Post by Amalia Ashenberry on Nov 18, 2018 0:11:20 GMT
”Shadow owes its birth to light.” - John Gay
- [Amalia Ashenberry]
☆Personal Information☆
Full Name: Amalia Ashenberry
Codename: The Blooddrenched Widow
Title: Battlepriest
Nickname(s): The Falling Thunder
Age: 22
Gender: Female
Race: Ofrarian
Ethnicity: Ofrarian
Orientation/Sexual preference: (Heterosexual)
Blood Type: (A-)
☆Appearance☆
General Appearance: )
Height: Five Foot Six [5’6]
Weight: One Hundred and Twenty pounds [120 lbs]
Eye color(s): Blue
Body build: Curvy
Extra extremities: None
Hair color(s): Ash-grey
Hair style: Wavy yet smooth, the source of her surname falls to about her shoulders and is never worn otherwise, kept in the same free cut no matter the situation.
Complexion: Smooth, would be described as “perfect”.
Discerning Features: Several scars cross her stomach from her time in the Ofrarian Chruch. Runic symbols, crossed with hieroglyphic symbolism, covers her right arm from the shoulder down to the fingertips.
☆Personality☆
General Personality: Complex, scarred, and emotionally twisted, Amalia is not someone who can easily be shoehorned into specific categories. She has lived a storied life, much of which she keeps secret. And that is perhaps the best way to describe her; she is secretive. She is not used to sharing with others, only of doing a job, and that is one of many reasons why she chooses to keep her mouth shut about herself. Questions about herself or her past are more often than not left with silence and a glare, if not the sharp end of a blade. Amalia does not suffer fools in such away and will send those soft in the head to an early grave. It is a similar matter with which she treats her enemies; with cool, often violent, discourse.
A woman of faith, Amalia devoutly holds to the tenants of her religion, following the doctrine of The Darkened Word to the letter. However, her beliefs are not normal for this world, originating in a land where magic and war were commonplace. Blood and violence play a large part in her worship, and as a result in how Amalia views the world. Red is her favorite color, of course, and the colors of red and black play a huge part in her life. Wearing those colors are saved purely for special events in her life. Violence, to her, is a perfectly reasonable way to solve problems. If someone has an issue, solve it by bathing in their blood, if they are weak. If they are strong, their issue is valid and they may present it. But the weak have no place to her.
She is commonly viewed as grumpy, cynical, and with a very dry sense of humor, not to mention violent and mean to most people, even her employers. And there’s no doubt she is prickly and hard to get along with. She is unapologetic, stubborn, headstrong, and used to getting her own way. She’s basically a pissed off porcupine. But if you get her to uncurl her barbs for just a moment, there’s a naturally kind woman underneath. This shows often enough in the field where she’ll buy food for others, defend others from the honorless, and help police catch a dirty thief. All in all, she is somewhat contradictory; a warrior devoted to her faith from a land where blood and magic conquer all, thrusted into our world due to tragedy and trying to cope with the sudden changes. She’s gotten better, too. She no longer stabs everyone who talks to her.
She still doesn’t like phones, though, or most modern technology. While the advent of the car and other transportation devices is a Tenebrosi-blessed event, Amalia still doesn’t trust them. The only modern technology she consistently relies on are motorcycles, as they are similar enough to the horses she was raised on to comfort her with the modern tech. While this does tend to lead to a dichotomy to the people whom are closest to her, as she considers a reliance on technology a crutch when it comes to honor and combat and will not bite her tongue to do so, it also often leads to her being far out of her depth in a lot of situations.
Most prominent personality trait: Amalia is, above all things, passionate, in everything she does. From her job to her hobbies to the people she loves, the Battlepriest of the Hidden Nation will fiercely and devoutly do her duty and protect all that she admires.
Best traits: Loyal, strong, determined, and kind
Worst traits: Aggressive, untrusting, angry, and sarcastic
Likes: Fighting, Blood, strength, little old ladies, cats, babies, war, motorcycles, swords
Dislikes: Guns, cowards, people, cars, phones, modern technology, the works of Hemingway, pop music, country music, rock music, war vehicles, etc. There isn’t much she likes.
Fears: Amalia is afraid of only one thing, and that it is something she struggles with every day of her life; lack of power. Or that is to say, the fact that she can die and lose her power if she doesn’t complete the Ritual. The Shadowed Ritual is the most important thing to Amalia, for that reason.
Goals: No long term goals right now. She’s only working for lack of something better to do.
Habits: When she’s angry or stressed, she’ll dig her thumbnail into her wrist, most of the time drawing blood. The sudden rush of adrenaline and power calms her down enough to not say something she’ll regret.
☆Character Information☆
Current faith or religion: Like all in the Ofrarian culture, Amalia worships the “Tenebrosi”, the “dark ones” of their faith.)
Religious Practices: The religion of Ofraria is a bloody, often violent one. A culture steeped in magic and war, Ofrarian doctrine states it is faith that grants the ability to wield magic, the runes channelling the will of the Tenebrosi, so long as the Priest remains in good will with their lord. To the worshippers of the Tenebrosi, blood holds the magic. Ritually prepared blood is used to enhance the physical aspects of the worshipper and blood of the Tenebrosi is used to create magical runes that give Priests their power. Worship is done on the battlefield or in private. To worship is to bring one closer to the Tenebrosi.
On the battlefield, a worshipper must take the life of a heathen or non-believer. Once the blood is flowing, a simple spell will condemn their souls to the shadows, tainting their blood with the power of Darkness. This blood must then cover the Lexiskian, accompanied by The Shadowed Prayer. Doing so will rejuvenate the powers of the worshipper. In private, a bath must be made of blood, prepared in the tradition of Ofraria. By bathing in this blood, the blessing of Tenebrosi will be renewed.
Current superstitions/quirks: Mentioned above
Alignment: Neutral Evil
Marital status: (Single
Occupation: Bodyguard to Haru Shiba and The Red Bandit; part of “The Outlaws”, a band of criminals renowned for their destructive and creative robberies and murders.
Family: Dead Husband; Sister serving as a Shadow Guard in Ofraria; parents, retired
☆Power/Abilities☆
Origins:[/u] Lexiskia - The source of magic for all Ofrarians, Lexiskia refers to the runic heraldry on somewhere on the body of the Priest. Unlike most magic, each body part represents a different form of magic; right arm for black magic, left arm for white magic, legs for bolstering magic, heart for supportive magic, and head for mental magic. To inscribe Lexiskia requires Tenebrosi blood and a ritual known only to the high-ranking Priests of the Citadel. Each set of Lexiskia are unique, usually telling legends about the Priest or Guard, or more commonly their family history. On rare occasion, other stories are told, such as legends or myth. Very rarely, Lexiskia will grant a single, focused aspect of magic rather than a broad manipulation.
Blessing of the Tenebrosi - A unique power among the ranks of the Church. This blessing comes from devout practice and worship of the Tenebrosi and daily, if not hourly, bloodshed. Unique to every individual, this Blessing grants individuals incredible power. This Blessing can manifest as anything, be it a physical change, built-in weaponry, or the ability to control an element. The only consistency among all Blessings is the dark aura that surrounds the Priest when it is being used. The most devout servants of the Tenebrosi can receive additional, passive abilities from their dark god, along with the power granted to them.
The History of Ofraria - Ofraria is a land of magic and wonder. Thousands of years ago, it was simply a magical hotspot, popular among transcendent beings and magical creatures of all shapes and sizes. A wound in the ley lines that govern the magic of this earth created an outpouring of mana that was considered by many early sorcerer's as a true miracle. It allowed working of true miracles and for the abundance of previously rare creatures and plants. It was a wonderland of peace and prosperity, where even mortal enemies in the magical world can come to breed and eat and rest. Violence was banned and enforced by the most powerful of these beings. This nameless stretch of land was, for many years, the greatest gift the magickal kingdom had ever received.
This ended abruptly one year. Like all things, it was the fault of the humans. Two ships, one carrying Gothic raiders and the other Roman legionnaires. They were lost in a storm at separate points on the earth, and somewhere wound up there, in what would become Ofraria. Though tensions were high, they were stranded in a strange land and they worked together to create a working society. It wasn’t long, however, before the magical community began to fight back. Though their exhaustive training and ingenuity served them well, they took devastating losses, soon facing complete extinction. They prayed then, to their respective gods, but it was not those pretenders that answered.
The “Dark Ones” they were called, visible as nothing more than a flicker on the edge of thought, and to the simple soldiers they approached, they were demons, devils, or worse. And yet, faced with extinction, they had no choice to listen. The Tenebrosi offered them a deal; they would grant them the power to fight off the creatures that plagued their erstwhile home, but in return they must renounce their gods and pray only to them. The decision was not a hard one. Renounce their silent gods or face destruction. Worship of these dark gods soon followed, and with it, the first Blessings. Lexiskia, runic symbols carved into the body by blood and magic became the catalyst for the Tenebrosi, granting their power to a mortal form. But this required tinkering with their frail bodies; they twisted them, turning them stronger, better … darker. With their newfound magic, they fought back those that would destroy their erstwhile home and claimed a permanent stake on this land.
They called it Ofraria, which in the language of their gods means “Holy Place”. From a tiny settlement built from the scraps of old ships came a powerful civilization, outpacing the rest of modern society with their advanced magic and ceaseless power. Over time, massive buildings dedicated to research and worship were erected, and above it all towered the Blackened Spire, the center of their civilization and home to their ruling class, the Bishops. With their magic and technological might, they have remained hidden from the world, only leaving to wage war against the countries that deserve it.
The Ofrarian People: Magic can warp and twist mortal creatures, and in the case of the Ofrarian people, it has changed them physically. In every way, they are superior to normal humans; stronger, faster, more keen of senses, sharper of mind, and more inclined to magic and combat. In addition, most Ofrarians are exceptionally beautiful, genetically perfect in every way. The result of this is part societal, the Lexiskia and Shadowed Prayer having such powerful magical properties it seeps into the very world they live in, and part physiological, their very being flooded with magic from birth. This results in quite a few interesting adaptations, in addition to the aforementioned physical traits. All Ofrarians can sense magic near them, particularly those similar to the Tenebrosi, with more powerful Priests capable of sensing magic to an incredible degree, up to identifying spells from the feel alone. Most Ofrarians are resistant to poisons and disease, particularly man-made ones, their immune systems simply too strong to be overcome by anything short of a plague. Additionally, Ofrarians don’t age within the bounds of their kingdom. The innate magic of Ofraria and wards placed upon the city gives its citizens unnaturally long lives, living many millenium before age starts to catch up to them. The Head Bishop, in fact, is rumored to be one of the founding warriors of this society.
But perhaps the greatest advantage Ofraria has over it’s mortal predecessors is a form of ancestral knowledge. Among Ofraria, it’s tradition for family to follow in their parents footsteps. While doing so is not illegal, it is frowned upon and viewed as a waste of potential talent. That is because the child of any Ofrarian inherits all knowledge and skill his parents may have, regardless of origin. The child of a scientist and a baker will be able to both perform the same tasks their parents can, given time of course. These skills tend to develop in early teens, with full abilities appearing after puberty. The knowledge will be inherent from early development, though may express itself through various ways, either through encyclopedic knowledge or a natural talent.
A particular quirk of Ofrarians are their inability to develop a metagene, even through artificial means.
Of course, all this power comes at a cost. For the vast majority of Ofrarians, they are stuck in their magical home, as leaving such magically dense area would be like traveling to the bottom of the ocean, though perhaps not as quick. Over a weeks time they will slowly become drained of all magical benefits, losing their strength and keenness of mind, eventually leaving them as slightly above human. If three more days pass without returning to Ofraria, they will die, magically asphyxiated from mundane life. The only counter to this is the Shadowed Ritual, known only to the higher echelon of the Church.
The Shadowed Prayer - Et aprici gramine obumbratio ceciderit super regna tenebris contritum sepulcris die resurget. Magicae et sanguis: et cor lapis. Benedictionem et maledictionem fractae carne exustas. Oritur vis magica potentia. Torquent per meos et in nihilum.
(Shadows fall on sunlit kingdoms, darkness rises on broken graves. Blood and magic, heart and stone. A blessing and a curse burned on shattered flesh. Arise as might and magic and power. Twist into nothingness and come through as mine.
The most important prayer among the Church, spoken by every Priest and Guard among the Citadel. The Shadowed Prayer holds much weight; when spoken by one whom possess Lexiskain, it warps the soul and blood of heathens and non-believers, making them ripe for ritual and sacrifice. The Shadowed Prayer is the first thing Priests and Guards learn when they enter the Church. This prayer is used to perform their Ritual, the magical covenant that allows the Ofrarian people to contact the dark powers. The magical energy contained within these words cause the syllables to shake as they are spoken, each word layered with the power of the Tenebrosi themselves. When properly done, the blood will turn pitch black.The ritual is very specific and intricate, but the basics are below;
A Sacrifice is needed, someone with no magical blood and little darkness in their heart. Man or woman it does not matter; however, they must be of a mature age for their species and possess a soul. Metahumans are accepted, but frowned upon.
Clothing is not allowed. The ritual requires baring ones body for offering to the Dark Ones. Man-made materials are not allowed, including weapons and armor.
The Blood of the sacrifice must be drained into a container of some sort, preferably a tub or bath.
The Worshipper must bathe, scrubbing all filth from their body. This represents the renewal of energy and power they are coming to represent.
While the Sacrifice fills the tub, the Worshipper must pray to the Tenebrosi. These prayers typically last upwards of an hour, though may be cut short if the Sacrifice is completely drained earlier.
Finally, the Worshipper must bathe in the Shadowed Blood, completely covering their body in the holy liquid, with particular focus on the Lexiskia the Worshipper has.
The rules for a Battle Ritual are much easier. Defeating a worthy opponent who qualifies can forgo most of the qualifications. Speaking the ritual and covering as much of the Worshippers body as time allows is enough to receive the Renewal.
Powers and Abilities:
Ofrarian Physiology - Like all of her people, Amalia is physically and mentally powerful. This, combined with her natural athleticism and intense training regime have made her one of the powerhouses of the Church, stronger even than her counterparts of her homeland. She is easily strong enough to lift and throw a car a hundred meters, durable enough to withstand point blank bullet fire, fast and agile enough to dodge bullet fire, and run up to 200 MPH. She can keep these speeds up all day if need be. She is also mostly immune to most earthly poisons, diseases, and illnesses. Like all Ofrarians, she will be physically fit for most of her life, her weight gain and loss limited to only healthy amounts. She is, additionally, mostly ageless so long as she retains her magical soul.
Healing Factor: Like all Ofrarians, Amalia possesses a minor healing factor, tripling the rate of healing of most wounds. Limbs can be regenerated but can take nearly a year.
Ancestral Warrior: Amalia’s mother was a Battlepriest, like her, and her father was one of the Honor Guard. Amalia has inherited the skills and knowledge of both of these. From her mother comes the time-honored skills of a warrior; the sword, the shield, and the proper use and maintenance of armor. From her father comes tactical knowledge and perception, plus the added knowledge of swords and shields he may possess. Along with her own training, this culminates in unparalleled skill in martial combat, including on horseback, and incredible tactical and situational awareness approaching a sixth sense. She calls this simply a “gut feeling”, and is nearly perfect in it’s prediction of dangerous feelings and people. When it comes to swordplay, particular the pairing of sword and shield, Amalia is unmatched. Her strength and speed coupled with the generations of experience and knowledge
The Black Ritual: In the life she left behind, Amalia was a Battlepriest, one of six commanders of the Armies of the Church. She is a master of the religious and traditional rituals used by Ofraria, and none more so than the Black Ritual. This ritual is what allows Amalia to exist outside her country and to renew her power. Though the details are sketchy, is through this ritual that Amalia got banned. When used, Amalia’s powers are restored to max and any wounds she’s delivered will heal instantly, including lost limbs.
Blessing of the Tenebrosi: Spirit of Rage This blessing from the Tenebrosi serves one like Amalia well. If Amalia finds a warrior she cannot defeat, they will, undoubtedly, wound her. And then they’ll find a surprise; she’s suddenly more powerful. That is the power of Spirit of Rage. Every wound she receives increases her power significantly. And this doesn’t only qualify with her wounds; the blood of her enemies fills her with power as well. Receiving wounds increases her power significantly more than blood. The blood effect comes from either her own or her enemies; however, shadowed blood does not qualify. The further Amalia slips into the Spirit of Rage, the more powerful she gets. While active, she cannot feel pain nor fear and is immune to conventional mind control. Aesthetically, this blessing takes the form of a dark red and black aura surrounding her.
Gauntlet of the Morrigan: Deriving its name from the terrifying figure of Gothic folklore, this branch of magic specializes in the manipulation of the physical world. While ostensibly a form of black magic, Morrigan cannot create, only shape what is already present. The Lexiskia that forms Gauntlet of the Morrigan consists of runic heraldry resembling ravens and depicting epic battles and one terrible loss. When in use, the blue marking turn bright red and lift off her skin, slowly twisting in runic circles around her arm. Currently, there are three major applications of Morrigan, though it’s uses are endless.
- Eriu
- Banba
- Nemain
The Ofrarian Eye: All Ofrarian’s can sense magic. Amalia has honed that to be able to detect the meta gene. While she cannot identify exact powers or abilities, she can sense the presence of them within 300 feet of her current location.
Weaknesses: ”Bared to the Soul” Perhaps Amalia’s most glaring weakness are her Lexiskia, the runic markings that grant her magical abilities. The act of inscribing the Lexiskia upon the body opens the soul up to tampering. If her right arm is touched by hostile magic, grabbed by any mortal hand or restrained in any way, it will drain all of her powers as if she hadn’t performed the ritual in a week. She must quickly escape, or else the constant draining of her energy will kill her. It will take less than an hour of restrainment to render her dead.
”Out of her comfort zone” Amalia is not of this world, not really. Outside of her homeland, she only has a certain amount of energy before having to do the ritual. Using Morrigan, entering the Spirit of Rage, or using any of her superhuman skills drains her magical energy quicker. The more she uses, the quicker she exhausts herself. Extended engagements are particularly dangerous to her and can render her devoid of magical energy and as defenseless as a normal human girl.
”Soul of the Beast” Spirit of Rage is an incredibly powerful ability, turning what could be a weakness into a huge asset. However, it doesn’t without its drawbacks. The further Amalia slips into the Spirit, the angrier and less aware she becomes. Eventually, she is no better than an animal, lashing out anything that moves and tearing it to pieces. If she travels further down the Spirit of Rage, despite her power becoming incredible and unstoppable, her body won’t be able to contain it. At this point, her body will start ripping itself to shreds with it’s raw power. While in the Spirit of Rage, she cannot use Morrigan.
”Chinks in her armor” When it comes to sailing, horseback riding, medieval warfare tactics and combat, medieval society and the hundred other things that come from her link with her ancestors, she is not adept at the modern world, despite traveling it for three years. Still things surprise her and she often has trouble sleeping at night due to the loud noise and activity. Gunfire startles her, especially at first, and loud explosions, particularly accompanied by flashes of light - like fireworks - serve to terrify her as effectively as any house pet.
”Morrigna” Like all magic, Morrigan has a limit. Using it rapidly drains what energy she has available, and additionally it lights up and glows every time she uses it, making masking it’s abilities impossible. Denser materials can take upwards of a full minute to shape or change. The most crucial weakness, however, is it’s weakness to divine magics. Even the smallest amount of divine energy will crack the Lexiskia, rendering her powers impossible to summon and dragging her close to death. To fix this, it would require a visit to her homeland, a place where she is banned.
”Blind Spot” Amalia cannot see the magic in artifacts, only present in people, nor can she directly sense the summoning or presence of magic, only the ability to use it in people. Amalia can sense latent metagenes, though with less success than active ones. Additionally, she cannot sense anything past blue walls or objects. For some reason, it makes everything black.
”Single File” Amalia’s power set and unique blades are best used in open fields or otherwise open spaces. Additionally, despite her knowledge on the subject, Amalia is not too adept at fighting in groups, her experience only lending itself towards solo duels. This also applies to distant and airborne enemies. Her powerset is entirely focused on close-up combat, and though she can use a bow, she doesn’t actively carry one anywhere due to its unreliability.
”Bloodsuckers” Pacis Abbas, or The Creep, is the mortal enemy of the Tenebrosi. A being of filth, disgust, and mortal pestilence, it is at direct odds with the honourable Combat and mortal purity of the Tenebrosi. Leeches and mosquitoes pose a tremendous threat to Amalia, these disease-bearing insects resistant to the magic that hardens the skin of Ofrarians. Should they be bitten, they will temporarily be drained of power until the venom leaves their body. If they are unlucky enough to be beaten by an insect carrying a potent disease, they will be drained of power as if a weeks time has passed. Otherwise, they will have their power returned to them at the same power as it was when it was taken. In addition to the aforementioned bloodsuckers, Ofrarian’s have an instinctive fear of roaches, flies, and other “filthy” insects. This fear is intense enough to cause the Ofrarian to freak out at the sight of it.
”Cold-Blooded Ofraria is a tropical country, and that coupled with the design of the Widows Armor leaves Amalia with a particular sensitivity to cold. While this can be slightly mollified by, like, just wearing a coat, she still possesses a very low threshold for cold and ice in general. Anything colder than lukewarm will cause her to be uncomfortable.
Equipment: Yoshindo: An accursed blade forged from the desecrated corpses of a thousand heretics. The smooth black blade is inscribed with only one word, written in the Ofrarian script. A dark aura clings to the blade, fitting for its power. Possessing of an unseeming sharpness and quiet, this blade makes no noise when it cuts through the air, only a slight singing noise as it is pulled from the sheath, as if it is celebrating an upcoming death. When this fine blade cuts flesh, the pain will never fade, and the wound is resistant to healing. Even small cuts will last weeks as opposed to days and even long after the cut has healed, the pain will still remain.
Of course this blade isn’t infallible. It’s superb sharpness is belied by a relative fragility, and as such can only cut through something as thick as leather. Objects and magicks imbued with divine presence strip this accursed blade of its power. Holding the blade for too long will cause corruption, both of the flesh and the mind. Whispers will be heard, tendrils of darkness that promise rewards beyond mortal understanding, all while the flesh of your arm and hand is being burned off. It is not something to be used lightly. Out of character permission is required to inflict the eternal pain.
Albrecht: A beautifully wrought golden blade, summoned forth from the heavens as a gift from the gods. The divine energy of this blade is apparent, the silver blade glowing with golden markings inscribed on it. The delicate hilt is etched in the same gold, on black this time, a representation of the fight against evil. The bite of this blade purifies everything it touches, be it the undead (thus banishing them) demons (causing them intense harm) or otherwise anything that defies the natural order. This includes magical constructs. Magical spells are not included in this, as magic itself is not a violation of order.[/b] This blade can be used to purify foods and waters, banish undead and demon, and was even once used as a means to purge the soul of sin.
Unholy magics and most black magics have a tremendously unhealthy affect on Albrecht, cracking the blade like dry skin on a windy day. Purifying large bodies of water takes time. While food and drink can be purged of most poisons and magical energies, this only works if the poison is derived from a non-natural source. Purely natural toxins are immune to this effect. This effect against living creatures is limited purely to increased pain and burning across the area of contact (for undead and demons). For constructs, this is limited to stopping the flow of magic through whatever part is affected. That is, if an arm of a gargoyle is cut off with this blade, that arm will not be able to be reattached.
The Task of Mikhael: A massive two-handed blade easily heavy enough for two strong men to struggle, this intricately wrought masterpiece of a sword is the peace de resistance for Amalia. It’s usage is incredibly dangerous, not just that it is difficult to carry around, but it’s power can weigh on the soul, eventually tearing it apart. When this blade is clenched in the hands of a warrior facing evil, it will burst into flames. Not just the blade itself, but white flames will cover the wielder as well. Bursting in the shape of wings from the users back, a crown of fire on their head, and gauntlets and greaves of pure flame, it matches contemporarily to the blade wreathed in white fire. The power of this flame is twofold; the white flames can burn flesh and bone to ash, but only to those with evil intent in their heart. The fire can be controlled somewhat willingly, burst from the hands or the sword, though no intricate control is possible. And secondly, this increases Amalia’s raw stats exponentially. It channels the power of divine fury, of righteous indignation in an attempt to allow the lowliest soldier fight an evil god.
Prodigious dangers come with this blade. First and foremost, and perhaps most pressing, is simply the fact that Amalia is not a good person. Theses flames will quickly get out of control, bursting out from her and killing her as well as everyone around her if she isn’t careful. Amalia can only safely control this form for two straight minutes, by which point the enemy is either dead or dying. After the one minute mark, her flesh will begin to burn away, and by the time five minutes have passed her body will be consumed. Finally, Task of Mikhael is only useful against a single opponent, and will only activate if that opponent has evil in their hearts. Truly good individuals, or villains working for the good, won’t spur an activation of this blade.
Mira: Beautiful silver dagger made of Ofrarian steel. Forged in the fires of her homeland, Ofrarian Steel is crafted from the iron found naturally around the country. The magic that seeped into the ore render it immutable, immaleable, and more importantly indestructible. It takes many skilled miners many days to remove enough ore to make a ring, let alone an entire dagger. Other than being indestructible, and a near perfect conductor of magic and electricity, this blade possesses no unique properties. Mira can still be damaged by things that directly damage magic.
Iris A shield vaguely reminiscent of the kite design of medieval Europe, Iris was forged from Valyrian Metal, a magical conductor and highly resistant alloy. This black shield can absorb all kinds of magic, ripping apart barriers and spells by their magical bonds and taking it into itself, increasing its own resistances to biblical proportions. As this happens, the shield turns lighter, the silver parts turning gold and the black parts turning white. When it as white as can be, it cannot hold any more magic. While the exact amount is impossible to quantify, three full-powered spells by Amalia tend to fully load the shield. When Isis is then hit against an object, or attempts to absorb another spell, a blast rings out of pure magical energy, capable of blasting rock to pebbles and ripping steel to shreds. If no magical energy is absorbed, this shield is about as resistant as a typical steel shield. At full power, it is indestructible. Even at White Max, Isis in no way absorbs the force of a blow entirely, meaning a sufficiently strong enough attack can be blocked by the shield, but still cause intense damage to the hand and arms of Amalia.
The Stone Knife A knife as old as the world, forged from the molten rock of the primordial earth. By itself it possesses very little power, but when combined with the dark magic of the Shadowed Ritual casts a curse as potent as one can be. If the Ritual is performed with the Stone Knife, the subject does not leave a body. As soon as the blood is drained from their body, all that they are disappear inwards; their body, bones, soul, memories, even their very soul are contained within a wooden mask bearing the twisted and stretched visage of their face. No trace of the individual will remain save for their blood, which Amalia will bathe then bathe in to complete the ritual.
Widow’s Armor: The armor that is Amalia’s “work” outfit. Once a full suit of armor fit for a Battlepriest, it is now a shadow of itself, a result of her harsh lifestyle and specific hobbies. A suit of chain covers her chest and mid stomach, leaving her stomach bare. A similar way is worn with the chain skirt, cinched at the waist with a leather cord but only covered to her mid-thighs, leaving the rest of her legs bare. The buckled greaves, leather studded with steel, cover her up to the knees. A full length gauntlet covers her left arm and hand, expertly crafted to move as well as if she was unaided. Nothing covers her left, leaving the Lexiskia free of obstruction. Her head and hair are left unbound. This set of armor is a unique Ofrarian alloy immune to rusting or typical environmental damage, heavily resistant to smells and daily wear and tear, and very durable as well, about twice as durable as steel and half as light. Despite it’s strength, a lot of her body is still bare due to her need for agility and speed in combat. Additionally, the joints of the left gauntlet and greave are severe weaknesses, lacking the typical durability of the Ofrarian alloy.
Wooden Persona: The masks generated by the Black Ritual and the Stone Knife. They bear the stretched and distorted reflections of the man or woman it was taken from. When worn by any human, they take on the appearance of the individual down to the genetic structure; however, powers and memories are not replicated. These masks can be worn indefinitely, and the powers, if any, can still be used through this disguise. Any abilities or spells that can detect black magic or see through disguises will pierce through it.
☆History☆
Current residence: She splits her time between New York and Japan with the rest of the Outlaws
Birthplace: Ofraria
Memorable Figures: Her widowed husband was perhaps the most influential figure in her life.
General History: Her history is long and complicated and too much to involve in a form such as this.