Sakha 719 of the Ermines Whispering Gorget

Lore

  • In the frost-bound river deltas of the northern continent, hunters and oloyons venerate the stoat—the ermine whose coat transforms from mud-brown summer hide to stark, snow-white winter fur to vanish against the tundra drifts. Long ago, wandering shamans traveling between suspicious tribal encampments or sneaking through rival spirit-groves fashioned pliable collars of beaten copper and winter pelts to avert the gaze of territorial scouts. Sakha 719 of the Ermine’s Whispering Gorget was bound during a long winter vigil when an oloyon chanted to coax an errant ermine spirit into living metal and hide. By invoking the animal’s ancient law of seasonal mimicry, the wearer wraps their upper silhouette and face in an shifting spiritual veil, allowing them to pass unnoticed among distrustful strangers as an unremarkable local kin.

Description

  • Sakha 719 is a wide, supple neck gorget tailored from double-layered tundra ermine fur backed with smoked caribou hide. The forward throat section is framed by an arched collar of hand-planished red copper, chased along the edges with spiraling river ripples and the track marks of running stoats. Hanging from the bottom edge of the copper throat-plate are four slender copper links ending in carved pine-nut pendants and tufts of black-tipped ermine tail fur. When settled around the throat, the gorget emits a soft, intermittent rhythmic vibration resembling the distant flutter of a shaman’s horsehair drum, and a soothing, mint-like coldness spreads upward across the wearer’s neck, chin, and jawline.

Detailed Stats

  • Item Tier: Tier 1
  • Rarity: Common
  • Item Hit Points: Avatar’s maximum hit points plus 10
  • Item Resilience: 10
  • Base Damage: None (Protective/Wondrous Apparel)
  • Armor Check: 0
  • Weight: 0.35 lb.
  • Suggested Value: 35 Silver (subject to regional barter and outpost tariffs)
  • Attunement: Neck slot attunement binds automatically upon fastening the copper throat clasp

Slot

  • Neck Slot

Passive Magics

  • Pelt of the Season: The etched copper band channels the adaptive nature of the tundra stoat, granting a +1 bonus to Deception, Stealth, and Disguise checks made to blend into local crowds, appear as a harmless native wanderer, or adopt the demeanor of an unobtrusive laborer.
  • Scentless Ermine Stride: The smoked hide lining absorbs natural body odors and sweat pheromones, granting advantage on saving throws and ability checks made to evade tracking or detection by animals and creatures relying on scent.
  • Blur of the White Drift: Casual onlookers suffer a -2 penalty to passive Perception checks and active memory recall when attempting to describe the wearer’s facial features, jawline, skin tone, or distinguishing scars after a passing encounter.

Activable Magics

  • Shroud of the Winter Stoat: As an action, the wearer presses the flat of their thumb to the central copper throat plate and hums a low three-tone cadence. A quiet lavender frost-mist rises over the wearer’s shoulders, chest, and face for up to 1 hour, altering the apparent cut, wear, and color of their garments to resemble common traveler’s wool, soiled dock worker linen, or rough hunter leathers while masking distinguishing facial features behind an unremarkable facade.
  • Cadence of the Hollow Bone: As an action, the wearer pinches one of the pine-nut tassels and speaks an oloyon whisper. For 10 minutes, the collar modulates the wearer’s vocal pitch, timbre, and dialect, allowing them to convincingly mimic local dialects, vocal rasp, or pitch appropriate to their assumed disguise.
  • Ermine’s Frost-Flash Feint: As a reaction when an observer attempts an active Insight or Perception check to scrutinize the wearer’s identity or challenge their papers, the wearer shakes the copper pendants. A sudden crackle of violet static and floating white fur-sparks distracts the examiner’s line of sight, imposing disadvantage or a -2 circumstance penalty on the examiner’s check.

Tags

  • Neck, Gorget, Collar, Common, Tier 1, Apparel, Fur, Copper, Caribou-Skin, Ermine, Shamanic, Oloyon, Disguise, Deception, Illusion, Glamour, Scentless, Mimicry, Baffling, Camouflage, Cold, Covert, Falsehood, Frost, Garb, Ghost, Infiltration, Obscure, Stoat

Commercial Trade and Acquisition of Sakha 719 of the Ermine’s Whispering Gorget

  • Northern Outpost Trading Posts and Frontier Factors: Located along frozen river mouths, reindeer herd trails, and logging camps where nomadic trappers trade directly with charter company clerks. The merchants here recognize the piece as authentic steppe craft tailored for surviving hostile territorial disputes. Avatars can buy the gorget for 35 silver, frequently paid via a mix of trade skins, cured tallow, and municipal ledger crystal debits. When selling the collar to an outpost factor, the trader offers 28 silver, factoring in the fine state of the winter ermine pelts and the hammered copper throat band.
  • High-End Haberdashers and Masquerade Outfitters: Situated in wealthy merchant quarters, theater districts, and floating casino barges where nobility purchase exotic foreign costume jewelry. In these opulent parlors, the gorget is showcased as an aristocratic winter accessory with intriguing vanity enchantments. Customers pay a markup, with retail costs running from 42 to 50 silver through direct World Bank ledger transfers, subject to the standard 1% transaction fee. Selling an authentic piece here yields approximately 31 silver from a boutique dealer, reflecting the 10% tier reduction for a Tier 1 seller.
  • Underground Fences and Thieves’ Quarter Consignments: Tucked away in unlit dock alleys, backroom taverns, and black markets where guild cutpurses and identity-brokers operate. Criminal syndicates prize the collar for its voice-shifting property and scent-masking abilities, which foil city watch hounds. Brokers refuse crown ledger crystals to avoid magical traces, conducting business exclusively in raw coin. Purchasing the gorget from a shadow broker costs 55 to 65 physical silver coins. When selling the piece to a fence, the broker offers no more than 20 to 24 physical silver, pocketing a steep margin for the danger of harboring covert tools.
  • Adventurers’ Guild Quartermasters and Reconnaissance Depots: Found in frontier stockades, mercenary chapterhouses, and expedition outposts that cater to forward scouts and diplomatic envoys. Guild members in good standing receive an institutional discount of 10% per tier level, permitting a Tier 1 scout to purchase the collar for 31 silver, while non-members pay the standard list price of 35 silver. When offloading the item to a quartermaster, the sale value of 28 silver is credited directly to the avatar’s World Bank balance, and the artifact is cataloged for reassignment to field operatives.

Tactical and Environmental Roleplay of the Ermine’s Whispering Gorget Across Varied Terrains

  • Subterranean Vaults and Under-City Sewers: Amidst the dripping condensation, echoing stone passages, and absolute darkness of an underground labyrinth, secrecy is paramount. In defense, an avatar navigating the narrow catwalks of a thieves’ guild vault relies heavily on the Scentless Ermine Stride passive; even if the operative’s profile is obscured by shadows, the local guard hounds or alchemically enhanced sentries cannot catch the telltale aroma of sweat, iron rations, or surface air that usually betrays an intruder. When a high-level inquisitor initiates a scrying sweep to detect living minds, the user triggers the Ermine’s Frost-Flash Feint reaction, rattling the copper pendants to generate a localized micro-burst of violet static that fractures the scrying attempt and prevents the inquisitor from locking onto the user’s specific presence. On the offense, while pursuing a target through the sewer system, the operative employs the Shroud of the Winter Stoat combined with the Cadence of the Hollow Bone, adopting the grime-encrusted homespun and coarse, guttural accent of a local sludge-dweller. Under this flawless lower-city guise, the avatar can walk straight into rival territory, gather intelligence from unsuspecting informants, and strike from concealment within the heart of the target’s own safe house.
  • Aristocratic Salons and Guild Master’s Mansions: Within the fortified townhomes and lavish drawing rooms of high-society nobles, the primary threats are gossip, sharp-eyed courtiers, and identity-tracking municipal ledgers. Defensively, an infiltrator at a high-stakes masquerade ball counts on the Face of the Stranger passive; casual conversation with local councilors leaves no clear memory of facial scars or distinctive eye color, allowing the user to mingle without the risk of guards later reconstructing their face for a wanted notice. If a rival aristocrat scrutinizes the gorget as “peasant craft,” the wearer triggers the Ermine’s Frost-Flash Feint, confusing the target’s Insight check and tricking them into dismissing the artifact as a charming, authentic steppe novelty. Offensively, a spy uses the active powers to take on the appearance and the specific, refined vernacular of a foreign trade dignitary or a minor diplomatic clerk. Under this refined cover, the avatar accesses secure records rooms, listens to sensitive war-council discussions, or plants incriminating documents in an unattended desk, with the Pelt of the Season bonus ensuring that any slip in acting does not immediately betray their Tier-1 status.
  • Windswept Tundra and Open Reindeer Pastures: Across the frozen, featureless white expanses of the northern continent, visibility is vast and shelter is nonexistent. In defense, when spotted by a hostile border patrol or a massive, flightless snow-shrike, the user counts on the Pelt of the Season passive to break up their silhouette against the snowdrifts; the Blur of the White Drift effect causes the pursuing patrol to struggle with range estimation and memory recall, buying the avatar precious minutes to locate an icy defile or a snowcave for true concealment. On the offense, during a night raid on a fortified logging camp, a striker shifts the gorget’s appearance to mimic the patched, bulky work-parka and grime-streaked face of a weary logger returning from a late shift. Using the Cadence of the Hollow Bone to copy the rough command dialect of the local foreman, the operative calls the camp’s guard towers offline and walks straight into the command center to disable the main defense perimeter before an alarm can be raised.
  • Crowded Market Districts and Caravan Bazaars: Among the teeming mass of merchants, travelers, and city watchmen in a bustling commercial hub, the challenge is shedding one’s previous identity. Defensively, an avatar running from a municipal arrest warrant dives into the largest market crowd; as long as the Scentless Ermine Stride passive is active, the city watch can’t set their olfactory hounds onto the user’s trail. If cornered, the user activates the Shroud of the Winter Stoat, shedding their recognizable gear in favor of simple, stained beggar rags, while the Ermine’s Frost-Flash Feint is prepped as a reaction against any guard attempting a direct, active search of the face. Offensively, when hunting a targets disguised within the same crowd, the operative takes on the appearance of a humble, non-threatening flower vendor or a local fruit hawker. Under this unnoticeable guise, the avatar tracks their mark from just ten feet away, listening to private whispers and identifying the target’s destination before initiating a silent, close-quarters takedown in a quiet alley.

Perception of Activation:

  • Sight:
    • User’s Perspective: Pressing the thumb to the central copper throat plate ignites a soft, inward-facing violet radiance across the planished metal. Looking down, the user sees a light lavender vapor seep from beneath the collar, creeping over their chest, sleeves, and leggings, smoothing out the silhouette of armor and weapons to replace them with the visual drape of rough wool, tattered trail rags, or unadorned hide.
    • Observer’s Perspective: The onlooker witnesses the wielder’s neck catch a brief, warm copper gleam that rapidly deepens into a subtle violet corona. A soft blur washes over the wearer’s garments like a heat shimmer rising over snowdrifts, leaving behind a completely unremarkable traveler or laborer whose clothing matches the local climate.
    • Positives: Instantly disguises distinctive personal armor, weapon sheaths, and formal insignia without carrying physical sets of alternate clothing.
    • Negatives: The initial violet glow and creeping frost-mist are visible for a fraction of a second, which can give away the transformation if triggered under direct scrutiny in dark surroundings.
  • Hearing:
    • User’s Perspective: The wielder experiences a rhythmic, low-frequency thrum against the base of the skull, sounding like a distant horsehair frame drum keeping time with their pulse. When speaking under the active vocal glamour, their true voice sounds muffled inside their own throat, replaced externally by the chosen pitch, rasp, or dialect.
    • Observer’s Perspective: Bystanders hear a dry, muted rustle akin to an ermine darting through frozen brush, accompanied by the faint metallic clink of copper links and carved pine-nut beads. Spoken words carry natural regional inflections and authentic dialect without any magical echo or reverb.
    • Positives: Masks the user’s distinctive vocal pitch, accent, and respiratory quirks, enabling effortless undercover dialogue.
    • Negatives: In pin-drop silence, the delicate chime of the hanging copper links can catch the ears of nearby sentries with heightened hearing.
  • Touch:
    • User’s Perspective: A crisp, mint-like coldness floods outward from the throat plate, spreading up the jaw, chin, and temples before settling across the shoulders. The sensation numbs minor tension in the neck muscles and creates a light, weightless feeling around the collarbone, as though heavy pauldrons have been replaced with soft fur.
    • Observer’s Perspective: Anyone making contact with the disguised figure feels the convincing texture of the projected attire—rough wool, weathered hide, or greasy canvas—overlaid with a barely perceptible static chill like dry winter air against skin.
    • Positives: Suppresses nervous throat-clearing and sweat on the neck; provides convincing tactile feedback if the user is casually bumped or searched.
    • Negatives: The localized numbness dulls sensitivity along the jaw and neck, slightly delaying the user’s reaction to light glancing blows or neck-aimed garrotes.
  • Smell:
    • User’s Perspective: Inhaled air turns brisk and sharply fresh, carrying the scent of crushed pine needles, cured caribou hide, and high-altitude mountain frost, while the smell of one’s own breath and skin vanishes entirely.
    • Observer’s Perspective: Leaning close reveals only the neutral odor of clean snow, dry moss, and the faint, natural grime of the assumed guise, completely stripping away sweat, personal colognes, fear pheromones, or forge soot.
    • Positives: Confounding to scent-tracking beasts, tracking hounds, and olfactory drones that rely on identifying body odor signatures.
    • Negatives: The crisp aroma of frozen pine and clean frost can seem jarringly out of place in warm, humid coastal swamps or dank, moldering subterranean tunnels.
  • Taste:
    • User’s Perspective: A sharp, cooling flavor resembling crushed pine resin and melted glacier water forms along the palate, keeping saliva flowing smoothly and preventing dry-mouth during stressful encounters.
    • Observer’s Perspective: An examiner in extreme proximity caught in the minor mist exhalation tastes a faint, mineral-crisp coolness in the air, similar to breathing near an open ice cellar.
    • Positives: Prevents dry-throat choking, stuttering, and nervous swallowing during tense interrogations.
    • Negatives: The persistent pine-frost taste makes it harder to identify bitter poisons or tainted ingredients in food and drink consumed while in disguise.
  • Extra-Sensory Perceptions:
    • Mind’s Eye Resonance (The Stoat’s Shroud):
      • User’s Perspective: The metaphysical display in the user’s Mind’s Eye superimposes a small, pale ermine icon curled around the vitality gauge, accompanied by a faint violet duration meter tracking the active glamour. A translucent outline of the assumed persona floats in the periphery of mental awareness.
      • Observer’s Perspective: Other avatars viewing the disguised user through their Mind’s Eye encounter a hazy, blurred silhouette where status markers and tier ratings would normally display, reading only as an unranked, unremarkable entity.
      • Positives: Provides exact awareness of the glamour’s remaining lifespan; shields true avatar rank and classification from mundane mental scrying.
      • Negatives: The mental avatar overlay creates slight sensory clutter in the peripheral Mind’s Eye during fast-paced tactical combat.
    • Predator-Prey Instinct Shift:
      • User’s Perspective: The user’s awareness widens into a keen, predatory focus characteristic of the stoat. Peripheral movements of nearby guards register as sluggish, predictable patrol loops, allowing the user to naturally calculate blind spots and sight lines without active panic.
      • Observer’s Perspective: Mystically attuned or intuitive individuals experience a sudden absence of intent—the target feels neither hostile nor significant, registering mentally as an inconsequential creature unworthy of suspicion.
      • Positives: Drastically lowers heart rate and suppresses involuntary fear responses, keeping the avatar relaxed under direct scrutiny.
      • Negatives: Extended activation can induce lingering emotional detachment and mild dissociation from one’s companions immediately following unmasking.

Crafting Recipe: Whispering Ermine-Throat Gorget

Materials Needed

  • Two unbroken prime winter pelts of mature northern tundra ermine (white frost coat with intact black-tipped tails)
  • One pliable backing strip of smoked caribou hide (twelve inches long, three inches wide) for the inner sweatband
  • One Tier 1 magic crystal (coin-sized and coin-weighted), charged with glamer, illusion, or auditory transmutation mana
  • Three ounces of hand-beaten red copper sheet and one ounce of fine copper wire
  • Four carved northern stone-pine nuts (drilled end-to-end to form drop beads)
  • One braided suspension cord (ten inches long) plaited from gray tundra mare tail hair
  • Two vials (six ounces total) of living spring birch sap drawn using a fluid collector
  • One sacrificial consumable or minor focus carrying a disguise, voice-alteration, or scent-masking property (such as an Elixir of Disguise, a Vocal Charm, or a scroll inscribed with minor illusion)
  • Half an ounce of rendered pine pitch, powdered bone flux, and softened beeswax

Tools Required

  • Curved furrier needles, fine bone awls, and gut stitching thread
  • Sharp leather shears and draw-knives for skiving
  • Miniature jewelers planishing hammer and small lead-block stake anvil
  • Fine chasing chisels and engraving gravers
  • Manual pin vise drill with assorted micro-wire bits
  • Hand fluid collector with extraction needle
  • Earthenware smoking brazier with birch peat charcoal and dried sweetgrass

Skill Requirements

  • Leatherworking / Furrier Craft: Minimum Skill Level 4 (trained)
  • Arcane Tailoring / Coppersmithing: Minimum Skill Level 4 (trained)
  • Subterfuge / Infiltration: At least 1 rank in Disguise, Deception, or Streetwise to ensure proper anatomical break-up of the wearer’s neck profile

Crafting Steps

  • Step 1: Hide Curing and Scent-Deadening: Skive the fleshy underside of the ermine pelts to paper-thin consistency. Submerge both pelts and the caribou backing strip in a shallow clay vat of birch sap and crushed sweetgrass for five hours. Hang them to cold-smoke over the peat brazier for two hours. This strips the hides of animal grease and musk, opening the leather pores to bind scent-masking and illusory mana.
  • Step 2: Planishing and Chasing the Copper Throat Plate: Hammer the red copper sheet over the lead-block anvil into a curved, crescent-shaped gorget plate contoured to rest flush against the base of the throat. Using fine chisels, chase river ripples and running stoat tracks across the upper and lateral edges. Drill four micro-eyelets along the lower curve for drop links and two fastening holes at each horn of the crescent.
  • Step 3: Crystal Mounting and Ground Channels: Bore a shallow depression into the concave rear of the copper throat plate to seat the coin-sized Tier 1 magic crystal. Score hairline ground-traceries radiating outward from the crystal seat to the pendant eyelets. Affix the crystal flush against the copper using warmed pine-pitch flux mixed with bone powder, ensuring uninterrupted acoustic and mana conductivity across the metal plate.
  • Step 4: Hide Tailoring and Gorget Assembly: Stitch the two winter ermine pelts together along their central line using the furrier needle and caribou gut. Back the fur with the smoked caribou hide strip, sandwiching the drilled horns of the copper throat plate between the hide layers. Sew the perimeter with tight, invisible overcast stitches, leaving the plate securely riveted to the furred neckband.
  • Step 5: Sacrificial Transference and Spirit Drum Chant: Place the assembled gorget across the smoking earthenware brazier. Scatter the sacrificial consumable (the disguise elixir or burned illusion scroll ash) over the glowing birch coals. As the aromatic violet smoke passes through the fur and plates, recite the three-beat oloyon cadence of the winter stoat for fifteen minutes, tapping the planished copper plate with a bone awl to the rhythm of a frame drum. Draw the smoke directly into the hides and crystal until the chased tracks on the metal glow with a faint, steady lilac light.
  • Step 6: Drop Links, Clasp, and Finishing: Twist the fine copper wire into four small chains, linking each through the bottom eyelets of the throat plate. Thread one carved pine nut and a black-tipped ermine tail tuft to the end of each link, securing them with wire wraps. Plait the mare hair into two ties anchored to the ends of the neckband, fitting them with a small hammered copper hook and eye. Rub all exposed leather borders with the beeswax and tallow balm to seal against moisture, completing the piece and rendering it ready for immediate neck attunement.

719 Skin-of-White-Weasel and Three-Gate Fortress of Grasping-Claw

In the old days, when the mountains were soft like dough and the river water tasted of raw honey, before the sky-mother Gaia-of-the-Many-Cycles had woven the first copper wires into the sky-fabric, there was much walking and much cold. The sleep-walkers who had tumbled from the great sky-purse had no names that could be cooked in a clay pot. Their blood was thin like water that has been boiled seven times with only a single river-stone for flavor. They had only five skin-juices and three soul-breaths, very miserable Tier-One creatures, and they did not know that fire eats wood and that stone teeth are hard against the chin.

At this season, upon the flat white mud-land where the great river becomes salt, there sat a small skin-cleaner whose name was Three-Scratches-Plus-Eight-Dashes, which the scribe-monks in their stone houses wrote down only as Seven-One-Nine. This Seven-One-Nine-Man had wrists like thin willow branches and a belly that was always making the noise of an empty waterskin. He had no great club of sea-bone, nor did he possess a bright copper axe with two sharp mouths. He had only a little scraper made from the rib of a marsh-pike and an old needle pulled from the thigh-bone of a crow. His sister’s child was small and cough-filled, and they had no fat to put upon his throat.

Now, across the salt-river was the kingdom of the Grasping-Claw. The Grasping-Claw was an ancient and heavy soul of many bronze plates, whose dwelling was made of seven stone walls. In his yard were four hundred hounds whose noses were so sharp they could smell a dead mouse through three spans of packed drift-snow. Between the white mud-land and the dwelling of the Grasping-Claw stood three great gate-houses of sharpened pine.

At the first gate stood sixty stririkers of wood who demanded ten baskets of salmon from every walker. At the second gate stood forty spear-men with bronze points who looked into the face of every man to see if he had the eye-spot of a thief. At the third gate stood the Grasping-Claw himself, holding the chain of twenty hunting beasts that had teeth like iron chisels and eyes red like birch embers.

In that dry and hard winter, the children of the sleep-walkers began to die. Their throats closed up like dried bladders, and the white frost grew in their mouths. Their mothers wept into their cooking pots, for they had only frozen mud-worms to eat. An old wanderer woman, who had only one ear and a staff made from a lightning-hit birch, came through the snow-drift. She sat by the dying child of Seven-One-Nine-Man and said: “Behind the seven walls of the Grasping-Claw sits the great jar of heart-fat that was skimmed from the first mammoth. One thumb of that red grease upon the tongue of the child will make the throat open like a spring flower. But the Grasping-Claw has a heart like a frozen stone, and his hounds eat the meat of any stranger who makes a track across the gate-line.”

The tall meat-hitters of the sleep-walker clan, who had clubs made of mammoth bone and heavy chest-plates tied with caribou gut, laughed with big mouths. They had fifty skin-juices and many heavy muscles. They said: “Open the gate! The stones have no hands; an iron tooth cannot bite through the shoulder of a man who eats bear-suet.”

The tall meat-hitters went down to the first gate. They shouted with their big lungs and said: “Open the wood, for our children are closing their throats!” But the sixty strikers-of-wood laughed with yellow teeth and shot forty arrows of fire-hardened ash. The meat-hitters were pierced through their brisket-plates. They fell into the frozen mud and were dragged into the bushes by the winter-badgers. Seven-One-Nine-Man watched from his brush-hut. He looked at his sister’s child, whose breath had become small and dry, like the squeak of a field-mouse when the owl flies over.

He did not take up an axe, for his arms were like dried twigs. He walked out into the deep drift where the white weasel—which the tundra folk called ermine—hides under the dwarf birch. The white weasel was sitting upon the snow, white upon white, so that the great horned owl could not see where the snow stopped and the weasel began. Seven-One-Nine-Man knelt in the drift and spoke into the cold wind.

The chronicle tells: Seven-One-Nine-Man did not kill the white weasel with a stone or a sling. He spoke the oloyon throat-song of the middle-world, asking the small beast for the loan of its winter-cloak. He promised the weasel’s spirit that it would always be honored among the sleep-walkers. The weasel died of its own years upon the moss. Seven-One-Nine-Man took its pale coat with his bone scraper, leaving the heart and the red marrow upon the altar-stone of the spirit-stoat. He also took the four small pine-nuts that had fallen from the branch of the lightning-hit birch.

He returned to his smoke-hole. He took a ribbon of soft red copper that had been washed down by the great river-flood. He hammered the red ribbon until it was arched like the bridge of a man’s nose. Upon its face, using his bone needle, he chased the little marks of the weasel’s feet and the ripples of the river that never stops walking. Behind the white weasel-fur, he stitched a lining from the breast-hide of a sucked caribou calf, which drinks up the smell of fear and sweat so that the wind carries nothing away to the noses of the hounds. He tied the four small pine-nuts to copper links and hung them from the neck-band.

He settled the cowl around his throat, covering his chin and his mouth. He pressed the red copper band upon the bone of his neck. He sang through his teeth the three-beat cadence of the tundra oloyon: hu, ha, he.

The ancient scroll records: When the Seven-One-Nine-Man covered his mouth with the weasel-skin, his spirit did not stay in his boots. The world around him became dim, like the light that sits under thick river-ice. The red copper band upon his throat began to shine with a cold lavender fire—not like the fire that cooks a turnip, but like the light that sits upon the mountain stones when the sky-gods are sick. A cloud of lilac frost rolled down his shoulders and across his chest. His greasy reindeer shirt of rags vanished. In its place sat the brown woolen tunic of an old manure-raker, stiff with dry straw and speckled with the green droppings of chickens.

Three-One-Nine-Man walked down to the first gate where the sixty strikers-of-wood leaned upon their knotty timbers.

The captain of the gate spat into the mud and lifted his heavy club. “Who walks upon the ice toward the gate of the Grasping-Claw?”

Seven-One-Nine-Man did not shout with his big lungs. He pinched the copper neck-band and hummed through his nose like the winter wind in a hollow reed. When he opened his mouth, his tongue did not make the clicking sound of the tundra clan; he spoke in the fat, round dialect of the lower mud-valleys. His voice creaked like an old wagon axle that needs lard. “I am only the dung-raker of the third valley, come to sweep the dropping-stones in the yard of the great house.”

The sixty gate-men looked upon his face, but their eyes could not catch the edges of his nose or the lines of his chin. The ancient writing says: Their thoughts became loose, like wet grain. They looked at him and saw only an old man whose face they had seen seven thousand times before, whose name was no more than the name of a gray pebble in a gravel heap. They opened the pine gate three spans wide and said: “Pass through, old muck-scraper, and do not drop your straw in the gateway.”

He walked through the gate and came to the second stockade, where the forty spear-men held high their bronze points. The corporal of the guard held up a piece of dried calf-skin upon which was painted the black faces of all the runaways and thieves of the seven continents. The corporal held the skin beside the nose of Seven-One-Nine-Man and stared with two hard gray eyes.

Seven-One-Nine-Man shook the four small pine-nut tassels against his collar-bone: clack, clack, clack.

A sudden sprinkle of white snow-down and violet sparks flew into the eyes of the corporal. The corporal sneezed three times. He wiped his greasy sleeve across his nose, and his brain-spirit became heavy and clouded. He looked upon the painted calf-skin, then upon the face of the walker, and the lines of the picture melted into water behind his eye. “Go your way, gray brother,” said the spear-man. “You have no face that is written down in the king’s book.”

Then Seven-One-Nine-Man came to the third barrier, where the Grasping-Claw sat upon his throne of stone. He held the chains of his twenty red-eyed hunting dogs. The dogs did not use their eyes; their eyes were milky and blind, but their nostrils were big as plum-stones and were always wet with the red water of tracking.

The hounds sprang to their feet. They lifted their black lips and showed teeth that were longer than a man’s thumb. They sniffed the north wind, searching for the blood-smell of an uninvited meat-walker.

The wind blew straight from Seven-One-Nine-Man into the throats of the beasts. But the caribou lining and the cold white fur had eaten the smell of his body. The dogs breathed only the dry scent of winter lichen, cold river-slate, and the sour straw of an old horse-manger. The twenty dogs let their tails fall down between their thighs. They lay upon the flagstones and put their noses into their paws, thinking the wind was empty.

The Grasping-Claw looked down from his stone throne. His breast was covered in sixteen plates of yellow bronze, and his hands were thick like the feet of an elk. “Old scraper,” said the king, “go into the fat-shed and fill your wicker basket with the pig-bones and the old fish-heads, then be gone before the sun Helios hides his face.”

Seven-One-Nine-Man bowed his head low, so that the copper band of his throat caught the blue shadows of the great stone dwelling. He went into the inner fat-shed where the great jar of mammoth heart-grease sat upon four stone feet. He did not break the clay jar with a hammer. He took a bladder from his shirt, dipped it deep into the sweet red suet, and tied the mouth with a horsehair string. He filled his basket with the pig-bones and the fish-heads, and he walked back through the stone hall. He walked through the third gate, then through the second gate, then through the first gate, carrying the stolen red grease upon his brisket beneath the white fur of the gorget.

The sixty strikers-of-wood nodded to him as he passed. The forty spear-men did not raise their bronze points. The twenty hounds slept upon the stone flags, dreaming of dead voles.

When he reached the brush-huts of his clan, he took the fur cowl from his cheeks. The lavender fire died away like a candle dropped into the snow. His garments became once more the poor, greasy rags of an unranked sleep-walker, and his face returned to its sharp, cold skin-lines. He took the red fat and put a thumb of it upon the tongue of his sister’s child.

The chronicle records: The child’s throat opened with a great sweet gasp, like a frozen spring when the ice breaks in the fifth month. The red blood returned to its ears, and it sat up to eat the turnip broth. Seven-One-Nine-Man lived through forty more turns of the frost, and his clan never died of the closing-throat sickness again.

Moral of the story: The great brute who relies only on his thick hide and heavy bronze club will find only an empty yard when the small weasel walks through his gates; but the patient man, whose wrists are thin like willows but whose mind is quiet like the white snow, can borrow the faces and the voices of strangers to carry home the fat while the hounds are sleeping. He who knows how to hide behind the mask of an unremarkable servant can open all the doors that are closed to kings.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: The Shamanic Gorget of the Stoat’s Shroud

  • Skill Association: Disguise, Stealth, and Fast Talk
  • Armor Rating: 0
  • Base Range: Self
  • Sanity Cost: None for passive wear; 1 Sanity point upon attunement.
  • Physical Form: A supple neck gorget of double-layered tundra ermine fur backed with smoked caribou hide, framed by a planished red copper throat plate with hanging pine-nut beads and ermine tail pendants.

Special Mechanics and Artifact Properties:

  • Pelt of the Season (Passive): The investigator gains one Bonus Die on all Disguise, Stealth, and Fast Talk rolls made to blend into local populations, pose as an unremarkable traveler, or evade suspicion from sentries.
  • Scentless Ermine Stride (Passive): The investigator cannot be tracked by biological scent. Tracking beasts, guard hounds, or olfactory-sensitive entities suffer a Penalty Die on any rolls made to locate or pursue the investigator.
  • Blur of the White Drift (Passive): Casual observers attempting to recall identifying facial features, scars, skin tone, or jawline structure after a brief encounter must make an Extreme INT Roll. On a failure, they recall only vague, nondescript commoner traits.
  • Shroud of the Winter Stoat (Active Spell):
    • Cost: 3 Magic Points.
    • Action Time: 1 combat round (pressing thumb to the copper plate and humming a three-tone oloyon chant).
    • Duration: 1 hour.
    • Effect: A soft lavender frost-mist shifts the visual drape, cut, and color of the investigator’s garments to match modest traveler’s wool, dockhand linen, or simple hunter furs, granting an additional Bonus Die on social checks to pass as a member of the local lower class.
  • Cadence of the Hollow Bone (Active):
    • Cost: 2 Magic Points.
    • Duration: 10 minutes.
    • Effect: Pinching a pine-nut pendant modulates the investigator’s vocal pitch, timbre, and accent, allowing them to convincingly mimic regional vernacular, accents, or another pitch without detection.
  • Ermine’s Frost-Flash Feint (Active Reaction):
    • Cost: 2 Magic Points.
    • Trigger: An observer attempts a Spot Hidden or Psychology roll to scrutinize the investigator’s identity or penetration of disguise.
    • Effect: The user shakes the copper pendants, discharging a crackle of violet static and drifting fur-sparks. The examiner must make the opposing check with a Penalty Die.

Blades in the Dark

Name: Oloyon’s Whispering Gorget

  • Item Profile: An arcane neck piece of white ermine fur backed with smoked hide and banded in red copper, designed to suppress identity, scent, and vocal traits.
  • Load: 0 Load (Worn covertly beneath a collar or cloak) or 1 Load if displayed openly as fine winter jewelry.

Mechanics and Abilities:

  • Unremarkable Presence (Passive):
    • When you make an action roll using Deceive, Prowl, or Consort to blend into public crowds, pass through checkpoints, or adopt a humble, low-status guise, you operate with increased effect.
    • Scent-tracking beasts (such as watch-hounds or trained hunting horrors) have zero effect when attempting to pick up or follow your scent trail.
  • Shroud of the Stoat (Active):
    • Activation Cost: Suffer 1 Stress.
    • Mechanic: Push yourself to touch the throat plate and hum the three-tone cadence. A shifting lavender mist obscures your gear and shifts your attire into worn laborer clothes or common traveler garments for the remainder of the score or until lowered. This improves your position on infiltration or deception rolls from Risky to Controlled.
  • Vocal Mimicry (Active):
    • Activation Cost: Suffer 1 Stress.
    • Mechanic: Pinch a pine-nut pendant to seamlessly mimic the vocal pitch, rasp, and dialect of a specific district or faction for ten minutes, allowing natural spoken deception without raising suspicion.
  • Frost-Flash Feint (Active Reaction):
    • Activation Cost: Suffer 1 Stress.
    • Mechanic: When an examiner, bluecoat, or inspector rolls to scrutinize your papers or pierce your disguise, shake the pendants. A brief burst of violet static clouds their senses, forcing the NPC to hesitate and accept the cover identity without escalating the situation.

Dungeons & Dragons (5th Edition)

Name: Gorget of the Whispering Ermine

  • Wondrous Item, uncommon (requires attunement)
  • Item Slot: Neck
  • Weight: 0.35 lb.

Properties and Passives:

  • Pelt of the Season: You gain a +1 bonus to Charisma (Deception) and Dexterity (Stealth) checks made to blend into crowds, navigate populated settlements unnoticed, or impersonate a humble commoner.
  • Scentless Ermine Stride: You produce no trackable biological odor. Wisdom (Perception) checks made to track or detect you using scent have disadvantage.
  • Blur of the White Drift: Casual observers attempting to recall your facial features, skin tone, or distinct marks must succeed on a DC 13 Wisdom (Insight) check; on a failure, they recall only generic, forgettable features.

Active Charges: The gorget has 3 charges and regains 1d3 expended charges daily at dawn.

  • Shroud of the Winter Stoat: As an action, you can expend 1 charge and press the central copper throat plate while humming a three-tone cadence. For 1 hour, your clothing shifts in cut, color, and texture to resemble simple traveler’s garb, dockworker attire, or humble leathers. This effect functions as the disguise self spell, but can only project low-profile, commoner appearances.
  • Cadence of the Hollow Bone: As an action, you can expend 1 charge and pinch one of the pine-nut pendants. For 10 minutes, you can alter your vocal pitch, timbre, and accent to convincingly mimic regional dialects or pitch ranges you have heard before.
  • Ermine’s Frost-Flash Feint: When a creature within 30 feet makes a Wisdom (Insight) or Wisdom (Perception) check to discern your true identity or see through your disguise, you can use your reaction to expend 1 charge to rattle the copper pendants. The triggering creature makes its check with disadvantage.

Knave (Second Edition)

Name: Tundra Stoat Gorget

  • Inventory Cost: 1 Item Slot (Neck)
  • Base Armor: 0
  • Qualities: Winter Ermine Fur, Smoked Caribou Hide, Planished Copper Plate
  • Durability / Uses: 3 Quality / Usage Points

Rules and Mechanics:

  • Stoat’s Guise (Passive):
    • While fastened around the neck, gain Advantage on all Charisma and Dexterity checks made to pass as an ordinary stranger, slip past guards unscrutinized, or mingle into dense settlement crowds.
    • Guard hounds, tracking beasts, and monsters relying on smell cannot detect or follow your scent.
  • Shroud of the Stoat (Active):
    • Activation: Spend your action to touch the copper throat plate and hum three throat notes.
    • Effect: Your garments take on the visual drape and texture of humble traveler’s wool or stained laborer linen for 1 exploration turn (10 minutes). Mark 1 Usage point on the gorget.
  • Voice Mimic (Active):
    • Activation: Pinch a pine-nut drop and whisper for 1 round.
    • Effect: For 1 exploration turn (10 minutes), your voice adopts any common local accent or pitch you choose, granting Advantage on checks to persuade sentries or townsfolk that you are a harmless local.
  • Frost-Flash Feint (Active Reaction):
    • Activation: When an NPC challenges your identity, inspects your credentials, or questions your presence, shake the copper pendants.
    • Effect: A spray of pale violet sparks clouds the examiner’s eyes. The target must make a Wisdom Save (DC 13); on a failure, their suspicion breaks, and they dismiss you as an ordinary bystander. Mark 1 Usage point on the gorget.

Fate (Fate Core / Condensed)

Name: Gorget of the Stoat’s Whisper

  • Item Aspect: Shamanic Ermine Collar of the Unseen Drifter
  • Type: Apparel / Social Infiltration Stunt Extra

Stunts and Rules:

  • Pelt of the Season (Passive): You gain a +2 bonus to Create an Advantage or Overcome using Deceive or Stealth when attempting to blend into local crowds, adopt the demeanor of an unremarkable traveler, or walk unnoticed past gate guards.
  • Scentless Ermine Stride (Passive): Opponents gain no invoke bonuses from scent-based aspects (such as Scent Hounds or Olfactory Trackers), and scent-tracking attempts against you face Great (+4) passive opposition.
  • Shroud of the Winter Stoat (Active): Once per scene, spend 1 Fate Point to press the copper throat plate and hum a three-tone cadence. Place the situational aspect Face in the Crowd or Laborer’s Modest Attire on yourself with two free invokes. While active, your garments and physical carriage shift to match the chosen mundane cover.
  • Cadence of the Hollow Bone (Active): Once per scene, spend 1 Fate Point to pinch a carved pine-nut pendant. For the remainder of the scene, you flawlessly mimic a specific regional dialect, class vernacular, or pitch, gaining a +2 bonus to Rapport or Deceive rolls in verbal social encounters.
  • Ermine’s Frost-Flash Feint (Active Reaction): When an opponent rolls Investigate, Notice, or Empathy to see through your active disguise or challenge your credentials, spend 1 Fate Point and shake the copper pendants. Illusory violet static distracts the examiner, granting you a +2 bonus to your active defense roll.

Numenera & Cypher System

Name: Whispering Stoat Gorget

  • Level: 3
  • Form: Supple neck gorget of white winter ermine fur backed with smoked caribou hide, fitted with an etched copper throat plate and hanging pine-nut pendants.
  • Kind: Artifact (Depletion: 1 in 1d10, rolled only when activating the garment shroud or the frost-flash feint)

Mechanics:

  • Apparel Slot: Neck
  • Unseen Presence (Passive): Tasks involving blending into settlement crowds, adopting a humble demeanor, or moving casually past checkpoints are eased by one step.
  • Scentless Dampener (Passive): Tasks by beasts or sensors to detect or track you using biological scent face an increased difficulty of two steps.
  • Shroud of the Winter Stoat (Active): As an action, the wearer presses the copper plate and hums a three-tone cadence. A quiet lavender mist covers the wearer’s torso and shoulders for one hour, altering the apparent cut, color, and wear of clothing to resemble common traveler or laborer garments. Roll for Depletion immediately.
  • Cadence of the Hollow Bone (Active): As an action, pinching a pine-nut pendant alters the wearer’s vocal pitch, timbre, and accent for ten minutes. All deception or interaction tasks relying on dialect mimicry are eased by one step.
  • Ermine’s Frost-Flash Feint (Active Reaction): When an examiner attempts to scrutinize your features or challenge your cover, you may spend your reaction to rattle the copper pendants. The examiner’s perception or discernment task is hindered by two steps due to drifting violet static. Roll for Depletion immediately.

Pathfinder (Second Edition)

Name: Ermine’s Whispering Gorget

  • Item: Item 2
  • Traits: Uncommon, Illusion, Primal, Visual
  • Price: 35 gp
  • Usage: Worn collar; Bulk: L

Item Mechanics:

  • Pelt of the Season (Passive): You gain a +1 item bonus to Deception checks made to Impersonate an ordinary, low-status traveler or laborer, and to Stealth checks made to Hide or Sneak in crowded municipal areas.
  • Scentless Ermine Stride (Passive): You produce no biological scent trail. Creatures that rely on the scent imprecise or precise sense treat you as undetected unless they perceive you with another sense.
  • Blur of the White Drift (Passive): Casual observers attempting to recall your facial features, skin tone, or distinct scars must succeed on a DC 16 Perception check, recalling only vague, generic traits on a failure.

Activate — Shroud of the Winter Stoat:

  • Action Economy: Two Actions (concentrate, manipulate)
  • Frequency: Once per day
  • Effect: You press the central copper plate and hum a three-tone cadence. The gorget casts an illusory disguise over you that lasts for 1 hour, functioning as a 1st-rank illusory disguise, but restricted to projecting humble, unassuming commoner personas.

Activate — Cadence of the Hollow Bone:

  • Action Economy: One Action (manipulate)
  • Frequency: Once per day
  • Effect: You pinch one of the pine-nut pendants. For 10 minutes, you alter your voice’s pitch, timbre, and accent, gaining a +1 status bonus to Deception checks made to mimic regional accents or dialects.

Activate — Ermine’s Frost-Flash Feint:

  • Action Economy: Reaction (manipulate)
  • Trigger: A creature within 30 feet attempts a Perception check to Seek you or penetrate your disguise.
  • Frequency: Once per day
  • Effect: You shake the copper pendants. A sudden crackle of violet static and floating fur-sparks distracts the examiner, inflicting a –2 circumstance penalty on the triggering check.

Savage Worlds (Adventure Edition)

Name: Oloyon Ermine Gorget

  • Item Classification: Minor Arcane Apparel
  • Weight: 0.5 lb.
  • Requirements: Worn on Neck

Mechanics and Properties:

  • Pelt of the Season (Passive): The wearer gains a +1 bonus to Stealth and Performance rolls made to blend into crowds, act unremarkable, or maintain a humble, working-class disguise.
  • Scentless Ermine Stride (Passive): The wearer leaves no trackable biological odor. Beasts and tracking rolls relying on smell suffer a –4 penalty when attempting to locate or track the wearer.
  • Blur of the White Drift (Passive): Sentry or casual witnesses attempting to recall the wearer’s physical features after an encounter must make a Smarts roll at –2 or remember only generic, non-identifying traits.

Active Powers:

  • Shroud of the Winter Stoat: Once per day, the wearer may spend an action pressing the throat plate to activate a minor visual glamour lasting 1 hour. This power mimics the disguise power, shifting physical clothing to modest traveler attire and obscuring distinguishing armor.
  • Cadence of the Hollow Bone: Once per encounter, pinching a pine-nut drop allows the wearer to alter their voice for 10 minutes, granting a +2 bonus to Persuasion or Taunt rolls that rely on mimicking regional dialects or vocal mannerisms.
  • Ermine’s Frost-Flash Feint: Once per session, as an immediate reaction when an adversary makes a Notice roll to penetrate the disguise or challenge identity papers, the wearer shakes the copper pendants. The examiner’s Notice roll is made with a –2 penalty as drifting sparks of illusory frost disrupt their line of sight.

Shadowrun (Sixth World)

Name: Gorget of the Whispering Stoat Focus

  • Item Rating: Rating 2
  • Type: Qi Focus / Enchanted Gorget
  • Bonding Karma Cost: 4 Karma
  • Concealability: +2 (Worn as an unassuming high collar, scarf, or winter neckpiece)
  • Form: Double-layered white ermine fur backed with smoked caribou hide, centered by a planished red copper throat plate with hanging pine-nut beads and black-tipped stoat tails.

Mechanics and Abilities:

  • Pelt of the Season (Passive): While the focus is active and bonded around the neck, add +1 die to Con (Impersonation) and Stealth tests made to blend into crowds, navigate public transit hubs unnoticed, or adopt the demeanor of a modest laborer.
  • Scentless Ermine Stride (Passive): Biological tracking paracritters, trained cyber-hounds, and olfactory sensors suffer a -2 dice pool penalty when attempting to track or detect the wearer by scent.
  • Blur of the White Drift (Passive): Observers attempting to recall facial details, distinctive tattoos, or reconstruct a composite image from casual memory must succeed on an Intuition + Logic (Threshold 3) test; otherwise, they remember only a generic, forgettable profile.
  • Shroud of the Winter Stoat (Active):
    • Action: Major Action
    • Frequency: Once per infiltration run
    • Effect: The user presses the copper throat plate and hums a low three-tone cadence. A quiet lavender mist-shimmer alters the apparent wear, cut, and color of their clothing to match humble working attire or low-grade maintenance jumpsuits for up to 1 hour.
  • Cadence of the Hollow Bone (Active):
    • Action: Minor Action
    • Frequency: Once per combat scene or infiltration encounter
    • Effect: Pinching a pine-nut pendant modulates the wearer’s pitch and regional dialect for 10 minutes, granting +1 die to Con tests involving spoken dialogue.
  • Ermine’s Frost-Flash Feint (Active Reaction):
    • Action: Minor Action (Interference)
    • Trigger: An observer or security agent makes an active Perception test to pierce the disguise or verify identification credentials.
    • Effect: The wearer rattles the copper and pine-nut pendants. Illusory violet static disrupts the examiner’s focus, reducing their threshold or dice pool on the Perception test by 2.

Starfinder (Second Edition)

Name: Ermine’s Whispering Gorget

  • Item Level: Item 2
  • Traits: Uncommon, Illusion, Primal, Visual
  • Price: 35 gp
  • Usage: Worn collar; Bulk: L

Item Mechanics:

  • Pelt of the Season (Passive): You gain a +1 item bonus to Deception checks made to Impersonate an ordinary, low-status traveler or service worker, and to Stealth checks made to blend into crowded spaceport concourses.
  • Scentless Ermine Stride (Passive): You leave no distinct biological scent trail. Creatures that rely on the scent sense treat you as undetected unless they perceive you through another sensory organ.
  • Blur of the White Drift (Passive): Casual observers attempting to recall your facial features, cyberware implants, or distinct skin tones must succeed on a DC 16 Perception check, recalling only generic traits on a failure.

Activate — Shroud of the Winter Stoat:

  • Action Economy: Two Actions (concentrate, manipulate)
  • Frequency: Once per day
  • Effect: You press the central copper plate and hum a three-tone cadence. The gorget casts an illusory disguise over you that lasts for 1 hour, functioning as a 1st-rank illusory disguise, but restricted to projecting humble, unassuming commoner personas.

Activate — Cadence of the Hollow Bone:

  • Action Economy: One Action (manipulate)
  • Frequency: Once per day
  • Effect: You pinch one of the pine-nut pendants. For 10 minutes, you alter your voice’s pitch, timbre, and accent, gaining a +1 status bonus to Deception checks made to mimic regional accents or alien dialects.

Activate — Ermine’s Frost-Flash Feint:

  • Action Economy: Reaction (manipulate)
  • Trigger: A creature within 30 feet attempts a Perception check to Seek you or penetrate your disguise.
  • Frequency: Once per day
  • Effect: You shake the copper pendants. A sudden burst of violet static and floating fur-sparks clouds the target’s vision, inflicting a –2 circumstance penalty to the triggering check.

Traveller (Mongoose 2nd Edition)

Name: Archaic Stoat-Weave Vocal Baffle Collar

  • Technology Level: TL 1 (Anomalous / Audio-Visual Shroud Relic)
  • Mass: 0.15 kg
  • Skill Association: Deception, Stealth, or Persuade
  • Form: Ermine pelt neckpiece lined with caribou hide, mounted with an etched copper throat plate, pine-nut acoustic nodes, and black-tipped tail drops.

Mechanics and Abilities:

  • Silhouette Masking (Passive): When using the collar to blend into crowded starports, walk past local security, or pose as an unremarkable worker, apply DM+1 to Deception and Stealth checks.
  • Olfactory Baffle (Passive): Scent-tracking beasts, alien predators, and chemical sniffers suffer DM-2 on Recon or Electronics (sensors) checks made to follow or identify the user.
  • Facial Diffusion (Passive): Witnesses attempting to recall identifying facial traits or physical scars without digital recording playback must succeed on an Intelligence check (8+) or fail to produce an actionable description.
  • Shroud of the Stoat (Active):
    • Action: Significant Action
    • Effect: Pressing the copper throat plate activates a subtle field distortion that shifts the visual look of apparel into simple, nondescript traveler or mechanic overalls for 1 hour. Apply DM+1 to social checks when passing as local labor.
  • Acoustic Dialect Modulation (Active):
    • Action: Minor Action
    • Effect: Pinching a pine-nut pendant alters vocal timbre and accent for 10 minutes, granting DM+1 on Persuade checks when adopting a regional planetary dialect.
  • Sensor Flare (Active Reaction):
    • Action: Reaction
    • Effect: Shaking the pendants releases an instant particulate discharge of violet static, imposing DM-2 on an immediate opposed Recon or Investigate check made by a suspicious guard.

Warhammer (Warhammer Fantasy Roleplay 4th Edition)

Name: Gorget of the Whispering Stoat

  • Classification: Specialist Apparel / Minor Glamour Relic
  • Price: 3 GC 10/–
  • Encumbrance: 0
  • Availability: Rare
  • Qualities: Fine

Mechanics and Properties:

  • Pelt of the Season (Passive): The wearer gains a +10 bonus to Stealth (Rural or Urban) and Entertain (Acting) tests made to blend into crowds, act unremarkable, or pose as a humble peasant, serf, or wandering pilgrim.
  • Scentless Ermine Stride (Passive): Hunting hounds, tracking animals, and beastkin cannot detect or track the wearer by scent; any test relying purely on smell against the wearer automatically fails.
  • Blur of the White Drift (Passive): Any NPC attempting an Average (+20) Intuition Test to recall the wearer’s facial features or match them to an imperial bounty warrant suffers a -1 SL penalty on a failure, recalling only generic, nondescript peasant traits.

Active Abilities:

  • Shroud of the Winter Stoat:
    • Action: 1 Action (Pressing the copper throat plate and humming the three-tone cadence).
    • Frequency: Once per day.
    • Effect: A soft shimmer alters the wearer’s garments into patched traveler’s wool, greasy leather apron, or tattered beggar’s smock for 1 hour, granting +1 SL on successful Charm or Gossip tests when dealing with the lower social classes.
  • Cadence of the Hollow Bone:
    • Action: 1 Action.
    • Frequency: Once per day.
    • Effect: Pinching a pine-nut drop alters the pitch, cadence, and dialect of the wearer’s voice for 10 minutes, granting a +10 bonus to Haggle or Bribery tests made while assuming a regional cover identity.
  • Ermine’s Frost-Flash Feint:
    • Action: Reaction.
    • Trigger: An examiner, witch hunter, or road warden initiates an Opposed Perception or Intuition test to pierce the disguise.
    • Effect: The wearer shakes the copper pendants, discharging a burst of illusory static and drifting white fur-sparks. The examiner takes a penalty of -20 to the opposing test.