Ophelia Isadore

3leggedpoet

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Created
1 year, 9 months ago
Creator
3leggedpoet
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Ophelia Isadore

O phelia Isadore, Illuminate Maiden, Esteemed Poet and Orator of the House of Euphemia, Speaker of Beautiful Truths, Disciple of Kyrah and Daughter of a Thousand Stars.”

Much as mankind has looked to the stars for answers for millennia, so too have the stars returned that gaze.
Born from a pool of moonlight, from the glint of starlight on the river, from the curl of the wind around the earth’s feet, Ophelia is the curiosity of the stars made manifest.
Adopted into the Noble House of Euphemia, Ophelia learnt to view the world through the lens of theatre. Her every word and movement a planned performance, she lavishes in the attention of others but struggles to connect with them on a truly emotional level.
Since leaving her home in the courts, Ophelia has hoped to find (or orchestrate) a grand adventure worthy of an Epic Poem that could sit alongside those of the greats' - herself a simultaneous stagehand and scribe to the entire affair.

Class: Bard (School of Epic Poetry)
Species: Celestial Nymph
Background: Courtier
Age: As ageless as the stars
Pronouns: She/Her
Sexuality: Sapphic
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Strength
0
- 10 -

Dexterity
+2
- 14 -

Constitution
+1
- 13 -

Intelligence
+4
- 18 -

Wisdom
+1
- 13 -

Charisma
+6
- 22 -

Trivia
  • Ophelia has been on the earth for around 80-90 years. She has watched people be born, grow old, and die around her.
  • 50% abstracted metaphor, 50% too blunt to live.
  • Her favourite play is Oedipus Rex.
  • She would much rather believe a beautiful lie than an ugly truth.
  • Her characterisation is partially inspired by Rose Quartz from Steven Universe.
Likes & Dislikes
  • Being the centre of attention.
  • Gold. Gold jewellry, gold make-up, gold.
  • Clever metaphors.
  • Being out-performed.
  • When events don't make for a good story.
  • Being reminded of the mortality of her friends.
Party Members:
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Adonis of Corinth

Ophelia's best friend and long-time travelling companion. She thinks the world of him, and wants nothing more than to see him grow into the hero of legend she believes he can be.

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Desdemona

She's blunt, but Ophelia is pretty sure that there's more going on beneath Desdemona's tough exterior - all she has to do is encourage her to open up a little!

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Automedon

Ophelia's newest companion, and one she's a little intimidated by. Who - or what - is the person beneath the armour? Only time will tell.

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Nehesi Baen Hotep Shepses Neith Aa Neru

Nehesi seems to be a bit of a wildcard within the party composition. Both wise and combatitive, her actions echo with the voice of her goddess.


“All the world’s a stage,
And all the men and women merely players.”

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"We're not just artists, we're something more:
We're entertainers."

Design Notes
  • Ophelia's hair is inspired by the Aurora Borealis, and can vary in tone from lavender to soft pink.
  • She talks with her hands, and if the bangles have a chance to slide then they absolutely will. This is because I think this is funny.
  • 5'9 and built like a twink.
  • The green fabric is sheer and can be seen through.
  • She moves like a dancer, in an almost unnaturally affected way. She is always stood on tip-toes (as though wearing invisible heels).
  • In full darkness, Ophelia's skin has a very soft glow, like looking up at the Milky Way.
Outbound Links
Permissions
  • You may draw this character!
  • You can ask me questions here or on discord.
  • You can draw this character interacting with your own or others.
  • Do not draw anything NSFW without talking to me first!
  • This character is not for trade or resale.
Colour Palette
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Inventory

Lyre of Loyia

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The strings of the lyre are a bright silver colour, the body of the instrument an off-ivory, and five stars adorn it from one end to the other.

Worn Love Letter

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A carefully-kept reminder of a simpler time. It still smells faintly of perfume.

Dip Pen & Inks

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A poet is never without her pen.

Xiphos

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A shortsword with a sharp, leaf-shaped blade.

Don't spoil the story!

This tab contains spoilers for my DND group.

The Origins of a Star

A nymph’s ancestry is that of nature itself. They are born not to a parent or family, but to the elements, the curiosity of the ever-changing environment. Much as mankind has looked to the stars for answers for millennia, so too have the stars returned that gaze. As an aurae nymph, Ophelia was formed when the constellations longed too deeply to know the world of man. She was born from a pool of moonlight, from the glint of starlight on the river, from the curl of the wind around the earth’s feet.

Ophelia has lived most of her life in the city of Ephesus, Ionia. Her earliest memories comprise of walking along the banks of the Kaystros River, marvelling at the light of the dawn.
Ophelia was found and embraced into the noble house of Euphemia by a man named Adras Euphemia, courtesan and dramaturge. To the Euphemias, the theatre; its plays, its politics and its upkeep, is a family art. They own and manage the large theatre in central Ephesus, and it was on this stage that Ophelia learnt to navigate life, its triumphant highs and crashing downfalls.
Ophelia has largely lived a very charmed life, and is used to being handed many of life’s luxuries with little effort of her own. This is thanks, in part, to her nymphen beauty, but also Adras’ willingness to have her every whim facilitated by the Court of Euphemia.

Heaven Help a Fool Who Falls in Love

Ophelia and Adras met as a curious newly formed nymph and a lovesick young fool, enthralled by her beauty. He was 17 and ignorant about the world outside his own path, and she was lost in the suddenness of a new personhood. Adras took her back with him to his home in the courts, introduced her to a life of luxury, and of theatre. The two became fast friends, rarely seen apart as they explored their newfound freedoms and novelties together.

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It was Adras who introduced her to the theatre, to the stage and the spotlight. He taught her to play the lyre just as she played a part, to bring the audience to both tears and laughter.
Adras tried to ask for her hand in marriage once, when they were still young, but Ophelia laughed him off. She is an act, not a real person, not what he deserves in his life. Ophelia doesn’t know what true love is, but she’s fairly certain this isn’t it.
Adras moved on, with a little time, and married a woman named Helene, with whom he had three children: Lyris, Selina and Callistus. He and Ophelia remained close, much to the chagrin of gossip-ready courtesans, but their relationship was one of muse and mentor, of mutual respect, and a deep friendship. Adras grew from the foolish boy Ophelia first met into a powerful man, central to his community and culture through his work for the theatre. As he aged, he often wondered at Ophelia’s perpetual youth, a spectacle compared to his greying hair and gnarled artist’s hands.

Adras’ death is Ophelia’s first real taste of mortality. She doesn’t believe it, for a while – that he could truly be gone. Not with such ease and gentleness. She never truly learnt to deal with her grief, instead repressing the ugly truth for a more beautiful distraction.

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The Courts are not your Friend

Ophelia was never very close with any of Adras’s children, but her relationship with his eldest daughter, Lyris, has become particularly terse over the years. When Lyris was a child, Ophelia showed her little interest beyond the expected social graces, and her own morbid curiosities regarding the lifespan of mortals. As she grew up, Lyris often found herself resenting the attention that her father paid to Ophelia over herself and her siblings, and the two became quiet, but none-the-less petty, rivals. Ophelia became particularly jealous of Lyris’ clear and resonant singing voice, lacking her own talents in this regard.
This rivalry bubbled beneath the surface for a long time, as both parties were hesitant to upset the ostensibly oblivious Adras with their bitterness towards each other.

After Adras’ passing, the court was empty. A heavy silence hung from the stonework, draping their usual vibrant ambience under a solemn mantle. Before long, however, whispers begun to creep beneath the shadows, circling from kin to courtesan and back again.
Lyris’ silence was broken – she was a strong backer of many of the unsavoury rumours concerning Ophelia, and was possibly even the source of several of them. Although Ophelia’s affection towards Adras was purely platonic, the true nature of their relationship had often been called into question throughout their lives - not everyone approved of Ophelia’s continued presence after she rejected his proposal, especially after Adras married and started a family of his own. She was seen as Adras’ 'pet project' or side piece by many court members, a distraction from his duty and his family.
With Adras departed, however, these rumours pick up pace. Ophelia could feel her welcome waning as subtle jibes became outright name-calling, reserved distaste making way for outright disgust.

Perhaps the largest rift came with the revelation of Adras’ will, however, as the Ephesus Theatre was left in the hands of Lyris alone. This fact drew Ophelia wild with jealousy, and was only further exacerbated by her lack of direct kinship to the Euphemia family preventing her from viewing the will in person, instead having to rely on word of mouth.

The Moral of the Story

Ophelia is the curiosity of the stars made manifest. She wants to know the world of mortals, to learn the rituals and rhythms of mankind. She wants to understand what emotions are, and how they are – or aren’t – separate from personhood. She wants the ability to feel the emotions she acts out as deeply as those around her feel them, and she wants to learn to harness this power in her words, in her performances.

Ophelia writes poetry in order to make sense of the emotions she sees in both herself and others – she is a structure of both blood and starlight, fashioned in the eons of nature, and this is all new to her still, really. She struggles with the concept of her own personhood, and how that intersects with those around her. She doesn’t consider herself a “real” person, or her feelings as being as “true” as the mortals that surround her. She sees her life as a play, always putting on a persona and playing a part, but she’s on the cusp of realisation that to other people it is real, and it does matter.

Despite her years, Ophelia has had very few close relationships, and would generally consider herself an outlier or exception among the people that surround her - there to play her part and spin a beautiful story from the whole thing. Even as she learns to respect and understand the emotions of others, she still has to learn that her own feelings are also worthy of acknowledgement, even when they cannot be fathomed away into neat and poetical displays. Not everything is made to be beautiful, and not everything must be palatable for an audience. It is okay to feel things, even when it is messy, even when it is hard.

Relationships of Note:
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Adras Euphemia

Ophelia's oldest and closest friend. The man who gave her everything; her name, her lyre, her love of the theatre. He was a renowned dramaturg and owned the theatre in Ephesus.

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Helene Euphemia

Adras' wife - she and Ophelia were amicable and enjoyed each others' company on occassion. She passed on a few years before Adras.

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Lyris Euphemia

Adras and Helene's eldest child. She inherited the theatre when Adras passed, and helped to spread the rumours that lead to Ophelia's departure from the Eumphemian Courts.

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Selina Euphemia

Adras and Helene's second child. A reserved young woman who looked up to Ophelia as a child, but whom Ophelia rarely acknowledged.

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Callistus Euphemia

Adras and Helene's youngest child. He left the court as a teenager to train in the military.


“You make me feel like a normal girl-
And I really wish I could be her for you.”

Spell Attack
+9
- Bonus -

Spell Save
17
- DC -

Spellcasting Ability:
Charisma

Ophelia's magic, like much of her work, is graceful to an almost affected degree. It travels in smooth, elegant arcs accentuated by the occassional flourish, and, of course, it glitters. At its most visible, her magic appears like a sparkling lavender haze, but more subtle spells may leave little more than an ethereal shimmering in their wake.
As a bard, she channels her spellcasting through her art; as a poet, she channels her spellcasting through her words. Her lyre also serves as an arcane focus, in those rare occassions when words fail her.

Cantrips

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Target: Self
Components: V S M
a bit of phosphorus or wychwood, or a glowworm
Duration: Up to 1 minute
concentration

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

A small chunk of phosphorus is crumbled between her fingers, leaving a smear of shining white.

Ophelia mainly uses this spell for an instant personal spotlight, although it comes in handy with Adonis' lack of darkvision, too.

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Target: A creature visible within range
Components: V
Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Ophelia maintains eye contact with her target, a mocking smirk traced across her features, as she reads them for filth.

1st Level

Enchantment Level 1
Casting Time: 1 minute
Range: 30 feet
Target: A visible humanoid within range
Components: V S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

"For a while
You were the stars in my sky
The air in my lungs
Spun sugar
On my tongue."

A gentle twist of the hand is all that is needed, but if possible Ophelia will touch the target. She mirrors their body language and leans in, giving the appearance of her full attention.

Enchantment Level 1
Casting Time: 1 minute
Range: 30 feet
Target: A visible humanoid within range
Components: V S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

"For a while
You were the stars in my sky
The air in my lungs
Spun sugar
On my tongue."

A gentle twist of the hand is all that is needed, but if possible Ophelia will touch the target. She mirrors their body language and leans in, giving the appearance of her full attention.

Enchantment Level 1
Casting Time: 1 action
Range: 60 feet
Target: One creature within range
Components: V
Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

"A salt of voices can sicken in kind
Wretched salvations to wrack a weak mind-
I should hope you're wise to words in your head
One whisper too many and you'll end up dead."

Ophelia makes direct, sustained eye contact with the target of the spell.

Evocation Level 1
Casting Time: 1 action
Range: 60 feet
Target: Each object or creature in a 20-foot cube
Components: V
Duration: Up to 1 minute
concentration

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

"The light of life
Can be condensed-
Matters
Made matter
And bright.
Just as, too, stars have lit
Centuries of sailors to their bidden
Light now the fire
To smoke out the hidden."

Illusion Level 1
Casting Time: 1 minute
Range: Touch
Target: Parchment, paper, or some other suitable writing material
Components: S M
a lead-based ink worth at least 10gp, which the spell consumes
Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

The ink used for this spell is viscous, slow to soak into the parchment. The written text has a metallic sheen even once dry.

Enchantment Level 1
Casting Time: 1 action
Range: 30 feet
Target: A visible creature within range
Components: V S M
tiny tarts and a feather that is waved in the air
Duration: Up to 1 minute
concentration)

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

[insert flavour text here]

2nd Level

Enchantment Level 2
Casting Time: 1 action
Range: 60 feet
Target: Any creatures of your choice within range that can hear you
Components: V S
Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

[insert flavour text here]

Enchantment Level 2
Casting Time: 1 action
Range: 30 feet
Target: A visible creature within range that can hear and understand you
Components: V M
a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Up to 8 hours
concentration

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.

[insert flavour text here]


“How dreadful the knowledge of the truth can be
When there’s no help in truth.”

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