Sylphs are a shy and reclusive race consumed by intense curiosity. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger.
Physical Description: Sylphs tend to be pale and thin to the point of appearing delicate, but their skinny bodies are often more resilient than they look. Many sylphs can easily pass for humans with some effort, though the complex blue markings that swirl across their skin reveal their elemental ancestry. Sylphs also bear more subtle signs of their heritage, such as a slight breeze following them wherever they go. These signs become more pronounced as a Sylph experiences intense passion or anger, spontaneous gusts of wind tousling the sylph’s hair or hot blusters knocking small items off of shelves.
Society: Air elemental humanoids. Slyphs value aesthetics and view it as the main measure of how civilized a society is. However, nothing can be as beautiful as Sylphan craftsmanship in the eyes of a Sylph, which can cause a bit of a superiority complex. Sylphan society is orderly and most are happy to live by the rules and keep out of trouble, except for one common weakness: they love to eavesdrop. They have a knack for being undetected and a reserved curiosity of the people around them. This causes many Sylphs who reject the structured life to become rogues or spies. The largest kingdom is Siivan, in the eastern planes of Alvaria, although smaller communities exist elsewhere. Many sylphs are proficient in magic, and magic academies across the continents are filled with highly skilled and disciplined mages.
Relations: Sylphs enjoy prying into the affairs of most other races, but have little taste for actually associating with most of them. Oreads tend to distrust sylphs, considering them sneaky, and they find oreads too boring to give them much attention. They get along well with the undines, as most races do. Sylphs do their best to remain on neutral ground with the ifrits in order to avoid provocation. They are the only race to have formed somewhat of a bond with the Feyfolk.
Alignment and Religion: LN Sylphs value sylph law and tradition. Sylphan law is not particularly strict, but punishments can be severe. The God of Air, Sirilan is the most revered, but temples to Halori, Evek, and even Daarci can be found. Common Alignments: Any lawful, almost never chaotic
Adventurers: An inborn urge to get to the bottom of things is what drives the few sylphs who choose an adventuring life. A Sylph who runs across the trail of a mystery will never be satisfied until she has uncovered every thread of evidence, followed up on every lead, and found the very heart of the trouble. Such sylphs make plenty of enemies by poking around into other peoples’ affairs, and usually turn to their roguish talents or wizardry to defend themselves.
Male Names: Akaash, Eydan, Hanuun, Siival, Vasaam.
Female Names: Inam, Keeya, Lissi, Nava, Radaya, Tena.
Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Energy Resistance: Sylphs have electricity resistance 5.
Magical Racial Traits
Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Senses Racial Traits
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Other Racial Traits
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.