Note: Any culture or race in DK can be played by any sex, ethnicity, or orientation. I guess you could say it is a progressive fantasy world. There are no “organized religions” or otherwise “overarching dogmas” in game, and therefor no religious costuming to speak of. Various fighting orders and leadership or political groups having certain colors they wear, but that will become apparent after you enter play and if you choose to join a leadership tree.
Countries and Cultures
The Dying Kingdoms Player’s Guide – page 45-46 Also see individual culture guides for more detailed information and flair found on the wiki.
Aswahi:
Tribal jungle-dwellers; favor simple, light clothing, arm bands, tattoos. Real world reference: South American Tribes, Aztec cultures
Bechan:
Industrious city-dwellers; favor functional and drab clothing, minimal jewelry, heavy boots, gloves. Real world reference: Medieval Germany
Circadian:
Town-living philosophers, herdsmen, and soldiers; favor togas, breezy chitons, sandals, and silver or copper necklaces and earrings. Real world reference: Ancient Greek
Culberran:
Clans, hill-dwellers; favor trousers or kilts, wool clothes, torcs, earrings, plaids and stripes. Real world reference: Ancient Celtic to Mid 16th Century British Isles.
Ikhten:
Nomads and desert-dwellers; favor loose, light clothing, occasional tattoos, elaborate neckpieces and headdresses, eye liner. Real world reference: Egyptian and Middle East.



Illumin Nobles:
Decadent city-dwellers; favorlayered, multi-colored clothing, glittering jewelry, decorative overshifts and accents. Real world reference: 18th Century France
Illumin Commoners and Legionnaires:
Togas, sandals and loricas. Real world reference: Ancient Rome.



Verrakan:
Savvy city-dwellers; favor colorful, festive clothing, many pouches, simple accents, hats. Real world reference: Italian Renaissance, venetian merchants, and pirates.
Xiaons:
Restricted race: People from Xiao dress thematically asian with flowing robes and close collars, though they are a hodge podge of real world styles such as Japanese, Korean, and Chinese traditional clothing.
Outlanders:
Outlanders hail from a dizzying variety of different cultures, and as such often have their own styles. Some outlanders dress in very drab, nondescript clothes; others favor wildly outlandish garb and outrageous accessories.
(Seriously, no guidelines for these costumes, just go nuts. Though steampunk and post-apocalyptic future are not acceptable for Dying Kingdomsas they are too far into the future of our already fuzzy timeline and imply a technology level that just doesn’t exist.)
Syrellin (aka “Bright”) Elves:
Long flowing gowns, fitted high collar tunics and robes with intricate trims and embroidery. Fabrics are light and sheer. Some sparkle and change color in the light. Real world reference: High Fantasy Depictions of Elves in artwork and films, renaissance dresses with long flowing sleeves, Asian style high collard tunics with sashes and flowing skirts or pants. (below left image)
Wild Elves of Bar-en-Brassen in Ikhten :
Long flowing white robes or hides and dessert camouflage (above middle).
Wild Elves of Amber Burrow in Culberran:
General garb of Culberran (above right).
Makeup and Effects:
A general “look” for members of the race, including make-up requirements for nonhumans. You must meet the primary appearance requirement and at least one secondary appearance. (page 44)
Elves— Elves have pointed ears and often evidence a slight glow or glittery sheen. Syrellin (aka “Bright”) Elves— Short pointed ears (Lord of the Rings Style) Wild Elves of Bar-en-Brassen in Ikhten : Long pointed ears (War Craft Style) skin painted bright colors like the orange, purple, blues and green stripped rocks of the dessert. Wild Elves of Amber Burrow in Culberran: Long pointed ears (War Craft Style) Most elves are slight of build, but elves growing up in human lands (so-called “city elves”) sometimes have human-like builds. Most elves have light hair and complexions, though exceptions do occur. Primary feature: Small pointed ears. Secondary features: Glitter skin and hair highlights; slight build (5’ 9”, 160 lbs. or less); blond hair. (page 52 ) Elf ear tips are available in costume stores and online. There are a range of shapes and colors and materials. Elves have shimmering skin. This is represented by body glitter.
Trolls—Trolls have stony, pebbly skin. They have swept-back ears (often large and floppy), bushy eyebrows, and sometimes beards or potbellies. Some trolls have inch-long tusks that jut out from their bottom teeth, over their lips. Primary feature: Pebbly gray skin. Secondary features: Large, swept-back floppy ears; large build (6’, 200 lbs. or more); tusks.(page 55)
Sauren— As reptilian humanoids, Sauren usually have scaly skin and predatory features. Very few have anything resembling hair, as they are not mammals. Some tribes even have tails, for balance. Primary feature: Blue, green, and/or purple scale patterns over the face and hands (painted or prosthetic). Secondary features: Small fangs; bald head; tail. (page 53) Waterbased skin tints like AQUA Makeup are great for these characters. Scale and lizard looking latex or foam latex prosthetics are useful or you can draw/paint scales with makeup.



Half-Breeds– You must use any one appearance feature from the nonhuman parent. This counts as a primary feature for you, so you must always use this makeup. (page 57)
Heritage Markings: a stripe of makeup from the outer corner of the eye, across the temple to the hairline as follows:
- Nature—Green
- Earth—Orange
- Wind—Light Blue
- Fae-touched—Sparkles
- Pacifica—Jewels encrusted on the temples and forehead
- Fire—Red
- Water—Dark Blue
- Maker’s Mark—Silver
