The Aramaru are known as the Gardeners. Tasked with helping other Myths keep balance and avoid untethering while still fulfilling their destiny and their legend’s arc, they act as guides and mentors to younger Myths, teaching them about their powers and warning them of the dangers they are now exposed to.
They are often moderators in conflicts, taking a more conciliatory approach than the Dayiani, offering moderation and a middle path. They believe in the here and now, that each Myth should wholly commit to the Narrative they are experiencing and follow the path they are on.
Symbols: The sun, poisonous animals (snake, spider), the tree, herbs, the eagle.
Aspects: Peace, life, presence in oneself, creation, harmony, medicine and herbology.
Duty: To cultivate and guide Myths along their path, to teach and encourage Myths to be the best they can be.
Factions: Vanir, The Muses, Hermes.
Role in Myth Society
The Aramaru often act as guides, especially for Myths on their first Narrative, introducing them to Otherside and the basics of their new reality. They also exemplify skill and achievement, dedicating time to improving both mortal and mythical talents and abilities.
They encourage each Myth to spend part of each day embracing mundane and even tedious tasks to ground them in reality. This might be some creative talent such as painting or pottery, spending time gaming, or even stamp collecting. A Myth that needs to better embrace their mortal life will often be given mundane tasks as a way to reconnect to the Waking World, whether that is polishing silver, data entry, chopping wood, or working in front-of-house retail and service.
The Aramaru also keep the stories of those who suffered bad deaths, telling them as warnings to others of the dangers of rejecting the Narrative forces and a legend’s needs.
Approach to Narratives
Like the Dayiani, the Aramaru believe that a Narrative is best experienced as intended, with participants playing their roles to the best of their ability. Unlike the Dayiani, the Aramaru do not believe that every story was created equal, and that sometimes the intention of the story needs some assistance to come out in the Narrative. They have a tendency to amend Narratives in smaller ways on a semi-regular basis, often to provide more satisfying payoffs to story beats and increase the interconnectedness of the various elements that make up the story. Their simplified name is no coincidence. They will treat a Narrative they are part of in much the same way someone might tend a bonsai tree or a patch of flowers.
Due to their inclination as guides they take a very forgiving approach to Myths who break a Narrative, understanding that mistakes are an important part of the learning process. They will assist in fixing the situation when it occurs around them. However they take an unfavourable view of those who change a Narrative too much, to the point where the original story and themes become hard to recognise, even in situations where the Narrative itself may be accepting of such edits. To quote one of their oldest members: “A rose is a rose. Stop trying to turn it into a lilac.”
Relationship with the Obo-Igi
The Aramaru often have a good relationship with their sibling Court, the Obo-Igi. Both encourage a thoughtful approach to life, but come at it from different sides. The Aramaru look forward, tending to the living. The Obo-Igi look back, tending to the remembered. Together they form the middle duet of the Courts, symbolic of life and death.
The Aramaru attract peaceful Myths, those who are comfortable guiding and assisting others. This often makes them difficult for Heroes and Deus to relate to, and many Folk and Beast members find a natural home here.
