Aramirn

Squire of Anathaeum
Character Profile
Profile

Aramirn

Age  Early 20s
Gender  Masculine
Occupation  Squire of the Knights of Anathaeum


As a being who fits in with neither humans nor elves, a child of both worlds, the Knights of Anathaeum, in their mercy and grace, gave Aramirn purpose and a family to call his own. Abandoned as a newborn—likely due to his nature of being part-human, part-elf—and taken in by the order, he repays his debt by diligently training to uphold the order's teachings. He speaks with the creatures of the wild to bridge the gap between man and beast and mends broken bones and boughs alike. Young and eager to prove his worth to the order, he strives to earn his place amongst the knights and become a model example of a knight of Anathaeum.
 

Appearance

Height  5'10" (177.8 cm)
Build  Light and lithe

Aramirn may not be a full elf, but he did inherit their grace and dexterity. He's light on his feet and agile, but he's but not particularly strong. Because of his extensive work with animals, he tends to favor practical dress. Much of what he wears is drab and plain, dull greens and browns and grays. His clothes are well-worn, with many trousers and shirts sewn back together multiple times until they are simply unable to be repaired anymore. Well-worn leather boots and gloves become scratched, scuffed, and mud-stained over time.

While he had an affinity for animals from an early age, learning to commune with wild beasts is a talent that must be nurtured, and this shows in the variety of scars that mar his skin. Gouges from sharp claws, bite marks, and mottled and discolored skin from acid or venom all tell tales of Aramirn's attempts to tame wild creatures. Signs that a big cat raked a retreating hand with its claws, a toxic snake latched onto a leg, or a dog bit his arm all remain.

Personality

Molded into a nature lover by the Knights of Anathaeum, Aramirn thoroughly enjoys wandering the woods and taking in the sights, sounds, and smells of nature. While Astenvale Monastery is home, he often finds it calming to get away from others for some time. He doesn't dislike his fellow squires and the knights who tutor him—far from it—but he values being left alone with his thoughts, or even just clearing his head. While he has a knack for taming beasts, he prefers to leave them be when possible. After all, one of the order's goals is to preserve nature. It only makes sense to minimize his presence and leave wild creatures alone. In his free time, he also enjoys knitting, weaving, gardening, and bonsai.

Perhaps as a tradeoff for his ability to commune with beasts, he's often awkward and shy around people. It takes time for him to be comfortable around someone new, struggling to come up with something to say and overanalyzing his words. Despite this, Aramirn earnestly tries to contribute and is very self-conscious of his abilities. He has no designs on lofty positions or fame. He simply wants to put his best effort into being a valuable team member. Although he's a squire, and thus still has much to learn, he is mortified when he makes mistakes that he perceives could even have a small chance of jeopardizing a mission or endangering others, however remote those possibilities are. Aramirn will bend over backwards for others and is reticent to push back, even when doing what others wish would be against his own interests.

Skills

  • Archery
  • Swordsmanship
  • Polearms
  • Pursuit of the Wild
    • Animal taming – Aramirn can tame a variety of creatures, but intelligent social animals are the easiest to tame.
    • Mammals and birds tend to be the easiest to tame, but most invertebrates are virtually impossible for him to tame. The larger and more magical a creature is, the more difficult it is for him to tame.
    • Tracking
    • Riding
    • Botany
  • Pursuit of Life
    • Healing magic
    • Non-magical first aid
    • Protection spells

Art Credit:  Cristi Balanescu: https://www.artstation.com/cristib

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