The sylphs are a people who were shaped from wind and cloud by the genies after they spun the world into existence.
They served their creators as wardens of the skies, in their role as makers of clouds and shepherds of storms.
Of all the elementals, sylphs appear the most human, having a size and shape similar to the mortal peoples. They have slim, willowy bodies, with skin color that ranges from the purple of thunderheads to the rose red of a new day’s dawn. Their eyes give away their inhuman nature—the orbs lack pupils or irises, their entire surfaces being white, blue, or starry blackness. Most sylphs stand 5 feet tall and weigh 120 pounds, regardless of gender.
Elementals: Like gnomes and salamanders, sylphs lack mortal souls. For them, death is final, ending their existence. When a sylph dies, it turns into a strong, shrieking wind that buffets everything around it.
Common Names: Alees, Erea, Feeth, Hithr, Iye, Nefa, Ossa, Sa, Shasor, Siver, Ual, Usa, Ven, Vimvin, and Wirrah.
Creating A Sylph
Attribute Scores Strength 8, Agility 11, Intellect 9, Will 11
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
0 Damage, 0 Insanity, 0 Corruption
Languages and Professions You speak Sylphen and Common.
Immune damage from disease or poison; diseased, poisoned
Flier if you wear leather or no armor, you can move by flying. You lose this trait while you are injured.
Light as a Feather You never take damage from landing after a fall.
Dying Winds When you die, your body transforms into a screaming whirlwind of air that dissipates moments later. Each creature within 1 yard of you must make a Strength challenge roll. On a failure, a creature takes damage equal to your healing rate, moves 1d6 yards away from you, and falls prone. On a success, the creature just takes half the damage.
Level 4 Sylph Expert
Characteristics Health +4, Speed +4
You either learn one spell or gain the Whirling Evasion talent.
Whirling Evasion. When you take damage from a creature you can see, you can use a triggered action to take half of the damage and move up to 1d3 yards without triggering a free attack. This movement ignores difficult terrain. You can use this trait a number of times equal to 1 + half your level and regain expended uses when you finish a rest.
Sylph Age
3d6 | Starting Age |
---|---|
3-5 | You are an adolescent, from 10 to 15 years old. |
6-8 | You are a young adult, from 16 to 20 years old. |
9-12 | You are an adult, from 21 to 50 years old. |
13-15 | You are a middle-aged adult, from 51 to 100 years old. |
16-17 | You are an older adult, from 101 to 200 years old. |
18 | You are a venerable adult, 201 years or older. |
Sylph Build
3d6 | Build |
---|---|
3 | You are short and either thin or heavy. |
4-5 | You are heavy. |
6-8 | You are short. |
9-12 | You are of average height and weight. |
13-15 | You are tall. |
16-17 | You are thin. |
18 | You are tall and either thin or heavy. |
Sylph Appearance
3d6 | Appearance |
---|---|
3 | You are hideous |
4-5 | You are ugly |
6-8 | You are plain and homely |
9-12 | You are average-looking |
13-15 | You are pretty or handsome |
16-17 | You are striking |
18 | You are beautiful |
Sylph Background
d20 | Background |
---|---|
1 | You survived an attack by drakes. |
2 | You climbed to the top of Mount Fear. |
3 | A vile summoner snatched you away from your homeland with a spell and forced your into service. |
4 | You left behind your old life to see the world. |
5 | You had a family and children, but they vanished while you were away. You have spent your life searching for them. |
6 | When a giant lumbered into your community, you led the children to safety. |
7 | You joined the Aerie Vanguard, warriors who flew on the backs of great ravens to guard your lands. |
8 | You were snatched by a dragon and kept as part of its treasure until you managed to escape. |
9 | A strong wind swept you off the side of a mountain, and after you finally landed, you eventually made your way back home. |
10 | You earned a living working in your profession. |
11 | The oracles revealed that you would perform some great work. |
12 | You were exiled after betraying your people. |
13 | The priests of the Storm Lord raised you and taught you about their faith. |
14 | Slavers descended on your village and captured you, then held you prisoner for a few years. |
15 | You found an old temple of the Storm Lord and discovered an incantation of the shock Storm spell. |
16 | One of your ancestors was a great hero. |
17 | You found a place where a falling star landed. Start with an extra interesting thing. |
18 | You inherited a rapier from your father or mother. |
19 | You found a ruined temple of an ancient, forgotten god. There, you had a vision that shattered your mind. You don’t remember anything, but you gained 1d3 Insanity as a result of the experience. |
20 | You came into money. Start the game with 2d6 cp. |