Bran
Bran
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
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.
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
Personality
18 traits and drivesBran 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
Habits
Traits · 4
Flaws · 5
Fears · 4
Wants and needs · 5
Combat
AC 13 · HP 9 · 25 feetBran 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
Spells
Actions
Reactions
Services they sell
Rewards they can give
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
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.”
- Faction
- The Lantern Road Company, the archive-keepers of Cwm Pell, and an informal network of rural guides called the Milemarkers.
Known connections
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