Ohmarr: Nations
There are four major nations in the World of Ohmarr, although before the Storm, there were more. With the exception of Ghaash Rin, all of the surviving nations are located on the eastern coast of the continent of Asar. (Note: Click on the links below to read more detailed information about each nation.)

The Grattock Protectorate (GRAA-tok) is a nation incorporating all of the surviving human races of the continent of Asar, and has half-elves, half-dwarves, and Sharran elves among its citizenry as well. While its ethnic diversity allows for much to be seen, heard, and learned, it also can be a tense place to live due to cultural differences and territoriality, to say the least. Grattock was established militarily, after a number of peoples had been squabbling over territorial rights for years. Although the nation is now settled, a good deal of "squabbling" on a smaller scale still goes on. The majority of Wilderness adventurers hail from Grattock.

Dreshen Dwarfhold (DREH-shehn) is the new outpost for the dwarves, who are united racially as they are culturally and nationally. The storm culled their numbers dramatically, though many look forward to starting anew in Dreshen. Others, however, yearn for the past when the dwarven nation was larger and in its full glory.

The Kingdom of Kallia (KAH-lyuh) is an elven nation run by the Kallian Queen Averra, and it is the oldest surviving nation in Ohmarr. Most of the Kallian holdings are built in forests and under hills, so despite its prosperity and proliferation, an ignorant visitor might think it almost unsettled. The elves would be quick to prove them wrong, should their lands be violated. Kallians now share their land with the Sharran elves, although the two structure their societies differently, resulting in an uncomfortable alliance. In addition to Kallians and Sharrans, half-elves may also live as citizens of Kallia.

Ghaash Rin (GAHSH REEN) is an entirely human nation, located on the islands west of Asar. The Rin are a proud and somewhat isolationist people, although they have no problems interacting with outsiders if it involves trade.

Nations of Old
A number of nations were destroyed during the Storm or its aftermath; they are briefly described below:

The Elseki City-States (el-SEH-kee) were a loose confederation of large cities on the eastern coast who had a history of bickering with one another as much as they did of trading together. They were bound by a common dialect and cultural practice, not by a government, and being disorganized, were easily assimilated into Grattock. The Elseki are proud people and respected artisans and civil engineers.

Jela (JEY-luh) was located in the east-center of Asar, near the Elseki City-States and the Sharran Forest. Once run by an absolute monarchy, they had evolved into using a King-and-Council system of rule, with the members of the Council elected by the land-owning populace. Jelans are fascinated by magic and social intrigue, and they value education and creativity highly. Jela was technically a human nation, although Jelans have often gotten well with Sharrans, and a large majority of Jelan citizens were half-elven.

Kalt (KAHLT) was a large military state from the middle of the west coast. Although the Kaltos are said to be naturally violent, their rage is tempered by a military culture, and their battles are fought with almost unexpected strategic prowess. War and the martial arts are not the only preoccupation of the Kaltos, although it might seem like that from the outside. Kaltos are actually also excellent record-keepers and historians.

The Iron Lands were located at the very northwest coast of Asar and were utterly decimated by the storm. The Iron People were a small nation/culture of people who lived in small, clannish communities that valued labor and those who performed it above all things.

The Glorious Empire of Rhenda (RHEN-duh) sprawled across the southwest, and it too, had been laid to ruin by the Storm. The Rhendar were a noble race of people split between castes of warriors, mages, and holy folk; they praised their ancestors as much as they did the gods, and had a strict and complicated code of honor that all are expected to follow. Warriors had the most complex code, and while the Rhendar honor warrior skills, they often looked upon the tempersome Kaltos and the like as barbaric.

The Sharran Forests (SHAR-run) were the protectorate of the Sharran Elves, who lived in elaborate tree-cities spread throughout the area. Each Sharran hold was run by a council of Elders chosen by the citizens and approved by existing members of the council, and the area as a whole was overseen by a over-council consisting of the most experienced Elder from each city. Sadly, most of the forests have now been destroyed or mutated by the storm.


World Information

Player Information
House Rules

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.