Annurin
Arcane, stable, and reliable
Created to channel the raw power of the cosmos to wield against the Guardians, Annurin began as powerful mages and warlocks, destine to rain pure destruction on any foe of the Embodied Gods. Unfortunately, their connection to the fabric of the cosmos turned out to be a liability, allowing the Guardians to simply burn away any Annurin mage from within. These conduits were shut, the Annurin allowed to mingle with the other creations. Now, cycles past their creation, those conduits are still there, leaking the raw cosmos back into them.Though intended to be a warrior race, they never saw this potential used. They are still natural spellcasters, with even their martial warriors possessing a link to the raw arcane powers of the universe. The weaknesses that once plagued them have been healed, cutting off much of their ancient power, but allowing them resist arcane energy easier. These traits manifest early, and are simply a natural extension of their selves. This feeling is so natural to them, that being under any effects that nullify magic cause them to feel suddenly empty, void, and even potentially putting them in shock. Annurin are longer lived than many of the other races, even outpacing elves when in good health. They tend towards stability in their lives, a counterbalance to the chaotic tendencies of raw arcane power. This desire for steady lives has shown to make them poor national leaders, fairing poorly against dramatic changes that occur during disaster and social movements. Where they live, they tend towards supportive roles over administrative and leadership, staying in the shadows of politics. In addition to being mentally conservative, their biology is surprisingly unchanged. In every cycle the Black and Gray Annurin can be found, with only a few other types rising up in certain ages. Their forms a tall and lanky, quite similar to elves in build, but with more rounded features over the typical sharp ones common for the arboreal race. Their faces tend to be smooth, round, with large eyes and flat features, including their nose and ears. Their skin is nearly hairless, a grayish hue that doesn't seem to be impacted by sun exposure.
Basic Information
Anatomy
Playing an Annurin
Annurin make natural spellcasters by lore, but are functionally versatile, able to play any role. The frailty of their design is only visual, they are easily as strong as many other races. Their natural affinity towards the arcane can make them effective mage slayers when playing martial roles, allowing them to close in while resisting some of the impacts. D&D 5eAnnurin
Magicsense: You are able to sense arcane auras in a similar manner as a permanent Detect Magic, however, the object must be within 5 feet of you, is limited to arcane magic, and you must concentrate for 1 minute to detect the school of magic associated with it. Sudden exposure to strong magical auras will stun you.
Arcane Conduit: You have advantage on all Intelligence, Widsom, and Charisma savings throws against arcane magic. On a failure, you're next role will be performed at a disadvantage unless you perform a long rest.
Magical Manifestations: Select from up to 2 cantrips from the Sorcerer's Spell list. Your spell casting ability is either Intelligence or Charisma, whichever you selected for your Ability Score increase.
Languages. Regional and one from the following list:
- Aurran,
- Aquan,
- Ignan,
- Terran.
- The Chaotic Aether runs through my mind
- Meek Body, Mighty Mind
- I Resist the Arcane Powers
- I See the Magical World Around Me
- Raw Power Pours from Me
- My Familiar is My Soul
Any After Divinity
Locations Available
Any unless stated otherwise
Restrictions:
None