TEXT:  
   
  Eastern Canada is represented by the 
  nation of Ket in the Living Greyhawk™
  Living Greyhawk™
  Living Greyhawk™
  Living Greyhawk™ 
  campaign. In the coming months and 
  years, there will be many chances to 
  explore its culture, people and places. 
   
  This sheet is meant to provide the 
  fundamental information necessary to 
  create a character from Ket. More 
  detailed information can be found at 
  the Ket website, http://ket.oerth.com. 
   
  Q and Eh? 
  What do the people of Ket look like? 
   
   
  The people of Ket are 
  predominately human. There are 
  264,000 humans, 5,500 dwarves, and 
  5,000 other humanoids in Ket circa 591. 
  This breaks down to about 96% citizen 
  humans, 2% citizen dwarves, and 2.0% 
  non-citizen “other.” The humans of Ket 
  are mostly of Baklunish descent, with a 
  scattering of Oeridian and Suel 
  bloodlines. 
   
  Baklunish humans have a dark, 
  almost golden skin tone. Their hair is 
  always dark, ranging from blue-black to 
  brown, and their eyes are green, gray-
  green, gray or hazel. 
   
  What’s the lay of the land? 
   
   
  Ket’s temperatures are most like 
  those of the Niagara region of Ontario. 
  The northern and western portions of 
  Ket are the more civilized areas. Dotted 
  with many villages, they receive less 
  rain than the mostly unexplored 
  Bramblewood Forest. 
   
  Native Ketite PCs are especially 
  likely to come from the following 
  regions: 
   
  Barbarians, in Ket, frequently hail 
  from the Tusman Hills and the Yatil 
  Mountains. Rangers and druids might 
  inhabit the fringes of the Bramblewood 
  Forest. Paladins are probably foreigners. 
  Other classes most likely come 
  from Lopolla, Molvar or a village near 
  them. 
   
  Dwarf clans can be found in the 
  Tusman Hills, Yatil Mountains or the 
  mining city of Molvar. Orcs are not 
  common in Ket, thus half-orcs have 
  probably descended out of the Tusman 
  Hills, Banner Hills, or Yatil Mountains. 
  There are no known communities of 
  the other PC races in Ket, however, 
  characters may be travelers from nearby 
  areas such as the Dim Forest or 
  Lorridges. 
   
  Ok, how do they dress? 
   
   
  Currently, most people wear loose 
  fitting robes during the warm days. 
  When the air becomes cold, they add a 
  heavy outer robe. In the winter months, 
  the Ketites (people of Ket) add 
  ornamental furs and additional layers to 
  ward off the biting cold. Merchants and 
  regular citizens tend to wear bright, 
  solid colours or bright garish patterns, 
  while nobility and those who serve 
  them tend to wear pale pastel patterns. 
   
  Successful men cover their heads 
  with tightly wound turbans as a sign of 
  prosperity, while the women of Ket 
  usually wear their hair in a single braid. 
  Braid length is often a clue to the 
  woman’s status in society, the longer 
  the braid the higher the station. Jewelry 
  is usually silver and tasteful. Both men 
  and women wear sandals that wrap a 
  few inches above the ankle. Ketites do 
  not usually wear cloaks, as 
  bumbershoots are more common. 
   
  What about adventurers? 
   
   
  Those who prize mobility over 
  fashion prefer breeches, an undershirt, 
  and a knee-length coat of the same 
  colour as their robes.  
   
  Chainmail is the common armor of 
  the Beygraf’s armies. Adventurers often 
  wear breastplates, which are lighter and 
  cooler during the warm summer 
  months. 
   
  The scimitar and the falchion are 
  the most popular melee weapons 
  among Ketite warriors.  While other 
  types of swords exist, real warriors 
  consider them to be easterner toys. 
  Short bows are the weapon of choice for 
  Ket's famed mounted archers. 
   
  How should I name my character? 
   
   
  In general, Ketites use a single 
  name and an identifying tag like 
  Balthazar the Blacksmith or Salomeh 
  Whitehair. Only nobles and dwarves 
  use family names. Powerful wizards and 
  sorcerers prefer to use a single name 
  with no tags. Priests refer to themselves 
  by their given name and the location of 
  their home temple, like Nasser of 
  Molvar. Some examples: 
   
  Male: Abbas, Asha, Delrobah, 
  Gulbahar, Kamal, Mardonius, Nosrat, 
  Shahab, Volgeses, Zubair 
   
  Female: Afareen, Hamideh, 
  Pouneh, Shadi, Zohreh 
   
  What are the customs and outlook of 
  society? 
   
   
  Baklunish have been raised to 
  value the Four Feet of the Dragon: 
  Honour, Family, Generosity, and Piety. 
   
   
  All actions affect a characters 
  honour, although circumstance plays a 
  great role in determining what the 
  effect is. Families are tightly bound to 
  one another in Ket, raising a hand 
  against kin is unthinkable. Baklunish 
  characters give generously to the poor 
  and the unfortunate, increasing the 
  amount and frequency with their fame 
  and wealth. In addition to their charity, 
  characters are expected to give piously 
  to temples.  Horses are honoured as an 
  integral part of both Baklunish and Ket 
  society. Curiously, Baklunish are very 
  fond of puppetry. 
   
  Show me the money! 
   
   
  Bastion (pp), greatshield (gp), 
  wagon (ep), lance (sp), helm (cp). 
  Lances are the most commonly used 
  currency in Ket. Money remaining after 
  the purchase of equipment is entirely in 
  silver for all starting characters. 
   
  Social Structure 
   
  While there are many castes that 
  make up the social structure of Ket, 
  there are 3 basic levels of status in Ket 
  ® and ™ designate trademarks of Wizards of the Coast. ALL RIGHTS RESERVED.
  
   
   
  society; Citizens, Residents, and 
  Foreigners. 
   
  Citizenship is only awarded to 
  those who have proven their loyalty to 
  Ket and their descendants. While this 
  proof can come from large donations to 
  church and country, most often it is a 
  reward achieved through service to Ket. 
  As citizenship is a privilege and not a 
  right, it can be taken away from those 
  who are undeserving. 
   
  Residents and foreigners only play 
  a minor role in Ket society. They may 
  not own land, although they may 
  operate a business. Their opinions are 
  not wanted in political or other matters. 
  Even rich, charismatic, or influential 
  foreigners have an indirect influence at 
  best. Except for dwarves, demihumans 
  are essentially outcasts in Ket and have 
  strong prejudices working against 
  them. Even foreigners are higher in the 
  social hierarchy than they. 
   
  The upper classes of Ket boast 
  strong Baklunish bloodlines, and if they 
  only know one language, they speak 
  Baklunish. Those who have Oeridian 
  and Suel heritages are found in the 
  lower classes of society. While it is 
  possible to get by speaking only 
  Common or Baklunish in Ket, most 
  find it necessary to speak both. 
   
  To begin with citizenship, a PC 
  must be a Baklunish human or a dwarf, 
  and cannot be a barbarian. Demihuman 
  PCs should expect that many 
  opportunities will be closed to them 
  and will generally find life to be 
  difficult in Ket. 
   
  The Archons, wizards of the 
  elements, fall outside of the normal 
  castes of Ket society, as they draw upon 
  all walks of life. While they wield much 
  power, they are not allowed to interfere 
  in government affairs by the True Faith. 
  In return, they give most other groups a 
  wide berth. The Grafs prefer a Beygraf 
  with arcane ability, so the Archons are 
  frequently called up for advice and for 
  support of the military, despite the True 
  Faith’s objections. PCs cannot begin as 
  Archons. 
   
   
  Political Environment
  Political Environment
  Political Environment
  Political Environment 
   
  Ket is a feudal monarchy. While it 
  is ruled by His Illustrious Glory, 
  Beygraf Nadaid, more power than he 
  would like lies in the hands of the 
  mullahs of the True Faith and the 
  merchant clans of the Mouqollad 
  Consortium. Each of Ket’s six provinces 
  is ruled by a Graf. 
   
  Due to Ket's expansionistic foreign 
  policies, Ket has made many enemies 
  (Mainly it's neighbours to the North, 
  East and South). Ketites in the rest of 
  the Flaenass are tolerated, particularly if 
  they do not publicly demonstrate their 
  patriotism. Ketites are commonly LN, 
  LE, N.  
   
   
   
  Laws
  Laws
  Laws
  Laws 
   
  The laws in Ket are very strict, and 
  the penalties harsh. The typical 
  penalties for many crimes in Ket are; 
  the stocks, slavery, or death. In some 
  instances the punishments extend to 
  the criminal’s family. The punishments 
  are decided by the mullahs of the True 
  Faith, but most Ketites fear the 
  associated dishonour that comes with 
  breaking the law. It will not be easy for 
  paladin PCs to keep their paladinhood 
  and obey the laws of Ket in many cases. 
   
   
  Military Notes
  Military Notes
  Military Notes
  Military Notes 
   
  Ket has a veteran cavalry, and 
  highly disciplined infantry.  
  Additionally, Ket employs mercenaries 
  to guard the mountains that virtually 
  surround it. 
   
   
   
  Religion
  Religion
  Religion
  Religion    
   
  The True Faith is the state religion 
  of Ket. All citizens are expected to 
  respect it. This aspect of Al'Akbar 
  emphasizes hard work, plain speech, 
  obedience and plays an important role 
  in military and government affairs. 
  While the dwarves of the nation 
  worship their own gods, they still 
  respect the power of The True Faith. 
  Other religions exist in Ket, but shrines 
  or temples of foreign gods are not 
  welcome. Most Ketites are proud of the 
  True Faith and only tolerate infidels. 
   
  Besides the True Faith, other 
  Baklunish Gods are also worshipped, 
  including: Istus (Fate), Al'Akbar (Duty), 
  Geshtai (Rivers), Moquol (Merchants), 
  Xan Yae (Twilight), and Zuoken 
  (Monks). 
   
  Clerics of the True Faith are only 
  available to Ketite PCs. They worship 
  Al'Akbar, and may choose from the 
  Domains of Healing, Law or Protection 
  and prefer falchions in combat. 
   
  For More Information
  For More Information
  For More Information
  For More Information 
   
  The Living
  Living
  Living
  Living Greyhawk
   Greyhawk
   Greyhawk
   GreyhawkTM
  TM
  TM
  TM Gazetteer, 
  coming soon from Wizards of the 
  Coast, will have a section about Ket. 
   
  The Ket Triad maintains an 
  authoritative campaign website at 
  http://www.ket.oerth.com, where 
  information of interest to players in 
  Eastern Canada will be posted. Steve 
  Campey (camp6430@mach1.wlu.ca), 
  the Eastern Canada Triad Point of 
  Contact, welcomes any questions you 
  might have. 
   
  For the glory of the True Faith and the 
  honour of the 
   Beygraf!  
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ket/Ket_flyer.pdf