Characters Amari and the Great Game B.B. Alston

Maria Van Helsing: Framed Agent, Weather Mentor, and Van Helsing Outcast

Overview

Maria Van Helsing is a former Bureau agent and the older sister of Dylan Van Helsing. In Amari and the Great Game, she becomes Amari’s private tutor in weather magic, a secret ally against the Great Game, and a victim of Director Harlowe’s plot to frame her for investigating the time freeze. Her arc revolves around guilt, loyalty, and the burden of a family legacy that both hunts magicians and secretly harbors them.

Plot Role

Maria’s primary function is to train Amari in secondary magic (weather magic) and to serve as a bridge between the League of Magicians and the Bureau. She is also a key suspect target: Harlowe uses her to pressure Amari into cooperating. Maria’s arrest and false public shaming push Amari toward open defiance.

Explicit evidence from the outline and retrieved text:

  • Chapter 12: Maria secretly teaches Amari fair vs. foul magick and promises to confront Cozmo.
  • Chapter 18: Maria helps Amari discover her secondary magic is weather magic (weatherist). She admits guilt about neglecting Dylan when he was young.
  • Chapter 19: Harlowe arrests Maria and forces Amari to lie that she turned Maria in. Director Van Helsing publicly disowns Maria.
  • Later, Maria is transferred to the Antarctic Outpost, not the Sightless Depths, because Amari agreed to cooperate.

Interpretively, Maria acts as a surrogate older sister—one who failed her brother Dylan and is now trying to protect Amari from repeating that failure.

Motivations and Traits Shown Through Actions

Guilt: Maria repeatedly blames herself for Dylan’s turn to evil. In Chapter 18 she says, “When Dylan needed me most, I was too busy being famous.” This drives her desire to help Amari win the Great Game and to stop Dylan—not out of revenge, but from a hope that stripping his magic might restore the “sweet kid” she once knew.

Loyalty to Quinton: Maria promised Quinton to look out for Amari. Even after losing the first Victor’s Ring, her first reaction is relief that Amari is alive.

Bravery: She willingly faces the League and Cozmo, and she takes the fall when caught. She gives Amari a tiny nod, signaling that she accepts the framing to protect both of them.

Resilience: Despite being arrested, disowned by her father, and shipped to a remote outpost, she continues to communicate with Amari through texts (as seen in later chapters) and remains committed to ending the time freeze.

Chronological Arc

Chapter Event
12 Maria begins teaching Amari fair vs. foul magick in secret tutoring sessions. She agrees to confront Cozmo.
13 After Dylan’s escape, Maria promises to contact the League but is summoned away, leaving Amari alone.
14 Maria teleports with Amari to the League meeting. She demands to know who freed Dylan; Cozmo admits it.
15 Maria warns Amari that the Great Game is mortal danger but supports her decision to train.
18 Maria helps Amari discover weather magic. She confesses her guilt about Dylan and shakes while retrieving a spell book.
19 Harlowe arrests Maria. Amari lies that she turned her in. Director Van Helsing disowns Maria.
20 Amari learns Maria was transferred to the Antarctic Outpost—a better fate than the Sightless Depths.
Later Maria continues to communicate and encourages Amari’s investigation.

Interpretation: Maria’s arc mirrors Amari’s—both are framed by the system, both lose family respect, and both fight back from a weakened position.

Relationships

With Amari (Student-Mentor): Their bond grows quickly. Maria becomes a trusted adult who reveals Amari’s hidden powers. She is protective yet honest about the odds.

With Dylan (Sibling Rivalry/Guilt): The deepest wound. Maria’s recollection of Dylan as a sweet, scared child colors every interaction. She never stops seeing him as a victim, even after his crimes.

With Director Van Helsing (Father): He publicly disowns her. “A magician is no daughter of mine.” This rejection cements her status as an outcast.

With Lara (Sister): Not much direct interaction in the text, but Lara tries to free Maria in Chapter 19, showing loyalty.

With the League: Maria is a member but not a leader. She questions Cozmo’s decisions and tries to use the League to cancel the Great Game, showing she values Amari’s life over League politics.

Key Decisions and Consequences

  1. Decision: Accept the Crown of Vladimir?
    Consequence: She refuses and instead trains Amari. This leads to Amari entering the Great Game, but also keeps Maria free to investigate.

  2. Decision: Confront Cozmo about freeing Dylan.
    Consequence: Cozmo admits it, but the League remains divided. Maria’s pushback delays but does not stop the Game.

  3. Decision: Accept Harlowe’s framing to protect Amari?
    Consequence: She goes to the Antarctic Outpost instead of the Sightless Depths. This sacrifice allows Amari to keep investigating—but also isolates Maria from the main plot.

  4. Decision: Continue to support Amari even from prison.
    Consequence: She provides crucial intel (e.g., Priya’s willingness to cancel the Game if the freeze ends) and emotional support.

Interpretation: Maria consistently chooses the greater good over her own safety, a trait that distinguishes her from the self-serving Harlowe and the power-hungry Cozmo.

Theme/Symbol Connections

  • Prejudice and Discrimination: Maria is targeted because she is a magician in a family of magician hunters. Her father’s disownment is the ultimate example of bigotry within one’s own blood. See themes/prejudice-and-discrimination.

  • Power and Responsibility: Maria teaches Amari that weather magic is reactive to emotions—a metaphor for the responsibility of controlling dangerous power. See themes/power-and-responsibility.

  • Truth and Deception: Maria is framed by Harlowe’s lies. Her story highlights how institutions manipulate truth to silence enemies. See themes/truth-and-deception.

  • Identity and Belonging: Maria belongs nowhere: not in her father’s home, not fully in the League (which she questions), and only partially at the Bureau. Her arc asks whether outcasts can forge their own belonging. See themes/identity-and-belonging.

  • Friendship and Loyalty: Her loyalty to Quinton’s promise and to Amari defines her actions. Even Lara tries to free her, showing that loyalty transcends family feuds. See themes/friendship-and-loyalty.

Questions and Answers

1. Why does Maria blame herself for Dylan’s evil?
Explicitly, she says in Chapter 18 that she was “too busy being famous” when Dylan needed her. Interpretively, she cannot forgive herself for failing to be present, even though Dylan’s choices are his own.

2. What is Maria’s secondary magic type, and how does she discover Amari’s?
Maria is a blood magician (primary) and an elemental fire magician (secondary). In Chapter 18, she uses a magical book to reveal that Amari’s secondary magic is weather magic (weatherist), specifically storm control.

3. How does Harlowe frame Maria?
In Chapter 19, Harlowe arrests Maria for practicing forbidden magic and allegedly recruiting Amari. She plants stolen time freeze files on Maria’s computer and forces Amari to publicly claim she turned Maria in.

4. What does Maria mean when she says Dylan “was never supposed to have magic”?
In Chapter 18, she explains that Van Helsing magic is secretly passed to adults who understand the burden. Dylan received it as a child because his magic emerged spontaneously, and the family never prepared him for the double life.

5. Does Maria return in later books?
While this analysis covers only Amari and the Great Game, the ending leaves her alive at the Antarctic Outpost. Readers can explore the ending explained for more context on her fate and possible return.

For additional discussion or book-specific queries, see questions and answers.