UBS In Depth: Wyrd Stat, Magic in Dolonwood and Sylvans
In the recent days, I have written a series of articles going in depth on each of the five UBS stats (Brute, Swift, Wits, Heart, and Wyrd), along with introducing bits and pieces of a fantasy setting I’m working on called Dolonwood. Wondering what UBS is? Well, it’s the zine’s new system, and it can be found in the page listings above, or by poking around the #UBS tag.
We’ve already talked about all the other stats (along with Ogres, Merrow Ashfolk and Geists), so let’s discuss the final stat, Wyrd.
Wyrd is the stat the varies the most from setting to setting. Wyrd represents your ability to harness the supernatural elements of the setting, along with your luck. Your ability with magic in one setting uses Wyrd, but in another setting, it could indicate the ability for you to use Ki Blasts, Psionics or Super Powers. Thus, a Wizard, a Kung-Fu Master, a Psychic would have high Wyrd, but so would a Gambler. As a result, a skill that uses Wyrd might be a particular power, like a Fireball, or different applications of luck, like Mahjong or Having Good Luck When Looting.
Now that we’ve discussed Wyrd, let’s discuss magic in Dolonwood.
There are three broad categories of magic in Dolonwood: Astromancy, Hedge Magic, and Necromancy.
Astromancy is the most scientific magic and is akin to arcane magic in other settings. It involves using Lunite, a magical stone to store moon and starlight. These stone are often made into focuses such as staff, wands or rings. They are also often used in the design and architecture of temples devoted to the Faith of the Divine Star. It’s practitioners most often belong to one of the academies, or belong to the Faith of the Divine Star. By using Astromancy, one can control light, create force fields, and aid the abilities of you and your allies.
Hedge Magic is the magic of nature. It combines prayers to local deities, use of herbs and other components, and the ancient language of Dolonwood known as Sylvas. It is the magic most often used by the Children of the Old Way. Its practitioners are either hermits that act as stewards of nature or aid townsfolk with their daily lives. By using Hedge Magic, one can speak and command animals and plants, attack the enemy with the power of nature by using things like lightning blast or fireballs, and do odd cantrips like throw your voice and perform conjuring tricks.
Necromancy is the magic of life and death. Unlike most other settings, Necromancy is not just used to create and control undead: it is also used to heal. However, all Necromancy comes at a price: all Necromancy costs equivalent life force. In order to heal or one might have to use the blood of another being, such as the blood of a chicken. However, in order to extend someone’s life, you’ll need the life of another person and mastery of Necromancy. As a result, Necromancy is hated by the Society of the Divine Wheel, and members of the Society are barred from practicing Necromancy. Necromancers, however, are beloved by the Merecite Church, as the ability for them to live longer using Necromancy outweighs the cost in life. Most practitioners of Necromancy are members of said church or Geists, with the first focusing on healing and life extension, and the latter focusing on commanding and controlling undead. With the power of Necromancy, one can: heal and extend life, transfer life from one being to another (often unwillingly) and create and control undead.
So, what about the final core species? Well, let me introduce you to the Sylvans.
The Sylvans are about 5 feet tall, with beautiful glimmering wings, antenna, and plant life growing out of their bodies. In fact, they are part plant and part insect. They are naturally playful, and often spend their lives as entertainers.
All Sylvans come from Yggdrasil - The Mother Tree which is hidden somewhere deep in the forest of Dolonwood. When a Sylvan dies, their pollen makes it back to Yggdrasil, where it combines with the buds of the tree and forms pods, where a new Sylvan is born. As a result, the location of Yggdrasil is a closely guarded secret by the Sylvans, and the tree itself is hidden by mystic pollen and powerful Hedge Magic.
Sylvans have plenty of advantages due to their unique makeup. They can use their wings to glide, control the minds of other using their pollen, known as mystic pollen. They also use photosynthesis, so they don’t need to eat if they get sun. However, their strange body comes with some weaknesses, such as being limited by fae taboos and their plant and insectoid bodies. As a result, things like cold iron and frost are their banes.
The Sylvan talent looks like the following:
Mystic Pollen (By using your pollen, you can communicate telepathically, put people to sleep you are touching and make nearby creatures hallucinate)
Gliding (Your wings act as gliders, allowing you to glide).
Photosynthesis (As long as you are exposed to sunlight once a day you are considered to have eaten)
Being a Sylvan comes with the fault Sylvan (Roll Under/Disadvantage), which looks like the following:
Fae Taboo (Things that affect fae, such as cold iron, affect Sylvan as well)
Plant Body (You are affected deeply by the cold, and you begin to fall asleep and die if not kept warm)
Anyway, thank you all for reading these articles! I’ll be writing more on the setting soon, along with converting some of this stuff to DnD 5e. Until next time:
Best Wishes,
Benjamin “Mythossanta” Paulson














