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Here, creatures of dark evil roam the lands in search of prey, while
others rule a terrified populace from the safety of their throne rooms.
Meanwhile, elven warriors battle expansionist human kingdoms to protect their
forest homes, dwarven slaves plot the overthrow of their human conquerors, and
the armies of hobgoblin kingdoms grow increasingly powerful. Ruins of ancient
empires lie buried beneath burning desert sands, and their stories told in smoky
back rooms attract brave fools eager for excitement and quick wealth. The
streets are full of the brave and foolhardy, eager to draw steel and strike for
little cause, and war between kingdoms is a constant occurrence. The courts of
the nobility also hold mystery and intrigue, provided one can master social
pressures greater than the threat of a giant’s club or a dragon’s fang...
This special edition of the Kingdoms of Kalamar fantasy campaign
setting is a must have for players and Dungeon Masters of any 4E
D&D® campaign. Not only does this 501-page PDF
work with 4E D&D® classes, races, monsters, and more, but it also includes
expanded background details, new game mechanics for 4E, and an incredibly detailed
full-color atlas! No matter what game system or edition you're using, this book
gives you an incredible mine of information and adventure ideas!
BOOK 1: CAMPAIGN SETTING SOURCEBOOK (pages 1-275):
The Introduction covers the basics of the Kingdoms of
Kalamar campaign setting and the world of Tellene, along with information
on how to use this book, a two-page map of the setting, quick reference page
numbers for the 50+ new game mechanics that appear throughout the book, and a
brief guide to where the D&D® classes usually appear on Tellene.
Chapter One: Races of Tellene details 28 different subraces
(humans, dwarves, elves, gnomes, half-elves, half-hobgoblins, half-orcs,
halflings and hobgoblins). This chapter even suggests rules variants for the
humanoid subraces! Also included is information on the climate, religions,
warfare and technology, road travel, water travel, and cities and towns!
Chapters Two through Seven discuss the setting's six regions
(Brandobia, the Kalamaran Empire, the Young Kingdoms, the Wild Lands, Reanaaria
Bay, and the great Isle of Svimohzia), along with a full color map of each
region, a brief history, a detailed history, descriptions of kingdoms (and
theocracies, city-states, principalities, and so on), and their important cities
and towns. Each city or town includes details on its population, overview,
government, economy, military, temples, mages and sages, underworld, interesting
sites, and special notes.
Chapter Eight: Independent Organizations presents several
independent groups with influence over the population, including the
slave-freeing Brotherhood of the Broken Chain, the oft-greedy Golden Alliance
merchant's guild, the evil, power-hungry Secret Network of the Blue Salamander,
and several more!
Chapter Nine: Languages details the naming conventions and
languages of each major human and humanoid race.
Chapter Ten: The Gods of Tellene includes descriptions of
each of the setting's 43 deities, whether good, unaligned, or evil. Each listing
includes details on the deity itself (such as racial names, nicknames, spheres
of influence, alignment, and symbol) and on the church and clerics (holy
symbols, holy days, raiment, friends and allies, enemies, places of worship,
advancement within the church hierarchy, and more). This chapter also includes a
special Channel Divinity feat for each cleric's faith, designed specially for
The Appendices A through E cover the celestial bodies,
calendar, constellations, the laws of cities, the Kalamaran Imperial Legion,
quick-reference charts, NPCs, and a pronunciation guide and
BOOK 2: KINGDOMS OF KALAMAR ATLAS (pages 276-501):
Done in the useful style of a scholarly real-world atlas with plenty of full
color maps, graphs, charts, illustrations and indexing, this section details the
essential nature of the Kingdoms of Kalamar fantasy campaign setting.
Take one look and you’ll realize that this is a book for the ages. This section
- Detailed topographical maps in full color
- Maps of
coastal currents, seasonal winds, climates, terrain and vegetation
- Resource maps depicting each nation’s
industrial and wealth concentrations, raw materials, imports and exports,
military deployments and dialect languages
- Locations of roads and
- Mapped locations of cities, towns and villages,
with a convenient index giving the exact coordinates of each
To use this campaign setting in a 4E D&D® game, you also need a
copy of the Player's Handbook, the Dungeon Master's Guide, and
the Monster Manual. You can also find further detail on the
Kingdoms of Kalamar fantasy campaign setting in our many other 3.5E
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