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<blockquote data-quote="Charles Dunwoody" data-source="post: 1494155" data-attributes="member: 17927"><p>I'm using the Kingdoms of Kalamar campaign information. The rules and roleplaying information are actually in two separate books; currently I'm only using the roleplaying info.</p><p></p><p>Kalamar is a continent of kingdoms settled by different races of men. There are around five areas the continent is broken down into, allowing a DM (and players) to concentrate on only a few kingdoms at a time which is a big help. The regular rules of D&D apply (most kingdoms are human, armies keep order but individual monsters and villains need to be taken out by the PCs). In the roleplaying book there are no super poweful NPCs or heroes described, just some legendary names and exploits (I don't think levels are even given) which I like.</p><p></p><p>If you like a lot of detail, the campaign also has a book that is all detailed maps of the entire continent with nearly every settlement listed including population size. I do use this book, so I know exactly where the PCs need to go to buy certain things or to find powerful NPCs. </p><p></p><p>I'm using the Kingdom of Kalamar (oppressive king, dwarves/gnomes are enslaved or freedom fighters) and the new book for the Alubelok Coast. This new supplement details a city and surrounding islands and swamps. There is even a connection to the Underdark and a bunch of nasty fish monsters. The deep gnomes need Kalamar's help (they can't fight the fish monsters alone) but they don't want to get enslaved either as the surface dwarves and gnomes have been. Lots of good, solid roleplaying hooks plus the grippli and froghemoth are back.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Kenzer has a website with a lot of support and background so you can read about the setting before buying. I know the rulebook for PCs has new classes (a shaman and rogue variant I think), spells, feats etc. and looks good; I just haven't gotten around to buying it. Also lots of adventures, supplements, and adventures. With the campaign set and the core rulebooks I haven't needed the extra rules, although the Alubelok Coast does refer to it occasionally. The adventures are a big help, though. </p><p></p><p>Because Kalamar is licensed, Kenzer can reference all D&D books not just the SRD. If you like variety, this setting has a lot of options. If you want to keep it simple, the basic campaign book and one setting book would be a great start. Either way, Kalamar is about core D&D--PCs being the stars, fighting monsters and defeating villains, roleplaying with fantasy cultures, all in a world where natural disasters, wars, kings, gods, and scheming secret organizations can change the world around the PCs and offer many adventure choices.</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 1494155, member: 17927"] I'm using the Kingdoms of Kalamar campaign information. The rules and roleplaying information are actually in two separate books; currently I'm only using the roleplaying info. Kalamar is a continent of kingdoms settled by different races of men. There are around five areas the continent is broken down into, allowing a DM (and players) to concentrate on only a few kingdoms at a time which is a big help. The regular rules of D&D apply (most kingdoms are human, armies keep order but individual monsters and villains need to be taken out by the PCs). In the roleplaying book there are no super poweful NPCs or heroes described, just some legendary names and exploits (I don't think levels are even given) which I like. If you like a lot of detail, the campaign also has a book that is all detailed maps of the entire continent with nearly every settlement listed including population size. I do use this book, so I know exactly where the PCs need to go to buy certain things or to find powerful NPCs. I'm using the Kingdom of Kalamar (oppressive king, dwarves/gnomes are enslaved or freedom fighters) and the new book for the Alubelok Coast. This new supplement details a city and surrounding islands and swamps. There is even a connection to the Underdark and a bunch of nasty fish monsters. The deep gnomes need Kalamar's help (they can't fight the fish monsters alone) but they don't want to get enslaved either as the surface dwarves and gnomes have been. Lots of good, solid roleplaying hooks plus the grippli and froghemoth are back.:) Kenzer has a website with a lot of support and background so you can read about the setting before buying. I know the rulebook for PCs has new classes (a shaman and rogue variant I think), spells, feats etc. and looks good; I just haven't gotten around to buying it. Also lots of adventures, supplements, and adventures. With the campaign set and the core rulebooks I haven't needed the extra rules, although the Alubelok Coast does refer to it occasionally. The adventures are a big help, though. Because Kalamar is licensed, Kenzer can reference all D&D books not just the SRD. If you like variety, this setting has a lot of options. If you want to keep it simple, the basic campaign book and one setting book would be a great start. Either way, Kalamar is about core D&D--PCs being the stars, fighting monsters and defeating villains, roleplaying with fantasy cultures, all in a world where natural disasters, wars, kings, gods, and scheming secret organizations can change the world around the PCs and offer many adventure choices. [/QUOTE]
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