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<blockquote data-quote="Outlaw" data-source="post: 824639" data-attributes="member: 5907"><p><strong>Oh what Kalamar products to buy?</strong></p><p></p><p>Well, depending on what your DM is looking for will determine which Kalamar books you should purchase. If he's interested in world/nation building, the campaign sourcebook is a terrific buy. I know you said you wanted it to be able to attach to something like the Realms, but who knows what you'll find to the west if you just set sail from Waterdeep. Hell, when I played in Faerun during 2e, the south was totally underdeveloped, although looking at the new map they've done a pretty thourough job of flushing out the wolrd. They did chop of Shou Lung from the east, though, so there's nothing that says these nations can't appear there.</p><p></p><p>The campaign sourcebook is packed full with detail and plot hooks that can perpetuate a campaign for years and years.</p><p></p><p>Fury in the Wastelands is bar none the best sourcebook for any race I've ever seen. Of course this is a subjective view point because it appealed directly to the kinds of things I want in a sourcebook and it certainly made orcs something more than 1st level fodder.</p><p></p><p>KoK has hobgoblins as PC races so Strength and Honor will be a good buy if that interests you and the Player's Guide has the details of playing a hobgoblin or a half-hobgoblin (as well as wood, wild, high, gray and shadow elves, stone, mountain and hill dwarves, forest and deep gnomes as well as golden or lightfoot halflings).</p><p></p><p>Later this year a 3.5 compatible monster manual will be released that gives details of the monsters including campaign specific material, but it can easily be used for any setting (one of the authors is nothing short of genius <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> so it promises to be a good book).</p><p></p><p>If you DM wants to have a long-term villain rather than just an adventure-specific one that's there to cause trouble and get killed, the villain design handbook is a good guide for that task (WotC harpooned some of the mechanics in the book so that section is a bit off, only because it's unbalanced, but still usable)</p><p></p><p>If you purchase the modules, you'll have enough material to take your campaign from 1st to 14th level, so there's definitely campaign support.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Outlaw, post: 824639, member: 5907"] [b]Oh what Kalamar products to buy?[/b] Well, depending on what your DM is looking for will determine which Kalamar books you should purchase. If he's interested in world/nation building, the campaign sourcebook is a terrific buy. I know you said you wanted it to be able to attach to something like the Realms, but who knows what you'll find to the west if you just set sail from Waterdeep. Hell, when I played in Faerun during 2e, the south was totally underdeveloped, although looking at the new map they've done a pretty thourough job of flushing out the wolrd. They did chop of Shou Lung from the east, though, so there's nothing that says these nations can't appear there. The campaign sourcebook is packed full with detail and plot hooks that can perpetuate a campaign for years and years. Fury in the Wastelands is bar none the best sourcebook for any race I've ever seen. Of course this is a subjective view point because it appealed directly to the kinds of things I want in a sourcebook and it certainly made orcs something more than 1st level fodder. KoK has hobgoblins as PC races so Strength and Honor will be a good buy if that interests you and the Player's Guide has the details of playing a hobgoblin or a half-hobgoblin (as well as wood, wild, high, gray and shadow elves, stone, mountain and hill dwarves, forest and deep gnomes as well as golden or lightfoot halflings). Later this year a 3.5 compatible monster manual will be released that gives details of the monsters including campaign specific material, but it can easily be used for any setting (one of the authors is nothing short of genius ;) so it promises to be a good book). If you DM wants to have a long-term villain rather than just an adventure-specific one that's there to cause trouble and get killed, the villain design handbook is a good guide for that task (WotC harpooned some of the mechanics in the book so that section is a bit off, only because it's unbalanced, but still usable) If you purchase the modules, you'll have enough material to take your campaign from 1st to 14th level, so there's definitely campaign support. Hope that helps. [/QUOTE]
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