The Grattock Protectorate
History and Politics
Anyone owning land is considered a full citizen of Grattock and has rights to be protected by the Grattock Guard and may have their concerns mediated by Grattock jurisdiction; those who live on the citizen's land is subject to that citizen's own rules (within reason; some general treatment rules apply). A certain percentage of goods or money is collected as taxes from each land-owning citizen by civil servants; land-owners may profit from those who live on their land as they wish, within reasonable restrictions established by the Council. Towns with a population of 500 or more are assigned by the Council's representatives a burgomaster to help manage local citizens' concerns and oversee trade. These towns are also assigned members of the Protectorate Guard to serve as city guards, although burgomasters may also hire additional troops or constables provided they have the budget for it. Every member of a land-owning family must send at least one of their 16-20 year old members to be part of the Guard for at least 2 years.
The Protectorate being firmly established, the Guard exists primarily to "keep the peace" domestically, although it is technically prepared to handle war with other nations as well. There is little reason for Grattock to go to war with the ancient and powerful nation of Kallia, however, nor with the sea nation of Ghaash Rin trade with these nations is for the time being far more profitable. In the past, Grattockers occasionally skirmished with their neighbors, the dwarves at Dreshen Hold, but Lyssa and Farash recently established a trade and border treaty with the Dwarven Clan Lords in order to establish a solid, peaceful, and economic relationship with them. So far it has worked fairly well.
The human races of Grattock are incredibly diverse, consisting both native easterners as well as the descendants of refugees from the west. The most populous of the eastern humans are the Elseki, who have populated the northeast coast of the continent as far back as history has been recorded. The cities of Sedren and Shifren are still primarily Elseki-populated. Many resent being assimilated into the Grattock Protectorate, but they are now far too widely dispersed and displaced to offer any real sort of rebellion. The Elseki are mildly mollified by the fact that Council member Farash is a member of their race, although many believe he has "sold out" to the Westerners.
The two main surviving races from the West are the Jelans and the Kaltos. Gratt is a Kalto and many who remember their Kalto heritage consider Grattock to be the new Kalto nation; many who are not Kaltos resent and resist this conceptincluding Chancellor Lyssa. Although Kaltos value warriors highly, even some tire of the struggle for promotion in the Guard. Many Kaltos turn adventurer to fight the Wilderness and reclaim their ancestral homeland.
The oligarchy that rules the Grattock Protectorate makes many Jelans a little uneasy, they having gotten used to rule by a larger counciland one which at least some of them had a say in who was member of that council. However, the lower class members of that race say they don't notice much of a difference. Jelans are technically a human race although some half-elves are also raised in the Jelan culture.
There are other human races as well, tiny remnants of otherwise destroyed peoples, such as the Iron People and the Rhendar, whose numbers are not large enough to be represented in any noticeable way. Both the Iron People and the Rhendar were from the far west, and their lands were utterly destroyed by the storm, and because of their distance from the safer east coast, only very few (mostly visitors to other nations) live on to represent their people.
Occasional exiles from Ghaash Rin or Rin merchants live in Grattock as well.
The many races and ethnic groups that live in Grattok may have gotten used to living in mixed company, although cultural pride (and political resentment) often gets in the way of domestic harmony. Many adventurers work to clear out regions of the Wilderness simply so those who wish to return to their old homes or build new ones outside of Grattock may do so.
Lord Tedren Sike has assembled a group of adventurers called The Wilderness Patrol, who lead caravans on the borders of the Wilderness and form expeditions to attempt to take back some lands for the people of Ohmarr. While having a noble purpose, the Tedren and his Wilderness Patrol are relatively newly formed and rather disorganized, and their efforts for glory are often undermined by overconfidence and incompetency. Tedren's right hand woman, Ralla, is an exception to the rule, and her ability to plan and teach is probably the only reason why the Patrol has any real potential at all. The keep which is home base and the main training grounds is in Tennek, which is the only major town near the "border" of the Wilderness.
The World of Ohmarr is a fantasy world created for use for a Dungeons and Dragons d20 System game. The campaign information here is posted for players' use within the restrictions of the Open Game License published by Wizards of the Coast for the d20 System. You must have the Dungeons and Dragons Players Handbook to play this game. The campaign world itself is MY (Death Quaker's) creation, and all original material belongs to me, ©2002. Please do not use or reproduce any of the original world material without my permission or without crediting me.