Clothing Descriptions

Note: Several items of clothing fall into the category of “ornamental armor”. Alone, these pieces provide no protection (save against called shots to the specified area). If three or more pieces of ornamental armor are worn together, they provide a total +1 bonus to AC. Characters of any class may wear pieces of ornamental armor without penalty (though they must abide by any restrictions on armor materials—no chainmail for Druids). Wearing only ornamental armor pieces grants a +1 bonus to the wearer’s NPC reactions when dealing with characters that could be attracted to them. Ornamental Armor impedes spellcasting, psionics, and dexterity-based skills as does other armor of similar weight or protectiveness.

Aba: This desert robe is made of lightweight fabric and covers the entire body. Typical colors include brown, gold, black, and white. Elaborate embroidery, made of brightly colored cloth strips or gold thread, often decorates the hem. A silken or cotton sash ties the aba at the waist.

In deserts and other dry climates, such garments help prevent evaporation, allowing the wearer to retain more moisture and function more comfortably. Assuming adequate water, a character wearing a desert robe is no more likely to suffer heat exhaustion on days of extreme heat than a normal person would on days of moderate temperatures. Note that desert robes don’t help in areas of high humidity; in humid environments, as much skin should be exposed as possible to encourage cooling from the evaporation of perspiration.

Agal: A cord or group of cords designed to hold a keffiyeh (headcloth) snugly to the head. Basic versions are simply hemp cords, but more ornate agals (ah-GAHLZ) are made of silk, and some are trimmed with semi-precious stones and dusted with gold.

Amulet, Protective: A protective amulet is a small talisman, such as a pendant, amulet, or other item of jewelry. Each such amulet protects against a single specific spell (such as sleep or charm person). If the wearer of a protective amulet is attacked by the spell the amulet wards against and fails his saving throw (if any), the amulet will absorb the spell energy (negating the spell), and shatter. A character can wear any number of protective amulets, but if he wears more than one for the same spell, the two amulets will cancel each other out, destroying both of them. The cost of a protective amulet varies depending on the level of the spell it protects against (see below). 1st-level amulets are commonly available from jewelers and hedge wizards the world over. The availability of higher level amulets varies by location (and may cost as much as five times the listed base cost if the buyer is looking for protection against a specific spell).

Spell level Cost
1st 50gp
2nd 100gp
3rd 200gp
4th 400gp
5th 800gp
6th 1600gp
7th 3200gp
8th 6400gp
9th 12800gp

Anklets: A bracelet worn loosely above the feet, usually made of silver. Anklets are a common form of feminine vanity in the Realms. More ornate versions are made of gold and set with small bells. Even in heavily moralist areas, the jingle of anklets can be heard, signaling the approach of a fashionable woman whose only visible part may be her feet. Many Clerics have a dim view of such vanities, but no church dictum prohibits it.

Apron, Chemical: In a lab stocked with acid, bat guano, and mercury, a good apron can avert death as well as embarrassing stains. These clay-steeped canvas aprons cover the body from neck to ankle and resist stains, acids, and fires. Some are equipped with an attached “beard pocket” and hood to protect a wizard’s hair. Wearing one of these aprons grants a +1 bonus on saves vs. Fire and Acid based attacks.

Apron: Aprons are worn for a variety of reasons. The most common uses are to protect clothing and the wearer of the apron. This can range from a simple cloth apron worn while preparing a meal to the wearing of a leather apron by a blacksmith. Such aprons are made of thick leather and are intended to protect the wearer from flying sparks and chips of metal.

Arm Sling: This is simply a cloth sling. A character can wear it to appear as if he has a broken or injured arm, and speedily withdraws his hand from it for pocket-picking attempts. This actually reduces the chances of picking pockets by -1, but the payoff is that the chances for being discovered are halved (but a natural 00 on d100 always means discovery). This reflects the fact that people simply do not expect to see a man with a broken arm picking pockets and the expectation determines the perception. The use of this unusual strategy is only useful—but it is really useful here—when the priority is not to be discovered, rather than to be sure of success. A thief working in a city where he is not a guild member, or one where legal penalties for picking pockets are very harsh, might favor the use of this ruse. A thief obviously cannot use this ruse for an extended period of time in the same place (save possibly by posing as a beggar). There is a limit to how long an arm can plausibly need for healing, after all.

Armor Lining: This is made of soft leather or padded fabric, worn beneath chain mail and similar armors to prevent chafing.

Baladrana: This is a full, wide cloak with a hood used by travelers to protect against the rain.

Baldric: Usually made of leather (or silk for those who can afford it), this article of clothing is slung around the body from one shoulder to the opposite hip and is used to carry a dagger, pouch, bugle, or sword. Some baldrics are decorated with bells or tassels along the bottom edge. Baldrics are used both for decoration by the lords and ladies of the aristocracy, and for practical purposes by adventurers and government officials. Women of the upper class may wear silk baldrics with gold bells for ornamentation.

Decorative baldrics always have tassels, bells, or other adornments and are made of fashionable materials such as silk or brocade. Functional baldrics, in contrast, are composed only of leather and a buckle, for ease of use and practicality.

Band: Bands are variations of collars that include the ruff that is favored by royalty. Some bands simply fold over the outer shirt and are called a falling band, while others are designed to stand up, and are appropriately called a standing band. The ruff is reserved for formal occasions, while a falling band might be used for daily wear by an official. Most peasants and adventurers believe the wearing of these bands to be snobbish and a blatant attempt to emulate the aristocracy.

Belt: There is a magnificent variety of belts, from the hefty leather weapon belts, down to finely crafted gold-braid waist belts for those of elegant dress. The most common style of belt is either the canvas belt, or leather. In either of these styles we offer a special option; secret pouches between layers, where special documents or high end coinage can be safely and secretly stored. Access is from the inside surface of the belt. Widen your leather belt, and you now have enough room in your secret pouch for a very thin blade.

Belt, Money: Everyone wandering the streets of Faerun’s major cities has a good money belt—or little money. The closeable compartments in our money belt are large enough to carry up to 40 of your favorite coins. Easily concealable beneath shirt or pants, this accessory is a must for all city dwellers. They often include special sound-dampening fabric as an inner lining on these to dampen the jingle of your coin from being discerned by prying ears.

Bodysuit, Silk: Any noise not made by shoes must come from clothes. This black, tight-fitting, silk bodysuit grants a +1 bonus to a character’s Surprise rolls (if no other clothing is worn).

Boots, Bladed: This exotic title is a catchall for specially modified boots which have concealed blades within them. The blades have to be small, of course; they are usually little bigger than modern-day razor blades. They are usually concealed in secret compartments in the heels of boots (see Hollow Boots), but slender blades can even be hidden in the soles of boots. Such blades are of little use as weapons, but can be used to slit pouches and purses, to cut ropes, and for similar tasks.

Boots, Dwarf: Crafted by the mining dwarves who wear them, these boots are extremely rugged. They have a steel-reinforced toe and heel, as well as steel plating in the shin guard. They go to mid-shin. These boots add +1 to any damage dealt by kicking in unarmed combat, but the added weight reduces the character’s speed by 2 when moving at anything faster than a walk (so jogging speed is 22 instead of 24).

Boots, Footpads: These useful equipment items have even had a type of robber named after them, of course. Footpads can be improvised from rags or cloth tied to the feet, but are more often built into these boots. Footpads are not considered standard equipment worn by the thief because of the disadvantage they have. Their advantage is that they add +5 to the chance for moving silently; the corresponding disadvantage is that footpads reduce traction, and so their use adds a -5 penalty modifier to any climb walls roll the thief has to make while wearing them.

As an aside, the normal, unmodified Move Silently chance assumes that the thief is wearing normal, everyday footwear. If for some reason he is wearing hob-nailed boots or the like the DM may readily apply a penalty modifier of -10, -20 or so to any attempt to move silently.

Boots, High: These high boots come in two main styles: hard and soft. Either style comes to just above the knee, with a fold-down flaring cuff. The hard boots are constructed of toughened boiled leather, while the soft ones are made of leather-reinforced kid. You can also purchase high boots made of sheepskin or other animal pelt. Any one of these boot types can have a dagger sheath sewn into them.

Boots, Hip: Originally designed and worn by fishermen in the shallow reaches of the Moonsea, these “pants” are constructed of leather and sealed in pitch to make them watertight. Also known as waders, they are quite useful in shallow-water activities for folk who prefer not to get wet. Retarring of old waders costs a mere 3 sp and requires two days for service.

Boots, Hollow: These come in various forms, but a common design is one with swivelling heels. The heel of the boot is grasped and twisted firmly toward the inside surface. The heel swivels and reveals a small, hollow compartment within the boot. These compartments are very small, and will typically only hold one gem of moderate size or up to four small ones. The design of the boot is such that there is not an externally visible built-up heel, but nonetheless a thief wearing these boots suffers a -5 penalty to any move silently rolls he has to make.

Boots, Orc-Spiker: These interesting boots are your basic high or low hard boot, but with a socket at the toe, for attachments. These come with a pair of basic piercing stiletto attachments, free. All other attachments cost 3 gp/pair, and include most of the same blades one can find on pole arms. These require proficiency with Blade Boots to use as a weapon. Damage done by these weapons is 1 less than for the normal weapon type damage, but always at least 1 point.

Boots, Riding: The true horseman’s boot, these come in brown or black, and are constructed from stiffened leather and have a slightly raised heal to fit into stirrups. Standard accessories include a break away strap system for that short sword against your calf, and one dagger or stiletto sheath inside each cuff.

Boots, Stiletto Heels: Surely it was a man who developed these ankle-twisting, nightmare shoes. By lifting the heel at an impossible angle from the ground, a stiletto blade has been imbedded vertically in the sole of these shoes. Another blade protrudes from the impossibly narrow toe. Deals damage as a bladed-boot, but with a -2 penalty on attack rolls unless the target is prone.

Boots, Trail: No trail is easy upon the feet—most produce callouses, cuts, blisters, bulging veins, and even flat feet. For those who suffer from these ailments, we stock trail boots. These ingenious boots contain sandpaper to rub away callouses as you walk, plumes to tickle your feet into arching, and silk pads to absorb the shock of the trail. These all reside upon a hardwood sole that prevents the monotonous flexing of fragile foot joints, and thick leather uppers. Comfortable though they are, I find myself incapable of motion when wearing them. The gnomish cobbler who makes them, however, gets about quite easily despite his injured back. These boots cut the wearer’s speed in half and impose a -4 penalty to the wearer’s Balance score, but need only roll saves to avoid exhaustion from forced marching every 5 days.

Boots, Waterproof: These thick boots are made of tough, water-resilient hide (such as alligator or caribou) treated with a waterproofing oil (typically derived from seals or minks). The wearer tucks his trousers inside the boots, then ties them near the knees with a leather drawstring. The boots keep the feet dry, even when wading in water.

Braies: Braies are shapeless trousers held up by a drawstring at the waist, worn by men. They are usually kneelength or longer, with the bottoms either being tucked into stockings or bound with leg wrappings. Braies form the basic daily legwear for the commoner.

Breeches: This outergarment is worn by males. Breeches cover the hips and legs down to the knees. This garment has many different styles, from full, puffed designs made from expensive material to tights made with common cloth, similar to the braie.

Broadbelt: These metal-studded leather belts are the geographic and stylistic center of fashion armor: Broadbelts can support a bustier, carry weaponry, suspend a loin guard, and impress the enemy all at once. The stypical steel-spiked broadbelt is replete with small holes for mounting the aforementioned articles of armor or weaponry. The massive buckle can be tightened to compress one’s viscera when lifting heavy objects. If used as weight belt, may prevent critical failure on Muscle checks. A broadbelt counts as “ornamental armor” for determining AC.

Buckle: A seemingly inconspicuous piece of a person’s clothing, buckles actually hold great significance. The buckle is one of the items that denotes wealth and status within society. Materials used to create buckles include silver, gold, iron, steel, copper, and even ceramic. Along with the basic form of the buckle, these items might be engraved, inset with jewels, or otherwise adorned.

Bustenhalt: For those who don’t wish to wear a cumbersome broadbelt, a bustenhalt provides impressive-looking (albeit useless) armor without limiting movement. The bustenhalt is essentially a bikini-top or brassier made from armored material. It counts as ornamental armor for the purpose of AC.

Bustier: The plate-mail bustier is the showpiece of fashion armor, secured upon the broadbelt and rising into complementary spiral or floral patterns. The bustier is lined with linen padding for comfort. It counts as ornamental armor for the purpose of AC.

Bustle: These unique items have become extremely fashionable among the ladies of the Sembian nobility. Bustles attach around the waist and extend the curves of the hips in a complementary fashion beneath the dress. Bustles are composed of the finest woven steel wire, conforming to feminine contours while not bending except under the most extraordinary stress. We add padding to each of our bustles to eliminate chafing.

Caftan: A flowing ankle-length overgarment, cinched at the waist with a sash. Most caftans are made of cotton, but richer versions are made of silk or brocade, and stitched with rich embroidery.

Cannons: Cannons are tube-like breeches that fit snugly over a man’s thighs, down to his knees. This article of clothing is usually embroidered in colored silk, gold, or silver thread. Cannons are worn chiefly by the upper classes.

Cap: Many types of caps exist, but the most useful type for adventurers is a fur cap necessary in cold climates. High quality versions of this cap may have ear-coverings attached. Generally, caps fit closely on the head and are usually brimless. A variety of materials are used for hats and caps, including linen, wool, leather, and fur.

Cap, Felt: A round felt hat for men that looks like a short cone with a flat top. A tassel roughly as high as the hat hangs from the crown. Most fezes stand about 6 inches high and are red with a black tassel.

Cap, Turban: A long strip of fabric wrapped around the head to produce the turban common in many cities in the south. If wrapped around a skull cap, the turban is a flattened sphere. If wrapped around a fez or other support, the turban is taller, rounder, and more impressive. The turban is often held in place by a pin or broach, particular if the wearer is of high stature.

Cassock: A cassock is a long coat or cloak worn outdoors. It is used chiefly by soldiers and hunters. It is worn unbelted, and buttons down the front. This garment is used, especially by hunters, for extra warmth while out in the cold. The soldier’s version also serves as an identifying uniform.

Caul: These are netted caps worn by women, made of silk and wool with various designs. For practicality, a caul is used by women to keep long hair out of the way. For decoration, a more elaborate caul is used during formal functions and gatherings.

Chador: A full-body robe for women, complete with a hood and face-covering that may conceal even the wearer’s eyes. (Small holes allow the woman to look out but prevent any from seeing in.) Women from Aunauroch, Amn, and Calimshan commonly wear this garb in public. The chador (SHAH-dor) of an unmarried woman is white, while that of a married woman is black, and the chador of a widow is red.

Chaps, Chainmail: These count as Ornamental Armor for the purposes of AC.

Chemise: This is a white linen undertunic worn under the bilaud, the overtunic. The sleeves of the chainse are fitted at the wrists and are visible beneath the overtunic. The neckline is a simple roundcut with a short slit. This is the most common garment for the peasant. Men of higher classes wear other outer coverings over the chemise.

Chemise, Chainmail: This low-slitted chemise shows off shoulders and sternums quite nicely. A favorite of musclebound warriors who want a bit more protection than their abdominal muscles can provide, these chemises look sharp on shaved and oiled skin. They are made from chainmail or lace mail (an airy chainmail that shows off the skin beneath). Worn alone, the chemise grants a +1 bonus to AC. It can also be worn with other Ornamental Armor, increasing the AC bonus of the ornamental suit by 1.

Cloak: Cloaks come in several styles, with or without hoods, and even some specially designed cloaks with inner pouches and pockets to keep valuables inconspicuous. Anything custom designed like this doubles the cost. Cold weather full cloaks are made of several layers of wool for added insulation, and which serve well as a blanket, too. Fur cloaks are usually made of bear, wolf, raccoon, and other common animals.

Cloak, Gnomish: Unlike cloaks of elvenkind, these garments are not magical. Their neutral gray color and ingenious gnomish design make their wearer blend readily into shadows, granting +1 to the wearer’s chance to Hiding proficiency (if any).

Coat of Arms: This term usually refers to the shield bearing a noble’s heraldic symbols, or to the symbols alone. But it’s also the name for a specific article of clothing. A coat of arms is a white tunic worn over armor, emblazoned with a noble’s insignia. The coat identifies the noble and also protects him from the heat of the sun, which can be unbearable when wearing uncovered armor.

Coat, Arctic: Designed for protection against extreme cold, the arctic coat is a knee-length single-piece garment with a billowing hood. The long sleeves allow the wearer to warm his hands by drawing them inside and holding them against his chest. Arctic coats are usually made of thick bear fur, lined with seal skin for comfort. An arctic coat keeps the wearer comfortable in temperatures well below zero degrees F.

Codpiece: Essential for all well-dressed men, our codpieces attach easily to all breeches, whether buttoned or laced in front.

Coif: Coifs are white linen caps worn by both sexes. They fit closely on the head and are tied under the chin. The coif is used as a sleeping cap and as an underlayer beneath another hat.

Jester’s Outfit: A fool is known by his clothing, if by nothing else. This outfit comes with a
floppy three-cornered hat with bells on each tip, a star-shaped collar also with bells, a poufy shirt of satin, white gloves, bunchy pantaloons, bright stockings, and buffoonish shoes.

Corset: Though I cannot imagine doing battle in this constrictive and torturous device, many female warriors swear that the attractiveness produced by an armored corset often lets them avert combat altogether. All armored corsets include steel stays for the perfect waistline. Be sure to have a fainting couch on hand when suiting up. The wearer must make a Fitness check to avoid feinting when donning the corset. This counts as Ornamental Armor for purposes of AC.

Cote: Male mate of the common chemise, the cote raises one’s apparel from the level of necessity to that of style.

Dishdashah: A simple tunic, usually worn by farmers and poor merchants. Length varies between the knees and ankles, and the dishdasha (dish-DAHshah) is held closed by a belt, rope, or sash.

Dolman: A loose, floor-length robe with sleeves, similar to the aba but preferred in more urban areas as a common form of dress.

Doublet: This is a shirt, usually fastened up the front with buttons, and sometimes having a short, skirt-like section or peplum. There are many style variations of doublets.

Drawers: Drawers are an undergarment for the body and legs, usually made of white linen. Drawers are worn under other trousers to provide additional warmth.

Dress: Dresses and gowns are almost universally praised by admiring men for “complementing the fairer figures” and providing women “a healthy circulation of air.” In turn, they are almost universally cursed by women for “making us immobile” and “letting our knees freeze off.” Though most adventuring women have donned garb suitable for such actions, dresses and gowns still remain popular among homebound folk. We offer a common laborwoman’s dress made of durable and comfortable linen. The central drawstring makes the dress fit all girths.
A gown is a simple dress of silk that can be later adorned by lace and ruffles.

Ferronniere: This item of jewelry is a thin chain worn around the forehead with a small jewel set in the center. The ferroniere is worn exclusively by ladies of the upper class. The wearing of a ferronniere is considered to be an elegant touch within the aristocracy. An adventurer hoping to impress someone of high station might benefit from wearing a tasteful ferronniere.

Fullcloth: Far larger than a mere loincloth, a fullcloth warms a person from shoulders to ankles. Sewn from two layers of thick-woven linen between which lies a layer of wool culled from Moonshae sheep, our durable body cloths let you survive the coldest blasts of air.

Gamash: These long leggings are worn outside other leg garments to protect the wearer from cold and wet weather. They are made of cloth and are buttoned down the outside of the leg.

Garnache: This outer garment covers the wearer from the neck down to the ankles. It has wide, elbow-length sleeves cut as part of the garment, like a cape. This allows the wearer to hide bulky items, such as weapons or pouches, under the garnache without attracting attention.
Thieves and fighters especially favor this garment for its excellent ability to conceal objects and allow the wearer full, unhindered movement.

Gauntlet, Falconry: Also called a perch glove, this is a heavy arm-length glove of thick leather upon which a falcon or hawk can perch.

Gauntlets, Clamp: These ingenious items were invented by the same gnomish craftsman who made the thieving helmet. By means of narrow-tipped fingers and a ratcheted clamp mechanism, in the gauntlets, thieves can find a handhold on most external wall surfaces: cut-stone, riverstone, or wood. The gauntlets grant a +2 bonus to Climbing checks, but impose a -5 penalty to attack on attack rolls and cannot be used with any other climbing gear that requires the hands to be free.

Girdle: The girdle, in its usage as it applies to the medieval period, is a belt for the hips or waist. It is worn by both men and women. The girdle is made of metal, leather, cord, or fabric and often has one or two ends hanging loosely. Objects may be hung from the girdle to add embellishment to the overall outfit.

Gloves: Gloves come in many different types and styles. The most common type is a leather glove worn to protect the wearer from cold weather and from injury. A heavier leather gauntleted glove is used for falconry and hawking, to provide a perch for the bird and to protect the falconer.
Another functional glove is one designed for archery. Designed to be worn with a normal pair of gloves, the archery glove has two or three reinforced leather fingerstalls which are buttoned across the wrist to provide protection when firing arrows.
Decorative gloves are also worn by men of the noble class. These gloves are made of soft leather, suede, or kid and are adorned with embroidery, jewels, and fringes.
In general, gloves are worn mainly by the upper class. Peasants make do with either cloth mittens or by wrapping their hands in the extra long sleeves of their shirts.
Many customs have been built around gloves. Knights wear them as favors in their helmets during tournaments. They may be used as pledges and can be tossed down as a challenge.

Gloves, Chemical: I’ve met more than a few wizards who had lost a finger to acids or knives in their labs. Contact poisons provide another reason to wear good gloves. These clay-steeped canvas gloves guard against most substances.

Clawed Gloves and Shoes: Clawed gloves will be familiar to Oriental Adventures players as tiger’s claws, but the DM may allow their availability in any fantasy campaign. Clawed overshoes, similar in design to clawed gloves, also existed and may be permitted (although they are a lot less common). The overshoes are slipped over the thief’s normal footwear. The thief uses these clawed items for extra grip on small nooks and crannies of whatever surface he is climbing, so the bonus to the climb walls roll depends on the type of surface being climbed.
On very smooth surfaces where almost no nooks and crannies exist, clawed gloves and boots will not add anything to the climb walls chance for a thief. For smooth/cracked surfaces, clawed gloves add +1 bonus to Climbing checks, boots add +1 also, the two together add +2. Rates of movement are not altered.
The use of clawed gloves or shoes reduces silent movement, imposing a -1 penalty on Surprise checks made during the climb (e.g., trying to evade detection by guards atop a parapet).
Clawed gloves can be used as a melee weapon—no weapon proficiency is required for their use. A successful hit inflicts 1 additional point of damage to that normally delivered by a fist blow. Clawed overshoes may similarly be used as a weapon, adding damage to a kick attack, if the DM allows such attack options in melee.

Gloves, Steel Reinforced: These steel-reinforced leather gloves provide as much protection as a gauntlet, without the accompanying weight.

Gorget: The gorget is a collarlike article of clothing for the neck, full and broad in front. This originally referred to a piece of armor that protected the neck, but it also applies to the article of clothing men and women of the upper class wear around the neck.

Handkerchief: Made by the finest workers of cloth in Faerun, these handkerchiefs serve many personal needs: caring for one’s nose, drying a lady’s delicate tears, affecting a subtle disguise, and even flirting. They come in fine silk from Kara-Tur, linen, and soft cotton. Any bright or pastel color is available.

Harness, Housebreakers: This is a vital piece of equipment for the serious cat-burglar or housebreaker. Known in thieves’ cant as a “spider,” it is made of linked leather straps, one around each thigh, one running around the waist, and one over each shoulder. The straps link together to form a tight harness, which can be worn over clothing or leather armor. Attached to the harness are up to eight or so more straps, of varying lengths up to 2 feet. At the ends of these straps are small metal rings, upon which many different devices can be affixed; tools can be hung, climbing daggers fixed, and suchlike. The principal uses of the harness are as follows:

  1. If the thief is climbing a wall using a rope, the rope can be run through one or more of the rings of the harness removing any chance of falling from letting go of the rope.
  2. Once the thief has reached the point where he hopes to effect a break-in, two of the straps can be fixed to either side of him (usually with climbing daggers, or perhaps with wedges in a window frame, etc). This provides the thief with a firm base and allows him the free use of his hands to open a lock, cut glass, check for traps, and for similar actions.

Harness, Shield: The Barbarians of the North have developed a fighting style that allows the use of a shield while keeping both hands free. Part of this technique derives from the use of this harness, which secures the shield full across the shoulders like the shell of a turtle. A simple pull-pin mechanism allows the shield to be quickly freed from the harness and brought to fore if needed.

Harness, Wilderness: This device resembles a thick leather belt with straps that cross over the wearer’s back. Both the belt and the straps contain a series of small pouches, useful for storing supplies, ammunition for missile weapons, and other materials. A secret compartment in the back section of the belt conceals a 6-inch-long flat knife (the knife comes with the harness; see Table 58 for statistics).

Hat, Beekeepers: This stiffened canvas hat has silk netter around the face and neck to protect against insect stings and bites.

Helmet, Thieving: A perennial problem of being a thief is that any helmet must be removed to hear through doorways. Therefore, a gnomish inventor in Waterdeep devised this thieving helm, which not only protects the head, but also amplifies sound coming to a listener. The helmet provides protection as a cap helm and also grants a +1 bonus to the wearer’s Detect Noise proficiency.

Hood: Hoods are used to keep the head dry and warm in inclement weather. Hoods were originally a simple head covering, but evolved into more elaborate designs such as a hood with a small cape attached. See liripipe for a specific version of a popular hood.

Hose Supporters: Hose supporters will bolster the sagging spirits of your hosiery. Made of the finest horse leather, hose supporters use buckles and straps that allow them to adjust to any size. The advantage of using a hose supporter rather than the typical, over-used belt is that none need see that one’s hose fit less than perfectly; hose supports can be worn beneath clothing.

Hose: Hose are a common covering for the legs. The original design was as roughly-fitting trousers; they evolved into a tighter-fitting garment. The material used to make hose can range from homespun cloth for peasants to velvet and silk for the wealthy. This article of clothing is worn instead of drawers. The main difference is that hose have a tighter fit than drawers. Both garments serve the same function, keeping the wearer’s legs warm.

Boot hose are cloth stockings worn inside the boot to protect the silk stocking underneath. They are not visible outside the boot and are generally used only by the upper class.

Jellaba: A heavy “winter aba,” worn over the traditional aba, and usually made of wool or felt. The jellaba (jell-AH-bah) runs to the ground and is typically less decorative than the aba worn underneath.

Jerkin: A basic linen jerkin comes in a variety of colors. For greater warmth try a jerkin constructed from quilted wool, or for the truly noble, silk is available. Rugged folk may prefer a leather jerkin. Options are available on all jerkins, including a specific style of collar, hood, pockets (inside and/or out), and ruffles (sleeves, hemline, and/or collar).

Keffiyeh: The traditional headcloth worn by most men and women of Aunauroch. Length and style varies from tribe to tribe and from city to city, and sometimes from family to family. The keffiyeh (keh-FEE-yeh) is held in place by the agal.

Leggings, Chainmail: Among the most dazzling weapons of the well-dressed warrior, legs should be accentuated as much as any other body part. Worn alone, chainmail leggings grants a +1 bonus to AC. It can also be worn with other Ornamental Armor, increasing the AC bonus of the ornamental suit by 1.

Liripipe: This is a hood with a long peak that can reach a length of 2 to 6 feet. The length of the peak varies with the fashion of the day. Jokers, jugglers and other performers especially favor the liripipe.

Loincloth: The loincloth is a standard undergarment. The old loincloth was simply a strip of cloth designed to conceal, but newer versions upgird as well. Loincloths can be made from practically any material, and many “stylish” warriors wear ones made from strips of armored material. Armored loincloths count as “ornamental armor” for determining AC.

Mantle: A sleeveless coat made from an oval piece of cloth, made of cotton or silk. The garment is rectangular or semicircular in shape, wrapped around the body, and secured at the neck with a chain or buckle. Winter mantles are often lined with beaver, fox, or other thick fur.

Mask: Arguably the best way to escape pursuit is to be unrecognizable. We stock only the typical black thieving masks, but can special order face dressings that, in dim light, disguise the wearer entirely. Even a simple black eye mask adds a +3 bonus on Disguise checks to avoid being recognized (but not to appear as another individual).

Stage masks produce a change of character and are fitted with conic mouthpieces to actually increase the actor’s loudness. We offer traditional comedy and tragedy masks in finely carved and painted spruce. In addition there are masks for bear, cat, death, disease, dog, fate, ghost, hawk, king, melancholy, orc, merchant, mouse, noble, peasant, queen, rage, slave, snake, and trickster. Wearing a suitable stage mask adds a +1 bonus on any Disguise check, but only at a distance of 20 feet or more from the viewer.

Mask, Glass: This is a face mask made of glass designed to protect the wearer from inhaling poisonous fumes and to protect his face from splashed chemicals.

Mittens: For an individual planning a cold weather adventure, mittens are also available. These gloves have a single pocket for all of the wearer’s fingers, thus increasing the warmth shared by the digits. In addition there are well-crafted sets of elven mittens that offer the protection and warmth of thick mittens without the bulkiness.

Moccasins: These shoes have recently been imported from Maztica. They are similar in style to the low, soft boot, but they have soft soles, and are laced for added fit. No weapon sheaths can be sewn into these, as the fit is too snug, but they are very quiet. A character wearing moccasins imposes a -1 penalty on opponent’s Surprise rolls, but these cannot be worn for more than one day, due to lack of arch support. For each day of use, a character must go 1 day with regular shoes, to rest his feet.

Muffler: Used to add color to an outfit, or just to keep extra warm. All of our mufflers are very warm and are available in wool and linen.

Nightshirt: Made from the finest flannel Toril has to offer, these long shirts ensure a night’s sleep. They tell all late visitors that you are unavailable for a long period of time. Favored by innkeeps the world over, they provide extra comfort on cold winter nights.

Pantaloons: These are various forms of loose coverings for the legs, reaching from the waist to the calves. Pantaloons are tight fitting at the waist and calves, emphasizing the owner’s stockings and footwear. They are worn primarily by the upper class while indoors, such as in court.

Pantaloons, Laceleather: Leatherworkers commonly use leftover cuttings to create a supply of laces and straps. A growing tradition among Dale-landers calls for weaving these leavings into pairs of rugged legware. Their broken coloring and easy of attaching foliage aids the wearer’s ability to blend into natural surroundings. A pair of these pantaloons adds +1 to a character’s Hiding proficiency in wilderness settings, and negates the time requirement for using the Camouflage proficiency on the wearer.

Poncho, Rain: A one-piece garment resembling a large cloak with a head-sized hole in the center, a poncho helps keep the wearer dry during rain storms. Ponchos are made of canvas or similar material, often treated with a waterproofing oil. A poncho can double as ground cover and can also be used as an emergency tent. Crude ponchos are sometimes woven from grass or reeds.

Pouch, Belt: These pouches are made from a variety of fabrics including leather, silk, wool, or linen and come in a variety of sizes. A special type of pouch is called the almoner. It is worn by members of the upper class and is used especially for holding money to be given as alms, hence the name.
All such items are usually attached at the belt or girdle. The pouch might be in plain sight, or, often in populated areas, it might be belted to the undertunic so the wandering eyes of thieves wouldn’t see it.

Purse: All of our purses are durable and roomy, they may be made from leather or linen. Hidden
pouches are optional, as is a wire mesh inner layer to deter thieves. As a bonus, we will embroider (linen) or tool (leather) one initial on your new purse at no extra charge. Additional letters, 1 sp each. The next time a cutpurse cuts your purse, think about one of our purses. Any purse with wire mesh layer prevents successful purse cutting by thieves, although a hand can still get inside one.

Purse, Neckpurse: With the popularity of circlets and headbands, it should come as no surprise that the gnomes would conceive of some odd but pragmatic variant. Since most serve the basic purpose of binding back voluminous hair, what better place to secret a pouch of small treasure than beneath it. The pouch is tiny, but large enough to keep a few coins or gems out of sight of rosined fingers, or to conceal a small blade or lock picks.

Ring, Pin: This simple weapon is a ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or knock-out drug, etc.) to the target. The most primitive version of this will have the pin simply sitting in a small reservoir of liquid drug or toxin. Since administration of the poison/drug is rather haphazard here, the victim receives a bonus of +2 to any saving throw against its effects. Subtler and more refined designs have a needle capable of drawing up liquid from a reservoir, so that only a normal saving throw (or even one with a -2 penalty) applies. The DM should decide which to allow in the campaign (both can exist at the same time, of course).

An attack with a pin ring is a called shot (with a -4 penalty to the attack roll) because it must strike exposed flesh—the pin will not administer poison through any significant thickness of clothing. A strike to the neck is the time-honored way of making sure the toxin gets into the bloodstream quickly. The DM may rule in unusual cases that no called shot is needed (e.g., the thief surprises a victim in his bath) or that the pin ring cannot be effective at all (e.g., the victim is clad from head to toe in field plate).

Ring, Razor: Mini-blade is a generic term for a very small (and usually very sharp) blade which can be held (with care!) between the fingers or in the “edge of the hand”. A very sharp coin-edge, filed down, can be used in this way, and has the advantage of being readily available. A more sophisticated version is the razor ring, a hollow signet ring with a flip-top and a very sharp blade within.
The mini-blade is used to cut a soft container—most obviously a purse or pouch—so that the thief can get at what’s inside it. It is the most effective technique for getting at coins, gems, etc., inside a purse with drawn and tied strings. With a mini-blade the thief only has to make a simple pick pockets roll to effect the larceny. If the thief has, instead, to try to open the purse strings and then extract what’s inside because he has no mini-blade, this needs two pick pockets rolls for success (one to open the purse, one to get at the goodies)—and two rolls for being observed, as well!

Robe, Lounging: These warm robes are ideal for wearing after arriving home from a hard day at market. These comfortable house cloaks also provide an added layer of warmth when traveling.

Ruff: This tight, ruffled collar is worn encircling the entire neck. The ruff is highly admired within the upper class and is used almost exclusively by aristocracy. Although held in disdain by the lower class and most adventurers, the ruff is an excellent piece of clothing for a thief to own, especially one who enjoys disguises. Wearing an authentic ruff in conjunction with other appropriate upper class clothing will almost always guarantee entrance to aristocratic functions with little or no fuss over invitations.

Sandals: We are proud to once again be the only merchant house outside of Calimshan to offer Calishite sandals. Ours are made of fine grain leather, with full brass buckles. They shield the feet from hot sand while allowing breezes to cool them.

Sash, Dagger: This is a type of baldric decorated with tassels, lace or the like to which multiple small-blade scabbards are attached by rings or ties. The sash, in turn, is secured to a waist belt or weapon harness so that the scabbards are concealed beneath a cloak or a hood-cloth. The skillfull tie this knot so that one quick oull both loosens the sash and spins the scabbards to quick reach.

Sash: The sash can add a flash of style to any outfit, whether the sash be wool, linen, or silk.

Sashling: This broad, billowing sash was the precursor and the inspiration for the girdle of many pouches, for its seemingly small exterior hides a great many interior pockets. Ten pockets are sewn into the folds of the sashling, each capable of holding about a fourth of a pound.
The nature of the sashling is such that, unless the item inside is too bulky, it will conceal most of what it is carrying. It is thus ideal for carrying hidden coins, spell components, or other easily concealable items.
For those who need to carry more supplies, many sashlings are made with hooks on the outer side. This enables the wearer to hang pouches and other things from the outside of the sashling as well.

Scabbard, False: Thieves can employ stout scabbards which are slightly longer than the swords which fit into them, leaving a length of scabbard at the end which is a separate, hollow compartment. Usually, this can be accessed via a sliding panel at the end of the scabbard.
This hollow compartment can be used to conceal a great many kinds of things, either to smuggle them in (poisons, dog pepper, blinding powder, etc.) or smuggle them out (gems and such). Some are so well-designed that the compartment can be entered from above or below, so that the thief can use the false scabbard as a snorkel (or, more correctly, as an underwater breathing tube) if he has to stay concealed in the water for any reason.

Sheath, Wrist: This small leather sheath is made to hold a knife or dagger, and is strapped to the forearm (below the sleeve of a garment) so that the weapon can be flipped to the hand by an arm movement and the blade readied for action. A dexterous thief can work a blade into his hand by arm movements disguised in the context of changing posture while sitting in a chair, or similar, seemingly innocuous moves. Again, the obvious advantage is that of concealment.
Variants on this theme are drop sheaths, which are usually sewn into leather jackets or similar articles of clothing. Here, release of the dagger from the sheath can be triggered by mechanical means (pressing a jacket sleeve stud, etc.) or by muscular stimuli triggering pressure pads (tensing the biceps firmly against the fist of the other arm, etc.).

Shirt: Any undergarment covering the top half of the body may be considered a shirt. This is a basic piece of clothing worn next to the skin.

Shoes: Peasants and poor adventurers often wear a simple piece of rawhide as footwear, often with the fur still on it. A leather thong is threaded through the top of the piece of leather and tied at the top in order to hold the leather in place.
Wealthier people wear a basic leather shoe, constructed with a pointed toe. The length of the toe varies according to the individual shoemaker. Some shoe points are so long that they must be chained up and fastened at the knee. This type of shoe would be a hindrance to an adventurer, but might be worn in a city.

Shoes, Dancing: We have the latest in silk slippers for attending a ball or masquerade. These come in a variety of colors and styles from which to choose, and we now offer these in pastels.

Shoes, Elf: The world is filled with elven adventurers writing home for a new pair of boots each season. Write no longer. Unfortunately, elves are the only ones who can get their slender feet into these. I’ve spoken to the craftsmen about “other” sizes, but they claim that half of the benefit of the shoe comes from the elf foot inside them. When an elf wears these shoes, he/she gains a +1 bonus on surprise rolls; no other creatures can gain these bonuses though, regardless of the method used to alter them to fit.

Shoes, Minstrels: For minstrels of all types, we offer a dancing shoe guaranteed to improve balance and put spring in one’s step. Minstrel’s shoes add +3 to a character’s Balance score, but only when dancing.

Shoes, Silent: Much stray sound comes from poor shoes. These soft leather shoes are coated with a stretchy substance from the jungles of Chult. Wearing silent shoes imposes a -1 penalty on opponent’s Surprise rolls.

Shoes, Water: Water shoes are simply large, wickerwork basketlike devices which are worn over the feet (and come to mid-calf height). The thief balances in an upright position and propels himself across the water with a paddle or oar. The DM may insist on a move silently check at some stage. If anything happens to startle the thief (such as an arrow whizzing past his head or some monster rising up in the water), a Balance test may be called for to avoid falling over into the water. These work best when used with the Water Walking proficiency.

Shoulder Plate: Constructed of overlaid semicircles of of bronze, steel, or other metals, these
shoulder plates will turn fierce blows without hiding the alluring lines of shoulder and collar bones. Shoulder plates count as ornamental armor for the purposes of AC.

Skirt, Armored: Warriors who want to show off their legs without fear of being hamstrung may now adventure in stylish safety. Our skirts wrap well around the vulnerable tendons and muscles of the rear leg while leaving the front open for bare legs or stylish leggings. Armored skirts attach easily to a broadbelt, or hang on their own belt. Worn alone, an armored skirt grants a +1 bonus to AC. It can also be worn with other Ornamental Armor, increasing the AC bonus of the ornamental suit by 1.

Slippers: Our slippers are always warm and comfortable, and perfect for those cold nights in front of the hearth. They’re lightweight, so you can take them anywhere, yet they are durable enough to last. Made of quilted linen, quilted silk, or wool.

Slop: This term describes many loose fitting articles of clothing such as cloaks, mantles, gowns, or baggy breeches. The term slop indicates a particularly cheap, ready-made garment; therefore the low cost.

Snowshoes: Each about three feet long, these oval-shaped wooden frames are laced with leather webbing to allow the wearer to walk across snow without sinking. A character newly introduced to wearing snowshoes moves at half his normal rate until he gets used to them. After a day or so of practice, he moves at his normal rate. A character wearing snowshoes receives no bonuses for charging.

Spectacles: After years spent peering at minuscule scribbles in spell books, and watching the minute bubbling of liquids in flasks, even the most youthful mage may require visual assistance. We offer a monocle to enhance the vision in one eye, and an odd set of lenses called spectacles that balance precariously upon the tip of one’s nose.

Spurs: With spurs, the rider can control his mount with less effort and give commands with a slight motion of his foot. The best spurs—those that avoid damage to the horse—have blunt, wheel-shaped rowels instead of points. Dressage spurs have sharp, curved points, slightly angled toward the rider to prevent accidental scrapes. Spurs with gold or silver plating are available at 5-10 times the listed price.

Stockings: To ensure clean feet and pleasant-smelling footwear, we offer cotton, woolen, or flannel stockings.

Suit, Camouflage: This has a similar basic design to a darksuit but is made of light clothing dyed in irregular patterns of greens and browns. It adds +1 to the character’s Hiding proficiency when attempting to conceal himself in any suitable outdoors setting such as woodland, a field, or the garden of a town house.

Suit, Dark: This comprises black or very deep blue clothes, usually fairly voluminous robes or what might be termed a “utility suit.” Such clothing will usually be lightweight so it can be carried about easily, and worn under normal clothing if needs be. It will always include significant facial covering. If such a suit is worn, it will add +1 to Hiding proficiency checks in any area which is shadowy, has a light level equal to dusk or early dawn, or equivalent.

Suit, Ninja: This is the outfit worn by ninja on intrusion missions. It consists of close-fitting trousers and tunic, split-toed footwear, gloves, and a hood. Each ninja night-suit is designed to blend into a specific background. When worn against the correct background, the night-suit gives the wearer +2 to his Hiding proficiency checks.
The standard night-suit is black with a hint of red. It provides its hide in shadows bonus when the character is in the equivalent of ”night, full moon” or “night, no moon” lighting. In short, if the light is worse than twilight, the night-suit provides its benefits. The reddish tinge to the night-suit makes it harder to detect blood on the costume, which in turn makes it harder for a witness to determine that a ninja has been injured.
Other types of night-suits can be specially made for special circumstances. If a team must break into a palace where everything is decorated in red, it makes sense for the members to wear night-suits in the same color.
Ninja do not commonly wear nightsuits under their normal clothing or carry them around on ordinary missions. The possibility that someone will search a ninja or his baggage and find the telltale costume is too great. Night-suits are worn only when ninja are leaving a safe house for a specific intrusion mission and then returning to a safe house where they can change back into normal clothing.

Sun Goggles: Arctic or mountaineering sun goggles are made from solid wood. The wearer peers through two narrow slits. These reduce or eliminate the effects of dazzling lights, such as fatigue from traveling under very bright sun (for example, across deserts, or flat plains on cloudless days). Sun goggles also prevent snowblindness, where the eyes become swollen from exposure to bright sun reflecting off ice and snow. (Attack penalties for snowblindness vary from -1 to -4.)

Sun goggles will not prevent blindness caused when a light spell is cast directly against the wearer’s eyes. Sun goggles also reduce the field of vision; the wearer can’t see above or below without moving his head. This may increase chances of being surprised or attacked from a blind side, at the DM’s option.

Surcoat: A surcote is a loose-fitting garment worn over a cote or tunic. There are many styles of surcotes, some with sleeves, hoods, capes, or any combination thereof. The surcoat is used primarily as another layer for warmth and is worn by the middle class.

Suspenders: For those of you who have no discernible waistline, we offer these gnomish straps designed to hold breeches high.

Swimwear, Drow: These fashionable gray suits fit tightly and, due to their special fabric, slide smoothly through water. However, swimmers needn’t fear that the suits will become transparent when wet, for the location of the weblines prevents such embarrassment. If nothing else is worn, the suit doubles the speed that a character can travel when using the Swimming proficiency.

Tabard: A tabard is a loose-fitting, rectangular piece of cloth that hangs back and front over the tunic. It was originally used to cover armor from the sun’s rays, keeping the wearer cooler, but has developed into clothing adopted by non-armored men and women. A person’s symbol, colors, coat of arms, or other identifying marks are commonly placed on this garment.

Tabi: Imported from Kara-Tur, these special shoes are like a two-toed sock. Think of them as fine, soft, cozy “mittens for feet.” Worn by eastern assassins, these shoes are quiet. We sell them only in black, but you may get wool or silk. Wearing these shoes imposes a -1 penalty on opponent’s Surprise rolls.

Tear-away Clothing: This is a set of clothing worn by spies as a disguise. Each set consists of a robe, or tunic/trousers combination, or dress, or other principal elements of an ensemble. These items look in every way like a normal set of clothing but are lightweight and can be tom off with a simple movement. Such clothing is ideal for a quick change into another costume or into a dark suit.

Toga: We now manufacture togas as part of our premiere line of outerwear, straight out of the empires of Mulhorand, Unther, and Chessenta. You can purchase these in either wool or linen. We can also offer to you, at a nominal charge, custom-made togas that contain concealed pockets in which to hide a dagger or stiletto. These togas are becoming extremely popular in the Heartlands.

Tulwac: This “rain tabard” starts with an oversized tabard with the sides of the cloth sewn together, treated with water-repellent plant resin. The result is inexpensive, has wide sleeves for ease of movement, and won’t blow open as a cloak might. A waist lashing and hood or brimmed helm completes the ensemble.

Tunic: This body garment is slipped over the head and may be styled with or without sleeves. It may be girded at the waist. This garment can be knee- or ankle-length and is sometimes called a cote.

Wig: We offer wigs of any color, natural or dyed, with several different coiffures. Please specify the following when ordering: gender of the wearer, costume or formal, powdered or non-powdered, color, the country and city in which the wig will be worn, and the event at which it will be worn. The best crafters of Tethyr will create a wig suitable for your needs.

Clothing Descriptions

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