TEXT: Regional Gazetteer:
  Ket
  Produced by the Eastern Canada LG 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: September 27, 2001
  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.
  
  Ket Regional Gazetteer
  2
  Table of Contents
  Table of Contents ..........................................................................................................................2
  Ket Overview .................................................................................................................................3
  Ancient History......................................................................................................................................................... 3
  History ....................................................................................................................................................................... 3
  Timeline ..................................................................................................................................................................... 5
  Geography................................................................................................................................................................. 6
  Society........................................................................................................................................................................ 9
  Laws......................................................................................................................................................................... 10
  Religion.................................................................................................................................................................... 13
  Organizations...............................................................................................................................15
  Military.................................................................................................................................................................... 15
  Social........................................................................................................................................................................ 16
  Religious .................................................................................................................................................................. 18
  Tribal ....................................................................................................................................................................... 18
  A Tour of Lopolla........................................................................................................................20
  Law and Order ....................................................................................................................................................... 20
  Temples.................................................................................................................................................................... 22
  Shops........................................................................................................................................................................ 22
  Taverns and Inns .................................................................................................................................................... 23
  Landmarks .............................................................................................................................................................. 23
  Acknowledgements......................................................................................................................27
  
  Ket Regional Gazetteer
  3
  Ket Overview
  Ket has emerged from the Greyhawk Wars as strong as it has ever been.  The
  assassination of Beygraf Zoltan fractured the internal peace of Ket and threatened a civil war.
  However, the quick and decisive actions of General Naidad averted the impending disaster. 
  Although Ket returned most of the land it had acquired, it retained the land that was truly
  important to it.  The Bramblewood gap had long been a chokehold on Ket’s profitable trading
  franchises with the Eastern World.  With the Bramblewood Gap now under Ket’s control, and
  the internal peace of Ket secured with the backing of the Mouqollad Consortium, it is time for
  Ket to consolidate it’s gains, and keep an eye towards future opportunities.
  Ancient History
  The oldest settlement in the Baklunish west is Zeif. In years long ago, before the Invoked
  Devastation struck down the mighty Baklunish Empire, the area was known as the Satrapy of
  Ghayar. Although, it was not until many years after the Invoked Devastation that the degenerate
  rulers of the Satrapy were overthrown. Still Zeif is the only nation that can claim that its cities
  predate the Invoked Devastation.
  So when the war with the Suel Imperium began, the Oeridians tribes, who lived on the
  borders of both great nations, took the conflict as an omen and migrated north and east. As those
  tribes passed through the lands that were to become Ket, some settled there.
  As the war dragged on, Baklunish refugees seeking shelter from the wars, began to swell
  the population of the Satrapy and push it borders further east than ever before.  These newly
  settled territories became known as the provinces of Ket and Tusmit.
  In the aftermath of the Invoked Devastation, the stream of refugees became a flood and
  the survivors split into two disparate groups.  One group settled into a nomadic life style and
  became the Paynim and Uli nomads, and the other followed Al'Akbar north through the lands of
  Tusmit, into the lands now known as Ekbir and settled there.
  In the wake of the Rain of Colorless Fire, Suel refugees fled east into the central Flanaess
  where for two centuries they waged war with the Oeridians tribes who had fled before them. 
  Over the years, as these wars raged, Suel prisoners began to flow into the province of Ket as
  trade with the Baklunish refugees proved profitable for the Oeridian tribes and they in turn
  alternately traded and warred with the Oeridians and Suel to the east and south.  As the years
  turned to decades and then centuries, the Baklunish people built cities and prospered, eventually
  absorbing both the Oeridians and their Suel captives.
  This newfound prosperity brought new trade partners in the form of dwarves from hidden
  nations in the Yatils.  Over the years, some of the dwarves found it convenient to re-settle in Ket
  and provide a permanent Dwarven presence.
  History
  In the late 30th century BH, the nomads known as the Brazen Horde descended upon the province
  of Ket, with no aid forthcoming from Zeif, the Bey of Lopolla claimed the nomads as his allies. 
  Although, the Bey retained his office, the nomads conceded authority only to their great Padishah
  
  Ket Regional Gazetteer
  4
  and proved uncontrollable.  For the second half of the thirtieth century, the nomads plundered
  Ket, using it as a secure haven from which to raid into Velunese territory.
  Finally, toward the start of the thirty-first century, the forces of Keoland invaded Ket.
  With the aid of mercenary longbowmen from the Quaglands, the Keoland forces were able to
  defeat the Brazen Horde, but they drew no distinction between the Horde and the people of Ket. 
  When they turned on the Bey of Lopolla, he and his small army escaped into the rugged Banner
  Hills, where they began their plan to free Ket from the grasp of the Keoish invaders.  It was in
  these hills that the discipline of the True Faith forged the small Ketite army into a power that
  could drive the Keoish infidels from Ket.  During the next three decades war would rage through
  Ket.  So determined were the forces of Ket that they nearly seized the Quagland city of Krestible,
  in revenge for the crucial role their mercenaries played in the invasion of Ket.  In the end, the
  Keoish forces were forced all the way back to the Bramblewood Gap where they dug in their
  heels and fortified their positions.  It was not a total victory, for the infidels maintained control
  over the Ketite lands south of the Bramblewood.  With the fortifications that were being erected
  and the resistance failed sieges of Krestible fresh in their minds, it was quickly decided that the
  blood-price for the Bramblewood Gap was too high, at least for now.
  The leader of the resistance, Arpad, became the first Beygraf of the truly independent Ket.
   Because of their instrumental role in freeing Ket from the infidels, the mullahs of the True Faith
  were encouraged to take administrative, judicial and military authority, under the leadership of
  the Beygraf, of course.  In return, they honoured the Beygraf with the title Shield of the True
  Faith.
  For the next century, until the middle of the thirty-second century BH, Ket would rebuild,
  stronger than before.  The years were relatively peaceful and disturbed only by the frequent
  border skirmishes with the Paynims and Bissel, which saw Keoish, Furyondian and eventually
  independent rule during those years.  Eventually the rising power of the archmage Iggwilv
  brought Ket from its peaceful slumber, when she conquered Ket’s northern neighbour
  Perrenland.  An alliance was forged with the Dwarven nations of the Yatils and over the course
  of the following decade Iggwilv’s armies were held at bay.  The success of the war brought out
  the best in both Dwarves and Ketites, and they discovered that they shared much in common and
  a long lasting friendship, that persists to this day, grew out of the alliance.
  The renewed power and success of the military brought new confidence to the Ketite
  military, and a conservative group gathered power around it, reminding Ket, that the Keoish
  invaders still maintained a foothold in Ket.  It seemed as though the time to take back the
  Bramblewood Gap was at hand.  After an unsuccessful yearlong siege of Thornward itself, the
  conservative alliance lost much of its support.  Although the border skirmishes continued for
  nearly eighty years, the alliance was unable to gather enough support for a second attempt.
  It wasn’t until the Greyhawk Wars when Beygraf Zoltan secured an alliance with Iuz the
  Old, that a new invasion of Bissel was launched.  Despite the misgivings of the moderate
  mullahs, the alliance was initially a huge success and the protests of the moderates went
  unheeded.  When the Former Margrave of Bissel chose an honourable death over service to Ket,
  opinions began to change and the warnings of the mullahs were remembered.
  In the fourth year of the occupation of Bissel, Beygraf Zoltan was assassinated.  The
  judgment of the mullahs was that revivification would not be attempted, the hand of fate had
  smitten him and that decision must be honoured.  The Beygraf had not chosen a successor, and
  
  Ket Regional Gazetteer
  5
  the political vacuum created by his death was considerable.  A power struggle began, and the
  threat of civil war focused Ket’s attention inwards, withdrawing much of its military from the
  occupied territory.  General Naidad, a hero of the invasion, drew together the military, a minority
  of the clergy, and the wealthy merchants of the Mouqollad Consortium to prevent the disaster
  and stabilize Ket.
  In return they made General Naidad into a Beygraf.  As the dust settled, Ket once again
  turned its attention outward to find the Greyhawk Wars coming to an end.  Armies from the Gran
  March were preparing to attack the lightly defended lands of Bissel, in a magnanimous move,
  Beygraf Naidad chose to restore Bissel’s independence, keeping only the ancestral Ketite lands
  north of Thornward.
  Timeline
  -3040 BH
  -5699 CY
  Dwarves from the Clans of Yrden and Damgarath settle in the Yatils.
  -390 BH
  -3049 CY
  The beginning of Dwath-Kazar, The Great Dwur War. Clan Yrden and Damgarath
  wage a 70-year war.
  -319 BH
  -2978 CY
  After a 5 year siege Gartelem, The Iron City is sacked and its king, Duegan IV of
  Damgarath is slain.
  Clan Lyrkeram is established by some of the survivors.
  2174 BH*
  -485 CY
  Beginning of the Baklunish-Suloise Wars
  2193 BH*
  -466 CY
  First employment of humanoid mercenaries in those wars.
  Ekbir, Ket and Tusmit settled
  2237 BH*
  -422 CY
  Invoked Devastation and Rain of Colourless Fire strike Baklunish and Suel lands,
  respectively.
  Caliphate of Ekbir founded.
  2238 BH
  -421 CY
  Major humanoid incursions begin by the Euroz, High Jebline, Celbit tribes and
  others.
  2247 BH
  -412 CY
  Al'Akbar ascends to godhood.
  C. 2290 BH
  -369 CY
  The Satraps of Ghayar are overthrown and the Sultanate of Zeif is established.
  2354 BH
  -305 CY
  The great battle of Lopolla where the humanoid tribes were irrevocably broken.
  Most destroyed but the High Jebline flee south and west where they passed out of
  knowledge of the Ketites.
  2878 BH*
  219 CY
  The Cup and Talisman of Al'Akbar is stolen by strange elves, as tall as men, who
  flee on the backs of eagles.
  The Grand Mufti is exiled for failing to protect the relics.
  The Grand Mufti establishes the True Faith.
  C. 2930 BH
  271 CY
  The Brazen Horde is brought to Zeif.
  C. 2948 BH*
  289 CY
  Thornward is founded.
  C. 2970 BH
  311 CY
  The Brazen Horde invades Ket.
  The Bey of Lopolla claims the Brazen Horde as an ally.
  Both Ket and Tusmit declare independence from Zeif.
  C. 3009 BH*
  350 CY
  Keoland begins invasion of Ket.
  C. 3019 BH*
  360 CY
  Keoland captures Lopolla.
  C. 3024 BH*
  365 CY
  Ketite forces reclaim their homeland from the Keoish invaders
  Arpad becomes the first Beygraf of Ket.
  Ket truly becomes an independent nation.
  The True Faith spreads throughout Ket.
  C. 3059 BH*
  400 CY
  Perrenland is brought under a single banner.
  The March of Bissel is established as Keoland's Northernmost frontier.
  3097 BH*
  438 CY
  Keoland looses Bissel in the Small War against Furyondy and it becomes a
  tributary state of Furyondy for 2 decades.
  
  Ket Regional Gazetteer
  6
  3157 BH *
  498 CY
  Beginning of the Hateful Wars fought in the Lortmils.
  Some limited migration of humanoid tribes to the Yatils.
  3158 BH*
  499 CY
  Ket besieges Thornward.
  Bissel resists only because of support from Keoland, Veluna and Furyondy.
  3172 BH*
  510 CY
  End of the Hateful Wars.
  Graf Sandor chases Urgush’s horde into Csipros Erd.
  The Horde is destroyed by strange magic, along with most of Graf Sandors forces.
  The remaining troops return to Polvar.
  Graf Sandor returns to Csipros Erd and is never seen again.
  3246 BH*
  584 CY
  Ket conquers Bissel in less than 2 months.
  3248 BH*
  587 CY
  Beygraf Zoltan is assassinated.
  General Nadaid becomes the new Beygraf.
  Beygraf Nadaid begins negotiations with the east.
  3251 BH*
  590 CY
  Ket withdraws from Bissel.
  The Bramblewood Gap officially becomes part of Ket.
  Thornward becomes a neutral city.
  3252 BH*
  591 CY
  Beginning of the Living Greyhawk campaign.
   * Dates from canon references.
  Geography
  Ket is divided into six separate provinces, Lopolla, Molvar, Polvar, and Falwur each centered on
  Ket’s largest cities, and Nehez and Durva which split the Bramblewood between them. Each
  province is ruled by a Graf (as was the vassal state of Bissel for a time) from one of the 6 Great
  Houses of Ket.
  Lopolla Province
  Lopolla Province is the royal province. It extends west beyond the Tuflik, south to the
  Bramblewood, north into the Tusman Hills, east to Molvar province. Traditionally, it is the seat
  of the Beygraf's power. It is the breadbasket of the realm, well irrigated and cultivated by the
  skilled farmers of Ket.
  Lopolla City is walled and well garrisoned by the military police of Ket, the Threshers.
  The northern end of the city is occupied by the Beygraf's Palace, which is garrisoned by the
  Beygraf's personal guard, the Thorns. Other important locations include the High Temple of the
  True Faith and the preeminent temples of the Baklunish pantheon. Both the Archons and the
  Brotherhood of Sorcerers maintain headquarters in the city, and all of the wealthiest noble
  families maintain residences in the city.
  Molvar Province
  Molvar Province is administered from the walled garrison city of Molvar. The city controls the
  entrance to Griffin Strike pass, the only route through the Yatils to Krestible in Perrenland, and
  many mines in the surrounding hills and mountains. Since the beginning of the Greyhawk Wars,
  Ket has enlisted the largest tribes of hobgoblins in the mountains. The hobgoblins prevent all
  travel through the Yatils north of Molvar, except through Griffin Strike Pass.
  The Aldeen family oversees Molvar province, as it has for many generations. The military
  tradition runs deep in the Aldeens and all but a few of their sons have served in the military as
  back as anyone can remember. It is a fitting history for the ruling family of Molvar province,
  
  Ket Regional Gazetteer
  7
  especially considering that Molvar itself was originally built as a citadel to protect northern Ket
  from the humanoids of the Yatils. Indeed, the Red Tower, the original fortifications built where
  Molvar would one day flourish, still stands proudly at the center of the city. Built by Beygraf
  Arpad, first of the Beygrafs, the Red Tower, is now used for ceremonial executions and its open
  courtyard serves as a Thresher's Square for Molvar. For generations the Aldeen family lived in
  the ancient tower, but during the recent expansion they secured a luxurious estate along the
  southern edge of Molvar. Even now, years later, some still talk of the controversial move and
  wonder whether this signals a change in fortunes of the Aldeen family.
  The current leader of the Aldeen Family, Alvaro Aldeen, has followed in his family's military
  traditions. Alvaro served as a common foot soldier for many years in the Griffon Strike Pass, but
  during his service gnoll raiders captured him. His experiences in the gnoll camp have made him
  an outspoken opponent of the hobgoblin patrols. His sentiment is popular with the common
  people of his province and they look to Alvaro as a man of great honour, one who has dedicated
  himself to keeping the people safe. The city's walls remain thick and the Aldeens keep them in
  good repair, although the garrisons could shelter many additional troops.
  Polvar Province
  Polvar province, unlike the Molvar and Falwur provinces, is dependent on mines. The silver and
  copper slave mines and the independent gem mines combine to form the economic base of this
  province. The raw materials are brought down from the mountains, refined and then shipped
  south to Falwur.
  Polvar is also famous for the Legendary Csipros Erd (literally "The Geysers of Death").
  Adventurers frequently seek the long lost treasures, commonly thought to lie within the Geysers.
  Occasionally, those adventurers return, but none have yet found the lost treasure of Graf Sandor,
  and returned to tell the tale.
  Falwur Province
  Falwur Province forms the border with Bissel and thus it controls the lucrative Bramblewood
  Gap as well as the mines Yatils east of Falwur. Its proximity made Falwur City the ideal
  launching point for the recent conquest of Bissel. The new territory gained during the conflict
  brought new wealth to the province. In fact, many of the fortifications used against Ket in the
  past have been refitted to defend Ket against the East. While there is occasional dissent among
  the newly Ketite population, such problems have become few and isolated in recent years. In
  addition to the Bramblewood gap, Falwur Province also controls the northeastern quarter of
  Thornward, the former capital of Bissel. Veluna, Bissel and the Gran March control the
  remaining quarters.
  Nehez Province
  Nehez Province runs from the Irafa Road to the north and east edges of the Bramblewood. The
  region is sparsely populated, with most of its population living along the edges of the
  Bramblewood. The province has two main industries, logging and yarpick nuts. Despite its small
  population, it is quite strongly garrisoned. Not only are the humanoids and monsters of the
  Bramblewood a constant menace, but in 584 CY Rogahn and Zelliger disappeared in the woods
  with the remains of their followers after the Second Battle of Thornward. General Nadaid
  
  Ket Regional Gazetteer
  8
  pursued them but declined to march his army into the Forest. Most agree that his decision was
  both clever and wise. Instead, he cordoned the woods to await the emergence of Rogahn and
  Zelliger. For more than a year, impromptu army camps dotted the eastern edges of the woods, but
  despite estimates that placed the strength of the fleeing forces at near half a legion of soldiers,
  they never emerged, and their final fate remains a mystery to this day.
  The Mutamin family rules Nehez Province.
  Durva Province
  Durva Province forms the southern border of Ket. All of the Bramblewood south and west of the
  Irafa road belongs to this province, along with the Banner Hills. In truth, however, the province is
  almost entirely devoid of inhabitants, and is a province only in name.
  The Tendulkar family, lead by Graf Sarosh, rules the Durva Province. Also notably, the
  ex-ruler of Bissel, Graf Imran Tendulkar hails from this province.
  Bramblewood Forest
  Although the Bramblewood is predominantly oak, birch, pine and sablewood, and the
  southernmost edges sport a few bronzewoods and elms, the yarpick trees are the true wealth of
  the Bramblewood. The nuts of the yarpick tree are eaten both whole and ground into a meal and
  are a nourishing stable of Baklunish life. The Nehez province exports yarpick nuts throughout the
  Baklunish west and Perrenland.
  A single well-kept road, the Irafa, runs through the Bramblewood. Along the Irafa are
  eight well-defended fortresses. While spending the night at one of the forts can be expensive, few
  caravan masters survive the alternative.
  Yatil Mountains
  The Yatil Mountains form the northern border between Ket and Perrenland, and a single pass,
  Griffon Strike, links the two countries.  These mountains are home to numerous tribes of
  humanoids, dragons and other dangerous monsters.  In addition the Grand Mufti of the True
  Faith makes his home in a remote mountain retreat.
  Banner Hills
  The Banner Hills lie along Ket's southwest border. Baklunish herders and several tribes of orcs
  and ogres make their home here, but there is little else of note in these hills.
  Tusman Hills
  The Tusman Hills form the border between Ket and her western neighbour, Tusmit. Neither
  country claims these hills, as they are inhabited by fierce hillsmen who are renowned fighters
  who serve both countries as mercenaries. Griffons are known to live and hunt here. The Hillsmen
  live by a mixture of limited agriculture and animal husbandry, rearing goats and sheep. It is more
  fertile on the lower slopes near the Tuflik River and in this area more agriculture takes place than
  in any other.
  Fals
  The Fals River is a tributary of the Velverdyva, and flows from the Bramblewood forest to the
  
  Ket Regional Gazetteer
  9
  Nyr Dyv. Ketite barges transfer goods between Thornward and Mitrik.
  Tuflik
  The Tuflik is hundreds of miles long, flowing from its headwaters in the Bramblewood, past
  Lopolla and then on to the coast of the Dramidj Ocean. While the River is generally navigable
  from the coast to Ceshra, barges ply the waters between Ceshra and Lopolla.
  Society
  The human Ketite population consists of two disparate groups. The ruling class, particularly the
  great noble families and powerful merchant houses are almost exclusively pure strain Baklunish.
  However, the lower classes are a blend of Baklunish, Oeridian, and Suloise features. Despite the
  mixing of blood in the lower classes, even they remain steeped in Baklunish Tradition.
  The persistence of Baklunish culture in the face of eastern influences, is a tribute to the
  dedication of the True Faith. They reinforce the old traditions and seek out corrupting influences
  and eliminate them. Under the watchful guidance of the True Faith, even the lowest of slaves is
  encourage to take pride in his culture. The strength of the Faith shows even in the other races
  who have been more influenced by Ketite culture than influential in it.
  Ketite names are distinctly influenced by Baklunish culture. The names common among
  easterners are almost unheard of among Ketites. In general, common citizens use a single name
  and an identifying tag such as Balthazar the Blacksmith or Salomeh Whitehair. Only nobles and
  dwarves have and use family names. Powerful wizards and sorcerers prefer to use a single name
  with no tags, such as Rasheed. Priests refer to themselves by their given name and the location of
  their home temple, like Nasser of Molvar.  Clerics of the True Faith are usually addressed by
  appending the honourific al’Mullah to their name, such as Amardad al’Mullah.
  Fashion
  The current fashion is for Ketites to dress in loose fitting robes during the warm days. When the
  air becomes cold, they add a heavy outer robe, and in the winter months ornamental furs and
  additional layers 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 common for women, and usually silver and tasteful. Both men and woman
  wear sandals that wrap a few inches above the ankle. We do not usually wear cloaks, as
  bumbershoots are clearly superior to them.
  Language
  The lower classes speak the common tongue, but the higher classes, their servants, and those who
  wish to do business with the noble families all speak Baklunish.
  
  Ket Regional Gazetteer
  10
  Economy
  Despite, or perhaps because of, Ket's expansionistic foreign policy, it is rich from trade with the
  Paynim tribes, Tusmit, Ekbir, Perrenland, Bissel and Veluna. Goods from points as diverse as
  Zeif and Wintershiven pass through Lopolla, aided by the Mouqollad and those Ketite merchants
  who travel throughout the Flanaess.
  In addition to the Trading Caravans, Ket also exports a variety of goods from gems and
  precious metals, to fine Baklunish steeds and rugs.
  Slavery
  Many of Ket's enemies disparage it for what they call unjust slavery. It is true that Ket practices a
  two tiered form of slavery. However, only criminals are enslaved.
  Those criminals who have raised arms against Ket, those who have shown they have no
  honour, and those that have committed serious crimes against Ket and its citizens become mining
  slaves. They must pay for the lives they have taken by digging for precious metals and gems in
  the Yatils. Only the most depraved criminals are executed.
  However, those Ketites who cannot pay their debts and therefore have demonstrated that
  they are not ready to live as citizens of Ket become personal slaves. They become the property of
  another who will teach them to live as citizens. All personal slaves are required to work off their
  debts. These slaves do not usually perform menial work but perform skilled labour as personal
  servants or performers. The majority of personal slaves are treated no worse than servants.  The
  few masters that do treat them poorly, tread on dangerous grounds for unlike the mine slaves who
  wear steel chains, personal slaves only wear the chains of honour and shame.
  Telling Time in Ket.
  The common people of Ket have little need for exact timing; most things are scheduled based on
  midday, dawn or dusk when the Mullahs traditionally raise their voices in prayer call.  When
  more specific approximations are needed Time is told by looking at the sun and the shadows on
  the ground.
  The middle class, which sometimes need to track time more accurately, uses candles that
  have been specially marked to measure the time.  Such candles are commonly available from a
  chandler to mark the quarter hours or the hours, but cost slightly more than normal candles.
  The rich tend to use hourglasses filled with sand.  Of all the methods used, they are the
  most accurate and expensive.
  Laws
  Spirit
  Overall, the Laws of Ket are more concerned with creating order and enforcing punishments than
  promoting virtue.  Vigilantism is heavily frowned upon for its unpredictable nature, and its
  affront to the honour of the Threshers.  It not accepted as an excuse for crimes committed.  Only
  the Threshers have been granted the right to deal punishment to those who break the laws.
  The Threshers strive to enforce the intent of the law than the exact wording.  Attempting
  to circumvent a law via a loophole or technicality is an affront to the True Faith, which promotes
  
  Ket Regional Gazetteer
  11
  plain speech and obedience.  Even attempting to use the letter of the law to circumvent the spirit
  is considered a grave dishonour and typically results in a much harsher sentence.
  For example:
  Consider a citizen who has broken a law prohibiting the casting of certain area effect
  spells in public places.  If he were to try to defend his actions by pointing out that he did not cast
  the spell, but only activated an item that created an effect that was similar to the spell, the likely
  result would be the permanent confiscation of the item.  Additionally, the Threshers would likely
  be offended by such self-serving and dishonourable conduct, and add to the already heavy
  punishment.
  Self-defense and defense of another are notable exceptions, and reasonable leniency is usually
  granted to those who are defending themselves.  However, self-defense is not an excuse to use
  lethal force.  The Threshers will often examine the circumstances to determine whether a claim
  of self-defense is justified.
  For example:
  A citizen who forces his way into another’s home and defends himself against the
  occupants would not be granted any leniency.  Instead, the occupants of the home would likely be
  granted leniency.
  There are four major categories of crimes in Ket:
  Examples
  Notes
  Crimes Against the Beygraf
  Treason, Attacks against the Military,
  Destruction of the property of the
  Beygraf, Theft of the property of the
  Beygraf
  While called “Crimes Against
  the Beygraf” is in actuality
  crimes against the nation of
  Ket and it’s agents.
  Grievous Crimes
  Murder, Rape, Horse Theft, Kidnapping
  Injurious Crimes
  Assault, Theft, Extortion, Casting spells
  without authorization
  Crimes of Dishonour
  Rudeness to the Threshers, Rudeness to a
  mullah, Disrespecting those who are
  above your station, Acting without
  honour
  Enforcement
  The laws are typically enforced by the Threshers, who are an elite division of the military (See
  organizations below).  The Threshers typically patrol the cities, the towns and even some of the
  more important villages, though most villages and hamlets do not need full-time Threshers.
  When confronting a criminal, the Threshers do not “charge” him with one or more
  crimes, instead they investigate the, determine the extent of guilt, and punish the criminal
  accordingly.  In effect, the Threshers act as both judge and jury.  However, it is a matter of
  honour for the Threshers to protect the citizens of Ket.
  
  Ket Regional Gazetteer
  12
  Punishment
  Punishment in Ket is harsh but fair.  If at all possible, punishments are custom fit to the crime
  and circumstances.  Most petty crimes are punished with time in the stocks.  Debtors are
  reformed through mandatory service as household slaves.  Violent or uncontrollable criminals
  become mining slaves, where the can only harm each other and yet can still attempt to repay the
  debts they owe Ket.  Most household slaves can eventually earn their freedom, though a
  surprisingly large number choose not to purchase it.  Even some mining slaves are eventually
  released from the copper mines but only if the Jurats determine that the slave has truly reformed
  or that the sentence was overly zealous.  Execution is reserved for those criminals who need to be
  publicly, painfully and permanently dealt with.
  Although the lawful authorities usually carry out the punishment, sometimes the victims
  or their families are asked to carry out the punishment.  They can only do so after they have been
  explicitly and formally asked to carry out the punishments by someone with authority.  Anyone
  choosing to meet out punishment for a crime that does not have the authority and has not been
  given clear permission to do so, is probably committing a crime as well.
  Crime
  Common Punishment
  Notes
  Treason
  Smeared with meat, then wrapped in a carpet
  and hung on a hook in public view until dead.
  Murder
  Sent to the mines
  Raising the victim may be grounds
  for leniency in the punishment, but
  does not erase the crime.
  Rape
  Mutilation of genitals by family of victim.
  Sent to the mines.
  Kidnapping
  Sent to the mines
  This is a very dishonourable crime
  Horse Theft
  Sent to the mines
  This is a very dishonourable crime
  Assault (Major)
  Confiscation of weapon used and stocks (1
  week or more)
  The victim must be reduced to less
  than 0 hit points
  Assault (Minor)
  Confiscation of weapon used and stocks (up
  to 1 week)
  The victim must have been injured
  Brawling
  Stocks
  Subdual damage only, otherwise it
  is assault.
  Acting without
  Honour
  Varies with the action, usually minor fine
  and/or time in the stocks for each offense
  Highly subjective.  Each action
  may be punished separately.
  Extortion
  Stocks
  
  Ket Regional Gazetteer
  13
  Theft
  1 lash per gp stolen
  1 day in stocks per 50gp stolen
  (minimum of 1)
  More than 1 gp stolen
  Petty theft
  Up to 1 day in the stocks
  Less than 1 gp stolen
  Casting spells
  without
  authorization
  Stocks: 1 day per spell level
  Lashes: 10 per spell level
  A cantrip earns 1 day in stocks.
  Confiscation of spell component pouch and
  material components.
  Authorization can be acquired
  through the Archons, Brotherhood
  and various religious orders.
  Not typically enforced unless
  someone thinks it is a problem.
  Fencing Stolen
  Property
  Confiscation of stolen property and a fine
  Religion
  Major Faiths
  The True Faith of Al'Akbar touches almost all facets of life in Ket. The priests of the True Faith,
  known as Mullahs, serve as ministers, judges, scholars, and teachers for the government, while
  also serving as healers, advisors, and guardians for the military. However, there are many other
  gods who are also worshiped within Ket's borders.
  Fharlanghn, the Dweller on the Horizon, has many worshipers among Ket's caravans and
  road patrols. Geshtai, the Daughter of the Oasis, is worshiped in rural areas and sacrifices are
  frequently made to ensure that she brings plentiful waters for the growing season. Istus, the Lady
  of Our Fate, is widely revered. Mouqol, the Merchant, is the Baklunish god of trade and therefore
  is very important to Ket. Xan Yae, the Lady of Perfection, is often revered by those who find
  stealth a necessity of life. And lastly, Zuoken, the Master of Da'Shon and Edel, who serves Xan
  Yae, sponsors a number of monasteries within Ket.
  Faiths of Note
  In addition to the traditional Baklunish gods, a few of the common gods have influence among
  the human population. Bleredd, the Iron Mule, is most prominent in Molvar. Boccob, the Lord of
  All Magic, is often worshiped by wizards while Zilchus, the Money Counter, has a small
  following among the merchants of Ket.
  In addition to the traditional dwarven pantheon, the dwarves of Ket frequently worship
  Fortubo, god of Metals and Stone, Jascar, god of Hills and Mountains, and Ulaa, the Stonewife.
  The halflings of Ket, on the other hand, tend to follow Yondolla and the halfling pantheon.
  Uncommon Faiths
  The faiths of Azor'alq, the Banisher of Darkness, Beory, the Oerth Mother, Bralm, the Toiling
  Lady, Daoud, the Unraveller of Deceptions, Ehlonna, the Hunter, Hextor, the Scourge of Battle,
  Joramy, the Shrew, Lirr, the Lorekeeper, and Obad-Hai, the Shalm, are encountered infrequently,
  
  Ket Regional Gazetteer
  14
  but are recognizable by the Ketite populace.
  Rare Faiths
  The remaining gods are very rare and usually associated with foreigners. With the exception of
  worldly merchants, adventurers and travelers, most Ketites know very little if anything about
  them.
  
  Ket Regional Gazetteer
  15
  Organizations
  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 Paighan is the basic training ground of the military.  The Samsir, Neyze,
  Gele, Somb, Kaman, Dasne and Tabar all select their members from the best that the Paighan has
  to offer.
  Paighan
  The Paighan is the militia of Ket.  They are the last resort of the military and the basic training
  grounds.  There are no basic requirements to join the Paighan other than time.
  Gele
  The Gele are the crossbowmen who provide support to the Neyze and Samsir.  Each member of
  the Gele is expected to be an expert marksman and required to have some basic combat
  experience before joining.
  Neyze
  The Neyze are the heavy infantry who provide the backbone of the Ketite army.  They wield
  pikes and wear heavier armour than the Samsir.  Candidates to join the Neyze are chosen for their
  physical strength and prowess with the pike.
  Samsir
  The Samsir are the light infantry who provide support to the Somb and Kaman.  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 temporarily hold ground cleared by a
  cavalry charge and to prevent the enemy from regrouping in between charges.  So their primary
  weapon is the scimitar and their primary armour is the chain shirt for maximum speed and
  mobility.
  Somb
  The Somb are the cavalry that forms much of the offensive power of the Ketite military.  Unlike
  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.
  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
  
  Ket Regional Gazetteer
  16
  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 Paighan is chosen to join them.
  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 halflings are
  naturally suited to becoming scouts.  Because of the stealth requirements, members of the Dasne
  usually wear armour no heavier than leather and must be proficient with the quaddara (a
  Baklunish curved short sword) and the composite shortbow.  Overall, 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.
  Tabar
  The Tabar are a special, exclusively dwarven, division within the Ketite military.  They serve as
  shock troops to provide an extra offensive punch in campaigns that take place primarily in hilly
  and/or mountainous terrain that would be treacherous for the cavalry.  The Tabar are usually
  stationed in and around Molvar province, a major population center 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
  members of the Tabar to wear Full plate.
  Threshers
  The Threshers represent law and order in Ket.  They are military soldiers tasked to protect the
  citizens of Ket from internal threats.  To perform their job, they have been given great power, for
  they protect the people, enforce the laws, but they also determine guilt or innocence and prescribe
  punishments.  While the Threshers man the gates during peacetime, it is the Neyze who man the
  walls of the cities, and protect them from external threats.
  Jurats
  The Jurats are an elite part of the Threshers composed entirely of mullahs, they provide counsel
  and leadership.  When a thresher patrol is unable to reach a decision, they turn to the Jurats for
  wisdom and a resolution.  Jurats often accompany the larger patrols of Threshers.
  Social
  Mouqollad Consortium
  Headquartered in Zief, the Mouqollad Consortium unites the merchants of all the Baklunish
  nations into a single powerful organization.  The goal of the Consortium is ensure the prosperity
  of its members, and the benevolent leadership of the markets it dominates.  The Consortium
  
  Ket Regional Gazetteer
  17
  purchases rights from the Baklunish nations, and re-licenses them to its members.
  In many lands, including Ket, the major bazaars are managed and monitored by members
  of the Consortium.  In return for the right to collect fees from individual traders in the
  marketplace, the merchants are obliged to guards against theft and violence in the marketplace. 
  Most also administer the allotment of space, maintain the buildings, and construct a shrine to
  Mouqol in the marketplace.  In areas where the population is poor or sparse, larger monopolies
  are granted in attempt to balance the potential profits of each region against one another.  Since
  the grants are rarely reallocated or revalued, a merchant who wisely builds up his markets can
  make profits that are considerably above average over a lengthy period.  Likewise a foolish
  merchant can destroy his markets, though his license fees do not decrease.
  In addition to the marketplaces, the Consortium also licenses high profit goods separately.
   For example, the famous Ekbiri woolens, Zeif Gems, and Ketite Rugs are licensed to specific
  merchant houses.  Magical items are also licensed to merchant’s houses, though in Ket, the
  Archons and the Brotherhood own the licenses.  No matter who owns the magic item licenses,
  the Consortium requires all traders to individually pass qualification exams before they are
  allowed to carry out any transactions.
  Black markets do operate in many areas that the Mouqollad oversees, but the Consortium
  employs agents who work with local law enforcement (except in Ull) and diligently seek to
  expose these groups and the merchants who attend them.  Members of the Consortium who deal
  with such groups risk loosing their membership, their licenses and their goods.
  The leaders of the Consortium are high-ranking priests of Mouqol, known as the Worthy
  Elders, many of whom are also members of the most prosperous and respected merchant houses.
   A few wizards, mostly scholars and diviners, have achieved prestigious positions within the
  Consortium.  While both warriors and rogues can be found working for the Consortium, few of
  them manage to achieve leadership positions.
  All manners of people work for the Consortium, some for extended periods on caravans
  and ships that travel beyond the Flanaess.  The destinations for these voyages are considered
  Mouqollad trade secrets and are carefully guarded, even though the voyages themselves can take
  months.  In addition, the Consortium also hires people to man distant trade outposts in these
  foreign lands.
  In addition to the Consortium sponsored caravans, ships, and outposts, the consortium
  sponsors elite agents who monitor their interests in every major Baklunish city.  While the agents
  are required to remain neutral in political and military matters, they usually support the local
  government both because stability is good for business and to curry favour with those who can
  support the Consortium in its goals.  The Consortium also polices its members, and in the rare
  cases where the members are unable to resolve their own disputes, they provide mediators. 
  These men are known as Appraisers of Merit and their judgements are binding on all members. 
  Failure to abide by these judgements is punishable by expulsion from the Consortium, and the
  offender’s goods will be forfeited to the injured party.
  The Mouqollad has few enemies and fewer allies.  Although individuals in the
  governments of Ket, Tusmit, Ekbir, and Zief may lend aid to the Consortium, as a whole they
  merely tolerate the organization.  In Ull, the Consortium treads lightly, but with plenty of extra
  guards since the government is as likely to seize goods as to pay for them.  In wild areas, raids
  from Pirates, Paynims, and Bandits are a constant threat.
  
  Ket Regional Gazetteer
  18
  Archons
  The Archons maintain a record of Mages in Ket, and serve the government with its various
  magical needs. The Archons are a guild.  They set standard prices that must be charged to all
  customers of the guild.  In most respects, the Archons oppose the Brotherhood of Sorcery and the
  rivalry between the two is ancient (by human standards).
  Internally, it is rumoured that the Archons maintain a strict hierarchy of power, polarized
  along elemental lines.  Anyone higher in the hierarchy can give orders to anyone below them,
  within limits (and there are very few of those).  The rumours say that the four elemental groups,
  earth, air, fire, and water, each are responsible for monitoring a different aspect of Ket.
  Many believe the fire group provides service to the Ket military and the earth group
  provides consulting mages for construction of buildings and mines.  Others whisper that the air
  group oversees international relationships as well as providing covert espionage and the water
  group provides its services to the Threshers and maybe others for internal affairs.  This
  information has never been confirmed, and many have guessed that the Archons are required to
  swear secrecy on the matter.
  All mages within Ket are requited to register with the Archons, but not necessarily join. 
  Members of the Archons are often emphatic that membership has its benefits, but are seldom
  willing to expand on what those benefits may be.  There are two obvious benefits, access to the
  Archons guildhall and associated buildings and permission to engage in magical business
  dealings within Ket’s major cities.
  There is a major guildhall for the Archons located in each of the major cities of Ket.
  Religious
  True Faith of Al’Akbar
  There are two major sects of the faith of Al’Akbar, the Exalted Faith and the True Faith.  Many
  long years ago, the faiths were one.  When the Cup and Talisman were stolen from Ekbir the
  Grand Mufti, the leader of the Faith of Al’Akbar, was blamed for the theft and exiled.  The
  Grand Mufti retreated to the Yatils where he rededicated himself to Al’Akbar and founded the
  True Faith.  Focusing on the values of hard word, plain speech, and obedience, the Grand Mufti
  blamed the weakness of his fellows for the loss of the ancient artifacts.
  Clerics of the True Faith are called mullahs, and are often addressed by appending
  al’Mullah to their name.  In Ket, the mullahs often hold office as ministers, scholars, or teachers.
  In addition, they supply healers, advisors and guardians to the military.
  The two sects of the faith do not get along well.  Many in the Exalted Faith consider the
  True Faith to be dangerously deviant and fanatical.  While many in the True Faith consider the
  Exalted Faith to be decadent and weak.
  Tribal
  Strongjaws
  Numbering less than sixty warriors, the Strongjaws are a small but unusual tribe of orcs from the
  Banner Hills.  While ogres and other orcs are the largest threat to this tribe, they still have
  
  Ket Regional Gazetteer
  19
  frequent conflicts with the human tribesmen who inhabit the Banner Hills.  Unlike the other orc
  tribes, the Strongjaws are known to ransom captured tribesmen back to their tribes, and do not
  seem to practice any sort of torture or cannibalism.  Some tribes have even gone so far as to
  engage in occasional trade, although both sides remain highly suspicious of each other. 
  Savage Horse
  Savage Horse is a second, smaller tribe of orcs that inhabit the Banner Hills.  Many tribesman
  suspect that the Savage Horse and Strongjaws were at one time the same clan, but the two are
  nothing but wary neighbours now.  Estimates place the tribe at around forty warriors, who spend
  most of their time stealing horses or mates, which puts them at odds with the tribesman of the
  Hills.  Savage Horse also has an odd reputation for adopting or stealing children of other races: at
  various times the Savage Horse clan has been seen with human, kobold, goblin and hobgoblin
  members.  Lacking the strength and fortitude of the orcs who form the majority of the tribe, these
  members are often the first to die during conflicts.  It has been rumoured that the leader of the
  Savage Horse has raised a blue dragon from an egg and used the wyrmling as a mount, but no
  credible witnesses have ever come forward.
  
  Ket Regional Gazetteer
  20
  A Tour of Lopolla
  Lopolla is a tightly controlled city, and over the years many sections of the city have been
  destroyed and rebuilt on the orders of various Beygrafs.  Unlike many older cities, Lopolla does
  not have walled sections with the sole except of the palace grounds.  The city walls have been
  laboriously moved outwards and expanded with the city, although at many times, these activities
  have sparked concern among nobles and merchants who have grumbled about the waste of tax
  monies.  As a result of this rebuilding, the streets in Lopolla tend to run straighter than those of
  other cities.
  The city is roughly circular and divided into quarters by two large roads, the Mouqollad
  Road which runs east-west and the Beygraf’s Procession which runs north-south.  The northwest
  quarter of the city is called the Padis and is mostly noble housing.  The northeast quarter is called
  the Wazir and houses the Mullahs, sages and skilled artisans.  The southeast quarter is called the
  Souk and houses many merchants and common artisans, and the southwest quarter is called the
  Medina and houses the lower classes.  The palace district, which comprises the northernmost
  section of the city, is often referred to as the fifth quarter of the city, although it’s official name is
  the Casbah.  If the palace is the fifth quarter, than the Ourmistan, a tent city composed of
  caravans and foreigners just east of the city must the be sixth quarter.  In the heart of the
  Ourmistan stands a single stone fortress, an outpost of the Threshers and Jurats who keep order
  within the Ourmistan.
  At the intersection of the Mouqollad road and the Beygraf’s Procession there is a large
  open square with an ornamental water fountain and a huge, 50' tall, statue of Al'Akbar standing
  protectively over the water fountain.  Four Temples face the statue, and although technically all
  are equal, it is immediately obvious that the High Temple of the True Faith stands first among its
  brothers dedicated to Mouqol, Istus and Geshtai.
  Lopolla is under strict weapon restrictions, unlike most of the other cities and town of
  Ket.  The Threshers only allow the common people to carry daggers, saps, slings, and staves. 
  Gentlemen are allowed a single scimitar, and Mullahs are allowed a single falchion.  Explicit
  permission is required to bear any other arms or armour in the city.
  Any weapons and armour that are not allowed into the city must be stowed in bags or
  chests that are left with the Threshers at the gate where there is a storage area for such things.
  Law and Order
  The City Gates
  The market gate faces east and is easily twice the size of the other gates in the city.  The
  procession gate faces south, parades usually start or end at the procession gate. The west gate
  faces west.
  When entering or leaving Lopolla, travelers must line up on the right side of the gate. 
  Everyone and everything passing through the gates is inspected.  Those who wish to enter must
  surrender their weapons and armour to the gate guards, those exiting may recover any weapons or
  armour that was surrendered on the way in.  Once all weapons and armor have been surrendered
  and the Threshers at the gate have finished their inspection, the travelers may pay the gate tax
  
  Ket Regional Gazetteer
  21
  and go on their way.
  Carts and carriages may only enter the city through the market gate, where they form a
  separate line just to left of the normal travelers.
  Thresher Square
  While the criminally indebted are sold as personal slaves and the criminally violent are
  sent to the mines, there are many in Ket who display temporary lapses in honour or civility and
  for them there is a place called Thresher Square.
  Each city and town in Ket has a square that has earned this nickname.  These squares
  always sit adjacent to the largest barracks in town (In Lopolla, the Thresher Square is a large
  open square near the middle of the city).  Usually the barracks face north, and thus sit on the
  south side of the square.  Along each side of the square are two lines of heavy wooden squares. 
  Each of these squares can serve as the resting-place for a set of heavy stocks.  The first row is
  used to hold criminals in place, and the second row is used on those occasions where the
  Threshers determine that both parties in a dispute are acting without honour.  When it happens,
  they lock both parties facing one another for a few days.
  In the cities and the larger towns, where there are multiple Thresher barracks, each of the
  minor barracks has a half-dozen stocks for temporarily holding prisoners.  Regular patrols visit
  each of the barracks and pick up the prisoners and bring them to the local Thresher Square.
  In the square, there is always a patrol of Threshers and a Jurat guarding the prisoners.  Of
  course, there are many patrols entering or leaving the barracks, as well.  The guards are equally
  concerned with escape, vigilanteism, and predatory creatures.  The stocks are corporal
  punishment, not an excuse to kill.  It is considered dishonourable, among the Threshers, to allow
  any prisoner to die while guarding the square.  Thus they are quick to take action against any
  threat to the prisoners.  Visitors who become violent against a prisoner usually find themselves
  either sharing the prisoner’s punishment or taking it over entirely, at the discretion of the
  Threshers.
  Visitors may wander among the prisoners, talk to them, and even offer them water from
  one of the large water urns, but they may not feed the prisoners.  There are very specific rules for
  the watering of prisoners, which the Threshers strictly enforce.  There is always an urn for each
  side of the square and visitors can only be water the prisoners from the urn on the same side of
  the square as the prisoner and only using one of the two ladles provided with each urn.  The
  water can only be offered to the prisoners, no one else is allowed to drink from the urns.  One of
  the duties of the Threshers is to ensure that the urns are never dry, because even the most
  undeserving prisoner should be able to receive the charity of others.
  Twice daily, at dawn and dusk, a Jurat comes to perform a service to Al'Akbar.  During
  the service the crimes of the prisoners are read aloud and each is flogged the prescribed number
  of times.  After each flogging, the Jurat asks Al'Akbar to forgive the prisoner.  Any prisoners
  who have served their time are granted forgiveness and released.  After the service, the Jurat
  cleans the wounds of the prisoners to prevent infection and then waters and feeds them.  The
  newly released prisoners are then allowed to leave.
  Although there are stocks for all sizes, children, women, and the elderly are seldom
  locked in the stocks.  The most common occupants are young men whose rash actions have
  earned them a day or two in the stocks.
  
  Ket Regional Gazetteer
  22
  Temples
  The Path to Perfection
  The Path to Perfection is a combined temple to Xan Yae and Zuoken and it is also home to the
  mortal leaders of both faiths for Ket.  Located in the Wazir, the temple lies a short distance east
  of the Beygraf’s Procession, and about a third of the way north from the crossroads.  The temple
  is actually composed of several buildings all designed by the ancient architect Ardaxcashda and
  sprawls lazily across an unusually large area.
  Each of the buildings was designed with an eye for aesthetics and balance.  Two mirror
  temples sit at opposite ends of the grounds, the north dedicated to Xan Yae and the south to
  Zuoken.  Other buildings provide housing for visiting monks and training grounds for the
  faithful.  The western edge of the temple is occupied by a set of small stables and hitching posts
  where visitors and residents can care for their faithful mounts.  All of the buildings are connected
  by gracefully curving paths, and the two temples face inwards, a fitting reminder of the Lady and
  Her Servant.
  The north end of the temple grounds sports many ancient trees.  The Way of Harmony,
  which runs just north of Xan Yae's temple, sometimes seems to be hidden in perpetual twilight
  from the heavy branches.  Many have noted that trees seem to have twined themselves into their
  sisters on the north side of the street.  Regardless, the heavy branches give the street a pleasant
  shade during the hottest days of the year, and it is not unusual to find children playing a variety of
  games in and around the street, particularly on Godsday and Freeday.
  Shops
  Balthazar's Blades
  A bright red sign bearing the shop’s name, Balthazar’s Blades, in green over a large yellow
  scimitar boldly marks this weapon shop.  Inside the large wooden doors is a small standing area.
  The walls bear more than dozen assorted weapons, ranging from the common scimitar and
  falchions to rare and exotic weapons like the longsword and rapier.
  Balthazar, the short, wiry and elderly Baklunish owner of the shop is usually perched on
  an old three-legged stool, behind the thick counter. He always wears a patterned red and green
  robe, with randomly placed yellow scimitars sown onto it.
  Visitors often find him polishing the smaller weapons like the daggers, knives and katars,
  or calculating his figures in a large leather bound book.  Visitors are welcome to examine the
  weapons on the walls, even to the extent of taking them down and handling them, however, due
  to the close quarters in the store, swinging them is strictly prohibited.
  Those who purchase an actual weapon from Balthazar have three options.  They can
  receive the weapon now in a sealed wooden case marked with between 2 and 4 wax seals that
  must be broken to open the case.  They may have Balthazar’s son deliver it to their residence or
  they can have the weapon delivered to one of the gates to be picked up on the way out of the city.
  Balthazar’s son, Ardalan, creates most of the weapons sold in the shop.  Although from
  time to time, Balthazar imports exotic weapons and has them on display.
  
  Ket Regional Gazetteer
  23
  Taverns and Inns
  The Griffon's Nest
  Located outside the walls of Lopolla in the Ourmistan, this run down tavern caters to foreigners
  and other scum.  A merchant from Dyvers owns and runs the tavern in absentia.  A fact
  frequently used by the Threshers to avoid becoming involved in the often lethal bar fights that
  take place inside:  "As long as it's foreigners fighting foreigners on foreigner land, we do not
  have to get involved".  However, that doesn't stop them from occasionally raiding the Griffon’s
  Next to catch smugglers and criminals.
  Besides being disreputable and run down, the tavern offers an excellent place to find
  adventure and excitement.  Many people consider that when you put this many foreigners in one
  place at one time, it is bound to get exciting one way or another.  Also, as it is outside the walls,
  it is not under the same weapon restrictions as the city proper is.  In fact, it's recommended that
  Ketites do bring armor and weapons, as most of the foreigners will be armed.
  Golden Horseshoe
  While foreigners may stay in the Ourmistan outside Lopolla, natives of Ket prefer the more
  traditional atmosphere and architecture of Lopolla’s many fine Inns.  Of particular note is the
  Golden Horseshoe, an inn that is mostly frequented by merchants and wealthy travelers who do
  not have family in Lopolla.  Located in a more upscale part of the Souk quarter, even local
  merchants and some minor nobility have been known to frequent the Golden Horseshoe for a
  drink, a puppetry performance, gossip, or to try their luck at the gambling table.  A traveler’s
  loyal steed stays in the inn's spacious and well-kept stables that some claim rivals even the royal
  stables of the Casbah.
  Wealthy adventurers find the Golden Horseshoe a peaceful place to spend their time
  while in the city. Theft has never been a problem at the inn, fighting and the use of magic is
  strongly discouraged, and harsh penalties for cheating at the gambling tables discourage most
  from weighting the dice.  News and gossip flows readily within the walls, especially in the
  evenings when the locals come to enjoy the inn's entertainment.
  Puppet shows are the main entertainment most evenings but not the only type that patrons
  enjoy.  Regular shows of dancing girls, music of common and foreign flavour, magic shows, and
  competitions of skill fill out the scheduled entertainment.  Games of chance are also commonly
  played within the walls but any arguments resulting from gambling lead to a rough and
  immediate ejection.
  Certain fringe elements of Lopolla society hold the belief that the Golden Horseshoe is
  cursed, haunted, or both. While any Lopolla sage will agree that the building has had a checkered
  past, there is little evidence of anything supernatural about the place.
  Landmarks
  The Gaubaruva Tower
  The Gaubaruva family was once a powerful merchant house, with trade routes to many far lands.
  They specialized in importing rare plants, fruits, and spices. The head of the family at that time
  
  Ket Regional Gazetteer
  24
  was Jalaal Gaubaruva, he was a wise and resourceful planner and manager. This would have
  continued, but Jalaal died on an expedition, eaten by a carnivorous plant, when his son, Dareb
  Gaubaruva, was only 10 years old.
  Dareb was a creative thinker, but he didn't have a lot of training in planning. He used a
  large portion of the family's fortune to buy a plot of land and most of the rest of it to hire builders
  and wizards to create a large greenhouse. The plan was to grow the plants and everything locally
  to avoid the dangers and costs of importing it. The plants grew, but unfortunately, most of the
  exotic plants required a lot of attention, as well as magic, to keep them healthy. On top of that,
  the greenhouse couldn't produce as much as was imported. By the time Dareb died, under
  mysterious circumstances, the family had lost most of its power, becoming just another one of
  the many merchants of Ket.
  Tarim Gaubaruva, Dareb's son, is now the current head of the house. He is working to
  turn the family’s situation around, but it is a slow process.
  The Gaubaruva family home, 'The Blooming Tower', is a medium sized tower in the city.
  It is seven stories tall, with a large onion dome on the top that houses the Arboretum. The name
  comes from the small open-air balconies around the tower that have plants growing down the
  sides of the tower. From the outside, the tower appears to be made of white marble, with a gold
  dome. But from the inside, the walls are transparent, allowing sunlight in for the plants.
  The family living space is in a small, two-story house that looks to have been added to the
  tower as an afterthought. It juts out raggedly from the north face, made of lower quality stone.
  The windows are all different shapes and styles, although not many of them look expensive. On
  the inside, the rooms are also irregular, with a lot of stairs between levels. Despite this, the rooms
  are elegantly decorated, resulting in a disquieting dichotomy.
  Rary's Tower
  The simultaneous attacks occurred at sundown in Harvester 3246 BH.
  Marking the end of the Greyhawk Wars the Circle of Eight hosted a peace conference in
  the city of Greyhawk.  Moments before the treaty would be signed, the site exploded in magical
  fire.  As the dust settled, the reports that Rary of Ket, now called Rary the Traitor, had attempted
  to kill the delegates and members of the Circle of Eight began to circulate.
  At the exact same time, Lord Robilar was leading an attack on Tenser's tower intent on
  destroying the clones contained within.  A third attack captured Ottiluke’s manse and destroyed
  his clones as well.  Other attacks damaged or destroyed the homes of the still living circle
  members.
  One half-hour past sundown, Lopolla time, Rary's tower in the capital of Ket was
  surrounded with eldrich energy.  Inside the green nimbus two score creatures were seen clinging
  to the tower wall and a terrible keening was heard.  As the sound reached a crescendo the
  creatures shrugged as one, the tower heaved and then vanished from Lopolla's soil.
  Moments later the streets erupted into chaos as several powerful wizards appeared in the
  streets surrounding the lot vacated by the tower.  Spells fired into the sky as the wizards
  discharged earth shattering magics, fortunately few were injured in the calamity.  As quickly as
  they came, the wizards left.  The scent of ozone and mothballs lingered in the air and an
  unhealthy haze surrounding the tower site sickened those that remained.
  Rary's Tower was gone.  In its place a flat, featureless expanse of bare ground.  For a full
  
  Ket Regional Gazetteer
  25
  day even the dust refused to move into Rary's Lot.
  Today the site of The Traitor's tower lies empty.  The city has cordoned the lot with a
  simple iron fence and signs admonish those who would trespass.  The fence encloses a 60-foot
  square of gravel, dirt, some broken tower stones and spares grass near the fence.  A well and an
  outhouse are the only signs that anyone actually used this site in the past.  For the first year the
  area grew unkempt and weeds ran amok.
  After the first winter, a street youth climbed the fence, pulled the weeds, cleared the
  sludge from the well, and replaced the door on the outhouse.  Every morning the boy sweeps the
  path leading from the gate to where the main door of the tower would be and keeps the plants and
  some small flowers watered and weeded.
  Rumours are the palace has heard of his actions and quietly ensures that gardening
  equipment and some food for the boy are left on the site every day as well.  The boy spends only
  what time he needs to inside the fence before he leaves for the streets he calls home.  A small tent
  appeared on the site in the second year after the tower vanished.  Occasionally the boy sleeps
  there with a fire and a small black dog he adopted.
  One day, Pincal al’Mullah approached the boy to ask him why he made himself a
  caretaker of the empty lot.  Pincal left the city the very same day for an extended position at a
  small shrine along the Irafa Road in the Bramblewood.
  The boy's answer appears to have both shocked and frightened the Mullah: "Who knows,
  maybe Rary will be back someday.  It wouldn’t do for him to find his home overgrown and
  untidy".  Pincal's notes mention that the boy’s eyes shone with intellect and that his small canine
  companion woofed enthusiastically as the boy answered.
  Each year on the anniversary of the tower’s departure some flowers and simple gifts are
  left by citizens who refuse to believe that Rary is evil.  Some think an external force must have
  taken control of him.  Many of the generous souls hide their identities for fear of reprisal.  A
  local rumour is that Tenser, returned from the dead by a hidden clone bank has agents in the area
  looking for people to question about Rary and his activities leading up to the destruction of the
  peace conference.
  Not surprisingly each year also brings those who feel Rary is a base traitor and all
  evidence of him should be scoured from the city and the world.  These people tend to arrive a
  few hours after the flowers and gifts are left on the fence, tearing them down and trampling them
  or burning them. 
  A small group of Threshers are always at hand for a few days to keep the peace and
  ensure that no one is harmed.  Another popular rumour holds that the boy is Rary's son or
  nephew and it seems that the Palace is not dismissing the rumour.
  The site of Rary's Tower, or Rary's Lot is a focal point of mystery, fear, suspicion and
  speculation.  Many times a year diviners use its residual energy (so they say) to try to delve into
  the actions of the former member of the circle of eight.  Even knowing that he now lives in the
  Bright Lands as a self-appointed Monarch, some people believe Rary is acting on some
  unfathomable plan for the greater good.  Others believe that Tenser's agents vigilantly watch
  Rary's Lot for activity.  Regardless, passersby sometimes cross the road to avoid contact with
  Rary's traitorous essence, but happily smile at the boy weeding the garden if he notices.
  Much like Rary's attack on the peace conference the circumstances surrounding the site of
  Rary's tower are understood by few people in Lopolla.
  
  Ket Regional Gazetteer
  26
  The Salted Earth
  “The Salted Earth” is the dark nickname given to this barren ground where a noble house once
  stood.  It was the night after the announcement that Beygraf Zoltan had been slain by a
  mysterious assassin that a pitched battle was fought between unidentified soldiers and the
  residents of this house.  Powerful magic was thrown and loud explosions rocked the night, but
  neither the Threshers nor anyone else interrupted the battle.  When dawn came, nothing was left
  of the house, its occupants, or its assailants.  Since that day, this land has languished and
  although the buildings are gone, even weeds refuse to grow in the barren dirt.
  The neighbours have speculated that the attack must have been retribution for the death of
  Beygraf Zoltan but none can answer how or why it came to pass.  Still, the barren lot is an eerie
  reminder that the streets of Lopolla can hide dark secrets.
  
  Ket Regional Gazetteer
  27
  Acknowledgements
  We would like to thank the following people for their contributions to the Gazetteer:
  Tom Bollis
  Vince Garofalo
  Richard Pace
  Alan Palmer
  Jim Rea
  Scott Reynolds
  and
  Mark Templeton
  Some of the material for this Gazetteer was derived from the Living Greyhawk Gazetteer.  We’d
  like to thank the authors: Gary Holian, Erik Mona, Sean K Reynolds, and Frederick Weining.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Ket/KET1-00 Ket Gazetteer (3E).pdf