The Great Armors Of Hârn
These are six suits of piece-meal plate from legend. Stories differ greatly about their descriptions, powers and even the number of suits is often questioned. While all sources do agree that these suits are life works of either one, or several smiths that is all the ancient tales agree upon.
It should be noted that articulated full plate armor does not exist anywhere on the island of Hârn, or the mainland of Lythia. These suits are made of pieces that had to be strapped on, usually atop leather or quilt. They do not fully cover the wearer, leaving gaps at each joint.
Only Kings and the very rich can afford such piece-meal plate suits in most situations, and even then such heavy suits seem impractical for war.
A piece-meal suit is made of the following pieces:
Item | Weight | Areas Covered |
---|---|---|
Great Helm |
8.3
|
Skull |
Breastplate |
9.6
|
Chest |
Backplate |
9.6
|
Back |
Aillettes/2 |
3.2
|
Shoulder |
Rerebraces/2 |
4.6
|
Upper Arm |
Coudes/2 |
1.6
|
Elbow |
Vambraces |
4.0
|
Forearm |
Kneecops/2 |
2.4
|
Knee |
Greaves/2 |
8.0
|
Calf |
Areas Left Uncovered: Hand, Hip, Thigh, Groin, Foot and Face.
Note: All items listed "/2" show the weight for only one of the two required items.History
Each suit is presented with its common lore tale as well as a description of when it is told and by whom. Most of this information is not that common, and in many cases only the most coherent story was chosen from several alternatives. Changes from the common-lore story are marked in square brackets, adding clarity where possible.
Powers
Each piece of the Great Armors of Hârn are listed individually below. Unless otherwise specified, all pieces are +2 to all protective aspects and are minor artifacts possessing one power each.
Each piece has a limited number of charges equal to 2d20. Each use costs 1 charge and either has an activation word, or a charge is expended each time the item is worn. When the charges are depleted, the powers will no longer function but the armor will remain +2.
Each piece can be recharged using the spell Charge (Neutral II) up to a random amount equal to the number of charges it contained when first found.
All spells marked with a * have been modified to make them a minor artifact power. Major artifact powers cost +1 the level of the spell in Ego/Will.
The listed side effects for each piece of armor are always cumulative.
This page was last updated on
March 2, 2002
Questions/Comments should be directed to the Webmaster.
All works are Copyright their respective
authors, 2002.