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Now comes Supplement VI: The Majestic Wilderlands, wherein Rob Conley (author of Points of Light, Citadel of Fire, and other works with a definite classic bent to them) shares his 30-year home campaign, and stats it for use with Swords & Wizardry. Conley gained the permission of Judge’s Guild to release his version of the Wilderlands, and the end result does not disappoint.
With 3 decades of adventuring in the Wilderlands, Conley has definitely had time to put his own mark on the setting. Not only full of a goodly amount of setting overview, the 140-page Majestic Wilderlands also crams in plenty of new optional Swords & Wizardry sub-classes & skills. The reader will likely “mix n’ match” amongst the sub-classes, with entries such as the Myrmidons of Set, Berserkers, and Rune-Casters among the most entertaining. The religions of the Wilderlands also offer the opportunity of specialty priests, something Conley implements well.
The skill add-on rules are brief and to the point. Although it may not be utilized by many players of Swords & Wizardry, it is short and familiar (utilizing a 1d20+ability bonus+class bonus vs. Target Number of 15). People wanting to keep the simplicity of Swords & Wizardry while adding a basic skill system could do far worse.
The second section in the book deals with treasure and monsters, and is perhaps the weakest point, but still manages to introduce a few new baddies and items for use. This is the one section I wish had been fleshed out just a bit more.
The largest portion of the book is the third section, and Conley goes into loving detail here describing his Wilderlands. More than just a geographical primer, Conley manages to really impart the flavor of the races and cultures of the Wilderlands. Never too dull or uneven, Conley expertly guides us through a whirlwind of cultures, religions, peoples, and entities that turn the Wilderlands from a static place to a dynamic, living one.
If anything, knowing Conley’s excellent eye for cartography, I would have preferred to see a few more maps included in the book. Despite this, he manages to make you feel immersed in what feels to be a well-worn, comfortable setting. It’s almost as if we’ve been invited in to have a cup of tea in his personal campaign, and the effect is a pleasant one.
All in all, The Majestic Wilderlands compares favorably to other Wilderlands efforts, such as James Mishler’s Adventure Games Publishing. Users of this book should find a high degree of compatibility with both AGP works and the original Wilderlands. Perhaps the biggest difference is in tone, with Conley’s Wilderlands not exactly a somber place, but one that is a bit more serious in tone. This is not a bad thing, however; Conley’s setting is all the more vibrant and engaging for the scholarly and attentive tone of the writing.
The print copy of Majestic Wilderlands retails for $12, and comes in both a more colorful cover and a brown “original supplement” look. The pdf is $7, and is easy to read due to the single-column layout. For the amount of gaming material presented, either is a good value. It should be easily adaptable to any classical or neoclassical RPG, and probably a few outlier systems to boot.
Overall, Supplement VI: The Majestic Wilderlands gets very high marks on substance, and a passing grade on style. Whether you're looking to spice up a classical D&D campaign with some great ideas or need a world to call home for your campaign, you'll want to check this out. Wilderlands is definitely recommended to anyone looking for inspiration for any OD&D-based campaign, or for an example of what quality worldbuilding can produce. One can only hope Mr. Conley decides to open the vault to his gaming archives a bit further.

