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Eskorai

From Creopedia

The Eskorai (or Eskorians) are an offshoot of the Zahirites who migrated into snowy and icy areas of the Earth dimension.

Visual

Eskimo/islander-themed. Light blue with dark brown, fur-lined armor, Maori-like tattoos.

Environment

Not from the Prime Dimension. An offshoot of the Zahirites in the Earth dimension; over time the Zahirites who became the Eskorai migrated into snowy and icy areas.

Specialty

Mobility (creo sledding), ice climbing, navigation.

Combat Specialty

Fighters with expertise in tactical battle, strategy, and survival. Know multiple styles of fighting and are considered experts with any martial weapons.

Politics

External

Consider themselves equal in strength and advancement to the other main Alphite tribes. Don't trade much in gemma, but surviving in a cold environment means they trade wild game, pelts, oils, and even combat training. Small groups can be hired by other tribes to provide protection or exploration for a significant fee.

Internal

Despite their warfare and strategic influences, they are more peaceful internally. The tribe consists of several families, with the leader of each family (man or woman) serving as its representative on the larger council. A castle of ice and permafrost serves as the stronghold where their tribal leader, the Zu'im, lives and holds court with the other family leaders.

Tribe Dynamics

An annual event for adolescent boys and girls prepares them for adulthood: over three days, teenagers are dropped in a remote region and must navigate home while foraging for food, water, and a pelt. The pelt determines their position within the family, ranked bear > wolf > seal > fox, based on who finishes first and which pelt they bring. Those who fail to complete the survival test (or must be rescued) can try again the following year; if they still fail by their 19th year, they hold no position of authority within the family and serve in a supporting role instead.

When the Zu'im turns 40, other family leaders can challenge for the right to rule — a fight to submission, not death. The winning family moves into the castle and continues leadership until that leader turns 40. After 50, the leader must abdicate and may select a successor from their own family or another.

Lore

Avid mountain and ice climbers, they are expert survivalists skilled with tools and hunting. Their weaponry is simple, incorporating boons from creo.