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Kingdoms of Kalamar

Started by danbuter, May 30, 2012, 02:51:40 PM

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danbuter

Another old review. Kalamar was later redone for D&D 3e.

This is a capsule review of the generic campaign setting "Kingdoms of Kalamar", from Kenzer and company. The item comes as a boxed set, with two books and two poster maps. The first book is "Sourcebook of the Sovereign Lands", which details view of the world. The second is "Mythos of the Divine and Worldly". The two maps are actually the eastern and western halves of the campaign area.

"Sourcebook of the Sovereign Lands"

The Foreward is a blurb telling how the author is sick of other lands and therefor made up a more realistic and better one. Pretty standard.

The Introduction very briefly goes over the climate and history of the world (Tellene). This is one of the products greatest weaknesses, as both cover only 4 pages. This should be expanded. It leaves a LOT up to the DM. Also, the various races (Kalamaran, Dejy, Fhokki, Reanaarese, and Svimohzish) are never described. I got descriptions via email from David Kenzer (KenzerCo@aol.com). This section is the biggest disappointment of the set.

Brandobia covers the lands of the northwest. A small regional map is in the book, something I really like, as I didn't have to keep referring to the poster map. A brief look at the area's history is followed by descriptions of the various Brandobian kingdoms. After which are descriptions for all the major geographic locations. The section is quite good, giving lots of information, but I wish it was about 10 pages longer.

Kalamar covers the south-central regions of Tellene, which are dominated by the Kingdom of Kalamar, a pseudo-Roman Empire. A history of recent events is followed by a fairly in-depth look at the various countries. Much detailed information is given, but there is a lot of room for GM's to stick there own stuff in. A map of the region is included in the book.

The Young Kingdoms details the section northwest of Kalamar. Here are a bunch of kingdoms who recently revolted from Kalamaran rule. There is also a hobgoblin kingdom, which is a great idea. Hobgoblins are considered one of the civilized races. Dejy tribes similar to North American indians roam the area. Yet again, a regional map.

The Wild Lands details the frozen northeast. From Celtic-influenced vikings to mad followers of an evil god, there is a lot to work with. Guess what, a regional map :>.

Reanaaria Bay details the southeast. The area has a strong Egyptian influence. There is a small history, telling of how elven sailors from the mysterious east come here to trade. This section is tiny, only 5 pages long. There is the standard regional map.

Svimohzia details the small continent/large island to the southwest. Here is the cradle of humanity, or at least all the cultures except the Dejy. A land of strong Arabic influence, there is much warfare, as the empire of Meznamish disintegrated into a number of smaller countries. There is also another hobgoblin country, as well as a large, unexplored jungle. And the regional map ;>.

Following this, there are a couple charts detailing country populations, rulers, armies, areas where different schools of magic are practiced (think AD&D specialists), and a cool table on character place of origin (depending on his race). There is also a good article on Cities and the Law, which is quite informative. Then there is a 2 page uninspired Adventure rumors section.

Lastly, there is a VERY good index. Just about anything you can think of is indexed. Bravo!

Overall, I liked this book, especially the regional maps. There is lots of details to work with, but I found myself wanting more. Many sections could be expanded, and the lack of race descriptions still baffles me. What was given was great, but I think this book could have used another 50 pages.

"Mythos of the Divine and Worldly"

This book makes the set. Wow! First off, there's a 4 page section on the astronomy of the world. Small pictures show off the various constellations, and the mythology of each constellation is given a short description.

The next section, Independent Organizations, describes a number of powerful groups who act independently of the kingdoms. For example, the Secret Network of the Blue Salamander plots to control the world using thieves, mages, and anything else they can manipulate. Then, the Brotherhood of the Broken Chain exists solely to free slaves. A number of others are also described. I really like this section, just wish it was longer.

The next section dominates the book. Gods of Tellene gives descriptions for 43 gods and their churches are given. This section is great! I've even imported some of the gods into other game worlds (especially the Old Man, god of war, tactics and strategy). The churches are well described, as well as cool things as common sayings by each gods followers. If you like monks, check out Powermaster, the god of strength. By the way, each god is given a number of names, a few in common (such as the Old Man and Powermaster), as well as racial names (Kalamaran names for the Old Man and Powermaster are Natirel and Sitiri). This section is worth the price of the whole set.

There follows 4 pages of charts which summarize the gods and their priests, which is quite handy.

Next is a short section on languages. Sample alphabets are given for every major race (including hobgoblins). Basic grammar for each language is also given. Then follows another good index.

There's not much to not like about the second book, except that it could have been expanded as well (especially the Independent Organizations chapter).

The map is also quite good. It's on thick paper, and the artwork is great. The only thing I couldn't figure out is that it is folded to large for the box. I had to flatten it out when I got it, and have never put it back in the box because I didn't want to bend it again.

I really like this set, and would recommend it to anyone. It gives a good bare-bones look at a world, and while detailing a lot of information, leaves large areas open for GM interpretation. I've heard rumors of a Brandobia expansion, but have yet to see it. So I doubt that GM's will have to worry about their world getting messed up in a future expansion (or novel..if ya play the Forgotten Realms, you know what I mean).
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