Review of Kingdoms of Kalamar Campaign Setting Sourcebook

Review Summary
Capsule Review
Wes Johnson
July 25, 2003

Style: 2 (Needs Work)
Substance: 4 (Meaty)

The Kingdoms of Kalamar Campaing Setting Sourcebook is an ambitious setting. Does KKCSS trip over itself or leave the other D20 settings in the dust?

Wes Johnson has written 115 reviews (including 37 rpg reviews), with average style of 3.75 and average substance of 3.67. The reviewer's previous review was of Shadows of Undrentide.

This review has been read 4919 times.

 
Product Summary
Name: Kingdoms of Kalamar Campaign Setting Sourcebook
Publisher: Kenzer, Comapny
Line: Kingdoms of Kalamar
Author: Kenzer, Jelke, Johansson, Brown, Blackburn
Category: RPG

Cost: 34.95
Pages: 272
Year: 2001

SKU: K&C1000
ISBN: 1-889182-50-8


REVIEW OF Kingdoms of Kalamar Campaign Setting Sourcebook


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Kingdoms of Kalamar Campaign Setting Sourcebook

Kingdoms of Kalamar Campaign Setting Sourcebook

The Kingdoms of Kalamar is a big and ambitious campaign setting that harkens back to the days of AD&D, not unlike most of Kenzer & Company’s other gaming lines.  The Kingdoms of Kalamar Campaign Setting Sourcebook (KKCSS) covers all the material from the priot edition of the game plus a good deal more information.

Does a more ambitious update of the Kingdom’s of Kalamar tied to D20 mean it is good?  Press on and see.

 

The Lands of Tellene

Each of the regions of Tellene has a chapter, six in total, dedicated to them.  There is a fair amount of flavor text dedicated to the regions in general.  After that the specific nations are discussed.    Finally the geographical features are covered, usually very briefly.  For each Kingdom histories, politics, religion and other important information is discussed.  In each Kingdom a city or two are detailed in a set format, which is nice as all cities are organized the same way. 

There is a lot of good information and ideas in the KKCSS.  In virtually every chapter I found places that would be a good deal of fun to adventure in or run as a DM.   The problem is while there are interesting vignettes, there is not really anything linking the various places together. 

Perhaps this is better covered in the other additional publications for the Kingdoms of Kalamar, but as I have yet to read them I was disappointed in KKCSS for this very reason.  Hypothetically the Kingdom of Kalamar is the area that binds everything together.  But beyond The Young Kingdoms (where the old Kingdom expanded into, then lost), there is little of what should be a major influence.  Adventure hooks and ideas for each kingdom or region would have been nice additions.

The end result is KKCSS slightly disjointed and a little dry.

 

Throwbacks and Races

The prior edition of Kingdoms of Kalamar, was very much attuned to AD&D.  One of the things that was very irritating is the use of awkward and throwback racial terminology.  There are humans, that is fine.  Other races are referred to as demihumans (elves, dwarves, halflings) and humanoids (orcs, goblins, hobgoblins).   There is not much word-smithing required or page count lost in referring to races individually. 

One thing I did like about the races is that KKCSS did set up a primary antagonist in the book, hobgoblins.  Not only are they in largely unorganized hoards, but also some are civilized and have founded kingdoms of their own.  More importantly they are not necessarily all bad (to some) as they augment human kingdom’s military.   There is also a half hobgoblin racial type, which adds some opportunities for a different sort of character.

Another item in KKCSS’ races is that humans and the other friendly races (err demihumans) do not necessarily get along.  The Kingdom of Kalamar has usurped dwarves in a region to get at their resources.  Other places elves are fighting human encroaching on their forests and yet in others the Halflings are playing both sides against the middle.  Most of these, unfortunately, come of as vignettes rather than applying them to an overall binding plot to this voluminous book.

 

Religion

One area I think that was generally good was the area of religion.  Each kingdom in the sundry regions has a distinct and diverse set of religious beliefs.  Within each city in particular it is described very nicely.  There are regions that good characters would fit in quite well…others that same good character would have a tough time emotionally or physically.  Also all the gods are detailed in their own chapter and are broken down nicely.  There are a lot of them, so it may be a bit much for player’s not familiar with Tellene.

With the good comes the bad.  For allegedly being tied to the D&D 3rd Edition rules, the clerical class is virtually ignored!  Unless I missed something, none of the deities had 3rd edition domains, which is critical for clerics.  It could be estimated easily enough, but with all the data and charts dedicated to deities an extra column or few words would not have been a stretch.  This seems like throwback information that would have been A-OK for AD&D, but for 3e it is a disappointment.

 

Presentation

KKCSS is a 272 page hardbound book, with an intermixing of color and black and white graphics.  The cover is a leather painted look, not unlike the WOTC books, with a stylized lion in a dull metal sort of color.  It is really difficult to describe in vibrant terms a boring cover. 

Included with KKCSS is two very large maps of the setting, which while colored nicely is devoid of anything but terrain and cities.  So things like roads and borders of kingdoms are not on them.  It is not a very practical play aid, and more like something you would hang on a wall and not reference except in the most general of terms.

On of the issue of the world being a bit disjointed from chapter to chapter, the interior graphics contribute to this.  For each chapter covering an area there is a color map on the first page with slightly more detail than the map set (borders).  Again it would have been nice to have more detail here and perhaps on the margins of the map how the maps fit together.  There is one world map in the book, but it is an eye chart and there is not annotation on how the region maps might fit into it.  Also for each kingdom it would have been good to have further detailed maps of the kingdoms and cities covered rather than having to guess on the map set of flip back to the beginning of the chapter.

More maps would have also helped fill out the book.  There is a lot of text, there is not much in the way of pictures.  I think more graphics, maps or art would have helped the appearance of the KKCSS.  The art inside has splashes of color and is mostly mediocre to good but the fact that there is so little of it is the problem.

 

D20 and Sundry

There are snippets of d20 specific things inserted throughout KKCSS.  There are new armor types, which are a nice addition as well as the above half-hobgoblin.   All of which are nicely explained and put into D20 rules.  Unfortunately things I would have expected, specifically the above deity’s domains issue.  So for being an officially licenced WOTC product, it is somewhat surprising that KKCSS is not really plugged into the rules it is supposed to be used with.

The appendix is very good.  Not only is the location in the book listed, but also a brief description of what you are looking up is there.  If only this kind of organization was applied to the setting it would have been a much tighter knit book.

 

Final Thoughts

The Kingdoms of Kalamar Campaign Setting Sourcebook tries to take great strides for a setting book, but it trips over itself too much to live up the expectations that it is an “epic world of heroic adventure.”  Improving the lacluster production values could have helped join the KKCSS setting chapters better.

For some gamers the, who do not mind a bit of a learning curve, KKCSS has a lot of options that a DM could adopt for their own campaign or flesh out for a Kalamar based campaign.  Its old school feel might be attractive option for gamers harkening back to the good old days of AD&D.

If you overlook KKCSS’ modest flaws it is an interesting option for a campaign setting or for lifting into your own game.

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