The underlying strength of the Kingdoms of Kalamar setting comes from its geo-historical basis. The maps feel right because they are right, at least from a standpoint of verisimilitude. The continents, lakes, rivers, forests and other geographical features all follow examples from the real world. This attention to detail clearly shows a setting built from the ground up, from the direction of the prevailing winds to the plate tectonics. No glaciers lie in the middle of warm lakes nor huge jungles in temperate latitudes.
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The underlying strength of the Kingdoms of Kalamar setting comes from its geo-historical basis. The maps feel right because they are right, at least from a standpoint of verisimilitude. The continents, lakes, rivers, forests and other geographical features all follow examples from the real world.
This attention to detail clearly shows a setting built from the ground up, from the direction of the prevailing winds to the plate tectonics. No glaciers lie in the middle of warm lakes nor huge jungles in temperate latitudes. The Kingdoms of Kalamar setting becomes the invisible backdrop for the real action: you. While filled with many of the fantastical elements that roleplayers love, the Kingdoms of Kalamar setting is fundamentally based on realism — within the context of the game, everything makes sense!
The wide variety of races have an extensively detailed history and background, starting from their original migration to the main continent and continuing through the present year.
The political entities have a similarly detailed background history. Each governmental body is fully described with their history of war and peace. Thus it is easy to work large military and political conflicts into your campaign. Also, nothing happens without a logical reason. While the mercenary band may be common, the adventuring party is rare, and no one else will step in at the last minute and save the day. No, the fate of many innocents depends on you — and you alone.
You are the one who battles dragons, explores ancient tombs, and wields powerful magicks, while most common folk know only fear of such things — if they know anything at all. Because the setting is driven by the actions of ordinary men, even a low-level PC can have a profound effect and shape the world with his actions. On Tellene, only the most advanced societies use steel, including plate armor, and can fashion complex siege weapons. Most of the world uses iron, and less advanced cultures still use bronze or even stone.
There is certainly no gunpowder. While monsters and fantastical creatures exist, they are not so numerous that they begin tripping over each other. The gods of the Kingdoms of Kalamar setting are just that — gods. They may work to guide events, but a creature of flesh and blood can no more perceive them or their plans than an ant can understand the universe, and their statistics cannot be measured in terms of game mechanics. Fortunately, these immense deities still lend a minute fraction of their power to clerics that serve them, and all aspects of religion are provided, from holy symbols to clerical raiment to full descriptions of their canons and more.
Jul 17, Here Comes Halfling Death! Jun 20, Finally the Finale: Call me Shaymalan. Jun 12, Et tu Deja Vu. Jun 5, Not so long ago in a place not so far away. Aug 6, The Hands of the Slaver God. Jun 11, The Giants of Banader River. Apr 17, The Sunless Altar. Mar 27, This Werewolf is on Fire! Jan 15, It all Falls Down. Dec 26, 5 Minute Fight Scene. Dec 18, The Wild Hunt.
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July 07, Play Status:. JeLovins created the adventure log post Faction Fracas Finale. JeLovins updated the adventure log post Felix's Speech. JeLovins created the adventure log post Felix's Speech. JeLovins created the adventure log post Aegis Goes Carousing. Contemplation updated the adventure log post Here Comes Halfling Death! August 13, I'm sorry, but we no longer support this web browser.
Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site. Here Comes Halfling Death! Finally the Finale: Call me Shaymalan. Not so long ago in a place not so far away. The Hands of the Slaver God. The Giants of Banader River.
The Wild Hunt. Piero Moves In Mysterious ways. Nobody Expected the Peasant Inquisition.
Kingdoms of Kalamar Collector's Guide
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!
DnDWiki: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.
Kingdoms of Kalamar
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