This post almost killed me.
I said, "I know how to make the Stone Isles setting fun to read! I'll make Dark Souls-esque armor sets." That's how you share lore without homework, after all.
I wrote one or two. Easy, I thought. Then I sketched the outline of what I wanted to cover, and the rest were like pulling teeth. Ah well! I learned a lot about different types of hats.
The gimmick here is that in certain towns or on certain isles, you can purchase different pieces of fine raiment. If you collect a set, you get a set bonus--a small feat or bonus skill.
I think it is appealing to actually be able to play fashion souls in a tabletop. Can you imagine the individual pieces of small cards that you fit onto a portrait of yourself, Mausritter inventory style?
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What you wear tells a story. What you wear is important.
You can wear raiment that broadcasts that you belong to a particular caste or culture. When you wear all the listed pieces of raiment for a set, you gain a unique bonus knack. If you are wearing multiple outfits (how?), you may only benefit from one knack at a time, chosen when you get dressed.
Some sets have implements, such as a gleeman's harp, that are carried instead of worn. But what is a gleeman without his harp?
Garments that sound similar but don't have the exact same name cannot be used interchangeably for a set. A "chain hauberk" is different from a "chain shirt."
Restrictions on stacking skills: Occupational raiments' knacks are often bonus skills, giving you a +2 to attribute checks related to a certain subject. The maximum bonus you can get from a skill is +4. If you already have expertise in a skill (+4), being fully arrayed in occupational gear does not stack.
Occupational raiment
Gleeman
Itinerant poets and musicians, gleemen are something between a beggar and a saint. They are accepted throughout the Isles, often paying their passage with a song. Every petty king and lord wishes to stay on their good side, to avoid becoming a target of their comical songs. They are known by an ancient, traditional costume—a cloak of many patches, a braided leather headband, and a harp.
Knack: Bonus Skill: Singing
- Braided leather headband
- Cloak of many patches
- Any instrument, but especially the harp
Guilder
The livery of a guilder is unique to their guild. See that class's entry for full details.
Masked Doctor
With costumes modeled after Dothri, the mother of medicine, masked doctors are found traveling throughout the Isles. Their signature blank white mask makes them hard to distinguish, however.
Knack: Roll twice and take the highest result when rolling a saving throw against disease.
- White clay mask
- Blue waxed linen robe
- Linen wrappings around hands and feet
- Dothri's rod, a ceremonial wand carved with a serpent motif
Peddler
A mixed sort, peddlers range from itinerant tinkers to merchant princes. They move between the cities like snails, carrying their homes on their back.
Knack: Bonus Skill: Haggling
- Chaperon
- Short cape & snail brooch
Peregrine Messengers
Whether carting letters within the same city, walking itinerant paths to outlying farms, or carrying missives between ports, the Peregrine Messengers are ubiquitous. They carry bird-shaped whistles to identify each other, which can be pinned to the hat or tunic.
Knack: Bonus Skill: Athletics
- Bicorne hat with feather
- Poncho
- Bird-shaped whistle, which is worn as a badge
- Caligae boots
Shepherd
The harpers love to romanticize shepherds, composing idyllic poetry that paints them as humble and simple people. The lords on their throne smile as they close their eyes and imagine these pastoral scenes. Shepherds laugh. It's a hard life keeping their flocks safe from prowling beasts in the high and inhospitable hills! Even so, even monsters must respect the power of a shepherd's simple humility.
Knack: Bonus Skill: Animal Handling
- Straw hat
- Hairy breeches
- Shepherd's crook
Sailor
Every commoner in the archipelago is, in a small way, a sailor. But to do it professionally means making a boat your home, making a crew your family, and making the sea your lover.
Knack: Bonus Skill: Sailing
- Phrygian cap
- Sailor's coat or vest
- Harem pants
“And mage and sailor are not so far apart; both work with the powers of sky and sea, and bend great winds to the uses of their hands, bringing near what was remote.”
― Ursula K. Le Guin, The Farthest Shore
Corsair
Alas, too many poor or grim-aspected folk of the Stone Isles choose to break the King's Peace by turning to piracy. The signature look of the corsair is their rope-coil mask: a knot of rough rope worn partially as a disguise, partially as a protective helm. Wearing it is a declaration that the corsair is ready to be strung up if caught. Wearing it inspires fear in all who see it.
Knack: Bonus Skill: Intimidation
- Rope-coil mask
- Leather buff jacket
- Tatted cloak
Raider
The barbarians of the White Lands to the north occasionally raid the Stone Isles in the spring and summer months. Their short chain shirts are easier to remove than long hauberks if one falls overboard. Those who defeat a raider can claim their iron armor through the right of conquest, and even wear it—though it gives one a terrifying appearance to most common folk.
Knack: +1 AC. Additionally, on the first round of combat, if you charge at least 20' and attack with a melee weapon, you gain +2 to hit. This bonus does not stack with any other bonuses from charging.
- Bull-horn helmet
- Iron chain shirt
- Fur cloak
Pilgrim
Many try, at least once in their life, to take a season of pilgrimage to a temple or holy site. Some visit the shrine of the angel that is the patron of their craft. Some do "the tour," which circuits through the Street of Saints in Tol Town on Sapro, the Monastery of Kemes on Infish, and the Starvault of Caer Ond on Pellidor.
Knack: Bonus Skill: Alertness
- Wide-brimmed felt cap
- Pilgrim's cloak
- Pilgrim's walking stick with gourd jug
- Abarka sandals
Mendicant
Those who retreat into an ascetic life may do so as a collective, in a cenobium, or choose to live the life of a hermit. In both cases, these mendicants live a life dependent on the charity of the community. The rites of monasticism were written by St. Martyn. Both commoners and clerics may enter the holy mendicant life.
Knack: If you don't attack or cast hostile spells during a round, your AC is 16.
- Hood / Wimple
- Rough-spun robes
- Belt braided with prayer knots
- Alms bowl
Almoner
Many islands still practice the ancient tradition of gathering the excess from the richest villagers and distributing it to the most in need—the poor, those who have suffered misfortunes, and so on. Almoners are lay priests who administer this fund. The holiday of Hocktide often is used to shore up the almonry's coffers for the year.
Knack: Whenever you administer an effect (a potion, a spell) that heals damage to another, they regain +1 hp.
- Zucchetto cap
- Black frock coat
Those who enter holy orders as clerics are called presbyters when spoken of as a group, without naming specific orders or ranks of seniority. They travel their domain, protecting the common folk from threats outside their walls. They lay the undead to rest, and perform other needful rites. They keep the histories and lore of the Stone Isles.
Knack: When singing hymns, you may ignore the restriction of being able to see your target to cast spells.
- Saturno cap
- Clerical robes
- Scapular
- Prayer beads
Hierophant
A hierophant is any cleric who administers a temple or shrine. These vestments are only granted to clerics of 6th level.
Knack: Lower the target number for all saving throws by 1.
- Mitre
- Clerical robes
- Anavalos mantle
- Prayer rope
- Crozier
Tower Sorceress
The academic robes of a teaching sorceress, spangled with images of the stars of heaven.
Knack: Using your charm, you may identify an object as being magical after 10 minutes (1 turn) of study.
- White barbette and gable hood
- Grey robes stitched with stellar patterns
- Closed-eye charm
Stone Sorceress
Those sorceresses that settle in cities and villages are called Stone Sorceresses. They serve their communities through the brewing of magic potions and dispensation of their spells at key times of the year. And by looking out for dragons.
Knack: When you touch your third-eye charm and concentrate for a moment, you may ask the referee "Is somebody unseen watching me?" The referee will answer honestly.
- Tall, pointed hat
- Green robes with floral or leaf patterns
- Third-eye charm
Salt Sorceress
Sorceresses with the fallen star of the Sign of the Sword often crew the ships of Guilds, merchant princes, or local lords since they can summon a wind that gives the ship autonomy from the whims of the world. They are called Salt Sorceresses, or sometimes "Blue Sorceresses."
Knack: You may cast spells while on unstable surfaces such as a pitching ship in a storm (see Other Combat Issues: Unstable Surfaces in Old-School Essentials).
- Wide-brimmed pointed hat
- Blue, rune-marked robes
- Blue-eye charm
Enchantress
The eight enchantresses govern some aspect of the practice of sorcery throughout the Isles, and administer the College of the Tower. These robes are only granted to sorceresses of 7th level.
Knack: You may move up to half of your movement speed and still cast spells in combat.
- Double henin (horned conical hat)
- Enchantresses robes, in a unique color for her station
- Chained ring & bracelet
Falconer
Keepers of the mews, falconers capture and train the hunting birds beloved by nobles of the Isles.
Knack: Bonus Skill: Hunting
- Coif
- Leather gauntlet
Man-at-Arms
Despite the differences in armaments between the Isles, the image of the man-at-arms is almost humorously routine—colorful tabard, poofy gambeson, baggy pants, plumed beret. The signature look was established by laws attempting to limit armor to the nobility a generation ago.
Knack: +2 AC
- Beret with plume, in house colors
- Padded gambeson
- Tabard with house sigil
- Plunderhosen (baggy, slashed breaches), in house colors
Castellan / Châtelaine
Tasked with the management of a manor, the castellan manages the day-to-day affairs of a keep. They are sometimes called the king's hand, since they act with his authority.
Knack: Bonus Skill: Estate Management
- Chaperon turban
- Tabard in house colors
- Necklace with key-shaped links
Heralds are the king's messengers, who issue proclamations or negotiate with the neighboring lords at their ruler's behest. They are sometimes called the king's voice, since their agreements made on his behalf are binding.
Knack: Bonus Skill: Negotiation
- Roundlet hat
- Tabard in house colors
- Baton of office, sometimes with pennant
Noble
The nobility of the Stone Isles are a mingling of the sorcerous daughters of Anu and the warlike clans who came afterwards. Women in the nobility are said to be "of the night," and men "of the day." Both wear costumes that evoke the heraldry of their house.
Knack: Bonus Skill: Command
- Chapeau
- Doublet or dress in house colors
- Surcoat with house sigil
- Silk hose
Regional raiment
Yeomen of the cities of the Stone Isle can be identified by wearing their isle's costume.
Pellidor
The standard dress on Pellidor is called the "garment of peace." It is a mantle like a toga or a kilt, a wrapping of a length of cloth. They are dyed in pools with tinted water, like a natural dye. The blues they produce are called "Pellidor blue"; it is rich and vibrant. The longer a garment is immersed, the darker it becomes. Women wear black, men wear blue, and others wear purple.
Knack: +2 HP
- Wreath of flowers, real or gilded
- Garment of peace mantle
Isle of Laud
The people of the Isle of Laud are marked by their headdresses that seem to ring their heads in a halo. Some opt for a simple circlet. All genders favor the bliat, a floor-length overgarment with voluminous sleeves. These are brightly colored.
Knack: Gain a +2 bonus to all ability checks made at sea or on a ship.
- Halo diadem
- Bliat
Knockwind
The flowering fields of goldenrod on the Daughter-Isles of Knockwind lend their signature color to the long tunics favored by the people of these islands.
Knack: +15' (+5') base movement speed
- Hood
- Goldenrod tunic or dress
Orthos
The cedars of Orthos are bored by a certain insect that produces a rich red color, which the folk of that island delight in wearing. Orthic-style headdresses are tall, supported by a structure of whalebone or wood. They may be pointed or barrel-shaped. Sometimes veils or cloths are wrapped around them or hung from them for ornamentation. The wealthier among them wear copper ornaments that fit over their fingers; poorer yeomen lacquer and paint their fingernails a golden color.
Knack: Once per day, you may reroll a failed Loyalty or Morale check for your retainers.
- Orthic headdress
- Red robes
- Decorated fingers
Llys
For garments, the folk of Llys favor bleach-white linens. They add color through their cloaks and hats, which both traditionally have bird motifs. They wear circlets, caps, or helmets decorated with wings. Their cloaks are ornamented with feathers from any bird native to the isle.
Knack: +1 bonus to retainer hiring reactions.
- Winged hat, helm, or headdress
- Feathered cloak
- White tunic or dress
The urbane people of Erl wear colorful coats and ornate collars when out of doors. In public, it is polite for both men and women to wear a stylized half-mask made of cloth, leather, or lace. The shape of the mask says something about your livelihood, station, marital status, political affiliation, etc.
Knack: Once a day, you may make a Charisma check. If you succeed, you get a 20% discount from one merchant for that day.
- Erl half-mask
- Ruff collar
- Frock coat
Tine
The people of Tine wear colorful, close-fitting knit caps and brightly-dyed woolen ponchos to keep themselves warm and dry from the sea mists that creep up the tall, central mountain of the island.
Knack: You gain a +2 reaction roll with animals.
- Soft cap
- Woolen poncho
Infish
An Infish-style cloak is like a sleeveless robe dyed a deep shade of dark blue, often paired with a hood of the same cloth. Beneath, they wear a garment sewn with artificial scales, sequin-like.
Knack: +1 to Charisma checks and reaction rolls during a session that you have shared a verse or two of poetry.
- Dark blue cloak
- Scale tunic or dress
Far Infish
The people of Far Infish traditionally wear a vest or short coat called a shellycoat. It is made of hide and decorated with shells (hence the name), and sometimes also beads, bird skulls, and small turtle shells. Both men and women also wear tartan trousers most of the year.
Knack: +2 bonus to saving throws against charm effects and magical music effects, like a siren's song.
- Shellycoat
- Tartan trousers
Rūn
Men of the island wear a round, brimless, fez-like cap traditionally covered in orange felt. Everybody wears shirts or tunics, over which is pulled a stylized short jacket, which can be worth sleeveless or with attached sleeves, and an embroidered cloth belt. These are combined with breeches or skirts to complete the ensemble.
Knack: +1 to attack when you have only 1 or 2 hp.
- Orange fez (for men)
- Embroidered short jacket
- Embroidered belt
The Kettle
On the Kettle, men and others wear breeches, shirts, and woolen waistcoats; women and children wear dresses. Everyone wears a signature tall hat, sometimes with ties to affix them in position, and a roughspun great cloak with a voluminous hood that can be pulled over the hat. Wooden clogs are common.
Knack: +2 bonus to ability tests while in bad weather.
- Top hat
- Great cloak
- Clogs
Lockwind
The folk of Lockwind wear a headdress wrapped around the head, neck, and lower face. It is styled differently based on gender and marital status. They also wear heavy sea-grey robes that protect against the cold. Traditionally, these robes are pinned with the "snake eye," a charm shaped like a snake encircling an eye, but the charm can take many different shapes.
Knack: +1 to attack and damage rolls against orcs.
- Veil
- Snake-eye charm
- Sea-grey robes
Sapro
The signature style of Sapro is a brightly-colored bell-shaped cloak and pointed hood. They also wear elevated albarcas-style clogs with three "toes" while out of doors, to keep their feet out of the mud of the streets.
Knack: At your choice, you become the most interesting or least interesting person in your company.
- Bell-shaped cloak and hood
- Albarcas clogs
Vespish
The Vespish wear kaftan-like robes as a base layer. Over these, they wear cloaks of hide; sometimes just strips of leather, sometimes fur stoles. They also wear headdresses that were part of their religious practice in antiquity: they are made of leather, horn, and the skulls of animals.
Knack: Bonus Skill: Hunting
- Headdress
- Hide cloak
- Robes
Isle of the Hand
On the Isle of the Hand, an indigo half-cape is customarily worn by adults. Men wear a signature "biretta"-style cap, with a prominent tassel or tuft. Women wear simple cloth wimples. These headdresses are usually black or white. Their shoes are famous for ending in long points. Although not a daily part of their costume, the Handlings will wear Grecian-style clay masks during solemn occasions.
Knack: When you seek news, you hear 2 rumors instead of 1.
- Tufted cap or wimple
- Indigo half-cape
- Poulaines (pointed shoes)
Cruxling
The equestrian culture of Cruxling has led to a practical style: a brimmed hat (traditionally tricornered), ornate leather vests, and tall riding boots.
Knack: Bonus Skill: Riding
- Tricorn hat
- Leather vest
- Tall boots
Totemmark
On Totemmark, stocking caps with long tails are worn. The tails may be styled in different ways: hanging, tassled, up, over the shoulder, etc. The people wear coats made of reindeer hide, adorned with contrasting colors and embroidered with pewter thread. Their boots are specialized for walking on snow or ice; they are furred and come to a point.
Knack: As part of your action during combat, you may draw or switch weapons freely.
- Tail-cap
- Embroidered hide coat
- Pointed furred boots
Rood
On Rood, all genders wear patterned felt kilts, although they style them differently. While out and about, they wear cloaks made of straw. The outfit is completed with a curious style of hat, styled with some animal emblem or shape, which sits high on the back of the head. This totemic crest is sometimes held in place with a barbette.
Knack: You gain +1 to attack rolls while fighting in the woods.
- Totemic crest hat
- Straw cloak
- Felt kilt
Caves of the Fair Folk
The fair folk of the caves wear white, black, or grey tunics. They wear mantles made of crystal or mushrooms. Elves and dwarves wear hoods, and gnomes wear pointed caps.
Knack: When making a full retreat in combat (see Combat: Movement, in Melee in Old-School Essentials), enemies do not gain a +2 bonus to attack you.
- Hood or pointed cap
- Camouflage cloak
- Tunic
Woods of the Fair Folk
The fair folk of the wood wear long tunics and silk stockings; these may be forest green or grey, brown or orange, depending on the season. Over this a cloak is worn, woven over with leathery leaves or living moss. They wear soft slippers, sometimes with false animal tracks imprinted on the soles. Elves and dwarves wear hoods, and gnomes wear pointed caps.
Knack: You gain a +1 bonus to ability checks to move quietly or set up ambushes.
- Hood or pointed cap
- Camouflage cloak
- Tunic
- Slippers










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