Ankuri
Before all other curios, there were the Ankuri. Far to the northwest beyond the cruel mountains that wall in Scatterstar, they've clawed their homes from the unforgiving sands and merciless Ancients, rising to each challenge with new advancements and an unbreakable will. Don't let their odd proportions and air of mystery fool you--they're a force to be reckoned with!
Ankuri follow most of the same anatomical rules as other curios, although their closer relationship to curio ancestors gives them unique traits. They range in height from 4'5" to 6'5".
A single horn protrudes from the forehead mark. Ankuri are somewhat more sensitive to auras because of this horn's "antenna" like effect. One to three lobes protrude from the base of the ear, which is naturally larger than mainlanders'. These large ears help to hear threats quicker and to cool an Ankuri in the hot desert climate they call home. A long torso and short legs are very common in Ankuri. The most extreme examples can make quick travel difficult due to a tiny stride. |
The eyes of Ankuri can be very striking! The sclera, pupil, and iris can each be any colour. Kits usually start with dull forehead marks and eyes, which gain colour as they age and grow their horn. At least one colour in the eyes must match the forehead mark.
The horn can also be any colour, but at least the base must match the forehead mark. It can optionally have a pattern or gradient. |
For this subspecies, horn trait rarity has been moved one level down, with a small horn being a required common trait, a medium horn uncommon, and anything larger than that rare. There is no super rare horn length.
Additionally, the Double Horns (R) trait will add one extra horn for Ankuri. At least one horn must be coming from the forehead mark. Ears have also been moved one level down, with mid length ears being a required common trait, long ears uncommon, and anything larger than that rare. There is no super rare ear length. The lobes of the ear can be at most as long as the ear they're attached to. All Ankuri must have at least one lobe, and can have up to three. |
Ankuri mutations
While they are overall stable, the Ankuri are highly prone to individual mutations, and are rarely surprised when a sibling or friend starts growing something.... special. In addition to the usual types, they also have their own. All Ankuri have an optional one free mutation by default.
Being hornless is highly unusual for Ankuri, and even in their mutation-friendly society is seen as a bit.... unsightly. Although they will have the same level of auric sensitivity as any mainlander or other subspecies, they will most likely feel impaired next to other Ankuri, who will pick up on subtleties that they cannot.
Hornless individuals are also almost entirely incapable of developing ADMV, which is quite the disappointment. |
Ankuri divines
Ankuri society is not very religious, but they still tell legends of those among them with distinct traits and the powers that came with them. Above all is ADMV, which is an absolute hit on resumés (and a great way to make yourself very popular).
Aura-Divergent Mutation (Variable), frequently shortened to ADMV, is the umbrella term for a rare and highly sought set of abilities. To put it simply, an Ankuri with ADMV can focus their aura for one of three possible powers, and with extensive practice can master those abilities to unique effect. These abilities show up in less than 3% of the population, and seem to be hereditary, although they often skip several generations before resurfacing.
The three types are as follows:
ADM1
Ankuri with this power, often called simply M1s, can exert telekinetic power on their surroundings. Objects within the sphere of their aura (which can be focused and expanded with much practice) can be nudged, pushed, and even lifted and thrown. Unfortunately this power is only really strong enough for light objects, up to a pound, but it has its uses!
ADM2
M2s have a limited remote viewing ability, allowing them to intuit simple information with high accuracy. This could be as simple as knowing which card you picked, or as critical as finding a deadly electrical fault in seconds. These little moments can be lifesaving in a dire situation, but don't get too cocky: the image an M2 picks up is brief and vague, and knowing what to do with that information is just as if not more important than having it.
ADM3
M3s stand tall above the other types. Their abilities are arguably the most important and most valuable. They have a keen sense for locating water underground or in the far-off distance, which despite its rather narrow usage has been incredibly important for Ankuri civilization since the very beginning. Although the other abilities are admired, Ankuri with ADM3 are highly sought and will never want for employment options.... if they can stand to be in the perils of the desert for the foreseeable future.
The three types are as follows:
ADM1
Ankuri with this power, often called simply M1s, can exert telekinetic power on their surroundings. Objects within the sphere of their aura (which can be focused and expanded with much practice) can be nudged, pushed, and even lifted and thrown. Unfortunately this power is only really strong enough for light objects, up to a pound, but it has its uses!
ADM2
M2s have a limited remote viewing ability, allowing them to intuit simple information with high accuracy. This could be as simple as knowing which card you picked, or as critical as finding a deadly electrical fault in seconds. These little moments can be lifesaving in a dire situation, but don't get too cocky: the image an M2 picks up is brief and vague, and knowing what to do with that information is just as if not more important than having it.
ADM3
M3s stand tall above the other types. Their abilities are arguably the most important and most valuable. They have a keen sense for locating water underground or in the far-off distance, which despite its rather narrow usage has been incredibly important for Ankuri civilization since the very beginning. Although the other abilities are admired, Ankuri with ADM3 are highly sought and will never want for employment options.... if they can stand to be in the perils of the desert for the foreseeable future.
Those who develop ADMV will sometimes produce strange mineral growths on their tails, especially near the bead. While not sensitive, they are rather striking.
This trait is optional for those with the ADMV divine trait. More mineral growths can be added to the rest of the body by combining this trait with the Bone Spurs (D) trait. |