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Victims of the Demon Lord for

Shadow of the Demon Lord ~Credits~


WRITING, Design, and Art Direction:
So much time has passed since the sylphs flew across Robert J. Schwalb
the heavens, hanging the stars in the firmament and editing: Jennifer clarke wilkes
shepherding the clouds, that many believed them an Proofreading: Jay Spight
extinct people. For those who know where to look,
Graphic Design: Kara Hamilton and Hal Mangold
though, contradictory evidence is widespread: ancient
cities hidden in high mountains; dark specks drifting LAYOUT: kara hamilton
high in the air, pinned to the sky by magic long lost; ILLUSTRATIONs: Mirco Paganessi, Kevin Adkins
sightings of flying people; and sudden tempests in whose Heaven’s Sent is ©2021 Schwalb Entertainment, LLC.
black clouds armed and armored warriors hurl lightning All rights reserved.
at the ground. The sylphs might have left the troubles of Shadow of the Demon Lord, Victims of the Demon Lord, Heaven’s Sent,
Rûl behind, but they have never been far away. Schwalb Entertainment, and their associated logos
are trademarks of Schwalb Entertainment, LLC.
Heaven’s Sent explores the sylphs presented in the
Schwalb Entertainment, LLC
Demon Lord’s Companion 2, offering new options for
character creation, clarification of the ancestry rules,
and new paths. Armed with this supplement, you can
create compelling sylph characters to fight the minions
of the Demon Lord and safeguard creation from its
myriad enemies. The genies entrusted the sylphs with PO Box #12548, Murfreesboro, TN 37129
the heavens; now is your chance to preserve reality from info@schwalbentertainment.com www.schwalbentertainment.com
utter, apocalyptic ruin.
shaken from their foundations to slide down the
Storm Bringers mountainsides. Yet even those disasters failed to stir
most sylphs from their isolation; far too many have
The sylphs recall the times before mortals spread
across the world, when genies heaped affection and chosen to embrace oblivion rather than lend a hand
adoration on their favored children. The genies made to the struggle against the coming darkness.
sylphs beautiful, elegant, perfection incarnate. Their A scant few, though, see parts they can play to save
creators charged them with sculpting the clouds, Urth from doom. They might feel responsible for the
igniting the stars, and hanging the sun and moon in world their makers had created, or believe protecting
the heavens. Sylphs guided the freshening winds, its people and settlements is worthwhile. Some
going where they willed and whenever they chose. have even set aside their cultural disdain for other
They were prized. They were cherished. They were peoples and hope for a new accord, one in which all
greater than the other elementals who grubbed about people of Urth can come together to defend their
in the world’s filth and muck. homes and right to exist. These hopeful believers,
The pedestal on which the sylphs were set toppled courageous individuals, and would-be heroes offer
when the genies breathed life into a new people the best and, perhaps, only chance to save the sylphs
and, worse, bestowed on them souls that would from extinction.
survive the flesh and be born again in new bodies
for all time. The sylphs were devastated, wondering
if they’d failed their makers in some way. Had they
Human Prototypes
not fought the filthy trolls? Had they not battered the The sylphs were created after the other elemental
demon-bound, oath-breaking faeries who capered peoples and, for a time, represented the genies’
in their woodland homes? Had they not fought with greatest achievement. So pleased were the genies
courage and valor in defense of creation? Evidently with their work that they modeled humans on the
their sacrifices were not enough, for the genies sylph design. For this reason, sylphs see much of
favored the so-called mortals above all their other themselves reflected in the human form, more so than
creations. Yet, despite their affection, these newest do gnomes, salamanders, and undines.
children turned against their makers, cozened into Typical sylphs have slim physiques, stand about 5
worshiping the faeries as gods. feet tall, and weigh just over 100 pounds. Coloration
As the genies’ grip on creation slipped, the sylphs runs the gamut but draws from a palette informed by
were among the first to quit their makers’ service. The the colors of the heavens. A sylph could be the azure
genies had demonstrated themselves unfit to govern of a cloudless sky or the deep purple or gray of raging
creation, so no sylph would sacrifice its existence for storms. All sylphs’ eyes lack pupils and irises; they
such unworthy masters. The sylphs abandoned their appear solid white, black, blue, or some other color.
work as storm bringers and cloud shepherds, washing Artistic depictions of sylphs sometimes show
their hands of any involvement with the struggle for them with wings, but they have no need for such
creation’s fate. Warriors sheathed their swords, and air appendages to fly. As elemental air makes up a
mages set aside their implements. considerable part of their bodies, they move freely
Freed from servitude, the sylphs established through the sky, lifting off the ground with ease and
colonies far from the land-dwelling peoples, choosing soaring among the clouds. They must be healthy to
places beyond their enemies’ reach. They built great remain aloft, however. When the accumulation of
cities atop mountain aeries and used their magic to wounds grows too great, the sylph loses the ability
hoist enormous rocks from the earth and pin them to to fly.
the sky. The sylphs remained apart from the world in
their remote settlements, absenting themselves from
history’s march forward and biding their time until Finality of Death
humanity extinguished itself. Yet trouble found these Sylphs face the same limitations on their existence
recluses all the same. as other elementals. Lacking souls, nothing of
Even estranged from the happenings far below them survives death. They cease to exist and their
them, sylphs have not escaped the spreading bodies pull themselves apart, releasing a blast of
darkness. The Demon Lord’s shadow has touched a skirling wind that rushes off and dissipates into the
few places where the elementals live, causing chaos, atmosphere. Sylphs believe death frees their essential
infighting, and ruin. Abandoned sky islands now drift nature to become one with skies. Thus it is not so
and tumble across the sky above the Desolation, and much an ending as a restoration of their proper place
some of the great high fastnesses have been in the most magnificent work their makers achieved.
2
in the sky, moving it in any direction they chose.
Islands Abandoned or otherwise emptied settlements were
no longer controlled and drifted north, typically
in the Sky over the Desolation. This tendency has led some to
draw a connection between the earthbergs, as they
Antipathy for mortals and immortals alike drove the are sometimes called, and the dreadful magic that
sylphs away from their lands and into places such ravaged the landscape there.
people would not or could not travel. High crags among
the mountains and islands in the center of storm-
swept seas were first to host the retreating sylphs. Yet
no matter how well-chosen these refuges, no matter
False Faith
how isolated, the outside world would always press in Encounters with sylphs over the ages, rare though
against them. Their greatest magicians turned their they were, resulted in terrible conflict, often at the
attention toward creating permanent structures in goading of a mysterious deity known as the Storm
places only those capable of flight could reach, and Lord. Since theologians cannot conceive of a people
soon after, islands began appearing in the skies. without some sort of divine rudder to guide them,
For all the security and isolation promised by the some claim sylphs worship a violent three-faced god
sky islands, a fair number of sylphs chose to remain of wind, rain, lightning, and thunder. Indeed, many
in the early settlements scattered across Rûl, though sylphs don garments that resemble vestments and
not in numbers sufficient to maintain them. As a wield the power of storms in battle, yet the idea that
result, most of those earthbound structures now stand they, as a whole, offer prayer and sacrifice to a divinity
in ruins or have been taken over by other peoples, is simply wrong.
turned into fortresses, monasteries, or holy sites. Contrary to common belief, the Storm Lord
The sylphs never bothered to build routes to those incarnates the sylphs in their warlike aspect,
settlements or advertised their existence. A century embodying all the wroth they hold toward the land-
ago, Dara Urimus, one of the first mountain climbers dwelling people. They invoke this incarnation in
to reach Mount Fear’s summit, discovered in the times of war and sometimes call on it for strength or
Shield Mountains an entire city, emptied of all its to focus their magical energy. In a way, those sylphs
inhabitants, tucked away in a high valley between two cleaving closest to the Storm Lord’s ideal operate
snow-capped peaks. The so-called Ghost City was lost as priests, inspiring others to fly ever closer to the
with her, for she never revealed its location and died tempest, but they themselves do not deify this image.
in an avalanche before anyone could convince her to The sylphs understand better than most the
divulge her secrets. absurdity of worship. They denigrate mortal
These earthbound settlements share certain dependency on invented powers who somehow have
architectural characteristics. Sylphs’ way of life reveals time enough to monitor their behavior and actions,
itself in the absence of doors or openings at ground keeping a record of such things for judgment in the
level, the lack of stairs connecting different floors, and afterlife. If anything could be construed as divine, it
high, large windows. The uppermost levels are almost would most certainly be the daemons, or genies, who
entirely open to the elements. Art and style focus on fashioned the world, but the sylphs deemed even
waves and currents, celestial bodies, and birds of all them unworthy of adoration.
kinds and sizes, all done in feathers, leaves, and silk. Characters who serve the idea of the Storm Lord can
Even abandoned settlements have enormous moth choose priest for their novice path and have access to
populations, the descendants of the sylphs’ silkworms. the following traditions: Air, Destruction, and Storm.
The first sky islands marked an important cultural
development by severing the sylphs’ last ties to the
earthbound peoples. The builders set aside surface The Middle Path
territory for growing crops, underground reservoirs Rather than adopt a divinely inspired code of
that served as fisheries, and cisterns for catching and conduct, sylphs order their lives using logic and
holding rainwater. To become truly self-sufficient reason. They strive for moderation in all things and
meant the sylphs had to control their numbers lest avoid rash action, preferring a measured, intellectual
they outstrip these limited resources. Such constraints approach to solving challenges. Community focused,
affected every aspect of the sylphs’ lives, leading to they recognize good as anything that preserves and
stagnation in many cases. strengthens themselves and evil as anything that
The magic holding these communities in the air would undermine them or their culture. Meditation,
proved stable enough to keep them aloft for centuries, ritualized stretching, and martial arts provide ways
and only rarely have any fallen back to the earth. to clear their minds of distraction, achieve focus, and
The magicians could control a settlement’s position maintain discipline.
3
need to use the accompanying tables to determine
other aspects of your character such as starting
profession, languages, and equipment.
Sylphen
Sylphs communicate in a breathy, whispering
language known as Sylphen. The language has
Creating a Sylph
changed little in the thousands of years since Starting Attribute Scores Strength 8 or 1d3 + 6, Agility 11 or
its creation, so sylphs must borrow from other 1d3 + 9, Intellect 9 or 1d3 + 7, and Will 11 or 1d3 + 9
tongues to describe things and events for Perception equals your Intellect score + 1
which they have no words. 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 You speak Sylphen.
Immune damage from disease and poison; diseased,
poisoned afflictions

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
4
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.

Upbringing 9–12 You belonged to a small family with a sibling or


two. Your home was neither happy nor sad. It
You might have come from a small family or large, served its purpose.

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.

Signature Background Events


d20 Event d20 Event
Drakes attacked your homeland, killing many. You You committed a crime, broke a tradition, or
survived the carnage, but not without suffering a brought shame to your family and community.
1 terrible loss. You might have an irrational fear of 12 Your people branded you to mark you as a pariah
dragons and dragon-like creatures or commit your and cast you out, vowing your death if you ever
life to hunting them to extinction. returned. What did you do to earn this fate?
You have always pushed yourself to fly higher and You embraced the virtues embodied in the Storm
higher. You once scaled Mount Fear’s slopes and Lord and joined the rank of its guard. You feel the
2 on reaching the top, threw yourself into the air. You storm raging within you, and your anger at what
flew almost high enough to see the dome of the 13 the world has become fills you with a desperate
world before you fell back to the ground. longing to scour the lands of what you see as an
A magician with wicked intentions cast a spell infestation.
that wrenched you from your life. You appeared A colony of reen gained a foothold in your
inside a summoning circle and remained there community and transformed the people living there
for weeks. The magician questioned you, tested 14 into bizarre machine hybrids. You escaped with your
3 your capabilities, and subjected you to magical life and nothing else.
experiments. Eventually the magician made
an error, and you slipped free and killed the Demons spilled through a tear above your home
summoner. You have taken steps to protect community and fell from the rift like maggots, each
yourself from such magic again. transforming into something more awful than the
After a heated quarrel with your family, you cut your 15 last. The invaders ripped your people apart, and you
4 watched as your lover was torn to wind by a hulking
ties to them and left to see the world.
anvil-headed brute. You flew away to escape, but
You have always traveled far and wide but you have suffered nightmares ever since.
continually return to your community, where you
fell in love, had children, and contributed to their A great-great grandparent, long believed dead,
5 showed up in your homeland community, claiming
raising. While you were on one of your expeditions,
something happened, and on your return you were to have explored the world and made many terrible
shocked to find your family had vanished. discoveries. Your ancestor spoke of a coming war
16 with the Void, of a demonic invasion, of the end of
A miscast spell brought destruction and devastation all things, in hopes of stirring your people to action.
6 to your community. You fought the spell’s effects to Not long after, your relative disappeared without
save as many lives as you could. a trace, leading you to believe someone murdered
your ancestor.
Each sylph community relies on a force of defenders
to protect themselves against foes. Your protectors You learned that a lost sky island holds an ancient
7 wield lances and ride on the backs of giant ravens. relic that could be instrumental in securing the
Their exploits inspired you and you joined their 17 world. You have spent years searching for it, and a
efforts to protect your people. recent discovery suggests that it now tumbles over
the Desolation.
While exploring the lands around your community,
you disturbed a dragon, who snatched you from You fell in love with a mortal shepherd and, against
the air and kept you as part of its treasure for your family’s wishes, have left your world behind to
many years. Your relationship began with you as 18 live with your one true love. Time passed, and your
8 its prisoner, but in time you formed a bond that lover aged and eventually died. Devastated by your
became true friendship. Adventurers “rescued” you loss, you have no idea what to do next.
by murdering the dragon in its lair and plundering its
treasure. You were too bewildered by the attack and You traveled to the Valley of Sighs, a place
the loss to react. important to your people hidden in the Shield
You flew high enough to escape the world’s pull and Mountains. There you encountered a genie.
laid eyes upon the star-studded darkness of infinity. Rather than drive you off, the genie revealed the
9 19
The experience shook you and you have never flown unspeakable truth about demons and the Hunger in
so high again. the Void, and begged your forgiveness for making
you. Shaken, you fled the valley, but the memory
You spent many years focused on your profession. has never left you.
10 On looking back you realize you sacrificed time and
relationships. You have never felt more alone. While flying one evening, you heard a voice in the
wind, a shriek that warned you of imminent danger.
A voice you heard in the wind revealed a secret that 20 Vampire bats were converging on you, and without
11 chilled you to the bone. What was this secret and the warning they might have killed you. You now
how does it apply to you? listen to the wind for other messages.

6
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.

7
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.

8
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.

Morality 13–15 I’m always thinking about new ways to do things


and new activities to pursue. I might not do them
Your morality describes how you make decisions, all, but I’m willing to try.

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.

9
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.

Level 10 Raven Rider


Characteristics Health +5
Uncanny Bond The bond between you and your raven
steed grows. You can each pinpoint the exact location
of the other provided you are within 1 mile of each
other, and you can communicate with each while in this
range without having to speak. While you ride the raven
steed, you each make attack rolls with 1 boon and your
attacks deal 1d6 extra damage. Finally, whenever you
or your giant raven heals damage, the other heals the
same amount.

11
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.

12

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