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Page - 1 Majestic Wilderlands Product Outline The heart of role-playing games is the adventure. The adventure arises from conflict. In the original game, conflict arose from trying to survive the dungeon by fighting the monsters and overcoming traps. Later players ventured out into the wilderness and discovered a whole world that lay outside the dungeon door. In the 70s Judges Guild created a series of products that allowed Judges to explore an entire world with adventure in nearly every hex, this was the Wilderlands of High Fantasy. Here the Majestic Wilderlands had its beginnings. Through two decades of play, with over three dozen players, it has expanded and grown. The Majestic Wilderlands did not remain a land that connected disparate dungeons. It developed a history, different cultures were discovered, and the gods let their will be known. From this background new conflicts arose and the possibilities for adventure grew far beyond what the dungeon alone could offer. All the detail of twenty years of work was for one single purpose, to increase the choices my players had for adventure. Along the way the Majestic Wilderlands developed to offer my players other choices. They had the opportunity to make their mark on the land, to become part of its history and impact the conflicts that the next groups would experience. True to the spirit of the original the Majestic Wilderlands continued to allow the players to pick a direction and follow whatever adventure may come across their path. This product, and the others that will follow, will detail the Majestic Wilderlands. Outline the possibilities and conflicts for adventure. While the Majestic Wilderlands has a detailed background it developed from the same background as most early rpgs and includes elves, dwarves, orcs, and other common elements. Individual Majestic Wilderlands will make use of these elements not only present interesting adventures that flesh out the world but adventures that can be adapted into your own world. The Majestic Wilderlands center stage is the Padizan Peninsula. Here lies the City-State of the Invincible Overlord, the capital of an empire that stretches across the northern half of the peninsula. To the west, on the mainland, are the shattered remains of the Empire of Viridstan. It’s emperor slain and over a dozen factions war over its remains. Along the peripheries of these two lands are a dozen smaller kingdoms, each struggling for supremacy and survival. At the Padizan’s southern tip lie the haunted lands of Orchia and the Isle of the Blest. Dominated by the high priests of the death god Harmakhis they command thousands to witness the sacrifices. Surrounding the Padizan Peninsula are other lands with ancient histories of their own. From Sotur in the north to Tula in the south dozens of lands await exploration.

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Page 1: Majestic Wilderlands Product Outline - ibiblio · Majestic Wilderlands Product Outline ... for adventure grew far beyond what the dungeon alone could ... It will include a complete

Page - 1

Majestic Wilderlands Product OutlineThe heart of role-playing games is the

adventure. The adventure arises fromconflict. In the original game, conflict arosefrom trying to survive the dungeon byfighting the monsters and overcomingtraps. Later players ventured out into thewilderness and discovered a whole worldthat lay outside the dungeon door. In the70s Judges Guild created a series ofproducts that allowed Judges to explorean entire world with adventure in nearlyevery hex, this was the Wilderlands of HighFantasy. Here the Majestic Wilderlandshad its beginnings. Through two decadesof play, with over three dozen players, ithas expanded and grown.

The Majestic Wilderlands did notremain a land that connected disparatedungeons. It developed a history, differentcultures were discovered, and the gods lettheir will be known. From this backgroundnew conflicts arose and the possibilitiesfor adventure grew far beyond what thedungeon alone could offer. All the detailof twenty years of work was for one singlepurpose, to increase the choices myplayers had for adventure.

Along the way the MajesticWilderlands developed to offer my playersother choices. They had the opportunityto make their mark on the land, to becomepart of its history and impact the conflictsthat the next groups would experience.True to the spirit of the original theMajestic Wilderlands continued to allowthe players to pick a direction and follow

whatever adventure may come across theirpath.

This product, and the others that willfollow, will detail the Majestic Wilderlands.Outline the possibilities and conflicts foradventure. While the Majestic Wilderlandshas a detailed background it developedfrom the same background as most earlyrpgs and includes elves, dwarves, orcs, andother common elements. IndividualMajestic Wilderlands will make use ofthese elements not only presentinteresting adventures that flesh out theworld but adventures that can be adaptedinto your own world.

The Majestic Wilderlands center stageis the Padizan Peninsula. Here lies theCity-State of the Invincible Overlord, thecapital of an empire that stretches acrossthe northern half of the peninsula. To thewest, on the mainland, are the shatteredremains of the Empire of Viridstan. It’semperor slain and over a dozen factionswar over its remains. Along the peripheriesof these two lands are a dozen smallerkingdoms, each struggling for supremacyand survival. At the Padizan’s southern tiplie the haunted lands of Orchia and theIsle of the Blest. Dominated by the highpriests of the death god Harmakhis theycommand thousands to witness thesacrifices. Surrounding the PadizanPeninsula are other lands with ancienthistories of their own. From Sotur in thenorth to Tula in the south dozens of landsawait exploration.

Page 2: Majestic Wilderlands Product Outline - ibiblio · Majestic Wilderlands Product Outline ... for adventure grew far beyond what the dungeon alone could ... It will include a complete

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Page 3: Majestic Wilderlands Product Outline - ibiblio · Majestic Wilderlands Product Outline ... for adventure grew far beyond what the dungeon alone could ... It will include a complete

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Guidebook to the Majestic Wilderlands(estimate 48 to 64 pages for the guide, 32 pages for the included adventure.)

The Guidebook of the Majestic Wilderlands will be an overview of the main campaignarea. It will include a complete mini-setting for the Majestic Wilderlands called Outpostin the Orclands. The guidebook will include the following:

· Geography – a short overview of the Majestic Wilderland’s geography· Culture – capsule descriptions of the cultures that make up the Majestic

Wilderlands.· Religions – capsule descriptions of various faiths that are found in the Majestic

Wilderlands.· Lands – capsule descriptions of the lands that are within the Majestic Wilderlands· Cities – capsule descriptions of important cities· Trade – Overview of the economy of the Majestic Wilderlands Note: this will

adapt the OGL material in the Silk Road and a Magical Medieval Society byExpeditious Retreat. I feel this is best d20

· History – An overall history of the Majestic Wilderlands.· Personalities – Descriptions and brief stat block of imporant people in the Majestic

Wilderlands.· Charts and Tables – Game aids useful for running a campaign within the Majestic

Wilderlands

Outpost in the Orclands(32 pages )

Garis walked through the entrance of the Dancing Keg. Not finding an open table in the crowded inn hewalked over to the bar and set his helm on the counter. The barkeep came over “Will it be the usualGaris?”. Garis nodded yes. After the barkeep set the mug in front of him, Garis spoke. “So a caravan camein?”. “Yes, along with the new warden.” answered the Barkeep. Garis asked “Really they got rid of LordTavis then?” The barkeep leans over looking around the room. He speaks in a low voice. “Yes and it is aMyrmidon of Set!” Gavis nearly spill the mug while reaching for it. “A Myrmidon? Has the Overlord gonemad? I bet the Paladins and priests of Mitra are having a fit.” The barkeep shrugs “True, but the Orcs arebecoming a real problem. You know with what your company did last season I bet you can get a contracteasily and I hear that the silver is flowing freely with the new Warden.” Garis drinks the mug in twoswallows and sets it down. Setting several silver pennies on the counter he begins to leave. “Thanks, weare short on coin right now I may look into that. Here for the ale and something extra.”. Garis leaves theDancing Keg. Walking over to the small group of adventures tending to horses and pack mules.“Everyone! I may got a lead on something that will profit us.”

Outpost in the Orclands will detail an Outpost established by the Invincible Overlord.It will detail on 12.5 by 12.5 mile areas with a keep, orc lairs, and other locations.

· OakWatch – Details the keep of Oakwatch, the Overlord’s outpost against theorcs in the southern Dearthwood

· Caves of Karsh-Kor – Details Karsh-Kor the nearest lair of the Purple Claw toOakWatch

· The Night Bride Coven – Details The Night Bride Coven a group of evil wizardsand sorcerers dedicated to the service of demons.

· Senalar’s Grove – A ruined elven steading abandoned since the fall of the ElvenKingdom now haunted by a dark and malignant force.

· Encounter Locations – A dozen or so encounter locations around OakwatchKeep.

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Lands of the City-State(very large, may release in multiple installments interspersed among the adventures)

This will be a two map product (18" by 13" or larger) detailing the northern half ofthe Padizan Peninsula. The map will reach from the eastern shore of the Peninsulainto eastern Virdistan. From the northern shores to the start of the southern junglessouth of Onhir. Note because of the larger size hex (12.5 miles) that I use many ofthese realms are far larger than their High Fantasy Counterparts.

· Overview of the Majestic Wilderlands – a short overview of the MajesticWilderlands

· Map 1 – hex map and encounter locations of the northeast portion of the Padizan· Map 2 – hex map and encounter location of the north west portion of the Padizan· Confederation of Tharia and the City-State – a detailed overview of empire that

the Invincible Overlord rules including history.· The Tharian Coast – Tharian clans that maintain their freedom from the Overlord

through an alliance with Sotur.· Thunderhold – the Kingdom of the Dwarves.· Warwick – A pirate kingdom in the extreme northeast of the peninsula based

on a fusion of Tharian and Skandian culture.· Limerick Shire – The Halfling realm· Kingdom of Lightelf – The Gnome realm· Losthain – the surviving Elves from SilverwoodNote that Limerick, Lightelf, Losthain and to some extent Thunderhold are

remnants of an older culture that were the first civilization in the region.· Principality of Modron – A surviving Ghinorian successor state· Principality of Nomar – A surviving Ghinorian successor state under siege from

the Kingdom of Ossary· The Kingdom of Ossary – A Viking kingdom engaged in the conquest of Nomar.· The Halkemenan States – A series of free states, Zothay, Halkemenan, etc to

the south of the land controlled by the Overlord. Under pressure by theSkandians.

· The Duchy of Onhir – an elven realm founded by survivors from Silverwood· The Kingdom of Antil – a rival kingdom to City-State now on the wane.· The Empire of Gommorah – a Viridian successor state.· The Kingdom of Thygamus – a Tharian Kingdom to the northeast of City-State.

Regarded as a holy kingdom by the Tharian clans.· Ghinorians– One of the most important cultures in the region mostly inhabiting

the eastern parts.· Elessarians – Another important cultures inhabiting the southwest.· Tharians – The dominant culture of the Confederation of Tharia and the City-

State. The culture the Invincible Overlord is from.· Skandiks – The Viking culture located in the eastern regions.· Mitra – The dominant religion of the Ghinorians· Trehaen – The dominant religion of the Elessarians.· The Lars – The ancestor worship religion of the Tharians.· The Jmarva – The gods worshiped by the Skadians.

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Time of the Wolf(64 to 96 pages)

This takes place in the Duchy of Dearthmead to the south of Dearthwood acrossthe Estuary of the Roglaroon. This will focus on an area that is similar to medievalwestern Europe. The Duchy of Dearthmead is one of the five lands ruled by the Overlordand is the only land still be ruled by the Ghinorians. They once considered themselvesthe chosen people of Mitra and the apex of civilization in the Wilderlands. Now underthe yoke of the Overlord they maintain what freedom they have by glorifying thewarrior ideal and presenting a strong united front to the Tharian clans to the west.

This will be focused on the adventure of the Time of the Wolf which will be a midlevel adventure set in the Duchy of Dearthmead. Details will be supplied on the Duchyso it may be used for further adventures.

· Overview of the Majestic Wilderlands – a short overview of the MajesticWilderlands

· City-State of the Invincible Overlord – a short description of the empire thatthe Overlord of City-State rules.

· Duchy of Dearthmead – a hex map and listing of encounter locations within theduchy of Dearthmead.

· The Guild of Arcane Lore – a short overview of the one of the largest organizationsof wizards in the Majestic Wilderlands.

· The Goddess Mitra – a short overview of the goddess Mitra the central god of theGhinorian people.

· The Ghinorian People – a short overview of the Ghinorian people one of themost important cultures in the Majestic Wilderlands.

· The Village of Kensla – a detailed encounter location used in Time of the Wolf.Usable as a typical village for a fantasy campaign.

· The Golden House – a detailed encounter location on a Wizard’s conclave knownas the Golden House. This will be usable for any fantasy campaign.

· The Beggars – an extensive article on the Beggars of City-State, who play animportant part in the Time of the Wolf. Note that they are a culture similar to ourhistory’s gypsies and irish travelers.

· The Time of the Wolf – a mid-level adventure dealing with the depredations ofdemonic wolves on the region surrounding the Village of Kensla.

Map 19 – The Wild NorthThis is an alternative add-on for the Wilderlands of High Fantasy. This details the

region to the north of Map 2 (old Map 5) Valon. It is Russian centric and draws uponmuch of the mythology surrounding old Russia. It is still slanted towards the generalswords and sorcery feel of High Fantasy.

· 22" by 17" map of The Wild North· A 16 to 32 page guidebook detailing the locations found in the Wild North in a

format similar to what is found in the boxed set.

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The Dread Dearthwoods(estimate 64 to 96 pages)

The Dearthwoods lie to the east of the City-State. This was once known as theSilverwoods the heartland of a kingdom of the elves. Ravaged by the dragon Ancelgornseveral hundred years ago, it became the domain of his orc allies. It is now the focus ofthe Overlord of City-State plans for expansion.

The Dread Dearthwoods will be presented as a ready-made setting suitable forseveral levels of adventuring. It will include the following details

· Overview of the Majestic Wilderlands – a short overview of the MajesticWilderlands

· City-State of the Invincible Overlord – a short description of the empire thatthe Overlord of City-State rules.

· The Castle of Tain and it environs. The castle and the lands it protects is thespringboard for the Overlord’s conquest of the Dearthwoods.

· The Dread Dearthwoods, a hex map and listing of encounter locations withinthe woods.

· The Taigh of Lemyrd– A detailed adventure location of one the ruins an theancient elven stronghold that once guarded the borders of Silverwood. Suitablefor 10th level or higher character. One of the prizes of the module is the Taighitself which may be used for a player group’s stronghold.

· Orcs of the Majestic Wilderlands – An overview of the orcs, their history, andtheir culture.

· The Warrens of the Purple Claw – A detailed adventure location of the Orcssuitable for mid-level adventurers.

· Raid on the South Road – A detailed adventure of an orc raid on a caravansuitable for low-level adventurers.

The idea for the Dread Dearthwood to be as useful as Keep on the Borderlands toa Judge starting to use the Majestic Wilderlands.