Follow Kenzerco. Follow Jollybgood. Our current listing of Kingdoms of Kalamar books and supplements are designed primarily for compatibility with the v3. Books compatible with other editions are noted in the full product description. Here, creatures of dark evil roam the lands in search of prey, while others rule a terrified populace from the safety of their throne rooms.
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Here, creatures of dark evil roam the lands in search of prey, while others rule a terrified populace from the safety of their throne rooms.
Meanwhile, elven warriors battle expansionist human kingdoms to protect their forest homes, dwarven slaves plot the overthrow of their human conquerors, and the armies of hobgoblin kingdoms grow increasingly powerful. Ruins of ancient empires lie buried beneath burning desert sands, and their stories told in smoky back rooms attract brave fools eager for excitement and quick wealth. The streets are full of the brave and foolhardy, eager to draw steel and strike for little cause, and war between kingdoms is a constant occurrence.
No matter what game system or edition you're using, this book gives you an incredible mine of information and adventure ideas! Chapter One: Races of Tellene details 28 different subraces humans, dwarves, elves, gnomes, half-elves, half-hobgoblins, half-orcs, halflings and hobgoblins.
This chapter even suggests rules variants for the humanoid subraces! Also included is information on the climate, religions, warfare and technology, road travel, water travel, and cities and towns! Chapters Two through Seven discuss the setting's six regions Brandobia, the Kalamaran Empire, the Young Kingdoms, the Wild Lands, Reanaaria Bay, and the great Isle of Svimohzia , along with a full color map of each region, a brief history, a detailed history, descriptions of kingdoms and theocracies, city-states, principalities, and so on , and their important cities and towns.
Each city or town includes details on its population, overview, government, economy, military, temples, mages and sages, underworld, interesting sites, and special notes. Chapter Eight: Independent Organizations presents several independent groups with influence over the population, including the slave-freeing Brotherhood of the Broken Chain, the oft-greedy Golden Alliance merchant's guild, the evil, power-hungry Secret Network of the Blue Salamander, and several more!
Chapter Nine: Languages details the naming conventions and languages of each major human and humanoid race. Chapter Ten: The Gods of Tellene includes descriptions of each of the setting's 43 deities, whether good, unaligned, or evil. Each listing includes details on the deity itself such as racial names, nicknames, spheres of influence, alignment, and symbol and on the church and clerics holy symbols, holy days, raiment, friends and allies, enemies, places of worship, advancement within the church hierarchy, and more.
This chapter also includes a special Channel Divinity feat for each cleric's faith, designed specially for this edition! The Appendices A through E cover the celestial bodies, calendar, constellations, the laws of cities, the Kalamaran Imperial Legion, quick-reference charts, NPCs, and a pronunciation guide and glossary! Done in the useful style of a scholarly real-world atlas with plenty of full color maps, graphs, charts, illustrations and indexing, this section details the essential nature of the Kingdoms of Kalamar fantasy campaign setting.
This section includes:. You can also find further detail on the Kingdoms of Kalamar fantasy campaign setting in our many other 3.
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DnDWiki:Kingdoms of Kalamar
Here, creatures of dark evil roam the lands in search of prey, while others rule a terrified populace from the safety of their throne rooms. Meanwhile, elven warriors battle expansionist human kingdoms to protect their forest homes, dwarven slaves plot the overthrow of their human conquerors, and the armies of hobgoblin kingdoms grow increasingly powerful. Ruins of ancient empires lie buried beneath burning desert sands, and their stories told in smoky back rooms attract brave fools eager for excitement and quick wealth. The streets are full of the brave and foolhardy, eager to draw steel and strike for little cause, and war between kingdoms is a constant occurrence. No matter what game system or edition you're using, this book gives you an incredible mine of information and adventure ideas! Chapter One: Races of Tellene details 28 different subraces humans, dwarves, elves, gnomes, half-elves, half-hobgoblins, half-orcs, halflings and hobgoblins. This chapter even suggests rules variants for the humanoid subraces!
Kingdoms of Kalamar Collector's Guide
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Kingdoms of Kalamar
It's also the core setting for HackMaster from 2nd edition onwards. Taking place on the continent of Tellene, on a world so primitive that its natives believe there is no other land apart from it, Kingdoms of Kalamar is best defined as a Low Fantasy Medieval RPG; casters are rare, most NPCs are low level, PCs are the only "true" heroes in the land, magical monsters are rarer than in, say, Forgotten Realms , and the general tech level is Late Iron Age at best. The titular Kalamar Empire, long the dominant power over the world, is fracturing, resulting in a time of great upheaval as different provinces exert their independence, and foreign empires seek to take advantage of this. Rather than separate pantheons for each race, the gods of Kalamar are simply worshipped in different names and preferences by different cultures. Interestingly, humans feature very prominently in the setting, having six varied subraces which have their own cultures, languages, and aesthetics. Also, hobgoblins are the dominant evil humanoid race, with a pair of mighty and somewhat Asiatic-themed empires, and orcs are feral tribes in the wastelands considered more a persistent nuisance with regular raids on civilized lands than a people. Besides those mentioned, Elves have three very small and distinct kingdoms, and dwarves, gnomes, and halflings are mostly downtrodden.