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Bibliography

This is a list of books from which we will be pulling information, spells, classes, races, prestige classes, skills, feats, magic items, equipment, rules and other things. If a book is not listed here and you wish to use the entire book or a piece of the book, then please bring it to my attention. If I have taken the time to write, or rewrite, material for the game, then what I have written takes precedence over what other companies have published. If you're not sure which rule will apply to a situation, please ask me and we'll make sure that things are clarified for you.

The books are listed here in general order of importance with the most important books being listed first.

  • PHB - Player's Handbook (Core Rulebook 1)
  • DMG - Dungeon Master's Guide (Core Rulebook 2)
  • MM - Monster Manual (Core Rulebook 3)
  • MF - Monsters of Faerun
  • S&F - Sword and Fist
  • DF - Defenders of the Faith
  • T&B - Tome and Blood
  • S&S - Song and Silence
  • PSI - Psionics Handbook
    • Not everyone is free to use psionics. You must first be exposed to psionic powers before you can wield them.
  • SBG - Stronghold Builder's Guidebook
    • I've heard some grumbling about how a mage can really cut down the cost of his own stronghold, but fighters, barbarians, paladins, etc. are pretty much left out in the cold. When it comes time to build your own stronghold, let me know if there is anything that you have (power, skill, spell, etc.) that you think will help. I'll take that into account when we determine the cost of your stronghold.
    • If you have this book, please design the stronghold yourself and I'll approve it. I may make some minor changes here and there. If you do not have this book and want a stronghold, borrow it from someone or drop me an email and describe what you are looking to buy/build. Describe the what kind of rooms, materials, capacities and locations are you looking for and we can work it out.
  • BoEM - Book of Eldritch Might
    • We will be using all feats, prestige classes and spells from this book.
    • If you want to do Rune Magic, use the feat from this book, not the one from FRCS.
    • We will be using magic items from this book, but don't plan on seeing magical vehicles anytime soon.
  • BoEM2 - Book of Eldritch Might 2
    • You may use the alternate Bard or Sorcerer classes instead of the ones published in the DMG, but once you have chosen one, that choice cannot be reversed.
    • If you take the Eldritch Warrior prestige class (PrC) from this book, please make note of the book, so that we don't get this PrC confused with the one published by Mongoose in EA:BM.
  • FRCS - Forgotten Realms Campaign Sourcebook
    • Races Used: Planetouched Allowed, but the rules for ECL will be strictly followed to maintain balance
    • Shadow Magic will not be used in any form. Any spells, feats, items, skills, ability or creatures that depend on Shadow Magic will not be used in Laenwold.
    • Prestige Classes Used: All, but Harper Scout, Hathran, Purple Dragon Knight, Red Wizard and Shadow Adept. All of the prestige classes that are disallowed are Faerun specific. If you like what you see in the disallowed prestige classes, then create an organization that will have the prestige class fit into it and we'll talk it over. The only exception to this is the shadow adept prestige class because shadow magic does not exist in Laenwold.
    • All feats from this book will be allowed, except for the following: Ethran, Inscribe Rune (use the Etch Object Rune from BoEM instead), Insidious Magic, Pernicious Magic, Shadow Weave Magic, Tenacious Magic and Thunder Twin. Feats that say that they must be taken at 1st level, must still be taken at 1st level. However, the region requirements can be ignored. I will eventually work up regional information of my own. If there is a Faerun feat and a "standard" feat by the same name with the same general abilities, then the "standard" feat takes precedence.
    • Equipment from this book is allowed. Feel free to buy it.
    • Wild magic areas do exist as a natural phenominon in Laenwold. Attempting to dispel wild magic areas always fails. There is no such thing as a "wild mage" that always casts random spells.
    • Rune Magic does exist in Laenwold. It's mainly a dwarven and gnome practice, but anyone can do it.
    • Dead magic areas do exist and it is unknown how to create or repair them. There are many theories that abound about this strange phenomenon.
    • Spellfire does not exist in Laenwold.
    • Elven High Magic does exist, but it is mainly the pervue of elder elves. The only way people from other races share in this powerful knowledge is if the individual lives with the eldhala for an extreme period of time (several centuries) and proves his worthiness. The elder elves will rarely use their magic for the benefit of others if the others pay a high enough tribute to the high magicians that control this knowledge.
    • Will use most of the domains from this book (and others.) See the domain listing that I have created for Laenwold.
    • All spells from this book are allowed.
    • I will be using creatures from Faerun.
  • MoF - Magic of Faerun
    • We will be using the following magic-based rules: Elemental Magic, Elven High Magic, Gem Magic, Mageduels, Moonfire (but using Amella Caandill, Annikko Wisemind, Ruskin and Pella instead of Selune), Rune Magic and Spellpools.
    • We will not be using Spellfire.
    • We will be using all feats from this book except for Spellfire Wielder.
    • Prestige Classes Used: All, but Guild Wizard of Waterdeep, Harper Mage, Harper Priest, Spellfire Channeler and War Wizard of Cormyr. All of the prestige classes that are disallowed are Faerun specific. If you like what you see in the disallowed prestige classes, then create an organization that will have the prestige class fit into it and we'll talk it over.
    • Places of Power that exist in Laenwold are Mystal Maelstroms, Sparks, Fey Mounds, Crossroads and Backroads and Mythals. All of these will be incredibly rare (especially Mythals and Crossroads/Backroads) so don't expect to find them under every rock or behind every tree.
    • Spells from this book will be used. If there is a conflict between a Faerun spell and a "standard" spell by the same name, then the "standard" spell is to be used.
    • Magic items, spellbook creation and the additional magic item creation rules will be used. This means that you can have magic items built with special abilities that are found in the DMG and in MoF.
  • R&R - Relics and Rituals
    • Before using a spell from this book, please check with me. Some spells in here are very world-centric and will have to be modified before they can be used in Laenwold. Others are just plain crazy and won't be used at all.
    • There are rules for ritualizing normal spells. There are similar rules The Forgotten Realms book. Until I compare the two, we'll be using these.
    • True Rituals from this book may be used, but they will have to be learned during the course of the game. No character will start with knowledge on how to perform a True Ritual.
    • You may find the occassional magic item from R&R, but don't count on ever finding any weapons or armor from this book. They are simply too powerful or are intimately tied to the Scarred Lands world.
    • The tattoo magic that they use in R&R will not be used. The only tattoo magic that we will be using are the psionic tattoos in the Psionic Handbook. Eventually, over a great deal of time, some people may take the various psionic tattoos and "convert" them into tattoos that are based on normal magic.
    • Relics won't be used, but I never use artifacts in my games and if I ever decide that I will use them, then I'll probably create my own.
  • LoD - Lords of Darkness (Forgotten Realms sourcebook)
    • The organizations from this book won't be used. Duh.
    • Magic items, drugs, spells, feats and alchemical items from this book will be used.
  • MONSTER - Monster by AEG
    • Chances are that we won't be using the monster races unless we sit down and do a monster-specific campaign. Even then, I may tone down some of the bonuses (or boost the ECL) of some of the races.
    • Feats and skills seem to be ok.
    • There are some cool magic items in the book that I may throw into the game, but there are some "magic items" that should be listed under the "artifacts section." It should be obvious which are which...
    • I did not study and examine the prestige classes too much. The ideas behind each one are neat, but talk to me before planning to take the prestige class because I may want to make some modifications.
  • EVIL - Evil by AEG
    • Feats, infernal pacts and spells will be used.
    • Prestige classes can be used, but I have a few tweaks in mind. See me if you want to play either of the ones in the book.
  • DRAG - Dragons by AEG
    • The Dragon Player Character rules are out the window. Playing a dragon would be little to no challenege. I just don't see how that could be fun for anyone.
    • Prestige classes, feats and spells requires prior approval from me before they are used. In general, I like what they published, but there may be a detail or three that I will want to change.
  • T&T - Traps and Treasure
    • The Thug class will not be used in any manner.
  • CC1, CC2 - Creature Collection I & II
    • I will probably use these creatures as a base for creating more psionic creatures. Even if I do use these creatures, they will probably be used sparingly.
  • OA - Oriental Adventures
    • Feats, skills, spells, powers, classes and races that are unique to this book will only be found in the Oriental lands. This means that if you are frmo the Orient, you are restricted to only accessing items mentioned in the Oriental Adventures book. If you are not from Rokugan, then you may not use powers mentioned in the Oriental Adventures book.
  • A&A - Arms and Armor (by Bastion Press)
    • There are some powers in there that you may never see or will be very, very rare if you see them at all. When attempting to custom-build an item with these powers run them by me first. I may or may not allow you to combine the powers in a certain way or may not allow a certain power at all. If you read through them, I'm sure you'll notice which ones I'm talking about.
  • QF - The Quintessential Fighter
    • Character concepts may be applied to new characters, but only during the character generation phase.
    • Prestige classes may be used as they are published.
    • Armor, weapon, bow and arrow/bolt creation rules will not be used. We'll stick to the normal rules found in PHB.
    • Called shot rules will not be used.
    • Dueling rules will rarely be used because it cuts everyone else out. However, I still like them, and will use them if the opportunity presents itself.
    • Jousting rules will be used. They're very good, and I've not seen any other rules for this type of fighting.
    • Shield wall rules will also be used. Very nice conversion of real-life actions into game-playable rules.
    • Feats will be used except for the ones that relate to called shots (Expert Marksman and Improved Called Shot) and blackpowder weapons (Increased Reload).
    • All weapons, armor and equipment are allowed, except for the blackpowder related items.
    • In case you haven't noticed, no blackpowder weapons!!!
    • Fighting styles will be used as they are published. However, you will have to find someone that already knows the skills that you are attempting to learn and spend the time learning them.
    • I doubt we'll ever use their Open Mass Combat System, but I'll keep it in mind if we end up needing something like that.
    • We'll not use their rules for building strongholds (See 2nd Edition Advanced Dungeons and Dragons: The Castle Guide for a much better system). They do have a chart for cost of staffing a stronghold. We'll be using that when the time comes.
  • MP - Manual of the Planes
  • S&S - Spells and Spellcraft
    • The Personal Growth rules from this book will not be used. It takes too much control in what items you have from me. One of the ways that I maintain the balance of the game is to control what types of spells and powers you have access to. These rules strip me of that control.
  • EA:C - Encyclopaedia Arcana: Contructs
  • EA:D - Encyclopaedia Arcana: Demonology
  • EA:N - Encyclopaedia Arcana: Necromancy
  • EA:BM - Encyclopaedia Arcana: Battle Magic
    • If you take the Eldritch Warrior prestige class (PrC) from this book, please make note of the book, so that we don't get this PrC confused with the one published by Malhavoc in BoEM2.
  • SGH - Slayer's Guide to Hobgoblins
  • SGG - Slayer's Guide to Gnolls
  • SGC - Slayer's Guide to Centaurs
  • SGT - Slayer's Guide to Troglodytes
  • SGA - Slayer's Guide to Amazons
  • SGS - Slayer's Guide to Sahuagin
  • SGB - Slayer's Guide to Bugbears
  • SGT2 - Slayer's Guide to Trolls
  • GLAD - Gladiator, Sands of Death
  • SoB - Seas of Blood
  • HBG - Hero Builder's Guidebook
  • D&D - Deities and Demigods
    • I don't see that we'll be using this book all that much because the gods don't really apply to Laenwold, but there are some great ideas in here that may or may not be put to use.

Books that I will not be using in my games:

  • WAR - War by AEG
    • Seems like each book AEG puts out is more powerful than the one that came before it. I'm almost afraid to read another one. There are a few things in this book that I may use, but for the most part, nothing will be used. If you see a prestige class or feat from this book that you really can't live without, bring it to my attention and I'll think about it. However, be prepared for me to turn you down.
    • Also, I don't own this book and I don't plan on buying it. If you want something from this book, make sure that you can make the book available to me so that I can read the section that you are asking about.
  • EA:CM - Encyclopaedia Arcana: Chaos Magic
    • I don't have time to make sure that their strange rules for yet another type of magic are fair and balanced. There is just too much opportunity for min-maxing with this kind of system.
  • A&H - Alchemy and Herbalists
    • This book has the ass-backward idea that if you only take ranks in the alchemy skill, then you are not an alchemist... even if you have 40 ranks in it!! They state that you have to go through one of their special schools and take their special prestige classes before you can be a true alchemist. Bad idea all around.
    • The feats, items, and prestige classes in this book are lame. No way I'm using this book.

Books that I am currently reading and reviewing for additional source material are:

  • F&P - Faiths and Pantheons
  • QR - The Quintessential Rogue
  • QC - The Quintessential Cleric

I may desire add rules, prestige classes, feats and other things from web sources, Dragon magazine or other publications at a later date. When this happens. I will make sure and bring copies to the game so that everyone will have a chance to review the article so that we can discuss adding to our game in some fashion.

Of course, when new material and books are published by Wizards of the Coast, we'll be adding to the game once I've had time to read the book and make sure that there isn't anything in there that will destroy the balance, mood and environment that we're trying to maintain.

Note: If you wish to take a prestige class (regardless of source) please consult with me before doing so. Some of the prestige classes are tied to an organization or religion and I may need to alter the prestige class to make it fit into Laenwold more smoothly.