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LOW FANTASY settings/adventures: WHERE? WHEN?
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<blockquote data-quote="kenjib" data-source="post: 172968" data-attributes="member: 530"><p>Regarding Kalamar:</p><p></p><p></p><p></p><p>and then:</p><p></p><p></p><p></p><p>The kinds of adventures that the Kalamar Setting book encourages are exactly the kinds of things you are describing here. No other 3e setting comes close to Kalamar for gritty politics and intrigue and attention given to the motives and machinations of the people that live in the world. I consider all other D&D/d20 settings so far to be primarily location driven (most text and plot hooks revolve around locations) whereas Kalamar is primarily people driven (most text and plot hooks revolve around people).</p><p></p><p>In addition, the footprint of demi-humans is so minimal that you could very easily just replace them with humans for an all-human world. Perhaps it was partially the presentation of the material that bothered you? I don't know. I'm not trying to convince you since I know your mind is already firmly set against Kalamar, but I just wanted to point out what I thought was odd here. Also, as Sayburr pointed out, it's not quite as low magic as what you're looking for (no rules alterations for example). However, I think doing something like using Kalamar with the CoC, Wheel of Time, or Sovereign Stone classes or somesuch would be a pretty good start toward a great grim and gritty low magic world.</p><p></p><p>The city of Bet Kalamar would make for excellent poverty ridden massive and dangerous city adventures. The waters and ports from Reanaaria Bay to East Svimhozia are great for swashbuckling ocean adventures and piracy. Brandobia is great for court politics and political intrigue with old money snobbery. There is an area where people fight a desperate guerilla war to free their homeland (dwarves but very easily converted to humans) and another ridden with devastating civil war/anarchy. There is also a vassal state with a collapsing economy sent to war as a pawn for expansion by an empire bloated with opulence. There are frontier border kingdoms. There are even issues with settlers encroaching on the lands of indigenous people who are being slowly pushed out of their land. There is a also a kingdom that specializes in espionage, intrigues, and an economy of information. It remains neutral in all conflicts and is not attacked because all sides find their services invaluable. Tons and tons of politics and hundreds and hundreds of great plot hooks for political low magic campaigns.</p><p></p><p>Just in the little bits I've summarized above there is already enough fodder for many unique and interesting gritty extended campaigns all with completely different focuses.</p><p></p><p>Yes, the writing style and presentation are boring to some people (although this wasn't the case for me). I'll agree to that, but the actual material is fantastic, highly detailed, and very cohesive. It didn't strike a chord with you I understand, but I just wanted to point out some of the merits of the setting for this kind of campaign for others that might be looking at this thread for ideas.</p></blockquote><p></p>
[QUOTE="kenjib, post: 172968, member: 530"] Regarding Kalamar: and then: The kinds of adventures that the Kalamar Setting book encourages are exactly the kinds of things you are describing here. No other 3e setting comes close to Kalamar for gritty politics and intrigue and attention given to the motives and machinations of the people that live in the world. I consider all other D&D/d20 settings so far to be primarily location driven (most text and plot hooks revolve around locations) whereas Kalamar is primarily people driven (most text and plot hooks revolve around people). In addition, the footprint of demi-humans is so minimal that you could very easily just replace them with humans for an all-human world. Perhaps it was partially the presentation of the material that bothered you? I don't know. I'm not trying to convince you since I know your mind is already firmly set against Kalamar, but I just wanted to point out what I thought was odd here. Also, as Sayburr pointed out, it's not quite as low magic as what you're looking for (no rules alterations for example). However, I think doing something like using Kalamar with the CoC, Wheel of Time, or Sovereign Stone classes or somesuch would be a pretty good start toward a great grim and gritty low magic world. The city of Bet Kalamar would make for excellent poverty ridden massive and dangerous city adventures. The waters and ports from Reanaaria Bay to East Svimhozia are great for swashbuckling ocean adventures and piracy. Brandobia is great for court politics and political intrigue with old money snobbery. There is an area where people fight a desperate guerilla war to free their homeland (dwarves but very easily converted to humans) and another ridden with devastating civil war/anarchy. There is also a vassal state with a collapsing economy sent to war as a pawn for expansion by an empire bloated with opulence. There are frontier border kingdoms. There are even issues with settlers encroaching on the lands of indigenous people who are being slowly pushed out of their land. There is a also a kingdom that specializes in espionage, intrigues, and an economy of information. It remains neutral in all conflicts and is not attacked because all sides find their services invaluable. Tons and tons of politics and hundreds and hundreds of great plot hooks for political low magic campaigns. Just in the little bits I've summarized above there is already enough fodder for many unique and interesting gritty extended campaigns all with completely different focuses. Yes, the writing style and presentation are boring to some people (although this wasn't the case for me). I'll agree to that, but the actual material is fantastic, highly detailed, and very cohesive. It didn't strike a chord with you I understand, but I just wanted to point out some of the merits of the setting for this kind of campaign for others that might be looking at this thread for ideas. [/QUOTE]
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