Kingdoms of Kalamar

Mark -

Since you're here - is there a place on your website which lists all products for the 3.x KoK on one page? I see the different category pages (KoK Adventures, KoK Supplements, etc.), but I'd like to see it all for just the 3.x ruleset. The groups above mix 3.x and 4E and also seem to have some items which are system neutral.

I think I have everything for 3.x, but want to make sure.

Edit - and I mean any backlist print stuff too - not just stuff available as now.

Thanks!
 

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Mark -

Since you're here - is there a place on your website which lists all products for the 3.x KoK on one page? I see the different category pages (KoK Adventures, KoK Supplements, etc.), but I'd like to see it all for just the 3.x ruleset. The groups above mix 3.x and 4E and also seem to have some items which are system neutral.

I think I have everything for 3.x, but want to make sure.

Edit - and I mean any backlist print stuff too - not just stuff available as now.

Thanks!


Just in case you don't have everything, they have a Lulu store now as well, if you can't find everything via eBay, etc...
 


First: Additional book recommendations.

1. The previously mentioned Goods and Gear.
2. Divine Masters - excellent sourcebook of the Kalamar gods and pantheons.

Second: Campaign Experiences
Kalamar has been the setting for my campaign for 4 years now. There are few settings that can beat it from an internal consistency standpoint, the campaign setting book is literally filled with campaign seeds, and the Atlas is the gold-medal standard of campaign cartography.

Aside, from that, the Kalamar setting does the "GM heavy lifting" that adds to the richness of the campaign leaving me free to focus on the "fun GM workouts" - namely adventures, NPCs, locales, and integrating the PCs into the world.

Now some knock the setting for having less flash/sizzle or lacking a setting gimic than some other settings. However, while I can appreciate the appeal of flashier settings or those with a strong theme, my personal experience is that they lack staying power. Much like Greyhawk, Kalamar supports a very wide range of play styles.

Someone earlier said magic was almost an afterthought. My view of it from the GM-chair is that it's far easier to add more magic in than it is to remove it from a setting. Kalamar can support low-magic Game of Thrones style play, classic swords-n-sorcery ala Conan, or standard High Fantasy D&D.

Also, there's no metaplot. The campaign timeline advances as I see fit. NPCs, even powerful ones, are supporting cast rather than competition for the PCs' star-status.

It also does a superior job of dealing with mature issues such as slavery, social classes, and the integration of a pantheistic religion into society. Too often, these kinds of topics are hand-waved away. Nothing prevents you, as the GM, from ignoring any or all of these facets - but the foundation material is there is you want to use it.

Good luck with it and have a blast!
 

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

Thanks Mark I'll take a look :)

First: Additional book recommendations.

1. The previously mentioned Goods and Gear.
2. Divine Masters - excellent sourcebook of the Kalamar gods and pantheons.

Second: Campaign Experiences
Kalamar has been the setting for my campaign for 4 years now. There are few settings that can beat it from an internal consistency standpoint, the campaign setting book is literally filled with campaign seeds, and the Atlas is the gold-medal standard of campaign cartography.

Aside, from that, the Kalamar setting does the "GM heavy lifting" that adds to the richness of the campaign leaving me free to focus on the "fun GM workouts" - namely adventures, NPCs, locales, and integrating the PCs into the world.

Now some knock the setting for having less flash/sizzle or lacking a setting gimic than some other settings. However, while I can appreciate the appeal of flashier settings or those with a strong theme, my personal experience is that they lack staying power. Much like Greyhawk, Kalamar supports a very wide range of play styles.

Someone earlier said magic was almost an afterthought. My view of it from the GM-chair is that it's far easier to add more magic in than it is to remove it from a setting. Kalamar can support low-magic Game of Thrones style play, classic swords-n-sorcery ala Conan, or standard High Fantasy D&D.

Also, there's no metaplot. The campaign timeline advances as I see fit. NPCs, even powerful ones, are supporting cast rather than competition for the PCs' star-status.

It also does a superior job of dealing with mature issues such as slavery, social classes, and the integration of a pantheistic religion into society. Too often, these kinds of topics are hand-waved away. Nothing prevents you, as the GM, from ignoring any or all of these facets - but the foundation material is there is you want to use it.

Good luck with it and have a blast!

Sounds just the thing for me - from what I've heard I can't wait for the parcel to arrive - hopefully the middle of next week :)
 

Mark -

Since you're here - is there a place on your website which lists all products for the 3.x KoK on one page? I see the different category pages (KoK Adventures, KoK Supplements, etc.), but I'd like to see it all for just the 3.x ruleset. The groups above mix 3.x and 4E and also seem to have some items which are system neutral.

I think I have everything for 3.x, but want to make sure.

Edit - and I mean any backlist print stuff too - not just stuff available as now.

No, there's no page that just lists the 3.x material. The licensed 3.x material is gone, though I think almost all of it has been updated and re-released as PDF or POD.

There's only one 4E compatible product (the setting/atlas PDF). The system neutral or dual-system items are By the Sword, Goods & Gear, and Trove of Treasure Maps. Then there's Beneath the Waves, which is AD&D compatible.

I THINK this is the full list of the KoK material. New KoK products will be mostly systemless, with any rules intended for our new edition of the HackMaster RPG.


KINGDOMS OF KALAMAR – CORE AND SUPPLEMENTS

Beneath the Waves (K&C 201, $4.99, 59 pgs; PDF ONLY)

Campaign Setting Sourcebook (K&C 1000a, $24.99, 501 pgs)
(FDF ONLY; D&D v4.0 compatible)

Geanavue: the Stones of Peace (K&C 1001, $24.99, 208 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Player's Guide to the Sovereign Lands (K&C 1002a, $19.99, 275 pgs; PDF/POD ONLY)

Pekal Gazetteer (K&C 1003, $12.99, 64 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Atlas (K&C 1005, $29.99, 240 pgs)
(LICENSED PRODUCT - RETURNED AS PART OF CAMPAIGN SETTING PDF FOR D&D v4.0)

Fury in the Wastelands: the Orcs of Tellene (K&C 1007a, $9.99, 160 pgs)
(PDF ONLY)

Player Character Record Book v3.0 (K&C 1009, $9.99, 16 pgs)
(LICENSED PRODUCT - OUT OF PRINT)

Strength and Honor: the Mighty Hobgoblins of Tellene (K&C 1011, $23.99, 160 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Dangerous Denizens: the Monsters of Tellene (K&C 1014a, $11.99, 224 pgs; PDF ONLY)

Loona, Port of Intrigue (K&C 1015a, $9.99, 96 pgs; PDF ONLY)

Salt and Sea Dogs: the Pirates of Tellene (K&C 1017a, $11.99, 144 pgs; PDF/POD ONLY)

Secrets of the Alubelok Coast (K&C 1018a, $9.99, 96 pgs; PDF ONLY)

Player’s Primer (K&C 1020a, $9.99, 128 pgs; PDF ONLY)

Stealth and Style (K&C 1022a, $9.99, 112 pgs; PDF ONLY)

Dungeon Master’s Shield v3.5 (K&C 1023, $19.99)
(LICENSED PRODUCT - OUT OF PRINT)

Villain Design Handbook (K&C 1025a, $9.99, 144 pgs; PDF/POD ONLY)

Blood and Shadows: the Dark Elves of Tellene (K&C 1028a, $9.99, 112 pgs; PDF/POD ONLY)

Friend and Foe: the Gnomes and Kobolds of Tellene (K&C 1029a, $12.99, 160 pgs; PDF ONLY)

City Map Folio (K&C 1030, $9.99, 16 pgs)

Friend and Foe: the Elves and Bugbears of Tellene (K&C 1031a, $14.99, 224 pgs; PDF ONLY)

Svimohzia: the Ancient Isle (K&C 1036, $34.99, 256 pgs)

Divine Masters: the Faiths and Followers of Tellene (K&C 1037, $19.99, 259 pgs; PDF/POD ONLY)

Greed and Glory (K&C 1038, $11.99, 81 pgs; PDF/POD ONLY)

Dijishy: the City of History (K&C 1039, $9.99, 65 pgs; PDF/POD ONLY)

KINGDOMS OF KALAMAR – ADVENTURES

Making A Name (K&C 1032, $3.99, 21 pgs; PDF/POD ONLY)

Lost Temple of the Valiant (K&C 1033, $2.99, 15 pgs; PDF/POD ONLY)

The Emerald Curse (K&C 1036, $2.99, 20 pgs; PDF ONLY)

Raid on Bokagna (K&C 1037, $2.99, 16 pgs; PDF ONLY)

Root of All Evil (K&C 1100, $12.99, 64 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Forging Darkness (K&C 1101, $11.99, 48 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Coin’s End (K&C 1102, $12.99, 64 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Harvest of Darkness (K&C 1103a, $5.99, 64 pgs; PDF ONLY)

Midnight’s Terror (K&C 1104a, $7.49, 80 pgs; PDF ONLY)

Aldriv’s Revenge (K&C 1105a, $5.99, 64 pgs; PDF ONLY)

Deathright (K&C 1106a, $7.99, 80 pgs; PDF ONLY)

Siren’s Prize (K&C 1107a, $11.99, 48 pgs; PDF ONLY)

Lands of Mystery (K&C 1109, $15.99, 80 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

The Invasion of Arun’Kid (K&C 1110a, $5.99, 48 pgs; PDF ONLY)

The Lost Tomb of Kruk-Ma-Kali (K&C 1111a, $7.99, 112 pgs; PDF/POD ONLY)

Fate of Heroes (K&C 1112a, $4.99, 32 pgs; PDF ONLY)

Garden of the Plantmaster (K&C 1113a, $8.49, 80 pgs; PDF ONLY)

Stand and Deliver (K&C 1115a, $5.99, 48 pgs; PDF ONLY)

Perils of Pekal (K&C 1116, $16.99, 80 pgs)
(LICENSED PRODUCT - CURRENTLY OUT OF PRINT – MAY RETURN AS PDF)

Black as the Brightest Flame (K&C 1117a, $5.99, 48 pgs; PDF ONLY)

The Fall of Liaven (K&C 1118, $9.99, 64 pgs; PDF/POD ONLY)
 


I second the person who recommended "Divine Masters" - excellent book. I bought the PDF from Kenzer/lulu, and liked it so much, I ended up going back to lulu.com and buying the POD so I could have a hard copy. And, instead of having 100s of deities like they do in other settings (when you add in the elf gods, dwarf gods, orc gods, drow gods, etc), everybody uses the same deities, they probably just call them something different, like how the Romans had Jupiter as the leader of the gods, the Greeks had Zeus, while the Norse had Odin.

I've been involved with campaigns in Kalamar for over 10 years now, back from 2E days (gasp), and I've been DMing a campaign there for over 18 months now. I've found the setting very flexible in that you can easily have a low magic campaign or a high magic one and it's generally pretty easy to do.
 

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