Countries and Landmarks

Country of Urnst – Radigast City Establishments

County of Urnst

Part of a feudal monarchy, the County of Urnst is ruled by Her Noble Brilliancy, Countess Bessilica of House Gellor. She holds, quite possibly, the highest respects and affection of her people and virtually all of the County’s neighbors.

Radigast City is not just the capital city, but one of the most populous and prosperous cities in the Flanaess. It has over 40,000 inhabitants. Other major towns include Brotton, Caporna, Didieln, High Mardreth, Jedbridge, Stone Battle and Trigol.

The country is divided into over 24 provinces rules by arch-barons, barons and lord mayors. Along with the Duchy of Urnst, the County is the breadbasket of the central Flanaess, with wide vast plains capable of producing food all year round excepting winters. Additionally, the country is a major producer of cloth and quite rich with silver mines of its own.

The County’s population is presently unknown, but believed to number over 700,000 free persons. Many are refugees who have literally flooded in over the last decade owing to the Greyhawk Wars. Predominantly human (80%), there is a sizable Halfling and Elven presence (10% and 5% respectively). The balance includes a mix of races including hill dwarves, gnomes, and the like. Their overall disposition tends toward Lawful Good, Neutral Good and Neutral.

The most commonly worshiped deities are Heironeous, St. Cuthbert, Pelor, Phyton and Lydia. Other less prevalent deities include Atroa, Sotillion, Wenta, Telchur, Velnius, Xerbo, Zilchus, Norebo, Pholtus and Boccob, as well as Yondalla and others of the Halfling pantheon.

Regional Politics and the Surrounding Area

The County of Urnst is one of few countries of the Flanaess to emerge from the Greyhawk Wars in a much better position than which it started. It’s only military engagements involved relatively minor skirmishes along its border with the Iuz-controlled Bandit Kingdoms and minor naval battles on the Nyr Dyv. Varying amounts of official and unofficial support was provided by the County to the Kingdom of Nyrond and Duchy of Tenh, among other minor factions and operatives.  

The Duchy of Tenhto the northeast, was overrun by barbarians from the Fists of Stonehold. Since then, the County has allowed Duke of Tenh, Ehyeh III, to safe harbor in the City of Radigast. Not much remains of Tenh. The simple fact that the Duke hasn’t set foot in his homeland in over ten years undermines the confidence of what few supporters he has. 

The Kingdom of Nyrond – to the east and southeast of the County, while geographically intact, is on the verge of financial ruin for having borne the brunt of fighting against the Great Kingdom and its allies. Its survival owes directly to the vast financial (and material) aid provided by the County.  

The Duchy of Urnst – borders the County to the south and southwest. The County is technically subservient to the Duchy, but not recognizably so in practice. The two countries are closely allied, or at least have been for hundreds of years and almost merged into a single nation during the Greyhawk Wars. The Duchy also prospered during the Wars and also finds itself the destination of many refugees from across the Flanaess.

The Nyr Dyv is a vast lake to the County’s immediate West. From it, the Artonsamay feeds some riverborne traffic along the northern border of the County. The Artonsamay River leads to the Northeast – to the Bandit Kingdom of Stoink, and lands beyond, including the Phostwood Forest, Tenh, the Theocracy of the Pale and up into the Troll Fens and Griff Mountains. 

The Shieldlands and the Horned Society, or what little that’s left of either, reside to the Northwest of the County. These, along with many regions in he Bandit Kingdoms fell to the evil hordes of the Demi-God of Evil, Pain and Deceit, Iuz. Most of the Bandit Kingdoms remain more or less intact, rapidly surrendering to Iuz’s rule after seeing the fate of other lords who refused to submit. The rest of the robber-barons submitted and in exchange for pledging allegiance to Iuz were allowed to retain their former station.  

In practice, this is a barely tolerable joint-rulership arrangement. Though vast in power and his lands many, Iuz is still but a Demi-God unable to trust any of his officers, clergy or emissaries, being some of the worst humanity has to offer. The operating principle in these lands is “Might makes Right” – but outside the limited reach of their strongholds, the Bandit Kingdoms is a no-man’s land.