|
Introduction to the
Wilderlands Campaign
In the ancient days of gaming, before the age of Greyhawk, one campaign setting stood alone
on the shelves of book and hobby stores. This setting, the Wilderlands of High Fantasy,
was the first such work ever published and was created by the grand wizard, Bob Bledsaw, and
his colleagues collectively known as the Judges Guild.
The wizard's creation started as a single city, the City-State of the Invincible Overlord.
From this humble beginning it grew into a world teeming with the dangers sought out by
adventurers and Game Masters alike. But be warned, the Wilderlands have no secret organizations
of high powered NPCs to save the day or meddle with the destiny of the world. Much of what
can be found is hidden in unexplored wilderness and civilization remains barely more than
a few candles scattered in the dark.
Through the ages the wizard and his cohorts faded into the shadows. Their creation
did not evolve officially during this dark age but did live on in the minds and games of
adventurers. Then, just a few years ago, the wizard again made his way into the daylight.
This time he and his Judges Guild were accompanied by the mysterious powers of Necromancer
Games and worked to bring fresh life to the Wilderlands.
If you enter into the Wilderlands be prepared for the challenges that await. If you wish
to carve out strongholds, unite barbarian tribes, become a notorious pirate captain, or even
become a king in your own rite it will be your struggle and yours alone. Player Characters
in this land are not pawns in a grand game...they are the game.
Though the official setting uses the d20 system our campaign is being run with GURPS 4th
edition.
|