Dunefolk

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Artist's impression of the legendary Sandsassins, based on rumor and supposition

Dunefolk, Sunfolk, Sandsassins, and other Peoples of the Southern Deserts

The Dunefolk

Though most of the inhabitants of the Continents' deserts are commonly grouped under this umbrella term, the Folk who refer to themselves as the Dunefolk live along the northern borders of the southern desert, close to trade routes of other cultures. They more closely resemble the commonfolk than do the rest of their desert-dwelling kin. Relishing a good haggle, they enjoy competition, gambling and games of chance, which form a strong part of their society. Looked upon as wayward by their zealous southern brethren for having acclimated to the luxuries of the "Softfolk" (as they refer to those not of the desert), Dunefolk long ago adopted permanent housing and open trade. Their markets contain some of the rarest artifacts and products on Lume, thanks to the sourcing abilities of their Sunfolk kin.

Sunfolk - The Desert Peoples

Stricly nomadic, these hardy neo-sapiens live in and around the southern desert of the Continent, known as the Forge. They operate under strict ethical codes, which differ between each clan. This makes travel across the desert by a newcomer very perilous. The People hold paper in high regard, and it acts both as a bartering currency and a valuable commodity, since trade of perishables or large goods is impractical. They also prize the Manidae "Gems" (as-yet infertile eggs), frequently trading or raiding Manidae communities for this treasure. The reason is unconfirmed, though presumably echoes the acts of a bygone war between their races. A more recent prsupposition links this behaviour to the Gems' semblance to the treasures they seek during their coming of age ritual. Many Sunfolk would rather raid for the resources they cannot obtain themselves than shame themselves by trade. Two of the few exceptions are paper and Gems. For this reason duels, games of chance, and bartering alternatives have been formed with nearby tribes - such as the Dunefolk - and other Races to accomodate their sense of pride.

A culture of brief conversation, they prefer instead to compile long elaborate poems, ballads and philosophical essays, highly regarded throughout the rest of the Continent. They are amongst the most mysterious and least understood of Lume's people, alongside the ancient races (i.e. the Frost Giants, Deumana, and Mythos). One of the few ways for Lumians to obtain pre-historic artifacts is via the People (Disciples?), as they frequently raid the hazardous sandy canyons and beaches of the Great Scorch; an awesome region populated by colossal Atrocities, enormous and monstrously mutated crustaceans.

The Quest/Hunt/Pursuit (records for the term vary) is a coming of age trial for their adolescents; when daring raids on the lairs of the Atrocities for remnant artifacts are conducted. The participant's bearing and performance dictates the standing they will have in their clan, assuming they return with bounty. These they sew into their tunics, convert into tools or weapons, use as piercings, or may lose in games of chance. These people are far from ignorant, and study the artifacts they find in great detail prior to utilisation. Large artifacts may be brought back on sand sleds, though this is rare, as many youths are lost in such undertakings.

Sandsassins

Rumoured secret Illusionist School of mythical skill and reputation. Details on this clan/culture/family? are few enough that one may be mistaken for thinking them idle speculation. It is this humble scribe's opinion, however, that most myths have a basis in fact, and there are too numerous a mention of their existence throughout the old tomes and dusty scrolls of the library to simply dismiss this enigmatic group.

Paradisians and Edenists

Less a culture than an occupation, these remote-upon-remote figures inhabit and guard the oasis and hidden canyons and valleys of Taal's Forge. They are keepers of lore, preventing any nomadic group from overstaying their welcome in these sanctuaries, thereby avoiding a tainting of their culture, but most ingeniously, prevent any from gaining a defensible and supplied military foothold. How they are chosen, or even how they came by these roles, is uncertain. They are portly in contrast to their dessicated kin, though eyewitness accounts note layers of muscle beneath their consciously restrained demeaner. They have been seen casually weilding exotic halbers like one would a meal fork. Records indicate any unwanted violence towards them, or indeed, inside their natural santuaries, incites the retribution of any and all clans close by. The Slenders believe the Sunfolk hold great libraries and hoards of artifacts in the deepest and most remote caverns of these havens, though for the moment this remains speculation; as does much regarding these cryptic Folk.

There are persistent rumours amongst commonfolk that far to the south, crossing the lands of the Dunefolk, there exist tribes whose powerful Illusionists are raised from birth as skilled assassins, able to conceal themselves in broad daylight, and publicly execute their victim without anyone noticing; until some time later the corpse is discovered where it fell.

On Sandcasting

Due to their familiarity and proximity with the silicon expanse around them, these hardy Folk developed an understanding for the transmutation of sand, and glass, up to and including obsidian. They can fashion the most elaborate buildings, sculptures and glassware on the Continent, rivaled only by the Slenders' metalwork, and the Druidic art of vine-weaving. This casting has innumerable uses in the expanse, including extracting moisture, and works equally well on dirt and rocks when far from home. Because of these Casters, the Dunefolk choose to make use of hardened ceramics and glass for tools, weapons, even instruments.