Player's Guide to the Sovereign Lands

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Player's Guide to the Sovereign Lands The Kingdoms of Kalamar PlaPlayer’syer’s GuideGuide toto thethe SovereignSovereign LandsLands Authors: Lloyd Brown III, Brian Jelke, David S. Kenzer, Noah Kolman, Don Morgan, Mark Plemmons ADDITIONAL CONTRIBUTORS: Jeff Abar, Jolly Blackburn, V3.5 REVISIONISTS: Lloyd Brown III, Troy Daniels, Brian Scott Casper, Dan Donnelly, D. Andrew Ferguson, Ed Jelke, Rob Lee, Mark Plemmons Greenwood, Christopher Heath, Richard Jensen, David PLAYTESTERS: German Altgelt, John Benner, Holger Johansson, Steve Johansson, Robert King, Rob Lee, Andy Brackmann, brynjolf, Douglas Click, Len Cogle, Roxann Miller, James Mishler, Barratt Moy, Jarret Sylvestre, John Cogle, Joel Conner, Brad Daeda, Troy Daniels, Gary Duell, Terra, Tony Wilson and D.M. Zwerg Ted Elsner, Gigi Epps, Craig Furness, Leslie Furness, PROJECT MANAGER: Mark Plemmons Randy Gardner, Phil Greenwood, Alison Grisenthwaite, PRODUCTION MANAGER: Steve Johansson Casey Grooms, Jeff Harding, Roy Hart, Jim Ivens, Pam ART DIRECTOR: Mark Plemmons Ivens, Patrick Judy, Mark Lane, Rob Lee, Marc Kowallik, GRAPHIC DESIGN: Steve Johansson Glenn Martin, Harald Menschel, Oliver Mauermann, COVER ILLUSTRATION: Thomas Woods Hans Messersmith, Greg Nelson, Roger Pascal, Mark INTERIOR ILLUSTRATIONS: Matthew Armstrong, Prater, Patrick Pricken, John Richard, Lee Sharp, Michelle Caleb Cleveland, Keith DeCesare, Thomas Denmark, Sharp, Kevin Stillwell, Brian Testa, Jeff Thomas, Stefan Marcio Fiorito, Tom Galambos, Lars Grant-West, Jon Thomassen, Thomas Young, Bill Watson, John Williams, Hodgson, Jonathan Kirtz, Chuck Lukacs, Jeremy Mohler, John Wright. David Esbri Molinas, Travis Moore, Gregory Price, Kevin Wasden Table of Contents Introduction . .2 Appendices Chapter 1 . .Races . .3 Glossary . .260 Chapter 2 . .Classes . .40 Place of Origin Tables . .267 Chapter 3 . .Prestige Classes . .82 Character Record Sheet . .274 Chapter 4 . .Skills . .98 Chapter 5 . .Feats . .113 Chapter 6 . .Religion . .128 Chapter 7 . .Equipment . .159 Chapter 8 . .Combat . .178 Chapter 9 . .Adventuring . .183 Chapter 10 . .Spells . .205 Chapter 11 . .Magic Items . .250 © Copyright 2006 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Phone: (847) 662-6600 Fax: (847) 680-8950 Kenzer & Company email: [email protected] 511 W. Greenwood Ave. Visit our website: www.kenzerco.com Waukegan, IL 60087 This book is protected under international treaties and copyright laws of the United PUBLISHER’S NOTE: States of America. No part of this book may be reproduced, without the express This is a work of fiction. Names, characters, places and incidents either are the written consent of Kenzer and Company. Permission is granted to the purchaser of product of the authors’ imaginations or are used fictitiously, and any resemblance this product to reproduce sections of this book for personal use only. Sale or trade to actual persons, living or dead, events or locales is entirely coincidental. of such reproductions is strictly prohibited. With respect to trademarks: 1 Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company.The Player’s Guide to the Sovereign Lands and the Kenzer and Company logo are trademarks of Kenzer and Company. © Copyright 2006 Kenzer & Company, Inc. All Rights Reserved. Dungeons & Dragons is a trademark owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. Introduction The Kingdoms of Kalamar campaign setting sourcebook offers a tectonics. There are no glaciers in the middle of warm lakes, no vast amount of information on the lands of Tellene, its inhabi- swamps adjacent to deserts, nor huge jungles in temperate tants, organizations, major languages, cities, deities, armies, latitudes. The realistic basis of the setting allows it to become codes of law and so on. It also includes hundreds of intriguing the invisible backdrop for the real action: you. adventure hooks for a Dungeon Master to make his or her own. Your player character is the real hero of any game. You Meanwhile, the Kingdoms of Kalamar Player’s Primer provides the rescue the princess and you recover the stolen Whatzit for Lord basic details of life in the Kingdoms of Kalamar campaign setting, So-and-So. You are the focus, and a campaign world should be helping players recognize what their characters know and what shaped by your actions, not the other way around. Tellene is they believe (often the two are quite different), and fleshing out that kind of campaign world as it offers you the opportunity to their personal histories and family backgrounds. be a world-shaper. Life in the Sovereign Lands is guided by The Player’s Guide to the Sovereign Lands, on the other hand, ordinary men and women with extraordinary courage and introduces new classes, races, feats, spells, equipment and other resolve. This book gives you the information you need to rules mechanics not found in the standard D&D Player’s become one of those people. But fear not, for all the detail and Handbook. It also introduces even more helpful guidelines to background history that this setting provides adds depth to make your character feel like he or she belongs in the Sovereign your adventures without confining them. The Kingdoms of Lands. Kalamar campaign setting allows you to be the author of your own destiny by providing the scenery but not the story. Of course, player characters cannot be everywhere at once. WHAT IS TELLENE? THE SOVEREIGN LANDS? THE KINGDOMS The world continues moving even when you are off exploring a OF KALAMAR? forgotten dungeon somewhere. Evil cults spread their influ- Tellene is a planet similar to Earth, but with a warmer ence throughout a small town. A village succumbs to a myste- climate. Many different races of beings populate Tellene, rious disease. A band of humanoids halts merchant routes including humans, elves, dwarves, gnomes, halflings, hobgob- between two cities. Villains even kidnap princesses when you lins and many types of monsters and other humanoids. are not around to do anything about it. What happens then? The lands of Tellene defined in the Kingdoms of Kalamar Well, usually the Vicelord has his way with her. You see, the campaign setting sourcebook are often referred to as the Sovereign NPCs of Tellene are not inept; otherwise, they would not be Lands, and include the kingdoms of Brandobia, the Kalamaran worthy (or successful) villains. A world full of morons is no Empire, the cities and city-states of Reanaaria Bay, the Isle of place to live. You need the good, the bad and even the so-so to Svimohzia, the Wild Lands and the Young Kingdoms. populate your campaign to make the party’s heroic deeds excep- The Kingdoms of Kalamar campaign setting is named after the tional. After all, if everybody on the block is a superhero, great Kalamaran Empire, which once covered much of Tellene. nobody stands out. But time weighs heavily upon all, and the empire’s reach is not The Kingdoms of Kalamar campaign setting enhances your what it once was. Its provinces declare independence, gaming experience by providing you a realistic backdrop for hobgoblin kingdoms thrive and foreign empires expand, while your character. Every type of person you could imagine lives the monsters of the land grow stronger than ever. Still, its influ- somewhere on Tellene. In fact, that’s one of the reasons this is ence is felt almost everywhere in Tellene. such an enjoyable setting to play in: it is tremendously versatile. No matter what type of character you choose to play, you should feel confident that they will have an important place in the WHAT ARE SOME HIGHLIGHTS OF THE KINGDOMS OF KALAMAR world of Tellene. CAMPAIGN SETTING? The setting also provides a realistic, dynamic world for your The Kingdoms of Kalamar is a vibrant setting for your game, character to live in. Every sort of adventure can be found on the alive with rich characters, imminent danger, complex intrigue continents of Tellene. Whether you dream of finding great and exciting adventure, all awaiting your shaping hand. It is a riches in the bellies of mountains or ridding the desert of robust and detailed world filled with many cultures, both undead abominations, the Kingdoms of Kalamar setting provides human and humanoid. It is also a world rife with adventure the where and the how, all the while maintaining a commit- possibilities, where fantastic creatures roam the wilderness, evil ment to realism that lets you experience your character’s adven- clerics worship evil deities hell-bent on destruction, and the tures in the most satisfying ways. dead rise again to spread terror throughout the world. Here, In the Sovereign Lands, your character has a chance to stand complex political alliances mix with marauding bands of out. In fact, you have a chance to be the greatest character in the humanoids and technology and industry come face to face with campaign world. However, greatness is different for every magic and the fantastic. This setting combines the best of the individual. While you may dream of conquering the continent real medieval world with all the elements of fantasy you have and bringing peace and prosperity to its people, others may come to enjoy. And while nearly any setting suffices for a single wish for the ultimate in scholarly or magical achievement. adventure, these qualities make Tellene an engaging game What sets this setting apart is its ability to give you the oppor- setting for your character to live in and explore, long after the tunity to do all this and more without sacrificing continuity or novelty of the “tourist bazaars” has worn thin. common sense. This book provides rules for playing haughty This is partly because of the strong geo-historical basis of the nobles, influential clerics and avaricious warlords. It also setting. The maps feel right because they are right, at least from includes information on customizing your character for Tellene a standpoint of verisimilitude. The continents, the lakes, the and more detail on the various races and subraces that populate rivers, the forests, all the geographical features are based on real the continent.
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