d20 Silven Publishing Libem Liborium.pdf

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Libem Liborium : The Complete
d20 Guide to Books
Open Gaming Content Designation
All text in this product is to be considered open game
content. All logos, trademarks and artwork are protected
content and may not be used or reproduced without
permission. For more details refer to the Open Gaming
Licence at the end of this book.
By Dana Lynn Driscoll
Requires the use of the Dungeons & Dragons , Third
Edition Core Books, published by Wizards of the Coast,
Inc. This book utilizes updated material from the v. 3.5
revision.
d20 System License and Wizards of the Coast
Trademark
‘d20 System’ and the ‘d20 System’ logo are trademarks of
Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0.
Additional Credits
Editing : Dana Driscoll
Cover Illustration : Kevin Crossley
Interior Artwork : Kevin Crossley, Dana Driscoll
A copy of this License can be found at:
Layout and design : Kosala Ubayasekara
d20 Content Editor : Lance Kepner
Wizards of the Coast is a trademark of Wizards of the
Coast, Inc. in the United States and other countries and is
used with permission.
Other : Lance Kepner for continued support, mechanics
assistance, item pricing, and for the cartography spell,
the Bimic creature, and Expert Researcher feat.
Official Website for this Book
The official webpage for this product is hosted on Silven
Crossroads at
Sean Holland for assistance with material, mechanics
and the following items: Sidebar: But that’s my
book, Sidebar: Fire, Flood, Rats and People, Sidebar:
Censorship and Underground Presses, Print Golem and
Printer’s Devil.
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About the the Author and Editor
Synonyms for the word Dana include variegated,
multifarious, or perhaps convoluted. Dana has a variety
of different interests including reading, writing, learning,
and playing D&D. She has held the position of Editor-in-
Chief for the Silven Trumpeter for over a year and has
helped it grow into the largest free RPG magazine on the
Internet. She is currently a PhD student in Linguistics at
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heart, growing up the wooded Appalachian mountains of
Western Pennsylvania.
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Abbreviations
PHB = Player’s Handbook
DMG = Dungeon Master’s Guide
About the Artists
Kevin Crossley is an independant artist hailing from the
United Kingdom and his fine artwork has made him the
lead illustrator for Silven Publishing products.
About the Series
The Game Foundry series of books present to you role-
playing accessories and material that will help you
enhance and improve your gaming experiences.
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Contents Page
Introduction
4
Chapter Five: Prestige Classes
33
Archivist
33
Chapter One: Backdrop
5
Bookburner
34
Influences on Types of Texts
5
Counterfeiter
36
Printing Methods and Techniques
5
Legend Crafter
37
Other Types of Texts:
6
Rune Warrior
39
Accessibility of Texts and Literacy Level
7
Chapter Six: Spells
41
Chapter Two: Writing While
New Bard Spells
41
Adventuring
8
New Cleric Spells
41
Types of Writing
9
New Cleric Domains
42
Writing Books
9
New Wizard Spells
42
Book Writing Guidelines
9
Spell Description
43
Keeping Notes
9
Marketing Your Masterpiece
10
Chapter Seven: Tomes and Ciphers 53
Publisher / Distributor
10
Magical Ciphers
53
Special Interest Publisher
10
Magical Tomes
53
Self-funded Publisher
10
Convincing the Publisher
11
Chapter Eight: New Magical
Self-Publication and Distribution
11
and Mundane Items
58
Determining Value of Books
13
New Mundane Items
58
Publication Times
13
Printing Presses
58
The Book Peddler
14
New Mundane Items
59
New Inks
60
Chapter Three: Where Writing
Magical Items
62
can be Found
14
The Book Store
15
Chapter Nine : Deities
64
The Public Library
16
Chapter Ten : New Monsters
66
The Private Library
17
The Hall of Records
20
Random Treasure Generator
73
Other Text Sources
20
Arcane and Divine Writings
25
Chapter Eleven: Charts and
Holy Tomes and Sacred Scrolls
27
Random Generators
73
Random Book Generation Charts
75
Chapter Four: Skills and Feats
28
Sample Book Titles
78
Incorporating Books
28
Random Book Author Generator
82
Skills
28
Open Gaming License
84
Craft Skill Clarifications for New Craft Skills
31
Feats
32
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Introduction
Books are small pockets of reality—insights into the world at large. As a wizened and
established schola, I have spent my entire life studying their pages. And let me tell you—you
never know what you will find!
- Brillion Van Bruin the Third’s Guide to Ancient Texts
Chapter five details new prestige classes related to books,
writing and knowledge gathering. Prestige Classes
include the archivist, bookburner, counterfeiter, legend
crafter, and rune warrior.
How to Use This Book
This guide provides all-embracing, detailed information
and mechanics for seamlessly working books into a
campaign. The rules in this book are purposefully
extensive, attempting to cover all areas that a dungeon
master may need. Feel free to simplify any rules or
take what you need for your own games. The final
chapter provides an inclusive list of book generators
and treasure charts.
Chapter six provides extensive new cleric, bard and
sorcerer/wizard spells. Along with a host of new
protective and transmutation spells and cleric domains,
several powerful evocation and damaging spells are
available for the book-savvy spellcaster.
Chapter seven consists of a large list of new magical
tomes to incorporate into your game as well as
information on a new type of magical item—the cipher.
This chapter provides detailed lists and descriptions of
both types of magical items.
Throughout this book are special sidebars with hints
and tips that will further assist a dungeon master with
this new guide. It is also recommended that a dungeon
master begins by reading chapter one, which will assist
you in determining how widespread reading and writing
is in your campaign setting.
Chapter eight is an extensive listing of new magical and
mundane book related items—everything from new inks
to printing machines to goggles of summarization. The
items detailed in this chapter are a must for the book-
loving adventurer.
Welcome to Libem Liboriam: The Complete d20 Guide
to Books, a d20 supplement utilizing the v. 3.5 rule
set. This guide is the only source needed to incorporate
the phenomenon of writing, book collecting and book
utilization into your current game. Have you ever had
a character that kept a journal or wrote a book? What
about a character who was obsessed with collecting
knowledge and information? Did you ever need a
knowledgeable villain or monster? This guide will assist
both book-savvy characters and the dungeon master
giving a host of new book-related items, spells, prestige
classes, sample libraries and book dealers, even new
monsters and deities.
Chapter nine details four new deities related to knowledge
and learning. While these deities can be added to any
pantheon, they fill obvious gaps in the standard d20
pantheon. Vadella Mercume is a muse—a deity whose
main focus is to assist writers in completing their
masterpieces. Her close counterpart Arziki is the goddess
of performances and storytelling. Thanos is the god of
libraries and publishing and Azocrathe, his polar opposite,
is the god of the destruction of knowledge and ignorance.
Chapter ten provides a host of new monsters and
creatures related to books and learning. Everything
from Azocrathe’s Tome Dredgers to the reclusive and
knowledge-seeking Opillia, these monsters will provide
a dungeon master with a host of new creatures to
incorporate into a campaign.
Chapter one details the background information that a
dungeon master needs to know to incorporate books into
her campaign. It includes information on determining
level of literacy and prevalence of books in a campaign
setting, level of printing/bookmaking technology and
other societal considerations for authors and book
collectors.
The final chapter of this guide is a comprehensive list of
tables including random treasure generators and random
book generators. These tables will allow the dungeon
master to quickly and seamlessly generate treasure and
books for his campaign.
Chapter two focuses on writing while adventuring,
detailing each step from idea conception to marketing
written works. It includes information on how to
determine book value and mass book sales, self-publish a
book, solicit a publisher and information on the different
types of book genres.
Welcome to the world of books, knowledge and learning!
Chapter three describes the various places writing can be
found. This includes sample libraries, book dealers, book
shops and the hall of records. It also details information
on both arcane and divine writings, including sample
spellbooks and spellbook wards.
Chapter four is all about book related skills and feats.
This chapter includes new and revised skills such as
Craft: Writing, Craft: Bookmaking, and Craft: Illustration
and a host of new feats such as Expert Researcher, Zen
Composition, Craft Tome, and Scribe Cipher.
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Chapter One: Backdrop
”I pledge my loyalty to my country and queen. For without both, my hand would waver as I
write this page; my heart would be downtrodden as I pen these great tales.”
– Sliviniss the Scop, Tales of the Traveling Bard
This chapter is specifically designed for a dungeon master.
Players should begin by reading Chapter Two: Writing
While Adventuring. This chapter outlines the first steps a
dungeon master needs to take to incorporate books into
his or her campaign. This chapter covers answering basic
questions about the campaign setting including level of
technology/magic, societal influences and literacy level
of the general public. These considerations will directly
influence how prevalent books are in your campaign
setting.
Censorship and Underground Presses
Most states will try to exercise some control over what
is published within their borders, be it for moral reasons
or in an effort to stamp out dissension. The higher the
level of literacy, the greater the demand for news will
be.
Almost every state will have something it bans, be it
pornography, heretical writings, sedition or the learning
of arcane magic. But that does not mean there will not
be a demand for such materials, either locally produced
or smuggled in from abroad. How the government
responds to such banned material depends on the
nature of the government’s control. A democracy will
seize the books and put the seller (and publisher and
author if they can be found) on trial. Dictatorships,
monarchies and theocracies are likely to be more
direct, destroying the material, possibly in a public
book-burning, and imprisoning or even executing
those responsible. History abounds with examples of
dictators destroying the presses of those who dared to
publish against them.
Influences on Types of Texts
Your first step in determining where books can be found,
how abundant they are and what types of services are
available to adventuring writers starts with answering
some basic questions about the culture and region your
player characters are adventuring in. To a large extent
culture determines the availability and types of books.
What are the major influences in your campaign setting?
Influences such as religion, government, censorship
laws, racial relations, general cultural norms and type of
society will determine who is writing about what. The
stronger the influence, the more books will be written
on that subject or affected by that subject. Laws and
social practices will help determine the literacy rate and
proliferation of books.
But for characters with a revolutionary bent, the printing
press can be their best friend, getting the news out to
the people in the form of pamphlets, broad sheets and
newspapers.
Some of examples of culture influencing written works
follow. In a monarchy the crown controls what subjects
can be written about and the general content allowed
in written works. Most works will include subtle (or not
so subtle) elevations and accolades to the royal family.
In a theocracy, books will be written almost exclusively
on religion or religious topics. Even fictional works
will include heavy religious undertones. Monarchies,
dictatorships or theocracies will often restrict certain
subjects and have a stringent set of censorship
laws. Such societies may also engage in revisionist
history—essentially writing new history books that
reflect favorably, yet inaccurately, at the current group
or individual in power. In a frivolous society, books
are found on etiquette, parties and entertainment. A
society that is quickly growing and developing in magical
or scientific discovery will have a proliferation of texts
on research techniques and invention. The type and
availability of books in certain parts of the world are
intertwined with what types of cultures are prevalent.
Hand-Written and Bound Books: This is
the only type of book created in a low-magic, low-
technology setting. Hand-produced books are carefully
copied by scribes and bound by hand, one at a time.
The entire process of producing a single book requires
many laborious hours of work. In a society that creates
hand-copied books, the subject variety of books is low,
the availability of books rare, and the cost of books is
exceedingly high. This keeps most non-privileged classes
or races from acquiring reading materials.
Corresponding Literacy Level: Very Low, Low, or
Selective
Average book cost: 50-100 gp
Simple Printing Presses: A simple printing
press is very time consuming to operate. Each letter
(hand-carved from wooden blocks or created from cast
metal) is set on a plate the size of a double page of text.
The text is usually justified. If the words do not line up
evenly at the ends of the page, additional spaces and/or
letters may be added to compensate. Only one sheet of
the book (equaling two pages) can be set and printed at
a time. An operator will ink the plate then press sheets
of paper onto the plate, thus printing the same page
repeatedly until the desired number of pages are printed.
The process is repeated until all pages of the book are
finished. The pages are then folded and bound together,
Printing Methods and Techniques
The level of printing technology in a campaign setting
is also a key factor in determining the availability and
prices of books as well as what avenues characters have
to publish their written work. This section outlines the
types of book publication from the simple to the most
technologically or magically advanced. Be sure to note
the literacy level, as this will help you make a final
decision about book proliferation in your world.
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