When the machinations of the Fey intersect with an unborn or very young child, the result is a being not wholly mortal or Fey. Beings of this nature are most commonly known as Changelings.
Origins as fluid as their form
The most common story of how a changeling is made is the replacement of a mortal infant with a Fey coppy. Though that is one way a changeling comes about, it is not the only one. Below is a table of example changeling origins. You may roll on the table or select an origin to use, or you can use the table as a guide to make your own origin.
Roll 1d6 |
Changeling Origin |
1 |
A mischievous fey abducted the child of a mortal family and left you in its place. |
2 |
You were the mortal child of a home or caretaker that did not nourish you with love (or food possibly). A passing fey saw your plight and spirited you away from that neglectful place. the fey's magic made you what you were today so that your former caretakers would never find you. |
3 |
As a toddler, you followed a passing fey of your own volition. By the time it discovered you, its magic had already altered your once mortal nature into that of a changeling. From there the fey might've returned you home or left you somewhere else in the world. |
4 |
Before you were born, one of your parents became involved with a fey. Your changeling nature could be a curse, a gift, or just an unintended consequence of some other intent of that fey. |
5 |
One of your ancestors is another changeling, or perhaps a fey outright. The latent magic within your family line happened to re-emerge within you. |
6 |
One of your parents or caretakers actively bargained with a fey in order to make you a changeling. That fey may be benevolent and helpful towards you, or it may consider your bestowed abilities a gift that must be repaid in kind by you. |
Changeling quirks
The influence of your Fairy side may give you an odd mannerism or two. You can use some of the example quirks from the table below to emphasize your strange nature, or your changeling may be one that works exceptionally hard not to display any of these oddities.
Roll 1d6 |
Quirk |
1 |
You leave offerings of food or small trinkets in odd places, such as beneath mushroom caps or within the knotholes of trees. |
2 |
Before you enter someone's abode you always ask permission to come in. You are not magically forbidden from entering a home if you don't get permission, it's just something you do. |
3 |
Whenever you state something you feel is important, you do so three times. |
4 |
You have a great apatite and never seem to be physically affected by how much you eat (unless it was poisonous of course). |
5 |
You refer to everyone and everything by name, including things that don't have an obvious name. If something lacks a name, you give it one to call it by. |
6 |
You have a tendency to hum, whistle, or softly sing seemingly improvised melodies. Those who listened to your song find that they cannot replicate it no matter how hard they try. |
Choosing your fate
When a changeling is alive for a certain number of years, they become aware of a great decision that can redefine their life. If a changeling so wishes, they can cast away their fey touched nature, thus becoming fully mortal and taking on a permanent form of their choosing. The changeling can also leave behind their mortality, becoming fully Fey and gaining the magic and splendor that Fey have at their command. Choosing to become fully Fey results in a drastic change to the changelings entire existence, and may also alter the changelings personality and ideals.