Appearance
Weathered and broad through the shoulders in the way of a man who spent decades outdoors rather than at court. He favors his human blood so strongly that most take him for a man and nothing more. Hair gone mostly grey, kept practical but worn just long enough to cover the tops of his ears, which are faintly pointed for anyone who looks closely. His eyes are a pale, clear grey and keener in failing light than any human's have a right to be. Hands scarred from a lifetime of blade, bow, and brush.
Carries himself with the quiet economy of someone who has never had the luxury of wasted movement, and moves through rough country with an elven lightness that sits oddly on so solid a frame. Favors plain, well-kept gear over ornamentation.
Personality
Measured, watchful, and slow to speak more than a situation requires. Fenn is not a cold man, but he has learned to ration his warmth carefully, spending it freely on the family he considers his own and giving strangers little more than plain courtesy until they've earned otherwise. He carries duty the way some men carry grief, as a weight so familiar it no longer feels like a burden, only like the shape of his life. Having belonged fully to neither of his parents' peoples, he has built his whole sense of belonging around the House that took him in, and guards it accordingly.
Rumors
- They say Fenn can track a man across bare stone, and that he once followed a Horde raiding party for three days through the Hinterlands without ever being seen.
- Some swear he’s older than he looks, and that elven blood means he’ll outlive every Thornwood he serves. Others say he’s aging like any human, and faster than most.
- The old Thornwood servants whisper that Fenn knows more about the estate’s secrets than any living member of the family, and that he keeps his mouth shut out of loyalty to the dead.
- It’s said he was turned away at the border of Quel’Thalas after the Second War, and that he’s never spoken of what was said to him there.
- A rumor around the camps holds that Fenn went back into the Thornwood estate the night it fell, after the others had gone, and came out alone with blood on his blade and nothing to say about it.
- Some claim the young Thornwood lord is only a figurehead, and that the Company truly answers to the huntmaster. Others insist there’s bad blood brewing between the two over exactly that.
- The Wildhammer woman who sleeps under the open sky near the Company’s fire is either his sister, his old flame, or a witch who speaks to the wind on his behalf, depending on who’s telling it.
- They say he won’t keep a hound at heel anymore, not since the night he loosed the Thornwood kennels to run ahead of the Scourge.
RP Hooks
- Looking for work: Fenn is always weighing new hands for the Thornwood Company. Fighters, scouts, healers, cooks, smiths, and anyone with a useful trade or a willing back may find a place.
- Hiring a company: Those with a job that needs doing, whether guarding a caravan, clearing a camp, or hunting something that’s been taking livestock, will find Fenn ready to hear terms.
- Tracking and hunting: Someone who has lost a person, a beast, or a trail may seek out one of the best trackers in Elwynn’s refugee camps.
- Lordaeron connections: Refugees from Tirisfal and the Thornwood lands may come looking for news of lost kin, old neighbors, or familiar faces from home.
- Second War comrades: Veterans who served alongside him, or who remember a half-elven scout in Thornwood colors, may come to settle old debts or share old stories.
- Elven kin and Quel’Thalas: Quel’dorei, half-elves, or travelers from Quel’danil might bring word of the Amberlight name, or come asking questions of their own.
- Learning the craft: Young hunters and would-be scouts may seek him out for instruction in archery, woodcraft, and reading the land.
- Trouble with the Thornwoods: Those with business, grievances, or offers for House Thornwood often find that the surest road to the family runs through its former huntmaster.
Everything on this page is readable out of character. It isn't something other characters know in character.