Kingdoms of Kalamar

An excellent work.....

So long have I been wating for a campaign setting which is high in political intrigue, and with the Kalamar setting I finally have it.

Looking forward to the seperate modules and such to be released later this month.
 

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updated on 22-NOV-02

First let me state this is some DAMN fine work. As a 272 page hardback (mixed color and b/w artwork) lets first look at what you get:
  • Two full color folded maps of the setting
  • 8 pages describing the humans of Tellene
  • 156 pages describing the various regions of the setting
  • 6 pages describing the independent organizations
  • 14 pages covering the various languages (including alphabets)
  • 41 pages covering the gods of the setting
  • 42 pages of appendix material covering everything from celestial bodies to cities to codes of law to detailing various NPCs of the setting

Let me say -- WOW! This is a lot of information. There is a huge amount of detail presented -- but not so much that a DM doesn't have room to maneuver. So... lets dive into the pros and cons:

PROS
  • Lots and lots and lots of background and good material for DMs and Players alike. I cannot stress enough just how good the material (the reason you buy this thing) is. Worth every penny and every moment you spend reading it -- even if you don't plan to play in Kalamar. Very entertaining.
  • The layout is clean and easy to read -- there are some issues I have with the color and black/white mixture -- see CONS below.
  • The material seems to well edited and reads very smoothly.
  • The maps are beautiful. A b/w version of the maps is located on the inside of the front and back covers. Unfortunately, no scale is provided on this version.
  • Between pages 256 and 256 is a perforated page of transparent plastic that has a multi-scales hex grid and map scale on it. Removing this from the book and placing it over the maps allows you to have a floating hex-grid to apply to any portion of the map you need. Very nice touch.
  • The art varies from "decent" to "good" but none of it stands out as "excellent" or "superb" -- see also CONS below
  • The page edges have the chapters in different locations for each chapter. This makes flipping through the book to get to a chapter fairly quick.

CONS
  • The mixture of color and black/white artwork is not normally a problem. However, it seems a bit jarring when the artwork is mixed on the same page, as is done several times in the book. Still, not too bad.
  • The page edge has a marbled design. On most pages it is black/white -- but seems to shift to a glossy color presentation once in a while for no reason. It is a bit odd to see, but does not detract from the overall quality of the material.
  • The glue used for securing the maps into the book is a little too strong. It also seems to have seeped into the paper fiber and caused some slight discoloration of the pages they were attached to. I thought maybe this was a fluke of my copy, but I have since verified that this is the case with most (if not all) of the copies of the book.
  • Additionally, the maps were glued too deep into the binding, warping the pages a bit where the maps were secured in.
  • On the top of each page is a nice celtic-chain-like pattern that forms the header of the page -- sometimes text is placed within that deals with art on the page. Very nice, overall. However, it suddenly disappears from page 190 thru 224, comes back on page 225, disappears again from page 226 thru 229. This comprises all but two pages of the Gods section -- not sure what was up with this one.

Still, a top notch product for a top notch setting.
 

This thick but expensive volume details Kenzer & Co.'s Kalamar game setting. Those not too familiar with Kenzer & Co. may only know them through their Knights of the Dinner Table RPG oriented humor comic. However, Kalamar has been around for a while and was an "unoficcial" setting in the days of AD&D 2nd edition. Well now they are official and have put out this monster of a book -- licensed with the D&D moniker, no less -- to launch their campaign setting in the D&D 3e era.

The book is sorted into chapters and appendices.

The first chapter details the human ethnicities of Tellene (the continent on with the Kalamar campaign is set.) major human cultural/ethnic variations: Brandobian, Kalamaran, Fhokki, Dejy, Reanaarian, and Svimohz. Noticably lacking is any information of the nature of nonhuman races in the setting. This is a significant omission, since the chapters describing nations make out elves, dwarves, and hobgoblins as being pretty major players in events of the world.

Chapters 2 through 7 describe 6 regions of the continent of Tellene. These regions roughly but not exactly correspond to the 6 human races (for example, one of the human races is scattered and has scattered presence in most regions). The regions are Brandobia, Kalamar, the Young Kingdoms, the Wild Lands, Renaaria Bay, and Svimohzia.

Each chapters describes the nations of each region, major cities, and topology. The city and details touch on a lot of potential plot material that any DM who runs this world setting should take advantage of.

Chapter 8 describes independant organizations. Many of these organizations are not to over the top and may not serve much of a role in a typical campaign. But others may serve as movers and shakers that provide impetus for adventure, and the remainder can at the very least provide some unusual background.

Chapter 9 is about languages and is probably the most in depth detailed section of the book. It provides common names and alphabets for several major languages of the setting.

Chapter 10 describes the creation myth, deities, and religion of Tellene. The treatment of deities is different in KoK than in most other campaign settings. Instead of different pantheons for each culture and race, each deity is universal. The deities are given different names by different people, but the deities themselves cross all racial and cultural barriers.

Noticable ommisions from this chapter are that only the details for the sects of human cultures are given in the text, despite the fact that the text makes it clear that all races revere the same body of deities.

Appendix I contains an enumaration of celestial bodies and constellations in the night sky of Tellene, as well as the calander of the world.

Appendix II is a breif listing containing pertinent details of the cities listed in the book.

Appendix III contains a basic outline of the laws as they exist in most regions of Tellene.

Appendix IV contains a listing of troop strengths and personalities involved with the major armies of Tellene

Appendix V-VII are various other charts. Appendix V is an enumeration of the various nations of Tellene. Appendix VI breaks down the cultures and regions of the setting, including plurals and adjective uses of the various cultural and ethnic backgrounds. Appendix VII is a chart that lists the basic statistics of many (but not all) NPCs mentioned in the book. Only basic details (race, class, level) and references are given in the index; it is left to the DM to come up with details.

The last section is an integrated glossary and index. Though superficially useful, it is not complete, missing several obvious entries.

One of the most glaring flaws of Kalamar is the omission of commentary of the cultures and activities on nonhuman races in the first chapter and the chapter on religion. Though humans are an important central element int he campaign, there are still places where you can tell that the details will be missed.

Whether Kalamar is useful to a given DM is a highly personal determination. There is very little in the way of rules material in the book. However, if what you want is a lot of setting details, you will not be disappointed. The book is thoroughly detailed. However, a more summarized look of several aspects of the setting (underlying conflicts, major NPCs, etc.) would have made some of that detail more digestable. As it stands, uncovering the sectrets of Kalamar may be a long dry read by a patient DM.

Some DMs may dislike the approach of Kalamar and may prefer a more open ended setting that leaves a little more latitude.
 

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.
 

I opened Kingdoms of Kalamar expecting to find a generic fantasy setting with decent art, acceptable writing quality, and some new ideas to add to my home campaign. I don't think that was unreasonable. After all, it's 270+ pages: at least _some_ of it should be interesting and useful, right?

Wrong.

The art is basically terrible throughout, and it's not the fault of the illustrators. The designers (and presumably the art director) must have asked for all these drop illos that show static, generic fantasy buildings and city scenes. Not with people, mind you, or with anything interesting like statues or local temples, just ordinary buildings. The dull art is just one symptom of an almost morbid fascination with the pedestrian details of this most pedestrian of fantasy worlds. The color pieces are given a little more free reign, but they're still incredibly static, like chunks of fantasy caught in amber--a copse of trees that are interesting 'cause they're, well, really really big. And the battle scene that opens the book looks like it's full of action, but it's nothing we haven't seen before. Perhaps worst of all, none of the pieces tell me anything about what it means to live and adventure in this world; they fail to draw me in or make me want to roll up a character.

The writing is just plain bad. I don't mean from some highfalutin' "style" standpoint, but just from the perspective of sentence structure and basic rules of composition. It's dull. It's repetitive. It changes tone and voice, and often tense, within the same paragraph. It can't decide whether it wants to be flowery and evocative or homey and personal. It ultimately falls down under the weight of its own pretensions and fails at its real task: selling the setting to the reader.

To be fair, no amount of solid prose or vibrant artwork could have fixed the essential problem with this setting, namely that it sets a new standard for dull, typical fantasy worlds. Entries on the kingdoms and cities read like a 6th-grade geography textbook, where cities of the world are reduced to their main exports (City X produces grain. City Y produces wool.) The gods are typical and formulaic: add a slew of AKA's after the god's real name--some of these are unintentionally hysterical, like the "sodomizer of all" and the "bringer of rain, wind, snow, etc. whatever is currently the most threatening weather problem in that climate or region"--and draw a holy symbol, and you're done.

But the real shame is that there's almost no d20-significant content. No prestige classes. No new domains (in fact in a gaffe or Relics & Rituals proportions, they forgot to include the domains for their own crop of gods). No new spells. No new feats or skill variants. In short, there is one new race (the half-hobgoblin, as dry as you'd imagine) and a smattering of--wait for it--new armor types. These bothered me more than almost anything else in the book, because the armor types listed in the PH are basically complete. They describe a nice smooth curve from low to high AC, and each is balanced within its category. If there's one thing D&D doesn't need, it's new base armor types. And the armor they've presented here doesn't fill any new niche--most have exactly the same stats as existing armor, and substitute some goofy name (like rope armor) to make it unique. It's as if the line developer suddenly realized that the setting was just 270+ pages of dull, poorly-written exposition, and in his ignorance started statting up new armor types to fill the gap. It's a poor substitute for real design work.

There's an attempt to make the setting more "realistic" by giving us a bunch of languages (all suspiciously based on a 25-letter alphabet), constellations (a truly nice touch, and well-illustrated), and a list of NPCs laid out in the most skeletal form possible--they're done up in a chart, with just the bare facts of their existence given. No adventure hooks here, and the DM still has to do the hard work of generating stat blocks from these incomplete entries.

The maps are good, nothing more. There are certainly a lot of them, but they're no better or worse than the maps in the FRCS. The fold-out map would probably look nice on a wall, but it doesn't have much use in a game.

My overwhelming feeling while reading this brick was relief: relief that it would soon be over, and I could go back to raiding the FRCS for ideas and new rules and NPCs and adventure hooks.

Kenzer & Co. may have weaseled their way into putting the D&D logo on the cover, but you won't find much D&D inside. Spend the extra $5 and get the Forgotten Realms--you get far more real content, better writing, better art, and more of anything you could want in a game setting. It's more than worth it.
 

As I was paging through this site I realized that most every supplement has someone who loves it (see my review of Oriental Adventures) but that people would probably be better served by hearing a bit about some supplements they could do without. A quick glance over my bookshelf revealed one book in particular which should probably have a few warnings attached to it.

This is that book. I should say that I was looking forward to a quality low-magic detailed world and arranged for a friend to pick this book up for me when he was back in the states. All the glowing reviews about the setting made me feel confident that my money was going to the right place. Oops. Some key points:

1. The book is poorly organized.... Its not that the layout is bad so much as they forgot to tell people about the setting. I've read the book cover to cover and skimmed and re-skimmed parts of it and its just a haphazard collection of facts, myths and story ideas spread out over a whole continent. It doesn't hang together, have a narrative or have much in it that's compelling or interesting.
2. Its dryly written. Kind of like a history textbook, there are lots of "and then the king died falling off his horse and his son took the throne and ruled for a number of years. And then...." Its got detail alright. But the interesting details are all missing, and the writing style doesn't help.
3. Its really not a D&D product like those produced by the wizards of the coast.... It continues to be a generic setting with bits of D&D shoehorned in to fill up space. As just about every reviewer has mentioned there are no domains for the gods in the book (though massive fan complaint has caused them to put out something on the internet) nor is there any discussion of non-human races (except for a good bit about the Hobgoblins, which unfortunately, is only a few pages long). Rules just don't make an appearance.... there are no stats, levels or rules discussions of anything. The few exceptions to this are sidebars with magic items which break the rules (in boring ways, kina imbalanced like making a ring of invisibility that functions just like a wand of invisibility) and the utterly unusable "master NPC reference chart". This "reference" chart deserves special mention. Instead of actually including information on the characters in the setting material there is a confusing chart in the back which has some names and levels. The names are connected to "Location names" which, with a significant amount of effort, allow you to figure out where the NPCs description is located (if you already have a fantastic working knowledge of the setting then seeing 'Thygasha' or 'Unvolen' might help you leap correctly to the right page, but its just a pain in the ass for someone who hasn't already spent years with the setting). I can only presume that the book is set up like this because either the setting writers either didn't understand the D&D system or because the writing was cut and pasted in from other books. At any rate the chart has character level and that's it. To my mind seeing "sorcerer 8" is just about the same as seeing "sorcerer of moderate skill" in the text. It still means the NPC has to be created from scratch by the DM. Most NPCs don't make it to the chart anyway.

Though the book clearly states that magic items and magic in general is supposed to be less common than in D&D core worlds like Greyhawk or the Forgotten Realms (yes I know that FR isn't the "Official" core world, but its the most supported...) there is no discussion of how treasure tables should be modified (or if they don't like treasure tables some other system would be just fine....)

The few good bits that save it from being rated a 1:
its been spell checked and uses complete sentences, unlike other D20 products
The mages & sages section of each city, bafflingly, is actually extremely good. The character bits are interesting, brief and filled with plot hooks. I actually realized I didn't like the book when I discovered that the only think keeping me reading was getting to the next nifty little character.

Conclusion
If you really love Kalamar or have a lot of money and want a big brown book then this is probably a good buy. Otherwise you probably won't find much of use while I understand that this setting has captured the imagination of a few people you would probably be better off buying whichever original Kalamar book it was that was so well received.... since there are no new rules or D&D related material in this book you're better off just getting a setting book (which I can only presume is better written or presented).
 

Having been very impressed with two of the Kalamar modules, I had put this book on my to buy list. Many months later, I finally got around to buying it. Unfortunately, I was a bit disappointed. The Kalamar setting was apparently a stand alone fantasy game, now converted to 3E, but Kenzer did not do a great job of converting it to 3E.

The Kalamar setting book is quite hefty, and weighs in at 272 pages, plus two pull out maps. The maps are attached with some sort of stickum, so you can pull them out without harming the book. However, they do discolor the pages they are stuck do. But a minor matter. The maps are large, and in color, but are not that remarkable in quality.

The bulk of the book (almost 170 pages) are the descriptions of kingdoms, and the main cities in each kingdom. It follows a standard format - a general overview of the kingdom, then for each prominent city in the kingdom, the population, government, economy, temples, mages & sages, underworld, interesting sites, and special notes.

While all in all fairly interesting, and well crafted, it's very dry reading. Like a history text book or an almanac. Illustrations are very sparse, as are game mechanics. Every so often is there is a relevent bit of game info - a description of a spell or magic item. But it's very rare.

This is followed by a small chapter on prominent organizations in the setting. There apparently aren't many, only 12, and as I said, the chapter is quite short. They only get descriptions of a few paragraphs or so. Again, insteresting, but somewhat dry reading.

Next comes a chapter on the languages of the setting. This includes alphabets and pronounciations. You get 15 pages of this! Flavorful, and gives a feel for the setting, but again, rather dull.

The last chapter details the gods of the setting. There are 54 gods, although 11 of them have apparently died. Even so, that's a lot of gods. Not surprisingly, this takes a lot of space, a total of 40 pages or so. What is surprising, is despite all the space used, they didn't assign Domains to the gods. This is one of the areas that KenzerCo apparently forgot about when converting to 3E. Apparently this has been addressed by erata on it's website, but it's not easy to find...

There are several appendices - the first is on the astronomy of Kalamar - an often neglected part of campaign settings, and also has info on the calender and has a timeline. The second is on Kalamaran cities, and includes a reference chart of all the prominent cities. The third is dedicated to laws, and the fourth to armies.

The fifth is just a country chart, the six a nomenclature chart (names of people in various countries), and the 7th and last is a chart of important NPCs. This runs several pages. Just glancing through it, the highest NPC appears to be a 17th level cleric. Lastly, there is a combination index and glossary, which is extremely nice.

This is a nice book. But I have some problems with it. The back cover states in large bold letters, "An Epic, Ass-Kicking World!". That couldn't be further from the truth. Is the world epic? Not really, in scale or power, or even size (it's just one continent or so). It's certainly not "Ass-Kicking". That implies an in your face, or extremely violent, or edgy. The setting is none of that. It's well detailed, somewhat interesting, but also a bit on the pedestrian side.

As worlds go, Kalamar is interesting, but not overly so. There are really no hooks that reach out and grab you. Like the city of Greyhawk of Greyhawk. Or Elminster and the epic scale of the Forgotten Worlds. Or the general wackiness of Mystara. The world is very bland. Not without merit, but the world is very subtle.

Furthermore, the back advertises it as "The First Fully-Detailed World for the new Dungeons & Dragons universe.". Well, it's fully-detailed, but you could hardly tell it was for D&D 3E. There are literally only a handful of D&D specific things in the book. And none of it really has rules, or adapts the rules to the Kalamar setting.

A fairly good comparison can be made with the Sovereign Stone campaign setting book. Like Kalamar, it adapted a pre-existing fantasy world from it's own rules to the 3e/d20 rules. But whereas the Sovereign Stone book concentrated on rules for the setting, Kalamar concentrated on the details of the setting. The Kalamar book feels more like an almanac - in fact, if you are familiar with the old Poor Wizards Almanac's for Mystara, then that is what the Kalamar setting book is like. (Only minus the events of the upcoming year)

So ultimately, while not a bad book, it really fails as a d20 book, and as a campaign setting. It needs more d20 material in it. Unless you want to know more about the Kalamar setting, you have no use (at all) for this book. On the other hand, if you do, it's very good (though not great). I probably would have liked one or two areas provided in great detail, rather than the entire setting detailed in good detail. Rather than a D&D campaign sourcebook for Kalamar, it's more like a textbook for Kalamar 101.
 

I don't really want to spend alot of time on this review since I am the 15th person to review the product. So this will be a quick one.

The Kingdoms of Kalamar is a setting guide and is touted as an official Dungeons and Dragons supplement. Official 3e setting would be Forgotten Realms, Greyhawk, and Kalamar. The Kingdoms of Kalamar is an 8 1/2 x 11 inch hardbound burst bound product with a suggested price of $34.95 US.. The type is medium sized, written in two 3 1/8 inch columns, and there are 54 lines per page. This is quite a bit less than the PHB with two 3 3/16 inch columns and 67 lines per page, while Relics and Rituals has two 2 7/8 inch columns and 64 lines per page. So, the type is less dense than either of those two products. It contains two large and beautiful maps that are glued into the book. The maps fold out to form a large map of the continent, the same size as the FR and Greyhawk maps.

The setting guide is human centric. It speaks of all of the other races existing in Tellene, but it does not go into great detail on any of them. I know for some people this would be bad, but for me it was actually a positive since I was wanting to run a human centric campaign.

I found, as I read through the book, every page had plot hook after plot hook for me to make a campaign from. The countries, Brandobia, Kalamar, Young Kingdoms, Wild Lands, Reanaaria Bay and Svimohzia are different enough for a DM to run a campaign in each area without having it feel like the same world. To me this was a very large positive. Greyhawk and Forgotten Realms "feels" the same throughout the whole setting. Not so with Kalamar. You can run a elitist campaign in Brandobia full of intrigue where the Brandobian don't trust any other race, including other humans. You can run a roman type campaign in Kalamar. You can run a swashbuckling campaign in the Reanaaria Bay area. African type in Svimohzia.

There are too many gods for my taste, with a total of 54 plus the creator, but I know many people actually like numerous gods.

Overall, the book has a dry history book feel to it, but it is full of information and I love the political settings. I have heard a lot of people say they do not like this book because it lacks "the crunchy bits" but they are scheduled to be released later in a "Players Guide" which to me is another PLUS. Now the DM can have his book and the players can have theirs. The DM can run the world and can introduce it to the players a little at a time, helping make the world fantastic.

Anyway, I have been playing a Kalamar campaign since June 2001 and me and my players have enjoyed it greatly.
 

I'm adding this review rather late in the day, and many others before me have detailed the book in depth, and I direct you to the full, balanced reviews Psion and Tuerny in particular for the nitty gritty.

I'm here to try and explain to myself, as well as any others that might be interested, why this particular campaign setting has taken such a hold on my gaming life, and also because I felt I needed to rate this product.

A confession... the first time I picked this book up in the shop, I hated it. At that stage I was looking for variants, new feats, new skills, prestige classes, new races and the whole caboodle to expand my D&D playing options. (This was before many of the WotC supplements had come out, remember). I was expecting to pick this book up and discover another version, if you will, of the "Forgotten Realms", my favourite setting at that time. This is certainly not that. This is, as some have pointed out in a less-than-complimentary fashion, a historical text book/gazzeteer. It is, more or less, the complete history of a world, where the politics, religions, racial diversity, cultures, geography, organizations and languages are all laid out in painstaking detail. Barely a table in sight, and hardly a "modifier" to be added to anything at all within the whole book.

But, what I'd failed to realize at the time was, that although this book didn't expand particularly the nature of the games I was playing, it expanded the content 200-fold. This world is believable. Suddenly, there is a multitude of reasons why a certain character would want to do something because of an event in his/her history -- not because they would get a +2 to this particular skill or whatever. This book enabled my character creations to breathe on the page -- to step out, if you'll forgive the poetic licence, of the numbers the dice had given me and become "real" people. People with lives, homes, friends, enemies, histories. Now, of course, many would say that the purchase of this book just happened to coincide with my personal Damascene revelation about this aspect of role-playing, but personally I think it was far more likely the cause. Naturally, I had created mental backstories for the characters I used in the Forgotten Realms, but they never seemed as real or believable, and I never cared about them in the same way I have cared for my Kalamaran creations.

Besides, Kenzer have now released the Player's Guide, which in a sense was the book I was looking for that very first time around. I certainly commend that to you (indeed, I have reviewed it fully within this very site), but I'm delighted that I happened to come across this book first. From a personal point of view, it has improved the quality and enjoyment of my role-playing so much, that I have nothing but praise for the setting. I cannot possibly know whether the setting will be as good for you, but speaking personally, all I can say is that those people that enjoy playing in the Kingdoms are so very much the sort of players with whom I would wish to play, and the style of game that they play, so very much the style that I would wish to adopt, that I find it hard to envisage a time when I stop enjoying playing. If I do, it will only be because I've given up roleplaying altogether -- here's hoping that that's when I'm blind, deaf and senile, (a long way off, I trust!) and not before.
 

Greetings all. As I am new to this site, I'll give a quick introduction. I've played AD&D before, but not Third Edition. I originally dove back into the D20 products as a way to gain ideas for Neverwinter Nights computer modules. In my usual fashion I soon accrued a huge amount of material. I've been reading through this site to not only find out about things that I might still want, or gems I've missed, but to compare reviews here with my own feelings on things I've already purchased. Kingdoms of Kalamar was one of my first major campaigns I spent my money on, and as such is the one I actually have the most reviews already done on Amazon.com.

In my reviews I rarely give 1's, just as I rarely give 5's. While production qualities matter, the content is what determines a final rating. Good pictures or unique ideas won't save a product from a poor review, but it might push a good one slightly higher. Functionality first, then the flash if you please. Price is also generally taken into consideration. A quick summary of my personal ratings:

1 - Lazy, incomplete, shoddy effort. So disgusted I'm likely only to open it again to review it.
2 - Below average. Not completely unhappy I bought it since it probably has some good ideas.
3 - Average/Good. I got approximately what I expected in terms of content and quality. No major flaws and useful.
4 - Very Good. I got more than I expected. Inspired me enough to think about using it down the road.
5 - Excellent. The cream of the industry. I immediately want to use it somewhere. Excellent production values.


PRODUCTION QUALITY: The production quality of this sourcebook is generally high. The colors for the book are somewhat unusual, brown, purple and grey. The back is pretty sparse compared to many RPG books. There are some gorgeously colored maps of the world in vibrant blues, greens and yellows. These maps are reproduced in a muted, 'age-worn' style with a reddish parchment tint on the inside covers. While nice looking, the interior maps are less useful since some of the smaller font place names are hard to read. This isn't an issue since those won't be the maps used by the DM. The illustrations throughout the book are generally nice, but I personally don't like the mix of color and black and white illustrations, it detracts from a consistent feel to the sourcebook. I'd much prefer everything be in color, since those seem to be the best pictures overall. Another area of inconsistecy is that some pages have colored borders, others have black and white. While all the starting pages of a section have the colored border, there are other pages within the book that have colored borders, seemingly for no reason. It's a little thing, but it is noticeable. White space is generally used well in the book.

CONTENT: This is a book about human nations. If you want information on the other AD&D PC races, you'll generally have to go to the Kingdoms of Kalamar Player's Guide. Fittingly enough the first chapter describes how the human races migrated to the continent of Tellene, including a small scale reproduction of the whole map and migration patterns. Chapters two through seven are descriptions of major areas of Tellene, again focusing on the human kingdoms. Within each section, the major kingdoms are described, giving a brief idea of government, economy, military, religion, the underworld, any interesting sites, special magic users, etc. There are relatively few adventuring sites described which somewhat detracts from the feel of humans taking over a continent once controlled by dwarves, elves and hobgoblins. Most of the interesting sites are within a city, and special notes often reference groups of creatures rather than adventure sites. While the book attempts to be realistic in describing how humans became the dominant power, overlooking the old elven, dwarven and hobgoblin cities and sites actually has the reverse effect.

Chapter 8 details the independent organizations. Two of the six pages describe pirates, and the other four pages cover nine groups in fairly skimpy synopsis detail. It'll be up to the DM how to flesh out these groups. I would have preferred that the 12 pages in Chapter 9 which covers languages including the alphabets, naming conventions, etc, have been used to flesh out these organizations. Oddly, this section is the only part that focuses on the other races of Tellene to any great extent (except hobgoblins which are found in decent numbers in certain parts of Tellene). It would have been nice if even this amount had been devoted to more information about the races themselves. The amount of space used to show each and every alphabet's letter style could have been used more efficiently too, since I'm not sure what use the DM is expected to make of it, unless he wants to make codes (which of course isn't the same as translating a language).

Chapter 10 is one of the best parts of the book besides the description of the kingdoms. The gods of Tellene are written about, along with things like the holy days, sacrifices, titles and colors of garment based on the hierarchy, how to advance within the heirarchy, and a general description of the average clerics in the group. A couple of things are missing. The clerical domains are missing, although this was quickly rectified with a website addition. A description of the god or goddess would be nice too, beyond simple appearance. Things like history and personality would be great. Instead you just get a quick blurb on what they look like. The number of English names given for each deity (at least three usually, often more) along with the different name given for each human race makes it somewhat confusing. I'd prefer one general name, especially since the same general name isn't used throughout the book. Usually a deity is referenced by the name of the Church which is a bit different than usual. White space is not used well in this section.

The Appendixes cover the constellations and moons, a chronological record of events and the five different calendars in use. A section on cities is included, and has the effect of making the campaign world seem even more generic by descriibing a generic city. A chart including all the cities including where they are in the book is welcome. Further sections on the Code of Law and the Armies of Tellene are included along with a master NPC chart and a comprehensive index/glossary.


CONCLUSION: From the above information, it would seem that the Kalamar setting delivers what it promises. A low magic world that attempts to be more realistic than most settings. The setting appears suited for those players who wish a more political campaign. Still... I find myself underwhelmed. In some parts, the emphasis on realism seems misplaced (the focus on languages and giving all the possible names to a deity that could be used), while other areas could really use some fleshing out (like a description of some of the major areas that the different independent organizations are operating in along with a few immediate plans and some adventure hooks). I really think there should at least have been one chapter describing each race other than the humans, their goals, their motivations, ancient sites, adventure hooks, etc.

One of the huge problems I had with the book were inconsistencies found throughout. In many cases poor grammar is used. The writing comes across as quite simple in some places, and the style never really draws me in. The location names are terrible in my opinion. I agree with people on RPGnet that it looks like they just made a random name generator. The worst offenders though are that sometimes NPCs don't seem to be referenced in the back or information isn't complete. For example, there's a reference to a bastard son of a king. At least I assume this, but all it says about the NPC is that he plans to make a name for himself and then force the king to acknowledge his lineage or pay him off. The book doesn't actually _say_ what his relationship to the king is. It's only because this appears immediately after the section detailing which son will take over the kingdom that I could make the inference. Also, there's one case of a Necromancy spell of particularly nasty effects being attributed to a good aligned wizard. While there can be good Necromancers, this seemed a bit over the top. Finally, quality control seems a bit lax in the Kalamar setting. One of their modules takes place in a town. In the sourcebook, the town is shown as being under the protection of one city, and in the module it's under the protection of a different city.

Another problem is that the world seems kind of 'static'. Sure you have all these human nations, and descriptions of how they feel towards each other would seem to provide a complex web of interaction, but for the most part there are simply mentions of threats, insults and past animosity, but very little current open conflict. It's as if you're given a world that is finely balanced, and the DM has to decide where to unbalance things to get it moving. I suppose this is fine, but once I was done with the book, I had no real place jump out as one where I wanted to play in.

All in all, I think it was a mistake for me to jump feet first into the setting by buying a large number of books and modules. It just doesn't excite me. I find the concept laudable, but the feel is too generic. I gave it three stars anyways since it does more or less deliver what it promised. The production quality is high, and the maps are beautiful. The world does hang together pretty well in spite of the blandness, and the DM will merely have to work a bit harder if he wants to add adventuring sites, old civilizations, etc. For those who want politically based campaigns, the setting will probably work quite nicely once a fair amount of work is put into it.
 

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