Vesperva Duskglass

Level 1 Tiefling Rogue

STR
12 (+1)
DEX
15 (+2)
CON
10
INT
14 (+2)
WIS
14 (+2)
CHA
10

Defense

Armor Class 13 (Leather Armor)
Hit Points 8 (1d8 0)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Stealth +4, Deception +2, Perception +4, Investigation +4, Sleight of hand +4

Character Information

Vesperva Duskglass is a deft and enigmatic trickster who learned to survive by reading people as if they were open books—and then rewriting the pages. Born on the edge of a bustling port town, Vesperva’s horned heritage made them an obvious target for superstition and scorn. They learned quickly that charm, deception, and a practiced raise of an eyebrow could open doors that strength never could. A silvered tongue and a knack for disguise allowed them to adopt false identities as easily as one puts on a coat, and they perfected the art of slipping through the gaps between society’s bulwarks. Yet beneath the gleaming veneer of a successful con artist beats the steady heart of a survivor who abhors being controlled. Their lifelong aim is less about wealth and more about autonomy—being able to move through cities, influence outcomes, and walk away when lines are crossed. Vesperva treats danger like a game of chess, always several moves ahead, always wearing a smile that hints at a more dangerous intention. They have a soft spot for those who pretend to be something they are not but are not cruel; those moments of vulnerability reveal the true person behind the mask, and Vesperva will defend that fragile spark with ferocity if pushed too far. They keep a ledger of identities and a small collection of keepsakes from each persona, reminders of the lives they’ve touched and left behind.

Character Background

Vesperva’s earliest memories are a blur of crowded docks, the scent of spiced oranges, and the rasp of whispers in markets where nothing is truly free. The city’s currents carried them along in a tide of faces—marketers with bright smiles who never asked for names, and players who used counterfeit coins to buy bravery and fear in the same breath. Their mother, a street artist who painted sigils of protection on crumbling walls, taught Vesperva the art of perception and the way a silent observer can glean truth from a crowded room. Their father, a man who stitched false identities for profit, showed them the power of deception and the elegance of a story told well enough to become reality. When a debt owed to a dangerous patron left their family with a damaged reputation and a ruined home, Vesperva took what little they had left and fled into the city’s underbelly. The city became a school, and the alleyways a classroom. They learned to read people like maps—where they would go, what they would fear, and where they would bend to a well-timed lie. The Charlatan’s trade became their lifeblood: a practiced patter, a counterfeit charm, and the precise misdirection needed to slip away from the consequences of a bad choice. They have since adopted a code: never risk the innocent, never exhaust one’s options, and always have an exit plan. Their identity remains a layered mask, one of many, each with its own backstory and purpose. They travel from town to town, picking up rumors, codes, and currencies of reputations, always seeking the next person who believes the mask they wear is the real self. But deep down, Vesperva fears losing themselves entirely to the art of deceit, and the thought of waking to find every mask indistinguishable from their true face keeps them vigilant, cunning, and forever unbound.

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