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Kingdoms of Kalamar: Campaign Setting Sourcebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) |  | Author: Kenzer & Company Staff Publisher: Kenzer & Company Category: Book
List Price: $34.99 Buy New: $12.99 as of 9/5/2010 01:41 CDT details You Save: $22.00 (63%)
New (17) Used (15) Collectible (2) from $6.75
Seller: abookarama Rating: 8 reviews Sales Rank: 308749
Media: Hardcover Pages: 272 Shipping Weight (lbs): 2.5 Dimensions (in): 11 x 8.4 x 0.9
ISBN: 1889182508 Dewey Decimal Number: 813 EAN: 9781889182506 ASIN: 1889182508
Publication Date: March 1, 2001 Availability: Usually ships in 1-2 business days
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Product Description Kingdoms of Kalamar is a fully-detailed campaign setting for use with Dungeons & Dragons. This comprehensive sourcebook provides a wealth of information on the nations of Tellene, their history, their politics, and their people. Includes details of religions, languages, laws, and all aspects of society. Lavishly illustrated, including a 3' X 4' map of Tellene. This volume contains all the information a GM needs to run an exciting, adventure-filled campaign.
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| Customer Reviews: Excellent February 11, 2009 Jerry M. Winn (Portland, OR.) Fantastic setting, I recommend to everyone! I've gamed for 20+ years and been a lifelong Greyhawk lover. I've tossed aside FR and Eberron as sad excuses for gritty worlds. This is a Great setting.
A RICHLY DETAILED CAMPAIGN SETTING June 10, 2005 Tim Janson (Michigan) 4 out of 5 found this review helpful
When I first started gaming over 25 years ago there wasn't much in the way of campaign settings other than modules. When it came to a world, you were pretty much on your own. Then TSR came out with the World of Greyhawk in the early 80'swhich at the time was quite wonderful. You got a couple of nice maps and two soft cover books detailing the lands and peoples of Greyhawk. Times have really changed! Kenzer and Co. have produced one of the most detailed and rich campaign settings ever for Dungeons & Dragons in this massive 272 page hardcover book.
"Kingdoms of Kalamar" introduces us to the lands and peoples of the continent of Tellene. The first two-thirds of the book detail everything you could possibly want to know about the area with a different chapter for each kingdom. These sections detail the climate, population, government & politics, military, temples, economy, underworld, and interesting sites of all of the cities and towns within each kingdom. Each of the various human peoples is described meticulously including their histories and migrations, physical make-ups, styles of names, even their alphabets.
The attention to detail is staggering as each city is give a one to two page synopsis that in addition to the info mentioned previously, also includes the city's history, notes on demi-human and humanoid populations, notable NPCs, and also provides anecdotes that can be used to develop adventures in these various regions. For example, we learn that in the city of Ospolen the daughter of Duke Letton has been kidnapped and the Duke is offering a reward of 10,000 gold pieces for her safe return.
"Kingdoms of Kalama"r is filled with political intrigue providing a framework for more than just the typical hack & slash gaming experience. We learn that the Empire of Kalamar was once much larger but the current ruling family has managed to lose nearly half its territories. The Duchy of O' Par declared itself independent just eighty years ago without reprisal and the Principality of Pekal rebelled against the empire over one hundred years ago and now the Empire is dead set on regaining the territory. These various notes and interesting sites will provide the DM with many solid foundations for adventures for player characters.
The selling point of any campaign setting is if it's just words on a page or if the world is truly living and breathing. Kingdoms of Kalamar is incredibly vibrant. While maybe some gamers find the various political intrigues of these lands unneeded in a role-playing game, I found that they added tremendous depth. So often, campaign settings tend to be very one-dimensional with flat histories and characters. Not so in "Kingdoms of Kalamar." In the east on the Kaotoon Island in Reanaaria Bay you will find Aasaer, the City of Pirates. Described as having "seedy taverns that litter every corner, murder victims rotting in the alleys, and prostitutes crowding the doorways", it's a location that sounds like a fun place to visit!
The final one-third of the book features sections on the various organizations and groups of Kalamar, major languages, law in the kingdoms, and appendices on constellations, armies, and NPCs. The book also gives a description of each of the nearly four dozen Gods of the world with their names in the assorted languages, symbols, typical appearance, raiment colors, etc. A short history of the gods is provided as we learn that the Creator made fifty-four gods, each representing a different aspect of Her personality. The Gods eventually war amongst themselves and nearly a dozen are destroyed. Now they use the peoples of Tellene as their pawns, drawing power as their number of worshippers increase.
The book also has two large, fold-out maps with the entire continent of Tellene, beautifully done. A nice touch is that the developers did not mar the map with a grid. Instead they provided the nice touch of including a tear-out, clear plastic overlay with a hexagonal grid to place over the map.
Different people look for different things within a campaign setting. I don't like to have everything spelled out for me, taking the creative thought out of the game. "Kingdoms of Kalamar" provides a detailed framework from which the DM can create all manner of adventures from. This is an extremely well constructed world, ready to be trampled underfoot by your player characters!
Reviewed by Tim Janson
Fantasy with Realism, Fantastically Well Done! December 20, 2002 Sean S. Oleary (Bloomington, IN United States) 21 out of 22 found this review helpful
Though intended for use with Dungeons and Dragons 3rd Edition, this background-heavy, rules-light sourcebook can be used for just about any RPG system. Where most commercially available campaign worlds for gaming are based on someone's hodge-podge home game, the World of Tellene was built as a whole, with thought to plate tectonics, ecology, weather patterns, cultural migrations, wars, linguistics and sociology all taken into account from the start. Magic flavors the mix, but isn't responsible for illogical juxtapositions like an arctic climate at the equator or similar aberrant phenomenon.Six human culture/ethnicities clash and mix to destroy or create nations; hobgoblin empires struggle to maintain and expand against hostile neighbors; elves, dwarves, gnomes and halflings try to keep their cultures living and free from the dominance of human influences. Orcs, giants, and monsters on the fringes of civilized lands exist logically according to their natures and resources, with realistic rivalries and goals. Histories of peoples and nations, backgrounds for adventures, current events, languages, timelines, military forces and more are detailed here - while leaving future events entirely up to the DM and the players. The setting is also well supported by adventure modules, a Player's Guide, an Atlas, sourcebooks, and a web-community where the designers actually thrive on feedback from the consumers. It's also the only Offical game setting produced under license for the D&D3e game system by a company other than Wizards of the Coast, with far greater quality standards than what mere d20 licensees produce.
Terrific World - the best out there December 18, 2002 14 out of 14 found this review helpful
I have been a player of Dungeons and Dragons since around 1980 or so. I believe this is the best world sourcebook on the market, bar none. The world is a nice outline, but does not have too much detail where you feel straight jacketed into running a high magic world a certain way, like the Forgotten Realms. You get a lot of plot hooks in each chapter and there are lots of ways you can run the plot hooks. And, an added bonus from the design of the book is that it is very easy to just drop in a random module or adventure here. You're not so overwhelmed with details where it would take tons of work to modify a generic adventure. A thing I particularly liked is that you, the PC, can become the most powerful person in the world. In the aforementioned Realms, there is always Elminster or some near god-like bad guy. In Greyhawk, you have legendary characters going back to the game's creation. How can you outshine them? All in all, this book will give a DM a nice world that is quickly playable and easily adaptable to any campaign you want. If you want high magic, it's easy to add in dragons, magic items and whatnot. But, what is the Realms with Elminster and a magic shop on every corner? If you want to run a low magic world, you are all set. It's certainly easier to add the magic in than take it out
A very detailed world that is full of flavour December 18, 2002 Richard McGain (Australia) 11 out of 11 found this review helpful
The Kingdoms Of Kalamar Campaing Setting is a very detailed book that skips completly over the "crunch" that seems to be a prequisite for most D&D book these days and instead get down to the serious buisiness of discribing the world. Although many of the human realms are inspired by real world examples (Rome etc.) they still manage to portray a very different world. In the world of Tellene, humans dominate the world but are given heaps more flavour than the standard fantasy humans. Kingdoms of Kalamar uses human sub-races that each have individual appearances and culture. The section on language further enhances this and although I may never find a practical use for them (apart from naming my characters of course) they add so much to the setting, showing that there is actual structure behind the some say bizarre place names of the setting. The gods of the setting are, despite whatother reviewers have said, original and their depth is amazing. With information on the organisation of the churches, sacrafices and holy places, it is much better done than any other setting I have seen. The minor sections of the book, like the armies of Kalamar, laws and section on Tellenes constilations are not entierly nesesary but they add even more detail to the setting already displayed. Kalamar presents as a low magic campaign world but can be played at any level. One of the things I like most about Kalamar is it's versatility and the magic of the world is a prime example. There could easily be no magic or flying cities it's up to you. This differentiates this setting from those like the Forgotten Realms that are stuck at certain levels. A mature look at slavery is one of the best things I like about the setting as it is fully integrated and can be used as a moral device for my players. All in all the Kingdoms of Kalamar Campaign Setting is a very good buy for any game( because the D&D stuff in it is limited to some horse breeds, a few magic items and a NPC index) or indeed just as a source of ideas and material.
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