Enkoh

Source: Elaris — Yesui's Weaving Waterways

Beneath snow-capped peaks, where white drifts bury the chaos of rocks and streams, the formidable enkoh make cities of ice and snow their home. Well-adapted to colder climes, these thick-furred simians blend an innate skill for survival with a piercing intellect, making homes in inhospitable environments.   Enkoh have a transformative effect on their environment, domesticating beasts, curtailing avalanches, and building sprawling towns. With singular intent, enkoh collaborate to form a unified community capable of raising a city from the icy wastes in a matter of months. Their realms can be found within vast glaciers and snowfields in the north, boasting soul-soothing hot springs and serving steaming winter cider fermented inside the trunks of trees.   Few enkoh structures are ancient; the ephemeral nature of ice and slow creeping of glaciers means only those structures in the coldest, flattest expanses are over a few hundred years old. This transient nature leads enkoh to value their kith and kin—their troop—over any single location, and it has made them masters of ice-crafting. With saw and skin, enkoh cut and melt ice just enough so that it forms solid bonds upon re-freezing. This method produces edifices of fantastical shapes; indeed, enkoh architecture is widely regarded as some of the most beautiful in Lungao by the few foreign eyes to have seen it.   Masters of ice-craft, enkoh guard their crafting secrets fiercely and rarely reade anything more than the essentials with other races. Though it is rare for an enkoh to leave their troop, the lure of master crafters specialising in metal and stone, as well as tales of verdant, sprawling landscapes not cloaked in ice, can lead some into lives of adventure. Fewer still return to their troop, but those that do are warly welcomed and can expect a peaceful old age in return for sharing the wisdom of their travels.

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Game Statistics

5th Edition
Ability Score Adjustments
Your Intelligence score increases by 2, but your Charisma score is reduced by 2.
Age
An enkoh reaches maturity at 15 years of age and can live up to 80 years.
Creature Type
You are a Humanoid with the Enkoh subtype.
Thick Fur
You have Resistance to Cold damage.
Ice Craft.
You gain Proficiency with one of the following Artisan's Tools: Carpenter's Tools, Glassblower's Tools, Jeweller's Tools, Mason's Tools, Potter's Tools, or Smith's Tools. You have Advantage on Ability Checks you make to use these tools to shape ice.
Languages
You can speak, read, and write Enkoh and one language of your choice.
Subrace
On the whole, enkoh see little value in the anthropological labels placed upon them by other races, living together in equality and peace. Choose one of the following subraces.
Feats Requiring this Race/Subrace

 
4th Edition
 
 
3.5th Edition
 
 
2nd Edition
Ability Score Adjustment
The initial ability scores are modified by a +1 bonus to Intelligence, but a -1 penalty to Charisma.
AbilityMinimumMaximum
Strength 3 18
Dexterity 5 18
Constitution 10 18
Intelligence 7 19
Wisdom 6 18
Charisma 3 17
ClassMaximum
Fighter 12
‎ ‎ ‎Paladin
‎ ‎ ‎Ranger 8
‎ ‎ ‎Barbarian
Mage 6
‎ ‎ ‎Sorcerer 6
‎ ‎ ‎Specialist
‎ ‎ ‎Warlock
Cleric 6
‎ ‎ ‎Druid 8
‎ ‎ ‎Monk 12
‎ ‎ ‎Shaman
Thief 6
‎ ‎ ‎Assassin
‎ ‎ ‎Bard
Psionicist
Special Advantages
Enkoh are resistant to cold, and reduce the damage from any source of cold by 1 per die (to a minimum of 1).
Special Disadvantages
None.
Role-Playing Suggestions
Languages
Monstrous Traits
Superstitions
Weapon Proficiencies
Nonweapon Proficiencies