
Top -- A basic light tunic, open at the chest.
Bottoms -- Soft green breeches, tied at the hem.
Gloves -- None at this stage
Belt -- A wide dark leather belt with the sigil of Jupiter in the buckle area.
Shoes -- Buckled chestnut boots with Jupiter's sigil engraved upon the clasps
Shoulders -- None at this stage
Weapon & Magic
Page Weapon: A small stone carving of a hammer, tiny enough to be held betwixt forefinger and thumb. Due to Halden considering it completely useless as a weapon at this stage, he keeps it hung around his neck on a chain.
Squire: A simple one-handed mallet with a grey sandstone head on a roughly hewn wooden haft. The hammer is rather heavy and unwieldy, but it can be used for heavy single blows. When he channels his magic, the power manifests around the hammer itself and appears as a magical electric storm. Vibrant energy crackles about the head and is highly disruptive to other spellwork but does not damage enemies physically. His magic conflicts with other magic, dispelling malignant magical effects equal to his rank or lower in a three meter radius around him. More powerful magic will be lessened somewhat within the electrical field produced by his magic. At this stage he can channel for up to 40 seconds at a time.
Knight Weapon: An ornate hammer of polished granite with inlaid bronzed accents. Elder Futhark runes adorn the edges of the faces and the Triskele is chiseled into the center of the head. The haft is slightly longer and of much sturdier ironwood carved with ornate Nordic symbols. Thin strips of leather wound down the handle improve grip. When he channels his magic, the power manifests around the hammer itself and appears as a magical electric storm. Vibrant energy crackles about the head and is highly disruptive to other spellwork. His magic conflicts with other magic, dispelling malignant magical effects equal to his rank or lower in a five meter radius around him. More powerful magic will be lessened somewhat within the electrical field produced by his magic. If a living target comes into contact with the visible energy crackling around him while he is channeling his magic, the player may choose to have their character knocked back with varying degrees of concussive force. At this stage he can channel for up to 60 seconds at a time.