Post by The Dungeon Master on Jul 15, 2009 14:31:29 GMT -5
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 rebels plot the overthrow of their human conquerors, and the armies of hobgoblin kingdoms grow increasingly powerful.
Spies and spellcasters seek knowledge and power for themselves and those they serve, and strands of their web-like plots reach into cities and towns across the continent. 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.
What is Tellene? What are the Kingdoms of Kalamar?
Tellene is a planet similar in size to Earth, but with three moons, and a warmer climate. The lands of Tellene defined in the Kingdoms of Kalamar campaign setting sourcebook are often referred to as the Sovereign Lands, and include the kingdoms of Brandobia, the Kalamaran Empire, the cities and city-states of Reanaaria Bay, the Isle of Svimohzia, the Wild Lands and the Young Kingdoms.
The Kingdoms of Kalamar campaign setting is named after the great Kalamaran Empire, which once covered much of Tellene. But time weighs heavily upon all, and the empire’s reach is not what it once was. Its provinces declare independence, hobgoblin kingdoms thrive and foreign empires expand, while the monsters of the land grow stronger than ever. Still, its influence is felt almost everywhere in Tellene.
What races live on Tellene?
There are six human races throughout the world of Tellene, as well as dwarves, elves, half-elves, gnomes, and halflings. However, humankind's historical arrogance means that racial tensions and skirmishes are common, except in certain cosmopolitan cities and along trade routes.
You can also find a few new races unique to Tellene - like half-hobgoblins (known as sil-karg). You see, full-blooded hobgoblins are a widespread civilized race with their own independent kingdoms - which most people consider a great threat. Half-orcs, on the other hand, are much rarer.
- The Player Characters are Truly the Heroes of the Story.
While the mercenary band may be common, the adventuring party is rare, and no one else will step in at the last minute and save the day. No, the fate of many innocents depends on you - and you alone. You are the one who battles dragons, explores ancient tombs, and wields powerful magicks, while most common folk know only fear of such things - if they know anything at all. Because the setting is driven by the actions of ordinary men, even a low-level PC can have a profound effect and shape the world with his actions.
- Magic is Not Common.
Sorcerers, wizards and the like exist in Tellene, but they are uncommon among all of Tellene's inhabitants. In some areas, they are quite rare, and the peoples in such areas believe most unusual (and seemingly inexplicable) events are a sign from one of many gods. The townsfolk easily confuse wizards - and especially sorcerers - with clerics, and arcane spells may be misunderstood as miracles. Even in the greatest cities, there are no “magic item shops” where a character might purchase items or spells, although centers of arcane learning, the treasure hoards of vanquished foes, ancient ruins, and the temples of the gods may provide characters with the rare magicks they may need.
- Society is Medieval - for Good or Bad.
On Tellene, only the most advanced societies use steel, including plate armor, and can fashion complex siege weapons. Most of the world uses iron, and less advanced cultures still use bronze (or even stone). There is certainly no gunpowder. Slavery of all races is common (and not considered "evil" to most people), the land is farmed by serfs and peasants (and not by magic), and so forth. While monsters and fantastical creatures exist, they are not so numerous that they begin tripping over each other.
- The Gods are not Statistics.
The gods of the Kingdoms of Kalamar setting are just that - gods. They may work to guide events, but a creature of flesh and blood can no more perceive them or their plans than an ant can understand the universe, and their statistics cannot be measured in terms of game mechancis. Fortunately, these immense deities still lend a minute fraction of their power to clerics that serve them, and all aspects of religion are provided, from holy symbols to clerical raiment to full descriptions of their canons and more. Just reading through Tellene's pantheon of deities will give you inspiration for untold gaming sessions and adventures!
Spies and spellcasters seek knowledge and power for themselves and those they serve, and strands of their web-like plots reach into cities and towns across the continent. 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.
What is Tellene? What are the Kingdoms of Kalamar?
Tellene is a planet similar in size to Earth, but with three moons, and a warmer climate. The lands of Tellene defined in the Kingdoms of Kalamar campaign setting sourcebook are often referred to as the Sovereign Lands, and include the kingdoms of Brandobia, the Kalamaran Empire, the cities and city-states of Reanaaria Bay, the Isle of Svimohzia, the Wild Lands and the Young Kingdoms.
The Kingdoms of Kalamar campaign setting is named after the great Kalamaran Empire, which once covered much of Tellene. But time weighs heavily upon all, and the empire’s reach is not what it once was. Its provinces declare independence, hobgoblin kingdoms thrive and foreign empires expand, while the monsters of the land grow stronger than ever. Still, its influence is felt almost everywhere in Tellene.
What races live on Tellene?
There are six human races throughout the world of Tellene, as well as dwarves, elves, half-elves, gnomes, and halflings. However, humankind's historical arrogance means that racial tensions and skirmishes are common, except in certain cosmopolitan cities and along trade routes.
You can also find a few new races unique to Tellene - like half-hobgoblins (known as sil-karg). You see, full-blooded hobgoblins are a widespread civilized race with their own independent kingdoms - which most people consider a great threat. Half-orcs, on the other hand, are much rarer.
- The Player Characters are Truly the Heroes of the Story.
While the mercenary band may be common, the adventuring party is rare, and no one else will step in at the last minute and save the day. No, the fate of many innocents depends on you - and you alone. You are the one who battles dragons, explores ancient tombs, and wields powerful magicks, while most common folk know only fear of such things - if they know anything at all. Because the setting is driven by the actions of ordinary men, even a low-level PC can have a profound effect and shape the world with his actions.
- Magic is Not Common.
Sorcerers, wizards and the like exist in Tellene, but they are uncommon among all of Tellene's inhabitants. In some areas, they are quite rare, and the peoples in such areas believe most unusual (and seemingly inexplicable) events are a sign from one of many gods. The townsfolk easily confuse wizards - and especially sorcerers - with clerics, and arcane spells may be misunderstood as miracles. Even in the greatest cities, there are no “magic item shops” where a character might purchase items or spells, although centers of arcane learning, the treasure hoards of vanquished foes, ancient ruins, and the temples of the gods may provide characters with the rare magicks they may need.
- Society is Medieval - for Good or Bad.
On Tellene, only the most advanced societies use steel, including plate armor, and can fashion complex siege weapons. Most of the world uses iron, and less advanced cultures still use bronze (or even stone). There is certainly no gunpowder. Slavery of all races is common (and not considered "evil" to most people), the land is farmed by serfs and peasants (and not by magic), and so forth. While monsters and fantastical creatures exist, they are not so numerous that they begin tripping over each other.
- The Gods are not Statistics.
The gods of the Kingdoms of Kalamar setting are just that - gods. They may work to guide events, but a creature of flesh and blood can no more perceive them or their plans than an ant can understand the universe, and their statistics cannot be measured in terms of game mechancis. Fortunately, these immense deities still lend a minute fraction of their power to clerics that serve them, and all aspects of religion are provided, from holy symbols to clerical raiment to full descriptions of their canons and more. Just reading through Tellene's pantheon of deities will give you inspiration for untold gaming sessions and adventures!