Dunefolk

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

Comprising of the 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, affording them proximity to the Continent's trade routes. Their culture and genealogy 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 one of the cornerstones of their society. Looked upon as wayward by their zealous southern brethren for having acclimated to the luxuries of the northern "Tender Folk" (as they refer to those not born 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 Singers of Silica

The Sunfolk are amongst the most mysterious and least understood of Lume's peoples, perhaps second only to the ancient Races: the Frost Giants, Deumana, and Mytikos. Stricly nomadic, these hardy neo-sapiens live in and around the southern desert of the Continent, known as the Forge.

A passionate people, they operate under strict ethical codes - which differ between each clan - juxtaposed with a familiarity with violence and death which is . This makes travel across the desert by a newcomer very perilous. The Sunfolk 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 this echoes the acts of a bygone war between their Races. A more recent presupposition links this behaviour to the Gems' resemblance of the treasures they seek during their coming of age ritual. Many Sunfolk would rather raid for the resources they cannot obtain themselves than tarnish themselves with petty trade. Two of the few exceptions to this tradition 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 accommodate their acute sense of pride.

A culture of brief conversation, preferring instead to compile elaborate poems, ballads and philosophical prose, their art is highly regarded throughout the rest of the Continent. Music and song are pillars of their culture, contributing significantly to their self identity, even their system of law (though little is known of the latter). It is common for adversaries to entwine their melodies of an evening, preceding a violent and ruthless confrontation. Casters work their craft with an accompanied song, nomads travel humming or throat-singing, and the evening dunes are filled with the layered chorus of Folk, Flora, Fauna, and the ambience of the wilderness.

One of the few ways for other Lumians to obtain prehistoric artifacts is by way of the Sunfolk, as the latter frequently raid the hazardous sandy canyons and beaches of the Great Scorch; an awesome region populated by colossal Atrocities, enormous and monstrous 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.