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Since leaving the village
of Temmervale months ago, much has happened to Aramil. He has had a travelling companion die in
his arms, when Arithec succumbed
to an ettin's attack. He has said goodbye to some of his
friends, when Kaktai and later Kaylah left the group. He has made new
friends — Lennier, Rune
and Malek amongst others. And most
significantly of all, Aramil now has the Heartstone embedded deep in
his chest and his fate seems inextricably bound to that of the gemstone. Description: Aramil is five feet
four
inches tall and weighs 145 pounds. He has green eyes and blonde hair,
and he takes great care to stay clean-shaven. During his time in
contact with
the Heartstone, Aramil has twice suffered physical changes. After using
the gemstone to destroy a summoned fiend in Hosset, the ranger develop
two bony protrusions on the back of his shoulders. After being turned
to stone in the Mazes of Bebilee, Aramil again drew on the Heartstone's
powers to undo the petrification. In the process, his left hand became
mis-shaped and claw-like. Animal companions: Early in his
adventuring career, Aramil spent a day following the trail of a young
male wolf deep into the forest northeast of Underwolde. After tracking
the animal for several hours he eventually caught
up with him. Using his newly developing magical abilities, Aramil
persuaded the noble beast to become his companion. Since then, Wolf is seldom far from the ranger's
side. Wolf shares some of
Aramil's temperament — both half-elf and wolf tend to get impatient
easily. Also during his visit to Underwolde, Aramil purchased a heavy warhorse named Flame. He is trained for battle and a good fighter. His coat is pure white.
Equipment: Aramil usually wears a chainmail shirt (modified slightly to accomodate his protrusions) and a cloak of resistance confiscated from Quariis in Underwolde. Aramil carries a composite longbow tailored to his pulling strength and he usually keeps a light crossbow nearby. For melee combat Aramil favors his trusty greataxe, but has been known to use a heavy pick on occasion. Family:
When Aramil left Temmervale,
both of his parents still lived in the village. His father,
Lareth is a
boatmaker, and the elf has done well out of his craft over the years. During the last few years he lived with them, Aramil became
increasingly aware of the racial difference between
his parents. While his father remained youthful and spry, his mother
Elayne had begun to show her age. This unspoken gap
had begun to hang heavily over the family, causing Aramil to feel a
need to leave his family for a while to explore the world.In Hosset, Divona the seer cryptically told Aramil that he would one day be reunited with his father. Some time thereafter, Aramil experienced a dream or vision in which his father was being sold as a slave. He is not yet sure what to make of this, but he is concerned for his father's safety.
Aramil also has an elder
brother, Alwyn Bendekar. He lives in Penham and practices the family
trade of boatmaking in the
northern city. Aramil hopes to visit him one day. In Underwolde, after
praying to Silfey, goddess of fate and oracles, Aramil had a vision of
his brother nervously ushering three halflings inside a building. He
does not know what to make of this. Background: Aramil learned
many of his skills as a woodsman from the uncle of his childhood
friend, Kaktai. Kaktai's uncle taught both boys to survive outdoors and
to protect themselves against the dangers of the forests. Aramil's keen
half-elven senses and his exceptional reflexes made him a natural
woodsman. During once incident in
the woods not too far from Temmervale, Aramil was snared by
a kobold trap. Kaktai was
forced to leave the young ranger hanging upside
down from a tree while he went for help. When a
pack of kobolds returned to the trap, Aramil was terrified and he became convinced that the
nasty humanoids were going to eat him alive. Fortunately, Kaktai
returned with his uncle before the creatures had a chance to cut
Aramil down, but since this event he has harboured deep hatred towards
all
kobolds. Journal entries: 16 Torsach 799, The Quest
Begins; 3 Hopin 799, A
Funeral. |