Kingdoms of Kalamar: Ask the Emperor!

I have some questions if you don't mind.

To start, I will mention that I have no knowledge of the Kingdoms of Kalamar Campaign setting.

First question is: Is there a 3.5 compatible version of Kingdoms of Kalamar out? I've only been playing D&D for a little over a year. Basically that means that I started about 3 months before 3.5e Revised came out. I was a player in a 3e game for about those three (more like 2) months, then 3.5e came out and I really started to get gung-ho about D&D and bought the books. Thus, all my books are of the latest editions.

Second: I've read all the previous posts. What I have become the most interested in KoK about is the phrase "based on realism" I keep reading. How is KoK based on "realism"? How isn't any other campaign setting based on realism? Is this not a "fantasy" game?

Third: This kind of relates to the first question about being 3.5 compatible. I believe I read in a previous post that KoK uses the 3 Core D&D books as the 'rules' of the game. The actually Campaign Book is mainly Fluff, back-story and information for a DM or Player to create a better world. Not world specific rules, classes races and feats (i.e.: Crunch). Maybe I'm imagining this. Could you tell me how true this is? I have become very attached to the Core books, and do not like the idea of buying new "Campaign setting Handbooks" (i.e.: Forgotten Realms).

I guess I'll leave it with those three for now. I thank you in advance for any answers and help you can give me.
 

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Woas said:
I have some questions if you don't mind.

Not at all. :)

First question is: Is there a 3.5 compatible version of Kingdoms of Kalamar out? I've only been playing D&D for a little over a year. Basically that means that I started about 3 months before 3.5e Revised came out. I was a player in a 3e game for about those three (more like 2) months, then 3.5e came out and I really started to get gung-ho about D&D and bought the books. Thus, all my books are of the latest editions.

The Campaign Setting Sourcebook is 99% detail on the lands of Tellene. The rules are the remaining 1%. These are, also, just some minor rules tidbits - regional horses, a magic item or two, and so on. So the fact that those rules are version 3.0 shouldn't worry you in the least.

Second: I've read all the previous posts. What I have become the most interested in KoK about is the phrase "based on realism" I keep reading. How is KoK based on "realism"? How isn't any other campaign setting based on realism? Is this not a "fantasy" game?

There are several reasons why the KoK setting feels realistic - languages, politics, terrain, and so on are all intertwined, and based in some manner or another on reality. The more you adventure in Tellene, the more it feels like a real place. In fact, one of the things I beat into the writer's heads is that 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."

Of course, this doesn't mean that magic and monsters are ignored - they're a significant part of the setting. They're just not thrown in without thinking.

This may help......... :)

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.

Third: This kind of relates to the first question about being 3.5 compatible. I believe I read in a previous post that KoK uses the 3 Core D&D books as the 'rules' of the game. The actually Campaign Book is mainly Fluff, back-story and information for a DM or Player to create a better world. Not world specific rules, classes races and feats (i.e.: Crunch). Maybe I'm imagining this. Could you tell me how true this is? I have become very attached to the Core books, and do not like the idea of buying new "Campaign setting Handbooks" (i.e.: Forgotten Realms).

I think my first response answers this. There are additional books, of course, such as the Kingdoms of Kalamar Player's Guide, Dangerous Denizens: the Monsters of Tellene, and dozens of other supplements and adventures. However, none of these are required. Our supplements are designed to enhance your gaming experience by providing more detail on certain aspects of the world, and tying your characters more strongly to it.

The only books you need to have are the KoK campaign setting sourcebook, and the three Core books - the PHB, DMG and MM. Everything else is optional.

I guess I'll leave it with those three for now. I thank you in advance for any answers and help you can give me.

No problem! Feel free to ask anything.

FYI, folks, I'll be away at the Origins gaming con in Columbus, Ohio, all this week. I won't be back until next Monday the 28th. In the meantime, feel free to try and answer each others' questions to keep this thread alive! :)

- Mark
 
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Woas said:
Second: I've read all the previous posts. What I have become the most interested in KoK about is the phrase "based on realism" I keep reading. How is KoK based on "realism"? How isn't any other campaign setting based on realism? Is this not a "fantasy" game?

I think another aspect of "realism" is the structure of the Gods. Rather than non-humans having their own set of gods, like the Realms & Greyhawk (Lloth, Garl Glittergold, etc), in Kalamar, everybody worships the same set of gods, but they just call them differently from region to region, language to language - sort of like how the Roman version of Ares is Mars or how the Norse version of Jupiter is Odin, the Greek version is Zeus and the Egyptian version is Ra (and, I'm sure there are other versions of Odin/Zeus/Ra/Jupiter that I'm missing) Basically, the same god, but called different names in different cultures. You get that similarly in Kalamar - a deity has one name in Brandobia and another in Kalamar, and still another in Reannaria.
 

NewJeffCT said:
I think another aspect of "realism" is the structure of the Gods. Rather than non-humans having their own set of gods, like the Realms & Greyhawk (Lloth, Garl Glittergold, etc), in Kalamar, everybody worships the same set of gods, but they just call them differently from region to region, language to language - sort of like how the Roman version of Ares is Mars or how the Norse version of Jupiter is Odin, the Greek version is Zeus and the Egyptian version is Ra (and, I'm sure there are other versions of Odin/Zeus/Ra/Jupiter that I'm missing) Basically, the same god, but called different names in different cultures. You get that similarly in Kalamar - a deity has one name in Brandobia and another in Kalamar, and still another in Reannaria.

Another good point! :)
 

NewJeffCT said:
I think another aspect of "realism" is the structure of the Gods. Rather than non-humans having their own set of gods, like the Realms & Greyhawk (Lloth, Garl Glittergold, etc), in Kalamar, everybody worships the same set of gods, but they just call them differently from region to region, language to language - sort of like how the Roman version of Ares is Mars or how the Norse version of Jupiter is Odin, the Greek version is Zeus and the Egyptian version is Ra (and, I'm sure there are other versions of Odin/Zeus/Ra/Jupiter that I'm missing) Basically, the same god, but called different names in different cultures. You get that similarly in Kalamar - a deity has one name in Brandobia and another in Kalamar, and still another in Reannaria.

I absolutely love the way this setting handles the gods. There's so much recommending this setting, I don't know where to begin! But I do have a question:

If the tel-amhothlan (half elf/orc) is so very chaotic, then why is fighter (which suggests a more ordered, disciplined study of the martial disciplines) their favored class?
 

Prince of Happiness said:
I absolutely love the way this setting handles the gods. There's so much recommending this setting, I don't know where to begin! But I do have a question:

If the tel-amhothlan (half elf/orc) is so very chaotic, then why is fighter (which suggests a more ordered, disciplined study of the martial disciplines) their favored class?

I think the question depends on how you interpret the fighter class. Personally, I see the monk as the class that best fits your example. A fighter can study fighting styles, of course, or he may be a brutal, unprofessional thug.

Tel-amhothlans are a good example of a nonhuman race that could vary wildly in their class, depending on their personal history, which is likely to be much more unusual than your standard character.
 

Is the planet hollow? Can you breathe in the Outer Space?

I was wondering if the planet was hollow or does it have a molten core like our own real world?

Also, has a planetary system been designed for Kalamar and, if so, would the Outer Space be breathable like in Spelljammer?
 

dead said:
I was wondering if the planet was hollow or does it have a molten core like our own real world?

Also, has a planetary system been designed for Kalamar and, if so, would the Outer Space be breathable like in Spelljammer?

Wow... definitely new questions I've never been asked before. :)

All of the above depends on what the DM decides to do with the setting, as there is little definite info about any of it.

However, since the geology and geography was designed based on realism, I'd say that the planet does have a molten core, and that the vacuum of outer space is not breathable.

The planetary system is also not defined, except for the three moons, the sun, and the Brightstar (about a half light-year away, near a black hole companion). The Brightstar and the black hole rotate around each other so this very bright star slowly disappears and then reappears - some see this as signs of reigning good and evil.

The constellations are also defined, but not any other planets, so you could add any other planets in that you want to. :)
 

Another quick question: Are there any psionics in the Kalamar setting? If not, could/can psionics be easily infused with the Kalamar setting? Would it be very difficult to 'replace' magic with psionics flavor/game wise? (I'm sure it would take awhile to try and convert every NPC spell caster :D)
 

Woas said:
Another quick question: Are there any psionics in the Kalamar setting? If not, could/can psionics be easily infused with the Kalamar setting? Would it be very difficult to 'replace' magic with psionics flavor/game wise? (I'm sure it would take awhile to try and convert every NPC spell caster :D)

There are no new psionic rules written into the setting, but psionics definitely exists. The main example of this is the Disciples of Avrynner, an organization founded by the first students of Avrynner the Mind Master, the father of modern psionics. In Avrynner, the gift of psionics became evident at an early age. Thinking his strange powers unnatural, his Aronak (see the Land of Torakk) banished Avrynner and cast him into the wilderness. He wandered from village to village, but found only hostility. In the wilds, he practiced his powers and through psionic travels Avrynner met several alien creatures that helped him hone his skills.

His mentors informed him that he was not alone: others on Tellene had similar powers. Filled with joy, Avrynner began a lifelong quest to befriend them. Avrynner found many others, but none were as skilled as he was. He tutored his companions and together they traveled the lands searching for more of their kind and for a land where others would not persecute them.

The group settled in Pekal. The people there seemed friendly and magic was an accepted practice. However, Avrynner soon drew the attention of the School of Magic, who demanded that he teach others this new magic. When Avrynner explained that it is a gift, given only at birth, they rebuked him for refusing to share his knowledge. Avrynner was arrested for practice of unlicensed magic. The wizards feared his powers so they drugged him and had him formally executed. His disciples fled and formed this secret group.

Today, some three hundred years later, the association still exists. The Disciples of Avrynner follow the teachings of the Mind Master. They study, practice and teach the use of psionics to other gifted ones. Because of the history of psionic persecution, the Disciples of Avrynner remains a hidden organization. They only reveal themselves to other psionicists or those who have the power and do not yet know it.
 
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