Light Crowned Dunefolk Ethnicity in The World of Novus | World Anvil

Light Crowned Dunefolk

Light crowned dunefolk have tanned and sunny skin with most sporting muscular bodies due to their martial focused society. Most have light coloured hair though many of the males and females have shaven heads with many decorating their bald heads with intricate tattoos.

Naming Traditions

Feminine names

Feminine names follow a polysyllable structure, however they always start with a vowel.   Examples include: Illoai, Arenya, Olivia, Elizabeth, Angelica, Alexandria

Masculine names

Masculine names follow a polysyllable structure, however they always start with a consonant. examples include: Taberith, Hargraves,

Family names

Light Crowned or Sun Touched Dunefolk have no family name until their 11th birthday at which point the tribe makes their way around to the various ruins that hold Sibara's Transience. Once there they perform a coming of age tradition known as The Trial of the Desert Path. During this trial the young dunefolk must make physical contact with Sibara's Transience and come out of the coma that they fall into. This can take minutes to hours to accomplish and during that time Shibara will change form into the weapon that represents the persons truest nature. After this the weapon form Shibara takes is now the family name of the now young adolescent Dunefolk.

Culture

Shared customary codes and values

While highly singular and impersonal the Light Crowned hold a number of customary codes and shared values. These include:   Putting your strongest effort forward in both spiritual or martial pursuits.   Respect for those stronger or more experienced than you.   Grudges are for lesser beings, accept the world for what it is.

Average technological level

While tribal in their magitech level those Light Crowned that pass the Trial of the Desert and attain a level of enlightenment decided upon by the Transient One and the council of elders (first and second highest levels of each disciple) are permitted to undertake the Trial of Unity. During this pilgrimage they travel to a secluded region of the Forsaken Dunes and enter the ruins located there.   Once they reach the ruins they complete the Rite of Shibara. The specifics of the rite are never disclosed and talk of the rite is punishable by banishment. Those who succeed and return from the Trial of Unity return equipped with the ability to call forth a magical essence that takes the form of their True Nature.

Common Etiquette rules

Etiquettes that are common for the Light Crowned include the pass meal every ninth day. Where members of house holds or schools bring a quote of scripture or form to display to the others at the meal.    Other etiquettes include the communal maintenance of their revealed True Weapon, whether that be a shield, sword or magical casting device.

Common Dress code

The light crowned dunefolk wear flowing white and yellow robes with tight leather cords for belts and shoes made of softened and shaped Dunehaven plates. Their robes are accompanied by sections of Dunehaven plate that doubles as insulation from the heat as well as protective armor plates. Most keep their heads free of hats though those that still have hair wear it braided and plated with various beads.

Art & Architecture

Light Crowned artwork is reminiscent of scriptures, poetry or small paintings. With strong use of colours crafted from the humours of various flora and fauna of the forsaken dunes. All their artwork has yellow  incorporated into it in some form or another. These yellow sections symbolise Shibara and its infinite wisdoms, acting as a reminder that Shibara is a part of everything in this world.

Common Customs, traditions and rituals

Light Crowned observe a greeting custom whenever people of different martial or spiritual level meet. With those who are of a lower level giving an upwards nod in a short presentation of their neck. Which is in turn answered with a downward acknowledging nod from those of higher level. Should two members of equal level meet they will both bow heads in acknowledgment of their peace.

Coming of Age Rites

The Trial of the Desert path is the coming of age ritual the Light Crowned observe. During this ceremony young Light Crowned make the pilgrimage to Shibara's transience. Once there they participate in meditation and ceremonial rites to allowing Shibara to share with them a glimpse into their true nature.

Funerary and Memorial customs

When a Light Crowned dies they are cremated through the use of an old world artifact. A sceptre of Pistorius, kept by the Transient One (Leader of the tribe) is used to achieve the heat needed to cremate a body. Once the cremation is completed their ashes are gathered and made into Ash Spirit Cakes. Bitter sweet and slightly dry these pastries are given to all members of the tribe. That way it ensures that the deceased's memories and spirit continue to live on within the tribe.    Outsiders are not permitted to consume Ash Spirit Cakes though children of mixed heritage born into the tribe are permitted.

Ideals

Beauty Ideals

Light Crowned view beauty in ones accomplishments towards enlightenment and their physical prowess. Those who are experts at their given weapon and those who achieve a tranquil wisdom through meditation are equally appreciated.

Gender Ideals

Due to their focus on meditation and combat they take a equal mindset. Many females achieving fame for their physical and combat achievements, and many males achieve fame for their meditative and non combative feats.

Courtship Ideals

Light crowned dunefolk hold a repressed view of sexuality, causing courtships to occur in secret. Though a common occurrence during courtship is the exchanging of passages of Shibara's transcripts that speak of love, lust and family.   Many of the martial and spiritual leaders within the Light Crowned know of this occurrence and turn a blind eye to it. Touting that the restrictiveness help to forge a stronger love between the two individuals.

Relationship Ideals

Due to their extensive meditation and training any relationships that eventuate between Light Crowned is even keeled and filled with a difused love and affection. Fights rarely happen and only occur during times of great stress though they are quickly resolved as both parties agree to fight for their relationship. Those that break off relationships condemn not only themselves but their partner to solitude as recoupling is a foreign idea to the Light Crowned.

Light Crowned Dunefolk

Ability Score Increase +1 Strength, +1 Dexterity
Size Medium
Speed 30 feet

Meditative Sleep

Light Crowned train from an early age to both require less sleep and to rest while in a semiconscious state. Due to this you only require 6 hours of sleep a day and do so while still semi-conscious and aware of your surroundings, you can still hear as normal allowing you apply your passive perception even while resting. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.    

Light Crowned True Nature

Each Light Crowned undergoes the Trial of the Deserts Path after which time Shibara's Transience bestows upon them their True Nature. Select the Nature that best fits your character and best describes what Shibara revealed to them.   Nature of the Aegis (Shield) Once when an ally within 15 feet of you takes damage from an attack, you can as a reaction grant them temporary hit points equal to your constitution modifier x your proficiency. This ability recharges on a long rest.   Nature of the Lancer (Spear) Once per long rest, while wielding a piercing melee weapon, as part of an attack you can move an additional 15 feet in a straight line, movement taken in this way does not provoke attacks of opportunity. This ability recharges on a long rest.   Nature of the Cage (Sword) During Combat when you deal slashing damage to a creature with a melee weapon you can use your bonus action to lacerate them causing the creature next attack to be made at disadvantage and reducing their movement speed to 0 until the end of their next turn. This ability recharges on a long rest.   Nature of the Wind (Bow) During Combat you can empower your body with the winds of Shibara as a bonus action. Until the end of your turn, whenever you hit a creature with a ranged weapon attack you gain 10 feet of additional movement, if you end your turn without moving you gain the benefits of the Dodge action. This ability recharges on a long rest   Nature of the Eruption (Hammer) When you damage a creature with a bludgeoning weapon you can use your bonus action to shove them 15 feet in a horizontal direction of your choice. If the creature hits a solid surface or another creature both are dealt damage equal to your Strength modifier and knocked prone. This ability recharges on a long rest.   Nature of Shibara (Magic) As a bonus action when an enemy succeeds on a saving throw against a magical effect you impose that only effects one target, you can instead change the target of the magical effect to another creature within the range of the spell. The newly targeted creature must now make a saving throw as if they were the target of the initial spell. This ability recharges on a long rest.