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[[file:Ennari.png|frame]] The Ennari are a reclusive race hailing from Sulanq, a cold, dimly lit planet at the edge of known space. While they are known by the galactic community, Ennari are not commonly seen outside of their home system. Sulanq is mostly covered in ice and boreal forests, with no significant bodies of freestanding water. The hairless, pale skinned but otherwise mostly human-appearing Ennari are well adapted to the climate of their homeworld, being much more tolerant of cold temperatures than most other races. On average they are slightly larger but more slender than the average human. Due to the lack of widespread farmland Ennari are mostly carnivorous, though they supplement their diets with fruits and nuts. While an Ennari might be capable of learning how to swim, the vast majority never have a need to so an Ennari that can swim or operate a boat is rare indeed. All Ennari have a rudimentary psionic talent that manifests as a corrosive venomous touch they can invoke at will. A very small number have stronger psionic abilities, known as ‘biomancy’. Identified by their solid red eyes, biomancers have the ability to influence biological matter to a greater degree, which they can heal, harm or alter in various ways with a touch. It is said the very strongest biomancers don’t even need to touch their targets, but such a legendary figure hasn’t been seen in generations. Like Humans, Ennari are able to crossbreed with other similar humanoid races. Ironically for the insular race, some of their strongest biomancers have been hybrids. Hundreds of years ago, the Ennari fought a long, bloody war against the M’Borak, who tried to colonize Sulanq. Though outnumbered by the more physically imposing invaders, the Ennari were eventually able to liberate their world and forced an end to the war with the assassination of the entire M’Borak royal family. Though the war ended, there is bitter enmity between the two races that has endured to this day. The long war with the invading M’Borak forced widespread cultural changes on the formerly idyllic society. The Ennari now have a feudalistic society controlled by ruling clan ‘houses’, which constantly compete with each other for resources and control over the general population. Biomancers are one of the most valuable commodities a House can possess, thanks to their abilities as healers or spies. Such captive biomancers can expect pampered lives (at least the healers), but with little to no freedoms. Indeed, captive biomancers are indentured servants to the House they are bound to. '''Racial Abilities''' *Environmental Resistance: Cold (1) *Immune to Poison (1) *Low Light Vision (1) *Poisonous Touch: Mild (1) *Hindrance: Can’t Swim (-1) *Racial Enemy: M’Borak (-1)
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