Age. You are an Elf of the West. You will live forever and are bound to the world, destined to dwell in it forever. Death only temporarily thrusts your spirit into the Halls of the Dead, and eventually you will return with memories intact.
Size. Pol-Muyyaqar are about 6'1. You are size Medium.
Fleet of Foot. Your base walking speed increases to 35 feet.
Darkvision. Accustomed to walking under the revered starlight, 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.
Keen Senses. You have proficiency in the Perception skill.
Sturdy Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Your sleep is not like that of mortals. When you sleep, you can choose to send your mind into an “Elvish Dream” retaining full consciousness of your surroundings and you needn’t close your eyes. Four hours spent in such dreams acts on you as if you had rested an entire night.
Skills. You are proficient in the Survival skill. You are proficient in Sand Skates, the unique tools that some Muyyaqar tribes use to traverse the wide Alk'kir desert.
Weapon Training. You have proficiency with the longsword, shortsword, scimitar, shortbow, and longbow.
Desert Nomads. You are resistant to fire damage. You only require the normal amount of water a day while traveling through a desert, rather than double the amount.
Dancers Beneath Innumerable Stars. When you use the dash action, difficult terrain doesn't cost you extra movement on that turn. Furthermore, when traveling long distances, you ignore the effects of difficult terrain — so you always move at full speeds.
True Astrologists. While you rest during a long rest you may gain temporary insight into the future. You may take advantage on one attack roll, saving throw, or ability check. You may take advantage after you see your roll but before the DM has announced whether it has succeeded. Once used you can’t use this ability until you take another long rest.
Nomadic Foresight. The Pol-Muyyaqar have grown so used to the patterns of the world that they, though they have never left their homes, may tell what has passed and what is to come in far-flung places. You may use a DM's Inspiration in three other ways: you may use it to reduce one point of exhaustion, to gain one point of Hope, or to choose to have rolled a natural 20 while attempting an ability check. If you use the last option, then you must pass a DC 15 Constitution Saving Throw. If you fail, you expend one Hope Point.
Heirs of Is-Isil. All the upturned pyramids of the Tentyric Kings are open to you, if you wish them so.
Beset by Woe. While hardier in spirit, despair can still threaten you. And its effects on the psyche are violent. If you suffer the Miserable condition, then in addition to its usual effects you suffer disadvantage to your Charisma and Wisdom saving throws.
Wisdom of Old Eras. Whenever you finish the Heal Corruption downtime activity, you can regain 3 Hope Points instead of 2. If you pass the Wisdom or Charisma saving throw at the end of this phase, you can regain 5 Hope Points instead of 4.
Languages. You can speak, read, and write Common (Juraedon), Elvish (Prestige Eresdolhn), and Elvish (Local Dialect: Muyyaqar). The Muyyaqar tongue is the far-spread language of the Desert Elves of Alk'kir. The Altresdolhn tongue is the far-spread language of the Fair Elves of Lower Huraedon.