Kingdoms of Kamalar is a low-fantasy setting produced by Kenzer & Company. Its focus is on realism and verisimilitude, providing a consistent, sensible environment in which to base a D&D campaign. While it doesn’t have the flash or high production values of some of the other settings, namely Wizards of the Coast’s Forgotten Realms and Eberron, it does offer plenty of opportunities for high adventure. Think of it like a playground versus Forgotten Realms’ “themepark” attitude — sure, the latter may be really cool for a week or so, but once you’ve been on all the rides and seen all the shows, there’s not that much left to keep you there, whereas a playground can offer you chances for fun in ways you initially hadn’t even thought of.

This document is intended to offer an overview for my players about what Kalamar is all about. Hopefully this information should give them enough background to make reasonable choices for their character when we go through role-playing character creation as I mention near the bottom of my blog post about Kalamar. It’s also going to cover available class options for the campaign, just to have those in the same place as the rest of this information.

Note: Some of this is copied wholesale from the Kingdoms of Kalamar Campaign Setting, the Kingdoms of Kalamar Player’s Guide, and the Player’s Handbook. My use of this content is not meant in any way to harm or infringe upon Kenzer’s or Wizards’ copyrights, and if there is any problem with my repeating it here for the purposes of illustrating Kalamar and D&D to my player group then please let me know and I will alter or remove any offending passages.

Calendar

On Tellene, each year is exactly 364 days long. There are 13 months of 28 days each. They are:

  1. Renewal
  2. Sowing
  3. Mustering
  4. Declarations
  5. Mid-season Harvest
  6. Replanting
  7. Siege-hold
  8. Arid
  9. Reaping
  10. Harvest
  11. Frosting
  12. Snowfall
  13. Famine

The year begins on the first day of Renewal, in the spring, and ends on the 28th day of Famine. Each week is comprised of seven days, thusly:

  1. Diaday
  2. Pelsday
  3. Katarday
  4. Fireday
  5. Homeday
  6. Godday
  7. Veshday

Races

Of the main races available to play as characters, humans are the dominant one on Tellene, accounting for the vast majority of the population. One also finds abundant (if somewhat sparsely distributed) numbers of dwarves, elves, gnomes, halflings, and half-elves, collectively known as the demihumans, along with hbgoblins, half-hobgoblins, and half-orcs, referred to as humanoids. Even amongst those races there’s plenty of variation in the form of subraces or cultures. Here are the racial options and a bit about them — note that any class preferences listed for humans are simply guidelines and not the strict racial preferred class, as humans have no class preference.

Humans

The humans of Tellene spread out from the cradle of civilization on Svimohzia to largely become the mortal rulers of creation. Incredibly versatile, there are few tasks at which humans cannot excel and few environs in which they cannot survive. They are as varied as they are numerous, and any number of eye, hair, and skin colors may be found. The tend to be around 4½ to 6 feet tall, with a great range of heights based on the different subraces, and generally have lifespans of around 70-80 years.

Brandobians

Brandobians usually have brown hair, brown eyes, and fair skin, though hair ranging from sandy blond to nearly black, as well as darker skin tones, are seen. They’re also usually shorter and more slender than the other humans. Brandobian adventurers are most likely to be clerics, fighters, rangers, or rogues.

Dejy

The Dejy are very diverse, having been nomadic and spread out for many generations. Generally having dark hair and somewhat flatter faces than the other humans, skin tones and sizes vary widely. The Dejy aren’t organized into any single area or concentration, being comprised of a variety of different tribes. Dejy adventurers cover a wide range of classes, but barbarians, bards, fighters, and rogues are the most common.

Fhokki

The tallest and most hearty of the humans, the Fhokki brave the harsh, bitter cold of their environment year after year. Pale skin and light hair are most common, though darker hair colors can be found. Men consider long, well-groomed beards to be a sign of pride and adulthood and only the very old or very ill amongst them have clean-shaven faces. The adventuring Fhokki generally favor barbarian, fighter, or ranger classes.

Kalamarans

A tall, proud race, Kalamarans are very haughty and generally consider themselves to be the pinnacle of the humans and, indeed, of all the races. The pure-blooded nobility have red hair and blue eyes, but those traits are rarely found among the common folk. That said, they are extremely varied in physical appearance, having intermingled with the other races for so long. Kalamaran adventurers are most likely fighters, paladins, or rogues.

Reanaarians

Reanaarians are stocky and well-built while not being fat. Hair colors vary from black to blonde, with reddish, medium brown being most common, with brown eyes being typical. Skin tones range from olive to a dark tan. Those who adventure are most likely to be rogues, though fighters and clerics can also be found.

Svimohz

Almost as diverse as the Dejy, the Svimohz have very dark skin ranging from almost black to deep chestnut, with black hair and dark brown eyes. Facial features vary from region to region, however. Those who adventure are usually found as clerics, fighters, or rogues.

Dwarves

Stout, dour, and resilient, dwarves are as solid as the rock of the mountains they typically inhabit. Generally viewed as being surly by the other races, dwarves do have their own senses of humor and can be quite jovial, but when among other races they tend to be more reserved in their personalities opting to listen more often than speak. Woe to he, however, who tries to sway a dwarf’s opinion on a matter of import, for they can be quite the argumentative type when pressed. Their hearty constitution makes them dangerous foes and excellent warriors. Ranging from 3½ to 4 feet in height, they generally live to be around 250 to 350 years old.

Hill Dwarves

Also known as lowland dwarves, these are the most common sort of dwarf found on Tellene. Your average hill dwarf has a compact build with dark tan or brown skin and dark eyes, with hair is typically dark and worn long, and beards are signs of pride amongst the men. Hill dwarves preferred class is fighter.

Mountain Dwarves

Distrustful and wary, mountain dwarves have dwelled in isolation for generations. Also called highland dwarves, the mountain dwarves are generally slightly taller than their lowland cousins, with darker skin tones and hair that tends more towards red or brown, and dark eyes. Like hill dwarves, mountain dwarves also prefer the class of fighter.

Stone Dwarves

Harsh and unkind, stone dwarves have skin ranging from gray to white, with hair ranging from gray to black. Eyes are usually dark, but rarely ice blue eyes can be seen. Height and build are similar to that of hill dwarves. Their preferred class is rogue.

Elves

Aloof and wise, the elves are an ancient race who try to avoid getting involved in the fleeting affairs of the mortal races. Fair, angular features and pointy ears mark the race, and to someone who’s never seen elves before it can be difficult to differentiate the men from the women. Their slight builds would seem to make them unsuitable for roles as warriors, but their dexterity tends to make up for any constitution defecit, and it makes them excellent archers to boot. Ranging from 4 to 5 feet tall, elves are easily the longest-lived of the races, often having lifespans of over 500 years.

High Elves

Known as the “lathlani,” these are the most frequently seen elves in the land. Like all elves, their long lifespans gives them an attitude of haughtiness and they seem to keep to themselves and look down upon other races. Pale skin, angular features, and light hair and eyes are the norm. Their connections with the mystical world tend to steer them towards the wizard class.

Wood Elves

Also called “aralarai,” these elves are the rustic cousins of the lathlani and are found in and around nature. While not quite as aloof as the high elves, they are fiercely protective of the borders to their woodland realms. Skin tones are darker, often brown or slightly greenish, with a wide range of hair and eye colors. Their level of intuitive understanding of nature leads those aralarai who adventure most commonly down the path of a ranger or druid.

Wild Elves

If wood elves are rustic, the “seleeris” as they are known are downright feral. Physically similar to wood elves, but with darker skin, and cautiously distrustful of anything the unfamiliar, they’re most commonly found as barbarians when adventuring.

Gray Elves

The “doulathan” are the rarest of all the elves, preferring to stick to themselves in their cities and further study the workings of the magical world. Tallest of the elves, their skin tones are generally slightly golden or gray, with light hair and bright eyes. Gray elf adventurers prefer the wizard class.

Dark Elves

The “drow” are unlike their other elvish cousins in nearly every respect. Dwelling underground and having black or dark brown skin, white hair, and reddish eyes, they’re a vengeful, angry lot who actively go out of their way to destroy. While rarely found amongst groups of adventurers, those that are tend to favor either the cleric class for females or the wizard class for males.

Gnomes

Inquisitive and clever, gnomes are often viewed as “quaint” by the other races, which usually leads to their underestimating the gnome’s prowess. Typically hearty like dwarves, the gnomes also frequently inhabit the forests and hills surrounding mountains, giving them generally good relations with the stocky race. Ranging from 3 to 3½ feet tall, gnomes typically live around 250 to 300 years of age.

Rock Gnomes

The “dalgul” are the common gnomes of Tellene. They have tan complexions, fair hair, and blue eyes. Their favored class is bard.

Forest Gnomes

Found in the woodlands of the world, the “fulmaran” are a light-hearted folk. They are taller and more charismatic than the rock gnomes, with earthy skin and eyes, and bushy eyebrows and (on males) beards. Their preferred class is rogue.

Deep Gnomes

Distrusted by their kin as the dark elves are by the elvish world, these gnomes dwell deep underground and prefer to stay there. Muscular and stout, with black or grey skin, dark eyes, and light hair, they are suspicious of everyone not of their world. When they do go adventuring, their preferred class is fighter.

“Half-breeds”

The mating of a human with an elf, hobgoblin, or orc usually produces a child bearing traits of both races, though not to the degree of their parents. Looked down upon by some as being mutts, many find life difficult in either their mother’s or father’s families and cultures. Just as many, though, grow up in households whose parents love them — and each other — for what they are, and do their best to prepare them for a world which might not treat them with the same level of acceptance.

Half-Elves

Called the “tel-lathlan” in Low Elven, these tend to live either with their elven or human families. They look like more heavily built elves, or more fair-featured humans, depending on whose point of view you take. Half-elf adventurers take equally well to any class.

Half-Hobgoblin

The “sil-karg” as they’re known in the Hobgoblin language tend to have trouble fitting in with either of their parents’ people. They’re generally well-built, with physical appearances owing more to their hobgoblin lineage than their human genes. They prefer the fighter class.

Half-Orc

Called “guruk-vra” in Orcish, these unfortuante souls tend to be outcast by humans and taken advantage of by orcs. Unattractive, bullky, and generally slow of wit, they tend to wander and stick to themselves. Their preferred class is barbarian.

Halflings

The smallest of the races, halflings are crafty and adaptable, and love their homes, their farms, their families, and a good prank. Generally a peaceful people, the halflings can be very dangerous when called to arms in defense of what they treasure and fortune favors the wary in a confrontation with an angered halfling. Only about 3 to 3½ feet in height, they live moderately long lives of 110 to 175 years.

Lightfeet

The “gurin” are the most common sort of halfling on Tellene. Standing about 3 feet tall, they have ruddy complexions, dark hair, and dark eyes. Their jovial nature and fondness of pranks has given them the skills to excel at being rogues, their preferred class.

Golden Halflings

The “azravan” are slightly more sullen than their lightfeet cousins, but are still halflings through and through. Bright golden hair is their most notable mark, along with lighter, bright eyes. Their great mental prowess leads their preferred class to be psion.

Hobgoblins

A competitive and honor-bound race, the hobgoblins are the most organized and dedicated group of humanoids on Tellene, having carved out several notable nations for themselves. Generally war-like, they find conflict to be a way of life and have a hard time understanding anything else. This is not to say they are necessarily evil, or even bad, but viewing life as anything other than a series of competitions between individuals, nations, and one’s self and one’s world is not something to which they can easily adapt. Generally around 5 to 5½ feet tall, they live for around 160 to 200 years.

Hobgoblins

The only organized humanoid race, the hobgoblins of Tellene have set themselves up as a force to be reckoned with. Competitive and honor-bound, they’re larger and stronger than even the tallest of humans with skin tones in the reds and browns, orange eyes, and brown hair. Their preferred class is fighter.

Classes

Below you’ll find brief descriptions of both the standard classes as well as new base classes introduced in the Kingdoms of Kalamar Player’s Guide. Also mentioned are the deities most frequently worshipped by members of the class — see “Gods and Religion,” below, for more information.

Standard Classes

Barbarian

Rugged warriors of the wilderness, these rough-and-tumble individuals are the masters of raw, untamed, natural combat prowess. Found amongst any race dwelling in harsh and forbidding climates and terrains, what these respectable combatants lack in elegance and style they more than make up for in their ability to both give and receive damage.

Barbarians most frequently worship the Battle Rager.

Bard

The performing arts are universally appreciated across Tellene, and those who have mastered them are admired for their dedication, poise, and talent. Any culture who considers their history worth preserving will have those whose songs, poetry, and lore ignite the spirits of their people. Of course, in this line of work you’re bound to make some enemies so there’s always the need to defend one’s self.

Bards usually follow the teachings of Raconteur or the Shimmering One.

Cleric

The gods work through their people, and none more directly than through the cleric. A healer, a spiritual leader, and a font of wisdom, these holy men and women are often the solid granite cornerstones of their communities. Found amongst all the civilized races in populated areas — see the shaman class, below, for more primitive priests — their value in providing healing services to an adventuring party, along with the ability to both turn and/or control undead, means you shouldn’t leave home without one.

Clerics can be found worshipping, spreading knowledge of, and fighting in the name of every god of Tellene, and are the gods most active supporters in the physical world.

Druid

Nature has a feeling, a magic, and a language all its own, and the druids speak directly with it. Masters of the sorceries of the natural world, the most powerful druids have the ability to control life and assume the shapes of varied beasts of the realm.

Druids almost always follow one of the gods of nature, most frequently either the Mother of the Elements or the Bear.

Fighter

Combat is an art form, and the fighter is an artist like none other. While the barbarians may be more hearty, the elegance and sheer breadth of knowledge of a fighter arguably makes them a more formidable opponent to face in battle. Their understanding of weapons from the simple to the exotic humbles and impresses even those who consider combat to be the lowliest method of conflict resolution.

Fighters usually venerate either Powermaster or the Old Man.

Monk

Masters of martial arts, monks excel at unarmed and lightly armed combat. Using physical motion as a way of meditation, they strengthen their bodies as a way to strengthen their connection to the world, both real and metaphysical. Above all else they consider the study of their art and its form, and will often take to adventuring as a sort of spiritual journey to learn more about themselves and their world.

Monks can be found following the teachings of any of the gods, but Powermaster seems to have a larger contingent of monks than others.

Paladin

These holy warriors are like a shining hammer of righteousness in a world otherwise dark. Their god’s goals are clear, and when those goals require the removal of opposition through force, the paladin is the one for the job. At higher levels, they gain the ability to channel some of their chosen deity’s magical power, including the ability to heal, and to turn undead.

As champions of their chosen god, paladins can be found leading others in the name of practically all of Tellene’s deities, though the Knight of the Gods and the True are easily the most common.

Psion

These masters of “mental magic” are very rare, but have been known to be found in the world of Tellene. Their spells stem from powers of the mind not well understood by others, and are often mistaken for sorcerers. The mistake, however, usually tends to be on the part of the one who opposed them as they quickly find out what these dangerous folk are made of.

Psions frequently worship the Eye Opener.

Note: I’d like to avoid having psions at the start of the campaign as they tend to be more complex and harder to balance, but I am open to the possibility of allowing psion multiclassing later on. I present them here for completeness’ sake.

Psychic Warrior

Tempering and powering their combat prowess with psionic magic, the psychic warriors are equally as rare as psions and equally as dangerous. While easier to differentiate from fighters than psions are from sorcerers, their abilities make themselves even more readily visible when the fighting starts.

Psychic warriors are commonly found following the teachings of either the Eye Opener or the Old Man.

Note: Like the psions, I’d like to avoid having any psychic warrior characters at the campaign’s start, but would likewise be willing to entertain their introduction later. I also have these listed here only to be complete in my introductory information.

Ranger

As the druid is to the cleric, so to is the ranger to the paladin. Fighters — literally — for nature, they defend their ward with fury and skill. Expert trackers and masters of wielding multiple weapons, when it comes to either finding someone or something in the wilderness or getting yourself un-lost there, you’ll find fewer better for the job than a ranger.

Rangers tend to follow either the Traveler or the Guardian.

Rogue

Sometimes the quickest way to someone’s heart is through their back. Stealth, detection and disarming of traps, and mastery of many skills are all in the average rogue’s trade, but just because their class’s name means dishonest or unprincipled, you may find that if you offer them respect and treat them honorably they might return the same to you. Or, you might wake up with all your valuables gone.

The most frequently worshipped deities of rogues are either Risk or the Unseen One.

Sorcerer

Born with an innate ability to control magic, sorcerers are often looked down upon by wizards for their lack of studied learning of the magical arts. Whether or not that’s simple jealousy is up for debate, but a charismatic sorcerer can easily make a wizard of roughly equal skill look downright foolish.

Sorcerers most commonly follow the teachings of the Riftmaster.

Wizard

Buried deep in the tomes and scrolls of the world’s libraries are the secrets to the magic which binds and underlies the entire universe, and these mages are intent on studying, understanding, and applying as much of it as they can within their lifetimes. A mighty spellcaster is something to be feared as you never really know what they’ve got up their sleeves.

Wizards frequently venerate the Mule.

Kalamar-Specific Classes

Basiran Dancer

Where bards work with song and poem, basiran dancers work with dance and rhythm. While more likely to be found in courts of intrigue and less likely than bards to roam, they are not immune to wanderlust and might take to the countryside to hone their skills, share their talents, and just see the world.

Basiran Dancers usually worship Raconteur.

Brigand

Lonesome fighters who fend for themselves, the constant threat of law enforcement has given these warriors reasons to learn the abilities of stealth and hidden presence in addition to combat skill. Less versatile than bards or rogues, they’ve opted to surrender that versatility in favor of greater strength in a fight.

Brigands most commonly follow the teachings of Risk.

Gladiator

Fame is a lure strong enough that these warriors have dedicated their lives to fighting for other people’s pleasure. Adaptable and fierce, a gladiator is a fearsome opponent, especially when there’s a crowd watching or tales of bravery and danger to be spun.

Gladiators most frequently venerate Powermaster or sometimes the Way of the Berserk.

Infiltrator

When it comes to getting in or getting out of an urban environment, an infiltrator is unmatched. Specialized rogues that make excellent bandits, assassins, or cat burglars, if it’s dark out and you’ve got something worth taking I’d make sure your windows are well secured and guarded. `Cept then they’ll just come in through a chimney.

Infiltrators usually worship Risk, Raconteur, the Traveler, the Landlord, or the Laugher.

Shaman

More primitive groups won’t have the social structure necessary to interact with the more rigid forms of religion in Tellene, but will still need their spiritual guides and councillors. In lieu of the gods and their powers, these people turn to their shamans for worship of the local spirits of nature which inhabit the world. While these spirits can bestow less power than the gods themselves, their greater number and more direct connection with daily life can give just as much capability to those who know of them.

While shamans follow spirits of their own, not gods, those spirits are more often than not individual aspects of the Bear.

Spellsinger

Natural magical talent makes itself manifest in many ways, and for these individuals they’ve found their power to manipulate the magic of the world through song. For those whom the world has blessed with these talents, their power is great and their abilities are spoken of far and wide.

Spellsingers almost always worship Raconteur.

Gods and Religion

Religion is a big deal on Tellene, and the gods — all 43 of them — regularly impact people’s daily lives directly and indirectly. Each god has sway over one or more aspects of life, and an individual will generally pray to multiple gods for multiple reasons, except for clerics, monks, and paladins, whose lives are dedicated to the reverence of one deity above all others. The demands the gods place on their follwers vary widely, but most expect a certain regularity of penitence and occasional sacrifices or contributions. Below is a table, sorted by alignment, giving the basic information for each deity: Their common name in Merchant’s Tongue (note that each god has its own name in each language, since different cultures know the same gods by different names, and often have multiple names in Merchant’s Tongue), their alignment, their spheres of influence, their priesthood’s name, and their church’s name.

When considering which deity you wish your character to follow, look through the spheres of influence first as those are most likely to align with your character’s alignment. Clerics and paladins will need to pay the most attention to their selection of deity as this will directly affect their domains and spells. You could also go the other way — start with an alignment which matches or is close to yours and find a sphere of influence that sounds like it would work well with your character.

Common Name Alignment Spheres of Influence Priesthood Name Church Name
Knight of the Gods LG Chivalry, valor Servants of the Swift Sword Halls of the Valiant
The Holy Mother LG Home, industriousness, marriage The Brotherhood of Industry The Home Foundation
The Speaker of the Word LG Honor, oaths, ethics Keepers of the Word The Hall of Oaths
The True LG Justice, truth Truthseekers The Courts of Justice
The Eternal Lantern LG Day, light, dawn, sun The Order of Light The Assembly of Light
The Raiser NG Fertility, agriculture, harvest, life Friends of the Fields The Church of the Life’s Fire
The Peacemaker NG Peace, comfort The Peacemakers House of Solace
The Pure One NG Love, harmony Children of Love Parish of Love
Lord of Silver Linings NG Mercy, hope, healing The Merciful Fates Church of Everlasting Hope
The Traveler NG Travel, stars The Journeymen Temple of the Stars
The Guardian CG Happiness, liberty, freedom Messengers of Liberty The Face of the Free
Raconteur CG Art, poetry, music, humor The Merry Muses Theater of the Arts
The Shimmering One CG Beauty, moon Moonknights Church of Night’s Beauty
The Great Huntress CG Archery, hunting, patience The Golden Arrows Temple of the Patient Arrow
TheCoddler CG Restful sleep, dreams, aspirations Dream Weavers Church of the Silver Mist
The Founder LN Law, order, cities Builders of Law The Founder’s Creation
The Mule LN Math, science, investigation, reasoning, knowledge Brothers in Logic The Fraternal Order of Aptitude
Powermaster LN Medicine, strength Seekers of the Three Strengths Temple of the Three Strengths
The Old Man LN War, power, strategy Order of the Pike Temple of Armed Conflict
Eye Opener LN Wisdom Seekers of Sagacity The Order of Thought
Mother of the Elements N Elements The Keeper of the Four Corners Assembly of the Four Corners
The Riftmaster N Magic The Keyholders Temple of Enchantment
The Bear N Nature Brotherhood of the Bear Conventicle of the Great Tree
The Landlord N Money, business, greed The Profiteers Parish of the Prolific Coin
Fate Scribe N Time, fate, prophesy The Prophets The Inevitable Order of Time
Battle Rager CN Battle, chaos, berserking, courage Brothers in Blood The Way of the Berserk
The Watcher CN Wanderers, loneliness Known as the Watchers No formal church
The Storm Lord CN Lightning, thunder, storms Tempestions The Thunderer’s Temple
Risk CN Thievery, gambling, luck Challengers of Fate Church of Chance
The Laugher CN Passion, wine The Passionate Peoplehood The Order of the Passionate One
The Corrupter LE Envy, injustice, jealousy The Covetous Ones Formally called the Courts of Inequity
The Overlord LE Oppression, slavery Bringers of the New Order The House of Shackles
The Dark One LE Darkness, dusk, night Knights of the Black Pit Church of Endless Night
The Flaymaster LE Pain, hurt, torture, cold Ministry of Misery Order of Agony
Harvester of Souls NE Death, underworld The Harvesters The Congregation of the Dead
Locust Lord NE Famine, hunger, starvation The Gaunt The House of Hunger
Emperor of Scorn NE Bigotry, hate The Veiled Priesthood House of Scorn
The Seller of Souls NE Murder, revenge The Purgers House of Knives
Rotlord CE Sickness, epidemics, disease, plague, vermin The Pestilent Ones The Conventicle of Affliction
The Confuser of Ways CE Lies, deceit, mischief Informally referred to as the Impostors No formal church
Prince of Terror CE Nightmares, fear The Fellowship of Terror Temple of Sleepless Nights
Creator of Strife CE Discord, misfortune, foul weather Minions of Misfortune Temple of Strife
The Vicelord CE Vice, sloth Known as Vicelords or the Insulters No formal church, but independent “temples” are known as the House of Vice