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<blockquote data-quote="johnsemlak" data-source="post: 1493948" data-attributes="member: 7233"><p>Here's my overview of the 3.5 version of the <em>Wilderlands</em> setting from Necromancer Games:</p><p></p><p>Currently there's only one book available, the <em>Player's Guide to the Wilderlands</em>. Other books are scheduled for this year, including the <em>Wilderlands of High Fantasy</em> boxed set and others. The Player's Guide is enought to rune the setting, and there's some good web support at the Judges Guild site hosted by <a href="http://www.necromancergames.com" target="_blank">www.necromancergames.com</a>.</p><p></p><p>The setting is a 3.5 revision of hte old Judges Guild Wilderlands setting published by a third party under license in the '70s for AD&D. The setting was published before the boom in Fantasy literature and thus is somewhat devoid of some of the fantasy cliches associated with Tolkien, Dragonlance, FR, etc. </p><p></p><p>Currently my best summary of the setting si a Sword and Sorcery type feel a la Leiber or Robert Howard but with all the standard D&D races and monsters.</p><p></p><p>The setting has a number of additional races and also human subraces that have game characteristics. 4 new classes are provided: The Witch, Alchemest, Amazon Warrior, and Sage.</p><p></p><p>The setting has an extensive history; one thing I like is the knowledge skill is integrated into the setting's history; Knowledge DCs depend on the culture, age of history, etc. of the item in question.</p><p></p><p>The setting has an 'uncivilized' feel; overland travel is dangerous, many areas are unexplored. Also, PCs are illiterate by default unless they spend feats to change that.</p><p></p><p>I think that covers what you asked about.</p></blockquote><p></p>
[QUOTE="johnsemlak, post: 1493948, member: 7233"] Here's my overview of the 3.5 version of the [i]Wilderlands[/i] setting from Necromancer Games: Currently there's only one book available, the [i]Player's Guide to the Wilderlands[/i]. Other books are scheduled for this year, including the [i]Wilderlands of High Fantasy[/i] boxed set and others. The Player's Guide is enought to rune the setting, and there's some good web support at the Judges Guild site hosted by [url]www.necromancergames.com[/url]. The setting is a 3.5 revision of hte old Judges Guild Wilderlands setting published by a third party under license in the '70s for AD&D. The setting was published before the boom in Fantasy literature and thus is somewhat devoid of some of the fantasy cliches associated with Tolkien, Dragonlance, FR, etc. Currently my best summary of the setting si a Sword and Sorcery type feel a la Leiber or Robert Howard but with all the standard D&D races and monsters. The setting has a number of additional races and also human subraces that have game characteristics. 4 new classes are provided: The Witch, Alchemest, Amazon Warrior, and Sage. The setting has an extensive history; one thing I like is the knowledge skill is integrated into the setting's history; Knowledge DCs depend on the culture, age of history, etc. of the item in question. The setting has an 'uncivilized' feel; overland travel is dangerous, many areas are unexplored. Also, PCs are illiterate by default unless they spend feats to change that. I think that covers what you asked about. [/QUOTE]
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