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Dungeons & Dragons (D&D) - Gazetteer series

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BROWSE MY GAZETTEER ITEMS CURRENTLY IN STOCK








The Grand Duchy of Karameikos (GAZ1)
"This is the first in a series - a completely new concept in gaming aids for the DUNGEONS & DRAGONS game system. Within these covers is a complete historical, economical, geographical, and sociological overview of the Grand Duchy of Karameikos. Entries on (and maps of) the major cities and towns, as well and biographical entries on the important figures in the Duchy, will aid the DM in preparing his own adventures as well as enrich the playing of published adventures.

In addition, there is a full-size, four-color map showing not only Karameikos itself, but also the capital city of Specularum, the city of Kelvin, and the town of Threshold. This map will be fully compatible with those to follow in the series, so that DMs and players can put them side by side for comparison and/or play.

Beginning with the Grand Duchy of Karameikos, this series provides a rich tapestry of background material for player and DM alike, sure to benefit the gamer immeasurably."

1987 ... Aaron Allston ... 64 pages + fold-out map ... TSR 9193 ... ISBN 0880383917

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The Emirates of Ylaruam (GAZ2)
"This is the second in a series - a completely new concept in gaming aids for the DUNGEONS & DRAGONS game system. Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on campaigning in the Emirates will also aid the DM in preparing his own adventures as well as enrich the playing of published adventures.

In addition, there is a full-size, color map of the Emirates, the cities of Surra-Man-Raa and Tameronikas, a typical Emirates village, and a caravan village. This map is fully compatible with all Gazetteers in this series, so that DMs and players can put them side by side for comparison and/or play."

Pages 29-36 are a player handout, beige-tinted, titled "What Everyone Knows About the Emirates" -- these will sometimes be separated or loose in used copies.
-Wayne

1987 ... Ken Rolston ... 64 pages + fold-out map ... TSR 9194 ... ISBN 0880383925

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The Principalities of Glantri (GAZ3)
"It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small batwings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping.
Down below, the students are preparing for their daily barrage of courses on geography, economics, history, royal lineages, and massive magical instruction (including new spell research and casting). It is rumored that each of the school's instructors is a member (or leader) of one of the Seven Secret Crafts - with strange new abilities.
All who come to or live in Glantri are searching for a secret - the secret of the Radiance, a mythical force covering the whole of the Principalities. Now your characters can join the adventure, with this Gazetteer. Here are complete maps of the Principalities, a street map of the capital, and all the information you'll need to interact with the citizens - people ruled by wizard-princes, not all of them satisfied with that situation..."

1987 ... Bruce Heard ... 96 pages + fold-out map ... TSR 9208 ... ISBN 0880384859

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The Kingdom of Ierendi (GAZ4)
"To some, it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid.
The Kingdom of Ierendi comprises ten islands, each with a specific attraction for the adventure-seeking visitor. The native population includes the Makai, the original tribe to inhabit the islands, and various settlers who have chosen these exotic locales as their home (well for some, perhaps "chosen" isn't quite the proper word...).
Your characters want to take a break from continental life? Here is the material for precisely that kind of relief. This Gazetteer includes information on each island in the Kingdom, complete maps of the area, adventures keyed to specific locations (as well as some more general ones), and for the DM a new method of playing out sea battles, complete with ship counters. Come back to Ierendi. Make it yours, again and again."

1987 ... Anne Gray McCready ... 64 pages + fold-out map + sheet of counters (200) ... TSR 9215 ... ISBN 0880384921

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The Elves of Alfheim (GAZ5)
"This is the first Gazetteer to outline a non-human culture: that of the Elves. Herein DMs and players alike will find information on elven society, politics, economics, and culture. Fascinating, first-hand details on the fabulous tree-cities are at last available to adventurers. The pageant of elven life hinted at in such previous TSR products as CM7, The Tree of Life, is now revealed in its entirety. For players of elven characters, this is an invaluable resource. Portions of the elven way of life that were cloudy until recently are outlined here in crystal clarity. The same material will be of aid to the DM who uses Alfheim in his or her campaign. The Elves of Alfheim is sure to become a staple of any D&D game campaign."

Pages 45-52 are a player handout, green-tinted, titled "What Everyone Knows About Alfheim" -- these will sometimes be separated or loose in used copies.
-Wayne

1988 ... Steve Perrin ... 96 pages + fold-out map ... TSR 9223 ... ISBN 0880385383

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The Dwarves of Rockhome (GAZ6)
"Dwarves have a reputation that is both good and bad. On the good side, they are known as loyal, hard-working, dependable, and fierce defenders of their homes. On the other side, they are condsidered...well, a little dull.
No longer. The Dwarves of Rockhome, the latest Gazetteer for the DUNGEONS & DRAGONS games system, gives you a complete, in-depth look at a vibrant, living, anything-but-dull society. Included is information on the history, government, economy, and geography of Rockhome, as well as entries on the major cities and towns, and biographies on dozens of important figures. For the first time, learn the truth about dwarven magic-users, clerics, and religions! And like the other Gazetteers, the Dwarves of Rockhome not only includes complete adventures, but background information for home-hewn plots. And of course, there are the high-quality, detailed four-color maps you've come to expect. The Dwarves of Rockhome is the sixth in this popular series, providing a rich tapestry of background material for player and DM alike."

1988 ... Aaron Allston ... 96 pages + fold-out map ... TSR 9227 ... ISBN 0880385618

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The Northern Reaches (GAZ7)
"Welcome to the Land of Vikings. Discover the berserk Jarls of Soderfjord, the Vikings of Vestland and the fearsome drakkars of Ostland. The Northern Reaches is a unique compliment to your Gazetteer collection, providing detailed background on these three nations, their people, and many adventures, including:

* Seperate Players' and DM's booklets - 96 pages in all!
* Large, double-sided full-color map
* A complete 3-D Viking village
* 32 pages of exciting adventures in The Northern Reaches
* New Runic Magic for the D&D Game
* Gates to the FORGOTTEN REALMS Campaign Set"

1988 ... Ken Rolston & Elizabeth Danforth ... 64 + 32 pages + fold-out map + 4 inner covers of building cut-out sheets ... TSR 9230 ... ISBN 0880385731

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The Five Shires (GAZ8)
"Humans (and other races) call them "halflings," and tend not to take the little folk too seriously. They look like children, so they get treated like children - distrusted, underestimated, or just plain ignored.

But there's much more to the hin (as the halflings call themselves) than petty thievery and childish pranks. They are a tough, mature people, proud of theit legacy of centuries of survival in the face of indifference and outright persecution from other races. The Five Shires, the latest Gazetteer for the DUNGEONS & DRAGONS game system, gives you a total, in-depth look at the hin and their world, including:

* A new Halfling character class
* Everything you need to know about halfling magic
* Exciting adventures in the Five Shires
* A large full color map of the Five Shires, and its towns
* A secret about halfling pirates
* Seperate DM and Players' Booklets - 96 pages in all!
* The Secret of the Blackflame"

1988 ... Ed Greenwood ... 72 + 24 pages + fold-out map ... TSR 9232 ... ISBN 0880385928

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The Minrothad Guilds (GAZ9)
"Life in Minrothad is one of the sea. The vast oceans are tied up in everything the people do, from their livelihoods to their recreation to their stories and songs.

The sea is also their defender. Surrounded on three sides by Ierendi, Karameikos, and mighty Thyatis, Minrothad has developed the art of naval trade to its highest form in the Known World.

The Minrothad Guilds, the latest Gazetteer for the DUNGEONS & DRAGONS game system, gives you an in-depth, complete look at the people and traditions of Minrothad, including:

* A new Sea Merchant character class
* A tactical ship-to-ship combat system
* New sea-oriented magic spells & trading rules
* Everything you need to know about all kinds of guilds
* Large sea trading map, with common routes marked
* Exciting adventures in Minrothad and on the high seas"

1989 ... Deborah Christian & Kim Eastland ... 64 + 32 pages + fold-out map ... TSR 9236 ... ISBN 088038607X

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The Orcs of Thar (GAZ10)
"Orcs?
A Gazetteer about Orcs?
Absolutely. And hobgoblins, kobolds, bugbears, gnolls, trolls, goblins, and more! If you think the only good orc is a dead orc, you're in for a surprise. Orcs (and the other humanoids) are more than just anonymous hordes to be slaughtered for easy experience points - they are creatures with personality, culture, likes and dislikes, and a point of view. Find out all about them in The Orcs of Thar.

The Orcs of Thar is the tenth in a series of Gazetteers for the DUNGEONS & DRAGONS game system. It gives you a comprehensive, in-depth look at the orcs and their world, including:

* Orcs and other humanoids as player characters!
[One of my favorite parts of this accessory: Players can run humanoid characters, including kobolds, goblins, orcs, hobgoblins, gnolls, bugbears, ogres, and trolls. The last two, for purposes of game balance, begin play as pre-adults: Ogres are Youngsters with 2d8+1 Hit dice, and Trolls are Whelps with 3d8+1 HD. -Wayne]
* A large full-color map of Thar, home of the orcs
* Complete rules for humanoid spell-casters
* The King of the Orcs, and why you don't want to run into him
* Seperate DM and Player's Booklets
* Orc Wars, a complete boardgame, also included!"
[Orc Wars is in the center of the referee's book, and is sometimes missing from used copies. -Wayne]

1988 ... Bruce Heard ... 48 pages (x2) + large folded sheet of counters + fold-out map ... TSR 9241 ... ISBN 0880386231

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The Republic of Darokin (GAZ11)
"In Darokin, wealth is power. There is no place in this land for the unthinking brute who solves every problem with force. Darokin has survived by cleverness, by negotiation, and by guile, despite being surrounded by mighty barbarous nations.

In fact, the Darokinians have thrived over the years, establishing themselves as the undisputed masters of overland commerce. And, since dead neighbors make poor trading partners, they've become equally adept at diplomacy.

The Republic of Darokin, the latest Gazetteer for the DUNGEONS & DRAGONS game system, gives you an in-depth look at this prosperous land, including:

* A new Merchant character class
* A complete, detailed history of Darokin
* The geography, government, peoples, society, and cities of this huge land, plus a guide to Darokinian culture and characters
* A large, full-color map of the Republic of Darokin
* Two full-color sheets of cardboard fold-ups - build your own merchant caravans in 3D"

1989 ... Scott Haring ... 64 + 32 pages + 2 cutout sheets + poster map ... TSR 9250 ... ISBN 0880387130

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The Golden Khan of Ethengar (GAZ12)
"Ethengar is a vast grassy plain, offering little protection from either the bitter winds of winter or the blistering sun of summer. This rough land tests the people who live on it every day, and those who survive that test grow strong and hardy. It is a land of warrior horsemen, as fierce and deadly as they are skilled.

Once a multitude of warring tribes, the people of Ethengar have united under a single leader, the Golden Khan. Learn more about him and his land in The Golden Khan of Ethengar, the twelfth in a series of Gazetteers for the DUNGEONS & DRAGONS game system. It gives you a comprehensive, in-depth look at this land, including:

* The geography of the Ethengar Plain, and life under the Golden Khan
* A large, full-color map of the region
* Separate DM and Player's Books
* A four-page pull-out section on Ethengar warfare
* Rules for creating Ethengar characters
* And a new character class, the shaman, complete with unique spell abilities!"

1989 ... Jim Bambra ... 64 + 32 pages + fold-out map ... TSR 9246 ... ISBN 0880387246

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The Shadow Elves (GAZ13)
"Dark is the underworld. Darker are the lands of the Shadow Elves. Far underneath the rugged Broken Lands, even deeper than the deepest caverns of the trolls, live these pale-faced warriors. Their law is that of their Immortal Rafiel, and their mystical strength that of their Soul Crystals. Together, they will guide the people of the shadows to the lands under the sun.

The Shadow Elves is the thirteenth in the best-selling Gazetteer collection. It provides an in-depth look at the culture, history, and goals of the Shadow Elves in the DUNGEONS & DRAGONS game world, including:

a 32-page Player's Guide, providing instructions on the creation and role-play of Shadow Elf player characters, their cultural backgroun and skills.
a 64-page DM's Guide with a complete atlas of the Shadow Elves' lands, new rules for shamans and their dark mystical powers, and a complete set of adventures.
a large color map-sheet depicting this great new world, and the fabulous City of the Stars."

1990 ... Carl Sargent & Gary Thomas ... 64 + 32 pages + fold-out map ... TSR 9287 ... ISBN 0880388463

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The Atruaghin Clans (GAZ14)
Half of the poster map is dedicated to diagrams of "Atruaghin's Mystic Conveyor," a bizarre artifact transport connecting the region to the Hollow World setting deep inside the planet.

Atruaghin’s Mystical Conveyor: A link between D&D’s Known World and Hollow World

-Wayne


"From the ashes of an ancient culture of proud warriors rises a race of people unlike any other in the Known World.

Long ago, the power of Blackmoor all but destroyed the mighty Azcans. Some of them, the bravest of the brave, sought refuge under the shadow of a great plateau. For decades, they struggled to preserve their lives and their culture. Now, centuries later, their secrets are revealed. From the buffalo hunting Horse Clans and the whaling Turtle Clans to the pueblo dwelling Children of the Bear and the evil Children of the Viper, five distinct Atruaghin Clan cultures are laid out in detail.

The Atruaghin Clans is the fourteenth book in the best-selling Gazetteer series. It provides a complete description of the culture, history, and goals of the noble Children of Atruaghin. Included in this product are:

* A 64-page Player's Book that provides rules for Atruaghin character creation and introduces the Shamani, a new character class.
* A 32-page DM's Guide that details the history of the Atruaghin Clans, the unique Immortals that they worship, and several sample characters.
* A large, full-color map that details the geography of the Atruaghin Plateau and the lands around it."

1991 ... William W. Connors ... 64 + 32 pages + fold-out map ... TSR 9306 ... ISBN 0880388919

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Dawn of the Emperors: Thyatis and Alphatia [BOX SET]

"Thyatis. An empire run with military precision. An empire wherein fighting prowess is the most highly prized talent of all, and gladitorial skill can lead to governmental status.

Alphatia. An empire not so much run as allowed to exist by its aristocracy. An empire wherein magic-use is the only talent that counts for anything, and lack of it can lead to a life of slavery.

In this box you will find:
• A 128-page DM's guide, covering both empires in their entirety.
• Two 32-page Player's Guides, one for each Empire.
• New rules for aerial combat!
• New spells for building flying creations: castles, ships, islands...
• Two full-size map sheets, containing complete maps of both empires.
• Complete adventures for both Thyatian and Alphatian settings, and suggestions for mini-adventures also set in both empires.
• Ways and means to convert this material to ADVANCED DUNGEONS & DRAGONS 2nd Edition games"

The only boxed Gazetteer arrived near the end of the series.

The maps:
1037XXX0701 Side 1: Empires of Alphatia and Thyatis, plus The City of Sundsvall. Side 2: Isle of Dawn.
1037XXX0702 Side 1: Empire of Thyatis, plus the City of Thyatis. Thyatian Dromon War Galley and defense diagrams. Side 2: Empire of Alphatia.

-Wayne

1989 ... Aaron Allston ... 128 + 32 + 32 pages + two fold-out maps ... TSR 1037 ... ISBN 088038736X

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