Theiron Lanier

### Known Relatives

Hespera Lanier (mother), Jaskon Lanier (uncle), Cierrah Lanier (aunt; deceased), Meridel "Midge" Lanier (younger cousin; missing)

## Sources

### Out of Core (incl. pg #)

Circle of Civilization (AoE, pg. 20); Half-Elf (Mark of Detection) (ERLW, pg. 40); Ice Knife (XGtE, pg. 157); Prodigy (XGtE, pg. 75); Urban Bounty Hunter (SCAG, pg. 153)

A wandering inquisitive with a significant secret and an unsolved conspiracy.

## Appearance

It is as easy to call Theiron striking as it is to consider him utterly unremarkable. His height—at 6'1"—is noteworthy, as are keen orange eyes, curly, steel-colored hair, and tanned skin spotted with a population of freckles. However, he stands with a hunch and his taciturn demeanor carries little presence, consigning him to an initial scrutiny before wandering eyes seek elsewhere for a more interesting person.

He wears exhaustion like a mantle. No amount of rest—and he gets little—clears the bags carved under his eyes. His two permanent fixtures are his long coat, a size too big and worn after countless years, and a gnarled walking stick. It is clear to see he is malnourished, and that he is actively taking no steps to improve his concerned health.

Theiron adamantly refuses to doff his shirt in public. If forced, there is always an arcane aura about him (see **Secrets**). He frequently has the company of a familiar, Faodail, who typically takes the form of a grackle.

## History

On a cold night, a Khoravar bard named Hespera Lanier—a notable adventurer in her own right—dropped a two-year old boy at the doorstep of her brother’s quaint home. Though Jaskon Lanier and his wife Cierrah were refugees from Southern Cyre, Hespera was convinced her brother could give her son a more stable family than she had been able to provide.

Though reluctant, Jaskon agreed, and Hespera retreated back to her life of wandering.

So the boy, whose mother had named him Theiron, was raised by his uncle and aunt in what would prove to be a tumultuous childhood. Five years later, the couple had their own daughter, Meridel—who Theiron nicknamed Midge. However, by the time she was born the small family had been forced to move further north by goblin forces harrying the border. Moving became an unfortunate pattern for the Laniers, whether as a result of skirmishes with Darguun or incursions from the other fractured nations of Galifar.

Theiron was a curious child, both in actions and character. He would often help search displaced neighbors find items that fell to the wayside of their fleeing caravans. Moreover, he would not only talk to stray animals, but also to garden plants, and grieved the villages they departed as though he had connected to the locations more than just a child’s attachment.

### The Last War

The Laniers were fleeing conflict incited by the Last War from the day the goblinoid rebellion carved Darguun from Cyre. It was in the last of these upheavals that tragedy struck the family’s heart. Theiron was 15 and Meridel was 10 when the Laniers were ousted from their current home by Thranish soldiers. In the chaos, Cierrah was killed in the crossfire—and Meridel went missing.

Theiron relentlessly searched for her in the aftermath, swearing that if he did not see her die then she could still be alive. He scoured the abandoned borders of their old village for a body, night after night, until Jaskon dragged his nephew back onto the northward road. Eventually, the two managed to settle in a city they hoped would provide safer refuge from the war. Jaskon took up as a woodworker to make ends meet and bury his grief, while Theiron found as many troublesome outlets as he did useful ones.

The adolescent’s continued efforts to help other refugees displaced by Darguun and border skirmishes find their lost possessions turned to searching for missing people—which spilled into taking on jobs within the city. Soon, Theiron had cemented himself as a young but talented inquisitive. The coin he made went first and foremost to support his uncle, but the remainder immediately went to any information that could find Meridel, for Theiron never gave up believing that she could still be alive.

In the heart of a bustling city, Theiron better heard the call carried in the heartbeat of civilization. His burgeoning druid abilities flourished as he grew to better understand them—and he put them to use communing with the local flora and fauna to further his efforts as an inquisitive. However, he was undeniably a troubled adolescent, and got into more than a few scraps; Theiron learned to fight on the street as much as he did against wildlife outside the city in the midst of his work.

### Volte-face Inquest

Unfortunately, any day-to-day normalcy ended the same year Theiron turned 20. As a well-established inquisitive, he was hired for a job that should have been simple—had deeper mystery underneath not led Theiron directly into hot water. An official's son went missing.

While all signs pointed to an untimely demise, Theiron found the adolescent boy alive and well. It should have ended there—when the inquisitive received his coins and went home—but something about the investigation haunted Theiron. Two weeks later, the official died and his son inherited everything.

Unwilling to let it lie, Theiron reopened his investigation. In records spanning back decades he found a pattern of similar incidents: the family member of a notable individual goes missing, is then found safe and sound despite all evidence, and in some time afterward the noteworthy figure has an unfortunate accident and leaves an inheritance behind. Later on, the surviving family member would relocate for one reason or another.

Each case was not suspicious on its own—after all, the departed person would send letters or, rarely, visit—but the similarities and the scope made an incriminating sequence. Theiron delved deeper, tracking the movements of the official’s son until the day the boy was to leave, then sprung a trap to oust him for what he truly was—a changeling.

It was another moment that should have been the end. While the changeling was captured, Theiron couldn’t help but notice the new oddities that emerged. Not only did the perpetrator have no recollection of their own crimes, but they were found carrying a magical item related in some way to memories—from what Theiron could suss out from the authorities. He was certain there was more, and that the changeling could be a pawn of someone else.

And then House Medani arrived.

Led by Devlyn d'Medani (see **Secrets**), the house agents were thorough in taking control of the situation. Theiron's investigation was shut down, and it was made *extremely* clear to him that he was not continue looking into matters. Several days later, the changeling died in custody of natural causes. Or so it was claimed.

Afterward, every avenue Theiron pursued to get more information was cut off. City officials would turn their eyes away and local informants closed their doors. The only information he could gather came from his network of plants and animals—but that could not glean him anything for a case that stretched back decades.

Unfortunately, his attempts had consequences of their own. One day, as Theiron returned to his uncle’s home, he knew there was a trap set there to kill him. To this day he has no idea whether it was House Medani or whatever force he delved too deep into the business of. All he knows is that what happened that night uprooted his life one last time.

In the heightened stress, a dragonmark burned itself onto his chest—the Mark of Detection. It is only due to the abilities it afforded him that he was able to pull his uncle, unconscious from the smoke and fumes, from the arcane trap that set their home ablaze. A trap that was meant to kill him.

While he made certain his uncle would recover, Theiron did not wait for Jaskon to wake up. If he lingered, he was afraid he would put his uncle in further danger. Cutting ties with his life, Theiron crossed the border into Breland—intent to reach somewhere he could get lost. Sharn.

### A Wandering Hawkshaw

Theiron established his inquisitive business in Sharn. Paranoid that he was followed from Cyre, he took to wandering the streets rather than establish a storefront. Whatever coin he earned from his collected jobs went to paying informants—for leads about Meridel and inquiries to pick up his closed investigation—rather than taking care of himself.

Despite his disheveled appearance, Theiron made a name for himself as both reliable and effective. Unfortunately, only a few years later did word of the Mourning reach Sharn. The grief was nearly unbearable to cope with. An entire nation of cities was wiped off the map, along with the clues and the site of the case that upended his life. He didn’t know whether his uncle was alive or if Meridel could still be alive.

An already quiet man became much more reserved, weighted by woe he buried with every passing year in more and more work. Most recently, he was hired on by a high-profile noble whose daughter and favorite magewright were held hostage by a local gang. While the rescue was a lengthy process, Theiron ultimately succeeded and earned the lord’s favor.

### Invitation

A heartily written recommendation from the Sharn lord, along with a noted reputation for his efforts and skills, might have been enough on their own—but it was a letter penned by exceptional adventurer Hespera Lanier, who had been keeping a distant eye on her son, that ultimately put an invitation to the Wayfinder Foundation in Theiron’s hand.

He accepted, in hopes that there are enough resources in an organization of such renown to help him sift through what might have survived the Day of Mourning.

### Experience

Despite being self-taught in most aspects of his life, Theiron is surprisingly competent and skilled at what he does. A lengthy record of successfully completed jobs—done timely and tactfully—is evidence enough of his talent for investigative skills and deductive reasoning. That reputation is only bolstered by the druidic strength he draws from the vibrant pulse of civilization, and all together it makes him a dependable and worthwhile adventurer.

### Motivation

Theiron is driven by an inquiring mind, one that is not satisfied unless it has the answer to presented problems. His curiosity often bleeds into his sense of responsibility, as more often than not the mysteries he solves are tied to jobs and duties he has an obligation to see through to the end. However, above all, Theiron is motivated by an empathy for others—a childhood plagued by suffering leaves him motivated to help others recover what has been torn from them, or at least to find closure in the unsolved aspects of their lives.

### Future Goals

In the Wayfinders, Theiron sees not only a steadier and more profitable supply of work, but also the resources and allies that can get him closer to the mysteries that have been plaguing him—and safeguard him from the dangers lurking around every corner. While he is intent on discovering the truth behind the conspiracy of the changeling that has haunted him, what Theiron wants more than anything is closure in regards to his family. He wants to find out if his uncle survived the Day of Mourning, and what really happened to his cousin the day Meridel disappeared over a decade ago.

### Secrets

Theiron is the bastard son of Devlyn d'Medani—a fact neither of them are aware of.

From his bloodline, Theiron inherited the Mark of Detection, which was branded on his abdomen during the events that led to the house fire. After his encounter with House Medani, Theiron hides the dragonmark at all costs—no longer taking on the forms of beasts and, if necessary, using his ability to *disguise self* to take on his own appearance, sans the mark.

### Enemies

* Having opened the lid on a decades-long conspiracy, Theiron has invited the ire of whoever—or whatever—was pulling the strings behind the changeling crimes.
* Theiron's persistent investigation, especially when explicitly told to cease, has earned him no friends in House Medani.
* Certainly, there is no lost love between Theiron and the criminals and gangs in Sharn, especially those in the business of kidnapping people and stealing possessions.

## Personality

**Personality Traits**

* Theiron has a quiet demeanor that can come across as aloof or curt.
* He barely takes care of himself on a day-to-day basis—a problem that is only exasperated when he becomes entrenched in a difficult case.
* Theiron has difficulty starting conversations unless motivated by intent and purpose.
* Whenever he needs to waste time or is particularly bored, Theiron carves wood.
* He has a very dry sense of wit and humor.

**Ideals**

* Every mystery can be solved.
* Theiron believes closure is necessary for people to heal.
* No one should be denied answers.

**Bonds**

* Meridel's disappearance spurred Theiron to become an inquisitive to keep others from suffering the same loss.
* After the fire that nearly killed his uncle, Theiron is afraid of others taking his consequences.
* Theiron refuses to leave cases unsolved, as he is still haunted by the conspiracy with no answers.
* After his run-in with House Medani, Theiron will do anything to keep his secret, not wanting to know what will happen if they find out.

**Strengths**

* Theiron has a deep compassion and empathy for other people that he shows in nonverbal ways.
* Once he takes on a job, he will do anything to see it through.
* Theiron works well with others and can detach his personal feelings toward others to see a job through.
* He won't allow another to take blame for his actions.

**Flaws**

* Paranoia has made him a private person, and he does not easily deal out intimate trust to others.
* He is curious to a fault, and will pursue a mystery that fascinates him heedless of the consequences.
* A lifetime of losing people means Theiron easily pushes others away if he feels they are getting too close.
* Theiron affords himself little self-care and will work himself to the bone without a second thought.

## Completed Missions

### Rosemary and Time

[PH]

* Investigated a mysterious arcane signature at the Tower of the Twelve alongside Aaron, Leelah, and Spirit.
* The problem revealed itself to be a time loop set in motion by a group of students protecting an aberrant-marked boy, Castien, who was marked for death by inevitables.
* After defeating the weakened marut, the loop resolved. Theiron ended the adventure biologically 3 years older (age 30).
* Before leaving, he spoke with Kerika d'Medani, admitting his involvement in the Cyre changeling case. She revealed to him that the conspiracy was greater than either the House or the changelings—that someone was pulling the strings, and that someone is doing the same within the Wayfinders.

## Crunch

### XP & Gold Log

*This transaction list must include all finished expeditions and the gold/XP earned for each, as well as all expenditures (what you bought and for how much).*

### Inventory

* Leather armor
* Quarterstaff (wooden staff druidic focus)
* Wooden shield
* Explorer's pack
	+ Bedroll
	+ Mess kit
	+ Tinderbox
	+ Torches x10
	+ Rations x10
	+ Waterskin
	+ 50 feet of hempen rope
* Set of clothes appropriate to his duties

### Character Sheet

* Theiron
* Faodail