Known World Gazetteers

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The Known World Gazetteers were some of the earliest splatbooks for Dungeons & Dragons. Set in the setting of that name ("Mystara" will come later), each was a supplement for the BECMI rules (aka "Basic D&D") which examined a particular region of the region as to flesh out the native races and cultures.

In TSR's numbering scheme, they were usually designated by the prefix GAZ(number). One exception to this is the splat "Dawn of the Emperors: Thyatis and Alphatia", which is generally accepted as part of the Known World Gazetteers, but is not numbered as such, even though it came out before The Shadow Elves and The Atruaghin Clans. And Champions of Mystara is coming but we'd rather forget about that.

Many of the Known World Gazetteers focused on pastiches of real-world human cultures, which was about par for both Mystara in particular and for D&D in general at the time. Still, a significant minority did provide other kinds of cultures, from the magocracy of Glantri to the demihuman nations of Alfheim, Rockhome, the Five Shires, Thar, and the realm of the Shadow Elves.

All this developed from X10: Red Arrow, Black Shield - in fact, it is pretty much a vast Talmud on that mishnah. Each nation's economy is explicitly developed in accordance with the dominion rules from the D&D Companion Set, and the nation's armed forces are described in War Machine terms from same.

GAZ1: The Grand Duchy of Karameikos[edit | edit source]

Written by Aaron Allston in 1987. The book describes the feudal nation of Karameikos, designed since Tom Moldvay to be familiar to Westerners as to be a starting place for player characters. The book covers the history, politics, society, economy, and geography of Karameikos, plus rules for generating local characters and their knowledge of the land. It features an extensive collection of detailed NPCs. The gazetteer includes maps and descriptions of several cities and villages, and a number of adventure scenario suggestions. This established the template for the GAZ series to follow.

GAZ2: The Emirates of Ylaruam[edit | edit source]

Written by Ken Rolston in 1987. The book describes the desert nation of Ylaruam, a land similar to the Umayyad empire at its late-antique height. ('Abbasi-bros can refer to al-Qadim.) The book covers much the same as GAZ1 as well as including a sample village, rules for dervishes (desert druids), and guidelines for creating Ylari characters. It sides (strongly) with not!Sunnism against caliphal-dynastic expressions, with the not!Shi'a played by "the Kin". Because Rolston is American and, by 1987, everyone was getting sick of Khomeini.

GAZ3: The Principalities of Glantri[edit | edit source]

Written by Bruce Heard in 1987. The book describes the land of Glantri, a country ruled by and for magicians. The book (besides the usual) puts a special focus on the ruling families, their personalities, and intrigues. The Principalities of Glantri also describes Glantri City in detail such as sections on living in the city and what it is like at night, while also including many new spells.

For its special features, it details Glantri City and variant magic systems. The origins, objectives, and main personalities of each aristocratic house and clan struggling for control of Glantri's Council of Princes are described, along with the number of votes it controls in the council. The book presents the city's assortment of guilds and brotherhoods, such as Beggar’s Court, the Elven Liberation Front, the Free Fundamentalist Farmers, the Monster Handler's Syndicate, and the Thousand Fists of Khan, each with conflicting interests and political machinations. The Gazetteer offers an elaborate view of the magic-user's career, focusing on enrollment in the Glantrian School of Magic, which permits a magic-user character to learn new skills, like quick spell-casting and the ability to combine spells. The Gazetteer also provides player character (PC) spell-casting specialties: The Seven Secret Orders of the Great School of Magic are the Alchemists, Dracologists, Elementalists, Illusionists, Necromancers, Cryptomancers (runemasters), and Witches.

Also the map's north incorporates the southern boundaries of Wendar.

GAZ4: The Kingdom of Ierendi[edit | edit source]

Written by Anne Gray McCready in 1987. The book describes the island realm of Ierendi, a pirate-ridden archipelago that tries to appear as a tropical paradise. The book covers the vital statistics of Ierendi and describes the 10 major islands. The gazetteer also includes simple naval battle rules, ship counters, and a map, as well as a simple board game for resolving large naval conflicts. Plot outlines for all levels of play are sprinkled liberally throughout the text.

One of the more fun aspects of Ierendi is that they elect their kings and queens from adventurers; as taken from Dobson's pantsing of the notorious XL1: Quest for the Heartstone. As Gray-McCready salvaged all this skub, some groups could do some Dominion game play here.

GAZ5: The Elves of Alfheim[edit | edit source]

Written by Steve Perrin in 1988. The Elves of Alfheim describes the elven forest nation of Alfheim. Also included is details of its capital city and its forest denizens. It includes comprehensive rules for elf characters, new monsters, and seven mini scenarios. BX[CMI] players of elves have needed the Shaman and other elf-kits that aren't Gish since CM7: The Tree of Life. The Shadow Elves are mooted here; will be (more sympathetically) fleshed out later.

GAZ6: The Dwarves of Rockhome[edit | edit source]

Written by Aaron Allston in 1988. The book describes the dwarven realm of Rockhome, and features new rules for dwarven characters, including dwarven clerics, plus the usual fluff; and details its capital city of Dengar. Also included are three mini scenarios and additional scenario suggestions.

Oh yeah. And TSR is coming under New Management, which means bringing the BECMI to heel. So GAZ6 got rules for adaptation to AD&D.

GAZ7: The Northern Reaches[edit | edit source]

Written by Ken Rolston in 1988. The guides Helfdan Halftroll, Onund Tolundmire, Saru the Serpent, and Dwalinn the Dwarf take the reader on a tour of the Northern Reaches. The accessory describes the three Viking-style lands of Ostland, Vestland, and Soderfjord. The thirty-two page Players Book gives an overview of the Northern Reaches, and contains rules for Northman characters, including optional rules for character personality traits, and two new classes: the Wise Woman and the Godi (a priest of Odin, Thor, Loki or Hel). The sixty-four page DM Book contains most of the fluff of the Northern Reaches. It also includes three scenarios, an epic campaign outline, and a new system of clerical magic: runes.

Among the fluff: the Moulder Dwarf. From Wagner, and early Tolkien. If you're doing Old Germania then you can't avoid that...

The gazetteer also includes a large color map and cardstock cutouts for constructing scale model Viking buildings. The complete 3-D card village can be assembled and used as the setting for two of the detailed adventures.

GAZ8: The Five Shires[edit | edit source]

Written by Ed Greenwood - yeah, the Forgotten Realms guy - in 1988. The book describes the land of the halflings, or "Hin," as they call themselves. The 24-page "Player's Booklet" gives an overview of the Shires and their inhabitants, with rules for high-level halflings and new spells. The 72-page "Dungeon Masters Booklet" gives a more detailed description of it all plus "The Pirate Life". It also includes a section on "Campaigning in the Five Shires", encounter tables and suggestions for adventure scenarios.

This is considered one of the weaker entries into the canon; but to be fair to Ed, there's not much to do with hobbits halflings.

GAZ9: The Minrothad Guilds[edit | edit source]

Written by Deborah Christian and Kim Eastland in 1988. The Minrothad Guilds are fictional seaborne merchants, and the book covers life, society, and politics in their lands. The Minrothad Guilds describes the great trading guilds of the D&D world and their island homes. The 32-page "Player's Booklet" outlines the operation of the guilds, including their laws and rigid caste system. The 64-page "Dungeon Master's Booklet" covers the usual with a focus on the guilds' relationship with pirates. The gazetteer also describes trade in the D&D world.

GAZ10: The Orcs of Thar[edit | edit source]

Written by Bruce Heard in 1988. This covers the Broken Lands - or, more accurately, it describes what those Lands cover, which isn't just orcs. One of the better GAZzes, because Heard has a sense of humor. And because, in the Known World, you can FINALLY play a humanoid now.

The "Player's Guide" is where you get those humanoid character creation rules: kobolds, goblins, orcs, hobgoblins, gnolls, bugbears, ogres, and trolls. All these alongside a "shaman" class for cleric-likes; "wiccas" for magelikes. And tables and suggestions for generating height, physical appearance, outlook, and various skills - to add depth to the (hideous and intimidating) characters. Also includes a description of the orcish view of the world, starting from the Broken Lands home turf. To this end it provides their "history" of the various humanoid races, and describes the situation in the Broken Lands with an account of the ten tribes, their beliefs, and the areas they inhabit. Best of all: "Thar's Manual of Good Conduct", a guide to portraying characters' obnoxious behavior and battle-lust, intended to be pulled out of the booklet, cut up, and stapled into a smaller booklet-let.

The "Dungeon Master’s Booklet" covers important humanoid leaders, campaigning in the Broken Lands, an adventure scenario, and those rules for adaptation to AD&D. This gives the “real” history of the humanoids and details on the major NPCs in the Broken Lands. It provides information about the best way to stage and present humanoid adventures, along with adventure outlines. It presents details of the orcish city Oenkmar, allowing humanoids and humans to explore, and lists the rules for tlachtli, the Mesoamerican ball game, which they play in Oenkmar.

An included board game is called Orc Wars, and is set in and around the Broken Lands and features a power struggle to become the top humanoid.

GAZ11: The Republic of Darokin[edit | edit source]

Written by Scott Haring in 1989. The fictional Republic of Darokin specializes in land-based guilds, and the accessory covers life, society, and politics in their lands. The gazetteer describes a plutocratic republic ruled by a council of merchants similar to the Italian merchant republic city-states of the Middle Ages and Renaissance. The 32-page "Player's Guide" gives a brief overview of the land, with rules for Darokinian player characters and a Merchant character class, and includes guidelines for trading and a map of the Known World's main trade routes, imports, and exports. The 64-page "Dungeon Master's Guide" contains that background material. The gazetteer also includes a map of the city of Darokin, a large color map, and cardstock miniatures of merchants' wagons.

GAZ12: The Golden Khan of Ethengar[edit | edit source]

Written by Jim Bambra in 1989. The gazetteer describes the land and people of the Ethengar tribes, who resemble the Mongols at the time of Kublai Khan. The 32-page "Player's Guide" gives a brief overview of the land, and includes rules for Ethengar player characters and a (new) shaman character class. The 64-page "Dungeon Master's Guide" contains background information on the Ethengar tribes' history, politics, and leaders, including the Golden Khan and his court. The gazetteer also covers the geography of the steppes, the humanoids and other monsters that live there, and adventure scenario suggestions, and a large color map.

Dawn of the Emperors: Thyatis and Alphatia[edit | edit source]

Written by Aaron Allston in 1989. Dawn of the Emperors is a campaign setting in the world of the GAZ series, and describes the two warring empires of Thyatis and Alphatia.

The 32-page "Player's Guide to Thyatis" describes an expanding, eclectic empire reminiscent of the Roman that reserves its highest regard for warriors; this book includes character creation rules for Thyatian player characters.

The 32-page "Player's Guide to Alphatia" describes a chaotic, bizarre, and ancient empire where magic-users reign over all non-magical folk; this book includes rules for Alphatian character creation, and for making magic items.

The 128-page "The Dungeon Master's Sourcebook" includes a history and atlas for each of the two featured empires, plus details on their disputed territories, campaign and adventure scenario suggestions.

GAZ13: The Shadow Elves[edit | edit source]

Written by Carl Sargent and Gary Thomas in 1990. GAZ13 describes the region deep beneath the Broken Lands' orc caverns, where the underground shadow elves live. The 64-page "DM's Guide" describes the locations found on the large color map, and also includes new rules for shamans, plus some mini scenarios. The 32-page "Player's Guide" contains rules for creating shadow elf player characters. The gazetteer, like several others, includes sections on how to adapt the gazetteer to AD&D 2nd Edition rules.

GAZ14: The Atruaghin Clans[edit | edit source]

Written by William W. Connors in 1991. The book describes the territory of the Known World/Mystara known as "the Atruaghin Clans", which are a society loosely based on American Indian tribes.

The publication consists of two booklets, a fold-out map and a cardboard cover. The 64-page booklet "Player's Guide" describes the realm of the Atruaghin Clans within the D&D world for the players. After the introduction, the book is divided into the following sections: The Story of Atruaghin, Character Generation, Shamani, Spell Descriptions and sections on the individual tribes (Children of the Horse, Children of the Bear, Children of the Turtle, Children of the Tiger, Children of the Elk). The second 32-page booklet ("Referee's Guide") is for the DM. It contains information on the history of the Clins, the Immortals ("Gods") involved in the Clans' history, some Non-Player Characters, sections on "Totem Magic", as well as on "Atruaghin's Mystical Conveyor".