Malket
Malket
At the table
Voice
A dry, breath-shaped rasp with precise consonants and deliberate pauses. It carries the practiced cadence of funeral rites and the scratch of a throat accustomed to cold forest air. When startled, her breath breaks into one sharp gasp before she regains control.
Her voice is a dry, breath-shaped rasp, as if each word has passed over old paper and forest dust. Years of speaking funeral formulas have made her consonants precise and her pauses deliberate. She does not raise her volume when angered; instead, her breath catches once, then her words come clipped and hard, with no wasted syllables.
Speech patterns
How to play them
Approach her with a practical need, a respectful question about the dead, or evidence of Juliette's movements. She responds poorly to being called a monster or treated as a helpless victim. Trust grows when someone keeps a promise, respects a burial rite, or admits fear without posturing.
Goal
Find Juliette von Zorovitch, learn how to break the vampire's curse, and return to the Morvsne only when she can do so without endangering them.
Motivation
To make amends without demanding forgiveness, and to preserve the work of caring for the dead even while the living fear her.
Appearance
Tall and long-limbed, Andoril moves with the careful, measured balance of someone accustomed to uneven forest ground and close combat. Her pale skin has a weathered, papery texture over the cheekbones, with fine red capillaries at her nose from years in cold, damp woods. Her breath is usually almost imperceptible, a thin stream that barely fogs the air; when rattled, she takes one abrupt, audible inhale and holds it until the danger passes. Large, black eyes make her gaze seem fixed even when she is listening to someone unseen. Her pointed ears are crowded with tiny bones, blunt silver rings, and teeth taken as trophies. Unexpectedly, she keeps a small, carefully mended child's mitten tucked into her belt, and handles it with more tenderness than any of her ritual tools.
Clothing
Layered charcoal wool, weather-dark leather, and a hooded mantle patched with bark-colored cloth. Bone toggles fasten the coat; the seams are reinforced for travel rather than ornament. She wears no bright ceremonial regalia, though a faded council cord remains tied around one wrist.
Body language
She stands nearly motionless, head tilted as if following a distant conversation. Her hands keep close to her ribs, where she can reach the scythe quickly. When the blood hunger stirs, her jaw works once, and her fingers curl around the bone charms at her ears.
- Height
- 6 ft. 1 in.
- Build
- Tall, wiry, and strong through the shoulders, with the lean muscle of a woodland patrol fighter.
- Eyes
- Glossy black
- Hair
- Black, threaded with silver and usually braided close to the scalp
- Skin
- Pale, weathered ivory with a faint bluish cast in cold light
- Age
- Adult, approximately 176 years old
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
13 traits and drivesAndoril is compassionate in action but wary in conversation: she will bind a stranger's wound before asking their name, yet distrusts easy affection. In danger she is decisive and frighteningly focused; after a fight she becomes careful, almost ceremonious, counting the living and the dead. She takes pride in her old office and resents the coven's exile, but believes the survivors were right to fear what she became.
- Alignment
- Neutral
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 4
Combat
AC 21 · HP 96 · 30 ft.Prefers to identify spellcasters and supernatural threats, then control the battlefield with curses, fear, and necromantic or protective magic. Uses cover and reach with her scythe rather than charging. If cornered, she fights to escape, not to prove her courage. Her coven binding makes her far less dangerous than her former reputation suggests.
Malket
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Grave-Reaper (weapon)A +1 cold iron scythe, worn smooth at the grip and etched with the names of those she has properly buried.
- Trail Crossbow (weapon)A light crossbow, a quiver of bolts, and a compact kit for repairing the weapon in the field.
- Death-Priestess's Kit (equipment)A battered healer's kit, clean linen, bone needles, and bitter antiseptic herbs.
- Casting Bones (focal tools)A pouch of small bones used for divination and funeral rites; none are taken from graves without permission.
- The Small Mitten (keepsake)A child's mitten, carefully darned and kept dry in waxed cloth.
Possessions
Background
Andoril was born among the Morvsne witches in the darkfey-touched Wyrdwood. As a child she spoke to listeners no one else could see, and her bone divinations proved unsettlingly exact. Her sisters noticed that she never shared their monthly bleeding and that she watched blood with a hunger she could not explain. They made her Speaker for the Dead, a role she embraced as sacred work: tending the dying, carrying messages to the bereaved, and settling disputes through the testimony of bones. She later became one of the coven's strongest witch-knights, feared for her zeal and trusted to hunt hostile witches. When the witch-queen Violet died, Andoril took the crone's seat on the Threefold Council. Then the vampire noble Juliette von Zorovitch led a raid on the coven. Andoril fought for three days, finally defeating Juliette, who cursed her with her dying breath before escaping. The curse woke the blood hunger in Andoril's dhampir nature. After days lost in the forest and weakened by blood loss, she was found by her own coven. Starving and confused, she attacked them, killing several and injuring more before fleeing. The survivors bound her magic and laid a curse of wandering upon her. She now walks the forest margins, still performing small rites for the dead and seeking a way to undo the binding without returning as a danger to those she loves.
Role in the story
A formidable but constrained ally, a source of unsettlingly accurate funerary divinations, and a living test of whether accountability can coexist with compassion. Her return may heal the Morvsne or bring their greatest danger back to their door.
“As a child she spoke to listeners no one else could see, and her bone divinations proved unsettlingly exact.”
- Faction
- Former crone of the Morvsne witches' Threefold Council; now a solitary exile under the coven's binding curse.
Known connections
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