Selko Vorr

A Whisper from the Shadows

Overview

Selko Vorr is a low-ranking enforcer for the Shadow Thieves operating in Crimmor—a streetwise rogue tasked with reminding independent operators that crime in this city comes with a price. His job isn’t to kill; it’s to warn, to watch, and to make sure the guild’s cut is paid. When necessary, Selko can disappear into the alleys as quickly as he arrives.

Selko’s primary role is patrolling the taverns, dockyards, and marketplaces where out-of-town rogues and would-be thieves might try to work without the guild’s permission. He often initiates contact with subtle thieves’ cant and leaves it to others to decide if they want to pay the toll—or face the consequences.

Appearance

Selko is a lean man in his early thirties with a shaved head, sharp cheekbones, and a tattered green scarf always tied at his belt—a subtle marker for those who know the signs. His leathers are dark and travel-worn, and his quick, careful movements suggest a man who’s never fully at rest. His smile is small but rarely sincere.

Personality & Traits

Guild-Loyal. Selko’s loyalty to the Shadow Thieves is firm—he knows the price of stepping out of line.
Patient Watcher. He’s not quick to draw steel. He prefers to observe, approach, and corner his targets socially first.
Deadpan Humor. His jokes are dry, his threats quieter still.
Calculated. Selko rarely overcommits. He sizes up situations carefully, always with an eye for an exit.

Duties & Influence

Shadow Thieves: Selko enforces the guild’s control over Crimmor’s criminal activity. He ensures that no rogue operates outside the guild’s authority.
Thieves’ Cant Messenger: Selko relays quiet warnings, guild summons, and offers to new faces using carefully placed symbols and gestures.
Dockside Enforcer: Much of his time is spent in the dock districts, taverns, and warehouses where smugglers, fences, and pickpockets often drift in.
Low-Level, but Known: Selko is no lieutenant or high-ranking figure, but his name is known among street-level thieves and dock workers.

Plot Hooks & Story Integration

A Cautious Warning: Selko approaches a rogue who’s working without guild permission. His tone is polite, but his words carry weight.
Tithe or Trouble: Selko offers terms—pay the guild’s share, leave the city, or risk serious consequences.
The Guild’s Eye: Selko begins shadowing a suspicious newcomer, reporting their movements back to his superiors.
Favor for a Favor: Selko offers protection or valuable information in exchange for small services or payments that strengthen his local position.



Selko Vorr

Medium Humanoid, Chaotic Neutral

Armor Class:

14 (leather armor)

Hit Points:

27 (6d8)

Speed:

30 ft.

STR

10 (+0)

DEX

17 (+3)

CON

12 (+1)

INT

13 (+1)

WIS

11 (+0)

CHA

14 (+2)

Languages

Common, Thieves' Cant

Senses

Perception 12

Skills

Stealth +5, Sleight of Hand +5, Perception +2, Insight +2, Deception +4

Challenge

1 (200 XP)

Cunning Action

Selko can take a bonus action on each of his turns in combat to Dash, Disengage, or Hide.

Sneak Attack (1/Turn)

Selko deals an extra 7 (2d6) damage when he hits a target with a finesse or ranged weapon attack if he has advantage or if an ally is within 5 feet of the target.

Thieves' Cant

Selko can pass complex messages using hand signs, markings, and subtle phrases that only other rogues and thieves understand.

Actions

Shortsword (Melee Weapon Attack).

+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dagger (Melee or Ranged Weapon Attack).

+5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Campaigns