The Anunnaki are the primary inhabitants of Kingir. Anunnaki are tall, lanky humanoids in the bloom of youth in appearance, their skin ranging from a dusky tan to a sallow yellow. Hair is blue-black and curly, hanging in ringlets at the sideburns and jaw (for males). Anunnaki eyes are blue, green or tawny gold in color, set wide and staring with arched eyebrows, noses are straight and snubbed, and lips full and darker than the other skin. Anunnaki wear kilts with a cloak over their left shoulder, leaving the right arm and breast bare, even for women. Men favor round felt hats while women wear elaborate wigs and headdresses. Anunnaki do not use footwear, going barefoot at all times.
Basic Information
Anunnaki are humanoids, bipedal symmetrical beings with five digits on each limb.
Anunnaki are gracile humanoids, bipedal and symmetrical with five digits on each limb. They have large, unblinking eyes, protected by an internal membrane that protects the eye and has light amplification properties.
Anunnaki have two sexes, with one of each required for reproduction. Females can control their menstration, retaining eggs until required, both to ensure premium mates and to offset the hagging they experience with menopause.
Anunnaki possess negligible senescence, and do not age after maturity, though females hag upon menopause.
Anunnaki are comfortable in dry hot climates, moreso than most, but enjoy the same conditions as humans.
The Anunnaki stock artificial fisheries, and net game birds constantly. Pork is a delicacy to them. They enjoy a drink they call lal, which is derived from the date palm in a manner detrimental to the plant. Anunnaki are farmers and herders mostly, with very longstanding rights and arrangements between these two food producers.
Anunnaki grow to maturity over the course of 14-21 years, divided into three age categories, the Mother's years, the Father's years, and the Master's years. These divisions are legal and artificial, set at seven year increments regardless of individual development. The Mother's years are infancy to childhood, when the infant is dependent upon the parents for it's needs. The Father's years is a time of testing and training, when the child is assessed and training alloted based on their affinities and desires. The Master's years are when an occupation is selected and training in the skills required begins. The father is responsible for obtaining a Master or edubba schooling, as without teaching a child a trade, they are not legally responsible for the elder's care in later years or incapacity.
Additional Information
Anunnaki gather under a dominant male, who is generally the father or grandfather of the others. Polygamy and polyandry are common, though monogamous couples also exist, as do multiple marriaged "families", where multiple wives and husbands share partnership with others within the marriage bonds. The Father supplies the household, though other males may construct adjoining structures for their own children, and females may also build onto a shared house for privacy and emancipation from household constrictions, with the permission of the property owner.
Anunnaki communities are structured around one ziggurat housing the communal god, a patron diety to whom the community is dedicated, and communal needs are met by various offices, from the lugal, who commands the militia of the community, the sanga, who monitors property within the community, and so forth and so on. The ziggurat houses the offices of the judges who hear and decide cases, as well as records and preserves all decisions, deeds, etc.
Anunnaki have large, unblinking eyes. They have broad shoulders but narrow chests. Their limbs are muscular and blocky.
Most Anunnaki inhabit Kingir, but are also found in the Purple Ports. They may be Imperial citizens, found throughout the Empire, but are rare outside Kingir.
Anunnaki craftsmanship is known throughout the Mare Nostrum despite being a bronze age culture. Anunnaki are of standard human intelligence.
Natural psionics, Anunnaki possess Darkvision as well as enhanced nightvision, perceiving twice as well as a human in dim conditions.
Civilization and Culture
Same as Sumer, a string of syllables that includes a title-name-family succession as one word. En- and Nin- prefixes indicate the highest ranks and are gender specific. All other titles are unisex. Anunnaki recieve one name at birth then modify it as they obtain title or clan.
Quays are mercantile consortiums that control important trade routes in Kingir and behave as business councils in the various cities. Multiple quays operate in any given city.
The Anunnaki find size appealing and like taller, more muscular bodies. They are oddly attracted to body hair and tend to wax poetic on the subject.
Women only attain citizenship by performing the Rites of Inanna, an act of ritual prostitution. They are further protected so their father or husband may annul any contract they have signed within the first ninety days after signing, but otherwise have all the legal rights of citizenship. They are expected to be passive, junior partners in marriage.
Men are driven to be hard working supporters of a household and active, senior partners in marriage. If a man does not teach his son(s) a craft or trade, they are not required to support him.
Anunnaki have arranged marriages, as children are familial property until wed or apprenticed. Most parents love their children and allow them to choose mates whom the parents scrutinize thoroughly before arranging a match, but circumstances do not always permit this.
Anunnaki consider marriage a partnership, and expect their spouses to be good business partners. Love is a pleasant bonus when it occurs.
Anunnaki are a bronze age culture, but magic allows them advances beyond that. They have a water distribution system that allows beautiful rooftop gardens. They build in mud brick, so only the wealthiest families have a second floor on their homes.
Emegir is the male tongue, spoken by superiors and Emesal the female tongue, spoken by females as well as subordinate males.
Anunnaki wear shawls wrapped as to leave the left brest bare and kilts. Males wear round felt hats, females elaborate jeweled headdresses, veiled if unwed after performing the Rites of Inanna. Both sexes wear jewelry.
The Anunnaki hold the first civilization, so their culture is largely assembled from necessity and diplomacy. They are great believers in education and knowledge and accepting of other sentients as equals. They can dedicate levels to celestial and demon bloodlines if desired.
Anunnaki bury their dead under the house, usually the living room by the hearth, but have an external cemetary outside the city walls for foreigners and those without family in a city.
The Anunnaki claim to have been created in the city of Nippur, formed of clay drawn from pits beneath the Ekur, the house of Enlil in Nippur. From there, they have spread throughout the valley between the two rivers Burunan and Idiglat. The Anunnaki claim descent from Enki's life forms, though they tend to regard themselves as the best lot of them all as Enki reportedly got increasingly drunk as he continued his work. The Anunnaki remember the time before the gods were driven off, though they insist it doesn't matter anymore as the gods have returned to Dilmun and not returned.
Etana was the king of Kish who first conquered Kingir, making the Crown of Kish synonymous with ruling the land for generations.
The Anunnaki claim to have been created in Nippur from the clay of the Ekur's abzu by Enki, generally held to have been drunk at the time. They were taught the arts of civilization by the apkallu to better serve the gods.
Anunnaki like Wild Men and have let them enter their society as equals. They are at war with the Gutians, but are very egalitarian as a people.
RPG Datasheet
Anunnaki have following traits:
*+2 Dex, -2 Wis, +2 Cha-Anunnaki are graceful but not terribly introspective.
*Medium size. As Medium creatures, Anunnaki receive neither bonuses or penalties due to size.
*Native Outsider. Anunnaki are native outsiders and have the traits of that type. They are not affected by magic as humans. They can be raised or resurrected and still require sleep, breath, and food. Alignment oriented spells affect them as outsiders and they can be held at bay by protection from chaos/evil/good/law and similar spells.
*An Anunnaki’s base land speed is 30 feet.
*Darkvision out to 60 feet. An Anunnaki may see three times as far as a human in dim light as well.
*Attack: Anunnaki have two claw attacks and a bite attack, and the claws are the primary natural weapon, though Anunnaki also use weapons. An Anunnaki fighting without weapons uses it's claws when making an attack action. When they have a weapon, they usually use the weapon instead. An Anunnaki’s claw inflicts 1d4 damage and their bite 1d6. If unarmed, their full attack is claw/claw/bite.
*Bonus Feats: Anunnaki possess the feats Blood Calls to Blood (HEROES OF HORROR, page 120), Edubba, and Eschew Materials in addition to those obtained by class or level.
*Spell-Like Abilities: Anunnaki with an Intelligence or Charisma score of 8 or higher has spell-like abilities depending on its character level, as indicated on the table below. The abilities are cumulative; an Anunnaki may also use spell-like abilities of lower levels. Unless otherwise noted, an ability is usable once per day. Anunnaki always cast at their character level, and the save DC is Charisma-based.
Level Abilities
1–2 Charm Person at will,Darkness 3/day, Faerie Fire
3–4 Desecrate, Sleep
5–6 Unholy blight
7–8 Poison 3/day
9–10 Contagion, Eyebite
11–12 Blasphemy, Dominate Person
13–14 Unholy aura 3/day, Unhallow
15–16 Geas/Quest, Horrid wilting
17–18 Insanity, Summon monster IX (fiends only)
19–20 Destruction, Otto’s Irresistible Dance
*Primal Arcane. An Anunnaki’s arcane casting level is always equal to their character level. This does not affect the number of spells they possess, only the potency at which they cast them. Many Anunnaki devote a level to warlock for this effect on their eldritch blast. Anunnaki may qualify as any class that casts arcane spells, but may only pursue casting or psionic classes.
*Immunity to poison.
*Resistance to acid 10, cold 10, electricity 10, and fire 10.
*Damage reduction: 5/magic (if character level 11 or less) or 10/magic (if character level 12 or more).
*An Anunnaki’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
*Spell resistance equal to creature’s HD + 10 (maximum 30).
*Timeless Body:Anunnaki do not age after maturity-aging effects do not affect them at all. Females will automatically hag with menopause(becoming either Brine Hags-elemental/water, Dune Hags-elemental/earth, Dusk Hags-monstrous humanoid, Moon Hags-elemental/fire, Night Hags-native outsiders, Storm Hags-elemental/air, or Swamp Hags-fey), but males remain vibrant and youthful long after achieving adulthood. Their lives end only by violence, disease, or accident.
*Second “Life”. Upon reaching -10 hit points, an Anunnaki adds an undead template to their character. If their body is intact, they will add the Gravetouched Ghoul template (LIBRUM MORTIS, page 103). However, if their body is destroyed or receives proper funerary rites, they add the Spectral Creature template (SAVAGE SPECIES, page 129) instead. Once destroyed after taking the template they cannot be raised or resurrected. Anunnaki rise up the first night of a new moon after death with the template in place barring magic. The moonless nights are the only time Anunnaki name their months.
*Favored Class:Artificer. Anunnaki craftsmen are valued for their products, and this class is second nature to them. They never incur an experience point penalty for levels in Artificer. Any arcane class held at first level can replace artificer, but an Anunnaki has only one favored class.
*Automatic Languages:Anunnaki speak Emegir, the male tongue and Emesal, spoken by females and subordinates. They will understand both, but only speak the language of their sex and status. The two tongues use different syntax, sentence structure, and entirely different meanings for the same word in some cases. An Anunnaki will speak one additional language for every +1 to their Intelligence bonus in the following order: Greek at +1, Persian at +2, Arabic at +3, and Latin at +4.
The Edubba feat makes an Anunnaki literate, and ensures Craft, Profession, and Knowledge are always considered class skills. It gives them access to one domain, which they cast as arcane spells, and Edubba training allows them to later take Extra Domain as a feat if desired. Should an Anunnaki take the Natural Lycanthrope feat, it will be a dire boar.
Anunnaki may freely dedicate levels to celestial or demon bloodlines or take levels as a tiefling paragon.
Comments