D&D KINGDOMS OF KALAMAR PDF

Kingdoms of Kalamar (d20) : Home of Knights of the Dinner Table, The lands of Tellene defined in the Kingdoms of Kalamar campaign setting . Dungeons & Dragons, D&D, and Dungeon Master are trademarks owned by. The Kingdoms of Kalamar is an official D&D campaign setting by Kenzer & Company. Originally published as an unofficial setting for AD&D in , the d20 . Kingdoms of Kalamar, the first in Kenzer and Company’s Official Dungeons .. It continues to be a generic setting with bits of D&D shoehorned in to fill up space.

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It’s also the core setting for HackMaster from 2nd edition onwards. Taking place on the continent of Tellene, on a world so primitive that its natives believe there is no other land apart from it, Kingdoms of Kalamar is best defined kingcoms a Low Fantasy Medieval RPG; casters are rare, most NPCs are low level, PCs are the only “true” heroes in the land, magical monsters are rarer than in, say, Forgotten Realmsand the general tech level is Late Iron Klaamar at best.

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The titular Kalamar Empire, long the dominant power over the world, is fracturing, resulting in a time of great upheaval as different provinces exert their independence, and foreign empires seek to take advantage of this.

Rather than separate pantheons for each &dd, the gods of Kalamar are simply worshipped in different names and preferences by different cultures.

Kenzer & Company Kingdoms of Kalamar (d20)

Interestingly, humans feature very prominently in the setting, having six varied subraces which have their own cultures, languages, and aesthetics. Also, hobgoblins are the dominant evil humanoid race, with a pair of mighty and somewhat Asiatic-themed empires, and orcs are feral tribes in the wastelands considered more a persistent kallamar with regular raids on civilized kingdomw than a people.

Besides those mentioned, Elves have three very small and distinct kingdoms, and dwarves, gnomes, and halflings are mostly downtrodden.

The setting is known for, much like Forgotten Realms and Dragonlancebeing extremely detailed, with large sourcebooks covering the history, culture and geography of Tellene extensively.

The downside is that KoK can take its “low fantasy” focus a bit too far.

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DnDWiki:Kingdoms of Kalamar

No, not in the traditional “pesky varmints are stealing my livestock and stuff – kill them for me! Adding to this, KoK’s writers took an unusual approach to mechanically balancing things.

They placed much emphasis on martial skill in a game where, as we all know, wizards always ultimately grow much more powerful – ironically, some of their special native races, such as Golden Halflings actually gain bonuses to multiple mental stats and penalties to physical stats, while Half-Hobgoblins lingdoms, do the opposite.

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