Grandmother Bloodroot, Flower-Alchemist
You may find Grandmother Bloodroot deep in the Walking Fields, two days' journey west of the schoolhouse that has a shell for a roof. Her house is a giant bell covered with rust - a diving bell, the locals'll tell you, that she sang up from the depths of the Lake.
Really, they'll tell you a lot of things like that. They'll tell you about the time a Riding came through the Walking Fields, and she stood there in her garden and spread her arms and bade them halt, so they took her truck instead of the spirits they'd come for. Or they'll tell you about finding a dead man in the fields, with his guts torn out and scattered, so she ("quite reasonably") replaced the man's guts with flowers and he worked for her for two years before leaving to make his fortune on the Lake.
Grandmother Bloodroot herself steadfastly refuses to have an opinion on these stories. She'll brew you a cup of tea and tell you that you should make up your own mind, and sit there and listen to you talk until you figure out your own view of the subject.
But if you come to her with an impossible problem, something you cannot solve? Give her something you made with your own two hands; and in exchange, she'll give you a vial of oil or powdered herbs which'll give you a fighting chance.
Grandmother Bloodroot has
Sentimental 1+ (increase if you want her to be an active player in events)
Visionary 1+ (increase if you'd rather have her be an enigmatic sponsor-figure)
Either way I'd expect her to have about as many arcs as the PCs have at the time, in total. Maybe one less.
Plant Lore and Flower Alchemy 4
Bond (2): [I need to be tending to my garden.]
a small wind-up clockwork assistant who helps her with chopping, stirring, and other such repetitive activities
a locket with pressed violets instead of portraits inside
an infinite supply of small corked vials (The infinity is completely literal.)
bunches of drying flowers and leaves hanging everywhere