KINGDOMS OF KALAMAR 4E PDF

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. 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!

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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.

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! Each city or town includes details on its population, overview, government, economy, military, temples, mages and sages, underworld, interesting sites, and special notes.

Chapter Nine: Languages details the naming conventions and languages of each major human and humanoid race. 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.

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 glossary! You can also find further detail on the Kingdoms of Kalamar fantasy campaign setting in our many other 3. Available Options: This product was added to our catalog on Monday 23 June, Customers who bought this product also purchased.

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Kingdoms of Kalamar

Average Rating 3 ratings 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. Chapter One: Races of Tellene details 28 different subraces humans, dwarves, elves, gnomes, half-elves, half-hobgoblins, half-orcs, halflings and hobgoblins.

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Kalamar and Others under 4E

Taking place on the continent of Tellene, on a world so primitive that its natives believe there is no other land apart from it, Kingdoms of Kalamar is best defined as a Low Fantasy Medieval RPG; casters are rare, most NPCs are low level, PCs are the only "true" heroes in the land, magical monsters are rarer than in, say, Forgotten Realms , and the general tech level is Late Iron Age at best. The titular Kalamar Empire, long the dominant power over the world, is fracturing, resulting in a time of great upheaval as different provinces exert their independence, and foreign empires seek to take advantage of this. Rather than separate pantheons for each race, the gods of Kalamar are simply worshipped in different names and preferences by different cultures Interestingly, humans feature very prominently in the setting, having six varied subraces which have their own cultures, languages, and aesthetics. Also, hobgoblins are the dominant evil humanoid race, with a pair of mighty and somewhat Asiatic-themed empires, and orcs are feral tribes in the wastelands considered more a persistent nuisance with regular raids on civilized lands than a people. Besides those mentioned, Elves have three very small and distinct kingdoms, and dwarves, gnomes, and halflings are mostly downtrodden.

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Advanced Search Kingdoms of Kalamar d20 Our current listing of Kingdoms of Kalamar books and supplements are designed primarily for compatibility with the v3. Books compatible with other editions are noted in the full product description. 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.

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