- Atlas of Faerun: Detailing trade routes, tribes, out of the way temples and shops, giant maps showing where everything is, organizations bases and other head quarters.
- Dungeon Masters Guide to Faerun: plots, a calender, major holidays and other events, role of years past and future, plot hooks & rumors, random encounter table for various regions, location of famous dungeons, Faerun specific poisons & Drinks. Famous Inns & Taverns. Examples of Magic and item shops for the various city wealths in their relation to the high magic setting of the Forgotten Realms.
- Heroes and Villians of the Realms: details and updates famous NPC, their current actions, future plans and little tidbits. Unique items and magic used by such characters.
- Fatihs and Pantheons II: Details specialty clerics options for various gods as well as a system for balancing your own. Layout of temples, services rendered depeding on religion and the cities wealth. Also unique magic, items, and classes for that god only.
- Epic level Handbook II: An expanded XP chart, More monsters, feats, classes, skills and magic. Also details how to incorporate high level characters into exisitng campaign settings like forgotten realms and eberron. Also how to make low level or low CR creatures a threat, as well as new traps. And a reworked Epic magic system and rules for creating true spells over the 9th level.
- Arms and Equipment Guide II: A better organized version of the first. and of course a bunch of new crap.
- Monster Manual IV: details all the monsters yet to be converted to the new game as well as new ones. Maybe even monster only pretige classes and feats.
- The rest of the Forgotten Realms Region books.
- The other Realms: a book detailing Kara-tar, zakhara, and maztica.
- Spelljammer: Detailing how to use them in the current settings being published and how to use them in your own game, also details the spelljammer setting. Also has full rules for designing ships and a few sample ones.
- Planescape: nuff said
- A book of Vehicles: Just anything with rules on how to create any vehicle from wagons to air ships. Along with a Monster manual of already made vehicles. Weapons to use on them and feats to use with them, and a less complicated combat system.
- Races of Power: how to use them in FR and EB or other games. along with details on their culture. of course feats and classes.
- The Horde: deatils the races likely to gather into huge hordes and their tactics. Along with classes, feats and whatever else.
- Spell Compendium II: first ones not even out but where gonna need one.
- D20 Superheroes: any d20 system using super's that isnt M&M.
- D20 Fantasy: using D&D in a earth setting. Whats allowed whats not and historical examples.
- D&D/ D20 Crossover: Details what happens when two very different worlds interact and what changes might occur from such an event. Also details the results in the Realms or eberron if a DM chooses to include such an event.
- Chronomancy: An entire source book with a new magic system using time.
- Bestiary: A monster manual for earth animals including dinosaurs and other extinct creatures. Also includes a few earth based crypto's such as bigfoot and the chupacabra.
- D20 Wild West: Its a western.
- D20 Science Fiction: Detailing the outlandish SCIFI from the late 19th century and early to middle 20th century.
- A book with combos for fighters or other combat classes.
- D20 Kung Fu: captures the crazy hong kong movie feel.
- Masters of Magic: details magic channled through cards, dice, other random things. Also magic using specific stones, or words of power, herbs and anything else that WOTC could think of.