A selection of craft information for artisans of the HFS.


    Why we garb

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    Dame Katrin Karlsdottir

    Posts : 28
    Join date : 2011-06-02
    Age : 50

    Why we garb

    Post  Dame Katrin Karlsdottir on Thu Jun 02, 2011 6:59 pm

    Since the High Fantasy Society is a
    medieval based fantasy game, all players are expected to clothe themselves in
    appropriate clothing so as to lend to the ambiance of the game. To allow new
    players the opportunity to join in and experience the game, there is some
    leeway given to them. In most HFS kingdoms, any non-newcomer player who is not
    wearing garb on a given day (even for part of the day) will not earn any class
    credits.
    Newcomers should have some form of garb within a
    month of beginning to play.






    Garb is a
    vital component to giving the game the proper mood and feel. Anything that
    conceals the obvious mundane (modern-day) appearance of clothing is acceptable
    as a minimum, and this usually takes the form of a tunic or tabard.
    There are many people and places that sell quality garb (and some that sell
    not-so-high quality garb), but the best garb is made specifically for you. Note
    that all battlefield participants must be in "period" garb (tunic,
    robe, armor, etc.).



    The basic garb is quite easy and
    cheap to make. The simplest garb is a plain tabard and a pair of sweatpants. A
    tabard is a essentially a narrow section of cloth (covering from shoulder to
    shoulder) with a neck hole cut in the middle, worn like a poncho and belted in
    place. More advanced garb includes simple or fancy tunics, cloaks and capes,
    breeches, mantles, and a huge variety of other garments. Every local library
    will have books on costuming, and most veteran players have become masters at
    taking common items and converting them to fine quality garb.






    • Minimal
      Garb
      should consist of a minimum
      of upper body covering that appears to be period from a distance of 10
      feet. No obviously modern or “mundane” clothing or accessories shall be
      visible on the upper torso. Exceptions to this rule should only be made
      for unusual circumstances. The rules will always allow any item required
      by the player for health reasons (eyeglasses, knee braces, etc.)

    • Standard
      Garb
      shall consist of upper and
      lower body covering that appears to be period from a distance of 10 feet.
      No modern or “mundane” clothing or accessories shall be visible. All
      exposed items shall have a period look except for shoes and glasses. Shoes
      should be leather or natural colored (black, brown, etc) and not of
      blatantly modern design (example, leather combat boots would be allowed,
      but silver running shoes should not). Shoe covers to hide modern shoes
      will be appreciated.

    • Above Standard Garb consists of standard garb plus various
      accessories such as belts, pouches, hats, period shoes, jewelry, etc.
      These items are what make the difference between looking acceptable and
      looking good. Above standard garb should also include garb pieces that are
      more than just a “basic” tunic. Period trim, multi color, period fabrics,
      etc can bump garb up to the next level. Individuals should also be
      considered “above standard” if their clothing will stand up to the “period
      looking” standard from a close inspection rather than 10 feet.




    Discouraged Garments


    Some items are discouraged from
    being worn visibly. These garments include:
    (Exceptions are often made for
    newcomers)



    • T-shirts
      that are brightly colored, white, have visible logos, collars or pockets.

    • Camouflage
      or military issued cargo pants.

    • Modern
      jeans of any color except black or White.

    • Modern
      hats or other headgear.

    • Any
      fabrics with blatantly modern prints.




    Any item
    with obscene, offensive, lewd or banned symbols, pictures or words on them.



    Common
    Garb Restrictions:



    • · White belts are reserved for knights.
    • · Red belts are reserved for squires.
    • · Yellow belts are reserved for Pages (aka
      Men-at-Arms or Armsmen). A non-fighting page must also wear a gold
      "enchantment" strip if on the field.

    • · Unadorned large gold chains are reserved for
      Masters.

    • · Unadorned large black chains are reserved for
      Class Masters.

    • · Spurs are reserved for company Captains.
    • · The Phoenix can only be worn by Paladins or
      Anti-paladins or displayed as part of a kingdom's heraldry.

    • · The use of crowns and coronets is reserved for
      royalty and nobility.

    • · Most companies and many individuals choose to
      register their personal symbols and colors. Use of these personal symbols
      by others are disallowed. Personal symbols and colors must be registered
      to enjoy this protection.


      Current date/time is Mon Oct 15, 2018 10:10 am