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SotDL - Victims of The Demon Lord - Heaven's Sent
SotDL - Victims of The Demon Lord - Heaven's Sent
Willful Isolation 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
Disdain for other people drove the sylphs into after a fall.
Dying Winds When you die, your body dissolves into a
isolation and, for many, the sentiment remains. whirlwind that dissipates at the end of the round. Each
Resentment of humans for the persistence of their creature within 1 yard of the place where you died must
make a Strength challenge roll. On a failure, the creature
essence—the soul—combined with disgust over takes damage equal to your healing rate, flies 1d6 yards
in a straight line away from you, and then falls prone. On
the faeries’ manipulation of mortals to feed their a success, the creature just takes half the damage.
own power has stripped away whatever goodwill the
sylphs might have felt under different circumstances. Level 4 Sylph Expert
As for the other elemental peoples, sylphs regard
Characteristics Health +4, Speed +4
them with sorrow and pity, if they show any interest You learn one spell or gain the Whirling Evasion talent.
at all. In their elitist view, those beings represent the Whirling Evasion When you take damage from a creature
you can see, you can use a triggered action to take half
detritus left by the genies in their pursuit of creating the damage and move up to 1d3 yards without triggering
the perfect entity, a role the sylphs believed they a free attack. This movement ignores difficult terrain. You
can use this trait a number of times equal to 1 + half your
themselves embodied until the coming of humanity. level and regain expended uses when you finish a rest.
Typical sylphs thrust into situations involving
people of different ancestries can seem cold, arrogant,
even patronizing. It might take a speaker several
tries to get an answer from them, if they bother
answering at all, and such responses they give tend
to be short, terse, and sarcastic or bitter. Sylphs exit
such encounters as quick as they can, leaving without
a word spoken or even a parting insult. Such behavior
might suggest sylphs aim for violence, but in truth
they simply find others repulsive.
Among their own kind, sylphs display a wide range
of personality types and behaviors. Temperamental,
unserious, emotional, empathetic, and wild can all be
used to describe individuals. And if they can overcome
their natural dislike for other folk, these traits might
reveal themselves in glimpses. Like the winds, sylphs
can be gentle or savage, powerful presences or almost
ethereal in their dealings with others.
Sylph Characters
The Demon Lord’s Companion 2 offers everything you
need to create sylph characters, from the rules for
using them to supplementary tables designed to help
you realize them in the game. Here, though, you will
find a different take on sylphs that reins in certain
traits to make them better suited for all groups of
characters. If you use the rules here, you will also
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Sylph Development 3d6 Result
Immediate Family
The following entries help you develop your character’s 3 Tragedy wiped out your enclave, leaving you
identity using a mixture of tables and information. among the few survivors. Hardship dogged you
When presented with a table, unless the guidelines say and you eventually had to fend for yourself. You
have few, if any, recollections of your family.
otherwise, you can choose a result, let a dice roll decide,
4–5 Your parents foisted you off on a distant monastery
or make something up instead. Do not use any of the for instruction, and you never saw them again.
tables presented in Shadow of the Demon Lord and Demon 6–8 Your parents were cruel and subjected you and
Lord’s Companion 2 in conjunction with the tables here. your siblings to awful torment. You fled as soon
as you could.
been orphaned and raised by a different people, or 13–15 You come from a large family with many siblings.
Your house was filled with laughter and happy
sheltered for much of your upbringing so that now times, but there was darkness too. What was the
the wider world appears wholly alien to you. terrible secret?
16–17 You lost a beloved parent to violence. You and the
Immediate Family surviving parent made do, but you both felt the
absence keenly.
Your immediate family describes the people around 18 Another people raised you. Choose a different
whom you developed from birth to your starting age. ancestry and use that ancestry’s tables to build
These might include one or more parents, siblings, your life experiences.
extended family members, and the like. Roll 3d6 and
find the total on the following table. Sylph Homelands
For each mentioned family member, you can decide d6 Homeland
their fate or roll a d6: 1 indicates the relation has died by 1 You lived in a community where the dominant
whatever means you decide; 2, the relation is believed ancestry was something other than your own.
Choose a different ancestry and come up with
dead but might not be; 3, the relation’s status has not been a reason why you lived among those people.
determined; 4 or higher, the relation is alive and well. 2–3 You came of age in a secluded earthbound settlement
Your relations might have little or no presence in somewhere in the high mountains or on an island
the adventures through which you play and thus be unreachable by normal means. Where was this place?
What was its most interesting aspect?
fully relegated to your background. You can, however, 4–5 You grew to adulthood on one of the sky islands and
develop these characters further. Doing so provides likely took for granted the wonder of your floating
the GM with potential adventure hooks—family homeland. Does the sky island still fly or has it fallen?
members might call on you directly for aid, find 6 You lived apart from all peoples. Your family might
have been exiled from their homeland or disaster
themselves in peril, or have some other problem. If might have sent them fleeing for safety. You have
you like, you can use the tables in this supplement not seen a sylph other than your family members
and probably have little idea that other enclaves
(or other supplements if someone other than sylphs still exist.
raised you) for development ideas.
Sylph Education
Homeland d6 Result
Nearly all sylphs grow up in environments 1 You studied the ancient writings of your people.
surrounded by their own people. Few ever mingle Add one language to the list of languages you know
how to speak, read, and write, and gain a random
with other peoples, and many consider such congress area of scholarship from the Academic Professions
dangerous. Your homeland gives you an idea about table (Shadow, page 24).
the level of seclusion you experienced and might 2 You showed aptitude for the arts and learned to
inform how you see others. express yourself through your creations. Add artisan,
artist, or entertainer to your list of professions.
3 Showing little interest in intellectual pursuits, you
Education found a place aiding your community in other ways.
Add apothecary, healer, farmer, or laborer to your
Most growing up in sylph communities enjoy some list of professions.
exposure to artistic development, physical training, 4 You felt confined by your homeland and ever sought
philosophy, and mathematics, as well as literature, ways to explore the lands around it. Add explorer,
gatherer, or hunter to your list of professions.
history, and cosmology. Elders look for certain
5 Military service called to you, either to protect your
aptitudes in the young and cultivate those talents community or to wage war against enemies. Add
when possible. Although these communities prize soldier to your list of professions.
education, everyone has a part to play and most learn 6 You had an unusual education. Add any one
trades that have value to their people. profession of your choice to your list of professions.
5
Signature result, choose one, or let the offered options inspire
you to come up with one of your own.
Background Event
Your life prior to undertaking your first adventure
can inform your character’s outlook and how
Physical Features
he or she reacts to challenges. You likely formed Physical features broadly describe your character’s
relationships and lost them, enjoyed windfalls and appearance. Purely descriptive, they have little if any
suffered setbacks, and might have even had strange impact on game play. Unlike humans, who display
experiences as well. The following table offers a way incredible variety in form and appearance, sylphs tend
to generate a crucial life event that can help shape to have uniform builds. Their distinctive qualities come
your character’s identity. You can roll for a random from the coloration of their skin, hair, and eyes.
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Apparent Age
d6 Result
1 You have yet to escape childhood, probably
no more than 10 years old. Your Size drops to
1/2. You’re about 3 feet tall and weigh about
30 pounds.
2 You have grown into adolescence, no longer
a child but not quite an adult. You stand about
4 feet tall and weigh as much as 100 pounds.
3 The blush of youth has not yet faded even though
you have reached adulthood. You stand about
5 feet tall and weigh around 120 pounds.
4–6 You have shed the last of your youthful qualities
and have grown into adulthood. You might be
30 years old or 300, but you have a timeless
quality that makes it impossible to discern your
actual age by appearance alone.
Coloration
d20 Coloration
1–2 Peach
3–4 White
5–6 Black
7–8 Light gray
9–10 Sky blue
11–12 Dark gray
13–14 Green
15–16 Pink
Apparent Age 17–18 Azure
Time shows great kindness to sylphs, whose bodies 19–20 Purple
undergo few physical changes after reaching
adulthood and persist in their adult forms until Appearance
death finally claims them. As elementals, sylphs can
3d6 Appearance
live indefinitely and without fear of succumbing to
sickness or toxins, but violence can snuff out their 3 You have been horribly mangled, scarred, and
blighted. You might have been a great beauty
lives as quickly as anyone’s. in the past, but tragedy has reduced you to a
monstrous appearance.
Coloration 4–5 You appear strange and otherworldly. You have
such unusual features that others might find you
Sylph coloration draws from a palette containing all intimidating.
the colors of the skies, from bone white to midnight 6–8 You lack any of the more interesting sylph traits.
blue to the black of the space between the stars. Your coloration might be muted and you likely
lack any of the distinguishing characteristics for
Coloration passes down from parents to offspring which your people are famed.
only rarely; randomness determines a sylph’s 9–12 Among sylphs, you appear more or less like
appearance. The following table gives you a selection everyone else. Humans, halflings, and other
of possible colors for skin, eyes, and hair. You can have people find much to like about your appearance,
though, and many consider you attractive.
different colors for each.
13–15 You have a quality that sets you apart from other
sylphs. You are considered a looker by your own
Appearance people and quite fetching by others.
Sylphs can pass for short, slight humans, but their 16–17 No one would mistake you for being human.
Your body reveals your elemental heritage and
easy movements and sometimes exotic appearance you possess qualities that others find unusual or
makes them stand out. Sylphs place little stock in even strange.
physical beauty, but many others find them striking 18 Your appearance transcends normal standards
to the point of being captivated by them. Even sylphs of beauty, and mortals find you both alluring
and frightening. You have a significant physical
of average appearance find themselves appealing to quality that makes your elemental heritage
humans and others. unmistakable.
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Personality
d20 Trait
1–2 Silver tracery or filigree appears on your skin all
over your body.
3–4 Cloudlike patterns move just under your skin.
5–6 Your eyes flash when you experience strong
emotions.
7–8 Tiny sparkling flecks in your skin appear like
stars when you’re in darkness.
9–10 Your hair moves on its own, as if feathered by
a breeze.
11–12 Your body reflects the sky’s current appearance
wherever you happen to be.
13–14 You had images of birds inked into your skin
and, weirdly, they fly all over your body.
15–16 You never seem to be in contact with the
ground. Your feet are always an inch or so
above any surface on which you stand. You still
sink if you move onto a liquid and fall if you
move out onto empty space.
17–18 The sighs, moans, and shrieks of blowing wind
fringe your voice.
19–20 You shine and sparkle whenever you are in
sunlight.
Dependability
3d6 Dependability
3 You can’t depend on me for much of anything.
I almost never see things through and I’m given
to impulsive behavior.
4–5 I have a hard time staying organized and
Distinctive Traits 6–8
prioritizing what’s important over what’s not.
Sometimes I become so distracted, I forget
Many sylphs have interesting patterns and qualities what I am supposed to be doing.
in their skin that help set them apart from others. 9–12 I try to be conscientious, but I sometimes fall
Some appear to have silvery filigree or sparkling short.
dots, or their skin color might change to match the 13–15 For the most part, I do what I say I will do. I try
time of day in their environment. Add in all the to stay organized and keep my priorities right.
minor scars and breaks one might pick up and other 16–17 I lead an orderly, disciplined life. I almost
modifications one might make to add further detail always do what I say I will do and people can
rely on me.
to your character’s looks. The following traits should
give you an interesting physical quality or inspire 18 I become so focused on a task that I ignore
almost everything else until I finish. You can
you to make one up for yourself. depend on me to do one thing at a time.
Personality
Dependability
An individual’s personality forms from life
experiences, connections to others, and the The degree of dependability describes how reliable
satisfaction of certain needs and the absence of you are and whether you follow through on your
others. Your character can have any personality promises and can make good decisions that recognize
you like, whether one like your own or someone the needs of others.
much different from you. If you like, you can make
use of the personality tables presented below. Each Sociability
lets you randomly generate a personality facet that, Your sociability describes how well you get along
when taken together, gives you an identity you can with others, but also how you regard strangers and
adopt in play. acquaintances.
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Outlook
Your outlook reflects your most common state
of mind. You could be calm and confident or nervous
and pessimistic.
Receptiveness
Receptiveness describes your ability to try and do
new things as well as your ability to adapt to changing Receptiveness
circumstances. 3d6 Receptiveness
3 I’m not at all interested in breaking my routine. I
Affability need order in my life.
4–5 If it’s not broken, why fix it? Be practical.
How you behave in social situations comes down
6–8 New ideas and activities make me uncomfortable.
to affability. You might be reserved or gregarious.
9–12 I’m up for trying new things, just not all the time.
whether you veer toward selfless behavior or put 16–17 I’m always willing to do something different. I am
looking for new experiences.
your own interests first.
18 You’ll never guess what I’m about to do. I tend to
act without warning or reason.
Sociability Affability
3d6 Sociability 3d6 Affability
3 People are the worst. I have few friends and 3 People exhaust me. I loathe social situations and
almost no close friends. try to escape them as fast as I can.
4–5 I avoid interacting with strangers, and it takes a 4–5 I am quiet around other people, preferring my
lot to get me to open up to others. own company to others.
6–8 Some think me aloof and reserved, but I prefer to 6–8 I prefer to let others do the talking. I think about
keep to myself. what people say and consider every angle before
offering my opinion.
9–12 People can be good or bad. I don’t make a
judgment about them until I get to know them. 9–12 I can handle myself in social situations, but I’m
also fine when I am alone.
13–15 Sure, some people are bad, but most aren’t and
I try to give others the benefit of the doubt. 13–15 I enjoy social situations and good conversation.
16–17 I like people and hate thinking badly of others. 16–17 I am outgoing, friendly, and love to have fun with
I have never met a stranger. others.
18 I try to help everyone I meet, even to my 18 I am loud and boisterous. I love being at the
detriment. center of attention.
Outlook Morality
3d6 Outlook 3d6 Morality
3 Doom, doom, everywhere is doom. Nothing good 3 I do what I want without regard for the
will ever happen to me and the whole world is consequences.
against me.
4–5 Nothing and no one has greater importance than
4–5 I have terrible nerves and am anxious most of the myself. Other people come and go, and their
time. struggles and successes have nothing to do with
me unless they interfere with what I want to do.
6–8 I am something of a pessimist. I expect the
worst in almost any situation so that I’ll never 6–8 You have to look after yourself because no one
be disappointed. else will. I’ll help out, but I’ll grumble about it.
9–12 Life is what it is. I can be calm and collected or 9–12 I look out for myself, but I do try to do the right
nervous to the point of fearful. It all depends on thing when I can.
the situation.
13–15 I know the difference between right and wrong.
13–15 I strive to be a positive, upbeat person. I look I feel obligated to do the right thing.
for the good in things and hope for the best
outcomes. 16–17 I always strive to do good. I treat others with
kindness and respect, and lend a hand whenever
16–17 I am calm, serene, and easygoing. Little bothers I can.
me.
18 I make considerable sacrifices to help other
18 Give me enough time and I can figure it out. people. If everyone would make the same effort to
There’s nothing too difficult, too complicated, too uplift and support one another, the world would
dangerous that I’m not at least willing to try. be a better place.
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Additional Profession Clothing
As a starting character, you have two professions. You Lifestyle Clothing
derived your first from your education. Your second Destitute Foul rags and a tattered blanket
profession, which you determine now, describes how Poor Threadbare and patched basic clothing
you presently make ends meet. Use the following with a ratty cloak
table only if your character remained in a sylph Getting By Basic clothing and a cloak
community for the majority of time. If your character Comfortable A fine cloak and three sets of basic
lived or lives elsewhere, you can use the profession clothing
tables in Shadow. Your profession also grants you a Wealthy A fine cloak, six sets of well-made basic
bonus or a penalty to your starting lifestyle roll. If you clothing, one set of noble’s clothing with
jewelry worth 5 gc
determine your profession using the Shadow tables,
Rich A fine cloak, ten sets of noble’s clothing,
roll a d6 to determine how it affects your lifestyle roll: and jewelry worth 10 gc
1, –2; 2, +0; 3, –1; 4, +1; 5, +0; 6, +2.
Weapons
Sylph Professions Lifestyle Weapons
d20 Profession (lifestyle bonus or penalty)
Destitute Club or sling with 10 stones
1 Raven-handler (+0)
Poor Staff, club, or sling with 10 stones
2 Apothecary or healer (–1)
Getting By A basic weapon of your choice and a sling
3 Artisan or artist (+1) with 10 stones
4 Entertainer or musician (+0) Comfortable A military or swift melee weapon of your
choice and a dagger
5 Farmer or herder (–1)
Wealthy A military or swift melee weapon of your
6 Laborer (–2) choice and a dagger
7 Merchant (+1) Rich A military or swift melee weapon of your
choice and a dagger
8 Politician (+2)
9 Servant (–1)
10 Scholar (roll on the Academic Professions
table in Shadow, page 24) (+1)
11 Criminal or outlaw (–3)
12 Constable or detective (+0)
13 Guard or soldier (+0)
14 Exile or hermit (–3)
15 Wanderer (–2)
16 Guide (–2)
17 Cartographer (+0)
18 Envoy (+1)
19 Storm God devotee (+2)
20 Reprobate (–3)
Starting Equipment
You begin the game with equipment determined
by your lifestyle and your most recently gained
profession. Roll a d6, add to it the bonus or penalty
from your profession, and find the total on the
following table.
Starting Lifestyle
Total Lifestyle Total Lifestyle
–1 or less Destitute 4–5 Comfortable
0–1 Poor 6–7 Wealthy
2–3 Getting By 8 Rich
10
Personal Gear
Lifestyle Personal Gear
New Paths
Destitute Dirt and crust The following master paths
Poor Sack, loaf of bread, jug of water, flint and reflect different aspects of sylph
steel, candle culture. While intended for
Getting By Backpack, rations, skin filled with water, coil use with characters of the
of rope, tinderbox, 2 torches
sylph ancestry, anyone can
Comfortable Backpack, rations, skin filled with water, coil
of rope, tinderbox, 2 torches
select them.
Wealthy Backpack, rations, skin filled with water, coil
Rich
of rope, lantern, 2 flasks of oil
Backpack, rations, skin filled with water,
Raven Rider
coil of rope, lantern, 2 flasks of oil, all of the
finest quality For a people able to soar among the
clouds, riding beasts, even beasts that can
Special Gear fly, might seem strange. Yet sylphs have been
breeding giant ravens to serve as companions and
Lifestyle Personal Gear
steeds for ages, and the raven riders stand among
Destitute A profound odor
the greatest warriors in sylph society. Rather than
Poor Sadness and want conveniences, ravens become fighting partners. They
Getting By Nothing special have keen eyesight, can fly faster than sylphs can,
Comfortable A healing potion and one of the following: and can help protect their riders while the riders do
scroll containing an incantation of a rank
0 spell, small shield, healer’s kit, tool kit, or the same for them.
writing kit
Wealthy A healing potion and one of the following: Level 7 Raven Rider
scroll containing an incantation of a rank
0 spell, small shield, healer’s kit, tool kit, or Attributes Choose two attributes and increase both by 1.
writing kit Characteristics Health +5
Languages and Professions You speak, read, and write
Rich Three healing potions, a personal servant Sylphen.
(commoner), and a bodyguard (mercenary) Raven Steed You bond with a giant raven who bears
you as a rider. The raven is friendly to you and your
companions. You control the raven and decide what it
Starting Funds does on each of its turns. If the raven dies, you can bond
with a new giant raven before the start of your next
Lifestyle Starting Funds adventure. The giant raven knows and can speak all the
languages you know how to speak.
Destitute —
Poor 1d6 bits GIANT RAVEN DIFFICULTY 25
Getting By 1d6 cp
Size 2 animal
Comfortable 3d6 cp
Perception 14 (+4)
Wealthy 1d6 ss Defense 12; Health 40; Insanity 0; Corruption 0
Strength 14 (+4), Agility 12 (+2), Intellect 10 (+0), Will 12 (+2)
Rich 1d6 gc Speed 12; flier
Flurry of Feathers When flying, the giant raven imposes
1 bane on rolls made to attack it or its rider.
ATTACK OPTIONS
Beak and Talons (melee) +4 with 2 boons (3d6 plus Go for
the Eyes)
Go for the Eyes On a roll of 20 or higher against a target
creature, the target must get a success on an Agility
challenge roll or become blinded for 1 minute. If the
target fails by 5 or more, it becomes blinded until it heals
all damage instead.
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Zephyr
Scholars of magic and the occult understand that
studying certain magical traditions can trigger
changes in students, altering their essential natures to
make them more like the forces they wield. Elemental
traditions, such as Geomancy and Aeromancy,
influence their users more than others, as the
magicians become attuned to the elemental forces.
This is true for anyone who studies such magic, but
especially for those of an elemental nature.
Your association with air magic allows you to
transform yourself into a person-shaped entity of
semisolid air. When you grasp the magic, your body
sheds its coloration and substance so that you can fly,
batter foes with powerful gusts, and slip through the
smallest cracks to get wherever you wish to go.
Level 7 Zephyr
Attributes Choose two attributes and increase both by 1.
Characteristics Health +2, Power +1, Speed +2
Languages and Professions You speak, read, and write
Sylphen.
Magic You discover the Aeromancy tradition or you learn
one Aeromancy spell.
Sheltering Wind For as long as you are conscious, a stiff
breeze blows around you, imposing 1 bane on attack rolls
made against you using ranged weapons.
Ride the Wind When you move, you can use this talent
to gain a +10 bonus to Speed and ignore the effects of
difficult terrain for this move. Once you use this talent,
you must wait 1 minute before you can use it again.
Level 10 Zephyr
Characteristics Health +2, Speed +2
Magic You learn one Aeromancy spell.
Living Wind If you are not submerged in liquid, you
can use an action to assume the form of living wind
and remain in this form for 6 rounds. You can use this
talent three times and regain expended uses when you
complete a rest.
While in this form, you have the following benefits:
• You are invisible.
• You have the flier trait, if you don’t have it already,
and you cannot fall while flying.
• You take half damage from all physical sources.
• You can move freely through openings wide enough
to permit the passage of air, and you can move
through and occupy spaces occupied by other
creatures.
• You treat liquids as if they are solid surfaces.
• When you end your movement in a space occupied
by another creature, you can force the creature to
make a Strength challenge roll with 1 bane. On a
failure, you push the creature 1d6 yards away from
you in a direction you choose.
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