Costume, set-dressing, and props should be broadly relevant to the Realm of their origin. Broadly speaking, the era is medieval and so we would expect a number of Realms to dress in tunics, dresses, furs, cloaks and hoods, armouring themselves in leather, plated, and chained armour, but that's by no means definitive. Dress in a way that would be appropriate for your realm. If you're from a colder climate, dress in furs! If you're from a highly civilised society, dress in cleaner and more elaborate clothes! The briefs are yours to define if you are creating a Realm and will be added to this page if you provide them to us, though we have provided briefs for the three pre-existing realms of Cotswell, Nelaria and the Saxon Lands, as well as one for Camelot.
Every Realm will have quirks and traits that make costume for them unique and identifiable, but at base most share common themes. As such, the following costume elements will acceptable for characters of any class in any Realm:
In order to make sure that players are able to kit for any Realm that wish to play in and our crew can roll out any NPCs from any Realm as required, we have put together a small guide on elements that every costume brief should include. Obviously, you can work from theses briefs to make costumes as elaborate or plain as you like or as fits the character, but at a base we recommend you include the following:
Since the Hundred Realms are so diverse, different Armour types have been raided time and time again after battle - blurring the lines between Realm distinctions in Armour. Knights and fighters have taken to wearing whatever is most comfortable and suitable for them.
For the purposes of putting on Armour for the Armour Training skill, the Armour you put on should be obvious as Armour, but wearing Leather Armour is just as valid as Plate Armour, which is just as valid as wearing some sort of armoured vest of Furs. The essential thing is that at least one piece of the Armour should be visible, even if this is just a bracer.