catsclaw227 said:
As PCs raise in level, though, I imagine that some of these NPCs might as well, especially the rogues and fighters. Is this the case?
Not that we need super-duper high level guys, just that it seems that they aren't just sitting there silent and static.
We've stated that we are NOT going to advance the timeline of the setting in future releases. You won't see massive world changes that force DMs to ignore the updates or incorporate changes that don't necessarily fit with their own campaign.
So, naturally, unless the DM wants to advance every NPC on a regular basis, just use the NPCs as they are now. (Or remove them, or do whatever you want with them - it's your game.) Again, remember that most or all of these NPCs are leaders and persons that have had years to get where they are now. They don't go out adventuring all the time, and their experience point progression is naturally much slower than a PC's would be.
catsclaw227 said:
Also what kind of magic item levels are there? I hate "magic shops" and I believe that most magic items over +1 are unique and have some special history and characteristic. Is this how it is in Kalamar?
Certainly in the campaign book, that's how it is. The adventures, however, are written more for D&D standard, so magic items are a little more prominent.
The only "magic shops" you'll find are shops that sell herbs, trinkets, relics (like supposed bones of saints, etc - as in our own medieval history) and so on. The kind of magic shops that the superstitious commoner might frequent in hopes of gaining a "love potion" or some such.
Magic exists, and certainly influenced the history of the world but wizards and sorcerers are not overly common and the average person accepts most unusual or seemingly inexplicable events as the work of one of the gods, rather than arcane magic. In smaller communities, the townsfolk easily confuse wizards and especially sorcerers with clerics, and misconstrue arcane spells as miracles or portents of the gods.
catsclaw227 said:
Then is it safe to assume that a great portion of the RPing at higher levels is political/national/warlike?
Again, that's up to the DM. The setting is certainly designed for it. A new DM I know referred to the KoK setting as a "mass battle world," which I thought was an interesting phrase, since the major events usually ARE decided by wars and political maneuvers, and the setting is driven by the actions of ordinary men. Thus even a low-level PC can have a profound effect on the world and shape the history with his actions. Also, the political entities have a similarly detailed background history. Each governmental body is fully described with their history of war and peace. It's easy to work large military and political conflicts into your campaign.