Summoner Class Changelings in Changeling 2512 | World Anvil
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Summoner Class Changelings

General Description:

  Summoner class Changelings are born out of human dreams of animal domestication, legendary beasts, and familiar animal companions. Summoners easily notice most chimerical creatures and strive to befriend, train, command such beings. Seelie Summoners use humane ways for capturing and training Chimera, while Unseelie Summoners take whatever advantage necessary to acquire a new pet.  

Appearance:

  Summoners often dress for long distance travel. They choose clothing that is durable, has tons of pockets, and they make wide use of accessories like backpacks, walking sticks, and utility belts. As if by some universal Summoner dress code, they always manifest hair color and styles indicative of a 90's era JRPG or anime. With regard to their chimerical companions, Summoners adhere to one of two schools of thought. Either they only collect Chimera that match their own elemental resonance, or they have a driving need to "catch them all."  

Lifestyle and Aging:

  • Childlings (Age: 5-12). Childhood is a time for discovery for Summoners. They constantly ready books and articles about animals and they have a favorite creature type for nearly any animal classification imaginable. Even at a young age, Summoners display a desire to include pets (real and imaginary) into their play.

  • Wilders (Age: 13-18). Adolescent Summoners find themselves surrounded by curious (and sometimes dangerous) chimera and they must be proactive about making real-world friends lest they spend all of their waking moments with their imaginary pets. It is common for teen-aged summoners to also get a real pet or take up a job working with animals as a way to ground them to reality.

  • Grumps (Age 19 +). Adult Summoners more often suffer from bedlam rather than succumb to banality. The near constant presence of chimerical creatures in their lives eventually leads most summoners to live in the dreaming full time where their human body often dissolves after prolonged exposure to the dreaming dimension. To avoid this predicament, many summoners pursue mundane human attachments like marriage or working at a veterinary clinic in order to keep at least one foot planted in reality.

Birthrights and Frailties:

  Birthright: Chimerical Companion. Summoners are permanently bound to a chimerical creature when they experience their Fae awakening. They usually meet this creature on their 10th birthday when they receive a visit from a chimerical person calling themselves Dr. Oake.   Birthright: Tamer’s Poise. Summoners cannot botch an Animal Ken roll when training or befriending a Chimerical creature. A chimerical creature that acknowledges a Summoner as their master will frequently take up residence in a small red and white sphere that the summoner may open--summoning the creature to their side.   Frailty: Monster Bait. Whenever a Summoner encounters a monstrous Chimerical creature, it will attack the Summoner first even if the Summoner has done nothing to provoke the creature. Monstrous chimerical creatures are defined as any chimera that will attack the player characters on sight, or a creature that carries an evil disposition seeking to harm anything it encounters out of spite.

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