Annurin Species in Cycles of Infinity | World Anvil

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.
— Accumulated Lore of The Ages by Sinsorious Shakadai
  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

With an elven build, the Annurin are generally tall and thin. Even the bulkiest Annurin will have visible collarbones and spines, the muscles rarely growing large, even when in phenomenal shape. The skin that covers these tawny bodies are shades of gray, growing lighter or darker by genetics alone, the sun having no impact.   Their arms and legs are longer in proportion than their torsos, giving them a bit of a lanky look as the move around, but has no impact on their abilities. Their fingers and toes are somewhat bulbous looking, with tiny, often unseen nails that rarely grow long. Standing, they are semi-digitgrade, running on their large toes but standing and walking on their full feet. A naked Annurin is revealed to have tiny, featureless tails that is often covered in clothing.   Annurin heads are bald most of the time, the hairs being too thin to notice without close inspection. Some may grow thicker hair, being visible. This individuals look to have a very fine layer of grayish-white hair, though the individual strands are actually translucent. Their heads are proportional to their bodies, but smooth and round. Their noses are flattened, with only the lightest bump, and two long slits going sideways. On the side, their ears are equally flattened, though more noticeable, with a human like shape.   Each Annurin has large eyes with irises that cover most of the eye. Eye color is dynamic, changing and shifting constantly without any knowable reason. Though the color transition is usually too slow to visibly watch, it can occur over the course of a night. Colors range the full gambit, though tend to stay near natural colors.

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 5e
After applying the below traits to your annurin, choose an Annurin Ethnicities that exists within the cycle and area the campaign exists and apply that ethnicity's traits to your character.  

Annurin

Ability Score Increase +2 to either Int or Cha
Size Medium
Speed 30ft

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.


 
  Pathfinder - Needs Updating
Nothing has been added here yet.
 
  Fate
Annurin begin the game with one less +1 skill, but 1 more Mana in their pool. In addition, they must take at least 1 magic skill as a skill.   In addition, you may create a Familiar for yourself at the cost of an Aspect that describes it or a +2 Skill slot. This Familiar will have the Aspect [Your Name's] Familiar and one other aspect. It must be in the form of a small animal of your choice.   Take one of the Aspect below as a Bonus Aspect, they can be lightly modified:
  • 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

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Origin/Ancestry
Created by the Embodied Gods
Lifespan
250 years
Average Height
5' - 7.5'
Average Weight
70 lbs - 180 lbs
Cycles Available
Any After Divinity
  Locations Available
Any unless stated otherwise
  Restrictions:
None

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