TEXT: Campaign Organizations:
  Ket
  Produced by the Eastern Canada Triad:
  Stephen Campey (ket@oerth.com)
  Tyler Bannister (tyler@nas.net)
  With the Assistance of the Ket Development Team
  Document Version 1.0
  Release Date: January 11th, 2002
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast,
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Gazetteer copyright 2001 by Wizards of the
  Coast, Inc. ALL RIGHTS RESERVED.
  
  - 2 -
  Table of Contents
  TABLE OF CONTENTS .............................................................................................................................2
  HOW TO USE THIS DOCUMENT............................................................................................................3
  ORGANISATIONS ......................................................................................................................................4
  MILITARY....................................................................................................................................................4
  RELIGIOUS...................................................................................................................................................7
  SOCIAL ........................................................................................................................................................9
  TRIBAL ......................................................................................................................................................15
  PRESTIGE CLASSES................................................................................................................................16
  DUNGEON MASTER’S GUIDE .....................................................................................................................16
  SWORD AND FIST.......................................................................................................................................16
  DEFENDERS OF THE FAITH.........................................................................................................................17
  TOME AND BLOOD.....................................................................................................................................18
  LIVING GREYHAWK JOURNAL ...................................................................................................................19
  APPENDIX 1: ORGANISATIONS...........................................................................................................20
  APPENDIX 2: FEATS................................................................................................................................21
  APPENDIX 3: PRESTIGE CLASSES......................................................................................................22
  APPENDIX 4: SPELLS..............................................................................................................................23
  APPENDIX 5: EQUIPMENT....................................................................................................................25
  
  - 3 -
  How to Use This Document
  In General
  This document details the minimum qualifications necessary to join each of the regional organisations.  For
  most of the organisations all that is required is to meet the requirements listed and notify the Triad that your
  character wishes to join one of the organisations.  You should include character name, background and a
  short explanation of why your character wishes to join that particular organisation.  Some characters may
  have to exceed the minimum qualifications to overcome prejudice within an organisation.  A few
  organisations and prestige classes are marked as special.  These groups have special requirements that are
  not going to be made public.  Therefore, membership may be denied with or without reason.
  Not all organisations in this document are equal, in fact some of the organisations are not very
  well suited to player characters at all.  These organisations are presented as an option to the players rather
  than denying the opportunity altogether.  Some opportunities have been denied, but this document will be
  an evolutionary process.  New organisations, new ranks, and even new secret orders within existing
  organisations will gradually be added to expand the choices contained herein.
  Residents and Citizens
  A character is considered to be a Ket Resident if his home region is Ket.  A character whose home region is
  not Ket is normally a Foreigner.  Halflings, Dwarves, and Humans have the option of beginning as a Ket
  Citizen, if their initial home region was Ket.  All other characters must earn their citizenship, the usual
  method is through the militia.
  Initial Training and Yearly Costs
  A character may avoid the maintenance cost of one organisation with both an initial time unit cost
  and a maintenance time unit cost in the year the character joins the organisation.  The initial training cost
  must be paid out of the very last time units from that year.
  For example:
  A character with at least 12 time units but less than 38 time units could pay the initial
  training cost of the Dasne out of his time units for 591.  He would then count 592 as his first year in the
  organisation and would pay his yearly dues out of his 592 time units.
  A Fair Warning
  A number of the prestige classes and organisation descriptions contain warnings about certain
  dangers.  These dangers are very real and judges are not only encouraged to act whenever the appropriate
  situation arises but they may rest assured that the Triad will not overturn the decision, as long as it remains
  within reason.
  If the judge is unsure of whether the situation warrants a punishment he is encouraged to set a
  percentage equal to his confidence and roll a percentile die in front of the players.
  Just because you can take a prestige class or belong to a "risqué" organisation, doesn't mean that
  you should.
  For Example:
  A character who has taken levels in the Holy Liberator prestige class, might certainly find
  himself executed by the Threshers if it were revealed to them that he was a Holy Liberator.
  A Special Consideration
  As a special consideration to the fact that this document is late, characters may use any remaining
  time units from 591 to pay for the initial admittance cost into any of the organisations. This dispensation
  only applies to characters created in 591 and only until they play their first adventure in 592.
  For example: If a character has at least 4 time units, the initial training cost of the militia can be avoided (as
  detailed there), and the character can simply pay the yearly training requirement.
  
  - 4 -
  Organisations
  Military
  Each of the divisions of the military are treated
  separately for the purpose of this document.
  You can find them listed under: Paighan,
  Threshers, Jurats, Thorns, Samsir, Neyze, Gele,
  Somb, Kaman, and Dasne.  The militia is the
  basic training ground of the military, the Samsir,
  Neyze, Gele, Somb, Kaman and Dasne all select
  their members from the best that the militia has
  to offer.  A character may start as a member of
  the militia (and thus avoid the 12 TU basic
  training cost), but may not start as a member of
  any other section of the military without a
  special certificate.
  All members of the militia are expected to
  spend at least 1 month of each year drilling with
  their fellow militia members.  Members of the
  second tier of the military, the Samsir, Neyze,
  Gele, Somb, Kaman, Dasne and Tabar, however,
  are full time members of the military.  In times
  of peace the military frequently allows
  considerable leave time, up to half a year (26
  TU), each year.  The other 26 TUs are spent on
  military patrols, garrison duty, training exercises
  and other official duties of the military.
  Members of any group within the military
  may be dishonourably discharged for
  incompetence or acting without honour.
  Because of their frequent leaves of absence,
  occasional insubordination, grandstanding and
  popularity among the rank and file, adventurers
  are routinely, and often deservedly, overlooked
  for promotion.  Instead, soldiers who remain at
  their posts year round are usually selected to
  become officers.  Because of this bias in the
  military, player characters may not become
  officers at this time.
  Dasne
  The Dasne are the scouts of the Ketite military,
  they provide information on enemy locations,
  and movements in times of war, as well as
  providing expert perimeter guards for military
  encampments.  The Dasne has an unusually high
  percentage of halflings, since it has the fewest
  members of any division of the army and
  halflings are naturally suited to becoming scouts.
  Because of the stealth requirements the Dasne
  usually wear armour no heavier than leather and
  must be proficient with the quaddara (a
  Baklunish curved short sword, use the short
  sword stats) and the composite shortbow.
  Overall, the Dasne training is more varied than
  the other divisions, where the other groups find
  strength in unity; the Dasne finds its strength in
  diversity.  They need expertise not only in
  finding and reporting on enemy movements, but
  also locating and eliminating enemy scouts.
  During the initial three-month training period (12
  TUs) a concerted effort is made to identify each
  recruit’s talents and to put those talents to the
  most effective use in times of war.  There is,
  however, certain basic training that all recruits
  must complete, which effectively turns all
  warrior levels into ranger levels.
  Requirements:
  Military:Militia membership
  Stats:
  Dex 13+
  Skills:
  Move Silently: 5 ranks
  Hide: 5 ranks
  Feats:
  Proficiency: Quaddara (Short Sword)
  Proficiency: Composite Short Bow
  Proficiency: Light Armor
  BAB:
  +1
  Time:
  12 Time units to join
  26 Time units per year
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  Feats:
  Sharp-Shooting
  Gele
  The Gele are the crossbowmen who provide
  support to the Ketite infantry.  Each member of
  the Gele is expected to be an expert marksman
  and required to have some basic combat
  experience before joining.  Immediately after
  joining the Gele, a character spends three months
  in division specific training.  This includes
  specific training with the crossbow as well as
  formation movement and combat tactics for the
  field of battle, specific to the Gele.  This training
  takes 3 months (12 TU) and upgrades all warrior
  levels to fighter levels.
  Requirements:
  Military:Militia membership
  Stats:
  Dex 13+
  Feats:
  Proficiency: Simple Weapons
  Point Blank Shot
  
  - 5 -
  BAB:
  +2
  Time:
  12 Time units to join
  26 Time units per year
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  Feats:
  Rapid Reload
  Sharp-Shooting
  Jurats
  The Jurats are powerful group comprised entirely
  of Mullahs of the Truth Faith that operates from
  within the ranks of the Threshers.  They serve as
  spiritual and legal advisors to the Threshers,
  reviewing and passing sentence when a trio of
  threshers can not agree on the nature of the crime
  or punishment.
  The ranks of the Jurats are not currently
  open to player characters.
  Kaman
  The Kaman are the cavalry archers who support
  the cavalry.  They are valued for their speed in
  deployment and all almost always used in
  conjunction with the Somb.  Together, they can
  strike fear into the hearts of any enemy army.
  The Kaman seek to perfect the quick raid during
  which they often use specially prepared
  alchemist arrows to ignite enemy supplies and
  wooden fortifications.  The Kaman is, perhaps,
  the most difficult of the second tier military
  divisions to join, expertise with the bow, the
  horse, a certain amount of common sense are all
  required before any member of the militia is
  chosen to join them.  The three-month training
  period (12 TUs) includes weapon practice,
  formation training, and the special procedures
  necessary for handling alchemist’s arrows, it
  effectively upgrades all warrior levels to fighter
  levels.
  Requirements:
  Military:Militia membership
  Stats:
  Str 10+
  Dex 13+
  Wis 10+
  Skills:
  Ride: 5 ranks
  Feats:
  Proficiency: Lance (Heavy)
  Proficiency: Scimitar
  Proficiency: Axe (Any)
  Or
  Proficiency: Mace (Any)
  Proficiency: Composite Short Bow
  Proficiency: Medium Armor
  Proficiency: Shield
  Mounted Combat
  Mounted Archery
  Point Blank Shot
  BAB:
   +3
  Time:
  12 Time units to join
  26 Time units per year
  Special: Character must possess a light war-
  horse and saddle, breastplate armour,
  chain shirt barding, one heavy lance,
  two composite short bows, 40 arrows, a
  scimitar, and either an axe or a mace.
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  Equipment:
  Up to 12 alchemist arrows
  Feats:
  Sharp-Shooting
  Neyze
  The Neyze are the heavy infantry who provide
  the backbone of the Ketite army.  They wield
  pikes (use the stats of a longspear) and wear
  heavier armour than the light infantry.
  Candidates to join the Neyze are chosen for their
  physical strength and prowess with the Pike.
  Immediately after being selected, there is a three-
  month training period (12 TU) training period, in
  which the Neyze candidates are drilled on Pike
  tactics and formations, effectively upgrading all
  warrior levels to fighter levels.
  Requirements:
  Military:Militia membership
  Stats:
  Str 13+
  Feats:
  Proficiency: Pike (Longspear)
  Proficiency: Scimitar
  Proficiency: Medium Armor
  Proficiency: Shield
  BAB:
  +2
  Time:
  12 Time units to join
  26 Time units per year
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  
  - 6 -
  Feats:
  Hold the Line
  Dual Strike
  Paighan
  The Paighan is the militia of Ket.  It is the last
  resort of the military and the basic training
  grounds.  There are no basic requirements to join
  the militia other than time.  Militia training takes
  3 months (12 TU), and the primary benefit is an
  upgrading of skills.  All commoner levels
  become warrior levels; characters without
  commoner levels receive no benefit from this.
  The secondary benefit is eligibility for other
  Military divisions.
  Militia members must spend at least 1 month (4
  TU) per year training at home in Ket.
  Requirements:
  Status:
  Ket resident
  Time:
  12 Time units to join (Training)
  4 Time units per year  (Training)
  Benefits:
  Eligibility for other military organisations.
  A character earns Ket citizenship during his
  second year in the militia, after his second yearly
  training period.
  Samsir
  The Samsir are the light infantry who provide
  support to the cavalry and cavalry archers.
  While proficiency with chainmail armour and the
  pike is required, the Samsir seldom use them on
  the field of battle.  Their primary responsibility
  is to seize and hold ground cleared by a cavalry
  charge and to prevent the enemy from
  regrouping in between charges, so their main
  weapons is the scimitar, and they commonly use
  chain shirts for maximum speed and mobility.
  The three months (12 TU) of training each
  member of the Samsir goes through involves
  formation marching, running, and drilling with
  the scimitar, effectively upgrading all warrior
  levels to fighter levels.
  Requirements:
  Military:Militia membership
  Stats:
  Str 10+
  Dex 13+
  Feats:
  Proficiency: Pike (Longspear)
  Proficiency: Scimitar
  Proficiency: Medium Armor
  Proficiency: Shield
  BAB:
  +2
  Time:
  12 Time units to join
  26 Time units per year
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  Feats:
  Dual Strike
  Somb
  The Somb are the cavalry that forms much of the
  offensive power of the Ketite military.  Unlike
  much of the cavalry of the central Flanaess, the
  Somb eschew the heavy armour of knights for
  lighter breastplates, allowing their horses to
  travel faster than a traditional knight.  Also
  unlike a knight, the Somb are expected to be able
  to use short composite bows to provide their own
  cover fire if the Kaman are not available.
  Training for the Somb is intensive and extends to
  both the mount and the rider, so that over the
  course of three months (12 TUs) the Somb
  candidates become highly skilled mounted
  warriors, effectively upgrading all warrior levels
  to fighter levels.
  Requirements:
  Military:Militia membership
  Stats:
  Str 13+
  Skills:
  Ride: 5 ranks
  Feats:
  Proficiency: Lance (Heavy)
  Proficiency: Scimitar
  Proficiency: Axe
  Proficiency: Mace
  Proficiency: Composite Short Bow
  Proficiency: Medium Armor
  Proficiency: Shield
  Mounted Combat
  BAB:
  +3
  Time:
  12 Time units to join
  26 Time units per year
  Special: Character must possess a heavy war-
  horse and saddle, breastplate armour,
  breastplate barding, one heavy lance,
  two composite short bows, 40 arrows, a
  scimitar, and either an axe or a mace.
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  Feats:
  
  - 7 -
  Power Lunge
  Throw Anything
  Tabar
  The Tabar are a special, exclusively dwarven,
  division within the Ketite military.  They serve
  as shock troops that provide an extra offensive
  punch in campaigns that take place primarily in
  hilly and/or mountainous terrain that would be
  treacherous for the Ketite cavalry.  The Tabar are
  usually stationed in and around Molvar province,
  a major population centre for dwarves within
  Ket.  Unlike the Neyze, Samsir or even the
  Somb, the Tabar relish heavy armour, often
  forging it themselves during less active periods.
  While most use banded armour, it is not
  uncommon for the Tabar to wear Full plate.
  The Tabar training is secretive, as many things
  dwarven are, but lasts for about three months (12
  TUs) and seems to focus on melee combat with
  the axe, and exercises that increase the
  endurance and toughness of the dwarven
  warriors, it effectively turns all warrior levels to
  fighter levels.  Several dwarven heroes from Ket
  have spent a decade or two serving in the Tabar.
  Requirements:
  Military:Militia membership
  Race:
  Dwarven Blood
  Stats:
  Str 13+
  Feats:
  Endurance
  Proficiency: Heavy Crossbow
  Proficiency: Battleaxe*
  Proficiency: Heavy Armor
  Proficiency: Shield
  BAB:
  +2
  Time:
  12 Time units to join
  26 Time units per year
  Benefits:
  +2 Competence bonus to Diplomacy when
  dealing with the military, not including
  Threshers and Jurats.
  Feats:
  Improved Sunder
  Rapid Reload
  Remain Conscious
  * Dwarven waraxe may be freely substituted for
  battleaxe.
  Thorns
  The Thorns are the elite guards of the Beygraf.
  The ranks of the Thorns are not currently
  open to player characters.
  Threshers
  The Threshers are the law enforcement in Ket.
  They are a division of the military and are
  granted much power and leeway in the
  enforcement of the laws.  They have the
  authority to prevent and investigate crimes.
  When dealing with criminals, they determine
  guilt and punishment.
  The ranks of the Threshers are not currently
  open to player characters.
  Religious
  Faith of Fharlanghn
  The Faith of Fharlanghn is the official name for
  the organisation that co-ordinates and oversees
  most of the temples and shrines to Fharlanghn
  within Ket.  While some priests, shrines, and
  temples refuse to co-operate with the rest of the
  Faithful they are relatively few.
  Requirements:
  Status:
  Ket Citizen
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Fharlanghn
  Spells:
  Ability to cast Divine Spells
  Time:
  4 Time units per year
  Benefits:
  Feats:
  Divine Vigor
  Divine Resistance
  Quicken Turning
  Cleric spells:
  Divine Flame
  Energy Immunity
  Mass Resist Elements
  Unfailing Endurance
  Weapon of the Deity
  Faith of Geshtai
  The Faith of Geshtai is the official name for the
  organisation that co-ordinates and oversees most
  of the temples and shrines to Geshtai within Ket.
  While some priests, shrines, and temples refuse
  to co-operate with the rest of the Faithful they
  are relatively few.
  Requirements:
  Status:
  Ket Citizen
  
  - 8 -
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Geshtai
  Spells:
  Ability to cast Divine Spells
  Time:
  4 Time units per year
  Benefits:
  Feats:
  Augment Summoning
  Divine Cleansing
  Divine Resistance
  Energy Substitution (cold)
  Cleric Spells:
  Bear’s Heart
  Beast Claws
  Beastmask
  Brambles
  Briar Web
  Divine Zephyr
  Filter
  Knife Spray
  Spikes
  Sweet Water
  Sword Stream
  Weather Eye
  Druid Spells:
  Bears’ Heart
  Beast Claws
  Beastmask
  Brambles
  Briar Web
  Sweet Water
  Spikes
  Weather Eye
  Faith of Istus
  The Faith of Istus is the official name for the
  organisation that co-ordinates and oversees most
  of the temples and shrines to Istus within Ket.
  While some priests, shrines, and temples refuse
  to co-operate with the rest of the Faithful they
  are relatively few.
  Requirements:
  Status:
  Ket Citizen
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Istus
  Spells:
  Ability to cast Divine Spells
  Time:
  4 Time units per year
  Benefits:
  Feats:
  Divine Resistance
  Divine Shield
  Empower Turning
  Divine Vengeance
  Heighten Turning
  Cleric Spells:
  Brain Spider
  Burial Blessing
  Dimensional Lock
  Gaze Screen
  Harrier
  Lesser Telepathic Bond
  Undeath to Death
  Faith of Mouqol
  The Faith of Mouqol is the official name for the
  organisation that co-ordinates and oversees most
  of the temples and shrines to Mouqol within Ket.
  While some priests, shrines, and temples refuse
  to co-operate with the rest of the Faithful they
  are relatively few.
  Requirements:
  Status:
  Ket Citizen
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Mouqol
  Spells:
  Ability to cast Divine Spells
  Time:
  4 Time units per year
  Benefits:
  Feats:
  Divine Vigor
  Persistent Spell
  Cleric Spells:
  Eagle’s Splendor
  Fox’s Cunning
  Lesser Telepathic Bond
  Owl’s Wisdom
  Unfailing Endurance
  Faith of Xan Yae
  The Faith of Xan Yae is the official name for the
  organisation that co-ordinates and oversees most
  of the temples and shrines to Xan Yae within
  Ket.  While some priests, shrines, and temples
  refuse to co-operate with the rest of the Faithful
  they are relatively few.
  Requirements:
  Status:
  Ket Citizen
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Xan Yae
  Spells:
  Ability to cast Divine Spells
  Time:
  4 Time units per year
  
  - 9 -
  Benefits:
  Feats:
  Divine Might
  Divine Vigor
  Eyes in the Back of Your Head
  Reach Spell
  Zen Archery
  Cleric Spells:
  Blessed aim
  Chain of Eyes
  Curse of the Brute
  Divine Agility
  Recitation
  Righteous Wrath of the Faithful
  Faith of Zuoken
  The Faith of Zuoken is the official name for the
  organisation that co-ordinates and oversees most
  of the temples and shrines to Zuoken within Ket.
  While some priests, shrines, and temples refuse
  to co-operate with the rest of the Faithful they
  are relatively few.
  Requirements:
  Status:
  Ket Citizen
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Zuoken
  Spells:
  Ability to cast Divine Spells
  Time:
  4 Time units per year
  Benefits:
  Feats:
  Blindsight, 5-foot Radius
  Circle Kick
  Divine Might
  Divine Vigor
  Pain Touch
  Cleric Spells:
  Curse of the Brute
  Divine Agility
  Recitation
  Righteous Wrath of the Faithful
  True Faith
  The True Faith is the official name for the
  organisation that co-ordinates and oversees most
  of the temples and shrines to Al’Akbar within
  Ket.  Priests, shrines and temples that refuse to
  co-operate with the rest of the faithful are not
  tolerated within Ket.  Particularly, Qadi of the
  Exalted Faith are often encouraged to return to
  Ekbir and shrines and temples dedicated to the
  Exalted Faith are seized and reconsecrated for
  the crime of spreading heresy.
  Requirements:
  Status:
  Ket Citizen
  Skills:
  Knowledge (Religion): 2 ranks
  Patron: Al'Akbar
  Spells:
  Ability to cast Divine Spells
  Special: Must renounce the Exalted Faith.
  Benefits:
  Feats:
  Divine Might
  Greater Spell Focus
  Hold the Line
  Remain Conscious
  Sacred Spell
  Cleric Spells:
  Blessed aim
  Castigate
  Curse of the Brute
  Flame of Faith
  Harrier
  Recitation
  Righteous Wrath of the Faithful
  Social
  Archons
  The Archons are the powerful guild of wizardry
  that purchased a monopoly on trade in the
  wizardly arts within Ket.  Because both the
  sorcerous and wizardly arts overlap quite a bit,
  the Archons and the Brotherhood of Sorcery
  frequently find themselves at odds with one
  another.
  In the major cities of Ket, a wizard is forbidden
  from selling spells or magical paraphernalia
  without a license from the Archons.
  Raste: Atas (Fire)
  The Atas Raste of the Archons provides
  battlefield support for the military.  They
  specialise in evocation and mass destruction.
  Requirements:
  Entrance fee: 1000 lances
  Status:
  Ket Citizen
  Registered with the Archons
  Spells:
  Ability to prepare Arcane spells
  from a spellbook
  Feats:
  Scribe Scroll
  Skills:
  Knowledge (Arcana): 5 ranks
  Alchemy: 5 ranks
  
  - 10 -
  Time:
  10 Time Units each year for
  military service
  Plus one of:
  Artificer:
  1 additional item creation feat
  5 XP/Level each year
  (Creating magical items)
  Battlemage:
  10 XP/Level each year
  (Preparing scrolls for battlefield use)
  Benefits:
  +2 Competence Bonus to Alchemy
  Free access to the alchemy labs in the Archon
  Guildhouses (Present in Lopolla, Molvar, Polvar,
  Falwur, otherwise as indicated in regional
  scenarios and adaptation sheets).
  Feats:
  Arcane Defense
  Chain Spell
  Cooperative Spell
  Delay Spell
  Energy Admixture (Fire)
  Energy Substitution (Fire)
  Extra Slot
  Greater Spell Focus (Evocation)
  Greater Spell Penetration
  Improved Familiar
  Sculpt Spell
  Spell Specialization
  Split Ray
  Twin Spell
  Prestige Classes:
  Mage of the Arcane Order
  Spells:
  Chain Contingency
  Enhance Familiar
  Familiar Pocket
  Fire Orb
  Fortify Familiar
  Fox’s Cunning
  Imbue Fam. with Spell Ability
  Lesser Fire Orb
  Mordenkainen’s Private Sanctum
  Raste: Xak (Earth)
  The Xak Raste of the Archons provide spells to
  aid in the excavation of mines and ruins, in
  addition to aiding in the construction of
  fortifications, roads, towns and cities.
  Requirements:
  Entrance fee: 1000 lances
  Status:
  Ket Citizen
  Registered with the Archons
  Spells:
  Ability to prepare Arcane spells
  from a spellbook
  Feats:
  Scribe Scroll
  Skills:
  Knowledge (Arcana): 5 ranks
  Knowledge (Geography): 5 ranks
  Time:
  5 Time Units each year for
  construction services.
  Plus one of:
  Artificer:
  1 additional item creation feat
  5 XP/Level each year
  (Creating magical items)
  Delver:
  10 XP/Level each year
  (Preparing scrolls for emergency use)
  Benefits:
  +2 Competence bonus to Knowledge
  (Geography)
  Feats:
  Augment Summoning
  Cooperative Spell
  Delay Spell
  Energy Admixture (Acid)
  Energy Substitution (Acid)
  Extra Slot
  Greater Spell Focus (Conjuration)
  Greater Spell Focus (Transmutation)
  Greater Spell Penetration
  Improved Familiar
  Persistent Spell
  Repeat Spell
  Sanctum Spell
  Spell Specialization
  Twin Spell
  Prestige Classes:
  Mage of the Arcane Order
  Spells:
  Acid Orb
  Corpse Candle
  Enhance Familiar
  Familiar Pocket
  Filter
  Fortify Familiar
  Fox’s Cunning
  Ghostform
  Imbue Fam. with Spell Ability
  Lesser Acid Orb
  Mass Darkvision
  Owl’s Wisdom
  
  - 11 -
  Repair Critical Damage
  Repair Light Damage
  Repair Minor Damage
  Repair Moderate Damage
  Repair Serious Damage
  Raste: Vay (Air)
  Members of the Vay Raste of the Archons travel
  the Flanaess, seeking out information on behalf
  of Ket.  The individual members of the Vay
  Raste are considered to be independent citizens
  by the Ketite government, which takes no
  responsibility for their actions or safety.
  Requirements:
  Entrance fee: 1000 lances
  Status:
  Ket Citizen
  Registered with the Archons
  Spells:
  Ability to prepare Arcane spells
  from a spellbook
  Feats:
  Scribe Scroll
  Skills:
  Knowledge (Arcana): 5 ranks
  Diplomacy: 2.5 ranks
  Time:
  3 Time Units for diplomatic duties
  for each region visited each year
  (Not including Ket, must be paid
  before the first scenario is played
  in the region each year).
  Plus one of:
  Artificer:
  1 additional item creation feat
  5 XP/Level each year
  (Creating magical items)
  Diplomatic Envoy:
  10 XP/Level each year
  (Preparing scrolls for travel usage)
  Benefits:
  +2 Competence Bonus to Diplomacy when
  dealing with natives of Ket.
  +1 Competence Bonus to Diplomacy for every 5
  Regional Modules played within a particular
  region (To a maximum of +2) when dealing with
  people from that region.  To maintain this bonus
  a minimum of 1 scenario per year must be played
  in that region.
  Feats:
  Chain Spell
  Cooperative Spell
  Energy Admixture (Electricity)
  Energy Substitution (Electricity)
  Extra Slot
  Greater Spell Focus (Divination)
  Greater Spell Focus (Illusion)
  Improved Familiar
  Persistent Spell
  Repeat Spell
  Sculpt Spell
  Spell Specialization
  Subdual Substitution
  Twin Spell
  Widen Spell
  Prestige Classes:
  Mage of the Arcane Order
  Spells:
  Arcane Sight
  Eagle’s Splendor
  Electric Orb
  Enhance Familiar
  Familiar Pocket
  Filter
  Fortify Familiar
  Fox’s Cunning
  Ghostform
  Imbue Fam. with Spell Ability
  Lesser Electric Orb
  Mass Fly
  Mass Teleport
  Raste: Ab (Water)
  The Ab Raste of the Archons assist in the
  internal matters of Ket, they provide support for
  the Threshers and the Jurats, investigate magical
  crimes, and spy on the Brotherhood of Sorcery.
  Requirements:
  Entrance fee: 1000 lances
  Status:
  Ket Citizen
  Registered with the Archons
  Spells:
  Ability to prepare Arcane spells
  from a spellbook
  Feats:
  Scribe Scroll
  Skills:
  Knowledge (Arcana): 5 ranks
  Knowledge (Local): 5 ranks
  Time:
  8 Time Units each year for
  investigations.
  Plus one of:
  Artificer:
  1 additional item creation feat
  5 XP/Level each year
  (Creating magical items)
  Investigator:
  10 XP/Level each year
  (Preparing scrolls for emergency use)
  
  - 12 -
  Benefits:
  +2 Competence Bonus to Knowledge (Local)
  +2 Competence Bonus to Diplomacy when
  dealing with Threshers and Jurats.
  Feats:
  Arcane Defense
  Cooperative Spell
  Energy Admixture (Cold)
  Energy Substitution (Cold)
   Extra Slot
  Greater Spell Focus (Enchantment)
  Greater Spell Focus (Abjuration)
  Greater Spell Focus (Divination)
  Improved Familiar
  Repeat Spell
  Sanctum Spell
  Sculpt Spell
  Spell Specialization
  Subdual Substitution
  Prestige Classes:
  Mage of the Arcane Order
  Spells:
  Absorption
  Arcane Sight
  Cold Orb
  Dimensional Lock
  Energy Buffer
  Energy Immunity
  Enhance Familiar
  Familiar Pocket
  Filter
  Fortify Familiar
  Fox’s Cunning
  Gaze Screen
  Ice Burst
  Ice Knife
  Imbue Fam. with Spell Ability
  Indifference
  Lesser Cold Orb
  Mass Resist Elements
  Mordenkainen’s Private Sanctum
  Otiluke’s Dispelling Screen
  Otiluke’s Greater Dispelling Screen
  Brotherhood of Sorcery
  The Brotherhood serves as a counterpoint to the
  Archons.  Where the Archons control wizardly
  magic, the Brotherhood controls the sorcerous
  arts.  Where as many people suspect that the
  Archons have a very secretive and complex
  internal structure, the Brotherhood is mostly
  without structure.  On the face every member is
  an equal, and while some do gather to form
  groups interested in particular endeavours, these
  groups are unofficial and are controlled and
  directed by persuasion rather than force.
  In the major cities of Ket, sorcerers and bards are
  forbidden from selling spells or magical
  paraphernalia without a license from the
  Brotherhood.
  Requirements:
  Cast Arcane Spells without Preparation
  Does not require a spellbook.
  Status:
  Ket Citizen
  Registered with the Brotherhood
  Spells:
  Ability to cast Arcane Spells
  without preparation.
  Time:
  6 Time Units each year on call for
  the Mouqollad at Bazaars.
  Benefits:
  +2 Competence bonus to appraise checks
  involving magical items.
  Feats:
  Arcane Defense
  2TU
  Arcane Preparation
  2TU
  Augment Summoning
  3TU
  Chain Spell
  3TU
  Cooperative Spell
  4TU
  Delay Spell
  3TU
  Energy Admixture
  5TU
  Energy Substitution
  4TU
  Extra Slot
  2TU
  Extra Spell
  2TU
  Greater Spell Focus
  4TU
  Greater Spell Penetration
  3TU
  Persistent Spell
  4TU
  Repeat Spell
  3TU
  Sanctum Spell
  4TU
  Sculpt Spell
  2TU
  Spell Specialization
  3TU
  Split Ray
  3TU
  Subdual Substitution
  2TU
  Twin Spell
  4TU
  Widen Spell
  3TU
  Prestige Classes:
  Mindbender
  Spells:
  Absorption
  Disguise Undead
  Eagle’s Splendor
  Energy Buffer
  Energy Immunity
  Enhance Familiar
  
  - 13 -
  Familiar Pocket
  Filter
  Fortify Familiar
  Fox’s Cunning
  Great Shout
  Lesser Sonic Orb
  Negative Energy Burst
  Sonic Orb
  Former Mining Slaves
  On rare occasions, people who have been sent to
  the mines are released.  Sometimes this is
  because of new evidence that is turned over to
  the Jurats, sometimes the decisions of
  overzealous Threshers are overturned, sometimes
  political power is expended to secure a prisoners
  release.  Regardless of the reason, all Mining
  Slaves are branded to mark them as property of
  the Beygraf.  A new brand is overlaid over the
  original when they are released to prevent
  accidental recapture.
  Despite being released, these former slaves
  receive little respect from society, although time
  spent among the lowest of the lowest, has often
  taught them a few tricks not found in mainstream
  society.  On the upside, this group has no dues
  and it is impossible to loose your membership.
  Requirements:
  Special: Must possess a regional certificate for
  time served in the copper mines.
  Benefits:
  Feats:
  This character may select one feat from the
  following list the next time the character can
  select one of these feats:
  Close quarters fighting
  Dirty Fighting
  Prone Attack
  Drawbacks:
  As described on the regional certificate, plus:
  All criminals sent to the mines are marked with a
  tattoo for easy identification, attempting to
  conceal or remove the mark is a crime
  punishable by being returned to the mines.
  Guardians of the Eternal Slumber
  The Guardians consist mostly of devout
  worshippers of Istus who believe that undead
  creatures are an abomination in the eyes of the
  Lady of Fate.
  They believe that undeath is a way of
  escaping fate, and thus it is their duty to ensure
  that no one escapes the fate the Lady has
  decreed.
  Requirements:
  Status:
  Ket Citizen
  BAB:
  +2
  Special: The character must swear an oath to end
  the existence of undead creatures
  wherever they are encountered.
  The character must not have the ability
  to command or rebuke undead.
  Benefits:
  Feats:
  Divine Vengeance
  Empower Turning
  Heighten Turning
  Quicken Turning
  Sacred Spell
  Prestige Classes:
  Hunter of the Dead
  Cleric Spells:
  Burial Blessing
  Undeath to Death
  Sorcerer/Wizard Spells:
  Undeath to Death
  Mouqollad
  The Mouqollad is a group of wealthy, mostly
  Baklunish, merchants.
  The ranks of the Mouqollad are not currently
  open to player characters.
  Order of the Perfect Arrow
  The Order of the Perfect Arrow is a group
  directly sponsored by the Faith of Xan Yae.
  Their goal is to seek the ultimate in physical
  mastery over the bow.
  Anyone is free to join the Order if they can
  show that they are dedicated to their weapon and
  have mastered the essential basics of archery.
  Because of the many applicants who wish to
  join, though the Order has imposed a testing fee
  to evaluate new candidates and requires yearly
  dues from its members to support the Order’s
  goals.
  Requirements:
  Status:
  Ket Citizen
  Testing Fee:
  2000 lances
  Yearly Dues:
  500 lances
  Feats:
  Point Blank Shot
  
  - 14 -
  BAB:
  +2
  One of:
  Weapon Focus (Longbow)
  Weapon Focus (Shortbow)
  Weapon Focus (Composite Longbow)
  Weapon Focus (Composite Shortbow)
  Benefits:
  Feats:
  Sharp-Shooting
  Zen Archery
  Prestige Classes:
  Order of the Bow Initiate
  Thieves Guild
  Each of the major cities Lopolla, Molvar, Polvar,
  and Falwur has a single thieves guild which
  provides the services its members need.  Each of
  these guilds is run as an extended family and
  each member is expected to bring honour onto
  the family.  The most important rule of each
  group is "Never betray the Family".  Those few
  that do always disappear and are usually never
  seen again.
  While each guild operates in a similar
  manner, the guilds are fiercely protective of their
  own territory and relations between the guilds
  are rarely better than restrained hostility.
  Beginning members are given approval, but
  those members who show talent are sometimes
  invited to join the family, these new Baradar and
  Xahar can then learn some of the ancient tricks
  of the trade.  At the moment it is not possible for
  player characters to advance beyond the rank of
  Baradar or Xahar of the Guild.
  The head of each Guild is known as the
  Pedare Bozorg (Grandfather).
  Rank: Fazand (Child)
  Requirements:
  Special: Must swear an Oath of Secrecy.  This
  oath prohibits the revelation of any
  Family secrets to anyone outside the
  Family.
  Must select one guild to join: Lopolla,
  Falwur, Molvar or Polvar.
  Also, the character must be useful to the
  family and have at least one of the following
  skill sets:
  Sneak:
  Hide: 4 ranks
  Move Silently: 4 ranks
  Thief:
  Pick Locks: 4 ranks
  Search: 4 ranks
  Disable Device: 4 ranks
  Con:
  Gather Information: 4 ranks
  Forgery: 4 ranks
  Pickpocket:
  Bluff: 4 ranks
  Pick Pockets: 4 ranks
  Enforcer:
  Intimidate: 4 ranks
  Lastly, any member of the Family must
  forfeit a fifth of the profits from his activities to
  the Family to help cover the Families expenses.
  The Family is meticulous about these numbers
  counting coins, gems, mundane items and
  magical items.  Holding out is strongly
  discouraged by the Family and thus holding out
  is usually the last thing a member does.
  Benefits:
  Permission to operate within the city.
  Rank: Baradar (Brother)/Xahar (Sister)
  Requirements:
  Time:
  4 Time Units
  The character must perform certain
  errands and chores for the Family free
  of charge.
  Special: Must have maintained the rank of
  Fazand (Child) for at least 1 year,
  without being sent to the mines.
  Must swear an Oath of Loyalty to the
  Family.  This Oath makes the character
  truly part of the Family, and imposes
  the duty to do the will of the Guild
  when requested.
  Also the character must be more useful than a
  starting Fazand (Child), and thus possess one of
  the following skill sets:
  Sneak:
  Hide: 5 ranks
  Move Silently: 5 ranks
  Thief:
  Pick Locks: 5 ranks
  Search: 5 ranks
  Disable Device: 5 ranks
  
  - 15 -
  Con:
  Gather Information: 5 ranks
  Forgery: 5 ranks
  Pickpocket:
  Bluff: 5 ranks
  Pick Pockets: 5 ranks
  Enforcer:
  Intimidate: 5 ranks
  Sneak Attack Bonus (1d6)
  Benefits:
  10% bonus on disposal of looted items in the
  appropriate city.
  Example: A chain shirt taken from an opponent
  can be sold for 550 lances.
  Feats:
  Feign Weakness
  Plus all benefits of a Fazand.
  Note:
  While the forfeiture of a fifth
  of one’s profits might at first seem a terrible
  burden, it is often not the case.  A Baradar
  working with four of his associates could easily
  find himself in charge of disposing of the loot
  from their activities.  If that loot were worth
  2000 lances, the Baradar could sell it for 1100
  lances through his connections.  If he were to
  divide the 1000 lances that his associates would
  otherwise get between them, he would then have
  an extra 100 lances out of which to deduct his
  fifth.  Leaving him with a net profit of 240
  lances
  Tribal
  Savage Horse
  The Savage Horse is a tribe of orcish raiders.
  The tribe operates in the Banner Hills and is
  mostly Chaotic Neutral.
  Requirements:
  Status:
  Ket Resident
  Race:
  Orc blood
  BAB:
  +2
  Time:
  4 Time Units
  All members of the Tribe are expected to
  participate in a number of Tribal ceremonies and
  events, return at least occasionally to bring word
  of the outside world, and teach the tribe some of
  what they have learned.
  TU cost: 4
  Benefits:
  May purchase and carry any number of Orcish
  Shotputs.  Tribal law requires that these not be
  given away to those outside the tribe.
  Chaotic Neutral orcs and half-orcs may
  become a Tribal Defender of the Savage Horse.
  Those Defenders must take the Banner Hills as
  their homeland.
  Feats:
  Power Lunge
  Strongjaws
  The Strongjaws are a tribe of orcs who live in the
  Banner Hills.  The tribe is mostly Chaotic Good.
  Requirements:
  Status:
  Ket Resident
  Race:
  Orc blood
  BAB:
  +2
  Time:
  4 Time Units
  All members of the Tribe are expected to
  participate in a number of Tribal ceremonies and
  events, return at least occasionally to bring word
  of the outside world, and teach the tribe some of
  what they have learned.
  TU cost: 4
  Benefits:
  May purchase and carry any number of Orcish
  Shotputs.  Tribal law requires that these not be
  given away to those outside the tribe.
  Chaotic Good orcs and half-orcs may become
  a Tribal Defender of the Strongjaws.  Those
  Defenders must take the Banner Hills as their
  homeland.
  Feats:
  Knock-Down
  
  - 16 -
  Prestige Classes
  Dungeon Master’s Guide
  Core
  Arcane Archer
  Status:
  Setting Inappropriate
  Due to the lack of any organised elven presence
  in Ket, Arcane Archers are generally unheard of.
  Any character gaining levels in such a prestige
  class must have learned the skills in a core area
  such as the Faerie Kingdom of Celene.
  Dwarven Defender
  Status:
  Available
  Dwarven Defenders can be found among the
  defensive forces of the Dwarven clans of Ket,
  and are often the ideal that members of the Tabar
  strive for.
  Loremaster
  Status:
  Available
  Loremasters are usually only found among the
  ranks of the Archons.
  Shadowdancer
  Status:
  Available
  Shadowdancers are extremely unpopular with the
  Threshers.  Their ability to avoid checkpoints,
  travel through shadows, and hide in plain sight
  makes them an irritant the Threshers could do
  without.  For the exact same reasons,
  Shadowdancers are eagerly recruited by the
  various thieves guilds of Ket.
  Sword and Fist
  Core
  Cavalier
  Status:
  Setting Inappropriate
  Cavaliers are a foreign class.  Characters who
  pick up this prestige class must receive their
  formal training and sponsorship in an appropriate
  core area, such as the Domain of Greyhawk.
  Devoted Defender
  Status:
  Available
  Devoted Defender’s are most frequently seen
  among the nobles and exceptionally wealthy
  merchants of Ket.
  Duelist
  Status:
  Available
  Since duels are legal in Ket, duelists may be
  found among the retinues of the exceptionally
  wealthy.  When a challenge is issued, the duelist
  will act as a proxy for his employer.
  Ghostwalker
  Status:
  Available
  Ghostwalkers are seldom seen within Ket, their
  philosophies put the Ghostwalkers consistently
  at odds with the Threshers, and thus they are
  actively encouraged to wander elsewhere.
  Gladiator
  Status:
  Available
  While duels are legal, gladiatorial fights are not.
  Despite that fact, some small secret pits have
  managed to survive within the borders Ket.
  Those gladiators who were trained within Ket
  have learned from experience, but have never
  fought in front of a crowd larger than a few
  dozen.
  Characters who wish to have a different
  background must train in an appropriate core
  area, such as the Domain of Greyhawk.
  Halfling Outrider
  Status:
  Available
  Halfling Outriders are sometimes found among
  the Paighan, although some find a home within
  the Dasne.
  Lasher
  Status:
  Available
  Lashers are considered a curiosity within Ket,
  and are rarely seen.
  Tribal Protector
  Status:
  Available
  Only tribal protectors who belong to the
  approved regional tribes, located in the
  organisation section of this document may select
  homelands within the borders of Ket.
  Tribal protectors who do not belong to the
  approved regional tribes must choose a
  homeland that lies in an appropriate core area,
  such as the Yatil mountains, the Barrier Peaks, or
  the Pomarj.
  
  - 17 -
  Adaptable
  Drunken Master
  Status:
  Special
  Some Drunken Masters find Ket to be a welcome
  change from the more puritanical eastern
  countries.  Even in Ket, though, Drunken
  Masters are considered to be indolent drunks,
  and receive no more respect than a common
  beggar.
  This prestige class is only available by
  special request to the Triad.  You must send a
  short (1000 words or less) explanation of why
  your character wishes to become a Drunken
  Master.
  If your request is approved you will be
  informed of the costs of joining the Drunken
  Master organisation.
  Master of Chains
  Status:
  Available
  Some Masters of Chains have been know to seek
  refuge in Ket from crusading would-be heroes.
  Their sinister aura, however, tends to unnerve
  commoners.  Thus they are sometimes
  encouraged by torch bearing mobs to settle far
  away from the major cities, preferably in the
  foothills of the various mountain ranges, where
  few people would be able to find them.
  Order of the Bow Initiate
  Status:
  Restricted
  The Order of the Perfect Arrow is an elite group
  of archers who follow the ways of Xan Yae, the
  Mistress of Perfection.  They seek to become
  masters of the bow, and in doing so attain true
  perfection.
  All supplicants who wish to become Initiates
  in the Order of the Bow, must first join the Order
  of the Perfect Arrow.
  Red Avenger
  Status:
  Not Available
  There is no Red Avenger organisation anywhere
  within Ket, so there are no Red Avengers.
  Warmaster
  Status:
  Not Available
  There is currently no war college in Ket, and no
  organisation willing to provide castles to young
  warriors, so there are no Warmasters.
  Defenders of the Faith
  Core
  Consecrated Harrier
  Status:
  Available
  Only the churches of the True Faith, Arvoreen,
  Clangeddin Silverbeard, Hextor, Moradin, and
  Yondolla sponsor Consecrated Harriers within
  Ket.  Harriers of other faiths must be sponsored
  by a church in an appropriate core area such as
  the Domain of Greyhawk.
  Contemplative
  Status:
  Available
  Contemplatives are most often found in the
  Church of Xan Yae where the search for spiritual
  perfection is universally encouraged.  Most
  Ketites treat these holy men who have held
  counsel with gods with quiet awe and reverence.
  Divine Oracle
  Status:
  Available
  Divine Oracles are unusually common in the
  Faith of Istus.  Most sages chalk it up to their
  special relationship with the Lady of Fate.
  Holy Liberator
  Status:
  Available
  Holy Liberators are usually hunted down,
  captured, and then publicly executed when they
  are discovered within Ket.
  The Threshers have learned that Holy
  Liberators have no honour, can not be trusted
  and are usually working to overthrow the
  government and create rebellion.
  Sacred Exorcist
  Status:
  Available
  Only the churches of Berronar Truesilver,
  Cyrrollalee, Moradin and Yondolla sponsor
  Sacred Exorcists within Ket.  Characters of other
  faiths must be ordained in an appropriate core
  area such as the Domain of Greyhawk.
  Note: While the True Faith does not sponsor
  Sacred Exorcists, the Exalted Faith does, such
  characters could hail from one of the small
  monasteries of the Exalted Faith in the Plains of
  Paynims.
  Sacred Fist
  Status:
  Available
  
  - 18 -
  Most sacred fists belong to the Church of
  Zuoken, although they are sometimes found
  within the Church of Xan Yae as well.
  Templar
  Status:
  Available
  Templars may serve at a temple to any of the
  Major Faiths, Faiths of Note, or Uncommon
  Faiths within Ket.  Templars of other Faiths must
  serve a temple in an appropriate core area such
  as the Domain of Greyhawk.
  Warpriest
  Status:
  Available
  Only the churches of the True Faith, Arvoreen,
  Clangeddin Silverbeard, Hextor, and Joramy
  sponsor Warpriests within Ket.  A Warpriest of
  any other faith must be sponsored by a church in
  a core area such as the Domain of Greyhawk.
  Adaptable
  Church Inquisitor
  Status:
  Restricted
  There are two types of Church Inquistors found
  within Ket.  The Inquisitors in the Churches of
  Arvoreen, Berronar Truesilver, Moradin and
  Yondolla operate as standard Church Inquisitors,
  seeking out corruption within their own
  churches.
  However, the True Faith also sponsors
  Church Inquisitors, despite the fact that it is not
  Lawful Good.  Those Inquisitors within the True
  Faith are required to be Lawful Neutral and are
  charged with seeking out weakness and
  eradicating it.  Thus they seek out both good and
  evil within the Faith.
  Hospitaler
  Status:
  Restricted
  The Hospitalers of Ket are not knights, they are a
  martial brotherhood jointly sponsored by the
  Mouqollad and the Faith of Fharlanghn and they
  are charged with guarding the travel routes and
  the pilgrims who travel them.
  To join the organisation a character must have
  chosen either Mouqol or Fharlanghn as their
  patron.
  Hunter of the Dead
  Status:
  Restricted
  The Hunters of the Dead are part of the
  Guardians of the Eternal Slumber, a secretive
  organisation sponsored by a powerful faction
  within the Faith of Istus.
  They have been charged with ensuring that
  “When Istus has cut her thread, the dead stay
  dead”.
  Instead of being quiet loners the Hunters
  work together under the auspices of the Church
  and secretly hunt and kill the no longer living.
  Knight of the Chalice
  Status:
  Not Available
  The Knights of the Chalice have no presence
  within Ket.
  Knight of the Middle Circle
  Status:
  Not Available
  The Stargazers have no presence within Ket.
  Tome and Blood
  Core
  Arcane Trickster
  Status:
  Available
  Arcane Tricksters are usually forced to join one
  of the Thieves Guild of Ket or suffer the dire
  consequences.  The Guilds dislike competition
  and the Threshers dislike Arcane Tricksters so
  their choices are often limited.
  Candle Caster
  Status:
  Available
  Candle Casters are usually found among the
  Archons, though a few sorcerers find their
  natural abilities amplified by the use of candles.
  Elemental Savant
  Status:
  Available
  Elemental Savants are naturally at home in the
  Archons, although some members of the
  Brotherhood find their natural abilities manifest
  with an elemental bent.
  Fatespinner
  Status:
  Available
  Most Fatespinners in Ket are generous
  supporters of the Faith of Istus, and frequently
  express their gratitude to the Lady whose hand
  guides their lives.  In return the church supports
  those individuals who seem to enjoy the Lady of
  Fate’s personal attention.  Rumours abound that
  those Fatespinners who spurn the church
  generally have short and violent careers.
  
  - 19 -
  Spellsword
  Status:
  Available
  Spellswords are more frequently found as
  members of the Brotherhood than as Archons,
  although both are known to exist.
  Adaptable
  Alienist
  Status:
  Not Available
  Both the Brotherhood of Sorcery and the
  Archons have forbidden all research into this
  dangerous field.  The rumours say that anyone
  caught researching this forbidden lore disappears
  forever.
  Dragon Disciple
  Status:
  Special Request Only
  Rumours of men descended from dragons are
  sometimes bandied about the streets, but few
  people believe they really exist.
  Once a character meets the requirements for
  this prestige class, they must make a request in
  writing to the Triad including any background
  information on their character, and a copy of the
  character sheet.
  If the request is approved, the Triad will
  determine what type of dragon the character is
  descended from based on the character’s
  background and history.  The total submission
  should not exceed 2000 words, not including the
  copy of the character sheet.
  Mage of the Arcane Order
  Status:
  Restricted
  Mages of the Arcane Order are a special group
  within the Archons, they are a special trial group
  that is experimenting with a new magical source
  of power called a spellpool.  Since Sorcerers may
  not join the Archons, and the Brotherhood does
  not have a spellpool, this prestige class is only
  open to wizards.
  Mindbender
  Status:
  Restricted
  There is very little evidence that indicates that
  Mindbenders exist in Ket, however, some sages
  are quick to point out that with their mental
  domination abilities, they could easily cover
  their tracks.
  The Archons, however, have stated that it
  would require far more magical power than any
  group of Mindbenders could possibly muster to
  hide their presence within Ket.  The Brotherhood
  of Sorcery agrees.
  Mindbenders must belong to the Brotherhood
  of Sorcery.
  Wayfarer Guide
  Status:
  Not Available
  The Archons and the Mouqollad have long
  supported the exile of all Wayfarer Guides from
  Ket.
  Additionally the Archons, the Mouqollad and
  the Brotherhood are involved in a nasty battle
  over who has the rights to provide magical
  transportation services within Ket.
  Living Greyhawk Journal
  Adaptable
  Darkhagard
  Status:
  Not Available
   (Appeared in issue #2)
  There are no native populations of Rhenee in
  Ket.
  Veth
  Status:
  Not Available
   (Appeared in issue #2)
  There are no native populations of Rhenee in
  Ket.
  
  - 20 -
  Appendix 1: Organisations
  Archons – Ab Raste
  AB
  Archons – Atas Raste
  AA
  Archons – Vay Raste
  AV
  Archons – Xak Raste
  AX
  Brotherhood of Sorcery
  BS
  Dasne
  D
  Faith of Fharlanghn
  FF
  Faith of Geshtai
  FG
  Faith of Istus
  FI
  Faith of Mouqol
  FM
  Faith of Xan Yae
  FX
  Faith of Zuoken
  FZ
  Former Mine Slaves
  MS
  Gele
  G
  Guardians of the Eternal Slumber
  ES
  Kaman
  K
  Neyze
  N
  Order of the Perfect Arrow
  PA
  Paighan
  P
  Samsir
  S
  Savage Horse
  SH
  Somb
  SO
  Strongjaws
  SJ
  Tabar
  T
  Thieves Guild
  TG
  True Faith
  TF
  
  - 21 -
  Appendix 2: Feats
  Sword and Fist
  Blindsight, 5-foot Radius
  FZ
  Chariot Combat
  Chariot Archery
  Chariot Trample
  Chariot Sideswipe
  Chariot Charge
  Circle Kick
  FZ
  Close-Quarters Fighting
  MS
  Death Blow
  Dirty Fighting
  MS
  Dual Strike
  N,S
  Eagle Claw Attack
  Expert Tactician
  Extra Stunning Attacks
  Eyes in the Back of Your Head
  FX
  Feign Weakness
  TG
  Fists of Iron
  Hold the Line
  N,TF
  Improved Overrun
  Improved Sunder
  T
  Knock-Down
  SJ
  Lightning Fists
  Mantis Leap
  Monkey Grip
  Off-hand Parry
  Pain Touch
  FZ
  Pin Shield
  Power Lunge
  SH,SO
  Prone Attack
  MS
  Rapid Reload
  G,T
  Remain Conscious
  T,TF
  Sharp-Shooting
  D,G,K
  Shield Expert
  Snatch Arrows
  Throw Anything
  SO
  Zen Archery
  FX
  Defenders of the Faith
  Divine Cleansing
  FG
  Divine Might
  TF,FX,FZ
  Divine Resistance
  FF,FI,FG
  Divine Shield
  FI
  Divine Vengeance
  ES,FI
  Divine Vigor
  FF,FM,FX,FZ
  Empower Turning
  ES,FI
  Extra Smiting
  Heighten Turning
  ES,FI
  Improved Shield Bash
  Quicken Turning
  ES,FF
  Reach Spell
  FX
  Sacred Spell
  ES,TF
  Shield Charge
  Tome and Blood
  Arcane Defense
  AA,AB,BS
  Arcane Preparation
  BS
  Augment Summoning
  AX,BS,FG
  Chain Spell
  AA,AV,BS
  Co-operative Spell
  AA,AB,AV,AX,BS
  Delay Spell
  AA,AX,BS
  Energy Admixture (Acid)
  AX,BS
  Energy Admixture (Electricity)
  AV,BS
  Energy Admixture (Cold)
  AB,BS
  Energy Admixture (Fire)
  AA,BS
  Energy Admixture (Sonic)
  BS
  Energy Substitution (Acid)
  AX,BS
  Energy Substitution (Electricity)
  AV,BS
  Energy Substitution (Cold)
  AB,BS,FG
  Energy Substitution (Fire)
  AA,BS
  Energy Substitution (Sonic)
  BS
  Eschew Materials
  Extra Slot
  AA,AB,AV,AX,BS
  Extra Spell
  BS
  Greater Spell Focus (Abjuration)
  AB,BS,TF
  Greater Spell Focus (Conjuration)
  AX,BS,TF
  Greater Spell Focus (Divination) AB,AV,BS,TF
  Greater Spell Focus (Enchantment)
  AB,BS,TF
  Greater Spell Focus (Evocation)
  AA,BS,TF
  Greater Spell Focus (Illusion)
  AV,BS,TF
  Greater Spell Focus (Necromancy)
  BS,TF
  Greater Spell Focus (Transmutation)
  AX,BS,TF
  Greater Spell Penetration
  AA,AX,BS
  Improved Familiar
  AA,AB,AV,AX,BS
  Innate Spell
  Persistent Spell
  AV,AX,BS,FM
  Repeat Spell
  AB,AV,AX,BS
  Sanctum Spell 
  AB,AX,BS
  Sculpt Spell
  AA,AB,AV,BS
  Spell Specialization
  AA,AB,AV,AX,BS
  Split Ray
  AA,BS
  Subdual Substitution
  AB,AV,BS
  Twin Spell
  AA,AV,AX,BS
  Widen Spell
  AV,BS
  
  - 22 -
  Appendix 3: Prestige Classes
  Dungeon Master’s Guide
  Core
  Arcane Archer
  See Notes
  Dwarven Defender
  Yes
  Loremaster
  Yes
  Shadowdancer
  Yes
  Special
  Assassin
  No
  Blackguard
  No
  Sword and Fist
  Core
  Cavalier
  See Notes
  Devoted Defender
  Yes
  Duelist
  Yes
  Ghostwalker
  Yes
  Gladiator
  See Notes
  Halfling Outrider
  Yes
  Lasher
  Yes
  Tribal Protector
  See Notes
  Adaptable
  Drunken Master
  Special
  Master of Chains
  Yes
  Order of the Bow Initiate
  PA
  Red Avenger
  No
  Warmaster
  No
  Special
  Fist of Hextor
  No
  Knight Protector of the Great Kingdom
  No
  Master Samurai
  No
  Ninja of the Crescent Moon
  No
  Ravager
  No
  Defenders of the Faith
  Core
  Consecrated Harrier
  See Notes
  Contemplative
  Yes
  Divine Oracle
  Yes
  Holy Liberator
  See Notes
  Sacred Exorcist
  See Notes
  Sacred Fist
  Yes
  Templar
  See Notes
  Warpriest
  See Notes
  Adaptable
  Church Inquisitor
  See Notes
  Hospitaler
  See Notes
  Hunter of the Dead
  ES
  Knight of the Chalice
  No
  Knight of the Middle Circle
  No
  Special
  Master of Shrouds
  No
  Tome and Blood
  Core
  Arcane Trickster
  Yes
  Candle Caster
  Yes
  Elemental Savant
  Yes
  Fatespinner
  Yes
  Spellsword
  Yes
  Adaptable
  Alienist
  No
  Dragon Disciple
  Special
  Mage of the Arcane Order
  AA,AB,AV,AX
  Mindbender
  BS
  Wayfarer Guide
  No
  Special
  Acolyte of the Skin
  No
  Bladesinger
  No
  Blood Magus
  No
  Pale Master
  No
  True Necromancer
  No
  Living Greyhawk Journal
  Adaptable
  Darkhagard
  No
  Veth
  No
  Special
  Silent Ones
  No
  
  - 23 -
  Appendix 4: Spells
  Defenders of the Faith
  Cleric
  1st-Level
  Burial Blessing
  ES,FI
  2nd-Level
  Brambles
  FG
  Divine Flame
  FF
  Divine Zephyr
  FG
  Knife Spray
  FG
  3rd-Level
  Beastmask
  FG
  Blessed aim
  FX,TF
  Briar Web
  FG
  Chain of Eyes
  FX
  Curse of the Brute
  FX,FZ,TF
  Flame of Faith
  TF
  Lesser Telepathic Bond
  FI,FM
  Spikes
  FG
  Sweet Water
  FG
  Sword Stream
  FG
  4th-Level
  Beast Claws
  FG
  Castigate
  TF
  Harrier
  TF,FI
  Recitation
  TF,FX,FZ
  Unfailing Endurance
  FF,FM
  Weapon of the Deity
  FF
  Weather Eye
  FG
  5th-Level
  Bear’s Heart
  FG
  Blight
  Divine Agility
  FX,FZ
  7th-Level
  Righteous Wrath of the Faithful
  TF,FX,FZ
  Slime Wave
  8th-Level
  Brain Spider
  FI
  Chain of Chaos
  Druid
  2nd-Level
  Beastmask
  FG
  Brambles
  FG
  Briar Web
  FG
  Sweet Water
  FG
  3rd-Level
  Beast Claws
  FG
  Harrier
  Spikes
  FG
  Weather Eye
  FG
  4th-Level
  Blight
  Bears’ Heart
  FG
  Chain of Eyes
  7th-Level
  Slime Wave
  Paladin
  1st-Level
  Divine Sacrifice
  2nd-Level
  Blessed Aim
  Curse of the Brute
  Zeal
  4th-Level
  Lesser Aspect of the Deity
  Weapon of the Deity
  Ranger
  2nd-Level
  Briar Web
  FG
  Tome and Blood
  Bard
  2nd-Level
  Eagle’s Splendor
  Fox’s Cunning
  Owl’s Wisdom
  6th-Level
  Great Shout
  Cleric
  2nd-Level
  Eagle’s Splendor
  FM
  Filter
  FG
  Fox’s Cunning
  FM
  Gaze Screen
  FI
  
  - 24 -
  Owl’s Wisdom
  FM
  3rd-Level
  Mass Resist Elements
  FF
  6th-Level
  Energy Immunity
  FF
  Undeath to Death
  FI,ES
  8th-Level
  Dimensional Lock
  FI
  Druid
  2nd-Level
  Filter
  FG
  Gaze Screen
  3rd-Level
  Mass Resist Elements
  6th-Level
  Energy Immunity
  Sorceror/Wizard
  0th-Level
  Repair Minor Damage
  AX
  1st-Level
  Lesser Acid Orb
  AX
  Lesser Cold Orb
  AB
  Lesser Electric Orb
  AV
  Lesser Fire Orb
  AA
  Lesser Sonic Orb
  BS
  Negative Energy Ray
  Repair Light Damage
  AX
  2nd-Level
  Choke
  Command Undead
  Disguise Undead
  BS
  Eagle’s Splendor
  AV,BS
  False Life
  Familiar Pocket
  AA,AB,AV,AX,BS
  Filter
  AB,AV,BS
  Fox’s Cunning
  AA,AB,AV,AX,BS
  Gaze Screen
  AB
  Ice Knife
  AB
  Indifference
  AB
  Owl’s Wisdom
  AX
  Repair Moderate Damage
  AX
  3rd-Level
  Arcane Sight
  AB,AV
  Corpse Candle
  AX
  Enhance Familiar
  AA,AB,AV,AX,BS
  Feign Death
  Ice Burst
  AB
  Negative Energy Burst
  BS
  Repair Serious Damage
  AX
  4th-Level
  Acid Orb
  AX
  Cold Orb
  AB
  Electric Orb
  AV
  Fire Orb
  AA
  Fortify Familiar
  AA,AB,AV,AX,BS
  Mass Darkvision
  AX
  Mass Resist Elements
  AB,BS
  Negative Energy Wave
  Otiluke’s Dispelling Screen
  AB
  Repair Critical Damage
  AX
  Sonic Orb
  BS
  5th-Level
  Energy Buffer
  AB
  Ghostform
  AV,AX
  Mordenkainen’s Private Sanctum
  AA,AB
  Spiritwall
  6th-Level
  Imbue Fam. with Spell Ability
  AA,AB,AV,AX
  Mass Fly
  AV
  Undeath to Death
  ES
  7th-Level
  Energy Immunity
  AB,BS
  Mass Teleport
  AV
  Otiluke’s Greater Dispelling Screen
  AB
  8th-Level
  Dimensional Lock
  AB
  Great Shout
  BS
  9th-Level
  Absorption
  AB
  Chain Contigency
  AA
  Hide Life
  
  - 25 -
  Appendix 5: Equipment
  Any equipment purchased from the Builder
  Books must be treated in a similar manner to
  self-scribed scrolls and self-brewed potions.
  The purchase and use of these materials must be
  explicitly logged for each character and they may
  not be traded, given or sold to other player
  characters.
  The equipment can be returned, however, to
  the organisation it was purchased from for half
  of the purchase price.
  Sword and Fist
  Alchemist’s arrow
  K
  Battlepick, gnome
  Bladed gauntlet
  Bolas, 2-ball
  Chain-and-dagger
  Chariot
  Crossbow, great
  Duom
  Fukimi-Bari
  Gullblade
  Gyrspike
  Halfling War-Wagon
  Harpoon
  Manti
  Mercurial Greatsword
  Mercurial Longsword
  Shotput, orc
  SH,SJ
  Skiprock, halfling
  Spinning javelin
  Spring-loaded gauntlet
  Stump knife
  Three-section staff
  Triple dagger
  Tumbling bolt
  War fan
  Ward cestus
  Whip dagger
  Whip dagger, Mighty
  Whip, Mighty
  Defenders of the Faith
  Altar case, marble
  FI,FM,FX,FZ,TF
  Altar case, spruce
  FF,FG
  Altar cloth, dyed
  FF,FG,FI,FX,FZ,TF
  Altar cloth, gold brocade
  FI,FM
  Altar cloth, linen
  FF,FG,FI,FX,FZ,TF
  Altar cloth, silk
  FI,FM
  Altar cloth, small
  FF,FG,FI,FM,FX,FZ,TF
  Altar cloth, velvet
  FF,FG,FI,FM,FZ,FZ,TF
  Aspergillum, gold
  FI,FM,FZ,FZ,TF
  Aspergillum, iron
  FF
  Aspergillum, silver
  FF,FG,FI,FM,FX,FZ,TF
  Brazier, field, bronze
  FF,FG
  Brazier, field, silver
  FF,FG,FI,FM,FX,FZ,TF
  Brazier, large, bronze
  FF,FG
  Brazier, large, gold
  FI,FM,FX,FZ,TF
  Brazier, large, silver
  FF,FG,FI,FX,FZ,TF
  Brazier, medium, bronze,
  FF,FG
  Brazier, medium, gold
  FG,FI,FM,FX,FZ,TF
  Brazier, medium, silver
  FF,FG,FI,FX,FZ,TF
  Candelabra, 8-candle, gold
  FI,FM,FX,FZ,TF
  Candelabra, 8-candle, silver FF,FG,FI,FX,FZ,TF
  Candelabra, 16-candle, gold
  FI,FM,FX,FZ,TF
  Candelabra, 16-candle, silverFF,FG,FI,FX,FZ,TF
  Candle, 12-hour
  FF,FG,FI,FM,FX,FZ,TF
  Candle, timekeeping
  FF,FG,FI,FM,FX,FZ,TF
  Candle, vigil
  FF,FG,FI,FM,FX,FZ,TF
  Candlestick, gold
  FI,FM,FX,FZ,TF
  Candlestick, hand-held, gold
  FI,FM,FX,FZ,TF
  Candlestick, hand-held, silverFF,FG,FI,FX,FZ,TF
  Candlestick, silver
  FF,FG,FI,FX,FZ,TF
  Censer, brass
  FF,FG
  Censer, gold
  FI,FM,FX,FZ,TF
  Censer, silver
  FF,FG,FI,FX,FZ,TF
  Holy symbol, bronze
  FF,FG,FI,FM,FX,FZ,TF
  Holy symbol, gold
  FF,FG,FI,FM,FX,FZ,TF
  Incense, common
  FF,FG,FI,FX,FZ,TF
  Incense, exotic
  FI,FM,FX,FZ,TF
  Prayer book or scripture
  FG,FI,FM,FX,FZ,TF
  Prayer book or scripture, compact
  FF,FG,FM
  Snuffing bell
  FF,FG,FI,FM,FX,FZ,TF
  Tome and Blood
  Arcane lab
  Arcane library
  Disappearing ink
  Familiar carrier, diminutive
  AA,AB,AV,AX,BS
  Familiar carrier, fine
  Familiar carrier, medium
  Familiar carrier, small
  Familiar carrier, tiny
  AA,AB,AV,AX,BS
  Flashpellet
  Glowpowder
  Healing salve
  Phantom ink, firelight
  Phantom ink, magical light
  Phantom ink, moonlight
  Phantom ink, starlight
  Portable writing desk
  AA,AB,AV,AX,BS
  Reading lamp
  AA,AB,AV,AX,BS
  Scentbreaker
  Scroll organizer
  AA,AB,AV,AX,BS
  Secret component compartment
  
  - 26 -
  Secret component pocket
  Suregrip
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ket/RegionalOrganisations.pdf