Aramirn Springvale

Aramirn Springvale

Biographical information
Falwood Early 20s Astenvale monastery
Physical description
Wood elf Masculine 5'5" (165 cm) 119 lbs (54 kg)
Political information
Squire of the Knights of Anathaeum
Out-of-character information
Aero


Appearance

Light on his feet and agile, but not particularly strong. Because of his extensive work with animals, Aramirn tends to favor practical dress, though he does enjoy wearing jewelry when he's not at risk of it being removed by an unruly critter.

Skills and Abilities

  • 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. The larger and more magical a creature is, the more difficult it is for him to tame. Mammals and birds tend to be the easiest to tame, but most invertebrates are virtually impossible for him to tame.
    • Wild shape — Aramirn can take on some animal traits, but he currently cannot fully take an animal form. His skill is limited to things like growing wings to slow a fall (no flying) or covering his body in scales to protect himself against blows. He retains a humanoid body and cannot become significantly larger or smaller than his natural form.
    • Tracking
    • Riding
    • Botany
  • Pursuit of Life
    • Healing magic
    • Non-magical first aid
    • Protection spells

Personality

  • Nature lover
  • Can be slightly awkward/shy
  • Self-conscious
  • People pleaser, he generally tries to be helpful to the knights and be a team player
  • Enjoys knitting, weaving, gardening, and bonsai

Animal Companions

Aramirn is a proficient beast tamer and has managed to tame a number of creatures for the Knights' use, but there are a few that he has a strong bond with. They help him accomplish tasks and serve him on missions.

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With a bioluminescent lure on her chin, Aelth can provide a light source on command. She can also fly and has a venomous bite, but it's not particularly dangerous to most humanoids. At worst, it may numb the area around the bite wound, which can make wielding weapons or walking difficult if she bites a hand or foot. With her soft skin and small size (one foot long with her tail fully stretched), she is quite fragile, and Aramirn is loath to have her participate in combat

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Talaral is Aramirn's primary hunting companion. She is both fast and mobile, able to climb trees and rocky mountains. At nearly 10 feet long from nose to tail tip and weighing close to 300 pounds, she makes for a formidable fighter. The mane of bristling quills makes it difficult for other creatures to get their jaws around her neck, and her long tail helps her balance herself.

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Ciranakh is Aramirn's preferred mount. Roughly 14 hands tall, he is capable of galloping at speeds up to 37 mph, making him useful for swift travel. Ciranakh isn't a powerful warhorse, but his horns can be useful weapons in combat. He doesn't take kindly to other riders, at least not those gifted in beast taming.

Figure

Not really useful for much, but Puff sure is soft and friendly. His wings aren't large enough to fly, but he can slow his fall and jump a little higher than regular housecats.

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Grey is a wingless relative of griffins and is the size of a house cat. He's more aloof and independent, but he's a useful mouser.

Biography & Lore

Forced from his home in Falwood by Anirian soldiers, his family eventually found their way to the Valen Wilds. There, they encountered the Knights of Anathaeum. With the Knights sharing similar values to the family, Aramirn pledged to join the order, devoting himself to their cause.

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