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Andy, Heather, Julie and Richard

Dust - Costume Examples

The Shard of Dust was always a dry, arid, desolate land, scorched under Arak's unrelenting insane fury, or so the one time priests of the One True God would say. A dry and sun blasted land, the known areas of Dust boast sand aplenty, with crisp arid mountain ranges poking through the deserts and clusters of oases, holding the precious water of life. To help those new to Shards, we've pulled together a few examples of costumes worn by players, representing characters past and present who originate from Dust. This is intended as a guide and a starting point only, to help inspire you to create your character's own unique look.

After the Shards fused to form the new world, Dust along with all of the Shards was changed forever, but with the sands only now beginning to settle, how far those changes go on Dust have yet to be seen. With Arak dead, his temples sacked and his wealth redistributed to those strong enough to hold it, a political storm driven by commerce has washed over the populated towns found clustered around the oases. Here money is everything in this godless land, slavery is the norm and theft is a legitimate business tactic - provided you don't get caught. Meanwhile, far out in the deepest desert, this vast continent's people can only speculate at the changes wrought by the fusing of the Shards.

Dust Native Populations
The Shard of Dust was traditionally home to people suited to desert living, with the majority of the population living in towns clustered around oases such as the Tears of Nia. Trade between settlements relied on caravans which would track slowly across the ever shifting sands, following well established trade routes. Only the hardiest or most desparate would attempt to survive in the deepest deserts, where the sands, djinn and efreet combine to make travel extremely hazardous hampering any exploration effort.

Traditional dress on Dust is suited to this land's dry, arid, sand blasted place suffering temperature extremes of baking heat by day and freezing cold nights, as a result it's people's favoured style of dress is not disimilar to those worn on Earth in similar desert lands.

Head scarves and coverings such as turbans are popular, with loose folds which can be drawn across the face to protect it from the sun and sand. In the towns, merchants might favour a hat such as a fez as an alternative. Clothing consists of loose robes worn over long, ankle length shirts such as dishdasha, or a shorter shirt worn over baggy trousers. Shawls, wraps and cloaks may also be used at night for warmth. Belts are simple cords, with leather belts popular to hold pouches, purses and of course weapons.

In the traditional and more conservative settlements, Dust womenfolk cover their faces in the company of unrelated men and dress modestly so as not to draw the eye. However, dependent on occupation, some women might expose areas of flesh such as their midriff and arms, cladding themselves in layers of thin, near transparent fabrics so that they pay lip service to the need to be covered.

Prosperity is everything on Dust and its people are not shy in displaying the signs of their wealth, with both men and women wearing lots of jewellery, rings, bracelets, bangles, gold collars, necklaces medallions and earrings if they can afford them. Gunpowder weapons are not normally used on Dust, so they mainly arm themselves with swords, curving blades such as scimitars if available, bows, crossbows, knives, and bag full of coins somehow slightly smaller than they should be.

Slaves are part of the culture on Dust and are dressed to the whim of their masters. Those who are favoured vassels may be dressed to the same standard as their masters and mistresses, but those who are more lowly may dress in any rags they can find.


Photos left to right - Dust artisan, Dust Warrior, Dust Artisan.

Photos left to right - Dust Traders with slave, Deep desert dweller.


New Whitewater
In the years following the Union of the Shards, the Guild Council of Whitewater, Archipelago, made the decision to relocate their headquarters to Dust. Consequently, the Guilds, along with their subsiduaries and support personnel began the arduous task of choosing a new location to act as the centre for their operations, eventually settling on Dust. New Whitewater is now a bustling Guild Town, run along the same lines as Whitewater used to be before it returned to its piratical origins. The Guilds are full of optimism for the future, talking of expansion and opportunity in this new world, where the Guilds will continue to grow from strength to strength.

Due to the recent relocation of their primary Guildhouses, the flavour of this town and those who dwell here is still very much Archipelagan in appearance. However, the majority of the Guilds have always been cross-Shard organisations, with business interests stretching across the known world and touching on every culture where their own brand of capitalism is welcome. Consequently, Guildsmen and those who work alongside the Guilds may reflect any people or culture from anywhere in the known world. Then of course, there is the effect of the ever present desert and its shifting sands; fashions suited to the wet Archipelagan climate are less than ideal, so the always enterprising Guilds folk are starting to incorporate local dress and customs into theirs where there is an obvious benefit in doing so.


Photos left to right : Butchers Guild member, Carvers Guild Member, Local Guild employee.


This is intended as a guide and a starting point only, to inspire you to create your own character's look.

For more photographs of character costume, past and present please visit the Shards wiki.

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