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Pieter Goldwater

Aureate gnome, High-blooded (custom heritage; gnome altered by ancestral gold-dragon blood) · Fighter 5 (custom adolescent dragon-blood features) · Level 5

Pieter Goldwater

Apprentice metalworker and ship-fittings craftsperson
“They mean well,”
AC16
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a slight rasp at the edges, as if it has spent years competing with metalwork and sea wind. He draws a brief breath through his nose before answering questions that feel intrusive, a habit learned during the long, aching months of his Turning when every answer seemed to invite another examination. His laugh is sudden and rough, more like a pleased bark than a polished chuckle.

Pieter speaks plainly and quickly, with the clipped precision of someone accustomed to being heard over hammers and shop noise. He favors practical comparisons and dry, literal jokes. When challenged, he does not soften his words to soothe the other person; he asks direct questions and expects direct answers. When talking to family, his sentences acquire more qualifications and small pauses, as if he is trying to protect affection from the force of his argument.

Speech patterns

He answers questions about his wings plainly, then asks the questioner what they were hoping he would say.
When discussing craft, he uses concrete comparisons: a joint, a hinge, a tool under strain.
He cuts off pity with dry jokes, but listens closely if someone asks a sincere question.
When discussing family, he speaks in careful qualifications and often says, "They mean well," before admitting what hurt him.
He uses short, decisive sentences when setting a boundary, especially about cures or concealment.

How to play them

Treat Pieter as a young adult with agency, not as a medical puzzle or a child. He responds well to direct questions, practical help, and people who respect his family's livelihood without demanding that he hide himself. Do not presume he wants a cure. If characters offer help, he will ask what it costs and who gets to decide what happens next.

Goal

Keep his wings and tail openly, discover what his inherited dragon blood means, and help his family's workshop survive without letting anyone make his body a secret to manage.

Motivation

Pieter wants ownership of his own body and future, but he also wants to remain part of the family that raised him. He is driven by curiosity about the old draconic inheritance and by a stubborn desire to prove that being visibly different need not make the Goldwaters a spectacle or a failure.

Secret · GM only

Appearance

Pieter is a tall, long-limbed Aureate gnome whose adolescent growth seems to have stretched him into a silhouette made for a much larger room. Fine, overlapping gold scales begin at his temples and collarbones, then disappear beneath warm ivory skin like hammered foil laid under translucent glaze. His wings are broad enough to catch the eye but too short and sparsely muscled to lift him; when folded, they lie close along his back, the gold-brown membranes veined like old stained glass. His tail, thick at the base and tapering to a blunt spade, sways behind him when he is thinking and knocks against doorframes when he forgets to turn sideways. He moves with a careful, balanced tread, as if every floor might be a ship deck. A small brass toy windmill hangs from his belt, its paint worn away on one blade where his thumb rubs it whenever someone discusses his future. He leaves the impression of a workshop apprentice who has stepped out of a dragon's shadow and decided not to apologize for the space he occupies.

Clothing

Sturdy Dutch-inspired work clothes: a linen shirt, a close-cut wool waistcoat altered with a split back for his wings, broad belt, knee-length breeches, thick stockings, and scuffed clogs for the shop. He wears a short oilskin jacket in bad weather, cut to leave room for his tail. Brass buttons and careful stitching show the family craft without looking ceremonial.

Body language

Pieter stands as if balancing on a deck in rough water: knees loose, shoulders relaxed, weight ready to shift. His tail gives away thoughts he tries to keep private, sweeping behind him when he is excited and curling close to his leg when he feels cornered. He opens his wings when asserting a boundary, not to threaten but to refuse being made smaller. His thumb repeatedly rubs the paint-worn blade of the brass windmill at his belt.

Height
6 ft. 4 in.
Build
Tall, lean, and strongly muscled through the shoulders and back, with a long-limbed, predatory stillness softened by an apprentice's practical strength.
Eyes
Bright amber with narrow, dark pupils that catch gold in strong light.
Hair
Pale wheat-gold, thick and usually tied back with a strip of work cloth.
Skin
Warm golden ivory, with fine metallic gold scales blending into the skin along his temples, collarbones, shoulders, and upper back.
Age
18; a young adult by Aureate gnome standards, though his body has only recently completed its painful Turning.
Gender
Male
Size
Medium

Distinguishing features

Broad gold-brown wings with delicate, stained-glass-like veins; they are too small to support flight.
A long, expressive tail with a blunt spade tip that taps against nearby furniture when he forgets its reach.
Fine gold scales blending into his skin along his temples, collarbones, and the ridges of his shoulders.
A small brass toy windmill on his belt, with its paint worn away on one blade from constant thumb-rubbing.
Slightly pointed teeth that catch the light when he grins.

Personality

17 traits and drives

Pieter is both openly defiant and deeply attentive to the people whose approval he claims not to need. In public, especially when someone stares or whispers, he plants his feet, spreads his wings just enough to claim space, and answers with crisp humor. In the family workshop, that certainty loosens: he watches his parents for signs of worry and offers to take on extra work before anyone can ask. Around Anji, he accepts blunt criticism and can laugh at himself. Around Nils, he turns protective and generous, sometimes so much that he misses the boy's resentment. He is curious about the mechanics of his own body, but hates being handled or discussed as if he were a specimen. He will ask a healer detailed questions about risks and evidence, then bristle if the healer talks over him. He takes pride in being useful and has the patience to repair a delicate fitting, yet impatience flashes when people assume that calm means consent. He can be warm, funny, and surprisingly considerate, especially toward anyone being singled out; he can also be stubborn enough to turn a small disagreement into a test of whether people respect him. When tired or hurting, Pieter grows quieter in the sense that he uses fewer words, not because he is trying to sound polite. His humor becomes dry and literal. When excited, his tail moves before he notices, and he talks with his hands. When frightened, he starts doing practical tasks: checking straps, measuring doorways, cleaning a tool that is already clean. He is not fearless. He is a young man learning that courage can mean asking for help before pain becomes a crisis, and that accepting care does not require surrendering his choices.

Alignment
Chaotic good

Quirks

He rubs the worn blade of his brass windmill whenever someone talks about his future.
He checks the height of a doorway with a quick glance before walking through, even when it is obviously tall enough.
He counts out loud under his breath while fitting hinges, but skips every seventh number because he says seven is "a crooked measure."
He turns his tail toward a cold stove or sunlit wall and only notices after someone points it out.
He keeps tiny metal offcuts in his pockets, sorted by shape, and becomes mildly offended if someone calls them scraps.

Habits

When a customer stares at his wings, Pieter keeps working and lets the silence become awkward for them instead of himself.
He volunteers for heavy or awkward workshop jobs, partly because he is good at them and partly because he wants his body treated as useful rather than alarming.
After an argument with his parents, he often returns to the shop and quietly repairs something that was not broken.
He checks doorways and ceilings before entering unfamiliar buildings, then pretends he was only looking at the joinery.
He becomes more openly funny around Nils and Anji, but watches their faces carefully when talk turns to the family business.

Traits · 4

He refuses to make himself smaller for strangers, but still studies his parents' faces to see whether they are proud or worried.
He is genuinely curious about his body and heritage, yet resents anyone who treats that curiosity as permission to examine him.
He is patient with delicate craftwork and impatient with euphemisms.
He jokes when he feels watched, then becomes earnest when someone asks a question without staring.

Flaws · 4

He mistakes refusal to yield for proof that he is being brave, even when compromise would help.
He hides pain from his family until it becomes impossible to ignore.
He is quick to assume that medical concern is a disguise for control.
He tries to solve family tensions by making himself useful instead of asking directly for reassurance.

Fears · 4

That his family will decide concealment is worth more than his trust.
That his body will keep changing in painful or dangerous ways.
That people will treat him as a specimen, a weapon, or a public curiosity rather than a person.
That standing up for himself will cost his family the workshop's most important contracts.

Wants and needs · 5

To make his own choices about his body and any medical care.
A comfortable bed and clothing that fit his wings and tail.
His parents' trust without having to hide his changes.
A way to protect the family's workshop from prejudice and lost contracts.
Reliable information about whether his transformation will continue.

Combat

AC 16 · HP 44 · 30 ft.

Pieter stays near cover and uses his hammer to control space, relying on Strength and disciplined footwork rather than flashy attacks. He uses his crossbow against distant threats, then closes in when an ally is pressured. He saves his fire breath for clustered enemies or a moment when a clear warning has failed. He is protective rather than bloodthirsty and will disengage to help an injured companion. His wings cannot carry him in flight.

Pieter Goldwater

Medium humanoid (aureate gnome, high-blooded (custom heritage; gnome altered by ancestral gold-dragon blood)), chaotic good
Armor Class16
Hit Points44
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsAcrobaticsInvestigationSmith's tools
SensesPassive Perception 10
Languages
Common,
Gnomish,
Draconic
High-blooded Aureate gnome. a homebrew heritage, not a separate rules-as-written D&D 5E ancestry. Pieter is a gnome altered by ancestral golden-dragon blood.
Turning. Pieter's adolescent transformation brought scales, wings, a tail, aches, and volatile appetite. This is a descriptive custom trait, not a mechanical condition.
Vestigial Gold Wings (custom): Pieter's wings cannot provide flight. They can flare for balance and display, and help him slow a fall. When he falls and is not incapacitated, he can use his reaction to reduce falling damage by 10.
Goldscale Resistance (custom): Pieter has resistance to fire damage. This is an inherited trait specific to this NPC, not a standard Aureate gnome feature.
Dragonborn Breath (custom): Once per short or long rest, Pieter exhales fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a success.
Second Wind. As a bonus action, Pieter regains hit points once per short or long rest.
Action Surge. On his turn, Pieter can take one additional action once per short or long rest.

Actions

Multiattack. Pieter makes two attacks with his smith's hammer or hand crossbow.
Smith's Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage, or 9 () if wielded with two hands. His hammer is a smith's tool adapted for defense, not a magical weapon.
Hand Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 6 () piercing damage.
Gold Dragon Breath (Custom). Once per short or long rest, Pieter exhales fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 10 () fire damage on a failed save, or half as much on a success. This is a custom ability, not a standard gold dragonborn feature.

Reactions

Flare to Catch. When Pieter falls and is not incapacitated, he flares his vestigial wings and reduces the falling damage he takes by 10. The wings do not grant flight.

Services they sell

Can repair or assess common metal fittings, hinges, buckles, and simple mechanisms.
Can help characters find a safe introduction to the Goldwater workshop or local shipwrights.
May share what he learns about Aureate Turning and local attitudes, while making clear that he is not a healer.

Rewards they can give

A custom-fitted work jacket or simple repair made by Pieter.
Practical advice about ship fittings, metalwork, or navigating Saffron Quay's workshops.
His trust, if the characters respect his choices and help him investigate his heritage without treating him as an object.

Equipment

  • Smith's hammer (weapon)A heavy, well-balanced smith's hammer with a leather-wrapped grip, used for work and defense.
  • Hand crossbow and 20 bolts (weapon)A compact hand crossbow carried in a fitted side holster, with a small bundle of bolts.
  • Wing-split work jacket (armor)A fitted leather-and-wool work jacket, reinforced at the shoulders and altered for his wings and tail.
  • Brass windmill (keepsake)A small brass toy windmill gifted by Nils. The paint is worn off one blade where Pieter rubs it with his thumb.
  • Workshop tools (tools)A pouch of measuring wire, chalk, pliers, and small files for precision repair work.

Possessions

Brass toy windmill from Nils, worn smooth on one blade.
Smith's hammer and workshop tools.
Hand crossbow and 20 bolts.
A small notebook of sketches recording how his wings and tail move.
A concealed copy of Veyra's notes about a previous winged High-blooded Aureate.

Background

Pieter Goldwater was born in a house that smelled of hot brass, rye bread, and the rainwater caught in the workshop gutters. The Goldwaters are prominent craftsmen in the harbor town of Saffron Quay, known for making precision fittings, ship lanterns, and the sort of hinges that outlast the doors they hold. His parents, Low-blooded Aureates themselves, had grown up with the quiet pride of a family carrying a golden-dragon inheritance that usually showed itself in stature, longevity, and a few amber eyes. When Pieter arrived, they celebrated him as their first High-blooded child. They did not know how much of the old blood he had inherited, or what it might ask of his body. For the first twelve years, Pieter looked like an ordinary gnome boy. He was quick with small tools, slower with sums, and possessed of an early habit of taking apart broken things to see what they had been trying to do. His father, Hessel, taught him how to fit a hinge so it swung quietly. His mother, Sanna, taught him to listen for stress in metal before it cracked. His younger sister Anji, only a year behind him, learned to beat him at every board game by smiling as if she had already forgotten the rules. His little brother Nils followed Pieter around the shop and treasured every scrap of wire Pieter let him keep. Then came the Turning. Pieter woke one night with deep aches in his shins and shoulders, his skin fever-warm and his appetite suddenly large enough to empty the bread basket. Over the next months, his bones lengthened, his voice broke, fine scales appeared along his jaw, and a tail began to grow where his clothes had never been designed to accommodate one. His wings came last: folded buds that opened painfully across his back during a storm. The family treated the aches with hot compresses, extra meals, and old household remedies. But when wings emerged, ordinary family custom stopped being enough. Neighbors stared. A visiting healer called the growth an instability. A distant relative wrote that the family should arrange a discreet cure before the signs became a public embarrassment. Pieter remembers the night his parents first tried to discuss hiding him. He had been in the workshop, listening through the thin partition while they argued over a physician's letter. His mother wanted to know whether the procedure would hurt. His father wanted to know whether it would work. Neither had asked Pieter what he wanted. He left before they could finish, went to the roof above the smithy, and spent the night with his new wings spread awkwardly in the rain. He could not fly, but he could feel the weather differently there: every gust pressed against the membranes and made the whole town seem larger than the rooms where adults had begun to plan his life. In the morning, he told them he would not be cured, hidden, or dressed to pretend his tail was not there. He said the wings were his, and that the family had no right to call them a shame just because they had not expected them. The argument did not end. His parents love him, but love has not stopped them from worrying about customers, marriage prospects, and the way an unusual body might attract dangerous attention. Pieter, for his part, understands their fear better than he admits. He knows the household is not wealthy enough to shrug off lost contracts, and he still wants his parents to be proud of him. That knowledge makes his defiance less simple, not less real. Anji is his closest ally and most effective critic. She will stand beside him in public, then tell him afterward exactly how he managed to make a bad situation worse. She has started adapting jackets for his wings and insists each alteration be judged for usefulness, not sentiment. Nils is proud of Pieter and fascinated by the tail, but also resents how every family conversation now bends toward his brother's body. Pieter sees the resentment and tries to make room for him, sometimes clumsily. He has begun teaching Nils small repair jobs, though he is not sure whether that is kindness or a way to keep his brother close. Pieter still works in the family shop. He is good at fitting heavy parts, testing balances, and spotting a flaw before it becomes a break. He has become a capable fighter through necessity rather than ambition. The workshop's delivery routes cross alleys where strangers have begun asking whether he can breathe fire, and a recent confrontation with a drunken customer taught him that a visible difference can turn into a target quickly. Since then, Pieter has trained with a hammer and crossbow, mostly with Anji calling out his footwork and his father pretending not to watch. His present problem is both practical and personal. A well-connected physician named Veyra has offered to examine him and has hinted that a cure might be possible. Pieter suspects the offer is not disinterested: a patron of hers wants to study High-blooded Aureates whose transformations include wings. Meanwhile, a major shipwright's contract is at risk because the buyer believes the Goldwaters' workshop has become a spectacle. Pieter wants to keep the contract without letting his family turn him into a hidden liability. He also wants to learn what his wings and fire can actually do, and whether his changes are simply an inheritance or a sign of something more. The old rite that altered Aureate ancestors is a story told in fragments, not a map Pieter can follow. He has begun asking elders, sailors, and visiting scholars about it. Some answer with pride; others tell him to stop digging. He is starting to suspect that the family knows less about its dragon blood than its proud traditions claim. For now, he keeps the little brass windmill on his belt, a gift from Nils when they were children. He rubs its worn blade when people talk about what should be done to him. It reminds him that before anyone called him High-blooded, he was a boy who wanted to know how things worked.

Role in the story

A young craftsperson caught between family protection and personal autonomy. Pieter can draw the party into a conflict over medical ethics, inherited draconic traits, local prejudice, and the fragile economics of a family workshop. He may become a capable ally, but he is not a passive quest objective: he makes his own decisions and can refuse help that comes with strings.

“When Pieter arrived, they celebrated him as their first High-blooded child.”
From their background
Faction
The Goldwater family workshop in Saffron Quay; no formal political or adventuring faction.

Known connections

Hessel Goldwater, his father and a master ship-fittings craftsman, wants Pieter safe and fears public scandal will damage the family's livelihood.
Sanna Goldwater, his mother, supports Pieter's right to choose but privately seeks medical advice because she fears the Turning may continue to hurt him.
Anji Goldwater, his 17-year-old younger sister, is his bluntest ally and alters his clothes so the wings fit without being hidden.
Nils Goldwater, his 15-year-old younger brother, admires Pieter but resents how the family's attention has shifted toward him.
Veyra, a visiting physician, offers a discreet examination and possible cure; Pieter suspects she is more interested in studying him than helping him.
Major secret · GM only
Minor secrets · GM only

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