Grog 30 : Wolfram/Winfrida, the jeweler
Age: 25
Story:
Wolfram/Winfrida are covenfolk, through and through. They can trace their lineage (more or less directly) to the first Covenfolk of Dunremar. They grew up in a Covenant near Schwaebisches Gmund and were sent to town to be apprenticed there to a jewelsmith. Coming back aged twenty, they have worked ever since as an assistant to a Verditius mage, taking great interest in the new technological and magical development that the house performs. Little known to those outside the Covenant, their specialty is building jewelry with secret compartments, whether rings containing poisoned powders or a secret blade.
They take great pride in their connections to the Order and to their Covenant, somehow whener an ill is about to befall it, he gets a feeling for it. His fellow Covenfolk know to follow his intuitions, whether to avoid going on a hunt on a certain day, to to stay away from travellers the next.
Appearance:
Wolfram/Winfrida are rotundund. Only travelling between the laboratory, their workshop, the kitchen and the bed, they have hardly left the Covenant since their return from Schwaebisches Gmund, several years ago. They keep their darkish hair at shoulder length with a fringe coming down to their eyebrows. They are dressed like craftspeople, wearing most days a tough leather apron and carrying a few of the tools of their trade on them. They meticulously collect any metal dust from their clothes using a rabbits paw before leaving their workplace.
Why are they in the covenant?
Wolfram/Winfrida are Covenfolk, considering themselves proud members of the Order of Hermes. Having experienced the disorienting world outside of the walls of the Covenant, they prefer to stay surrounded by their kin and those who understand their calling. They have a fondness for House Veriditius, who they consider fellow crafts(wo)men.
For a summer-winter Covenant, they would have been part of the Covenant for generations, possibly all the way back to its inception, and would see the new Magi as interlopers in a stable place.
For a Spring Covenant, they might be "gifted" by their former Covenant, or maybe after the death/Twilight of their Veriditius, they would want find it painful to keep working in their old place, volunteering for helping found a new Covenant, channeling the pioneer spirit of their ancestors. Or, if one of the PCs is a Verditius mage, they might want to continue progressing in their art by working with a new "master" who they would have a chance to influence (more than a stuffy and mad old Verditius).
In addition to being a fantastic craftsperson, their premonitions would give the ST the opportunity to use them as a springboard for plot, or it might even be worth bringing them in a dungeon crawl to sniff out traps or magical dangers...
Stats:
Attribute|Score
Str|0
Sta|-1
Dex|3
Qik|0
Com|0
Pre|-1
Int|0
Per|2
Virtues: Premonitions, Puissant (craft), Covenfolk
Flaws: Covenant Upbringing, Obese
Abilities:
Area Lore (Covenant) (People) 1
Awareness (Searching) 4
Bargain (Hard sell) 4
Brawl (Knife) 2
Craft: Jewelry (Secret compartments) 5 (+2 puissant)
Folk Ken (Cityfolk) 3
High German (Swabian) 5
Latin (Laboratory uses) 3
Order of Hermes Lore (House Veriditius) 3
Premonitions (Threats to Covenant) 4
Teaching (Apprentices) 2