Blackstitch Armor of Claybottom Meadow

Steel Realms Logo

Pervasive Overview: The Blackstitch Armor was found by the halflings of the Clayfoot clan of Boulderwood in Claybottom Meadows. The armor itself looks like a smaller suit of black leather that has scale shapes cut onto the surface. There are no real legends around it, and it was found in the Great Forest of Rhyl by an expedition from the Montwold Pass Protectorate. Nothing like it is mentioned, and its true origins remain lost to time, as the Halflings don’t record much things for posterity.


Chronicle/Facts of the Item

Item Powers (common and Attuned) can be found under Common Knowledge tab.

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

The Blackstitch Armor was found by the halflings of the Clayfoot clan of Boulderwood in Claybottom Meadows. The armor itself looks like a smaller suit of black leather that has scale shapes cut onto the surface. There are no real verified legends around it, and it was found in the Great Forest of Rhyl by a halfling expedition from the Montwold Pass Protectorate. Nothing like it is mentioned, and its true origins remain lost to time, as the Halflings don’t record much things for posterity.

Rumors About the Item
  1. The halflings actually made the armor, an experiment gone wrong.
  2. The item causes a rash.
  3. Those who wear it are cursed to never leave Rhyl.

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

An adventuring band pulled it from overgrown ruins somewhere in the Great Forest of Rhyl in CY 7710. The faint charnel death smell that comes from it means it rarely gets used and mostly sits out of the way (of smell!). Its usually kept on a sealed chest.

Item Purpose: Protect the wielder

Lesser Attunement (1 Essence total )

+1 Prestige Signifier when the item is wielded (wearing)

i20™ Item Details

Leather Armor, 1 (extra) Resilience (150sc repair); has 6 points of armor deflection (1 per blow; 35sc per point to repair @1/Short Rest or 400sc to repair all in a single Short Rest); It smells like burnt flesh within 30′; Within 120′ for a Long Rest when its repaired ( Disadvantage on Influence Activity checks except Intimidation).

Gets +1 on hiding in shadows; a Stealth or Camouflage suit will go over it.

iCore iCore™ Item Details


Estimated Value: 8,000 (Silver Crowns)

Item Source: i20™ 2026

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Minor Outcome / Average Difficulty & Uncommon Knowledge

It sits in a sealed chest, and no one looks in on it as no one has wanted it for thousands of years. Each time someone checks on it though, it does not look any worse for wear, but the smell grows more intense the longer it sits unmoving.

It seems to handle being repaired well, and is slightly better than normal leather armor.

Its been passed down a few times, and worn in battle at least twice (including once in The Battle of Menloppoy Field).

A small thread from the armor was examined by the Narcosa order of Necromancers of Rhyl, and found to be non-contagious in any way. The smell is NOT known to be passed on to the wearer once the armor has been doffed and the wearer has washed.

Scarce Knowledge / Hard Difficulty

Originally records indicate 3 suits of this armor were found, one has been destroyed according to some sources but never verified 100%.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic