Related topics : [Characters] [Entente] [KM]
Irmira ★★★★

Codename Meerkat (СУРИКАТ)
Race Samoyed
Occupation Archaeologist
EGO Strength Low
Nationality Schmalkalden
Class Scout
Affiliation KM
Basic Stats
Healt [missing]
Defense [missing]
Movement Speed [missing]
Armor Value [missing]
Moral value 1200
Mobile Shooting yes
Gun Information
Weapon Type Assault Rifle [G3A4]
Damage [missing]
Ammo capacity 30
Range 3 Tiles
Accuracy falloff 85/74/68]

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Personal History

       Nominally, Irmira is a scholar conducting research on Nox with funding from the "Friends of the Samoyed Foundation," maintaining only a cooperative relationship with K&M Corporation. In reality, however, she is—like the rest of the "Sales Team"—a spy employed by the "Pracht Agency." As the team's only humanities specialist and the only member exempt from performance quotas, Irmira is somewhat introverted and reluctant to initiate social interaction; yet, once the conversation turns to her field of study, she has a wealth of fascinating anecdotes to share.

       Among all the Samoyed girls who received aid and training from Schmalkalden, Irmira was an outlier from the start. Like her peers, she grew up in poverty, lacking adequate food and clothing, yet she harbored no desire for gourmet meals, fine attire, luxurious housing, or fancy vehicles. Nor was she interested in Earth’s wondrous technology and machinery; instead, she was captivated by Earth’s novel species and art forms. This divergence of interests led to minor internal debates regarding her career path: some within the Pracht Agency and the Friends of the Samoyed Foundation wanted to train her as a biologist to collect the exotic flora of Nox, while others envisioned an aesthetician studying the art of the indigenous Noxians. Ultimately, the "folklorist" camp prevailed, arguing that folklore research would provide the theoretical foundation for the Samoyed people to establish an independent nation in the future.

       Irmira's chosen field is folklore—though, given her limited education in the social sciences, it is difficult to say whether her work truly constitutes folklore studies, ethnology, or anthropology. In practice, her duties involve scouring the remote backwaters of Nox to collect handicrafts, document folk legends, and occasionally excavate archaeological sites. She then applies her rudimentary theoretical knowledge to force these findings into arbitrary categories, classifying them as subtypes of an ancient Samoyed civilization—all in preparation to serve, at some future point, as evidence of a heritage that has existed "since time immemorial." To ethnologists, most of the artifacts Irmira collected were of little value; to the Pracht Agency, she seemed to consistently overlook the intelligence that actually mattered—such as the distribution of local resources, economic structures, kinship ties, power dynamics, and military capabilities. Yet, Irmira found genuine joy in her research; she would often endure the arduous trek across mountains upon hearing a mere legend, only to find nothing but a heap of rubble at the journey's end. Her true talent lay in art—while cameras were available, she preferred to record what she saw through sketches.

       For all her enthusiasm, Irmira was neither particularly bright nor well-versed in her field; she lacked not only a grasp of genuine ethnology but also an understanding of the basic ways of the world—whether on Earth or Nox, and whether in cities, villages, or tribal territories. She did, however, make one truly significant discovery: a masterpiece of craftsmanship unearthed in the Yedna Valley—a golden "ancestor-form" artifact inlaid with rubies, remarkable for both its heft and exquisite detail among known Noxian relics. Because of its immense value, this piece did not end up gathering dust in a United Territories warehouse like so many of her other finds.