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== Nations == This is a list of nations that were described in the Gazetteer series. They're all on a single continent of Mystara called "Brun," which is only 1/4 of the planet's total land area - and put together they only cover like ''1/10'' of Brun anyway. ;The Grand Duchy of Karameikos This is your default middle-ages northeast Europe setting that you kinda expect with Dungeons & Dragons. Big coastline, crossroads for a few other nations, multiracial. ;The Emirates of Ylaruam Arabian Nights all up in this bitch. A desert basin east of Karameikos, with a people simultaneously snooty with high culture and savage with scarce resources. Magic use is forbidden here, and wizards are hunted down and executed. Clerics are okay in their book, though. ;The Principalities of Glantri Nation of magic-users, alchemists and militant atheists. Includes some variant magic rules to mary-sue-size your mage NPCs. Did I mention that being a cleric is punishable by death? ;The Kingdom of Ierendi Fuck yeah pirates. They try to look like "respectable businessmen", so you get some mafia vibe here too. Includes some board-game kinda rules for ship-to-ship combat. Actually, if you have to pass on any of the Gazetteer series, you can pass on this one: Minrothad Guilds does a much better job. ;The Elves of Alfheim You know the stereotype of [[Elf|elves]] being tree-worshipping hippies and a bunch of fucking snobs? Totally what's going on here. If it makes you feel better, they get buttraped by infighting and civil war in the canon history. ;The Dwarves of Rockhome STRIKE THE EARTH! Included rules for characters that were both dwarves and clerics, and some AD&D conversion rules, 'cause AD&D is Gary's baby. ;The Northern Reaches Fuck yeah Vikings. Included cardboard models of a Viking village for your minis, and rules for clerics to use rune magic. ;The Five Shires It's <s>hobbits</s> <s>halflings</s> Hin. You can be homebody big-bellied halflings, or the gypsy under-foot nuisance type. ;The Minrothad Guilds Merchant of Venice time. Merchants on the high seas, including privateers for the cut-throat businessman. ;The Orcs of Thar Need a place to lump together all the dirty smelly humanoid "monsters", so let's put them in and under this volcanic mountain range. Has rules for playing monster humanoids as player characters, has a hilarious booklet for what every orc infantry needs to know, and (!) includes a board game by Tom Wham. ;The Republic of Darokin Fuck yeah musketeers. Includes rules for a new player class "Merchant", and retrofits trade routes into the previous gazetteers and Companion- & Master-level rules for commodity trading between nations. ;The Golden Khan of Ethengar Fuck yeah Mongol hordes invading your shit. Adds a shaman player class. ;The Shadow Elves Covers the less popular [[Drow|underground inhabiting Elves]], the famed Shadow Elves of Mystara. Shaman player class here too if you missed the Mongol splatbook. ;The Athruaghin Clans Here we have Amerindian-like clans, living mostly on an isolated plateau. Another shaman player class is given too, the totemic kind. ;Thyatis and Alphatia As if all the stuff described before wasn't enough, there was also a boxed set for a couple of empires that covered more territory than all the above combined. Thyatis was built like Ancient Rome, and Alphatia is another magocracy but more industrial and bureaucratic than the cultish rulers of Glantri. Includes Norwold from CM1 just north of Known World. ;The Hollow World Oh shit, and then there was the entire OTHER campaign setting that was all Aztec/Inca-y that was supposed to be set inside the hollow planet of Mystara (just like our Earth where Hitler said the UFOs were coming from). It had dinosaurs, so it couldn't be all bad. ;No-Gaz. Nations Several adventure modules expanded the description of Brun continent: * [[Desert Nomads series | X4&X5]] added Sind (okay, just the desert, and Pramayama but deserted) and Hule to the west of "The Known World" map * [[X6:_Quagmire!|X6]] added The Serpent Peninsula * [[X9: Savage Coast | X9]] went further west with "The Savage Coast" (later it even became the AD&D setting ''[[Red Steel]]'') * [[X11: Saga of the Shadow Lord | X11]] added Wendar and Denagoth (north of Glantri) Other products like Wrath Of The Immortals and Champions of Mystara, as The Poor Wizard's Almanacs gave a deeper insight on those lands or, in Sind's case, any information at all about them.
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