• Born 08-23-1873 (August 23rd, 1873) meaning the name 10-Monkey was given to it
The name ‘Owl’s Clothing’
• Dutch was the one to say there was an ‘Owl’ in camp due to the fact someone was stealing from the gang at night and Shakespear considered owls an ominous omen and a sign of evil. Later being caught by Strauss, Dutch would continue to call it the ‘camp owl’ after joining the gang.
• The name was originally a joke from Hosea saying 10-Monkey was a ‘parrot in owl’s clothing’ due to the fact it liked bright colors and mimicked people, the most common person for it to mimic being Dutch.
• When introducing itself in Sa’an Savi it says ‘Ndasinu Tiñumi’ literally translating to ‘impression of an owl’ instead of a direct translation of ‘Sa’ma Tiñumi’ not properly encapsulating the meaning.
Timeline pre-rdr2
1873 - Born August 23 near Crooked Toes in Punta Orgullo when its family was left with no real choice than to move to America.
1877 - Age 4, its parents were killed in front of it and its grandfather, 10-Monkey too young to remember much. Its grandfather became the main caregiver for it now.
1883 - Age 10, settled in Thieve's Landing, its grandfather joining the Del Lobo gang as an information scout.
1887-1889 - Age 14-16, 10-Monkey is an angry and disobedient teen having been mistreated by racists for years and getting to the end of its wits. 10-Monkey would usually only steal from or attack the rich, government workers, and saw itself as a Joaquin-Murrieta-type.
Late 1889 - 10-Monkey killed an officer in a fit of rage and was meant to hang without trial. Its grandfather and a few Del Lobo members went to bust it out which resulted in a shootout, its grandfather being killed in the process.
1890 - age 17, semi-left the Del Lobo gang, just traveling aimlessly trying to feel alive again. It lost its supplies after needing to suddenly abandon its camp due to bounty hunters. 10-Monkey then resorted to stealing from a small camp at night. It got cocky due to seeing this older Austrian man as an easy target and got sloppy one night being caught in the act by Strauss. It immediately attached itself to Dutch, seeing him as everything.
1890-1899 - age 17-26, Owl’s Clothing would join the Van Der Linde gang officially though continued to refuse to kill anyone instead practicing daily on sharpshooting even taking lesson under circus trickshooters to ensure accuracy allowing it to disarm or heavily wound people without killing them (Vash the stampede style if you will). It was similar to Trelawny and would leave for large amounts of time without notice, something Dutch would eventually learn he can't stop, but the loyalty was obvious so he knew it would always come back eventually. It would take a supplier role in the gang, and handmake every saddle, bag, winter coat, tent, ect. Anything that required working with pelts or wood.
Rdr2 timeline
The blackwater ferry - Was not there.
Colter - Was not there.
Horseshoe Overlook - First introduction. Marked by a yellow trapper icon without the $ on the map. Says it had to track the gang down all the way from Blackwater. The quest it gives is named “knowledge and all craftsmanship.’ and is a hunting mission/tutorial.
Clemens Point - Optional companion challenge but no main story mission.
Saint Denis - Won’t reply to letters. Sometime during the chapter an optional honor mission given by Dutch will show up named ‘To devise cunning works.’ Micah will come in bruised and try to convince Dutch to cut Owl’s Clothing loose saying it tried to kill him. The claim makes Arthur cut him off, reminding Dutch that Owl’s Clothing refuses to kill people which sparks an argument with Micah. Dutch will then tell Arthur that he can go out and try to find it though he reminds him that it never leaves easy tracks. The two options the player can choose between are “I’m going. something ain’t right.” giving Arthur honor or “It will return eventually.” making Arthur lose honor. If the player decides to go after it Arthur will note something is considerably wrong as he's actually able to track Owl’s Clothing. The tracks lead to a Del Lobo gang hideout where Owl’s Clothing is considerably injured. The mission does not require killing any members of the Del Lobo gang and doing so will lose honor as well as causing Owl’s Clothing to antagonize Arthur for the rest of the mission. The mission ends with returning Owl’s Clothing to the Van Der Linde camp. Refusing to go after Owl’s Clothing will result in it not returning to camp for the rest of the chapter.
Guarma - Will return to camp some time when the boys are gone if Arthur didn't go looking for it.
Beaver’s Hollow - Still recovering from the fight with Micah it isn't present in the final train robbery. Owl’s Clothing will wander off as usual though checking Dutch’s tent will allow the player to find a letter left by it addressed to Dutch that while vague implies that it went back to Thieve's Landing knowing that it would be of no use if Pinkertons showed up, but the fact it told Dutch where it is showing that it chose his side.
Epilogue - Like Pearson’s upgrades, Owl's Clothing’s crafts can be bought though it will be from the trapper instead of a fence. Owl’s Clothing itself does not show up in the Epilogue but its horse can be found by the cabin on Mount Haegen during American Venom.
Rdr1
1911 - Won’t show up until Dutch does, most notably in “the prodigal son returns (to yale)” noticeably more aggressive than in 1899 and not hesitating to shoot Harold MacDougal on sight though slightly scolded by Dutch for interrupting his speech. Early on in “And The Truth Will Set You Free” if John goes after Owl’s Clothing he will be given the choice to spare or kill Owl’s Clothing, doing either will give him the “Showstopper’s Outfit” which increases the speed Marston moves with when using Dead Eye.
Personality
From a young age Owl’s Clothing has always had an issue with its emotions, considering them too big for it to handle. Growing up around an aggressive gang didn't help this. It was smart and tricky but incredibly impulsive trying to start fights with older Del Lobo members normally causing its grandfather to step in before it got seriously injured. It was around age 15 when it learned to ride a horse for long increments at a time and started to disappear for days at a time. Running away and taking its anger out on something else was the only way it knew how to keep the members of Thieve’s Landing safe from it. Owl’s Clothing sees its anger and emotions as a monster and thus it was a monster only allowing itself to be seen by people it considered family once it was apathetic or numb.
At age 17 it started to refuse to kill people. Most people calling it a pacifist are not aware that it found nothing morally wrong with killing people but instead not wanting to be punished for killing people. Last time it killed someone it was sentenced to hang and it resulted in its grandfather dying, it doesn't feel like it was in the wrong for killing the lawman but refuses to allow itself to get charged so harshly again.
Under Hosea it would learn it doesn't need to be devoid of emotion it just needs to find a way to express it that doesn't involve infighting. Owl’s Clothing would continue to wander under the Van Der Linde gang but instead of using it to just take its anger out on something it wouldn't get punished for it learned to clear its head. It would leave camps abruptly, something the Dutch would learn to not try and stop after being on the other end of Owl’s Clothing’s gun too many times.
It found putting its energy into sharpshooting and craftsmanship works best. It would learn trickshooting under circus performer Jack Swift, and sewing under The Trapper. It became the main supplier for the Van Der Linde gang by age 19.
Owl’s Clothing tends to mimic people a lot, most notably the older gang members such as Dutch, Hosea, Arthur, John, and Strauss, members it would have first had more English conversations with. Its voice is a bit everywhere due to this as it learned English through mimicry so similar to a parrot certain phrases are said with a different accent than others. The most noticeable passive sign of this is when Owl’s Clothing says it “just needs some time,” before leaving camp as its voice will gain that slight Louisiana accent and voice crack that Dutch has.
Loyalty is incredibly important to it and it will still visit the members of the Del Lobo gang it grew up around, it tends to go back to Thieve’s Landing a lot. Most newer members of the gang not knowing it was ever in the Del Lobo gang, and older members normally met with a bruised jaw if they insinuate Owl’s Clothing is less loyal to Dutch purely because it refuses to completely abandon its old gang.
Game Mechanic
Owl’s Clothing will act like an in camp trapper though it won’t pay you for supplies or make you pay for the product. It being at camp is completely random and you need to check the map to see if the trapper icon without the $ is in your camp, as well as a small notification in the corner of the screen that says “Owl’s Clothing has returned to camp.” however players can send a letter out and request for it to come back to camp in which it will show up between 24-48 in game hours. Perfect pelts and carcasses are not needed though the benefits of supplies will lessen depending on the state.
1 story mission with it is available in the Horseshoe Overlook chapter called “knowledge and all craftsmanship.” completing it unlocks the ability to mail for Owl’s Clothing
1 companion mission with it is available with it in the Clemens Point chapter where it will hunt with Arthur
1 optional honor mission is available in the Saint Denis chapter called “To devise cunning works.” not doing the mission will give Arthur dishonor and doing it will give him honor
May join 5-finger-fillet if in camp when Arthur asks if anyone wants to play
May join poker in camp though will always get out first due to not knowing the rules and just going all in every time
A random camp encounter where it challenges Arthur to sharpshooting is possible to occur in every camp besides Shady Bell in the Saint Denis chapter
⁃ Mantic name 10-Monkey or Uxi Koso born 08-23-1873
⁃ it was traveling with a other few tribe members that were moving from Mexico to the States until it ran away when they got to West Elizabeth after a bad fight
⁃ Joined the Van der Linde gang about a year after John when it was 16
⁃ The personal name ‘Bright-Owl’ came from Dutch due to the fact they first met because 10-Monkey was running after a white owl at night and ran directly into Dutch not paying attention, and knocking him over when he was in the middle of trying to execute a con
⁃ It immediately bonded to Dutch’s showmanship being a dramatic person as well
⁃ Bright-Owl quickly became that sibling that messes with John constantly because it was fun to fluster him
⁃ It doesn’t do a lot of traditional outlaw stuff since it follows the Ñuu Savi beliefs that everything has a spirit and thus you can only injure or kill it if the time and method is done with respect and mercy for the spirit (for example you’re not supposed to cut down a tree if it’s too hot because the sap will leak and torture the tree so it’s respectable to cut it down when it’s colder so the tree feels no agony)
⁃ Bright-Owl really works on its own schedule compared to the rest of the gang and barely stays put it’s a lot like Trelawny in the way it comes and goes as it pleases and unless it specifically seeks out the gang again it’s practically impossible to find unless it’s some random encounters
⁃ Despite being a wanderer it is deathly loyal to Dutch even wearing a turquoise cheek piercing to resemble his beauty mark
⁃ Since it doesn’t do a lot of schemes or gigs like the rest of the gang it actually works in the supply section of the gang being the main creator of satchels, saddles, coats, hats, and other accessories for the gang (if it was in game it would work like an exclusive trapper that has somewhat difficult requirements to craft something but the bonuses are high and appearances are incredibly unique so it’s worth it especially if you’re like me and love doing the legendary animal quests)
⁃ As soon as it saw the way Dutch was riling up Eagle Flies it started to plan to stay in the gang until it knew it would have a clean way to ‘deal with’ (kill) Dutch because despite being devoted to him for years and looking at him like he promised the moon on a string it just couldn’t sit by and watch this happen especially when it had been in a similar state as Eagle Flies before (being the reason it ran away in the first place)
⁃ The plan to kill Dutch clearly failing after being caught by Micah and losing that fight being left for dead the rest of the gang just assuming it ran off like everyone else did (it lived so literally don’t worry)
⁃ Mantic name 10-Monkey or Uxi Koso born 08-23-1873
⁃ it was traveling with a other few tribe members that were moving from Mexico to the States until it ran away when they got to West Elizabeth after a bad fight
⁃ Joined the Van der Linde gang about a year after John when it was 16
⁃ The personal name ‘Bright-Owl’ came from Dutch due to the fact they first met because 10-Monkey was running after a white owl at night and ran directly into Dutch not paying attention, and knocking him over when he was in the middle of trying to execute a con
⁃ It immediately bonded to Dutch’s showmanship being a dramatic person as well
⁃ Bright-Owl quickly became that sibling that messes with John constantly because it was fun to fluster him
⁃ It doesn’t do a lot of traditional outlaw stuff since it follows the Ñuu Savi beliefs that everything has a spirit and thus you can only injure or kill it if the time and method is done with respect and mercy for the spirit (for example you’re not supposed to cut down a tree if it’s too hot because the sap will leak and torture the tree so it’s respectable to cut it down when it’s colder so the tree feels no agony)
⁃ Bright-Owl really works on its own schedule compared to the rest of the gang and barely stays put it’s a lot like Trelawny in the way it comes and goes as it pleases and unless it specifically seeks out the gang again it’s practically impossible to find unless it’s some random encounters
⁃ Despite being a wanderer it is deathly loyal to Dutch even wearing a turquoise cheek piercing to resemble his beauty mark
⁃ Since it doesn’t do a lot of schemes or gigs like the rest of the gang it actually works in the supply section of the gang being the main creator of satchels, saddles, coats, hats, and other accessories for the gang (if it was in game it would work like an exclusive trapper that has somewhat difficult requirements to craft something but the bonuses are high and appearances are incredibly unique so it’s worth it especially if you’re like me and love doing the legendary animal quests)
⁃ As soon as it saw the way Dutch was riling up Eagle Flies it started to plan to stay in the gang until it knew it would have a clean way to ‘deal with’ (kill) Dutch because despite being devoted to him for years and looking at him like he promised the moon on a string it just couldn’t sit by and watch this happen especially when it had been in a similar state as Eagle Flies before (being the reason it ran away in the first place)
⁃ The plan to kill Dutch clearly failing after being caught by Micah and losing that fight being left for dead the rest of the gang just assuming it ran off like everyone else did (it lived so literally don’t worry)
Born 08-23-1873 (August 23rd, 1873) meaning the name 10-Monkey was given to it
The name ‘Owl’s Clothing’
Dutch was the one to say there was an ‘Owl’ in camp due to the fact someone was stealing from the gang at night and Shakespear considered owls an ominous omen and a sign of evil. Later being caught by Strauss, Dutch would continue to call it the ‘camp owl’ after joining the gang.
The name was originally a joke from Hosea saying 10-Monkey was a ‘parrot in owl’s clothing’ due to the fact it liked bright colors and mimicked people, the most common person for it to mimic being Dutch.
When introducing itself in Sa’an Savi it says ‘Ndasinu Tiñumi’ literally translating to ‘impression of an owl’ instead of a direct translation of ‘Sa’ma Tiñumi’ not properly encapsulating the meaning.
Timeline pre-rdr2
1873 - Born August 23 near Crooked Toes in Punta Orgullo when its family was left with no real choice than to move to America.
1877 - Age 4, its parents were killed in front of it and its grandfather, 10-Monkey too young to remember much. Its grandfather became the main caregiver for it now.
1883 - Age 10, settled in Thieve's Landing, its grandfather joining the Del Lobo gang as an information scout.
1887-1889 - Age 14-16, 10-Monkey is an angry and disobedient teen having been mistreated by racists for years and getting to the end of its wits. 10-Monkey would usually only steal from the rich, government workers, and saw itself as a Joaquin-Murrieta-type though it never killed.
Late 1889 - 10-Monkey killed an officer in a fit of rage and was meant to hang without trial. Its grandfather and a few Del Lobo members went to bust it out which resulted in a shootout, its grandfather being killed in the process.
1890 - age 17, semi-left the Del Lobo gang, just traveling aimlessly trying to feel alive again. It lost its supplies after needing to suddenly abandon its camp due to bounty hunters. 10-Monkey then resorted to stealing from a small camp at night. It got cocky due to seeing this older Austrian man as an easy target and got sloppy one night being caught in the act by Strauss. It immediately attached itself to Dutch, seeing him as everything.
1890-1899 - age 17-26, Owl’s Clothing would join the Van Der Linde gang officially though continued to refuse to kill anyone instead practicing daily on sharpshooting even taking lesson under circus trickshooters to ensure accuracy allowing it to disarm or heavily wound people without killing them (Vash the stampede style if you will). It was similar to Trelawny and would leave for large amounts of time without notice, something Dutch would eventually learn he can't stop, but the loyalty was obvious so he knew it would always come back eventually. It would take a supplier role in the gang, and handmake every saddle, bag, winter coat, tent, ect. Anything that required working with pelts or wood.
Rdr2 timeline
The blackwater ferry - Was not there.
Colter - Was not there.
Horseshoe Overlook - First introduction. Marked by a yellow trapper icon without the $ on the map. Says it had to track the gang down all the way from Blackwater. The quest it gives is named “knowledge and all craftsmanship.’ and is a hunting mission/tutorial.
Clemens Point - Optional companion challenge but no main story mission.
Saint Denis - Won’t reply to letters. Sometime during the chapter an optional honor mission given by Dutch will show up named ‘To devise cunning works.’ Micah will come in bruised and try to convince Dutch to cut Owl’s Clothing loose saying it tried to kill him. The claim makes Arthur cut him off, reminding Dutch that Owl’s Clothing refuses to kill people which sparks an argument with Micah. Dutch will then tell Arthur that he can go out and try to find it though he reminds him that it never leaves easy tracks. The two options the player can choose between are “I’m going something ain’t right.” giving Arthur honor or “It will return eventually.” making Arthur lose honor. If the player decides to go after it Arthur will note something is considerably wrong as he's actually able to track Owl’s Clothing. The tracks lead to a Del Lobo gang hideout where Owl’s Clothing is considerably injured. The mission does not require killing any members of the Del Lobo gang and doing so will lose honor as well as causing Owl’s Clothing to antagonize Arthur for the rest of the mission. The mission ends with returning Owl’s Clothing to the Van Der Linde camp. Refusing to go after Owl’s Clothing will result in it not returning to camp for the rest of the chapter.
Guarma - Will return to camp some time when the boys are gone if Arthur didn't go looking for it.
Beaver’s Hollow - Still recovering from the fight with Micah it isn't present in the final train robbery. Owl’s Clothing will wander off as usual though checking Dutch’s tent will allow the player to find a letter left by it addressed to Dutch that while vague implies that it went back to Thieve's Landing knowing that it would be of no use if Pinkertons showed up, but the fact it told Dutch where it is showing that it chose his side.
Epilogue - Like Pearson’s upgrades, Owl's Clothing’s crafts can be bought though it will be from the trapper instead of a fence. Owl’s Clothing itself does not show up in the Epilogue but its horse can be found by the cabin on Mount Haegen during American Venom.
Rdr1
1911 - Won’t show up until Dutch does, most notably in “the prodigal son returns (to yale)” noticeably more aggressive than in 1899 and not hesitating to shoot Harold MacDougal on sight though slightly scolded by Dutch for interrupting his speech. Early on in “And The Truth Will Set You Free” if John goes after Owl’s Clothing he will be given the choice to spare or kill Owl’s Clothing, doing either will give him the “Showstopper’s Outfit” which increases the speed Marston moves with when using Dead Eye.
⁃ Mantic name 10-Monkey or Uxi Koso born 08-23-1873
⁃ it was traveling with a other few tribe members that were moving from Mexico to the States until it ran away when they got to West Elizabeth after a bad fight
⁃ Joined the Van der Linde gang about a year after John when it was 16
⁃ The personal name ‘Bright-Owl’ came from Dutch due to the fact they first met because 10-Monkey was running after a white owl at night and ran directly into Dutch not paying attention, and knocking him over when he was in the middle of trying to execute a con
⁃ It immediately bonded to Dutch’s showmanship being a dramatic person as well
⁃ Bright-Owl quickly became that sibling that messes with John constantly because it was fun to fluster him
⁃ It doesn’t do a lot of traditional outlaw stuff since it follows the Ñuu Savi beliefs that everything has a spirit and thus you can only injure or kill it if the time and method is done with respect and mercy for the spirit (for example you’re not supposed to cut down a tree if it’s too hot because the sap will leak and torture the tree so it’s respectable to cut it down when it’s colder so the tree feels no agony)
⁃ Bright-Owl really works on its own schedule compared to the rest of the gang and barely stays put it’s a lot like Trelawny in the way it comes and goes as it pleases and unless it specifically seeks out the gang again it’s practically impossible to find unless it’s some random encounters
⁃ Despite being a wanderer it is deathly loyal to Dutch even wearing a turquoise cheek piercing to resemble his beauty mark
⁃ Since it doesn’t do a lot of schemes or gigs like the rest of the gang it actually works in the supply section of the gang being the main creator of satchels, saddles, coats, hats, and other accessories for the gang (if it was in game it would work like an exclusive trapper that has somewhat difficult requirements to craft something but the bonuses are high and appearances are incredibly unique so it’s worth it especially if you’re like me and love doing the legendary animal quests)
⁃ As soon as it saw the way Dutch was riling up Eagle Flies it started to plan to stay in the gang until it knew it would have a clean way to ‘deal with’ (kill) Dutch because despite being devoted to him for years and looking at him like he promised the moon on a string it just couldn’t sit by and watch this happen especially when it had been in a similar state as Eagle Flies before (being the reason it ran away in the first place)
⁃ The plan to kill Dutch clearly failing after being caught by Micah and losing that fight being left for dead the rest of the gang just assuming it ran off like everyone else did (it lived so literally don’t worry)
Oh my god I was robbing the downes ranch bc I’m a bad person when when I’m supposed to be a good person and I thought this dog was gonna get me caught bc I didn’t know the rancher was here