NG/JG--Wilderlands release schedule?

johnsemlak

First Post
Ok, I've asked about this before and you guys responded, and there is a release schedule on the JG website, but I'm a bit slow and still rather confused. Also, the release dates posted are mostly past. Could I just clarify a bit?

Wilderlands Gazetteer Release Date? Also, is this the same as the Player's Guide to the Wilderlands?

Caverns of Thracia--Is that still on for Oct 2003?

Wilderlands of High Fantasy Boxed Set -- Release Date?

CSotIO OK, the city state will be described briefly in the above-mentioned gazatteer, but this will be a separate, more detailed product, right? Release date?

Is there anything you can say about other products in the JG line?

Also, will these products be considered Necromancer Games products?
 
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Happy to oblige!

The Gazetteer is our short name for the Player's Guide to the Wilderlands. It goes to press next week and is out in October. If you visit our message boards you can see a very detailed list of contents. I will try to repost it here. The Player's Guide has info on classes (including new ones such as the alchemist, amazon warrior, sage and witch), races (many new ones, like Viridians, Tharbrians, Skandiks, Gishmesh, Karakhan, Altanians, Avalonians, etc.), history (pages of this), setting info, gods (over 60), monsters (over 30), new skills and feats (bunches, including the Craft [poisonmaking] skill and a ton of new setting specific knowledge skills), all the languages and alphabets of the setting, an overview of the 18 regions of the Wilderlands, new spells, new domains, 200 geographic entries, descriptions of 50+ cities all written from a player's perspective plus a huge full color fold out player's map. Also included is a Regions map and a Player's Map of the City State of the Invincible Overlord and a player's "guided tour" of over 30 specific locations in the City State (Hellbridge Temple with the Baleful Eye of Morg, the She-devil Tavern, the temple of Thoth, etc). The book is 128 pages.

In fact, if you want to see both the full color Player's Map and the Regions map (both by the awesome ENnie award winner Rob Lee), visit www.judgesguild.com.

The Player's Guide incorporates information from all the old Judges Guild products. Essentially, I have amassed and compiled all the old stuff so that you dont have to go hunting down old Pegasus magazines on ebay to understand the world. It is all there in the Player's Guide. And while this might not be great marketing for me, I will say taht you can run a Wilderlands campaing with nothing more than the Player's Guide itself.

City State of the Invincible Overlord is a hardcover that will be out late November. This product is a combination and expansion of two prior products--the original City State and the very rare and super cool Wraith Overlord detailing the stuff beneath the City State. All the maps included.

The Caverns of Thracia, an expansion and re-imagining of the classic JG module is set for December. This is a classic module by Paul Jaquays that has been expanded by Patrick Lawinger and it really is great.

Art is being finalized as are covers as I write this. The text goes to layout in two weeks. We are nicely on schedule.

I'll post more in a bit. For now, come check out our boards (go to www.necromancergames.com and follow the link to the boards) for all sorts of inside info on the Player's Guide.

Clark
 
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The Boxed set will be Q1 2004.

ALL 18 MAPS HAVE ALREADY BEEN 100% REDRAWN so we are doing great on that product. The boxed set will contain all 18 maps (9 maps, 2 sided). plus two soft cover books detailing the contents of the maps, in total about 400 pages.

These products are Necromancer Games/Judges Guild products. They will have the JG logo on the cover and the Necro logo on the back. The products have the full support of Bob Bledsaw of Judges Guild and we have created a joint Necromancer Games/Judges Guild design team to work on the products, including a number of the original Judges Guild members.

There are a number of future anticipated Judges Guild products that Necro will do.

Wilderlands Adventures will be a selection, exansion and re-imagining of the best of the adventures from the Book of Treasure Maps as well as adventures from the old City State installments from the classic Pegasus magazine.

We have already created revisions of a number of the old products and will be releasing them as PDFs (Shield Maidens of Sea Rune, Witches' Court Marshes, etc). But much of the content from the many products has been assimilated into the Player's Guide and the Boxed Set.

Clark
 

The setting is fully 3.5'd.

Oh, and did I mention cover art by FRANK FRAZETTA and interior art by David Day (which is just awesome).

For those not overly familiar with the setting, here are a few blurbs from the Player's Guide. Think Conan and Fafhrd and the Grey Mouser with some Elric thrown in for good measure. The full name of the setting is teh Wilderlands of High Fantasy.

The civilization of the Wilderlands centers mostly on the largest city states: Viridistan, the City State of the Invincible Overlord, Tarantis, Valon, Rallu and Tula. But these locations are small in comparison to the vast forests, expansive plains, open seas, trackless deserts, imposing mountains and wild rivers. The light of civilization in the Wilderlands is a dim spark against the dark wilds.

The Wilderlands is a setting in decline. Long ago empires covered the region. But great wars, with the gods themselves fighting alongside men, has reduced the splendor of those past civilizations, leaving them in ruins. The most recent such war was the War of the Pious and Philosophers, pitting the followers of magic against the followers of science. That war was some 6000 years ago (though that date is disputed). Cities that do exist today are generally built on the sites of ancient cities, some among the ruins themselves. Broken roads, crumbled walls, sunken buildings and half-ruined towers dot the landscape, a constant reminder of the faded past.

Life in the Wilderlands can be summed up for the average commoner as follows: Solitary, poor, nasty, brutish and short. The average life expectancy is fifteen years unless one lives in a walled city or town such as the City State, Viridistan, Thunderhold, Modron, Warwik or other large cities, in which it is only a little higher. Almost all Human families produce at least ten children, of whom two or three may live long enough to have children of their own. In the wilderness villages, wandering monsters and the raids of nomads, brigands and various humanoid species which are inherently evil are the bane of many. Rampant, unchecked disease is common to both walled city and wilderness village; so is infant mortality. The dangers of wandering monsters are lessened in a walled city or town, but the concentration of people in a small area leads to a high crime rate and poor sanitation; therefore, instead of being slain by a marauding dragon, a city dweller may have his throat slit for the contents of his purse. Few men manage to live past the ripe old age of thirty-five, and the fact that a man is fifty or sixty years old indicates great wisdom on his part (or an incredible run of luck).

Welcome to the Wilderlands, where life is cheap, travel is dangerous and a strong sword arm is worth more than a purse full of gold.

Ice wizards of Valon, secluded in their shimmering silver and gold towers or using weather mastery to propel their ships over the Uther Pentwegern Sea. Red-skinned barbarians of Altanis carving out history with their bloody axes. Pirates of Tarantis, in league with the Tarantine Merchants, pillaging the shipping lanes of the Winedark Sea. Fierce Amazon Warriors, wearing little or no armor, accompanied by their saber-toothed tigers, bringing death with their shining swords. Rangers of Dearthwood, battling the vicious Orcs of the Purple Claw, ever searching for their foe’s stronghold.

The Wilderlands is an ancient setting of high fantasy, with fallen empires and disparate cultures and races. This chapter details how you can create a character immersed in the rich background of the Wilderlands.

Clark
 


Thank you so much for the details. Sorry for being lazy and not surfing your messageboards for the info myself (I do visit your boards actually).

Orcus said:


These products are Necromancer Games/Judges Guild products. They will have the JG logo on the cover and the Necro logo on the back. The products have the full support of Bob Bledsaw of Judges Guild and we have created a joint Necromancer Games/Judges Guild design team to work on the products, including a number of the original Judges Guild members.


OK thanks for clarifying that. We'll try to bear that in mind in referring to NG/JG products at the EN World news site.
 

Orcus said:
ALL 18 MAPS HAVE ALREADY BEEN 100% REDRAWN so we are doing great on that product. The boxed set will contain all 18 maps (9 maps, 2 sided). plus two soft cover books detailing the contents of the maps, in total about 400 pages.

Only 400 pages? Wow. Will you include a magnifying glass with the product? :cool:
 

Here is an example of the raw text from the Boxed Set, which details every freaking hex with a village, city, monster lair, island, temple, citadel, ruin, relic or anything else on all 18 maps. This is from Map 2: Barbarian Altanis. Note also that this is pre-3.5 version of the text.

0102 Giant Frogs (EL 5): Two monstrous giant frogs (see the ToH) hide near a narrow dirt path passing through the forest. The dirt path is easiest route through the thick forest, making it ideal for ambushes. The giant frogs avoid large parties of creatures, attacking only those at the rear of a traveling party. They remain hidden in the underbrush until a target is close enough to attack with their sticky tongues and then they retreat deep into the forest to digest their swallowed victim.

0103 Citadel of Air (Citadel): Conventional; AL N; Tech Level: 4; 40 gp limit; Assets 90 gp; Population 45 (Able bodied men: 10); integrated (human 37%, half-elf 20%, elf 18%, halfling 10%, gnome 7%, others 8%). Authority Figure: Krogen, male Tharbrian N Rog9. Important Characters: Galise, female half-elf N Exp4 (runs the Happy Harpy); Prosperia, female wood elf CE Ftr6 (second in command); Bull Finch, male Tharbrian LE Ftr5 (security chief); Goremik Harfoot, male Halfling N Rog4 (game master); Hairy Gunn, male Tharbrian N Ftr4 (wrestling champion)

Once the stronghold of a powerful wizard, this tower has been taken by a group of bandits. Adjacent to the tower is a small collection of buildings where the lumberjacks of Dier (Map 7, hex 5102) and the trappers of Gadorsalt (Map 7, hex 4904) often go for a night of drinking and fun. Krogen established a gambling house in the largest building seeking to attract new recruits. Much of the tower has been looted over the last fifteen years but the dungeon below was barricaded after the group’s sorceress staggered upstairs covered with acidic slime. A pack of wardogs are chained near the tower entrance.

0108 ACTUN (Small Town): Conventional; AL LG; Tech Level: 5; 800 gp limit; Assets 43,600 gp; Population 1,744 (Able bodied men: 436); mixed (elf 75%, human 14%, half-elf 5%, halfling 3%, others 4%); Resources: Market. Authority Figure: Redon the Enchanted, male grey elf NG Ftr11. Important Characters: Lutheia, female elf CG Clr13 (high priestess of Cilborith); Sir Sandar, male half-elf NG Rgr6 (spokesmen for Actun's human and half-elf population).

Actun is home for the majority of the elves in this region of the Wilderlands. It is an ancient city predating the foundation of Antil, the City State, and Viridstan. Actun rulers use elven lore and magic to keep the region free of control from either Viridstan or the City State. The Narith dominates the city. It is one of the holiest groves dedicated to the elven god Cilborith. It is rumored that the heart of the grove co-exists with Cilborith's realm in the outer planes. The high priest and priestess traditionally anoint the King of Actun who rules in Cilborith's name. The current ruler is King Redon who has reigned for over three hundred years.

0110 Giant Weasels (EL 9): Rocky terrain along the river banks conceals the numerous burrows of a large colony of 12 dire weasels. The river is a watering ground for a large number of animals, providing plenty of prey to support the large colony. The weasels usually split into teams of 4-6 and ambush animals that come to the river to drink. While they do not actively hunt armed humanoids, these creatures are extremely territorial and gather together to attack anyone approaching their burrows.

0112 Mordog the Mad (EL 9): A blackened crevasse over a mile long scores the earth here. No plants grow within, and every fifty feet or so along its length there is a thick scattering of dark dust, the harsh residue of coal fires. Characters with the Track feat may make a Spot check (DC 11) to note very large footprints here and there in the dusty leavings about the chasm. There is no need to find or follow a trail, however, as adventurers spending any significant time in the vicinity of the crevice will be assaulted by Mordog the Mad, a crazed hill giant wearing greasy leathers and covered head to toe in black dust. Despite his limited mentality Mordog is cunning, and will use ranged or hand-to-hand attacks and his rage and improved bull rush as appropriate, the latter to push enemies into the canyon. If he catches a party exploring below he will pelt them with rocks from above and then move to a covered position near the closest path up to assault them when they leave.

Mordog the Mad, Hill Giant, Bbn2: CR 9; SZ L Giant; HD 12d8+2d12+ 84; hp 170; Init +1; Spd 50 ft.; AC 22 (-1 size, +1 Dex, +9 natural, +3 armor); Atk +18/+13 melee (2d6+15, huge greatclub), or +12/+7 ranged (2d6+10, rocks); Reach 10 ft.; SA rage 1/day, rock throwing; SQ rock catching, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +17, Ref +3, Will +2; Str 30, Dex 12, Con 22, Int 6, Wis 6, Cha 15.

Skills: Climb +12, Jump +12, Spot +2, Wilderness Lore +2. Feats: Cleave, Improved Bull Rush, Power Attack, Weapon Focus (greatclub).

Possessions: Huge greatclub, large hide armor, giant’s bag with 5 rocks, coal and coal dust, bones, rocks, and a large chunk of unrefined copper worth 150 cp.

0114 Quitzit (Hamlet): conventional; AL CG; Civ Level: 1; Tech Level: 4; 100 gp limit; Assets 1,413gp; Population 452 (Able bodied men: 113); integrated (half-elf 37% human 20% elf 18% dwarf 10% halfling 7% other 8%); Resources: Silver; Authority Figure(s): Ilialetus, female Alryan NG Wiz5; Important Characters: Manus, male elf CG Wiz4 (King Roden's representative on the hamlet's council); Gezon, male dwarf LG (head of the silver mines). Angthor Mag, Tharbrian male NG War7 (leader of the militia).

The headland Quitzit is located on is riddled with rich veins of silver. The mines have been in almost continuous operation for over three thousand years. It is due to the silver that the mines produce that Actun is able to remain independent of the major powers. A loose council of the miners and local farmers runs the mines and the hamlet. Two hundred years ago, the humans and half-elves of the hamlet revolted and deposed their arrogant elven governor. King Redon granted Quitzit the right of self-rule provided the silver continued to flow. The elves are allowed to appoint a representative to the council. The production has steadily increased. Everyone is pleased with the new arrangement except for Cilan the deposed governor. Ilialetus was elected twenty years ago. She is well-liked but not known for her ability to come to a quick decision.

0206 Giant Beetles (EL 8): Dead antelope and zebras left behind by a recent stampede along the river provide food to a group of 4 giant bombardier beetles. The beetles viciously defend their food by attacking any creature approaching them. A spray of acid usually sends other carrion-seeking animals far away, if this doesn’t work the beetles attack in force either driving interlopers off or killing them.

0210 Castle Silvan (Castle and Village): conventional; AL CN; Civ Level: 5; Tech Level: 4; 200 gp limit; Assets 1,625 gp; Population 521 (Able bodied men: 130); isolated (elf 96%, other 4%); Resources: Castle; Authority Figure(s): Cilan the Fair, male grey elf CN Ftr8 (Baron); Important Characters: Tani, female elf CG Clr6 (priestess of Cilborith, concerned about the growing darkness in Cilan and his followers); Falgerith, male grey elf CN Pal5 (Cilborith Knight).

Castle Silvan is the bulwark of the southern defense for Actun. It also guards the trail that caravans use to ship silver between Quitzit and Actun. Lord Cilan was once governor of Quitzit and was deposed in a revolt. He is arrogant even for an elf and condescending to non-elves. After King Redon made peace with the miners he appointed Cilan lord of Castle Silvan. Since then, Cilan has grown to hate human and non-elves and has gathered a growing number of followers. The King is growing concerned about the rising power of Cilan and sent Tani to assess the situation at Castle Silvan.


There is 400+ pages of this stuff for all the relevant hexes on all 18 maps. Of course, Judges (aka DMs) are encouraged to add more monster lairs of their own design.

Clark
 
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Orcus: interesting excerpt. Does that mean that hex entries will not be grouped by category (e.g. Villages, Castles, Islands, Lairs and Ruins), but rather presented as a continuous stream? Or is this a work in progress version*?

*I, personally, would prefer a grouped format.
Also:
Galise, female half-elf N Exp4 (runs the Happy Harpy);
Apparently, this is a franchise of brothels, since there is a similar establishment by the same name in the City State! :D
 
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