Grog 14 : Judith, the wild child
Judith has been with the Covenant for just over a year. Before that, little is known of her. There were rumours floating around of a wild child living in the woods, but they had not been confirmed until recently. A party of hunters were sent into the woods one autumn, but were ambushed by wolves. The last two were rescued by a scruffy dirty teenage girl who could only communicate in moans and cries. She followed them back to the local village where she was baptised by the priest and given the name of Judith. Unable to fit in with society she returned soon after to the woods but grew less fearful of her fellow humans, until last year she was found ill and barely conscious by a Covenant member and they brought her back to be healed. During her convalescence she was taught the basic language of the Covenant. She now comes and goes sleeping sometimes in the covenant, sometimes in the woods nearby. She has a natural way around birds, both as pets or as preys. She often returns from her hunts with an armful of plucked bird carcasses which she is delighted to see roasted.
Judith is dirty and unwashed, she does not bath and stinks of forest mush. Her aubrun her is a tangled mess containing small bits of forest floor, mud leaves and more. She wears clothes only as the season dictates, some of which she has sewn together using signew and rabbit pelts, others donated by the Covenant. She seems generally unconcerned for her appearance, or manners.
She is strong, quick and tireless, with exceedingly keen eyes. In a brawl, she could challenge just about any Covenant member and win.
Why are they in the covenant?
She is a great hunter and survival expert. The Covenant is as much "civilisation" as she can tolerate and only if she is able to come and go at will. She will feel gratitude, but will not be bossed around. She has no understanding of hierarchy or decorum, making her mess in any environment other than the wild. However the wild is her element and she will be a great guide, tracker, hunter for the party. In time she could even become a Falconer.
Virtues: Improved characteristics, Keen Vision
Flaws: Feral upbringing, Social handicap
Animal Handling (Birds) 3
Area Lore (Covenant Area) (Geography) 2
Athletics (Running) 4
Awareness (Alertness) 3
Brawl (Bludgeon) 4
Covenant Language (Describing nature) 2
Hunt (Birds) 2
Stealth (Sneaking) 4
Survival (Forests) 5
Swim (Rivers) 2