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Character Name: George Milton
Age: It's never stated. He looks to be in his late 20s to early 30s.
Canon: Of Mice and Men (Book)
Canon point: The end of the novel, the night he goes drinking with Slim after shooting Lennie.
History: George had the misfortune of being an intelligent man born in hard times. Much of his background is a mystery as with many drifters. For a large part of his life, at least since coming of age and moving into the work force, George took care of a mentally disabled giant of a man named Lennie Small. They were both born in Auburn, and George knew Lennie's Aunt Clara. Before she died, he promised her he'd look after Lennie.
The decision had a momentous impact on George's life. It largely shaped and defined every interaction and job he had as he moved up and down northern California looking for work during the Great Depression. Although Lennie was a simple man, George's relationship to him was complex and sometimes contradictory. He viewed him both as the albatross around his neck who never allowed him to get ahead and as the companion who kept him away from vices such as drinking and frequenting prostitutes. With Lennie in his life, George wasn't engulfed by the terrible solitude and isolation of a migrant ranch worker's lot. He had purpose and direction, and eventually he had a dream.
It started as nothing more than a story to keep Lennie's mind occupied as they traveled from job to job, always winding up driven away because of Lennie's childishness and inability to judge his own strength. No matter how close of an eye George kept on the man, eventually he would do something, kill a small animal while trying to pet it, touch a woman's soft dress uninvited, and it was time to move on hastily, sometimes at the head of a mob out for blood.
The story typified the American dream: living off the fat of the land, a place to call their own, a place where Lennie no longer had to be afraid and could raise rabbits. Together they worked to save their meager wages, and it seemed the story would always be nothing more than an out of reach dream to pacify Lennie, until they arrived at a small ranch outside of Soledad, California.
Among the motley collection of ranch hands was an old, one handed man named Candy. When he caught wind of their plans, he offered $350 toward the stake. Suddenly, the pipe dream seemed well within reach. George displayed practicality and intelligence in calculating exactly how much longer they'd need to work, finding them a prospect, and putting the plan into motion.
Although initially wary of Candy, he recognized that he was more than just someone to give them money. He was willing to cut him in all the way and widen his circle of two to one of three. He recognized his decency and was moved by his plea not to be tossed away as useless when the ranch owners eventually decided he was no longer worth paying.
The dream died abruptly when Lennie accidentally killed Curley's wife while petting her hair. Once George saw the body, he knew it was all over. He stole a gun from one of the ranch hands named Carlson during the initial confusion and misdirected the mob now out for Lennie's blood, knowing his companion would be where he told him to meet him if anything went sour. It was a plan they had relied upon countless times before, a necessity due to Lennie's nature.
When George found Lennie, he reassured him and comforted him. He took the opportunity to let him know that out of all the times he "gave him hell" and seemed angry with him, he never truly was. Knowing that Curley intended to gut shoot Lennie when he found him, a horribly painful way to die, he had him look out across the water and told him the story of the dream one last time. During the telling with the mob drawing closer, he took out the pistol, aimed it at the base of Lennie's skull, and shot him dead. Rather than an act of anger or frustration, it was one final act of love.
When they arrived, the ranch hands assumed that Lennie had stolen the pistol and that George had been forced to fight him for it and shoot him. George didn't bother to disabuse them of the notion, only Slim seeming to understand what had really happened. When Slim offered to take George out for a stiff drink, he accepted without hesitation. Not only was it clear that the dream and Lennie were dead, but it seemed that the best of George was dead, too. Everything that had kept him anchored and given him reason to be different was gone.
Personality:
Suitability: George is clever, practical, observant, and a survivor who knows how to keep his ear to the ground and read the mood of a crowd. He is at his best when his life has purpose. Although he is at a point in his life of having suffered a major loss and having been forced to do something unfathomably painful, at his core he's a good, decent man capable of great sacrifice for the greater good. Redemption will likely be a powerful motivator and driving theme once he becomes aware that his situation has changed and that there is more to life than anything he has seen before. If he becomes aware the very world is at stake, that's something he'll want to stick around for.
Powers/Abilities: George has no extraordinary powers. He is good at budgeting and managing money and inventory as well as making do with very little, has animal wrangling and farm skills, is a fast talker with an ability to be persuasive (he had to be to convince others to hire him and Lennie together as a team), knows trouble when he sees it, and can be diplomatic when he's not the one with temper flaring. He's also decent in a scrap and not a terrible hand at cards.
Entity Affinity: Although George has no powers or magic, a few different affinities could apply to him because of his history and recent events:
Inventory: George is wearing a singlet under a stiff cotton shirt and a thick denim work jacket with brass buttons, a wide brimmed work hat, boxers under a pair of Levi's, a worn leather belt, a pair of socks, and scuffed work boots. He has a folding pocket knife. He's carrying a bindle that consists of a bedroll, a razor, a bar of Ivory soap wrapped in a bandana, a box of matches, and 3 beat up spoons. In an outer pocket of the canvas bindle rests a sturdy pair of leather work gloves.
Samples: Thinking
Talking