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Wyldrvir: A Lighthearted TTRPG Adventure

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. https://worldofwyldrvir.carrd.co

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0% found this document useful (0 votes)
541 views56 pages

Wyldrvir: A Lighthearted TTRPG Adventure

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. https://worldofwyldrvir.carrd.co

Uploaded by

Test
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 56

This system is in a playtesting phase and may be edited from this state 

 
Version made with Lexend Zetta Font 

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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  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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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!  
 
 
 
 
 
 
 
 
 
 
 
 
 

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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!   
 
 
 
 

 
 
 

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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.  

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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.  
 
 
 
 
 
 
 
 
 
 
 
 

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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.   
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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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.  
 
 
 
 
 

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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!  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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EXAMPLE WYLD MAGIC SURGE TABLE:  
 
Dice Number   Effect  

1-2  You grow or shrink six 


inches. This effect 
only lasts for a few 
hours, but you shrink 
or grow back 
gradually.  

3-4  Your arms are covered 


in vines. This effect 
lasts for a day, and 
the color of the 
flowers directly 
relates to your mood. 
(No, we will not provide 
those colors. Just 
Google a mood ring :P)  

5-6  You become a talking 


inanimate object,. It 
only lasts for 5 
minutes but it feels 
like 10 hours.  

7-8  You become 


irresistibly scented to 
a particular animal of 
the GM’s choice for 2 
hours... Have fun. 
World Soul Willing 
these are more rabbits 
than drakes. 

9-10  You See in Inverted 


Colors. This has no 
real negative effect. 
You will just be very 

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confused for a while 


about why the sky is 
red.  

11-12  You can only begin 


speaking for the next 
minute with “Yes 
and…” 

13-14  You become very 


emotive with your 
hands. You can’t speak 
without also 
pantomiming. 

15-16  You firmly believe 


right is left and left is 
right.  

17-18  You are certain that 


someone in your party 
just suddenly became 
a bear. Shenanigans 
ensue. 

19-20  The WorldSoul is 


laughing very hard at 
you. Roll 2 more times. 
Both happen. (THIS 
WILL STACK!!!... have 
fun)  
 
 
 
 
 
 
 
 
 
 

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THE RACES  
A​s 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.  

 
 
 
 
 
 
 
 
 

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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  
 

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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.  
 
 
 
 
 
 

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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. 
 
 
 
 
 
 
 
 
 
 
 

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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.  
 
 
 
 
 
 
 
 
 

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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 

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recommend using the same system for the 


other attributes so as to avoid confusion.  
 
RACIAL DESCRIPTIONS:  
Eidolons and Elves:  
When the awakening occurred humanity was 
thrust with the gift of new magic. While 
humanity’s adaptability caused changes to 
many. This change had a major division to those 
who lived in kingdoms with unique natural 
landscapes. Eidolons are what happened to 
humans with high magical adaptability. 
Becoming almost avatars of certain forces of 
nature, whereas the elf was what became of 
humans with lesser adaptability. Retaining 
humanoid-like features, while still adapting in 
certain less obvious ways.   
 
 
 
 
 
 
 
 
 
Sun Eidolons and Sun Elves  
Sun Eidolons and Sun Elves most commonly 
come from the city-state of Cindir. A volcanic 
location with lots of geysers and other very hot 
things. As a result of this, Fire Eidolons have 
flaming hair, skin can make them appear to be 
any known color, extravagant horns, and tails 
that could have flaming tips instead of hair as 
well as a flaming aura around them of sorts. 
Meanwhile, the sun elves have more subdued 
colors with skin tones being any tan and darker 
color to shades of red. They also grow unique 
horn shapes and tails though they are less 

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extravagant than the eidolons, why this came 


from a fire-y location is up to the Worldsoul.  
 
Moon Eidolons and Moon Elves  
Moon Eidolons and Moon Elves most commonly 
come from the city-state of Meratoll. Due to 
this location's focus on the sea, the Moon 
Eidolon gains watery appearing hair in many 
colors including coral pink and kelp like green, 
and pale blue to deep purple skin. As well as 
long flowing veil-like fins on parts of their 
bodies which aid in their swimming. Moon Elves 
have more angled and almost “bladed” fins on 
their bodies with hair usually in shades of silver 
and light blue to dark blue and black, And any 
skin tone from humans as well as some lighter 
shades of blue for the skin.  
 
 
 
 
 
 
Sky Eidolons and Sky Elves  
Sky Eidolons and Sky Elves most commonly come 
from the city-state of Oaa. Due to this locations 
many plateaus and other high landmasses. The 
Sky Eidolons have adapted to have wild and 
breezy hair with silver to pale grey coloring. 
They have sets of wings ranging from bird-like 
to even more shaped like those of butterflies, 
but they are smaller and less used than an 
Eidolon would use its magic to float and push 
themselves as if they were flying As well as skin 
going from silver to shades of light blue. Sky 
Elves look humanoid for the most part, but the 
strangest aspect of them are wings on their 
backs. These wings can have colors in shades of 

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browns to whites and greys, are far grander, 


and are needed for flight.  
 
 
Stone Eidolons and Stone Elves 
Stone Eidolons and Stone Elves most commonly 
come from the city-state of Shardelia. This 
location has many caves and deep areas. As a 
result. Stone Eidolon grew rugged looks, with 
shorter hair, and paler skin. As well as crystal 
growth coming from places on their bodies 
usually on the joints but this is not ​set in stone. 
A common variation of the Stone Eidolon has 
the pale skin contrasted by patches of darker 
stone colors around the skin coming from tiny 
actual stones growing on the Eidolon. Stone 
Elves meanwhile have pale skin and paler hair. 
Beady black eyes and usually seem quite frail. 
They however are masters of navigation when it 
comes to underground locations.   
 
 
 
 
 
 
 
 
 
 
Fae: 
Fae are beings that adapted with high magic. 
Most commonly found in the city-state of Toren 
. This location’s many forests and wildland was 
the closest apex of the world soul. Fae as beings 
is the closest to it as a result. They commonly 
look part of the woodland themselves. With 
greens, pinks, yellows, and reds all across the 
eyes, hair, and skin. They’re as colorful as 

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flowers and just as unique. They tend to have 


control over plant life as well. Further causing 
them to blend in. 
 
Orcs: 
Orcs are most commonly found in the city-state 
of Toren . This location’s bountiful wildlife and 
closeness to the world soul made orcs burly and 
strong, while also smart and communal. They 
work together sharing all they have with one 
another and the land. Orcs kindness is only 
matched by their loyalty to friends and family. 
They have more green to brown skin tones. With 
green to grey eyes and any color of hair. They 
have more animal-like traits that help them 
survive in the wild. But each orc is a little 
unique in that regard  
 
 
 
 
 
 
 
 
Humans:  
The common ancestor of all life on Wyldrvir, 
humanity is in a state of constant change. 
Some humans remember the day their cousin or 
grandfather was turned into an Eidolon or 
Changeling, and honestly? Good for them! As a 
human, you pride yourself on adaptability to 
situations and emotions. You are also incredibly 
prone to technology as opposed to natural 
magic. Curiosity is at your forefront and 
discovery is its own reward. Working with one 
another will make the world a better place, and 
at the end of the day, that’s all you really want.   
 

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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. 
 
 
 
 
 
 

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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.  
 
 
 
 
 

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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.   
 
 
 

City State Attributes: 


Inoven 
The Big City of Wyldrvir with humans at the 
forefront. Technology is the core of their area. 
The Attribute you would receive if your 
character was brought up in Inoven is 
“tech-savvy” (d8). I​ n Inoven most people grow 
up learning about technology at the forefront 
of their lives. So you have a more natural grip 
on these things as opposed to other forms of 
magic.  
You can use this attributes for things like: 
- Understanding blueprints 
- Figuring out the nature of an unknown 
device  

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- Faster at piloting or using new machinery  


 
 
 
 
Oaa 
The Wind Desert city. Air is the major form of 
magic. Your Attribute for being brought up in 
Oaa is ​“Harnessing the Wind” (d8) 
You can use this attributes for things like:  
- Using the wind to help you jump higher/ 
float for a small period of time  
- Projecting Your Voice  
- Lifting objects with wind 
 
 
 
 
 
 
 
 
 
 
Shardelia 
The Crystal Mountain City. Earth is the major 
form of magic, Your Attribute for being brought 
up in Shardelia is “​Harnessing The Stone”. (d8)   
You can use this attributes for things like: 
- Shifting The Terrain to a limited extent  
- Shaping stone  
- Moving Rocks and stone with ease  
 
 
 
 
 
 
 

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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  
 
 
 
 
 
 
 

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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.  
 
 
 
 
 
 

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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, 

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which is pursuing you to snag the parts you are 


collecting for a snack (it eats the metal alloy 
found in most of the parts your inventor friend 
wants). 
 
- You have carved out a day in your journey to 
visit the biggest museum of technology in 
Inoven. Almost every major advancement made 
in the city is catalogued here. At least they 
were, until this morning when someone made off 
with all the blueprints. (Which may have been 
complete accident)   
 
- The travelers come across a magic show event 
and go to watch. They unintentionally end up 
having to help a young magician become more 
confident and ready to perform before their big 
debut.  
 
 
 
 
 
 
 
 
 
 
 
Oaa 
Built into plateaus, and other canyons the city 
of Oaa is a place of expression. People in Oaa 
grow up surrounded by music, art, and other 
forms of artistic expression. As well as the 
occasional junky out for thrills in the air, Oaa’s 
seemingly barren landscape is prone to creative 
uses for that barren space, and you will often 
find independent creators painting on cliff 
sides, or holding concerts in desert spaces. One 

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of the biggest attractions is an amphitheater 


built into the rock side. Independent artists 
from all over try their best to get their groups 
to perform or duel at this amphitheater.  
 
Story Prompts in Oaa:  
- A group of local artists ask the travelers as 
they come through if they would like to join 
them in painting a mural. If the party 
agrees they soon discover the different 
artists all have drastically different ideas 
of what they want to do and are actively 
trying to convince members of the party to 
go with their design.  
 
- Some local sky eidolon and elf children have 
visiting halfling friends from Cindir over. 
They want to show them how to fly by using 
their magic, it goes awry and now a group of 
3 halfling children are floating in the air, 
and drifting further and further away.  
 
- The travelers arrive in Oaa just in time for a 
festival celebrating the anniversary of the 
awakening. There’s no real conflict here; 
they just get to enjoy a fun festival 
incorporating all sorts of aspects from 
Oaa’s artist culture.  
 
 
 
 
 
 
 
 
 
 
 

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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.  
  
 
 
 
 
 
 

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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.  

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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.  
 
 
 

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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 .  
 

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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 

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all these rules is one of kindness and mutual 


understanding.  
 
Since all of the races of Wyldrvir have branched 
off from humans 2 generations ago. A Common 
Language is spoken fluently everywhere. This 
language, dubbed common, has been around far 
before the Awakening occurred, back when 
Wyldrvir had no magic and was mostly a farming 
and trading civilization.   
 
While religion is not usually present in the world 
of Wyldrvir. Some groups of people outside the 
main city-states may view the World Soul itself 
as a form of goddess in hopes to get a better 
grasp of its unexplainable nature. Some of 
these people choose to live out of the 
city-states and in the deeper forested areas to 
remain closer to The World Soul. Most people, 
however, see the world soul more as a naturally 
occurring font of magic.  
 
Magicians are people who train to commune 
with the world soul via magic. These people then 
use that magic for the purpose of entertaining 
people in “magic duels” which are less 
combative and more shows of magical flair and 
prowess to an audience and judge. There are 
legal circuits for this sport in all major city 
states, and smaller rings pop on occasion 
without the oversight of the city-states. 
Although these circles are technically illegal, 
but so long as no one gets hurt, all is well.  
 
 
 
 
 
 

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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 

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Crestyl’s crystals come in a whole rainbow of 


colors, yet their feathers are usually just white 
or black. They are speedy mounts with a wide 
array of personalities.  
 
 
 
Drakes 
Instead of Winged Dragons, We have drakes 
that evolved from lizards. Roughly the size of 
Mastiff dogs in their youth, they can end up 
huge in size. Their wings will probably come 
later. Probably. 
 
Hydra 
Hydra are a magical evolution of serpents. 
These would appear near Oaa on the land, and 
near Meratoll on the water.  
 
Sea Serpents 
Sea Serpents are just water snakes adapted 
with magic. Some are alleged to have powers 
that can predict the weather, or even in some 
rare cases-control it. 
 
Aetherlings 
Aetherlings are small creatures of one of the 
major elements of magic, (Fire, Water, Wind, 
Earth, and Forest). While at base an Aetherling 
is a formless mound of magic, they often take 
on the shape of small mammals such as cats, 
dogs, or squirrels. Aetherlings often bond easily 
with whoever tends to them for a period of time, 
making loyal and fun pets for those magically 
inclined.  
 
Alosue 
Alosue are small quadrupedal creatures with the 
size and appetite of a pig. Their favorite snack 

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is a specific type of metal alloy commonly 


sought after by artificers in Inoven, as such 
they are prone to being little tricksters rooting 
around garbage cans in the back of mechanic 
shops. They have smooth skin and tend to be 
grey or black in color. 
 
What happened to Horses? 
Horses as we know them have become what some 
call Nightmares. Beings of fire that run near 
Cindir, Hippocampi horse-like beings with fins 
and water adaptations in Meratoll, Pegasi or 
winged horses in Oaa, and in other parts of the 
world…​ don’t ask what happened to horses​. 
Trust us.  
 
Most monsters do not go into direct combat and 
do not need to abide by the Attribute system 
You as the GM can make up their DCs and 
abilities on the fly. If you would like to produce 
Attribute Attributes for specific creatures 
however, go off. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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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  
 
 

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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  
 
 

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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 

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lowest worker, to a brilliant inventor’s 


assistant. They are constantly on the move 
seeing what improvements need to be made 
firsthand. Often going to dinner with 
commoners just to see what they want and 
discuss their needs.  
 
Syr Corentin (He/him Pronouns)  
Leader of Oaa. Syr Corentin is a Sky Elf. Corin, 
as he goes by most, started as a performer. He 
sought out a place where he could be himself, 
and find like-minded people. Oaa was founded 
on this belief which attracted him to this 
location immediately, and Corentin is the one 
constantly coming up with new ideas and 
concepts for the people of his kingdom.  
 
 
 
 
 
 
 
 
 
Syr WARD (They/Them Pronouns)  
Leader of Shardelia, WARD is the newest leader 
in their ranks and was created at first to watch 
the homestead of the past leader of Shardelia. 
In time this Created went from Warden to WARD, 
and the bond between creator and created 
became almost familial. When WARD’s creator 
sailed away to see what lies beyond the sea. He 
entrusted WARD with Shardelia, and WARD has 
been doing their best to make their old friend 
proud. A Created of few words, but a big heart 
WARD is well-loved, and respected by the people 
they watch over.  
 

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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.  
 
 
 
 

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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.  

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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 
 
 
 
 
 
 

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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, 

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and Bran… and Aki…. and a lot of people)  


 
Blanket for making the form fillable character 
sheet when the rest of us had no idea how to do 
that.  
 
 
 
Bee is taking a moment while Ava is not looking 
to thank them for all their help, listening to his 
crazy ideas, making some of their own and just 
making Wyldrvir what it is with concepts and 
the amazing art you have seen throughout this 
book! You can find more of their art and 
commission/patreon information ​here​!  
 
Per Ava’s request Bee is now adding more space 
to plug himself. He does other TTRPG work 
including the Frost Walkers Podcast which you 
can learn more about h ​ ere​! Outside of that he 
doesn't really have much of an individual online 
presence but can always be seen loitering 
around the Frost Walkers and Wyldrvir servers.  
 
And above all else, we want to thank Hehu, our 
good good crestyl mascot who single handedly 
made us feel a need to write as much as 
possible about this world. We love him, and this 
was all for Hehu… The Many emotes of Hehu on 
our server is testament to that.   
 

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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) 

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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, 

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we have listed 24 here below for you to either 


pick from or guide you for making your own! As 
a reminder, 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)  
 
Soothing  Eye for  Decent At  Observant 
Touch  Details  Cooking 

Animal  Spontaneo Natural  Childlike 


Lover  us  Born  Innocence  
Leader 

Survivalist  Navigator  Genius  Expert 


Inventor  Debater 

Light on  Nautical  Stealthy  Good With 


your Feet  Awareness  People 

Mediator  Rough  Bad Luck   Herbalist 


Exterior  

Dramatic  Storyteller  Cartograp Medic 


Flare  her 
 
 
 
 
 
 
 
Magic in Wyldrvir is also handled with 
attributes. While your location and race can 
give a slight taste of magic, you can add magic 
attributes in the 5 you choose to be more skilled 
in that form or other forms of magic. 
Remember that magic attributes start at a d8 
or lower, but those skills can be improved with 
time. 
 

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Pyromanc Cryomanc Illusionist  Wind 


y  y  Based 
Magic 

Geomancy  Lightning  Hydroman Chloroman


Based  cy  cy 
Magic 

Storm  Healing  Enchanter  Wyld Magic 


Summoner  Magic 
 
 
 
 
 
 
While combat is not a major focus, if you would 
like to create a character that has skill with 
certain weapons that will also be an attribute 
you can choose in your 5. We have some 
optional attributes for if you want to give your 
character a combative slant. If you add 
combative attributes use the same rule with 
magic of it having to start at a d8 or lower. 
Unless​ this style of combat is highly critical to 
your character, for example if you're making a 
martial artist character it makes sense martial 
arts would be higher than a D8.  
 
Good With  Expert  Defensive  Brawler 
A Blade  Marksman  Shield 

Polearm  Mounted  Improvise Martial 


Master  Lancer  d  Arts 
Weaponry 
 
 
You can pick from a mix of these tables to vary 
up your character creation, but remember 

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combat and magic attributes still go into your 


chosen 5.  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Step 3: Backstory and Fluff  
 
Congratulations! From a mechanics standpoint 
you just made your character! Your items in 
your backpacks will be decided when play 
begins, but you may have a few ideas of 
possible items and if so you can keep them in 
your notes until play begins.  
Read through the blurbs about the city states 
to get a feel for a possible backstory! In time 
we will be creating more lore filled documents 
about each city state in isolation to provide 
more possibilities, but your GM is also a great 
resource! That said, We do have a few quick 
ideas for you to help flesh out your backstory.  
 
One good way would be to create 3 rumors about 
your character you think would have originated 
from either their hometown, or from the ideas 
of fellow travelers. One good, one bad, and one 
false. This could encourage early roleplay!  
 

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This system is in a playtesting phase and may be edited from this state 

The City States also have unique cultures and 


being around those cultures would have made a 
traveler more prone to a certain kind of 
character archetype. While these don’t have to 
be true of any denizen of a certain city state, 
the following are a list of 3 common 
occupations/interests that people in each 
city-state find themselves drawn to or resisting 
in the pursuit of breaking away from their 
culture.  
 
 
 
 
 
 
Inoven- Inventors, Engineers, Magicians, 
Oaa- Artists, Crestyl racers, Musicians,  
Meratoll- Pirates (thrill seeking sailors), 
Fishermen, Underwater explorers 
Cindir - Scientists, Librarians, Fiery Thrill 
seekers,  
Shardelia- Miners, Gem sellers, Monster Helper 
Toren - Gardeners, Students of the Worldsoul, 
Herbalists 
 
From there you 
should be set to 
journey off into 
the world! The next 
page has a 
character sheet 
that you can print 
and fill! If you still 
need any help 
reach out to your 
Game Master or us 
on our Discord 
Server or 

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This system is in a playtesting phase and may be edited from this state 

Instagram and we would love to help you out! 


Happy Travels!  
 
A colorful flock of crestyls welcome you to 
Wyldrvir - art by Crowva  
 

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This system is in a playtesting phase and may be edited from this state 

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