Post by Elisandra on Mar 24, 2008 5:37:46 GMT -8
Eshu
Source:
www.geocities.com/darkworldinfo/antagonists/changeling/kith.html
These Kithain embody the spirit of adventure. Originally descended from the dreams of the ancient tribes of Africa, India and their homeland in Chaldea, the eshu are now found all over the world. Consumed by wanderlust, they value traits that ensure survival on the road, such as charm, sharp wits, and ingenuity. Their reputations precede them; always looking for an angle, even if it means running a scam. If someone manages to out-scam them, they earn begrudging respect. Their curiosity and vanity get them into all sorts of trouble, and for this reason they are slow to trust and tend to keep their own counsel. Their sacred rituals are often held away from other Kithain and only a few fellow travelers are invited to attend, which is a high honor. Talespinners, bards, traders and con artists, the restless folk use the wisdom of a thousand journeys to guide their arts. Performance art suits them well, and anyone who provides an eshu with new tales, good songs or dances, a blissful liaison or strong drink is treated as a dear companion, until the spirit of the moment has passed. Their appearance, although all racial stocks exist, mostly tend to be of dark complexions, black hair and black, or deep blue eyes. They tend to be tall and muscular with long limbs and narrow features, and tend to favor scarves and silks with a Middle Eastern or African flavor. They're always on the move, and tend to work in such trades as reporters, gamblers, or dilettantes.
Childlings make better followers than leaders. Always attentive and polite, they are full of questions and observations. They're primarily loners, though, and will never follow the same adult for long. Many prefer to live as runaways or stowaways.
Wilders believe that the greatest adventures are yet to come. A young hero might style himself as anything from a modern-day African deity to a resourceful wanderer. Any leg-end of a great hero is a challenge for him to exceed.
Grumps tend to prefer a few locations to which they return again and again. They learn to settle at each place longer and trade stories and deeds that have already been done; their bardic circles are legendary.
Birthrights
* Spirit Pathways -- Eshu have an amazing sense of direction and exquisite timing; they always seem to arrive at their destinations at the most opportune moments. The path an eshu follows is always the most interesting route possible, filled with danger and challenge. Seelie triumph righteously over adversity; Unseelie leave bitterness and misfortune in their wake. Either way, the stories are always worth the trouble. No matter what she encounters along the way, an eshu will always find her way to her destination, eventually.
* Tale craft -- Whenever an eshu encounters a true adventure, he becomes wiser and his repertoire of stories grows. Eshu characters gain an additional experience point for any session in which they learn a fantastic new story or perform an incredible feat. ( Tricking a chimerical dragon or outwitting a lofty noble are two examples of such feats. ) Eshu can never both rolls involving Performance or Empathy.
Frailties
* Recklessness: Confidence and curiosity are inborn traits. Eshu cannot resist a challenge, gamble, or quest if there's a way to come out of it alive. They're not stupid - they won't take on suicide missions - but they do believe their luck can carry them through any hardship.
Source:
www.geocities.com/darkworldinfo/antagonists/changeling/kith.html
These Kithain embody the spirit of adventure. Originally descended from the dreams of the ancient tribes of Africa, India and their homeland in Chaldea, the eshu are now found all over the world. Consumed by wanderlust, they value traits that ensure survival on the road, such as charm, sharp wits, and ingenuity. Their reputations precede them; always looking for an angle, even if it means running a scam. If someone manages to out-scam them, they earn begrudging respect. Their curiosity and vanity get them into all sorts of trouble, and for this reason they are slow to trust and tend to keep their own counsel. Their sacred rituals are often held away from other Kithain and only a few fellow travelers are invited to attend, which is a high honor. Talespinners, bards, traders and con artists, the restless folk use the wisdom of a thousand journeys to guide their arts. Performance art suits them well, and anyone who provides an eshu with new tales, good songs or dances, a blissful liaison or strong drink is treated as a dear companion, until the spirit of the moment has passed. Their appearance, although all racial stocks exist, mostly tend to be of dark complexions, black hair and black, or deep blue eyes. They tend to be tall and muscular with long limbs and narrow features, and tend to favor scarves and silks with a Middle Eastern or African flavor. They're always on the move, and tend to work in such trades as reporters, gamblers, or dilettantes.
Childlings make better followers than leaders. Always attentive and polite, they are full of questions and observations. They're primarily loners, though, and will never follow the same adult for long. Many prefer to live as runaways or stowaways.
Wilders believe that the greatest adventures are yet to come. A young hero might style himself as anything from a modern-day African deity to a resourceful wanderer. Any leg-end of a great hero is a challenge for him to exceed.
Grumps tend to prefer a few locations to which they return again and again. They learn to settle at each place longer and trade stories and deeds that have already been done; their bardic circles are legendary.
Birthrights
* Spirit Pathways -- Eshu have an amazing sense of direction and exquisite timing; they always seem to arrive at their destinations at the most opportune moments. The path an eshu follows is always the most interesting route possible, filled with danger and challenge. Seelie triumph righteously over adversity; Unseelie leave bitterness and misfortune in their wake. Either way, the stories are always worth the trouble. No matter what she encounters along the way, an eshu will always find her way to her destination, eventually.
* Tale craft -- Whenever an eshu encounters a true adventure, he becomes wiser and his repertoire of stories grows. Eshu characters gain an additional experience point for any session in which they learn a fantastic new story or perform an incredible feat. ( Tricking a chimerical dragon or outwitting a lofty noble are two examples of such feats. ) Eshu can never both rolls involving Performance or Empathy.
Frailties
* Recklessness: Confidence and curiosity are inborn traits. Eshu cannot resist a challenge, gamble, or quest if there's a way to come out of it alive. They're not stupid - they won't take on suicide missions - but they do believe their luck can carry them through any hardship.