Seamer
The wise say peace must always be kept with the Neighbors beyond the Seams. Exchanged for a swapling, you were raised by the fairies but never as an equal. You escaped through the Seams and now find yourself changed in a world that was stolen from you.
- 3d6 sp, mix of imperial minted coins and hacksilver
- Rations (3 uses)
- Torch
- Salt pouch
- 25 feet of silken elf-rope (tug to undo any complex knot)
- Cold iron dagger (d6)
Who kidnapped you and raised you, and what did you take from them?
- The Redcomb, a wicked general who combs blood through his hair. When you inflict STR damage in combat against a creature with blood, you enter bloodlust for the duration of combat. All attacks against bleeding creatures are enhanced, but all other attacks are impaired. All blood you draw stains your hands permanently.
- The Drowner, a shapeshifter who changes between a beautiful human, a horse, and glowing lights. You become invisible while submerged in water.
- The Gloam Mother, eater of dreams, harbinger of darkness. By taking a fatigue, you can enter a creature’s dreams and alter them. They can find you, but cannot see how you alter the dream.
- The Erlking, leader of the Wild Hunt. Spectral sword (d6), easily hidden. You know how to ride a horse.
- The Lady of Revels, leader of the Endless Revelry. You cannot get intoxicated from drink or drugs and resist toxins.
- The Briargrim, watcher in the woods. Your non-dominant arm was replaced by a vine twice the length of your old arm.
What did steal when you escaped from Faerie?
- A lucky everbloom flower (1 charge). When the fate die rolls 3 or less, spend a charge to add another d6 to the result. On a 7+, a horrible twist of fate occurs. Recharge: Plant in a garden without the owner knowing.
- Your caul, stolen back. If stretched over the head of a creature who has died just moments before, they will return to life. 1 use.
- An enchanted rowan berry necklace (petty). Negates any faerie magic. 3 uses.
- A pair of gnome-cobbled shoes (1 charge). Expend a charge to move twice as fast and jump twice as long and far as a normal human. Recharge: Leave in a tree hollow overnight.
- 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.
- Pouch of 300 coins of fairy gold. If removed from the pouch, they disappear after a watch.
Go to Bonds to round out your character.