Atharn Wolfclaw

Atharn as he appeared during the crisis on Ksadonkaluki

 — Atharn, in reference to an unknown race's confusion with alcohol.

Atharn Wolfclaw is a Half-Elf Ranger. He is 140 years old and has lived a somewhat unpleasant life. He is skilled, strong, and well armed.

## Personality

Life has not left Atharn to experience much joy. Confusion and concern were his primary emotions as he grew. Atharn never had a stable home, constantly moving, reflected in his personality through uncertainty and wariness. The tribulations he experienced as he became older, and embraced his journey on the path of a mercenary, caused him to quickly develop into someone serious and distrusting. He always kept to himself, never trying to attract too much attention. Despite this, he managed to develop friendships with a few individuals, and even something that may have become more than just a friendship if fate had not had other ideas. Those close to him would eventually perish, driving him to become even more reserved and to develop a serious case of alcoholism. From then on he worked alone, taking odd jobs here and there to make ends meet, eventually coming across the rather promising offer by the Sultan of Jewelsport.

Atharn is also a seer, capable of involuntarily viewing possible futures. This ability has caused him some personal grief getting him and others into situations that could have been avoided. This ability contributes to his desire to be secluded and reluctance to get close to people. This power was suppressed with alcohol, lending to his intense alcoholism.

He reluctantly became a member of the Argent Vanguard, keeping to himself despite being part of a greater party. Their combined personalities however, did eventually begin to rub off on him, slowly breaking the wall he had created. His alcoholism was also cured by a dragon in the party's travels, no longer making him as susceptible to carelessness and worry. He is capable of fully expressing positive emotions and making jokes on the occasion, having developed some sarcastic humour.

Now, he is a more open and trusting person, interacting with people and his party. His seer powers still cause him to be rather apprehensive but he realises he now has help from capable companions which eases his mind to a degree. He may not ever fully trust people, but he trusts the companions and friends he has made with the Argent Vanguard.

## Appearance

Atharn is a Half-Elf male that stands at 6 foot 2 inches tall. He weighs 85 kilograms. As a Half-Elf, he has tapered ears and slightly more angular features than that of a full human, though he is distinctly more human in appearance than a full Elf. He is somewhat pale, possesses jet black hair, brown eyes, a strong nose, and squarish features. He has a lean, athletic figure with surprising strength and durability.

His initial attire consisted of a black, long-sleeved tunic accented with leather. He also wore black pants, tall leather boots, and leather fingerless gloves. Various leather straps and sheathes crisscrossed his outfit, holding weapons and supporting bits of leather armour. His favourite black hooded cloak, and a charcoal scarf, completed the outfit.

As of the visit to the Tower, his outfit changed to incorporate far more armour. A black undershirt was beneath a shirt of mithril scale mail, over which was a long, thin, black quilted vest that ended in twin flat tails. A Leather belt with a big metal buckle fastened around the vest as the vest could not close. The belt and buckle were embellished with subtle swirling patterns. A short, steel breastplate that reached over the shoulders and around the back of the neck was fastened with leather straps and lined with leather padding to protect primarily the shoulders was worn over the top of the vest. This breastplate was embossed with sharp edges that resembled a dragon and fire. Strapped to the upper arms were sharp, padded plates that resembled large scales. Similarly styled open gauntlets protected the forearms and hands. He wore black trousers and leather-padded steel boots that reflected the same style as his other armour pieces. He also still wears the black hooded cloak, not willing to ever part with it.

Atharn's life has given him many scars, an arrow wound to the shoulder, a cut over his right eye, and dagger slashes on his left thigh and his back are the most notable. On Fyremaw Island, a drug-induced hallucination lead Atharn and the party to the Aetherial plane. During this "escapade", his will slipped and shadowy tendrils ruined his skin in a gruesome patchwork of deep scarring. From that moment onwards, his body remained covered from head to toe in ugly slashes.

These scars, along with their horrid appearance and constant pain, weighed heavily on Atharn's mind, causing him to delve deeper into alcoholism in an attempt to quell the suffering. Later on, during the party's visit to the Tower, Atharn received a ring that when worn, made the scars obtained in the Aetherial plane disappear in a physical and visual illusion. He was given an option for a potion that would create a permanent and irreversible illusion however he declined. Having recovered from alcoholism and learning to live with his hand in life, he concluded that having the option to reveal the scars may result in an opportunity for realisation. Despite being in a better frame of mind, he still hardly ever removes the ring.

## Abilities

* Excellent attunement to nature
* Impressive physical strength
* Great stealth skills
* Proficient with bows
* Proficient with martial weapons
* Very good tracking skills
* Ability to cast a variety of spells to further bolster his own skills, and that of allies
* Does not possess a wide range of offensive skills but more than makes up for it with excellent physical abilities
* Good with animals
* Highly impressive ability to hold his alcohol
* Extremely impressive control and skill whilst inebriated (such as shoulder charging a door off of its hinges and leaping out of a four story window, sticking the landing), clearly gained through numerous heavy episodes of drinking.
* Seer, capable of involuntarily viewing glimpses of events that have happened as well as possible futures.

## Paraphernalia

* Favoured longsword (left in the Tower)
* Dagger of a dear friend
* The Greatsword Szhûûz
* Masterwork Composite Longbow
* Enchanted Quiver
* Favourite hooded cloak (Shadowmeld)
* Ring of Comparative Sexiness
* Empty bottle of vintage Dwarven wine
* Masterwork Mithril scale mail
* Meditation Scrolls

## Backstory

Your character's backstory up until the present, be as vague or as specific as you like but do not write a novel, just a synopsis. Ideally splitting your backstory up into segments. Early, Mid and Current life work well but choose whatever subtitles you wish.

### Early Life

Circumstances of birth and type of childhood.

### Mid Life

What type of life your character lead ordinarily before the call to action in the campaign.

### Current Life

The lead up to and the events of their main current campaign. Or the post campaign details if they are not currently adventuring.

## See Also

Extra information not covered in the main article, this can inculde out of game information such as inspirations for the character, associated music or anything else related to their creation or play style.