Best D20 non-WotC Campaign Setting?

I am mostly interested in European, Middle-Eartern, Asian, Native-American like campaing settings, with human/demi-human populations. I am looking for medieval-adventure-fantasy-warfare-political type settings appropiate for the D&D game

Reading this line I should recommend you the Kalamar setting, you have 6 human races in the world and each one is really different from the others, plus you have the Hobgoblins as a civilized race. There's some other races cities or towns so you have a few Elves, Dwarves and the other common races from the PHB in the world.

If you buy the Campaign setting book, you'll get lots of adventure hooks and depth info of the world, there's like two 3E rules in that book, all the new rules that Kalamar uses are on the Player's Guide, inside that one you have some PrCs, Spells, Feats, the Sub-Races like Golden Halflngs and Half-Hobgoblins, there's some new Core Classes in the book and it's a really good book overall, some feats are on the power side but they're only a few.
Also you have Geanavue, a city book written by Ed Greenwood, it's a good recommendation if you want to run a political campaign but not too usefull if you have something with more action in mind.
There's the Orc book that details the Orcs of Tellene and the five sub-races that live in the world, some new equipment and feats for Orcs, advice on playing an Orc as a player and depth description of the Orc society and the major tribes of Orcs in the world. Really good one with good reviews in EN World.
The Hobgoblin book just came out and will be in stores next week, sounds like the Orcs book but for the Hobgoblins.
Of course there's the DM Shield that you should get no matter what campaign you play since it's the best 3E D&D screen I've seen, this is another one with really good reviews here.
You have a bunch of Adventures that "exapand" the world, most of them details a bit of the world a bit more and they come with the ImageQuest pictures, those are a set of drawings that come in the back of the adventures that you can show to your players of important places/people in the adventure.
If you like maps, then you must get the Atlas. It's an Atlas of the world but they do it like a real one not a fantasy Atlas, so you don't have strange things in the maps. Some people complain about the "blue pages" on the Atlas but the guys at Kenzer put those because some people want to buy two copies and tear them and made one huge wallpaper of the world, they already do that in the Kenzer office from what I read on the message forums.

Besides all those books that you can already buy, you have in the future a Monster Book for Kalamar in June, a book about the Pirates of the world (think this one comes with a set of rules for naval combat), a book of the secret societies of the world that's in the work right now and a book about the religions of Kalamar (Don't forget you have 40 Gods in Kalamar), almost forget there's a book on the Secrets of the Alubelok Coast that details one area of the world.

Well hope this helps you to define your choice, I DMed on Kalamar and my players have all great time, I never try Scarred Lands yet but seems one of my players want to run a campaign there in the future.

Cya, Cazador.
 

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[shameless plug]

I am duty bound to suggest the Nifty Campaign World of Gothos, from Mystic Eye Games. Be sure to check out the recently released Guilds and Adventures book, to add some depth, roleplay, and spiffy character building elements to your game.

And I'm not just saying this b/c Doug sends me checks. I'd suggest you check out the book anyway, whichever world you choose:)

[/shameless plug]

-Reddist
 

I'm a fan of Oathbound (Bastion Press) and Arcanis (Paradigm Concepts), and I mix in elements of The Hunt: Rise of Evil (MEG).
 

Gothos, from the hunt rise of evil. It contains many cultures on one world, from asiatic to ancient roman. The inquisition is going on, but it's an entire pantheon behind it with lots of infighting. Don't forget the link to earth, makes it feel homy in a why did my hometown get pulled into Ravenloft kind of way.
 

Welcome to ENWorld, Bluemoon! :)

I am a DM currently running a Kingdoms of Kalamar for my 5 players.

Firstly I'd say that settings are very much a matter of taste, so I encourage you to select a setting that is to your liking as a DM. It is so much easier than running something your players vote for but you have no interest in--without an attentive DM there's no game!

Next, I am glad you have an interest in Kingdoms of Kalamar, I recommend it to you with respect to the criteria you've mentioned. It is a rich political setting with a strong early dark ages-to-medieval feel (no renaisance & black powder though). There are 6 main human cultures, divided into many nations (have a look here ) with plenty of political and cultural mixing. Additionally, Hobgoblins are strongly featured in this setting as an organized humanoid force: there are two hobgoblin kingdoms on Tellene (that's the name of the main continent). Dwarves, elves, gnomes, halflings, and orcs all have their respective niches as well. The KoK setting is static and has many options for DM's: you the DM can decide the degree to which your campaign is humanocentric or multicultural or political and so on--even the level of magic can be adjusted to your liking because the KoK material is quite neutral about the degree of magical power. You can easily tone things down, or ramp things up!

I encourage you have a good look at the Kingdoms of Kalamar Campaign Setting Sourcebook. It is ~95% rules free background material--"fluff" as some say--and worth adding to your gaming library because you could use the setting for other game systems some day! There's a wonderful colour map of Tellene to be found within as well. I've had mine grace my rec-room wall for months! :)

The KoK Player's Guide holds all the new crunch you might need! And it's all optional--just pick and choose what you want in your campaign. (Btw: since you are familiar with Forgotten Realms, you'll recognize about 30% of feats, domains and spells. I wasn't troubled by this since the PG includes generous cross-indexes for most of the D&D feats and spells that are not otherwise Open Gaming Content. It's convenient for me.) This great players' tome also features more background material for character definition. Much of it covers clerics and religion--something most other settings barely delve into. You'll also find material on setting-specific herbs, poisons and discussions (and rules) on slavery and the Divine Right of Kings! :)

The 3rd book I'd recommend is the KoK Atlas. No other publisher has taken such a leap! I'm very happy with it--I'm glad Kenzer took the risk. Here's another nice wrinkle: like the Campaign Source Book, the Atlas is ~95% rules-free!

If you are tight on cash, invest in just the KoK CS and the KoK Atlas--there are years of potential gaming material right there! (Regardless of game system!) Just focus upon the material that best suits your campaign. I think you will like it.

Now... I will be honest, I like about 80% of the Kingdoms of Kalamar. There are a few things I would have different but nothing a skillful DM can't alter to taste IMHO. FREX: I find 4 to 5 gods for each alignment a tad "top-heavy" divinely speaking LOL. I think 43 gods can be pared down without disturbing the setting... Another issue, I have is the names, while the Atlas realistically shows cultural trends in language over the spanning geography, I find the pronounciation of many names a challenge--and I speak three languages in RL! Changing a name or some spelling as needed is not a problem--just keep track of what you've done.

There are a number of clever treatments of D&D concepts in KoK, here are three:

1) The gods of Tellene are without gender or race--each culture and religion has their own names for these divine entities. And these gods discretely "interact" with their followers in whatever form they deem appropriate. Thus the gods are defined by the porfolios they cover more than anything else (love, lust, war, bigotry, duty & honor, pain, justice & truth, peace and so on).

2) The "common tongue", is called Merchant's Tongue, it has it's own in-setting logic and history--and is a far cry more elegant than the unimaginative term "common tongue" of core D&D that is bereft of any background. Simple. It works. I like it. :)

3) Variant language rules: instead of assuming everyone but barbarians are literate, the KoK PG offers something more logical and relatively easy to implement. Read/Write Language as a new skill, and supplementary language points... IIRC Characters get a number of free ranks in Speak Language in their native tongue(s). I found the core D&D rules treatment of language and literacy rather irritating, almost immature, and I found the KoK PG's variant rules very much to my liking as an experienced DM!

I could ramble on about many more things but I think, if you had the chance to borrow some KoK material to read from a friend, you'll get hooked! While I haven't everything associated with KoK, I am pleased with what I have for my DMing needs. :)

Good luck, "Welcome to Tellene" :D

W.

PS: If Kingdoms of Kalamar weren't available, I would have seriously considered Scarred Lands, or using the converted Birthright setting!
 
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My stars and garters! All those suggestions and its been only a few hours since I started the thread. You guys are great. Thank you for all your suggestions. Keep them comming. I'm keeping a tally.
 

If you like European or Middle Eastern type settings, there are three that outrank anything else out there IMO (even stuff WoTC has done).

1) Midnight- Imagine if Sauron had won the War of the Ring in Middle Earth, and you have the basic idea behind Midnight. Its a lot more complicated and detailed than that, but it gives you the general idea of the setting. Easily the best money I have EVER spent on a world/sourcebook.

2) Arcanis from Paradigm Concepts. This world is more traditional, but has tons of really cool concepts that are not even touched in most settings. A still existant but covert civilization of serpent people, a theocracy that captures arcane casters for "research and indoctrination", a culture strongly remenescent of the Roman Empire, but with medieval level tech, among other goodies. This is one of those setting books that you read and dozens of adventure ideas spring to mind immediately. Along with Kalamar, probably one of the most internally consistent and evocative settings.

3) Kingdoms of Kalamar. So far the best supported of the three settings I have listed, it is strongly humanocentric, but with all sorts of demihumans and humanoids as well (including an advanced hobgoblin empire). Many of the cultures reflect real Earth cultures (a BIG bonus IME) and it is THE most detailed setting out there currently. Not to mention Kenzer always has a great production schedule and high standards. You can go wrong here either.
 

Winterthorn said:
Welcome to ENWorld, Bluemoon! :)


PS: If Kingdoms of Kalamar weren't available, I would have seriously considered Scarred Lands, or using the converted Birthright setting!

What! The converted Birthright setting? I loved Brithright! It was so different and was very political/warfare driven which I liked. But I have never heard of a convertion. What is it, who distributes it, where can I get it? More info please.

Thanks.
 

Kalamar.

The sourcebooks are beautifully done. The world is rich with details about interesting stuff like the migrations of ancient peoples, constellations, and the varying alphabets used by the different human and demi-human cultures.

Even though I'm running a home brewed world right now, it's heavily influenced by KoK. I have carved pieces out of several of their published adventures, out of the Campaign Setting, and most recently out of the Atlas (which, by the way, is one of the most beautiful D20 products I've ever seen).

The Scarred Lands products are nicely done, but that world isn't as much to my taste. Kalamar feels more...real...somehow. But as others have noted, matters of taste are purely subjective. Either setting can offer you a fully fleshed out world, with continuing support. Scarred Lands is darker, Kalamar has a Roman Empire feel to it, IMO.
 


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