TEXT:  
   
  Race 
  Each region of Greyhawk has different 
  feelings about the different races and not 
  every region has an equal distribution of 
  the different races.  Some races, such as 
  the Rhennee, are not available to be 
  played by players.  Below is a listing of 
  all of the available character races.  We 
  detail each race with a short description 
  and list them  by their commonality. 
   
  Common Races 
  Human 
  Humans in Greyhawk come in many 
  different breeds.  There are five, only 
  four of which can be played by PCs.  
  Two of them are commonly found in 
  Urnst.  The population of the county is 
  about 79% human. 
  Oeridian 
  Oeridians are the most common residents 
  of Urnst, they comprise about 70% of the 
  pure-blood population.  They typically 
  have olive skin and dark hair (think 
  Italian) while preferring clothing which is 
  either plaids or checks.  Most of the 
  ruling houses of Urnst are Oeridian. 
  Suel 
  The Suel comprise the other 30% of the 
  population. The Suel are a very fair 
  skinned people who have either blond or 
  red hair. In clothing, they tend toward 
  solid colors. They are a conquered people 
  in Urnst, having ruled an kingdom here 
  before the arrival of the Oeridians, 600+ 
  years ago. 
  Mixed-Blood 
  The different races of man frequently 
  inter-marry.  This leads to people who 
  blend the traits of their respective 
  bloodlines together.  This is true of 
  almost all of the common folk.  The 
  nobility and more well-to-do have a 
  tendency to breed true. 
  Halfling 
  There is a sizable community of halflings 
  in Urnst. Most hobniz live between 
  Count’s Markham and Trigol in a 
  number of spread out communities of a 
  hundred or two.  They are insular and 
  heavily interbred.  They all speak with a 
  Minnesotan accent (think Fargo or Drop 
  Dead Gorgeous). 
  Uncommon Races 
  Other  races appear in Urnst, but they 
  seldom do in any numbers. Most aren’t 
  native to Urnst, but come from nearby 
  lands. 
  Human - Flan 
  The Flan are the original inhabitants of 
  the Flannaess.  They have been largely 
  pushed out of Urnst by the Suel and later 
  the Oeridians.  They are closer to nature 
  then either of those people.  They are 
  traditionally nomadic.  They have dark-
  brown skin and curly black hair.  
  Culturally, they’re a cross between 
  American Indians and the Celts.  The few 
  Flan that show in Urnst are natives of the 
  Pale or Tenh, especially refugees from 
  the latter. 
  Dwarves 
  There is a very small community of hill 
  dwarves living in the Dreerwode just 
  outside of Brotton (a few hundred).  Most 
  dwur in Urnst come from the Rakers or 
  the Finty Hills, to the east. 
  Elves & Half-Elves 
  There are few elves in Urnst. Elves 
  appear in Urnst from time to time, who 
  come from the Celadon Forest. 
  Gnomes 
  Few gnomes are native to the county. 
  The duchy and the Domain of Greyhawk, 
  to the southwest, both have a fair 
  population in the Cairn Hills. This is 
  where most of the gnomes of Urnst come 
  from, though there are a few from the 
  Flinty Hills or distant Verbobonc.   
   
  Ill-Advised Races 
  Human - Baklunish 
  The Bakluns are long-time enemies of 
  the Suel. Those closest to Urnst comprise 
  the Wolf and Tiger Nomads, as well as 
  Ket to the far northwest. Getting here 
  from any Baklun lands means having to 
  cross the Empire of Iuz or half of the 
  Flanaess.  Since the war, Bakluni are 
  almost never seen. 
  Half-Orcs 
  Half-Orcs are fairly common in Urnst, 
  unfortunately.  Most often, these occur 
  near the Urnst-Bandit Kingdom borders. 
  Rarely are half-orc children desired. Such 
  offspring are scorned throughout Urnst, 
  as they are hard to discern from pure-
  blood orcs and real orcs leave a very bad 
  taste in any Urnstian’s mouth. 
   
  Class 
  Each of the different classes is thought of 
  differently in different parts of the world. 
  Here are the general feelings of Urnstians 
  everywhere regarding the different 
  classes, along with where they generally 
  come from and what human races they 
  commonly come from. 
  Barbarian 
  They are no Barbarians native to Urnst.  
  The few barbarians that make it to Urnst 
  are generally Flan or Suel.  They are 
  generally viewed with curiosity and a 
  degree of distain.  They are usually from 
  the Barrens (Flan), with a few from the 
  Frost, Snow and Ice lands (Suel), all to 
  the far north. 
  Bard 
  Bards travel the roads of Urnst.  They are 
  principally Oeridian and Suel. They are 
  ill-organized and individualistic.  The 
  best sell themselves out to nobles for 
  performances, the rest work taverns and 
  street corners in the larger cities. 
  Cleric 
  Priests come of all races.  The faiths and 
  churches of Urnst are detailed opposite. 
  Druid 
  The few druids in Urnst are almost 
  completely Flan. They often come from 
  the Copper Wood, near Ventor, or the 
  Dreerwode near Brotton. There are a few 
  of mixed blood who practice the old 
  ways. These animists are looked down 
  upon as being less civilized then those 
  worshiping “proper” gods. 
  Fighter 
  Urnst is a haven for mercenaries of all 
  types.  We are the first line of defense 
  against the hoards of Iuz, the Old One, 
  and as such, our northern border swarms 
  with mercenaries.  Our shore of the 
  Artonsamay River is tall bluffs and cliffs, 
  which provide a natural border against 
  invasion.  This border is only broken in 
  one stretch, known as the Charn, where 
  the majority of mercenaries and 
  enthralled warriors fight for the honor of 
  Urnst and the safety of the world. 
  Monk 
  There is a monastery hidden somewhere 
  in the forested hills of the Dreerwode.  
  Monks, especially Suel monks, raise 
  suspicions these days.  There is a great 
  fear of the Scarlet Brotherhood among 
  the nobles, who are aware of the progress 
  they’ve made in recent years.  No PC can 
  be a member of the Scarlet Brotherhood. 
  Paladin 
  The county has one of the preeminent 
  training facilities for paladins of 
  Hieronious.  There are a few other 
  paladins, to Zilchus, St. Cuthbert and 
  Pholtus. 
  Ranger 
  There are few rangers in Urnst. There are 
  a few hill-people in the Drerewode and 
  Copper Wood. The remainder are scouts 
  working to skirt behind enemy lines. 
  Many contest for the right to be one of 
  the Countess’ foresters. Most are 
  Oeridian. 
  Rogue 
  There are thieves’ guilds in Brotton, 
  Trigol, and Radigast City.  Unguilded 
  thieves exist in every nook and cranny of 
  the county. The rogue class is much 
  larger than that.  They come from every 
  creed, walk of life and moral standing. 
  Sorcerer 
  Sorcerers are natural magicians and come 
  from all places and peoples.  They are 
  feared in Urnst.   
  Wizard 
  Wizards are well-appreciated here. Their 
  art and wisdom is highly looked upon.  
  Though the countess’ is Oeridian, the 
  Suel have slightly more mages than the 
  Oeridians do.  
  
   
   
  God 
  AL 
  Race 
  Sphere of Influence 
  Domains 
  Temples 
  Hieroneous 
  LG 
  OC 
  Chivalry, Valor, War 
  Good, Harmony, Law, War 
  Count’s Markham 
  St. Cuthbert 
  LN 
  C 
  Common Sense, 
  Retribution 
  Law, Strength, Protection, Destruction 
  Small Shrines 
  Phyton 
  CG 
  S 
  Nature, Farming 
  Animal, Harmony, Healing, Plant 
  Small Shrines 
  Lydia 
  NG 
  S 
  Love, Romance 
  Good, Harmony, Protection 
  Radigast City 
  Agriculture Gods 
  N 
  O 
  Farming, Husbandry 
  Animal, Harmony, Healing, Plant 
  Radigast City 
  Xerbo 
  N 
  SC 
  Sea Trade, Sailing 
  Air, Travel, Water 
  High Mardreth 
  Zilchus 
  LN 
  OC 
  Money, Power 
  Knowledge, Law, Trickery 
  Radigast City 
  Yondalla 
  LG 
  H 
  Halflings 
  Good, Harmony, Law, Protection 
  Radigast City 
  Norebo 
  CN 
  S 
  Luck, Gambling 
  Chaos, Luck, Trickery 
  Radigast City 
  Pholtus 
  LN 
  OC 
  Light, Law, Sun 
  Law, Sun 
  Trigol 
  Boccob 
  N 
  C 
  Balance, Magic
  Knowledge, Magic, Trickery 
  No Temples
  Urnst 
  Urnst, the last bastion 
  of civilization.  Urnst, 
  the breadbasket of the 
  world.  Urnst, the 
  shield against evil.  
  Here is where you 
  come from.  Here is 
  your home.   
  The Land 
  At first glance, Urnst’s terrain is very 
  common and plain.  In truth, it’s much 
  more varied than first impressions would 
  suggest. 
  Farmland 
  Without doubt, the vast majority of Urnst 
  is farmland.  We raise more food per 
  square mile than mostly any place else in 
  the Flanaess. Our land is rich and fertile. 
  We produce great amounts of grains, 
  some of which we use to make the 
  brandy for which we are famous. 
  Artonsamay River 
  One of the greatest 
  rivers in the world, the 
  Artonsamay is the 
  border between good 
  and evil.  It carries our 
  trade and is plied by our 
  Rhennee allies.  Our 
  shore is largely shielded 
  by high cliffs. 
  Copper Wood 
  A deciduous forest on 
  our northern border, 
  near Ventor, the forest is 
  thick with willows, 
  birches and elms.  Rumors persist of the 
  forest being haunted. 
  Crystal Springs 
  This is the source of the Franz and is a 
  rocky region of rocky crags pierced with 
  deep blue quartz. 
  Dreerwode 
  Surrounding Brotton is an old deciduous 
  forest set on deep, rolling hills.  It’s deep 
  canopy keeps the place a twilight even in 
  the hottest part of the day.  
  Franz River 
  The Franz is a shallow, but wide river, in 
  which gold is panned.  It is navigable to 
  Trigol. 
  Nyr Dyv 
  The Lake of Unknown Depths is the 
  deepest of all seas and effectively the 
  center of the world.  It is the heart of our 
  trade abroad. 
  The Communities 
  Bampton 
  The port near Radigast.  It is smaller  
  than High Mardreth, but is a very active 
  port, carrying a large amount of trade. 
  Brotton 
  The old Suel capital, it sits in the 
  Dreerwode, the heart of Urnst.  As the 
  oldest city in Urnst, it maintains a role in 
  the governing of the county. 
  Charn 
  The seat of Urnst’s defenses, it’s a 
  mighty string of castles defending the 
  only landable coast on our northern 
  border. 
  Count’s Markham 
  A small country estate belonging to 
  House Gellor which sits half-way 
  between Radigast and Brotton.  
  Dosselford 
  An out of the way trading and gold 
  panning community on the Franz river, 
  just south of the Crystal Springs. 
  High Mardreth 
  Our major lake port and the seat of our 
  rather sizable navy.  The Urnstian 
  Armada patrols the Nyr Dyv and the 
  Artonsamay to ensure trade and hinder 
  piracy, slavery and the advances of Iuz. 
  Jedbridge 
  A trade city from the days before Iuz 
  came to power in the Bandit Kingdoms.  
  This city has seen itself decline with  the 
  lack of trade.  As it is an possible avenue 
  of invasion, it is well-garrisoned. 
  Radigast City 
  The capital of the county, it sits on a 
  great river delta and is professed to be 
  one of the cleanest and most beautiful 
  cities in the Flanaess, as well as one of its 
  largest. 
  Rothberry 
  A small farming community well renown 
  for its sheep, especially the rare four-
  horned sheep. 
  Trigol 
  A center from trade with Nyrond, Trigol 
  is a city at odds.  There is a strong pro-
  Urnstian movement which has risen in 
  Trigol as of late in rebuttal to the stream 
  of refugees that have come to town. 
   
   
   
   
  Ventor 
  The sister city of Stoink in the Bandit 
  Kingdoms, Ventor is the site of the 
  county’s ancient prison.  It is ruled over 
  by our  Court Mage, Jacobis Underley. 
  The Faiths 
  The table you see here details the gods 
  who are typically worshiped in the 
  county. Most people worship all of the 
  gods. Most priests dedicate themselves to 
  a specific god and embody that deity’s 
  beliefs diligently.  Common gods are 
  acknowledged by all peoples as gods. 
  Neighbors 
  A country is not an island and the county 
  is no exception.  We are a major trade 
  nation and a major player in politics.  We 
  are not combatants, rather, we bankroll 
  other nations to fight wars for us. 
  Bandit Kingdoms 
  Our near northern neighbor, they are a 
  kingdom divided.  They’ve been largely 
  conquered by Iuz and even before they 
  were conquered we really weren’t on 
  friendly terms. 
  The Duchy of Urnst 
  The Duchy is our parent nation.  Though 
  we owe fealty to it, we are largely 
  independent in terms of external and 
  internal affairs.  
  Iuz 
  Iuz, the Old One, stands as the great evil 
  to the north.  The demigod’s legions 
  nearly conquered the world six years ago, 
  and now we stand at an uneasy peace, at 
  the verge of evil empire. 
  Theocracy of the Pale 
  The Pale is a place of rigid laws and 
  forced obedience to the strict rules of 
  their demanding god, Pholtus. 
  Nyrond 
  Originally, the state of which we were a 
  part, we now fiscally support Nyrond. 
  �   County � of � Urnst   � 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/County of Urnst/URC1-00 - County of Urnst Gazetteer.pdf