Lore
In the long winters of Saṃsāra, outcasts, landless skalds, and clan-less vagabonds frequently had to pass through unfriendly farmsteads and hostile jarlshalls without inviting a blood-feud. The wandering vitkir of the low valleys stitched the Hearth-Drifter’s Boar-Skin Cowl for spies, runaways, and low-born scouts seeking to melt into the background of a crowded gathering. By binding runes of concealment, shadow-twisting, and everyday plainness into the bristled hide of a wild boar, the garment ensures its wearer appears as nothing more than a weary, unremarkable thrall or transient herdsman whose presence draws neither suspicion nor memory.
Description
A heavy, coarse mantle and deep-hooded cowl tailored from the cured hide of a northern wild boar. The bristles along the hood are stiff and iron-gray, while the underside is lined with faded, peat-dyed homespun wool. Embroidered along the inner hem and framing the face opening are Elder Futhark runes stitched with braided, ash-blackened horsehair: Hagalaz (to break predictable form and disrupt keen sight), Perthro (the hidden dice-cup, veiling true nature behind random mundanity), and Algiz inverted (drawing the eye away, diffusing attention). When active, the runes emit no obvious light, but rather a slight, heat-shimmer distortion that blurs facial features and softens distinct silhouettes.
Slot
Head / Shoulders (Worn Cowl / Cloak)
Detailed Stats
- Item Tier / Rarity: Tier 1 / Common
- Weight: 1.8 lbs
- Durability: 25/25
- Attunement: Requires 10 minutes spent pulling the hood low while sitting near a public hearth, murmuring the staves of Perthro to bind the garment to the wearer’s physical gait and stature.
- Proficiency Required: Deception / Stealth or Disguise / Runic Vitki (Tier 1)
Passive Magic
- Mantle of the Common Thrall (Perthro): While the hood is drawn forward, the cowl casts a passive psychic haze over the wearer. Observers casually glancing at the wearer instinctively register them as an unnoteworthy, low-status stranger—such as a common peat-cutter, swineherd, or tired thrall—forgetting specific facial quirks, scars, or eye color within minutes of looking away.
- Scent of Wood-Smoke and Turf: The bristle and hide constantly radiate a subtle, mundane aroma of burning birch twigs, damp wool, and farmyard peat, masking the wearer’s personal scent, perfumes, or metallic odors from hidden steel gear against guard dogs and keen tracking beasts.
Activable Magic
- Veil of the Shifting Shadow (Action – Hagalaz): The wearer pulls the edges of the cowl tight around the jawline and whispers the stave of Hagalaz.
- Effect: A subtle kinetic tremor warps the light directly across the wearer’s face and upper torso for 1 hour. Minor physical features (hair length, beard color, skin tone, facial symmetry, and perceived age) cosmetically shift to match a specific non-descript humanoid guise chosen by the user. The guise cannot alter species or change height and build by more than a few inches, but it withstands casual scrutiny and basic inspection.
- Cooldown: 2 times per Long Rest.
- Galdr of the Overlooked Stone (Action – Perthro & Algiz): When standing stationary against a wall, in the corner of a longhouse, or among a seated crowd, the wearer murmurs the paired runes and lowers their head.
- Effect: For up to 10 minutes, creatures moving through the area treat the wearer as an inanimate fixture or background fixture (such as a mound of furs, an empty stool, or a sleeping beggar). Unless an observer actively searches the specific spot with a deliberate intent to find someone hiding, they will look straight past the wearer without registering their presence. Making an attack or loud action immediately ends this effect.
- Cooldown: 1 use per Short Rest.
Tags
- Head, Shoulders, Cowl, Mantle, Leather, Boar-Skin, Disguise, Infiltration, Concealment, Social Stealth, Illusion, Hearth-Drifter, Norse, Runic, Perthro, Hagalaz, Algiz, Level 1, Anonymity, Blending, Camouflage, Deception, Faceless, Glamour, Haze, Masking, Obscurity, Vagabond, Veiling
Acquisition and Trade of the Hearth-Drifter’s Boar-Skin Cowl
- Wandering Tinkers and Peddler Carts: Trudging along the rutted cart-tracks between isolated steads, these mud-spattered wagons carry bundles of iron needles, tallow candles, and second-hand furs. The itinerant merchant inspects the cowl by throwing it over their shoulders near the camp fire, checking if the horsehair stitching pulls tight and whether their own face blurs slightly in the hearth’s reflection. A foot-sore fugitive or disgraced house-thrall selling the cowl receives 15 silver pieces in dried salt-mutton or loose trade tin. Outlaws, disowned bastards, and traveling wanderers seeking to slip past village tolls buy one for 22 silver pieces.
- Tavern Cellars and Waterfront Fences: Operating in the sour-smelling backrooms of crowded coastal longhouses and harbor dives, these dealers handle gear stripped from deserters, smugglers, and thieves. The fence examines the hide by testing the oil cure, rubbing the Perthro and Hagalaz embroidery between grease-stained fingers to ensure the runic horsehair has not snapped, and checking for dried bloodstains that might break the illusion. A pickpocket or harbor runner liquidating the garment receives a brisk 14 silver pieces. Infiltrators, second-story thieves, and disgraced debt-dodgers seeking a safe escape out of the port purchase one for 28 silver pieces.
- Tannery Rows and Village Furriers: Set in the drafty, pungent outskirts of larger timber townships where hides are scraped and boiled in vats of oak-gall and peat-sludge, master furriers recognize the craft of wild boar leather. The skinner checks the bristled hood by stretching the neck opening across an iron horn, ensuring the wool lining remains moth-free and that the boar bristles retain their coarse natural spring. An apprentice or hunter bringing in an unneeded heirloom cowl receives 18 silver pieces in tanned ox-hides or copper coins. Bounty hunters, silent bailiffs, and court agents preparing for quiet surveillance buy one for 25 silver pieces.
- Hedge-Witches and Moor-Vitkir Shelters: Hidden deep within peat bogs and coastal reed-beds, these solitary turf hovels smell of boiling birch tar, dried mugwort, and hearth smoke. The seer tests the garment by holding an iron brazier beneath the hood, sniffing for the true scent of hearth-turf and listening for the faint, hummed resonance of Algiz inverted when the cowl is drawn shut. An outcast or disgraced skald seeking ritual cleansing in exchange for the cowl receives 20 silver pieces in runic amulets, dried herbs, or shelter. Spies, blood-feud emissaries, and runaway thralls embarking on dangerous border crossings buy an attuned cowl for 30 silver pieces.
- Frontier Raiding Exchanges and Outlaw Bazaars: Held within secluded pine valleys and abandoned stone watchtowers where raiders gather to swap stolen gear, these rough open-air markets cater to survivalists and mercenaries. The raider checks the garment by donning it before an unfamiliar hound to confirm the animal ignores their scent and treats them as a sleeping farmhand. A mercenary parting with their kit receives 16 silver pieces in silver hacks or iron arrowhead blanks. Guerrilla scouts, clan vanguards, and assassin initiates needing to pass through occupied hamlets buy one for 24 silver pieces.
Tactical and Environmental Applications of the Hearth-Drifter’s Boar-Skin Cowl
- Crowded Great Meadhalls and Feasting Longhouses: Inside the smoky expanse of a high jarl’s longhouse packed with roaring warriors, scurrying thralls, and roving hounds, blending into the throng is vital. Defensively, when royal huscarls comb the feast to apprehend an outlaw, the wearer sits on an upturned ale cask near the peat fire and pulls the hood low; invoking Galdr of the Overlooked Stone, the searching guards glance directly across the huddled figure, mistaking them for an old, drunken thrall dozing off the mead, while the Scent of Wood-Smoke and Turf prevents the hall’s boar-hounds from picking up the scent of fear or cold iron. Offensively, while seeking to reach the dais to slip wolfsbane into a warlord’s horn, the operative whispers the stave of Hagalaz to activate Veil of the Shifting Shadow, cosmetically altering their visage into that of an exhausted trench-carver bearing a heavy platter of roasted venison; shielded by the Mantle of the Common Thrall, they navigate through the inner circle of the jarl’s shield-guard without a single eye challenging their approach.
- Heavily Guarded Timber Gatehouses and Toll Bridges: At fortified palisade gates and river-crossings where watchful gate-bailiffs demand identification rings and inspect travelers for concealed weapons, overt defiance invites an arrow storm. Defensively, if an alarm horn suddenly sounds behind the party as an escape is underway, the wearer slips beneath the eaves of a nearby hay-wain and draws the bristle cowl tight; the runic haze of Algiz inverted diffuses the guards’ focus, causing archers on the parapets to sweep their gaze over the hay-cart without registering a fleeing silhouette. Offensively, when needing to scout the gatehouse’s inner winch mechanism before an evening assault, the scout invokes Hagalaz to take the form of an illiterate swineherd hauling bundles of river-reeds; the gate-bailiffs casually wave the “harmless peasant” through the checkpoint without demanding papers, granting the scout unobstructed access to survey the locking bars and murder holes.
- Frontier Timber Camps and Peat-Cutting Ditches: Across muddy work trenches and logging settlements where rough laborers toil under the watchful eyes of armed overseers, an outsider’s clean appearance draws instant hostility. Defensively, when an overseer spots an intruder slipping into the camp and rallies the camp guards with axes drawn, the operative ducks into a line of ditch-diggers and activates Galdr of the Overlooked Stone; the pursuers run right past the stooped, mud-splattered figure, completely overlooking them as just another anonymous trench-worker bent over a peat-shovel. Offensively, to silence an enemy scout captain stationed in the camp’s administrative timber hut, the operative uses Mantle of the Common Thrall combined with the cowl’s earthy turf-scent to walk right up to the hut’s threshold unnoticed, appearing to all onlookers as a simple firewood carrier until they cross the doorway to spring a close-quarters ambush.
- Urban Marketplace Alleys and Merchant Boroughs: Within twisting cobblestone lanes, open-air butcher stalls, and bustling cloth exchanges where city watch patrols weave through dense foot traffic, being remembered by witnesses ruins covert operations. Defensively, when pursued through a crowded alley after a heist, the wearer rounds a corner, lowers the cowl over their brow, and falls into step with a group of beggars; under the influence of Perthro, the chasing watchmen burst into the alley and question bystanders, only for every merchant and citizen to swear that only a few common beggars have passed, entirely unable to recall the runner’s face or clothing. Offensively, to extract information from a corrupt guild factor without drawing the gaze of rival cutpurses, the operative adopts the guise of a tired, plain-featured wool-carder via Veil of the Shifting Shadow; slipping into the backroom of a tavern, they interrogate the target in plain sight of other patrons, who subsequently recall only an ordinary, forgettable customer sharing a mundane drink in a corner booth.

Perception of Activation:
- Sight:
- User’s Perspective: As the cowl is pulled forward and the staves are whispered, the wearer sees a subtle, amber-tinted heat shimmer ripple across their peripheral vision. Looking down at their own hands and clothes, their outlines appear slightly softened, and in reflective water or polished bronze, their facial features seem to melt and settle into the nondescript guise chosen.
- Observer’s Perspective: Onlookers see no glaring flash or burst of light. Instead, the horsehair embroidery along the hem briefly catches a faint, ember-like glint, followed by a momentary blurring of the wearer’s silhouette—as if viewed through rising hearth-smoke—leaving behind a completely mundane, forgettable face.
- Positives: The lack of obvious luminescence makes activation completely stealthy, even in dim or crowded rooms.
- Negatives: The subtle shimmering effect can briefly obscure the user’s peripheral vision during the initial transformation.
- Hearing:
- User’s Perspective: A soft, muffled whoosh—resembling the low draft of a well-ventilated peat stove—whispers against the user’s ears, momentarily dampening sharp ambient sounds to a dull background hum.
- Observer’s Perspective: Observers standing within arm’s reach hear only the dry, rustling scrape of stiff boar bristles settling against rough homespun cloth, easily masked by the hubbub of a crowded room.
- Positives: Operates virtually silently, drawing zero acoustic attention from guards or bystanders.
- Negatives: The muffled auditory sensation momentarily reduces the wearer’s ability to detect quiet footsteps approaching from behind during the first few seconds of activation.
- Smell:
- User’s Perspective: The user breathes in a comforting, dense aroma of smoldering birch firewood, cured fat, and damp earthen peat that clings warmly inside the hood.
- Observer’s Perspective: Those nearby catch the ordinary, working-class odor of dried hearth-turf and rain-soaked woolen cloaks, indistinguishable from the smell of any common laborer or peasant.
- Positives: Masks personal scents, perfumes, oils, and the tang of concealed steel weapons against keen-nosed guard hounds and hunting beasts.
- Negatives: The strong aroma of wood-smoke clings stubbornly to hair and undergarments long after the cowl is removed.
- Taste:
- User’s Perspective: The tongue registers a dry, earthy trace of fine ash and roasted barley flour, as if the wearer had been baking oatcakes over an open stone hearth.
- Observer’s Perspective: Anyone in close conversation with the wearer detects nothing more than the faint, stale scent of plain hearthbread upon their breath.
- Positives: Reinforces the illusion naturally when speaking face-to-face with suspicious guards or tavernkeepers.
- Negatives: Leaves a mild, parched sensation at the back of the throat that tempts the user to cough if not swallowed down.
- Touch:
- User’s Perspective: The coarse hide becomes soothingly warm, resting over the shoulders like a blanket fresh from a bake-oven. A mild, prickling sensation—like gentle needle-pins—travels across the scalp and cheeks as the facial features cosmetically shift into the new guise.
- Observer’s Perspective: Anyone brushing past the wearer in a crowded corridor feels only coarse, rough bristles and cheap, stiff homespun wool under their fingertips.
- Positives: The garment shields the wearer from biting mountain drafts and damp cold while active.
- Negatives: The prickling sensation across the skin can cause an instinctive urge to scratch the face, potentially disrupting the user’s composure.
- Extra-Sensory Perceptions:
- Psychic Murk (Attention Diffusion):
- User’s Perspective: The wearer perceives hostile gazes as dull, blunt vectors of light that glance harmlessly off the cowl’s perimeter, sliding away into the background rather than locking onto their eyes.
- Observer’s Perspective: Observers feel an involuntary, mild disinterest; their minds subconsciously dismiss the hooded figure as irrelevant background clutter, naturally diverting their thoughts toward other tasks or nearby threats.
- Positives: Allows the wearer to move across a room without triggering the natural suspicion of watchful guards.
- Negatives: Causes allies in the area to temporarily lose track of the wearer if they are relying solely on line of sight to coordinate.
- Resonance of the Unremembered (Cognitive Erosion):
- User’s Perspective: An intuitive psychic feedback confirms that observers’ memories of the wearer are failing to stick, feeling like smooth river stones over which rushing water leaves no stain.
- Observer’s Perspective: People who interact directly with the disguised figure find that specific details—such as scars, eye color, or vocal pitch—instantly fade from memory the moment they turn their heads, leaving only the vague impression of a generic, unmemorable face.
- Positives: Prevents authorities or bounty hunters from gathering actionable physical descriptions from witnesses after the wearer leaves the scene.
- Negatives: The user cannot easily leave a lasting, positive impression on potential allies or contacts while the veil is maintained.
- Psychic Murk (Attention Diffusion):
Tailoring Protocol 34: The Hearth-Drifter’s Boar-Skin Cowl
- Materials Needed:
- One prime winter hide of an adult northern wild boar (bristled, scraped clean of subcutaneous fat, and brain-tanned).
- Two square yards of coarse, peat-dyed homespun wool cloth (gray, brown, or dull heather).
- Fifty feet of braided black horsehair thread (harvested from a gelding’s tail, soaked in wood-ash and tallow).
- Four ounces of rendering lard and neat’s-foot oil (for weatherproofing and supple hide maintenance).
- Two ounces of birch-bark tar mastic (for sealing the internal thread knots).
- Dried bog-peat dust and powdered willow charcoal (for smudging and scent-binding).
- Tools Required:
- Heavy curved saddler’s awl and fine diamond-point leather needles.
- Half-moon cutting knife (ulu) and shears.
- Wooden stitching pony or seam-clamp.
- Antler bone-creaser and edge-burnisher.
- Shallow brass brazier or clay smoking pot.
- Skill Requirements:
- Leatherworking & Furrier Craft: Rank 2 or higher.
- Needlework & Garment Tailoring: Rank 1 or higher.
- Runic Vitki / Galdr Inscription: Rank 1 or higher.
- Crafting Steps:
- Cut the cured boar hide using the half-moon knife into three interlocking panels: a deep, overlapping hood crown, a flared nape guard, and a broad shoulder mantle, ensuring the stiffest iron-gray bristles run downward along the crest of the head.
- Skive the flesh side of the hide along the seam edges with the ulu to half its thickness to allow for flat, low-profile lap-seams.
- Cut matching panels from the peat-dyed homespun wool, laying them against the interior of the leather mantle to act as an insulating lining.
- Punch sequential sewing holes along the hood join and mantle hems using the saddler’s awl, spacing them precisely four stitches to the inch.
- Sew the outer boar-skin panels and inner wool lining together using a double-needle saddle stitch with the tallow-waxed horsehair thread.
- Braid three strands of ash-blackened horsehair together and thread a diamond-point needle to embroider the inner face opening: stitch the stave of Hagalaz along the right cheek border to fracture recognizable lines, Perthro across the brow band to draw the veil of the mundane, and an inverted Algiz down the left collar seam to deflect scrutiny.
- Seal the knotted ends of the runic horsehair embroidery with small dabs of hot birch-bark tar mastic to prevent unraveling and ground the runic resonance.
- Burnish the raw leather edges of the hood opening with the antler creaser and a trace of neat’s-foot oil until rounded and resistant to fraying.
- Rub a dry compound of finely ground willow charcoal and bog-peat dust deep into the coarse boar bristles, embedding the permanent scent of open hearths and turf stoves into the pelt.
- Complete the binding rite by draping the finished cowl over a smoking brazier fueled with birch bark and peat embers, speaking the staves of concealment under breath until the smoke curls around the inner hood and sinks into the horsehair seams.
Gray Hog-Shirt, False Thrall in Feast-Bench, and Vengeance of One-Eyed Askr
In the times before the great frost made iron of the salt bays, when the elk still had four horns upon their crowns and the hills were not yet counted by the stone-cutters, there ruled a harsh jarl named Jarl Brand of the Red Beard. He had twelve longhouses built of split fir, two hundred oxen with ringed noses, and forty house-carls whose shirts were made of chain-wire brought over the gray water. Yet his heart was full of black bile and suspicious thoughts; he believed every beggar carried a knife under his kirtle, and he forbade any stranger from warming their shins at his central peat-pit unless they swore fealty upon the jaw of an ox.
Now across the cold moss-heaths lived a skald and landless tracker named Askr Narrow-Nose. Askr had lost his father’s paddock when Brand burned the outer stead over a debt of four dried haddock. In the burning, Askr took an arrow of bone through his left socket, so that he was made one-eyed and his cheek was twisted like an old dried turnip. He had neither shield nor spear of fine steel; his only wealth was an ancient mantle with a hood, scraped from the belly-skin of an old marsh boar that had lived forty winters in the black willow-brakes without ever falling into a hunter’s ditch.
The lining of this cowl was made of coarse sheep-wool stained with the boiled juice of swamp-peat. Along the face-slit, an old wandering vitki had sown threads of horsehair plucked from the mane of a dead black stallion, rubbed with the grease of tallow and the soot of willow-bark. Three marks were made with the bone-needle upon the wool: the crooked hail-scratch Hagalaz, the blind cup Perthro, and the elk-stave turned upside-down toward the worms. When Askr sat under the rain with this hog-hide pulled over his forehead, even the ravens in the birch trees looked down upon him and took him to be only an old heap of rotten moss.
It came to pass in the dead of the Deep Winter, when the drifts were as high as a horse’s belly and the wolves howled upon the roof-turf, that Jarl Brand made a monstrous feast of slaughtered swine and hot barley beer. He caused the doors of his great hall to be barred with three iron bolts, setting four carls with heavy axes at the entry-trough to turn away every wandering thrall, every lame carter, and every kinless woman who came begging for marrow-bones.
“Let no mouth enter that hath not an iron arm to fight for my roof,” roared Brand, spilling hot fat upon his yellow beard. “The heath is full of bitter outcasts whose teeth are sharp, and I will not feed the worms that crawl in the grass!”
Askr Narrow-Nose stood in the freezing birch-grove, watching the greasy smoke pour from the roof-hole of the jarl’s timber palace. His belly was as hollow as an old birch-bark horn, but his eye burned like a dropped coal.
“The pig-slayer hath my heifers,” said Askr into the cold wind. “He hath my father’s iron kettle, and he drinketh beer while my kin eat dry roots under the snow. I shall go into his hall and take back the silver neck-hoop of my mother, or my ribs shall bleach upon his dung-heap.”
He drew the bristled cowl over his ears and pulled the horsehair stitches tight against his withered cheek. He whispered with his dry throat the old stuttering names of the hidden marks: Hagalaz to twist the bone, Perthro to make the sight dull, and the turned-down stave to push the minds of men away like water off an oily feather.
Lo! The air about his face became thick and wavering, like the air above a hot stone when water is cast upon it. His twisted eye-socket and the scarred furrow in his brow did not vanish, yet they became as nothing to look upon; any man who cast a gaze toward him saw only the face of an ordinary, tired wretch who had carried peat from the ditch for twenty summers. A heavy scent came off the hide—not the scent of magic or cold mountain spirits, but the greasy, comforting stink of damp turf-smoke, spilled whey, and the wet hair of sheep huddled against a sod wall.
Askr walked through the drifts toward the great timber threshold. At the heavy fir-door stood two house-carls, Torstein Red-Cheek and Kalf Long-Legs, holding broad-axes with heads of Swedish iron.
“Stand, dog!” shouted Torstein, raising his axe. “Who cometh through the snow to sniff at the jarl’s meat?”
Askr did not run, nor did he draw the short gut-knife at his hip. He let his shoulders sag like an ox under the yoke, lowered his chin into the coarse boar bristles, and walked straight toward the gap in the lintel, muttering the stave of the turned elk.
The two guards blinked their eyes through the falling sleet. Torstein’s axe lowered of its own weight; his mouth fell open, and he looked right through Askr as if he were only a drifting cloud of hearth-smoke.
“Why dost thou shout at the empty wind, fool?” grunted Kalf Long-Legs, turning back toward the fire. “‘Tis only the old peat-carrier from the south barns coming in to haul out the ash-tubs. Look how the dung clings to his boots.”
“Aye,” muttered Torstein, wiping ice from his mustache. “I thought I saw an outlaw, but my eyes are full of sleep and beer.”
So Askr slipped between the heavy axes and entered the great hall.
The air within was hot, thick, and deafening. A hundred men shouted, gnawed on roasted pig-shanks, and hammered their horn cups upon the grease-stained boards. Down the center of the floor ran the long fire-trench, where four whole logs of ash burned with roaring red tongues. High upon the cross-seat sat Jarl Brand, wearing upon his thick neck the broad silver hoop that had belonged to Askr’s mother, its ends carved into the likeness of two raven-heads. At his feet lay two monstrous boar-hounds with jaws as wide as beer-casks, who were trained to tear the throat of any man whose blood smelled of fear or theft.
Askr did not go near the lights of the great fire. He shuffled along the side-aisles where the floorboards were rotten and the thralls slept upon piles of wet straw. When he passed near the dogs, the great beasts raised their black snouts and sniffed the air; yet they smelled only the sour stench of burnt willow-twigs and ditch-peat that came off the boar-skin mantle, and so they dropped their jowls back upon their paws with a deep grunt, mistaking him for the kitchen-thrall who scraped the pig-troughs.
In the shadows behind the beer-vats, Askr crouched down upon his heels. He drew the hood low and spoke the stave of Perthro and the turned elk, making himself as still as a boundary stone in a bog.
For two hours the feast raged. Servants carrying bowls of hot fat walked within a foot of his knees, yet their feet skipped over him as though he were merely an old bundle of moldy sheep-hides rolled up under the eaves. Even when the jarl cast a chicken-bone into the corner, it struck Askr’s shoulder and rolled into the straw, but the carl who threw it saw only a sack of rotten barley.
At the midnight hour, when the great horn of beer had gone around nine times, the jarl’s eyes grew heavy and red like coals dying under sand. His warriors lay scattered upon the benches, snoring like rooting hogs in an oak-wood. The fire-trench burned low, leaving only a red glimmer and long, black shadows dancing across the fir-beams. Jarl Brand slumped upon his high seat, his mouth hanging open, his thick neck bared to the roof-smoke, with the silver raven-hoop gleaming against his hairy throat.
Askr Narrow-Nose rose from the dirt. He did not step with the bold heel of a champion; he slid like a snake through the rushes, his pig-skin cowl trailing the smell of birch-bark and chimney-ash. He came before the high dais where the jarl slept. One of the great boar-hounds stirred, opened a pale yellow eye, and saw only the dark, unformed shape of a servant bending to gather the fallen trenchers.
With his left hand, Askr reached out and grasped the cold silver of his mother’s neck-hoop. With his right, he drew from his boot a six-inch skewer of hardened horn.
The jarl did not wake with a shout, for Askr’s boar-skin mantle fell over the tyrant’s face, smothering his breath in the thick, suffocating warmth of an old peasant’s hearth. With a single, quiet thrust into the hollow under the ear, Askr paid the debt of the burned paddock and the four haddock.
Brand’s heavy limbs shuddered once upon the bear-skin, then grew slack like a sack of wet wool. Askr unbent the silver raven-ring from the dead man’s neck and slid it beneath the wool lining of his cowl. He did not touch the gold cups upon the table; he did not lift the fine broad-sword that hung upon the pillar. He took only what was his by right of his father’s fire.
He turned and walked toward the high timber doors. As he passed the doorway, Torstein and Kalf still stood leaned upon their axe-shafts, their teeth chattering in the grey dawn.
“Did the fire die down, thrall?” asked Kalf, seeing the stooped, bristled figure pass into the snow.
“The fire is dead, master,” whispered Askr, through the horsehair veil. “The hall is cold enough for sleeping.”
“Aye,” said the carl. “Go to the sheep-pen and hide thy miserable face from the frost.”
Askr Narrow-Nose walked out into the white drifts of the moor. By the time the horn was blown within the hall and the scream went up that Jarl Brand lay cold with a horn-spike through his neck, Askr was three leagues away among the high scrub-pines. When the horse-carls rode forth with bows and trackers, they questioned every herd-boy and wood-cutter along the cart-tracks, asking if any man had seen a one-eyed wanderer with a stolen silver hoop.
Yet every farmer, every milkmaid, and every carter shook their heads and swore by their ancestors: they had seen no warrior, they had seen no skald, and they had seen no thief. They remembered only an old, weary swineherd in a ragged pig-skin mantle who walked with his head down, smelling of birch-smoke, whose face no man could recall even while looking upon his tracks in the snow.
Moral of the Story: The proud lord who buildeth his walls high and judgeth men only by the sheen of their iron arm-rings will ever be blind to the quiet venom that creepeth upon the floorboards; for the world doth not look upon the face of the humble, and he who can wrap his wrath in the grey cloak of the common thrall may walk through the midst of a hundred drawn swords, strike down the tyrant in his golden chair, and depart before the fools have even learned his name.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Hearth-Drifter’s Boar-Skin Cowl
Runic Relic of Glamour & Social Obscurity
- Description:A heavy, coarse mantle and deep-hooded cowl crafted from the bristled hide of a northern wild boar, lined with peat-dyed homespun wool. Embroidered along the inner hem and face opening are horsehair Elder Futhark runes (Hagalaz, Perthro, and an inverted Algiz). When worn, it blurs facial features, emits the mundane scent of wood-smoke, and causes observers to dismiss the wearer as an unremarkable laborer.
- Characteristics & Usage:
- Sanity Loss to Attune: None.
- Magic Points to Activate: 2 MP per activation.
- Slot: Head/Shoulders (Worn Mantle).
- Mechanics:
- Mantle of the Common Thrall (Passive): Casual observers dismiss the wearer as an unnoteworthy laborer. The investigator gains a Bonus Die on Disguise and Stealth rolls made to blend into crowds, taverns, or public gatherings. Observers must succeed on a Hard Psychology or Spot Hidden roll to recall specific facial features or clothing details after the encounter.
- Scent of Wood-Smoke and Turf (Passive): The cowl radiates the scent of peat and burning birch. Tracking hounds and scent-tracking entities suffer a Penalty Die on Track or Perception rolls to locate or follow the wearer.
- Veil of the Shifting Shadow (Active – Action): The user pulls the cowl around their face, speaks the stave of Hagalaz, and spends 2 Magic Points. For 1 hour, light subtly bends across their features, altering minor facial characteristics, perceived age, hair color, and vocal tone to match a mundane humanoid disguise. This grants an additional Bonus Die on Fast Talk or Charm rolls made while passing as an anonymous peasant or worker.
- Galdr of the Overlooked Stone (Active – Action): When standing stationary against a wall, in a corner, or among a seated crowd, the user spends 2 Magic Points and lowers their head. For up to 10 minutes, onlookers treat the user as an inanimate object or background clutter. Unless a searching observer succeeds on an Extreme Spot Hidden roll with deliberate intent, they look past the investigator entirely. Moving quickly, speaking loudly, or making an attack breaks this effect immediately.
Blades in the Dark
The Hearth-Drifter’s Cowl
Arcane Disguise & Infiltration Mantle (1 Load)
- Description:A coarse boar-hide cowl lined with homespun wool and stitched with braided runic horsehair. It casts a psychic haze of complete ordinariness over the wearer, masking their silhouette and scent.
- Mechanics:
- Mantle of the Common Thrall (PassiveBecause a specific concept was not provided, this adaptation builds out the “Lantern of Extinguished Truths”—a classic occult artifact that reveals unseen horrors, invisible paths, or hidden memories while extracting a dangerous, thematic toll from the user.
Dungeons & Dragons (5th Edition)
Lantern of Extinguished Truths
Wondrous item, rare (requires attunement)
This hooded brass lantern is etched with weeping eye motifs and burns without fuel, emitting an eerie violet flame that sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
While holding the lantern, you can use an action to lower its hood and reveal the unseen. For up to 10 minutes, or until you close the hood as a bonus action, the lantern projects bright light in a 15-foot cone and dim light for an additional 15 feet. Within this cone:
- Invisible creatures and objects become visible.
- Secret doors and traps hidden by magic or mundane means are outlined in faint violet luminescence.
- The true form of shapechangers or creatures disguised by illusion magic is revealed.
Curse: The Leeching Void. The lantern feeds on the carrier’s life force and clarity. At the end of each full minute the cone remains active, you must succeed on a DC 14 Constitution saving throw or gain 1 level of exhaustion. If an attuned creature reaches 4 or more levels of exhaustion from this effect, they become permanently blinded while outside the lantern’s radius until targeted by a greater restoration spell or similar magic.
Call of Cthulhu (7th Edition)
The Phobos Phial (Censer of Eibon)
Alien Artifact / Occult Relic
A spherical, perforated iron censer suspended from a chain of unknown black alloy. When filled with an ounce of human blood and swung rhythmically, it ignites with cold, smokeless green fire.
- Dimensional Piercing: When lit, any investigator within 10 yards gains the ability to perceive hyper-spatial entities, fourth-dimensional geometry, hidden gates, and residual psychic impressions left at the location. This effect grants a bonus die [+1D] to Spot Hidden rolls regarding unnatural clues and allows the user to see trans-dimensional entities without magical aid.
- Sanity Cost: Viewing the unvarnished cosmos is traumatic. Activating the censer costs the bearer 1D4 Magic Points and prompts an immediate Sanity check (1/1D6). Anyone who peers into the unveiled truths revealed by the light suffers the standard Sanity loss of any entity or unnatural phenomenon made visible, plus an additional 1 point of Sanity loss due to cognitive dissonance.
- Maniacal Attraction: Each continuous hour the censer burns, roll a Luck check. A failure attracts an extra-planar predator (such as a Tindalosian entity or Dimensional Shambler) directly to the lantern’s beacon.
Blades in the Dark
The Ghost-Well Lantern
Arcane Artifact (Rare item, 2 Load)
A heavy brass hull containing a suspension of refined Leviathan blood and crushed spirit-shards. Designed during the early days of the Cataclysm to scout spectral territory without fully attuning to the Ghost Field.
- Mechanics: When ignited, the user may push themselves (take 2 Stress) or spend 1 Electroplasm charge to uncover hidden supernatural features in the immediate area.
- Effect: Grants Potency when taking an action to Attune, Study, or Hunt ghosts, concealed hulls, occult traps, or hidden pathways through the ghost field. It forces intangible spirits caught in its beam into semi-corporeal form (reducing their defensive scale/tier against mundane attacks).
- Consequence / Complication: The light emits a piercing psychic drone. Whenever the lantern is active during a score, increase Heat generated for the score by +1. Any complication resulting from an action using the lantern typically involves Spirit Sight bleed (temporary madness, attracting nearby vengeful ghosts, or bleeding ghost-sickness into the user’s crew).
Knave (2nd Edition)
Grave-Warden’s Beacon
Item (Occupies 2 Inventory Slots), Fragile
A dented iron cage housing a preserved cyclopean eyeball that ignites when exposed to air.
- Traits: Takes 2 hands to carry safely. Occupies 2 item slots.
- Unveil: While uncaged, illuminates a 40-foot radius. The bearer and allies can immediately see invisible creatures, ethereal undead, secret doors, and magical auras within the light.
- Cost: Each turn (10 minutes of dungeon exploration) the beacon is active, the carrier must make a WIS check (DC 15) or suffer 1 point of Fatigue as their mind strains against eldritch feedback.
- Quality & Breakage: The Beacon has 3 Quality. When the bearer fails a save against physical trauma, rolling a 1 on the WIS check above reduces its Quality by 1. At 0 Quality, the eye ruptures, blinding the holder for 1D6 exploration turns and summoning a wandering spectral encounter immediately.
Fate (Fate Condensed / Core)
Runic 34 of the Hearth-Drifter’s Boar-Skin Cowl
Unique Extra / Runic Disguise Mantle
- Aspects:
- Function Aspect: Boar-Skin Mantle of the Overlooked Wanderer
- Flaw Aspect: Scent of Damp Peat and Smoldering Ash
- Skills:
- Grants an effective rating of Fair (+2) to Deceive or Stealth exclusively when blending into crowds, assuming the identity of common laborers, or evading notice while remaining still.
- Stunts:
- Mantle of the Common Thrall (Passive): Observers casually glancing at you dismiss you as an ordinary, low-status stranger. You gain a +2 bonus to Deceive when creating an advantage or defending against attempts to recognize your true identity in public settlements or bustling halls.
- Scent of Wood-Smoke and Turf (Passive): The heavy odor of hearth-smoke masks your presence. Opponents trying to track or detect you using keen scent or trained beasts suffer a -2 penalty to their Notice rolls.
- Veil of the Shifting Shadow: Twice per session, when you pull the cowl low and whisper Hagalaz, you invoke a cosmetic glamour lasting for one scene. You alter your superficial facial structure, hair color, and apparent age to match any nondescript humanoid guise. Gain a +2 bonus to Deceive to maintain this mundane disguise under direct questioning.
- Galdr of the Overlooked Stone: Spend 1 Fate Point when standing motionless against a wall, in a corner, or among seated thralls. You gain the situation aspect Part of the Scenery with two free invokes. While you do not move, attack, or speak loudly, characters will not notice you unless they spend a Fate Point or actively search the exact space with an overcome roll against Great (+4) opposition.
Numenera & Cypher System
Hearth-Drifter’s Boar-Skin Cowl
Level 3 Artifact (Depletion: 1 in 1d20)
- Form: A coarse mantle and deep hood sewn from bristled wild boar hide, lined with peat-dyed wool and stitched with horsehair runes (Hagalaz, Perthro, and inverted Algiz).
- Effect:
- Mantle of the Common Thrall (Passive): Tasks involving blending into crowds, passing as an ordinary worker, or deflecting casual scrutiny are eased by one step. Anyone attempting to remember the wearer’s face hours later finds the task hindered by one step.
- Scent of Wood-Smoke and Turf (Passive): Tracking tasks made by beasts or scent-based sensors attempting to locate the wearer are hindered by two steps.
- Veil of the Shifting Shadow (Action): The user activates the cowl by expending 1 point from their Intellect Pool. For the next hour, ambient light softens across their face, altering cosmetic features (eye color, facial hair, minor blemishes, perceived age) into a completely forgettable humanoid appearance. Deception and disguise tasks during this hour are eased by an additional step.
- Galdr of the Overlooked Stone (Action): When the user remains motionless in a corner, against a wall, or among seated groups, they expend 2 points from their Speed or Intellect Pool. For up to 10 minutes, observers subconsciously disregard their presence, treating them as furniture or background clutter. Tasks to remain hidden without moving are eased by two steps. Moving at greater than immediate speed or taking any aggressive action ends this effect immediately (Depletion roll applies upon activating this ability).
Pathfinder (Second Edition / Remaster)
Hearth-Drifter’s Boar-Skin Cowl
Item 1 | Uncommon, Illusion, Magical
- Price: 20 gp
- Usage: worn cloak/headwear; Bulk: L
- Description: Sewn from the tough, bristled pelt of a northern boar and lined with coarse homespun wool, this weathered cowl is embroidered along the facial trim with Elder Futhark runes using ash-dyed horsehair. When drawn forward, it veils the wearer in the unassuming persona of a vagabond or common thrall.
- Mantle of the Common Thrall (Passive): You gain a +1 item bonus to Deception checks to Impersonate an unremarkable laborer, peasant, or beggar, and a +1 item bonus to Stealth checks to blend into crowds. Observers suffer a -2 circumstance penalty to Perception checks to recall distinct physical details about you once you have left their presence.
- Scent of Wood-Smoke and Turf (Passive): The garment continuously exudes an earthy aroma of birch-fire and marsh turf. Creatures using the scent sense suffer a -2 item penalty to Perception checks to pinpoint your location or track you.
- Veil of the Shifting Shadow [two-actions] (Concentrate, Illusion, Manipulate); Frequency: Twice per day:
- Effect: You adjust the hood and whisper the rune Hagalaz. You alter your cosmetic facial features, perceived age, hair, and complexion to that of a nondescript humanoid for 1 hour. This functions as a 1st-rank illusory disguise, but it can only replicate an unremarkable, common person of your general ancestry and build.
- Galdr of the Overlooked Stone [two-actions] (Concentrate, Illusion); Frequency: Once per 10 minutes:
- Effect: You huddle into a corner, beside a wall, or among a seated crowd and murmur the staves of Perthro and Algiz. For up to 10 minutes, you fade into the background. Creatures who are not actively Seeking you treat you as inanimate clutter and do not notice you. If you take a hostile action, speak above a whisper, or move from your space, this effect immediately ends.
Savage Worlds (Adventure Edition)
Hearth-Drifter’s Boar-Skin Cowl
Minor Arcane Item (Novice)
- Item Profile:
- Weight: 2 lbs
- Slot: Head / Shoulders (Worn Mantle)
- Description: A thick boar-hide mantle and hooded cowl lined with homespun gray wool. Braided black horsehair runes along the rim bend peripheral attention away from the wearer, surrounding them in the plain smell of hearth-turf and cold ash.
- Arcane Mechanics:
- Mantle of the Common Thrall (Passive): The wearer gains a +2 bonus to Stealth and Performance rolls made to blend into crowds or pass as an ordinary, low-status servant or drifter. Bystanders attempting to recall the wearer’s identifying features suffer a -2 penalty to Notice rolls.
- Scent of Wood-Smoke and Turf (Passive): Beasts and scent-tracking entities suffer a -2 penalty on Notice or Survival (Tracking) rolls directed at the wearer.
- Veil of the Shifting Shadow: Twice per session, the wearer can spend an action to pull the cowl tight and invoke Hagalaz. For the next hour, the wearer gains the cosmetic benefits of the disguise power, altering hair color, skin tone, facial wrinkles, and apparent age to appear as an unremarkable laborer.
- Galdr of the Overlooked Stone: Once per session (or by spending a Benny), when the wearer sits or crouches stationary against a wall or among clutter, they become exceptionally difficult to register. Observers will completely overlook the character unless an observer makes a Notice roll at -4 to spot them. If the wearer attacks, moves faster than a slow shuffle, or speaks loudly, this concealment immediately breaks.
Shadowrun (Sixth World)
Runic 34: Hearth-Drifter’s Boar-Skin Cowl
Enchanted Armor Mantle & Social Camouflage Focus
- Item Statistics:
- Armor Rating: +1
- Capacity: 1
- Availability: 3 (Street Relic / Hedge Artifact)
- Cost: 2,000 nuyen
- Concealability: 0 (Looks like a rough, eccentric street-leather garment)
- Weight: 1.0 kg
- Slot: Head / Shoulders (Worn Mantle)
- Description:A heavy, coarse cowl made of cured wild boar hide lined with peat-dyed wool. Stitched along the hood opening are horsehair Elder Futhark runes (Hagalaz, Perthro, and an inverted Algiz). Tailored for shadowrunners, infiltrators, and talismongers, it suppresses personal odor and warps astral and visual perception, making the wearer look like just another tired, ignorable squatter or laborer.
- Game Mechanics:
- Mantle of the Common Thrall (Passive): The wearer projects an aura of utter mundanity. The character gains a +2 dice pool bonus on Con (Impersonation) and Stealth Tests when attempting to blend into crowds, service staff, or street-level populations. Observers attempting a Memory Test to recall distinctive features about the wearer suffer a -2 dice pool penalty.
- Scent of Wood-Smoke and Turf (Passive): The hide exudes the heavy scent of burning peat and ash. Guard critters, paracritters, and cybernetic olfactory sensors suffer a -2 dice pool penalty on Perception Tests to track or detect the wearer by scent.
- Veil of the Shifting Shadow (Action): The wearer pulls the cowl low and spends a Minor Action. For the next hour, ambient light warps across the face and upper chest, altering minor features (skin blemishes, facial hair, eye color, perceived age) into a forgettable humanoid visage. This grants a +1 Edge bonus on Social Tests made to deflect casual suspicion.
- Galdr of the Overlooked Stone (Action): When the character sits or stands motionless against a wall, in an alley, or among a seated crowd, they spend a Minor Action and 1 point of Edge. For up to 10 minutes, casual observers treat the character as mundane background clutter. Observers will not spot the character unless they succeed on an active Perception Test opposed by the user’s Stealth + Intuition with a +3 threshold. Taking any hostile action, running, or loud vocalization breaks this concealment immediately.
Starfinder (Second Edition)
Hearth-Drifter’s Boar-Skin Cowl
Item 1 | Uncommon, Illusion, Magical
- Price: 20 credits
- Usage: worn cloak/headwear; Bulk: L
- Description:Crafted from the cured, bristled pelt of an archaic planetary boar and lined with thick wool, this mantle features Elder Futhark runes stitched along the face opening with soot-darkened horsehair. Designed for frontier scouts and deck-level drifters, it masks identifying signatures and projects an illusion of low-class insignificance.
- Mantle of the Common Thrall (Passive):You gain a +1 item bonus to Deception checks to Impersonate an unremarkable laborer, steerage worker, or vagabond, and a +1 item bonus to Stealth checks to blend into crowds. Observers suffer a -2 circumstance penalty to Perception checks to recall specific details about your appearance after you leave.
- Scent of Wood-Smoke and Turf (Passive):The cowl constantly radiates an organic scent of smoldering brush and damp peat. Creatures and sensor suites relying on the scent sense suffer a -2 item penalty to Perception checks to detect or track you.
- Veil of the Shifting Shadow [two-actions] (Concentrate, Illusion, Manipulate); Frequency: Twice per day:
- Effect: You draw the cowl tight around your brow and invoke Hagalaz. Light bends subtly across your face, altering your superficial facial structure, hair color, skin tone, and perceived age to match any nondescript humanoid form for 1 hour. This functions as a 1st-rank illusory disguise, but can only produce an unremarkable, plain identity.
- Galdr of the Overlooked Stone [two-actions] (Concentrate, Illusion); Frequency: Once per 10 minutes:
- Effect: You crouch or lean motionless against a bulkhead, wall, or among seated figures and whisper Perthro and Algiz. For up to 10 minutes, creatures who are not actively Seeking you subconsciously dismiss you as inanimate ship clutter or background fixtures. The effect ends immediately if you move, take a hostile action, or speak above a whisper.
Traveller (Mongoose Second Edition)
Low-Signature Boar Cowl
TL 3 / Optical & Social Diffusion Cloak
- Item Specifications:
- Tech Level: 3 (Tanned boar leather, peat-dyed wool lining, horsehair runic weave)
- Skill: Deception or Stealth
- Mass: 1.0 kg
- Cost: Cr 750 (Traded among scout networks, belter scavengers, and back-alley runners)
- Description:A primitive yet deceptively effective camouflage mantle sewn from thick boar hide and wool. Its hood trim is embroidered with geometric staves using charcoal-soaked horsehair. The interplay of organic scent masking, visual absorption, and psych-perceptive misdirection makes the wearer appear completely beneath notice to guards and crowds.
- Game Mechanics:
- Mantle of the Common Thrall (Passive): The cowl creates an immediate impression of common, low-threat labor. The wearer gains +2 DM on Deception and Stealth checks when mingling with crowds, warehouse workers, or starport steerage passengers. Anyone attempting an Investigate check to recall the wearer’s face suffers a -2 DM.
- Scent of Wood-Smoke and Turf (Passive): Natural odors, chemical trails, and sweat are smothered under a heavy blanket of peat smoke. Scent-tracking fauna and low-grade bio-sniffers suffer a -2 DM to detect or follow the wearer.
- Veil of the Shifting Shadow: Twice per day, the user pulls the hood forward and speaks the vocal key. For 1 hour, subtle optical distortion blurs facial symmetry, hair tone, and facial contours, allowing the user to pass casual visual inspections without exposing their true identity.
- Galdr of the Overlooked Stone: Once per session, while remaining entirely still against a bulkhead, container stack, or crowded tavern bench, the user can activate total passive obscurity. Observers passing through the area will fail to register the wearer unless they pass an active Recon check with an Uncertain (8+) difficulty. Moving from the spot or taking an aggressive action terminates the effect.
Warhammer 40,000 Roleplay (Wrath & Glory)
Fenrisian Hearth-Stalker Cowl
Imperial Gear (Common / Fenrisian Hide Mantle)
- Item Profile:
- Keywords: Imperium, Fenris, Tribal, Underhive
- Value: 2
- Rarity: Common
- Weight: 1.0 kg
- Slot: Head / Shoulders (Worn Mantle)
- Description:Peeled from a Fenrisian tusk-boar and lined with peat-treated roughspun cloth, this hood is stitched along the rim with runes of concealment using the tail-hair of plains beasts. Used by scout auxiliaries, hive tunnel-stalkers, and disenfranchised clan runaways, it shrouds the wearer in the unassuming persona of an ignorable serf or manufactorum laborer while drowning their scent in bitter peat smoke.
- Game Mechanics:
- Mantle of the Common Thrall (Passive): The wearer appears beneath the notice of overseers and enforcers. The character gains +1 bonus die to Deception (Fel) and Stealth (Agi) tests made to blend into crowds, work crews, or common hab-zones. Observers attempting an Insight (Wil) test to recall the wearer’s physical characteristics suffer a +2 DN penalty.
- Scent of Wood-Smoke and Turf (Passive): The heavy odor of ash and earth hides the user’s presence. Hunting hounds, cyber-mastiffs, and tracker units relying on olfactory sensors suffer a +2 DN penalty to detect or track the wearer.
- Veil of the Shifting Shadow [Combat Action]; Frequency: Once per combat scene:
- Effect: The wearer adjusts the hood and invokes the stave of Hagalaz. Light softens over their face and silhouette, cosmetically shifting facial lines, blemishes, and perceived age to that of a nondescript hive drifter for 1 hour. This grants +1 bonus die to all social interactions made to deflect suspicion.
- Galdr of the Overlooked Stone [Combat Action]; Frequency: Once per battle or mission:
- Effect: By spending 1 Ruin/Glory while stationary against a bulkhead, debris pile, or among seated manufactorum serfs, the character fades into background clutter. For up to 10 minutes, enemies will not target or acknowledge the character unless they actively search the exact space and succeed on an Awareness (Int) test against DN 5. Moving, shouting, or making an attack breaks this concealment instantly.
