Desert Elves (Eru'dorei)

The Sand Elves of Saiqur, Eru’dorei in the elvish tongue (pron. eeru-do-ray; trans. "Children of the Sands"), are tall, long-legged desert rovers whose tribes wander the deserts and badlands of Xhaan. Traders, raiders, and savages of the blistering sands, the elves ride the winds aboard great sand-skiffs – ships which sail across the desert – raiding, pillaging, and butchering any who dare trespass on their ancestral hunting grounds. In civilized lands, they lurk amidst the shadows, said to hold a never-ending bazaar where they (and others who deal in goods of dubious origin) sell their wares.

Their current reputation as savages and brigands, belies their ancient and proud history, whispered in tales, where few remain who remember the time from their personal experience. It is said before the rise of the Sorceror-Kings, the elves of Saiqur ruled the desert through a great empire that stretched from the eastern sea, to the western badlands. Through magic and toil, they brought water, life, and civilization to the barren and harsh landscape of Saiqur. They built grand cities, and developed art and music of a beauty un-imagined by lesser races.

Then Tahut’khem Ra, known as Tyrant of the Black Sands (Erukor‘Telyth, in the elvish tongue), came like a rising black dust storm from the heart of their empire. He spread like a malignant cancer, casting aside the wondrous works and protections of the elvish people, eventually conquering, murdering, and scattering them to the wind.

The Children of the Sands are a mysterious, and passionate people. Wild and capricious as the desert sirocco. Trusting only of those who have proven their worthiness.Though their civilization is long fallen, the bargains forged with the spirits of the Fae, the wind, and the flame remain; powers they call upon still to survive. They can strike without warning, disappearing again in a breath. They are like an ember in a dry grassland, with but one spark they can rage into an inferno and destroy all in their path, before fading again and leaving nothing but ash in their wake.

They find riding beasts beneath them, as they are themselves swift as the desert wind on foot, and prefer to travel by skiff whenever possible. To the desert elves, the beasts of the deserts are to be respected as partners, never ridden upon as slaves. Theirs is a people always on the move since their diaspora began, though there remain some who long for the greatness of their past, and would seek to rise once again from beneath the sands, and return life and hope to the oppressed and hunted peoples of Saiqur.

Play a desert elf if you want...
 * to be a member of a race who is at home in the desert wilds, and adept at surviving against harsh conditions
 * to play a character who is passionate, mysterious, and proud.
 * to play a character with powerful bonds to the spirits of the desert, including the Fae, Wind and Fire.
 * to be a member of a race that favors the ranger, barbarian, rogue, or warlock.

Physical Qualities
Most Desert Elves are dark-skinned, ranging from a deep chocolate to olive brown, with dark or ruddy hair. Their eyes tend toward brilliant gem-stone hues of ruby, topaz, and emerald. They tend to be tall, thin and swift, with long limbs, and long pointed ears like other elves. Their garb tends to be on the utilitarian side, made of hides and scavenged materials from the desert, however those lucky few outsiders welcomed into their tribe find they dress finely in silks and satin which they typically loot from other races, which are woven into brilliant flowing gowns and tunics; in honor of the traditions of their lost civilization. They also maintain a rich cultural heritage of music, dance, and tales.Average Height: 5’8” – 6’4”

Average Weight: 120-170 lbs.

Statistics
Ability Score Increase: Your Constitution ability score increases by 1.

Guardian Nomad: You have proficiency with the pike, scimitar, spear, and shortbow.

Resourceful Survivor: You have proficiency in the Survival skill.

Desert Born: You're naturally adapted to hot climates, as described in Chapter 5 of the Dungeon Master's Guide.

Mirage: You can cast the spell blur once using this trait. You regain the use of this ability when you finish a long rest.