The tribes of the Alasshra Mamnue are strong, vicious and protective of the desert they patrol.
The ifrit clerics and druids that lead these tribes work to prevent openings between this plane and the plane of fire.
Once a year the faithful must convene to reestablish the barrier between the planes. This process takes weeks and creatures from the plane escape into the world and the rest of the tribes hunt down the creatures.
On a normal day, the tribes patrol the sands, attacking caravans that come to and form Jawaharat. This makes the tribes also targets of raids from the armies of the city and from The Devoted who value the nomads as strong slaves for their causes.
The nomads will use everything they take, including eating people and animals from the caravan. The process has led the nomads to become immune to diseases that come from this act.
Ifrit race (from the Pathfinder setting, modified for 5E)
Standard Racial Traits
Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. Their hardened life in the desert has made it’s mark. The years of cannibalism and hard life has taken its toll on the way Ifrits deal with other people. They gain +2 Dexterity, +2 Constitution, and –2 Charisma.
Type: Ifrits are outsiders with the native subtype.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Ifrits have a base speed of 30 feet.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Energy Resistance: Ifrits have fire resistance (take half damage from fire and fire-type magic)
Magical Racial Traits
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Senses Racial Traits
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.