The Knight of Summer
He holds the worlds in motion, he divides the continents, throws the sun into the sky each night and pulls the moon from the sky at dawn. His strength is immeasurable and to him time does not matter.
Description
History
3_4_Helm
Breastplate
Backplate
Aillettes
Rebraces
Coudes
Vambraces
Kneecops
Greaves
Bonus_Powers
Description
All parts of this suit of piece-meal plate are gold in color with equally golden-colored straps of a strong weave. The metal has the weight and strength of steel, but does not tarnish.
Each piece is plain with neither engravers nor adornment, but they are all almost perfectly smooth and shine with a blinding light when struck by the sun from almost any direction. Their edges are crimped and rough in comparison with the flats, but they too are buffed to a mirror shine.
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History
During the reign of Lothrim, two kuzdun were captured and imprisoned in a deep cave. There they were forced to make and repair arms and armor for the Gargun army. After days of torture, they agreed. While in captivity they worked on the armor for the Knight of Summer in secret. When Lothrim's army moved north, the Kuzdun and numerous slaves were buried alive in the cave by their fickle master. One of the two managed to find and save a human slave. They dressed him in the armor and bade him to dick his way out. As he turned towards the wall to begin digging, both kuzdun threw handfuls of glittering dust at him and died.
Before he could react, the ceiling began at last to give way. He dug his way out and managed to rescue only a dozen of the 40 slaves buried alive. Remembering those who had freed him, he travelled north. Arriving at Kiraz after its fall he managed to reek his revenge on only a small portion of Lothrim's army before being forced to flee.
He met up with returning Kuzdun forces and with their help, he was able to heal and join in the counter attack. The Kuzdun were impressed with the human's resolve and dubbed him Dreekar (hero in the Kuzdun language). They also began to train him with paired war axes. He became the Kuzdun hero of the Lothrim wars. He is even said to have dug the pit into which Lothrim was eventually intoomed alive.
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Note
By its creation, all the items are also mirrors that will reflect the sunlight out (not up) into anyone facing the wearer. This creates a -25 penalty on all skills relating to eyesight (such as weapon skills, awareness, etc.) when the sun strikes the armor. If the sun is striking the armor from behind or to one side, the penalty is -15. This assumes it is a sunny day between the hours of 10 am and 3pm. Reduce the penalty by 5 for every hour outside that period. The effect is at most -5 in false light (candles, torches, etc.) at GM's discretion.
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3/4 Helm
This helm covers the skull, neck and the nose from the forehead to its tip. It allows the wearer 4 abilities:
- To punch with the power of a Heavy Mace (6pts blunt) [Fist of Kuzan (Jmorvi IV*) 5 points Ego/Will]
- To move through solid rock or soil as if it were water. [Passage of Lyahvi (Lyahvi V*) Limited. 6 points Ego/Will]
- To double the wearer's Stamina and Endurance. [Ketherian's Persistence (Fyvria III) 4 points Ego/Will]
- To produce light through a gem in the helm, centered and just above the eyes. [Crimson Rune (Lyhavi II*) 3 points Ego/Will]
It is a minor artifact with an Intelligence of 15, Aura 19, Ego/Will 16. It's morality is corruptible and it has a single purpose - to destroy the Gargun. Any wearer trying to go against that purpose must succeed in a Mental Conflict with the armor to gain control. If they fail, the armor will continue trying to destroy the Gargun any way it can within its morality.
The helm must be worn to expend a charge. The various powers are available to the user as needed. The light will go on when darkness begins, but can be shut off with a thought from the wearer.
Side Effects
The helm is always awake, regardless of the number of charges remaining. It will not speak to the wearer, even when it is in control. When the powers fade due to lack of charges or because the helm is removed the wearer suffers a 3d6 shock roll that, if failed, leaves the wearer unconscious. It is not recommended that the wearer take the 3/4 helm off if injured for the shock of the injuries may kill him.
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Breastplate
This breastplate covers the front of the abdomen and thorax completely. It allows the wearer one ability:
- To travel without making a sound. Any armor worn will neither creak, nor clank. Weapons and equipment will also be silent. No stones will be heard to scatter, leaves or twigs be heard to snap. The wearer and those around them can still speak. Add 100 to all stealth rolls made while wearing the armor.
It is a minor artifact that is +2 in all aspects of its protection.
Side Effect
The breastplate cannot be removed silently. It will always creek, slip from the hands of the person removing it, or fall over once removed. In this, it acts like either an item with a sense of humor, or something that is cursed. It is neither. Anyone alert or active must make a successful awareness check to hear the sound.
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Backplate
The backplate covers the back of the wearer (Abdomen and Thorax). It increases the wearers strength and endurance based on the time of day.
Time of Day |
Bonus |
From Dawn to Noon |
+1d3 |
From Noon to Dusk |
+1d4 |
From Dusk to Dawn |
+1d2 |
[Ketherians Blessing of the Sun (Fyvrian VI*)]
The backplate is an unbreakable minor artifact. Add 6 to all its aspects (B, E, P, F, S, T). Change all damage that gets through it to blunt.
One charge is expended each time the wearer dons the backplate and the player rolls their bonus. [Tharasin's Ward (Jmorvi V)]
Side Effects
The wearer of this armor suffers a 3d6 shock roll when it is removed.
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Aillettes
These two shoulder armors allow the user to detect Gargun in close proximity (Aura feet). The wearer will always know the distance and location of any gargun within this range. They will not automatically know the number or the garguns intent. [Talens Eye (Neutral II*)]
Side Effects
The armors will vibrate slightly when gargun are near and give off a faint glow. While almost undetectable in sunlight, it is like a candle of light at night. The vibration causes a slight hum that is barely detectable (4d6 vs. hearing to detect) in a silent place.
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Rebraces
These two upper-arm armors allows the wearer to increase the impact of the next edge strike of a wholly metallic weapon by 8. [Hammerblow (Jmorvi II)]
A rune is visible on each rebrace when Golden Eye or similar spells are cast upon it.
Note: If only one rebrace is worn, half the effect. There is no side effect for this piece of armor.
Coudes
These elbow guards double the effective mass of the wearer. This gives a substantive strength bonus to the wearer in any grapple or pull. [Maugrums Improvements (Fyvrian III*)].
Strength Bonus by weight: |
|||||
021-055 |
-5 |
131-145 |
-1 |
191-215 |
+3 |
056-085 |
-4 |
146-155 |
+0 |
216-245 |
+4 |
086-110 |
-3 |
156-170 |
+1 |
246-280 |
+5 |
111-130 |
-2 |
171-190 |
+2 |
281-320 |
+6 |
Note: If only one coude is worn, half the effect.
Side Effects
The coudes also doubles the wearers weight. This can cause problems with weak floors, stairs and so forth. It also halves all physical abilities, with the exception of Throwing (which it doubles) and Swimming (which it quarters).
One charge is expended each time the wearer dons the coudes and one charge is expended when the coudes are removed. If there are no more charges the coudes act as +2 armor but cannot be removed.
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Vambraces
These forearm armors allows the user to double their range and clarity of vision and makes them immune to sun or snow blindness.
This effectively doubles their eyesight. They cannot see through objects (mountains, hills, buildings, people). Magically this provides the wearer eagle sight, being able to see as far as the situation permits with a level of clarity otherwise impossible. [Maugrums Improvements (Fyvrian III*)]
Note: If only one vambrace is worn, half the effect.
Side Effects
At night this ability is halved. The usual penalty of -3 for night vision is not applied.
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Kneecops
These knee armors allow the wearer to speed the rate of decay of up to 1 pound of organic matter by 300%. If used on a wound, the wound will automatically become infected and the healing rate will be reduced to H2. The item to be decayed must be touched.
This will make paper brittle, water stale and weaken wood. One charge is expended per use and the key word Decay must be spoken aloud. [Putrid Hand (Fyvrian I*)]
Side Effects
There are no side effects of this ability.
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Greaves
These calf-guards will not allow the wearer to slip or loose their balance. Instead the ground will tear and move before the wearer does. All external forces must make a 6d6 strength check to move the wearer. In slippery conditions, the wearer gains 200% bonus to their agility. [Ketherians Root (Fyvrian IV)*]
Side Effects
The effect lasts until the wearer moves. Each use is triggered by the wearer saying the word root and costs 1 charge. If only one greave is worn, this magical effect is not available.
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Bonus Powers
When the suit is donned, or any piece combined with the helm, all powers are activated only as needed and not per donning or spoken trigger word. For those items with a trigger word, the trigger 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:
Observers will overlook the wearer or to mistake him for some other entity or thing. [Veil of Iros (Savoria VI)]
A counter-divination enchantment, designed to alert the caster when someone else conducts a divination pertaining to her. [Zarisa's Watchdog (Savoria 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
August 13, 2002
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All works are Copyright their respective
authors, 2002.