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Sa m ple file

PORT OF INTRIGUE

Credits

Authors: Ed Greenwood and Phil Thompson Editors: Brian Jelke, David Kenzer, Mark Plemmons Interior Illustrations: Brendon Fraim, Brian Fraim, Patrick McEvoy, Chris Moreno, Eric Olsen, CD Regan Art Director: Bob Burke Art Coordinator: Mark Plemmons Cover Illustration: Patrick McEvoy Cover Colors: Scott Kester Cartography: Rob Lee Project Managers: Brian Jelke, Mark Plemmons Production Manager: Steve Johansson Behind the Scenes: Jeff Abar, Jennifer Kenzer
Copyright 2003, 2008 Kenzer and Company. All Rights Reserved.
Designed in the United States of America Questions, Comments, Product Orders? Phone: (847) 662-6600 Fax: (847) 680-8950 email: questions@kenzerco.com Visit our website:

Kenzer & Company

511 W. Greenwood Ave. Waukegan, IL 60087
This book is protected under international treaties and copyright laws of the United States of America. No part of this book may be reproduced, without the express written consent of Kenzer and Company. Permission is granted to the purchaser of this product to reproduce sections of this book for personal use only. Sale or trade of such reproductions is strictly prohibited.

www.kenzerco.com

PUBLISHERS NOTE: This is a work of fiction. Names, characters, places and incidents either are the product of the authors imaginations or are used fictitiously, and any resemblance to actual persons, living or dead, events or locales is entirely coincidental. With respect to trademarks: Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Loona, Port of Intrigue, ImageQuest, the ImageQuest logo and the Kenzer and Company logo are trademarks of Kenzer and Company. 2003, 2008 Kenzer & Company, Inc. All Rights Reserved. Dungeons & Dragons and Dungeon Master are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.

Loona: Port of Intrigue

Table of Contents
Introduction.3 About This Book.4 What You Need To Play.4 Visitors Views.5 Mists And Mystery.5 Chapter 1: Life In Loona.5 Some TruthsAnd Perils.6 Daily Necessities.6 The Law In Loona.7 The Code Of Loona.7 Religion In Loona.7 Local Rumors, Aka "The Rumble".8 Chapter 2: Places And Peoples.10 Loonan Architecture.10 The Streets.11 Code Flags.12 The Passing Parade.11 The Bowery.12 Harbor Fines And Bans.30 Costs Of Doing Business.31 Pilot Fees.31 Dock Fees.31 Moving Cargo.31 Security.31 Storage.32 Lossguard.33 Supplies And Repairs.34 Coopers.34 Masts.34 Ropes.34 Sails.34 Shipwrights And Vessel Repairs.34 Chapter 4: Powers And Enigmas.35 The Master Of Loona.35 Castle Bodyguards.36 Fist Patrols.37 Known Power Groups Of Loona.38 Current Watchsword Groups.42 Personal Protection And Law Enforcers For Hire.47 Lossguard Firms.48 Watching The Watchers.49 Shadow Walkers.49 Enigmas.49 Chapter 5: Beyond Loona.51 Appendix A: Npcs.63 Appendix B: Wandering Encounters In Loona.79 Appendix C: New Toxins And Alchemical Substances.81 Appendix D: New Creatures.81 Appendix E: Loonan Names.82 Glossary.83 Index.87
Other Notable Personalities:.17 The Dock District.18 Low Town.22 Prominent Landmarks:.23 The Merchants District.24 Squeeze Dealings.24 Manythreads Costumes And Gowns.26 Nearly New.26 Saravels Castle.26 Wandering Wheels.26 Other Notable Personalities.27 The Masters District.27 Chapter 3: The Shipping Industry.29 Harbor Defenses.29 Officers Of Port.29 Rules Of The Harbor.30

The Common District.14

Loona: Port of Intrigue - Introduction

Introduction

WHY THE KINGDOMS OF KALAMAR CAMPAIGN SETTING?
The KINGDOMS OF KALAMAR setting describes the world of Tellene, a vibrant world alive with rich characters, imminent danger, complex intrigue and exciting adventure, all awaiting your shaping hand. This robust world consists of many detailed lands and cultures, both human and humanoid, that are rife with adventure possibilities. On Tellene, fantastic creatures roam the wilderness, evil clerics worship evil deities hell-bent on destruction and the dead rise again to spread terror throughout the world. Complex political alliances mix with marauding bands of humanoids and medieval technology and culture come face to face with magic and the fantastic. Tellene combines the best of a realistic medieval world with all the elements of fantasy you have come to enjoy. While nearly any campaign setting suffices for a single adventure, your characters will find the KINGDOMS OF KALAMAR setting to be an engaging game world to explore long after the novelty of the tourist bazaars has worn thin.
exploring long forgotten ruins or dark forests somewhere. Evil cults spread their influence throughout a small town. A village succumbs to a mysterious disease. A band of humanoids halts merchant routes between two cities. Villains even kidnap princesses when heroes are not around to do anything about it. What happens then? Well, sometimes the princess escapes, but more often the Vicelord has his way with her. For the NPCs of Tellene are not inept, else they would not be worthy (or successful) villains. A world full of morons is no place to live. The good, the bad and even the so-so must transpire in the campaign in order to make the partys heroic deeds exceptional. After all, if every person on the block is a superhero, nobody stands out.

The underlying strength of the KINGDOMS OF KALAMAR setting comes from its geo-historical basis. The maps feel right because they are right, at least from a standpoint of verisimilitude. The continents, lakes, rivers, forests and other geographical features all follow examples from the real world. This attention to detail clearly shows a setting built from the ground up, from the direction of the prevailing winds to the plate tectonics. No glaciers lie in the middle of warm lakes nor huge jungles in temperate latitudes. The KINGDOMS OF KALAMAR setting becomes the invisible backdrop for the real action: you. The player character becomes the real hero of any D&D game. You rescue the princess and you recover the stolen Whatzit for Lord So-and-So. You shape the campaign world through your actions, not the other way around. Tellene, like few other campaign settings before it, offers you the opportunity to be a world-shaper. Life in Tellene grows from ordinary men and women with extraordinary courage and resolve. This setting gives you the information you need to allow your players to become one of those people. But fear not, for all the detail and background history that this setting provides add depth to your adventures without confining them. The KINGDOMS OF KALAMAR 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. The world continues moving even when they spend weeks
The KINGDOMS OF KALAMAR setting is designed to enhance your D&D experience by providing a realistic backdrop for your character. Every type of person you could imagine lives somewhere on Tellene. In fact, thats one of the reasons the KINGDOMS OF KALAMAR setting is such an enjoyable world to play in: it is tremendously versatile. No matter what type of character you choose to play, you should feel confident that he or she will have an important place in the world of Tellene. The KINGDOMS OF KALAMAR setting also provides a realistic, dynamic world for your character. Every sort of adventure can be found on the continent of Tellene. Whether you dream of finding great riches in the bellies of mountains or ridding the desert of undead abominations, the KINGDOMS OF KALAMAR setting provides the where and the how, all the while maintaining a commitment to realism that lets you experience your characters adventures in the most satisfying ways. In the KINGDOMS OF KALAMAR setting, your character has a chance to stand out. In fact, you have a chance to be the greatest character in the campaign world. But greatness is different for every individual. While you may dream of conquering the continent and bringing peace and prosperity to its people, others may wish for the ultimate in scholarly or magical achievement. What sets the KINGDOMS OF KALAMAR setting apart is its ability to give you the opportunity to do all this and more without sacrificing continuity or common sense. Here you are presented with the opportunity to become great. Realizing that opportunity, however, requires skill, effort and a little bit of luck.

ABOUT THIS BOOK

Heed, and be wiserand walk accordingly is a long-time proverb of Loona that the visitor would do well to follow. Loona, Port of Intrigue, while ideal for use with the DUNGEONS & DRAGONS setting: the KINGDOMS OF KALAMAR, is of broad use to DMs running any medieval or pirate-based campaign. Loona, the port town of the City of Geanavue, rests along the western coast of Reanaaria Bay in eastern Tellene, the world of the KINGDOMS OF KALAMAR. Since Loona has its own web of politics and alliances, this work contains many cross-references between entries (for example, it mentions certain allies or enemies such as swords-for-hire or street gangs within entries for merchant guilds). Therefore, we recommend that the reader make extensive use of the very complete index/glossary found at the end of the book while reading the various entries. This book is organized as follows. Chapter One sets forth a general overview of Loona and much background information that will help when reading the later chapters. It helps to have a copy of the map handy when reading certain of the location entries in Chapter One (and later chapters, for that matter). Chapter Two provides greater detail about the town from architecture and lighting to the various districts and specific landmarks.
Chapter Three discusses the shipping industry and especially the harbor and port. Chapter Four covers in-depth the various power factions, from the Master of Loona to gangs and assassins. Chapter Five gives a general overview of the lands and hamlets around Loona and Geanavue. The Appendices cover NPC stats and details, encounters (and encounter tables), new items, new creatures and a list of Reanaarese names for use in-game.

WHAT YOU NEED TO PLAY

This campaign resource assumes that you have access to the three core rulebooks of the DUNGEONS & DRAGONS game: the Players Handbook (PHB), the Dungeon Masters Guide (DMG) and the Monster Manual (MM). This product uses updated material from the v.3.5 revision of the D&D rules. As this book is compatible with the KINGDOMS OF KALAMAR fantasy campaign setting, it is also useful (but not required) to have the KINGDOMS OF KALAMAR campaign setting sourcebook and the KINGDOMS OF KALAMAR Players Guide.

doc1

The Kingdoms of Kalamar

Players Guide to the Sovereign Lands
Authors: Lloyd Brown III, Brian Jelke, David S. Kenzer, Noah Kolman, Don Morgan, Mark Plemmons ADDITIONAL CONTRIBUTORS: Jeff Abar, Jolly Blackburn,
Scott Casper, Dan Donnelly, D. Andrew Ferguson, Ed Greenwood, Christopher Heath, Richard Jensen, David Johansson, Steve Johansson, Robert King, Rob Lee, Andy Miller, James Mishler, Barratt Moy, Jarret Sylvestre, Tony Wilson and D.M. Zwerg PROJECT MANAGER: Mark Plemmons PRODUCTION MANAGER: Steve Johansson ART DIRECTOR: Mark Plemmons GRAPHIC DESIGN: Steve Johansson COVER ILLUSTRATION: Thomas Woods INTERIOR ILLUSTRATIONS : Matthew Armstrong, Caleb Cleveland, Keith DeCesare, Thomas Denmark, Marcio Fiorito, Tom Galambos, Lars Grant-West, Jon Hodgson, Jonathan Kirtz, Chuck Lukacs, Jeremy Mohler, David Esbri Molinas, Travis Moore, Gregory Price, Kevin Wasden Lloyd Brown III, Troy Daniels, Brian Jelke, Rob Lee, Mark Plemmons, John Terra PLAYTESTERS : German Altgelt, John Benner, Holger Brackmann, brynjolf, Douglas Click, Len Cogle, Roxann Cogle, Joel Conner, Brad Daeda, Troy Daniels, Gary Duell, Ted Elsner, Gigi Epps, Craig Furness, Leslie Furness, Randy Gardner, Phil Greenwood, Alison Grisenthwaite, Casey Grooms, Jeff Harding, Roy Hart, Jim Ivens, Pam Ivens, Patrick Judy, Mark Lane, Rob Lee, Marc Kowallik, Glenn Martin, Harald Menschel, Oliver Mauermann, Hans Messersmith, Greg Nelson, Roger Pascal, Mark Prater, Patrick Pricken, John Richard, Lee Sharp, Michelle Sharp, Kevin Stillwell, Brian Testa, Jeff Thomas, Stefan Thomassen, Thomas Young, Bill Watson, John Williams, John Wright.

V3.5 R EVISIONISTS :

Table of Contents
Introduction.2 Chapter 1.Races.3 Chapter 2.Classes.40 Chapter 3.Prestige Classes.82 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 email: questions@kenzerco.com Visit our website: www.kenzerco.com
PUBLISHERS NOTE: This is a work of fiction. Names, characters, places and incidents either are the product of the authors imaginations or are used fictitiously, and any resemblance to actual persons, living or dead, events or locales is entirely coincidental.

Kenzer & Company

511 W. Greenwood Ave. Waukegan, IL 60087
This book is protected under international treaties and copyright laws of the United States of America. No part of this book may be reproduced, without the express written consent of Kenzer and Company. Permission is granted to the purchaser of this product to reproduce sections of this book for personal use only. Sale or trade of such reproductions is strictly prohibited.
Appendices Glossary.260 Place of Origin Tables.267 Character Record Sheet.274
With respect to trademarks: Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company.The Players 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 vast amount of information on the lands of Tellene, its inhabitants, organizations, major languages, cities, deities, armies, codes of law and so on. It also includes hundreds of intriguing adventure hooks for a Dungeon Master to make his or her own. Meanwhile, the Kingdoms of Kalamar Players Primer provides the basic details of life in the Kingdoms of Kalamar campaign setting, helping players recognize what their characters know and what they believe (often the two are quite different), and fleshing out their personal histories and family backgrounds. The Players Guide to the Sovereign Lands, on the other hand, introduces new classes, races, feats, spells, equipment and other rules mechanics not found in the standard D&D Players Handbook. It also introduces even more helpful guidelines to make your character feel like he or she belongs in the Sovereign Lands. tectonics. There are no glaciers in the middle of warm lakes, no swamps adjacent to deserts, nor huge jungles in temperate latitudes. The realistic basis of the setting allows it to become the invisible backdrop for the real action: you. Your player character is the real hero of any game. You rescue the princess and you recover the stolen Whatzit for Lord So-and-So. You are the focus, and a campaign world should be shaped by your actions, not the other way around. Tellene is that kind of campaign world as it offers you the opportunity to be a world-shaper. Life in the Sovereign Lands is guided by ordinary men and women with extraordinary courage and resolve. This book gives you the information you need to become one of those people. But fear not, for all the detail and background history that this setting provides adds depth to your adventures without confining them. The Kingdoms of 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. The world continues moving even when you are off exploring a forgotten dungeon somewhere. Evil cults spread their influence throughout a small town. A village succumbs to a mysterious disease. A band of humanoids halts merchant routes between two cities. Villains even kidnap princesses when you are not around to do anything about it. What happens then? Well, usually the Vicelord has his way with her. You see, the NPCs of Tellene are not inept; otherwise, they would not be worthy (or successful) villains. A world full of morons is no place to live. You need the good, the bad and even the so-so to populate your campaign to make the partys heroic deeds exceptional. After all, if everybody on the block is a superhero, nobody stands out. The Kingdoms of Kalamar campaign setting enhances your gaming experience by providing you a realistic backdrop for your character. Every type of person you could imagine lives somewhere on Tellene. In fact, thats one of the reasons this is 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 world of Tellene. The setting also provides a realistic, dynamic world for your character to live in. Every sort of adventure can be found on the continents of Tellene. Whether you dream of finding great riches in the bellies of mountains or ridding the desert of undead abominations, the Kingdoms of Kalamar setting provides the where and the how, all the while maintaining a commitment to realism that lets you experience your characters adventures in the most satisfying ways. In the Sovereign Lands, your character has a chance to stand out. In fact, you have a chance to be the greatest character in the campaign world. However, greatness is different for every individual. While you may dream of conquering the continent and bringing peace and prosperity to its people, others may wish for the ultimate in scholarly or magical achievement. What sets this setting apart is its ability to give you the opportunity to do all this and more without sacrificing continuity or common sense. This book provides rules for playing haughty nobles, influential clerics and avaricious warlords. It also includes information on customizing your character for Tellene and more detail on the various races and subraces that populate the continent. Here you are presented with the opportunity to become great. Realizing that opportunity, however, requires skill, effort and a little bit of luck.

WHAT IS TELLENE? THE SOVEREIGN LANDS? THE KINGDOMS KALAMAR?
Tellene is a planet similar to Earth, but with a warmer climate. Many different races of beings populate Tellene, including humans, elves, dwarves, gnomes, halflings, hobgoblins and many types of monsters and other humanoids. The lands of Tellene defined in the Kingdoms of Kalamar campaign setting sourcebook are often referred to as the Sovereign Lands, and include the kingdoms of Brandobia, the Kalamaran Empire, the cities and city-states of Reanaaria Bay, the Isle of Svimohzia, the Wild Lands and the Young Kingdoms. The Kingdoms of Kalamar campaign setting is named after the great Kalamaran Empire, which once covered much of Tellene. But time weighs heavily upon all, and the empires reach is not what it once was. Its provinces declare independence, hobgoblin kingdoms thrive and foreign empires expand, while the monsters of the land grow stronger than ever. Still, its influence is felt almost everywhere in Tellene.
WHAT ARE SOME HIGHLIGHTS OF THE KINGDOMS OF KALAMAR CAMPAIGN SETTING?
The Kingdoms of Kalamar is a vibrant setting for your game, alive with rich characters, imminent danger, complex intrigue and exciting adventure, all awaiting your shaping hand. It is a robust and detailed world filled with many cultures, both human and humanoid. It is also a world rife with adventure possibilities, where fantastic creatures roam the wilderness, evil clerics worship evil deities hell-bent on destruction, and the dead rise again to spread terror throughout the world. Here, complex political alliances mix with marauding bands of humanoids and technology and industry come face to face with magic and the fantastic. This setting combines the best of the real medieval world with all the elements of fantasy you have come to enjoy. And while nearly any setting suffices for a single adventure, these qualities make Tellene an engaging game setting for your character to live in and explore, long after the novelty of the tourist bazaars has worn thin. This is partly because of the strong geo-historical basis of the setting. The maps feel right because they are right, at least from a standpoint of verisimilitude. The continents, the lakes, the rivers, the forests, all the geographical features are based on real examples. The setting was built from the ground up, and it was built with an attention to detail. Everything was determined at the start, from the direction of the prevailing winds to the plate

Chapter 1: Races

Chapter 1
Dwarven warriors carry the body of a fallen leader deep into their underground mountain city, passing the tombs of kings dead for some thirty dwarven generations. Wandering Dejy nomads explore the ruins of a fallen civilization deep within the massive Vohven jungle, and awake a power none could expect. Bold adventurers set off into the Khydoban desert, seeking a country populated with undead and ruled by a powerful lich lord. Barbarian horselords war among each other for control of territory, while Slennish cultists kidnap the innocents left behind the lines. Xenophobic elves patrol the Lendelwood, guarding their ancient city against a threatened human assault. These adventures and more are yours when you step into the Kingdoms of Kalamar. In the world of Tellene, your character is not defined merely by his statistics. A characters background, native land, race, religion and much more all play important parts.
TABLE 11: RACIAL ABILITY ADJUSTMENTS
ABILITY ADJUSTMENT FAVORED CLASS

CREATING A CHARACTER

Although you can use the rules in the Dungeons & Dragons Players Handbook to create any type of character for the Kingdoms of Kalamar campaign setting, this chapter (and indeed, the rest of this book) explains how to create a character specifically designed for the world of Tellene. To create a 1stlevel character, simply turn to the D&D Players Handbook and follow the steps, making sure you review the additional character features in this book.

Character Races

Many different races of beings populate Tellene. The six predominant human races share the world with dwarves, elves, gnomes, halflings, hobgoblins, orcs and a wide variety of other humanoids. In a Kingdoms of Kalamar campaign, a number of races are available for players. The standard races described in the D&D Players Handbook are present on Tellene (a large continent, though its inhabitants believe it encompasses the
None Any +2 Constitution, -2 Charisma Fighter +2 Constitution, -2 Wisdom Fighter +2 Constitution, -2 Intelligence* Rogue +2 Intelligence, -2 Constitution Cleric (female), Wizard (male) Elf, Gray +2 Intelligence, -2 Constitution Wizard Elf, High +2 Dexterity, -2 Constitution Wizard Elf,Wild +2 Dexterity, -2 Intelligence* Barbarian Elf,Wood +2 Dexterity, -2 Charisma Ranger Gnome, Deep +2 Constitution, -2 Strength Fighter Gnome, Forest +2 Wisdom, +2 Charisma, Druid -2 Strength Gnome, Rock +2 Constitution, -2 Strength Bard Half-elf None Any Half-hobgoblin (Kargi) +2 Constitution, -2 Intelligence* Fighter Half-hobgoblin (other) +2 Dexterity, -2 Wisdom, Fighter -2 Charisma Half-orc +2 Strength, -2 Intelligence*, Barbarian 2 Charisma Halfling, Golden +2 Intelligence, +2 Wisdom, Psion -2 Strength Halfling, Lightfoot +2 Dexterity, -2 Strength Rogue Hobgoblin, Krangi +2 Dexterity, +2 Constitution, Fighter -2 Intelligence*, -2 Wisdom, -2 Charisma Hobgoblin, Kargi +2 Dexterity, +2 Constitution, Cleric -2 Intelligence*, -2 Wisdom, -2 Charisma Hobgoblin, Dazlak +2 Dexterity, +2 Constitution, Ranger -2 Strength, -2 Intelligence* Hobgoblin, Kors +2 Dexterity, +2 Constitution, Fighter -2 Intelligence*, -2 Wisdom, -2 Charisma Hobgoblin, Rankki +2 Strength, +2 Constitution, Fighter -2 Dexterity, -2 Intelligence* * A player characters starting Intelligence can be no lower than 3. If this modifier lowers the Intelligence score below that, keep the score at 3.

Human Dwarf, Hill Dwarf, Mountain Dwarf, Stone Elf, Dark
entirety of the planet), although they often have different names. For example, the standard elf is known herein as a lathlani, or high elf, though you may choose to become one of four other elven subraces. What you may not expect, and be pleasantly surprised to see, are the many varied racial types of humans, and the fact that the hobgoblin race has become far more civilized (by human standards) than the other humanoids. The hobgoblins have established a foothold amongst the other advanced races by establishing the kingdoms of Ul-Karg and Norga-Krangrel, though other scattered tribes do exist elsewhere. Orcs, while they still exist, lack both the prominence and the numbers of the hobgoblin empires. You may even choose a hobgoblin or a half-hobgoblin as your player character! Table 1-1: Racial Ability Adjustments shows the ability score adjustments and favored class for each of the player character races of the Kingdoms of Kalamar setting.

Character Classes

Many of the classes described in the D&D Players Handbook have significant new opportunities in the Kingdoms of Kalamar campaign setting. For example, clerics may choose from fortythree patron deities, with access to new domains and information on advancing ever higher through the ranks of the church. There are also several new prestige classes, in addition to those described in the D&D Dungeon Masters Guide. Even though beginning characters wont qualify for prestige classes such as the Living Blade of Kotesh (a knightly order that slays undead), you may want to keep prestige classes in mind as your character advances.

Character Region

While the D&D Players Handbook only requires you to choose a race and a class, the Kingdoms of Kalamar Players Guide enables you to expand upon your character by choosing the region from which you originate. This is particularly important to humans, for it will define your physical appearance (height, skin tone, facial features), language and possibly even your religion (especially if you choose to play a character from an evil theocracy such as Slen). You will also be able to choose specific regional feats to further enhance your characters abilities.
Converting Greyhawk, Forgotten Realms or Eberron characters to the Kingdoms of Kalamar. If you created a character using the D&D Players Handbook and/or another one of the above campaign settings, and would like to bring that character into the world of Tellene, you have several things to consider. Mainly, if your character follows a certain religion, you need to convert between the two pantheons. Simply refer to Chapter 6: Religion for the deity conversion tables, locate your characters deity and reference which Kingdoms of Kalamar deity best corresponds to yours. You probably noticed that the humanoid subraces of Tellene vary from those presented in the D&D Players Handbook and the Monster Manual. For simplicity, choose the Kingdoms of Kalamar subrace that best matches the racial ability score modifiers for your character. This works most easily if your characters come from Greyhawk, for standard elves become high elves, standard dwarves become hill dwarves, standard gnomes become rock gnomes, and standard halflings become lightfoot halflings. If converting from Forgotten Realms, moon elves become high elves and shield dwarves become hill dwarves. Faeruns rock gnomes and lightfoot halflings easily convert to the rock gnomes and lightfoot halflings of Tellene. Other non-standard races should only be placed at the discretion of the DM. On the other hand, if you created a character with the Eberron setting and would like to bring that character to Tellene, talk to your Dungeon Master about his or her plans for the world. Much of the world is unknown to those who live on the continent of Tellene, and it is possible that your character comes from a most distant land, or from another world. If the latter, he may have arrived in Kalamar by means of a portal or a rift in the fabric of the planes, such as the one in the unassuming northern city of Trarr. Note that most inhabitants of Tellene will assume changelings, kalashtars, shifters and warforged to be inhuman monsters, and treat them accordingly.

Character Conversion

Character Languages
With regard to languages spoken, each character speaks her racial or national tongue as her primary language (see Table 1-2: Languages by Geographical Subdivision). Since all characters with an Intelligence of 12 or higher speak bonus languages (as noted in the D&D Players Handbook), many PCs and NPCs speak at least one additional language as well. This second language is typically either Merchants Tongue (the Common tongue of Tellene) or a language spoken by neighbors or frequent trade partners. With regard to Table 1-2, the primary language is the statesanctioned language where a formal state exists. This language may be different from that spoken by a large fraction of the population in areas where the populace has been conquered by foreign speaking armies. The secondary language is the language that the largest percentage of the population speaks besides the primary language. Dialects of languages are included in Table 1-2 in parentheses following the listing of the root language. In many areas, these dialects can be significantly divergent from the root language. This is due to influence of other tongues common or once common in the region. Thus, it might be difficult for speakers of a dialect to communicate with speakers of another dialect even when the root language is the same. However, characters gain a +2 circumstance bonus when speaking or trying to read a language with a root language common to a language with which they are already familiar.

HUMANS

A human can be your greatest friend and most worthy ally. Until you turn your back. Elven COUNTRY, proverb. CITY-STATE OR REGION
Humans live throughout Tellene, from the arctic hinterlands to the tropical rainforests. They form the largest and most populous civilizations of any race, and are the dominant sociopolitical force on Tellene. The human race has fragmented into several distinct cultures, each deserving of its own description. All humans on Tellene share the standard human racial traits (see the D&D Players Handbook).
TABLE 12: LANGUAGES BY GEOGRAPHICAL SUBDIVISION

PRIMARY LANGUAGE

Reanaarese Svimohzish Brandobian (Eldor) Gnomish Kalamaran (Basiran) Brandobian (Mendarn) Elven Brandobian Kalamaran (Daruk) Dejy (Elos, western) Kalamaran (Doderan) Elven Dwarven Fhokki Dejy (Khydo, southern) Svimohzish (Meznam) Kalamaran (Gakite) Kalamaran (Kasite) Brandobian (Eldor) Dejy (Elos, various) Fhokki Reanaarese Reanaarese Fhokki Kalamaran (Kalalet) Kalamaran Kalamaran Kalamaran (Koraki) Elven Brandobian (Mendarn) Brandobian (Eldor) Svimohzish (Meznam) Fhokki Hobgoblin (Krangi) Fhokki (Torakki) Dejy (Anyth) Kalamaran (OParan) Svimohzish (Ozhvin) Kalamaran (Paruvian) Kalamaran (PBapar) Kalamaran (Pekalese) Brandobian (Mendarn) Brandobian (Eldor) Dejy (Khydo, various) Reanaarese Reanaarese Draconic (Kobold) Fhokki Dejy (Byth) Brandobian (eastern) Fhokki Dejy (Evony) Kalamaran (Tarisatan) Fhokki (Hargg) Dejy (Narhino) Dejy (Khydo, northern) Kalamaran (Tokisian) Fhokki (Torakki) Fhokki Hobgoblin (Kargi) Brandobian (Mendarn) Reanaarese Svimohzish Reanaarese

SECONDARY LANGUAGE

Merchants Tongue Merchants Tongue Dejy (Elos) Reanaarese Kalamaran Svimohzish (Meznam) Merchants Tongue Elven Fhokki Dwarven Kalamaran Merchants Tongue Merchants Tongue Dejy (Ridijo) Merchants Tongue Dejy (Elos, southern) Dejy (Defohy, Fitonshir, etc.) Brandobian (eastern) Merchants Tongue Dejy (Elos, various) Dejy (Ridijo) Merchants Tongue Merchants Tongue (rarely) Dejy (Ridijo) Merchants Tongue Merchants Tongue Dwarven Brandobian (eastern) Brandobian (Eldor) Merchants Tongue Dejy (Elos, southeast) Dwarven Dejy (Chinotan) Hobgoblin (Goblin) Dwarven Fhokki Merchants Tongue Merchants Tongue Fhokki Brandobian (eastern) Merchants Tongue Low Elven Hobgoblin Dejy (Khydo, various) Gnomish or Dwarven Merchants Tongue Merchants Tongue Merchants Tongue Fhokki Dejy (Thondehe) Reanaarese Fhokki Hobgoblin (Tikor) Dejy (Tharay) Fhokki Merchants Tongue Halfling Dejy (Evony) Dejy (Ridijo) Hobgoblin (Goblin) Svimohzish Merchants Tongue Elven Merchants Tongue

Brandobian

A true Brandobian is passionate, prideful and efficient. A more dangerous combination I do not know. General Alere Garnak, leader of the Militocracy of Korak.
Brandobians are the smallest of the human races, with slender bodies measuring usually a little over five feet in height. Their skin tones are usually olive and their dark hair ranges from curly to straight. Brandobians have fine features, clear voices and a hardy resistance to disease.
Brandobians live on the western coast of Tellene and occupy maritime colonies off their own coast, on Western Svimohzia and along the Elos Bay. Their
numerous colonies result from centuries of exploration and conquest, and the Brandobians take great pride in the vastness and impact of their travels. Their people are vibrant and alive and rarely keep their opinions to themselves. Right or wrong, you know where a Brandobian stands. Adventurers from this region generally become fighters, rogues, clerics or rangers. Although Eldorans disdain magic, powerful wizards live in Cosdol and numerous lesser wizards live in Pel Brolenon. The rare druid or monk lives in Mendarn, if anywhere. Bards are common in Cosdol, somewhat less so in the other nations. Barbarians must hail from the far north-the Voldorwoods or the Odril Hills. Smatterings of sorcerers appear infrequently throughout Brandobia.

Aasaer Ahznomahn Alnarma Baethel Basir Bronish Cilorealon Cosdol Daruk Dijishy Dodera Doulathanorian Draska Drhokker Dynaj Ehzhimahn EkGakel EkKasel Eldor Elos Desert Fymor Geanavue Giilia Gothmerr Kalaleta Kalamar Karasta Korak Lathlanian Mendarn Miclenon Meznamish Narr-Rytarr Norga-Krangrel Norr-Bharr Nythok OPar Ozhvinmish ParuBor PBapar Pekal Pel Brolenon Prompeldia Reanaaria Bay, eastern, rural Reanaaria Bay, western, rural Saaniema Shrogga-Pravaaz Shyff Shynabyth Shyta-na-Dobyo Skarrna Slen Tarisato Tharggy Thybaj Thygasha Tokis Torakk Trarr Ul-Karg Vrandol Xaarum Zazahni Zoa

Chapter 1: Races Dejy

The Dejy tribes wander the world; they no longer have an empire, but they also have no war. An unknown sage.
The Dejy are the most diverse of all the human races. Ample evidence shows that they have inhabited or roamed the farthest corners of Tellene and all areas in between. Today, they are most populous in the Young Kingdoms, the Wild Lands, and the various wastelands (deserts, jungles, tundra, remote islands and the like). They range in size from the short and thick-boned people of Dynaj to the lean and rangy desert riders of the Elos. Skin colors run from amber-gold to burning red to the light brown color of worn leather. While facial features vary from tribe to tribe, hair color is always dark, facial and body hair sparse, and the Dejy typically have flatter faces than the angular Brandobians or hawk-nosed Kalamarans. The tribes of the Elos desert are excellent riders of both horse and camel. They herd asses, hunt wild antelope and desert hares, and grow hardy crops of tubers wherever possible. Life in the desert is harsh, and these folk are as adaptable and enduring as the desert itself. Tribal names include the Murs, the Shanjens, the Hasheri and the Yataks. The people of the Khydoban and its environs are about the same general size and build as their Reanaarian neighbors. Several tribes make up their primarily nomadic population, Dynaj and Thygasha being the major exceptions. These tribes live throughout the Khydoban wastes. Ruins miles into the Khydoban Desert bear testament to the magnitude of the empire they once ruled. These folk average less than five and a half feet tall, their bodies are big-boned but not ungainly, and their skin is a deep reddish-brown. The men consider a beard to be a sign of age and therefore wisdom. The Dejy of central Tellene, who cover the Young Kingdoms and Pekal and OPar, vary greatly from tribe to tribe. They include the Defohy and Fitonshir of ParuBor and EkGakel, the Chors from the Banader River valley, the Ridijo from north of the Jendasha and the Shan-Gyr of the Adiv Hills. These tribes adhere most closely to their ancient tribal beliefs; these beliefs often include a disdain or enmity for those that infringe upon their lands, hunting grounds or areas that they hold sacred. Other tribes of the north and wild lands include Chinotan, Anyth, Byth, Thondehe, Evony, Tharay and Narhino. The folk of the island colonies of Eldor and Mendarn, and many of the continental Dejy who live among their ruling nations, have soft brown skin and speak a slow musical language. The largest of these islands, Malavla, gives its name to all of these tribes. Malavlans build great artifacts, usually huge totems of wood or stone, and the islanders wear exotic clothing of grasses, feathers and shells. Masks are an important part of their life, and every special occasion calls for its own mask. Few Dejy live on the island of Svimohzia, having long ago been driven deep into the Vohven or to the mainland by the more warlike races, especially the Kargi. Pockets still exist in the Vohven Jungle, where they keep to themselves. The Ahznoms believe the easternmost tribes, known as the Simay, to be barbaric, if not cannibalistic. Dejy adventurers might be of any class, with barbarians, rogues and fighters being the most common among them. Their bards continue their oral histories and often hold prominent social positions. They favor the shaman variant of the druid class over the cleric. Dejy rarely become wizards though a sorcerer may emerge (often multiclassed with shaman).

Fhokki

It is dangerous to confuse a Fhokki with a simple-minded barbarian. If you are right, no harm. But if you are wrong. - Anonymous
The Fhokki tower over other human races and have adapted to handle the bitter cold of their environment. Their hair ranges from platinum blonde to dark brown, and their skin color tends to be pale. Their fair faces often light up in laughter or redden in anger; they are an emotional and expressive people. Traditionally, Fhokki live in extended families that dwell in log homes. Some Fhokki clans herd reindeer as their principal means of livelihood; others fish the plentiful depths of Lake Jorakk, and supplement their diet with deer taken from the thick forests of their homelands. Fhokki clans inhabit the length and breadth of the Wild Lands. The Hurrkal and other clans live as far south as the edge of Reanaaria Bay, where they generally get along peaceably with the humans and demihumans there. The Trusk live in Skarrna and the Rokk Woods. The Kartorr and Roth clans range to the north and east further than Kalamaran scribes record. Adventuring Fhokki principally become fighters, rangers or barbarians. They scorn rogues but admire bards (their own being masters of riddle, song and rhyme). They respect anyone who wields a greatsword or axe, be she a cleric or a fighter. They do not often become monks or arcane casters; the Fhokki respect clerics, druids and shamans equally, and only a desperate man would harm them.

Kalamaran

Give a Kalamaran a weapon, and he will give you thanks. This is when you should run. Dwarven saying.
To hear a Kalamaran speak of his peoples history, you would think that it was his idea to cultivate rice in the Alubelok Swamp, that he personally marched in formation against the Fhokki barbarians, and that he built Kolokars Barrier with a brick in his left hand and trowel in his right. Kalamarans are as proud as the sun is bright, and others lament that the Kalamaran can usually make good his boast.

 

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