Sylph
Trade Winds
The wind carries secrets not even the gods would know. They whisper tales into the heart of men, calling them elsewhere.
Sylphs are known across Fabulae as its merchants, the folk whose bloodline derive from elements of air and wind itself. Referred to as Fabulae's ghosts and merchants, the ghastly race explores the corners of the land for its secrets and stories. Some say they listen to the whispers in the wind, learning things no other mortal knows about...
Basic Information
Anatomy
Sylphs appear from afar similar to Humans, but upon closer inspection have an almost ghostly appearance to them: Slender build, slightly longer limbs, occasionally looking like walking corpses. Despite their Undead looks however, they are far from malnourished. They do sport hollow bones though, similar to birds.
Furthermore, their pale bodies are covered in blue freckles and other such markings, their bleached hair often flowing in a non-existent wind.
Biological Traits
Air Affinity
Sylphs are known for their close connection to the wind and the sky, seeing as they come from the Plane of Air itself. With the air flowing through their veins, the race always seems to be followed by some unknown breeze, no matter how airtight the room is.
Additionally, they can also alter the falling speed of objects and people. It can range anywhere from half its speed to downright taking hours to fall. Though no Sylph has ever succeeded in keeping something mid-air permanently.
Subraces
Grimsoul
Embodying the winds of death and decay, many see the presence of these ghastly individuals as a bad sign. Many are associated with gods of the afterlife, believing them to be called forth whenever someone's demise is near. At worst, they might be the exact reason people end up dying.
Songsoul
Blessed with a voice akin to that of an angel, Songsouls embody the melody of life, the songs and sounds of the world. Either being able to go very deep or very high with their vocal tones, most find their careers in opera or performances, travelling the world to share their gift.
Smokesoul
Recognisable by their smoker's voice, Smokesouls are typically considered to be the spies and assassins of the race. Able to move with an unnatural grace, their bodies flow like mist across the shadows, striking out of nowhere. Before anyone even knows, one might have sneaked up on them.
Stormsoul
Bombastic, thunderous, that is what the Stormsoul is. With a voice like thunder and lightning-fast reflexes, their veins crackle with the energy of a storm. Whether it be soldiers or commanders, their kind is found in battle, fighting amongst the front lines for whatever they stand for.
Additional Information
Facial characteristics
A Sylph's face can appear oddly unsettling, often regarded as a ghostly look. Their eyes have a glassy look to them, whereas many have their cheekbones visible through their face.
Perception and Sensory Capabilities
Sylphs have the ability of darkvision, allowing them to see in complete darkness with relative ease. When no other light is present, they do only see the world in greyscale.
Civilization and Culture
Naming Traditions
Codenames
Sylphs actually rarely go by their official name, instead picking a nickname or codename referring to their characteristics and/or personality. Hence why few historical Sylphian figures actually are known by their official names.
Major Organizations
Trade Winds
The Trade Winds Guild is located in the trading city of Faramund and has been ever since the most prominent merchants guild across the continent. Established by Tressa herself, the organisation overlooks and takes care of most trade found upon the continent, trying to avoid overinflating prices or crashing the market.
Common Customs, Traditions and Rituals
Eternal Secret
Every Sylph has at least one secret that they hide from the rest of the world: from their parent's recipe to a huge discovery of a forgotten treasure. It's said to be the highest of respects to have them share their secret to others, while some take their knowledge into their grave.
Tea for Thought
Sylphs commonly have discussions and arguments over a cup of tea or even just a mere drink. They go as far to not even discuss things without first ordering or making their own cup in some cases. This tradition apparently came to loosen a client's tongue, calming down over a drink before talking about prices or stories.
Historical Figures
Tressa
Tressa, more commonly known as the goddess of commerce & trade, is the founder of the Trade Winds Guild. During the Great Sangfroid War, she halted the dangers of an economic crash in Faramund, establishing several trade routes between Sichelan and Tai all by her own. To this day, she remains a patron of many merchants and Sylphs alike, bringing them safety while travelling across the land.
Common Myths and Legends
Urban Myths
- Sylphs are incorporeal: Mainly due to their ghostly appearance, but often disproven by enough of them smashed against walls.
- A sylph's mood affects the weather: While their kind can alter the climate in numerous ways, them being angry or having a cold aren't signs for storms or blizzards approaching.
- Sylphs don't need to breathe air: A half-truth, as some Sylphs seem to have gained the ability to survive in a vacuum, making breathing not required for them.
- Sylphs can fly: Again, a half-truth, as some are capable of levitation through their elemental ancestry. They can slow their falls, however.
Interspecies Relations and Assumptions
Sylphs are an awkward bunch when it comes to introducing themselves to the world, but once they do, they become great allies. Because of their travelling nature, at least every main road town has had one Sylphian merchant pass by. Amongst other races, Sylphs have become the lore keepers and salesmen, often responsible for bringing messages across huge distances.
They seem to work the best with fellow elemental half-bloods, mainly with the Ifrit and Undine. They do seem to have a slight rivalry with Oreads however, as the homesick nature of the rock folk often goes against the wanderlust of Sylphs.
1.52m - 1.93m
45 kg - 81 kg
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Kahuna The Elder
Similar impression from the Oreads. Great art, and consistent with the other article, and love the placement of the stats.