The Lady Immolatasia

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The Lady Immolatasia
Player: @Lady Immolatasia
Origin: Magic
Archetype: Brute/Dominator/Scrapper
Security Level: 50/50/45
Personal Data
Real Name: Millia Sharihen
Known Aliases: Madame Immolatasia
Species: Human
Age: Physically 20 (through magical prevention of aging.) Actual age 52.
Height: 6'2
Weight: 165 lbs
Eye Color: Green
Hair Color: Black
Biographical Data
Nationality: European descent
Occupation: Artifact Dealer and Businesswoman
Place of Birth: The Plane of Delsyrus, Continent Axalia, in the region of Vydra
Base of Operations: St. Martial, Rogue Isles
Marital Status: Confidential
Known Relatives: Sister, Elvarie, deceased; Parents deceased.
Known Powers
Manipulation of the Four elements through the soul, practice and artifacts. Manipulation of the generalist and minor divine arcane magicks. Superhuman strength and durability through artifacts.
Known Abilities
Alchemical knowledge, moderately proficient in hand-to-hand combat. Mastery of two handed weapons combat. Outside of magical augmentation, Millia is in prime physical condition.
Equipment
The Warhammer Sharihen ("Agnalus"),The Sword of Orestheia, and the gauntlets of Arishtara
Millia has minor psychic warding and limited talent in astral projection. Her soul is incredibly strong, easily sensed by demons.


Contents

Attributes

Power Grid
  Statistic
1 2 3 4 5 6 7
 
  Intelligence
           
  Strength
               
  Speed
           
  Durability
               
  Energy Projection
                   
  Fighting Skill
                   
 



Affiliations

Villain Group: The Nocturnal Misfits

Personality

Millia Sharihen, otherwise known as The Lady Immolatasia, is known to be flamboyant, egotistical, noble and and brave. She is a woman of class and an amazon in appearance.

Millia is a strange mix of personality, her need to conquer and control somewhat tempered by the years she has spent on the Isles. She has instead turned over a new leaf, and has taken to fighting the good fight for the innocent; a change that was brought upon her through her acquaintances over the years and her own need to atone for her sins.

Millia is hardly beyond using her looks to achieve what she needs, although not at the expense of her pride.

Her personality is one of nobility and arrogance. She is haughty, but she does not let it stem her generosity, and is not afraid to poke fun at herself, though she loathes it when others do so to her. She moves with elegance, grace and self assurance that stems partially from reality and partly from her self inflated ego. Though far more controlled in her boastfulness than in the past, she is still quite obsessed with herself and her image. However, she will not hesitate to give praise to others or to admit her own weaknesses when shown, though very begrudgingly.

Her ultimate goal is atonement and the furtherment of her own power and beauty. She will not stop until she has made the memory of her sister Elvarie proud, and attained the secrets of magic while attempting to save others as she can.

Likes: Herself, sorcery, luxury, freedom, power, her friends, helping others.

Dislikes: Ill-mannered people, ugliness, those who hurt others to further their gains, selfish gods, the concept of destiny.

Appearance and Mannerisms

Millia’s hair is long, black and straight, and her face is nobly formed, with features both soft and eloquent. She often wears black paint in sharp points over her eyes. It was both a tradition of her familial order, and, in her eyes, gives a mysterious and somewhat ominous look.

When she speaks, her voice resembles a European accent, and comes off as high and haughty, as well as cultured. When she walks, it is often with feminine sway. Her eating habits are equally exaggerated and is often done daintily, slowly, and always with just the right utensils. She is the epitome of high-brow, always measuring another person's worth as she speaks to them.

Her body is fairly toned and voluptuous, with an hourglass figure, accentuated with a fair deal of muscle with a slight bulk, though not enough to overcome her feminine grace. She stands at roughly six foot two. Her legs are slender and long, and fairly muscled. She commands an aura of power, cunning and allure.

Millia’s battle outfits are a testament to her strength and vanity. Designed to reflect both her sorcerial lineage, prowess in war, and vanity, she wears outfits that an air of dignity while showing off her physique. Often, they resemble the garments she had waged war with during her days leading her legion.

Her ensembles consist of a form fitting, patterned top with arcane symbols, with a thin loincloth underneath a belt at the front of her outfits. Her outfits often evoke a sense of menacing as well, with spikes, chains and other adornments. She is known to wear jewelry and gauntlets, as well. Her boots are often knee-high cut or thigh-high, showing off her toned legs. She favors the colors black, orange, and red, though, she has been known to occasionally opt for many colors.

Origin

Delsyrus

Millia's home realm, Delsyrus, is a parallel dimension of Earth where magic, rather than technology, reigns supreme. Throughout Delsyrus, magic takes on many forms, from the divine and spiritual, to the necromantic and elemental, each of which contains their own limits and strengths.

Delsyrus is constantly in conflict, as it is a world that is under divine influence. War is a natural state of Delsyrus, and is often dictated by the gods.

I

Millia Sharihen was born in 381 AfterFall, on the continent of Axalia, upon a stormy eve to the Sharihen Mageocracy. One of a pair of fraternal twins, her mother, Vanda, secretly feared for their well-being as her father desired male and not female heirs. Her maids were only able to send one of the children away before Dariel, their father, burst into the chamber, furious at this unwanted pest, begrudgingly accepting it into his fold.

Millia’s childhood was harsh and cruel, as she found that only men could succeed in the realms of magic, something she found herself desiring more and more, while her father only desired that she be raised to be married off to a proper suitor. Her only solace came in the form of her older sister, Elvarie, who would nurse her mind and body from the bruises of her father’s beatings and her mother’s silent and fearful restraint. Millia loved Elvarie with all of her heart, and it was this solace that kept her sane in such an environment.

The lust for magic was too great, and Millia was not content to be a mere shadow of her father’s will. She would impress him with her power and be someone. Secretly, when her father was occupied in matters of estate and teaching, Millia snuck into the laboratories and libraries to steal tomes. Practicing under the light of candle, she gleaned magic spells. Through very careful study of her father and the convents, she learned to bend the will of fire, first. The first casting took a great deal of her spiritual essence, but the taste of power was like a drug, and she desired much more. As the magic within her grew, and when she turned to what she imagined would be her father’s pride, she was met with his fists and anger, beating her swiftly for even daring to defy his will. The act twisted her mind, and her sister’s compassion could not dull her anger; she noticed Millia’s outbursts of anger on the burned wildlife and small creatures in the yard.

The scars went deep and Millia grew, continuing to defy her father’s will until, for her own good and the good of the convent, her father decided that she would die. Warned of the plot by her sister, Millia promised to liberate the both of them by slaying their father first. Elvarie emphatically argued otherwise, but Millia would not, could not hear it. If the only way to gain true freedom for the both of them was through this act, then she would be the one to bear its consequences.

Millia could not match her father’s raw power but for the warhammer Agnalus, a weapon supposedly blessed by god of destruction himself. Were the wielder unworthy, their very soul and body would be consumed. Steeling herself, she confronted her father in the artifact chamber, her back to the weapon, held in its ancient casket. His cadre began to cast, in her father’s eyes were the slightest pangs of regret, but mostly jealousy and disdain. They stared for a long moment, and then, her hand clasped the weapon tightly.

Much to her father’s , and even her own dismay, the warhammer fit firmly in her grasp. Incredible, raw strength overcame her as her magical powers, durability and strength heightened to inhuman means. She slammed her father with an awkward, unskilled blow. He sat up, about to strike a spell at her, but instead, her own amplified magicks overcame him, consumed in a flaming blaze. The manor went up in smoke, much to Millia's surprise, as the magic easily poured from her fingertips. Millia went over to the smoldering form of her father's prone body, slamming down her warhammer hard upon his begging eyes. His screams echoed the chamber. He writhed and cried for mercy as Millia let out a warcry, slamming the weapon down like some raging smith, every clash shattering his skull to a pulp.

The manor fell, consumed in the blaze. Ember and ash fell as Elvarie and Millia looked upon one another. With a resounding slap, Elvarie revealed the truth, that in her reckless act, the blaze consumed not only their home, but their mother as well. Masking regret with pride, Millia smiled darkly and declared her sister a free spirit, free from the curse of their horrid family and past. Vowing to never forgive her, Elvarie parted, leaving her sister to walk the roads ahead, only the glimmer of flame to light her dark leave from the once regal manor ground.

II

Millia made her living as a thief, bent on her power trip. With what little tomes and possessions she could salvage, she used her charm and guile to wrest more knowledge from what sages she could find. Proving her power to a local band of brigands, she formed a ragtag group of cutthroats. As highwaymen, they stole and pillaged the rich. Millia felt only anger, and when an unfortunate soul could not pay up, she had them executed brutally. For a year had she continued this way, marking a reputation for herself.

One day, the group decided to tackle an ancient tomb, for an artifact of great value lay deep in its recesses. After besting its traps, and claiming their find, they were greeted by a cadre of soldiers bearing the very same banner of the god whose tomb they had stolen from: Velor, God of Chaos. As they were cut down, the leader stepped for as Millia, in her display of power had managed to kill a few of his soldiers. He laid her to the floor, put a sword to her neck. He introduced himself as Lord Kaidren, patron of Velor, lord of twisted shadows. He acknowledged her talent and bade her a choice: Join the armies of chaos or die where she was. She spat in his face, and the warrior was quite taken aback. Impressed, he forced the fiery girl back to his encampment.

Millia, to her surprise, found herself drawn to the dark warrior’s bravado. His strength and anger towards the world fascinated and resounded with her own views. He took her under his wing, and through his tutelage, and the rigors of battle, her body was crafted into a weapon of war. Every day was harsh training, learning of weaponry, the combat arts and strategy but Millia learned that her powers, and even Agnalus’ effects on her strength, became magnified as her own natural talents increased. As the teenager grew into a toned and powerful woman, Millia loved what she saw in the mirror more and more every day. Her body had ceased to age, a gift her father had possessed, and much as she came to accept her body, she surprised her then-husband by arriving on the battlefield in a scant battlegarb, her toned thighs and sculpted form bared for all to see. Over the years, she laid waste to the legions with him at the helm, gathering fame, fear and renown about her actions. She called herself “The Lady Immolatasia,” and brought fiery death to the armies of light in the east.

All would have been well had it not been for Millia’s refusal to bear her husband a child. She did not see herself fit to raise any child, as she could see herself as a kind or loving mother. This refusal eventually led to her husband betraying her. On the eve of a major battle, Millia was assaulted in secret by a flank of her husband’s contingent. Bested once more and left to die on the battlefield, only Millia’s close friend and general, Lady Vaelana, and elven tactician, prevented her from meeting a grim and final end.

Millia recuperated, and using her comrade’s tactical genius and her own charisma she raised an army over the next twenty years. Biding her time, The Lady Immolatasia cut a swath down the ranks of the west, beating back Velor and her husband’s army. Conquering a large portion of the western forests of Vydra from the elves that resided, Millia took up rulership and used the thick woods and shielded valleys as a bastion for her armies. She became known as "The Shade Queen of Vydra," and ruled the land with an iron fist.

The final curtain would come. She would attack the city of Ymiris, a place which even Kaidren could not take. She was of the hope that assaulting its walls would rile him to jealous rage. She was not disappointed. As the three armies clashed and met upon the battlefield, Millia let forth a written spell of untold power, one that would undo Kaidren’s protection from his god. With his body laid broken before her, the swirls of power ripped a rift in time and space, sending her spiraling to a new and different world.


III

Millia’s first weeks in the city were awkward. Beings of power, both explainable by the arcane, and not by the arcane flew through the air. There was seemingly no way to return to Delcyrus that she could conjure, or knew of. She sought answers, disguising herself as one of the populace and matching their garb as carefully as she could.

Through intelligence, magic and care, she learned the language of the people. Claiming her background as European, she began to bathe in the culture of the world, and found herself changing. She no longer felt oppressed or as compelled to harm as she did in the past, nor did she feel the slightest compulsion to return to the realm of Delcyrus, eventually, which she began to regard with disgust. She worked as a model, for a time, making covers of magazines, and increasing her own notoriety, began to enjoy the fortunes of life and fell in love with the culture. She etched a life for herself out of business, and lived in Paragon for one year.

Old habits die hard, however, and the old lust for magic, and power returned. Millia continued her life of crime, once again, as The Lady Immolatasia. She raided for money, and attacked places of magical importance for both artifacts and out of spite. Though successful, her actions led to her eventual capture by heroes and Paragon city. She was sent to the Rogue Isles for imprisonment.

Rogue Isles Years

I

Millia had been broken free from the Zig during the earlier "Destined One" raids, finding the notion more than a little ridiculous and having little patience for it. Afterwards, she distanced herself from Arachnos, finding that her time serving such a thing as a military organization was well documented for already.

Wherever her god was, he was not here now, and she didn't feel very inclined to pay any mind to him, or beg for forgiveness. Delcyrus was far away, her army was long decimated, and for all accounts and purposes, she was just another number amongst a world of incredibly powerful beings.

Millia began with mercenary jobs, and following her own hunches and research into magical locales. She often clashed with the Circle of Thorns, Legacy Chain, and other groups, in search of more power. For years, she cut out her own slice of the magical market.

She opened her own business, the front being an occult shop in the quiet corners of St. Martial, but selling highly valuable and powerful arcana and charms to all buyers.

She wrapped herself in the culture of the world, enjoying finest dining, modern conveniences, and eventually coming to grasp with being part of a place that relied on technology rather than magic. It made her feel more unique; more important.

Eventually, a contact recommended her to a starting group known as The Renegade Misfits, saying they could use someone akin to her talents. Reluctantly, she agreed, realizing that it was difficult to really advance on the Isles alone, but sooner or later, she found herself growing quite attached to the ranks of the Misfits, learning a few new things about herself.

II

Millia had believed that might was right for such a long time that the change from a world of pure warfare, to one of superheroic conflict and politics gave her time to reflect. Her anger dulled, her vengeance having finally been claimed.


She stole and fought for many years, but did not kill as unnecessarily as she once used to. Millia learned the language, learned to blend in with the modern age, and found that she truly found something of value: relative peace, and more than that, true friendship.

Over the course of five years, she found her demeanor changing. Actions that she would have once laughed at cruelly, she found herself consumed with guilt upon. The world was beginning to change her, the words of new faces were having their effect. When her close companion, Rose, held a helpless hero before her, murder in her eyes, Millia saw a deep reflection of herself. She could no longer continue on this path.

When she left for a second dimensional plane, Millia made a fresh start in Millennium City, she overcame her demons and began to fight for what she viewed as a cause worth something. She would atone for her past. Protecting others, while once a reviled idea, gave her a solace she had not felt before.

Today, she runs a magical shop, "Madame Immolatasia's," where she sells various arcane wares with charm and panache. By night and whenever fancies her, she fights the good fight, alongside her friends and companions. Wise, stylish, beautiful and arrogant all the same, she no longer bears her hatred, but rather compassion.

So is the tale of Lady Immolatasia, and so it continues...

Powers and Abilities

Elemental control and magic

Millia controls the power of the elements through direct conduit with the magical planes through her soul. The soul is the foci through which nature and the spiritual can be made manifest. Millia holds control over the four elements of magic. Fire, earth, air and water, each of which she can manipulate to great capacity naturally, but with her artifacts, her strengths and abilities alter greatly. The disadvantage lies in the fact that she cannot wield all of her artifacts at once, as some of their magicks prove incompatible. Some however, do work in smaller capacity.

Millia’s magic is fueled by her soul. From years of meditative and magical practice, it has become her strongest asset. Demons and hellspawn have tried to take and corrupt it, and failed. Her artifacts, also are bound to her soul, and she can choose to make use of their abilities no matter the object’s location, but she must pick which she will utilize. For instance, Agnalus' additions to her strength and durability are always active, but she cannot use the water-boosting powers of The Sword of Oresthia, as it is incompatible with Agnalus' focus on fire. As such, she must choose how she will fight her battles ahead of time.

Her elemental capabilities are of mid to close range, capable of raining fire storms upon enemies, or summoning columns of earth for example. She can create and mold shapes out of this force, or temporarily enchant her abilities upon others if she so chooses. Millia is capable of stretching her abilities beyond this scope, but only for limited periods, as great taxation drains her soul's essence. Too much exertion over her limits will weaken her powers temporarily until her spirit recovers.

Differences in Ability with Artifacts

Agnalus: Warhammer/Sword - Super Strength (6 to 10 tons), Invulnerability, Flight, Focused Fire and Earth magic with fifty yards. Ice magic unusable.

Arishtara Gauntlets and Sword of Orestheia- Super Strength (Half a ton), Regeneration, Super Speed, Focused Ice Magic with minor flame abilties, range of sixty yards, Earth Magic inaccessible.

Combat Prowess and physicality

In terms of physical condition, Millia is at the level of a woman who exercises at great rates, and eats healthily.

She has a fair amount of muscle, is incredibly toned, and she can endure a fair amount of running, fighting, and exercise without tiring easily, which is enhanced by her magical abilities.

In combat, Millia has a fair knowledge of hand-to-hand techniques. She possesses knowledge of a martial art akin to southern Chinese Kung Fu styles called Dinram Fist. While skilled and knowledgeable, any mastered practitioner will outclass her.

Her true strength in hand-to-hand combat is in weaponry, particularly blades and two handed weapons, such as her greathammer, of which she has over twenty years of experience using in the heat of warfare.

=Strength and Durability

Millia's strength levels reach slightly over ten tons with the force of her hammer when she is in peak condition, and she is capable of delivering strikes of the same intensity.

With her warhammer, which is bound to her body and soul, she is capable of enduring bullets, heavy blows and trauma that would fell most mortals instantly, however her invulnerability is moderate, as she can be overcome by sufficient force or energy from foes with superior physical power or force. Her will often keeps her in the fight, but she has her limitations.

With her intense physical conditioning, Millia is unlikely to be exhausted over prolonged battles. Her powers offer no enhanced benefits in terms of exhaustion; she has as much endurance as a woman who exercises regularly and intensely.


Intellect and leadership

Millia left the leadership of her legion to those more capable. She does not favor herself a strategist, so much as a combat specialist. Despite this, she is a learned study of magical schools other than her own, even if she does not utilize them, and is a woman of above average intelligence.

Despite her intellect, she can be stubborn in applying new methods over her old ways, though she is very resourceful in the heat of the battlefield, employing improvised strategies to overcome her adversaries.

Artifacts

Warhammer Sharihen – “Agnalus”

Supposedly crafted by a long forgotten deity of the earth itself, Tyrael Sharihen was the first to wield this mighty weapon in battle, dedicating it to the god of darkness, Velor. Crafted from the flaming tears of Velor's own son as he mourned the death of his lover Je'lara, this weapon became gifted with the power of fire and earth magic. Much like the power of the earth, the weapon enhanced Tyrael’s physical prowess to superhuman heights.

As the Sharihen family grew, the weapon had been passed on to worthy champions. Only those who the weapon deemed worthy were allowed to wield it.

The weapon melds with the wielder’s soul, augmenting whatever physical prowess they may currently possess and magnifying it greatly. In Millia’s case, in peak condition, the weapon allows her to lift over 10000 lbs, and throw punches that could easily bend and break metal, as well as causing bullets to bounce off of her harmlessly.

In addition to its combat strength, the weapon magnifies the wielder’s magical prowess, allowing them to utilize the elements of fire and earth to even greater heights. Shields of wreathing flame, fireballs, brief and powerful quakes, and whirling rocks become child’s play with the hammer.

The Sword of Orestheia

After acquiring a tip from the warriors, and following the trail through the Circle of Thorns and various arcane tomes taken from their fold, Millia traveled to Greece, taking in the sights of the modern cities, while unlocking the mystery of an artifact that could enhance her powers even further.

A weapon crafted by Poseidon himself for the Nereids, his children, the sword of Orestheia was hidden in a temple, deep below the island of Thira, once known as "Strongili." Hidden deep below the surface, covered away by blocked passages, past streams of lava, lay a temple dedicated to Poseidon.

Dodging deathtraps, fighting the spiritual denizens that guarded the temple, as well as several creatures of myth, and tests of knowledge, Millia came to the sacrificial chamber, where the sword of Orestheia was being guarded by a powerful siren. The entire ordeal took a week's worth of exploration and delving, but she left the buried shrine with her prize.

The sword of Orestheia, in addition to being an amazing weapon in its own right, allows Millia to manipulate ice and air magic to great levels. In addition, while wielding this weapon, she invokes her spells of fire to burn and bind her foes. While wielding the weapon, however, her earth spells are inaccessible, and her durability is weakened.


Weaknesses

Millia is an unaging yet fully mortal woman, thus she is subject to all the limits of death save those of dying of old age.

Millia is vain and arrogant, a fact that can be used against her quite often, though she is not quite as hot-headed as she used to be. Still, a few deep insults from a rival can throw her off of her game.

Weakness to Psionics due to low defenses and past trauma. It is very easy to use her haunted past against her.

Weakness to Darkness and soul draining effects. Her soul is strong and largely cannot be taken against her will, however it can be diminished, and in doing so her power weakens drastically for significant periods on all counts aside from her martial abilities. Any magic enhancements such as strength, invulnerability and the potency of her spells weaken.

While resistant to elemental energies she is currently using, she is susceptible to opposite elements when she is not using them herself.

Is unable to switch between artifacts for a full twenty-four hour period. She must choose her battles and strategies ahead of time.

Theme Songs

Epic Metal

Kamelot: "Karma" / "Nothing Ever Dies,"/ Symphony-X: "Witching Hour"/

Rock/Other

Stone Temple Pilots: "Wicked Garden"/ Lostprophets: "Burn, Burn"/ Prodigy: "Fuel My Fire"/ Seatbelts: "Knock a Little Harder"

Battle Themes/Other

Chaos Legion: "Feel No Fear,"/ God of War: "Phoenix Rising"/ Castlevania: "Old Sinking Sanctuary"

Sightings)

Mirror, Mirror...

2008-pencil-immyface-sm.jpg - Drawn by Arikatt/Ariela Baronov

The Lady Immolatasia

Immy Mug.jpg - Drawn by Playworkart.Deviantart.Com

Reflection

the_lady_immolatasia_commish_by_barisyilmaz-d349qa6.jpg -- Art by Baris Yilmaz http://barisyilmaz.deviantart.com/

Vanity

2007-ImmyMirrorv.jpg - Drawn by Arikatt/Ariela Baronov

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