Skip to content
CreatePricing

Eshka

Rock gnome · Prostitute 13, custom Seductive Specialty: Velvet Provocateur · Level 13

Eshka

Companion, performer, social infiltrator, and discreet protector of the Lantern Rooms' workers
AC15
HP104/104
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has a bright, lightly rasped edge, like a cue called over a busy room. A small nasal intake and a half-beat pause often precede her first word. She can carry a sentence across a tavern without straining, and her laugh is a short, breathy burst that sounds deliberately timed. When she is serious, the performance drops and the words land cleanly.

She speaks in a quick, grounded river-town cadence, with crisp consonants shaped by years of calling cues over music and crowd noise. She begins with a small inhale and a deliberate beat, then speaks at a lively pace. Her work has taught her to project without shouting and to make a question sound like an invitation. When angry, she gets more direct and uses shorter sentences, not a softer voice.

Speech patterns

Starts with a teasing observation, then asks a direct question that makes it clear she has been paying attention.
Uses vivid comparisons drawn from stagecraft, tailoring, and dance.
Calls people by the name they introduce themselves with and remembers it.
When setting a boundary, drops the flirtatious patter and speaks plainly.

How to play them

She tests people with humor and small, low-stakes questions, then offers a useful favor if they show respect for boundaries. She is candid about her work and dislikes being treated as either a joke or a prize. If the party is kind to vulnerable people, she becomes an energetic ally; if they exploit someone, her smile turns cold and she starts gathering leverage.

Goal

Find Kavrak, recover the evidence that links Magistrate Vardun to the Ash Flood deaths, and secure a safe place for the Lantern Rooms' workers to live and work without coercion.

Motivation

Eshka wants people to have the freedom to choose their company, their work, and their exits. She enjoys admiration, but she values being trusted more than being desired.

Secret · GM only

Appearance

Eshka is a compact, athletic gnome with pale skin dusted in dense freckles across her cheeks, nose, shoulders, and the strip of stomach left bare by her top. Her long copper-red curls spring in unruly corkscrews and are usually pinned up with bright glass beads, though loose tendrils bounce around her face when she moves. She has a full, powerful figure, strong abdominal muscles, and the springy legs of someone who has spent years dancing, running, and climbing. Her smug smile arrives before her introductions, and her green eyes seem to be appraising the room's appetite for trouble. She moves with deliberate, expansive confidence, planting herself where everyone has to notice her, then slips through a crowd with startling quickness. Unexpectedly, she carries a tiny sewing roll and mends other people's torn clothes with meticulous care.

Clothing

A fitted one-shouldered plum top leaves her midriff bare; tailored short shorts are practical for movement and cut to flatter her figure. She wears soft-soled boots, a broad sash with hidden pockets, and a cropped jacket embroidered with tiny gold thread stars for cooler nights. The outfit is provocative by choice, but every piece is sturdy enough for a fast escape.

Body language

Eshka takes up space with her elbows, chin, and easy grin, as if the room were a stage she has already paid to rent. Before speaking, she draws a quick breath through her nose and lets one beat of silence hang. Her hands are constantly busy with beads, cards, cuffs, or the edge of a cup. When genuinely worried, she stops performing: shoulders square, feet set, eyes fixed on the person she means to protect.

Height
3 feet 5 inches
Build
Short, athletic, and curvy, with strong legs, defined abdominal muscles, and a dancer's balance.
Eyes
Moss green
Hair
Copper red
Skin
Pale, with dense warm-brown freckles
Age
Adult, 64 years old
Gender
Female
Size
Small

Distinguishing features

A dense constellation of freckles across her pale cheeks and nose.
Long, springy copper-red curls threaded with glass beads that click softly when she turns her head.
A practiced, smug half-smile that can vanish at once when someone is in danger.
A distinctive pause and quick nasal intake before she speaks, as if giving the room a cue to listen.

Personality

14 traits and drives

Eshka is flirtatious and openly enjoys being admired, yet she is sharply protective of consent and quick to intervene when someone is being cornered. She presents herself as unshakably smug, but privately worries that her bravado makes people underestimate the danger around her. In a relaxed mood she turns every conversation into a playful contest; when frightened, she becomes practical and bossy; when grieving, she busies herself mending clothes rather than talking.

Alignment
Chaotic good

Quirks

Takes one quick nasal breath and pauses before saying a person's name, as if inviting an audience to focus.
Balances a coin on her knuckles while listening, but never looks down at it.
Mends torn cuffs and hems while holding a conversation, even when the owner insists the clothing is disposable.
Assigns private stage directions to people she meets, such as 'late entrance' or 'needs better lighting.'

Habits

In a crowded room, she makes a conspicuous entrance, then watches who looks away first.
She offers a joke when someone is frightened, but switches to blunt practical instructions when danger becomes immediate.
She asks permission before touching anyone, even while performing flirtation as part of a conversation.
When she suspects a lie, she repeats one small detail from the speaker's story and studies their reaction.

Traits · 4

She enjoys controlling the rhythm of a conversation, but gives people room to refuse her invitations.
She can be generous with praise and merciless with a bully.
She is proud of her work, though she resents anyone who assumes that means she is fearless or available.
She performs confidence for strangers and shows tenderness most readily through practical help.

Flaws · 3

She sometimes mistakes attention for control and assumes she can talk her way out of situations that have already turned violent.
Her smug confidence can make allies feel as though she is treating their fears as a performance.
She hides her own need for help until a problem has grown dangerously large.

Fears · 3

That Kavrak will be harmed before she finds him.
That her efforts to expose the powerful will bring punishment down on people who cannot afford to leave town.
Being treated as a possession rather than a person with choices.

Wants and needs · 4

Needs to find Kavrak before Magistrate Vardun's fixer does.
Wants the Lantern Rooms' workers to have a genuine choice about where they work and a safe way to leave.
Needs allies who will tell her when her confidence is turning into recklessness.
Wants someone to trust with the truth about the dispatch.

Combat

AC 15 · HP 104 · 25 ft.

Eshka opens by choosing a vulnerable ally for Pre-Battle Indulgence, then uses feints, movement, and Alluring Strike to disrupt a dangerous opponent. She spends Favor Dice on Irresistible Distraction when a foe threatens the group and saves Look at Me for a likely hit against an ally. Captivating Command is for isolating a single aggressor long enough to escape or change the odds, not for controlling a whole battlefield. She avoids standing still in melee and uses cover and allies to keep enemies guessing.

Eshka

Small humanoid (rock gnome), chaotic good
Armor Class15
Hit Points104
Speed25 ft.
Level13
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharismaConstitutionIntelligenceStrengthWisdom
SkillsDeceptionPersuasionAcrobaticsInsightPerformanceSleight of HandStealth
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Gnomish
Prostitute 13. d10 Hit Dice; proficiency bonus +5; Charisma is her Prostitute save DC ability, for a save DC of 17.
Provocative Training. proficiency with light armor, simple weapons, hand crossbows, whips, disguise kits, and gaming sets; proficient in Dexterity and Charisma saving throws.
Alluring Strike. uses Charisma for attack and damage rolls with weapons lacking the Heavy property. Once per turn on a hit, deals an extra psychic damage.
Favor Dice. four d8s, regained on a Long Rest; regains one expended die when rolling Initiative. She spends these dice on her class features.
Pre-Battle Indulgence. as a Bonus Action, spend a Favor Die to grant a willing creature within 30 feet temporary hit points equal to the die roll plus 4.
Seductive Specialty. custom subclass, Velvet Provocateur. At level 3, advantage on Wisdom (Insight) checks to read a creature's emotional tells. At level 6, once per turn after hitting with Alluring Strike, she can move 10 feet without provoking opportunity attacks from that target. At level 10, advantage on saving throws against being Charmed or Frightened, as specified by the class. At level 14, not yet gained.
Irresistible Distraction. when she deals Alluring Strike damage, she can spend a Favor Die to force the target to make a Wisdom saving throw. On a failure, the target has disadvantage on attack rolls until the end of her next turn.
Look at Me. when a creature within 30 feet makes an attack roll against an ally, she can use her Reaction and spend a Favor Die to subtract its result from the roll, provided she is visible to the attacker.
Captivating Command. as a Bonus Action, spend a Favor Die and choose a creature within 30 feet that can see or hear her. On a failed Wisdom save, it is Charmed by her until the end of her next turn.
Ability Score Improvement at level 12. Charisma increased to 18.
Shared Pleasure. when using Pre-Battle Indulgence, can target two willing creatures, spending one Favor Die per target. Each creature can benefit only once per Long Rest.
Experienced Temptress. Favor Dice are d8s. If she has no Favor Dice when rolling Initiative, she regains two instead of one.
Custom feature, practiced footwork. her years of athletic stagework and street performance inform her evasive movement; this is represented by Dexterity and her light armor, not an additional mechanical bonus.

Actions

Alluring Stiletto. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage, plus psychic damage once per turn from Alluring Strike. She uses a jeweled stiletto, mechanically a dagger.
Hand Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: piercing damage. She uses a hand crossbow and Charisma for its attack and damage rolls through Alluring Strike.
Pre-Battle Indulgence. As a Bonus Action, spend one Favor Die to give a willing creature within 30 feet that can see or hear her temporary hit points equal to . The target must not have already benefited from Shared Pleasure since its last Long Rest.
Captivating Command. As a Bonus Action, spend one Favor Die and choose one creature within 30 feet that can see or hear her. The target makes a Wisdom saving throw or is Charmed by her until the end of her next turn.

Reactions

Look at Me. When a creature within 30 feet makes an attack roll against an ally, Eshka can spend one Favor Die and use her Reaction to subtract the die result from the roll, provided the attacker can see her.

Services they sell

Can arrange discreet introductions and a place to talk in the Lantern Rooms.
Can gather rumors from patrons, performers, and household staff.
Can coach characters in reading a room, recognizing emotional tells, and making a convincing entrance.

Rewards they can give

A safe introduction to the Lantern Rooms' network of performers and companions.
A coded playing card that can identify the party as people she trusts.
Information about Magistrate Vardun's movements, if they help locate Kavrak.

Equipment

  • Jeweled stiletto (weapon)A finely balanced dagger used as her primary weapon; mechanically a dagger, not a special magic item.
  • Hand crossbow (weapon)A compact hand crossbow with a waxed cord and a carved grip.
  • Studded leather armor (armor)Flexible, reinforced leather armor worn beneath her clothes.
  • Sewing roll (tool)A small kit containing needles, colored thread, spare buttons, and tiny scissors.
  • Disguise kit (tool)Powder, comb, pins, and a few changes of beads for altering her look.
  • Marked playing cards (gaming set)A deck marked with tiny stage symbols, used for gaming and coded messages.

Possessions

A hollow marionette containing a sealed dispatch
A sewing roll inherited from her mother
A coded deck of playing cards
A glass bead from every performer who escaped the Ash Flood
A small purse of emergency coins for workers who need to leave quickly

Background

Eshka grew up in a gnome family that repaired puppets and stage mechanisms in the river town of Bellowsmarket. She learned timing from the clatter of gears and learned early that a room's attention could be steered as surely as a marionette. As a young adult she began working as a companion and performer at the Lantern Rooms, a house known for conversation, card games, and negotiated company. She has always treated intimacy as work she chooses and boundaries she insists upon, not a debt owed to anyone. Her turning point came during the Ash Flood, when a noble's hired guards locked the Lantern Rooms' staff inside a burning riverside building to cover their employer's escape. Eshka led the survivors through a laundry chute and returned for the housekeeper who had once protected her. Since then she has used charm, gossip, and carefully staged distraction to protect workers and expose powerful clients who prey on the vulnerable. She remains close to the Lantern Rooms' manager, Tsveta, but they disagree over whether Eshka's public provocations bring protection or retaliation. She is currently trying to find a missing young performer, while a magistrate's fixer searches for the evidence she took from the Ash Flood's aftermath.

Role in the story

A memorable ally and social infiltrator whose charm can open doors, shield companions, and expose a local conspiracy. Her missing friend and dangerous evidence can draw the party into a conflict between a powerful magistrate and the people he considers disposable.

“She learned timing from the clatter of gears and learned early that a room's attention could be steered as surely as a marionette.”
From their background
Faction
Works independently and maintains ties to the Lantern Rooms, a riverside house of performers and companions. She is not formally part of a guild or criminal faction.

Known connections

Tsveta, the pragmatic manager of the Lantern Rooms, trusts Eshka's instincts but fears the trouble her crusades attract.
Oyun, a retired gnome puppeteer who taught her stagecraft, sends her coded notes hidden in repaired toys.
Kavrak, a young performer who disappeared after asking Eshka for help, is the person she is currently trying to find.
Magistrate Vardun's fixer, Boro, suspects Eshka has proof that the magistrate ordered the Lantern Rooms locked during the Ash Flood.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Eshka into a sheet

A high-res, share-ready sheet you can post or print.