Al-Jharin

The "People of the Suns" are a semi-nomadic group of loosely connected tribes which roam the deserts and grasslands of Orn. Al-Jharin tend to be tall and thin, with skin ranging from light ruddy brown to near black, Eyes and hair are almost always brown or black. The desert wanderers have never had a true nation of their own, each chieftain ruling supreme over his own tribe.

Al-Jharin names are short, monosyllabic monikers given at birth. No distinction is made between male and female names. A title is awarded by their chieftain at the time they attain adulthood.

Al-Jharin Names: Mon, Thon, Klath, Gart

Al-Jharin Titles: the Great, the Swift, the Terrible

D&D 5E Statistics

 * Ability Score Increase: +1 Con, +1 Wis
 * Size: Medium
 * Speed: 30 ft.
 * Skills: al-Jharin gain proficiency in one of the following skills (choose one): Perception, Stealth, Survival
 * Feat: al-Jharin gain Resilient as a bonus feat.
 * Languages: al-Jharin, Genari

Pathfinder Statistics
Racial Traits:
 * Type: Humanoid (Human)
 * Size: Medium
 * Base Speed: 30 ft.
 * Ability Score Modifiers: +2 Con
 * Languages: Automatic - al-Jharin; Bonus - Bankaru, Faltheran, Genari, Elvish, Dwarven, Draconic, Giant
 * Desert Runner - Al-Jharin receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
 * Scavenger - Al-Jharin gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
 * Stalker - Perception and Stealth are always class skills for al-Jharin.
 * Skilled - Al-Jharin gain an additional skill rank at 1st level and one additional rank whenever they gain a level.