Enrith Species in Cycles of Infinity | World Anvil

Enrith

Brililant, Extinct, and Mythical

What can be said about the Enrith by me? Most of what we know is obscure at best. Their culture is complex and highly social, with runic magic that is barely understood by even the brightest wizards. Though their ruins lie everywhere, and some cultures have tales from the last age that speak of them as tyrants, what is truly remembered about them is that they were brilliant as a race, and did everything in their power to fight the crisis that was the Nullium Scales at the time. Now they are mummified remains when we rarely find remains, and complex ruins that hide their true nature. If you wish to know about them, ask an archaeologist, or maybe even a runic scholar.
— Accumulated Lore of The Ages by Sinsorious Shakadai
  The Enrith were a powerful race intellectual beings with a near hive-mind connection to one another. Though smaller in stature than most modern races, they were so well-developed and in sync that they dominated all the races except each other. What they lacked in empathy for others, they made up for in their intellect and assured attitude towards their superiority. When they ruled, they ruled with an iron fist, making all the other races slaves. Not content with just the population of the world, they moved on to create more, the Warforged.   When the Enrith ruled, the world was safe, if harsh for their slaves. Though most slaves worked the menial labor, life under them was relatively lax compared to many slaves, but the immense number of slaves make their nations decidedly evil in nature. With the slaves building their race up, most were devoted to the arts, science, and magic. With great advances that have yet to be cracked, they created amazing constructs the like of which has rarely been equaled. They were so numerous that even in the late ages, undiscovered Enrith ruins can be found. Some are simply homes that managed to stand the test of time, others are full structures devoted to a business, government, or something yet unknown.   These powerful nations were possible due to the strong intellect that comes naturally to all Enrith combined with a social grace that allowed easy collaboration and fast communication between them. Social circles

Basic Information

Anatomy

Short and lithe, the general shape of the Enrith was comparable to the Olnolm, but with a more alien design. Their full bodies were covered with overlapping shells that provide a very limited protection, though not anything more protective than traditional clothing, but these shells can roll over one another during times of distress to further protect the Enrith.   Their form is standard humanoid, but they have additional qualities to make them unusual. Their legs have the toe-walking stance of many races, but their feet end in large digits that have thick, dull claws coming from them. Drawing up, their waists are thin, and on the back is a wide, fat, and short tail-like structure that houses unique organs for the Enrith.   The torso of the Enrith is shallow, chitinous, with two folds that hold withered arms. These small arms are too weak to hold objects and cannot fully extend, so they remain tucked into the shallow of their chest. Proper arms are located off their shoulders, with hands that hold large, four-digit hands that are arranged to point in different directions when fully spread out. Their natural grip has the bottom digits overlapping as if two opposite-facing thumbs were grasping an object.   The head of the Enrith is cylindrical and long, but proportioned well with the body. Their faces resemble most humanoids, though with strange features. Each eye is black and glossy, a dull but opaque lid blinking across from the outside to cover it. No nose is present, but a mouth composed of a beak like structure and two internal, pinching tongues that grasp and pull food in. Additional features include the bristly hair coming from brow region that extends sideways, often reaching half a foot in length, and the female "crown" of small horn-like structures that jut backwards from her head.   The skin of an Enrith is often a pale beige, with a darker carapace that is often darker. Most of the shells on the carapace are lined with an even darker hue, sometimes even to black, and some Enrith have spots of various shades of the tan. Any hair bristles that are apparent on them are black.

Playing an Enrith

Most campaigns take place well after the Greath Enrighh Age, and for each cycle after, they should be more rare. The Enrith still alive in these other ages are almost all deep in catacombs, stuck in some form of stasis, or a tribe that is hidden away, usually in other planes. Whatever the case, it is exceedingly rare that they would know anything about the modern world, and players should keep that in mind when designing their character.   Their abilites make them lean best towards spell-casting, but they can perform any class well enough, providing a social boost and insight where other martial classes would typically lack. Their ability to survive when downed and communicate with others through limited telepathy make them valuable in many situations.   Enrith

Enrith

Ability Score Increase +2 Int and +1 Cha
Size Small
Speed 25 ft

Social Minds You are proficient in the Insight Skill. In addition, you can perform Insight checks on any character within 30 feet of you, even if you are not directly interacting with them, as long as you can see or hear them. If you cannot hear or understand them, all you can perceive with this check is their general emotional state and opinions toward those they are interacting with, such as if they are withholding something out of disgust or being cryptic with a friend.   Mind-Share Enrith can communicate with those they touch on a telepathic level. If you do not share a language with the creature you touch, simple intent is understood between the two of you. After 1 minute of touching, the Enrith can convey memories in this way. This ability fails to communicate with creatures that cannot understand language.   Emotional Resilience Your subconscious is deeply aware of your conscious condition and can expend a great deal of energy to overcome certain conditions. When you are under the effects of Charmed or Frightened, you can use your reaction to end the effect at the end of your turn, even if you would not normally be allowed to make a Savings Throw to end the effect. Once you use this ability, you cannot use it again until after you have completed a long rest.   Cocoon Reflexes When you are unconscious your body folds into itself and your hard carapace forms a protective barrier. You gain +2 to your AC and become immune to critical hits. If you die in this state, your body becomes difficult to remove objects from. A Strength Check DC of 15 + your Constitution Score is required to pry your limbs and carapace away in order to take objects from your body.

Languages. Enrithee and one other non-Regional


 
Lifespan
50 years
Average Height
3'5" - 5'
Average Weight
50 lbs - 80 lbs.
Cycles Available
After Divinity Age to
Before Great Enrith Age (Oblivion Cycles)
Rare Exceptions beyond.   Locations Available
Anywhere   Restrictions
A Unique Exception if after Great Enrith Age

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