Male 4'9" +2d10 (inches) 120 lbs x (1d4+1) lbs
Female 4'3" +2d10 (inches) 75 lbs x (1d4+1) lbs
The tribes of the Elos desert are excellent riders of both horse and camel. They herd asses, hunt wild antelope and desert hares, and grow hardy crops of tubers wherever possible. Life in the desert is harsh, and these folk are as adaptable and enduring as the desert itself. Tribal names include the Murs, the Shanjens, the Hasheri and the Yataks.
The people of the Khydoban and its environs are about the same general size and build as their Reanaarian neighbors. Several tribes make up their primarily nomadic population, Dynaj and Thygasha being the major exceptions. These tribes live throughout the Khydoban wastes. Ruins miles into the Khydoban Desert bear testament to the magnitude of the empire they once ruled. These folk average less than five and a half feet tall, their bodies are big-boned but not ungainly, and their skin is a deep reddish-brown. The men consider a beard to be a sign of age and therefore wisdom.
The Dejy of central Tellene, who cover the Young Kingdoms and Pekal and O’Par, vary greatly from tribe to tribe. They include the Defohy and Fitonshir of Paru’Bor and Ek’Gakel, the Chors from the Banader River valley, the Ridijo from north of the Jendasha and the Shan-Gyr of the Adiv Hills. These tribes adhere most closely to their ancient tribal beliefs; these beliefs often include a disdain or enmity for those that infringe upon their lands, hunting grounds or areas that they hold sacred. Other tribes of the north and wild lands include Chinotan, Anyth, Byth, Thondehe, Evony, Tharay and Narhino.
The folk of the island colonies of Eldor and Mendarn, and many of the continental Dejy who live among their ruling nations, have soft brown skin and speak a slow musical language. The largest of these islands, Malavla, gives its name to all of these tribes. Malavlans build great artifacts, usually huge totems of wood or stone, and the islanders wear exotic clothing of grasses, feathers and shells. Masks are an important part of their life, and every special occasion calls for its own mask.
Few Dejy live on the island of Svimohzia, having long ago been driven deep into the Vohven or to the mainland by the more warlike races, especially the Kargi. Pockets still exist in the Vohven Jungle, where they keep to themselves. The Ahznoms believe the easternmost tribes, known as the Simay, to be barbaric, if not cannibalistic.
Dejy adventurers might be of any class, with barbarians, rogues and fighters being the most common among them. Their bards continue their oral histories and often hold prominent social positions. They favor the shaman variant of the druid class over the cleric. Dejy rarely become wizards though a sorcerer may emerge (often multiclassed with shaman).
“The Dejy tribes wander the world; they no longer have an empire, but they also have no war.”
– An unknown sage.
The most common Dejy letters are A, B, C, CH, D, E, F, G, H, I, J, K, N, O, R, S, SH, T, TH, V and Y. Sentence structure generally follows a noun-verb pattern. Dejy has no stand-alone pronouns, adverbs or prepositions; they all take the form of prefixes.
Dejy place great importance on names. Many northern tribes do not even name children until the child’s first birthday, when they have a naming ceremony with the entire family present. When possible, a tribal cleric bestows the name after consulting with the gods first. These Dejy believe that when they give the child a name, a spirit with a matching name begins to guide that child. Using a bad name brings a wicked name spirit, and a good name brings a helpful, benevolent spirit that will guide the person through a long and prosperous life.
The sound of a good name varies from tribe to tribe. Most tribes use only one name, but a few use surnames as well. The Dejy also look to their own tongues for names rather than other languages, which they usually find bring evil name spirits.
Dejy might also change their name, if they feel that they have dishonored their name spirit, or if they feel that they have changed their personality so that their name spirit is not a good match for them anymore. A major alignment change, a horrible trauma (like being killed and raised), or a great loss might incur such a change.