tisdag 12 maj 2015

Eshu (Ee-shoo)

These restless folk embody the spirit of adventure. Originally from Africa, eshu now wander the earth as they will. Living as they do by their wits, eshu value charm, flexibility, sharp eyes and a sharper mind. Trade and taletelling are an eshu´s strong points; eshu have a voracious appetite for new songs and stories and will go to a lot of trouble to try something new. Herein lies the kith's weakness - eshu can easily be tricked by appeals to their vanity and curiosity. For this reason, they often keep their own counsel and trust few "outsiders".
These charming rouges prize experience above all else; they are consummate talespinners, bards, traders and con artists. with the wisdom of a thousand journeys to guide their arts. Anyone who provides an eshu with new tales, good songs and strong drink is a valued friend - at least until the stories and booze run dry. Other Kithain accuse these fae of fickleness, but eshu simply realize the value of a life lived for all it is worth. If other changelings prefer stability over adventure, so be it. Their loss.
The open road is a dangerous place; a wise traveler always has an angle and trusts no one. Most eshu live by a vagabond´s creed - running a good scam is considered an honest way to make a living, though most Seelie prefer professional lorekeeping to fleecing the unwise. Crafty as they are, most eshu greatly respect anyone who puts one over on them; such tricksters are often rewarded, if hated, for their cleverness. This is not to say that the Kith as a whole are dishonest (though the Unseelie ones bear watching...), but even the best of them consider pity and loyalty to be a sucker's games. This attitude does not endear them to the other kith, but the eshu shrug their shoulders and go their own way. Survival beats popularity any day!
Dignity is everything to an eshu; she will go without food and shelter if accepting them means giving up some pride. Whenever possible, these Kith dress in splendid garb and tasteful jewelry. Even eshu childlings have polished manners and glib tongues. Wherever these Kith go, they sample the local arts and fashions and guard their discoveries jealously. Impressing others is important to their kind. Mere survival is not enough - an eshu must have class!

Appearance:
Although eshu of all racial stocks exist, most have dark complexions, black hair and deep blue or black eyes. In their fae forms they tend to be tall and muscular, with long limbs and longer features. Whatever fashion they follow, eshu are always dapper and charming, though they tend to favor tied scarves and silks. It is said that the beginning of time itself can be seen by staring into their eyes.

Seemings:
Childling eshu are attentive and polite, always full of questions and observations.
Wilders are often caught up in their own stories. Some act like African deities, Egyptian pharaohs or dashing, crafty heroes.
Grump eshu like to find a place to live and settle down. Once settled, they often hold a bard´s court and share stories around a circle.

Lifestyles:
Eshu can be found anywhere and everywhere, but rarely stay for long. Most become reporters, gamblers, salespersons, dilettantes and lawyers.

Affinity:
Scene

Birthrights:
Spirit Pathways - Eshu have an uncanny knack of direction, often arriving at just the right place at just the right time. The Path an eshu walks follow the most interesting route possible, even if that exposes the changeling and her companions to danger. The stories are always worth the trouble! No matter where an eshu is, she will find her way to wherever she wants to visit... eventually.

Talecraft - Because of their storytelling mastery, eshu characters gain an additional experience point after any game session in which they learned a great new story or in which they accomplished some feat - like distracting a dragon - by telling a tale. They can not botch rolls involving Performance or Empathy.

Frailties:
Recklessness - Confidence and curiosity are inborn eshu traits; these Kithain cannot resist a challange, gamble or quest if there appears to be any way to accept and still come out alive. Eshu are not stupid - they will not embark on suicide missions - but believe that fortune is on their side.

Quote:
"You want me to tell you a story? Of course I shall, but experiences such as mine do not come cheaply. What have you to trade?"

Outlook
Boggans - All work and no play makes for good gossip. Better them than us.
Nockers - Dreary smiths who would rather tinker with their machines than enjoy life.
Pooka - Entertaining company, but no manners at all.
Redcap - Hideous monsters, the lot of them, and rotten critics!
Satyr - Smart folks, if a bit undisciplined.
Sidhe - They live in castles made of dreams and glass and are doomed to learn hard lessons.
Sluagh - They have some of the most interesting tales, though finding them can be a task unto itself.
Trolls - These stout warriors are among the few of our kind who can truly be trusted.

- Mark Rein-Hagen

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