The Eshu are born of the dreams of the Middle East and Africa; they are wanderers and storytellers, and have no peers as navigators in the Dreaming. They are also incorrigible risk-takers, unable to resist a dare or wager if they feel they might succeed, no matter the danger. These things all give them a reputation for being unreliable, but few Kithain would refuse them a place at the table to hear their stories of far-off lands.
The First and the Last: The Eshu consider themselves the oldest of the tribes, tracing their origins back to Olorun, the Owner of the Sky, and the messenger god Eshu.
The Elegbara: The true descendants of Eshu became the Elegbara—wanderers of the roads, keepers of sacred places, and messengers to the world.
The Sundering & Shattering: As the Dreaming separated from the physical world, the Eshu faced prejudice from the Sidhe, who spread slander against them. During the Shattering, they helped organize commoner communities.
The Age of Exploration & The Triangle Trade: Eshu captained legendary "ghost ships" and sailed the Dreaming and mortal seas. They formed the Freedom Swords to fight against the horrors of the slave trade.
The Accordance War & Concordia: During the Accordance War, Eshu acted as scouts, diplomats, and assassins. Following the war, they lent cautious support to High King David Ardry and the Parliament of Dreams.
The Road & Uhuru (Freedom): Eshu despise coercion, manipulation, and slavery. Their philosophy of Uhuru dictates that all beings should be allowed to pursue their destiny freely.
Hospitality: Bound by ancient tradition, Eshu will accept and shelter another of the Tribe in need unless they are a dire enemy.
Style: Eschewing simple stereotypes, Eshu adopt the styles of the cultures they travel among, adding unique, striking personal touches to their wardrobes.
Carousing & Romance: Passionate and theatrical, Eshu love festivals, music, and dance, but are frequently seen as heartbreakers because they can never stay in one place long enough to settle down.
Eshu have a talent for always being in the right place at the right time. They are always exactly where they are meant to be, and nothing can stop them from moving forward to new horizons when the time is right.
Stories are the lifeblood of the Eshu. They learn and share history to build empathy and prevent past mistakes.
In-Game Mechanic: An Eshu gains an additional experience point in any session where they learn a fantastic new story or perform an incredible feat. Eshu can never botch Performance rolls.
Eshu view caution as a mortal flaw, leading them to accept almost any gamble or challenge if it doesn't look like complete suicide. They are driven to test their limits and find the edges of their destiny.
Ojo / Seelie (Daylight Fae): Focuses on tradition, destiny (Kismet), oral history, and seeking justice for the unheard. They follow the Ojo Code: Heed the Call of Fate, Pass On What You Have Heard, and Seek Justice for Those Unheard.
Iku / Unseelie (Death Fae): Rejects destiny in favor of absolute freedom. They believe change is good, justice is divine, and chaos is necessary to snap people out of complacency.
Boggans: Respected for their hard work and hospitality, though Eshu are glad they aren't tied to a single hearth.
Clurichaun & Piskies: Distant blood-kin; excellent traveling companions and partners in crime.
Nockers: Admired for their inspired profanity and craftsmanship.
Pooka: Fun-loving tricksters and great travel companions, though their constant interruptions can tire an Eshu out.
Redcaps: Avoided at all costs; they lack honor, dignity, and civility.
Satyrs: Kindred spirits who share a deep love of music, dance, and unbridled freedom.
Sidhe: Deeply distrusted usurpers. While individual Sidhe are judged on their merits, the Eshu never forget the arrogance that forced them away.
Sluagh: Valued sources of secret lore and quiet contemplation, provided proper etiquette is observed.
Trolls: Respected when they follow Ojo wisdom, but their rigid devotion to oaths and rules makes travel difficult.