Wyldrvir: A Lighthearted TTRPG Adventure
Wyldrvir: A Lighthearted TTRPG Adventure
Version made with Lexend Zetta Font
1
This system is in a playtesting phase and may be edited from this state
Table of Contents
Wyldrvir - Page 3
The Map - Page 3
The Rules/Attributes/Starting Play - Page 4
The Magic System - Page 5
Wyld Magic Table - Page 6
Racial Attributes - page 7
Racial Descriptions - page 10
City State Attributes - Page 13
City State Descriptions - Page 14
The Ties That Bind - Page 18
Creatures and Monsters - Page 19
Denizens of Wyldrvir - Page 20
Credits - Page 24
Appendix 1 (Character Quickstart) -Page 26
Character Sheet - Page 29
2
This system is in a playtesting phase and may be edited from this state
WYLDRVIR
By: Bee, Spyglass, and Crowva
Welcome to Wyldrvir, a simple to run, fun to
play, story-driven TTRPG system designed with
bright optimism at its forefront. Wyldrvir is
made with the express purpose of fun,
lighthearted escapism into a world where magic
is new. Everything is ready and ripe to be
discovered, and people seek only the best
interests of one another. Conflicts will arise, of
course, but Worldsoul willing, everything will
always work out for the better in the end. In
this world where magic is directly linked to
nature, everyone works together to keep the
natural world clean and bright. Most cities are
built tall— not wide— so as not to disturb the
wildlife around them; they are built in
conjunction with the natural landforms, rather
than against them. The people of Wyldrvir have
made great advances in technology, but are
still getting a grip on their newly discovered
magic. Will you help further that progress and
discover all the hidden parts of the world, or
just ride away on a magical crystal emu into the
sunset? The choice is yours!
3
This system is in a playtesting phase and may be edited from this state
THE MAP
This map is purposely lacking detail because, as
explorers, you brave the unknown and fill in the
map with what you and your GM discover! No
one's Wyldrvir will be the same, and that’s okay!
4
This system is in a playtesting phase and may be edited from this state
THE RULES:
Attributes
When you begin play, pick five attributes that
most describe your character. These can be
single words or phrases (for example, “Attuned
To Nature”, “Natural Born Leader”, “Genius
Inventor”, or “Decent At Cooking”). For each of
these phrases, assign a die (d4, d6, d8, d10, d12).
The larger the dice, the more experienced you
are with that attribute. - For example: Having a
d12 in the attribute “Genius Inventor” means
that it is a critical part of your character’s skill
set. Conversely, if your d4 attribute is “Decent
At Cooking” their cooking may not actually be
that decent. The idea is to provide a range of
skills that can be useful in multiple situations.
You can only have one “chosen” attribute per
dice size when you begin. (The exception being
racial and location attributes which are set and
bring your total up to 7)
Additional attributes can be added through play
and RP. When you learn a new skill, it begins as
a d4. Continued use of this skill will eventually
let you increase that die from a d4 to a d6 to a
d8, and so on.
To increase the size of one of your attribute
dice, you must first practice that skill by using
it often. For example, a d4 skill needs 10 uses
(successes or failures) to become a d6, and from
there, it’s +5 from the previous tier until the
next time you can level up your attributes (15,
20, 25, etc). These counters reset when a new die
is achieved.
5
This system is in a playtesting phase and may be edited from this state
Rolling Dice
In play, when a situation arises in which you
feel an attribute you have will be useful, you
can ask the GM if you can roll with that
attribute. When you use an attribute, you roll a
d20 + your attribute die. That number is
contested either by a roll from the GM or a
pre-determined DC (difficulty class) number.
(A note: While there is no concrete combat
system in Wyldrvir, you can create
combat-centric attributes like Knight, Skilled
with a Bow, or Monster Helper, for example. This
is completely up to you.)
A mixed success is what happens if the result of
the roll is up to three numbers below the DC.
For example, if the DC is 15, mixed success is
counted on a 14, 13, or 12. On a mixed success,
the character gets what they want, but the
game master creates a new complication that
comes with this success.
6
This system is in a playtesting phase and may be edited from this state
Setting Up the Game
Everyone arrives with their character created
and dice at the ready. If it is your first time
playing together, introduce your characters
and agree upon party dynamics between
yourselves. This game assumes that your
characters have been traveling together for a
while, so talk about how they would all interact
with one another!
When you begin to play, sit as a group and
spend a little time planning what you are going
to bring with you. Each player gets to pick five
unique items, and these items will be in your
backpacks. Not a lot of emphasis lies on the
nitty-gritty, but this prevents someone from
magically pulling out exactly what the party
needs at any given moment.
7
This system is in a playtesting phase and may be edited from this state
MAGIC AND WHY IT’S FUN!
Magic as we know it in Wyldrvir came to be two
generations ago, in an event called the
Awakening. This event brought from its slumber
an entity and force within the world itself— that
which the people have dubbed the Worldsoul.
Magical attributes are less common, since
magic is so new. While being brought up in
certain cultures makes you more prone to
certain kinds of magic, this magic will be a
lower attribute die when you begin play.
Additionally, each type of magic itself is an
attribute. So instead of having specific spells to
learn, like “Fireball”, you will instead have the
attribute “Pyromancy” which you can use in a
variety of ways. Magical attributes must be a d8
or lower when you start!
Some examples of magical attributes include,
but are not limited to: pyromancy, cryomancy,
illusion, levitation, weather manipulation,
geomancy, etc.
Most forms of magic exist in Wyldrvir and are
referred to as “branches” of magic. This comes
from a myth that the Worldsoul’s magic
manifests in the form of a tree, and its roots
are what carry magic to every place around the
world.
8
This system is in a playtesting phase and may be edited from this state
Magical Mechanics
The magic of Wyldrvir is inherently chaotic, yet
benign; as such, when you use a magical
attribute, if you roll below 15, you need to roll
your d20 again for a surge of Wyld Magic. “Wyld
Magic” is the term coined for the innately
chaotic magic of the Worldsoul, and such surges
happen as a side effect of tapping into that
magic. We will provide an example surge table
of wyld magic, but feel free to improvise them
based on the scene, what would be best for the
story, or even just what’s funny! In fact, please
do so and tell us about it, because we want to
know!
9
This system is in a playtesting phase and may be edited from this state
EXAMPLE WYLD MAGIC SURGE TABLE:
Dice Number Effect
10
This system is in a playtesting phase and may be edited from this state
11
This system is in a playtesting phase and may be edited from this state
THE RACES
As anyone who lives in Wyldrvir would know. Two
generations ago, The Awakening caused a shift
in the biology of Wyldrvir causing humans as we
know them to split off into unique and
fantastical beings based on where they lived at
the time and the adaptations granted to them
by the Worldsoul. These “races” are all
descendants of humans, and as such not a lot of
racial division is present. Since The Awakening
is so new everyone is aware of their common
ancestry. These races are more natural
adaptations, based on if the person who was
adapted were more susceptible or less to The
Awakening’s magical pull. Unlike other games,
where your race dictates certain stat-lines,
races in Wyldrvir are almost entirely aesthetic.
12
This system is in a playtesting phase and may be edited from this state
RACIAL ATTRIBUTES:
Races often come in sets of 2. These duos have 2
options for attributes. You can choose one of
these 2 for your character, based on what you
decide is the direction you want to take them.
As with all pre-made attributes, they are merely
suggestions. You can omit racial attributes if
you so choose, or create your own.
Sun Eidolon and Sun Elves:
1) Touch The Blaze - d6
You can control small jets of flames naturally.
You can use them for small lights, heat, and
small magic attacks
Or:
2)Keeping Cool - d6
Both physically and mentally you are able to
keep a cool and level head in most situations,
no matter how intense.
Moon Eidolon and Moon Elves
1) Tide Shifters -D6
You are an adept swimmer and can navigate
even difficult sea based terrain as you swim,
and can stay underwater for some time
Or:
2)Aquatic Communal - D6
You can have limited communication with sea
based life. You can perceive limited information
from them and can transmit limited
information
13
This system is in a playtesting phase and may be edited from this state
Stone Eidolon and Stone Elves
1) Cave Dwellers - d6
You can see in a limited sense in dark areas and
can perceive small details like changes to wind
movement or the sounds of oncoming creatures
due to being adept at moving through caves
Or:
2)Crystalline Armor - D6
You can withstand damage more heartily than
most. This comes in oncoming attacks, natural
disturbances, and even emotional insults. You
remain level headed and grounded.
Sky Eidolon and Sky Elves
1) Free as The Breeze D6
You have a strong sense of independence and
pursue unique passions. You need to spend less
time with a new skill before you grow some
degree of attachment and familiarity.
Or:
2)Float Like A Butterfly D6
You can passively use small bits of air magic to
float around a few feet off the ground. This
allows you to get around easier, and reach
unique terrain.
14
This system is in a playtesting phase and may be edited from this state
Fae and Orcs
1) Nature’s Bounty -D6
You are much more adept at foraging than most
other races and have near-perfect memory of
plants and animals you have discovered and can
recall that information quickly
Or:
2)Commune With The World Soul - D6
This innate magic allows you to run less of a
risk of facing wild magic surges. When you use
magic-based Attributes add this D6 to your roll
only for the purpose of avoiding a wild magic
surge.
Humans, Halflings, Changelings, Created and
Kobaloi do not have direct parallels with
another race, therefore we have created one
attribute for each of them.
You can always add your own Attributes. As
everyone's Wyldrvir is welcome to be different.
15
This system is in a playtesting phase and may be edited from this state
Humans
1) Adaptability - D6
Humanity is the most adaptable of all the races.
When you are met with a new foreign situation.
You are able to quickly get your bearings and
push forward. You can overcome and you will.
Halflings
1) Almost There - D6
You have an eternally positive outlook, and
even though you aren’t as magically gifted
things bother you less, and you are more prone
to find creative non magical solutions to rise
above the rest
Changelings
1) Now You See Me - D6
You can use this feature to disguise yourself as
another race, or humanoid esc being. Practice
makes perfect.
16
This system is in a playtesting phase and may be edited from this state
The Created
1) Relentless Discovery - D6
Due to you not being limited by confines such
as sleep, eating, etc. You are able to almost
constantly be productive. This means you are
always seeking something out or working on
some new creation or goal.
The Kobaloi
1) Bad Luck Charm - D6
You somehow innately are terrible at
communing with the world soul and are almost
constantly in a state of wild magic overload.
Whenever you cast you can roll this d6 to lower
your magic score only for the purpose of
bringing yourself closer to a wild magic surge.
The Racial Attribute Dice can improve with
reuse and time. Talk with your GM on if
repeated use has a set number of times or is
more based on the roleplay. W e highly
17
This system is in a playtesting phase and may be edited from this state
18
This system is in a playtesting phase and may be edited from this state
19
This system is in a playtesting phase and may be edited from this state
20
This system is in a playtesting phase and may be edited from this state
21
This system is in a playtesting phase and may be edited from this state
Halflings:
Some humans during the Awakening did not
take well to the magical shifting. Some
comedically call this trait magic allergy. It’s
far more complicated than that, but who cares?
Somehow as a result halflings became much
shorter in stature, with any sort of hair or skin
color you would find on any human. They are
also a bit more hyperactive than most and seem
to be really fast despite their little legs.
Changelings:
Some humans during the Awakening did not
shift permanently the way Eidolons and Elves
did. Instead, they gained the ability to change
their form into these beings on a whim. While
they usually look human. They can take on any
form because of their innate magic, that said. A
changeling has one hard to notice tell. A
changeling will always have grey eyes no matter
who’s form they take on.
22
This system is in a playtesting phase and may be edited from this state
The Created:
A mix of technology and magic. The Created are
some of the newest beings in Wyldrvir. They are
golem-like machines powered by the World Soul
itself. People view them as marvelous creations
with their own will, volition, and expression due
to having a literal soul of magic put in them.
They can be any mix of machine and natural
since they are created differently and with
different purposes in mind including animal and
sentient plant-based Created. There is no set
template for a created.
The Kobaloi:
Sentient beings descended from newt like
animals. The Kobaloi are in constant magical
overload, and often need to constantly be
working on some project or skill to stave off
that overload. They look like any form of newt
or other lizard but bipedal and with halfling esc
proportions. The Kobaloi keep the slit eyes and
scales of most lizards.
23
This system is in a playtesting phase and may be edited from this state
THE CITY-STATES:
The 6 City-States of Wyldrvir often work in
harmony with one another, but they are vastly
unique in fun and intriguing ways. Coming from
these locations changes what kind of
relationship you have with the world soul and
what force of nature you are most familiar with,
and part of your lived experience. Which City
State your character came from influences a
Attribute you would give your character. The
following Attributes are based on the City State
you spent the most time in as you developed.
Not necessarily where you were born, or where
the adventure will begin.
24
This system is in a playtesting phase and may be edited from this state
25
This system is in a playtesting phase and may be edited from this state
Meratoll
The Coral Ocean City. Water is the major form
of magic. Your Attribute for being brought up
in Meratoll is “Harnessing The Sea”. (d8)
You can use this attributes for things like:
- Making minor waves to navigate while at sea
- Controlling the temperature of the water
- Creating small amounts of water
Cindir
Volcanic Rocky City. Fire is the major form of
magic. Your Attribute for being brought up in
Cindir is “Harnessing The Flames”. (d8)
You can use this attributes for things like:
- Heating up certain objects or locations
- Creating Small Jets of fire
- Creating light
26
This system is in a playtesting phase and may be edited from this state
Toren
The Woodland City. your form of magic is the
most druidic and the most in touch with The
World Soul. Your Attribute for being brought up
in Toren is “Harness The Land” (d8)
You can use this attributes for things like:
- Creating small plantlife
- Controlling the growth of preexisting
plantlife
- Finding Nutrient-Rich food
The Location Attribute Dice can improve with
reuse and time. Talk with your GM on if
repeated use has a set number of times or is
more based on the roleplay. W e highly
recommend using the same system for the
other attributes so as to avoid confusion.
27
This system is in a playtesting phase and may be edited from this state
CITY STATE DESCRIPTIONS:
Inoven
“The Big City”, Inoven is a land built
with the most technological
advances that the rest of Wyldrvir
dreams of seeing. It however is also
built with nature in mind and has a
lot of foliage in the streets and
growing from the roofs of buildings.
Inoven is the biggest city for
humans, Halflings, and Changelings.
As well as the birthplace of The Created.
Anything new technology-wise usually begins in
Inoven. Luckily for the world, Inoven is just as
happy to share its findings as it is to seek out
new ones. Inoven is the most densely populated
of the city states, and has the most inventors
living there over any other profession.
Story Prompts In Inoven:
- Your group of fellow travelers have been
recruited by a local inventor to go around the
city, and grab multiple parts they need from
different shops. Along the way, you are being
followed by a small creature called an Alosue,
28
This system is in a playtesting phase and may be edited from this state
29
This system is in a playtesting phase and may be edited from this state
30
This system is in a playtesting phase and may be edited from this state
Cindir
A rather hostile environment Cindir comes off
imposing to most. Few people automatically
think of living there, and the people who do
have to innovate. Creating cooling systems
inside of buildings, as well as developing means
of travel for speed so people don’t overheat by
walking. One of the biggest attractions in Cindir
is a volcano that has an observation station on
its summit. One of the biggest draws to Cindir is
academia with museums, research outposts, and
other scientific locals being commonplace.
Story Prompts In Cindir:
- The travelers accompany a small research
team up one of the mountains in search of a
gem that contains latent fire magic.
- The travelers find a naturally occurring hot
spring in Cindir, and soon realize a small
group of Drakes have made this place their
bathing spot, and they aren’t happy they’ve
been interrupted.
- The travelers catch a ride on one of Cindir’s
heat resistant train cars, all is well until as
they get close to the volcano the car goes
off the rails.
31
This system is in a playtesting phase and may be edited from this state
Meratoll
Meratoll is an island city surrounded by water.
While some buildings in Meratoll are above
ground. The best innovations lie below. In the
sea are buildings made from corral structures.
People come all over to spend time in these
undersea structures thanks to technology
allowing for temporary reserves of air for
non-aquatic races. Above sea level, Meratoll is a
trading hub and central cultural hub as well.
Trade and boat rides are big names with
waterways built into the above sea level parts
of Meratoll. Meratoll has a central island for
trade but small homes for individuals pop up on
long wooden stilts all around the city.
Story Prompts in Meratoll
- The travelers join a crew of pirates (thrill
seeking sailors who chase down magic
storms and other sea based phenomenon) as
they seek out a sea monster that has the
power to predict when these types of
magical sea storms occur.
- A group of lost fisherman from parts
unknown wash up in Meratoll. The travelers
now are trying to help them acclimate to
life in Wyldrvir for as long as they will end
up staying.
- There’s a big mercantile showcase above
water in Meratoll today! The Travelers have
a chance to trade, sell and buy all sorts of
fun and possibly magical objects.
32
This system is in a playtesting phase and may be edited from this state
Shardelia
Shardelia seems at first like a
fortress-like set of housing built
near a set of caves. Inside this
fortress is actually a set of housing
units made for people to stay and
visit like a hotel. The true city is deeper. Going
through protected land bridges you will find
whole indoor housing units built into cave
structures going deeper and deeper into the
mountain. Is Shardelia the name of the city or
the mountain. If there is an answer, no one is
telling.
Story Prompts In Shardelia:
- A group of Nightmare are stampeding
through the cave system of Shardelia, and
the travelers join a duo of “Monster Helpers”
who try and round the nightmares back into
a comfortable pen somewhere outside the
city limits
- The travelers are hired by a wise apothecary
worker who needs a few crystals from deep
in the caves to finish their latest cure.
- There’s a cave in while the party is
exploring the inner city of Shardelia, they
now have to find a way out of the twisting
tunnels for themselves and other townsfolk
stuck with them.
33
This system is in a playtesting phase and may be edited from this state
Toren
The city of The World Soul. Toren is a grand set
of homesteads and farms built into tree life.
Connected by wooden bridges and vines. Toren
is a marvel in its own right and is the largest
city behind Inovin. Unlike Inovin it has
purposely shrugged off most uses of technology
for the sake of growing closer to the natural
worldsoul. People say magic is at its most
potent here, and some even say that there is a
way from Toren down below to the core where
the Worldsoul resides, but these, for now, are
only stories.
Story Prompts In Toren :
- A biomagic experiment has gone awry,
resulting in moss engulfing sections of
Toren as it uses the increasing wyld magic
of its own existence to grow even more. The
party must find a way to reverse the
creeping plant's takeover.
- The travelers arrive in Toren as winter
turns to spring, and get to take part in a
ceremony to wake up the hibernating
creatures and welcome spring.
- The travelers spend a day helping an orc
cartographer who wants to map out and
explore the more dense areas of the forest
near Toren .
34
This system is in a playtesting phase and may be edited from this state
THE TIES THAT BIND:
While all the city-states have very unique
cultures because of their locations, there are a
number of aspects that are true in all the
city-states of Wyldrvir. Wyldrvir despite its
many differences is a connected place where
people working together is their greatest
strength and this is reflected in the united
cultural aspects between the 6 city-states.
Some core examples of this include the model
of currency called the “Cog”. Cogs are small
notched pieces of nickel that are used as the
standardized currency. When this form of
currency was created it was said to show the
technological advancements and modern pushes
to a brighter, unified future the awakening had
caused. Most any shop in Wyldrvir will accept
cogs unless you stumble upon a shop that relies
on the tried and true method of bartering.
Another key tenet of what brings the
city-states together is that their laws are
unified. While specific smaller laws are in place
in the individual city-states to account for
specific needs. For the most part, the rules in
Wyldrvir are all the same wherever you go.
These laws are mostly in place to avoid assault
and other unwarranted attacks on people by
magical means. As well as ensuring everyone in
every city-state is well cared for. The heart of
35
This system is in a playtesting phase and may be edited from this state
36
This system is in a playtesting phase and may be edited from this state
ON CREATURES AND MONSTERS
Here in Wyldrvir humans are not the only beings
that adapted to the Awakening. While less
adaptable animals became creatures tied to the
World Soul as well. This resulted in wild changes,
and thus the term “Monster”.
A Monster is not its own creature, however, a
descriptor of any animal with so much Wyld
Magic build up that it acts feral and crazed as a
result. “Monster Helpers”, therefore, are not out
to slay beasts, but instead to wear out these
Overloaded creatures in non harmful ways in
order to let the magic inside them fade to a
normal level, while mitigating damage the
creature causes to itself and those around it.
Unfortunately, sometimes a creature’s magical
output is too great to be controlled and must be
put down, this is often the last resort.
We have a few example
creatures but feel free to go
wild. Or in this case, be a little
monstrous.
Crestyl
Crestyls are large bipedal
birds hailing originally from
Shardelia and have large
crystals protruding from their
bodies (hence their name). A
37
This system is in a playtesting phase and may be edited from this state
38
This system is in a playtesting phase and may be edited from this state
39
This system is in a playtesting phase and may be edited from this state
DENIZENS OF WYLDRVIR
FRIENDLY FACES (NPC GENERATOR)
NPCs in Wyldrvir are rather easy to create,
often all you need is a name, race, a set of
pronouns and a few baseline personality quirks.
However we have created a random assortment
of NPC’s for you to use. These can fill in roles
needed in the story prompts or just be random
town folks! Feel free to tweak change up and
over all remix any of these NPCs remember
every Wyldrvir is a unique adventure!
Name: Aimon Petmenor
Race: Sun Elf
Pronouns: They/Them
Personality Quirks: - Fast Talker - Uncreative -
Easily Stressed
Name: Carnel
Race: Stone Eidolon
Pronouns: He/Him
Personality Quirks: - Hard of Hearing -
Strongly built - In love with poetry
Name: Anemone Holamaer
Race: Halfling
Pronouns: She/Her
Personality Quirks - Dreams of Flight - Messy -
Blunt
40
This system is in a playtesting phase and may be edited from this state
Name: Digit
Race: Created
Pronouns: They/Them
Personality Quirks - Wide eyed and curious (was
literally made yesterday) - Still getting
used to their basic functions (clumsy) -
Wants to decorate the small tree that
grows from their back.
Name: Aeula Tradil
Race: Moon Eidolon
Pronouns: She/Her/ They/Them
Personality Quirks
- Will stay swimming for as long as possible - Are
shy and have trouble talking to
people - Run a pet shop for aquatic pets.
Name: Wyx
Race: Changeling
Pronouns: They/Them
Personality Quirks
- likes mixing and matching the forms of
different people - Are a thrill seeking pirate -
Loud mouthed, and mischievous
Name: Tempest
Race: Sky Elf
Pronouns: He/Him
Personality Quirks
- Scared of heights - Bookworm - A bit snarky,
but also easily startled
41
This system is in a playtesting phase and may be edited from this state
Name: Aubrey Beiven
Race: Human
Pronouns: She/Her
Personality Quirks:
- An up and coming magician - Tend to ramble
when they get excited - Are a bit of a
fangirl for a famous Magician
Name: Ebis Ashthorn
Pronouns: He/Him They/Them
Race: Kabaloi
Personality Quirks
- Highly Intelligent - Sometimes refers to
himself in the third person - Really likes
scented candles
THE LEADER’S OF THE CITY-STATES
Syr Apar (They/Them Pronouns)
Leader of Inoven, Syr Apar is a changeling who
takes a vested interest in the well being of their
city. Disguising themself as anyone from the
42
This system is in a playtesting phase and may be edited from this state
43
This system is in a playtesting phase and may be edited from this state
Syr Ember (She/Her Pronouns)
Leader of Cindir, Ember is a Fire Eidolon that is
incredibly level headed, fair-spoken, and a
great diplomat. While Ember is at work she is
kind, caring, and a nurturing figure. Off work
Ember likes to cut loose hanging out with her
many friends, and seeking out new journeys and
thrills all around the world, bringing back with
her stories and new ideas on how to innovate in
Cindir.
Syr Noelani (She/Her Pronouns)
Leader of Meratoll, Noelani is a Moon Eidolon
that was once a thrill junky pirate. Stepping
that aside she now leads with a passionate
voice. She is a great speaker, and someone with
a level of blunt honesty people love and
respect. She can be a little fickle, and a bit
aggressive when pushed, but she does mean well
and that same passion is often used for the
betterment of Meratoll. Including starting new
projects based on “because it’s cool”. She may
still be a pirate on the side, we aren’t sure.
44
This system is in a playtesting phase and may be edited from this state
Syr Ainsley (He/Him Pronouns)
Leader of Toren . Ainsley is an orc. Quiet and
soft-spoken, Ainsley has always been the
brightest of the leaders, and one of the best
thinkers in his group. He is, however, terrified
of public speaking, and freezes up on occasion.
Lucky for him, his friends are always there to
speak on his behalf whenever he “suddenly has
a cold”. Ainsley is the eldest of the leaders.
The Leaders Journey
When they were young the leaders of the
city-states spurred on by their friend Vernon
took a long trip together across Wyldrvir. Along
their way, they made close friendships, cracked
jokes, and had fun. As well as learning about
the world making them ready to lead. Vernon
led with them for a while but their wanderlust
was too strong and they sailed away from
Meratoll to who knows where. Hopefully one day
they come back with more stories, but until
then the leaders of the city-states urge young
people to go on journeys with their friends, find
their paths and stories, and leave the world
more complete than they did… and that is where
you come in.
45
This system is in a playtesting phase and may be edited from this state
A WORLD OF ADVENTURE IS WAITING
And that’s Wyldrvir! We hope you have plenty of
fun stories to tell as you go on a magical
journey with a few of your friends. We will be
working to make more and more of this world
come alive with adventures and more
information on the world, for us writers our
journey is also only beginning, and we have
many more adventures ahead before we reach
our destination. So we hope to have you along
with us!
Wyldrvir is still in its Beta testing phase and we
would LOVE to hear your feedback about
anything and everything, from how the game
plays, difficulty level and even some fun stories
of your adventures in this world. If you would
like to get frequent updates, find playgroups or
even help us create content for the game, join
our Discord Server!
At the end of this document we have a printable
character sheet or you could use the editable
online version here. And leave any feedback
Here
46
This system is in a playtesting phase and may be edited from this state
THANK YOU’S AND CREDITS
We want to take a moment to thank some
awesome people who helped make this system
what it is! Creating Wyldrvir was and still is a
journey all it’s own and no journey is fun
without fellow travelers! So with that in mind
Huge thank you’s go out to:
Spyglass Realms one of the writers of the world
of Wyldrivir who helped get us out of a lot of
ruts, and gave us new exciting ideas to look at
in Wyldrvir and our own world! You can find
some of his other awesome projects h ere!
Reveri.i (or as Bee calls her, sis) who helped edit
this document and make sure we didn’t do words
bad… (that part can be edited too right?) As
well as the font for our cover! You can find her
art h
ere!
Everyone in our Discord server who has engaged
with the world of Wyldrvir and through
concepts, and sitting in and giving us ideas on
our long crazy nights on voice call! Love you
guys!
Livia who gave us good good emotional
support!!
Everyone who Bee bothered at 10 pm on a Friday
night to show their new idea too (Sorry Halli,
47
This system is in a playtesting phase and may be edited from this state
48
This system is in a playtesting phase and may be edited from this state
click the Hehu!
Appendix 1: Character Quick Start
If you are short on time, or in need of refresher
or quick start. This appendix should give you all
you need to make a new character as fast as
possible. Step by step and with suggested ideas
to jumpstart your creativity!
Step 1: Racial and City Attributes
The easiest attributes to acquire are the racial,
and location based ones. What these attributes
accomplish is listed earlier in the guide but
here they are again for your easy convenience.
Racial Attributes:
Sun Elf/Eidolon have “Touch The Blaze” (d6) or
“Keeping Cool” (d6)
Moon Elf/Eidolon have “Tide Shifters” (d6) or
“Aquatic Communal” (d6)
Stone Elf/Eidolon have “Cave Dwellers” (d6) or
“Crystalline Armor” (d6)
49
This system is in a playtesting phase and may be edited from this state
Sky Elf/Eidolon have “Free as The Breeze” (d6) or
“Float Like A Butterfly” (d6)
Fae/ Orcs have “Nature’s Bounty” (d6) or
“Commune With The World Soul” (d6)
Human have “Adaptability” (d6)
Halflings have “Almost There” (d6)
Changelings have “Now You See Me” (d6)
The Created have “Relentless Discovery” (d6)
The Kobaloi have “Bad Luck Charm” (d6)
City Attributes:
Shardelia is “Harnessing The Stone”. (d8)
Inoven is “t ech-savvy” (d8).
Oaa is “Harnessing the Wind” (d8)
Meratoll is “Harnessing The Sea”. (d8)
Cindir is “Harnessing The Flames”. (d8)
Toren is “Harness The Land” (d8)
Step 2: Pick Your Own Attributes
At the start of a game each player gets 5 of
their own hand picked attributes alongside
their race and city attributes to flesh out their
character and make them unique. If you are
having trouble thinking of your own attributes,
50
This system is in a playtesting phase and may be edited from this state
51
This system is in a playtesting phase and may be edited from this state
52
This system is in a playtesting phase and may be edited from this state
53
This system is in a playtesting phase and may be edited from this state
54
This system is in a playtesting phase and may be edited from this state
55
This system is in a playtesting phase and may be edited from this state
56