Fae-Taken

Exchanged for a swapling, you were raised by the faeries but never as an equal. You escaped and now find yourself changed in a world that was stolen from you.

  • Rations (3 uses)
  • Torches (3 uses)
  • Salt pouch
  • 25 feet of silken elf-rope (tug to undo any complex knot)
  • Cold iron dagger (d6)
  • Recurve bow (d6, bulky)

Who kidnapped you and raised you, and what did you take from them?

  1. The Redcomb, a wicked general who combs blood through his hair. Once per day, you may enter bloodlust. Your attacks are enhanced, but you are compelled to attack creatures with blood. Each time you draw blood, you must make a CTRL save. On a success, the bloodlust ends. The blood you have drawn stains your hands permanently.
  2. The Drowner, a shapeshifter who changes between a beautiful human, a horse, and glowing lights. You become invisible while submerged in water.
  3. The Gloam Mother, eater of dreams, harbinger of darkness. Once per day, you can enter a creature’s dreams and alter them. They can find you, but cannot see how you alter the dream.
  4. The Erlking, leader of the Wild Hunt. Spectral sword (d8, petty). You know how to ride a horse.
  5. The Lady of Revels, leader of the Endless Revelry. You cannot get intoxicated from drink or drugs and resist toxins.
  6. The Green Man, watcher in the woods. Your non-dominant arm was replaced by a vine that extends twice as far as your other arm. It can be replaced by another vine or tree-harvested appendage if lost.

What did steal when you escaped from Faerie?

  1. A lucky everbloom flower (1 charge). You can push your luck. Expend a charge when the fate die rolls 3 or less, you may add another d6 to the result. As usual, 4-6 is a positive result. However, on a 7+, a horrible twist of fate occurs. Recharge: Plant in a garden without the owner knowing.
  2. Your caul, stolen back. If stretched over the head of a creature who has died just moments ago, they will return to life. 3 uses.
  3. An enchanted rowan berry necklace (petty). Negates any faerie magic. 3 uses.
  4. A pair of gnome-cobbled shoes (1 charge). Protects you from any forced movement. Once per day, move twice as fast and jump twice as long and far as a normal human. Recharge: Leave in a tree hollow overnight.
  5. An extra shadow (1 charge). Expend a charge to detach your extra shadow, which can fully impersonate you. The shadow dissolves when it touches someone. Recharge: Stare into a mirror for a watch.
  6. Pouch of 300 coins of fairy gold. They disappear once they are removed from the pouch.

Go to Traits to round out the character.