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?
- 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.
- You were wrapped in a sealskin. When you wear it, you transform into a seal. If you are separated from it, you become deprived.
- 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.
- 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.
- Once per day, you may change your face. Lasts until the next time you change your face. Take a hand mirror.
- 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?
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.