Fie
Fie
At the table
Voice
Her voice has a dry rasp from dust, cold air, and shouting patrol commands, with a bright, abrupt laugh that arrives before she seems to decide whether something is funny. She projects easily across a cavern and clips the ends of sentences when she expects people to act.
Fie speaks in quick, clipped phrases shaped by years of giving orders over bowfire and bargaining across language barriers. Her consonants have a dry, papery rasp, while her laugh bursts out bright and sharp. She uses jokes to make threats sound entertaining and makes promises in plain words, without ornament.
Speech patterns
How to play them
Fie is brisk, entertaining, and openly transactional at first. Offer her a meaningful challenge, a chance to protect the Liberators, or a way to earn public credit and she becomes an energetic ally. Treat her like a disposable hireling and she turns cold, bargains hard, and starts planning an exit. She responds better to direct criticism than to moral lectures, especially if the criticism comes with a workable alternative.
Goal
Win the Twilight Council's approval to lead a major expedition into the Underdark, returning with discoveries and victories that secure lasting prominence for both First Light and herself.
Motivation
To turn past survival into earned authority, wealth, and a place in a family she believes will not abandon her.
Appearance
Fie is small and elven-featured, with ashen-grey skin like cool fireplace dust and long pink hair that streams behind her in loose, bright ribbons. Her orange eyes glow like embers seen through a keyhole. Two twisting, branch-like horns rise through her hair, their tips wrapped in tiny brass tags from old raiding trophies. Her broad, powdery moth wings have smoky patterns that blur when she banks through the air. She moves in sudden, loose-limbed darts, then lands with unnerving stillness. Up close she smells strongly of crushed mint and bowstring wax, a scent she knows perfectly well and insists is “good for morale.” For someone who commands a guard, she keeps a child’s painted wooden horse tucked into her belt, its paint rubbed away where her thumb worries it.
Clothing
A fitted dark guard coat cut short to leave room for her wings, with First Light's watch insignia pinned over a concealed pocket. She wears layered belts for arrows, lock tools, and trophies, plus soft-soled boots reinforced at the toes.
Body language
She perches on chair backs and railings rather than sitting properly. Her wings twitch in short, irritated pulses when townsfolk complain, but open wide when she is excited by danger. She taps the wooden horse at her belt before making a promise, then watches closely to see who noticed.
- Height
- Approximately 3 feet 5 inches
- Build
- Small, wiry, and spring-loaded, with a light frame built for abrupt turns in midair.
- Eyes
- Glowing ember orange
- Hair
- Long, flowing pink
- Skin
- Ashen grey
- Age
- Young adult
- Gender
- Female
- Size
- Small
Distinguishing features
Personality
15 traits and drivesFie is ambitious and funny, but her humor is often a blade used to control a room. She loves decisive action and hates being managed, yet she takes the Liberators' advice more seriously than she admits. With strangers she bargains and performs confidence; with her guards she is exacting but protective; with the Liberators she can be frank, teasing, and unexpectedly sentimental. She laughs at danger because she believes fear should be made useful, not because she fails to feel it.
- Alignment
- Chaotic neutral
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 3
Wants and needs · 4
Combat
AC 28 · HP 135 · 25 feet; fly 25 feetFie tries to make the fight short and lopsided. She takes to the air, uses invisibility or illusions to break enemy focus, and shoots at isolated or distracted targets. She prefers to make enemies waste actions, attack the wrong targets, or expose themselves to her guards. If her advantage collapses, she disengages rather than die for a clean-looking victory.
Fie
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Guard-captain's shortbow (weapon)A compact shortbow with a dark, polished grip and a set of arrows she has personally prepared with minor illusion and enchantment effects. The mechanical effects are represented by her actions and spells, not assumed as universal item properties.
- First Light watch coat (clothing)A guard coat bearing First Light's watch insignia, altered for her wings and fitted with concealed pockets.
- Painted horse (keepsake)A small painted wooden horse, worn smooth where her thumb repeatedly rubs it.
- Patrol and infiltration kit (tools)Lock picks, chalk, waxed cord, and a folded map marked with possible routes into the deeper Underdark.
Possessions
Background
Fie learned early that a fortune was only as safe as the mood of the person holding power over it. She raided in the service of the Shadow Fey Lord Oishin, building a hoard through patient ambushes and quick escapes, only to watch Oishin seize it on a whim. The loss taught her to distrust patronage and prize visible rank as much as treasure. She later followed the Shadow Dragon Rynskald into the mortal world, drawn by the promise of richer targets, and helped raid the deep gnome settlement of Greystone. When the Liberators defeated Rynskald, they spared her. Fie expected a trap, then a bargain; instead, they offered her a chance to choose what she did next. She chose to help them, first out of self-preservation, then because their stubborn loyalty began to feel like family. When they settled First Light and formed the Twilight Council, Fie stayed. The Council made her captain of the city guard, a position she has turned into a platform for ambition. She still sends coin and useful intelligence to the former Greystone survivors as restitution, though she refuses to call it guilt. Now she is impatient with disputes over stolen turnips and noisy neighbors, and presses the Council to let her lead dangerous expeditions deeper into the Underdark. She wants glory for First Light, but also wants a story large enough that nobody can casually take her place away.
Role in the story
A reformed former raider who is both a valuable ally and a politically ambitious guard captain. She can open doors to the city's leadership, lead a dangerous expedition, or create conflict when her appetite for glory outruns the Council's caution.
“The loss taught her to distrust patronage and prize visible rank as much as treasure.”
- Faction
- Captain of the First Light city guard; allied with the Twilight Council and the Liberators.
Known connections
Media
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