ONA
Description
Arn is a minor character appearing in the Netflix animated series Castlevania, specifically introduced as a member of the Speakers during the first season. His role is centered in the city of Gresit, where he and his fellow nomadic scholars find themselves trapped due to the dangerous events unfolding around them. As one of the twelve Speakers in this particular group, Arn is distinguished by his relative youth compared to the tribe's elder, which directly informs much of his behavior and function within the story.

In terms of background, Arn belongs to the Speakers, a community of nomadic scholars and storytellers who travel across Wallachia, preserving knowledge and history. Their group has taken shelter in Gresit, but they are unable to leave the city. The primary reason for their prolonged stay is a matter of custom and respect for their dead. One of their members, who is the elder's own grandchild, ventured into the city's catacombs in search of a legendary figure known as the Sleeping Soldier, hoping this individual could aid them against the growing threat of Dracula's campaign. When this person did not return, the Speakers refused to abandon the city without providing a proper burial according to their traditions.

Arn's personality is a key aspect of his character. He is described as being more impetuous, inquisitive, and less reserved than the elder. This youthful energy often manifests as a tendency to speak freely about matters that the elder would prefer to keep confidential. When the disgraced monster hunter Trevor Belmont is brought to the Speakers' hideout, Arn quickly takes the initiative in the ensuing conversation. He is the one who directly reveals that the missing Speaker is the elder's own grandchild, a disclosure that visibly distresses the old man but underscores Arn's blunt and forthright nature. His behavior suggests he functions almost as a second-in-command within the tribe, responding only to the elder, who occasionally must calm his excitable temperament.

Arn's primary role in the narrative is as an information source and an instigator of action. Through his conversation with Trevor Belmont, the audience learns of the Speakers' predicament, their reasons for remaining in Gresit, and the legend of the Sleeping Soldier. His revelation about the missing Speaker's identity directly leads to the pact between Trevor and the Speakers: Trevor agrees to venture into the catacombs to retrieve the body, and in exchange, the Speakers promise to finally leave the city for their own safety. In this way, Arn serves as a catalyst for Trevor's initial heroic action within the series.

Regarding key relationships, Arn's most significant connection is with the Speaker elder. While he shows respect for the elder's authority, his more impatient and talkative nature often puts him at odds with the elder's reserved demeanor. His relationship with Trevor Belmont is brief but crucial, as he is one of the first to engage the hunter in dialogue, demonstrating a willingness to trust him with sensitive information. Arn's loyalty to his tribe is evident, as his motivation for speaking out is a deep concern for their fallen comrade and a desire to resolve the situation that keeps them trapped in a hostile city.

In terms of development, Arn does not undergo a significant personal arc, as he remains a supporting character whose primary function is to advance the plot in the early episodes. After his prominent role in the second episode, where he negotiates with Trevor, he largely recedes into the background of the Speaker community, appearing only briefly in later scenes without substantial dialogue or action.

As for notable abilities, Arn possesses no supernatural or combat-oriented powers. His value comes entirely from his role as a Speaker, meaning his abilities are those of a scholar and storyteller. He is knowledgeable about his tribe's history, customs, and the local legends of Gresit, including the tale of the Sleeping Soldier. He is articulate and quick to engage in dialogue, using his verbal skills to communicate the tribe's needs to an outsider like Trevor Belmont. Physically, he wears the traditional garb of his people, which includes a two-piece robe, a white sash, and a large blue cloak fastened with a distinctive arrow-shaped brooch, allowing him to blend in with the other Speakers.
Cast