Introduction
Originally dating back to 1994, Kingdoms of Kalamar (KoK from here on) was updated for D&D 3rd edition in November of 2000. But, unlike a lot of 3rd party splats, KoK was actually officially licensed by Wizards of the Coast.
The reason for this is, supposedly, that WotC used material from Kenzer & Company in Dragon Magazine without permission and got sued. Part of the settlement of said lawsuit was allowing Kenzer & Company to print material that was officially licensed D&D content.
Or so the interwebs say. The closest thing I could find about this lawsuit on Wikipedia indicated that this legal snafu led to the creation of Hackmaster and is seemingly unrelated to KoK 3rd edition content. If anyone else has better Google-Fu than I do, please let me know.
The end result of this is that material from some KoK d20 books (including this one) are technically official content. Which technically means they’re fair game for your D&D character. Your DM would have to be fucking insane to allow content from KoK. I consider myself pretty chill with regards to allowed materials in my own games (I allow stuff from Dragon Magazine), but I flat out ban anything from KoK.
But let’s pretend for a moment we have a DM that’ll allow this stuff and see if there’s anything worth taking for our optimization needs. Consider this the primary goal of this OSSR, besides poking fun at an awful d20 book.
This book opens with a spiel as to why we should care about Kalamar as a setting. I note the term “demihuman” is being used, which had been deprecated for 3.0, implying some laziness on the part of the authors. Or they just didn’t give a fuck. Neither is a promising sign.
The first real information we get is how “realistic” the setting is. Which sounds like a huge warning sign to me, realism and games rarely mix well.
Kenzer seem especially proud of the supposed geographical realism of Kalamar, which I respond to with a disinterested yawn. Seriously, this is your chance to sell me on your setting and you start talking about geography?
We’re also informed that life on Kalamar is guided by “ordinary men and women of extraordinary courage and resolve.” Which seems to imply the setting isn’t filled to the brim with high-level DM penis extension NPCs. That’s good, let’s see if they actually commit to it.
Because realism! Grimdark! What the fucking fuck?! I’m only on page 2 and we already get a reference to sexual assault! We’re already off to a great start, I see. (Sarcasm tag, if it wasn’t obvious.)Kingdoms of Kalamar Player's Guide wrote:Villains even kidnap princesses when you are not around to do anything about it. What happens then? Well, usually Vicelord has his way with her. You see, the NPCS of Kalamar aren’t inept, otherwise they would not be worthy (or successful) villains. A world full of morons is no place to live. You need the good, bad and even the so-so to populate your campaign with to make the party’s heroic deeds exceptional After all, if everybody on the block is a superhero, no one stands out.
The introduction starts babbling about realism again and we’re ensured that the players will be important in the setting. Little do they realize just how right they are…
Races
Frank and Ancient History have talked before about how bizarre and uncomfortable the idea of race is in fantasy games. And that we can pretty much blame a lot of that on Tolkien, but it’s so entrenched in RPGs that it’s probably here to stay for the near future. Also, the “half” races are filled to the brim with unfortunate implications.
Anyway, we get several of the standard races we know from D&D, humans, hill dwarves, high elves, etc. But we also get some new races as well as some different characteristics for preexisting ones.
Stone Dwarves get an INT penalty instead of a CHA one and grey elves get a +2 to CHA and INT but no DEX bonus. We also get dark elves (Drow are in the SRD, why call them dark elves?) who get +2 to INT instead of DEX. But we also get Golden Halflings, who get a +2 to INT and WIS instead of DEX (jackpot!) and Forest Gnomes now get the same characteristics.
Kalamar tries to make Hobgoblins important to the setting, so they get listed in the race section too. +2 to DEX and CON, -2 to all mental stats. There are also not one, but two, half-hobgoblins. One gets a +2 to DEX and a penalty to WIS and CHA, the other gets a +2 to CON and a -2 to INT. I seriously doubt anyone would ever want to play as any of these hobgoblins. If you’re curious, the fluff for them is “Proud Warrior Guy Race.”
We get lengthy segment about each race with how they get along with other races, their religion and language. Humans are split into several different categories based on where they call home (same stats, though, thank god), and many speak different languages. Realistic, perhaps, but I can see this frustrating players since it’s unlikely your party will speak every one of these languages. Scratch that, it’s a virtual impossibility, there too fucking many of them.
Oh yeah, did I mention Kalamar suffers heavily from “Our Elves Are Better Than You” as well as the “humans are racists” cliché that The Witcher is so fond of? Fuck this book.Kingdoms of Kalamar Player's Guide wrote:“A human can be your greatest friend and most worthy ally. Until you turn your back.” – Elven proverb.