The Kaldori Sandbox Setting is a massive unofficial add-on for the 5th Edition of the world's most popular roleplaying game. This project features a Player’s Handbook and Game Master’s Handbook, each of which include an enormous amount of new content set within an extensive and detailed new setting.
The sandbox features over 35 cities, towns, and villages; 8 new classes; 20+ new monsters; a bunch of new weapons, armours, and trinkets; 100+ side-quests; a set of new systems for character creation and gameplay; and an optional, main quest line. Whew!
From seasoned veterans to those new to tabletop role-playing, this project is for everyone. Kaldori: The Second Age's resources contain comprehensive detail about all its systems, allowing players and game masters to enjoy this brand new sandbox experience with confidence.
Kaldori is a sandbox setting for players to explore and shape themselves. It has boat loads of side-quests and lore content that allows both players and game masters to tailor the experience to their own whims and preferences.
If you would like a more in-depth look at our world, head over to our website to find out more!
You might be wondering, "why $5500 NZD for a digital product?". Well, it's to make sure that everyone working is getting paid: The writers, artists, editors and managers. It's also to allow Jay to work on it mostly full time. With the amount of content, and at the quality we are aiming for, we're expecting a few hundred more pages than the standard 300-ish pages most settings or handbooks have. This is a lot of work, and Jay has already piled much of his own money into making his project a reality.
What's in it?: The Handbook is designed to make running the game as stress-free as possible, with plenty of detail to help the GM answer all manner of questions. Here's a list:
- A full, extensive set of lore and history with detailed maps of the realms and world.
- 100+ pre-made, immersive side-quests that can change how the world works and the game plays, with each side-quest having major or minor results if failed or succeeded.
- 14 cities, 12 towns, and 13 villages, each with their own maps and information.
- 30+ different and exciting points of interest in the world with their own maps and lore.
- A campaign storyline with its own maps and possibilities for alternate endings.
- 10+ new armors, 10+ new weapons, 10+ new magic items, 50+ new trinkets and 20+ new, world relevant monsters.
- A revised alignment system that evolves roleplay and gameplay.
- And much more!
How vast is the world-building?: Kaldori is huge, with plenty of things to discover. The Handbook dedicates an entire section to the history of Kaldori, including a timeline with notable events like conflicts of the past and present. In play-testing, we've found that you can spend much of a campaign in just one Realm, due to how large the world is.
Each of the nations are described in detail, including their cultural practices, political systems, and their soldiersʼ fighting styles and aesthetics. Below is the world map for Kaldori:
Is there a main quest?: Kaldori encourages a player-directed narrative, but there is still a central plot which can be used as a skeleton for the adventure. It follows the players on an adventure to prevent a secretive, rising Empire from reviving a deceased god, who in the past has used creatures of sinister creation to wreak havoc on the world.
It is not as extensive as traditional modules, but is designed to be augmented with the many side-quests provided, and features the same impressive level of detail as is found in the rest of the book.
What's new in Kaldori?: One of the biggest inclusions is the Time system, where some quests have deadlines that the GM withholds from players. If not completed in time, there will be consequences for the players, or for the state of the world. There's also a roll-table at the start of the module which you can use to define major events. Each event on the table has an extensive description of how it affects the world.
Maybe the players have decided not to take on the quest to save the Princess from the Witch, and now the King has gone to war with all magical beings, changing how you play the game forever, and keeping things new and fresh in the world.
There are also systems for purchasing homes, land, and even building your own nation or guild. This allows the players to have a consistent impact on Kaldori. A series of quests takes the players through the processes of doing these things, so the GM isn't required to do any work to make the system function.
Are there maps and art?: Plenty of it! A map for each of the realms, cities, towns, and villages, as well as maps that identify the areas that each of the nations control. There's also plenty of cool artwork of the world and characters to inspire the Game Masterʼs own creativity.
Click the following image to see an early preview of the Game Master's Handbook!
What's in it?: The Player's Handbook is much smaller than the Game Master's Handbook, keeping things simple for players while maintaining the intrigue. It contains notes about NPCs, population centres, and gameplay systems. There are also four new classes and multiple new backgrounds for the players to choose from, with their own features, stats, and all-new weapons and armour. It contains:
- An extensive set of lore and history with detailed maps of the realms and world.
- 14 cities, 12 towns, and 13 villages, each with their own maps and useful information.
- 8 new classes, and new character creation tools (including "Professions"), as well as a bunch of new spells for the new classes!
- A home and business ownership system.
- Army/guild/nation building options (includes strongholds, politics, and war).
- Quest quick-notes/references
- And much more!
That being said, the PHB doesn't completely omit quest information. Every full quest in the GMHB has a corresponding section in the PHB with character descriptions and general notes. The PHB also features the new classes, systems, and character creation tools, which are not included in the GMHB.
How do you play in a game without a primary quest?: The book has tips, tricks, and systems set in place to help you play the game, but most importantly it's about being decisive on what you want to do. The sandbox module flips the average D&D game on its head, making it much more Player-led than run by the Game Master. The player does what they want, and the Game Master builds the story around what the player chooses to do. This doesn't mean to say the GM is off the hook though. There are plenty of quests for them to run for you.
Can the player be evil?: The sandbox module has no limits. The players, if they so choose (and much to the dismay of many Game Masters), can rise in the ranks of evil and become rulers intent on destruction. There are quests for this too.
Are there maps and art?: Much like the GMHB, the Playerʼs Handbook features maps for each of the realms, cities, towns, and villages. Plus, there's plenty of cool artwork of the world and characters to inspire the playerʼs own creativity. The main difference is that some images and documents may exclude certain elements in order for the GM to surprise the party.
What classes are there?: At this stage, there are 8 new classes. It's entirely possible that these will change. Some might be removed entirely, and some added, depending on feedback from the community. Some of the classes aren't necessarily cool new beings with crazy abilities, but more professions of people from certain guilds within the world lore. We added these so that players can be whoever they want in this world.
Ignatus: Cursed people that have had fiery, near-death experiences, ignati can light things on fire with a slight touch, requiring them to wear enchanted, plated or chain gloves. Their ability to manipulate and conjure fire creates all sorts of chaos, but the scarred glyphs they have to carve into their flesh to stay alive keep them grounded, understanding the pain fire can cause.
Cirven: Magically mutated witch hunters, cirven are protectors of the common folk, wandering the realms searching for evil witches and the like, often taking contracts for monster hunting on their travels. Their genetic mutations make them faster and stronger, and they have an extreme knowledge of monsters, especially demonkin and witches.
Aermore: Sent from the Old Gods to unfortunate parents, aermores are air and time manipulators. Essentially demigods, aermores are protectors of the four realms (continents) and are very kind and strong folk, often sacrificing themselves for others.
Blight Mage: Similar to wizards, blight mages are scholars of the arcane, but far, far more sinister. Blight - involving sickness, blood and despair - is one of the darkest forms of the arcane, and is not taught in any reputable schools of magic. Blight mages are well trained in combat, and often referred to as battlemages of darkness.
Shadowblade: Extremely fast and dexterous assassins, who are just as good in melee combat as they are at attacking from the shadows. Shadowblades are able to instantaneously move to a space in front of them, leaving only a puff of smoke behind. Their soul sits in a literal spark in their eyes, which bursts into a bright flame when a shadowblade is enraged or pumped to get into battle. People are deathly afraid of their mythic ferociousness.
Kaelin: People who have consumed part of either a divine or demonic creature, Kaelins mutate into a supernatural being. Some begin to grow wings, have holy powers, grow unicorn horns and the like, and others grow the horns and tails of demons, their faces twisting into that of a ram, leaving them deranged and mad.
Inquisitors: Inquisitors research and hunt demonkin, including their great foes known as Dæmons. They are usually heavily armoured warriors, but there are a few scouts among them that spy on the demonkin; watching their movements and studying their patterns, waiting to strike.
You can see more about the classes here!
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The Kaldori cover art was done by the incredible François Coutu! You can check him out over on Artstation!
The Battle Ambiance in the video is from Sword Coast Sound Scapes! You can check him out on Youtube! (Fantastic for D&D sounds)
Risks and challenges
The base project is relatively low risk, as a lot of the work has already been begun. Things become complicated when we start adding shipping and printing into the equation, hence why at this stage, we are not printing the content.
Creating as many things as we are is a huge undertaking by any metric.
As of the launch of this Kickstarter, 20% of both the Playerʼs and Game
Masterʼs Handbooks are complete. This comprises over 100 pages of
completed work, including artwork. The funds provided by this Kickstarter
will enable us to dedicate our time and focus on finishing the project to the
same high standard. As with any project of this scale, it is possible that
there will be delays in delivery. However, we have already invested
significant time into development and have established a consistent work
routine, so we believe we have a good estimation of the time required to
complete the project.
The project was quietly started years before we opened the Kickstarter. It has been consistently worked on privately and at a slow pace, making sure that some things are already in place for the Kickstarter, such as previews/examples of what you'll be receiving when it's all finished.
It must be acknowledged, though, that while much work has already
been done, this is primarily a funding campaign. Portions of the work will
only be tackled once we know if our Kickstarter is successful, so we can
only confirm the scope of the project with our editors, artists, and
potentially printers, once the campaign is finished.
This is our first Kickstarter, and there might be hiccups along the way, but I assure you that those working on the project are dedicated and love what they are doing. This is our passion project, a year in the making.Learn about accountability on Kickstarter
- (30 days)