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Living Greyhawk Gazetteer | ||
Author: Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining
Category: game Company/Publisher: Wizards of the Coast Line: Dungeons & Dragons Cost: 26.95 Page count: 190 ISBN: 0-7869-1743-1 Capsule Review by Eric Christian Berg on 11/16/00. Genre tags: Fantasy |
The Living Greyhawk Gazetteer is the definitive guide for roleplay in the classic setting for the new edition of Dungeons & Dragons, compiling a vast amount of information published over two decades and updated for the new rules and latest happenings detailed in the various boxed sets and modules. While lacking in some of the nice quick reference stuff from previous editions, it is quite an impressive piece of work.
Chapter One is a scant three pages and merely gives an overview of the largest aspects of the world: the calendar, climate, and major geographical regions. Short, but informative, and more a means to put the more detailed fourth and fifth chapter into context than a resource in itself.
Chapter Two details the various races, going into more detail than ever on the various human sub-races, the demi-human races, and even several of the major humanoid races. Following this is a discussion of language, covering tongues ancient and modern, widespread and minor dialects. This is the stuff which originally drew me to Greyhawk in the first place, I love this level of detail and I was not disappointed. While much of the information here is reprinted from the various other interations of the setting, it does add lots of new little tidbits, as well as giving equal details for the Olman and Rhennee, previously only sidenotes.
Chapter Three is a concise rundown of the general history of the Flanaess which would have been too terse for my liking were there not histories provided with each nation's entry in the next chapter. Taking that into consideration, this chapter serves like chapter one, merely providing the broad context. The events detailed update the setting through the Greyhawk Wars and the couple of years since, which have seen things reach something of a stable, if tense, equilibrium. This is, if Wizards of the Coast is to be believed, where the setting will be 'frozen', with no further timeline updates. It is a good point, with lots of potential for plot and development by individual DMs.
Chapter Four is where the bulk of the information is, as it goes through the nations one by one, giving vital statistics such as population, currency, and government structure, and then giving more detail on the geography and history. There's a lot here and it is all you need to run a game anywhere in the Flanaess, with enough vagueness for you to develop things to suit your own campaign and lots of plot hooks thrown in. There is a very good balance here between being informative and allowing enough room for growth. My sole gripe is that a summary table of some information like in the original sets would have been nice. There was a table in the first boxed set to roll where you were from based on race that I was fond of.
Chapter Five takes a different perspective and surveys the world's geography. Lakes, rivers, islands, and the like get a paragraph each giving pertinent details not already covered in the previous section. Good reference, though most of it is just an expansion of what was previously published on the subject with some nice editions (like the section on islands). Again, plot hooks are scattered throughout in the form of legends, mysteries, and rumors. Good stuff.
Chapter Six focuses on groups which transcend national boundaries, including knightly orders, the Circle of Eight, and two surprising additions: the Old Faith and the Old Lore. The former is the organization of druids from previous editions (Hierophants and all) of the game set into a context specific to Greyhawk and the latter is an order of bards harkening back to the first edition and with more druidic ties. It fits in well in addition to being a nice bit of nostalgia.
Chapter Seven is a long list of gods and goddesses which might have benefitted from being a bit longer, or at least devoting more space to the major deities, and definitely needed a table to summarize the pantheons and give a quick reference guide. However, what is there is good and expands quite a bit on previous verions. Of course, each deity is also provided with spheres and a favored weapon, to fit in with the new scheme in the third edition.
The Appendix spends a few pages explaining the Living Greyhawk campaign and giving guidelines for character creation. Since I have no intent to take part in the RPGA's ubercampaign, it made me happy that this section was so short.
The attached map is quite nice and has full color symbols of many of the gods along the edge. Unfortunately, it is tough to reference while reading and some closer detail would have been nice with each nation's entry. Some smaller ones might have been nice. Perhaps we might see an atlas at some point?
All in all, this is a damn good reference. The lack of easy reference tables is a bit of a drawback, but you can't fault them for wasting the space they did use. Having everything in one place is a definite plus. So, while it is a bit pricey, it is certainly worth it if you intend to run a campaign in Greyhawk and the lack of an ongoing 'metaplot' means you won't have to keep buying supplements to stay on top of things. Style: 4 (Classy and well done)Substance: 5 (Excellent!) | |
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