Character concept by Philip McPherson, all rights reserved.
Student of Mikindim
Date of Birth: Unknown, though probably around 1310 Avard.
Current Status: Summer, 1331 Avard. After the failed invasion of the False Discipline, Artimus succeeded in rounding up the few, ragged remains of the Sendant Clan, including his sister Aerlyn Sendant and his brother Kerith Sendant. Rallying them to the nation of Wuron Sfa, Artimus has established himself as an architect, engineer, and clan leader, and been given access to the libraries of the dragons.
Short even for an elf, Artimus is a lean and wirey sort with a strength that belies his appearance. He wears well-made leather breeches and a small vest, with leather-wrapped paddings for his feet – and little else. His brown hair is pulled back in a simple pony tail, and matches his custom leathers. His large, hazel eyes contrast considerably with his sun-bronzed skin, giving the appearance of slit pupils at first glance.
Like all the triad of the Sendants, Artimis' most prized possession is his family pendant – a silver amulet shaped in the likeness of a silver dragon. Artimis travels very lightly, with a small pack filled only with essentials. On his person, he carries a set of nunchakus.
The Sendant Clan of elves has existed for millennia within the eastern portion of the Linshala Forests. Hidden and secluded from most of the outside world, the clan was nearly destroyed by a Miana-led force of crusaders and Inquisitors. Although the clan had forsaken real magic in deference to the Voice of the Prophets and the will of the gods, they maintained strong ties to the ancient – and magical – dragons, even passing on the draconic tongue to their children and their children's children. Because of their ties to the dragons, the city-state of Miana feared for its existence, and called for aid from the Fourth Crusades and the Holy City of Karmen.
After the destruction of the clan, Artimis found himself separated from his brother and sister, and was forced to assume them dead. Taken in by a less 'inquisitive' monastery to Mikindim, Artimus began his formal training in the arts of physical and mental discipline. Somewhat haunted by the loss of his family, Artimus had but one more year of training to complete, when the War of the Undead broke out. The monastery was destroyed, and the monks scattered by a powerful vampire.
Seeking safety in a small town some distance from Miana, Artimis found his brother Kerith, and his sister Aerlyn. Over-joyed at finding one another, the three were set upon by pirates from the Alekdan Principalities, who sought to take advantage of the War of the Undead. Tattooed and enslaved, the three became the property of Togrom Devilscare, Pirate Prince. Though still a year shy of mastering his arts, Artimis was still a formidable combatant; as such, he was put to use training fighters in the pits. When Togrom's principality was destroyed overnight, Artimis fled with one of the more trust-worthy of the pit fighters, and his brother and sister.
Artimus' personal code is: Do no harm, and allow no harm to come to others – save in defense. He always tries to feel a situation out, before committing himself, unless lives are immediately in jeopardy. Otherwise, this elven monk analyzes a situation rather thoroughly, to prevent himself from jumping into a conflict on the wrong side. His discipline in mind and body stems in part from his lessons of Mikindim – the god of work and engineering. Just as Mikindim teaches that an architect must build first in the mind, and then in reality, the monks of Mikindim teach that the mind and body are both works of art, and functional pieces of engineering. As such, Artimus strives to enhance his body, his mind, his discipline, and his inner strengths against his inner demons.
1st Level Monk
AC 15; Fortitude +5, Reflex +3, Will +4
Alignment: Lawful Neutral
Languages: Common, Elven, Draconic
Skills: Balance +5, Climb +4, Craft (Leatherworking) +2, Diplomacy +3, Escape Artist +5, Hide +5, Jump +4, Listen +6, Search +4.5, Tumble +5.
Feats: Improved Unarmed Strike.
Str 14(+2) Con 12(+1) Dex 16(+3) Int 12(+1) Wis 14(+2) Cha 12(+1)
Equipment: Nunchakus, adventurer's pack.