Wilderlands of the Magic Realm explained

Wilderlands of the Magic Realm
Genre:Role-playing game
Publisher:Judges Guild
Media Type:Print
Preceded By:Fantastic Wilderlands Beyonde
Followed By:Wilderlands of the Fantastic Reaches
Notes:Judges Guild Product Code: [JG 92][1]

Wilderlands of the Magic Realm is a supplement for fantasy role-playing games published by Judges Guild in 1980. (JG 92)[1]

Contents

Wilderlands of the Magic Realm is a campaign setting supplement which details over 300 island locations found on four large wilderness maps of the sea (Wilderlands Maps 11-14).

The regions of Ghinor (#11), the Isles of the Blest (#12), the Ebony Coast (#13), and Ament Tundra (#14)[2] are shown in full detail on the judge's maps and are roughly sketched out on the players' maps. The booklet describes and gives the location of many of the villages, castles, islands, ruins, relics, and monsters.[1]

Publication history

Wilderlands of the Magic Realm was written by Mark Holmer with Bob Bledsaw, with a cover by Jennell Jaquays, and was published by Judges Guild in 1980 as a 48-page book and four large maps.[3]

External links

Notes and References

  1. acaeum.com "Wilderlands of the Magic Realm"
  2. acaeum.com "Wilderlands Campaign Maps"
  3. Book: Schick, Lawrence. Lawrence Schick

    . Lawrence Schick. Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books . 1991. 0-87975-653-5 . 148.