I'd have to take a look, but I'd bet they just removed the 3.x magic items and class references from the book and released it as a 4e product.
That's surprising considering the amount of 4e bashing Kenzer&co has delivered in WotC 4e's direction. Really ironic, too, seeing how Kalamar is to become their official Hackmaster setting when they eventually put out 5th ed Hackmaster.
I'd have to take a look, but I'd bet they just removed the 3.x magic items and class references from the book and released it as a 4e product.
I own every Kalamar product put out in the 3.x era and, despite my not nice words about the company, I really enjoyed the setting and I'd have to say it's been one of my favorite worlds to run/play a game in for years.
Ktulu
Bummer. Not my cup of tea.
Syllables. Oh god the syllables.
Unfortunately, the names became a showstopper for my group.The ONLY downside to the setting IMO is the naming conventions. Wow, Kalamar has some jarringly difficult to pronounce names. Names that are strange sounding for the sake of being strange sounding...kind of like the way a less than steller fantasy author would create. I'm not insulting the creators, but one of my peeves is naming conventions and Kalamar's naming conventions are IMO some of the worst. I am however very picky about such things so you can't necessarily judge using my point of view.
Give it a try.
Wyrmshadows
Page 51! Okay, this is where Bet Kalamar itself resides, so no funny Orc names here.
However, the names still blur to the point of becoming indistinguishable... Sowido, Gobido, Livowido, Vevusido, Merido, Sika'ido, Rilido, Kuvido, Wirido, Tumufido, Naka'akido, Hudepido, Mothisefido, Polido, Thimido, Rogido, Ruwido, ... okay I'm going to stop here, my head hurts. (I'm going to apologize in advance for any misspellings which I'm sure I can't have avoided)
It makes me long for the days of faux-english names (Evilstown, Cape Death, Saint Good...) and it makes me realize my players were right.
There may well be a lot of scholarly research behind the Kalamar campaign world, but it must have been confined to mostly the natural sciences - there certainly have been no professor Tolkien around to tell the authors their names suck, and badly at that.
So? What is one of the first things that really makes you realize your not in your native country anymore? The language the people around you are speaking. So this setting gives you lots of "foreign" words to use to help your players feel like they are in a foreign land.
Its amazing how little things like that can help players transport themselves.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.