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Teg - AI-generated fantasy NPC

Teg

Forest Gnome · Bard · Level 1

Teg

Traveling witness, road singer, and keeper of local records
“Good, now we can be honest.”
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear alto with a bright carrying edge, like a kettle beginning to sing. Her laughter starts as a sharp bark and then unfolds into a warm, rolling chuckle.

Bright, quick, and conversational, with sudden pockets of careful silence. Teg speaks as though every sentence might become a line in a song, but she drops into a low, precise register when discussing death, records, or betrayal.

Speech patterns

She begins serious statements with a cheerful phrase such as "Good, now we can be honest."
She gives people memorable descriptive nicknames, usually based on a habit rather than appearance.
She repeats the final few words of a person's sentence when deciding whether she believes them.
She uses songs, rhymes, or miniature proverbs to explain practical advice.
She rarely swears, but when she does, the insult is precise and devastating.

How to play them

Teg wins trust through attentive listening, practical favors, and specific remembered details. She asks direct questions but disguises interrogation as friendly curiosity. She is warm with strangers, protective of vulnerable people, and noticeably colder toward anyone who mocks grief or treats records as disposable.

Goal

Expose the people altering the Brindlebank road ledger and learn whether the missing travelers are dead, imprisoned, or being deliberately erased from history.

Motivation

Teg wants to prove that small witnesses matter, that ordinary lives deserve accurate remembrance, and that truth can be used to protect rather than merely punish.

Secret · GM only

Appearance

Teg looks like a gnome drawn upward by a determined hand, with nearly human proportions, long legs, narrow shoulders, and a compact but unchildlike frame. Her tan face has a broad, open smile beneath a broad nose, and her small square teeth show whenever she speaks, laughs, or bites into food. Her bright hazel eyes seem to lean toward every sound and movement at once. Chestnut hair sticks out in uneven wedges around her head, as though each thought has pulled a lock in a different direction. She stands perfectly upright even when exhausted, but moves with a forward tilt that suggests she is perpetually about to join a conversation. The unexpected thing is her stillness: when listening to music or a frightened person, she can become so motionless that people forget she is in the room until she suddenly grins.

Clothing

She wears a russet wool coat over a cream linen shirt, a moss-green skirt split for walking, thick brown stockings, and polished ankle boots. Every modest garment carries elaborate embroidery depicting roads, birds, cups, and tiny listening ears. Her cuffs are repaired with contrasting thread, making the mending look intentional.

Body language

Teg takes up more conversational space than her height suggests. She leans toward whoever is speaking, plants both feet firmly, and gestures with her whole forearm. When embarrassed, she folds her hands behind her back and smiles too broadly, exposing her square little teeth.

Height
3 feet 8 inches
Build
Compact, long-limbed, and sturdy through the hips and calves, with a humanlike silhouette softened by gnomish hands and an unusually broad expressive jaw.
Eyes
Bright hazel with amber flecks
Hair
Chestnut brown
Skin
Warm tan with a sun-browned nose and cheeks
Age
Twenty-three years old
Gender
Female
Size
Small

Distinguishing features

A broad, square-toothed smile that appears whenever she is nervous, not merely when she is happy.
Chestnut hair that projects in every direction in stiff, springy tufts.
Long, humanlike legs and an upright posture unusual among her gnomish relatives.
Embroidery on every garment depicts roads, witnesses, or listening creatures.
She holds eye contact with unusual intensity while chewing, as if eating were part of the conversation.

Personality

17 traits and drives

Teg is exuberant, nosy, and startlingly perceptive. She offers strangers food before asking their names, but becomes guarded and exacting with people she loves because their disappointment matters more to her. In a crowd she performs confidence, filling silences with songs and questions. Alone, she rereads old records until dawn and worries that memory is only another kind of storytelling. She is generous with time but possessive of information, especially when she believes someone has not earned the right to know it.

Alignment
Chaotic Good

Quirks

She taps the nearest wooden surface three times before saying a person's name.
She eats apples from the core outward, leaving a neat little wooden-looking stem.
She pauses in doorways to listen for the building's creaks before entering.
She gives every borrowed object a temporary name and expects it to be returned by that name.
When thinking hard, she silently mouths the rhythm of a song no one else can hear.

Habits

She asks questions with infectious enthusiasm, then becomes unexpectedly quiet when someone mentions a lost relative.
She performs small acts of practical kindness while pretending they are merely efficient.
When frightened, she becomes more formal and polite rather than visibly panicked.
She remembers names after hearing them once, but deliberately forgets insults.
She becomes competitive around anyone who claims not to care about stories.

Traits · 5

She treats every stranger as a story that has not yet introduced itself.
She is delighted by competence, especially when it appears in someone who lacks confidence.
She responds to grief with useful labor before attempting comfort.
She can be socially fearless and privately terrified at the same time.
She values accurate names more than impressive titles.

Flaws · 4

She treats private information as a public resource if she believes it might prevent harm.
She smiles when ashamed, which can make sincere apologies seem mocking.
She cannot resist correcting an inaccurate story, even during moments of danger.
She assumes curiosity is morally superior to caution.

Fears · 4

That Maud's death was caused by a lie Teg repeated.
Being remembered only as a cheerful nuisance rather than someone who helped.
Discovering that the ledger was altered by someone she loves.
Deep water and the sound of wood breaking under strain.

Wants and needs · 4

She wants the altered ledger explained and the vanished travelers found.
She needs to accept that preserving memory does not require controlling every version of the past.
She wants Orven Pell to forgive her for surviving.
She needs trusted companions who will challenge her curiosity before it becomes recklessness.

Combat

AC 13 · HP 9 · 25 feet

Teg avoids being surrounded and begins combat by creating distance, using Dissonant Whispers or Vicious Mockery to disrupt the most dangerous foe. She uses Bardic Inspiration on allies who appear frightened or uncertain, then retreats behind sturdier companions. If cornered, she fights with her walking stick but prioritizes escape and protecting bystanders over victory.

Teg

Small humanoid (forest gnome), chaotic good
Armor Class13
Hit Points9
Speed25 feet
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharisma
SkillsHistoryInvestigationPersuasionPerformanceInsightPerception
SensesDarkvision 60 feet; passive Perception 10
Languages
Common,
Gnomish
Gnome Cunning. Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist. Knows the Minor Illusion cantrip.
Speak with Small Beasts. Can communicate simple ideas with Small or smaller beasts.
Bardic Inspiration. As a bonus action, grants one creature within 60 feet a d6 inspiration die usable on an ability check, attack roll, or saving throw.
Jack of All Trades. Adds half her proficiency bonus to ability checks without proficiency.

Spells

Vicious Mockery (cantrip, enchantment). One creature within 60 feet that can hear Teg makes a Wisdom saving throw. On a failure, it takes psychic damage and has disadvantage on its next attack roll before the end of its next turn.
Minor Illusion (cantrip, illusion). Teg creates a minor sound or image within 30 feet that lasts for up to 1 minute.
Guidance (cantrip, divination). A willing creature Teg touches gains a d4 bonus to its next ability check before the spell ends.
Dissonant Whispers (level 1, enchantment). One creature Teg can see within 60 feet must make a Wisdom saving throw. On a failure, it takes psychic damage and immediately uses its reaction to move as far as its speed allows away from Teg.
Faerie Fire (level 1, evocation). Teg creates a 20-foot-radius sphere of magical music centered on a point within 60 feet. Allies of her choice gain advantage on saving throws against being frightened while within the sphere.
Heroism (level 1, enchantment). Teg touches a willing creature and grants it advantage on Wisdom saving throws against being frightened for up to 1 hour.
Charm Person (level 1, enchantment). Teg whispers a phrase that influences one creature she can see within 30 feet. The target must make a Wisdom saving throw or become charmed for 1 hour, ending early if Teg or her allies harm it.

Actions

Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Vicious Mockery. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 5 () psychic damage.
Cutting Remark. One creature within 60 feet that can hear Teg 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.
Bardic Inspiration. Teg plays a brisk, impossible-to-ignore phrase on her reed whistle. One creature within 60 feet that can hear her gains a d6 Bardic Inspiration die for 10 minutes.

Reactions

Bardic Inspiration. When a creature she can see within 30 feet makes an attack roll or saving throw, Teg adds to the roll if that creature has Bardic Inspiration from her.

Services they sell

Can identify reliable roads, inns, ferries, and local officials.
Can carry messages through settlements using songs and coded phrases.
Can mediate minor disputes by gathering testimony from all sides.
Can perform lively music, tell regional stories, and draw a crowd.
Can compare written records against oral accounts to detect inconsistencies.

Rewards they can give

A reliable introduction to the Wayfarers' Registry
A hand-copied map showing safe roads, hidden wells, and trustworthy inns
A favor from the children of Brindlebank, who notice everything adults overlook
Access to testimony from travelers who refuse to speak with officials

Equipment

  • Brass-Capped Walking Stick (weapon)A stout ash walking stick capped with a brass ring, useful as both a cane and a club.
  • Three-Tone Reed Whistle (musical instrument)A small reed whistle with three tones, used for signaling allies and beginning songs.
  • The Red Ledger (adventuring gear)A weatherproof book filled with names, rumors, road conditions, and carefully coded discrepancies.
  • Leather Armor (armor)Soft leather armor hidden beneath her embroidered coat.
  • Travel Pouch (adventuring gear)A belt pouch containing 12 gp, chalk, thread, dried apple slices, and sealing wax.

Possessions

The Red Ledger
Maud's hidden earring
A pouch of trail rations
A collection of colored threads used to mark disputed roads
A wooden token from Brindlebank's old toll gate

Background

Teg was born in Brindlebank, a gnome settlement built around an old human toll road. Her family made a living recording travelers' names, debts, births, marriages, and last words. Teg disliked machines and never developed the patience for delicate mechanisms. Instead, she became fascinated by the stories hidden inside ordinary records. At fifteen, she began accompanying her aunt Maud on walking circuits between villages, singing announcements and memorizing local disputes. During a winter flood, a bridge collapsed while Teg and Maud were guiding a group of children across it. Teg survived by clinging to a willow root and singing loudly enough for rescuers to find her. Maud did not survive. The experience changed Teg from a cheerful collector of stories into someone who believes that being remembered is a form of rescue. She now travels as a singer, witness, and informal mediator, carrying news between communities that distrust one another. Her current problem is that several entries in her family's old ledger have been altered, and the changes implicate respected leaders in the disappearance of travelers along the toll road.

Role in the story

Teg can serve as an eager guide, unreliable-looking but accurate informant, or reluctant witness to a conspiracy involving altered records and vanished travelers. She may become the party's social contact on the road, though her investigation can draw dangerous attention toward them.

“Her family made a living recording travelers' names, debts, births, marriages, and last words.”
From their background
Faction
The Wayfarers' Registry of Brindlebank, though her investigation into its falsified records has made her an unofficial dissident.

Known connections

Maud's widower, Orven Pell, who blames Teg for persuading Maud to cross the flooded bridge.
The children of Brindlebank, who still call her Aunt Teg and wait for her return each spring.
Sergeant Hobb Vale, a human road warden who secretly helps her compare official records against travelers' stories.
The innkeeper Sella Durr, Teg's closest friend and occasional rival in the business of collecting gossip.
Major secret · GM only
Minor secrets · GM only

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