TEXT: ~Credits~
  WRITING AND DESIGN: 
  rOBERT j. sCHWALB
  editing: Tom Cadorette
  Proofreading: Kara Hamilton
  ART DIRECTION: rOBERT j. sCHWALB
  Graphic Design: Hal Mangold and Kara Hamilton
  LAYOUT: kEvin hamilton
  ILLUSTRATIONs: Jack Kaiser, Svetoslav Petrov, 
  Bob Schwalb, and Todd Wilson
  Stolen Lives is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Stolen Lives, Victims of the Demon Lord,
  Schwalb Entertainment, and their associated logos 
  are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com
   www.schwalbentertainment.com
  Life on the Empire’s edges is not for the weak. Danger 
  aplenty awaits those who make their homes in the wild, 
  from the roving bands of brigands—hard men and 
  women driven to robbery and murder to make ends 
  meet, beastmen, monsters, and so much more. All 
  these pale beside the faeries, whose inﬂ uence on 
  humanity proves far more insidious than outsiders 
  would ever expect. Faeries can be friendly, helpful 
  even, but they follow inscrutable rules and expect 
  others to adhere to them, even if the ins and outs of 
  their customs are a mystery. Settlers, farmers, trappers, 
  woodcutters and more who live near the borderlands 
  must stumble through the forms and accept the gifts 
  and aid without thanks. And they must oﬀ er gifts to 
  placate the mercurial spirits or to make good one act 
  that oﬀ ended the faeries. However, even when the 
  people do everything right, the faeries might turn 
  against them. Why? Why not?
   Faeries ﬁ xate on mortals for all kinds of reasons. They 
  might take an interest in people who show uncommon 
  devotion to the gods or those who show little reverence 
  at all. They might take oﬀ ense at someone they consider 
  loud, obnoxious, or odious. A father quick to strike a 
  child could earn the enmity of the fair folk, just as could 
  Victims of the Demon Lord
  a mother who dotes too much upon a darling son or 
  daughter. Most often, faeries take an interest in mortals 
  who fail to follow the proper forms or who prove to be 
  cavalier in their dealings with the fey. A mortal oﬀ ering 
  thanks to a brownie who mended his shoes might anger 
  that brownie, who would have much preferred a saucer 
  of milk instead of empty words of gratitude. Similarly, 
  mortals who don’t festoon their homes with iron might 
  make the faeries curious—and there’s nothing worse 
  than a curious fairy.
   The ways in which faeries might torment mortals 
  are countless. They seduce mortals and then abandon 
  them. They lure people into dangerous places with false 
  promises. They might steal livestock, hide small items, 
  cause sickness in a home, blight the crops, or even burn 
  down entire farms. But the worst thing faeries do, by far, 
  is to steal mortal children. 
   Faeries take children for all kinds of reasons. One 
  might pilfer a baby who has pretty eyes or an infectious 
  laugh, while another might simply pine for a child of 
  their own. Faeries lead children into danger, laughing at 
  their fear and pain. They sometimes befriend them and 
  then come to believe taking the child from cruel or stern 
  parents is for the best. Most, though, spirit children away 
  to live for a time in the paradise of the hidden kingdoms, 
  where all is laughter, love, and joy. Those deemed worthy 
  
  2
  might be transformed into faeries themselves, 
  but most ﬁ nd themselves given to Hell to pay the 
  tithe the Devil demands in accordance with the 
  ancient pacts made between him and the old gods. 
   Children rarely just disappear, though. Custom 
  dictates that faeries cannot take something without 
  leaving something behind in payment. If they steal 
  a horse, they might leave behind a pile of chopped 
  wood or clean the house. If they take a child, they 
  most often leave behind a changeling: a homunculus 
  made of mud, twigs, and stone ensorcelled to 
  resemble the missing child. Only the most oblivious 
  parent fails to notice something amiss with the child: 
  it cries too much or makes no sound at all; it never 
  opens its eyes or it plays with itself for hours on end. 
  The “child” is simply, suddenly, and inexplicably 
  weird. The torment these things create lasts but 
  a short time, for the magic fades and the creation 
  crumbles into its component parts. Sometimes, 
  however, the magic endures and the changeling 
  shakes oﬀ  its unnaturalness to become a real being.
  Human Targets
  Human children are at the greatest risk of being 
  abducted by faeries and thus changelings are 
  most likely to appear in human homes. Of course, 
  changelings could be left in dwarf, halﬂ ing, or even 
  orc homes, but such cases are rare. There are more 
  humans living on the borderlands and near wild 
  places than other peoples. Halﬂ ings make their 
  homes far from faerie realms, while dwarfs surround 
  themselves with iron and steel, which keeps the 
  malicious faeries at bay. Orcs are ugly, and their 
  souls stink of the corruption from the magic used 
  to breed their kind, so there’s little in them to attract 
  faerie attention.
  Persistent Magic
  Faeries make changelings by casting the beget 
  changeling spell (Terrible Beauty, page 20), and the 
  spell eventually ends after a time. The magic fades 
  away, leaving a cradle full of ﬁ lth. Therefore, it is a 
  great surprise to the faeries when their creations 
  live longer than a few weeks. There are a couple of 
  theories about why some changelings survive.
   Potent Casters: Few people can cast the spell used 
  to create changelings. It’s simply beyond the ability 
  of most users of magic to learn let alone cast. Even 
  among the faeries, those who have the power needed 
  to perform this magic are rare, and they must rely 
  on incantations to cast them, which fail as often as 
  not. Some believe permanent changelings result 
  from those incantations uttered by the most powerful 
  fey lords and ladies, who fashion the imposters 
  with their own hands and breathe life into their 
  creation’s nostrils. 
   Strong Emotion: Magic responds to emotion and 
  belief. In homes ﬁ lled with love, the odd behavior 
  in a changeling might fade faster than normal as it 
  evolves into something closer to what it was made 
  to resemble. Similarly, a home ﬁ lled with anger 
  and rage can also sustain the magic long enough 
  for the eﬀ ect to become permanent, but instead of 
  humanizing the changeling, it becomes twisted, 
  cruel, and evil.
   Happenstance: Most changelings become people 
  by happenstance. Nothing needs to happen. No cozy 
  environment or mind-scarring trauma is required: 
  the changeling just becomes an individual. It’s a quirk 
  of the magic, a side eﬀ ect brought about through the 
  interactions of faeries and mortals. 
  Unwelcome Discovery
  Eventually, all changelings discover the truth about 
  themselves. This discovery is often traumatic since it 
  gives lie to everything they know and believe about 
  themselves. Worse, if they are forced to shed their 
  appearance, they ﬁ nd they cannot go back to who 
  they were. Their old lives are lost forever, and they
   are forced to become someone else. Changelings 
  discover this truth in many of the same ways—
  brushing their bodies against iron, suﬀ ering an 
  accident that knocks them unconscious, or having 
  the truth whispered to them by a mischievous faerie. 
  Other causes of the revelation are certainly possible.
   How a changeling deals with the discovery, 
  however, is particular to the individual. Some ﬁ nd 
  the strength within themselves to make the most of 
  the life they have been given, while others recognize 
  they are things and not people. Such individuals 
  might surrender any concept of morality, embracing 
  their new natures to do whatever they want for as 
  long as they can. While changelings can be corrupted 
  in the manner of mortals and immortals, they do not 
  have souls in the manner of other peoples. Instead, 
  the magic sustaining them simulates the soul, and 
  the dark deeds they perform can aﬀ ect them in all 
  the same kinds of horriﬁ c ways that mortals must 
  face should they succumb to the tempting darkness. 
  Almost Faerie
  Although created by fey magic, changelings are not 
  themselves faeries. The magic does, however, confer 
  many of the same traits faeries possess, including 
  their natural immunity to diseases and defense 
  against mental inﬂ uence. They also inherit their 
  vulnerability to iron, the touch of which causes great 
  discomfort and unravels the magical transformations 
  they assume, returning them to their natural states. 
  Because of this vulnerability, changelings will avoid 
  any contact with iron or its alloys whenever they can.
  
  3
  Many Lives
  Changelings can take on the physical appearances of 
  people they see. The magic has strict limitations: the 
  person must be alive and have a humanoid shape. 
  These limitations spring from the spell’s intention—
  the faeries create the changeling as payment for 
  the abducted child, made to be a copy of the being 
  they stole. Once the changeling becomes aware of 
  its true nature, it can use that same copying magic 
  to impersonate other people. Most changelings 
  keep several sets of clothing of diﬀ erent sizes on 
  hand in order to change into more suitable garb 
  for whatever form they take.
   In their natural forms, changelings are creatures 
  of dirt, wood, and stone; when they adopt a diﬀ erent 
  form, they become creatures of ﬂ esh and blood. They 
  bleed when cut, bruise when struck, and experience 
  all the sensations the form would normally 
  experience. Injuries sustained in one form carry over 
  to the next, so if a changeling receives a cut on its arm 
  in one form and then changes, the cut would appear 
  on the body of the new form. The same is true if a 
  changeling loses a limb or organ; the magic does 
  not restore missing body parts.
   Adopting diﬀ erent forms and sometimes the lives 
  to which those forms belongs requires changelings 
  to have adaptable personalities, so they have a 
  chance of carrying oﬀ  any impersonation they might 
  attempt. Most take time to study the people they 
  would impersonate, to learn their mannerisms, 
  posture, and speech patterns. The more they know 
  about the person they would impersonate, the better 
  the disguise. Of course, circumstances might prevent 
  them from learning how to become someone else; 
  without adequate preparation, changelings usually 
  pick up and move someplace where no one else 
  would recognize the form they wear.
   In their natural forms, changelings lack gender, 
  though most, but not all, identify with the gender 
  of their ﬁ rst form and might favor other forms of 
  a matching gender. In time, these biases relax and 
  changelings ﬁ nd it advantageous to be able to adopt 
  forms of any gender or ancestry, with little trouble 
  in becoming who they choose to be.   
  Changeling Relations
  Changelings hide in plain sight. They can be 
  anyone, anywhere. They can be friends or enemies, 
  lovers or rivals. Their secretive nature and their 
  disturbing origins make few friends for changelings 
  in the mortal world.
   Humans: As most changelings began their lives 
  as humans, many choose to live among the people 
  they most identify as their kind. Unfortunately, many 
  humans fear changelings and the mischief their 
  powers let them carry out. Rural communities that 
  have had conﬂ ict with faeries in the past use iron to 
  keep them at bay. A horseshoe over a door or a nail 
  in a pocket can all make changelings feel unwelcome. 
  Many people living on the edges of the Empire use 
  the “test of iron” to ensure they are dealing with a 
  person of ﬂ esh and blood. The test involves placing 
  a lump of iron in the person’s hand, which causes a 
  faerie great discomfort and a changeling to return to 
  its natural form. In some places, a baby suspected of 
  being a changeling is placed on an iron shovel and 
  tossed into a ﬁ replace or forge—it’s believed that 
  when placed in the ﬂ ames, the magic ﬂ utters up the 
  chimney, shrieking. 
   Changelings: An uncommon people at best, 
  changelings can go their whole lives without ever 
  encountering another of their kind, especially those 
  living within the Empire. On the frontier, however, 
  changelings are more common, and when they ﬁ nd 
  each other, they usually take great comfort in ﬁ nding 
  someone else who understands the challenges they 
  face. Some, though, feel threatened when they 
  encounter another like themselves.
   Clockworks: Changelings avoid clockworks when 
  possible, ﬁ nding them strange and unsettling. They 
  can sense the souls within them, souls that strain 
  to be free. The iron and steel components of many 
  clockworks are also a great detriment for changelings, 
  causing them mild discomfort simply by being near 
  them. However, being outsiders themselves, some 
  changelings manage to overcome their natural 
  revulsion for clockworks, ﬁ nding a kindred spirit in 
  being diﬀ erent from most others.
   Dwarfs: Changelings are very rare are among 
  the dwarfs; there’s simply too much steel and iron 
  in their homelands for changelings to survive. 
  Dwarfs disdain faeries of all kinds, having struggled 
  with them at times in the past, and so have little 
  tolerance for any sneaking, face-changers skulking 
  in their midst. Changelings are indiﬀ erent at best 
  toward dwarfs, adopting their appearance only 
  when they must. 
   Fauns: As both changelings and fauns have ties 
  to faeries, and negative ones at that, the two have 
  much in common, typically ﬁ nding an aﬃ  nity for 
  one another, and preferring each other’s company.
   Goblins: Of all the faerie folk, goblins are by far the 
  most welcoming to changelings, many of whom are 
  delighted by the very idea of them and the reasons 
  for their creation. They invite changelings into 
  their squalid, ﬁ lthy communities, to become a part 
  of goblin society. Changelings are not only endless 
  sources of fascination to goblins, but for some they 
  are useful tools for carrying out all kinds of mischief 
  against humans and other peoples.
  
  4
   Changelings who accept invitations into a 
  goblin community usually do so when they 
  have nowhere else to go. While they might 
  recoil from the squalor and the crudity of the 
  environs, if the alternative is a mob of angry 
  villagers, changelings ﬁ nd they can tolerate 
  just about any environment. Some changelings 
  resist being exploited by their hosts, while 
  others, especially those who have been poorly 
  treated, might become enthusiastic supporters 
  of the goblins’ subterfuge.
   Halﬂ ings: Halﬂ ings tolerate changelings, 
  largely because the faeries tend not to steal 
  their children. Halﬂ ings welcome changelings 
  into their communities, provided they cause no 
  disruption and pitch in with everyone else to 
  see the people prosper. 
   Orcs: Changelings have little cause to interact 
  with the orcs. Historically, orcs have lived little 
  better than slaves, so adopting their forms 
  meant condemning themselves to slavery. With 
  the recent orc liberation, however, changelings 
  ﬁ nd it advantageous to present as orcs, if only 
  to keep humans away. 
   Orcs have little to say about changelings, 
  thinking them to be strange and alien. Orcs 
  don’t feel threatened by them since they’ve 
  never lost children to the faerie, and surround 
  themselves with so much iron that most 
  changelings studiously avoid them.
   Elementals: Changelings and elementals like 
  gnomes and salamanders rarely cross paths. 
  Elementals keep to themselves, living in places 
  far from the hidden kingdoms. As a result, 
  the two tend to be neutral toward each other, 
  judging the individual rather than the people.
   Faeries: Other faeries, such as elves and 
  pixies, see changelings as malfunctioning 
  creations and not as people. After all, 
  changelings were made for a speciﬁ c purpose; 
  once the purpose was served, the changeling 
  should have gone away. That some linger is 
  surprising to the faeries, but they rarely worry 
  over it.
   For their part, changelings have complicated 
  feelings about the fair folk. Some resent them 
  for bringing them into existence. Others seek 
  their company in order to better understand 
  their place in the world, though they usually 
  leave such meetings disappointed. There are 
  also those changelings who pledge loyalty and 
  service to the faeries, believing it is their duty 
  to do so.
  
  5
  Changeling 
  Characters
  Everything you need to make a changeling character 
  can be found in Shadow of the Demon Lord. The rules 
  in that book help you create a character quickly, 
  along with enough information to help you visualize 
  and portray the character in the game. The variant 
  method presented here enables you to create a 
  character with even more detail and variation. 
  Creating a Changeling (Variant)
  Choose an Attribute Scores option
  Random Attribute Scores Strength 7 + 1d3, Agility 8 + 1d3, 
  Intellect 8 + 1d3, Will 8 + 1d3
  Standard Attribute Scores Strength 9, Agility 10, 
  Intellect 10, Will 10.
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  Languages and Professions You speak the Common 
  Tongue. You might gain additional languages and 
  professions from the Changeling Development tables.
  Immune damage from disease; charmed, diseased
  Iron Vulnerability You are impaired while in contact 
  with iron.
  Shadowsight You see into areas obscured by shadows 
  as if those areas were lit.
  Steal Identity You can use an action to alter your 
  appearance to match that of a living creature you 
  can see within short range. The target must be Size 
  1/2 or 1 and have a humanoid shape of ﬂ esh and blood. 
  Your body transforms to look like the target, but nothing 
  you wear or carry changes. The effect lasts until you use 
  this talent again. If you become incapacitated or touch 
  an object made from iron, you immediately revert to 
  your natural form.
  Level 4 Changeling Expert
  Characteristics Health +4
  You learn one spell from a tradition you have already 
  discovered or gain one of the following talents.
  Doppelganger’s Advantage On your turn, you can use 
  a triggered action to use your Steal Identity talent. 
  Whenever you use the Steal Identity talent, you make 
  attack rolls against the target creature with 1 boon for
  as long as you have the target’s appearance.
  Impersonation Mastery You discover the Telepathy 
  tradition or learn one Telepathy spell (see Demon Lord’s 
  Companion). In addition, if you become incapacitated 
  while under the effects of the Steal Identity talent, you 
  do not return to your natural form unless you choose to. 
  You do, however, revert to your natural form if you die.
  Changeling 
  Development Tables
  You can use the tables presented here to create a 
  character with a detailed background. If you use these 
  tables, do not roll for random starting professions or 
  starting wealth as normal, as you will use the ones 
  here instead. You must roll dice for each table and 
  take the result from your rolls.
  Reasons for Creation
  The faeries create changelings to cover the 
  disappearance of a mortal child, most often when 
  blame for the disappearance would fall upon the 
  faeries.
  Reason for Creation
  d20
  Reason
  1–2
  A faerie lord or lady desired an heir and sent 
  forth faeries to steal away the infant.
  3–4
  The faeries took the mortal child in response 
  to an offense, real or imagined.
  5–6
  A relative or member of the foster family made 
  a pact with the faeries and offered up the infant 
  as payment.
  7–8
  A band of faeries lured the mortal child into 
  the woods where they played with him or her 
  to death.
  9–10
  The faeries took the child to pay the Hell tithe.
  11–12
  The faeries rescued the child from a dangerous 
  situation.
  13–14
  The mortal child followed a faerie into a hidden 
  kingdom.
  15–16
  A hag stole the mortal child and sacriﬁ ced it to 
  dark powers.
  17–18
  The faeries stole a child from one family and 
  gave it to a barren couple the faeries had 
  befriended.
  19–20
  Faeries simply stole the child on a whim.
  Foster Family
  Children most at risk of being abducted by the faeries 
  are those living in or near the borderlands, places 
  where travelers can pass from the mortal world and 
  into a hidden kingdom and back again. Borderlands 
  exist far from civilization, where the stink of iron, 
  smoke, and too many people keep faeries away. 
  Thus it is from the lonely farms and the tiny villages 
  huddled in the shadows of sylvan woods, and the 
  hamlets of people struggling to scratch lives for 
  themselves on the rocky slopes of forlorn hills 
  where mortal children go missing. 
  Family Details
  You can use the following tables to learn more about 
  the family that raised you.
  Foster Parents Status
  2d3
  Parental Status
  2
  Both parents are dead.
  3
  One parent is dead, even chance for mother 
  or father.
  4–5
  Both parents are alive.
  6
  You do not know the fate of your foster parents. 
  *Use the Circumstances of Death table to determine the 
  cause of death.
  
  6
  Home Community
  The following table tells you where your foster 
  family lived.
  Home Community
  d6
  Community
  1
  Large town in the countryside or along a river. Add 3 
  to your roll on the Primary Occupation table.
  2
  Small town at the center of farmland. Add 1 to your 
  roll on the Primary Occupation table.
  3
  Small farm in the middle of nowhere. Subtract 3 from 
  your roll on the Primary Occupation table.
  4
  Tiny, remote farming community. Subtract 1 from your 
  roll on the Primary Occupation table.
  5
  A little house in the middle of a forest. Subtract 1 from 
  your roll on the Primary Occupation table.
  6
  A nomadic people moving through wild places. 
  Subtract 3 from your roll on the Primary Occupation 
  table.
  Family Profession
  This table tells you the main means of income for 
  your family. Results direct you to roll again on the 
  Profession tables, found below. Do not add the listed 
  extra equipment for professions from this roll.
  Family Profession
  d6
  Profession Tables
  1 or less
  Roll on the Wilderness Professions table and 
  subtract 3 from your roll on the Family Wealth 
  table.
  2 
  Roll on the Criminal Professions table and 
  subtract 1 from your roll on the Family 
  Wealth table.
  3 
  Roll on the Common Professions table.
  4 
  Roll on the Military Professions table.
  5 
  Roll on the Religious Professions table.
  6 or more 
  Roll on the Scholar Professions table.
  Family Wealth
  The Family Wealth table tells you the family’s 
  ﬁ nancial situation. The result of your roll might 
  modify your Childhood roll.
  Family Wealth
  3d6
  Family Wealth
  3 or less
  Destitute. Subtract 6 from your Childhood roll.
  4–5
  Poor. Subtract 3 from your Childhood roll.
  6–8
  Discovered. Your foster parents discovered 
  your true nature and cast you out from your 
  home. Subtract 6 from your Childhood roll. 
  9–12
  Getting By.
  13–15
  Comfortable. Add 1 to your Childhood roll.
  16–17
  Wealthy. Add 3 to your Childhood roll.
  18
  Rich. Add 6 to your Childhood roll.
  Foster Siblings*
  3d6
  Siblings
  3
  You have a twin. 
  4–5
  You have 2 siblings
  6–8
  You have 1 sibling
  9–12
  You have 1d3 siblings
  13–15
  You have 1d3 + 1 siblings
  16–17
  You have 1d6 + 2 siblings
  18
  You have 2d6 + 2 siblings
  *For each, roll on the Gender, Age, and Fate table.
  Gender
  d6
  Gender
  1–3
  Female
  4–6
  Male
  Age
  d6
  Age
  1–3
  Older
  4–6
  Younger
  Fate
  3d6
  Fate
  3
  Insane
  4–5
  Unknown
  6–8
  Dead*
  9–12
  Alive**
  13–15
  Alive but disgraced**
  16–17
  Alive and well-regarded**
  18
  Alive and famous**
  *Use the Circumstances of Death table to determine the 
  cause of death
  **You can use some or all of the other tables to add detail to 
  your siblings.
  Circumstances of Death
  3d6
  Circumstance
  3
  Murder
  4–5
  Accident unrelated to profession
  6–8
  Disease or famine
  9–12
  Natural causes
  13–15
  War
  16–17
  Accident related to profession
  18
  Suicide
  
  7
  Background Tables
  The background tables determine what happened 
  in your past. The Childhood table tells you generally 
  about your upbringing. The Life Experience table 
  tells you, broadly, what happened to you so far.
  Starting Age
  3d6
  Age
  3
  You start the game as a child, no more than 
  8 years old. You are Size 1/2 and halve your 
  height and weight. Roll on the Childhood table.
  4–5
  You start the game as an adolescent, from 9 to 
  14 years old. Reduce your height and weight by 
  25%. Roll once on the Childhood table and once 
  on the Life Experience table.
  6–8
  You start the game as a young adult, from 15 to 
  25 years old. Roll once on the Childhood table 
  and twice on the Life Experience table. 
  9–12
  You start the game as an adult, from 26 to 40 
  years old. Roll once on the Childhood table and 
  three times on the Life Experience table.
  13–15
  You start the game as a middle-aged adult, 
  from 41 to 60 years old. Roll once on the 
  Childhood table and four times on the Life 
  Experience table.
  16–17
  You start the game as an older adult, from 60 to 
  80 years old. Roll once on the Childhood table 
  and ﬁ ve times on the Life Experience table.
  18
  You start the game as a venerable adult, 81 
  years old or older. Roll once on the Childhood 
  table and six times on the Life Experience table.
  Childhood
  3d6
  Childhood
  3 or less
  A disaster took everything from your 
  family. Add a random common, criminal, 
  or wilderness profession to your list 
  of professions. Subtract 3 from your 
  Starting Lifestyle roll. 
  4–5
  You ran away from home and learned 
  to make your own way in the world. 
  Add a random common, criminal, or 
  wilderness profession to your list of 
  professions. Subtract 1 from your 
  Starting Lifestyle roll. 
  6–8
  You worked in the family business. 
  Add your foster family’s profession 
  to your list of professions.
  9–12
  You discovered your true nature. 
  Roll on the Childhood Discovery and 
  Consequences tables to determine 
  what happened to you.
  13–15
  You were apprenticed to an artisan. 
  Add artisan (any one) to your list of 
  professions.
  16–17
  You received an education. You can 
  read and write the Common Tongue. 
  18 or more
  You received a good education. 
  You can read and write the Common 
  tongue and can speak, read, and write 
  High Archaic. Add Scholar (random area 
  of scholarship) to your list of professions.
  Life Experience*
  3d6
  Experience
  3
  You Died! Roll on the Circumstances of 
  Death table to ﬁ nd out how. You can either 
  start over or be returned to life by some 
  stroke of luck. If you return to life, you start 
  the game with 1d6 Insanity.
  4–5
  Roll a d20 and ﬁ nd the result on the 
  Major Setback table.
  6–8
  Roll a d20 and ﬁ nd the result on the 
  Minor Setback table.
  9–10
  Discovered! Your true nature was revealed 
  after coming into contact with iron, being 
  incapacitated, or from something else. Roll on 
  the Apparent Ancestry to determine your new 
  appearance.
  9–12
  Mundane Experience. You survived, likely by 
  working in one of your professions. If you have 
  a profession, add 1 to your Starting Lifestyle 
  roll. If you don’t have a profession, add a 
  random profession.
  13–15
  Roll a d20 and ﬁ nd the result on the 
  Minor Windfall table.
  16–17
  Roll a d20 and ﬁ nd the result on the
   Major Windfall table.
  18
  Roll a d20 and ﬁ nd the result on the 
  Strange Event table.
  *Roll on this table only if directed by the Starting Age table. 
  
  8
  8
  8
  8
  Childhood Discovery*
  d6
  Event
  1
  You touched a piece of iron.
  2
  You learned the truth from a faerie.
  3
  You accidently assumed the form of 
  someone you loved or hated.
  4
  You were incapacitated by accident or 
  violence.
  5
  You grew suspicious about your keen 
  eyesight and your inability to grow sick, 
  so you consulted with a witch who revealed 
  to you the truth.
  6
  Your parents suspected the truth by your 
  unusual behavior, quirk, or appearance, and 
  they eventually revealed the truth to you.
  *Only roll on this table if directed by your Childhood roll 
  and then roll on the Consequences of Discovery table. 
  Consequences of Discovery*
  d6
  Consequences
  1
  You were almost killed but escaped by 
  running away. Gain the Exile profession.
  2
  You were dragged into a borderland in a 
  failed attempt to trade you back for their 
  child. You were then raised in your home, 
  barely tolerated. Add Servant to your list 
  of professions.
  3
  You were driven from your home. Add Exile 
  to your list of professions.
  4
  You were locked in a room for many years 
  until you escaped. Add Slave to your list of 
  professions.
  5
  You were loved and cared for anyway. Add 
  your foster family’s profession to your list 
  of professions.
  6
  You ran away, knowing your old life was 
  over. Add a random criminal or wilderness 
  profession to your list of professions
  *Roll on this table only if you rolled on the Childhood 
  Discovery table. After, you can roll on the Apparent 
  Ancestry table (see page 14) to determine your new 
  appearance from using your Stolen Identity talent.
  Ignorance Is Bliss
  The tables make it possible, albeit unlikely, 
  for you to have lived without ever learning 
  about your true nature. If this happens, start 
  the game with an extra random profession, 
  but you cannot use the Steal Identity talent 
  until you learn the truth about yourself, by 
  touching iron or becoming incapacitated. 
  Major Setback
  d20
  Major Setback
  1
  You murdered a person whose identity you stole so 
  you could become that person. Gain 1d3 Corruption.
  2
  A hag made of you a prisoner and forced you to 
  commit horrible acts on her behalf. Gain 1 Corruption.
  3
  Raiders, monsters, or a natural disaster destroyed 
  your adopted community, and you were the sole 
  survivor. You lived as a refugee for a time until you 
  ﬁ nally settled elsewhere. Subtract 1 from your Starting 
  Lifestyle roll.
  4
  You were captured by faeries and dragged into a 
  hidden kingdom where you became a slave to a lord 
  or lady. You suffered terribly; add slave to your list 
  of professions. You managed to escape, wearing the 
  appearance of a faun.
  5
  You made poor business decisions. Subtract 3 from 
  your Starting Lifestyle roll.
  6
  You adopted a form speciﬁ cally to destroy a rival. Roll 
  on the Apparent Ancestry table to determine your new 
  form. Gain 1 Corruption.
  7
  You spent 2d6 years in prison for a crime you 
  committed (gain 1 Corruption) or you didn’t commit 
  (gain 1d3 Insanity). Add the years spent to your 
  starting age.
  8
  You lost everything to a natural disaster or war. 
  Subtract 3 from your Starting Lifestyle roll.
  9
  The magic that made you has started to fail. Whenever 
  you come into contact with iron, you lose your Steal 
  Identity talent for 1 minute. The effect of this setback 
  is cumulative.
  10
  A foul creature laid a terrible curse on you making it 
  harder to live your life. Subtract 1 from your Starting 
  Lifestyle roll. If you have Demon Lord’s Companion, 
  you can add the Cursed story complication.
  11
  You were badly maimed. If you have Demon 
  Lord’s Companion, you can add the Maimed story 
  complication. If you’re using Battle Scars, you begin 
  the game with a scar.
  12
  You were press-ganged. You might have fought as 
  a peasant conscript, pulled an oar on a jotun longship, 
  or been forced to work as a sailor on a pirate ship.
  Add soldier, sailor, or pirate to your list of professions.
  13
  Your community drove you out, and you lived as an 
  exile for 2d6 years. Add exile, hermit, or refugee to 
  your list of professions.
  14
  A devil found and used you terribly to corrupt a 
  mortal. Gain 1d3 Insanity or 1 Corruption.
  15
  You led monsters, beastmen, or something else to your 
  community to destroy the people who treated you so 
  poorly. Gain 1 Corruption.
  16
  The magic that gives you life is driving you insane. 
  Start the game with 1d6 + 1 Insanity and, if you have 
  the Demon Lord’s Companion, you can add the Mad 
  story complication. Alternatively, if you are using 
  Unhinge the Mind, you can begin with a long-term 
  madness.
  17
  A witch hunter or inquisitor exposed you for what you 
  are. You escaped capture, but you can never 
  go home. Subtract 1 from your Starting Lifestyle roll.
  18
  The spirit of someone you killed after adopting 
  their form haunts you, making strange noises and 
  whispering terrible things in your ear. If you have 
  the Demon Lord’s Companion, you can add the 
  Haunted story complication.
  19
  You desecrated a holy site by intent or accident. 
  Choose a religion to which the site was holy. You 
  always feel uncomfortable around places and symbols 
  associated with that faith. 
  20
  You earned the enmity of a witch hunter. This 
  character hunts you and will kill you if he or she ever 
  ﬁ nds you. The GM makes all decisions about this foe.
  
  9
  Minor Setback
  d20
  Minor Setback
  1
  You saw faeries whisk a child away from a family. 
  You stole the changeling in the hopes of raising it 
  as your own, but the magic failed, and the 
  changeling dissolved into rubbish.
  2
  You came to love the life afforded to you by your 
  present form, but a misstep stripped it from you, 
  thus ending that life. Gain 1 Insanity and roll on 
  the Apparent Ancestry table to determine your 
  new appearance.
  3
  Someone in your community suspects you are 
  a changeling, despite your efforts to keep the 
  truth secret.
  4
  You suffered ﬁ nancial trouble. Subtract 1 from your 
  Starting Lifestyle roll.
  5
  A romance ended badly after you revealed the truth 
  about yourself or had that truth revealed. You still 
  pine for the person.
  6
  Your true nature was revealed to the people in your 
  community. They exiled you, and you have grown 
  to hate them as a result. You might even plot to 
  destroy them.
  7
  You saw a changeling torn apart by an angry mob. 
  Gain 1 Insanity.
  8
  A friendship ended when he or she learned the truth 
  about you or had that truth revealed. This person 
  regards you as an enemy. Work with your GM to 
  determine the enemy’s identity.
  9
  Locals, after discovering the truth about you, beat 
  you into unconsciousness, dragged your body into 
  the wilderness, and left you there to die. Roll on 
  the Apparent Ancestry table to determine your 
  new form.
  10
  You lost something valuable. Subtract 1 from your 
  Starting Lifestyle roll.
  11
  You fell in with bad people, using your talents to 
  aid them in their criminal pursuits. 
  12
  You used your magical talent to advance your 
  position in the community, harming someone in 
  the process. Gain 1 Corruption.
  13
  A friendship ended either because your friend 
  feared what you were or resented you for not 
  conﬁ ding your secret in him or her.
  14
  You learned a dangerous secret while wearing your 
  present form. The secret was dangerous enough 
  that you adopted a different form (roll on the 
  Apparent Ancestry table). The GM should tell you 
  what you learned.
  15
  You have no memory of what happened for 1d6 
  years of your life.
  16
  Your actions or inaction led to someone close to you 
  being harmed.
  17
  You found you could no longer hide the truth about 
  yourself in your community, so you left to seek your 
  fortune elsewhere.
  18
  A plague wiped out your community, leaving you 
  the sole survivor.
  19
  Beastmen raided your community, causing 
  extensive damage. Subtract 1 from your 
  Starting Lifestyle roll.
  20
  Your magical nature prevented you from ever ﬁ tting 
  in with other humans, and you have become bitter 
  and cynical as a result.
  Minor Windfall
  d20
  Minor Windfall
  1
  You fell in love or got married! Your love interest is 
  not aware of your true nature. Work with your GM 
  to create this character.
  2
  You started a business related to your profession. 
  Add 1 to your Starting Lifestyle roll or add a random 
  profession to your list of professions if you do not 
  yet have a profession.
  3
  You stole someone’s identity and gained a few of 
  his or her memories. Roll on the Apparent Ancestry 
  table to determine your new appearance.
  4
  You traveled extensively. Add one language to the 
  list of languages you can speak.
  5
  You worked as an informant for the Inquisition. 
  Add Informant to your list of professions and gain 
  a connection to an inquisitor. The GM makes all 
  decisions about this character.
  6
  You received an education or furthered your 
  education. Choose one: Add a language to the list 
  of languages you can speak or gain a random area 
  of scholarship.
  7
  You inherited money from a relative or friend. 
  Add 1 to your Starting Lifestyle roll.
  8
  You stole the identity of someone famous, rich, or 
  otherwise important. Roll on the Apparent Ancestry 
  table to determine the new form.
  9
  You took up a new ﬁ eld of work. Add one random 
  Common Profession to your list of professions.
  10
  You gain an additional Interesting Thing. 
  11
  Your unusual talents helped you inﬁ ltrate a 
  dangerous organization and expose its wicked plot. 
  You make attack rolls in social situations against 
  members of your community with 1 boon.
  12
  You performed a great service for your community, 
  and you are considered a hero. You never have to 
  pay for food or drink while you’re there.
  13
  You found a healing potion. 
  14
  You managed to escape what should have been 
  certain death. Start the game with Fortune.
  15
  You have a weapon or an implement of the 
  GM’s choice.
  16
  You have a suit of soft leather armor.
  17
  You made a lifelong friend (as commoner) who will 
  accompany you on your adventures and help you. 
  18
  A witch, druid, or hermit took you in for a time and 
  taught you the secrets of herbalism. Add one of 
  the following professions to your list of professions: 
  apothecary, healer, or scholar of natural science.
  19
  You helped broker peace between a rural 
  community and an angry faerie. Add Elvish 
  to the list of languages you can speak.
  20
  You saved someone’s life, and this person is 
  forever in your debt. This character is friendly to 
  you and will always help you. Work with your GM 
  to determine the identity of this character and the 
  circumstances of your help.
  
  10
  Major Windfall
  d20
  Major Windfall
  1
  The faerie who made you found and befriended 
  you. The faerie gave you a shell, telling you if you 
  were ever in need, to speak into the shell, and the 
  faerie would ﬁ nd you. The GM decides the nature 
  of the faerie and the kind of aid he or she provides. 
  You can use this beneﬁ t once, and then the shell is 
  destroyed.
  2
  You found within yourself the secrets of magical 
  power. Discover one tradition of the GM’s choice.
  3
  You made an important connection. Work with the 
  GM to determine the identity of the connection 
  and the kind of aid the character can give you—
  inﬂ uence, information, or security (see Connections 
  in Shadow, page 207)
  4
  You enjoyed great success in your business. 
  Add 3 to your Starting Lifestyle roll. 
  5
  You uncovered an enchanted object of the
  GM’s choice.
  6
  You have a small house in town or a farm in the 
  wilderness. Work with the GM to determine the 
  location of your property and assets that come 
  with it.
  7
  By some quirk, your present form has become 
  imprinted in your mind, and you can always use 
  your Steal Identity talent to assume this form.
  8
  You found a treasure map that shows the way to 
  an old faerie ruin. You have not yet sought it out, 
  fearing it might be dangerous. 
  9
  You found a book of spells containing 1d3 + 1 rank 
  0 incantations.
  10
  You found a case containing 1d3 + 1 potions of 
  the GM’s choice.
  11
  You performed a service for a powerful faerie. If 
  you have Terrible Beauty, you begin the game with 
  a random Favor of the Great Fey (see page 36). 
  Otherwise, you begin the game with an enchanted 
  object of the GM’s choice.
  12
  A druid, witch, wizard, or someone else gave 
  you shelter when you were most desperate. You 
  became close friends, and you can always return 
  to this character when you need a place to stay. 
  The GM determines the identity of this character 
  and the beneﬁ ts your friendship provides.
  13
  You found a chest ﬁ lled with coin! Add 3 to your 
  Starting Lifestyle roll.
  14
  An assassin owes you his or her life. The 
  character (as hired killer) accompanies you on 
  your adventures and serves until death. Work 
  out the details of the relationship with the GM.
  15
  You found a small key that can ﬁ t into any lock 
  and open it. Each time you use the key, roll a d6. 
  On a 1, the key disappears forever. On a 6, the 
  opening the lock had secured leads to a hidden 
  kingdom of the GM’s choice for 1d6 hours or until 
  the door is closed, lid is lowered, or the object is 
  otherwise closed. 
  16
  You gain a suit of armor or weapon of your choice.
  17
  You have a loyal goblin companion who 
  accompanies you and obeys your commands. 
  18
  You found the mortal child you replaced and 
  returned him or her to the family. Reduce your 
  Corruption by 1 (minimum 0). If you have 0 
  Corruption, you start the game with Fortune. 
  19
  You gained membership in an organization such 
  as a guild of thieves. While a member, you never 
  have to pay for food, drink, clothes, or lodgings 
  whenever you’re in the community where they 
  are based. You also have a 10 percent discount on 
  any items purchased in that community. However, 
  to maintain your membership, you must pay 1 
  gc each time you pay for your lifestyle, and the 
  organization might require you to undertake 
  missions on their behalf at the GM’s discretion.
  20
  You have a small cottage hidden deep in the 
  wilderness. This is a safe place for you and anyone 
  you choose to bring with you.  
  Strange Event
  d20
  Strange Event
  1
  You found a borderland and crossed it to enter 
  a hidden kingdom in the hopes of learning more 
  about your nature. You spent 1d20 years there, 
  but when you left, you found no time had passed 
  in the mortal world. Add the years spent to your 
  starting age. Note the changes to your Size, 
  height, and weight if you stop being a child or 
  adolescent as a result. Add Elvish to the list of 
  languages you can speak.
  2
  You stumbled across a Void stain, a place where 
  the Void intrudes on the mortal world, witnessing 
  terrifying things there. Begin the game with 
  1 Insanity. 
  3
  You lost your Steal Identity talent for 1d6 years 
  and were forced to go about in your natural form. 
  Add hermit to your list of professions.
  4
  You impersonated a courtier and gained access 
  to a noble’s court. Start the game with a set of 
  ﬁ ne clothing.
  5
  You pledged service to one of the great fey. While 
  you don’t see this being as a god, you behave as 
  though you do. 
  6
  You gained the attention of a pixie (see Terrible 
  Beauty) who follows you wherever you go, 
  though it never interferes with what you’re doing 
  and keeps far enough away from you that you 
  cannot interact with it. You suspect this pixie was 
  once the mortal child you replaced.
  7
  You were kidnapped and forced to adopt the 
  form of a dying child. Then, when the child died, 
  your captor forced you to impersonate him or her 
  until you ﬁ nally escaped. 
  8
  A parent or relative resurfaced in your life 
  after tracking you down. The person holds you 
  responsible for the loss of the child you replaced 
  and seeks vengeance.
  9
  You were poisoned, and it ravaged your body. 
  While in your natural form, you have a –2 penalty 
  to Health.
  10
  You learned you were created by devils to 
  work evil in the world. If you have Exquisite 
  Agony, you can add the Damned story 
  complication. Otherwise, gain 1 Corruption 
  and the Darksight talent.
  11
  You were captured by beastmen, but you escaped 
  using your Steal Identity talent. You currently 
  appear to be a fomor. 
  12
  Circumstances forced you to assume a different 
  appearance. Roll on the Apparent Ancestry table 
  to determine your new appearance. Weirdly, 
  when you adopted this form, you also gained 
  knowledge from the target, and you add a 
  random profession to your list of professions. 
  As well, whenever you revert to your normal form 
  from touching iron or becoming incapacitated, 
  you return to this form. You only return to your 
  natural form if you die. 
  
  11
  13
  A vile user of magic captured you and performed 
  horriﬁ c experiments on you to unravel the spell 
  that made you. You survived, but gain 1 Insanity 
  from the trauma.
  14
  You adopted the form of a human, not knowing 
  he or she was a member of a dark and sinister 
  cult. In this guise, you were swept up by the 
  cultists and forced to participate in an awful ritual 
  that culminated with the sacriﬁ ce of a baby and 
  the emergence of a small demon. Gain 1 Insanity 
  and 1 Corruption. You ﬂ ed, but fear the demon 
  might still be at large.
  15
  A witch cursed you, turning you into a tree. You 
  remained in that form for 1d6 years. Add the years 
  to your starting age. 
  16
  Dark magic warped your natural form. Gain 
  1 Corruption. Whenever you return to your natural 
  form, any creature within short range that can see 
  you must get a success on a Will challenge roll or 
  become frightened for 1 round.
  17
  Troglodyte raiders captured you and many 
  others from your community, dragging them into 
  the dark of the world below, where they were 
  tortured, molested, and eaten alive. You adopted 
  the form of one of the troglodyte captors. Roll 
  a d6. On a 1, you used your disguise to escape 
  and left your people to their horrid fates. Gain 
  1 Corruption. On a 2–5, you used your disguise 
  to help several people escape. On a 6, you used 
  your disguise to help several people escape and 
  kill the troglodyte chieftain. You also plunder 
  the chieftains’ riches and add 3 to your Starting 
  Wealth roll.
  18
  You encountered a psychic who used magic to 
  learn the truth about you. The spell unlocked 
  something in your mind, allowing you to discover 
  the Telepathy tradition (see Demon Lord’s 
  Companion). 
  19
  You adopted the form of a cambion (see 
  Exquisite Agony) and remained in that form until 
  witch hunters discovered you and tried to kill you. 
  You escaped, but you have a low opinion of the 
  Cult of the New God.
  20
  You consulted a fortuneteller to learn what fate 
  has in store for you. Roll a d6. On a 1, you learned 
  you were doomed and if you have Demon Lord’s 
  Companion, you can add the Doomed story 
  complication. On a 2–5, the fortuneteller gave you 
  a hint at what is to come, granting you Fortune 
  for the next adventure. On a 6, the fortuneteller 
  reveals great secrets and grants you 1 boon on all 
  challenge rolls made during your next adventure.
  Changeling Profession Tables
  Use the following tables instead of those in Shadow 
  of the Demon Lord to randomly determine your 
  starting professions as directed by the previous 
  tables. Your profession also adds an item to your 
  list of starting equipment.
  Random Professions
  d6
  Profession
  1
  Roll on the Scholar: Area of Scholarship table
  2
  Roll on the Common Profession table
  3
  Roll on the Criminal Profession table
  4
  Roll on the Military Profession table
  5
  Roll on the Religious Profession table
  6
  Roll on the Wilderness Profession table
  Scholar: Area of Scholarship*
  d20
  Area of Scholarship
  1–2
  Architecture and engineering
  3–4
  Etiquette, heraldry, law, and politics
  5–6
  Astronomy and navigation
  7–8
  Imperial history and geography
  9–10
  Pre-imperial history and geography
  11–12
  Literature, philosophy, poetry, theology, 
  and the arts
  13–14
  Medicine and surgery
  15–16
  Natural sciences
  17–18
  Military sciences
  19–20
  Magical theory
  *Add 1 book covering topics related to your area of 
  scholarship to your starting equipment
  Common Professions
  d20
  Profession
  1
  Apothecary or healer. You start with a healer’s kit.
  2
  Artisan such as baker, bookbinder, brewer, 
  carpenter, chandler, cobbler, gemcutter, jeweler, 
  leatherworker, mason, potter, printer, scribe, or 
  tailor. You start with a tool kit.
  3
  Artist such as painter or sculptor. If you’re literate, 
  you can choose writer or poet. You start with a 
  tool kit or writing kit.
  4
  Bartender or shopkeeper. You start with 1d6 cp.
  5
  Beggar or urchin. You start with a begging
  bowl or cap.
  6
  Boatman, ferryman. You start with a rowboat.
  7
  Conscript. You start with a uniform.
  8
  Cook, groom, scullion, or servant. You start 
  with an extra set of clothing.
  9
  Courtesan, prostitute, or camp follower. 
  You start with a cosmetics kit.
  10
  Drover or herder. You start with a staff.
  11
  Entertainer such as actor, athlete, comedian, 
  dancer, orator, puppeteer, singer, or storyteller. 
  You start with a costume, dress, or ﬁ ne clothing 
  as appropriate for your profession.
  12
  Farmer. You start with a hoe, shovel, or rake.
  13
  Fisher or whaler. You start with a ﬁ shing pole 
  and tackle box, or a harpoon.
  14
  Gambler. You start with a pair of dice or deck 
  of cards. 
  15
  Laborer such as porter, grave digger, or stevedore. 
  You start with a backpack, shovel, coil of rope, 
  or something else chosen by the GM that’s 
  appropriate to your profession.
  16
  Merchant. You start the game with raw goods such 
  as textiles, grains, or something else worth 1d6 ss.
  17
  Miner or prospector. You start with a pick.
  18
  Musician using percussion, stringed, or wind 
  instruments. You start with a musical instrument.
  19
  Pilot, sailor, or teamster. You start with 1d6 cp.
  20
  Trade such as dyer, tanner, or butcher. You start 
  with 2d6 bits.
  
  12
  Criminal Profession
  d20
  Profession
  1–2
  Agitator, rebel, saboteur, or terrorist. 
  You start with 1d6 pamphlets related 
  to the cause for which you ﬁ ght.
  3–4
  Bandit, pirate, or raider. You start with 
  a bottle of rotgut and a wanted poster 
  showing your face.
  5–6
  Burglar or grave robber. You start with 
  a set of lock picks.
  7–8
  Charlatan, conﬁ dence artist, informant, 
  or spy. You start with a disguise kit. 
  9–10
  Fence or smuggler. You start with 1d6 cp.
  11–12
  Forger. You start with a tool kit.
  13–14
  Mugger or thug. You start with 1d6 bits.
  15–16
  Murderer. You start with a garrote.
  17–18
  Pickpocket. You start with a stolen purse 
  containing 1d6 cp.
  19–20
  Poacher or rustler. You start with a coil 
  of rope.
  Military Profession
  d20
  Profession
  1–2
  Constable or detective. You start with a 
  lantern and ﬂ ask of oil.
  3–4
  Conscript or militiaman. You start with a 
  spear and uniform.
  5–6
  Guard or henchman. You start with a club 
  and uniform.
  7–8
  Jailer or torturer. You start with a pair of 
  manacles or torturer’s tools.
  9–10
  Marine. You start with a sword.
  11–12
  Mercenary. You start with a sword and a 
  contract for your last job.
  13–14
  Ofﬁ cer. You start with a fancy uniform 
  and sword.
  15–16
  Patroller. You start with a lantern and 
  ﬂ ask of oil.
  17–18
  Soldier. You start with a uniform, small 
  shield, and sword. 
  19–20
  Squire. You start with a short sword and 
  suit of soft leather armor.
  Religious Profession*
  d6
  Profession
  1
  Anchorite, ﬂ agellant, fanatic
  2
  Evangelist or street preacher
  3
  Acolyte, devotee, or initiate
  4
  Militant, such as a crusader. 
  You start with a mace.
  5
  Minister of a small temple
  6
  Minister of a large temple
  *Your profession is usually associated with your 
  religion. As well, you start with a symbol of your faith.
  Wilderness Profession
  d20
  Profession
  1–2
  Animal trainer. You start with a small animal that’s 
  friendly to you.
  3–4
  Apothecary or healer. You start with a healer’s kit.
  5–6
  Drover or herder. You start with a staff.
  7–8
  Guide or pioneer. You start with a map of the 
  region.
  9–10
  Hermit. You start with a week of rations and a 
  waterskin.
  11–12
  Hunter or gatherer. You start with a bow and 12 
  arrows.
  13–14
  Nomad. You start with a horse.
  15–16
  Spelunker. You start with a lantern, pick, and 2 
  ﬂ asks of oil.
  17–18
  Tracker. You start with a spear.
  19–20
  Woodcutter. You start with an axe.
  
  13
  Starting Equipment
  Your character starts the game with equipment 
  from your starting lifestyle and your professions. To 
  determine your starting lifestyle, roll 3d6, adding 
  or subtracting any numbers as directed by your 
  Life Experience rolls. Find the total on the Starting 
  Lifestyle table (Lifestyles are described in Shadow, 
  page 100), which then grants starting equipment as 
  shown on the tables that follow. In addition to the 
  equipment granted by your lifestyle, you also start the 
  game with one Interesting Thing (Shadow, page 26).
  Starting Lifestyle
  3d6
  Lifestyle
  3 or less
  Destitute 
  4–5
  Poor
  6–12
  Getting By
  13–15
  Comfortable
  16–17
  Wealthy 
  18 or more
  Rich
  Clothing
  Lifestyle
  Clothing
  Destitute
  Soiled rags and a blanket
  Poor
  Patched, threadbare basic clothing and 
  a ratty cloak
  Getting By
  Basic clothing and a cloak
  Comfortable
  1d3 sets of well-made basic clothing and 
  a ﬁ ne cloak
  Wealthy
  1d3 sets of well-made basic clothing, a set 
  of noble’s clothing, and a ﬁ ne cloak
  Rich
  1d3 sets of noble’s clothing and a ﬁ ne cloak
  Weapons
  Lifestyle
  Weapons
  Destitute
  You have a club or a sling with 20 stones.
  Poor
  You have a staff, club, or a sling with 
  20 stones.
  Getting By
  You have a bronze dagger. You also have 
  a staff, club, or sling with 20 stones.
  Comfortable
  You have a bronze dagger. You also have 
  a staff, club, or sling with 20 stones.
  Wealthy
  You have a bronze dagger.
  Rich
  You have a bronze dagger.
  Personal Gear
  Lifestyle
  Personal Gear
  Destitute
  —
  Poor
  A sack, a loaf of bread, a waterskin ﬁ lled with 
  water, a tinderbox, and a candle
  Getting By
  A backpack, a week of rations, a waterskin 
  ﬁ lled with water, coil of rope, a tinderbox, 
  and 2 torches
  Comfortable
  A backpack, a week of rations, a waterskin 
  ﬁ lled with water, coil of rope, a tinderbox, 
  and 2 torches
  Wealthy
  A backpack, a week of rations, a waterskin 
  ﬁ lled with water, coil of rope, a tinderbox, 
  lantern, and 2 ﬂ asks of oil
  Rich
  — 
  Special Gear
  Lifestyle
  Special Gear
  Destitute
  —
  Poor
  —
  Getting By
  —
  Comfortable
  A healing potion plus one of the following: a 
  scroll containing an incantation of one rank 
  0 spell, a small shield, a healer’s kit, a tool 
  kit, or a writing kit
  Wealthy
  A healing potion plus one of the following: a 
  scroll containing an incantation of one rank 
  0 spell, a small shield, a healer’s kit, a tool 
  kit, or a writing kit
  Rich
  A healing potion, a personal servant (as 
  commoner), a guard (as mercenary), and 
  three horses with bits, bridles, and saddles.
  Wealth
  Lifestyle
  Wealth
  Destitute
  1d6 bits
  Poor
  2d6 bits
  Getting By
  1d6 cp
  Comfortable
  2d6 cp
  Wealthy
  1d6 ss
  Rich
  2d6 ss
  Appearance Tables
  The appearance tables help you deﬁ ne what you 
  look like in your natural form and the form you 
  currently wear having used your Steal Identity talent. 
  Your childhood and life experience results might 
  have indicated you have changed forms already or 
  several times. If so, you can ﬂ esh out the identities 
  you previously wore by rolling on the tables for the 
  respective ancestries, or you can just note previous 
  identities. Remember, changelings do not have a 
  natural gender. You can identify as male, female, or 
  neither.
  
  14
  Natural Build*
  3d6
  Build
  3
  Reduce your height by 3d6 inches and your weight 
  by 2 pounds per inch. Reduce your Size to 1/2.
  4–5
  Reduce your height by 2d6 inches and your weight 
  by 1 pound per inch.
  6–8
  Reduce your weight by 3d6 pounds.
  9–12
  You are of average height and weight.
  13–15
  Increase your weight by 3d6 pounds.
  16–17
  Increase your height by 2d6 inches and your 
  weight by 1 pound per inch.
  18
  Increase your height by 3d6 inches and your 
  weight by 2 pounds per inch.
  *The Build table modiﬁ es your starting height and weight. 
  Your starting height is 60 inches and starting weight is 
  90 pounds. 
  Natural Appearance
  3d6
  Appearance
  3
  You are a mockery of a human form, as if 
  assembled by someone who has never before 
  seen a human. Your limbs are twisted, body bent 
  and warped, and face a horrifying mask.
  4–5
  You were made from soft clay and have a melted 
  appearance. You are quite ugly.
  6–8
  You were crudely made from mud, small stones, 
  and leaves. You have the barest suggestion of 
  facial features.
  9–12
  You are made from mud, sticks, and leaves. You 
  have eyes, a mouth, and holes for ears and nose.
  13–15
  You are formed from mud, sticks, and leaves, but 
  your facial features are better formed, resembling 
  the appearance of your ﬁ rst form.
  16–17
  You are made from living wood, and small, leaf-
  bearing branches crown your head.
  18
  Your body is made from wood, vines, and ﬂ owers, 
  shaped expertly and with great care, giving you a 
  striking appearance.
  Apparent Ancestry
  3d6
  Ancestry
  3
  Elf. You can determine your age, build, and 
  appearance using the elf tables in Terrible Beauty.
  4–5
  Faun. You can determine your age, build, and 
  appearance using the faun tables in the Demon 
  Lord’s Companion.
  6–8
  Halﬂ ing. You are Size 1/2. You can determine your 
  age, build, and appearance using the halﬂ ing tables 
  in the Demon Lord’s Companion. 
  9–12
  Human. You can determine your age, build, and 
  appearance using the human tables in the main 
  rulebook or in Only Human.
  13–15
  Dwarf. You are Size 1/2. You can determine your 
  age, build, and appearance using the dwarf tables 
  in the main rulebook.
  16–17
  Orc. You can determine your age, build, and 
  appearance using the orc tables in the main 
  rulebook 
  18
  Goblin. You are Size 1/2. You can determine your 
  age, build, and appearance using the goblin tables 
  in the main rulebook.
  14
  14
  14
  14
  
  15
  Quirk
  The magic sustaining your life has an unusual side 
  eﬀ ect, sometimes manifesting in your appearance or 
  aﬀ ecting the kinds of forms you can assume. 
  Quirk
  d20
  Quirk
  1
  You always speak in the third person.
  2
  Your eyes glow green in the dark.
  3
  Animals become nervous around you.
  4
  You can only adopt male or female forms.
  5
  The scent of iron sickens you.
  6
  You sometimes hear voices, laughter, or weeping.
  7
  You have terrible nightmares.
  8
  You frequently lose small, inconsequential things.
  9
  One night each year, you lose your Steal Identity 
  talent.
  10
  You can only use Steal Identity to adopt the forms 
  of dead people.
  11
  You always whisper when you speak.
  12
  You give off an odd, earthy smell.
  13
  You can never keep your clothes clean, and after 
  an hour your clothes appear soiled.
  14
  You cannot get drunk.
  15
  You must always speak the truth as you know it.
  16
  You ﬁ nd meat repulsive and cannot bring yourself 
  to eat it.
  17
  You laugh at inappropriate times.
  18
  The forms you adopt with your Steal Identity talent 
  never have hair or ﬁ ngernails.
  19
  You ﬁ dget constantly and can’t sit still.
  20
  Your laughter is loud and grating, and whenever 
  you laugh, crimson tears leak from your eyes.
  Personality Tables
  The personality tables provide you with roleplaying 
  cues to help realize your character in play and how 
  your character might behave in a variety of situations.
  Personality
  3d6
  Personality
  3
  Others ﬁ nd you bland, boring, and lacking in much 
  personality. It is almost as if you were dead inside. 
  4–5
  Wild and impulsive, your erratic behavior tends 
  to put people off.
  6–8
  You ﬁ nd social settings uncomfortable. You prefer 
  your own company and are happiest when alone. 
  9–12
  You tend to take on the personality traits of 
  people around you, becoming outgoing when 
  with an outgoing person or withdrawn when 
  with an introvert.
  13–15
  People ﬁ nd you pleasant and friendly. 
  You get along well with other people.
  16–17
  You thrive in social situations, ﬁ nding it easy to 
  make friends and earn people’s trust. You are 
  outgoing and enjoy being the center of attention.
  18
  You have a magnetic personality, and you make 
  friends wherever you go. You draw people to you 
  and captivate them with whatever you say. 
  Relationships
  3d6
  Relationships
  3
  You regard people as things and keep them 
  around only for as long as they have use. 
  4–5
  You see the worst in everyone you meet and ﬁ nd 
  you question their motives, analyzing whatever 
  they say to ﬁ nd the insult.
  6–8
  Few people would call you a friend, and even 
  they wonder about you. 
  9–12
  You are loyal and constant to the people you 
  call friends, but you don’t go out of your way 
  to make new friends. 
  13–15
  You place a lot of importance on friendships 
  and connections. You’re willing to sacriﬁ ce to 
  help the people closest to you.
  16–17
  You believe everyone has value, and you try to 
  ﬁ nd the good in people you meet. Your ability 
  to overlook ﬂ aws makes it easy for you to build 
  strong friendships.
  18
  You value your connections to others above all 
  else. You would gladly sacriﬁ ce yourself for the 
  sake of another. 
  Morality
  3d6
  Morality
  3
  You have unspeakable desires and see nothing 
  wrong with feeding them. Grotesque and 
  reprehensible, you are the very deﬁ nition of evil. 
  4–5
  Selﬁ sh to a fault, you always put your interests 
  ﬁ rst and rarely consider the consequences of 
  your actions.
  6–8
  You do what needs doing, because the ends always 
  justify the means. If others can’t see that, then they 
  are fools.
  9–12
  You have both virtues and vices. You sometimes 
  do bad things, but you usually regret them, and 
  you might try to right the wrong.
  13–15
  You try to do good in the world. When you fail, 
  you feel guilty and usually try to make amends.
  16–17
  You act with compassion, humility, and charity. 
  You work hard to make the world a better place 
  and improve the lives of people around you.
  18
  You are the very deﬁ nition of good. You have no 
  dark thoughts and never feel moved to do anything 
  that could be construed as evil.
  
  16
  Obligations
  3d6
  Obligations
  3
  You have never kept an oath or followed through 
  on a promise. You break the law and your word 
  whenever it suits you.
  4–5
  You resent the law and obligations placed on you. 
  You might follow through with what you say or 
  you might do something else if it would produce 
  a better outcome for you.
  6–8
  Although you ﬁ nd laws stiﬂ ing, you realize if you 
  would belong to a community you must at least 
  attempt to adhere to them. You break laws and 
  your word when you can get away with it. 
  9–12
  You try to keep your word and follow the laws of 
  the land you inhabit. If you break your word, you 
  try to make amends. 
  13–15
  Your word is important, and you live up to your 
  obligations. You also consider the law a vital part 
  of any community and avoid breaking the rules. 
  If you break your word, you go to great lengths 
  to make amends. 
  16–17
  Your oath is your bond. You follow through on your 
  promises whenever possible and make right any 
  failure to do so. You also obey the laws of the land 
  and would turn in people who break the rules.
  18
  Your oath is your life. You follow through on any 
  promise you make, even if doing so would cause 
  you great harm. You also uphold any law, even 
  ones you ﬁ nd despicable.
  Desire
  d6
  Desire
  1
  Survival
  2
  Purpose
  3
  Anonymity
  4
  Authority
  5
  Mischief
  6
  Good
  Fear
  d6
  Fear
  1
  Exposure
  2
  Death
  3
  Isolation
  4
  Scorn
  5
  Betrayal
  6
  Meaninglessness
  Religious Beliefs
  3d6
  Religion
  3
  You follow the teachings of Witchcraft.
  4–8
  You serve one of the great fey.
  9–15
  You have no religious beliefs.
  16–17
  You follow the teachings of the Old Faith.
  18
  You belong to a heretical sect, a cult of the 
  Demon Lord, or you worship the Devil.
  Piety
  3d6
  Piety
  3
  You only pretend to have your religious beliefs. 
  You instead believe in something else. Roll on the 
  Religious Beliefs table and then roll on this table 
  again. Each time you gain this result after the ﬁ rst, 
  gain 1 Insanity.
  4–5
  If you have religious beliefs, you sometimes consider 
  your religious beliefs when making decisions
  6–8
  If you have religious beliefs, you are a believer 
  in name only. You harbor strong doubts about 
  your faith.
  9–12
  If you have religious beliefs, you are extremely 
  skeptical about them.
  13–15
  If you have religious beliefs, they do not affect 
  much of what you do.
  16–17
  If you have religious beliefs, they always play a 
  part in your decisions. 
  18
  If you have religious beliefs, you are a fanatic 
  about them to the point people with differing 
  religious views ﬁ nd you boorish. You might even 
  persecute people who do not believe as you do. 
  Gain 1 Insanity.
  Doppelganger 
  Master Path
  Changelings walk many diﬀ erent paths to ﬁ nd 
  their fate in the world, and many go on to become 
  great users of magic, mighty warriors, or cunning 
  scoundrels. Some changelings, however, take a 
  diﬀ erent path, looking within to determine who they 
  should become. Tapping into the magic that granted 
  their existence, they learn to harness its power to use 
  their abilities to greater eﬀ ect, until they can become 
  almost anyone they encounter. 
   You must have the Steal Identity talent to become 
  a doppelganger.
  Level 7 Doppelganger
  Attributes Increase three by 1
  Characteristics Health +3, Power +1
  Magic You discover the Telepathy tradition, or you learn 
  one Telepathy spell. See Demon Lord’s Companion for 
  the Telepathy tradition.
  Steal Thoughts When you use the Steal Identity talent, 
  you also steal the target’s memories and retain them 
  for as long as you remain in its form. You add any 
  languages the target can speak, read, or write to your 
  list of languages and any professions the target might 
  have. As well, you make attack rolls and challenge rolls 
  to impersonate the target with 3 boons.
  Level 10 Doppelganger
  Characteristics Health +3
  Magic You learn one spell.
  Persistent Identities When you use your Steal Identity 
  talent, you can choose to commit the target to memory. 
  You can have a number of targets committed to memory 
  equal to your Power score. If you would exceed this 
  number, you commit the new form to memory and lose 
  the form you committed to memory ﬁ rst. You can use 
  the Steal Identity talent to assume the form of any target 
  you committed to memory.
  Total Transformation When you use your Steal Identity 
  talent, you can also choose to alter the appearance of 
  anything you are wear or carry to match whatever the 
  target is wearing or carrying as if you were under the 
  effects of the disguise spell from the Illusion tradition.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Victims of the Demon Lord/SotDL - Victims of the Demon Lord - Stolen Lives.pdf