Aruna Grath-Malor (Original Character; DEAD)

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Names: Aruna Grath-Malor; Apprentice of the Azure Parlor, servant of Jared Malorain of House Malor
Player: Erin Keenoy
Created: 7/2009
System(s): Incarna 3/5
Locations: Steel Realms
Status:
Concept: Magus

Aptitude: Occult 4 / divine 1

STR 3

VGR 7

SAN 6

RCT 4

CHA 4

INT 4

PER 4

RSN 6

APP Good

Size: 11 / 77 Health base

Desc: Looks: Ave blonde, blue eyes, right handed

Abilities

  • Magical: Mathematics 2 (+1), Mana Sense 2, Sorcery 2 (+1)
  • Linguistic: Language: Mercat 1, Language: Gladnorian 4, Literacy: Gladnorain 3 (+1), Language: Feyloise (elvish) 1
  • Misc: Survival: Urban: 2, Lore: Dunstrand 1, Lore: Occult 3 (+1), Brewing 1, Cooking 1
  • Combat: Melee 1 (familiarity: haft weighted), Evade 4, Shoot 2 (familiarity: crossbow)

Traits

Toughness 1, Toughened, Occult Familiarity: 2, Studious, Library: Spells (1), Upbringing: Urban, Library (Sorcery), tithe (50% value of all goods, lands/taxes, property/production), Provision, Phobia: Undead

Occult Powers

Mana = (apt+vit)*5=40 + 12 = 52

Occult Reservoir = 5 (hold 5 apprentice spells)

Sorcery ALU = 2+1=3

Apprentice Spells

(Current Rank = Apprentice) 1+1+1+1+2 / Cost to use = 5 mana each

  • Sudden Mist (obscures an area)
  • Locate the Weave (detect magical influences)
  • Discern Metal (attunes senses to metal)
  • Dragging Mist (encumbers those in mist)
  • Mist Spike (ALU x2 damage)
  • Pumice Shield (ALU x5 in armor resilience for target)

Faith Powers

Equipment

Basic clothes (2 sets), boots, day pack, knife, bowl, cup, blanket, 3 torches, 10m of cord, 2 belts, 2 small sacks, wine skin w/watered wine, 1 week worth of fresh rations

Pack with azure robe of the order, writing kit, spell library, boots, 2 belts, bedroll, cooking kit

Given by the Earl of Bar-Innis: 1 mule w/saddle bags, small tent, 2 sets good clothes, shoes, dagger

  • Mule with saddle bags

Holy Symbol:

Weapons

  • light walking stick (2 AM, 4 damage; half is fatigue), dagger (unfamiliar to using – 2 AM, 4 damage)

Armor

Codes

Gallants – swore the oath of Brave Companions, but betrayed it for power… sought to sacrifice Hap’s Ward – Melanie. Was killed by Farold Oshman.

History

Aruna is the neice of one of the scions of House Malor – the Grath Malor family occasionally finds one of its members with aptitude for the occult and pledges to House Malor to keep taxes lower.
Aruna was one such pledge.

Background

Aruna is the beloved third daughter of Eirick and Sephrina Grath-Malor. Eirik is the half-brother of Thadeus Malor, of House Malor in Dunstrand City. Aruna spent her early years in the large heartland capital of Dunstrand City. She grew fluent in multiple languages and proved to be an avid reader. Her father gave up the post of a wealthy merchant’s accountant to go to work for his half-brother’s interest in helping to run the finances of House Malor – the noble magus house of Dunstrand. The family moved to the city of Rynel in county Faer, on the shores of the azure Lake Bylue. Her father traveled the area and became very distant to his daughters. Her sisters were soon married off, leaving her alone most of the time. Returning home from a long trip, Eirick decided to take his daughter on a trip to the Azure Parlor – a large temple like structure which is home to the Shrine of Ezrilus (goddess of the moon, passion, and magic) and House Malor in Rynel. There she meet Herrin ‘The Opener’, while waiting for her father’s business to complete. Herrin was an initiate of Ezrilus and a novice in the ranks of House Malor. Something in the meeting triggered something deep in Aruna, for she began to read and study the history of magic. She soon became obsessed with it, and her father sought out Herrin for advice.
Herrin agreed to take her on as an apprentice, though she was a bit older than most. She proved quite adept and soon became the favored apprentice in a house of 3 others. She met Alden Delon through her master as well, who rescued him from the clutches of the authorities after a bungled attempt to burgle a church of Ikribu. Through the correspondence her master shared with her and the others, she got to hear of the grave dealings going on, far beyond the city of Rynel. The war in the north, Alden’s travels and combats and victories and suspicions regarding the cult of Malek.

Aruna proved a quiet study and apt pupil. Herrin began to travel with her, into the hills, seeking out rare herbs and materials for his alchemical studies. She spent many a long night stirring, grinding and sifting; monitoring distilling processes and vats of unknown concoctions. She learns to shoot a crossbow under some sort of mystical cover provided by Herrin, sitting motionlessly for hours until small game passed by. Once she even participated with the other apprentices in an experiment wherein Herrin tried to ‘open’ the door between life and death. The resultant near deaths of her friends and master from animated corpses running amok gave her nightmares for a year. She spent days trapped in a closet, with the constant pounding of a restless dead on the door. All appeared to be going well, Aruna expected to be raised from apprentice to novice any day. However, one night her master came to her with dark plans. He and the other apprentices were planning to raid the treasury of the Azure Parlor, and take with them documents and secrets of House Malor. The allure of the money and of the love of her master enticed her so that even she agreed – it was later that she discovered he had slowly enamored all of his apprentices through enchantment.
In the middle of their endeavor, she has a vision of a shinning light, a light that speaks to her inner sense of justice and breaks the chains shackling her mind. She alerts the guards and a battle ensues.
Many guards are burned in a hail of cold fire from Herrin. He manages to open the vaults and almost makes off with lifetimes of accumulated knowledge before he is finally brought down and subdued. Two of the apprentices die and several guards are horribly scarred for life. Herrin is tried and found guilty, though Aruna is absolved of her part in consideration of the warning she gave and her lack of participation in the fighting. Alden returns and argues for his master, who has convinced him he was under some sort of influence from Malek. Together they escape and this time guards and innocents are killed. Aruna hears later that Alden and Herrin split ways after some arguments. Herrin, once her master and now her shame, flees to unknown places while Alden attempts to find employment in the court of Count Badgericus of East River Run. It is said later that he was assassinated by cultists of Malek, trying to unearth their plots in the employ of the Count.

Alone, with the nearly empty walls of the house of Herrin – cleaned out by the authorities of the law and House Malor, she waited months. During this time she visit the church of the Lightbringers several times in Rynel. She is drawn to the power of Balthazaar – god of Justice. His dark flame may be the one that broke her chains of treachery. She even donates a few of the last goods of her masters not taken to the church. While not enough time to formally take her place as one of the faithful, she is given a pewter scales of justice – Balthazaar’s symbol. She ties it to a cord and wears it as a necklace under her shirt. Eventually, she is visited by House Mistress Wyglan, of some relation to the noble family of Faer. As only one of the three House Masters of Malor, it was an incredible honor. Wyglan stays and questions her herself and pronounces her completely free of any taint or charm and Aruna is invited to rejoin House Malor with full honor. She offers her the position of Servile Apprentice of Sir Jared Malorain, Hall Master of the Azure Parlor. As servile apprentice, she must willingly bind herself to her new master. She will be sent to work for the interests of the House, the Hall, and the Duke. The servile bond will allow her master to sense her position and state with the right spells. Wyglan confirms the ultimate fate of Alden and hints that is desired that she take his place with the banner men of Bar-Innis.
She also hints that her former master may have been working in the interest of the Guild of Solars…
but says nothing definite. She takes her leave, letting Aruna and Jared discuss the matter further.
Jared explains that the goals of these men are the goals of the house and the Duke. This band of sometimes-heroes and trouble-makers has been central to the events happening in Dusntrand for years. The House has not watched them enough… and their last candidate that they hoped would be their eyes and ears was first duped by an enemy of theirs, his loyalties to her overriding any to the House, and then in seeking to build his rod of office, he was killed. Morgent Vanjilis was his name, he was one of them, grew up with them, and knew each of them intimately. His death was a grave set back to the House having control or at least knowledge of the events surrounding them. House Malor will find a way to get introductions, and even a reason to interview and assess each of the living members of the one time ‘Band of Crows’ and ‘Brave Companions’ (as they call themselves now). But, Jared says that you must find a way to get into their good graces, to prove you can stand with them and to be a part of their band. There are many portents and signs, and these figures are at the heart of all of them. Not even the most powerful of the house has been able to see everything, but many powers are stirring in the heartlands, and all eyes are turned to the remote reaches of Dusntrand…

Jared pairs her with one of the other hall’s apprentices from the Mageguard, Barrol from the Merchant Cities, he teaches her tirelessly for 2 weeks on the finer points of keeping out of harms way. He leaves her with these words: ‘You will find many times that your magical powers are not enough – best to stay out of harms striking distance, but when you cannot… dodge, dodge, dodge.’. Jared presents her with a walking stick, a pack and bedroll and her papers of introduction. ‘These will get you an audience with the Earl of Bar-Innis; use it wisely – study him and his minions, ask all that you can without seeming to pry, learn all that you can. Find where the Brave Companions are staying and seek them out in the name of the Duke. These papers will also see that once you find them, they must obey their oaths to Earl and Duke alike and give you an audience. Find a way to stay with them, to follow them, and report back as often as you can. Return home, to your family, but always remember your duty to the House and the Duke.

In the past, they have been open to those doing them honor and seeking to join them, but their trust is broken and spirits low – it may be difficult for them to trust you, but you must make them… for the safety of the Duchy may be in your hands. Go now, say goodbye to your friends in the Azure Parlor.’ Aruna says good bye to her friends and master. Her master says to seek companions on the long road – beware highwaymen, brigands, bandits, and even dark-spawn – make no campfires at night while alone.