Kerrel

d10 d6
d12 d10

Physical
Height: 16 hands
Dash: 6 paces
Lift bonus: 4

Size: 10 stone
Stride: 1½ paces
Strength: d10
Gifts: Claws (Racial), Howl (Racial), Teeth (Racial), Keen Ears, Luck, Nobility: Noble Blood, Sure-Footed
Flaws: Superstitious, Duty
TODO: Self-improvement: -

Equipment
Expensive but not ridiculously ornamental clothes
4 Aureals, 120 denarii

Hit Points
Race: Wolf   Habitat: Forest   Senses: Listen,Smell
d6Career: Diplomat
 d10 
    
     Skills
d6    Hiking
d6    Tactics
d6    Tracking
 d10   Bribery
 d10  d4Diplomacy
 d10   Fast-Talk
 d10  d4Psychology
    d8Literacy
    d10Lore: Heraldry
    d12Lore: Law
    d12,d6Accounting
    d10Acting
    d6Area Knowledge
    d10Ciphering
    d4Carousing
    d6Forgery
    d6Geography
    d8Haggling
    d10Observation
    d8Sword
    d6Fencing
    d10Etiquette
Combat

Weapon (A): Claws/Teeth
To-hit: d12,2d10,2d6
Parry: d12,2d10,2d6
Damage: 
Special: +d6 / Grappling

Initiative: d12,d6
Resolve: d10
Armour: 
Dice & Soak: d10 Block: d6
Dodge: d6

Volrath diplomat in search of what happened to The Circus.

Sometimes, you have to go to great lengths to achieve your goals. Sometimes, you have to go through hell and high water. Sometimes, you have to suffer the death of family and friends.

Sometimes, you have to go to the Circus.

Kerrel has been working in the higher echelons of the Volrath for a long time, now, but he has never had such a strange mission before. It turns out that the Circus, a band of spies educated by the Volrath, has been taken over by some secret organization or other. Of course, someone needed to investigate this, and of course the only wolf deemed "reliable enough" for this, and who had enough knowledge about things was - right - Kerrel.

So, while all the important things are going on in Bisclavret and Volrath domains, Kerrel has to flit all over Calabria, chasing rumours and spurious traces of a Circus that for all that Kerrel knows might have gone to another dimension. No, Kerrel is not happy about this, but he doesn't give up. Slowly, methodically, he works his way towards the goal.

Who knows what'll happen when he finally catches up with the Circus and Zambiro. One thing is certain. There's not going to be a tearful reunion in the normal sense of the word.

Personality

Kerrel, while being a highly sophisticated and civilized wolf, normally presents a rather dour facade, stern but efficient. He's extremely good with every matter legal, and he would probably have made his career as a lawyer or judge, hadn't his ambitions and upbringing focused him on the constant Volrath political turmoil instead.

However, when faced with matters diplomatic, Kerrel can be quite charming in an exquisitely complex but formal way. He adheres to the conventions (of which he knows at least all) and thus aggravating no-one, but he gets the job done and his connections firmly tied. When he wraps up a negotiation, you always have to fight down the urge to stand up and shout "Jawohl, Herr Überwolf!".

If you fail your roll and actually do, Kerrel will look at you thoughtfully for a moment and then thank you for the compliment.