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<blockquote data-quote="Outlaw" data-source="post: 798203" data-attributes="member: 5907"><p>Depends on how deep into the world you want to get. There are a number of products already out for the setting (and more still coming out this year).</p><p></p><p>As a DM the only book you HAVE to have is the campaign sourcebook. This describes the different human races, their major kingdoms and cities as well as the pantheon, languages and a timeline up to the current year.</p><p></p><p>The player's guide provides all the d20 system rules mechanics for kalamar, including the different demi-human races (elves: high, gray, wood, wild, shadow for example) and you can even play hobgoblins and half-hobgoblins (both are civilized races). This has feats, skills and new uses for old skills, prestige classes, spells, organizations, a more defined look at divine organizations and a lot of extras from WotC published material (as it's an offical 3e setting).</p><p></p><p>As for which you should run, take a look at Kenji's reply. That I think describes it as best as I could. It's just a matter of style.</p><p></p><p>There are a number of published modules that can help advance your campaign from 1st level to over 10th, there's also an atlas, a book on Orcs (my favorite 3e supplement of any campaign to date), the villain design handbook, and a book by Ed Greenwood that captures the talent he had before the Realms got blown into what they are now. Coming out this year is a book on the divine pantheon, a monster manual (3.5 compliant), a sourcebook on Hobgoblins and a few other items.</p><p></p><p>Kalamar also has a Living campaign to support the setting if you ever go to conventions.</p></blockquote><p></p>
[QUOTE="Outlaw, post: 798203, member: 5907"] Depends on how deep into the world you want to get. There are a number of products already out for the setting (and more still coming out this year). As a DM the only book you HAVE to have is the campaign sourcebook. This describes the different human races, their major kingdoms and cities as well as the pantheon, languages and a timeline up to the current year. The player's guide provides all the d20 system rules mechanics for kalamar, including the different demi-human races (elves: high, gray, wood, wild, shadow for example) and you can even play hobgoblins and half-hobgoblins (both are civilized races). This has feats, skills and new uses for old skills, prestige classes, spells, organizations, a more defined look at divine organizations and a lot of extras from WotC published material (as it's an offical 3e setting). As for which you should run, take a look at Kenji's reply. That I think describes it as best as I could. It's just a matter of style. There are a number of published modules that can help advance your campaign from 1st level to over 10th, there's also an atlas, a book on Orcs (my favorite 3e supplement of any campaign to date), the villain design handbook, and a book by Ed Greenwood that captures the talent he had before the Realms got blown into what they are now. Coming out this year is a book on the divine pantheon, a monster manual (3.5 compliant), a sourcebook on Hobgoblins and a few other items. Kalamar also has a Living campaign to support the setting if you ever go to conventions. [/QUOTE]
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