Phelaia Hope

Phelaia Hope, an Ord-in-'arry Devil

Phelaia Hope, an Ord-in-'arry Devil

Biographical information
The sprawling slums of Thagretis, a wealthy, theocratic city-state in northern Malakath. 18 Wandering the hot, arid wasteland of northern Malakath.
Physical description
Tiefling Female 5'7"/170 cm 140 lbs/63 kg Black, red, and dark purple. Faintly glowing, scleraless amber. Bluish-gray
Political information
Ranger and Do Gooder
Out-of-character information
Threecups the Caffeinated 10/31/2025 Contrived with MS Copilot

Phelaia Hope is a Tiefling ranger from northern Malakath.







Appearance

Phelaia Hope is slightly taller than average, lithely muscled, with bluish gray skin, long pointed ears, a shoulder-length shock of red and purple streaked raven hair, faintly glowing, sclera-less, devilish amber eyes, a dazzling white smile with faintly pointed, barely pronounced canines, short purplish black horns, sharp, purplish-black talon-like claws on her fingers and toes, and a bluish-gray arrow-pointed tail. She dresses in loose brown cloth and dark leathers to better blend in with the wasteland, with a pair of well-broken in, hobnailed, legionnaire-style open-toed sandals. She carries a twisted darkwood longbow, a quiver of arrows, two scabbarded shortswords, and shin-scabbarded boot knives. She also carries a well-stuffed satchel, a short shovel, a coil of rope, and a thin, somewhat raggedy bedroll.



Skills and Abilities

Phelaia is nimble, stealthy, perceptive, and a fair bit stronger and tougher than she looks.

As a former street urchin, Phelaia is a proficient if quite out of practice pickpocket, lock-jimmyer, and cutpurse. At a young age, she discovered a special knack for climbing walls and disappearing into whatever cover presented itself. She knows every back alley and shortcut in the Slums like the back of her hand, and knows which carters are kind to the less fortunate and which are complete mragrashem.

Phelaia is an excellent archer, especially with Old Beazle, a Tief-touched longbow. She can shoot from horseback and make trick shots to cut ropes, snuff candles, peg someone to a wall with their clothing, that sort of thing.

Old Beazle is effectively a spell focus, channeling Phelaia’s connection to the Tief. If she senses that she or someone she aims to help is in real danger, the bow starts warping the heads of normal arrows into wicked, magical, hard hitting barbs that cut in all directions when pulled out. If Phelaia grows angry, her arrows not only twist into barbs but burst into flames on impact, possibly setting the target afire. Prolonged shooting of Tief-touched arrows wears her out quickly.

Phelaia learned some of the Malakathan style of twin shortswords from a cousin who made it into the Temple Guards, focusing on deflecting incoming attacks and countering with quick thrusts aimed at opponent's legs and joints to hobble them. Her bag of swordfighting tricks is not terribly deep yet, and she greatly prefers to fight at range with her bow.

Phelaia is a proficient rider, on those occasions when she finds some manner of mount. This is a good thing, because horses often distrust her at first smell. She has learned to carry apples, carrots, or dates for such meetings, to ease relations along. She has dreamt since she was a little girl of riding a dragon, blue like her. She knows it’s a silly dream. Only humans can ride dragons

Phelaia has a rudimentary understanding of how to live off the land, finding edible plants, hunting, trapping, fishing, butchering, and jerking meat. She knows how to cook food to make it edible, though she wouldn't call herself a 'good' cook.

Phelaia has keen night vision and sharp hearing. Thanks to her tail, she can jump somewhat higher and farther than would be normal for a similarly-sized human. Her sharp, hardened claws give her advantage when climbing normal walls and with the aid of a rope, she may even scale smooth-carven ones. In a pinch, she can use her claws as weapons, but she hates to do so as she thinks it's 'giving in.' Her Tief connection has combined with her messed-up religious beliefs about her Ascended blood to render her innately resistant to fire, but also innately vulnerable to holy water.

Personality

Phelaia is quick-tongued, sharp-witted, and devil-may-care. She speaks in a Thagretis-accented personal patois of trade-tongue spiced with "Tiefling" words and odd customs like 'mister' and 'missus'-ing people for longer than strictly necessary. She has a sardonically cheerful disposition and a healthy dollop of the black humor common to her kind. She holds an idealistic, good vs bad worldview and has a heart of gold that keeps her broke.

Deep down beneath her happy facade, she is lonely and philosophical, wondering what exactly her reason is now that her apprenticeship is over. Why her, why here, why now? She calls 'em the 'Three Ys' sometimes, when there's someone to talk to and philosophy comes up. Which is so far never.

Biography & Lore

Phelaia was born and grew up in and around the violent, poverty-stricken slums of Thagretis. She was raised to pay lip service to the Holy Elder Dragon, but sends whatever counts as prayers to a made-up angel goddess named Hope, who used to be her imaginary friend when she was little. Phelaia was orphaned in a botched burglary at age 4, growing up on the streets the next several years with a gaggle of several cousins of various ages, until her oldest cousin, Vali, managed to be accepted into the Temple Guards. Vali taught the younger tiefs the swordplay and basic tactics he was learning whenever he had leave to visit them, and more importantly, he used his new connections to get them all apprenticed and off the street.

Phelaia was indentured to a caravan pathfinder, Balta Zaria, who encouraged her natural aptitudes for climbing and archery, pushing her through increasingly difficult challenges. Now eighteen and her ten-year indenture just completed, Phelaia exchanged her family name for that of her angel goddess "Hope," deciding that she would be a force for good for all travelers in need of help. Knowing firsthand the dangers of the wasteland, she started her journey there.

The first night out, Phelaia dreamed that she was visited by a Pandemonic emissary, who delivered her a "birthright:" a twisted, darkwood longbow that she nicknamed "Old Beazle." The emissary departed with a poetic bidding to:

Send the wicked home, just as many as you like!
Really, slay them all, to your goodly heart's delight.

When she awoke, she found Old Beazle in the place of the longbow she had been carrying. Phelaia believed the dream was real until recently meeting the wanderer Jhinn, who taught her a little bit about the Tief. She has given up a lot of silly beliefs about the bow now: it's just her old bow that she Tief-ed up somehow, and it somehow sucks some of her Tief out to change her arrows. She is growing more thoughtful analyzing her dreams and more critical of all the stuff the dragon-priests taught her. Part of her wonders what else she might be able to do with her Tief. Part of her still fears her Tief, though; after all, it usually does stuff when she's scared or angry, and those are dangerous feelings.

On what she refers to as her Fate-day, she met a blue dragon, Ketu, being attacked by skull devils. She used her Tief-bow and Tief-arrows to kill one of the skull devils, and ended up on Ketu's back during the chase. Dragon and tiefling bonded spirits at their first touch, and now she can't convince him to go back to his life of freedom. He just wants to follow her around and be with her. She's scared to death of someone from Thanasis finding out and hunting them down to capture Ketu and probably kill her. Then that night, she started having visions of a lonely tiefling with kind eyes and some great responsibility looming over him, living far, far to the west, in a city with oceans on both sides amid a land of green and gold. She is now trying to find some way to reach this tiefling and this city, hoping it will be better for Ketu there.

References

I envision Phelaia as kind of like a less cerebral Spider-Man in terms of her sense of responsibility for others, quick-quipping banter, and laconic acceptance of being doomed to a fate only partly of her choosing.
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