Reputation - Non-aggressive air elemental folk, 8 or less - Cost -5
Conversion Notes: This package is based on the sylph race from Advanced Dungeons & Dragons role playing game. I based this package deal on the absolute minimum of abilities of a sylph. This write-up uses Champions 5th edition rules.
Sylphs are beautiful, humanoid women with wings like dragonflies. Their wings are 4-5 feet long and translucent, clear, or spotted with iridescent color. Their long, bright, hair may be any normal color, or blue, purple, or green. They wear flowing, diaphanous robes which accent their wings or hair.
Sylphs are related to air elementals and to nymphs, perhaps originating as a cross-breed between nymphs and aerial servants. Sylphs are friendly and may (20%) befriend adventurers and give them aid in exchange for a favor.
Sylphs defend themselves only with magical abilities. A sylph can become invisible at will and summon one greater elemental once a day. They can learn magic occupations.
Sylphs rarely touch ground in the lowlands. They are fond of travel, and it is rare to find one near its home.
Sylph nests are highly individualistic, some formed from whatever materials are available, others are elaborate retreats perched in tall trees or carved into mountains. Sylphs prefer simple and light possessions, keeping only gems and magical items as treasure. They often trade wealth for furnishings, such as light draperies, silks, and pillows.
There is a 1% chance that a sylph's home holds an egg or a child. All sylphs are female and mate with humanoid males, preferring elves, but sometimes accepting a human or halfling mate. Three months after conception, the sylph lays a pearly egg in a special nest, and summons an air elemental to guard it. Six months later, the egg hatches a baby girl with wing buds. The child grows at the same rate as a human child, gaining magical abilities at age five, and full flight by age 10.
The sylph has the innate ability to levitate; wings are needed only to provide thrust. If a sylph's wings are injured, it can only glide or hover. Anti-magical attacks may ground a sylph by negating its power of levitation. Sylphs live for up to 1,000 years, retaining their youthful looks throughout their lives.
Every 28 years, all sylphs gather in a grand meeting to trade, share news, renew friendships, and welcome young sylphs.
Sylphs usually maintain their distance from the more mundane humanoid races, but associate freely with nymphs and dryads. Aerial monsters occasionally feed on them, but they are in greater danger from evil humanoid males who attempt to capture them for dark purposes.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - September, 2003