Lethyr was born to a woodsman, Alec, and an aquatic elf named Yrashiae. As he was born without quite the propensity for water that his mother had, he was raised with his father in the Border Wood, though they had to leave due to the intruders, including an incursion of goblins. They took up residence in Heldren, his father working as a tanner and a hunter for a number of years, until he was lost in a battle with a rather ferocious bear.
Lethyr was left without family, having not known his mother and with his father's remaining family not having much to do with him. As he was nearly an adult, the church kept an eye on him and would aid him from time to time with hunting and other tips, just to keep the young man from starving to death. Lethyr was very appreciative, and grew fond of his adoptive family. At the current time, Lethyr spends most of his days in the woods, and many of his nights at his cabin, working with the hides from his catches. He comes to town regularly to trade, and occasionally to dine and hear tales, but at the current time he's working on perfecting his craft, both the hunting and the preparing of the skins.
Though technically an adult, his Elven heritage makes him look younger and he is often taken for an adolescent. He has short hair that he keeps mostly restrained by a headband, and looks a little too wiry and lean to be conventionally attractive. Lethyr is likened often to a wild dog, one that could be friendly but could also bite if you got too close. Having been burned several times before, he's hesitant to trust those outside his known circles though still makes an effort to be a part of society. He's a bit below what might be called normal height, and tends to dress plainly.
He was drawn to the Stolen Lands by the promise of wealth, the possibility to make a name for himself, and also to become more attuned to the natural world. He had heard stories of the land's connection to the primal realms, the first world and perhaps other such places. Additionally, being a water-born, he had heard the troubles that the waterways had which cried out to him in dreams for relief. It was all he could do to pack slowly and leave nothing behind.
When he arrived, however, he did not find the land of plenty and had to join on with a crew that was raiding what few roads and settlements there were. Of course as often happens, they eventually took on a force that was too overwhelming and it was all Lethyr could do to escape with his life.
Character:
Lethyr
Half-elf ranger 1
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities dual minded[APG]; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 19, Con 14, Int 16, Wis 16, Cha 11
Base Atk +1; CMB +4; CMD 18
Feats Fast Learner[ARG]
Traits elven reflexes, knowing the enemy
Skills Climb +7, Handle Animal +4, Heal +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (religion) +4, Perception +9, Profession (tanner) +7, Survival +7, Swim +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Dwarven, Elven, Undercommon
SQ elf blood, track +1, wild empathy +1
Combat Gear potion of cure light wounds; Other Gear leather armor, arrows (40), longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 29 gp
--------------------
Special Abilities
--------------------
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.