Overview

The Sunderwyl aesthetic is defined by a desire for sturdy and functional garments balanced against a love of bright and cheerful hues. The Republic’s fashion and society has been exposed to the rest of the Continent’s cultures only within the last three centuries, and so they have a very different base aesthetic than the “classic” fantasy-medieval garb of the other nations. Their garb is a blend of fantasy, American Western, and Victorian elements, focusing on the adventurous and hopeful ideals of those eras rather than their mundane, gritty, and often horrible realities, and replacing the rifles and revolvers and other industrial elements of the 1800s with fantasy elements such as crossbows, swords, and magic staves.

Feel

Sturdy, Adventurous, Practical, Bright, Hopeful, Prepared, Crafty, Scrappy, Western, Desert, Mountainous

Influences

Aetherpunk & arcanopunk, Indiana Jones, Tolkein’s Dwarves, 1800 World’s Fair, Australian outback, American frontier western & industrial revolution but make it fantasy, Age Of Exploration but make it medieval and leave out the colonialism.

Visual Reference

https://www.pinterest.com/veilguardlarp/sunderwyl-republic/ (a Pinterest board for garb and aesthetic inspiration.)

You can refer to this page (Sunderwyl Color Swatches) or the color block below for a visual reference for Sunderwyl’s idealized color palette.

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/de4cba67-0f26-46ce-a78f-3ba07fdd8e0c/Sunderwyl_pallette.png

Colors

Sundalfolk have a preference for bright and bold colors in their clothing, which they contrast with stark white base layers and brown leather equipment and armor. Blues, reds, oranges, and golds are the preferred color palette, all in bright hues, though those who go out into the desert and Golden Sea often wear much more muted tones to better avoid being spotted by predators or prey. Green, purple, and pink are noticeably absent in most Sundal outfits, a result of a lack of the dyes for bright hues in those colors for most of their history and a desire to separate themselves from the Jadefang and Faen’miir aesthetics.

Materials

The standard material for most clothing in the Republic is cotton, usually in either plain or twill weave, with plain weave fabric being used for under layers and twills being used more frequently for outer garments such as vests, coats, and pants. Linen has to be imported, but has become popular as a base layer for clothing, especially in the hotter regions of the nation. Those who live underground or in the colder elevations of the central mountains tend to prefer thicker cloth for their garments, while those who live in the warmer areas (especially in the Arid Grasslands) prefer lighter and more billowy fabric.

Leather is frequently used as a protective layer by many, ether as a patch on top of a heavy-duty cloth garment to protect an area from wear and tear or as its own garment or accessory, such as a leather apron, gloves, or goggles.

Metal is frequently used in garments as buckles and buttons, as well as decorative pieces where it won’t get in the way. The preferred metals for these accessories are bronze and stainless steel (which in the world of Veilguard is an alloy of Mithryl and iron), as those metals are sturdy and relatively resistant to corrosion and tarnishing.

Clothing

Shirts and short tunics, usually in a bleached white or pale natural beige, are the preferred form of base layer for tops, with a jerkin, vest, or longcoat in a primary color or fashioned of dark leather worn over it. It’s common for shirts and tunics to have long sleeves that are rolled up and pinned mid-bicep or just below the elbow.

Pants and mid-calf-length skirts are the preferred leg covering. Pants are the norm for all genders, with skirts generally only being worn by femme-presenting Sundalfolk who actively prefer them over pants.

Pockets are common in any garment they can be fashioned into, the bigger or more plentiful the better. Sundalfolk have a stereotype amongst folk of other nationalities of always being able to pull something useful out of their pockets, and there’s a significant kernel of truth behind it. Belt pouches and bags or satchels are common accessories for Sundalfolk, just to add even further to their ability to carry around the things they’ll need.

Knotted or braided chords are often used as decoration, either as fringe or stitched onto clothing as embroidery or edging. These chords are usually two different colors knotted or braided together in a symmetrical and aesthetically pleasing way, and are meant to represent the binding of the Dwarven and Fae folk into the single people of the Republic; the design is a sort of patriotic symbol that every citizen can customize to fit their own outfit and aesthetic.

Cloaks tend to be much less common than coats in Sundland fashions, though the folk who wander the desert frequently wear cloaks fashioned of light and breathable fabric to protect themselves from the sun.

Signature Garment: Cravat

The defining piece of a Sunderwyl character’s outfit, the bit that marks them as being from Sunderwyl, is a cravat, tie, neckerchief, or other neck cloth in a bright primary color (yellow, blue, or red). This cloth can be made of any fabric and tied in any way you wish, but you must wear some kind of brightly-colored cloth around your neck in order to mark yourself as a Sunderwyl character to other players.

Footwear

Solid work or hiking boots or closed-toed shoes of sturdy leather are the standard form of footwear for Sundalfolk. Fae living in the Arid Grasslands or seafarers living on the coast occasionally wear moccasins or sandals instead, but this is generally only done when they’re relaxing and not planning on doing any work or heavy walking. Sundalfolk take their footwear very seriously, and foot and lower-leg armor isn’t uncommon even in lightly-armored fighters.

Jewelry

When jewelry is worn in Sunderwyl it’s done tastefully, focusing on the craftsmanship of the item rather than being a gaudy showpiece or showing off wealth via precious materials. It’s considered gauche and to be acting too much like a Corsair to wear a great deal of shiny jewelry, and so most Sundalfolk prefer to have just two or three elegant and tasteful pieces rather than loading themselves down with bling.

Gold or platinum are preferred as metals over silver, as they don’t tarnish. Gems are preferred based on their color, clarity, and durability — ruby, sapphire, garnet, and topaz are favorites for how hard they are, as are the many varieties of quartz, such as tigerseye, agate, amethyst, and citrine. Diamonds are adored for their prismatic effect, but fashion trends have recently turned against them in favor of more brightly-colored stones. Raw stones and crystals are sometimes worn by Artificers or others who frequently work with Technomantic devices, either as salvaged crystals repurposed as jewelry or actual functioning spare crystals that could be used to replace a broken part in a pinch.

Jewelry often takes the form of torcs, amulets, or rings, things that are solid and chunky and tend to stay close to the body so they don’t get caught in things. Earrings are common, especially amongst Dwarves, who like to hook them onto their ear filigree, but they tend to be studs or not dangle very far below the ear. Sundalfolk are very aware of the dangers of mixing jewelry and heavy machinery, and are compulsive about taking off any rings or necklaces that could be caught in moving parts before they go into a workshop or manufactory.

Less Appropriate

Steampunk. No gears, octopi, or other accoutrements of the steampunk aesthetic, with the exception of medieval-looking goggles or glasses for Artificers and practical-sized 1800s hats such as a Stetson or short top hat. If you must have any “techy” gear, make it in the fashion of Petromantic/Technomantic enchanted items or implements featuring crystals and wires, rather than cathode ray guns or clockwork devices.

Blue Jeans. Denim is allowed, and blue denim actually fits the Sunderwyl aesthetic quite well, but blue jeans and modern-style overshirts or button-ups made of blue denim are too modern to work with the game’s intended overall look and feel. If you’re going to use blue denim, use it to craft something with a distinctly fantasy or medieval cut to it.

Modern attire. Sunderwyl’s aesthetic is “fantasy western,” and one of the hardest parts about putting your kit together to meet that criteria is likely going to be making sure that it looks sufficiently fantasy that nobody looking at a picture of you is going to think you’re an extra in a Hollywood Western or Steampunk movie. Be sure to mix and match fantasy equipment alongside your more 1800s attire, and when in doubt always lean more fantasy than western.

Guns or grenades. Gunpowder doesn’t work well in this world, and guns and bombs flatly don’t exist. While it’s possible to make explosives out of alchemical reagents, they are expensive and highly regulated and not something that PCs will have access to; grenades and bombs will be distributed by NPCs or not at all, and you shouldn’t have them in your kit.

Sunderwyl Color Swatches