Clothing comes in a variety of styles, colors, and designs based on region, race, various economic factors, and time of year. All characters begin with one complete outfit based on the style of their homeland with a value and design based on their wealth class. With so many factors and options available, players are free to define style, color, and other such factors based on the descriptions. Those listed in this section represent a cross-section of all the clothing available, serving as a basis for any specific or custom clothes that characters might want. Higher or lower quality versions may be had at different costs depending on the region or area. Each piece of clothing is listed with a Utility Position for being carried rather than worn.

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Weapons List
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Clothing Table

Apron1 lb.514
Artisan Clothes4 lbs1218
Cape.5 lbs.5235
City Footwear1 lb118
Cloak1.5 lbs1110
Cold Weather Outfit7 lbs3223
Entertainers Clothes3 lbs1230
Gloves/Mittens.3 lbs.216
Hood.5 lbs.517
Mage Robes3 lbs14134
Merchant Clothes6 lbs22100
Peasant Clothes3.5 lbs115
Rain Cloak2 lbs1218
Sash.3 lbs.5111
Soldiery Clothes4 lbs1225
Tabard1 lbs.5110
Traveling Clothes4 lbs1138
Wilderness Footwear1.5 lbs2115

Statistical Definitions

This is the total amount that the items weighs, which factors into the character’s overall Carrying Capacity.

Utility Position Figure ImageAnything the character carries takes up space. A Utility Position is representative of that space. This number represents the amount of space that the item takes when being carried on the person.

All character’s have 8 Utility Positions and each number in the figure corresponds to part of the character’s body where gear is stored:

1 Right Hip – two slots (med size weapon or belt pouch)
2 Left Hip – two slots (med size weapon or belt pouch)
3 Front Right – one slot (belt purse)
4 Front Left – one slot (belt purse)
5 Rear Right – two slots (belt pouch)
6 Rear Left – two slots (belt pouch)
7 Chest – four to eight slots (rucksack, bandolier)
8 Back – two to eleven slots (backpack, sword/ bedroll)

All gear has an availability rating that defines where it can be found. The primary factors that determine this are available resources, likelihood of there being someone who can make it, and degree of demand in the area.

1Available in any civilized area
2Available in small towns
3Available in large towns
4Available in cities
5Scarce, difficult to find anywhere
6Rare, typically specifically crafted