ESKI
The eski are cousins of the
Grugni, commonly known as gnomes. They were originally members of the dwarven
race but after a schism within the clans their ancestors found themselves as
exiles from the dwarven holds. Since that time the eski have lived a nomadic
life, drifting across the Thanelands in an endless wander. They believe in a
prophecy that will allow them to return to their hallowed silver halls when the
great comet returns to the heavens and their king will throw down the troll
lord who cursed them.
Eski are curious. They have a
fondness for languages, gems and silver. They are also fond of riddles,
puzzles, tricks, fireworks and illusions. Eski musicians are some of the
greatest to walk the Thanelands and wealthy Thanic clans go to extremes to hire
eski musicians to perform at their celebrations and festivals.
Eski are shorter and thinner than
dwarves and while they have a hearty constitution it is not as mighty as their
dwarven cousins. They have white, grey or silver hair and usually green, blue,
grey or silver eyes. Their skin is ruddy, leaning toward light brown or orange
hued peach. They are noted for their bushy eyebrows, large ears (though not
pointy) and huge noses. On average they stand three and a half feet high.
Eski are some of the finest
craftsmen alive, often wearing jewelry made of silver, stone and intricate wood
carvings. They are also fond of softer clothing, creating a silk like cloth,
called Oskui, that they can weave in various colors and able to inlay with
silver, crystal and other fine stones and metals. While travelling, however,
eski prefer subdued colors of red, black, brown and green. They often bald at
young ages so are fond of hats, hoods and helmets especially outlandish and
drooping or flopping styles. Despite all of this, eski take themselves very
seriously, do not like jokes at their expense and demand respect. Though they
can be laid back and quite prank prone and joke filled with family, friends and
close associates, especially when their famed alcoholic beverage of Illeuk is
served.
FAVORED
CLASS
The Eski may choose Fighter, Thief,
or Illusionist as their favored class.
RESTRICTED
CLASSES
Eski may only select from the
following classes: Bard, Cleric, Fighter, Thief or Illusionist.
SPECIAL
TRAITS
INTELLIGENCE +1, CONSTITUTION +1
ICE
BORN
Eski are born to the ice and snow
of the Ice Kingdoms. The bitterest cold has little effect on the Eski, and they
excel at traveling in areas similar to the Thanelands.
Mechanics: Eski gain a +4
bonus on all saves against cold effects. Eski treat heavy snow as normal
terrain rather than difficult terrain. They gain a +2 bonus on survival checks
while traveling through snowy areas and receive the Survival (Cold) non-combat skill
as a bonus at first level.
COLD BLOODED
Eski are noble even in the face
of the worst dangers and evils. After surviving howling blizzards and spending
months at a time inside their clan homes, they have developed mental toughness.
Mechanics: Eski enjoy a +2
bonus on saves against any sort of insanity inflicting condition, be it from
spell, magical or cursed item or other situation.
MASTERS
OF ILLUSION
The
Eski have a natural affinity with the mystical arts of illusion and phantasm.
They can spot illusions and have a natural resistance to these types of magics.
Mechanics: Eski gain a +2
bonus on top of any other modifiers to resist or detect illusions or phantasm
magic.
GNOMES
As cousins of the Grugni and members of the gnome
race, all eski have the following abilities.
Magic Resistant: Eski receive a +1 bonus for every 3.5
points of constitution on saving throws vs. wands, staves, rods, and spells.
Magic Item Malfunction: Eski have a 20% malfunction chance when
activating any magical item that’s not a weapon, armor, shield, illusionist
item, or if the Eski is also a thief, items that duplicate thieving abilities.
Failure indicates the item doesn’t activate but a charge is spent.
Favored Enemy: Eski gain a +1 bonus to attack rolls
against kobolds and goblins.
Combat Training: Eski apply a -4 penalty to attack rolls
when attacked by large sized or greater humanoids.
Dark Vision: Eski have 60-foot dark vision.
Stone cunning: Eski can detect special properties of
natural underground spaces whenever they’re within 10 feet. Eski must actively concentrate to detect
the following:
_ Incline or slope: 1–5 on 1d6
_ Unstable walls, ceiling, or floor: 1–7 on
1d10
_ Approx. depth underground: 1–4 on 1d6
_ Direction underground: 1–3 on 1d6
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COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of
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Ice Kingdoms Campaign Setting by CS Barnhart,
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Ice Kingdoms Expanded Cultures by CS Barnhart.
Published by Mad Martian Games, Copyright 2017
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