The Usurpers of Kulm campaign is an AD&D 2nd Edition game world designed near entirely by myself. There are pieces and places on Kulm which draw their inspirations from other AD&D game materials, campaign settings and even a few homebrewed settings from various PBeMs I've played in. Unlike other D&D products, where worlds are carved up into separate campaign setting presentations, what I've endeavored to provide here is a complete, concise presentation of the entire world of Kulm in a singular, easily navigable source.

While the source itself is a singular product, each region does have its own section, and each region does have unique rules for allowable PC races, classes and kits. However, each section is accessible from this main page.


The basic backstory: you are a citizen from one of the many nations on Kulm. A young member of your race, you have been sent by your family to the Armistice Academy in Ghed. The Armistice Academy is the premier training facility for adventurers and heroes of all kinds, and it exists as a testament to the relative peace and stability that presently reigns between Kulm's various nations and factions.

You have been assembled into a mixed class of similarly inexperienced adventurers and assigned an instructor to help you further your studies and hone your skills. However, you are well aware that the world outside of Armistice balances precariously on a knife's edge between peace and all-out war. Who would have guessed that a freshman Academy class would end up making the difference between destruction and prosperity? That a cadre of unseasoned cadets would grow into the mantles of heroes and take on the dark forces seeking to plunder this peaceful world?

Before proceeding, you should select a nationality. The nationality you select will determine your race, class and kit allowments.

 

 Interested in joining the campaign? Have a character concept you'd like to try out? Shoot an email to the DM: [email protected]

 

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