Welcome! This thread is going to initially be used to introduce the setting for those who don't know it, explain any differences or rules that i am using instead of those in the official wilderlands setting and eventually to start with character creation. Once we get the campaign going, then this thread will be used for rules questions, out of character discussion and general chin-wagging.
First up, a brief primer on the setting and the fledgling states that make it up. Later, i 'll detail races and Tech levels.
For those interested, this is going to be run in the Valon area, but not close-by the city of the Ice-mages. More details once i have posted all the stuff i mentioned above.
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A Brief PrimerThe Wilderlands is a diverse setting in a world built on the ruins of ancient civilisations, from the otherworldly Great Race and the draconic First Men to the evil and mysterious Markrabs and the ancient Kelnorian Empire. The feel of the world is one of decline or new birth, filled with ruins and ancient mystery. In many places civilisation is but beginning to return after the ancient wars that caused the ruin of the early races.
There are very few powerful NPCs to drive the actions of the PCs. The player characters are not pawns in a game, they are the game; able to carve out strongholds, lead armies, head churches or even become Kings. (Note: Leaders of communities tend to be in the 2-7th level range, with only a few exceptions. This is somewhere where the PCs are meant to matter at a relatively lower power level than other settings)
The Wilderlands are largely unexplored and overland travel (and sea voyages) is both crucial and dangerous. Much of the land is unsettled and unknown, riddled with ruins and relics of past empires. Civilisation is but a candle in the dark. Exploration is a key of the setting.
In the Wilderlands you may find the ice wizards of Valon, the red-skinned barbarians of Altanis, the pirates of Tarantis and fierce Amazonian warriors, escorted by their sabre-toothed tigers. Orcs, and other monsters lurk everywhere, waiting to trip the unwary up. But beware, looks can be deceiving; not every tusked warrior is evil, not every Elf ranger can be trusted.
The whole of the Wilderlands setting fills an area roughly the size of the Mediterranean Sea and its surrounding lands from Gibraltar to the sole of Italy’s ‘boot’. (Note: I have made it bigger to better reflect the feel of isolated communities and vast wilds, so it is likely half that size again).
Travel is dangerous in the Wilderlands. There are next to no roads and any that there are, are little better than trails. Only Viridistan and parts of the City State have paved roads that allow swift travel. Where there are no trails, the land is trackless for vast distances, containing only adventure, ruins and the occasional traveller braving the wilds as you do. Yet, the spirit of the explorer is strong and many seek to discover new wonders and marvels in the wild, or even to begin new communities away from competition or war. The world really is your oyster…if you can swallow it!
CivilisationA few bastions remain from older days or have arisen from the ashes of ancient wars. With only a couple of exceptions, these areas of burgeoning civilisation are little more than candles against the dark. There is very little centralised authority because of the distances involved and the dangers of travel. So even in a well-settled area like Viridistan, there are still vast tracts of land that may as well not be a part of that great city-state.
Viridistan: known as the City of Spices and the City State of the World Emperor, this is home to the sorcerous and otherworldly Green Emperor and his wife, believed to be the last of the green-skinned race of Viridians. He has ruled much of the northern Wilderlands for some time, but his influence had lessened of late. Its provinces contain cities that are nearly city-states in themselves.
City State of the Invincible Overlord: Known as the ‘City-State’, this area is growing in power and due to proximity, tension has been arising between this state and Viridistan. Several wars have been fought.
Valon: A major sea power of the north and home of the tall Avalonian ice-wizards. It normally lives in peace with its neighbours, but has attacked Tarsh on occasion. Valon sits on a great glacier.
Tarantis: Ruled by Atar the Lion, this is a major sea power and has been linked to pirate activity. Merchants here bring rare goods from the far off Kingdom of Karak.
Tula: The legendary city of mages where marvels are seen at every street corner.
Rallu: City State of the Sea Kings. Long kept secret from the outside world, its location has recently been discovered. It is at war with Tula.
Other areas of fledgling civilisation include: The Holy Cities, Warwik, Tarsh, Thunderhold, Lenap, Tlan and Chim.
This may seem like a great deal of the land is peacefully settled, but even the great powers only hold a tenuous grip on power beyond their heartlands. Their influence is felt, but action is much harder to achieve. Between the lands discussed above are large areas settled only very sparsely by hardy farmers and protected by walled keeps. Days or weeks can pass when travelling between two villages and only when it comes into view can you see the trappings of a primitive civilisation.