Knight Title: Vanaheimr Page of Jupiter. In Norse mythology, Vanaheimr is one of the Nine Worlds and home of the Vanir, a group of gods associated with fertility, wisdom, and the ability to see the future.
Challenge: "Care to see the future?"
Uniform: (colors pulled from the Jupiter swatch)
Top -- Grey sleeveless tunic trimmed in dark green leather around the neck opening, arm openings, and bottom, hanging down to the middle of his thighs
Bottoms -- Dark brown pants, very baggy and loose-fitting, tucked into light green
winingas (Viking leg wraps) wrapped around his lower legs and held in place with silver hooks shaped like Jupiter symbols (
how they're wrapped)
Gloves -- Dark brown fingerless half-gloves with the Jupiter symbol in light green on the back of the hand
Belt -- Dark brown leather belt with silver buckle charged with light green enamel Jupiter symbol
Shoes -- Dark brown low shoes, worn over the bottom edge of the winingas
Accessories -- Heavy twisted silver arm rings on both lower arms; dark green leather wrist guards wrapped around his wrists; light green Viking style
cowl and hood, the edges extending over his shoulders, trimmed in dark green leather, with a large Jupiter symbol in dark green on the front
Weapon & MagicPage Weapon: A heavy dark green wool army blanket, harkening back to his former weapon. The best he can do with it is throw it over your head or soak it with water and smack you with it.
Squire Weapon: A heavy dark green wool blanket, larger than his Page blanket and bound with brown leather trim around the edges; a long cord is attached to one corner of the blanket. Vanaheimr tosses the blanket at his opponent's head, holding onto the end of the cord. They suddenly find their vision obscured by heavy dark storm clouds, flashing with lightning. The air is heavy with a sense of dread; the cloak is weighing them down with pressure from the raging storm, making it difficult to wriggle free. Vanaheimr has a throwing range of 10 feet; the blanket can be dodged, and it can be cut. The effect lasts for the duration of his magic pool, about 40 seconds, or until the opponent manages to get the blanket off their head, at which point Vanaheimr can retrieve it and throw it again until the magic pool runs out.
Knight Weapon: A heavy dark green wool circle cloak with a grey fur collar and lined with grey fur, with brown leather knotwork trim around the edges and adorned with a large Jupiter symbol in grey on the back, and a long cord around the collar. Vanaheimr tosses it at his opponent's head, holding onto the end of the cord, and the cloak wraps and tightens around their neck and shoulders, weighing them down with heavy pressure so they can't wriggle loose. Inside, it's as if the opponent has stuck their head into the center of a storm; their senses are totally obscured by heavy dark storm clouds, thunder and lightning, lashing rain, and strong winds. The air is heavy with humidity and the smell of ozone, making it difficult to breathe easily; the air pressure makes their ears hurt. There's a very strong sense of dread, and in the flashes of lightning the opponent can see glimpses of what they sense is their future. Vanaheimr has a throwing range of 15 feet; the cloak can be dodged if one moves fast. The effect lasts for the duration of his magic pool, about 60 seconds, or until the opponent manages to get the cloak off their head, at which point Vanaheimr can retrieve it and throw it again until the magic pool runs out.
Summons -- A "Jelling beast", or more correctly a Gotland or Ringerike beast, the twisty creatures found in Viking stone carvings and jewelry. It is kind of a cross between a dire wolf and a dragon, the size of a small horse, with a long curled muzzle and daggerlike teeth, long ears and horns, paws with sharp claws, and a long tail nowed into a knot with a small dog-like head on the end. Its grey furred and scaled body is covered with elaborate Viking decoration and it is big enough to be ridden by Vanaheimr.
Reincarnated or Descended: Descended