Wednesday, April 15, 2026

Sélène Vireaux - Half-Elf Thieves' Guild Master

Sélène Vireaux, Veil of the Marai


Female Half-Elf (Creole/Wood Elf) Rogue 15

Size/Type: Medium Humanoid (Elf, Human)
Hit Dice: 15d6+30 (82 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 23 (+5 Dex, +5 armor, +3 deflection), touch 18, flat-footed 18
Base Attack/Grapple: +11/+12
Attack: +1 keen rapier +17 melee (1d6+2/15–20) or masterwork hand crossbow +17 ranged (1d4/19–20)
Full Attack: +1 keen rapier +17/+12/+7 melee (1d6+2/15–20) or masterwork hand crossbow +17/+12/+7 ranged (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +8d6, crippling strike, opportunist 1/day
Special Qualities: Evasion, improved evasion, trapfinding, trap sense +4, uncanny dodge, improved uncanny dodge, elf traits, low-light vision
Saves: Fort +7, Ref +14, Will +6
Ability Scores: Str 12, Dex 20, Con 14, Int 16, Wis 10, Cha 18
Skills: Appraise +12, Balance +15, Bluff +22, Climb +10, Diplomacy +20, Disable Device +22, Disguise +18 (+20 acting), Escape Artist +18, Gather Information +22, Hide +23, Intimidate +20, Jump +10, Knowledge (local) +18, Listen +15, Move Silently +23, Open Lock +23, Search +18, Sense Motive +15, Sleight of Hand +21, Speak Language (Common, Elven, Franche, Cajun), Spot +15, Tumble +23, Use Magic Device +20
Feats: Weapon Finesse, Two-Weapon Fighting, Improved Initiative, Skill Focus (Bluff), Skill Focus (Diplomacy), Iron Will
Environment: Urban (Ville des Marai)
Organization: Solitary (guildmaster), or with 2–6 lieutenants and 10–40 guild thieves
Challenge Rating: 15
Treasure: Double standard (plus guild-controlled assets)
Alignment: Neutral Evil
Advancement:
Level Adjustment:
Languages: Common, Elven, Franche, Cajun, Thieves’ Cant
Possessions: +3 shadow studded leather armor, +1 keen rapier, masterwork dagger (boot-sheathed), masterwork hand crossbow with 20 bolts, ring of protection +3, cloak of elvenkind, gloves of dexterity +2, hat of disguise, potion of invisibility (2), potion of cure serious wounds (2), assorted signet tokens and coded ledgers, hidden network keys to guild safehouses

Physical Description

Sélène Vireaux moves like a secret that has learned how to walk. She stands just under average height, her frame lean and efficient, shaped more by survival than vanity. Her copper-brown skin reflects her wood elven heritage, while her features carry the warmth and expressive subtlety of her créole lineage. Her eyes - a striking blend of green and hazel - rarely rest in one place for long, always tracking, always measuring.

Her dark, tightly curled hair is usually pinned in a style that looks effortless but never is, with deliberate loose strands framing her face. She favors layered clothing in river-muted tones - moss green, wet bark brown, deep charcoal - blending practical elven sensibilities with the understated elegance of créole fashion. Leather is always present, though never obvious, worked seamlessly into her attire.

There is a faint scent about her - crushed herbs, damp earth, and something floral just beginning to turn bitter. It lingers after she leaves, often longer than is comfortable.

Lore

Sélène Vireaux was born between worlds, and from an early age she understood that belonging to none of them was its own kind of power. Her father, a créole broker of goods and quiet favors, taught her how cities breathe - where wealth flows, where it stalls, and where it rots. Her mother, a wood elf who never fully trusted stone walls or crowded streets, taught her how to move unseen, how to listen without being noticed, and how to wait without being forgotten.

She did not begin as a ruler of thieves. She began as something far more dangerous - someone who paid attention. In the docks, in the markets, in the low-lit corners where deals were made without witnesses, she listened. She learned who owed, who lied, who feared, and who thought themselves untouchable. By the time she was noticed by the guild, she already understood its weaknesses better than those who led it.

The transition of power was not marked by bloodshed, at least not publicly. The former guildmaster’s death was sudden, inconvenient, and impossible to trace. By the time suspicion began to circulate, Sélène had already stepped into the vacuum - not as a challenger, but as a solution. She did not seize control. She made herself necessary.

Under her leadership, the guild became something quieter and far more precise. Petty crime diminished, replaced by structured operations - smuggling, information brokerage, controlled extortion. Violence became rare, and therefore meaningful. The city’s officials began to notice a strange stability in the underworld, never quite realizing that it was being managed.

Sélène does not rule through fear alone, though fear is certainly present. She rules through inevitability. Deals made with her feel less like choices and more like conclusions that have already been reached. She is known to switch languages mid-conversation - Common for business, Franche for negotiation, and Cajun when things turn… personal. Those who hear that shift rarely misunderstand what follows.

In Ville des Marai, there are louder criminals. There are crueler ones. There are even more ambitious ones.

But there are very, very few who are more certain.

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