Living Kalamar

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Living Kalamar LIVING KINGDOMS OF KALAMAR CAMPAIGN BOOK 563-564 IR Living Kingdoms of Kalamar® Campaign Book 563-564 IR (2003-2004) An official campaign supplement for the Living Kingdoms of Kalamar By Joseph L. Selby, Phil Thompson and Mark Middleton With Daniel S. Donnelly, Joe Jungers, Topher Kersting, Sean O’Leary and cartography by Craig Zipse Edited by Brian Jelke This campaign book is an official supplement to the Living Kingdoms of Kalamar campaign. The materials included within supercede any rulings made in previously published adventures for the Living Kingdoms of Kalamar campaign. This is a yearly document and new campaign rulings and clarifications will be included in future editions. The materials in this book are made in cooperation with the Pekal Gazetteer, correcting any discrepancies that may have occurred between that book’s publishing and official Living Kingdoms of Kalamar adventures. Copyright © 2004 Kenzer & Co. All rights reserved. i The Campaign Book is constructed for double-sided printing. This means that some pages may be blank to optimize the use of this book. For those people printing on single-sided pages, blank pages can be moved with selective printing. Along with the title page, pages i, ii, 3, 4, 5, 6, 7, 150, 169, and 170 are color pages. They are still viewable as grayscale. Questions regarding the campaign, suggestions for campaign improvement, volunteer offers and suggestion requests to get LKoK started in your area can be sent to [email protected] Questions regarding specific roles within the campaign can be directed to the appropriate director. See the FAQ in this book for more information regarding the directors. Campaign Book 563-564 IR, the Kenzer and Company logo, Living Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo, Kingdoms of Kalamar Campaign Sourcebook, Kingdoms of Kalamar Players Guide, Villain Design Handbook, Fury in the Wastelands: The Orcs of Tellene, Strength and Honor: The Mighty Hobgoblins of Tellene, Dangerous Denizens: The Monsters of Tellene, and the Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo, the Wizards of the Coast logo, the Players Handbook, Dungeon Masters Guide, Monster Manual and the Psionics Handbook are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of the Coast, Inc. ii Copyright © 2004 Kenzer & Co. All rights reserved. FORWARD Living Kingdoms of Kalamar is officially one year old this month (September 2003). Although our first modules premiered at Origins in 2002, the official campaign launch wasn’t until September. A lot has happened in one year. We’ve nearly quadrupled the number of modules we offer, began adapting printed modules, have taken on five different directors and added five supplemental websites to help us manage and promote Living Kingdoms of Kalamar. But most importantly, we’ve grown in number of players. The word is spreading on Living Kalamar. We’re a campaign that offers realism, accepts player input, and tries our hardest to create the best role playing experience out there today. Of the current directors, I’ve been around the longest. As a fan I started the official LKoK Yahoo! Group only a few weeks after Origins. The following months I helped Dan poll the campaign membership to help guide LKoK in the direction it’s continued on since that time. And in December of 2002 I came on board as an official director. Even with the tireless hours and the constant worrying that we could be better, it’s been an experience I would never trade away. Kalamar players are some of the most enthusiastic, friendly and interesting people I’ve ever come across in my travels. Every time I think I’ve seen it all, someone surprises me. Living Kalamar is a great place to be, which is why I’m so excited that you’re reading the forward to this campaign book. Because it’s only getting better. We have a solid directorship, a long- term plan, a longer-term goal and the dedication and motivation to make sure it all comes about. The ball is rolling and it’s only going to pick up speed. The next few years are going to help establish Living Kingdoms of Kalamar as the premier role playing campaign in the RPGA. And although many of us feel that way already, there’s some good faire that we compete against at conventions. And that kind of competition is only good for us as gamers. It means more interesting and exciting adventures, more involving NPCs, more detailed meta-orgs, more accurate editing and the opportunity to take your characters places never seen before. The new campaigns coming into the RPGA are going to offer a whole new experience to its members and I hope LKoK can be one of the campaigns credited for bringing about such a change. So how did we get here? I wish it were so easy that we could simply point at an aspect of the campaign and take credit for it. But there are so many pieces to this puzzle that all have an important role to play. Chief among those is trust: in the players and the judges and the setting itself. We believe that the richness that is the Kingdoms of Kalamar campaign setting inspires players to rediscover the role playing aspects of the game, and, given enough freedom to do so, players will inherently work for the betterment of the campaign. Such a sense of community calls forth the best judges who feed off the players’ enthusiasm and truly brings the setting to life. In essence, what makes Living Kingdoms of Kalamar such a great campaign is that all those different puzzle pieces, the trust, the players, the judges, the richness, the detail and everything else, they’ve helped us recapture why we play the game in the first place. We get together with friends, sling dice and get transported to another world. Even if it’s only for four hours, those are four quality hours. And I’m glad I get to spend them with you, my friends. People I’ve known, people I’m now meeting and people still to come. Together, we are Living Kalamar. And I wouldn’t have it any other way. Joe Selby Campaign Director Story and Plots Copyright © 2004 Kenzer & Co. All rights reserved. iii INTRODUCTION The question we receive most frequently is, “What’s the difference between TUs and DUs?” That’s answered in our Frequently Asked Questions section. The question we receive most frequently after that is, “What is a Living® campaign?” That is something far more fitting for our introduction. A Living Campaign is an organized role-playing campaign that is played simultaneously worldwide. Kenzer & Company, in conjunction with the Role-Playing Gamers Association (RPGA), directs the Living Kingdoms of Kalamar campaign. This campaign is played in many locations around the world of Tellene from our home in the Principality of Pekal to the southern jungles of the Vohven and the frigid northern wastes of the Wild Lands. Its plots, while maintained by the creative staff, are mainly the product of the wonderful imagination and hard work of our various authors and players. That's right, you are important to the Living Kingdoms of Kalamar campaign. What you do and whom you talk to makes a difference in its long-term development. As the campaign progresses, more and more of our modules will be written with multiple endings. This means that players need not feel restrained from doing what they feel their character would do and what they feel the module expects them to. If you refuse to submit to the foreign diplomat’s insults in the middle of peace negotiations, then we want you to do what you feel is right. The world is truly Living and you can make the choices you feel appropriate, and experience the repercussions of your actions. Convention staff and tournament organizers can download scenarios from RPGA Headquarters. Kenzer & Company sanctions these scenarios and only sanctioned scenarios (along with the adventure modules approved for adaptation, found on the Living Kingdoms of Kalamar page) allow a character to gain experience and treasure. So as you’re taking the opportunity to experience our modules to the fullest and influence the evolution of Pekal in an extremely tumultuous time, you can gain fame and fortune in the process, as any good adventurer should. The difference between a Living campaign and a home campaign is that in a home campaign, it is the responsibility of the Dungeon Master (DM®) to create his own items, his own scenarios and award the players according to his established guidelines. In a Living campaign, the creative staff establishes the guidelines and awards, acting as the DM for the entire campaign. The many RPGA and Kenzer Company authors that wish to add to the flavor and adventure of the campaign will write the scenarios for Living Kingdoms of Kalamar. However, these scenarios are edited and adjusted to fit into the overall campaign guidelines. This way not only are we providing a number of exciting adventures each year, but we’re crafting an involving story that will gradually take shape, gaining more and more clarity over the coming years. Each player creates his or her own character to play in the campaign using the rules contained in the Pekal Gazetteer (a sample of those rules is included in this book).
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