Duneriders
It's said that the nomads of the Sunswept Lands do not simply ride across the dunes, they ride the dunes themselves, following the sandstorms by secret ways that lead them through the otherwise impassable salt wastes of Khara. They are the people of Sirocco, the Desert Wind, their hearts and their words burning with a wild energy. Quick to wrath but quicker to laugh, the Duneriders defy the Demonic Imperiums, always riding steps ahead of the Infernals and their ilk.
The organization of Dunerider culture starts with the hurd. This is a single family unit consisting of three to four adults and any number of children. Several hurds together comprise a band, a traveling group small enough to stay nimble but maintaining contact with other bands. A particular large band is a camp, and all camps belong to a specific tribe.
Duneriders are nomadic and rely on quadripeds for rapid movement across the desert. Beastfolk, centaurs, desert & wind dwarves, orcs and humans are common among the Duneriders. They ride camels, horses and riding lizards (especially prized for their low water requirements). Each band usually uses the same or similar mounts, uniting themselves by that shared identity (A beetle-riding tribe, a lizard-riding tribe, a camel-riding tribe, etc). Centaurs either form their own groups or ride alongside a band of bipeds.
In ages past, the Duneriders waged war on each other, raided the communities at the edge of the desert, and practiced harsh rules of self-sufficiency and religious observation. The punishment for breaking with the community was exile and death in the desert. But in the wake of the Demonic Imperiums, the old ways have been set aside. Now, the Duneriders practice cooperation and have a shared culture of mutual respect and aid to help them oppose the Infernals and their ilk.
Suggested Classes
Suggested Parentages
Category | Parentages |
---|---|
Dominant | Human, Tabaxi |
Minority | Centaur, Dwarven |
Enclaves | Leonin, Equinal |
Groups | Gnoll, Orc |
Individuals | Draconic |
Singular | Sphinx |
Suggested Upbringings
Category | Upbringings |
---|---|
Dominant | Beastrider, Hinterland, Nomadic, Sprinter |
Minority | Competitive, Dextrous Soldier, Hunter, Scout |
Enclaves | Battle Savant, Combative, Hardy, Tracker |
Groups | Athletic, Guerilla, Outcast, Pack, Survivalist |
Individuals | Aggressive, Natural Artisan, Predator |
Singular | Dextrous, Ferocious |
Suggested Backgrounds
Category | Backgrounds |
---|---|
Dominant | Desert Runner, Outlander, Rider |
Minority | Animal Breeder |
Enclaves | Mercenary Recruit |
Groups | Bandit, Entertainer, Poet |
Individuals | Far Traveler, Folk hero, Mercenary Veteran |
Singular | -- |
Class | Subclasses |
---|---|
Barbarian | Path of the Ancestral Guardian, Path of the Berserker, Path of the Blade Dancer, Path of Whirling Steel |
Bard | College of Dance, College of Lore, College of Sword Dancing, College of Swords, College of Valor |
Cleric | Air Domain, Community Domain, Evergold Domain, Fire Domain, Joydancer Domain, Love Domain, Passion Domain |
Druid | Circle of Sand, Circle of the Land |
Fighter | Battlemaster, Champion, Horselord, Sword Dancer |
Paladin | Oath of Devotion, Oath of Forged Bonds, Oath of Glory, Oath of Passion |
Ranger | Archer, Beast Master, Beast Whisperer, Firewalker, Guerilla, Hunter, Outrider, Skirmisher |
Rogue | Duelist, Scout, Swashbuckler |
Sorcerer | Divine Soul, Elemental Bloodline, Protected Soul, Wind Soul |
Warlock | Animal Lords Patron, Elemental Lord Patron, Mother Patron, Primordial Patron (Giant Killer's Companion), The Elemental Patron (Archetypes of Eberron) |
Witch | Red Magic, Sky Magic, White Magic |
Culture
Major language groups and dialects
Common, Giant
Culture and cultural heritage
The Duneriders have a code of honor and pride that governs many of their interactions. They've been shaped over the years by their harsh environment and nomadic lifestyle.
Shared customary codes and values
Bravery & Honor
Familial Loyalty
Hospitality
Common Etiquette rules
Always make a noise before approaching a tent, a humming tune or whistle, differs from band to band
Common Dress code
Loose tunic, cloak, leggings. Warriors wear padded leather chest-guards. Equipped with a steel scimitar at the left hip, a tough quiver at the right, and a short bow over the back. When at rest, special occasions, or trading, they wear beautifully woven dyed wool tunics with prayer squares over the heart.
Art & Architecture
Poetry is extremely important, as is music. They have a vibrant tradition of dance, including sword dances, and wear beautiful textiles under their desert cloaks. These feature lush colors and intricate patterns, including prayer squares over their hearts.
Common Customs, traditions and rituals
The Challenge is common in daily interactions. Duneriders have a strong tradition of honor and pride that works strangely alongside their newfound belief in cooperation and mutual aid. Any slight can be the cause of a Challenge. Challenges may take the form of races, duels, dance-offs, cooking competitions, almost any head-to-head competition. If the Challenge is not answered, the Challenged is seen as deferring to the Challenger. If the Challenge is answered, the winner of the Challenge gets preference in the ensuing conflict resolution, but often both participants will negotiate a mutually beneficial outcome. It's less about who gets first dibs on the water in the oasis and more about not losing face.
This bravado undercut by a deep concern for one's community, even for strangers, makes little sense to outsiders, but to the Duneriders they see no contradiction in issuing an insult-laden challenge and furiously contesting someone, only to immediately go back to working together afterwards.
Coming of Age Rites
It's traditional for warriors, poets and hunters to hunt an ophies, a flying serpent that guards the secret oases of the inner deserts. By hidden rites and arts the spine of the ophies is hardened and stiffened into a lightning quick sword. Duneriders are proud to wear the Spine of the Ophies at their side, a sign of wisdom and bravery.
Funerary and Memorial customs
The funerary rites must take place within 24 hours. Fire must be lit either to cremate the dead or to burn a part of the dead. This sends their spirit on Sirocco's winds to keep them safe from the Infernals. There are specific songs that must be sung for the dead, and they must stand vigil from the lighting of the fire to the last ember's passing.
In times long past, the Duneriders would banish those who betrayed or failed their communities, exiling them into the desert. When the Infernals arrived the spirits of these exiled or dishonored dead rose up as horrifying undead. Now, the Duneriders make sure EVERY Dunerider gets an honorable burial, no matter what they did in life.
Common Taboos
Exiling or leaving someone to die of thirst. The Duneriders would rather execute a prisoner than leave them to die in the desert.
Common Myths and Legends
The Duneriders climb that their tradition began with Sirocco, the offspring of Sin and Vindur. The Burning Wind taught them the secret of riding the dunes themselves, allowing them to traverse the desert faster than any other. The secret oases of Allikas are their other blessing. It is from Sirocco that they derive their fiery sense of honor, passion for romance and love poetry, and restless spirit.
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