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Xha’Ruun

Volume V: Culture — Chapter 10: Fashion and Clothing

"Clothing is not what we wear. Clothing is how we tell the world who we are before we manage to open our mouths. But if clothing lies — we lie." — From the code of the Guild of Artists, department "Fabric and Form," +2,800 Y.E.


Related sections: → see [Volume V, Ch.01, "Art of Xha'Ruun"], → see [Volume V, Ch.02, "Architecture"], → see [Volume V, Ch.11, "Holidays and Calendar Rites"], → see [Volume V, Ch.12, "Ethics and Morality"], → see [Volume I, Ch.05, "The Xha'Ruun Species"], → see [Volume III, Ch.06, "Social Structure"]


A cut that leaves the vex limbs free
A cut that leaves the vex limbs free

Introduction

Xha'Ruun fashion is a projection of anatomy, climate, and history. Six limbs require a cut that does not restrict mobility; three eyes and tetrachromatic vision (including UV) make color and texture information visible differently to different species; pheromone sensitivity turns fabric into a chemical interface. Historically, clothing went from hides to functional textiles, but the key difference from many civilizations: the modern ideal rejects rank privileges familiar from the imperial past. The casteless society (→ see [Volume III, Ch.06, "Social Structure"]) built clothing as a sign of function, not status — a craftsman and a Council member wear identical basic forms, differing only in details and quality of execution. Modern fashion is a synthesis of guild production, regional traditions, and the ethics of "transparency" (→ see [Volume V, Ch.01, "Art of Xha'Ruun"]): clothing does not hide but presents.


10.1 Functional Foundations

10.1.1 Anatomy and Cut

The six limbs of the Xha'Ruun — two lower (locomotory) and four upper (lower manipulatory hands + upper membranous vexes) — dictate the construction of clothing.

Element Function Constructional Solution
Base belt Fixing clothing on the body Wide belt with six loops for clothing fastenings
"Veks-sleeve" Freedom of the upper vexes Separate sleeve with ventilation, not restricting lift and rotation
"Chest flap" Access to the chest heart Fastener allowing quick opening of the chest area (two hearts — → see [Volume I, Ch.05])
Lower belt Support Elastic fit that does not pinch the blood flow of the abdominal heart

Key principle: clothing must not restrict the lift of the veks — the upper membranous pair of limbs, involved in manipulation, etiquette, and thermoreception, requires freedom. A sleeve that restricts the lift is considered "failed" and is rejected even with decorative merits.

10.1.2 Climate Zones

Three climatic regimes — tropical, temperate, and polar — gave rise to three types of clothing.

Zone Temperature Clothing Material
Equatorial +28…+42°C Minimal: base belt, light draperies Thin plant fibers
Temperate −2…+18°C Standard: upper cloak, belt, base trousers Chromophilic fabrics, kharru wool
Polar −48…−6°C Multi-layer: thermal underwear, insulated top, hood Wool of deep-sea animals, synthetic insulation

Common programmes supply basic clothing appropriate to the climate. Polar settlements especially need spare warm garments: soaking, a poor fit or a supply delay can still leave someone inadequately protected.

10.1.3 Thermoregulation and Heliotherapy

The Xha'Ruun skin can absorb heat through silicon-carbon channels (heliotherapy, → see [Volume I, Ch.05]). Clothing takes this into account:


10.2 History of Clothing

Era Material Style Function
Pre-Civilization (−12,000 – −9,800) Hides, plant fibers Draping, wrapping Protection from cold and injury
Early Civilization (−9,800 – −6,150) Woven linen, leather First belts and cloaks Ritual distinction (priest / non-priest)
First Empire (−6,150 – −2,150) Silk, wool, dyes Class clothing, imperial standard Demonstration of rank
Dark Ages (−2,150 – −750) Coarse wool, linen Utilitarian minimalism Survival
Revival (−750 – +850) Return to fine fabrics Regional styles, artisanal finish Domain identity
Era of Unity (+850 – present) Synthetic and natural blends Functional standard with variations Guild and regional identity

The Imperial period — the only era when clothing was an instrument of class division. The fall of the Empire and the ensuing Dark Ages (→ see [Volume II, Ch.04, "The Era of Crisis"]) led to a conscious rejection of "clothing of rank": the Era of Unity inherited this rejection as a principle.


10.3 Modern Clothing: Standards and Variations

10.3.1 The Basic Standard

The basic clothing set of the Xha'Ruun (for the temperate climate):

Element Description
Base belt Wide belt of dense fabric with six loops and a fastener
Upper cloak Fabric covering the shoulders and back, with "light windows"
"Veks-sleeves" Separate sleeves for the upper vexes
Lower trousers Dense fabric, elastic fit
Footwear Open type (toes free) or closed (for polar zones)

The standard is not a uniform but a foundation over which variations are layered.

10.3.2 Guild Elements

Each of the 12 guilds (→ see [Volume III, Ch.04, "The 12 Guilds: Structure"]) has distinctive elements, but not a "uniform" in the strict sense.

Guild Element Color/Material
Scholars Hexagonal patch on the belt Azure
Engineers Metal belt buckle Bronze
Medics White cloak lapel White
Agrarians Green belt trim Green
Builders Reinforced veks-sleeves Gray
Merchants Narrow belt over the main one Gold
Keepers Book-symbol on the chest part Azure with gold
Warriors Flame on the shoulder Red
Artists Spiral ornament Purple
Miners Crystal buckle Crystal
Navigators Star on the collar Silver
Scribes Feather-symbol on the sleeve Azure

The absence of a full uniform is fundamental: guild affiliation is marked by a detail, not a cut. A Council member and a craftsman of the same guild wear the same mark; the difference is in the quality of fabric and execution.

10.3.3 Domain Styles

The eight domains (→ see [Volume III, Ch.05, "The 8 Domains"]) retained stylistic differences.

Domain Character Distinctions
Kharak-Thar Conservative Dark tones, dense fabrics
Kharak-Tor Rural Natural colors, kharru wool
Rhuval-Ven Expressive Bright colors, layering
Rhuval-Irkhen Industrial Reinforced elements, gray
Vexar-Shan Philosophical Transparent fabrics, many "light windows"
Vexar-Mor Energy Bronze and copper tones
Island Maritime Blue tones, light fabrics
Polar Ascetic Layering, functionality

10.4 Festive and Ritual Clothing

Holidays (→ see [Volume V, Ch.11, "Holidays and Calendar Rites"]) require special clothing.

Holiday Clothing Symbolism
New Year (Vek'shan) White cloak over the basic set Renewal, purity
Unity Day (Rass-Vek) Six colors on one outfit Six sides of consent
Remembrance Day (Mor-Ghal) Dark clothing without guild marks Grief, equality before memory
Renewal (Nur-Vek) The brightest festive clothing Joy, truce
Knowledge Day (Ven-Thex) Azure elements in all guilds Priority of knowledge over guild

Unity Day — the only holiday when "six colors" (by the number of limbs) are layered on one outfit: each element (belt, cloak, sleeves, trousers, footwear, accessory) is dyed its own color. This is the visual embodiment of the principle "unity without unification" (→ see [Volume III, Ch.06, "Social Structure"]).


10.5 Fabrics and Materials

10.5.1 Natural

Material Source Use
Tar-vine (fiber) Stems of the tar-vine (→ see [Volume I, Ch.17]) Light fabrics, summer clothing
Kharru wool Domesticated herbivore Warm fabrics, polar clothing
Deep-sea wool Animals of the Gharra ocean Waterproof fabrics
Chromophilic threads Plants with high pigment content Copper-red and golden fabrics

10.5.2 Synthetic

Material Property Use
Thermoplastic Retains heat while thin Polar clothing
Pheromone mesh Does not block pheromone communication Everyday clothing
UV-permeable fabric Passes ultraviolet for tetrachromats Summer clothing
Water-repellent composite Rain protection Cloaks, capes

10.5.3 Aesthetics of Color

The color palette (→ see [Volume V, Ch.01, "Art of Xha'Ruun"]) is oriented toward the natural hues of the planet.

Color Code (example) Symbolism
Gold #c9a84c Light of Khar'Vex
Azure #5b7db5 Sky of Théxar
Bronze #8b6f4e Earth
Copper #b87333 Warmth
Purple #6b3fa0 Night, Serrin

UV-invisible layers — a practice in which part of the pattern is made with a pigment invisible in the visible spectrum but distinguishable by the Xha'Ruun in UV. This practice produces a "double image" and serves as an aesthetic device inaccessible to the Kel'vash and Moryn.


10.6 Clothing Production

10.6.1 Guild Production

The Guild of Artists (department "Fabric and Form") and the Guild of Builders (department "Materials") coordinate fabric production. The main principle: accessibility of the basic standard to all.

Indicator Value
Production centers 240
Employed in fabric production ~1.2 million
Accessibility of the basic set 100% of the population

10.6.2 Craft Workshops

Alongside mass production, workshops make individual garments. Customers pay for a maker’s time, rare materials and complex cuts. Price limits access to custom work even where a simple warm set is available through public provision.

10.6.3 Individual Making

The tradition of individual tailoring survives as part of family culture. The "maternal belt" — a belt passed from the female to the children (regardless of sex) — is a practice linked to the value of knowledge transmission. An old belt is not thrown away but resewn.


10.7 Fashion and Ethics

10.7.1 The Principle of Transparency

Clothing must not "lie" (→ see [Volume V, Ch.12, "Ethics and Morality"]).

Prohibition Justification
Fake guild marks Appropriating another's status is a kind of lie
Imitation of materials "Wood under metal" — misleading
Concealment of defects Mismatch between appearance and condition is unethical

10.7.2 Ecological Production

The Law of Silence (→ see [Volume III, Ch.09, "The Law of Silence"]) regulates clothing production: the extraction of materials in protected zones is prohibited. Synthetic fabrics are developed as an ecological alternative.

10.7.3 The Absence of "Disposable Fashion"

The culture of handing down and resewing clothing is a legacy of the Dark Ages. Usable clothing is usually passed on: from older to younger, from those leaving a guild — to those entering. The practice is supported by the guilds and domain councils.


10.8 The Fashion of Three Species

The three species do not share a common fashion: physiological and biochemical differences make this impossible.

Species Materials Style Shared Elements
Xha'Ri Fabrics, leather The system described above —
Kel'vash Stone, metal, acid-resistant polymers "Armor," plates Exchange of ornaments
Moryn Bioluminescent pigments on the skin "Living light," patterns Light patterns on Xha'Ri fabrics for rituals

The exchange of ornaments — a practice in which the Kel'vash carve patterns on plates that repeat Xha'Ri textile patterns, and the Xha'Ri apply motifs from the Kel'vash "stone book" to fabrics. This is a form of cultural dialogue without shared clothing.

Light patterns on fabrics — a technique in which phosphorescent pigments borrowing individual Moryn visual motifs; a static pattern does not reproduce the language’s temporal sequences are applied to Xha'Ri fabrics. It is used in ritual garments for "light meals" (→ see [Volume V, Ch.09, "Cuisine and Gastronomy"]).


10.9 Children's Clothing

Age Features
0–3 (larva) No clothing required; temperature is maintained by the environment
3–8 Minimal; base belt, light cloaks
8–15 Full set, without guild marks
15+ Guild elements, choice of style

The guild mark is put on after choosing a guild (15–20 years). Until that moment, children wear "neutral" clothing without guild affiliation — the principle of "equal start" (→ see [Volume III, Ch.07, "Education"]).


10.10 Storage and Transmission

Practice Content
Family storehouses Festive clothing is passed from generation to generation
Guild archives Ritual garments of the guilds are stored in special premises
Resewing Old clothing is resewn; fabric is not thrown away
Ritual burning Exceptionally on Remembrance Day — the clothing of the deceased without heirs

Chapter Summary

  1. Xha'Ruun clothing is determined by anatomy (six limbs, heliotherapy, pheromone communication) and climate (three zones).
  2. Historically, clothing went from hides to functional textiles; the imperial "class" period is rejected.
  3. Modern clothing is a functional standard with guild and domain variations; status is not marked by cut, only by details.
  4. The principle of transparency: clothing must not "lie" (fake marks, imitation of materials are prohibited).
  5. The three species do not share a common fashion, but exchange ornaments and light patterns as a form of dialogue.