Esotericists of Anár

In the Lands of Anár, the esotericists can be broken into two classifications: those that learned to use magick and those for whom use of magick is an innate part of their being. Cultural Practitioners exist in a wide array, as they vary by the cultures that engender them. Equally diverse, the Innate Practitioners represent the wide array of mystical creature and being who have melded with mystical energies.

Cultural Practioners (top)

Esotericists vary from culture to culture, based on a race's sociological and philosophical biases. What follows are a list of the major races and a brief dicussion of how they socialize the use of magick:

Innate Practioners (top)

Innate practitioners are those esotericists who have an inborn ability to manipulate the Arcane Forces to their will. The abilities they demonstrate are generally a function of their biology and the effects they create are generally of limited adaptability.

In game terms, once an Innate Esoteric Ability is purchased, its applied limitations and advantages cannot later be altered without express GM's permission. The power level of the effect (i.e., the Base Points) can be increased, however. Additionally new Innate Esoteric abilities cannot generally be purchased after character creation.

Specific examples of beings with Innate Esoteric abilities follow: