Lore:
- On Saṃsāra, while the Ferrishyn are primarily known as domestic, industrious fairies of the underground burghs, they possess an ancient, territorial boundary-wrath known as the “Barrow-Fright.”
- When sacred earthen mounds, boundary stones, or threshold hearths are desecrated or threatened by surface raiders, the Little People do not always rely on blades; instead, they unleash the primal dread of being pulled down into the windowless, root-choked dark of the earth.
- The craftsmen of the subterranean textile and leather halls created these heavy war-belts for mound-sentries assigned to ward the deepest tunnel gates and funeral cairns against grave-robbers and burrow-invaders.
- The tally number “184” is struck into a heavy river-bronze buckle-plate, marking it as part of an ancient mobilization of barrow guardians who turned back surface trespassers purely by projecting an aura of subterranean claustrophobia and suffocating earthen gloom.
- Stories across the river terraces warn that when a bearer tightens the knot of the girdle, the air grows cold and smells of wet loam, and even the stoutest warrior feels the irrational, spine-chilling terror of being buried alive beneath a collapsing turf ceiling.
Description:
- A broad, rugged belt crafted from thick, vegetable-tanned badger-hide backed by layered black peat-leather, broad enough to serve as a kidney-guard.
- The leather face is deep charcoal-brown, heavily stamped and carved with traditional Manx running triskelions, tangled thorned brambles, and open, staring hollow-eyed barrow faces that appear to shift expression in low light.
- Fastened by a massive, cold-hammered river-bronze buckle shaped like an arched barrow doorway, adorned with micro-engraved spiral wards along its tongue and frame.
- Suspended from the left hip via a braided cord of rough horsehair and black flax is a rough-cut, tear-shaped nodule of dark smoky bog-quartz, within which a dim, baleful red-ember flicker dances like dying turf coal.
- Tucked beside the stone is a blackened bronze “whispering bell”—a hollowed thimble-bell with an iron clapper wrapped in raw fleece, designed not to ring clear, but to emit a dry, rasping rattle resembling dirt sliding down a shovel.
Detailed Stats:
- Item Tier: Tier 1
- Rarity: Common
- Slot: Waist Slot (Belt / Girdle)
- Maximum Attuned Avatars: 1
- Material: Cured badger-hide, Boiled peat-loam leather, River-bronze hardware, Smoky bog-quartz, Blackened bell-bronze, Black mountain flax, Coarse horsehair.
- Item Health Points: Maximum Avatar Health Points plus 10 (Resilience 10 multiplied by Tier 1)
- Resilience: 10
- Weight: 2.4 pounds
- Roleplay Utility: Projects a suffocating atmosphere of claustrophobic earthen terror, amplifies intimidating presence, and discourages intruders from closing distance.
- Required Attunement: Short Rest (spend 1 hour in complete darkness sitting upon bare ground or stone, tightly cinching the belt while pouring a small cup of sour milk into an open crack in the soil).
- Maintenance Requirements: Regularly dressed with rendered lard and black peat-oil; must never be cleaned with holy water or dried in direct summer sunlight.
Passive Magics:
- Barrow-Threshold Dread: The air within a 10-foot radius of the wearer feels distinctly colder, smelling faintly of turned cemetery soil, dry rot, and stagnant subterranean damp. The avatar gains a +2 bonus to Charisma (Intimidation) checks when staring down or questioning sentient creatures.
- Creeping Unnerve: Beasts, mounts, and low-will creatures within the wearer’s 10-foot aura become skittish and uneasy. Hostile creatures that start their turn within 10 feet of the avatar suffer a -2 penalty to attack rolls directed at the avatar unless they succeed on a DC 11 Willpower/Wisdom check.
- Subterranean Grounding: The wearer draws stability from the earth spirit within the belt, gaining advantage on saving throws or checks against being forcibly shoved, knocked prone, or moved against their will.
Activable Magics:
- Ferrishyn’s Suffocating Pall: (Active property – Fear, Illusion) Frequency: 3/Long Rest. As an action, the wearer slaps the bronze barrow-door buckle. The smoky quartz flares with a baleful ember-spark, and a thick ring of chilling, black peat-vapor explodes in a 15-foot radius. Up to three designated creatures within the area must succeed on a DC 12 Wisdom (or Willpower) saving throw or become Frightened of the avatar for 1 minute. While frightened this way, victims perceive the sky as a heavy slab of falling rock and the ground as clutching hands, reducing their movement speed by half. The target can repeat the save at the end of each of its turns.
- Rattling Dirt Shiver: (Active property – Auditory, Debuff) Frequency: 2/Short or Long Rest. As a bonus action or reaction when an enemy approaches within melee reach, the wearer flicks the blackened whispering bell. The clapper produces a dry, scraping rattle like gravel falling into an open grave. The approaching enemy must succeed on a DC 12 Constitution or Willpower save or be stricken with sudden trembling palsy, becoming Distracted/Faltering (-2 on all checks and defenses) until the end of its next turn.
- Barrow-Gate Snarl: (Active property – Abjuration, Repulsion) Frequency: 1/Short or Long Rest. As an immediate reaction when struck by a melee attack, the wearer unleashes a low, resonant, subterranean growl. The belt erupts with a shockwave of cold earthen pressure, pushing the attacker back up to 10 feet and forcing them to drop their gaze, preventing them from making further attacks against the avatar for the remainder of that turn.
Tags: Sleih Beggey, Fear Aura, Belt, Waist Slot, Tier 1, Common, Intimidation, Frightened, Ferrishyn, Barrow Magic, Badger-Hide, Peat-Leather, River-Bronze, Smoky Quartz, Whispering Bell, Grounding, Territorial Ward, Attuned, Barrow-Fright, Dread-Girdle, Claustrophobia, Grave-Dirt, Subterranean-Damp, Boundary-Wrath, Rattling-Bell, Earth-Tremor, Sentry-Girdle, Bog-Quartz, Mound-Gloom
Procurement and Markets for the Barrow-Hearth Dread-Girdle
On Saṃsāra, gear steeped in the territorial wrath of the Sleih Beggey does not sit openly on civilian shop counters. Because the Little People guard their burial mounds and threshold boundaries with fierce jealousy, items imbued with the “Barrow-Fright” circulate through establishments dealing in heavy security, underground prospecting, tomb reclamation, and illicit mercenary equipment.
1. Frontier Armories and Sentry Outfitting Posts
Located along palisade border settlements, military frontier gates, and river-terrace garrisons where wild beasts and moor-raiders frequently test perimeter walls.
- How the Item Is Presented: The girdle is displayed hanging from a heavy ash-wood post among reinforced kidney-guards, studded leather brigandines, and heavy iron boundary-stakes. The armorer points out the thick badger-hide backing and taps the bronze barrow-door buckle with an iron nail, letting the potential buyer feel the sudden, unnatural chill that creeps across the counter. The quartermaster emphasizes that the belt keeps predatory night-prowlers and cowardly skirmishers from closing into hand-to-hand reach.
- Payment Form: Standard World Bank credit chits, certified payroll tokens, or bullion bars.
Cost in Saṃsāra:
- Standard Purchase Price: 55–75 standard World Bank credit chits.
- Barter Equivalent: A pair of forged steel trenching axes, two firkins of axle-grease tallow, and forty rounds of heavy garrison ammunition or crossbow quarrels.
2. Under-Terrace Salvage Dens and Cairn-Digger Pantries
Set in damp, subterranean stone cellars, abandoned drainage adits, and hollowed limestone grottos situated just beneath the roots of ancient surface barrows.
- How the Item Is Presented: Laid out upon an unplaned slate slab covered in dry bracken, resting beside salvaged pick-mattocks, stone-wedges, and tallow lanterns. The proprietor—often an exiled or half-blood barrow-dweller—flicks the blackened whispering bell with a soot-stained fingernail to demonstrate its authentic grave-dirt rattle. The air turns cold and thick with the scent of stagnant loam, proving the girdle’s earth-spirit has not departed.
- Payment Form: Cold mutton lard, unworked copper ingots, coarse black horsehair, or sour ewe’s curds.
Cost in Saṃsāra:
- Barter (Preferred): 3 stone jars of rendered bacon lard, a 5-pound bar of virgin smelting copper, and a sack of bitter winter barley.
- Coin/Credit Equivalent: ~45–60 standard World Bank credit chits (discounted if traded directly to burrow folk for raw smelting materials).
3. Black-Market Relic Vaults and Mercenary Fences
Tucked away in the back vaults of lawless canal settlements, shadowed fighting pits, and illicit smuggler ports where bounty hunters, pit-fighters, and intimidation enforcers gather.
- How the Item Is Presented: Kept secured inside a heavy ironbound cedar chest to stifle the lingering smell of cemetery turf. The broker permits a prospective enforcer to cinch the belt tight around their waist; the buyer immediately experiences the grounded subterranean stability and watches the room’s tallow candles flicker low as the fear aura expands. The fence emphasizes how useful the girdle is for breaking the nerve of unruly debtors or breaking up tavern ambushes.
- Payment Form: Unstamped scrip, blood-stained coin, or untraceable foreign metal.
Cost in Saṃsāra:
- Black Market Purchase Price: 80–110 standard World Bank credit chits (due to high demand among loan sharks, riot enforcers, and dread-knights).
- Pawn/Resale Value: A broker or fence will buy an intact girdle with its smoky quartz and rattling bell fully functional for 40–50 chits, reselling it quickly to caravan guards heading into dangerous, bandit-choked hills.
Roleplay Tactics and Environmental Applications of the Barrow-Hearth Dread-Girdle
Across the diverse landscapes of Saṃsāra, the Sleih Beggey 184 of the Barrow-Hearth Dread-Girdle draws upon the primal claustrophobia and territorial fury of the Little People. Rather than acting as a simple shield or cudgel, it weaponizes heavy subterranean dread, cold loam-scented air, and earthen inertia to dismantle an opponent’s resolve and dictate the flow of combat.
1. Claustrophobic Mine Shafts, Barrow Tombs, and Subterranean Adits
In the narrow, unventilated corridors beneath the earth where light is scarce and ceiling timbers groan under tons of rock, the girdle’s subterranean nature resonates at its absolute peak.
Defensive Tactics and Roleplay (Holding Chokepoints and Crushing Charges): When holding a low-ceilinged passage against charging tunnel beasts, grave-robbers, or subterranean scavengers, the avatar plants their boots firmly onto the stone floor. Leveraging Subterranean Grounding, the wearer becomes as immovable as a foundation pillar, making it impossible for larger monsters to bull-rush, trample, or knock them prone. As foes close into melee range, the avatar flicks the thimble-shaped bell for Rattling Dirt Shiver. The dry, scraping rattle echoes off the close rock walls like dirt tumbling onto an open coffin lid, causing approaching enemies to seize up in sudden, trembling palsy and miss their strikes against the narrow front line.
Offensive Tactics and Roleplay (Triggering the Cave-In Hallucination): When clearing an entrenched nest of cutthroats or burrowing horrors dug into a collapsed crypt, the avatar advances with deliberate, heavy stomps. Slapping the arched bronze barrow-door buckle triggers Ferrishyn’s Suffocating Pall. The smoky quartz ignites with a baleful ember, and black, freezing peat-vapor floods the tight tunnels. The avatar’s voice drops into a guttural growl that mimics grinding granite. Victims do not merely see darkness—they experience violent phantom hallucinations of the stone ceiling collapsing directly onto their skulls while the mud grips their ankles. Trapped in blind panic, their movement slashed in half, the targets scatter into dead ends or throw their weapons aside to shield their heads, leaving them completely vulnerable to methodical takedowns.
2. Crowded Urban Taverns, Gambling Dens, and Enclosed Slum Basements
In low-ceilinged urban dens where tensions flare over dice and crowded tables leave little room for drawn longswords, the girdle allows an enforcer or investigator to dominate the room without breaking tavern ordinances.
Defensive Tactics and Roleplay (Diffusing Mob Violence and Back-Alley Ambush): When surrounded by hostile mercenaries, street thugs, or drunken brawl-starters closing in with daggers and broken flagons, the avatar leans back against a sturdy beam or doorframe. Through Barrow-Threshold Dread, the immediate area drops sharply in temperature, misting the breath of rowdy patrons and filling the tavern with the unmistakable smell of fresh cemetery earth and stagnant rot. The sudden, unearthly chill dampens drunken bravado; brawlers find their hands shaking and their instincts screaming that violence against the wearer will bring the walls down upon them. If an attacker musters the nerve to strike anyway, Barrow-Gate Snarl detonates a concussive earthen shockwave upon impact, hurling the assailant backward into tables and shattering their aggressive momentum.
Offensive Tactics and Roleplay (The Looming Interrogation and Turf Seizure): When extracting debts, leaning on tight-lipped underworld fences, or asserting authority over a rival crew’s basement hideout, the avatar steps forward into the target’s personal space. With Barrow-Threshold Dread amplifying their presence, the avatar’s gaze carries the cold finality of an ancient cairn. The avatar rests a hand upon the heavy buckle, letting the smoky quartz pulse with dim red embers while speaking in low, measured cadences. Before a word of direct violence is uttered, the target breaks into a cold sweat, overwhelmed by the instinctive dread of being dragged down into a lightless earthen trench. Under this crushing psychological weight, criminal fixers surrender ledgers, safe combinations, and names without the avatar ever drawing steel.
3. Open Wind-Swept Moors, High Mountain Terraces, and Frontier Trails
Out on the open, windswept grasslands, elevated terraces, and barren moorlands where open skies leave travelers exposed to mounted raiders and predatory flying beasts, the girdle transforms an open field into a suffocating perimeter.
Defensive Tactics and Roleplay (Breaking Cavalry Charges and Calming Mounts): When mounted bandits or ravenous steppe-wolves bear down on a traveling caravan, the avatar steps out to the vanguard. Through Creeping Unnerve, the approaching warhorses, riding hounds, or predatory beasts balk as they cross the 10-foot boundary. The mounts rear in terror, catching the scent of underground death and sensing an apex earthen presence, refusing to carry their riders past the unseen threshold. If a charging rider manages to force their mount forward, the avatar activates Barrow-Gate Snarl, blasting the mount backward with a burst of pressurized cold air, forcing the beast onto its haunches and unseating the rider in the dirt.
Offensive Tactics and Roleplay (Pigeonholing Skirmishers and Breaking Ranks): When hostile skirmishers attempt to encircle the party or pepper them with hit-and-run arrow fire across rolling fields, the avatar charges straight into their formation and triggers Ferrishyn’s Suffocating Pall. The plume of heavy black peat smoke does not blow away on the wind; instead, it hangs low, rolling over the skirmish line. Foes caught in the cloud lose all sense of open horizon, feeling as though the vast sky has turned into a solid slab of falling slate and the moor grasses are clutching fingers pulling them into the peat. Paralyzed by claustrophobic terror in the middle of a wide-open plain, the enemy line shatters, turning an organized ambush into a disordered, shrieking rout.

Perception of Activation:
- Visual Perception:
- User’s Perspective: The carved hollow-eyed faces and tangled bramble motifs stamped into the dark badger-hide seem to twist and deepen, catching shadows that do not match the surrounding light. The arched bronze buckle begins to radiate a smoldering, hot-ember red along its inner rim, while the smoky quartz nodule pulses with a dim, baleful crimson core that casts long, grasping shadows across the floor.
- Observer’s Perspective: Observers witness the wearer’s silhouette darken and expand slightly, as if framed by an opening into an unlit underground chamber. Heavy, wisps of black peat-smoke roll languidly from the buckle and quartz, hugging the ground around the wearer’s boots and draining the vibrant color from the immediate surroundings.
- Positives: Visually commands attention and asserts dominant territorial presence, making the wearer look entrenched, menacing, and dangerous to approach.
- Negatives: Striking crimson luminescence and creeping black vapor eliminate any possibility of remaining concealed in shadowed or dim environments.
- Auditory Perception:
- User’s Perspective: A heavy, resonant subterranean bass hum vibrates up through the pelvis and spine, sounding like the deep shifting of tectonic plates or the settling of massive stone ceiling slabs.
- Observer’s Perspective: Those nearby hear the dry, scraping clatter of the fleece-wrapped bell, mimicking gravel and wet loam shovelled onto hollow wood, accompanied by a low, guttural grinding like foundation stones groaning under immense weight.
- Positives: Disorients opponents’ hearing and masks subtle footwork or gear rattling from the wearer’s allies.
- Negatives: The harsh, gravelly scrape makes stealthy movement impossible and alerts nearby sentries or acoustic alarms.
- Olfactory Perception:
- User’s Perspective: The air suddenly thickens with the mineral tang of overturned clay, wet peat-ash, stagnant root-cellar moisture, and old bone-dust, completely purging any pleasant surrounding aromas.
- Observer’s Perspective: Observers are washed over by the chilling, suffocating stench of a freshly opened burial cairn, decomposing brackish leaves, and cold cemetery dirt.
- Positives: The intense olfactory assault can trigger nausea, revulsion, and instinctive retreat in approaching foes.
- Negatives: Leaves a persistent, pungent grave-loam odor on the avatar’s clothing and gear that predatory tracking beasts can easily scent from a distance.
- Gustatory Perception:
- User’s Perspective: A dry, gritty, metallic sensation coats the tongue, reminiscent of licking cold bog-iron or chewing air laden with stone-dust and dry ash.
- Observer’s Perspective: Nearby creatures experience a sudden sourness in the back of the mouth, akin to the metallic, copper-tinged taste of sudden terror or sour milk.
- Positives: Hardens the wearer’s resolve, cutting off sensory distractions like thirst or hunger during a confrontation.
- Negatives: Dries out the palate, making pleasant social conversation or fluid, fast speech difficult immediately after use.
- Tactile Perception:
- User’s Perspective: The girdle cinches inward with a firm, immovable embrace around the waist, feeling as solid as an iron band or a foundation stone. A sudden drop in skin temperature is felt, but it leaves the core feeling firmly anchored and resistant to impacts.
- Observer’s Perspective: The ambient air within 10 to 15 feet plunges noticeably, sending involuntary goosebumps across the skin and causing the breath of nearby creatures to mist in the sudden chill.
- Positives: Provides immediate physical feedback of rooted stability, ensuring the wearer feels unshakeable against charges and shoves.
- Negatives: The bone-chilling cold can cause mild stiffness in nearby allies not hardened against supernatural weather changes.
- Extra-Sensory Perceptions:
- Claustrophobic Earthen Weight (The Barrow-Roof Hallucination):
- User’s Perspective: An instinctual earth-sense spreads outward from the soles of the feet, giving the wearer an awareness of solid bedrock beneath and an absolute conviction that the ground belongs to them.
- Observer’s Perspective: Victims experience a violent psychic phantom sensation of the sky dropping like a crushing ceiling of slate, feeling trapped in an airless, collapsing mine shaft with walls closing in on all sides.
- Positives: Crushes the fighting morale of attackers, inducing flight instincts, panic, and paralysis.
- Negatives: Allies caught within the aura who lack mental fortitude may feel suppressed, uneasy, and reluctant to fight alongside the wearer.
- Territorial Boundary Dread (The Mound-Warden’s Spite):
- User’s Perspective: The avatar feels a surge of ancient, protective wrath, intuitively registering the emotional vulnerabilities and wavering courage of anyone stepping over the invisible threshold.
- Observer’s Perspective: Targets are struck with a primal fear of being pulled under the turf, feeling phantom root-tendrils clutching at their heels and a supernatural warning that further advance means being buried alive.
- Positives: Creates an invisible defensive perimeter that animals, mounts, and low-willed skirmishers refuse to cross.
- Negatives: Can provoke extreme, berserk lashing-out from cornered apex predators or fanatical zealots who feel backed against an earthen wall.
- Claustrophobic Earthen Weight (The Barrow-Roof Hallucination):
Crafting Recipe: Sleih Beggey 184 of the Barrow-Hearth Dread-Girdle
Materials Needed:
- Cured Badger-Hide (1 strip, 48 inches long by 4.5 inches wide) – Taken from an old barrow badger, thick-tanned with oak bark to form the stiff, resilient outer face.
- Boiled Peat-Loam Leather (1 strip, matching dimensions) – Dense leather soaked in mineral-rich bog mud and boiled in rendered marrow-fat to serve as the protective inner lining.
- River-Bronze Ingot (1.5 pounds) – High-copper river-wash bronze for cold-hammering the arched barrow-door buckle and belt tongue.
- Smoky Bog-Quartz (1 rough-cut teardrop nodule, roughly 2 inches long) – Harvested from deep under turf cuttings near ancient cairns, containing natural trapped carbon and a faint ember-like refraction.
- Blackened Bell-Bronze Scrap (2 ounces) – High-tin resonant bronze alloy treated with sulfur to darken the metal for casting the whispering thimble-bell.
- Woven Black Flax and Coarse Black Horsehair (6 feet) – Harvested from a black mountain stallion and wild barrow-flax, spun together to suspend the quartz nodule and bell.
- Heavy Black Waxed Linen Thread (40 yards) – Impregnated with pine pitch and beeswax for saddler-stitching the edges.
- Raw Unwashed Sheep Fleece (a small tuft) – Used to wrap the bell clapper so it deadens sharp tones into a dry rattle.
- Black Peat-Ash and Oak-Gall Slurry (1 pint) – Dark botanical and mineral dye paste used to stain the carved leather reliefs.
- Sour Sheep Milk and Rendered Lard (1 cup of each) – Traditional sacrificial offerings and tallow dressing used to consecrate the leather and invoke boundary magic.
Tools Required:
- Leatherworking Awl, Diamond Chisels, and Swivel Carving Knife – For scoring, stamping, and punching heavy strap hides.
- Bone Modeling Spoon and Veiner Stamps – For detailing the hollow-eyed barrow faces and thorny brambles.
- Cold-Hammer, Anvil, and Chasing Punches – For shaping, detailing, and hardening the cast river-bronze buckle.
- Hand Crucible, Tongs, and Clay Mould – For casting the small thimble-shaped bell and its suspension eyelet.
- Rotary Diamond Drill – For piercing the suspension channel through the smoky bog-quartz.
- Hardened Steel Number Punch (“184”) – For stamping the barrow registration tally into the buckle frame.
- Heavy Wooden Mallet and Saddler’s Clamping Pony – For securing and sewing double-layered hide without shifting.
Skill Requirements:
- Master Leatherworking: Level 3 or higher – Expertise in working multi-layered heavy hides, edge-beveling, saddle-stitching, and deep leather tooling.
- Metallurgy / Bronze Forging: Level 2 or higher – Skill in casting, cold-hammering, and chasing copper alloys to ensure mechanical durability under stress.
- Lapidary & Cordage: Level 2 or higher – Precision drilling of brittle smoky quartz without fracturing, along with balanced horsehair braiding.
- Sleih Beggey Lore / Earthen Boundary Magic: Level 2 or higher – Knowledge of threshold wards, territorial fear binding, and funerary cairn consecration rites.
Crafting Steps:
- Preparation and Carving of the Badger-Hide:
- Skive the flesh side of the badger-hide strip to a uniform thickness, then wet the grain side thoroughly with cold spring water.
- Using the swivel knife and veiner stamps, carve the central spine of the hide with interlaced Manx running triskelions, thorny briar vines, and the gaunt, hollow-eyed faces of barrow sentries.
- Rub the black peat-ash and oak-gall slurry deep into the carved channels, immediately wiping away the excess from the raised surfaces so the decorative reliefs hold deep, blackened shadows.
- Coat the hide with rendered bacon lard and set it in a cool, dark room to cure and stiffen.
- Backing and Saddle-Stitching:
- Lay the carved badger-hide strip over the boiled peat-loam leather backing.
- Clamp both layers securely in a saddler’s pony and scribe a stitch-line along both outer borders, 1/8th of an inch from the edge.
- Punch stitch-holes through both layers using diamond chisels, keeping spacing even.
- Double-stitch the entire length using two harness needles threaded with heavy black pitch-waxed thread, pulling every stitch tight to lock the layers into a single rigid girdle.
- Burnish the edges with a grooved bone tool and beeswax until smooth, dark, and water-resistant.
- Buckle Forging and Tally Stamping:
- Melt the river-bronze ingot and cast a thick, rectangular blank shaped like an arched barrow entrance.
- Cold-hammer the bronze on the anvil to temper the metal, raising the rim and chasing spiral boundary wards along the outer frame.
- Forge a sturdy center prong and hinge-pin from surplus bronze, assembling the buckle mechanism.
- Align the hardened steel punch on the lower face of the buckle plate and strike it firmly to deeply engrave the tally: “184”.
- Secure the buckle to the left end of the girdle, looping the hide around the center bar and riveting it in place with three heavy river-bronze dome-studs.
- Casting the Whispering Bell and Drilling the Bog-Quartz:
- Melt the blackened bell-bronze and cast a small, thimble-shaped bell with a recessed internal loop.
- Fashion a small iron clapper, wrap it tightly in the tuft of raw unwashed sheep fleece, and tie it inside the bell so it cannot chime clear, but only scrapes with a dry, gravelly clatter.
- Bore a suspension hole through the tapered apex of the smoky bog-quartz nodule using the diamond drill under a steady trickle of cold water.
- Plait the coarse black horsehair and black flax into a tight four-strand round braid, dividing it into two drop-cords.
- Secure the smoky quartz to one drop-cord with a secure wire wrap, and knot the whispering bell to the other drop-cord beside it.
- Harnessing the Suspension Loop:
- Punch a reinforced eyelet through the girdle strap 8 inches past the buckle fold on the wearer’s left hip.
- Feed the braided horsehair loop through the eyelet, securing the suspended quartz nodule and whispering bell so they hang securely against the flank without swinging erratically during movement.
- Rub the finished leather with peat-oil, checking that the tongue passes smoothly through the barrow-door buckle frame.
- Barrow-Threshold Consecration:
- Carry the completed belt to an undisturbed burial cairn or boundary mound stone at midnight during a moonless or clouded night.
- Dig a shallow hole 7 inches into the topsoil near the threshold stones, pouring in the cup of sour sheep milk as an offering to the earth-wardens and subterranean sentries of the Ferrishyn.
- Lay the girdle over the damp soil, with the buckle resting directly over the milk-filled hollow.
- Recite the ancient Sleih Beggey boundary-law oath, committing the girdle to hold the line against intruders and drive away invaders with the cold weight of the subterranean earth.
- Upon successful consecration, the smoky bog-quartz will kindle from within with a dim, baleful red glow, a heavy chill will drop over the immediate ground, and the fleece-wrapped bell will give off an involuntary, dry gravelly rattle.
Rotten Badger-Skin Roll Found Beneath Stone of Seven Knocks, Relating High Insolence of
Red-Beard Reaver, Unmoving Girdle of the Low Threshold, and Great Shiver of Earth
That Swallowed Loud Men at Tally 184
In the days when the ground was not yet tied down with iron nails, when the sky was low and heavy like a wet sheep-pelt, the boundary of every ditch was guarded by teeth. At that time, the people who walked upon the top of the mud had great noise in their mouths. They carried wide cleavers of bad copper, they beat upon hollow logs with the thigh-bones of bullocks, and they believed that if a man shouted loud enough, the very grass would turn aside and yield him fat mutton without the trouble of herding.
Chief among these loud-mouthed splitters of sod was a sea-thief named Cormac of the Red Bristles. Cormac was wide across the ribs like an overturned grain-barge, and his knees were thick as mill-posts. He had seven score rough-handed boys who wore helmets made of unboiled ox-skin, and their trade was to walk along the terrace hills, digging up whatever had been laid down in honor, and carrying off the salt-crocks and bronze skillets of anyone smaller than an elk.
Now, beneath the green hump called the Hill of the Nine Boars, there lay a burgh of the Sleih Beggey where the earth was kept sweet with crushed charcoal and dry hazel-bark. In this low place, the Ferrishyn had lived since the water was fresh in all seven oceans. They were broad-backed men, no taller than a butcher’s chopping-block, with hands as wide as spades and eyes like oily sloes. They did not shout, nor did they brag in the ale-sheds. When they walked in the wet meadows, their boots made no more sound than a worm sliding through cow-dung, but they kept the boundary stones painted with fat, and they permitted no surface-stranger to put an iron pick into their roof-timbers.
In the middle of the winter when the frost had turned the ditch-water into gray horn, Cormac Red-Bristles sat in his timber hall, picking salt-herring from his whiskers with a thorn.
“Why should we go down to the shore to eat sour limpets,” roared Cormac until the grease-lamps flickered, “when the Little Clod-Hoppers under the Nine Boars are sleeping upon pillows of beaten tin? My uncle’s boy told me that under the mound there is a stone chest filled with red beads, and a kettle of bronze so broad that twelve fat geese may swim in it together! Tomorrow we will take our spades of dry ash, we will overturn their turf-doors, and we will roast their fat calves over their own hearth-posts!”
His seven score rough-hands beat their copper cleavers against their wooden shields until the thatch shook, and they drank five barrels of bitter elder-wash to give their livers the heat of wolves.
Down in the low burrow, upon the threshold-seat of the third ditch, sat an old barrow-warden named Gil-Noo of the Dark Shovel. His ears were long like the ears of an earth-hare, and he heard the stomping of the heavy wooden clogs two leagues away through the clay. He laid his ear against the wet shale and counted the feet.
“A hundred and forty long-legged cattle-stealers,” muttered the old mound-man, spitting into a corner of dry moss. “They have greasy hair, they smell of unwashed goat-leather, and they think to break into the pantry of the ancient mothers with wooden spades. If we bring out our little bronze knives, the dirt will be splashed with pig-blood, and the digging will foul our spring for three moons. Bring me the belly-strap of the black badger, the one that was beaten on the stone when the moon was like an ash-leaf.”
From the dark back-tunnel, where the smoke of peat never leaves the rafters, two maiden-spinsters came bearing the heavy girdle. It was wide as a man’s palm and stiff as an oak board. The front of it was carved with the faces of the old ones whose eyes are holes, and upon the left strap hung a dark stone of bog-quartz that held an ember from the deep hearth that never goes out, alongside a little bell of sour bronze with an iron tongue tied in raw fleece. Upon the tongue-plate of the arched bronze buckle was hammered the deep punch-mark: 1-8-4.
Gil-Noo took a bowl of sour ewe’s milk, thickened with soot from the chimney-back, and poured it over his own boots. He tied the badger-girdle around his thick belly, pulled the bronze tongue into the fourth hole, and walked up the badger-chimney to the cold daylight.
He sat himself down upon the boundary-stone where the ditch ends and the open moor begins. The frost was thick upon his gray beard, and he looked no bigger than an old mossy post that a swineherd had stuck in the mud to scratch his back against.
Presently, the hill began to tremble with the stomping of Cormac’s seven score reavers. They came up the track like an herd of bullocks in a dry summer, shouting and cursing by their grandfathers’ livers, with Cormac walking in the lead, swinging an iron-pointed timber-bar that was heavy enough to break the spine of an ox.
“Out of the ditch, you little hairy grub!” bellowed Cormac, aiming a kick with his great bull-hide boot at the old man’s chin. “Go down into your hole and tell your cousins to bring up the red beads and the big cooking-cauldron, or I will turn your mound upside down and feed your little children to my hunting-dogs!”
Gil-Noo did not jump up, nor did he run. He reached down his short brown hand, took hold of the heavy bronze barrow-buckle, and struck it three times against his leather belly with the flat of his palm.
At the first strike, the smoky bog-quartz upon his hip caught fire from within, not with a merry flame that warms the fingers, but with a dull, sickening red glow like an ember dying in a closed cellar.
At the second strike, the little fleece-wrapped bell gave forth a sound. It was not a merry chime that calls people to dinner; it was a dry, hollow, scraping rattle, like a shovelful of sharp river-gravel thrown down upon the lid of a newly planed pine box.
At the third strike, the earth around the mound gave a great, sickening lurch, and the air turned so cold that the sweat upon Cormac’s forehead froze into little gray peas of ice.
A heavy cloud of black peat-smoke, smelling of wet cemetery-clay, stagnant ditch-water, and the rotted bones of horses that had drowned in the bog forty years before, rolled out from the buckle and covered the hillside like a blanket of wool.
Cormac Red-Bristles raised his heavy timber-bar to bring it down upon the old man’s head, but as he lifted his arms, his knees turned to water. He looked up, and to his eyes, the gray sky was no longer the sky; it was a great, cracked slab of brown flagstone, four fathoms thick, falling straight down toward his nose! He tried to shout to his men to draw their knives, but his tongue had swollen up like a piece of salted beef, tasting of cold iron and grave-dirt.
The seven score reavers stopped in their tracks. Their teeth began to chatter with such violent fury that three of them bit their own lips through. Around their boots, the heather-stems seemed to turn into long, brown, knotty fingers that reached out from the dirt, catching them by the heel-straps and dragging their shins down toward the frozen muck.
“The roof is down!” screamed a man from the rear who was known for killing bears with his hands. “The big stone is falling! We are buried! We are three fathoms under the turf, and there is no air to drink!”
The reavers did not fight. They did not strike a single blow with their cleavers of bad copper. They threw their timber-bars into the ditch, they threw down their ox-hide shields, and they fell upon their faces in the mud, covering the backs of their necks with their greasy coats, weeping like weaned calves and clawing at the frozen moss with their fingernails, begging the big stone not to crush their brains.
Cormac himself fell upon his great knees before Gil-Noo’s boots. His red beard was dragged through the horse-puddle, and his wide eyes were rolled up into his forehead so that only the whites showed, like two peeled onions.
“O master of the hole,” whimpered the big thief, whose chest was heaving as though twenty stones were laid upon his ribs. “Lift the heavy rock from our backs! Let the daylight come through the crack! We have taken no tin, we have touched no kettle! Only let us breathe the top-air again, and we will never set our feet upon the high terrace while our bones hold together!”
Gil-Noo sat upon his boundary-stone for the space of two hours, while the frost grew upon the thieves’ ears and their backs were stiffened with terror. He did not say a word of wrath; he merely adjusted the tongue of the badger-skin girdle, and whenever one of the raiders tried to raise his chin from the mud, the old man lightly touched the fleece-wrapped bell, which gave its dry gravel-rattle, and the man would scream and push his face deeper into the frozen sludge.
When the sun was sinking behind the salt-marsh, looking red and thin like a copper penny, Gil-Noo stood up. His belt creaked like the axle of a turf-wagon.
“Take up your wooden sticks, you noisy crows,” said the mound-warden, and his voice sounded to the men like the grinding together of two mill-stones under water. “Go back to your salt-mud and eat your limpets. But if ever the shadow of your cattle falls upon the Nine Boars again, or if an iron spade touches our grass, the girdle will not merely show you the falling stone—it will let the stone go, and you will stay down here with the blind worms until the sea turns into honey.”
He blew once upon the amber stone, the black peat-vapor drew back into the leather like water into a dry sponge, and the sky once more seemed high and far away.
The seven score men and their red-bearded chief did not walk down the hill; they scrambled on all fours like frightened badgers, tumbling into the briars, breaking their shins against the boundary-stakes, and running until their lungs burned with fire. They did not stop until they reached their salt-huts by the sea, where they barred their doors with timber and sat trembling by their fish-fires, jumping in terror whenever a dried cod-fish fell from the rafter.
Gil-Noo walked down the stone stairs into the warm, dry hearth-hall of the third ditch. He unbuckled the badger-girdle, set it upon its bench of bog-oak, and sat down to eat his supper of barley-meal and sweet butter with his cousins. And never again, through three generations of men, did an iron shovel touch the sod of the Hill of the Nine Boars.
Moral of the Story: The foolish and the proud believe that great noise and heavy weapons can conquer the quiet corners of the earth; but he who treadeth upon the ancient boundaries of the small and peaceful without reverence will find that the earth hath a terrible weight of its own, and that the fear of the dark dirt can break the strongest spear before a single drop of blood is spilled upon the grass.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Barrow-Hearth Dread-Girdle
- Item Classification: Folk Magic Artefact / Territorial Warding Attire
- Applicable Slot: Waist (Heavy Belt or Kidney Guard)
- Weight: 2.4 lbs
- Sanity Loss: 0 to wear; observers witnessing the baleful quartz ignition, grave-soil stench, or subterranean hallucination suffer 1/1d4 Sanity.
Game Mechanics:
- Barrow-Threshold Dread (Passive): The atmosphere within 3 yards of the wearer plunges in temperature and carries the scent of fresh grave-dirt. The investigator gains a bonus die (+1D) on all Intimidate checks against humanoids and mundane beasts.
- Creeping Unnerve (Passive): Hostile creatures starting their round within 3 yards of the wearer must make a POW or Sanity roll. On a failure, they suffer a penalty die (-1D) to all attack rolls made directly against the wearer for that round.
- Subterranean Grounding (Passive): The wearer is anchored to the earth, gaining a bonus die (+1D) to STR, DEX, or Dodge rolls made to resist being tackled, shoved, knocked down, or physically displaced.
- Ferrishyn’s Suffocating Pall (Active): Spend 2 Magic Points and slap the bronze barrow-door buckle as an action. A cloud of chilling black peat-smoke fills a 5-yard radius. Up to three designated targets within range must succeed on an Extreme POW roll or succumb to a claustrophobic panic hallucination of a collapsing stone ceiling for 1d6 rounds. While panicked, their movement is halved and they cannot take offensive actions against the wearer.
- Rattling Dirt Shiver (Active): Spend 1 Magic Point when an enemy enters close melee range to flick the fleece-wrapped whispering bell. The target must succeed on a CON or POW check or become afflicted with palsy from the sound of shovelled grave-gravel, suffering a penalty die (-1D) to all skill and defense tests until the end of their next turn.
- Barrow-Gate Snarl (Active): Spend 1 Magic Point as a reaction immediately upon taking melee damage. The girdle emits a concussive earthen shockwave; the attacker is hurled 3 yards backward and must succeed on an Extreme CON check or lose their remaining attacks for that turn.
Blades in the Dark
The Barrow-Hearth Dread-Girdle
- Classification: Arcane Attire / Territorial Warding Gear
- Load: 1 Load (Heavy badger-hide and bronze-mounted belt)
- Quality: Tier I fine personal accessory
Item Features:
- Sullen Craftsmanship: Fashioned from vegetable-tanned badger-hide backed by boiled peat-leather, featuring carved barrow motifs, an arched bronze buckle, a smoky quartz drop-stone, and a muffled whispering bell.
- Territorial Ward: Always smells faintly of damp root-cellars, turned graveyard loam, and cold stone.
Game Mechanics:
- Barrow-Threshold Dread (Passive): You gain +1 Effect and Potency on Command and Intimidate rolls when leveraging personal menace, physical positioning, or boundary dominance face-to-face.
- Creeping Unnerve (Passive): Foes, watch-hounds, or beasts attempting to press an aggressive assault within arm’s reach suffer reduced potency on their actions unless they have an unnatural or hardened resolve.
- Subterranean Grounding (Passive): When an opponent or physical hazard attempts to knock you off your feet, throw you, or force you out of position, take +1d to resistance rolls involving Prowess or physical stability.
- Ferrishyn’s Suffocating Pall (Active): Spend 1 Stress to slap the bronze buckle and release an expanding ring of freezing peat-vapor. Take +1d and Potency to Command or Prowl to paralyze an approaching squad or group of sentries with claustrophobic dread, forcing them to take cover or freeze as though the ceiling were collapsing.
- Rattling Dirt Shiver (Active): Spend 1 Stress as an action or defense when an enemy closes to melee distance. Flick the whispering bell to inflict a dry grave-gravel clatter; the target hesitates or flinches, taking a -1d penalty on their next action against you.
- Barrow-Gate Snarl (Active): Spend 1 Stress to resist physical harm or a knockdown consequence from a melee strike. The belt detonates with a low earthen shockwave, repelling the attacker across the room and denying them the chance to press their advantage.
Dungeons & Dragons (5th Edition)
Barrow-Hearth Dread-Girdle
- Wondrous Item, common (requires attunement)
- Item Category: Worn (Waist)
- Weight: 2.4 lbs
Item Properties:
- Barrow-Threshold Dread: The air within 10 feet of you is uncomfortably chilled and smells of freshly dug earth. You gain a +2 bonus to Charisma (Intimidation) checks made against humanoids and beasts.
- Creeping Unnerve: Beasts and hostile humanoids that start their turn within 10 feet of you have disadvantage on their first attack roll against you each round, rattled by the suffocating subterranean pressure.
- Subterranean Grounding: You have advantage on saving throws and ability checks against being shoved, knocked prone, or moved against your will while standing on solid ground or stone.
Active Properties:
- Ferrishyn’s Suffocating Pall: As an action, you strike the bronze buckle. The smoky quartz flares red, releasing a burst of freezing black peat-smoke in a 15-foot radius centered on you. Up to three creatures of your choice in the area must succeed on a DC 12 Wisdom saving throw or become frightened of you for 1 minute. While frightened, a creature’s speed is halved as it hallucinates a collapsing subterranean ceiling. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this property three times, regaining all expended uses after a long rest.
- Rattling Dirt Shiver: As a bonus action or reaction when a creature moves within 5 feet of you, you flick the muffled bronze bell. The target must succeed on a DC 12 Constitution saving throw or be overwhelmed by the sound of shovelled dirt, becoming incapacitated until the start of its next turn. You can use this property twice, regaining all expended uses after a short or long rest.
- Barrow-Gate Snarl: As a reaction when you take damage from a melee attack, you release an earthen growl. The attacker must make a DC 12 Strength saving throw or be pushed 10 feet away from you and knocked prone. You can use this property once, regaining its use after a short or long rest.
Knave (Second Edition)
Barrow-Hearth Dread-Girdle
- Item Slots: 1 Slot (Worn waist armor/accessory)
- Item Quality: 3/3 Durability
- Base Value: 60 copper coins
- Capacity: Worn around the waist. Protects the wearer from being forcibly shoved, tackled, or knocked down.
Item Mechanics:
- Dread Presence (Passive): You gain a +2 bonus to Charisma checks made to intimidate, threaten, or demand surrender from adversaries.
- Unnerving Chill (Passive): Beasts, mounts, and unarmored humanoids within 10 feet must succeed on a Morale or Wisdom check to initiate a melee attack against you.
- Subterranean Anchor (Passive): You have advantage on all Strength saves to resist being knocked down, shoved, or displaced from your footing.
- Crushing Earth Pall (Active): Three times per day, as an action, you slap the bronze buckle to unleash a blast of freezing peat-fog in a 15-foot radius. Up to three enemies must make a Wisdom save or become Frightened for 1d4 rounds, halving their movement speed and fleeing from you or falling to their knees.
- Grave Rattle (Active): Twice per day, when an enemy enters melee engagement, flick the fleece-wrapped bell. The enemy must make a Constitution save or freeze in panic, losing their action for the round.
- Barrow Shove (Active): Once per day, as a reaction upon being struck by a melee attack, unleash a concussive earthen pulse to push the attacker 10 feet back and knock them prone. If this item takes direct fire or acid damage, make an Item Save (d20, target 11+); on a failure, it loses 1 point of Quality.
Fate Core
Barrow-Hearth Dread-Girdle
- Aspect: Stiff Badger-Hide Girdle of the Barrow-Wardens
- Aspect: Suffocating Claustrophobic Dread
- Aspect: Unmovable Subterranean Anchor
Stunts:
- Barrow-Threshold Dread: Because you project the chilling presence and wet loam scent of an opened burial cairn, you gain a +2 bonus to Provoke rolls when attempting to intimidate, terrify, or physically bully opponents.
- Creeping Unnerve: Hostile creatures and beasts attempting to enter your zone to initiate a physical attack are rattled by subterranean pressure; their initial attack action against you is opposed at a +2 difficulty.
- Ferrishyn’s Suffocating Pall: Three times per session, you may slap the bronze barrow-door buckle as an action to create an advantage using Provoke against up to three targets in your zone. On a success, you create the situation aspect Crushed by Phantom Slabs with two free invokes, halving the targets’ movement and preventing them from taking aggressive actions toward you until an invoke is cleared.
- Rattling Dirt Shiver: Twice per session, when an opponent enters your zone to engage in melee, you may use a free action to flick the fleece-wrapped bell. The target must succeed on a Will or Physique Overcome action against Fair (+2) difficulty or gain the temporary condition Palsied with Grave-Shiver, suffering a -2 penalty to their next attack or defense roll.
- Barrow-Gate Snarl: Once per conflict, when you are hit by a close combat strike, you may spend a Fate point to trigger a concussive earthen shockwave. The attacker is immediately pushed one zone away and cannot make further attacks against you for the rest of the exchange.
Cypher System / Numenera (Discovery & Destiny)
Barrow-Hearth Dread-Girdle
- Level: 2
- Form: A wide badger-hide belt backed with boiled peat-leather, featuring carved barrow faces, a cold-hammered bronze buckle stamped 184, a smoky quartz pendant, and a fleece-wrapped whispering bell.
- Kind: Artifact (Depletion: 1 in 1d20, checked when activating Ferrishyn’s Suffocating Pall, Rattling Dirt Shiver, or Barrow-Gate Snarl)
Game Mechanics:
- Subterranean Grounding (Passive): Tasks to resist being shoved, knocked prone, moved against your will, or disbalanced by impacts are eased by one step.
- Barrow-Threshold Dread (Passive): All interaction tasks involving intimidation, interrogation, and demoralizing sentient creatures or beasts are eased by one step.
- Creeping Unnerve (Passive): Attack tasks directed against you by non-player characters within immediate range are hindered by one step due to claustrophobic unease.
- Ferrishyn’s Suffocating Pall (Action): You strike the bronze buckle, discharging freezing black peat-smoke in an immediate radius (up to 10 feet). Up to three designated targets must make an Intellect defense roll or become terrified and paralyzed by phantom hallucinations of collapsing rock ceilings for one minute, having their movement halved and unable to take offensive actions. Roll for Depletion.
- Rattling Dirt Shiver (Action): When an opponent moves into immediate range, you flick the muffled bell. The target must succeed on a Might defense roll or suffer a sudden bodily tremble, hindering all their tasks by one step until the end of the next round. Roll for Depletion.
- Barrow-Gate Snarl (Action): As a reaction when struck by a melee attack, you release a concussive shockwave of cold earth-pressure. The attacker is pushed an immediate distance (up to 10 feet) away from you and hindered on all defense tasks until the end of the following round. Roll for Depletion.
Pathfinder (Second Edition)
Barrow-Hearth Dread-Girdle – Item 2
- Traits: Uncommon, Enchantment, Fear, Fey, Primal
- Price: 35 gp
- Usage: worn belt; Bulk: 1
- Description: Fashioned from heavy badger-hide backed by boiled peat-leather, this wide belt bears carved relief faces of ancient barrow-guardians. It fastens with an arched river-bronze buckle stamped 184, hung with a rough smoky quartz nodule and a blackened fleece-wrapped thimble bell.
Passives:
- Barrow-Threshold Dread: You gain a +1 item bonus to Intimidation checks to Demoralize against humanoids and animals.
- Creeping Unnerve: Hostile creatures and animals that begin their turn within 10 feet of you take a -1 circumstance penalty to attack rolls directed against you unless they succeed on a DC 16 Will save.
- Subterranean Grounding: You gain a +2 circumstance bonus to your Fortitude DC or Reflex DC against Shove, Trip, or reposition attempts while standing on soil or stone.
Activate:
- Ferrishyn’s Suffocating Pall (Two Actions – Auditory, Concentrate, Emotion, Fear, Primal): Frequency: Three times per day. Effect: You strike the barrow-door buckle. Cold black peat-fog expands in a 15-foot emanation. Up to three creatures of your choice within the area must attempt a DC 16 Will save against the hallucination of an earthen cave-in.
- Critical Success: The target is unaffected and temporarily immune for 24 hours.
- Success: The target is frightened 1.
- Failure: The target is frightened 2 and its Speeds are reduced by 10 feet for as long as it is frightened.
- Critical Failure: The target is frightened 3, fleeing for 1 round, and its Speeds are halved for the duration of the fear.
- Rattling Dirt Shiver (Reaction – Auditory, Emotion): Frequency: Twice per day. Trigger: An enemy enters your melee reach. Effect: You flick the muffled whispering bell. The triggering creature must succeed on a DC 16 Fortitude save or become clumsy 1 and stupefied 1 until the end of its next turn.
- Barrow-Gate Snarl (Reaction – Earth, Primal): Frequency: Once per day. Trigger: You take damage from a melee Strike. Effect: A wave of pressurized subterranean air erupts from the belt. The triggering attacker must succeed on a DC 16 Fortitude save or be pushed 10 feet away from you and knocked prone.
Savage Worlds (Adventure Edition)
Barrow-Hearth Dread-Girdle
- Type: Minor Arcane / Fey Defensive Warding Gear
- Slot: Waist (Belt / Kidney Guard)
- Weight: 2.5 lbs
- Cost: $135 (sought after by sentries, tomb-wardens, and heavy shock-infantry)
Special Abilities:
- Terrifying Aspect: The wearer gains a +1 bonus to all Intimidation rolls made against sentient targets and beasts.
- Subterranean Anchor: The wearer gains a +2 bonus to resist Opposed Rolls to Push, Shove, or Knockdown while standing on solid stone or bare earth.
- Creeping Unnerve: Foes within 2 inches (4 yards) of the wearer suffer a -1 penalty to Fighting attack rolls made directly against the wearer due to the chilling, claustrophobic pressure.
- Ferrishyn’s Suffocating Pall: Three times per day, as an action, the wearer may slap the bronze barrow buckle to unleash a 2-inch (4-yard) burst of black peat-smoke. Up to three targets within the template must make a Spirit roll at -2 or become Shaken and Distracted, convinced the ceiling is caving in upon them.
- Rattling Dirt Shiver: Twice per day, when an enemy closes into melee contact, the wearer may use a Free Action to flick the whispering bell. The opponent must make a Vigor roll or become Vulnerable until the end of their next turn.
- Barrow-Gate Snarl: Once per encounter, as an immediate reaction upon suffering a melee hit, the wearer unleashes an earthen shockwave. The attacking foe must make a Strength roll at -2 or be hurled back 2 inches (4 yards) and knocked prone, immediately ending their turn.
Shadowrun (Sixth World Edition)
Sleih Beggey Barrow-Hearth Dread-Girdle (Force 2 Enchanted Ward Belt)
- Item Classification: Sustaining / Enchanted Defensive Focus (Waistwear)
- Force: 2
- Capacity: Worn around the waist as a reinforced kidney guard or utility girdle.
- Karma Cost to Bind: 4 Karma
- Availability: 5 (L)
- Cost: 8,200 Nuyen
- Form: A broad belt of heavy badger-hide backed by boiled peat-leather, deeply carved with barrow reliefs, fastening with a cold-hammered river-bronze buckle stamped 184, and mounting a dark smoky quartz nodule beside a fleece-wrapped whispering bell.
Game Mechanics:
- Barrow-Threshold Dread (Passive): While worn and bound, the bearer adds +2 dice to all Intimidation tests when confronting metahumans or guard critters face-to-face.
- Creeping Unnerve (Passive): Hostile opponents within 3 meters suffer a -1 dice pool penalty on Close Combat attack rolls made directly against the wearer due to the unnatural, claustrophobic chill.
- Subterranean Grounding (Passive): The wearer adds +2 dice to Body or Athletics tests made to resist knockdown, ramming, or forced displacement while standing on solid ground or flooring.
- Ferrishyn’s Suffocating Pall (Active): Spending an Edge as a Major Action allows the wearer to strike the bronze buckle plate. A cloud of freezing black peat-smoke detonates in a 5-meter radius. Up to three targets within the area must succeed on a Willpower + Intuition (3) Test or succumb to the hallucination of a collapsing underground roof, halving their Movement and suffering the Frightened status for 2 combat rounds (or until attacked).
- Rattling Dirt Shiver (Active): As an Interrupt Action (costs 1 Minor Action) when an enemy closes to melee range, the wearer flicks the muffled whispering bell. The target must pass a Body + Willpower (2) Test or suffer a trembling fit, imposing a -2 dice pool penalty on all physical actions until the end of their next turn.
- Barrow-Gate Snarl (Active): As an Interrupt Action (costs 1 Minor Action) upon taking physical damage from a close combat attack, the girdle detonates an earthen shockwave. The attacker is knocked back 3 meters and knocked Prone unless they succeed on an Athletics + Strength (3) Test.
Starfinder (Second Edition)
Barrow-Hearth Dread-Girdle – Item 2
- Traits: Tech, Magical, Fey, Abjuration, Fear, Mental
- Price: 65 credits
- Bulk: 1
- Usage: worn belt
- Form: A rugged waist-harness of cured badger-hide and boiled peat-leather featuring stamped barrow wards, an arched bronze buckle stamped 184, a smoky bog-quartz drop-stone, and a muffled bronze bell.
Game Mechanics:
- Barrow-Threshold Dread (Passive): You gain a +1 item bonus to Intimidation checks to Demoralize against sapient humanoids and animals.
- Creeping Unnerve (Passive): Hostile creatures within 10 feet take a -1 circumstance penalty to melee attack rolls directed against you unless they succeed on a DC 16 Will save.
- Subterranean Grounding (Passive): You gain a +2 circumstance bonus to your Fortitude DC against Shove, Trip, or forced movement effects while in contact with natural terrain or solid decking.
- Ferrishyn’s Suffocating Pall (Two Actions – Auditory, Concentrate, Emotion, Fear, Primal): Frequency: Three times per day. Effect: You strike the bronze buckle, venting a 15-foot cloud of freezing peat-smoke. Up to three designated creatures in the area must attempt a DC 16 Will save against the terrifying hallucination of being crushed in a cave-in. On a failure, the target is frightened 2 and its Speeds are reduced by 10 feet for 1 minute; on a critical failure, it is frightened 3 and fleeing for 1 round.
- Rattling Dirt Shiver (Reaction – Auditory, Emotion): Frequency: Twice per day. Trigger: A creature enters your melee reach. Effect: You flick the whispering bell, emitting a sound of sliding grave-gravel. The triggering creature must succeed on a DC 16 Fortitude save or become clumsy 1 and stupefied 1 until the end of its next turn.
- Barrow-Gate Snarl (Reaction – Earth, Primal): Frequency: Once per day. Trigger: You take damage from a melee Strike. Effect: A wave of subterranean kinetic pressure erupts from the belt. The attacker must make a DC 16 Fortitude save or be pushed 10 feet back and knocked prone.
Traveller (Mongoose 2nd Edition)
Fairy-Burgh Dread-Girdle
- Tech Level: TL 3 (High-Resilience Fey Leathercraft / Seismic Infrasound Rig)
- Equipment Type: Armor Accessory / Area-Denial Girdle
- Capacity: Worn around the waist (Belt or Heavy Kidney-Guard).
- Weight: 1.2 kg
- Cost: Cr 150
- Description: A heavy badger-hide belt lined with boiled peat-leather, integrating a piezoelectric smoky bog-quartz node, a muffled brass infrasonic rattle-bell, and a heavy river-bronze buckle stamped 184.
Game Mechanics:
- Subterranean Infrasound (Passive): The wearer gains DM+1 on all Persuade and Intimidate checks when issuing ultimatums, projecting physical menace, or interrogating prisoners.
- Sentry Warding (Passive): Hostile attackers within 3 meters suffer DM-1 on all Melee attack rolls directed at the wearer due to the claustrophobic dread and shivering chill radiated by the harness.
- Gyro-Earthen Anchor: Grants the wearer DM+2 on Athletics (Dexterity or Strength) checks to resist being tackled, knocked down, or physically displaced.
- Suffocating Peat Pall: Three times per day, the user slaps the buckle to discharge an aerosolized cloud of heavy black vapor and sub-audible resonant frequencies. Up to three targets within 5 meters must pass an INT or END check (Difficulty 8+) or suffer acute claustrophobic panic, halving their movement and preventing aggressive actions for 1d6 rounds.
- Gravel Shiver Pulse: Twice per day, when an enemy enters close melee range, the user flicks the muffled bell. The target must succeed on an END check (Difficulty 8+) or experience violent muscular shivering, suffering DM-2 to all physical actions for one combat round.
- Seismic Repulsion Snarl: Once per day, upon receiving a melee hit, the wearer triggers a kinetic shockwave from the buckle plate. The attacker is hurled 3 meters back and knocked Prone unless they succeed on an Athletics (Strength) check (Difficulty 8+).
Warhammer Fantasy Roleplay (Fourth Edition)
Barrow-Hearth Dread-Girdle of the Ferrishyn
- Item Category: Magical Artefact / Heavy Warding Belt
- Availability: Rare (sought by tomb-wardens, frontier sentries, highway pit-fighters, and rat-catchers)
- Capacity: Worn around the waist as a broad belt or kidney guard.
- Encumbrance: 1
- Cost: 3 GC (or bartered for cured badger-skins, bog-iron ingots, and unskimmed ewe’s curds)
- Form: A broad strap of cured badger-hide backed by mineralized peat-leather, featuring carved barrow faces, a river-bronze buckle stamped 184, a hanging smoky quartz drop-stone, and a fleece-wrapped whispering bell.
Item Properties:
- Barrow-Weave Menace: The wearer gains the Menacing and Enclosed Fighter Talents while the girdle is equipped. The wearer receives a +10% bonus to Intimidate Tests against humanoids and beasts.
- Mound-Chill Boundary: Foes engaged in melee with the wearer suffer a -10% penalty to Weapon Skill Tests due to the numbing, bone-deep cold and smell of freshly opened graves.
- Deep Earthen Anchor: The wearer gains a +20% bonus to Tests made to resist being Prone, Shoved, or Grappled while standing on earth or stone flooring.
- Ferrishyn’s Suffocating Pall: Three times per day, the bearer may slap the bronze barrow buckle as an Action. Freezing black peat-fog erupts in a 4-yard radius. Up to three targets within the area must pass a Challenging (+0%) Cool Test or gain 2 Broken Conditions, shrieking that the sky is collapsing upon their heads.
- Rattling Dirt Shiver: Twice per day, when an opponent enters melee range, the bearer flicks the fleece-wrapped bell as a Free Action. The target must pass a Challenging (+0%) Endurance Test or gain the Distracted Condition from the scraping sound of grave-dirt.
- Barrow-Gate Snarl: Once per encounter, when the wearer suffers a melee strike, the belt unleashes an earthen shockwave. The attacker must succeed on an Opposed Strength Test (+0%) or be hurled back 2 yards, knocked Prone, and have their current turn immediately ended.
