Originally appeared on www.AtFantasy.com
Kingdoms of Kalamar, the first in Kenzer and Company's Official Dungeons and Dragons product line, is a sourcebook detailing the lands of Tellene, the focus of the Kingdoms of Kalamar campaign setting. It is the second version of the Kalamar campaign, with the first version being a system- independent boxed set. The Kingdom of Kalamar campaign setting retails for $34.95
Presentation
Kingdoms of Kalamar is a two hundred and seventy-two page hardbound. The inside covers have a large, overview, black and white map of Tellene. The margins are one-half of an inch wide and are filled with a black, marble coloring.
The cover illustration, by Bob and Jennifer Burke, follows the example of the Wizards of the Coast hardbounds in depicting the cover of a book. In this case it shows the Dungeons and Dragons and Kingdoms of Kalamar logo as well as an illustration of a heraldic lion. The interior artwork, by a variety of artists, is not exceptionally abundant and is made up of a mix of black-and-white and color illustrations. Some notable examples of the color artwork are the regional maps that begin each of the gazetteer chapters and a migrational path map.
Two parts of a poster map of Tellene are glued into the interior of the book.
Overview and Analysis
Kingdoms of Kalamar is divided into ten chapters and seven appendixes, with a glossary/index and the credits in the back.
The first chapter discusses the humans of Tellene, their warfare and technology, their religion, the climate of Tellene, and a summary of the conventions used when describing cities and towns. Six human races, the Kalamarans, the Brandaborians, the Deyj, the Fhokki, the Reanaarians, and the Svimohz inhabit Tellene. Each type is culturally, to a small degree, and physically described with a set of matching male-female black and white pictures, similar to those found in the players handbook, present. Warfare and Technology described the effects that modern warfare and the rise of steel have had on Tellene. Religion describes the basics of how people worship in Tellene, as well as how wizards are typically viewed. Climate of Tellene details the climates of each of the major regions of Tellene and the effect that has had on agriculture and commerce. Overall this is a good section, providing a reasonable introduction to humanity in Tellene. The black-and-white drawings of the humans are a nice addition, and help to capture the feel of the cultures well, serving as a decent aid to the text. The climatological and religious sections are similarly useful, though it would have been helpful is they provided an entirely separate section on the role of magic in society. The section on the various human races could have used some expansion, detailing more of the distinctions that differentiate them from each other. Warfare and Technology is lacking in the mention of any technology beyond that useful in warfare, and even that is limited to describing the type of metal used.
Each of the gazetteer chapters follows the same set-up. The first page of the chapter is a full color map of the region, followed by a description of the history and the national descriptions. The national descriptions detail the ruler, political concerns, economy, and several of the cities of the nation. Each nation averages two to four one-page city write-ups, with the exception of those nations who lack more than one city. The chapter ends with a summary of the geographical features of the region divided into woodlands, mountain ranges, hills, wetlands, bodies of water, and rivers. Occasionally a nonhuman city is detailed in this section.
The second chapter describes the history and lands of Brandobia. Brandobia allied early on with the demihumans, learning their secrets and, eventually, turning on them claiming that they came up with the knowledge that was imparted onto them. As time went on they prospered, prevented a Kalamaran invasion, and grew even more arrogant, warring on the elves. The elven king retaliated by cursing the King of Brandobia with fruitful loins, resulting in triplet sons. The three sons quarreled and the nation broke apart into three states: Cosdol, Eldor, and Mendarn. Cosdol is the most tolerant of the three states, with a sizeable nonhuman nation. Eldor is steeped in tradition and racism, disliking even those Brandobians who are not from Eldor. Mendarn is not as fanatical as Eldor in regards to racial purity, and is interested in trade with demihumans, using the resources it gains from the demihumans and its own lands to attack its hated neighbor, Pel Brolenon. Pel Brolenon is the final nation that makes up the Brandobian region, serving as a theocracy dedicated to the Overlord, god of tyranny.
The third chapter describes the history and lands of Kalamar, the namesake of the setting. Kalamar rose to be the most powerful nation in Tellene during ancient times, controlling much of what is now known as the Kalamar region and the Young Kingdoms. Time has not been kind to it as dynastic changes and incompetent rulers have resulted in it controlling only a fraction of its original lands. The current Emperor, Kabori Bakar I might change that, having an amount of competence that his predecessors lacked. He has increased hostilities with many of his neighbors, and has even gone so far as to conquer a neighboring dwarven nation. Kalamar is the central nation of this region, controlled with an iron fist by the Emperor. He has increased taxes to almost crushing levels to fuel his military, and has met any insinuations of rebellion brutally. Basir is the most loyal of Kalamar's vassal stats, a progressive and peaceful land that provides Kalamar with the vast majority of its naval power. Dodera serves as the focal point of Kalamar's expansion into the Wild Lands, thus far without success. Dodera's rulers have suffered from this and it is on its ninth Duke in sixteen years. O'Par is a neutral, independent nation that serves as a center of information gathering in the world, and uses this, and its grant of allowing foreign nations to cross its soil in exchange for a tax, to maintain its independence. Pekal is another state that is independent of Kalamar. Unlike O'par, it is hostile to its old lord and is one of the primary targets of Emperor Kabori. Tarisato serves as a buffer between Kalamar's southern border and the Obakasek Jungles. Tokis is another of Kalamar's vassal states, suffering through economic instability while it is increasingly urged to defeat Pekal.
The fourth chapter describes the Young Kingdoms. Most of the Young Kingdoms were in the past vassals of Brandobia the Kalamar. That ended when Kalamar began to decline as, one after another other, each declared itself independent from Kalamar's domination. Ek'Gakel not only escaped from the domination of Kalamar, it escaped from the domination of nobles altogether, creating a government where the merchants elect a Chancellor to rule for life. Currently Ek'Gakel is plagued by an uprising of Deyj tribesmen, after a misunderstanding led to a slaughter of a peaceful tribe by Ek'Gakel's soldiers. Ek'Kasel only left Kalamar's rulership unwillingly. It is in communication with Kalamar to this day and it is thought that if Ek'Kasel could convince Korak it would unite the Young Kingdoms and then hand them over to Kalamar. Korak, a militocracy, is focused almost entirely on preventing the expansion of the hobgoblin nation of Norga-Krangel. Norga-Krangel wishes to become the dominant power in the region, enslaving all the humans and forming an empire dedicated to the god of darkness, Blacksoul. P'Bapar was the first of the Young Kingdoms to declare independence, and serves to this day as a leader among the Young Kingdoms and the largest city-state in Tellene. Beyond these states, seven city-states dot the Young Kingdoms and the Elos desert to the south. Each has its own flavor and form of government, and vary in rulership from human to kobold.
The fifth chapter described the Wild Land of the north. The Wild Lands were first settled by Fhokki and Deyj tribes who migrated into the region from the south. The first decades of their inhabitancy were marred with frequent conflict between the Fhokki, the Deyj, and the humanoid inhabitants of the region, but eventually resulted in the Fhokki controlling most of the northern plains. The Lands of Drhokker, which was formed through a trade pact, the Pact of Tharokken, is a loose confederation of towns rather than a true nation. Paru'Bor was another of the nations once ruled by Kalamar, but it now one of its greatest foes. It is a highly structured nation, dominated by its sharp class structure. Shynabyth is a Deyj nation with an intense hatred for both Slen and Paru'Bor. The King of Shynabyth has outlawed all religions within the nation, due to his hatred of the religions of Paruvian and Slen. Skarrna is controlled by independent, feudal Skyrvalkkers, or battle lords, who enjoy a great amount of trade with the Reanaarians. Slen is a theocratic nation ruled by priests of the Flaymaster, god of pain. Little is known of the frozen nation beyond that it is wars with Shynabyth constantly over the Gadra Uplands. Tharggy has been ruled by women ever since a majority of its men were killed in a war with Kalamar many years ago. The Queen took over and, with the aid of an elderly priest of the General, trained the women of the nation to defeat the Kalamarian invaders. Thybaj is ruled by a non-hereditary monarch known as a Shajody. It is an agricultural nation with strong ties to the local demihumans. The Lands of Torakk are controlled by unallied aronaks, or families, who vary between raiding and trading with each other. Four city-states are present in the Wild Lands.
The sixth chapter describes Reanaaria Bay, home of the Reanaarian city-states. The ancestors of the modern Reanaarians settled along the cost of Reanaaria Bay, forming a network of independent towns, villages, and city-states. They learned the art of tier farming from the gnomes, and sailing from the elves, beginning to grow and prosper, colonizing the bay area and becoming great traders. Signifigant city-states include: Aasear , City of Pirate a central market for pirated goods; Baethel, a city of humans, gnomes, and elves ruled by a gnomish monarchy; Dynaj, a city built in the ruins of an older civilization; Geanavue, a racially mixed city famed for its gnomish and dwarven craftsman as well as the religious dominance of the Pacifict wing of the House of Solace; Giilia, a somber city dominated by the rule of an elven vampire; Saaniema, one of the few city-states who attempted empire-building; Thygasha, a holy city to both the Masters of Dread and the Dream Weavers; Xaarum, an impoverished city-state ruled by a Duke and five Barons; and Zoa, the largest city of the region and the primary trading point of nations south and west of the Bay.
The seventh chapter describes the cradle of human civilization on Tellene: Svimohzia. After their departure, The land was united under the rule of the Kingdom of Meznamish. This persisted for centuries, until a hobgoblin invasion precipitated a fragmentation of multiple, smaller parts. Ahznomahn was the first of the smaller portions to rebel against Meznamish. It now sits as a wealthy confederacy, ruled by a Parliament of natives who amass a net worth of over 75,000 gold pieces. Meznamish itself is much reduced in power, yet still retains a desire to power again. Ozhvinmish, the largest of the nations of Svimohzia, is ruled like two separate nations, with the western portion ruled by the King and the east ruled by his Steward. Ul-Karg is a populous hobgoblin militocracy that is rumored to be on the verge of invading another nation of Svimohzia. Zaznahni has been locked in a civil war since it gained independence from Meznamish. Mendarn controls a former Pel Brolenese colony, Vrandol along the western coast. A independent city-state, Bronish is found along the northern coast, and enjoys the protection of a gold dragon.
Overall, the six gazetteer chapters cover their material well, presenting a dynamic, interesting setting. The continents political and national development is logical as are the nation's current goals and status. The setting provides less of a high magical tone than can be found in other fantasy settings, such as the Forgotten Realms. It manages to provide enough detail to create a sense of realism while managing to avoid overdetailing the setting. The majority of the rules content of the book, in the form of an occasional new spell, magic item, armor, horse, and the half-hobgoblin race is present in the gazetteer section. The chapters failed to detail all of the cities shown on the map. Whether that is a good or bad thing is up to questionable. On one hand it leaves room for the DM to maneuver if he wishes to flesh it out the city while remaining true to the setting. On the other hand it would be nice if some idea of what the city was like was presented. Demi-humans and humanoids, save for the occasional hobgoblin nation, are not detailed in anywhere near the level that humans are covered. Only a few are covered, and when they are mentioned it is often no more than a single city that is detailed.
Chapter eight provides details on the Independent Organizations of Tellene. Groups as diverse as the Secret Network of the Blue Salamander, dedicated to dominating the world, and the Guardians of the Hidden Way, a network of dissidents intent on bringing the Bakar dynasty of Kalamar to its knees, are detailed within. Generally only a few paragraphs on each organization are provided, leaving much for the GM to detail. Overall there are six pages detailing nine organizations and the pirates of Tellene
Chapter nine details the major languages of Tellene. Alphabets, language conventions, and sample names are all provided. The Brandobian, Dejy, Fhokki, Kalamaran, Reanaarese, Svimohzish, Dwarven, Elven, and Hobgoblin are presented in this manner, with basic notes and name lists provided for the Gnomes and Halflings. A section on the Merchant's Tongue is provided at the end of this section. This section seems to be complete, except for the missing gnomish and halfling languages, providing a firm basis for the GM to do any extrapolation that is needed.
Chapter Ten introduces the gods and religions of Tellene. Forty-three gods, five of each alignment save Lawful and Neutral Evil which have four, cover the length and breadth of religious devotion on Tellene. Every culture, human and nonhuman alike, on Tellene directs its faith to one of these deities. Each deity and churched is introduced with discussion on the deities names (each deity has multiple commons tongue nicknames as well as racial names), spheres of influence, alignment, symbol, divine focus, holy days, place of worship, colors, animals, appearance, church, sacrifice and frequency, clergy, raiment, advancement, clerics, friends/enemies, foes/enemies, and sayings. This provides a fairly thorough introduction to each of these faiths but a notable hole is present: domains. None of the deities present have a list of available. Beyond this the error, the section is good, providing everything that is needed to use religion in the campaign
.Note: Word from Kenzer is that these will be included in an errata on their website.
The first Appendix details the celestial bodies and calendar of Tellene. Tellene possesses three moons, thirty constellations, a bright star named the Brightstar, and weird magnetic storms called Magnostorms. The Merchant's Tongue names for the months and the days of the week are provided. This appendix ends in a timeline of significant events in five different dating systems.
The second Appendix talks about cities in Tellene. Approaching cities, their layout, the community, and the government are all discussed. The appendix ends with a listing of all the cities with names, regions, country/location, population, and page number.
Appendix Three details the code of law used through much of Tellene. Listing crimes and the common level of punishment for each of them. Some local variations are discussed as well as the effects magic has on court cases.
Appendix Four talks about the armies of Tellene. This section is focused almost entirely on the organization and make-up of the armies of Kalamar. Information on the nations of other armies is limited to lists of troop types and numbers by country. This Appendix also has a chart listing each country, its capital city, its population, its ruler, and its resources. Following the country chart, there is a Kalamar Nomenclature chart, listing what to call residents of various parts of Tellene.
The final section of the book is a NPC Reference Chart. A majority of the NPCs in the book are listed alphabetically, with race/sex, location, and class/level also mentioned. The NPCs that are not on the list are absent without a logical reason. The most glaring hole is the Emperor Kabori I of Kalamar who, for some reason, is entirely absent from the list.
The book ends with a glossary combined with an index. Each proper name of any importance within the book is listed with a brief description and a page number.
Conclusion
Kingdoms of Kalamar is a complete, dynamic campaign setting that draws more from the realistic interaction of geography, climate, and political interactions rather than relying on explanations that boil down to "its magic" to explain the locations of deserts or forests. While lacking in the presence of domain, and somewhat skimpy on cultural domains, it stands above the current d20 settings in the market in terms of thoroughness and stand-alone usability. Its lack of new rule content could be seen as an advantage or a disadvantage depending on your opinion of such. If you do not have a problem with that, and are interested in a quasi-medieval setting, than you could do far worse than Kingdoms of Kalamar.