Therion Vale

Level 1 Wood Elf Elf Rogue

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STR
10
DEX
16 (+3)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class 14 (Leather armor)
Hit Points 9 (1d8 +1)
Speed 35 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Insight +3, Stealth +5, Deception +1, Perception +3, Investigation +4, Sleight of hand +5

Features

Rogue Traits

class Level 1

You are trained to strike with precision and vanish before retaliation. You gain proficiency with light armor, simple weapons, martial weapons with the Finesse or Light property, thieves' tools, Dexterity and Intelligence saving throws, and four skills of your choice.

Criminal

background

A life of clandestine work has taught you to move through shadows, notice danger, and read illicit opportunities. You gain proficiency in Sleight of Hand and Stealth, and you know how to operate in criminal circles. This background also grants the Alert feat.

Sneak Attack

class Level 1
once per turn

Once on each of your turns, you can deal extra damage to one creature you hit with an attack if you have Advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you don't have Disadvantage. The extra damage is 1d6.

Expertise

class Level 1

Choose two of your skill proficiencies or one skill proficiency and your thieves' tools. Your proficiency bonus is doubled for any ability check you make with the chosen proficiencies. Therion has Expertise in Sleight of Hand and Stealth.

Alert

feat Level 1

You gain Initiative Proficiency, adding your Proficiency Bonus to initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with a willing ally in the same combat, provided neither of you is Incapacitated.

Darkvision

species

Accustomed to dim forest light and twilight, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Trance

species
long rest

You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours by spending that time in a meditative state.

Fey Ancestry

species

You have Advantage on saving throws you make to avoid or end the Charmed condition, and magic can't put you to sleep.

Thieves' Cant

class Level 1

You know the secret mix of dialect, code, and symbols used by thieves and criminals to pass hidden messages.

Keen Senses

species

You have proficiency in the Perception skill.

Character Information

Therion Vale is the kind of man people remember only after he is gone, and even then only in fragments: a brown-haired figure at the edge of lamplight, a mismatched gaze that seems to weigh lies, a soft step that gives away nothing until it is too late. He is twenty-two years old, but hardship has sharpened him into someone older in all the ways that matter. His father was human, steady and practical; his mother was wood elf, quiet and observant, with a patience that made even silence feel alive. From them he inherited both beauty and burden—elfin grace, human stubbornness, and the habit of enduring.

Therion’s world collapsed when his parents died and left him with a much younger brother, Albion, to protect. Albion was only fifteen now, still young enough to need warmth, rules, and someone to come home at night. Therion made himself into that someone. He accepted work from a criminal organization because the work paid, and because every coin meant a safer roof and a fuller bowl for his brother. The organization noticed how easily he moved unseen, how carefully he listened, and how little fear he showed when corners were closed around him. They rewarded his usefulness by turning him into a tool—experimenting on him, stripping away certainty, and sending him where clean hands would not go.

What Therion wants is simple: keep Albion alive, keep him uninvolved, and someday buy back a life that was stolen piece by piece. He speaks rarely, but when he does, it is with precision. He trusts very few people, and even fewer with his real name. He is not cruel, though he can be merciless under pressure. His greatest fear is not death, but that his brother will one day learn what he had to become to keep him safe.

Character Background

Therion Vale was born on the edge of two traditions and grew up hearing both of them in the same house. His father, a practical human laborer and occasional courier, believed in hard work, straight answers, and never owing anyone more than necessary. His mother, a wood elf with a patient gaze and a gift for noticing what others missed, believed in restraint, memory, and the long consequences of small choices. Their home was modest but warm, filled with old herbs drying near the rafters, half-repaired tools, and the quiet rhythm of two people who had learned to love without needing a crowd to witness it.

Therion was the older child, and from an early age he was the one who followed his mother into the trees and his father into town. His mother taught him how to walk without snapping branches, how to look for what was absent as often as for what was present, and how to listen before he spoke. His father taught him practical lessons: how to tie a knot that would hold, how to spot a bad deal, how to keep his temper when the world was unfair. Those lessons took root in him deeply. Even before tragedy, Therion was becoming a boy who watched first and acted later.

His younger brother, Albion, arrived later and changed everything. Therion remembers the first time he held him—tiny, red-faced, loud, and somehow already important. Therion was old enough to understand responsibility, and young enough to be scared of it. He became protective in the instinctive way older siblings do, but with the steady discipline of someone who genuinely believed the world could be made safer by effort. Albion followed him everywhere, and Therion did not mind. He liked being admired. He liked being needed.

That fragile stability ended when Therion was still young. Both parents died, leaving the brothers to relatives and temporary arrangements that never felt like home. The details of the loss still sit in Therion like a splinter he cannot pull free. He became the one who negotiated, lied, borrowed, stole, and worked whatever jobs he could find. Hunger was a better teacher than comfort. It taught him to take risks, to keep his expression calm, and to put Albion’s needs ahead of his own every single time.

The criminal organization found him in that vulnerable stretch. At first they offered money for courier work and quiet deliveries. Then came thefts, surveillance, and messages passed through hidden hands. Therion proved good at it—too good, perhaps. He could move through crowded rooms without drawing attention, read tension in a room before anyone spoke, and remember faces with unsettling accuracy. The organization noticed. They began giving him assignments that were harder to explain and easier to deny. He learned to break into places, to slip away after the deed was done, and to keep his mouth shut when he returned.

Eventually, their interest turned clinical. The experiments were justified to him as an improvement, a means to make him faster, quieter, more obedient, more valuable. Pain followed. So did strange lapses in sleep, moments where his heart seemed to steady unnaturally, and an awareness of danger that felt sharpened beyond reason. He survived the procedures because survival was the one thing he would not surrender. If they wanted a weapon, they would have to keep him alive to use it. That knowledge gave him a cold sort of power, even when he had none.

Therion’s current life is a double bind. To the organization, he is useful because he can carry out assassinations and tasks that would ruin more visible agents. To himself, he is only buying time. Every coin he earns goes toward Albion—food, medicine, clothing, rent, and the small comforts that make a life feel human. He keeps Albion away from the organization as much as possible, making excuses, changing routes, and watching for anyone who asks too many questions. He never fully relaxes, because he knows how quickly people disappear when they are convenient to sacrifice.

His personality is a knot of contradictions. He is careful but not meek, loyal but not trusting, and more compassionate than his reputation suggests. He dislikes unnecessary cruelty and has a particular hatred for those who prey on the helpless. He lies easily, but he prefers the truth when it can be safely spoken. He is fond of small routines: sharpening blades, counting coin, checking locks, and making sure Albion has eaten. He tends to stand with one shoulder turned toward exits, a habit he cannot quite shake.

Therion’s bonds are simple and absolute: Albion first, then survival, then whatever remains of his own soul. His ideals are equally straightforward. Family matters more than institutions. Safety matters more than pride. A person can be redeemed by what they protect, even if the methods they use are ugly. His flaws, however, are equally clear. He is secretive to the point of isolation, overprotective to the point of recklessness, and willing to shoulder guilt that should not belong to him. He measures his worth by how much suffering he can absorb without letting it touch Albion.

In the end, Therion is a man trying to outlive the worst thing that ever happened to him. He is not seeking glory, and he does not dream of greatness. He wants one honest life for his brother, one safe door to lock at night, and one future where his hands are used for something other than murder. Whether he ever reaches that future depends on how long he can keep walking the line between the criminal world that owns his skills and the family that still owns his heart.

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