Othmar "Klaus"
Othmar "Klaus"
At the table
Voice
His voice has a dry, slightly nasal edge, shaped by cold outdoor air and the habit of speaking while moving. He articulates carefully when negotiating and runs words together when inventing an excuse. Under pressure, each breath catches at the start of a phrase; he does not lower his voice when angry.
He speaks German with a Bavarian regional lilt and uses clipped, practical English when needed. He puts stress on unexpected words when nervous, as if revising the sentence while speaking. His breathing is normally quick but controlled; when rattled, sharp sniffs interrupt his phrases and he must force himself to finish them.
Speech patterns
How to play them
Offer a specific exchange, such as a watched entrance or a route through the Dreaming, rather than asking for trust. He responds well to clear boundaries. If accused, ask him what evidence is wanted; do not mistake his quick agreement for a confession.
Goal
Secure a place in or near the Lodge where the three Wolpertingers can stay without Joanna having to lie for them.
Motivation
To stay sheltered without becoming a burden, and to make the Lodge's freehold feel less hostile to the other two Wolpertingers.
Appearance
In his Fae mien, Klaus is compact and quick-moving, with a pair of dark, branching antlers and long rabbit-like ears rising where his human ears would be. The antlers have a dry, ridged texture like old horn; their tips bear pale rub marks from his habit of ducking too late beneath beams. His russet hair is combed into a sharp side part and kept so meticulously that even his fringe seems measured. When unsettled, his breath catches in short, audible sniffs and his ears turn toward every nearby sound before he does. The grooming is unexpectedly exact for a freeloader who sleeps in hidden corners. He leaves the impression of a man listening for a door that has not yet opened.
Clothing
Contemporary 2026 southern German street clothes: a clean charcoal softshell jacket, fine-knit pullover, dark tapered trousers, and practical walking shoes. His clothes are ordinary and weather-ready, chosen to pass unnoticed; the jacket's hood is cut to sit awkwardly around his Fae antlers.
Body language
His ears swivel independently toward sounds, then settle when he catches himself being watched. He stands angled toward the nearest exit, fingers grooming his cuffs or smoothing his part. When rattled, he sniffs sharply, holds his breath, and then lets it out through his nose in clipped bursts.
- Height
- 173 cm in human mien; antlers make his Fae mien taller and awkward beneath low ceilings.
- Build
- Compact, wiry, and spring-legged; built for sudden turns rather than a sustained struggle.
- Eyes
- Hazel-brown
- Hair
- Russet brown
- Skin
- Fair, with a weather-reddened nose and cheeks
- Age
- Young adult; appears about twenty-four.
- Gender
- Male
- Size
- Small, approximately human-sized but compact
Distinguishing features
Personality
13 traits and drivesKlaus is alert and resourceful, yet avoids commitments until he has tested their cost. In ordinary company he is evasive and quick with excuses; when someone is in immediate danger, he becomes brisk, candid, and startlingly decisive. He wants to be treated as useful but resents being measured only by what he can provide.
- Alignment
- Seelie
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
HP 7 · Use the normal movement rules for the chosen Changeling: The Dreaming edition; no special movement rate.Avoids a fair fight. In the Dreaming, he uses cover, tight passages, and misdirection to break contact. If trapped, he makes one antler charge to create room, then runs. He will not knowingly endanger Joanna to save himself.
Othmar "Klaus"
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Softshell jacket (clothing)A practical hooded outer layer that can conceal his head in human mien but sits badly over his antlers in Fae mien.
- Route scraps (personal effects)A small pencil and folded scraps marked with routes, door counts, and reminders. The marks make sense only to him.
- Mobile phone (tool)A phone with a cracked screen protector, used for maps and messages, not as a source of supernatural knowledge.
Possessions
Background
Othmar arrived from Bavaria by way of the Dreaming, insisting the passage had taken less time than anyone believed. At the Lodge, he adopted the name Klaus and a human appearance, hoping both would help him pass without notice. The freehold was wary of him, Marine, and Adriene from the start. Klaus responded by quietly learning its boundaries: noting pencil marks at concealed turns, watching which doors carried a draft, and memorizing approaches that others overlooked. Joanna, a pooka among the Lodge staff, repeatedly helped the three Gallain evade unwelcome attention. When visitors or staff drew near, she sometimes hid them in the freehold’s Dreaming. Klaus once treated one of those refuges as a dependable escape and led Marine into a pocket with no way through. They survived the mistake, but Marine has since checked his routes rather than trusting his word alone. The Lodge has put up with them for now, though its welcome is wearing thin. Klaus has nowhere dependable to stay outside its bounds, so he searches for tasks he can do and offers assistance before anyone has to ask what he wants in return. He dislikes admitting how much he relies on Joanna, and grows prickly when people value him only for his usefulness. He will bargain and hedge when the stakes are unclear, but when someone faces immediate danger, his caution gives way to quick, plain decisions.
Role in the story
A wary hidden resident who can guide characters through the Lodge's Dreaming, but whose routes and loyalties require verification. His concealed mistake can complicate efforts to protect the other invaders.
“At the Lodge, he adopted the name Klaus and a human appearance, hoping both would help him pass without notice.”
- Faction
- Seelie; one of three Wolpertinger Gallain treated as invaders by the Lodge's freehold.
Known connections
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