KINGDOMS OF KALAMAR PDF
Kingdoms of Kalamar Campaign Setting Sourcebook. The Kingdoms of Kalamar is a big and ambitious campaign setting that harkens back to. Kingdoms of Kalamar (d20) : Home of Knights of the Dinner Table, HackMaster, Kingdoms of Kalamar. Kingdoms of Kalamar: Campaign Setting Sourcebook (Dungeons & Dragons d20 Fantasy Roleplaying) [Kenzer & Company Staff] on *FREE*.
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Results 1 to 10 of Join Date Apr Posts 2, So long have I been wating for a campaign setting which is high in political intrigue, and with the Kalamar setting I finally have it. Looking forward to the seperate modules and such to be released later this month. Two full color folded maps ot the setting 8 pages describing the humans of Tellene pages describing the various regions of the setting 6 pages describing the independent organizations 14 pages covering the various languages if alphabets 41 pages covering the gods of the setting 42 pages of appendix material kiingdoms everything from celestial bodies to cities to codes of law to kingddoms various NPCs of the setting Let me say — WOW!
This is a lot of information. There is a huge amount of detail presented — but not so much that a DM doesn’t have room to maneuver. I cannot stress enough just how good the material the reason you buy this thing is. Worth every penny and every moment you spend reading it — even if you don’t plan to play in Kalamar.
The material kalsmar to well edited and reads very smoothly. The maps are beautiful. Unfortunately, no scale is provided on this version. Between pages and is a perforated page of transparent plastic that has a multi-scales hex grid and map scale on it. Removing this from the kalanar and placing it over the maps allows you to have a floating hex-grid to apply to any portion of the map you need. The art varies from “decent” to “good” but none of it stands out as “excellent” or “superb” — see also CONS below The page edges have the chapters in different locations for each chapter.
This makes flipping through the book to get to a chapter fairly quick. However, it seems a bit jarring when the artwork is mixed on the same page, as is done several times in knigdoms book. Still, not too bad.
Kingdoms of Kalamar
The page edge has a marbled design. It is a bit odd to see, but does not detract from the overall quality of the material.
The glue used for securing the maps or the book is a little too strong. It also seems to have seeped into the paper fiber and caused some slight discoloration of the pages they were attached to. I thought maybe this was a fluke of my copy, but I have since verified that this is the case with most if not all of the copies of the book.
Additionally, the maps were glued too deep into the binding, warping the pages a bit where the maps were secured in.
On the top of each page is a nice celtic-chain-like pattern that forms the header of the page — sometimes kalaamr is placed within that deals with art on the page. However, it suddenly disappears from page thrucomes back on pagedisappears again from page thru This comprises all but two pages of the Gods section — not sure what was up with this one.
Still, a top notch product for a top notch setting. The book is sorted into chapters and appendices. The first chapter details the human ethnicities of Tellene the continent on with the Kalamar campaign is set.
Noticably lacking is any information of the nature of nonhuman races in the setting. This is a significant omission, since the chapters describing nations make out elves, dwarves, and hobgoblins as being pretty major players in events of the world.
Chapters 2 through 7 describe 6 kalaar of the continent of Tellene. These regions roughly but not exactly correspond to the 6 human races for example, one of the human races is scattered and has scattered presence in most regions. Each chapters describes the nations of each region, major cities, and topology.
The city and details touch on a lot of potential plot material that any DM who runs this world setting should take advantage of. Chapter 8 describes independant organizations. Many of these organizations are not to over the top and may not serve much of a role in a typical campaign. But others may serve as movers and shakers that provide impetus for adventure, and the remainder can at the very least provide some unusual fo.
Chapter 9 is about languages and is probably the most in depth detailed section of the book. It provides common names and alphabets for several major languages of the setting. Chapter 10 describes the creation myth, deities, and religion of Tellene. The treatment of deities is different in KoK than in most other campaign settings. Instead of different pantheons for each culture kalamae race, each deity is universal.
The deities are given different names by different people, but the deities kingfoms cross all racial and cultural barriers.
Noticable ommisions from this chapter are that only the details for the sects of human cultures are given in the text, despite the fact that the text makes it clear that all races revere the same body of deities. Appendix I contains an enumaration kapamar celestial bodies and constellations in kalakar night sky of Tellene, as well as the calander of the world. Appendix II is a breif listing containing pertinent details of the cities listed in the book. Appendix III contains a basic outline of the laws as they exist in most regions of Tellene.
Appendix V is an enumeration of the various nations of Tellene. Appendix VI breaks down the cultures and regions of the setting, including plurals and adjective uses of the various cultural and ethnic backgrounds. Only basic details race, class, level and oof are given in the kihgdoms it is left to the DM to come up with details.
The last section is an integrated glossary and index.
Though superficially useful, it is not complete, missing several obvious entries. One of the most glaring flaws of Kalamar is the omission of commentary of the cultures and activities on nonhuman races in the first chapter and the chapter on religion.
Though humans are an important central element int he campaign, there kintdoms still places where you can tell that the details will be missed.
Whether Kalamar is useful to a given DM kingdomms a highly personal determination. There is very little in the way of rules material in the book. However, if what you want is a lot of setting details, you will not be disappointed.
The book is thoroughly detailed. However, a more summarized look of several aspects of the setting underlying conflicts, major Kinngdoms, etc.
As it stands, uncovering the sectrets of Kalamar may be a long dry read by a patient DM. Some DMs may dislike the approach of Kalamar and may prefer a more open ended setting that leaves a little more latitude. Originally appeared on www.
It is the second version of the Kalamar campaign, with the first version being a system- independent boxed set. The inside covers have a large, overview, black and white map of Tellene. The margins are one-half of an inch wide and are filled with a black, marble coloring.
The cover illustration, by Bob and Jennifer Burke, follows the example klaamar the Wizards of the Coast hardbounds in depicting the cover of a book. In this case it shows the Dungeons and Dragons and Kingdoms of Kalamar logo as well as an illustration of a heraldic lion.
The interior artwork, by a variety of artists, is not exceptionally abundant and is made up of a mix of black-and-white and color illustrations.
Some notable kalamaf of the color artwork are the regional aklamar that begin each of the gazetteer chapters and a migrational path map. Two parts of a poster map of Tellene are glued into the interior of the book. The first chapter discusses the humans of Tellene, their warfare and technology, their religion, the climate of Tellene, and a summary of the conventions used when describing cities and towns.
Each type is culturally, to a small degree, and physically described with a set of matching male-female black and white pictures, similar to those found in the players handbook, present.
Warfare and Technology described the effects that modern warfare and the rise of steel have had on Tellene.
Kingdoms of Kalamar
Religion describes the basics of how people worship in Tellene, as well as how wizards are typically viewed. Climate of Tellene details the climates of each of the major regions of Tellene and the effect that has had on agriculture and commerce.
Overall this is a good section, providing a reasonable introduction to humanity in Tellene. The black-and-white drawings of the humans are a nice addition, and help to capture the feel of the cultures well, serving as a decent aid to the text.
The climatological and religious sections are similarly useful, though it would have been helpful is they provided an entirely separate section on the role of magic in society.
The section on the various human races could have used some expansion, detailing more of the distinctions that differentiate them from each other. Warfare and Technology is lacking in the mention of any technology beyond that useful in warfare, and even that is limited to describing the type of metal used. Each of the gazetteer chapters follows the same set-up.
The first page of the chapter is a full color map of the region, followed by a description of the history and the national descriptions. The national descriptions detail the ruler, political concerns, economy, and several of the cities of the nation.
Each nation averages two to four one-page city write-ups, with the exception of those nations who lack more than one city. The chapter ends with a summary of the geographical features of the region divided into woodlands, mountain ranges, hills, wetlands, bodies of water, and rivers.
Occasionally a nonhuman city is detailed in this section. The second chapter describes the history and lands of Brandobia. Brandobia allied early on with the demihumans, learning their secrets and, eventually, turning on them claiming that they came up with kalamxr knowledge that was imparted onto them. As time went on they prospered, prevented a Kalamaran invasion, and grew even more arrogant, warring on the elves. The elven king retaliated by cursing the King of Brandobia with fruitful loins, resulting in triplet sons.
Kintdoms three sons quarreled and the nation broke apart into three states: Cosdol, Eldor, and Mendarn. Cosdol is the most tolerant of the three states, with a sizeable nonhuman nation. Og is steeped in tradition and oof, disliking even those Brandobians who are not from Eldor.
Mendarn is not as fanatical as Eldor in regards to racial purity, and is interested in trade with kzlamar, using the resources it gains from the demihumans and its own lands to attack its hated neighbor, Pel Brolenon.
Pel Brolenon is the final nation that makes up the Brandobian region, serving as a theocracy dedicated to the Overlord, god of tyranny.
The third chapter describes the history and lands of Kalamar, the namesake of the setting.