Kingdoms of Kalamar

Erekose

Eternal Champion
I've just been lucky enough to buy the following books from the Kingdoms of Kalamar product range on eBay:

Player's Guide
Campaign Setting Sourcebook
Dangerous Denizens : The Monsters Of Tellene
Campaign Sourcebook : Atlas
Player's Primer
Friend & Foe : Elves And Bugbears
Friend & Foe : Gnomes And Kobolds
Blood And Shadows : Dark Elves
Fury In The Wastelands : Orcs
Strength And Honour : Mighty Hobgoblins
Geanavue : The Stones Of Peace

Just wondered what people's experiences with the campaign setting (and if I'm missing any critical books!).

Many thanks!
 
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I've really enjoyed it. I ran a short home game in Kalamar before it fell apart. I also played in the RPGA's Living Kalamar campaign from the start to finish. One of the things I enjoyed was that Hobgoblins without the Level Adjustment were available as PC races.

The "coin series of adventures" The Root of All Evil, Forging Darkness and Coin's End have gotten good reviews online. There's also a .pdf for the goods that you might want to get. People have remarked that Kalamar gives the DM enough detail to build more on the setting as far as towns, cities etc.

There's an orc supplement that you might want to pick up too.

Mike
 

I've just been lucky enough to buy the following books from the Kingdoms of Kalamar product range on eBay:

Player's Guide
Campaign Setting Sourcebook
Dangerous Denizens : The Monsters Of Tellene
Campaign Sourcebook : Atlas
Player's Primer
Friend & Foe : Elves And Bugbears
Friend & Foe : Gnomes And Kobolds
Blood And Shadows : Dark Elves
Fury In The Wastelands : Orcs
Strength And Honour : Mighty Hobgoblins
Geanavue : The Stones Of Peace

Just wondered what people's experiences with the campaign setting (and if I'm missing any critical books!).

Many thanks!

I just have the four books--Player's Primer, Player's Guide, Campaign Setting, and Atlas. I thought about expanding my collection but I think I'm running my last campaign for KoK and will move onto something else. I really enjoyed the modules as another DM ran a good deal of them. I also have the original box set when it was just "AD&D compatable" years ago and when I ordered it, the CSR tossed in all the old supplements for that set as well. The thing I like about the old set is the very large and durable poster maps.

My current campaign is set in KoK and is my second campaign set there. I'm having a blast and using the campaign material has been a snap to really flesh out the guilds, organizations, and cities. My only problem has been the naming conventions which can be tedious at times.

This isn't my favorite setting though--my favorite is probably Iron Kingdoms out of the 3.x stuff. I've been wanting to do a IK campaign for a loooong time, but my players are strictly "Ye Olde Skool Greyhawk" types.
 

Loved the setting, not a fan of the fans.

I played exclusively in KoK though most of 3rd edition. It's biggest strength is the real-world-like setup. A lot of people say it's boring because there's not some huge big-bad sitting right around the corner. To me, that means I can do as I please and the players won't feel as though I'm hurting the core of the world.

Also, on the campaign book itself, don't read it front to back, read the areas you're running in and around and don't forget to read between the lines.

eg. Thybaj describes the buildings as short squat stone buildings, why? Because they mention constant giant raids in the past, for one (shorter buildings would be harder targets for throwing rocks) and two, there's subtle mention of earthquakes (which matches up perfectly with the tectonic plate map in the atlas, confirming a likely-hood of frequent earthquakes in the area. Shorter squat buildings would do less damage over all if they fell, where a multi level building would likely cause damage to surrounding buildings.

Those are the things to read into and you can find a lot of fun in the campaign world. It's also nicely setup for political games, since no one's really at "open war", but just about everyone has a case for it.

I can't reccomend the F&F series enough. The author, Wiggy, puts a lot of great ideas in his books and just from reading them you can come away with great character or plot ideas.


My one big criticism would be mechanics. The people behind the mechanics were not nearly as good as some companies and you had to really evaluate the classes, feats, and items. Most of them were severely under-powered compared to the core feats in 3rd ed, and the ones that weren't were a power-gamers dream (there's a feat that negates saves VS spells, one that lowers crit modifiers against you if you're hobgoblin), and the spellsinger was a good idea that turned out to be an empty class.


With that said, the game runs ABSOLUTELY great systemless. You can ignore every piece of crunch in the books (admittedly, there's almost none in their 3 coolest books, the CS, Atlas, and Goods & Gear) and run this game using the core 3.x material, 1e, 2e, or 4e, or hackmaster, if you're feelin' wacky!

If there were any books I'd recommend picking up it'd be: Secrets of the Alubelok Coast (a great region book that's full of fun plot-hooks) and Goods & Gear (An equipment book that, while full of pointless weapons, does give great information on clothing, food, coinage (including names and descriptions of every major kingdom's coins), and information on slavery and other illicit goods.

Happy gaming!
 

Before Golarion, Kalamar was my setting of choice. The religions in particular are well thought out. The Player's Guide is one of my favorite 3pp rules supplement. Fury in the wastelands (orcs) and the kobold section in Gnomes and kobolds are, to me, just about the best takes on those two races I have read.

In addition to what you have the Villains Design Handbook is worth the money IMO and Secrets of the Alubelok Coasts is also worth adding to your collection.
 

I invariably found their modules to be god-awful boring. Can't say anything about their setting, but, to me, the modules are where settings come alive by giving demonstrations of how the world works. The modules were so flavorless and linear that I frankly lost interest in their line.
 

I play in a Kalamar game now. The setting is nicely detailed, with excellent maps. They really did a lot of the gruntwork for the DM. Magic seems almost an afterthought in Kalamar. It exists without consequences or developments on top of a pseudo-medieval society. That society has lots of interesting flavor, though we do many many jokes about the "vowel shortage" in the Brandobian area and make mispronunciations of the names in Svimozhia. If you want a rich and detailed world, this is it. As noted upthread, the mechanics are not as refined as some companies, but you can do well sticking with the D&D core books and supplements like the Complete series.
 

Before Golarion, Kalamar was my setting of choice. The religions in particular are well thought out. The Player's Guide is one of my favorite 3pp rules supplement. Fury in the wastelands (orcs) and the kobold section in Gnomes and kobolds are, to me, just about the best takes on those two races I have read.

In addition to what you have the Villains Design Handbook is worth the money IMO and Secrets of the Alubelok Coasts is also worth adding to your collection.


Speaking of Villain Design Handbook; if you do get it, make sure you get the revised 3.5 version (and not only because yours truly rebuilt all NPC's to actually be useful and not broken).

The only really good module they put out was Lost tomb of Kruk-Ma-Kali. It's almost a guaranteed TPK, but it is one seriously awesome throwback-style to the old style-dungeons.
 

Thanks for the comments - I'll check out the Secrets of the Alubelok Coast, Goods & Gear, the Villains Design Handbook and the Coin Trilogy.

I'm glad to hear that the default of the setting is low magic medieval :)
 
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I've just been lucky enough to buy the following books from the Kingdoms of Kalamar product range on eBay:

Player's Guide
....
Just wondered what people's experiences with the campaign setting (and if I'm missing any critical books!).

If you're using the v3.5 rules, I'd suggest you consider the updated v3.5 edition of the Player's Guide (PDF/POD).

link: Player's Guide to the Sovereign Lands

There's also a 4.0 compatible PDF version of the combined setting/Atlas if you're using those rules.
 

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