Textiles
On clothing, textiles & fabrics used by Lume's inhabitants
The Races typically produce materials sourced locally to their respective colonies, later trading the raw compounds or finished products. Common materials include fur, leather, suede, organic fibre textiles (hemp, Creepers), woven hair and fur, feathers and thinly cut, treated hides also serve for waterproofing garments (e.g. hoods, tops of cloaks).
Slenders
Slenders have an Arch-Clothier in residence on Motometro, alongside associated peers and assistants specializing in textiles, tailoring, orthodontics, and more, whose expertise lends itself to the making of wearable products. These are made in small quantities by apprentices, with important tasks and tutoring overseen by masters, and the results are predominantly bespoke. The exceptions are traded for goods they themselves cannot produce, given as diplomatic gifts, and as tokens of appreciation by traveling Slenders working on-site alongside other Races. Their quality and manufacture would be comparable with terrestrial pre-industrial age garments. They are hard-wearing, well-cut and fitted, using a combination of materials suited to the activities of each wearer. Pockets are a common and multitudinous feature, as are shirts with tails, and loose arms ending in adjustable cuffs, to allow circulation and the ability to hold back sleeves when working. Aprons and ergonomic shoes and boots are considered essential by this race of working scholars and crafters. Materials for tarps, bedding, curtains, other linen and working textiles are handled in much the same manner. Bespoke, well designed, and hard wearing. Though the Slenders cannot produce raw materials on their bipedal home, they do have mechanical looms and other devices they can utilize in trade with the Folk for such ingredients. While most of this race is pragmatic, and the youth are provided loose robes, the Arch's in particular are not without some vanity. Detailed stitching, rare materials, and decorative patterning can be seen when browsing the Metro Market, however hats and headgear is typically avoided by these elongated academics.
Dunefolk, Sunfolk and other Desert Peoples
The Sunfolk and scattered neo-sapiens of the deserts produce different textiles and patterns, and it must be noted this is done with significant pride. Each culture has distinct patterns, and preferred methods and materials. This is not unlike terran nomadic and indigenous cultures. The Dunefolk gather these - alongside the rare Deumana relics - by methods developed over time to cater to their neighbour's peculiarities, later trading with the Races along the routes skirting the desert's northern border. The Desert Peoples are intrinsically secretive, preferring a nomadic and solitary lifestyle. They travel in large family groups which on meeting others, mingle and crossbreed in a constant flux. The only permanent members of each family are the Matrons and Poets, the former being leaders to their community, and the latter serving important lore-keeping, mentoring and creative roles. Both Poet and Matron of each community are charged with maintaining their weave adapts and stays distinctive. Though stubborn in their tendencies, reports indicate these cultures are more adaptable than generally given credit.
Druids
Druids have an exclusive and distinct method of weaving together thin Creepers, making their textiles readily identifiable. Casters form the living vines into required shapes and patterns then severed, dried and treated. This process creates the distinct style of the Druid's dress, documents indicating it also accounts for much of their trade. Recipients cherish the cast weave as durable, pliable, strong; ideal for coats, blankets and tarps, though generally considered by other Folk as a bit rough for linens or garments worn against the skin. That said, few would dispute the breathability of the highly organic material. Skilled weavers use different Creeper strains to imbue the fabric with a variety of colours, textures and traits, and incorporate other materials in the process. Observers of this process report the wonder of observing living threads interlacing in midair, metal armor plates and the like being fitted in the process. Hardened barks, leaves, wood, and animal hides are also used, amongst other materials; nothing with serviceable aspects is overlooked. It is worth mentioning here that the staff is the casting Druid's most treasured possession, and never more so than when cast by the individual, the theft of one inciting anger and vengeance. The Druids cast these much as they do garments, utensils, furniture and homes, though it is erroneous to assume all their gear is thusly fabricated.
Frost Giants
These mountain dwellers prefer hides procured from their large herds, the skins treated in an undisclosed manner. The result is range of leather products of surprising variety. Their soft garments are extremely pliable, light, breath well, and nearly impervious. The hardened leathers can deflect steel projectiles. The custom of these titans is not to trade this material outside their culture, thus the material from a Frost Giant over-shirt would provide a wise trader for life. This would in no small part be due to the sheer magnitude of the garment. Plaiting and tooling is common, the Giants having curated and refined many schools of art over the Rotations Covering their feet are bespoke leather monstrosities, with leather cords, metal rivets and nails, and a hardened cork and wood sole. These are hardy and repairable, though of less value to others, being considerably heavy, and labour intensive to disassemble. Some enterprising individuals have been rumoured to drag them away by cart, to be used as nigh-invulnerable saferooms, though the library lacks any confirmation of such malodorous edifices.
Manidae
Their tough hide and internalised sexual organs limit the need for garments, a fact which many of their race pride themselves on. Typically they are practical with the use and application of clothing, preferring tool belts, pockets and carry bags, and have no need for shoes, hats or protective layers. The administrative caste allows themselves some luxuries to indicate class, displaying a certain amount of individuality; shawls, vests, capes and cloaks are the most common examples reported.
During the events of the Dead War, audacious lower caste Manidae tentatively experiment with their appearance, adopting and inventing in the process. At time of writing trousers have not caught on, yet, however sleeveless tunics, cloaks and robes are emerging, alongside the sporadic appearance of modest jewelry. Their cut and design reflect a practical and modest race, and sport little decoration, permeated with a rough and ready appeal. After the war, skilled and innovative craftsfolk were much in demand in their Colonies, and afforded lavish living conditions and luxuries; formerly belonging to the Administrative caste. Slenders hypothesize such progressive actions will springboard theirs into a cultural hub of trade, one seeded with a strong respect for the proletariat.
Casters
Tending towards ambiguity, Casters on the Continent lean towards nondescript attire that betrays no mark or station. When traveling, they typically don the garb of the region to detract attention from themselves. The proud exceptions are quick to learn why, since any domineering or foppish Caster is uniformly made unwelcome by the Folk they address. Preferring to avoid violence, the Folk will simply deny trading or serving the contemptuous upstart. A hungry, tired and homesick Caster is a rather more humble creature. It is perhaps ironic that despite this perceived anonymity, Casters are recognised amongst the Folk expeditiously; not simply due to individual reputation and typical countenance, but by reason of their characterless garments. Any regular person wears a story, and their anonymity is telling. In addition, as is often the case in small populations, newcomers are closely observed.
It is worth noting that although Casted clothing is possible, it is considered impractical. A suit of living Creepers, fluid rock, or animated bone requires Anima and concentration, leaving the bearer exposed should their focus or means be broken. A few notable cases have been recorded, with more to be found in the entry on Artifacts.
Gardeners
These wise and sentient siliconoids warrant a brief mention. Contrived of stone and essentially ageless, they eschew fibres of mortal manufacture. Being sexless, they need not be modest nor protective, and they require no defence from the elements. Metal and Giant-hide (see section concerning Frost Giants above) may be used for belts and pockets, housing the few tools and perishables they may carry. As they are not invulnerable, these materials can also been seen to patch those Gardeners who harbor exceptional wounds.