MOM
Digger's Mountains of Madness Campaign
Character Generation: roll 5d6 for stats
Classes: Any
Race: No medium size races unless they have powerful build (like Goliaths and Half-Giants)
Scott only allows Races, classes, feats and prestige classes from the few books we have...
Arms and Equipment Guide
Book of Exalted Deeds
Cityscape
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
D&D Gazetteer
Deities and Demigods
Draconomicon
Dragon Compendium Vol. 1
Dragon Magic
Drow of the Underdark
Dungeons & Dragons For Dummies
Dungeon Master's Guide II
Dungeon Master's Guide V3.5
Dungeonscape
Expanded Psionics Handbook
Fiendish Codex I
Fiendish Codex II
Fiend Folio
Frostburn
Heroes of Horror
Libris Mortis
Lords of Madness
Magic of Incarnum
Magic Item Compendium
Manual of the Planes
Monster Compendium: Monsters of Faerûn
Monster Manual V3.5
Monster Manual II
Monster Manual III
Monster Manual IV
Monster Manual V
Oriental Adventures
Planar Handbook
Player's Handbook V3.5
Player's Handbook II
Races of Destiny
Races of the Dragon
Races of Stone
Races of the Wild
Sandstorm
Savage Species
Secrets of Xen'Drik
Spell Compendium
Stormwrack
Tome of Battle: The Book of Nine Swords
Tome of Magic
Unearthed Arcana
Weapons of Legacy
Other Campaign Settings
Ancient Kingdoms: Mesopotamia
The Black Company Campaign Setting
Blackmoor
Call of Cthulhu d20
CastleMourn
Citystate of the Invincible Overlord
Conan the Role-playing Game
Dragonlance Campaign Setting
Dragonlance Age of Mortals
Dragon Lords of Melniboné
The Drow War book one
Dungeon World
Eberron Campaign Setting
Eternal Rome
Forgotten Realms Campaign Setting
Gazetteer of the Known World (Dungeon Crawl Classics #35)
Iron Kingdoms: Players Guide
Iron Kingdoms: World Guide
Kingdoms of Kalamar
Lost Prehistorica
Mindshadows
Scarred Lands Campaign Setting: Ghelspad
Scarred Lands Gazetteer Termana
SnarfQuest D20
Spiros Blaak
Thieves World Players Manual
Tir Nan Og
Wilderlands of High Fantasy
Players Guide to Wilderlands
Monster Books
Advanced Beastiary
Creature Collection revised
Creature Collection II
d20 Munchkin Monster Manual
Demons and Devils II
Denizens of Avadnu
Green Races
Hammer and Helm
Monsternomican 3.5
Out for Blood
The Tome of Horrors II
Ultimate Monsters vol I
Vigil Watch: Warrens of the Ratmen
Warcraft Manual of Monsters
Adventures
Barrow of the Forgotten King
Bleeding Edge Adventure #1: Mansion of Shadows
Bleeding Edge Adventure #2: Beyond the Towers
Bleeding Edge Adventure #3: Dirge of the Damned
Bleeding Edge Adventure #4: A Dreadful Dawn
Bleeding Edge Adventure #5: Temple of the Death Goddess
City of the Spider Queen
Citadel of Fire
E1 Carnival of Tears
Expedition to Undermountain
Expedition to the Demonweb Pits
Expedition to Castle Ravenloft
Expedition to the Ruins of Greyhawk
Freeport Trilogy
I, Mordred
J1 Entombed with the Pharaohs
J2 Guardians of Dragonfall
J3 Crucible of Chaos
Lost City of Gaxmoor
Pathfinder 2 Rise of the Runelords: The Skinsaw Murders
Pathfinder 3 Rise of the Runelords: The Hook Mountain Massacre
Pathfinder 4 Rise of the Runelords: Fortress of the Stone Giants
Pathfinder 5 Rise of the Runelords: Sins of the Saviors
Pathfinder 6 Rise of the Runelords: Spires of Xin-Shalast
Pathfinder 7 Curse of the Crimson Throne: Edge of Anarchy
Pathfinder 11 Curse of the Crimson Throne: Skeletons of Scarwall
Pathfinder 12 Curse of the Crimson Throne: Crown of Fangs
Pathfinder 13 Second Darkness: Shadow in the Sky
Red Hand of Doom
Serpent in the Fold
Shackled City
The Sunless Garden (Dungeon Crawl Classics #10)
Tales of Freeport
Thieves Fortress Badabaskor
Worlds Largest Dungeon
Other
Arcana Unearthed
Backdrops
Celtic Age
Dungeoncraft
Gary Gygaxs World Builder
Monte Cooks World of Darkness d20
The Mother of all Encounter Tables
Pathfinder Companion: Second Darkness
Savage Tide Players Guide
Skraag
Underdark Adventure Guide
Surrounding Area
Great Wood is the oldest forest and its trees whisper to each other. Known inhabitants include dryads, werebears, dire wolverines, satyrs and treants.
Pirate Isles
A loosely allied confederacy of Legendary Captains and Scarlet Corsairs (Stormwrack) who prey upon all those who sail upon the Kessan Sea, a maze of jagged reefs and well fed sea beasties make their shores all but unapproachable. Two odd laws here are that no one is allowed to keep slaves, and no one is allowed to kill a halfling. The social hierarchy consists of ship captains followed by first mates and then everyone else is considered equal.
Adventurers from the Pirate Isles are rogues, swashbucklers, rangers or fighters and get a +4 cultural bonus to the skills profession (sailor) and swim.
Ilbar
Capitol: Ilbar
Population: 30,000 half-elves, 5,000 gnomes, 1,000 aasimars
Government: Magocracy
Religions: Sehanine Moonbow
Alignment: Chaotic Good, Neutral Good, Lawful Good
Language(s): Elvish, Common, Celestial
Classes Available: Fighters, Rangers, Clerics, Druids, Rogues, Bards
Favored Weapons: Bows
Armor: None
Cultural Skills: Knowledge (Arcana), Survival
Cultural Feats: Weapon Focus (Bow)
Additional Gear: Adventurers from Ilbar are given an amulet if they are of good alignment that grants a +2 luck bonus to all saving throws.
A half-elven chaotic good city-state ruled by a council of sages, lore masters and dreamers. The population outside the city walls live in semi-nomadic family bands of 10-30 that build temporary structures during the winter months.
Darphia
Capitol: Darphia
Population: 35,000 half-elves, 1,500 aasimars, 400 half celestial elves
Government: Monarchy
Religions: Olidammara & Alobal Lorfiril
Alignment: Neutral Good, Chaotic Good
Language(s): Common, Elvish, Celestial
Classes Available: Fighter, Cleric, Bard, Wizard, Ranger, Druid
Favored Weapons: Bows
Armor: Elven Chainmail
Cultural Skills: Perform (Singing and Play Instrument)
Cultural Feats: Bardic Knack (cast two 0 level bard spells)
Additional Gear: Characters get a musical instrument of choice in addition to normal starting equipment.
A half-elven neutral good city-state ruled by a king and queen, known for its healing music. The population outside the city walls live in semi-nomadic family bands of 10-30 that build temporary structures during the winter months.
Adventurers from Ilbar get a +2 bonus to singing & play instrument skill, those who are bards get the heal spell as a sixth level spell (at 16th level you can use it, wow!! what a boon). Hmm if anybody can think of something else feel free to tell me.
Horse Tribes
Capitol: None
Population: 50,000 half elves
Government: Tribal Matriarchies
Religions: Obad-Hai
Alignment: Chaotic Neutral, Neutral, Chaotic Good
Language(s): Elvish, Sylvan
Classes Available: Barbarian, Druid
Favored Weapons: Short Bows
Armor: Hide
Cultural Skills: Ride & Survival
Cultural Feats:Mounted Archery
Additional Gear: Light war horse
Nomadic tribes of xenophobic half elves, they raid the Goblin Tribes and believe all visitors are agents of the Goblin Tribes.
Westermarch
Capitol: WesterMarch
Population: 42,000 half-orcs, 25,000 humans, 5,000 slaves of various races, 1,000 tieflings
Government: Monarchy
Religions: Ilneval & Shargaas
Alignment: Lawful Evil, Lawful Neutral, Neutral
Language(s): Orc, Common, Infernal
Classes Available: Fighter, Cleric, Monk, Ninja (from Kherim only)
Cultural Feats: Endurance or Improved Initiative
Additional Gear: None
A half-orc and human lawful evil city-state ruled by a king and has a strong priesthood of fighting clerics and monks whose faith is tested in the arena against each other and slave gladiators. Adventurers from WesterMarch are humans or half-orcs and are monks, ex-gladiators or clerics and get a bonus feat of endurance or improved initiative (players choice). WesterMarch hosts an annual week long gladiatorial competition open to any brave enough to enter it.
Kherim is a human lawful evil city ruled by the king of WesterMarch known for its dancing girls and assassins.
Adventurers from Kherim are rogues, ninjas or fighters.
Lake of Tears
Inhabited by halflings who build their houses on floating platforms of reeds. They tie them together into hamlets that they call 'rafts', each raft is ruled by the eldest couple and minor disputes are settled by unarmed combat and the victor claims a braid which they tie to a fishing spear for all to see. They come to shore once a month to gather more reeds and to trade. Living in many of the rafts are dire otters, some halflings bond with these otters from childhood and can ride them.
Adventurers from the Lake of Tears are hafling rogues who have been cast out, they start out with a shaved head, their clothes, a small knife, a fishing spear, the improved unarmed strike feat for free and a +4 bonus to the swimming skill.
Kessan Sea
Home to all sorts of fish, aquatic mammals, sea serpents and plesiosaurs (Stormwrack). Sauhagin cities lie off the coast of Xoltic and the Burning Sands destroying any who would settle the coasts. They enjoy such fun past times as sinking ships on moonless nights and warring with each other.