SYLPH

By Seth Rutledge (sprutled@UNCC.EDU) (12 September 1995)

Sylphs are beings of wide-open spaces and the air. They are responsible for the myths of "angels", the winged protecters of the Garden of Eden. Their attitudes embody the extremes of nature, mercurial and intense. Most of all, they defend the high peaks and wilderness mountains that are their home.

Sylphs are believed to be an offshoot branch of the sidhe, winged rulers of the Dreaming, controllers of the weather and the great birds of the mountains.

Sylphs are loners, content to soar the skies with the eagles. They care little for the machinations and politics of "ground folk", and they rarely interfere with changeling society. Like trolls, sylphs hold their word of honor to be inviolate, and once sworn to protect something, they will defend it to (or even past) their death.

Sylphs are being choked out of the modern world even more so than other changelings. A sylph's great feathered wings do not mesh with the mortal world, and cause most sylphs to be overcome with banality. In addition, this kith is highly allergic to air pollutions. The combined banality and smog of a city will crush the life out of most sylphs.

Like the sidhe, sylphs are very regal in manner and bearing. Theirs is an ancient and proud legacy, and it is dying out. Fewer and fewer sylphs fly as the modern world creeps in. Most sylphs feel that this is the end of their race, that they will be the first of the kiths to slip into the Fimbulwinter. It is for this reason that they have come down from their mountains and rejoined changeling society in large numbers. If they are to die, then at least they will be remembered for the honor, glory and majesty that is inherent to their kind.

Appearance: Sylphs resemble tall, lithe humans - with one exception. Sprouting from their backs are a pair of huge feathered wings. These wings are almost 2 body-lengths long, but fold up behind the sylph when they are on the ground. Their eyes are large and shaped like a hawk's, and their faces are sharp and angular.

Seemings:

Childlings sylphs are timid and flighty. They rarely associate with others, but when they do, they usually form bonds that last for life. They are called Cherubs by the rest of changeling society.

Wilder sylphs are intense and direct, like the birds of prey they resemble. They soar endlessly through the skies, looking for something to attract their interests and allow them to prove their worth.

Grumps have settled down somewhat. While they see the end of their kind as inevitable, they have gained enough wisdom to realize that they have much to teach and pass on before they too succumb to the final winter.

Lifestyles: Sylphs are hermits, living alone deep in mountain crags or huge forests. Their mortal seemings tend to be park rangers, mountain men, or the idle rich.

Affinity: Nature

Birthrights:

Flight: Sylphs are creatures of the air, and their great wings allow them to soar with the eagles. Sylphs can fly 25 yards + 5 x their dexterity per round. These wings count as chimerical objects for the purpose of disbelief. A sylph flying in front of a mortal must make a Glamour roll against the target's Banality. Success temporarily enchants the mortal. Failure causes the changeling to fall and gain a point of temporary banality. A botch causes the wings to cease functioning and gives a point of permanent banality.

Piercing Gaze: All sylphs have extemely good eyesight and nightvision. They recieve a minus 2 to all difficulties involving vision perception rolls.

Lightweight: Due to their bodies' design, all sylphs count falling damage as if they were 20 feet closer to the ground than they actually are.

Frailties:

Banality: All sylphs start with one extra point of permanent banality.

Air Pollution: Sylphs are extremely subject to air pollution. Being near someone smoking requires a Stamina roll (difficulty 6) to avoid a +2 to all difficulties due to choking. Stronger forms of smoke or smog can cause actual damage to the poor sylph. Long term association with large cities will cause permanent damage to their lungs, including cancer.

Quote: "Rage, rage against the dying of the light."

Outlook

Boggans: They are content to be ground-huggers, but they are still good folk.

Eshu: These travellers have seen much, and understand more.

Nockers: Dirty, smoke filled smithies are no place for us.

Pooka: They would fiddle while Rome burns.

Redcaps: Vile and obnoxious, leave them to their cities.

Satyrs: The drunk ones have great wisdom, and they see the beauty of a mountainside.

Sidhe: Noble ones, they know what needs to be done.

Sluagh: Dark, dirty little savages.

Trolls: Honorable and strong, the best hope of the other changelings.