Amaranth Solon
07-09-13, 08:05 AM
Name: Amaranth Solon
Age: 291 years have passed since the year of his creation.
Race: Homunculus
Hair Color: Black
Eye Color: Black
Height: 7'1
Weight: 412 lbs
Occupation: As a slave Amaranth fights as a gladiator to line his owners pocket with winnings, a bodyguard for his owner, and whatever else he might be commanded to do.
Personality: Amaranth is a calm, practical and thoughtful man. He is not prone to flights of fancy, fits of temper or rash actions. Nearly three centuries of slavery have ironed those traits out of him.
Appearance: Nearly all creatures are products of their parents bloodline; a semi-random combination of genetic information. Amaranth however was made, not born. As such, Amaranth was crafted with a few criteria in mind.
First and foremost was size; a huge body to intercept the arrows of an assassin, wrestle a rival to the ground, and look imposing to one's peers. Amaranth is a tremendously large man. Although there are humans who are larger, they are exceptionally rare, at seven feet and one inch tall he towers over all but three in a million humans. Centuries of intense physical exercise and a diet with plenty of protein have granted him a tremendous musculature. Though he is well within the bounds of human strength he is nonetheless a powerful athlete.
Secondly was attractiveness. Amaranth was crafted with a certain aesthetic in mind; a strong jawline, high cheekbones, and piercing eyes make him surprisingly handsome. Broad shoulders, a trim waist and a powerful deep voice complete his appeal.
Skills: Over the centuries Amaranth has acquired many skills. Some by necessity; his owner requires him to be proficient in certain skills or be punished severely. Other skills have been learned of his own free will. Over the years Amaranth has taken to this process and frequently requests books and tutors when he is offered a reward for good service.
SETI-NEKHT: The True Skill One of his primary duties is to defend his owner's life and property. Secondly, he is expected to fight in the arena to increase his owner’s purse. Both of these abilities require combat skill and as such Amaranth has been trained from infancy in the combat arts. Truth be told Amaranth is possessed of limited athletic talent, and throughout the first five decades of life he was little more than an enormous brute. Technique was beat into him, and he practiced diligently, if sullenly, but he never applied himself and thus never had more than good technique and a massive frame.
In his fifth decade something changed. Amaranth begin to apply himself to his combat studies. To learn, and focus, developing his skills on his own. Breakthroughs came quickly, as the foundation had already been beat through his skull by dozens of brutal instructors and hundreds of fights. Though not exceptionally talented through sheer hard work and supernatural lifespan Amaranth forged himself into a true master of blade, fist and foot before his one hundredth birthday.
His second century saw little progress. Rivers of sweat and blood were shed to perfect dozens of techniques. His owners provided him with exotic weapon masters, instructors of forgotten techniques and all the sparring partners he could hope for. In his second century of life he master thousands upon thousands of techniques; blades, maces, staves, spears, bows, daggers, crossbows, whips, fists, feet, grappling, evading, and more. He refined these skills until he was a master of every basic technique. Amaranth was a master of route memorization, he could follow the most complex kata or preform even the most advanced of fencing maneuvers, but it was nothing more than a machine moving through a memorized pattern.
Now, nearing his third century he has encountered a problem. Specifically the problem of talent; Amaranth has none. By training for centuries, he has been able to master the physical motions of combat but that subtle magic that makes champions, true masters, and talented duelists eludes him. He fights like a machine, powerful and precise but without the spark of greatness. His combinations are technically sound, but uninspired. His defense is quick, but as predictable as a child’s. His owners have theorized the homunculus lacks that human spark of innovation, of talent and brilliance under pressure; that Amaranth is simply sub-human, no matter how hard he works.
[An exhaustive list of combat skills can be provided if needed.]
KHUENATEN: Glory of the Solar Disk Created with tremendous height it was up to Amaranth to craft the musculature to go along with his height. For his first five decades of life he plodded along through exercise after exercise, giving his training the minimum amount of effort required to avoid the whip of the overseer.
Eventually something changed. When it did Amaranth embraced the physicality of his life with a surprising gusto. He trained harder than ever, pushing himself to the limit every chance he had. His overseers begin to pull him back instead of driving him onward, as they became concerned about injuries. At first his progress was still sporadic, for Amaranth had no access to the kind of knowledge that would be developed in future centuries but Amaranth's meticulous nature came through. Keeping detailed records of his diet and exercise, combined with the anatomical knowledge gained from his tutors, allowed Amaranth to make some basic, but key connections and construct an effective training program. As the centuries march onward his knowledge only grows, and his body becomes stronger, quicker, and more efficient, decade-by-decade.
None of this has given Amaranth anything that an exceptionally talented athlete could not attain through hard work and a good diet. A gifted human could still overpower him, outrun him, or outlast him. It has, however, allowed a man of no particular physical gifts to construct the kind of body that only a rare few humans ever attain.
KAANKH: The Shell of Life Over the years Amaranth has studied many things, but none as thoroughly as anatomy. In the beginning, it was tutors to instruct him and ancient scrolls to study. As time passed he graduated to rare medical texts and eventually dissections.
It was here that Amaranth excelled. His meticulous and organized nature lead him to take detailed notes on each procedure. Building on his base of knowledge with each procedure, decade after decade, until Amaranth now has a detailed knowledge of human, and humanlike anatomy.
NA-AU: Void of Thought Inside Amaranth's head is a great deal of sensitive knowledge. Knowledge his creators did not wish their rivals to know. Primarily his control word; that one single word that forces Amaranth to obey, without question, whoever speaks said word. To protect the secrets inside his head and keep their investment they trained Amaranth in many mental techniques. Techniques to resist pain and torture, techniques to resist temptation and pleasure. Discipline to remain focused upon his tasks, not allowing his mind to wonder and distraction to creep in at the wrong moment. How to occupy all of his thoughts with counting, or singing, or trivial memories to confound a telepathic probe. Last, but not least, they forced him to endure terrible physical and mental tortures to strengthen his will to resist mind control or other spell that affect the mind.
The result is a man of powerful will and reliable techniques against mind readers and the like. As a slave he is expected to obey orders or face terrible punishment, a process that over the years can easily erode the will of even the strongest of men, but by virtue of this training Amaranth maintains a sturdy will in the face of adversity.
Abilities: Amaranth was created with three abilities, each a result of his experimental homunculus origin. In theory this is all the same ability, the power of transmutation, however it is versatile enough to have three primary uses.
Solidification: The process of a non-solid becoming solid. Amaranth can induce this by touching a non-solid, such as a liquid or air and focusing upon his powers. The exact results depend on the length of time Amaranth has. The greater the change the greater the time.
For example, deposition, the change of a gas to a solid that skips the liquid stage would take longer than freezing, the change of liquid to solid. The properties of the solidified substance influences the time required as well. The more specific Amaranth is about the change the longer it takes.
Currently Amaranth is able to solidify a specific mixture of alchemical liquids until it is as hard and flexible as good quality steel. This is a long and exhausting process. It requires Amaranth to maintain a certain level of focus for fifteen hours at a time, working the solidified water through three stages until it is completed. Generally, this requires three days and leaves Amaranth so exhausted he cannot use his powers at all until he has spent a week resting and recovering. The price of the alchemical liquids is equal to the cost to buy an equivalent steel item. For example if a steel sword would cost fifty gold coins it would require fifty gold coins to acquire the alchemical liquids needed to construct a solidified item of the same size, shape, and properties.
Solidified water with the properties of iron is exponentially easier to create. After ten hours of focus and meditation in contact with the water Amaranth can solidify it into whatever shape he likes, however he will be so fatigued he is unable to use his powers for twenty-four hours. As always, the alchemical mixture costs the exact same amount as the equivalent item would cost.
Water with the properties of bronze can be created in just an hour, and will leave Amaranth physical fatigued and unable to use his powers for an hour. The mixture, as always, has the same cost as a regular bronze item would cost.
A liquid with the properties of yew could be created in an hour as well, and would leave Amaranth weary and drain his powers for one hour. As usual, the cost of the mixture would be equal to the cost of an equivalent item.
Water can be solidified into a brittle substance as sharp as obsidian on command, and without water of exceptional purity. This is approximately as fatiguing as a hundred yard run to Amaranth but does not strain his alchemical powers. Thus far, it is the only use of his solidification that can be used in battle, though the brittleness of the solidified water means it is not as useful as steel and requires a source of water.
Air is far more difficult for Amaranth to solidify. Thus far he can mold special alchemically created gas into brittle glass-like lenses, or turn a special smoke into a silk like substance. By creating steam from a specific mixture of ingredients Amaranth can mold the steam into a substance with the properties of hardened leather. These are all exceptionally difficult tasks and leave Amaranth exhausted for days. As always the items created have the exact same properties as the equivalent mundane item and the exact same cost in alchemical supplies.
Explosive Charging: The process of sublimation and vaporization are the process of transition to a gas. Amaranth's control over this ability is crude and poorly developed. Currently he can 'charge' specially prepared solid matter to sublimate under a specific circumstance. As always the properties of the object influence his abilities. Currently he cannot charge any object heavier than eight ounces. One ounce requires one hour, two ounce, two hours, and so on until he reaches his maximum, eight ounces which would require eight hours.
Once charged these objects will explode after being subjected to a hard impact. The explosion is roughly equal to the fireball of a beginning mage. [ I've no clue how powerful a beginner mage is here. ]
Of course, there is a significant danger here. Because Amaranth must prepare these objects beforehand and carry them on his person he is in danger of a powerful and direct impact detonating the charged objects. Even one of these exploding directly against him could cause terrible harm, should several of them explode at once it is possible he would be killed outright. [ Depending on how strong beginning level magical spells are around these parts. ]
Aether Form: Six seconds every hour Amaranth can become ethereal; intangible to nearly all physical and magical attack. Anything Amaranth is carrying at the time also becomes intangible, and Amaranth can interact with it. In other words his clothing doesn't fall off. He is just as incapable of interacting with the world as the world is incapable of interacting with him.
He can, however, see and hear in this state. This comes with its own set of disadvantages; a light based attack would still affect him as would a sonic based attack. For example a blinding flash of light would still sear his eyes, and a laser would still burn a hole through him. A deafening explosion would still pop his eardrums, and if powerful enough collapse his lungs and deal skull trauma as usual.
This ability recharges at a rate of one second of intangibility every ten minutes and fully rested Amaranth can manage six seconds before his aetherial form is exhausted. He can use less than six seconds at once, but cannot use less than a full second. Therefore fully rested he can become intangible for one second six times, for a single six second period, or one second and then five second or any other combination of seconds that is not greater than six or less than one.
Weaknesses: As an artificial man Amaranth has several significant weaknesses. They range from debilitating to lethal.
Control Word: His creators wanted a loyal servant not an angry killer that would betray them at the first opportunity. Therefor they build a control word into his mind. When Amaranth hears this word he must obey the next sentence that comes from the mouth of the one who spoke it. For example if he were to hear the control word, then 'Kill Bob', he would be forced to obey to the best of his abilities. Amaranth can resist but this requires him to go against every fiber of his being, literally. Resisting a command will send him into a seizure, leaving him a helpless mass of convulsing muscles and mental agony. Should he continue to resist he will fall into blissful unconsciousness. No amount of willpower can save him from this fate and the seizure strikes the moment he fights against the command, instantly incapacitating him.
This has pair of obvious downsides. First and foremost this is what keeps Amaranth a slave. His owners know his control word and have prevented him from escaping, thinking of escaping, plotting against them, or even thinking of plotting against them. He has been commanded to protect them from all enemies at all times, and report any betrayal by his fellow slaves.
Secondly should someone discover this control word and understand how to use it they could command Amaranth with the same ease his owners do. A spy might overhear the word, or a telepathic mage might rip the word from his subconscious. It would be child's play for them to command Amaranth to kill himself and watch him drop into a seizure as he resists.
Unmaking: What can be made can also be unmade. Amaranth was crafted by a specific set of alchemical ingredients, combined in a certain process and subjected to whatever type of magic gave him life. It follows that there is also a process to take that life away. Amaranth has no idea what it might be, but he knows that somewhere there is an alchemical mixture that is anathema to his very existence. Perhaps it would be a solid that would dissolve his body on contact, disintegrating him blow by blow. Or a liquid that would melt him into sludge on contact. It could even be a gas; each breath would rot his lungs and poison his blood, leaving him to suffocate as his organs shut down one by one.
Or all three could exist; a possibility that keeps Amaranth awake at night.
Equipment As the years have gone by Amaranth has created a suit of equipment for himself from solidified alchemical liquids.
A segmented plate which covers his torso, arms, head and legs. The outer layer is as hard as steel, with the inner layers offering padding. It is roughly equivalent to light full plate armor.
Twin Sabers. Two forty inch blades constructed from layers of hardened water. They are equal in quality to steel sabers.
A longbow, made from a yew like solidified water. Twenty arrows, which are constructed in the same manner.
Age: 291 years have passed since the year of his creation.
Race: Homunculus
Hair Color: Black
Eye Color: Black
Height: 7'1
Weight: 412 lbs
Occupation: As a slave Amaranth fights as a gladiator to line his owners pocket with winnings, a bodyguard for his owner, and whatever else he might be commanded to do.
Personality: Amaranth is a calm, practical and thoughtful man. He is not prone to flights of fancy, fits of temper or rash actions. Nearly three centuries of slavery have ironed those traits out of him.
Appearance: Nearly all creatures are products of their parents bloodline; a semi-random combination of genetic information. Amaranth however was made, not born. As such, Amaranth was crafted with a few criteria in mind.
First and foremost was size; a huge body to intercept the arrows of an assassin, wrestle a rival to the ground, and look imposing to one's peers. Amaranth is a tremendously large man. Although there are humans who are larger, they are exceptionally rare, at seven feet and one inch tall he towers over all but three in a million humans. Centuries of intense physical exercise and a diet with plenty of protein have granted him a tremendous musculature. Though he is well within the bounds of human strength he is nonetheless a powerful athlete.
Secondly was attractiveness. Amaranth was crafted with a certain aesthetic in mind; a strong jawline, high cheekbones, and piercing eyes make him surprisingly handsome. Broad shoulders, a trim waist and a powerful deep voice complete his appeal.
Skills: Over the centuries Amaranth has acquired many skills. Some by necessity; his owner requires him to be proficient in certain skills or be punished severely. Other skills have been learned of his own free will. Over the years Amaranth has taken to this process and frequently requests books and tutors when he is offered a reward for good service.
SETI-NEKHT: The True Skill One of his primary duties is to defend his owner's life and property. Secondly, he is expected to fight in the arena to increase his owner’s purse. Both of these abilities require combat skill and as such Amaranth has been trained from infancy in the combat arts. Truth be told Amaranth is possessed of limited athletic talent, and throughout the first five decades of life he was little more than an enormous brute. Technique was beat into him, and he practiced diligently, if sullenly, but he never applied himself and thus never had more than good technique and a massive frame.
In his fifth decade something changed. Amaranth begin to apply himself to his combat studies. To learn, and focus, developing his skills on his own. Breakthroughs came quickly, as the foundation had already been beat through his skull by dozens of brutal instructors and hundreds of fights. Though not exceptionally talented through sheer hard work and supernatural lifespan Amaranth forged himself into a true master of blade, fist and foot before his one hundredth birthday.
His second century saw little progress. Rivers of sweat and blood were shed to perfect dozens of techniques. His owners provided him with exotic weapon masters, instructors of forgotten techniques and all the sparring partners he could hope for. In his second century of life he master thousands upon thousands of techniques; blades, maces, staves, spears, bows, daggers, crossbows, whips, fists, feet, grappling, evading, and more. He refined these skills until he was a master of every basic technique. Amaranth was a master of route memorization, he could follow the most complex kata or preform even the most advanced of fencing maneuvers, but it was nothing more than a machine moving through a memorized pattern.
Now, nearing his third century he has encountered a problem. Specifically the problem of talent; Amaranth has none. By training for centuries, he has been able to master the physical motions of combat but that subtle magic that makes champions, true masters, and talented duelists eludes him. He fights like a machine, powerful and precise but without the spark of greatness. His combinations are technically sound, but uninspired. His defense is quick, but as predictable as a child’s. His owners have theorized the homunculus lacks that human spark of innovation, of talent and brilliance under pressure; that Amaranth is simply sub-human, no matter how hard he works.
[An exhaustive list of combat skills can be provided if needed.]
KHUENATEN: Glory of the Solar Disk Created with tremendous height it was up to Amaranth to craft the musculature to go along with his height. For his first five decades of life he plodded along through exercise after exercise, giving his training the minimum amount of effort required to avoid the whip of the overseer.
Eventually something changed. When it did Amaranth embraced the physicality of his life with a surprising gusto. He trained harder than ever, pushing himself to the limit every chance he had. His overseers begin to pull him back instead of driving him onward, as they became concerned about injuries. At first his progress was still sporadic, for Amaranth had no access to the kind of knowledge that would be developed in future centuries but Amaranth's meticulous nature came through. Keeping detailed records of his diet and exercise, combined with the anatomical knowledge gained from his tutors, allowed Amaranth to make some basic, but key connections and construct an effective training program. As the centuries march onward his knowledge only grows, and his body becomes stronger, quicker, and more efficient, decade-by-decade.
None of this has given Amaranth anything that an exceptionally talented athlete could not attain through hard work and a good diet. A gifted human could still overpower him, outrun him, or outlast him. It has, however, allowed a man of no particular physical gifts to construct the kind of body that only a rare few humans ever attain.
KAANKH: The Shell of Life Over the years Amaranth has studied many things, but none as thoroughly as anatomy. In the beginning, it was tutors to instruct him and ancient scrolls to study. As time passed he graduated to rare medical texts and eventually dissections.
It was here that Amaranth excelled. His meticulous and organized nature lead him to take detailed notes on each procedure. Building on his base of knowledge with each procedure, decade after decade, until Amaranth now has a detailed knowledge of human, and humanlike anatomy.
NA-AU: Void of Thought Inside Amaranth's head is a great deal of sensitive knowledge. Knowledge his creators did not wish their rivals to know. Primarily his control word; that one single word that forces Amaranth to obey, without question, whoever speaks said word. To protect the secrets inside his head and keep their investment they trained Amaranth in many mental techniques. Techniques to resist pain and torture, techniques to resist temptation and pleasure. Discipline to remain focused upon his tasks, not allowing his mind to wonder and distraction to creep in at the wrong moment. How to occupy all of his thoughts with counting, or singing, or trivial memories to confound a telepathic probe. Last, but not least, they forced him to endure terrible physical and mental tortures to strengthen his will to resist mind control or other spell that affect the mind.
The result is a man of powerful will and reliable techniques against mind readers and the like. As a slave he is expected to obey orders or face terrible punishment, a process that over the years can easily erode the will of even the strongest of men, but by virtue of this training Amaranth maintains a sturdy will in the face of adversity.
Abilities: Amaranth was created with three abilities, each a result of his experimental homunculus origin. In theory this is all the same ability, the power of transmutation, however it is versatile enough to have three primary uses.
Solidification: The process of a non-solid becoming solid. Amaranth can induce this by touching a non-solid, such as a liquid or air and focusing upon his powers. The exact results depend on the length of time Amaranth has. The greater the change the greater the time.
For example, deposition, the change of a gas to a solid that skips the liquid stage would take longer than freezing, the change of liquid to solid. The properties of the solidified substance influences the time required as well. The more specific Amaranth is about the change the longer it takes.
Currently Amaranth is able to solidify a specific mixture of alchemical liquids until it is as hard and flexible as good quality steel. This is a long and exhausting process. It requires Amaranth to maintain a certain level of focus for fifteen hours at a time, working the solidified water through three stages until it is completed. Generally, this requires three days and leaves Amaranth so exhausted he cannot use his powers at all until he has spent a week resting and recovering. The price of the alchemical liquids is equal to the cost to buy an equivalent steel item. For example if a steel sword would cost fifty gold coins it would require fifty gold coins to acquire the alchemical liquids needed to construct a solidified item of the same size, shape, and properties.
Solidified water with the properties of iron is exponentially easier to create. After ten hours of focus and meditation in contact with the water Amaranth can solidify it into whatever shape he likes, however he will be so fatigued he is unable to use his powers for twenty-four hours. As always, the alchemical mixture costs the exact same amount as the equivalent item would cost.
Water with the properties of bronze can be created in just an hour, and will leave Amaranth physical fatigued and unable to use his powers for an hour. The mixture, as always, has the same cost as a regular bronze item would cost.
A liquid with the properties of yew could be created in an hour as well, and would leave Amaranth weary and drain his powers for one hour. As usual, the cost of the mixture would be equal to the cost of an equivalent item.
Water can be solidified into a brittle substance as sharp as obsidian on command, and without water of exceptional purity. This is approximately as fatiguing as a hundred yard run to Amaranth but does not strain his alchemical powers. Thus far, it is the only use of his solidification that can be used in battle, though the brittleness of the solidified water means it is not as useful as steel and requires a source of water.
Air is far more difficult for Amaranth to solidify. Thus far he can mold special alchemically created gas into brittle glass-like lenses, or turn a special smoke into a silk like substance. By creating steam from a specific mixture of ingredients Amaranth can mold the steam into a substance with the properties of hardened leather. These are all exceptionally difficult tasks and leave Amaranth exhausted for days. As always the items created have the exact same properties as the equivalent mundane item and the exact same cost in alchemical supplies.
Explosive Charging: The process of sublimation and vaporization are the process of transition to a gas. Amaranth's control over this ability is crude and poorly developed. Currently he can 'charge' specially prepared solid matter to sublimate under a specific circumstance. As always the properties of the object influence his abilities. Currently he cannot charge any object heavier than eight ounces. One ounce requires one hour, two ounce, two hours, and so on until he reaches his maximum, eight ounces which would require eight hours.
Once charged these objects will explode after being subjected to a hard impact. The explosion is roughly equal to the fireball of a beginning mage. [ I've no clue how powerful a beginner mage is here. ]
Of course, there is a significant danger here. Because Amaranth must prepare these objects beforehand and carry them on his person he is in danger of a powerful and direct impact detonating the charged objects. Even one of these exploding directly against him could cause terrible harm, should several of them explode at once it is possible he would be killed outright. [ Depending on how strong beginning level magical spells are around these parts. ]
Aether Form: Six seconds every hour Amaranth can become ethereal; intangible to nearly all physical and magical attack. Anything Amaranth is carrying at the time also becomes intangible, and Amaranth can interact with it. In other words his clothing doesn't fall off. He is just as incapable of interacting with the world as the world is incapable of interacting with him.
He can, however, see and hear in this state. This comes with its own set of disadvantages; a light based attack would still affect him as would a sonic based attack. For example a blinding flash of light would still sear his eyes, and a laser would still burn a hole through him. A deafening explosion would still pop his eardrums, and if powerful enough collapse his lungs and deal skull trauma as usual.
This ability recharges at a rate of one second of intangibility every ten minutes and fully rested Amaranth can manage six seconds before his aetherial form is exhausted. He can use less than six seconds at once, but cannot use less than a full second. Therefore fully rested he can become intangible for one second six times, for a single six second period, or one second and then five second or any other combination of seconds that is not greater than six or less than one.
Weaknesses: As an artificial man Amaranth has several significant weaknesses. They range from debilitating to lethal.
Control Word: His creators wanted a loyal servant not an angry killer that would betray them at the first opportunity. Therefor they build a control word into his mind. When Amaranth hears this word he must obey the next sentence that comes from the mouth of the one who spoke it. For example if he were to hear the control word, then 'Kill Bob', he would be forced to obey to the best of his abilities. Amaranth can resist but this requires him to go against every fiber of his being, literally. Resisting a command will send him into a seizure, leaving him a helpless mass of convulsing muscles and mental agony. Should he continue to resist he will fall into blissful unconsciousness. No amount of willpower can save him from this fate and the seizure strikes the moment he fights against the command, instantly incapacitating him.
This has pair of obvious downsides. First and foremost this is what keeps Amaranth a slave. His owners know his control word and have prevented him from escaping, thinking of escaping, plotting against them, or even thinking of plotting against them. He has been commanded to protect them from all enemies at all times, and report any betrayal by his fellow slaves.
Secondly should someone discover this control word and understand how to use it they could command Amaranth with the same ease his owners do. A spy might overhear the word, or a telepathic mage might rip the word from his subconscious. It would be child's play for them to command Amaranth to kill himself and watch him drop into a seizure as he resists.
Unmaking: What can be made can also be unmade. Amaranth was crafted by a specific set of alchemical ingredients, combined in a certain process and subjected to whatever type of magic gave him life. It follows that there is also a process to take that life away. Amaranth has no idea what it might be, but he knows that somewhere there is an alchemical mixture that is anathema to his very existence. Perhaps it would be a solid that would dissolve his body on contact, disintegrating him blow by blow. Or a liquid that would melt him into sludge on contact. It could even be a gas; each breath would rot his lungs and poison his blood, leaving him to suffocate as his organs shut down one by one.
Or all three could exist; a possibility that keeps Amaranth awake at night.
Equipment As the years have gone by Amaranth has created a suit of equipment for himself from solidified alchemical liquids.
A segmented plate which covers his torso, arms, head and legs. The outer layer is as hard as steel, with the inner layers offering padding. It is roughly equivalent to light full plate armor.
Twin Sabers. Two forty inch blades constructed from layers of hardened water. They are equal in quality to steel sabers.
A longbow, made from a yew like solidified water. Twenty arrows, which are constructed in the same manner.