The sand elves live in their cities far away from other societies. Those who have seen them say they can cast terrible mirage's to frighten a man to death. They live among the sands of the far off deserts where thirst is more deadly then the giant scorpions that inhabit them. They are a hardy and reclusive people.
Dark skin to hide from the sun.
Decades ago oracles of Sekhet led a group of elves to the desert. These Apjin elves built their own civilization between dunes of the far deserts and the major nile that gives them life. They have skin colors that can be tan, brown, dark brown, and even a dark obsidian. Hair colors can range from white, brown, black, and even a pale yellow. Their eyes can be golden, brown, hazel, black. The obsidian skinned desert elves typically have white hair and commonly have very pale eyes in shades of lilac, silver, pink, red, and blue. Their time in the desert has given them light steps carry them quickly through their native dunes.
The shifting sands.
They make their home in the lands of Ethernos, they live by the nile and the orange sands of it's beaches. The nile providing a level of a paradise in a vast see of blinding sands and hot days that'll boil a man in armor.
They typically ride camels and other desert specialized creatures, like giant scorpions. Spend most of their time covered in clothing to blot the sun out. The main cities of the apjin have a majority population of elves, but there is some humans, gnolls, and rarely genasi. Naga do live in the desert being blessed with their form by their goddess.
Freedom, Power, and gods.
Those who leave the desert do so seeking some sort of freedom or to adventure in the wider world. They often are wizards and fighters. Rangers are not unheard of, but most of the other classes tend to stick close to home. If they do leave it's for some kind of retrieval of power or a quest from their gods.
History in names.
Thier names typically including a long family history. They usually go back several generations. Every child born will take the name of their parent and parents parent. Etc.
The naming convention is Arabic in nature
Male names: Sharif, Tali, Rayyan, Abdul, Ajmal, Yusuf, Cairo
Female names: Bushra, Aisha, Laila, Fatima, Maryam, Zara, Jude
Apjin Elf Traits.
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Ability Score Increase.
You can increase any ability score by 2 and any other score by 1.
Age.
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment.
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size.
Elves range from 5 to almost 7 feet tall and have slender builds. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses.
You have proficiency in the Perception skill.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Desert Dweller.
You're naturally adapted to Extreme Heat as described in chapter 5 of the Dungeon Master’s Guide.
Mirage Magic.
You know the minor illusion cantrip. When you reach 3rd level, you can cast the 'Silent image' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blur spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Apjin Weapon Training.
You have proficiency with Scimitar, Falcata(longsword), and long bow.
Trance.
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages.
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.