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== Friends and Allies == |
== Friends and Allies == |
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'''[[Durian]]-''' Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. |
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'''[[Durian]]-''' |
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'''[[Ensign]]-''' Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi's psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A's to test out for purely scientific purposes. |
'''[[Ensign]]-''' Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi's psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A's to test out for purely scientific purposes. |
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'''[[Vadath]]'''- Vadath and Delphi met during the Green Fang expedition. Though they didn't initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv's, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon's head and his request for the bounty reward. |
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==Languages== |
==Languages== |
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Delphi knows Common and Draconic Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal. |
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal. |
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==Powers and Abilities== |
==Powers and Abilities== |
Revision as of 02:21, 11 May 2022
Relatives | None Alive |
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Languages | Common, Draconic, Celestial, Infernal |
Affiliations | Jadenhill |
Aliases | None |
Marital Status | Single |
Place of Birth | Astrakhan |
Date of Death | N/A |
Place of Death | N/A |
Species | Dragonborn (Gemstone: Topaz) |
Gender | Female |
Height | 6ft 2in |
Weight | 213 lb |
Eye Color | Bright Orange |
Delphi is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil.
Physical Appearance
Delphi is a rather slim Dragonborn, especially compared to others in Jadenhill. She is one of the very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.
Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black. She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.
It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.
Personality
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.
History
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn't very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.
When Delphi was around 10, a dragon attacked Astrakahn. Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.
Ongoing Adventures
Friends and Allies
Durian- Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans.
Ensign- Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi's psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A's to test out for purely scientific purposes.
Vadath- Vadath and Delphi met during the Green Fang expedition. Though they didn't initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv's, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon's head and his request for the bounty reward.
Languages
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of Jadenhill, she has also picked up Celestial and Infernal.
Powers and Abilities
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it's mostly in a support role too help her teammates and debuff and incapacitate her enemies.
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.
Attacks and Weapons
Delphi isn't particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other's minds and makes them easier adversaries. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she's not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business.