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Ghaash Rin
History and Politics The Rin are not particularly warlike, and even if they were, they would have to cross the sea with troops to attempt to battle. Rin much prefer to cross the sea to trade. Some joke, perhaps with a hint of seriousness, that one day perhaps Ghaash Rin will buy Grattok if the Chancellor negotiates the right price. The only way in which the Rin were affected by the Storm was that trade with the nations across the sea was rather interrupted during the time of land skirmishes in the area now known as Grattock. The Rin were pleased to see order restored to that areaindeed, some mutter that the Rin helped to finance Gratt's original endeavor to force the people populating that area into a military peace. Still, apart from trade, the Rin prefer to keep to themselves and their internal industries. Pelohn is the primary god worshipped by the Rin, the order and law he represents precious to them above all else. The Rin are suspicious of magicmisuse of magic could disrupt trade and industryand extremely high standards and restrictions are applied to those who would practice it in their area. The Rin consider the Wild Storm the fault of the inhabitants of Asar, whose "reliance" on magic resulted in the distastrous event. In fact, the Rin tend to dislike anything smacking of chaos.
Inhabitants
Adventuring The Rin have an underground culture easily as complex as their in-the-open bureaucracy and trade centers, and have an organization of thieves that makes all other thief guilds or gangs look like unprepared, rag-picking rabble. Sometimes an enterprising rogue may attempt to go to Ghaash Rin to learn the secrets of the masters, but getting in to the guilds is extremely difficult and takes a very long timebut if a person proves he can turn the organization a significant profit, he may, after months or years, become privy to the secrets of the Rin Thieves Guild. |
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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.