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Judges Guild - Accessories for classic D&D / AD&D & more

Judges Guild game support:
Pegasus Magazine ~ Empire of the Petal Throne/Tekumel ~ DragonQuest ~ Traveller





D&D / AD&D / "Universal Fantasy Supplement"

Tegel Manor
"Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. The hereditary owners, whose family name is Rump, have been amiss in their traditional duty of providing protection for the market village to the west. Some have said that this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area to be a dangerous place to visit!"

Includes 32 page booklet; a 17"x22" Judges map; a 11"x17 Players map, printed on both sides.

1977, 1980 ... JG 0027

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The Original Tegel Manor: Revised & Expanded
"TEGEL MANOR is one of the best known and most challenging adventure classics ever created by Judges Guild author Bob Bledsaw.
It has now been comprehensively revised, expanded and improved by Wizards' Realm author Niels Erickson, and modified to work with all role-playing systems.
Designed for medium to highly skilled characters, this volume will provide well over a hundred hours of gaming, particularly for adventurers who seek to penetrate every secret connected with the foreboding old fortress. Parties will encounter numerous adventure situations as they make their way through Tegel Village and the grounds surrounding the manor.
Once inside that ancient edifice, they can explore its more than 200 rooms and hallways -- libraries, temples, galleries and much more -- as well as its four underground-level dungeons.
This infamous haunted manse is fraught with deadly perils! In its labyrinthine passageways lurk menaces, monstrosities and magicks fell and foul. A moderately-experienced Gamemaster will find that the extensively detailed room descriptions quickly set the scene and mood for the excitement to follow. In addition to the usual quests for wealth, powerful magicks or glory, GMs will easily find more than 50 compelling reasons for sending heroic adventurers into TEGEL MANOR: Can they find the accursed gem, the Heart of Darkness? Can they root out the evil which emanates from the fortress to threaten the surrounding countryside? Can they locate the Cauldron of Regeneration or the other potent wizardry hidden here -- flying carpets, magical statues and more? Can they liberate a most unique prisoner and complete a quest for justice? Or close the portal to Hell itself?
In addition to werewolves, vampires and liches, evil spirits and sinister secrets, one may encounter wry humor or fiendish puns -- and perhaps the rare tome or important alchemist's aid to be found therein.
TEGEL MANOR can provide many sessions of mesmerizing mystery and frantic action for your campaign, with whatever fantasy role-playing game system you favor.
Included are a Gamemaster's and players' versions of the map of the manse itself, as well as maps of the levels below, and of the surrounding countryside. Area background and notable NPCs are described in detail, while a separate section enumerates the diabolical denizens who make the fortress their home. Other play-aids include tables for dire magics and optional additions to the perils already present, along with Universal Format information.
(Tegel Village is also located on the maps of The City-State of the Invincible Overlord, now published by Mayfair Games, which could provide many other possible tie-ins for your campaign.)"

1989 ... 40 pages + 17x22" Referees Map + 11x17" Players Map ... Gamescience

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Modron
"Five centuries ago, Modron was a thriving port city whose inhabitants worshipped Modron, the Goddess of Rivers and Proteus, the Shepherd of Neptune. Legends tell of the huge merchant vessels from far off Karakan and the incredible wealth brought by traders from the Isle of the Blest for pearls and dwarven artifacts. The mermen of Crespar stopped trading sponges and pearls, yet the port's wealth increased. Then, a huge migration of Ores stopped the flow of dwarven merchandise and the far travelers no longer docked at Modron. In less than 50 years, the once flourishing area lost most of its population and the followers of the god and goddess blamed each-other's deity for the loss. Civil strife erupted and the temple of Proteus was submerged in the holocaust. The death blow was delivered by raiders in longships which carried off the few women and men into slavery. The survivors fled when or& scavengers moved into the ruins for a final pillage, hefting tons of marble. The Temple of Modron, being underground, was left unscathed and the Mermen renewed their vows to the Goddess of the Rivers.
With funds from the City State, a new town was founded on the ruins of the old, to protect the Overlord's merchant ships fro- river pirates. 'Maelstron', a giant sea snake, with an allegiance to the City State, protected the builders. The original name was retained because it equated with magnificent warships and high-wizards in songs of the bards..."

1977 ... 16 pages + 2 double-sided maps ... JG 34

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First Fantasy Campaign (D&D/Blackmoor)
"From the first excursions into the dark depths of Blackmoor Castle's Dungeon it became apparent that these first hardy bands of adventurers would soon seek out new worlds to pillage. From the castle itself the small town of Blackmoor grew, then the surrounding countryside became filled with new holes to explore and beyond that talk was already spreading about visiting the Egg of Coot. Each of these steps entailed a great deal of work upon a naive referee who felt that there was already more than enough trouble already available to satisfy any band of adventurers, a phrase no doubt heard rather frequently since than in other areas. In general, a fairly loose procedure was set up for the establishment of each of these new areas, with a great deal of emphasis being placed on the players themselves setting up new Dengeons, with my original Dungeonmaster role evolving more into the job of coordinating the various operations that were underway at any given moment. At the height of my participation as chief co-ordinator there were six Dungeons and over 100 detailed player characters to be kept track of at any one time.
Each area had to mesh with those areas that were around it, in so far as setting up the various monsters etc. were concerned. It was also readily apparent, from previous experience running a "Conventional" Napoleonic Wargames campaign that some sort of Overall Background would have to be constructed to provide a framework within which the players could work. Thus the overall concept of the Evil Egg of Coot and the Great Kingdom was born. These two entities could prove to be the source of great events outside of the actual campaign, a source of new recruits and monsters, and give the stimulus, in the way of quests and adventurers to give the players more of a motive than just looting the Dungeon..."

1977 ... 96 pages + 2 maps ... JG 37

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City State of the Invincible Overlord
See Pegasus Magazine for City State campaign articles.

CONTENTS:
• 56-page Guide to the City State
• brown Initial Guidelines Booklet I (second printing)
• orange Guidelines Booklet J (includes information for Thunderhold supplement)
• City State Map with four 17x22 sections (34"x44" together)
• 17x22 City State Players Map
• 11x17 Thunderhold: Castle of the Dwarven King Map with Sunstone Caverns Map on reverse
• 8.5x11 single-sided Thunderhold Players Map
• Dungeon Levels J-1 to J-4.
• Dungeon Levels I-1 to I-5.

1976 ... JG 12

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City State of the Invincible Overlord, Revised Edition
CONTENTS:
FORMAT: White cover, red lettering (1978-1980?)
• City State book (80 pages)
• Judges map of the City State (22"x28")
• Player's map of the City State (22"x28")
• Judge's Thunderhold & Sunstone Caverns (11"x17")
• Players Thunderhold map (8 1/2 x 11)

The Thunderhold maps got moved to the main book in the later print (orange/red cover).

FORMAT: Orange/red/back cover, white lettering (1981-1983?)
• City State book (96 pages)
• Judges map of the City State (22"x28")
• Player's map of the City State (22"x28")

"A giant, revised, 80-page booklet covering the myraid shops, taverns, inns, temples, and barracks of the classic City-State. Long a favorite of D&D Judges and one of our best-selling items ever since it was first printed, the City-State includes two 22x34 maps (one Judge, one Player) of the great walled City, plus 4 dungeon levels under the City and 5 levels of Sunstone Caverns. Also shown in all its Dwarven glory is Thunderhold, one of the northern allies of the Overlord with Judge and Player Maps for it too. Incredibly detailed right down to the statistics and character of each barmaid and the latest rumor she has heard, this product forms the basis of the Judge's Campaign, providing the base of operations for player adventures. Indeed, the City itself is an adventure. The center-piece of the Judges Guild Campaign Universe, this Playing Aid has been Created and Approved for use with D&D."

1980 ... JG 62

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Fantastic Wilderlands Beyonde
#2 in the Wilderness Series. Castles & Citadels; Villages; Lairs; Islands; Ruins. Includes four maps (2 Judge, 2 Player):
* Campaign Map #7: Desert Lands / Campaign Map #8: Sea of Five Winds
* Campaign Map #9: Elphard Lands / Campaign Map #10: Lenap

1978 ... 32 pages + 4 maps ... JG 67

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War Cry: Comprehensive Set of Miniatures Rules, Ancients Through Medieval Era (2nd Edition)
Judges Guild Emperor Series Ruleset. CONTENTS: Game Scale * Sequence of Play * Orders * Movement * Terrain * Reaction Moves * Evading Troops * Missile Fire * Arcs of Fire * Artillery * Melee Combat * Chariots * Cavalry Melee Rules and Chariot Melee Rules * Elephant Rules * Point Values * Regular and Irregular Troops * Fortifications * Melee Weapons * Disarray * Overlapping * Morale * Morale Charts * Percentage Loss Table * Organizing Your Army * Army Morale Chart * Battering with Artillery * Assault on Fortifications * Optional Rules * Questions and Answers.

1981 ... 32 pages + 2 wall charts ... JG 68

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Wilderlands of the Magic Realm
"Four 17"x22" maps (2 Judge, 2 Player, #11-14) printed on both sides of high-quality brown pebble-grain stock, giving each set a total of four hex-grid maps of the wilderness areas of Ament Tundra, Ghinor, Isles of the Blest, and the Ebony Coast. There are over 300 islands detailed on the maps and described in the accompanying 48-page booklet, which also covers the area's resources, wilderness monster lairs, villages and castles, technological levels, civilizations and more. The third of our wilderness system, the Magic Realm covers the settlements of Oricha and Chim and extends the areas already covered to the south, far into the vast reaches of the Sea of Five Winds. It has been created and officially approved for use with D&D."

1979 ... JG 92



Caverns of Thracia
"They Have Been Waiting...
For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths, but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone.
And still, they wait, undisturbed. They are waiting for you!"

1979 ... Paul Jaquays ... 78 pages ... JG 102

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Verbosh
Back cover art of wizard deflecting arrows with a Shield spell by Kevin Siembieda of Palladium fame.

"Nestled along the banks of the river known as "The Great Source", stands the mighty fortress City of Verbosh. Built ages ago by the great "Lord Verbosh I", who founded the great and noble, royal line of Verbosh. A line of great kings which lasted until the birth of Verbosh II, whose first great act was to lead his proud legion into "The Battle of Dead-end Canyon"; where they were overwhelmed by a host of Kobolds fully half their number. From there on, the line of Verbosh went steadily down hill. Verbosh XXI managed to lose the family castle and holdings in a game of dice. This proved to be the high point of Verboshian history.
The castle then passed from owner to owner through various unsavory deals into the hands of its present owner, Hargor the Complainer."

1979 ... 80 pages ... JG 108

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Operation Ogre: 1979 Pacificon tournament dungeon

1979 ... 32 pages ... JG 109

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Maltese Clue
"You, Sam 'The Spade’ Lonetree and your band of expediters are given the task of
locating the key to a magical book for a powerful Wizard. The key -- of which he can give only a vague description -- is located in a castle that to all appearances is haunted. Strange things do happen, and your employer informs you that two previous parties have failed to return. Muttering something about talking artifacts and black birds, the Mage says, ‘I have no choice; it's a job for The Spade. Good luck.’"

1979 ... 48 pages ... JG 114

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Temple of Ra: Accursed by Set

1979 ... 16 pages ... JG 117

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Escape From Astigar's Lair

1980 ... 16 pages ... JG 124

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City State of the World Emperor
SET CONTENTS:
* Book 1 - Guidebook to Map (48pgs).
* Book II - Guidebook to Shops (80pgs).
* Book III - Guidebook to City (80pgs).
* One 34"x22" full color city map
* Two 17"x22" campaign maps: Judge & Player.

1980 ... JG 0150

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Treasure Vaults of Lindoran
Back cover art of an ettin by Kevin Siembieda of Palladium fame.

1980 ... 34 pages ... JG 170

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Temple Book I
"64 PAGE BOOKLET CONTAINING 50 TEMPLE PLANS FOR USE IN ANY FANTASY CAMPAIGN, ALSO FEATURES TABLES ON TEMPLE LOCATION, CONFIGURATION, WEALTH, AND MORE"

1981 ... Bob Bledsaw ... 64 pages ... JG 440

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Ravenscrag
Contains guidebook with details on buildings, personalities, treasures, and monsters; enormous blueprint-style mapsheet with 4 maps of Ravenscrag Castle.

1981 ... 64 pages ... JG 530

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Portals of Irontooth
"This is the second product in the "Portals" series. The first product in the series, Portals of Torsh, deals with a world in which mammals never evolved and the primary inhabitants are the reptilian Lizard Men. This product Details a section of a completely different world. One where the native animals have iron teeth and a strange resistance to the powers of magic.
Both of these products can be used as independent campaigns but have been especially designed to link up with an ongoing Advanced Dungeons & Dragons tm campaign through a limited number of teleport doors or portals (as they will be called in this booklet). It is no secret that many, if not most, Judges use the published playing aids as special environments which can be entered only through portals. This series of products has been designed to be especially suited to that sort of adaptation..."

1981 ... 48 pages ... Rudy Kraft ... JG 560

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Dragon's Hall
"This 16 page booklet features rules, guidelines, monsters an much more for playing ease. It can be used as a solitaire dungeon or can be made part of an existing campaign. A solo dungeoneer's delight!"

1981 ... Jim Simon ... 30 pages ... JG 630

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Zienteck
"Beware the Black Angel Woods! This warning echoes up and down the Dragon Mountains, throughout the valleys and adjoining countryside and especially reverberates throughout the woods itself which surround the mountain range. Danger lurks within the woods and the stench of Evil is strong. Contorted vines are everywhere, strangling trees and blocking out light by their very size and thickness. One travels through this terrain slowly, painfully and very carefully. Why would any fool even attempt to traverse such a land you ask? In a word -- Zienteck.
Zienteck -- still the legend remains. Zienteck -- former stronghold of the Wizard Zienteck, who, unfortunately, angered the Dragons, and had his stronghold leveled, and was ultimately killed by Griendal the Dragon. Yet if a reckless wanderer were to travel for five days and five nights on foot through the Black Angel Woods -- and survived -- he would reach the fabled Zienteck, where, rumor hath it, the Wizard's Books and Treasures remain intact. Zienteck has seduced many a traveler into the woods -- none has ever returned."

1981 ... 32 pages ... JG 660

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House on Hangman's Hill
"What is the Secret of the House on Hangman's Hill? Only the Dead know, and They aren't Talking. This 32 page Book contains Maps, Tables and Guidelines for use with AD&D in this Haunted House Adventure. Boo!"

1981 ... 32 pages ... JG 670

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Tower of Indomitable Circumstance
"The Tower of Indomitable Circumstance is the description of an ancient, not-quite-abandoned temple, and may be used as a scenario in almost any fantasy role playing game. It is designed to be used either as a "first-time scenario", for use with beginning characters, or as a solo (one player plus Judge) adventure scenario for a somewhat more powerful character. In its first role, the scenario should be ideal for a beginning Judge who is just starting a "campaign-type" game. The scenario also includes suggestions for "spicing up" the module, in order to make it more appropriate for a party of more powerful adventurers, and ideas for getting players to introduce the Order of Math as a new player-run religious power group into your campaign."

1981 ... 32 pages ... JG 680

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The Illhiedrin Book
"The scenario assumes the players start at Alcastra's Tower. The party should contain at least one Cleric. The Judge may prefer to start them in Tassin's Wood or one of his own towns, allowing the players to pick up rumors about employment themselves.
The objective of this scenario is the recovery of the Illhiedrin Book. For the players to accomplish this, they must take the information and items given them by Alcastra the Wizardess, and journey to the town of Tassin's Wood to find information concerning a long-dead Wizard. After that, they must clean Ores out of a Tomb, obtain more information from there, and finally defeat a unique creature in order to recover the Book."

1981 ... 32 pages ... JG 750

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Heroic Expeditions
Contains 3 short adventures: Spear of Darkness; Quest for the Book of Ancestry; Cave of Despair.

1981 ... 48 pages ... Edward R.G. Mortimer ... JG 820

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Wraith Overlord: Terror Beneath the City State
"Beneath the City State of the Invincible Overlord lies a maze of tunnels and sewers populated by criminals, fugitives, and a host of strange creatures. This massive product includes many NPCs, multiple underground areas to be explored, and several new monsters. This set contains a 112-page book and a huge, 22"x34" map."

1981 ... 112 pages + map ... JG 860

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Book of Treasure Maps III
"THIS NEW AND EXCITING ADVENTURE BOOK HOLDS TEN COMPLETE ADVENTURES! THE BEAST OF BLACKWATER, THE MOUNTAIN OF FIRE, THE TEMPLE OF ALLISSTANIS, AND MANY MORE EACH INCLUDE MAPS, FULL BACKGROUND INFORMATION AND ACCOMPANYING RUMORS."

1982 ... 80 pages ... JG 990

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Shield Maidens of Sea Rune: Wilderness Book Three
"Warrior Women plot to regain their home lost to the barbarous Skandiks fearsome sea reavers all. Torn between their Gods of the North and the Druidic worship of nature, the Skandiks grow weak. Beware the cruel and evil Anti-Paladin who stalks this area looking for blood; he may be the death of you yet! Can you thread the perilous path to fame and riches in this saga of unforgettable Adventure? Dare you brave THE SHIELD MAIDENS' REVENGE!

TWENTY-TWO WILDERNESS HEXES OF CAMPAIGN MAP ONE ARE DETAILED IN THESE EIGHTY PAGES ALONG WITH DESCRIPTION AND MAPS OF THE MAJOR POINTS OF INTEREST, ALSO INCLUDED IS A MINI-DUNGEON FOR ALL WHO DARE TO BRAVE THE SHIELD MAIDENS' REVENGE!"

1982 ... Bryan Hinnen & Dan Hauffe ... 78 pages ... JG 1010

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Wondrous Weapons: 120 Enchanted Weapons
"POWERS GOD GIVEN,
MORTAL BOUND, OR DEMON DRIVEN,
ALL COME TO REST WITHIN THESE WEAPONS OF OLDE
FANTASY. COLD STEEL OR CRYSTAL, EACH IS
EQUALLY DEADLY WHEN IN YOUR SKILLED HAND!
A GREAT NEW FANTASY SUPPLEMENT FROM THE
FANTASY SPECIALISTS AT JUDGES GUILD

WEAPONS OF OLDE,
FOR ADVENTURERS BOLD.
TO AID ON HOLY QUEST,
OR PUT ENEMIES TO REST.
ENTER THE SHOP OF AMERIKUS,
TO BUY THEM WITHOUT A FUSS"

1982 ... Joseph Weingand ... 64 pages ... JG 1040

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Imperial Infantry Squad: Science Fiction Role Playing Combat Game [BOX SET]
CONTENTS:
• 160 1/2" die cut counters representing the men and heavy weapons of the Confederation.
• 120 1/2" die cut counters representing the alien race of the Telzan and their heavy weapons.
• 80 1/2" die cut counters representing the Mercenary force which may be used separately or united with the Confederation.
• 120 1/2" die cut counters representing information needed during the course of play such as smoke, flight level, and much more.
• Two 17"x22" full color geomorphic maps which can be arranged in different ways to simulate many terrain situation.
• 32-page rule book is complete and illustrated for ease of play.
• 11 scenarios are provided in the rule book for well balanced play.
• 2 easy to use reference sheets (centerfold of rule book) with fire combat chart, terrain effects, night combat, powered infantry drop and artillery accuracy charts are provided.

"Imperial Infantry Squad is a boxed game of infantry combat in the far future. This science-fiction combat game is easy to iearn and covers the basics such as Movement and Fire, Night Combat, Powered Infantry Drops, Flight, and much more. Also included are rules covering the raising and maintenance of units in a campaign game.
Each hex in Imperial Infantry Squad represents 50 meters of terrain with counters that represent human infantry units with 5 men per counter and Telzan have 10 per unit and single individuals as officers.

Imperial Infantry Squad is a complete game, ready to play. No complete role playing system is provided with this game but it can be easily incorporated into your science-fiction campaign."

1982 ... JG 1110

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City State Warfare [BOX SET]
CONTENTS: * 32-page rule/scenario book * 2 combat charts (in centerfold) * 2 11x17" maps * 480 counters (200 dark blue; 40 light blue; 240 red).

"Introduction: City State Warfare is a tactical combat game set in the Fantastic Era, a place in time and space where technology is Medieval to early Renaissance and the legends live. This is the age in which most Fantasy Role Playing (FRP) Games take place. City State Warfare is a medium for resolving the larger conflicts which would normally be handled with large miniature battles. This game may also be used to recreate the epic battles of fantasy literature."

Scenarios include historical battles [Tours (732), Balathus (1014), Civitate (1053), Hastings (1066), Manzikert (1071), Dorylaeum (1097), Liegnitz (1241), Morgarten (1315)] and battles from the fantasy world of the Invincible Overlord [Pipeweed Farm, Jarmoco, Bellystone Ford, and Ukrak Morfut].

1982 ... JG 1120

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City State of Tarantis
"This is the 3rd City State from Judges Guild. Two books, each 96-pages, detailing the City State of Tarantis and the surrounding campaign area. Includes a 20"x28" map of the City State of Tarantis and Campaign Area Map Four. Details on the history, government, customs, religions, and military of Tarantis. Also covers the shops and courts of Tarantis, The Tarantine Palace, Bard or Fighter Citadel, Ho Chi's Castle, The Azurerain Pirates and their stronghold. A Judges Guild Universal Fantasy Supplement."

1983 ... 96 + 96 pages + map ... JG 1200

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