Amaris Mallory | General Information Name - Amaris Mallory Age - 85 Species and Gender - Sarkaz / Female Mana Pool Type - Container Hair Color - White Affiliation - Order of the Golden Sun - Prisoner |
Detailed Appearance
While Amaris lacks the characteristic horns that most Sarkaz usually have and most of the visible traits are hidden by her robes, her striking appearance is usually more than enough to mark her as someone incredibly suspicious. At first sight, her red eyes and sharp teeth already contribute to the rather sinister aura she has, but if one pay enough attention, the white, demon-like tail is still able to be seen. Aside from the obvious physical traits, what perhaps contribute even more to the sinister appearance Amaris has is the robe and veil that she is forced to wear by the Order.
The aptly named Robes of Penitence were initially a magical artifact made with reinforced fabric and dark colors, but after being worn by Amaris, the robe changed to be filled with sharp iron spikes. While the rather violent and hostile design was not exactly intended, it ends up working quite well to warn that the one wearing it is both dangerous and undergoing punishment... or 'penance'.
If one is able to see past these sinister and dangerous appearance, Amaris could easily be considered quite an attractive woman. Standing at 1.82m with beautiful, long white hair, it doesn't take much to imagine how different she would look if she wore different clothes and perhaps had a more amicable, gentle smile... Similar to the ones she is sometime seen with when talking to Sarkaz children.
PersonalityThe aptly named Robes of Penitence were initially a magical artifact made with reinforced fabric and dark colors, but after being worn by Amaris, the robe changed to be filled with sharp iron spikes. While the rather violent and hostile design was not exactly intended, it ends up working quite well to warn that the one wearing it is both dangerous and undergoing punishment... or 'penance'.
If one is able to see past these sinister and dangerous appearance, Amaris could easily be considered quite an attractive woman. Standing at 1.82m with beautiful, long white hair, it doesn't take much to imagine how different she would look if she wore different clothes and perhaps had a more amicable, gentle smile... Similar to the ones she is sometime seen with when talking to Sarkaz children.
Most know of those who have heard about Amaris' 'sins' and what she was responsible for see her as a monstrous, sadistic witch. A walking disaster that was responsible for the massacre that happened on the border town between Varenheim and Westernant. At least partially, those people aren't exactly wrong. To her enemies, Amaris shows herself to be a ruthless, sadistic witch that doesn't hesitate in slaughtering those responsible for her people's suffering, but there is much more to her than just the stories that are told.
While it is true that Amaris is cruel, ruthless and sadistic to those whom she consider either her enemies or 'guilty' of committing injustices, her rather strict moral code shows itself quite clearly when innocent people are involved, be them Sarkaz or not. This very moral code seems work almost as a failsafe, limiting her cruelty to prevent her from crossing a line she shouldn't.
Since she became a prisoner of the Order of the Golden Sun, Amaris learned to control her fiercely rebellious spirit, teaching her at least some patience and restraint. This time spent as a prisoner also did quite a bit to calm Amaris down and make her behavior less explosive and destructive. In another hand, this made clear that Amaris is a dangerous woman in many ways, showing herself to be a very cunning and scheming woman especially now after she learned how to bide her time instead of acting solely on her impulses.
Surprisingly enough, she seems not to show that much hostility to most members of the clergy, with the notable exception of the Inquisitors... Often the targets of acidic, sarcastic comments and provocations about them being the church's 'hunting dogs', eager to show service and 'condemn' whoever they are told to, regardless of the crimes they committed. Even though Amaris isn't stupid to directly attack an inquisitor, she seems to shows a habit of not particularly minding about collateral damage to them, if she is ordered to attack an enemy with them nearby.
The few times Amaris was allowed to meet the children of the orphanage, she has also shown herself to calmly and kindly answer to inquiries made by the braver ones among them that weren't afraid by the stories, as long as those were polite. While she shows little to no patience to rude and unruly children, she seems to have a soft spot for polite and innocent ones.
While it is true that Amaris is cruel, ruthless and sadistic to those whom she consider either her enemies or 'guilty' of committing injustices, her rather strict moral code shows itself quite clearly when innocent people are involved, be them Sarkaz or not. This very moral code seems work almost as a failsafe, limiting her cruelty to prevent her from crossing a line she shouldn't.
Since she became a prisoner of the Order of the Golden Sun, Amaris learned to control her fiercely rebellious spirit, teaching her at least some patience and restraint. This time spent as a prisoner also did quite a bit to calm Amaris down and make her behavior less explosive and destructive. In another hand, this made clear that Amaris is a dangerous woman in many ways, showing herself to be a very cunning and scheming woman especially now after she learned how to bide her time instead of acting solely on her impulses.
Surprisingly enough, she seems not to show that much hostility to most members of the clergy, with the notable exception of the Inquisitors... Often the targets of acidic, sarcastic comments and provocations about them being the church's 'hunting dogs', eager to show service and 'condemn' whoever they are told to, regardless of the crimes they committed. Even though Amaris isn't stupid to directly attack an inquisitor, she seems to shows a habit of not particularly minding about collateral damage to them, if she is ordered to attack an enemy with them nearby.
The few times Amaris was allowed to meet the children of the orphanage, she has also shown herself to calmly and kindly answer to inquiries made by the braver ones among them that weren't afraid by the stories, as long as those were polite. While she shows little to no patience to rude and unruly children, she seems to have a soft spot for polite and innocent ones.
It is hard to forget—and even harder to forgive—the hatred and the old wounds left open after decades of war. For some, time does not heal all wounds. Even after the city of Dagorlad was built as a symbol of peace, the scars of the Sarkaz genocide, inflicted by the Elves during the cruel reign of Serensiel, remained fresh in their memory. The Sarkaz people, once proud nomads, now suffered the stigma of that dark history. Many still saw them as untrustworthy outcasts, regardless of their attempt to rebuild their shattered pride and culture.
Amaris Mallory, the third daughter of a prosperous merchant family, saw in Dagorlad little more than a gilded cage. It was a fragile city... Built on a promise coexistence and a new beginning, while lacking the mutual respect from other kingdoms to sustain such coexistence. A place where the Sarkaz slowly attempted to reclaim what was stolen from them, even as those responsible for their suffering walked free. The Elves who had committed unspeakable atrocities thrived in lands taken by blood, while the Sarkaz were left to pick up the pieces, their pain ignored.
To Amaris, the bustling marketplace in Dagorlad’s merchant district, filled with colorful stalls and traders shouting their wares, felt like a cruel joke. The very city was build as a result of years of Sarkaz suffering, and yet people still lived as if the past didn't matter anymore... As if all their problems had been solved, ignoring the Elves, in their prosperous kingdom, built on stolen lands. The noise of the crowd only made Amaris' heard tighten. The peace their city offered was impossible to trust. Their so-called nation was small and vulnerable, constantly overshadowed by the power of the Elves and Humans.
Day after day, Amaris wandered through the district, her heart heavy with the burden of unspoken anger. Merchants who traveled to Human land spoke of their experiences... The stories were always the same: polite smiles masking condescension, whispered insults calling them scavengers, wanderers, or worse. The Sarkaz could build cities, they could carve out a place for themselves, but they could not erase the past.
While many in Dagorlad tried to adapt to their new lives, Amaris felt suffocated by it. While coexistence could be possible, the past had first to be acknowledged. The crimes of the Elves under Serensiel's reign could not simply be buried and forgotten. Most importantly, the Sarkaz would never be truly respected as long as their past grievances weren't solved and the crimes committed against them, repaid. For Amaris, there could be no true peace without retribution.
As she grew older, Dagorlad became more and more suffocating. Her family, unlike Amaris, had adapted well to the changes. Her father, a merchant through and through, saw opportunity where she saw injustice while her mother, believed that time would smooth over the rough edges of their history. Both of them did little to understand her discontent. To them, Amaris was wasting her potential and her magical talents, on rebellious thoughts and dreams of a different world.
In the end, Amaris decided to leave with the excuse of "learning about the world". Unsurprisingly, her family didn’t resist. They had already grown of her dissatisfaction and rebellious spirit and maybe they believed that leaving Dagorlad might finally open her rebellious daughter's eyes and get rid her of her rebellious streak. She chose Westernant as her destination, where she hoped to find answers to the questions that gnawed at her soul... How could her people heal if their past was ignored? How could they move forward when the those responsible for their disgrace still walked free, unrepentant, their hands stained with Sarkaz blood? And perhaps even more importantly... seeking some respite from the suffocating feeling of impotence and the hatred that burned her chest.
Truth be told, Amaris had no grand plan as she left for Westernant, no certainty about what she would find or how exactly would most humans treat her. Only a burning, smoldering anger. A belief that justice, true justice, could not be bargained for or bought. It had to be taken, to be earned. As long as the Sarkaz let the humans look down at them or the elves believe they can just ignore what they did in the past, they would never be respected.
At first her the one thing she noticed in Westernant was while there was indeed the prejudice she heard about from other merchants, not every human was like that. While there were only some that didn't view her with prejudice, those that didn't only shown curiosity as she looked at her. While that curiosity could be another way to earn the human kingdoms' trust and respect, Amaris was far too quickly shown the dark side of human society the moment she stepped into one of the first settlements in the border between the kingdoms...
In one of the first border towns Amaris visited, the first thing she noticed were the suspicious, harsh stares the moment she arrived. Unlike the others, those went beyond simple curiosity or prejudice... The people's stared had a mix of nervousness, fear and hostility to them. Every step she gave, Amaris felt she was closely watched. Strangely enough, it felt almost as if every person looking at her was a hair's breadth away from jumping at her. Under such strict surveillance, not only there was no possibility of her finding out what was going on, but the threat of having a dagger plunged into her back was tangible. Due to that, Amaris quickly left the place.
It took quite a bit of questioning the rare merchants that passed on the nearby roads and observing who entered and exited the settlement from a distance, but when Amaris finally realized what was going on, she felt her heart drop with shock, before it lit up in anger and wrath. While it was well disguised, it was obvious that that small settlement was a front for a group of slavers. Amaris watched, in horror as a bound sarkaz was hurriedly escorted inside the settlement by a group of rough looking men, before it was taken inside a building.
In silence, Amaris returned to the slavers' settlement, her eyes burning with anger as one guard came to stop her. They knew... They all knew what was happening in that place. The guards, the merchants who were staring at her earlier, even the authorities on that place knew... and they did nothing... Raising her hand, a chain of interlinking, symmetrical, iron spikes began slowly forming as she looked towards the guard... There was no negotiation, no warning or accusations, there was just a one-sided massacre. The humans that escaped quickly alerted the authorities, with desperate tales about a Sarkaz witch and the storm of bloodied chains and spikes that followed her.
Rushed by the urgency of the reports given by the fleeing survivors, the Order of the Golden Sun arrived almost an entire day later. Only to encounter the small settlement completely destroyed. Bodies impaled by huge spikes of iron appearing from the ground or entangled in a sea of chains made of interlinking iron spikes. In the very middle of the destroyed settlement, a single Sarkaz woman stood kneeling on the ground, wounded and exhausted, but still alive. Surrounded by a a few dozen of the symmetrical iron spikes embedded on the ground, almost the height of a human and dozens of bloodied chains spread through the ground in a sea of blood, corpses and debris. The almost nightmarish scene of iron obelisks, chains and spikes seemed to be something straight out of a horror story, some of the iron structures already starting to oxidize, rapidly decaying due to the exhaustion of the Sarkaz witch, the red rust color mixing the the blood of the corpses on the ground...
[...]
Reminiscing about the past was... Unpleasant for Amaris. It's been almost 9 years since the massacre of the slaver settlement. 9 years since she was saved from being executed in the very spot she stood by some of the Sarkaz slaves she had freed before the massacre, interceded for her and explaining what had happened. Many times she had thought if she could had done something different... of how she could have dealt with that settlement in a better way... But in the end, those thought went away as quickly as they returned. It was useless to think about what could have been.
After she was captured, it took almost two years of interrogation and sermons (many which were completely ignored by Amaris) until the Order saw Amaris worthy of the smallest bit of trust and allowed her to work with inquisitors in order to repay for what she had done, reducing her sentence. After nine years, Amaris knew well that there was more to that slaver settlement than what she thought, as the truth behind it had not yet made public. Now, she worked to the order as a somewhat begrudging ally. Every mission completed without any 'incidents' was another step, another reduction to her sentence and another promise from the Order that when it was all over, the truth would finally be told and her name, cleared... Working with inquisitors was still as unpleasant as it was in the beginning, but if there was anything Amaris had learned in those nine years was that it paid off to be patient.
Amaris Mallory, the third daughter of a prosperous merchant family, saw in Dagorlad little more than a gilded cage. It was a fragile city... Built on a promise coexistence and a new beginning, while lacking the mutual respect from other kingdoms to sustain such coexistence. A place where the Sarkaz slowly attempted to reclaim what was stolen from them, even as those responsible for their suffering walked free. The Elves who had committed unspeakable atrocities thrived in lands taken by blood, while the Sarkaz were left to pick up the pieces, their pain ignored.
To Amaris, the bustling marketplace in Dagorlad’s merchant district, filled with colorful stalls and traders shouting their wares, felt like a cruel joke. The very city was build as a result of years of Sarkaz suffering, and yet people still lived as if the past didn't matter anymore... As if all their problems had been solved, ignoring the Elves, in their prosperous kingdom, built on stolen lands. The noise of the crowd only made Amaris' heard tighten. The peace their city offered was impossible to trust. Their so-called nation was small and vulnerable, constantly overshadowed by the power of the Elves and Humans.
Day after day, Amaris wandered through the district, her heart heavy with the burden of unspoken anger. Merchants who traveled to Human land spoke of their experiences... The stories were always the same: polite smiles masking condescension, whispered insults calling them scavengers, wanderers, or worse. The Sarkaz could build cities, they could carve out a place for themselves, but they could not erase the past.
While many in Dagorlad tried to adapt to their new lives, Amaris felt suffocated by it. While coexistence could be possible, the past had first to be acknowledged. The crimes of the Elves under Serensiel's reign could not simply be buried and forgotten. Most importantly, the Sarkaz would never be truly respected as long as their past grievances weren't solved and the crimes committed against them, repaid. For Amaris, there could be no true peace without retribution.
As she grew older, Dagorlad became more and more suffocating. Her family, unlike Amaris, had adapted well to the changes. Her father, a merchant through and through, saw opportunity where she saw injustice while her mother, believed that time would smooth over the rough edges of their history. Both of them did little to understand her discontent. To them, Amaris was wasting her potential and her magical talents, on rebellious thoughts and dreams of a different world.
In the end, Amaris decided to leave with the excuse of "learning about the world". Unsurprisingly, her family didn’t resist. They had already grown of her dissatisfaction and rebellious spirit and maybe they believed that leaving Dagorlad might finally open her rebellious daughter's eyes and get rid her of her rebellious streak. She chose Westernant as her destination, where she hoped to find answers to the questions that gnawed at her soul... How could her people heal if their past was ignored? How could they move forward when the those responsible for their disgrace still walked free, unrepentant, their hands stained with Sarkaz blood? And perhaps even more importantly... seeking some respite from the suffocating feeling of impotence and the hatred that burned her chest.
Truth be told, Amaris had no grand plan as she left for Westernant, no certainty about what she would find or how exactly would most humans treat her. Only a burning, smoldering anger. A belief that justice, true justice, could not be bargained for or bought. It had to be taken, to be earned. As long as the Sarkaz let the humans look down at them or the elves believe they can just ignore what they did in the past, they would never be respected.
At first her the one thing she noticed in Westernant was while there was indeed the prejudice she heard about from other merchants, not every human was like that. While there were only some that didn't view her with prejudice, those that didn't only shown curiosity as she looked at her. While that curiosity could be another way to earn the human kingdoms' trust and respect, Amaris was far too quickly shown the dark side of human society the moment she stepped into one of the first settlements in the border between the kingdoms...
In one of the first border towns Amaris visited, the first thing she noticed were the suspicious, harsh stares the moment she arrived. Unlike the others, those went beyond simple curiosity or prejudice... The people's stared had a mix of nervousness, fear and hostility to them. Every step she gave, Amaris felt she was closely watched. Strangely enough, it felt almost as if every person looking at her was a hair's breadth away from jumping at her. Under such strict surveillance, not only there was no possibility of her finding out what was going on, but the threat of having a dagger plunged into her back was tangible. Due to that, Amaris quickly left the place.
It took quite a bit of questioning the rare merchants that passed on the nearby roads and observing who entered and exited the settlement from a distance, but when Amaris finally realized what was going on, she felt her heart drop with shock, before it lit up in anger and wrath. While it was well disguised, it was obvious that that small settlement was a front for a group of slavers. Amaris watched, in horror as a bound sarkaz was hurriedly escorted inside the settlement by a group of rough looking men, before it was taken inside a building.
In silence, Amaris returned to the slavers' settlement, her eyes burning with anger as one guard came to stop her. They knew... They all knew what was happening in that place. The guards, the merchants who were staring at her earlier, even the authorities on that place knew... and they did nothing... Raising her hand, a chain of interlinking, symmetrical, iron spikes began slowly forming as she looked towards the guard... There was no negotiation, no warning or accusations, there was just a one-sided massacre. The humans that escaped quickly alerted the authorities, with desperate tales about a Sarkaz witch and the storm of bloodied chains and spikes that followed her.
Rushed by the urgency of the reports given by the fleeing survivors, the Order of the Golden Sun arrived almost an entire day later. Only to encounter the small settlement completely destroyed. Bodies impaled by huge spikes of iron appearing from the ground or entangled in a sea of chains made of interlinking iron spikes. In the very middle of the destroyed settlement, a single Sarkaz woman stood kneeling on the ground, wounded and exhausted, but still alive. Surrounded by a a few dozen of the symmetrical iron spikes embedded on the ground, almost the height of a human and dozens of bloodied chains spread through the ground in a sea of blood, corpses and debris. The almost nightmarish scene of iron obelisks, chains and spikes seemed to be something straight out of a horror story, some of the iron structures already starting to oxidize, rapidly decaying due to the exhaustion of the Sarkaz witch, the red rust color mixing the the blood of the corpses on the ground...
[...]
Reminiscing about the past was... Unpleasant for Amaris. It's been almost 9 years since the massacre of the slaver settlement. 9 years since she was saved from being executed in the very spot she stood by some of the Sarkaz slaves she had freed before the massacre, interceded for her and explaining what had happened. Many times she had thought if she could had done something different... of how she could have dealt with that settlement in a better way... But in the end, those thought went away as quickly as they returned. It was useless to think about what could have been.
After she was captured, it took almost two years of interrogation and sermons (many which were completely ignored by Amaris) until the Order saw Amaris worthy of the smallest bit of trust and allowed her to work with inquisitors in order to repay for what she had done, reducing her sentence. After nine years, Amaris knew well that there was more to that slaver settlement than what she thought, as the truth behind it had not yet made public. Now, she worked to the order as a somewhat begrudging ally. Every mission completed without any 'incidents' was another step, another reduction to her sentence and another promise from the Order that when it was all over, the truth would finally be told and her name, cleared... Working with inquisitors was still as unpleasant as it was in the beginning, but if there was anything Amaris had learned in those nine years was that it paid off to be patient.
Passives
Blood-iron Thorns: Amaris is able to materialize iron chains made of interlinking, symmetrical iron spikes and control it freely either from a distance or as whips from her arms. Her control over said chain is enough to move it almost any way she wants to in a range of 15m, including wielding them just like a normal whip would. Only one chain can be materialized and controlled, with additional chains being materialized as Amaris is able to score hits on enemies with normal attacks or by sacrificing 10% of her health per chain. Can only control four chains at a time. Always has one chain with her. Chains can be broken with strong enough attacks.
Blood-iron Magic: Amaris' magic is one of blood and iron, an old ritualistic magic based on blood sacrifices. As long her chains are able to absorb blood, be it her own or others, she gets progressively stronger.
Agile Caster: Due to the almost instinctive way Amaris' magic works, she is able to move herself freely as she uses it. The rush of adrenaline and excitement as she continues using it made her develop a fast, agile and aggressive fighting style. Not wearing armor also contributes to her agile steps in the battlefield.
Blood-iron Magic: Amaris' magic is one of blood and iron, an old ritualistic magic based on blood sacrifices. As long her chains are able to absorb blood, be it her own or others, she gets progressively stronger.
Agile Caster: Due to the almost instinctive way Amaris' magic works, she is able to move herself freely as she uses it. The rush of adrenaline and excitement as she continues using it made her develop a fast, agile and aggressive fighting style. Not wearing armor also contributes to her agile steps in the battlefield.
Spells
Chains of Resentment: Spends one of her chains, sending them towards an enemy, slithering and coiling around them before tightening, making the thorns dig into their skin, causing severe bleeding and slowing both their movements and attacks. If three Obelisks were summoned, more chains appear shooting from the ground, piercing the target and holding them in place. Allows the usage of the Reckoning ability if three obelisks are summoned.
Blood Iron Curtain: Spends one of her chains, making it burst into individual thorns, orbiting Amaris, creating an aura of 5 meters around her where projectiles have a high chance of being deflected. After three obelisks were summoned, this area extends to 10 meters, protecting her allies, completely stop any projectiles and working together with the obelisks' chain links, causing bleeding to enemies inside the radius.
Bloodforged Obelisk: Spends three Blood Iron Thorns, sending them burrowing into the ground, wall or any solid object. The chains move underground to make a giant iron spike, bound by chains, to erupt, impaling any enemy unfortunate enough to be above it and knocking away those nearby. The obelisk will remain on the battlefield as long as Amaris wills it or as long as she remains conscious. While very durable, can still be destroyed. When three obelisks are summoned on the same battlefield, the chains binding them break, with each individual chain link, each individual thorn, flying outwards and orbiting an area of 15 meters around each obelisk, causing persistent damage and bleeding to anyone who stays in the area. Subsequent casts of this skill after three obelisks were summoned will only cost a single chain and will instead, simply relocate one of the previous spikes. If all three spikes are destroyed after they are 'activated', the storm of thorns ceases, with Amaris needing to invoke the obelisks again. As long as a single obelisk is still standing after being 'activated', Amaris needs only to spend a single chain to summon the others.
Reckoning: Can only be used against enemies affected by Chains of Resentment. Makes the chains that are already slowing the target's movements and attacks start tightening even more, grinding against each other and the target's flesh, digging further and further into it. Against enemies who are already held in place, summons a smaller spike from the ground, slightly behind the target, impaling them and raising in the air, with the chains binding them to it.
Blood Iron Curtain: Spends one of her chains, making it burst into individual thorns, orbiting Amaris, creating an aura of 5 meters around her where projectiles have a high chance of being deflected. After three obelisks were summoned, this area extends to 10 meters, protecting her allies, completely stop any projectiles and working together with the obelisks' chain links, causing bleeding to enemies inside the radius.
Bloodforged Obelisk: Spends three Blood Iron Thorns, sending them burrowing into the ground, wall or any solid object. The chains move underground to make a giant iron spike, bound by chains, to erupt, impaling any enemy unfortunate enough to be above it and knocking away those nearby. The obelisk will remain on the battlefield as long as Amaris wills it or as long as she remains conscious. While very durable, can still be destroyed. When three obelisks are summoned on the same battlefield, the chains binding them break, with each individual chain link, each individual thorn, flying outwards and orbiting an area of 15 meters around each obelisk, causing persistent damage and bleeding to anyone who stays in the area. Subsequent casts of this skill after three obelisks were summoned will only cost a single chain and will instead, simply relocate one of the previous spikes. If all three spikes are destroyed after they are 'activated', the storm of thorns ceases, with Amaris needing to invoke the obelisks again. As long as a single obelisk is still standing after being 'activated', Amaris needs only to spend a single chain to summon the others.
Equipment
Robes of Penitence: A cursed artifact made by the Order of the Golden Sun to control highly dangerous and powerful prisoners. Takes the form of a black robe, made of reinforced fabric. Offers little to no protection, but it's nigh impossible to destroy, thanks to self-repairing enchantments. Due to how tricky it is to seal or prevent powerful prisoners from using their powers, this artifact makes use of the caster's own powers against them. In the case of Amaris, it became filled with iron spikes, thorns and chains. Can be activated from a distance by any high-ranking member of the Order of the Golden Sun or by whoever was given the responsibility of being Amaris' 'handler'. Upon being activated, the thorns grow inwards, piercing Amaris' skin and causing a great deal of pain while the chains tighten, both cutting and immobilizing her. It was designed to cause as much pain as possible and immobilize without killing, but a special command can be used solely by a high-ranking member of the Order to immediately execute the wearer.
Mundane Skills
A Merchant's daughter: While Amaris isn't exactly good at bargaining or negotiating, she knows how to handle money and numbers quite well. Despite her lack of enthusiasm with her family's business in Dagorlad, Amaris is actually a very competent accountant. The years she passed observing and seeing her father working also taught her to be quite cunning and scheming. Traits she had not shown before, due to her previous tendency of letting her emotions run wild and cloud her judgement.
First Aid: Due to the obviously dangerous nature of Amaris' magic, more than once she cut or wounded herself while learning to control it. Due to that, Amaris learned how to disinfect, clean and close wounds quite effectively.
Light steps: Years of dodging her responsibilities to the family, running away from chores & the like made Amaris quite adept at sneaking around and moving silently.
First Aid: Due to the obviously dangerous nature of Amaris' magic, more than once she cut or wounded herself while learning to control it. Due to that, Amaris learned how to disinfect, clean and close wounds quite effectively.
Light steps: Years of dodging her responsibilities to the family, running away from chores & the like made Amaris quite adept at sneaking around and moving silently.