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What were the new classes featured in the Gazetteers? (BECMI D&D)

AFGNCAAP

First Post
I thought I knew all of this, but boy was I way off...

What were the new classes that were introduced in the D&D Gazetteers? How far could the characters progress in these classes?

IIRC, I thought they made Orc, Goblin, and Ogre classes (in Orcs of Thar), but I'm not sure about any others. I thought there was rules for demihuman cleric-types in the demihuman-oriented Gazetteers, but I can't say for sure. What Google-Fu I have found cover blurbs that mention other new classes (Shaman, Merchant, etc.), but I have no clue what they're supposed to be like.

I'd appreciate any info you could provide.
 

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IIRC correctly, Glanatri introduced a "ranger" style class and Rockholm had a dwarven-cleric class.

I'd love a list of these classes as well!
 

I had such a list at one point, but I've no idea where it is now, and my copies of the Gazetteers are currently in storage. Let me see if I can do anything from memory.

The Dwarves of Rockhome had a dwarven cleric class
The Elves of Alfheim had separate fighter and mage progressions for elves
The Five Shires had the equivalent of a halfling prestige class. Some sort of defender type.
One of the Viking regions had a rune-based magic class.
The Ranger-style class was in the boxed set that covered the two big nations whose names escape me completely (Thyatis or something?)
Orcs of Thar had rules for playable humanoid races.
I don't think Glantri had any new classes, but it had some significantly impressive options for Magic Users.

Edit: Minrothad Guilds had a merchant; I don't remember any details on it. I think the Shaman showed up in the Atruaghin Clans, but don't hold me to it. I don't know if it was different from the shamanic NPC classes provided for humanoids in the Compendium or not.
 

There was a "Forrester" class in the Thaytis/Alphatia boxed set, but it wasn't really like a ranger, it was basically the "Elf" class but humans could be it. Fighter/MU basically.
 

Let's see, I've got all the Gaz series, but I'm going from memory here...

Ylarum had a desert druid variant, I think it was called the dervish

Alfheim had the magical progression for elves, to replace the Companion attack rank system

Glantri had the Secret Crafts for wizards, but these weren't actual classes

Five Shires had the halfling master class, which was something halflings could enter once they maxed out at 8th level

Darokin and Minrothad both had a merchant class, for land and sea, respectively

Ethengar and Atruaghin both had shaman variants

The Northern Reachs had a rune magic system, but I don't think it was a base class

In addition to the forester, Thyatis also had the rake, which as basically a thief without pickpockets

I think the Shadow Elves had a clerical class as well, since they were pretty much ruled by the priests of Rafiel

I think that's about everything. In addition, it was the Gazetteers that started introducing nonweapon proficiencies so that characters could have a skill system. I don't think this ever made it to the boxed sets, but was in the Rules Cycolpedia.

With the expansion rules in the Gaz series there was quite a bit of options for characters.
 

AFGNCAAP said:
IIRC, I thought they made Orc, Goblin, and Ogre classes (in Orcs of Thar), but I'm not sure about any others.

I have GAZ 10 Thar in front of me. It has a whole system for making pretty much any monster class you like (says things like giants can be used but should be NPC only). Listed progressions are for Kobold, Goblin, Orc, Hobgoblin, Gnoll, Bugbear, Ogre, Troll. Levels up to 36th (starting anywhere from 0 to -3). Add-ons for wicca and shaman spell casters.
 
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I posted the following on Usenet about a year and a half ago in response to a similar question:

GAZ 1, 4 & 7 - none (though 7 does have some runic magic stuff for
Clerics)

GAZ2 - Emirates of Ylaruam
* Dervish (Druid variant)

GAZ3 Principalities of Glantri
* None, but the Prestige Class-like Secret Crafts deserve a mention

GAZ5 Elves of Alfheim
* Elf Wizard - alternate progression for high-level Elves, mostly

GAZ6 Dwarves of Rockhome
* Dwarf-Cleric

GAZ8 The Five Shires
* Master (Druid variant for maxed-out Halflings)

GAZ9 Minrothad Guilds
* Merchant-Prince

GAZ10 Orcs of Thar
* Kobald
* Goblin
* Orc
* Hobgoblin
* Gnoll
* Bugbear
* Ogre
* Troll

GAZ11 Republic of Darokin
* Merchant

GAZ12 Golden Khan of Ethengar
* Shaman

GAZ13 The Shadow Elves
* Shadow Elf
* Shadow Elf Shaman

GAZ14 The Atruaghin Clans
* Shamani

PC1 Tall Tales of the Wee Folk
* Brownie (Redcap)
* Centaur
* Dryad
* Faun
* Hsiao
* Leprechaun
* Pixie
* Pooka
* Sidhe
* Sprite
* Treant
* Wood Imp
* Woodrake
* Woodland Spellcaster (a sort of split-class available to some of the
above)

PC2 Top Ballista
* Faenare
* Gnome
* Gremlin
* Harpy
* Nagpa
* Pegataur
* Sphinx
* Tabi

PC3 The Sea People
* Aquatic Elf
* Kna
* Kopru
* Merrow
* Nixie
* Sea Giant
* Shark-Kin
* Triton

PC4 Night Howlers
* Werebat
* Werebear
* Wereboar
* Werefox
* Wererat
* Wereseal
* Wereshark
* Weretiger
* Werewolf
* Devil Swine

HWR1 Sons of Azca
* None, but clerics are significantly different

HWR2 Kingdom of Nithia
* Various Kit-like variants for the four main classes

HWR3 Millenian Empire
* More Kit-like variants, mostly for clerics, here called
Specializations

Later corrections were that I forgot the Forester and Rake, both from Dawn of the Emperors, and that I perhaps should have mentioned GAZ10 giving a sort of split-class option for spellcasters.
 

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