TEXT: The Nation of Ket
  Eastern Canada is represented by
  the nation of Ket in the 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
  5,500 other humanoids in Ket circa
  591. This breaks down to about 96%
  humans, 2% dwarves, 1% halfings and
  1% 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 and Banner 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. Halflings are
  interspersed throughout Ket, but are
  generally 
  overlooked. 
  Orcs 
  are
  uncommon in Ket, thus half-orcs have
  probably descended out of the 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 woman 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 or the
  title 
  of 
  their 
  faith, 
  like 
  Nasser
  al’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 determine 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, most 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. The money remaining
  after characters purchase their starting
  equipment is predominantly in silver.
  
  Overview of the Nation of
  Ket
  Social Structure
  While there are many castes that
  make up the social structure of Ket,
  there are 3 basic levels of status in Ket
  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 and halflings,
  demihumans are essentially outcasts in
  Ket and have strong prejudices working
  against them.
  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, a dwarf, or
  a halfing and cannot be a barbarian.
  Characters that start as citizens have
  more opportunities open to them than
  other characters 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
  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 Flanaess are tolerated,
  particularly if they do not publicly
  demonstrate their patriotism. Ketites
  are commonly LN, LE, and N.
  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 than comes with
  breaking the law. It will not be easy for
  paladin PCs to keep their paladin hood
  and obey the laws of Ket in many
  cases.
  Military Notes
  Ket has a veteran cavalry, and
  highly 
  disciplined 
  infantry.
  Additionally, Ket employs mercenaries
  to guard the mountains that virtually
  surround it.
  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), Fharlanghn
  (Travelers), Al'Akbar (Duty), Geshtai
  (Rivers), Moquol (Merchants), Xan
  Yae (Twilight), and Zuoken (Monks).
  Clerics of the True Faith are called
  Mullahs 
  and 
  worship 
  Al'Akbar.
  Mullahs may choose from the Domains
  of Healing, Law or Protection and
  prefer falchions in combat.
  For More Information
  The Ket Triad, maintains an
  authoritative 
  campaign 
  website 
  at
  http://ket.oerth.com, where information
  of interest to players in Eastern Canada
  will 
  be 
  posted. 
  Steve 
  Campey
  (ket@oerth.com) 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!
  ® and ™ designate trademarks of Wizards of the
  Coast. ALL RIGHTS RESERVED.
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ket/Ket_Flyer1-2.pdf