Amira

Physical Attributes

Race

Kelt

Strength

Eye Color

Blue

Speed

Height & Weight

5'11", 156LBS

Intelligence

Age

31

Durability

Hair Color

Fiery Red

Energy Output

Weapon

Bo Staff

Fighting Ability

Amira is a tall, slender woman with fiery red, wavy hair that cascades down her back, a striking contrast to the long green dress she wears, adorned with yellow trim. Her presence commands attention, blending grace with the disciplined strength of a seasoned martial artist. However, behind her poised demeanor lies a history filled with triumph and deep-seated tragedy, reflected in her somber eyes.

Amira was raised by a kelt clan on the outskirts of Annox Desert. Her people lived in the shadows of ancient kelt ruins, remnants of temples from the reign of King Hydorn over Hasphal. These ruins, though abandoned, were sacred to her clan, who held fast to the traditions of the old guard and resisted the overwhelming cultural dominance of the ridders and Grandeur Maximillion, the seemingly unstoppable power that had conquered much of the planet. Her clan harbored a dangerous secret: the true history behind the rise of the false savior, Maximillion, and their dream was to one day reclaim the city and expose these hidden truths.

Growing up in such a resistant and traditional environment, Amira became a historian specializing in the ancient history and culture of old Annox. Her knowledge was unparalleled, and her combat skills in martial arts were equally unmatched. She was revered as a teacher, guiding the younger generation in both the ways of the old guard and the art of hand-to-hand combat.

Despite her clan’s deep-rooted disdain for the ridders, Amira harbored a forbidden ambition: she wanted to become one. She admired the ridders’ strength and prestige and believed her combat abilities, paired with her knowledge of ancient, forbidden techniques, would earn her a place among their ranks. Defying her clan’s wishes, she sought out the Ridders’ Headquarters, determined to prove herself.

Amira’s journey led to a fateful duel against Sinara, a powerful and vengeful ridder. Though she emerged victorious, her use of the forbidden techniques sparked Sinara’s fury. In her vindictive rage, Sinara used her influence to bar Amira from joining, branding her as untrustworthy. The rejection crushed Amira, leaving her ambitions in ruins.

Disgraced, she returned to her clan, only to be met with harsh judgment for her defiance. Sinara, suspecting the source of Amira’s techniques, dispatched several Ridders to secretly follow her. Upon their arrival, Amira’s clan immediately identified the intruders and killed them. Amira, horrified, tried to intervene but was caught in the chaos. One ridder managed to escape, leaving the clan’s hidden location compromised.

Blaming Amira for the disaster, the clan saw her as a traitor who had led the ridders to their doorstep. In their fury, they beat her savagely and abandoned their ancient home, leaving her to die amidst the ruins. Barely clinging to life, Amira was found and rescued by the villagers of Mizu, who nursed her back to health. Though physically healed, her spirit remained broken, haunted by the loss of her clan and her shattered dreams. In time, however, she found a new purpose. She defended Mizu from pirate attacks and eventually established a dojo nearby, where she taught martial arts to the village children, becoming a beloved mentor and protector.

Yet, even as she thrived in her new role, Amira’s heart remained tethered to the past. She often wondered where her clan had gone, and whether the truths they protected would ever see the light of day. Despite her inner strength, she carries the weight of exile and loss, always questioning the cost of her defiance.
Amira is a master of multiple forms of martial arts, able to wield any weapon with expert precision. Her primary weapon is a bo staff, which she uses to devastating effect in combat. Her extensive training has made her a formidable tactician in battle, allowing her to anticipate her opponents’ moves and exploit their weaknesses.
Games:
  • Celestial Tear: Demon’s Revenge, 2015
Creators:
  • Whitney E. White
  • Tyrell E. White

Creators Blurb:
When I originally created Amira, she owned a dojo near Mizu village. Her fate was to die, but Tyrell had other plans for her, so he took over her development and expanded on her story, creating the weapon master that you see today.

Physical Attributes

Race

Kelt

Age

31

Height & Weight

5'11", 156LBS

Eye Color

Blue

Hair Color

Fiery Red

Weapon

Bo Staff

Strength

Durability

Intelligence

Speed

Energy Output

Fighting Ability

Amira is a tall, slender woman with fiery red, wavy hair that cascades down her back, a striking contrast to the long green dress she wears, adorned with yellow trim. Her presence commands attention, blending grace with the disciplined strength of a seasoned martial artist. However, behind her poised demeanor lies a history filled with triumph and deep-seated tragedy, reflected in her somber eyes.

Amira was raised by a kelt clan on the outskirts of Annox Desert. Her people lived in the shadows of ancient kelt ruins, remnants of temples from the reign of King Hydorn over Hasphal. These ruins, though abandoned, were sacred to her clan, who held fast to the traditions of the old guard and resisted the overwhelming cultural dominance of the ridders and Grandeur Maximillion, the seemingly unstoppable power that had conquered much of the planet. Her clan harbored a dangerous secret: the true history behind the rise of the false savior, Maximillion, and their dream was to one day reclaim the city and expose these hidden truths.

Growing up in such a resistant and traditional environment, Amira became a historian specializing in the ancient history and culture of old Annox. Her knowledge was unparalleled, and her combat skills in martial arts were equally unmatched. She was revered as a teacher, guiding the younger generation in both the ways of the old guard and the art of hand-to-hand combat.

Despite her clan’s deep-rooted disdain for the ridders, Amira harbored a forbidden ambition: she wanted to become one. She admired the ridders’ strength and prestige and believed her combat abilities, paired with her knowledge of ancient, forbidden techniques, would earn her a place among their ranks. Defying her clan’s wishes, she sought out the Ridders’ Headquarters, determined to prove herself.

Amira’s journey led to a fateful duel against Sinara, a powerful and vengeful ridder. Though she emerged victorious, her use of the forbidden techniques sparked Sinara’s fury. In her vindictive rage, Sinara used her influence to bar Amira from joining, branding her as untrustworthy. The rejection crushed Amira, leaving her ambitions in ruins.

Disgraced, she returned to her clan, only to be met with harsh judgment for her defiance. Sinara, suspecting the source of Amira’s techniques, dispatched several Ridders to secretly follow her. Upon their arrival, Amira’s clan immediately identified the intruders and killed them. Amira, horrified, tried to intervene but was caught in the chaos. One ridder managed to escape, leaving the clan’s hidden location compromised.

Blaming Amira for the disaster, the clan saw her as a traitor who had led the ridders to their doorstep. In their fury, they beat her savagely and abandoned their ancient home, leaving her to die amidst the ruins. Barely clinging to life, Amira was found and rescued by the villagers of Mizu, who nursed her back to health. Though physically healed, her spirit remained broken, haunted by the loss of her clan and her shattered dreams. In time, however, she found a new purpose. She defended Mizu from pirate attacks and eventually established a dojo nearby, where she taught martial arts to the village children, becoming a beloved mentor and protector.

Yet, even as she thrived in her new role, Amira’s heart remained tethered to the past. She often wondered where her clan had gone, and whether the truths they protected would ever see the light of day. Despite her inner strength, she carries the weight of exile and loss, always questioning the cost of her defiance.
Amira is a master of multiple forms of martial arts, able to wield any weapon with expert precision. Her primary weapon is a bo staff, which she uses to devastating effect in combat. Her extensive training has made her a formidable tactician in battle, allowing her to anticipate her opponents’ moves and exploit their weaknesses.
Games:
  • Celestial Tear: Demon’s Revenge, 2015
Creators:
  • Whitney E. White
  • Tyrell E. White

Creators Blurb:
When I originally created Amira, she owned a dojo near Mizu village. Her fate was to die, but Tyrell had other plans for her, so he took over her development and expanded on her story, creating the weapon master that you see today.