Dune Treader Greaves 1108 of Whispering Glass

From: Lineage 2741 of the Zaf Amra

(Leg Slot)

Description:
Leg armor fashioned from layered desert glass, sand-stabilized resin, and plated brass. The soles contain shifting pockets of powdered quartz that adapt to surface textures, allowing near-silent steps on both sand and stone.

Function & Effects:

  • +10 ft movement speed on sand or soft terrain.
  • +2 Athletics (Climb / Traverse / Balance).
  • Reduces sound of movement by 40%, granting advantage on stealth checks in desert or subterranean areas.
  • When activated, Whispering Stride (1/day): forms brief solidified sand steps over air or water for 10 seconds.

Lore:
Crafted for the explorers of Sandhaven’s ley-line patrols, the greaves’ internal crystals sing faintly with every motion—a whisper of the dunes guiding the traveler’s path.

Lore (Expanded):
The Dune-Treader Greaves 1108 of Whispering Glass are born of a covenant between artisan and element, the result of centuries of patient refinement within the Amratian desert city of Sandhaven, where ley-line patrols guard the delicate intersections of magic and terrain. It is said the first pair was forged by Archivist-Scout Thura-Khet, who wandered the dunes alone after a leyquake swallowed her caravan. She heard the sands whispering beneath her—sounds that no ear could hear, yet every motion of her stride drew harmony from the wind. When she returned weeks later, her feet left no tracks, and the sand hardened beneath each step as if the desert itself had carried her home.

Later, the Sandwhisperer engineers sought to recreate this phenomenon. They gathered the powdered remains of ancient desert glass—said to be the petrified breath of Zephara’s storms—and blended it with molten brass and alchemic resins to form armor that listens to the ground. Each pair of greaves is imbued with resonant micro-crystals harvested from the dunes at dawn, when heat and silence reach equilibrium. These crystals sing in imperceptible tones, echoing the natural ley hums of Amratian sands. The effect is both practical and mystical: the wearer’s steps blend with the pulse of the desert, masking sound and easing balance, while subtle heat regulation keeps their movements smooth and silent even under the fiercest sun.

Many believe that each set of Dune-Treader Greaves remembers every path its wearer has taken, their internal glass whispering directions back to those attuned to them. When brought close to ancient ruins, they resonate faintly with an eerie hum—as though recognizing old roads buried beneath time’s dust. Legends say the greatest desert scouts could cross quicksand, scale sheer sandstone, or even walk briefly upon mirage waters by invoking the greaves’ true power: the Whispering Stride, a brief state in which sand itself obeys the traveler’s will.


Tier 1 Stats
• Armor Class Bonus: +1 (leg slot only)
• Movement Increase: +10 ft on sand, ash, mud, or other soft terrain.
• Stealth Advantage: +40 percent noise reduction (advantage on Stealth checks in desert, cavern, or dusty terrain).
• Skill Modifiers: +2 to Athletics when Climbing, Traversing unstable terrain, or Balancing across slopes and ledges.


Passives (Magic and Mechanical):
Sand-Bound Harmony: Automatically adjusts gait pressure through powdered quartz channels, stabilizing footing on loose surfaces and preventing slips or minor falls.
Thermal Dissipation Layer: Vents subtle steam through minute brass filaments, keeping body temperature constant and protecting against heat exhaustion up to 120 °F (49 °C).
Echo-Mute Resonance: The internal crystals emit counter-vibrations that cancel footstep noise, creating a near-invisible auditory profile in arid or stone environments.
Memory of Motion: After walking a path for one hour, the greaves “memorize” terrain vibrations; future travel along that path grants advantage on Survival or Navigation checks for the next 24 hours.


Activatable Magics:
Whispering Stride (1/day): When activated by pressing the ankle runes and exhaling a chant in Zaf-Khet, the greaves project micro-layers of solidified sand and steam beneath each step. This creates temporary footholds over air or water for 10 seconds (about 3 rounds). During this time, the user can move normally and ignore hazardous terrain. The path glimmers like glass and dissipates immediately after the final step.
Glasswind Veil (2/day): Releases a short-range burst of fine sand and steam when crouched or landing from a leap, momentarily obscuring sight (5 ft radius for 1 round) and granting a free Stealth check with +2 bonus.
Trail of Resonance (Passive Toggle): The wearer may hum softly to synchronize with the crystals, causing footsteps to emit barely audible harmonics that confuse echolocation or sonic tracking creatures (advantage on Stealth vs. sound-based detection).


Specific Slot: Leg Armor (Single Occupancy Slot)
Only one pair of leg gear can be worn at a time. The Dune-Treader Greaves integrate steam vents and flexible joint plating that extend to mid-thigh, compatible with standard Amratian harness suits and desert mantles.


Tags:
Leg Armor, Mobility, Desert Adaptation, Sand Glide, Stealth Enhancement, Elemental Harmony, Thermal Protection, Mirage-Step, Steam-Assisted Gear, Scout Equipment, Exploration Utility, Geomantic Resonance, Leg Armor, Mobility, Desert Adaptation, Sand Glide, Stealth Enhancement, Elemental Harmony, Steam-Assisted Gear

In the world of Saṃsāra, the Dune-Treader Greaves 1108 of Whispering Glass are considered an artisan-grade relic of movement and stealth, valued by explorers, merchants, sand-priests, and the ley-line patrols of Amratian’s Serene Dunes.
Because of their hybrid construction—desert glass, resin, quartz, and steam-vent mechanisms—these greaves are never sold through ordinary armor vendors. Each must pass through shops or exchanges that specialize in high-grade gear where the desert’s faith, craft, and economy intersect.


1. Sandhaven Mechanist’s Guildhall (Primary Commerce)

Location: Subterranean market ring beneath the city of Sandhaven, illuminated by ley-lamps and brass tubing.
Atmosphere: The rhythmic hiss of vents and chanting artisans fills the hall. The guild oversees all desert-glass smelting and regulates trade to prevent smuggling of sacred quartz.
How It’s Sold: Only guild members or licensed desert scouts may purchase them directly. A customer is measured for stride length and gait pressure before being offered a fitted pair.
Typical Price: 700 – 900 gold depending on brass purity and crystal calibration.
Special Conditions: The buyer must sign a guild-mark pact pledging not to dismantle or reverse-engineer the inner resonance system without approval.
Sale Method: Conducted through ceremonial exchange; the guild master records the greave’s unique resonance signature into the buyer’s trade ledger.


2. Sand-Whisper Bazaar (Wandering Market of the Southern Dunes)

Location: A mobile collection of tents and steam-caravans that migrates with the ley winds across the Serene Dunes.
Atmosphere: Hot air, perfume of resin oil, chanting from charm-callers, and the faint humming of enchanted glass goods.
How It’s Sold: Travelers may find a pair among relic merchants who barter in salvaged patrol gear. Some are genuine, others restored from fragments.
Typical Price: 500 – 700 gold, or barter equal to rare alchemical sand, crystal cores, or water rights.
Special Notes: Bazaar merchants often offer installment trades—gear or favors in exchange for the greaves. Desert guides sometimes sell used pairs still humming faintly from their previous owner’s resonance.
Risk: Lower price means higher chance of unstable quartz channels that may hum erratically under moonlight, revealing movement.


3. The Brasswalk Foundry of Khet-Vara

Location: Near the Great Khet River’s edge where the monarchy’s elite engineers work steam-magical wonders.
Atmosphere: Marble-floored showroom backed by roaring furnaces, cooled by river mist vents.
How It’s Sold: Commission only; a noble or royal courier places a request for field or diplomatic use. Each pair is hand-tuned to the buyer’s magical signature.
Typical Price: 1,200 – 1,500 gold — luxury edition with engraved Khet-Glyphs of Zephara and variable-density quartz.
Conditions: Sold with royal seal; tampering with the insignia voids protection enchantments. Buyers must provide both foot tracings and a short chant to harmonize with the forging steam-song.
Additional Service: Includes a two-year recalibration by the Foundry’s sand-engineers.


4. Nomad Trader’s Post “Whispered Step” (Hidden Desert Outpost)

Location: Along a ley-vein between Sandhome and Dunehone City, inside a half-buried sandstone ruin.
Atmosphere: Dim, cooled by subterranean vents; smells of resin and heated metal. The trader accepts few customers at once.
How It’s Sold: Through quiet negotiation; the trader specializes in recovering patrol gear from abandoned ley-stations.
Typical Price: 300 – 450 gold — salvaged models lacking full resonance tone but still functionally sound.
Special Deals: Payment can be in crystallized steam cores or silence oaths. Buyers seeking stealth gear are often asked for a field demonstration before the sale finalizes.
Warnings: Some pairs carry faint echoes of their last owner’s steps, a superstition that unsettles even seasoned wanderers.


5. Black-Market Arcane Exchange (Under Coralis Dominion)

Location: Coral-lit tunnels beneath the coastal trade hub where contraband elemental gear circulates.
Atmosphere: Briny air and candlelight refracted through coral shards. The greaves here appear strangely ocean-tuned, their hum altered by salt exposure.
How It’s Sold: Quietly through intermediaries who deal in banned or experimental steam-gear.
Typical Price: 900 – 1,200 gold due to rarity outside the desert regions.
Buyer Risk: The quartz may have absorbed ocean ley-currents, altering Whispering Stride into unpredictable “wave-step” bursts that can propel the wearer erratically.
Reason for Sale: Smugglers prize them for silent dockside movement and over-water evasion, though the monarchy condemns such misuse.


Summary of Market Context within Saṃsāra

Common Trade Range: 450 – 900 gold for standard guild or bazaar versions; luxury or modified pairs 1,000 – 1,500 gold.
Currency Notes: Guild contracts accept mixed payments (gold, electrum, or Rhodium promissory credits).
Cultural Status: To the Amratians, possession of Dune-Treader Greaves marks one as a sanctioned traveler—a keeper of equilibrium between river and dune. Outside Amratian lands, they are coveted trophies by explorers, spies, and relic scholars.
Legality: Legal within Amratian monarchy; restricted export to other nations without monarchic seal, due to ley-harmonic regulation laws protecting sacred sand-glass technologies.

Thus, across Saṃsāra’s diverse economies, the Dune-Treader Greaves 1108 of Whispering Glass represent not merely armor, but a statement of balance, stealth, and reverence for the desert’s voice—a purchase as much spiritual as functional.


Roleplay: Dune-Treader Greaves 1108 of Whispering Glass
(Leg Slot – Tier 1 Artifact of Motion and Silence)

The Dune-Treader Greaves are not simply protective footwear; they are living extensions of the desert’s rhythm. Their layered glass, resin, and brass harmonize with terrain, sound, and elemental pressure, allowing the wearer to move with intention or vanish into stillness. In roleplay, they define a character’s presence—their approach, stance, and escape. Below is how they manifest in diverse Saṃsāran environments.


Desert and Dune Environments

Defense:
When traversing the Serene Dunes or similar ley-charged sands, the greaves respond instinctively. They distribute weight through micro-pockets of quartz dust, preventing sinkage and muffling impact. Heat mirages shimmer faintly around the wearer’s lower body, distorting outlines and granting a natural concealment effect. The brass venting also dissipates excessive heat, granting resistance to fire or solar fatigue in narrative terms.

Offense:
The greaves allow a scout or combatant to strike and reposition without revealing direction. Each kick or pivot raises a flash of reflected light, disorienting opponents relying on vision. When Whispering Stride activates, the wearer can dash across open dunes, water, or even shallow sandstorms—closing distance or flanking while others slog through heat.

Roleplay Flavor:
Every step hums with faint desert song; allies sense calm focus, while foes feel uncertainty, as if the dunes themselves have turned conspirator. The avatar may kneel mid-sandstorm, listening through the soles for distant movement, reading the desert’s vibration like a map.


Subterranean or Urban Settings

Defense:
In caves, ruins, or underground ley-tunnels, the greaves’ quartz layers sense pressure changes and correct micro-balances. The wearer moves over unstable rubble, narrow bridges, or steam pipes with absolute surety. Resonant vibrations cancel echoes, enabling stealthy infiltration. When surprised, the greaves’ vents release faint bursts of steam that act like miniature smokescreens, providing partial cover or confusion.

Offense:
A kick against stone or metal produces a sudden resonant clang amplified by ley harmonics, capable of distracting or deafening nearby foes (a minor sonic effect). The wearer can climb support beams or glide silently over echoing floors, appearing and vanishing like a mirage in shadowed corridors.

Roleplay Flavor:
Observers hear low harmonic tones vibrating through tunnels—the language of moving stone. The avatar becomes an embodiment of controlled motion, often guiding less sure-footed companions through ruin or machinery while reading the environment through subtle tactile pulses.


River Valleys and Wetlands

Defense:
The greaves adapt to mud, reeds, and uneven wet stone, redistributing pressure to prevent slipping. The steam-vented interior keeps moisture from chilling the scales of a Zaf-Amra wearer. The sand-glass composition resists corrosion from mineral water, ensuring durability across long treks.

Offense:
With Whispering Stride, the avatar may literally walk the river’s reflection, forming momentary glass steps atop still water to cross silently or approach unseen. Kinetic bursts from quartz alignment can propel short leaps or evasive maneuvers over canals or floodplains.

Roleplay Flavor:
Under moonlight, each footfall over water leaves a glimmering imprint that dissolves into ripples—a sacred vision among river priests. The avatar’s movement is treated as a dance of balance between sand and current, reflecting the duality of Amratian philosophy.


Mountain, Cliff, and Forge Environments

Defense:
High heat from magma vents or forge chimneys poses no threat. The brass lattice channels steam outward, regulating temperature. On steep or broken rock, the quartz filaments sense vibration and align traction ridges to prevent slips, offering stability on precarious ledges.

Offense:
When leaping downward or striking with full momentum, the greaves amplify kinetic impact by focusing pressure into the heel, cracking stone or knocking enemies off balance. In industrial combat, a stomp can destabilize scaffolding or scatter loose debris, forcing opponents into disadvantageous positions.

Roleplay Flavor:
The avatar may appear statuesque amid roaring forges—steam and ember swirling around ankles—embodying the balance of metal and sand. Each step echoes like a hammerbeat against the world’s rhythm.


Forest and Jungle Terrain

Defense:
The greaves quiet steps on undergrowth by flexing resin layers into broad, soft pads. The shifting quartz adjusts traction to slick moss or root surfaces. Natural camouflage results from the reflected green-gold shimmer mirroring foliage hues.

Offense:
Their resonance can stun or unnerve wildlife—predators hesitate at unfamiliar subsonic tones. When pursued, activating Whispering Stride enables the avatar to step from branch to branch or cross vines suspended in mist.

Roleplay Flavor:
Travelers describe hearing faint whispers of sand through leaves when the wearer moves—an unnatural sound that signals foreign magic in an otherwise verdant domain. The avatar walks with the silence of the dune and the patience of the canopy.


Defensive Summary (Roleplay Emphasis)

  • Constant temperature and terrain regulation prevent environmental harm.
  • Counter-vibration noise cancellation creates stealth advantage in motion.
  • Reflexive quartz memory corrects posture, granting cinematic poise and stability even in chaos.

Offensive Summary (Roleplay Emphasis)

  • Precision strikes and mobility tactics—kick sweeps, diving assaults, acrobatic counters.
  • Environmental manipulation: glass-step movement, sonic distractions, sand-burst smokescreens.
  • Amplified movement in pursuit or retreat, expressing mastery over land’s texture rather than brute strength.

Narrative Tone

In all settings, the Dune-Treader Greaves 1108 of Whispering Glass blur the line between elegance and predation.
To allies, the wearer is a phantom guide whose stride sings of safety.
To enemies, a sudden glimmer of molten glass and a whisper of sand precede disappearance—
the desert itself moving in defense of its chosen traveler.

Perception of Activation:

User’s Perspective:
When the Dune-Treader Greaves 1108 of Whispering Glass activate, the first sensation is warmth radiating through the soles—soft, fluid, almost alive. Each grain of quartz within the shifting pockets seems to hum in harmony with the avatar’s heartbeat. A faint vibration climbs up the calves, synchronizing breath and balance until the wearer feels weightless, as though walking upon breath itself. The world slows; motion feels deliberate and certain. The hiss of brass vents merges with the whisper of sand, creating a sound like a secret being spoken beneath the skin.
A subtle golden shimmer fills the edges of sight, and each step leaves behind a fleeting trail of luminescent dust that fades before it touches the ground. The body senses pressure changes ahead—microcurrents of air, unstable footing, or concealed hollows—before the mind consciously registers them. Through the Mind’s Eye, this awareness becomes vision: lines of energy outlining safe steps and stable surfaces, glowing faintly in the desert light.

Extra-Sensory Perceptions:
Time seems stretched between footfalls, as if the greaves move in conversation with the earth’s rhythm. The avatar hears the dunes hum faintly, their resonance like a deep chord struck by unseen fingers. In this heightened awareness, the boundary between sand and soul blurs—footprints echo not only through terrain but through ambient ley energy. The wearer perceives faint harmonic ripples underfoot, like walking across invisible glass waves. In moments of full harmony, the ground feels sentient—each stride an agreement between traveler and land.

Observer’s Perspective:
To onlookers, activation manifests as a visual phenomenon both mesmerizing and unsettling. The brass trim glows faintly from within, lines of molten amber running down the shins, and the resin plates appear semi-transparent, filled with swirling, luminous sand. The avatar’s gait becomes eerily silent—no crunch, no echo, no imprint deep enough to track. Under sunlight, the greaves cast a mirage-like distortion around the lower body, as if the air refuses to betray motion. In darker environments, faint motes of pale gold dust swirl briefly where feet touch stone or sand, marking the path like fading stars. When Whispering Stride engages, the wearer seems to step upon invisible stairways of glass, gliding across gaps or water without resistance.

Positives:
Enhanced Awareness: The user feels connected to the terrain—anticipating danger or unstable surfaces with perfect precision.
Silent Mobility: Movement becomes so fluid that even magical detection struggles to follow.
Elemental Harmony: The greaves harmonize body and environment, reducing physical strain and sharpening concentration.
Aesthetic Presence: To allies, the activation is beautiful—an emblem of mastery over balance and stillness.

Negatives:
Sensory Overlap: The heightened perception can blur boundaries—ground vibrations may echo too strongly, causing disorientation if balance breaks.
Energy Drain: Continuous activation saps focus, leaving faint fatigue or vertigo once the greaves return to dormancy.
Visibility Risk: Though silent, the light shimmer or glass-steps can draw the attention of sharp-eyed or magically attuned observers.
Emotional Echo: Some avatars report lingering sensations of the desert whispering in dreams afterward—a call to wander that can become obsessive if unheeded.

In total, the activation of the Dune-Treader Greaves 1108 of Whispering Glass is both an act of transcendence and surrender—walking no longer as a creature on the world, but with it.


Crafting Recipe: “Forging the Dune-Treader Greaves 1108 of Whispering Glass”


Materials Needed

  1. Desert Glass Shards (x6): Harvested from the inner dunes of the Serene Expanse, naturally formed where lightning strikes sand. Must be free of internal fractures.
  2. Sand-Stabilized Resin (1 flask): A rare alchemical compound made by mixing ground sandstone, amber sap, and purified elemental water; ensures flexibility under high heat.
  3. Polished Brass Sheets (x4): Forged under controlled steam pressure, etched with Khet-Glyph stability runes before cooling.
  4. Powdered Quartz (1 pouch): Collected from ley-touched rivers; must be sifted through silk-steel mesh until particle size is uniform.
  5. Ley-Conductive Thread (x12 ft): Fine copper-gold filament infused with minor geomantic energy; serves as internal wiring to channel resonance.
  6. Whisper Crystal (1 core fragment): A translucent crystal shard sourced from the echo chambers beneath Sandhaven. Reacts to rhythmic vibration and carries the greaves’ “voice.”
  7. Essence of Motion (1 vial): Alchemically distilled from Wind Elementals or steam geysers; serves as the animating catalyst.
  8. Blessed Dune Sand (1 palmful): Consecrated by a Sandwhisperer of Zephara to bind the spirit of stillness within the item.

Tools Required

Steamforge Crucible: Maintains consistent 900°C heat using elemental fire and water infusion.
Runesmith’s Chisel Set: For inscribing Khet-Glyphs of Balance and Silence onto resin and metal surfaces.
Crystal Grinder and Infusion Funnel: For integrating powdered quartz into the resin layers.
Artisan’s Hammer of Temperance: Specifically designed to compact desert glass without shattering it, often engraved with balance symbols.
Ley-Tuning Rods (pair): Used to align the harmonic resonance of the Whisper Crystal with the user’s heartbeat frequency.
Resonant Cooling Chamber: A sealed environment where temperature and pressure drop evenly, preventing fracture in the brass-glass composite.


Skill Requirements

Advanced Metallurgy (Rank 3): Required to temper brass and glass layers together without loss of flexibility.
Ley-Craft Attunement (Rank 2): Understanding of how ley currents flow through quartz and conductive filament.
Runic Engraving (Rank 3): Precision carving of Khet-Glyphs ensuring stable magical flow and whisper feedback loops.
Alchemy (Rank 2): Necessary for resin mixing, Essence of Motion stabilization, and sand sanctification.
Steam Engineering (Rank 1): Knowledge of venting pressure and controlling internal resonance to prevent overheating or implosion.


Crafting Steps

Step 1 – Shaping the Desert Glass Core:
Begin by heating the six shards of desert glass within the Steamforge Crucible until pliable. Using the Hammer of Temperance, fuse them into two curved forms—the shin and calf guards. Gradually fold brass sheets across their backs while the glass is still soft, pressing the metals together until the surface gleams like sunlit dunes.

Step 2 – Binding with Sand-Stabilized Resin:
Prepare the resin by heating it to 300°C, mixing in powdered quartz while stirring clockwise. Pour the mixture into the micro-channels carved between brass layers. The resin will solidify into a semi-transparent matrix, forming both reinforcement and the “lungs” that regulate air flow.

Step 3 – Integrating the Whisper Crystal:
Insert the Whisper Crystal into a hollow socket at the heel of each greave. Using Ley-Tuning Rods, align its vibration with the ambient resonance of your workspace. The correct tuning produces a low hum at 81 Hz—a sign that the crystal “listens” to movement.

Step 4 – Etching the Khet-Glyphs of Motion and Stillness:
Using the Runesmith’s Chisels, carve twin spirals on the knee plates—left representing the flowing current, right the resting dune. Inlay the grooves with molten copper and seal them using the cooled Essence of Motion. Each glyph should shimmer faintly, like heat haze.

Step 5 – Attuning the Powdered Quartz Channels:
Insert the quartz powder into the hollow soles, layering with brass mesh and sealing with thin resin membranes. These adaptive chambers allow the greaves to respond to texture, creating the near-silent stride. When shaken gently, they should emit a faint chime, confirming equilibrium.

Step 6 – Blessing and Cooling:
Scatter Blessed Dune Sand over the greaves and lower them into the Resonant Cooling Chamber. For twelve hours, they must cool in total silence. During this time, the craftsman must meditate and maintain steady breathing—any sudden sound or disturbance risks shattering the internal harmonics.

Step 7 – Awakening the Whisper:
When the greaves emerge, place them upon fine sand and strike the brass plate once with the Hammer of Temperance. The sound should echo as a soft, whispering tone. The sand beneath will briefly swirl in concentric circles—this marks the successful binding of balance and motion.


Result:
Upon completion, the Dune-Treader Greaves 1108 of Whispering Glass stand as radiant testaments to harmony between craft, spirit, and element. The Whisper Crystal’s song becomes the heartbeat of the desert itself, forever guiding the wearer’s steps.

Crafting Difficulty: Moderate-to-High (Recommended for artisans of Tier 2 or higher).
Estimated Craft Time: 3 days continuous work, 1 day meditation cooling.
Failure Consequence: Fractured glass structure may release stored ley energy, creating a brief sandstorm or heat flare within a 10-ft radius.

Glass that Walked Upon Wind
(Translated fragment from the Dune Tablets of the Shifting Sanctum; origins unknown, believed to predate the founding of Sandhaven by several centuries. The language of the original is fractured, containing idioms of both River and Sand tongues, and was copied countless times by scribes whose meanings drifted like dunes under the desert sun.)

In the beginning of this telling—though it is not the beginning of the world—there was a traveler whose name was lost to the dunes, or perhaps swallowed by the wind. They were called the Step Between Sands, for their feet did not sink, and their shadow did not keep still. It was said this one came from the place where the sky sleeps beneath the earth, bearing sandals of glass that whispered each time they touched the soil. Some say the traveler was born of Zephara’s breath; others, that they were shaped from the last tear of the sun before it vanished beneath the horizon.

The traveler crossed the Great Khet in the season of still floods, when the river was neither asleep nor awake. On their ankles shimmered the first Greaves of Whispering Glass, though in that age they were known as the Dune-Treaders of the Twin Echo. Each step left no mark, but the ground remembered their passing—the sand trembling with quiet joy, the stone humming a low chord that echoed for a hundred heartbeats.

It is told that the traveler sought the City of Stormless Light, a place of perfect serenity said to lie where the dunes curved like the backs of sleeping gods. Yet the way was treacherous, and the dunes jealous of those who walked unafraid. So the sand raised its tempests, and the wind scattered paths into illusions. But the traveler’s steps made no sound, and their glass greaves sang softly to the rhythm of the storm. The dunes, hearing their song, forgot their rage and lay still to listen.

For seven days the traveler walked between silence and wind, neither stopping nor tiring. On the eighth, they came upon a caravan buried to its wheels, its people trapped by shifting sands. The leader, a woman with eyes the color of obsidian dawn, begged the traveler for aid. “We are bound for the oasis,” she said, “but the dunes have swallowed the way. Show us the ground that does not move, and we will remember your name.”

The traveler paused, their head bowed, for they had no name to give. But they struck their greaves together, and the sound was like two glass hearts beating as one. The sand beneath them shimmered, and where it had been soft, it hardened to crystal. “Walk,” they said, “and the dunes will carry you, if you do not step with fear.”

The caravan crossed, each footstep upon the hardened path leaving ripples of faint light. Yet one among them—called the Doubter in later recitations—spoke against the miracle. “This is no gift of Zephara,” he said. “It is trickery. The sands obey none but themselves.” He struck the path with his staff, and where he struck, the crystal cracked. A wind rose—slow at first, then cruel—and the Doubter was lifted, swallowed, and forgotten.

The traveler turned their face toward the storm. “All things that move have memory,” they said, “and all things that listen may rest.” They walked into the tempest, and the storm folded itself around them, sighing as it passed. When it cleared, the caravan saw that the traveler was gone, and only two glass footprints remained, faintly glowing in the twilight. The leader gathered her people and pressed her palms upon the prints. “This,” she whispered, “is the way that remembers.”

Centuries later, the Sandwhisperers of Amratian unearthed fragments of the greaves buried beneath a dune shaped like an open palm. Within the shattered layers of desert glass, they found powdered quartz that hummed faintly, as if remembering footsteps. The artisans studied the shards and fashioned new greaves, binding quartz and resin, brass and breath, until the glass sang once more. Thus were born the Dune-Treader Greaves of Whispering Glass, each echoing the promise of that first traveler: that balance between silence and motion could be walked, not conquered.

Even now, when the wind is still and the sand seems to hold its breath, one may hear—faintly—a whispering cadence beneath the soles. Some say it is only the dunes shifting in sleep. Others, that the traveler yet walks, unseen, tracing the hidden paths of serenity across the desert’s endless heart.

Moral of the Story: To walk in balance is to honor both stillness and motion. The world remembers the quiet step more deeply than the loud stride, and the sands will always rise to bear those who move without pride.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Type: Arcane Artifact (Protective Gear, Leg Slot)
Rarity: Uncommon / Requires attunement by one who has walked both desert and stone.

Description:
These greaves of layered desert glass and brass hum faintly as quartz dust shifts within. They are warm to the touch and feel weightless when worn, resonating with the desert’s pulse.

Game Mechanics:
• Provides +10% to DEX rolls involving movement, agility, or balance (Climb, Jump, Dodge).
• Reduces noise when moving by 40%, granting +20% to Stealth rolls in sandy or rocky terrain.
• Grants a +1 bonus to Armor (if used with compatible gear or mythos armor).
• Reduces fatigue from prolonged travel or heat exposure by half.
Whispering Stride (1/day): Creates solid, glowing sand beneath the wearer’s feet, allowing traversal over air, water, or unstable terrain for 1D10 rounds.
Sanity Cost: 1D3 if activated in unnatural terrain (such as shadowlands or dream-realms), as the greaves whisper with sentient resonance.

Lore (Keeper’s Note):
Forged by the desert priests of Zephara, the greaves were said to hum with echoes of the first footsteps of creation. Wearing them too long may blur the line between dream and terrain—footprints left may whisper back.


Blades in the Dark
Item Name: Whisperglass Dune-Treaders
Type: Fine Arcane Gear (2 Load)
Category: Mobility / Subterfuge

Description:
Graceful, brass-and-glass greaves that emit faint resonance when ley currents shift. They’re almost silent, leaving no trail even across dust or rubble.

Game Mechanics:
• When worn, the user moves silently, gaining Improved Position for any Prowl or Traverse action on sand, stone, or soft ground.
• Grants +1D to all actions involving balance, climbing, or navigating rough terrain.
• Counts as Fine Gear for stealth or infiltration.
• Once per mission, activate Whispering Stride — glide briefly over air or water surfaces for one scene (up to a minute).
• The wearer becomes nearly undetectable by mundane sound-based detection while active, though arcane wards sense faint vibration echoes.

Special Consequence:
If overused, the resonance may awaken the “memory” of the dunes, causing the ground to shift unpredictably beneath the wearer (GM’s discretion, minor complication or Harm Level 1).


Dungeons & Dragons (5e)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Wondrous Item (requires attunement)
Tier: Common (Tier 1)

Armor Class Bonus: +1 (stacks with light or medium armor).
Speed Bonus: +10 ft when moving on sand, soil, or soft terrain.
Skill Bonus: +2 to Athletics (Climb/Traverse/Balance); advantage on Stealth checks made in desert or subterranean environments.
Passive Effects:
• Reduces sound of movement by 40%.
• Negates difficult terrain penalties for sand or shifting ground.
• Regulates heat, preventing exhaustion from travel or high temperatures.

Active Ability – Whispering Stride (1/day):
Bonus Action – For 10 seconds (2 rounds), the wearer may walk across air or water as though it were firm ground. The sand beneath forms faint glowing steps before dissolving.

Flavor Note:
When activated, faint whispers in Ancient Khet echo through the greaves—each footfall leaving behind a faint luminescent footprint that fades like a mirage.

Attunement Requirement: Must have proficiency in Survival or Arcana, or originate from a desert-based culture.


Knave (Revised Edition)
Item Name: Dune-Treader Greaves of Whispering Glass
Slot: Legs (1 Slot)
Value: 450 gold
Armor Bonus: +1 AC
Weight: Light

Effects:
• +2 bonus to Dexterity-related rolls involving movement or balance.
• Movement speed increases by +10 ft on soft or sandy terrain.
• Stealth rolls are made with advantage while on natural ground.
• Once per day, the wearer can step over air or water as if walking on solid sand for one turn.
• The greaves hum faintly when ley lines or magical anomalies are nearby, offering subtle warning of arcane danger.

Drawback:
The hum attracts creatures attuned to vibration or sound, especially subterranean or desert-dwelling monsters.

Lore:
Legends claim these greaves were the last gift of the Sandhaven geomancers who walked without leaving footprints. They say that at sunset, the true dunes whisper the names of those who wore them, long after their bodies have turned to dust.


Fate Core System
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Type: Magical Aspect Equipment (Leg Slot)
Aspect: “The Sand Remembers Every Silent Step.”

Description:
Greaves of gleaming desert glass and brass that sing quietly when the wind shifts. The quartz-filled soles shape themselves to any surface, carrying their wearer with serene grace.

Mechanical Effects:
• Gain a +2 bonus to Overcome rolls when traversing unstable or sandy terrain.
• Gain +2 to Create Advantage when using stealth or movement to avoid detection in natural environments.
• Once per session, invoke the Aspect for free to cross water, air, or collapsing ground for a short distance—leaving faint, glowing sand steps behind.
• Passive benefit: automatically ignore environmental penalties caused by heat, dust, or rough ground.

Compel Example:
The greaves whisper too loudly on magically sensitive terrain, alerting ley-bound entities or disturbing buried spirits.

Stunts:
Whispering Stride: Spend 1 Fate Point to ignore all movement penalties for a scene and become nearly silent until you take an aggressive action.

Refresh Cost: 1

Lore:
Born from the balance of serenity and motion, the greaves channel ley-line stillness to silence the desert’s voice—except when the dunes choose to speak back.


Numenera / Cypher System
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Type: Artifact (Level 5, Depletion 1 in 1D20)
Form: Pair of desert glass and brass greaves with humming quartz chambers.

Effect:
• Wearer’s movement speed increases by +2 steps on sandy or soft terrain.
• Grants +1 Armor (light category).
• Provides an Asset on all Speed-based tasks involving climbing, balancing, or silent movement.
• Reduces effort cost for heat resistance or endurance by 1.
Whispering Stride (Activation): For up to 1 minute, the wearer may walk across air or water as if solid ground, forming faint sand-glass platforms that shimmer briefly before fading.

Depletion Roll: 1 in 1D20 (activation).
Crafting Difficulty: Level 6 (requires geomantic knowledge or sand-based energy source).
Drawback: Occasionally emits harmonic hums that attract creatures sensitive to vibration or ley-line flow.

Flavor:
Forged before the Amratian dunes had names, the greaves are said to “remember” the path home even when lost between realities.


Pathfinder (2e)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass**
Item Level: 5
Type: Worn Magic Item (Feet Slot)
Rarity: Uncommon

Price: 500 gp
Usage: Worn, leg slot; Bulk 1

AC Bonus: +1 Item Bonus (applies only while moving or taking Step/Stride actions).

Passive Effects:
• +10 ft status bonus to Speed when walking on sand, loose soil, or soft terrain.
• Gain a +2 item bonus to Athletics checks to climb or balance.
• Gain a +2 item bonus to Stealth checks when on natural terrain.
• Reduce fatigue from heat-based environmental effects by 2 steps.

Activate — Whispering Stride (Concentrate, Move) [1/day]:
Requirements: You are standing on a natural surface.
Effect: You take a Step action that allows you to cross air or water for 2 rounds. Each step leaves behind glowing sand that dissolves harmlessly after.

Craft Requirements: Expert in Crafting and Arcana; must include 100 gp worth of powdered quartz and desert glass infused by ley-line heat.

Lore:
It is said the first pair was gifted by Zephara to a traveler who walked between mirages, teaching them the quiet art of balance between motion and stillness.


Savage Worlds (Adventure Edition)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Type: Magical Gear (Leg Slot, Rare)
Weight: 3 lbs
Cost: 1,200 credits or equivalent in Saṃsāra trade notes.
Durability: 20 Toughness

Gear Bonuses:
• +2 Pace on sand, dust, or soft ground.
• +2 Athletics (Climb, Balance, Traverse) and Stealth when moving naturally.
• Ignore 1 level of Fatigue caused by heat or exhaustion.
• When sprinting, treat terrain penalties as one step lower.
• Provides +1 Armor against environmental damage (heat, abrasion, minor shrapnel).

Arcane Power – Whispering Stride (1/day):
• Activation: Free Action. Duration: 1 round per Rank.
• Effect: The wearer may walk or run across any surface (air, water, lava crust) as if solid. Footsteps appear as shimmering sand-glass discs that vanish seconds later.
• While active, the user gains the Environmental Resistance (Heat) Edge temporarily.

Backlash:
If the greaves are damaged while activated, the sand resonance backfires—causing the wearer to take 1D6 damage and suffer Fatigue (Minor).

Lore:
Legends speak of the Dune-Walkers of Sandhaven, geomancers who traversed both wind and stone with silent certainty. The greaves were their covenant with the dunes: in exchange for silence, the sands would bear their weight.


Shadowrun (6th Edition)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Type: Awakened Armor (Legs)
Availability: 10R
Cost: 5,800¥
Slots: 1 (Leg Armor Modification)
Rating: 3

Description:
These greaves are crafted from reinforced desert glass and brass composite, humming faintly when exposed to ley energy. Micro-channels of shifting quartz dust absorb vibration, allowing nearly soundless motion.

Game Mechanics:
Armor: +2
Movement Bonus: +1 meter/turn on sand, dust, or loose terrain.
Stealth Enhancement: +3 dice pool bonus to Sneaking tests in natural or dimly lit environments.
Fatigue Regulation: Reduces environmental penalties from heat, dehydration, or fatigue by 1 level.
Magical Feature — Whispering Stride (1/Scene): Expend 1 Edge or 2 Drain (if Awakened) to walk across any surface—including air or liquid—for up to 3 combat rounds. Footsteps form faint glowing sand ripples that fade instantly.
Drain (if used magically): 2S

Fluff / Lore:
Smuggled through Amratian desert black markets, these greaves are said to be replicas of pre-Awakening relics once worn by ley-line sentinels. Many shadowrunners prize them for infiltration in desert warzones or arid ruins.


Starfinder (Latest Edition)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Level: 6
Price: 4,600 credits
Slot: Legs
Bulk: 1
Rarity: Uncommon

Item Type: Hybrid (Magic/Tech)

Game Mechanics:
AC Bonus: +1 to EAC and KAC while moving or taking Step actions.
Speed Bonus: +10 ft enhancement bonus when on sand, dust, or loose soil.
Skill Bonuses: +2 circumstance bonus to Acrobatics (balance), Athletics (climb), and Stealth checks in natural environments.
Environmental Adaptation: Ignore up to 10 points of environmental damage or heat exposure per hour.
Activation — Whispering Stride (1/day, Move Action): You may walk over non-solid surfaces (liquid, vacuum dust, energy barriers) for up to 1 minute as if solid ground. Creates ephemeral sand-glass plates beneath your feet.

Lore:
Recovered from ancient Amratian vaults, these greaves were reverse-engineered by Starfinder scholars who discovered that the quartz filaments still resonate with planetary ley-lines—even off-world.


Traveller (Mongoose 2nd Edition)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Tech Level (TL): 12
Type: Protective Legwear (Powered Assist)
Cost: Cr 25,000
Mass: 2 kg

Description:
Hybridized mechanical greaves composed of reactive desert glass alloy and brass-laminate armor. The interior quartz systems adapt pressure and surface texture automatically, allowing silent and stable footing in hostile terrain.

Game Mechanics:
Armor Value: +3 vs kinetic and environmental hazards.
Stealth Modifier: DM +2 to Stealth rolls in desert, dust, or sand-heavy terrain.
Movement Bonus: +2 meters per round on soft terrain.
Environmental Resistance: Provides complete protection vs heat up to 60°C and mitigates fatigue penalties from long marches.
Special Feature – Whispering Stride (1/day): Once per day, the user may cross otherwise impassable terrain (lava crusts, water, vacuum dust, thin air) for 10 seconds (one combat turn) as quartz particulates create solid footing.

Failure Risk: If used in vacuum or magnetic zones, roll 8+ (DM + INT). Failure causes malfunction—leg servos lock, inflicting 1D3 damage.

Lore:
Believed to originate from Amratian archaeotech vaults, these greaves have inspired entire sectors of Traveller explorers. The “whispering” sound is not mechanical—but psionic, a faint hum said to respond to navigators with latent psychic talent.


Warhammer (Warhammer Fantasy Roleplay 4e)
Item Name: Dune-Treader Greaves 1108 of Whispering Glass
Type: Enchanted Armour (Leg Slot)
Rarity: Rare
Encumbrance: 1
Value: 275 gc

Game Mechanics:
Armour Points (Legs): 2
Movement Bonus: +1 to Movement (M) characteristic on sand, dust, or soft terrain.
Skill Bonuses: +10 to Athletics (Climb or Jump) and Stealth (Urban or Natural) when moving naturally.
Environmental Resistance: Immune to Fatigue caused by heat, dehydration, or overexertion in hot climates.
Spellbound Ability — Whispering Stride (1/day):
The wearer may take a Full Action to activate the enchantment. For one minute, the character’s steps create faint, glowing sand sigils, allowing movement across liquid or air as if solid. The effect ends if the character stops moving or suffers a Critical Hit.

Miscast Table (Optional GM Rule): On doubles during activation, the greaves whisper prophecies in Ancient Amratian, imposing Fear (1) for 1 round on all who hear.

Lore:
Once the sacred relics of the Sandwhisperer order, these greaves carry the resonance of Zephara’s dunes. They hum to the rhythm of a traveler’s heartbeat, urging them onward—but never allowing them to rest too long in one place.