
Elven thief · The one who cannot stay
Senna Voss
I have been everywhere you are planning to go. I am not going to tell you what to expect. If I tell you what to expect, you will expect it. What you need instead is to be ready for something else.
Most often found nearThe Silver Roads
Who She Is
The first thing most people notice about Senna Voss is that she is already oriented to the exits. Not nervously - there is no anxiety in it. It is simply a habit of awareness that has had thirty years of planes travel to become reflexive. She knows where the doors are, which walls are load-bearing, where the ley lines run under the floor, and whether the local Ethereal is stable. She registered all of this in the first thirty seconds after she arrived, and she filed it away the way experienced travelers file away weather, and she is now paying complete attention to the conversation.
She is a hundred and eighty-seven years old, which for an elf is not particularly old - she could live another three centuries without unusual effort. She has been traveling the planes for thirty-one of those years. She looks like an elf woman in her middle thirties: dark hair kept short and practical, a face that has learned not to express surprise, clothes that are well-made and very worn in the specific pattern of someone who moves through environments that are hard on clothing. The twin blades at her hips are the nicest things she owns, which is a choice she made deliberately thirty years ago and has never reconsidered. What is harder to see immediately, and what becomes apparent over the course of a conversation, is that Senna is genuinely lonely in a way she has not yet found the language to describe. She has been moving for thirty-one years. She knows the Silver Roads better than most Gate Keepers. She can navigate the Ethereal by feel, read ley lines like river currents, and identify a demirealm boundary from a hundred yards by the specific quality of the air pressure. What she cannot do, after thirty-one years of moving through the most extraordinary places in the Multirealms, is stay.
Where She Came From
Senna was born in a port city in a world she no longer names, the youngest of four children in a family of dockworkers who were unremarkable in every way that she eventually became remarkable in. She was a thief from approximately age twelve, which in that city was not unusual, and she was very good at it, which was. She worked the docks and the cargo districts and the occasional wealthy house, and she was building toward something she would have described at the time as security, which she understood to mean a room that was hers and enough money that the room could stay hers for a while.
The portal was in a warehouse she was robbing. She did not know it was a portal - it looked like a door, which is often what portals look like, which is part of the problem. She stepped through it because there was someone behind her and the door was in front of her, and the logic of her profession said that doors are for going through. She came out in a world that smelled wrong in three different ways and where the sky was the wrong color. She was twenty-three years old.
Getting back took three years. Not because the distance was great - it wasn't, as planar distances go - but because she did not know what she was doing, had no equipment, had no knowledge, and had no one to ask who spoke a language she recognized. She learned. She learned planar navigation by navigating the planes incorrectly several hundred times and noting what went wrong. She learned Ethereal movement by getting lost in the Ethereal for two weeks and using the time productively. She learned which creatures could be negotiated with and which could not by attempting negotiation with most of them. By the time she found her way back, she was someone different.
She stayed for eleven days. Her family was alive and well. The city was exactly as she had left it. The room she had been saving toward was available. She stood in the doorway of it for a long time, understanding something she did not have the words for yet, and then she walked back out and went to find another portal.
What She Does Now
Senna Voss moves. She has been in every realm documented in this book and several that aren't. She makes her living through a combination of skills that do not have a tidy professional name: she finds things that are lost in the planes, she carries messages between people who cannot carry them themselves, she occasionally acquires objects from locations that are difficult to reach and more difficult to survive long enough to leave. She is very good at all of these things.
She keeps the journal she has been writing in for thirty-one years. It is the most comprehensive single document on planar navigation currently in existence, and she is aware of this, and she does not distribute copies. The knowledge is hers. It was earned by a method that is not reproducible without repeating the thirty-one years.
She appears where she is needed, which is not the same as where she is wanted. She has a quality of arriving at the specific moment when someone is about to make a mistake that she has made before, and offering them one piece of information that reframes the situation entirely. Whether she does this deliberately or whether she simply moves toward situations that require what she has and arrives accordingly is something she has not been able to determine. She suspects both are true and the distinction is not as large as it appears. What she is looking for - what she has been looking for, she suspects, since she stepped through that warehouse door at twenty-three - is a place that feels the way home is supposed to feel. She has not found it. She has found many places that are extraordinary and beautiful and worth the visit. She has not found the one that makes her want to stop moving. She is not sure anymore whether this means the place does not exist or whether the thirty-one years of moving have changed her in ways that make stopping impossible regardless of destination.
SENNA VOSS
Elven thief, 187 years old. Has been moving through the planes for thirty-one of them. Reads Ethereal currents the way sailors read water. Has stopped being surprised by anything, which she considers both an achievement and a loss.
- HP
- 56
- AC
- 16
- DR
- 2
- Save Roll
- Quick +6, Tough +3, Mind +3
- Alignment
- Impartial Impartial (Wanderer)
- Dexterity
- 18
- Magic Resistance
- Resistant to planar disorientation effects. Cannot become lost in the Ethereal.
- Number of Attacks
- 2
- Attack
- +6 vs AC, 1d6+4 (damage) per blade (two paired short blades of Ethereal-forged steel)
- Size
- Medium
- Special Defense
- Threshold Read: when any planar boundary is within 300 feet, Senna is immediately aware of it, its approximate stability, and whether anything has crossed it in the past hour. Cannot be surprised at planar thresholds. Keen Hearing.
- Special Attack
- Twin-Strike Necklace: The necklace Senna wears allows her to make two melee attacks on her turn with her paired short blades.
Behavior / Roleplaying
Senna does not explain herself in advance. She answers questions with questions until she decides you are worth talking to directly, at which point she is entirely honest in a way that can be disorienting. She helps when she judges it worth her time and does not apologize when she judges it isn't. She always knows the nearest exit.
DN Note
Use Senna as the party's most knowledgeable planar contact - she has been where they are going, probably more than once. She will not guide them. She will tell them one true and specific thing about their destination that they could not have found elsewhere, then she will be somewhere else. If the party earns her ongoing attention, she is one of the most valuable allies in any planar campaign.
What She Carries
Senna travels light. Everything she owns fits in a pack that she can put on and run with in under ten seconds. The following items are always with her.
Wondrous Item (unique)
The Accumulated Journal
A journal Senna has been writing in for thirty-one years. If a reader spends one hour with a specific section, they gain +3 to all navigation and survival Chance Rolls for any realm that section covers. The journal covers every realm in this book and several that aren't. Senna does not lend it.
The binding has been replaced four times. The pages are a mix of three different papers from three different worlds. The handwriting changes as you move through it - more hurried in the early sections, precise and economical now. Several pages are blank, which she has noted means she has not yet decided what those experiences meant.
Weapon (paired short blades)
Twin Blades: Margin and Threshold
Forged from Ethereal boundary material by a smith in a demirealm that no longer exists. Margin deals 1d6+4 slashing and ignores the DR of incorporeal or partially-Ethereal creatures entirely. Threshold deals 1d6+4 and on a natural 18-20 forces the target to make a WIS Mind save (TN 14) or be briefly displaced one step into the Ethereal - untargetable for 1 round but unable to affect the Material.
Senna had them made after her first year in the planes, when she understood that ordinary weapons were insufficient for what she was walking through. The smith accepted payment in the form of three days of Senna telling her everything she had seen. She considered this a fair exchange. Senna was less certain.
Wondrous Item
The One Coin
A coin from a civilization that no longer exists anywhere. Senna flips it when she cannot decide. She claims it is not magical. She has never tested this claim and is aware of the irony.
She has had it since before she started traveling. It is the only thing she carries that predates her departure. She does not discuss where it came from.
DN Guidance
Senna Voss works best as a recurring figure the party encounters at unexpected moments across multiple sessions or a campaign arc. She is not a quest-giver - she does not have missions to hand out. She has information, and she trades information for information, and the party will find over time that she knows more about what they are doing than she should. She is not a villain and she is not a mentor. She is the person who has been where the party is going and made it back. Use her for the specific piece of knowledge that reframes a situation - the thing about the realm they are entering that changes their entire approach. One true thing per encounter is the right economy. Anything more and she becomes a resource to be mined rather than a person to be known.
If the party earns her genuine respect - by doing something she has not seen before, by surviving something she expected to kill them, by asking the right question - she may offer to travel with them briefly. Briefly means until the current situation resolves. She will then move on. This is not a betrayal. It is what she does.