TEXT: ~Credits~
  WRITING, Design, and Art Direction:  
  Robert J. Schwalb
  editing: Jennifer Clark Wilkes
  Proofreading: Jay Spight
  Graphic Design: Kara Hamilton and Hal Mangold
  LAYOUT: kara hamilton
  ILLUSTRATIONs: JAck Kaiser
  Between Two Worlds is ©2017 Schwalb Entertainment, LLC.  
  All rights reserved.
  Shadow of the Demon Lord, Victims of the Demon Lord, Between Two Worlds,
  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
  Victims of the Demon Lord
  The faeries surrendered their lands to the mortals 
  when they withdrew to their hidden kingdoms, but 
  they left behind much of themselves. From the graceful 
  white spires found across the northern lands to oddly 
  carved stones, elf hills, and unpredictable crossroads, 
  fingerprints of the immortals can be found all across 
  Rûl and beyond. More than their monuments, though, 
  the faeries left behind people. Many who remained did 
  so by choice, being unwilling to give up all they knew 
  to unworthy heirs. A few, such as the goblins, were cast 
  out. Some, though, were victims of their heritage, living 
  between the two worlds and not quite belonging to either 
  one. These people became the fauns, mortals who lived 
  too long among the faeries or who were sired by them. 
  Their unusual appearance and reclusive nature have led 
  others to shun them, to drive them to the edges of the 
  settled lands, and, sadly, to persecute them for no reason 
  other than their unusual heritage.
   Between Two Worlds takes a closer look at the fauns 
  introduced in the Demon Lord’s Companion, revealing new 
  lore about their origins, details on how they fit into the 
  world, and extensive character creation rules to help you 
  develop intricate backgrounds for your faun characters.
  
  2
  Lost and Abandoned
  Faeries reproduce infrequently, some going centuries 
  between births, if they ever have children at all. The 
  absence of offspring comes not from a lack of trying; 
  faeries never pass up the opportunity for pleasure. 
  Rather, the problem stems from their nature. As 
  immortals, their souls and bodies are one, so death 
  means an end to both. Without a repository of 
  souls from which the universe can draw to house in 
  new bodies, the faeries must sacrifice a measure of 
  themselves to bring forth someone new. The act of 
  reproduction requires the parents to donate a portion 
  of their souls, the mingling of which creates a new 
  child. Since this essence is never replenished, faeries 
  instinctively fight against such creations as an act of 
  self-preservation.
   Faeries must have children to perpetuate their line, 
  of course, and the magic sustaining their hidden 
  kingdoms offers them a way to produce more of 
  their kind. These places can create subtle changes in 
  mortals who spend time there, changes that, unless 
  arrested by leaving the hidden kingdoms, transform 
  these people into faeries. Magic binds the soul to the 
  body, making them one and the same and bestowing 
  the gift of immortality. Memories of the mortal 
  world fade as the new faeries assimilate into their 
  environment.
   Adults have little to fear from spending time in the 
  hidden kingdoms, as their well-established natures 
  resist the magical influence. Infants and children are 
  the most at risk, and the transformation can occur 
  within months. For this reason, faeries often pilfer 
  children who catch their attention, bringing them into 
  a hidden kingdom and leaving a changeling behind to 
  cover the abduction.
   Not all children who go into the realms of the 
  faeries stay there, though. Some are given to Hell 
  to pay the dreadful tithe to the Devil (see Exquisite 
  Agony) and others find their way free from the magical 
  lands, through mishap, rescue, or their own efforts. 
  Usually, children who escape have undergone a 
  partial transformation, becoming something between 
  mortal and immortal. They are the fauns.
  Faerie Scions
  Most fauns descend from long lines of their kind, 
  going back to days when the First People or their 
  antecedents lived alongside the faeries in the world. 
  The children of fauns are always fauns, whether their 
  parents are two fauns or a faun and a human. A rare 
  few fauns are products of faerie and human unions; 
  the mingling of the blood always results in a faun, if 
  the pair produce offspring at all.
   Although fauns are akin to faeries, they have 
  nothing to fear from iron and can handle such items 
  without experiencing any discomfort. They have no 
  special protections against mental manipulations or 
  sickness, but their souls survive death, moving on to 
  whatever fate awaits them in the afterlife and then, 
  after a time, returning to the world in new forms, 
  having forgotten their former existence.
  Animal Features
  All fauns display animalistic features to some degree 
  as a mark of faerie influence. Most have human upper 
  bodies and the legs of a goat or a deer. Fauns also have 
  horns sprouting from their brows, ranging from mere 
  nubs to ram horns or antlers. Fauns of both genders 
  have such growths, though the ones found in females 
  are smaller than in males.
   The degree to which a faun can pass as human 
  depends on how much time was spent in the hidden 
  kingdoms. Fauns who live primarily in the mortal 
  world have subtle animal traits, while those who 
  spend most of their time among the faeries lose more 
  of their humanity, becoming hairier or showing 
  patterns in their skin. Such animalistic fauns might 
  have eyes like those of a goat, develop snouts, or walk 
  on all fours as easily as on two legs.
  Life on the Edge
  With beastmen at large in the wild places, preying 
  on innocents and spreading misery in the world, 
  people look askance at anyone who displays animal 
  characteristics. Even though fauns have human 
  features for the most part, the fur covering their 
  legs and the horns dotting their brows can lead the 
  ignorant to mistake them for beastmen. Such errors 
  usually result in tragedy for the fauns, and many have 
  met their end at the hands of angry mobs or in an 
  inquisitor’s flames.
   Fauns find life among the faeries to be little better, 
  treated much the same as humans and kept only 
  as playthings. A faun might find a place in a lord or 
  lady’s court as a jester or servant. Others might serve 
  as messengers, spies, or scouts, or in a number of 
  other, often lowly, roles. Still, they are never quite 
  at home nor fully welcomed, and are considered 
  outsiders wherever they go.
   Caught between the dangers posed by ignorant 
  humans and the scorn and derision of the faeries, 
  most fauns find their own way in the world. They 
  settle in places between the two peoples, claiming 
  patches of land in a border realm or the deep 
  wilderness. Fauns might live as hermits, passing 
  their years in isolation, or within human or faerie 
  settlements, where they are often treated as second-
  class citizens. A few might found or join small 
  communities of other fauns.
  
  3
  Havens and Secret Places
  Fauns lack the numbers to have communities of any 
  significant size. The few places they do settle are deep 
  in the wilderness, far from the highways and byways 
  crisscrossing the continent. Fauns choose sites with 
  plenty of concealment, favoring deep valleys, dark 
  forests, or mountain vales. When possible, they use 
  natural features to make their homes, such as caves 
  and the boles of enormous trees, but they also build 
  permanent structures from wood and stone. Such 
  buildings stand close to each other and are each large 
  enough to accommodate several people.
   Aside from the fauns, these settlements might 
  include a few goblins, orcs, humans, and changelings 
  who, for one reason or another, have left behind 
  their homelands for the safety of the wild. 
  Regardless of ancestry or background, all members 
  of the community have equal standing, and they 
  make decisions with a simple majority vote. When 
  outsiders draw too close, the inhabitants send out 
  scouts to steer them from finding the settlement, 
  using any available means.
   Communities survive through farming, foraging, 
  and some hunting. Members learn trades that 
  contribute to the survival of all, and everyone 
  takes turns working in specific areas to ensure no 
  knowledge is lost in case some mishap claims the 
  life of their best weaver, baker, or maker of things. 
  Fauns might engage in trade, but only with trappers, 
  hunters, and farmers living nearby, and then only if 
  they deem those people trustworthy.
  Slow to Trust
  Considering the hardships most endure, is it any 
  wonder that fauns find it difficult to trust other 
  peoples? Generations of living on the fringes have 
  instilled in them a strong survival instinct that 
  manifests as extreme caution. When they spot 
  strangers, their inclination is to withdraw, hide, 
  and watch from afar until they can be sure that the 
  strangers mean no harm. Similarly, many fauns have 
  difficulty making connections with other people, 
  suspecting the worst from almost anyone they meet. 
  If they can overcome their skittishness, though, fauns 
  make great companions, being friendly and generous, 
  with lively personalities.
  Unrelenting Curiosity
  For all their timidity, fauns possess a curious streak. 
  They might not trust other people, but fauns find 
  them fascinating and might spy on a community 
  for months. They might follow the most interesting 
  members to learn more about the inhabitants, and 
  sometimes befriend children or household pets. 
  Although some fauns some might work terrible evil, 
  most just seek companionship and take it wherever 
  they can find it.
   Fauns quickly learn everything they can about their 
  homes and the area for miles around, discovering 
  what sorts of creatures are about, along with any 
  interesting locations. This curiosity can land them in 
  trouble, though. Rare is the faun who leaves a cave 
  unexplored or a ruin unexamined, regardless of the 
  potential danger.
  Faun Names
  Fauns typically use human names, but most 
  acquire nicknames, sometimes of the self-
  deprecating sort. Fauns choose their own to 
  reflect the places they live, experiences they 
  have had, or emotions. One might go by Dawn or 
  Twilight, while another might call herself Laughter, 
  and another still take the name Shadows. Some 
  fauns acquire nicknames from other peoples. 
  These tend to be insulting, such as Creature, 
  Fetch, or Beast.
  The Old Ways
  Since many fauns live in the wilderness, they have a 
  deep appreciation for the lands in which they dwell, 
  praising the bounty of animals they hunt and seeds and 
  fruits they forage. Though fauns might go their whole 
  lives without religious instruction, their common 
  affinity for the land and nature make them devotees of 
  the Old Faith, whether they realize it or not. Some find 
  places in this religion and take instruction from local 
  priests to learn the secrets of Urth and how to invoke its 
  powers through prayer. Fauns are among the greatest 
  champions of the Old Faith.
   The Old Faith has great appeal to fauns, but the 
  individual gods do not count many in their service. 
  Revel has the strongest appeal, as he reflects their wild 
  nature. Similarly, some fauns look to the World Mother 
  for protection or the Horned King for strength.
  Faun Relations
  Because fauns distrust anyone they don’t know and 
  suspect the worst from everyone they meet, most 
  become uncomfortable around strangers, shifting 
  in place, eyes swiveling in search of the trap they’re 
  sure is waiting to be sprung. Fauns relax a bit when 
  accompanied by people they trust and can muster up 
  the courage to overcome their fears in time.
   Humans: Fauns genuinely want to be part of human 
  society, and they are filled with shame and grief at the 
  distrust they encounter there. They might become 
  servile around humans or withdraw altogether. Some
  
  4
  humans, especially those in rural settings and with 
  strong ties to the Old Faith, show greater tolerance for 
  fauns and might even welcome them into their midst.
   Changelings: Fauns and changelings share a 
  bond of kinship through similar experiences. 
  Some fauns, especially those who were made from 
  abducted children, might blame changelings for their 
  predicaments, but most realize that both peoples were 
  victims of the faeries’ meddling.
   Clockworks: Fauns do not encounter clockworks 
  often. When they do, they marvel at the created 
  beings, much as other people do. Clockworks 
  are sometimes outcasts and can find ready 
  companionship with fauns in similar situations.
   Dwarfs: Fauns have few occasions to interact with 
  dwarfs. The faeries avoid the mountains and their 
  iron reek, so fauns rarely have a reason to be there. 
  They find dwarfs gruff, unpleasant, and insulting, 
  while dwarfs regard fauns as just another example of 
  the weirdness the faeries unleashed on the world.
   Goblins: Themselves outcasts from the faerie lands, 
  goblins often live and work alongside fauns in the 
  wilderness. However, fauns bristle at the malicious 
  streak that runs through many goblins and urge 
  them to abandon the darkness for the light. Goblins, 
  however, ignore such guidance and do what they 
  want. That is their nature, after all.
   Halflings: Unlike humans, halflings accept fauns 
  as they are and welcome them into the community. 
  The friendly folk would take in even more, if the 
  fauns lived nearby, but halflings settle in cultivated 
  lands to grow crops and herd livestock. For their 
  part, fauns appreciate the halflings’ goodwill and 
  seek out their company.
   Orcs: Like everyone else, fauns fear orcs and the 
  violence they embody, avoiding them whenever 
  possible. Most orcs don’t even know fauns exist.
   Elementals: Encounters between fauns and 
  elementals are infrequent enough that neither people 
  has much of an opinion about the other.
   Faeries: Faeries see fauns as incomplete or failed 
  beings that somehow were found wanting for the 
  gift of immortality. Thus, faeries consider them less 
  than human and certainly not their own equals. They 
  tolerate fauns but relegate them to demeaning and 
  difficult roles. Fauns dislike faeries for their cruelty, 
  but, as with humans, they feel a need to belong 
  among such folk.
  Faun Characters
  Everything you need to create a faun character can 
  be found in the Demon Lord’s Companion. The rules 
  in that book let you make a character rapidly with 
  enough information to portray it in the game. This 
  section offers advanced rules for making a faun, with 
  alternative features and a slew of tables to develop the 
  character’s background, appearance, and personality. 
  If you use the rules presented here, you must use 
  these supporting tables to determine your character’s 
  professions, the languages you know, and your 
  starting equipment.
  Creating a Faun
  Choose whether to use random or fixed attribute scores.
  Random Attribute Scores Strength 1d3 + 8, Agility 1d3 + 9, 
  Intellect 1d3 + 9, Will 1d3 + 7
  Fixed Attribute Scores Strength 10, Agility 11, Intellect 11, 
  Will 9
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1/2 or 1, Speed 12, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages You speak the Common Tongue and Elvish.
  Quick Step When you use an action, you can move 1 yard 
  before or after resolving the action, provided your Speed 
  is greater than 0.
  Shadowsight You see in areas obscured by shadows as if 
  those areas were lit.
  Skittish You make Will challenge rolls with 1 bane.
  
  5
  Level 4 Expert Faun
  Characteristics Health +5
  You learn one spell or gain one of the following talents.
  Fight or Flight While you are frightened, you gain a +2 
  bonus to Speed and you make challenge rolls to resist 
  attacks with 2 boons. Also, creatures make attack rolls 
  against you with 1 bane.
  Great Courage You lose the Skittish trait and make 
  challenge rolls to resist the frightening and horrifying 
  traits with 1 boon.
  Nature Friend In social situations involving animals, you 
  make attack rolls with 1 boon. In addition, you befriend a 
  tiny animal such as a lizard, mouse, squirrel, or bird. You 
  can communicate with one another by speaking. The 
  animal accompanies you on your adventures and, though 
  under the GM’s control, usually does what you tell it to 
  do. If the animal dies, you can befriend another animal of 
  a kind appropriate to where you are when you complete 
  your next rest.
  Servant of Darkness While your Corruption score is 3 or 
  higher, you assume a diabolical appearance. Your skin 
  darkens to gray, whorls and runes appear in your flesh, 
  your horns lengthen, and your eyes turn solid white, 
  though you can see normally. You gain the following 
  benefits:
  • You have darksight instead of shadowsight.
  • You are immune to damage from disease and to the 
  charmed and diseased afflictions.
  • You make attack rolls with 1 boon in social situations 
  to deceive or intimidate.
  Faun Development Tables
  The following tables help you create a detailed faun 
  character by determining your origins, background, 
  appearance, personality, professions, and the like. 
  You must roll on each table and take the result of 
  each roll. If you use these tables, do not use any of the 
  background or starting wealth tables in the Demon 
  Lord’s Companion.
  Origin Tables
  The following tables tell you the circumstances of 
  your birth and, if you are a first-generation faun, how 
  you became one.
  Birth Circumstances
  d6
  Circumstance
  1–3
  You were born to human parents. Roll on the 
  Origin and Escape tables, then proceed to the 
  Family tables.
  4
  One of your parents was human and the other a 
  faun. Decide which parent was which and proceed 
  to the Family tables. Subtract 4 from your roll on 
  the Siblings table.
  5
  Both of your parents were fauns. Proceed to the 
  Family tables and subtract 2 from your roll on the 
  Siblings table.
  6
  One of your parents was human and the other a 
  faerie such as a dryad, elf, or nymph. Decide which 
  parent was which and proceed to the Family 
  tables. Do not roll on the Siblings table.
  Origin
  d6
  Origin
  1
  You were abducted by faeries who left a 
  changeling behind to cover the theft. 
  2
  You entered a borderland by mistake and 
  stumbled into a hidden kingdom.
  3
  Your family offered you to angry faeries to 
  appease them.
  4
  You were kidnapped by a hag and sold to  
  the elves.
  5
  You became lost in the woods until faeries found 
  you and led you to their realm.
  6
  You ran away from home to be with your 
  sweetheart in a hidden kingdom.
  Escape
  d6
  Escape
  1
  Your parents, siblings, relatives, friends, or 
  strangers rescued you and brought you home.
  2
  You become lost in a hidden kingdom and 
  stumbled back into the mortal world.
  3
  You planned your escape and slipped out of the 
  faeries’ clutches.
  4
  A faerie spirited you out of a hidden kingdom and 
  abandoned you in the world.
  5
  A spellcaster accidentally summoned you from a 
  hidden kingdom.
  6
  You left a hidden kingdom by mistake. You might 
  have passed through a magic mirror, opened a 
  forbidden door, or swum through the bottom of 
  an enchanted lake.
  Family Tables
  Use the following tables to detail your family 
  relationship, circumstances, siblings, and what 
  happened to them. Unless instructed otherwise, roll 
  on each of the following tables.
  Family Circumstances
  3d6
  Circumstance
  3 or less
  You were orphaned or have no memory of 
  your family. Subtract 6 from your Childhood 
  roll and skip the Familial Relationships roll.
  4–5
  Your family was destitute. Subtract 3 from 
  your Childhood roll.
  6–8
  Your family was poor. Subtract 1 from your 
  Childhood roll.
  9–12
  Your family was just getting by.
  13–15
  Your family lived comfortably. Add 1 to your 
  Childhood roll.
  16–17
  Your family was wealthy. Add 3 to your  
  Childhood roll.
  18
  Your family was rich. Add 6 to your  
  Childhood roll.
  
  6
  Siblings*
  3d6
  Number of Siblings
  5 or less
  None
  6–8
  One
  9–12
  1d3
  13–15
  1d6
  16–17
  1d6 + 2
  18
  2d6 + 3
  * For each sibling, roll a d6. The sibling is a brother on an odd 
  number, or a sister on an even one.
  Sibling Ages*
  d20
  Sibling Age
  1–3
  The same age as you. The sibling is possibly a 
  twin, a bastard, or adopted.
  4–12
  Younger
  13–20
  Older
  * Roll once for each sibling you have.
  Familial Relationships*
  3d6
  Relationship
  3
  Hate
  4
  Animosity
  5–6
  Rivalry
  7–8
  Dislike
  9–10
  Neutral or no relationship
  11–12
  Tolerance
  13–14
  Goodwill
  15–16
  Friendship
  17
  Love
  18
  Intense love, possibly romantic
  * Roll once on this table for each parent and sibling to 
  determine your relationship with the character.
  Family Fates*
  3d6
  Fate
  3
  Went 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
  * Roll once on this table for each parent and sibling. If the 
  family member is dead, roll on the Cause of Death table to 
  find out how.
  Cause of Death
  3d6
  Cause of Death
  3
  Murder
  4–5
  Accident unrelated to profession
  6–8
  Hardship, hunger, or exposure
  9–12
  Natural causes or disease
  13–15
  War
  16–17
  Accident related to profession
  18
  Suicide
  Appearance Tables
  Use the following tables to determine your character’s 
  general age, height, weight, and distinguishing features. 
  Choose your own gender, skin, hair, and eye color.
   After rolling on the Starting Age table, roll once on 
  the Childhood table and a number of times on the 
  Life Experiences table as directed by the Age result.
  Starting Age
  3d6
  Age
  3
  You are a child, 11 years old or younger. Halve 
  your Size, height, and weight. Do not roll on 
  the Life Experiences tables.
  4–5
  You are an adolescent, 12 to 17 years old. 
  Reduce your height and weight by 25%. Roll 
  once on the Life Experiences table.
  6–8
  You are a young adult, 18 to 25 years old. Roll 
  twice on the Life Experiences table.
  9–12
  You are an adult, 26 to 35 years old. Roll three 
  times on the Life Experiences table.
  13–15
  You are a middle-aged adult, 36 to 55 years old. 
  Roll four times on the Life Experiences table.
  16–17
  You are an older adult, 56 to 75 years old. Roll 
  five times on the Life Experiences table.
  18
  You are a venerable adult, 76 years old or older. 
  Roll six times on the Life Experiences table.
  Build
  This table modifies your starting height and weight. 
  Regardless of gender, your starting height is 54 inches 
  and starting weight is 110 pounds.
  3d6
  Build
  3
  You are quite small and slight. Reduce your height 
  by 4d6 inches and your weight by 2 pounds per 
  inch reduced. Reduce your Size to 1/2 if you are 
  not Size 1/2 already.
  4–5
  You are short. Reduce your height by 3d6 inches 
  and your weight by 1 pound per inch reduced.
  6–8
  You are thin. Reduce your weight by 4d6 pounds.
  9–12
  You are of average height and weight.
  13–15
  You are heavy. Increase your weight by 4d6 pounds.
  16–17
  You are tall. Increase your height by 3d6 inches 
  and your weight by 1 pound per inch increased.
  18
  You are enormous. Increase your height by  
  4d6 inches and your weight by 2 pounds per  
  inch increased.
  
  7
  Appearance
  3d6
  Appearance
  3
  You are hideous, practically a monster. The mere 
  sight of you causes children to cry, the faint of 
  heart to collapse, and others to become sickened, 
  disgusted, or uncomfortable.
  4–5
  You are ugly, having some unusual physical 
  characteristic that works against you. Possibilities 
  include a wen, beetling brows, boils, extensive 
  scarring, wandering eye, rotten teeth, or profound 
  body stench.
  6–8
  You are plain, homely, or unattractive.
  9–12
  You are more or less average for a faun.
  13–15
  You have a physical quality that makes you 
  attractive.
  16–17
  You are comely, considered a great beauty.
  18
  You are striking to the point that your appearance 
  grabs attention from people around. You might 
  have several suitors or paramours, infatuated 
  stalkers, or people you have spurned who now 
  hate you.
  Distinctive Features
  d20
  You have . . .
  1
  a musical laugh
  2
  a twinkle in your eye
  3
  unusual markings on your face and neck
  4
  soft, silky fur on your legs
  5
  a sweet odor reminiscent of honey
  6
  eyes that shine in the dark
  7
  a sultry, smoky voice
  8
  large ram horns
  9
  butterflies that follow you wherever you go
  10
  large, pointed ears
  11
  a sly grin
  12
  green or red skin
  13
  no body hair
  14
  fish or serpent scales on your hands and arms
  15
  prolific body hair
  16
  overlarge hooves
  17
  deer antlers
  18
  white spots on your back
  19
  an ugly brand somewhere on your body
  20
  a tendency to tremble
  
  8
  Background Tables
  These tables tell you what your character did 
  before the game begins. Start by rolling once on the 
  Childhood table and then on the Life Experiences 
  table a number of times as determined by your roll 
  on the Starting Age table. You might in turn be 
  directed to roll on another table to discover what 
  happened during that experience.
  Childhood
  3d6
  Childhood
  3 or 
  less
  You spent your childhood as a prisoner or slave, 
  having been captured by a person of dark intent. 
  Add slave to your list of professions.
  4–5
  You grew up alone in the wilderness. Add hermit 
  to your list of professions.
  6–8
  You lived in a small, remote community and 
  learned a trade. Gain a random profession.
  9–12
  You stayed with your family or adopted family, 
  but were hidden until you came of age. Gain a 
  random profession.
  13–15 
  You found a place in a small community of fauns. 
  Gain a random wilderness profession.
  16–17
  A druid or some other priest of the Old Faith 
  took you in and indoctrinated you in that faith. 
  Add devotee of the Old Faith to your list of 
  professions.
  18 or 
  more
  You found a place with a learned man or woman. 
  You can speak, read, and write the Common 
  Tongue and High Archaic, and you add one 
  random area of scholarship.
  Life Experiences*
  3d6
  Experience
  3
  You Died! Roll on the Cause of Death table to 
  find out how. You can either start over with a new 
  character 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 on the Major Setbacks table.
  6–8
  Roll on the Minor Setbacks table.
  9–12
  You Got a Job! If you don’t have a profession yet, 
  gain a random profession. You spent time working 
  in one of your professions. Add 1 to your roll on 
  the Starting Lifestyle table.
  13–15
  Roll on the Minor Windfalls table.
  16–17
  Roll on the Major Windfalls table.
  18
  Roll on the Strange Events table.
  * Roll on this table only if directed by the Starting Age table.
  Major Setbacks
  d20
  Major Setback
  1
  Your hatred and grief led you down a dark road. 
  You have sullied your soul with your foul deeds. 
  Gain 1d6 Corruption and roll once to determine if 
  you have a mark of darkness.
  2
  A vile wizard or some other user of magic 
  kidnapped and experimented on you until you 
  escaped, 1d6 months later. Add fugitive to your 
  list of professions.
  3
  You befriended someone in a nearby village, but 
  you couldn’t muster up the courage to help your 
  friend when monsters attacked.
  4
  A demon possessed you. Gain 1 Corruption. Either 
  an exorcist cast it out or, if you have Demon 
  Lord’s Companion, you can add the Possessed 
  story complication.
  5
  You failed to make much of yourself working in 
  your profession. Subtract 3 from your Starting 
  Lifestyle roll.
  6
  You caught a terrible disease that left you scarred. 
  You either bear the marks of your affliction or, if 
  you have Demon Lord’s Companion, you can add 
  the Plagued story complication.
  7
  Hunters captured you and subjected you to 
  horrific abuse. You escaped after murdering one 
  or more of your captors.
  8
  Zealots of the New God’s cult descended on 
  your community and killed everyone who looked 
  like a beastman. You managed to escape. Gain  
  1d6 Insanity.
  9
  You had a small family in a remote place, but  
  you lost them to disease or a monster attack.
  10
  You killed someone. Gain 1 Corruption and roll 
  a d6. On an even number, you got away with it. 
  On an odd number, you were imprisoned. Do not 
  make any more Life Experiences rolls and add 
  convict to your list of professions.
  11
  You lost everything to disaster or war.  
  Subtract 3 from your Starting Lifestyle roll.
  12
  You lost an eye, ear, or 1d3 fingers in a terrible 
  accident. If you have Demon Lord’s Companion, 
  you can add the Maimed story complication.
  13
  A faerie laid a curse on you for some wrong you 
  committed. The curse made your life very difficult. 
  Subtract 1 from your Starting Lifestyle roll. If you 
  have Demon Lord’s Companion, you can add the 
  Cursed story complication.
  14
  You saw a hideous monster or demon. Gain 1d3 
  Insanity. If you have Demon Lord’s Companion, 
  you can add the Mad story complication.
  15
  You were sorely persecuted by members of 
  the New God’s Cult and only just escaped with 
  your life. You were forced to move on, leaving 
  everything behind. Subtract 3 from your Starting 
  Lifestyle roll.
  16
  You angered someone important and suffered as a 
  result. Subtract 3 from your Starting Lifestyle roll.
  17
  You were summoned by a powerful spellcaster 
  and made to serve his or her every whim. Add 
  scholar of magic to your list of professions.
  18
  You killed someone you loved. Gain 1 Corruption.
  19
  You betrayed the faerie folk, leading monsters  
  to slaughter them. Gain 1d3 Corruption.
  20
  You made a dangerous enemy, one who seeks  
  to harm you. Work with the GM to create a 
  suitable nemesis.
  
  9
  Minor Setbacks
  d20
  Minor Setback
  1
  You were a fool in the court of an elf noble and 
  knew nothing but mockery and disdain during your 
  time there. Add jester to your list of professions.
  2
  You fell in love with a human and had an affair 
  that lasted a few months before the tryst was 
  exposed and you were chased off.
  3
  A nymph or a hag kept you as a plaything for  
  1d3 years. Gain 1 Insanity for each year.
  4
  You spent many years living alone in the 
  wilderness. Gain a random wilderness profession.
  5
  Poor treatment at faerie or human hands left  
  you scarred. Gain 1 Insanity.
  6
  You were brutally beaten and robbed. You have a 
  scar and subtract 1 from your Starting Lifestyle roll.
  7
  You developed a taste for alcohol. If you have 
  Demon Lord’s Companion, you can add the 
  Addicted story complication.
  8
  You killed a faerie, and you still see the creature’s 
  blood on your hands. Gain 1 Insanity.
  9
  You lived among other fauns, but you were  
  driven out after being accused of a crime you 
  don’t think you committed.
  10
  You befriended a wild animal, which remained 
  your companion until a human hunter killed it.
  11
  You lost something valuable. Subtract 1 from  
  your Starting Lifestyle roll.
  12
  You killed someone in self-defense, but you 
  believe their spirit haunts you. If you have 
  Demon Lord’s Companion, you can add the 
  Haunted story complication.
  13
  You took up with beastmen for a time.  
  The experience darkened your soul. Add Dark 
  Speech to the list of languages you can speak  
  and gain 1d3 Corruption.
  14
  You learned a dangerous secret. Work with the 
  GM to determine its nature.
  15
  Some children found and captured you. They 
  made you perform tricks and beat you when you 
  refused. You suffered a nasty head wound, which 
  caused you to lose one of your professions or the 
  ability to speak a language of your choice.
  16
  You had a human lover, but when it was 
  discovered, you were accused of forcing yourself 
  on him or her. The community chased you into  
  the wild and destroyed your home. Subtract  
  1 from your Starting Lifestyle roll.
  17
  You once spied the Faerie Queen bathing in a 
  pool. Gain 1d3 Insanity.
  18
  Someone close to you, who helped you make  
  your way in the world, has disappeared. You 
  search for this person still.
  19
  You joined a dark cult and became immersed  
  in their vile practices. Gain 1 Corruption and  
  1 Insanity.
  20
  A life of hardships and betrayals has left you  
  bitter and cynical about the future.
  Minor Windfalls
  d20
  Minor Windfall
  1
  A troupe of performers took you in. You spent 
  time earning coin to let other people stare at you. 
  Add entertainer to your list of professions.
  2
  You studied under a druid or witch for a time.  
  Add scholar of magic or nature to your list  
  of professions.
  3
  You found work as a spy for an inquisitor.  
  Add spy to your list of professions.
  4
  You spotted beastmen or some monster on the 
  move and warned the people in a nearby village. 
  You are always welcome there.
  5
  You were captured by an evil magician, witch, or 
  someone of that sort, but you were rescued soon 
  after. You stayed with your rescuer, gaining a 
  random profession as a result.
  6
  You traveled extensively. Add one language to 
  the list of languages you can speak.
  7
  You relied on yourself and became quite adept at 
  surviving in the wilderness. Add hunter, forager, 
  or tracker to your list of professions.
  8
  You found a place for yourself in a human 
  community after you helped hunt down and 
  destroy a vicious monster. Add 1 to your Starting 
  Lifestyle roll.
  9
  You fell in love with a human or faun, and the 
  relationship is ongoing.
  10
  You have a pet dog (small animal).
  11
  You found a bag of coins. Add 1 to your  
  Starting Lifestyle roll.
  12
  You saved the life of someone important. Choose 
  influence, information, or security. The character 
  can provide the benefit to you once (see 
  “Connections” in Shadow, page 207). Come up 
  with details about this character with the GM.
  13
  You changed careers. Gain a random profession.
  14
  You found something interesting. Gain one extra 
  interesting thing.
  15
  You found a shield, small or large.
  16
  You found a healing potion.
  17
  You escaped certain death! Start your first 
  adventure with Fortune.
  18
  You start with a suit of soft or hard leather armor.
  19
  You helped a druid perform an incantation. Gain 
  an incantation of a rank 0 spell of the GM’s choice.
  20
  A young friend gave you a bow and quiver of  
  12 arrows.
  Major Windfalls
  d20
  Major Windfall
  1
  You befriended a leshy years ago, but you haven’t 
  seen it in some time.
  2
  You stole a pot of gold from a leprechaun. Add 6 
  to your Starting Lifestyle roll.
  3
  You did a great service for a faerie lord or lady. 
  You gain an enchanted object of the GM’s choice.
  4
  You made an important connection. Choose 
  influence, information, or security (see 
  “Connections” in Shadow, page 207). Come up 
  with details about this character with the GM.
  5
  You enjoyed great success in your profession. 
  Add 3 to your Starting Lifestyle roll.
  
  10
  6
  You built a small home in the wilderness at a 
  location of your choosing.
  7
  You helped guide travelers through a 
  dangerous stretch of the wilderness. Add 1 to 
  your Starting Lifestyle roll, and you can speak 
  an additional language.
  8
  You performed a service for a witch. He or she 
  gave you a healing potion and an incantation of a 
  rank 0 spell of the GM’s choice.
  9
  You found a book of magic. The book contains 
  incantations of 1d3 + 1 rank 0 spells.
  10
  You found an alchemist’s workshop and stole 1d3 
  + 1 potions of the GM’s choice.
  11
  One of the faeries responsible for your 
  transformation into a faun, or a faerie you served, 
  bestowed on you a blessing. If you have Terrible 
  Beauty, you gain a random favor of the great fey 
  (see page 36). Otherwise, you gain a random 
  enchanted object.
  12
  You made friends with a powerful figure—an 
  archmage, high priest, general, or hero. The GM 
  determines the person’s identity and the benefits 
  your friendship provides.
  13
  You found a glittering jewel! Add 3 to your 
  Starting Lifestyle roll.
  14
  You made a blood pact with another faun to stay 
  together forever. Create another faun character. 
  You can control both characters or give the 
  second character to another player.
  15
  A wealthy merchant or noble sheltered  
  and pampered you. Add 6 to your Starting  
  Lifestyle roll.
  16
  You find a military or swift weapon of your choice.
  17
  You befriended a goblin who accompanies you on 
  your adventures and obeys your commands.
  18
  You spied your future in a pool you discovered 
  in a faerie wood. During your first adventure, you 
  make challenge rolls with 1 boon.
  19
  You studied under a druid or witch and 
  discovered one of the following traditions: Curse, 
  Enchantment, Life, Nature, or Primal.
  20
  Faerie blood runs strong in you. Creatures 
  attempting to bestow the charmed affliction 
  on you make their attack rolls with 1 bane, and 
  you make challenge rolls to resist or remove the 
  charmed affliction with 1 boon.
  Strange Events
  d20
  Event
  1
  You entered one of the hidden kingdoms and 
  served as an advisor to one of the powerful 
  lords and ladies. Your time there continued your 
  transformation into a faerie. If you have Terrible 
  Beauty, replace your ancestry with elf. Otherwise, 
  you are now immune to damage from disease and 
  the diseased affliction.
  2
  During your time in a hidden kingdom, you met 
  several human children who had entered the 
  magical place through a wardrobe. You led them 
  to the elf lord you served and offered them as part 
  of the Hell Tithe. All the children were turned into 
  hogmen and suffer in Hell still. Gain 1d6 Corruption.
  3
  You were transformed into a tiny animal of the 
  GM’s choice. You can return to this form, as if you 
  had cast the animal shape spell, by gaining 1d3 
  Insanity. The effect lasts for a number of minutes 
  equal to the Insanity you gained.
  4
  You found a place as a magician’s apprentice. You 
  discover a tradition of your choice and begin the 
  game with an incantation of a rank 0 spell of the 
  GM’s choice.
  5
  A well-meaning faerie restored your humanity. 
  You replace your ancestry with human, but your 
  languages and professions do not change.
  6
  After a religious experience, you became a 
  fanatical follower of the Old Faith. The very first 
  time you make a fate roll, you can roll twice and 
  use either result.
  7
  After spending time with goblins, you became 
  sick from a vicious disease. If you have Demon 
  Lord’s Companion, you can add the Plagued story 
  complication.
  8
  You have led a life of depravity and debauchery. 
  You live only for pleasure. Gain 1 Corruption and 
  one random interesting thing.
  9
  An evil witch hunter captured you, filed down 
  your horns, and shaved your lower body. If you 
  have Demon Lord’s Companion, you can add the 
  Maimed story complication.
  10
  You found the cave in which sleeps the Great 
  Dragon. You looked upon the great beast and 
  knew true terror. You make challenge rolls with 1 
  bane to resist the frightening and horrifying traits 
  of creatures that resemble dragons.
  11
  You saved the life of a nisse. You can call on this 
  faerie for aid once to repay the debt.
  12
  You took up with a witch hunter and worked as his 
  or her scout. Gain a random religious profession.
  13
  You were killed. Somehow, you came back to life 
  with 1d6 Insanity.
  14
  Choose a character played by someone other 
  than you. You have a strong connection to that 
  character, and whenever you use an action to help 
  the character, you increase the number of boons 
  granted by 1.
  15
  You found Elysium, a secret hidden kingdom 
  where the lords and ladies of the faerie preserved 
  the souls of the most magnificent mortals. You 
  learned much from your time there. Add High 
  Archaic to the list of languages you can speak and 
  scholar of history to your list of professions.
  16
  A devil tried to corrupt you. Roll a d6. On a 1, the 
  devil succeeded and you gain 1 Corruption and a 
  random enchanted object. If you have Exquisite 
  Agony, use the Diabolic Objects table on page 19. 
  Otherwise, you resisted and add 1 to your Starting 
  Lifestyle roll.
  17
  You found and befriended a clockwork. Whenever 
  you start an adventure, roll a d6. On a 6, the 
  character is present for that adventure.
  18
  You have had a wild and interesting life. Gain two 
  random professions.
  19
  You became briefly possessed by an incarnation. 
  If you have The Hunger in the Void, you can 
  create the incarnation that possesses your form. 
  Otherwise, add 1d6 to your Starting Lifestyle roll.
  20
  You had a vision of a mighty relic and believe you 
  know where it can be found. Work out the details 
  of the relic with the GM.
  
  11
  Faun Profession Tables
  Use the following tables in place of those in Shadow of 
  the Demon Lord to randomly determine your starting 
  professions as directed by your rolls on the previous 
  tables. Your profession also adds an item to your list of 
  starting equipment.
  Random Profession
  d6
  Profession Table
  1
  Scholar: Areas of Scholarship
  2
  Common Professions
  3
  Criminal Professions
  4
  Martial Professions
  5
  Religious Professions
  6
  Wilderness Professions
  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
  Magical theory and the occult
  19–20
  Military sciences
  *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, blacksmith, bookbinder, 
  brewer, carpenter, chandler, cobbler, gem cutter, 
  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. You start with a begging bowl or cap.
  6
  Boatman or ferryman. You start with a rowboat.
  7–8
  Cook, groom, scullion, or servant. You start with 
  an extra set of clothing.
  9
  Courtesan, prostitute, or camp follower. You start 
  with a selection of cosmetics.
  10
  Entertainer such as actor, athlete, comedian, 
  dancer, orator, puppeteer, singer, or storyteller. 
  You start with a costume, dress, or fine clothing as 
  appropriate for your profession.
  11
  Drover or herder. You start with a staff.
  12
  Farmer. You start with a hoe, shovel, or rake.
  13
  Fisher. You start with a fishing pole and tackle box.
  14
  Gambler. You start with a pair of dice or deck of cards.
  15
  Laborer such as porter, gravedigger, 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.
  17–18
  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.
  Criminal Professions
  d20
  Profession
  1–2
  Agitator, rebel, saboteur, or terrorist. You start 
  with 1d6 pamphlets related to the cause for which 
  you fight.
  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, confidence artist, informant, or spy. 
  You start with a disguise kit.
  9–10
  Fence or smuggler. You start with 1d6 cp.
  11–13
  Mugger or thug. You start with 1d6 bits.
  
  12
  14–17
  Murderer. You start with a garrote.
  18
  Pickpocket. You start with a stolen purse 
  containing 1d6 cp.
  19–20
  Poacher or rustler. You start with a coil of rope.
  Military Professions
  d20
  Profession
  1–2
  Constable or detective. You start with a lantern 
  and flask of oil.
  3–8
  Conscript or militia. You start with a spear and 
  uniform.
  9–10
  Guard or henchman. You start with a club and 
  uniform.
  11–12
  Jailer or torturer. You start with a pair of manacles 
  or torturer’s tools.
  13–16
  Mercenary. You start with a sword and a contract 
  for your last job.
  17–18
  Patroller. You start with a lantern and flask of oil.
  19–20
  Marine or soldier. You start with a uniform, small 
  shield, and sword or cutlass.
  Religious Professions*
  d6
  Profession
  1
  Anchorite, flagellant, or fanatic
  2
  Evangelist or street preacher
  3
  Acolyte, devotee, or initiate
  4
  Keeper of a shrine
  5
  Minister of a small temple
  6
  Minister of a large temple
  * Your profession is usually associated with your particular 
  faith. You start with a symbol of your faith.
  Wilderness Professions
  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 flasks of oil.
  17–18
  Tracker. You start with a spear.
  19–20
  Woodcutter. You start with an axe.
  Starting Equipment
  You begin the game with equipment based on your 
  starting lifestyle and professions. Roll on each of the 
  following tables.
   To determine your starting lifestyle, roll 3d6 and 
  add to the roll all the modifiers gained from your 
  Life Experiences rolls. Then find the total on the 
  Starting Lifestyle table (Lifestyles are described in 
  Shadow, page 100). In addition to the equipment, 
  your character starts out 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
  Foul rags and a blanket
  Poor
  Patched, threadbare basic clothing with  
  a ratty cloak
  Getting by
  Basic clothing and a cloak
  Comfortable
  1d3 sets of basic clothing and a fine cloak
  Wealthy
  1d3 sets of well-made basic clothing, a  
  set of noble’s clothing, and a fine cloak
  Rich
  1d3 sets of noble’s clothing and a fine cloak
  Weapons
  Lifestyle
  Weapon
  Destitute
  Club or sling with 20 stones
  Poor
  Staff, club, or sling with 20 stones
  Getting by
  Sling with 20 stones and a basic weapon 
  of your choice
  Comfortable
  Dagger and one of a staff, club, or sling 
  with 20 stones
  Wealthy
  Rapier or sword
  Rich
  Dagger
  Personal Gear
  Lifestyle
  Personal Gear
  Destitute
  —
  Poor
  Sack, loaf of bread, handful of nuts, bottle 
  of water, flint and steel, candle
  Getting by
  Backpack, a week of rations, waterskin 
  filled with water, coil of rope, tinderbox,  
  2 torches
  Comfortable
  Backpack, a week of rations, waterskin 
  filled with water, coil of rope, tinderbox,  
  2 torches
  Wealthy
  Backpack, a week of rations, waterskin 
  filled with water, coil of rope, tinderbox, 
  lantern, 2 flasks of oil
  Rich
  Cosmetics, bottle of perfume, handkerchief
  
  13
  Special Gear
  Lifestyle
  Special Gear
  Destitute
  —
  Poor
  —
  Getting by
  —
  Comfortable
  Healing potion plus one of a scroll containing 
  an incantation of a rank 0 spell, small shield, 
  healer’s kit, tool kit, or writing kit
  Wealthy
  Healing potion plus one of a scroll containing 
  an incantation of a rank 0 spell, small shield, 
  healer’s kit, tool kit, or writing kit
  Rich
  Healing potion, a personal servant 
  (commoner), a guard (mercenary), and 
  three horses with bits, bridles, saddles,  
  and feed for each 
  Wealth
  Lifestyle
  Wealth
  Destitute
  —
  Poor
  1d6 bits
  Getting by
  1d6 cp
  Comfortable
  2d6 cp
  Wealthy or Rich
  1d6 ss
  Personal Effects*
  d20
  Item
  1
  A songbird in a cage
  2
  A silk scarf
  3
  A parasol
  4
  A bronze key
  5
  A box of candy
  6
  A bag containing 3d6 acorns
  7
  A pet squirrel named Sugarfoot
  8
  A carved statuette of one of the Old Gods
  9
  A bit of ribbon
  10
  Musical laughter
  11
  1d6 skipping stones
  12
  An empty glass bottle
  13
  A bit of costume jewelry
  14
  A snazzy vest
  15
  A winning smile
  16
  A sweat-soaked rag
  17
  A pet frog named Phillip
  18
  A magnifying glass
  19
  A soapstone icosahedron
  20
  A bag of nightcrawlers
  *Roll on this table regardless of your starting wealth.
  Personality Tables
  Use the following tables to help define your character’s 
  personality. The results from each table should guide 
  how you portray the character during play.
  Personality
  3d6
  Personality
  3
  You have known nothing but sorrow your whole 
  life. It’s time to repay others for how they have 
  treated you.
  4–5
  The world is a cruel and unforgiving place. You do 
  whatever you must to survive, even if that means 
  stealing, cheating, or killing.
  6–8
  You do and say what you please. You try not to 
  hurt other people, but if it happens, there’s not 
  much you can do about it.
  9–12
  You survive by looking after yourself. You have  
  a hard time trusting others or taking them at  
  their word.
  13–15
  You trust yourself to do what is right, even if 
  others disagree with your tactics.
  16–17
  You put your best foot forward. If you can  
  prove your heart is good, maybe others will  
  give you a chance.
  18
  You were born for a reason: to accomplish some 
  great task, to fulfill a great purpose. You hope to 
  find your destiny and be equal to whatever you 
  were meant to do.
  Relationships
  3d6
  Relationships
  3
  People are inherently evil. You trust no one.
  4–5
  People look after themselves first and foremost, 
  so you take everything that’s said to you with a 
  grain of salt.
  6–8
  Only those people closest to you can you trust. 
  You dislike others.
  9–12
  People close to you find you charming and 
  friendly. Others find you aloof and a little 
  suspicious.
  13–15
  You light up a room. People want to know you 
  and befriend you.
  16–17
  You try to see the best in others and take them  
  at their word. You have many friends.
  18
  All people have it within them to do good. You  
  try to appeal to their better natures and help 
  them be the best they can be. You have friends 
  wherever you go.
  Desires and Fears*
  1d6
  Desire
  Fear
  1
  Acceptance
  Ostracism
  2
  Isolation
  Death
  3
  Friendship
  Pain
  4
  Wealth
  Need
  5
  Security
  Gods and priests
  6
  Love
  Faeries
  *Roll once for Desire and once for Fear.
  
  14
  Obligations
  3d6
  Obligation
  3
  You never keep your word if you can help it. You 
  won’t let something like an oath or promise hold 
  you back.
  4–5
  You dislike authority figures and chafe under 
  obligations. You do as you say when it suits you 
  and flout the local laws.
  6–8
  You sometimes keep your word and sometimes 
  break faith with people who depend on you.
  9–12
  You usually keep your word and break promises 
  only when you have to.
  13–15
  You strive to keep your word and consider a 
  promise broken to be a failing.
  16–17
  You adhere to the laws of the lands you inhabit, 
  and always work to keep all of your promises and 
  live up to your obligations.
  18
  You never break the law, even if it offends you. 
  You always do what you say and refuse to be 
  around oath-breakers.
  Morality
  3d6
  Morality
  3
  If there’s a limit to your depravity, you have not found 
  it yet. You are a thoroughly reprehensible being.
  4–5
  You sometimes act on dark impulses that lead you 
  to harm others.
  6–8
  A harsh pragmatist, you always believe the ends 
  justify the means.
  9–12
  You are capable of both good and evil. Usually, 
  you do whatever serves your interests.
  13–15
  You strive toward goodness. You’re no saint, but 
  you do the best you can.
  16–17
  You usually do the right thing, even if it means 
  depriving yourself in some way.
  18
  You always do the right thing. You are beyond 
  evil and cannot fathom the acts committed by  
  evil people.
  Religions
  3d6
  Religion
  3
  You belong to a heretical sect, worship the  
  Devil, or belong to a cult of the Demon Lord.  
  Gain 1 Corruption.
  4–5
  You belong to a minor religion centered on  
  a small god.
  6–8
  You follow the tenets of Witchcraft.
  9–12
  You follow the teachings of the Old Faith.
  13–15
  You have no religious beliefs (do not roll on  
  the Piety table).
  16–17
  You belong to the cult of the New God.
  18
  You adhere to some other, strange religion  
  of your own making.
  Piety
  3d6
  Piety
  3
  You only pretend to follow a religion. You 
  don’t actually believe in anything.
  4–5
  You are a believer in name only. Doubts about 
  your faith assail you.
  6–8
  You have many questions about your faith, but 
  feel it’s better to have some sort of religion 
  than not to have one at all.
  9–12
  The strength of your faith is neither too strong 
  nor too weak.
  13–15
  You have few doubts about your religious 
  beliefs and take great comfort from your faith.
  16–17
  You have strong religious convictions and 
  believe your god or gods watch over you.
  18
  You are a religious fanatic; you talk about 
  your god or gods all the time and use them 
  to justify your behavior. You sometimes 
  persecute people who do not believe as you 
  do. Gain 1 Insanity.
  
  15
  Hellion 
  Expert Path
  The mortal agents of Hell, having been seduced and 
  corrupted by devils, work in the world to drag others into 
  depravity by appealing to their dark impulses and urging 
  them to work wickedness through false promises, gifts, 
  and other enticements. In return for their work, hellions 
  are promised an easier time when they must eventually 
  face perdition and, perhaps, even win a place of standing 
  in Hell’s sordid hierarchy. Whether driven by fear of 
  what they must face in the afterlife or a commitment to 
  the wickedness that led them astray, hellions exist to ruin 
  lives and consign mortal souls to the fires of the Devil’s 
  unspeakable realm.
  Level 3 Hellion
  Attributes Increase two by 1
  Characteristics Health +2, Power +1; gain 1 Corruption
  Languages and Professions You speak another language 
  or add a criminal profession to your list of professions.
  Magic You discover a tradition or you learn one spell from 
  a tradition you have already discovered.
  Corrupting Whispers If you spend 1 minute talking to a 
  target creature that can understand you, you can force 
  the target to make a Will challenge roll with a number 
  of banes equal to your Power score. On a failure, the 
  creature becomes compelled for 1 minute. If you force it 
  to commit a wicked act, the creature gains Corruption as 
  if it had willingly committed the act. A creature cannot 
  gain more than 1 Corruption in this way. On a success, 
  the creature becomes immune to your Corrupting 
  Whispers.
  Hidden Enemy You lose any marks of darkness (Shadow, 
  page 36) you have acquired so far, and you are never at 
  risk of gaining a mark of darkness.
  Silver-Tongued Devil You make attack rolls in social 
  situations with 1 boon.
  Level 6 Hellion
  Characteristics Health +2; gain 1 Corruption
  Magic You learn one spell.
  Rewards of Hell When a creature compelled by your 
  Corrupting Whispers gains 1 or more Corruption, while 
  that creature is within medium range you make attack 
  rolls and challenge rolls with 1 boon until you complete 
  a rest.
  Level 9 Master Hellion
  Characteristics Health +2, Power +1; gain 1 Corruption
  Magic You learn one spell.
  Evil’s Seductive Power You make attack rolls with 1 boon 
  to cause a creature to become charmed or compelled. 
  As well, you impose 1 bane on challenge rolls creatures 
  make to resist or remove the charmed and compelled 
  afflictions gained from an effect you created.
  Satyr 
  Expert Path
  A strange madness sometimes afflicts fauns who 
  return to the hidden kingdoms, transforming them 
  from mortality to immortality. Although blessed with 
  the gifts afforded to all faeries, these changed fauns, 
  called satyrs, become obsessed with feeding their 
  appetites and live only to drink, eat, and copulate. 
  They become wild and erratic, moods as changeable 
  as the wind. Satyrs might pry themselves away from 
  hedonistic pursuits for a time, but they invariably 
  return, shedding the trappings of civility and decorum 
  for the freewheeling, wild abandon they crave.
   You must be a faun to choose this expert path.
  Level 3 Satyr
  Attributes Increase two by 1
  Characteristics Health +3
  Great Horns Your horns grow much larger. When you 
  would make an unarmed strike, you can use your horns 
  instead. The horns deal 1d6 damage.
  Immune damage from disease; charmed, diseased
  Spell Defense You take half damage from spells. You 
  make challenge rolls to resist a spell with 1 boon, and a 
  creature attacking you with a spell makes the attack roll 
  with 1 bane.
  Iron Vulnerability You are impaired while you are in 
  contact with iron. In addition, if you touch or are 
  touched by an object made from iron, you lose Spell 
  Defense for as long as you remain in contact with the 
  object and for 1 minute afterward.
  Level 6 Satyr
  Characteristics Health +3
  Brutal Charge When you charge and attack with your 
  horns, your attack deals 2d6 extra damage.
  Revel in Madness Whenever you gain Insanity, you gain 
  1 extra Insanity. Whenever you go mad as a result of 
  gaining Insanity, you can roll twice and choose either 
  result.
  Level 9 Master Satyr
  Characteristics Health +4
  Panpipes You acquire a set of magical panpipes that only 
  you can use. If you lose the pipes, you can replace them by 
  spending 1 hour and using rare components worth 5 gc.
  You can use an action to play your panpipes. Choose 
  one target living creature within medium range. If the 
  target can hear the music, it must make a Will challenge 
  roll with 1 bane. On a success, the creature becomes 
  immune to the music you make with your panpipes 
  until it completes a rest. On a failure, you bestow one of 
  the following afflictions on the target: asleep, charmed, 
  impaired, or frightened. The affliction lasts for 1 minute  
  or until the target takes any damage.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Victims of the Demon Lord/Between Two Worlds.pdf