BOOKS TO BE FOUND IN THE LORENVALE CAMPAIGN
Stories, Poems, Histories & Bardic Tales
**These books are more poetic than true, though each contains varying elements of truth, especially the histories. But even these are suspect to some degree or other, as they have undergone “revisions” at the behest of a kingdom or two (who likely didn’t like what was said about them). Some of the stories are pure legend with little remaining of actual fact. But, true or not, they every one make excellent leisure reading.
Contains the story about the Black Knight and his quest to rid the world of the terrible ice dragon Aernigawog. Contains some text that might be clues to weaknesses of the dragon, where to find it, and perhaps even clues as to where the Black Knight met his eventual demise.
A chronological history of Cronenwald Castle in Perrenland, complete with who designed it, the lords that have resided there, and modifications and remodeling efforts over the years. Some sections give information about secret corridors and rooms hidden in it, and the book might be useful for information about the vampire that currently resides there. Depending on one’s interpretation, the text may even contain information about the unfinished business the ghost of the Lord Gronathan needs to have done to have its final rest.
Actually a pornographic fairy tale written for the (secret) amusement of one rather…gay lord. Complete with pictures and perhaps even magical, animated illusions. This book is actually banned reading, so copies are extremely difficult to find, and sell for exorbitant prices on the black market.
According to this work, keeblonesti are a half-elf sub-race, gnome/wood elf crossbreed. They usually live in hollow trees and have a knack for crafts, such as baking. Many scholars think the existence of such a crossbreed is pure myth. Delightful children’s reading nonetheless.
Gives the entire known history of the halfling race, from its creation by Yondalla (and a piece of her history as well), to their present status. Attempts to debunk the negative stereotypes that halflings have for thievery and mischief.
Graced with a strong touch of elfish poetics, this volume details the ancient race of elves, showing how the sub-races first splintered off an extinct race call Ashemi, which were the original creation of Correlan Larethian. Most scholars doubt the authenticity of this lineage, but the pure literary beauty of the text cannot be denied.
Tales of Hypan and the founding of the Suloise Empire. The Rain of Colorless Fire destroyed this empire, but research from these books is useful to learn more about Suloise objects and locations of the ancient Suloise Capitol.
Collected bardic tales about the exploits of Julin and his adventuring party, modified so that all the heroes seem to be in the service of a single lord. These tales might be very helpful to a bard, but every creature and spell are so fantastic that even kobolds are described as slavering monsters from the nine pits of Hell.
Fairytales of the most fanciful of woodland creatures, focusing on sprites, pixies, brownies, gnomes, grigs, and gremlins…magical creatures that are mostly good in nature. All have a childish touch and a definite moral. The tales are probably only partially true.
Contains a number of ghoulish stories about the undead and demonic creatures. This book is quite useful as a reference. Most of the knowledge is correct (90%) and any Chaotic Evil undead or extra-planar creature has a 30% chance of being in the book. Reading the book has a 1% chance of driving the character insane, cumulative for each time the book is read. The last page actually is glued together and contains a scroll of gate to Pandemonium. It is cursed and will be activated on sight.
Relates in strict meter and rhyme the saga of a gorgon named Ironnose and his rise to infamy and eventual demise at the hands of an unnamed band of adventurers. From the perspective of the gorgon himself; includes love spurned, battles won and lost, and a long closing section on his dying breaths.
Unlikely author tells in flowing prose about some of history’s greatest incorporeal nuisances. Several are related from the first person, which is dubiously true. Great for campfire sleepovers and Festivals of the Dead.
The complete works of the celebrated poet laureate, unabridged. A few pricey copies include illustrations and gilded lettering on the cover. Most of his poetry deals with birth, Spring, love and freedom.
Conventional wisdom holds that the great arch-mage Mordenkainen is not a poet, and he has never claimed to be. Yet, traditionally he is considered the author of this fine work. Over 300 pages tell the stories of 12 centuries worth of the world’s greatest magicians, painting them in heroic colors and implying a certain indispensability about them.
Probably the most complete undertaking of the history of the known world. Chronicles every major event from the creation of Oerth by the Council of the Gods and the creation of the races to fill it, to the escape of Orcus, the Oerik expansion, and the Twin Cataclysms. Several chapters describe “behind-the-scenes” activity in the Outer Planes that directly influenced Oerth’s history. Ends approximately 25 years prior to the Greyhawk Wars.
Amazingly accurate account of the uprising of the Scarlet Brotherhood and their attempted conquest of the Flanaess. Details several infiltrations, assassinations, and coup d’états. The facts presented are practically irrefutable, but as yet not provable. This history ends abruptly in mid-sentence with Uhas’ own assassination (and the best publishers have preserved his famous final scrawl in reprints). The original text is priceless as it is stained with the author’s blood.
The man who survives the equatorial jungles of either Amedio or Hepmonaland with both his body and his sanity intact is a rare individual. The man who survived both lands and lived to tell the tales is Lionel Marquel. This edition is an edited collection of his hairiest adventures, and reveals some of the wildest aspects of the jungles and those who call it home.
Two centuries of debate has centered upon the Almorian Campaign, a rather insignificant but incredibly successful military expedition of The Great Kingdom’s forces into what is now called the Shield Lands. These five volumes tell in precise detail how Captain Rufus Alvaney, outnumbered 25 to 1, led his famished and weary band of soldiers to conquer the entire region. No one debates that they did it; they debate the ethics of the methods employed. These volumes omit nothing.
A textbook telling of the first settling of the southern Nyr Dyv (and especially Urnst) by descendants of the Suloise Empire. Standard reading in many secondary schools and colleges, and available in nearly every public library in the civilized Flanaess. Gives some insightful details on the location of the original Maure Lands (a disputed fact today), the ancient city of Seltaren and Maure Castle.
The rather prideful telling of Urnst’s history, from its original settlement by Suel refugees to the bitter internal disputes that split the nation into a Duchy and a County, to their independence from the Great Kingdom of Aerdy, and how House Lorinar was positioned to claim the Throne at Leukish. Obviously, this recounting is biased, but most of the facts are true.
Fictional novel depicting a land where the atmosphere transforms and forces the people to make difficult ethical choices. Touted as an analogy of our own cultural issues, conflicting views and racial tensions.
A frightfully funny stage comedy about an impossible union and what the world would make of “dwelf” children. Alorra and Bandur have finally released the script after sixteen years of continual performances in all the major cities of the Flanaess.
Believed to belong to the great Lockeland, epic bard of the 200s CY. A classic play that sees occasional performances in secondary schools across the land. The tragic story of three young men who set out to find the leprechaun at the end of a rainbow, chronicling their adventures, loves, and deaths along the way.
A collection of lyrics, short stories and comic sketches that have entertained thousands from small-town taverns to metropolitan courts. Now made available for your reading pleasure at home.
The long-awaited sequel to I Played 7-Card Stud…, this second collection contains even more humorous lyrics, short stories and comic sketches to tickle your funny bone. Master Rhyne has pulled in material from the farthest reaches of the Flanaess, and promises a third volume sometime in the future.
**These are books and pamphlets containing information about spells, research of spells, information about magic related proficiencies, creation of magical items or objects, and etc. Each transfers some kind of magical benefit to the reader, and while a few are powerful, most are relatively minor and require extensive studying to understand and thereby acquire the benefit.
Gives a +3 enhancement bonus to all Spellcraft skill checks involving the school of Evocation, though each Spellcraft check takes 1d6 minutes because the book must be referenced. Contains some information about Grothanla's eventual lichdom and some oddities of the Arch-mage. It also holds a special Evocation spell—Grothanla's Improved Fireball, a 5th-level spell combining the effects of a 1d8 HD fireball (i.e., as per fireball, but with 1d8 fire damage per caster level (max 15d8) instead of the standard 1d6 per level) with an additional Reflex save to avoid being blinded as per the spell blindness/deafness for 1 minute.
If the reader succeeds at an Intelligence check (DC 21), he will be able to use the powers of this book. By referencing this book, anyone who researches any spell pertaining to the animation of constructs or objects, will see his required construction time reduced by 20%. It also contains hidden rituals to enchant bone golems (an Intelligence check (DC 24) will allow a wizard to learn the ritual) and ingredients needed to create such a construct. Also, any golems or other magical constructs created while referencing this book will have an additional +1 HP per hit die over regular golems. Otherwise, this book provides no benefit beyond textbook information.
This book, written in Drow (the wizard must know the drow language to read) imparts a curse on the reader, compelling him never to harm or destroy the book, nor to allow anyone else to harm the book, and always to be respectful when talking about Ssorthanor. Once the reader is properly “cursed,” this book helps in all travel and flight related spells, in that spell durations variable by level are increased as if the wizard were three caster levels higher. This ability is retained if the wizard is allowed to study the book for one full day each time he advances in level, otherwise the ability will fade within one week, and the wizard will not be able to regain it. The ability can be used with the following spells, and all other spells that the DM so declares: fly, levitate, mass fly, and featherfall. Note that this book does not provide insight into instantaneous travel spells like teleport and dimension door.
This tome details the workings and variations of the magic missile spell. A wizard who knows magic missile and studies the book for at least a week will gain the following ability. When the wizard casts magic missile, he either gains one extra missile OR each missile will do an additional +1 damage. This book must be studied at least one hour per week thereafter or the special ability is lost.
This book explains how magic is related to energy. It contains rudimentary information about the elemental planes, elemental creatures, and some of the elemental hybrids like weirds, para-elementals, and the strange possibility of human cross-breeds with these creatures. Its focus is primarily upon Evocation spells that deal with the eight known energy types: acid, cold, electricity, fire, force, negative, positive, and sonic. An appendix includes meanderings about the para-elements: smoke, steam, magma, dust, ooze & ice. While in the wizard’s possession, this book provides him a constant endure elements for an energy type of the owner’s choice, changeable once per round.
This plain, unadorned book contains 20 random arcane spells of any level and from any source. Many versions of this book exist, and each is identically constructed. Simon the Sorcerer, unlike most, refused to secret away his research, purposefully making copies of his spellbook for sale and distribution. Given that he had a spellbook in the first place is indication that his title of “Sorcerer” is likely a misnomer.
Journeyman thesis describing detection techniques and telekinesis effects that are possible to use on objects up to 500 feet away. The last part of this book details a form of object teleportation, but warns that as of this writing the methods are yet imperfect and are known to work successfully only 30% of the time. Hints at the many Bigby’s Hand spells, but does not elaborate on them.
This book, Elpook’s final thesis, catalogs the enhancing properties that certain gems have upon magic. Details the relationship between gems and the magical properties contained in items adorned with those gems. Elaborates on the gem components of many common spells, and gives substitutions that can be made if certain spell components are not available. Wizards using it will be able to save approximately 10% of the cost of gemstone material components.
In this book, Elgar details the duties of an apprentice and describes different techniques that apprentices should use to assist spell learning. Half of this book serves as an exercise booklet. If the entire book is studied for a month and the character makes an Intelligence check, he will learn a half-dozen cantrips and these 1st-level spells: detect magic, read magic, and light. Each additional month spent studying and exercising adds +1 to the INT check, and retries may be made once per month.
In this book, Elgar details the relationship between a wizard and his familiar, giving anecdotes of history’s greatest pairs…and some of the worst. He describes in detail the agony of losing a familiar and develops the idea of the “magirn,” half-breeds descended from familiars that retained a piece of their master’s soul. An entire section explains how to care for a familiar, including giving it a proper name. A month’s worth of studying this book will gain the arcane spellcaster a familiar with one additional benefit/ability when that familiar is called. Continually referencing this book will enhance the “growth” of his familiar, and may allow the familiar to “level” as the spellcaster does.
In this book, Elgar explains how to build, stock, and maintain a proper wizard’s library. Gives a rather long list of “must have” titles (suspiciously including every book written by Elgar Stormhopper). Briefly mentions the homunculus, and gives some interesting spells to keep tomes preserved, ordered, and protected. By studying this book for at least a month, a character can save 10% on the cost of a basic library and cut in half the time required to build it.
In this book, Elgar explains how a modern research laboratory should be equipped. Includes an actual shopping list that may be removed and taken to market. Develops some methods for preserving some of the more delicate materials. By using this book, it is possible to save 10% on the cost of a basic lab and cut in half the time required to build it.
This book details methods of animating the recently dead. It covers methods of making the dead smell better, look better, gain strength, and retain some of the skills they had in life. Use of this book will give +1 HP per HD to undead made while referring to this book. There are also several spells for animating zombies, and for removing the flesh afterwards to prevent their smell and slowness. A “must have” for all serious Necromancers. Includes some specialized effects on undead as well as some “new” spells. The writer of this book is known to be a lich, but his identity is still a mystery. All sections on liches and vampires in this volume are blatantly untrue.
Contains 101 cantrips to liven up a meal for any occasion. From the mundane (Clean – for dishware) and the clever (Warm – to keep roast at that perfect temperature), to the unique (Spice – for adding extra zip to a casserole), this book brings cantrips to a whole new arena of usefulness.
This book contains information that can be utilized to help learn any type of spell having to do with reality and its alterations (i.e. teleport, time stop, reverse gravity, etc.). Gives the spellcaster a bonus chance to learn these spells.
This book increases the ease of enchanting items, allowing a spellcaster with any Item Creation feat to create magic items as if he were one caster level higher than he actually is. Also, it contains three enchantment spells for use with Item Creations, determined by the DM.
This easy-to-read booklet contains a set of pre-written enchantments and helps the reader learn to make and develop different magical swords, none of which are very powerful. Intended for apprentice mages. A thorough reading gives a spellcaster the Craft Magic Arms & Armor feat for free, regardless of his current level.
This huge tome contains a lengthy discourse on the theory and practice of binding the will of dragons, compelling their will to the service of a spellcaster. Gives arguments for its ethicalness, especially concerning good dragons. Gives convincing reasons why evil dragons might be so bound instead of destroyed. Warning on first page: “This tome is not for novice wizards, who are warned that they may be consumed in flames if their own will is not strong enough to fathom the depths of this tome.” (Willpower save DC 40 is required to successfully read this book, else take 20d6 fire damage from the inside out.)
This simple book is a quite thorough listing of malevolent effects to place upon people, places and things. Begins with mundane hexes (like making a human smell like an orc or making a flower wilt) and finishes with truly horrid curses (like a ten-year blight that covers 100 acres or an irreversible disfiguring death that takes three years to unfold). Of course, as might be expected, merely touching the book subjects a person to a skin rash (Fort DC 15 to negate), and each page is 1% likely (non-cumulative) to enact the curse it contains instantaneously each time the page is opened. The author’s name is certainly a pseudonym.
Compiles into a handy twelve-page booklet a few facts and examples of a little known (and oft-despised) branch of druidic magic. Gives some minor details of the yuan-ti, but otherwise concerns the cultic practices of manipulating serpents of all kinds, and consorting with the more intelligent types.
**These books provide information that usually is quite lucid, and mostly relevant to everyday subjects in the world. Though inherently about non-magical subjects, these books are often penned by wizards and priests, as they are usually the most knowledgeable about the topics, besides being the best writers. They may read as “Ecology of” articles in Dragon Magazine. Some are merely interesting and informative reading, and others grant positive effects to skills and feats, or some other benefit.
The Buzzing Raptor is a magical hybrid of wasp and raptor common to the lands beyond the Dry Steppes. This book gives the vulnerabilities of this creature, and also provides information about what they eat, when they swarm, and the fact that they explode when killed. After death, they re-animate as skeleton fragments which are easily destroyed, yet are quite scary for children and the childlike.
Provides a +2 bonus to animal relevant skill checks (Handle Animal, Ride, Knowledge [nature], and Survival), provided that the creature in question is a true animal (not a magical beast or aberration), and that this book can be referenced (usually 1d6+3 minutes per reference).
Contains a complete recipe for the brewing of Cortanethic ale, a herbal ale said to ease the troubled mind (allows a second Willpower save versus insanity, feeblemind, confusion, and other spells and effects at the DM's discretion) and helps heal the woes of the body (allows an extra 1 HP per day of rest if the resting person can drink at least one pint of Cortanethic Ale every day). Does not mention that it is absolutely delicious besides. To brew successfully a batch of this ale requires a Craft (brewing) skill check DC 16. The ale will need a month to ferment, and should thereafter immediately be decanted into bottles.
This book is an invaluable accessory to the adventurer who does not have any ranks in the Appraise skill. By using this book, the adventurer can gain knowledge of specific types of gems, approximate size and value based on size (using the handy size scales in the appendices in the back). The volume normally sells for a scant 5gp. (“It pays for itself in saved appraisal fees,” says the bookseller in his sales pitch.) Adventurers that come into a participating appraiser’s shop with gem and book in hand will receive the value of the gem as printed (or as listed in the recent edition available at the desk), no fees incurred. (It acts as a sort of “blue book” for gems.) Due to the licensing of the Guide, price wars have begun with bonuses of up to 20% offered by appraisers just for using them. While it does not contain every known gem, it does contain the most popular, ranging from ornamental to precious gemstones.
A character with the Appraise skill initially will look at these volumes with disdain and scorn. This knowledge cannot be gained from a book, only from a trained teacher, they say…until he learns the secret of the books. The monetary values of the gems listed in the books generally undervalue the gems by about 35%.
Compares and contrasts the competing theories of mechanical flight, or more broadly, flight without magical aid. Includes a few diagrams of some gnomish inventions, including the much-lauded hot air balloon.
Highlights the 50 most common games for stakes played in taverns and on street corners across the Flanaess. Gives strategies for each of the games, advice on how not to be caught cheating, and includes a few sample cheats. (Ordering a smaller booklet of cheats for a particular game directly from Spiff costs 50gp, and you must not in any way identify yourself to him.) Raises a character’s chance of winning in a gamble by 25%…at least that is the claim. Loudly proclaims that Spiff is not liable for any resultant trouble the reader may get himself into.
Coats of Arms Granted for Common Year 589, Coats of Arms Granted for Common Year 590, Coats of Arms Granted for Common Year 591. These three volumes can be found in nearly any military post in those lands where heraldry has meaning; volumes for previous years are generally found in the reference sections of public libraries. Annuals for CY 592 have not yet been published. These books not only illustrate the crests, coat of arms, and symbols of current nobilities, but they also detail the privileges of membership and penalties of displaying such emblems on your armor, etc. without permission. Categorized both by nation/organization and by societal rank.
Tales of the council of Suloise arch-mages finding a lurking force of evil tainting the kingdom. The entire council worked on containing this evil, but apparently the evil was tied heavily to the artifacts built to power the kingdom's expansion efforts. The wizards in this tale are extremely high level (wish and resurrection are both cast several times). The first book ends abruptly when the High council decides that the evil taint must be driven out at all costs, possibly indicating that the content of the book has undergone some tampering. These books are old and worn, a copy of a copy of a copy of the original. To a historian or powerful wizard these books are extremely valuable because they reveal part of the process of making artifacts used by the ancient Suloise. The second book gives the sketchy details for making the Suloise artifacts, which are always Lawful Evil. The third book mentions the heightened conflict between Suloise and Baklunish and tells of the Oeridian migration eastward, but does not give any facts about the Twin Cataclysms. Only the fourth book mentions the threat of the artifacts. The items are intelligent, and apparently hide their alignment.
The Oeridians, after their migration over the Crystalmists, were able to conquer a large part of the continent without using magic of any form. They apparently have found numerous ways to disable spellcasters and priests, though these abilities seem to have been lost in later generations. Some strategies and items are described. The best techniques require the use of both books. (Example: arrows that can make spellcasting impossible for any spellcaster struck by one.)
These three books describe the noble lines of the Oeridian Empire. These books have been “altered” several times to add legitimacy to different bloodlines. They are almost worthless except that they describe the governmental system of a completely non-magical (and now nonexistent) empire. Philosophically, this empire was a form of socialism with a heavy war movement.
This is a book about the history, peoples, geo-political relationships, societal conventions, and mercantile trade lines of the Flanaess. It is standard reading in most colleges and universities across the continent.
Before he became an arch-mage, Mordenkainen worked with unique liquids in a laboratory in Keoland. An example of his brilliance (which eventually led to his current position as the Overseer of the Flanaess and Mysterious Ninth in the Circle of Eight) is this small booklet that examines the properties of a number of the substances he dealt with every day.
Daem the Blue (so named because as an alchemist, he has permanently colored himself with an experiment gone awry) gives us all the essential facts about phosphorus in an easy-to-understand format. Lists its myriad uses as a spell component, its use in fireworks and tindertwigs, and shows its relationship to many other chemical compounds.
Not only is sulfur important as a spell component, as Arbane explains, but this dusty yellow substance influences our lives in many ways that we would never realize without this interesting little book.
Alphon spent his entire life studying the eyes of various creatures, and in his later years was able to impart his knowledge to the intellectual world. In this illustrated work, he diagrams the eyes of humans, elves, dwarves, illithid, orcs, giant toads, and the many eyes of a beholder…and discusses the eyes of many other creatures. He shares his insights into certain medicinal cures to common eye ailments, showing a lack of dependence upon magical or divine healing. And, he relates the results of experiments with magically improving one’s eyesight.
Based on the work of Laeral, this volume delves into the theories of one’s viewpoint and relative location to another creature or object. Gives some fascinating theories on motion and why some people experience seasickness, plus an incredible exploration of the possible results of traveling faster than sound.
This worshipper of Elhonna devoted his life to gaining a complete knowledge of the natural world, and he has expounded on that in this illustrated book. Interesting details are given about a near-overwhelming variety of plants, animals, beasts and magical beasts. Shows the interdependence of one creature upon another, and divulges a few of the lesser-known facts about each variety…including his own race, humans.
A rather unapologetic and defaming book that attempts to show how the human race is entirely destructive, wantonly selfish, and wholly bent on ruining the world. Names individuals as archetypes of his “beasts.” With views like this, who would want their name on the cover?
An interesting take on the fundamental nature of what holds everything together. Is it the power of the gods? Is it natural causes? Magic? Develops the notion of a “weave” that blankets and permeates everything. Though the author is anonymous, this work has found a home in many universities across the Flanaess.
Few dwarves invest their time in this level of writing, but Master Wroughtiron has given the world a fine discourse on every known variety of stone, their uses, and how best to work them. Gives some examples of the best stonework in the land, and hints that no surface structure can possibly compare to the magnificent dwarven stonework belowground. All but one copy of this book is written in Dwarven on vellum. The other one is actually a book OF stone, each page being a slab of a different type of stone. This version weighs over 5,000 lbs and currently resides in a protected underground vault beneath Castle Greyhawk.
A comprehensive work on the properties of dragons’ scales, what makes them resistant to certain energy types and/or spells, what kind of armor one can expect to construct from scale, and the best methods for making this armor. Gives the known magical benefits of using dragon scale in the making of other items like boots, coats, belts or sheaths. Indispensable for those who intend to craft dragon hide.
An intensive study of gnomes and the history of their lives and influence upon the modern world. Claims that many devices, including magic rods, would not be possible but for the persistent inquisitiveness, curiosity and ingenuity of gnomes. Makes no mention of their love of illusion and how the Boogledorp Clan used it to maintain a secretive smuggling and extortion ring for three decades.
This biography dates back to the beginnings of the Common Years. The Vordav family was a dynasty of sorts in western Geoff, carving out lands and counties under their rule. The book ends with the account of their capture of what is now Ulek, and so says nothing about how the family disappeared. It remains a mystery what happened to them.
Considered a fatalist by most scholars, Eeas presents in convoluted language his thoughts on the “death code,” what he calls the only five proper ways to die. Death must not happen by other means or in other manners other than the five he lists; else, the code has been violated. References a few surprising sources and employs an interesting logical train to make his case.
Hailing from the County of Urnst, van Defflitter explores the mysteries, folklore, and strange happenings throughout history in and around the Nyr Dyv, the largest freshwater lake in the known world. Famous for possessing its own weather system and infamous for wreaking havoc on ships who ply the waters, the Nyr Dyv has enormous influence on the nations along its coasts.
Owner of three doctorates at Greyhawk University, Selvor has spent his life charting the heavens. Not only will this book greatly aid in nocturnal navigation (a rather small part of the book), but his work shows that the stars—especially the wandering stars—have flawlessly predicted all the major events of our historical record. From the Twin Cataclysms when almost all the wandering stars were aligned with both moons, to the Greyhawk Wars, every major world event was foretold in the heavens. A smaller section is devoted to the meanings of “special” signs like falling stars and the occasional heavenly gift.
Predicts another major war in CY 675 and a total alignment of the heavens in 2420 CY.
Gives practical advice on how to best control those in your employ, particularly the management of large tracts of land with many servants who earn a living from their lord. Deals with all the most common problems and draws comparisons of the expected results from using different techniques.
This halfling knows her kitchen! Not just a cookbook, this illustrated text has the potential to completely transform how you prepare meals, whether large and elaborate, or small and simple. Emphasis is given for the use of saffron, but few spices are neglected a proper treatment.
Kielman was chef for three successive lords in Ahlissa, and since his retirement, has written all one needs to know to prepare the most exquisite meals, no matter the culture or race of guests. Sure to satisfy even the most demanding audiences. Complete with place setting designs, napkin-folding techniques, and etiquette for servants.
A collection of luck-based games for all ages and competitive levels, whether children’s games to play in the yard or amongst professional games for high stakes. This book includes all the official rules, but only a few strategies.
After spending twelve years among the Amedi barbarians, Father Mulhaney returned home to Veluna to pen his observations. He has since commissioned several missionary journeys from the temple of Hieroneous to convert the tribesmen from their secular, pagan ways.
Illustrates the short, embattled nature of The Lordship of the Isles, southeast of Ahlissa in the Solnor Ocean. Includes the various ever-changing rulers, shifting kingdom boundaries, and crests as they have arisen and fallen again. Six versions of this book have been published to date, and version seven is currently in progress.
Nothing seems so simple yet proves so difficult as managing a small, enclosed kingdom. The author details unique challenges of this arrangement and offers some ways to make the small kingdom more secure, working more in harmony with its larger neighbors.
This pamphlet may not be well written, but the knowledge it imparts is worth the struggled reading. Knowing the art of massage not only can earn you a respectable living, but can also place you firmly in the courts of kings and queens.
A collection of scholars from the University has compiled their knowledge of sea creatures, from the many fish varieties to the mighty aboleth and the triton race. Gives ecologies and lists known underwater cities.
A second volume by the scholars of the University giving detailed information about desert-dwelling creatures, from the nomads of the Dry Steppes to the awful but rare brown dragon. Gives ecologies and list known desert cities.
An exhaustive compendium of the known dwarven races, where they originated, and the unique aspects of their underground culture. Includes the duergar, but as it omits the more recent discovery of shield dwarves, this book is probably dated to the early 400s CY.
Lists over 750 creatures, including some beasts and magical beasts, giving their full descriptions, mannerisms, possibility for taming, diet, ecology, and relations to other creatures. Some are illustrated, and many are noted for their use in cuisine.
With an impressive introduction written in what Sir Rellock calls “High Common,” this book makes a strong case for royalty, courts, governments, and even merchants to speak in elevated terms, rising above the “low common” man in one’s speech without completely alienating one’s listener. High Common is a mixture of Common (with a decidedly Flan influence) and Elven.
Raised in gladiatorial rings, and brought up through the ranks of the Nyrondese military, Garrett was a champion’s champion, an expert swordsman and all-around good guy, so what if he was a half-orc. Garrett shows the common man, in plain language, the art of swinging steel, and he expounds on a unique memorization technique to aid in matching the right attack form to your opponent’s movements. Includes the now-famous Heron Rushes Through Water and Whirlwind in the Canyon, plus over fifty more. For beginners through advanced.
From the Theocracy of the Pale, Tehn, and extreme northeastern Nyrond come this collection of articles demonstrating how to create the unique and colorful dress of those regions. Includes both men’s and women’s styles, for all the civilized humanoid races, for most occasions.
Clan Pinehurst of the Cairn Hills are known for their supreme quality craftsmanship, both in carving out the Cairns of their native hill country, and in building the vast majority of stonework in Goldplain and Seltaren, in the Duchy of Urnst. Now, their craft is presented for the benefit of society in hopes that all construction, if not done by them, will at least be done as well as they could have.
Once esteemed as a prophetic book, this calendar of transcendent events is now looked upon as a bit of a farce. It makes for very interesting reading, and sheds some light on the high mysticism that once surrounded wizards, a sense that is all but gone. Many of the historical details are accurate, but some of its predictions are laughable.
The perfect bedside self-help book for dispassionate lovers. Enriches anyone’s love life, and claims to have restored the fire in thousands of marriages. While it includes several illustrated techniques for love-making, it emphasizes the communication and commitment that must be present for the relationship to endure.
After his release from a 25-year prison stay, Cicano published the remarkable discoveries he made while incarcerated, demonstrating that his sentence truly was reforming. Many birdwatchers (and even a few druids) have verified these heretofore-unknown facts.
The much-anticipated sequel to the original Book of Birds, Cicano develops even further his theories and discoveries, adding almost double as many bird facts as he presented in the first volume. A more dedicated and knowledgeable birdwatcher the world has never seen. If only prison would serve all men as well.
Volume One by the Hoopbottom brothers is gnomish gemwork at its finest. Everything from decorations and deodorizers to prisms, goblets, and establishing one’s vital resonant energies…this book details over a thousand mundane, unusual or spectacular uses for minerals around the home.
Volume Two by the Hoopbottom brothers picks up where the first book left off, namely those magical uses for rocks and crystals. Gives over 300 possible (and experimental) uses for ordinary rocks, crystals, and gems in magic devices, as magic spell components, and as objects of warding.
Part One of a five-volume set of pamphlets (to date; other volumes are pending) issued to develop interest and potential recruits to the only college devoted to this lost art in all the Flanaess. Describes the six most viable herbal solutions to the common cold, including the new wonder-powder Aspeerine.
Part Two of a five-volume set of pamphlets (to date; other volumes are pending) issued to develop interest and potential recruits to the only college devoted to this lost art in all the Flanaess. Describes ten of the most common skin irritations and gives recommended topical solutions, including the famed Victor’s Men Thilaytim.
Part Three of a five-volume set of pamphlets (to date; other volumes are pending) issued to develop interest and potential recruits to the only college devoted to this lost art in all the Flanaess. Describes the five most serious causes for sleep deprivation, and offers several ingestible solutions, including the much-lauded Night Quills.
Part Four of a five-volume set of pamphlets (to date; other volumes are pending) issued to develop interest and potential recruits to the only college devoted to this lost art in all the Flanaess. Describes a wide variety of poisonous effects (mostly from naturally-occurring plants, animals, and vermin) and presents a number of herbal solutions, including the highly sought after Pepped Abysmal.
Part Five of a five-volume set of pamphlets (to date; other volumes are pending) issued to develop interest and potential recruits to the only college devoted to this lost art in all the Flanaess. Describes a selection of the most likely non-natural poisons one might meet, and gives their top solutions, including the amazing Phil’s Meerka Magneesha.
Universally idolized for their mystic qualities, unicorns are among a rare few creatures so respected that if you were to kill one, the gods themselves would destroy you. So runs folklore…or is it true? This book finally sheds some much-needed light on the debate, answering a number of plaguing issues.
In what might be his greatest work yet, Astithones lays out the possibilities for this very popular folklore, and then dismantles them. With shrewd logic and irrefutable proofs, he allays our fears of these horrible monsters, showing that they are, after all, nothing more than the fictitious fancies of frightened minds…or are they?
Explores the gaseous caverns that green dragons call home, providing an interesting look into the life of one particular green dragon, Tarxicillixan, over the course of 65 years (nothing in the life of a dragon, but time enough to develop this study). Very analytical and informative.
Need to feed the royal army? No more exquisite breakfast could be served to all the king’s men than a few dragon eggs. Each egg will feed over 10 men, and depending on the dragon, will have a wonderfully unique taste unparalleled in omelet cuisine. The price tag for such a meal may astound you, but if you need to feed the royal army, will price be an objection?
Gives complete instructions, techniques, options, and shortcuts to building an iron golem. Prepares you for the standard emergencies that typically accompany this kind of project, and greatly aids in the fine-tuning of the construct so that you have a much better chance of controlling it once created. (Grants a wizard a 5% reduction in material cost and time required to build an iron golem.)
These days, one cannot underestimate the necessity of a good horse, whether for strolling about the countryside, working the fields, pulling a wagon train, or giving you an edge in battle. Includes great details on the finer points of horsemanship, whether your horse be for show, play, work, or war. A pair of chapters also gives general instruction on alternative mounts.
Shows the intertwining of magic with clockwork construction to produce some of the more familiar magical rods, from the highly utilitarian immovable rod to the supreme rod of lordly might. This trio of authors explains why one cannot function without the other, and gives some pointers on creating your own amazing devices. (Grants the Craft Rod feat once studied for a month.)
Brewing potions has always been a time-consuming task with relatively little result. This highly accomplished brewmistress shares her life of knowledge and experience to help you make your laboratory more profitable. Easy to read and illustrated. (Grants the Brew Potion feat for free once studied for two weeks; allows brewing two potions simultaneously once studied for an additional month.)
Introductory work to scribing scrolls. Describes everything one might need to start, and includes chapters on how to find the best materials, both for the scrollwork itself, and for the spell components. Standard textbook in colleges of magic across the Flanaess.
At first the short book was not taken seriously, viewed as a sort of low-class attempt at publishing stuff of little substance. But, once it hit the storehouses, popularity grew immensely. Between recipes, it contains numerous comical anecdotes about a hard life on the edge of the Rift Canyon after Iuz and his horde were driven out of the Barrens. Perhaps unintentionally, this book has given hope and inspiration to thousands for its encouraging insights. Not just a cookbook of simple meals.
Perhaps the most unique “history” ever written, and not considered canonical. Reads a bit roughly, but otherwise tells a gripping tale of the world’s history from the viewpoint of the Pomarj, specifically from the eyes of a goblin…an extraordinary goblin who, remarkably, gained acceptance into the College of Magick in Sterich.
A fully illustrated collection of the greatest dragons of all time, giving known vital statistics, biographies, location of lairs, conquests, and defeats. Includes Tiamut and Bahamut (the gods of evil and good dragons, respectively), Tarxicillixan the Green, Ashardalon the Blue, Brissol’vanak the Bronze, and St. Cirilican the Golden Lady, among others.
A second volume designed as the first. Includes Thrissleflax the White, Hart’londelle the Silver, and Phontus the Black, among others.
**These are usually small folded pamphlets or small scrolls that are easily reproduced and distributed to parishioners for their edification. A few are bound as traditional books. Some contain the official teaching of doctrine for particular deities, and some contain general information concerning the nature of religion or other broad religious topics.
This is the official liturgy of song used in the worship of Pholtus, and is a required part of services in Solariums across the Flanaess. It is common to find traveling clerics and/or paladins of Pholtus with a copy on their person, especially if they are fond of singing. Contains over 300 songs, chants and hymns.
This simple, rugged tome contains many tales of the heroes of the god of the wandering road. Gives hope and inspiration to many who follow the call of the road. Farlanghan’s shrines, which dot the countryside and offer rest for the weary traveler, is a likely place to find a copy of this book.
This book is a rather dry and meticulous rendering of the laws, by-laws, case laws, and miscellaneous ordinances of St. Cuthbert of the Cudgel. It includes a smaller pair of chapters on aiding the militia of local villages, and the “correct” ways to rule a nation. Clerics and paladins of St. Cuthbert should have a copy of this book on them at all times; indeed, scribing their own copy is part of the induction process into the clergy.
Written by an old and wizened paladin of Hieroneous to preserve the chronicles of the great god’s champions. Contains tales upon tales of energizing and inspiring heroism, valor, and victory over the denizens of Hell and the Abyss. Sure to embolden any struggling servant of the Righteous One.
Every major religion has a book or set of volumes by this title (or something similar). While widely varied in quality, size and ornamentation, all books by this title are essentially identical in content; that is, they tell the history of faith in the deity. Includes tales of the god’s champions, conquests of lands or beings with opposing philosophies/alignments, conversions of major enemies, and miracles that the deity has performed. Some will give names of avatars, but this is rare (and dangerous).
This unsightly book seems to be written by someone insane, and it is commonly held that he had one too many encounters with the subject of his work. Some say the writings indicate that he actually spent time on another plane ruled by vampires and inhabited almost entirely by hideous undead creatures, a place where the sun never shines. His details include the obvious (pale white skin, elongated eyeteeth, bloodshot eyes) as well as the secret (lack of sweat or odor). This tome is widely read among those religions that make hunting vampires a matter of faith, as it also describes the common and uncommon methods of destroying vampires and their spawn.
The author of this ghastly tome is widely believed to be the same that wrote Common Signs of a Vampire. This book is an encyclopedia of all types of undead creatures, from the common to the unknown, from the relatively benign to the supremely hideous. A journey through the book seems to parallel the author’s journey through his supposed insanity, and much of the text would be discarded as gibberish if it weren’t so hauntingly accurate. (Anyone other than a holy hunter of the undead who peruses this book for more than 1 hour must make a Will save DC 15 during the day or DC 18 at night, or become frightened as if by a fear spell. A check must be made each hour, and the DC increases by +1 for each hour that the book is read.)
Always printed in the Common tongue and mass-produced, these books are indispensable for worshippers. All families are given a copy when they join a temple (most lawful and/or good religions adhere to this practice), and are expected to pray in unison during services from the pages of this book. Travelers draw great inspiration from these pages as the prayers contained therein speak to nearly every stage and issue of life.
Not too far from the Free City of Dyvers stands the ruins of the Temple of Elemental Evil, a notorious construction dedicated to ushering in the return of the foul god Tharizdun. That much is true. This novel, as a work of historical fiction, builds upon those facts, and tells the chilling story of goodness gone bad, evil incarnate, and the power of a small adventuring party led by a priest of Hieroneous.
Predicts the end of civilization as we know it within 1000 years, when Hextor finally triumphs over his brother, Hieroneous, and ushers in military rule over all the Prime Material, accompanied by the voracious spread of Hextor’s temples. Many see this as a warning of events to come, but few believe it to be true prophecy.
**These treatises are almost always hardcover books of vellum or parchment, bound in leather—from an exotic creature as likely as not. Some of the more lengthy discourses span several volumes, and few are short enough to fill only small softcover booklets or folded pamphlets. The content is mainly theoretical, philosophical, or pure conjecture. Some make irrefutable claims, using solid logic, while others seem more to ramble through the fancies of someone’s dreams. If one can wade through the heavy verbiage and weighty subject matter of these works—never mind understanding them—one might gain some beneficial life-changing insights.
Beyond their beauty and intrinsic value, beyond their adorning qualities and symbolic nature, gems have long been the objects of desire for wizards everywhere as material components for their spells. But beyond even that, as Tenser explains, some gems—the perfect ones—have inherent magical properties. Many others can be altered to contain magical properties, or at least act as conduits to enhance the magical properties of an item to which they may be associated. Launching from the known qualities of ioun stones, Tenser’s theories open up an entire realm of possibility for gem-enhanced magic. (DMs can reference Appendix G for information on how gems influence magic items.)
It is commonly known that belladonna will cure the awful effects of lycanthropy, and healers the world over have catalogued countless thousands of herbs and their properties both helpful and harmful. Little known are the magical properties of many herbs and wildflowers, as the great Tenser explains in this fully illustrated tome. He references the works of a few hermit herbalists, and mentions a numbers of plants that would require great expeditions just to find and collect.
A rather dry reading of what Nystul calls “higher math,” this thick book delves into the “transcendent” nature of numbers and numerology. A small section in the back mentions the existence of a group of wizards who specialize in “number magic” and claim the ability to manipulate the laws of probability and chance. This work is truly difficult to grasp, but worth the effort for someone obsessed with mathematics. (To the DM: the existence of True Names is detailed here, with formulae for cracking their codes.)
From reading lips, facial expressions and body language, to demonstrating several forms of sign language, this easy-to-read volume explores the nature of communication, concentrating on the non-verbal aspects. It is divided into two halves: the first details some theories of language from selected parts of the world (and a couple of outer planes). The second half of the book gives a few legendary tales of past heroes who used subtle communication to accomplish great results. Scattered throughout the text are anecdotes of some of Tasha’s more comical moments.
Explores the relationship of prehistoric hieroglyphics and symbols to magical font. Answers the question of why magical writing must be magically decoded before one can understand it. Explains why this is even necessary, and gives some compelling reasons for the stipulation that spells be written in this form. The ultimate reason, Phandal says, stems from the very creation of our world. This work is usually in tooled in lizardfolk leather, at the author’s behest. It was the dissertation for Phandal’s fourth doctorate.
This thesis attempts to explain the nature of sight, and hypothesizes that what we think we see is not at all what is really there, but is rather a visualization of the reality we want to see as translated by our undeveloped sense of vision. Postulates that vision is far more than what we think we see, but that if properly channeled, our vision can actually alter the perceived sights of others. Not an easy book to read or understand…but maybe we’re just not seeing what’s really there.
Noted for his famous Hand spells, Bigby offers the world some of his meandering thoughts about the nature of long-distance manipulation of objects. Briefly touches on telekinesis and his line-up of signature spells before diving head first into the ideas that sparked his spell inventions. These ideas will make sense once the reader studies this booklet at length, for it is not very well written. Contains some surprising revelations, though, like the fact that the Hand spells need not feature the image of a large hand, but with some modifications, can take the form of any desired object.
The creator of our beloved Tiny Hut and Secure Shelter spells, among others, was also a magnificent orator. Before he died, he told his tale, and gave instructions that will take your next speaking engagement to the highest level. Never again will you be at a loss for words when in the presence of royalty…or an attractive woman. Leomund resurrects some ancient truths about speech that promise to impress even your harshest critics. The original text—now a collector’s item—was written in Ancient Flan, a beautiful, flowing dialect. Most copies today are in the Common tongue and the major racial languages.
This tome contains a few disturbing accounts (and images) of the darker side of magical fire, its control and influences. Some have said Quall was a madman, and this book lends some credence to that claim. He was known for having a fire elemental always close at hand, and in this book he makes the claim that he successfully controlled eleven fire elementals at once. (The twelfth nearly killed him.) To his credit, he does warn of the dangers of playing with fire.
For a discussion of things that don’t exist, this is a remarkably large work. Incredible as it may seem, over 50 pages are devoted to proving that some things are not “nothing,” but are “non-things.” Asimak attempts to define and prove his premise, then actually provides a list of more than 100 non-substances. Most dismiss this text as the ramblings of the insane (and consider him rightly called), but a few are devoted adherents to his theory.
This is one of the weightier works on the philosophy of perception, sometimes called viewpoint or relation. Laeral gives several practical examples of relative perception, and from those examples builds a framework for his theories. His claims include the idea that all things are relative to each other, that light actually travels through space and time and at a constant rate, and that all physical things are composed of an altered form of that light. Might explain the underpinnings of magic.
Known for his magical dance, Otto writes of many other ways to magically influence the actions of others. Embroils himself in a lengthy debate over the ethics of superimposing one’s will upon another where life is not at stake, and makes a few insightful points. The intended audience is nobility, but the simpler portions of the work could prove useful for anyone with a handful of servants or employees.
This lengthy tome is divided into four parts and is occasionally found as four separate volumes. Part One gives the history of written text and contains many samples of alphabets from historical languages. Part Two develops the theories of dwarven runes, exploring their source of power, questioning the need for a distinct runic magic, and offering a reason why only some dwarven clans know of it. Part Three details current and common uses for runes, symbols, and sigils, and their importance to spellcraft, heraldry, and warding. Part Four is little more than an appendix illustrating the known symbols and runes at the time and explaining their meanings and uses. The vivid illustrations in all four books are worth the price by themselves.
For many decades, the world has known only of the one spell that Drawmij created, instant summoning. In this short work, the wizard unfolds a few more of his creations, and one can only wonder if he is yet revealing ALL his repertoire. Nonetheless, many a scholar has found this collection quite useful. (This is opportunity for a DM to invent some additional conjuration spells…just put Drawmij’s name on them.)
A scholarly booklet by an old intellectual on the existence of the nexus, the plexus, the vortex, time warps, and the afterlife. Gives a few existential anecdotes, but the rest is mere conjecture. A number of universities have entire lectures on the subject, however, using this book as their text.
While entirely well written, this graduate thesis given at the University of Dyvers in 496 CY failed to grant Blaad his desired designation. Undaunted, he published his paper, and has since sparked a renewed interest in his ideas of the nature of matter. His basic premise was that all things possessed an internal resonance, and could be made to break apart or hold fast, depending on sonic frequencies and volumes. He was granted the title of Scholar posthumously in 566 CY.
This shocking two-volume set of theories takes the reader deep into the world of dreams, if such a world exists, in Volume One. Indeed, Bucknard’s major premise is that there is in fact a “Dreamworld,” a separate plane where the “reality” of one’s dreams have true life. He postulates that it is our inexplicable ability to touch this world briefly that gives us the sensation we call dreams. His conclusion is that there must be a way—magically—to reach this world, this transient plane.
Volume Two develops the idea that our reflections in mirrors, sheet metal, ponds, pools, and the like, are little more than a near crossing over into a parallel “Mirror Plane.” Again, he theorizes that this alternate plane could be reached magically. Both volumes include many anonymous accounts of people who have made the journeys that he believes are possible for us all.
Otto (of Otto’s Irresistible Dance) delves into the world of music. Understandably, he explores the connexion between music and dancing, and offers some insightful rationales why magic is so easily enhanced by either. In the latter two-thirds of this short book, Otto bridges the gap between bardic magic and priestly healing, explaining in common sense terms why an arcane spellcaster is able to duplicate the powers of the divine. If laughter is the best medicine, then music cannot be far behind in curative qualities.
Not for the faint of heart or weak of stomach, the research expounded in this work is often gruesome and gory. Demons, after all, are known for their love of the vile. A self-lauded expert on demons, Iquander describes many rather disturbing details of The Abyss, numbering its layers as far as 666. (He theorizes that there certainly are more, but can offer no proof of this.) The common names of champion demons are given (not their True Names). Finally, methods of protection from and destruction of the demonic horde are tacked on the end almost as an appeasement.
Touted as a general but thorough compendium of the denizens of The Abyss, the Nine Hells, Carceri, and Pandemonium, this short book presents some highlights of those planes, including its varied inhabitants, collectively known as fiends. Selkoloth may very well be the foremost authority on this since the once-great city of Rauxes was overrun and destroyed by such.
In this treatise, Tenser explains the underpinnings of his famous floating disk and the universal wall of force. He hints at why a magic missile cannot damage nonliving matter, and gives rationales for the effectiveness of mage armor and shield. This short work is crucial for understanding the possibilities of Force Magic, which Tenser explains is a separate field of the art.
Written over 500 years ago, this little-known work gives an interesting look at the world of magnetics and the theories of magical attraction between creatures as well as objects. In Nolzur’s day, conventional wisdom said magnetism was a magical phenomenon rather than physical, but Nolzur debunked that theory soundly…and was labeled “occult” for his effort. His research has led to the fine separation between magic and technology that we enjoy today.
This obscure, difficult book gives some helpful hints at the possibility of plane traveling, but stops short of providing easy access. Details many of the ethereal curtains and astral pools, though not all. Says nothing about the presumed Plane of Shadow, or the possibilities of Alternate Material planes. However, gates are explored in their fullest, and no fewer than 35 locations are given for permanent portals to other worlds.
The father of our Sphere spells, Otiluke presents the theory behind spherical magic and why he developed his signature spells. Originally given as a series of lectures at Goldplain’s School of Magic in the Duchy of Urnst.
A very weighty volume exploring the limits of our existence. Knowledge, travel, progress and egress, lifespans…the bright light of Leomund’s exhaustive experience and experiments with transmuted or conjured abjurations illumines each of these areas.
Have you ever wondered why you could “remember” something that didn’t actually happen? Or, have you pondered the reasons for your “foreknowledge” of things yet to happen? The Arch-mage of the Flanaess delves into the mind with this short booklet, examining the nature of memory, how it forms and is retained, what colors it, why we forget, and how we can “know” things beyond our experiences. He also theorizes on magical alterations of one’s memory, suggesting that it is immoral to do so.
In direct opposition to Mordenkainen, Rary argues that magical enhancements to one’s memory are not only moral, but also necessary in a world where the mind may be subjected to magical and psionic attacks. His thesis is based upon the premise that strength of mind makes for a protected and preserved memory, and this must transpire by magical alteration.
A completely exhaustive work on the dweomers, auras, and emanations of magic items, including a detailed explanation of how the identify spell works, and how to fool it. Nystul actually includes a few easy tricks to thwart magical identification, in addition to his signature spells.
In this sketchy book, Leomund theorizes on a set of planes of existence that as of yet have not been proven. But, neither can his theories be disproven. This work was originally a dissertation exercise for the title of Scholar that won him great acclaim.
A much discussed discourse on a creature’s willpower, and its continual improvement over the creature’s life. Opens a few possibilities for magical enhancements that have yet to be developed. Currently the subject of a running debate at Rel Mord University.
Examines the dark habits of thieves’ guilds in the light of the church of Rao, blasting their deeds of skulking and skullduggery. The Bishop calls for a worldwide end to the guilds and universal banishment of all who participate in organized crime.
Generally, there are 2d4 shelves in any 5-foot section of wall. A good-sized library may have 30+ (d6 x 10) feet of shelf-covered walls. The number of items per shelf indicates the number of usable items; that is, those scrolls, books or tomes that will benefit the PCs in some fashion, if not specifically, then at least from a role-playing aspect. There will necessarily be quite a few additional items per shelf that hold no interest to the game.
01-65 Scrolls (d10 x 10 in number)
66-89 Books (d10 in number)
90-00 Tomes (only one)
Assume each 10 scrolls on a shelf has to do with a single topic:
01-20 – Elven texts
01-45 – Elven poetry, in Elven
46-55 – Elven poetry, in Common
56-58 – Elven poetry, in another known language
59-60 – Elven poetry, in an unknown (planar, ancient, or far-distant) tongue
61-80 – stories of Elven lands, peoples, or histories, in Elven
81-88 – stories of Elven lands, peoples, or histories, in Common
89-90 – stories of Elven lands, peoples, or histories, in another language
91-98 – magic from the Elven perspective, in Elven
98-00 – magic from the Elven perspective, in another language
21-30 – Dwarven texts, all in Dwarven
01-35 – armorsmithing
36-50 – weaponsmithing
51-65 – Dwarven histories
66-80 – accounts of Dwarven cultures, peoples or lands
81-99 – accounts of great Dwarven battles
00 – information on rune magic
31-35 – Gnomish texts, all in Gnome
01-45 – stories of Gnomish lands, peoples, or histories
46-65 – diagrams, drawings and sketches of gnomish inventions
66-80 – discourses on the many applications of illusion
81-95 – lists and examples of gnomish tricks, jokes and pranks
96-00 – specific gnomish uses, benefits and applications for gems
36-40 – Halfling texts, all in Halfling
01-75 – stories of Halfling lands, peoples, or histories
76-85 – articles attempting to prove the innocence and general goodness of halflings
86-00 – halfling recipes, farming techniques, almanacs, planting cycles, plant care, etc.
41-46 – Diaries or information of a personal nature about a specific person
47-56 – Letters
01-35 – between family members
36-50 – between lovers
51-65 – between nations, national leaders, military personnel & castle employed
66-85 – between friends, co-workers, clients, and other non-familial relationships
86-95 – between noble houses
96-00 – between and amongst royalty
57-66 – Numerical records (columnar pads), accounting info, merchant data, censuses, etc.
67-75 – Historical records (usually local, but may be broader in scope)
76-80 – Logs
01-30 – Ship captain’s log
31-60 – Merchant’s log
61-80 – Temple’s log (attendance, individual confessions, services performed and/or spells cast, etc.)
81-00 – Castle’s log (attendance, schedules, events, etc.)
81-85 – Scroll is made of indelible paper; these scrolls are favored scrolls of the owner, and have been magically enchanted to never rot or suffer faded ink. They glow faintly under detect magic. Re-roll to determine the contents.
86-00 Magic scroll, chosen randomly from all allowed sourcebooks
Books vary widely in quality and appearance. Some are leather bound and stitched; others are merely a few sheet of parchment folded in half and maybe wrapped in the middle with a ribbon. Books have a much longer shelf life than scrolls, but not nearly the longevity of tomes. Very few (some) books have locking mechanisms, and almost none (a scant few) are trapped. Generally the content of books are not such that they need that level of protection. Roll once on the table for each book.
01-05 – Alchemist’s notebook
01-25 – Handwriting too difficult to read
26-35 – Incomplete directions for experiments
36-45 – All experiments marked "failure"
46-75 – Written almost entirely in chemical symbols. Only alchemist can read. Comprehend languages or read magic has no effect
76-80 – As in “46-60,” but with a page of translations from chemical symbols to Common included. With 2d4 days of study and INT check DC 20, the writings may be deciphered. Comprehend languages or read magic has no effect
81-90 – Alchemical research paper giving instructions on a successful experiment; includes diagrams and/or recipes
91-95 – Catalog of alchemical components (c.f. Alchemy & Herbalists), and includes many unique or bizarre substances, like ground blue unicorn horn, sliced gelatinous cube, powdered dragon tooth, or molten pearls
96-00 – Catalog of alchemical products, the non-magical items made by alchemists (c.f. Alchemy & Herbalists)
06-10 – Bard’s songbook
11-15 – History of a random land, nation, or organization
16-20 – History of a castle, monument, or other significant structure
21-30 – Religious material
01-50 – Prayer book
51-65 – Hymnbook
66-75 – Church rolls or guest book
76-85 – Doctrines, covenants & precepts
86-90 – Histories of religions, temples, or major religious figures
91-97 – Details of a specific ritual or ceremony (c.f. Relics & Rituals, I and II, Spells & Spellcraft or Defenders of the Faith)
98-00 – Presumed to be written by the very hand of a deity (will require knowledge of Celestial/Infernal to read). Will either bless or curse the one who touches it (specific as DM determines), and the writings will judge the reader (again, as DM determines)
31-32 – Diary, spanning d6 years
33-35 – Listing of local plants and their supposed properties (c.f. Alchemy & Herbalists, herbalist sections)
36-40 – Descriptions of local creatures and monsters (c.f. all monster sourcebooks & randomly select some…as book reads)
41-44 – Collection of Elven poetry
45-49 – Racial book (a complete encyclopedia of the race)
01-50 – Dwarven
51-75 – Gnomish
76-90 – Halfling
91-00 – Other; DM determines
50-94 – A specific book from these pages
95-00 – Magical book: determine from Wondrous Item tables in DMG (or use Encyclopedia Magica)
These are generally very large, thick books with tooled leather covers and intricate locking mechanisms to keep them shut. Often they are magically trapped, either in lieu of locks or in addition to locks.* Many are innately magical and all are extremely rare.
01-15 – Wizard’s spellbook (3d8 = level of owner; d4 qty of d10-1 level spells, repeated to capacity of 100 pages)
16-30 – Religious tome (always written in Celestial/Infernal or a holy/unholy language; only most devout may handle…DM’s discretion to the effect if not devout; the content of these tomes is always 100% true)
01-35 – Secrets of the religion in question
26-60 – Tales of the deity’s home plane
61-75 – Knowledge about a forgotten or dead religion or deity
76-90 – Insights into a specific relic or artifact (including location, powers/uses, & means of destruction)
91-00 – Insights into rituals or ceremonies of the most powerful or sacred nature (c.f. Relics & Rituals, Spells & Spellcraft or Defenders of the Faith…or the Epic Level Handbook or use wild and powerful imagination)
31-45 – Demonologist’s tome; includes all arcane and divine spells for summoning, controlling, dispelling and turning demons, as well as lore about the demons most likely to be encountered. Always either lawful good aligned or chaotic evil aligned.
46-60 – Elementalist’s tome; includes all arcane and divine spells for summoning, controlling, and dispelling creatures of one of the four elements or the six para-elements, as well as lore about these elemental creatures. (Roll d4 or d6 to determine variety of creature divulged.) Always true neutral aligned.
61-75 – Necromancer’s tome; includes all arcane and divine spells dealing with the powers of life and death. Always evil aligned.
76-90 – Tome of Energy; includes all spells (arcane & divine) involving one of these eight energy types (roll d8 to determine): acid, cold, electricity, fire, force, negative, positive, or sonic. Also includes much lore about the energies. Always chaotic aligned.
91-93 – Manual of the Planes; essentially the Manual of the Planes in its content. Randomly aligned.
94-96 – Manual of the Gods; essentially Deities & Demigods in its content. Randomly aligned.
97-00 – Relic or Artifact (c.f. all sourcebooks). Always extremely powerful.
*A tome will usually have protection provided by spells or locks, or both:
01-15 – Not locked or trapped
16-25 – Locked (DC 40) but not trapped
25-50 – Not locked, but trapped (c.f. DMG or Traps & Treachery I & II for specific trap and related DCs for Search and Disable Device)
51-85 – Locked and trapped
86-95 – Locked, trapped, and triggers moderate curse (DM’s discretion)
96-00 – Locked, trapped, and Intelligent