

Equipment

  • Shortsword (weapon)A light, balanced blade with a leaf-shaped guard and a grip wrapped in faded blue cord.
  • Shortbow and arrows (weapon)A compact bow of yew with six arrows in a stitched leather case.
  • Travel lute (musical instrument)A small stringed instrument with a warm, reedy tone, decorated with painted road signs.
  • Wayfinder compass (wondrous item)An old brass compass that points toward the nearest significant road rather than north.
  • Route-singer's map kit (adventuring gear)A leather map case containing local maps, blank vellum, colored thread, charcoal, chalk, and sealing wax.
  • Cwm Pell thread bracelet (personal keepsake)A green thread bracelet inherited from her mother. Bran believes it helps her remember the way home.

Possessions

Travel lute
Wayfinder compass
Route-singer's map kit
Cwm Pell thread bracelet
Folded map of the Reed Marches
A stolen signet ring bearing an unknown road-mark symbol
Three days of trail rations
A small tin of honeyed nuts

Background

Bran was born in the hill settlement of Cwm Pell, where gnomes preserve local history through embroidered maps, sung genealogies, and elaborate seasonal processions. Her mother, Seli, maintains the settlement's archive of roads and water rights. Her father, Orr, serves as a reluctant tax assessor for the nearby human barony. Bran grew up carrying messages between them and learned early that the same village could contain several contradictory truths. At sixteen, she accompanied a caravan through the Reed Marches. A flood destroyed the road, and the caravan leader ordered the travelers to abandon a group of marsh children trapped on an island. Bran disobeyed, using songs and floating lanterns to guide everyone to higher ground. The rescue saved eleven lives but cost the caravan its cargo. Her father called her reckless. Her mother quietly gave her the family's oldest compass and told her that maps were useless if they did not lead people home. Now Bran travels as a route-singer, guide, interpreter, and occasional performer. She is investigating a sequence of altered road markers that redirect travelers toward a ruined watchtower. She believes someone is using the old roads to move stolen relics, but she has not yet determined whether the culprit is a smuggler, a displaced fey court, or someone inside her own family.

Role in the story

Bran can serve as a guide, recurring ally, reluctant informant, or the first witness to a regional conspiracy. She gives the players practical access to roads and communities while forcing them to consider whether exposing the truth will help the people who live there.

“Her mother, Seli, maintains the settlement's archive of roads and water rights.”
From their background
Faction
The Lantern Road Company, the archive-keepers of Cwm Pell, and an informal network of rural guides called the Milemarkers.

Known connections

Seli, her mother, who manages Cwm Pell's archive and sends her coded letters through traveling musicians.
Orr, her father, whose official duties have placed him on the opposite side of several local disputes.
Pip, a one-eyed magpie that follows Bran and steals buttons from people she distrusts.
The Lantern Road Company, a caravan network that considers Bran both a useful guide and an expensive liability.
Edrig Voss, a human smuggler who once saved her life and now wants her help finding the ruined watchtower.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Bran into a sheet

A high-res, share-ready sheet you can post or print.