Swapling

A creature from beyond the Seams, you were raised as a human, but your family has always had a suspicion about you. Your true nature revealed itself over time. The specter of the life you stole always haunts you.

  • 3d6 sp, hacksilver
  • Rations (3 uses)
  • Torch
  • Counting gloves (for handling silver coinage, petty) (attacks made against you with cold iron or silver are enhanced)
  • Sling (d6)
  • Knife (d6)

How did you know you were different?

  1. By taking a fatigue, you may step into the Seams where Fairy and the mortal world touch. You must pass a WIL save to return.
  2. You were wrapped in a sealskin. When you wear it, you transform into a seal. If you are separated from it, you become deprived.
  3. When you make an agreement with a mortal and stipulate a curse for breaking it, you may add it to your burden as a contract. If they break the contract, the curse occurs as you described and the contract is removed. If you break the contract or want to remove it, you must suffer the curse.
  4. By taking a fatigue, you may cause things close around you to decay or flourish with a wave of your hands, i.e. spoiling milk, blooming a flower, restoring rotten food, etc.
  5. Once per day, you may change your face. Lasts until the next time you change your face. Take a hand mirror.
  6. Wiry sensevines can extend from your fingers. They creep through cracks and sense everything but sight and sound at the cost of 1 Fatigue.

Who raised you?

  1. A noble family. Take a scroll of pedigree (petty) and slices of the last fairy cake (10 uses) you made before leaving home. Mortals who have eaten a slice will crave it (deprived) until they eat another.
  2. A greedy family. You and your siblings were sent to homes to sweep chimneys. Take Fairy dust (1 use), given to you by a small fairy in a flue. When thrown, the glittering dust hangs in the air, revealing anything invisible.
  3. A scholarly family. Take a grimoire (bulky) from their library with the spell Awareness: You can see shapeshifters and outsiders such as devils and fairies outlined in a bright color for {sum} turns.
  4. An orphanage took you in after your parents abandoned you. The mice were your only friends. Take mouse-pipes. Playing a tune on these pipes will lure mice from any direction.
  5. A green witch took you in after your parents abandoned you. She gifted you a house-seed (1 use, petty) to remember her by. Plant to sprout a cozy shelter. Decays next moonrise.
  6. Wolves took you in after your parents abandoned you. Take a bear-skin cloak (1A) and a snare trap.

Go to Bonds to round out your character.


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