The Knight of Spring

She comes when the cold departs, teasing life from the dead frozen ground. She is decked in leaves and vines. She is radiance itself and the only color remains in her footsteps.

- The Legend of the Knight of Spring

Description
History
Powers
    Great Helm
    Breastplate
    Backplate
    Aillettes
    Rebraces
    Coudes
    Vambraces
    Kneecops
    Greaves
    Bonus Power

DESCRIPTION

All parts of this suit of piece-meal plate are a pale metallic green in color with well-worn yellow straps of a strong weave. Each piece is engraved with a very fine pattern of vines and leaves so slight that it is difficult to see unless examined closely. The engraving creates the illusion of a raised pattern on the armor, when really the pattern is sunken. The raised pattern is that of leaves, who's edges are defined by the engraving.

The great helm has no openings save at the neck. It is lined with the same material used for the straps and has additional shoulder flaps that, when tucked beneath the shoulder under-armor, provides a tight-fitting seal. The front of the helmet has 12 horizontal lines of engraving running almost straight across.

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HISTORY

In the time of the great colonization of Hârn, the worship of Peoni came with the peaceful colonizers and settled somewhere east of Lake Benath. After two colonies were brutally wiped out within 10 years, a master-smith of the area began crafting the Knight of Spring. Decgrid the Smith, as he was called, spent the next 5 years in utter agony as he learned of two more villages being destroyed by well armed and armored raiders. But the terror did not end there for those killed were said to rise again and help in the destruction of the next village. Dead friends seemed mindless and bent on killing and maiming with their bare hands and teeth if they could find no better weapon.

Decgrid's tears stained the metal armor he was crafting, adding an odd green tinge to it. His prayers were said to be louder than his hammer blows and he often went without food or break for days as the task of finishing the armor consumed him. [It is not known if Decgrid was a mage. Some tales say he had assistants, others say he worked alone.]

When he finished the armor he gave it to the priestess of Peoni, asking her to find a worthy wearer. He then died on the very steps of the temple, his life's work complete.

The priestess took the armor and reverently placed it on the steps of the temple. Then she called to Saint Belsirasin, the Peonian in the house of Larani for aide. The armor remained on the steps for a fortnight. Many throughout the land heard of its value and wealth, but though they came to take it, they found they could not remove a single piece from the steps. Not by strength, prying, magic or prayers.

Then one day a young girl came into the village.[Here name is not mentioned in any of the tales.] Her hair was shorn in morning and she wore only sackcloth. Her face was awash in tears. She said nothing to anyone she passed and accepted no succor. Instead she walked directly to the temple and began donning the armor over the sackcloth.

By a miracle the sackcloth became quilted armor and her sandals became leather boots. Once dressed she turned to back the way she came. As she walked a sword by the grace of Saint Belsirasin appeared in one hand and a giant tower shield appeared in the other.

No one ever heard of the young woman, nor learned her name. But the attacks on the villages ceased and the dead remained buried shortly after her appearance.

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POWERS

Great Helm

This helm covers the neck, face and skull completely. It allows the wearer three abilities:

It is a major artifact with an Intelligence of 15, an Aura of 19 and an Ego/Will of 19. It's morality is Law-Abiding and it can use Telepathy [Power of Daras (Neutral II*): 3 points Ego/Will)] to project what it sees/hears into the wearer's mind as if they were seeing/hearing it. The armor has one purpose - the protection of the innocent. Any wearer trying to go against that purpose must perform a Mental Conflict to gain control. The helm is the center of the suit's intelligence. If it gains control it will immobilize the wearer so that all the wearer can do is remove the helm. It is not interested in controlling the wearer, for that would be immoral.

The helm must be worn to expend a charge.

Side Effects

The helm is always aware, regardless of the wearer's action. If the helm spots something - the wearer will "see" it regardless of their state of consciousness, focus or intent. This heightened sense of alertness, if not equal to that of the wearer, causes strain and fatigue at the rate of 2FP/round for every round worn. The maximum number of rounds a wearer can remain in such a heightened sense of awareness is equal to their Stamina.

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Breastplate

This breastplate covers the front of the abdomen and thorax completely. It allows the wearer one ability:

It is a minor artifact that is +2 in all aspects of it's protection. To activate the power, the word "Traceless" must be spoken by the wearer.

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Backplate

The backplate covers the back of the wearer (Abdomen and Thorax). It allows the wearer one ability:

It is a minor artifact that is +2 in all aspects of it's protection.

Side Effects

Use of this armor (defined as being warn and moving a distance) causes an additional 1/2 the normal amount of fatigue to accrue.

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Aillettes

Each of the two shoulder armors are a divine item that make the wearer immune to the Shadow of Burkai. When a creature of Morgath touches a living being, it must engage in Mental Conflict or be consumed by the Shadow of Burkai. This is the primarily religious animating force behind the undead of Morgath.

Anyone wearing these bracers is immune to this effect. There is no spell associated with this effect.

Side Effect

Any wearer who's Morality is outside the range of that of Peoni (06-18) suffers 1d4 burn damage per round that the aillettes are worn.

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Rebraces

Each of these two upper-arm armors allows the wearer one ability:

It is a minor artifact that is +2 in all aspects of its protection.

To be used, the wearer must say the word "Target".

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Coudes

Each of these elbow guards allow the wearer one ability:

It is a minor artifact that is +2 in all aspects of it's protection. To activate, the user must say the word "Protect" otherwise the power will not activate.

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Vambraces

Each of these forearm armors provides one ability:

It is a minor artifact that is +2 in all aspects of it's protection. To activate, the user must say the word "Defend" otherwise the power will not activate.

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Kneecops

Each of these knee armors provides one ability:

It is a minor artifact that is +2 in all aspects of it's protection.The power is activated automatically upon the wearer dawning the Kneecops. Each dawning costs 1 charge.

Side Effects

When the wearer is attacked through mind magic, the wearer will hear a faint buzzing sound, like whispering just beyond their hearing. The buzzing will persist for as long as the attack continues. The sound causes a distraction penalty of -10 to all EML.

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Greaves

Each of these calf-guards provides one ability:

It is a minor artifact that is +2 in all aspects of it's protection

The power is activated automatically upon the wearer dawning the greaves.

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Bonus Powers

When the suit is dawned, or any piece combined with the helm, powers are activated only as needed and not per dawning or spoken command word. For those items with a command word, the command word can still be used to activate the power; but the helm takes care of managing when each power should be used.

This allows that only when a power is actively used is a charge expended.

When worn, the suit provides the following other bonus powers:

To add 1d6+5 to the primary aspect and 1d6 to the secondary aspect (wearer's choice) of their primary weapon for so long as the suit is worn. [Anvil of Pytama (Jmorvi III*)]

Side Effects

All side effects of each piece are halved when the entire suit is worn.

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This page was last updated on June 7, 2002
Questions/Comments should be directed to the Webmaster.
All works are Copyright their respective authors, 2002.