Samothdm said:
Check out the reviews on the Kalamar products in the review section, and if the thread stays on the front page, sooner or later Mark Plemmons from Kenzerco will show up and give you his $0.02 about the setting.
Ah, fame.
You've seen some good responses already, so I'll try to stick to my basic response. I definitely suggest checking out the Kalamar discussion forums on our website. You'll get many helpful suggestions from our old and new converts. The general website link is at the bottom of this post.
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If you're looking for a fantasy campaign world with gritty excitement and high adventure but streaked with authenticity, the Kingdoms of Kalamar campaign setting is the right world for you and your characters. The Kingdoms of Kalamar setting is a medieval fantasy setting fundamentally based on realism.
Its recent history encompasses the proliferation of six human subraces throughout the world of Tellene. It also includes all of the standard fantasy races of D&D like elves and dwarves, and a few new ones unique to the Kingdoms of Kalamar, like half-hobgoblins. In fact, full-blooded hobgoblins are also a prevalent civilized race with their own independent kingdoms.
The most advanced societies use steel, including plate armor, and can fashion complex siege weapons. Less advanced cultures may still be using bronze or even stone tools. There is no gunpowder. But then again, who needs gun powder when you've got magic?
Magic exists and has certainly influenced the history of the world. However, wizards and sorcerers are not overly common; Tellene's inhabitants accept most unusual and seemingly inexplicable events as the work of one of the gods rather than arcane magic. In smaller communities, the townsfolk easily confuse wizards and especially sorcerers with clerics, and arcane spells may be misconstrued as miracles or portents of the gods.
HIGHLIGHTS
1. A logical, realistic topography. Deserts, mountains, rivers, lakes and forest are all where they belong.
2. A setting driven by the actions of ordinary men. Thus even a low-level PC can have a profound effect on the world and shape the history with his actions.
3. 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. This makes character background easy and interesting to create.
4. 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.
5. The world of Tellene contains
every type of terrain or obstacle you could desire, and thus a wide variety of locations in which to base your campaign.
6. The setting is
neither under-populated nor over-populated. Monsters and fantastical creatures exist, but they are not so numerous that they begin tripping over each other.
7. Nothing happens without a logical reason. The explanation is never "that’s just the way it is," or "it's magic – it doesn't have to make sense."
8. The Kingdoms of Kalamar is an
extensively supported campaign setting. Currently, we have the campaign setting and (optional) Player's Guide, twelve modules, over a dozen supplements, an incredibly detailed, realistic-looking atlas and a 24-panel Dungeon Master's Screen, with more products on the way.
9. The book contains a
large, full color map and hex overlay to accurately measure distance and travel time.
10. Kalamar is an
official Dungeons and Dragons third edition product, not d20, and therefore is official third edition material, just like D&D product from Wizards of the Coast. As well as being edited and reviewed by Kenzer and Company staff, all art and text is also reviewed by WotC to ensure compatibility.
WHY CHOOSE THE KINGDOMS OF KALAMAR CAMPAIGN SETTING?
The Kingdoms of Kalamar setting describes the world of Tellene, a vibrant world alive with rich characters, imminent danger, complex intrigue and exciting adventure, all awaiting your shaping hand. This robust world consists of many detailed lands and cultures, both human and humanoid, that are rife with adventure possibilities. On Tellene, fantastic creatures roam the wilderness, evil clerics worship evil deities hell-bent on destruction and the dead rise again to spread terror throughout the world. Complex political alliances mix with marauding bands of humanoids and medieval technology and culture come face to face with magic and the fantastic. Tellene combines the best of a realistic medieval world with all the elements of fantasy you have come to enjoy. While nearly any campaign setting suffices for a single adventure, your characters will find the Kingdoms of Kalamar setting to be an engaging game world to explore long after the novelty of the "tourist bazaars" has worn thin.
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.
The player character becomes the real hero of any D&D game. You rescue the princess and you recover the stolen Whatzit for Lord So-and-So. You shape the campaign world through your actions, not the other way around. Tellene, like few other campaign settings before it, offers you the opportunity to be a world-shaper. Life in Tellene grows from ordinary men and women with extraordinary courage and resolve. This setting gives you the information you need to allow your players to become one of those people. But fear not, for all the detail and background history that this setting provides add depth to your adventures without confining them. The Kingdoms of Kalamar setting allows you to be the author of your own destiny by providing the scenery but not the story.
Of course, player characters cannot be everywhere at once. The world continues moving even when they spend weeks exploring long forgotten ruins or dark forests somewhere. Evil cults spread their influence throughout a small town. A village succumbs to a mysterious disease. A band of humanoids halts merchant routes between two cities. Villains even kidnap princesses when heroes are not around to do anything about it. What happens then? Well, sometimes the princess escapes, but more often the Vicelord has his way with her. For the NPCs of Tellene are not inept, else they would not be worthy (or successful) villains. A world full of morons is no place to live. The good, the bad and even the so-so must transpire in the campaign in order to make the party's heroic deeds exceptional. After all, if every person on the block is a superhero, nobody stands out.
The Kingdoms of Kalamar setting is designed to enhance your D&D experience by providing a realistic backdrop for your character. Every type of person you could imagine lives somewhere on Tellene. In fact, that's one of the reasons the Kingdoms of Kalamar setting is such an enjoyable world to play in: it is tremendously versatile. No matter what type of character you choose to play, you should feel confident that he or she will have an important place in the world of Tellene.
The Kingdoms of Kalamar setting also provides a realistic, dynamic world for your character. Every sort of adventure can be found on the continent of Tellene. Whether you dream of finding great riches in the bellies of mountains or ridding the desert of undead abominations, the Kingdoms of Kalamar setting provides the where and the how, all the while maintaining a commitment to realism that lets you experience your character's adventures in the most satisfying ways.
In the Kingdoms of Kalamar setting, your character has a chance to stand out. In fact, you have a chance to be the greatest character in the campaign world. But greatness is different for every individual. While you may dream of conquering the continent and bringing peace and prosperity to its people, others may wish for the ultimate in scholarly or magical achievement. What sets the Kingdoms of Kalamar setting apart is its ability to give you the opportunity to do all this and more without sacrificing continuity or common sense. Here you are presented with the opportunity to become great. Realizing that opportunity, however, requires skill, effort and a little bit of luck.
THE LANDS OF TELLENE
The most well-known of the six prominent nations (Brandobia, Kalamar, Reanaaria Bay, the Svimohzish Isle, the Wild Lands, and the Young Kingdoms) is Kalamar, from which the setting takes its name.
Brandobia: The fractured nations of Brandobia are little more than three would-be empires that share a common history. A Brandobian king bore triplet sons who quarreled over rights to the throne after their father’s death. The kingdom didn’t survive the dispute and instead fractured into three sovereign nations: Condol, Eldor and Mendarn.
Kalamar: As a nation, Kalamar has its roots in peace and prosperous co-existence of humans and non-humans. Over time, fragments of the Kingdom sued for independence one by one. Today, the Kalamaran Empire sits in the middle of a barely controlled collection of nations consisting of the Kingdom of Kalamar, the Kingdom of Basir, the lands of Tarisato, the Duchy of Dodera and the Kingdom of Tokis.
The Young Kingdoms: The history of the Young Kingdoms may be the most tumultous of all the many lands of Tellene. Almost 500 years ago, the Kalamar Emperor Kolokar divided the former Eastern Brandobia into independent territories under the Kalamaran flag. Time, distance and ineffectual rule eventually lead to these Young Kingdoms declaring (and maintaining) independence one by one.
The Wild Lands: The great Wild Lands are collectively home to many offshoots of the Fhokki people. Though the Fhokki are a hardy bunch of survivors, theirs is a sad tale of the splintered lineage of a wandering people. The Torakkis, the Targgas, the Drhokker and the Skarrns -- are all splinter groups from the original Fhokki tribe. Yet there is much distrust among the tribes which at best is mere suspicion and at worst is open hostility.
Svimohzia: All the roads of human history eventually lead backward through time to the Svimohzish Isle, the cradle of Tellene civilization. All the ancestors of all of the ruling empires migrated from this exotic southern land. Eventually war broke out with the hobgoblins of Ul-Karg. The physical and economic toils of war took their toll and the kingdom splintered. The three former holdings of Meznamish gained their independence and Ahznomahn later emerged as the economic power.
Reanaaria Bay: The lands surrounding Reanaaria Bay are not a unified nation, though all share roots back to a common ancestry. In ancient times, the early Reanaarese traveled through what is now southern Kalamar, following the migration patterns of the game they hunted. Today, the original settlements are now independent city-states governed by a single ruler or king.
SOME INDEPENDENT ORGANIZATIONS
Amid the populace of Tellene operate several independent organizations. These groups have specialized (and often illegal) goals that range from preparing for the return of the Creator to world domination. Typically, their influence on society varies with the strength of the local government. While many of these groups interact with religious organizations and may have similar goals, they are unaffiliated with the churches of Tellene.
The Blackfoot Society
The Blackfoot Society is a loose-knit group of anti-monarchists. They dispute the popularly held belief that royal families have the divine right to rule. The Society's goal is the overthrow of all monarchies, whether oppressive or benevolent. The Society enjoys its largest support in the Kalamaran Empire, Eldor, Meznamish and Shynabath. Even in countries where the regime is especially oppressive, and the environment is ripe for dissent, the Blackfoot Society has been unable to foster much of an uprising, largely due to weak and ineffective leadership.
The Secret Network of the Blue Salamander
The largest secular organization on Tellene, the Secret Network of the Blue Salamander has as its goal nothing less than world domination. The Network regularly infiltrates governments and guilds, rising to positions of power through skullduggery, ranging from blackmail to assassination. Its agents come from all levels of society, from servants and laborers to Guildmasters and nobles. The Network's members are also active in military insurrections, piracy, and terrorism in nearly every region of Tellene.
Brotherhood of the Broken Chain
A relatively new, but quickly growing organization, the Brotherhood is dedicated to the elimination of slavery on Tellene. Either by fomenting and aiding rebellions among slaves, or ambushing caravans of slave-traders, they have freed many captives, and also added to their organization's strength and numbers. As a last resort, the brotherhood will purchase slaves for the sole purpose of freeing them. But in all cases they would prefer to deny any profit to slave merchants.
The Disciples of Avrynner
Dedicated to the father of modern psionics, this secret society exists to foster contacts between those gifted with psionic abilities on Tellene. Because membership in the society is based solely on whether one is gifted with psionic abilities, the group does not really have a set "agenda." Its goals do include opposing those bent on eliminating or enslaving psionicists, such as illithids.
Disciples of the Creator
After the Creator disappeared, her temples, shrines and altars were desecrated, burned and destroyed by agents of those who opposed her. Her priests and followers were hunted down and sacrificed to other gods. The few believers that escaped these purges kept their faith alive in secret, passing the faith down to their children, cautiously recruiting new followers and awaiting the creator's return. They continue to do so.
The Golden Alliance
The largest merchant's guild on Tellene, the Golden Alliance seeks to dominate and control all trading in all areas. Its members disregard ethics completely, even financing brigand activity and piracy to weaken other guilds. They have also secured, through lucrative deals and outright bribery, the protection and advocacy of many high-ranking public officials, although their political philosophy really amounts to the idea that trade should be unfettered by both laws and taxation in the quest for ever-higher profits.
Guardians of the Hidden Flame
The Guardians are a clandestine group of Kalamaran dissidents loyal to the Inakas Dynasty, and a thorn in the side of the Bakar family, current rulers of the Empire. They fund and train groups of seasoned freedom fighters for guerilla strikes against the Empire. They also preach opposition to Emperor Kabori's regime, and in the past have tried to encourage peasant uprisings. Very little is known about the actual activities of the Guardians, but they have for centuries remained stalwart in both their opposition and their efforts.
Sentinels of the True Way
Mainly Fhokki in membership, with some halflings and dwarves, this group is dedicated to the elimination of magic and a return to a simpler way of life. They seek to destroy magic items and creatures, and tend to be distrustful of priests, druids, rangers, bards and paladins.
Vessels of Man
Founded by a disillusioned Basiran cleric, the Vessels of Man are dedicated to the elimination of godly influence on Tellene. They are fairly few in number, and believe that to deny the gods power, the clerics who spread their faiths must be destroyed. Merelor, their founder and leader, is hunted, and is very rarely seen. He now surrounds himself with a small, intensely dedicated and extremely competent group of followers.
Pirates
Piracy is fairly common on the seas of Tellene, both in the form privateers and buccaneers, who are sanctioned by a specific country in return for a percentage of their booty, and independent outlaws who operate without even that thin veil of legitimacy. There are pirates of nearly all races and from all regions on the crews of these ships.
GODS OF TELLENE
The world of Tellene, like all other places, did not always exist. It is believed that the Creator, a being of enormous power and intellect, developed the universe for her own amusement. Finding the newly created cosmos wondrous yet unsatisfying, she brought forth from her fingertips life forms to inhabit the various planes of existence.
A total of fifty-four gods, each portraying a specific characteristic or related characteristics of the Creator, from life and truth to death and deceit, were brought into existence to govern the cosmos under the watchful eye of the Creator. In order to serve the needs of her children, she also fabricated various species of creatures: dragons, dwarves, elves, primitive races, insects and all creatures in-between. The gods gathered periodically to discuss the state of events on their different planes and the Creator assigned further responsibilities. This system worked effectively for many eons.
However, intelligent individuals, especially gods, are prone to feel indignant toward authority and the limitations that come with being inferior; and the chaotic gods began to resent the control the Creator had over them. It was with this in mind that several deities, led by the Confuser of Ways, formed a plan for the demise of the Supreme One.
The Creator, of course, learned of their scheme, but she was intrigued. She allowed their plan to continue, and created the illusion of her demise by allowing her essence to be trapped in a crystal shard. Fearing that the destruction of the shard would mean an end to all existence, the culprits secreted the shard in a well-guarded fortress on a distant plane. Shortly thereafter, the Corruptor and the Confuser of Ways conjured false evidence linking the Overlord to the apparent death of the Creator. This situation infuriated all the good deities and they immediately formed a coalition to bring the flabbergasted Overlord to justice.
With the Creator apparently absent, opposing gods immediately tried to destroy one another; law fought chaos, good fought evil and the neutral gods tried to hold the cosmos together. The ensuing mayhem shook the planes and resulted in the death of eleven deities. However, just as the Overlord was about to be the next god slain, the Lord of Silver Linings called upon the Riftmaster to magically whisk the Overlord away into captivity on Tellene. All other deities believed him to be dead.
The conflict continued until a wondrous evolution took place. To the delight of the gods, various races, including humans, began to evolve on Tellene. The attention of the deities was quickly diverted to Tellene. They watched in wonder and amusement as the rapidly advancing races spread their influence across the planet.
Since the gods found that their power grew in proportion the number of worshippers they attracted, each god competed for the right to make worshippers of the new races. Old disputes quickly rekindled and the gods were once again at odds with each other. This time, however, the gods decided to fight one another through their worshippers because they feared personal destruction as witnessed in prior battles. The Creator now sits silently amused, watching the events on Tellene unfold under the manipulation of the deities she created.
Unlike the Creator, the remaining gods are not omnipotent. Within their spheres of influence they are dominant, but they can be bested in other areas. All gods have the ability to take any form they wish. This includes different races, sexes, sizes and shapes. Their can, of course, alter their form to fit any given situation; however, most gods, when associating with mortals, will choose a form similar to that of their audience. Gods can even impersonate one another, although this tends to inspire harsh retaliation from the deity imitated.
The appearance of a deity on Tellene is an uncommon occurrence; they prefer to manipulate events through their clerics and followers. Their ultimate goal is to gain new followers and continue to influence current ones. A god’s power is directly related to the number of followers gained and the prevalence of the god’s spheres of influence. Therefore, the gods always strive to spread their power by gaining followers and clerics.
In most religions of Tellene, there is a distinct difference between levels within the clergy and experience level. Typically, a cleric gains adventuring experience by using skills and overcoming foes. This does not necessarily mean that the cleric has advanced within the hierarchy of the church organization. Responsibilities such as performing rituals, sacrifices, converting followers and serving the needs of the church are generally looked upon more favorably by the deity and church leaders. A cleric who effectively serves the needs of the church will be more respected within the clergy than a cleric who adventures for personal gain.