THE CONTENTS OF THIS FAQ ARE NOT YET TRIAD APPROVED
This FAQ is divided into several sections, for ease of browsing. Click on a section to jump to the appropriate section of the FAQ.
What's in this FAQ?
Answers to questions about the Duchy of Urnst and the Living Greyhawk campaign.
What's not in this FAQ?
Where possible, this FAQ avoids including information that is subject to change without notice. This FAQ prefers to refer to outside sources rather than quote them.
Where can I find the FAQ?
Right now, the draft version of the Duchy of Urnst Living Greyhawk FAQ can be found at http://www.cmc.net/~rtaylor/duchy_urnst/faq.html. Once the FAQ is finalized and approved, it will have a new home at the Duchy of Urnst website.
What's new in the FAQ?
At the moment, all of it, but watch this space for a summary of recent changes.
How do I join the Duchy of Urnst mailing list?
Go to http://groups.yahoo.com/group/duchyofurnst/. You can either browse the list online, or join right away by clicking the Join This Group link.
How do I unsubscribe from the Duchy of Urnst mailing list?
Go to http://groups.yahoo.com/group/duchyofurnst/ and select Edit my Membership. You can either set your account for web reading only, change to digest mode so you only get a few messages a day, or leave the group entirely.
How can I search the list archives or view old messages?
All old messages since the start of the group can be viewed or searched at the Duchy of Urnst Yahoo Group at http://groups.yahoo.com/group/duchyofurnst/.
How do I download files from the mailing list?
An archive of important files for the Duchy of Urnst is kept on the Duchy of Urnst Yahoo Group. It can be accessed at http://groups.yahoo.com/group/duchyofurnst/files/.
Is there a Duchy of Urnst website?
Yes! It can be found at http://www.duchyurnst.com/, and is one of the best websites in the Living Greyhawk campaign.
What is the Triad? Who's on it?
The Duchy of Urnst Triad are in charge of administering the Pacific Northwest region of the Living Greyhawk campaign. The Triad's membership often changes, you can get a list of the current Duchy of Urnst representatives at http://www.duchyurnst.com/docs/duchyreps.shtml.
What are "regions?" What is our region?
The Living Greyhawk campaign was designed from the ground up for regional play, in which the various areas of RPGA play would be assigned their own countries in the World of Greyhawk for development and local events.
In our case, the Pacific Northwest region was set in the Duchy of Urnst, a vibrant and prosperous country of the eastern Flanaess. Our region consists of Oregon, Washington, Alaska and Idaho in the United States, and British Columbia, Alberta and Saskatchewan in Canada.
Who runs the campaign?
The Living Greyhawk campaign is supported mostly by volunteer effort, with a handful of paid positions at RPGA headquarters. For the Duchy of Urnst, the campaign is structured as follows:
The Circle directs the campaign as a whole, and sets down campaign policies for Living Greyhawk.
The Duchy of Urnst Triad handles plot development and coordinates regional play in the Duchy of Urnst region.
The Magistrars act as local representatives for the region, and assist in running special events like interactives.
Several other volunteer positions aid in keeping the campaign running at top efficiency, including the Rulesmonger, Site Editor, High Canonist, Club Village Manager, Duchy List Moderator, Character Registrar, Cartographer, and Editor Exchange Coordinator.
Any RPGA Guild- or Family-level member can become a scenario writer for the Duchy of Urnst, and several other writing tasks are available for Fellowship members.
Local members are also recruited to run regional events at conventions and game days.
Last but not least, the campaign is of course run for the players of the Duchy Urnst, those brave and noble adventurers who risk life and limb in the pursuit of justice, fame, and fortune.
A list of all the volunteer positions in the Duchy of Urnst, including current email addresses, can be found at http://www.duchyurnst.com/docs/duchyreps.shtml.
How can I get involved?
The best way to get involved in the Duchy of Urnst is to start reading the Duchy of Urnst mailing list, and playing in regional events if possible. Once you've developed a feel for the campaign, contact the Duchy of Urnst Triad (doutriad@yahoogroups.com) to see how you can help out, or talk to your local Magistrar.
What sorts of volunteers are needed?
Volunteers are needed for most of the tasks in the Duchy of Urnst. The largest group of volunteers needed are GMs for local events, to run regional, core, and adaptable events for Duchy of Urnst players. Volunteers are also needed to write and edit scenarios and campaign materials, and to handle other tasks within the campaign.
Currently, there is an invitation-only writers' group that handles writing and editing assignments for regional events and interactives (mini-events), as well as larger plot issues. Contact the Triad or your local magistrar for more information.
What do I need to play?
To play in events in the Duchy of Urnst, you need an RPGA Fellowship, Guild, or Family membership. You'll also need a Living Greyhawk character, a Players Handbook, dice, a pencil, and copies of any special rules that may apply for your character. To play in Duchy of Urnst interactives or other special events, you need a Guild- or Family-level membership.
What's the difference between those levels of membership?
Fellowship membership in the RPGA is currently free, and is required to play or run RPGA scenarios. Guild and Family memberships are charged a yearly fee and come with other benefits, like being able to order events, write scenarios, play special events (like The Fright at Tristor) and participate in Interactives. Guild memberships also include a subscription to the RPGA publications, currently consisting of Polyhedron, the Living Greyhawk Journal, and a yearly bonus adventure.
You must live in the same household and be in the same family as a Guild member to receive a Family membership.
How do I join the RPGA?
You can join the RPGA as a Fellowship or Guild member at most conventions and game days, and play events on the same day you sign up.
You can also sign up for a Guild-level membership at http://www.wizards.com/rpga/main.asp?x=join. Information on family memberships is available at the same address.
How do I make a character?
To make a character, you need a copy of the Living Greyhawk character creation guidelines, access to a Players Handbook, a character sheet, a log sheet, and a pencil. You can obtain the guidelines, character sheet, and log sheet at http://www.duchyurnst.com/, under the Gameplay sidebar. The character creation guidelines are also available at the RPGA website, at http://www.wizards.com/rpga/LG/main.asp?x=lg/chargen_guidelines.
Character sheets and log sheets are also available at most conventions and game days.
Where can I find the latest character creation guidelines?
The most recent guidelines, version 1.2, are currently only available in issue 3 the Living Greyhawk Journal. The most recent version available online is version 1.1 at http://www.wizards.com/rpga/LG/main.asp?x=lg/chargen_guidelines.
If the character generation rules change, can I change my character?
No. You may take advantage of new options that may be available when you gain a new level, but you cannot change a character after the fact.
What rulebooks are allowed in the Living Greyhawk campaign?
The most recent available version of the character generation guidelines and the most recent printing of the Players Handbook from the base rules of the Living Greyhawk campaign. Currently, the Dungeon Masters Guide, Monster Manual, Living Greyhawk Gazetteer, and published issues of the Living Greyhawk Journal are the other books approved for use in play, along with any special rules printed in the scenario or event being run.
Sword and Fist, Defenders of the Faith, and the Psionics Handbook are all specifically not approved for play at this time.
What venues of play are available in the Duchy of Urnst?
RPGA events fall into three categories: Conventions, Game Days, and Home Play.
Conventions are events that hold at least 25 tables of RPGA play (not necessarily all Living Greyhawk), and some Game Days may actually qualify as Conventions. Conventions can run event premieres, have access to events first, and can also hold interactives and activity centers. Conventions are typically annual events.
Game Days are usually held in stores or community centers, and consist of one or more tables of events. There is a delay before events are available for Game Day play. Most game days are held monthly, some are large enough (25 or more tables of RPGA play) to qualify as conventions.
Home Play games are held in a household, but run according to RPGA tournament rules. There is a delay before events are available for home play. Home play games are small-scale, and not usually formally organized.
More information on RPGA game play is available at http://www.wizards.com/rpga/main.asp?x=gameplay.
Where can I play?
The RPGA keeps a convention calendar maintained at https://events.wizards.com/RPGAWeb/external/calendar.asp. This can be set to display events by state, though not by region.
There are also plans to maintain a list of upcoming events at the Duchy of Urnst website.
What scenarios are available for Living Greyhawk play? When and where can I play them?
A list of Living Greyhawk events can be found at https://events.wizards.com/RPGAWeb/external/scenarios.asp -- select Living Greyhawk, then Display. Core, adaptable and Duchy of Urnst regional scenarios can all be played in the Pacific Northwest region. Click on a scenario name for upcoming events where that scenario will be played.
As of June 9th, 2001, the following events are planned or available in the Duchy of Urnst:
| Core Scenarios | ||
| COR1-01 | Dragon Scales at Morningtide | Sean Reynolds |
| COR1-02 | Reckoning | John Richardson and Sean Flaherty |
| COR1-03 | River of Blood | Erik Mona |
| COR1-06 | Fires of the Storm Tower [pending] | Sean Reynolds |
Adaptable Scenarios |
||
| ADP1-04 | What Lies Beneath | Neil Ikerd |
| ADP1-05 | Festival Knight | Brian Hudson |
| ADP1-06 | Snake in the Grass | Kim Winz |
| ADP1-07 | Afternoon Outing | Eric Price |
| ADP1-08 | A Plea from Beyond the Grave | Nicholas Tulach |
Regional Scenarios |
||
| URD1-01 | Kruknik | Darrin Primmer |
| URD1-02 | To Save the Scouring Wind | Christopher Lindsay |
| URD1-03 | Road to Sete [pending] | |
| URD1-04 | Coriner Gala [pending] | |
| URD1-05 | The Night Where Nothing Happened [pending] | |
| URD1-06 | Last Dance at Heron House [pending] | |
| URD1-07 | Fool's Gold [pending] | |
| URD1-08 | Mired in Gosferd [pending] | |
| URD1-09 | On The Rocks [pending] | |
| URD1-10 | Never the Same Thing Twice [pending] | |
| URD1-11 | Fire Mane [pending] | |
| URD1-12 | Title To be Announced [pending] | |
When will the pending events be out?
While anything that isn't already available is subject to change, the follow event premiers are planned for 2001:
| Scenario Name | Event | Location | Date |
| Fires of the Storm Tower | Origins | Columbus, OH | July 5th |
| Road to Sete | Neogicon | Pendleton, OR | July 13th |
| Coriner Gala | Dragonflight | Seattle, WA | August 24th |
| The Night Where Nothing Happened | Dragonflight | Seattle, WA | August 24th |
| Last Dance at Heron House | Dragonflight | Seattle, WA | August 24th |
| Fool's Gold | Orc Horde Gameday | Oregon City, OR | September 29th |
| Mired in Gosferd | Orc Horde Gameday | Oregon City, OR | September 29th |
| On the Rocks | Con-Fusion | Victoria, BC | October 19th |
| Never the Same Thing Twice | Con-Fusion | Victoria, BC | October 19th |
| Fire Mane | InCon | Spokane, WA | October 19th |
| [Title TBA] | InCon | Spokane, WA | October 19th |
What's the difference between regional, core and adaptable scenarios? What are interactives and activity centers?
Regional, Core, and Adaptable scenarios may be played by any RPGA member.
Regional scenarios are created by the Duchy of Urnst writers group, or people working with them, and are all set in or near the Duchy of Urnst. They tend to advance or create regional plotlines, a minor element in one event may become very important in the next. Regional scenarios cost one time unit per round (normally one round) for players in the Duchy of Urnst, and two time units per round for players based in other regions. Duchy of Urnst regionals may only be played at conventions, game days, and home games held in the Pacific Northwest region.
Core scenarios are playable nationwide, and may take place in any of the campaign regions, or in unassigned regions. Core events may be run at any events held in the Pacific Northwest region. Core events always cost two time units per round of the event (most events are only one round long). Core writing is organized by the Circle.
Adaptable scenarios are playable nationwide, but are altered to fit each individual region. You may only play each adaptable one time, not once per region. Adaptable scenarios cost one time unit per round for players in the region they are adapted for, and two time units per round for players based in other regions. Adaptable scenarios may only be played at events held in the region they are adapted for. Adaptable writing is organized by the Circle, but adaptation for the Duchy of Urnst is handled by the Duchy of Urnst writers group.
Interactives are special mini-events, held only at conventions. Interactives are available only to RPGA Guild or Family members, and are roleplaying opportunities combined with short adventures. Many special tasks, like joining organizations and creating items, can be done at interactives.
Activity centers are usually combined with interactives. An activity center is a booth where your character can brew potions, scribe scrolls, craft wondrous items, and forge weapons or armor. There are only a limited number of items available at each activity center, so planning ahead is recommended. These items cannot generally be created outside of activity centers.
Can I play a scenario again, if I use a different character?
No. RPGA policy is that no member may play a scenario that they have already played in, judged, or previously read.
What's a time unit? When do we get more?
A time unit is used to track the activities of characters, including adventuring, item creation, and campaign activities. Each character gets 52 time units per campaign year. New time units become available in January, 2002.
Remember, that's 52 time units per character, not per player, so if you run out of time units, consider starting a new character.
What prestige classes are available to Duchy of Urnst characters?
Currently, only the non-evil aligned prestige classes listed in the Dungeon Masters Guide are available. These prestige classes are the arcane archer, the dwarven defender, the loremaster, and the shadowdancer.
How do I create items?
During adventurers, your character may create either one scroll or one potion, provided the correct feats are possessed. Be sure to ask inform your GM if you wish to create a scroll of potion, before play begins. Scribing a potion or brewing a scroll takes one time unit, in addition to the time unit cost for playing the scenario, and has an experience and gold cost as detailed in the Players Handbook and Dungeon Masters Guide.
At this time, other items may only be crafted at activity centers at interactives (see the information about interactives above, under Events). Magic items other than scrolls, potions, and wondrous items cannot currently be crafted, but masterwork arms and armor can (at activity centers only).
I'm playing a cleric. What gods may I worship? Do I have to?
All clerics in the Living Greyhawk campaign must serve a specific gods. Any non-evil god from the Players Handbook, Living Greyhawk Gazetteer, or Living Greyhawk Journal (specifically, issue #3) is allowed. However, racial gods (like Moradin or Erevan) may only be worshipped by clerics of the appropriate race. Half-elves may worship elven gods, half-orcs may worship orcish gods. Clerics of any race may worship the non-racial gods of the Flanaess.
In the Duchy of Urnst, most clerics serve either a Suel deity or the "interloper gods" Pelor and Saint Cuthbert. Halfling, dwarves, and elves typically following their appropriate pantheons, although many dwarves serve Fortubo, and many elves and halflings revere Ehlonna.
The tribesmen of the hills often worship Flan deities.
I'm not playing a cleric. What gods may I worship? Do I have to?
If you're not a cleric, you don't have to worship a god. If you do choose to worship a god, you can worship one from any of the sources listed above for clerics, and it doesn't have to match your race. Evil gods are allowed, but not recommended.
The guidelines in the cleric entry above for which gods are most frequently worshipped apply for non-clerics as well. However, the Duchy of Urnst is not particularly religious, and many serve no god at all. The Skeptic movement, which rejects the divinity of gods altogether, has a strong following in the upper and intellectual classes.
Where can I find answers to other Living Greyhawk questions?
The official Living Greyhawk FAQ is available at http://www.veluna.com/FAQ/faq.htm, and has answers to many rules questions about the Living Greyhawk campaign.
What is "canon"?
"Canon" refers to material that is considered an accepted part of the Living Greyhawk campaign. It's a nebulous thing, but "canon" is essentially the body of material upon which the campaign is built, the facts and history and nature and even future of the campaign setting.
When people ask "what's the canon material say on this?", they are asking what's already been written, so that new material doesn't contradict old material.
No, seriously, what's canon?
Canon materials for the Living Greyhawk campaign consist of adventures, supplements, and source material written specifically for the World of Greyhawk campaign and the Living Greyhawk campaign. Articles published in the Living Greyhawk Journal are also considered canon, as are official materials developed by the Circle or the Triads.
Scenarios and interactives are considered canon sources, though not generally available ones.
In that case, what's not canon?
Works of fiction are not considered to be canon. This includes all novels set in the World of Greyhawk. Magazine articles aren't canon either, with the notable exception of material published in the Living Greyhawk Journal. Individual fan writings, no matter how good, are also not considered canon -- this in particular applies to the Oerth Journal and the Codex of Greyhawk. Individual judge rulings are binding on the table they are played at, but don't affect overall canon. Circle and Triad members speaking "off the record" aren't speaking canon, but they're often speaking future canon. The events of individual tables playing scenarios and interactives are also not considered canon, though they will likely influence the direction canon takes.
Core materials that don't bear the Greyhawk or Living Greyhawk logo are not considered canon until they have been approved for campaign use.
This FAQ is not considered canon.
Any and all of the above can become canon if incorporated into an approved canon source, or specifically approved by the Circle. If you're confused, don't worry, canon is a confusing thing.
Can I use other people's material when I'm developing for the Duchy of Urnst? What if it's really, really neat, and should be canonized? What about D20?
Not unless they give permission. Even if it's really, really neat.
You can, however, use material from the three core rulebooks and from published Living Greyhawk campaign material. Material from other WotC-published books can be used if it's been approved for Living Greyhawk play. D20 material from other publishers cannot be used.
What happens when two canon sources contradict each other?
All Greyhawk canon forms a seamless unified whole, and there are no conflicts. And Iuz has your best interests at heart. When canon conflicts arise, these general guidelines can help resolve the conflict:
When two sources are detailed and conflict, the most recently published source is usually right
When a detailed source conflicted an incidental mention, the detailed source is usually right. Someone probably forget to check their facts.
When a non-canon source conflicts with a canon source, the canon source is always right.
When a Living Greyhawk source contradicts a non-Living Greyhawk source, the Living Greyhawk source is usually right.
A later printing of a product supersedes the earlier printings.
Any of the above can be overruled by Circle or Triad rulings.
The general order of precedence for canon materials is as follows:
The most authoritative source is the Circle. Any official circle ruling supercedes all other sources.
The Triad has final say except for the circle on all matters affecting their region of play.
Regional scenarios and other official Duchy of Urnst material.
Adaptable scenarios, as they are only partially written for the Duchy of Urnst, fall a bit below regional materials.
Living Greyhawk material, most recently published first, including the Living Greyhawk Journal.
3rd edition core material, most recently published first.
Older (previous edition) Greyhawk material, most recently published first, but detailed material supersedes incidental mentions.
What products mention the Duchy of Urnst?
An incomplete listing of Duchy of Urnst-related products is available at http://www.cmc.net/~rtaylor/greyhawk/duchy_urnst/products.html. Note that this list is not triad-approved, and includes some non-canon material (like the Saga of Old City novel and various Dragon magazine articles).
The most essential product for getting a feel for the Duchy of Urnst is the Living Greyhawk Gazetteer (2000), detailing the state of the Flanaess in 591 CY (15 years since the start of the campaign in 576 CY).
What character backgrounds are available in the Duchy of Urnst?
Nearly any plausible background is acceptable, but the special, certed backgrounds are available. These backgrounds include Alq, Ashi and Wari hill tribesman, registered nobles, characters who were trained at shrines, the Chat'An monastery, the Collage of Sages and Sorcery, students of the Stalwart Pines, and more. The complete list is available at http://groups.yahoo.com/group/duchyofurnst/files/Develop%20DoU%20PC.doc. To get a certed background, you must meet the prerequisites for the background, and register your character with the Character Register (see http://www.duchyurnst.com/docs/duchyreps.shtml).
What races are common and uncommon in the Duchy of Urnst?
A detailed description of the various races of the Duchy of Urnst is available at http://groups.yahoo.com/group/duchyofurnst/files/Develop%20DoU%20PC.doc. A briefer summary follows:
Humans are typically of nearly pure Suel descent, although many tribes of Flan hillspeople dwell in the Cairn Hills and the Abbor-Alz. Humans of Baklunish descent are exceedingly rare, those of Oeridian descent are usually immigrants, often refugees from the Greyhawk Wars. The vast majority of the people of the Duchy Urnst are human, and the positions of power are nearly all filled by the Suel.
Dwarves are found in the Cairn Hills and western Abbor-Alz, and are uncommon in central Urnst. Most adventuring dwarves are from the hill dwarf fortress of Dumadan, a center for craftsmen and artisans.
Nearly all of the elves in the Duchy of Urnst are sylvan (wood) elves, hailing from the Celadon forest. Elves are not well-mixed into the general population of Urnst.
Gnomes are found through the Cairn Hills and the western Abbor-Alz, though their numbers are small. A fair number can also be found living in human communities.
Halflings are reasonably common throughout Urnst, almost all of the lightfoot variety. Many live in the Cairn Hills, particularly in a region known as a Vale, but most human communities have some halfling population.
Half-orcs are surprisingly well-tolerated in the Duchy of Urnst, some descendants of the handful of humanoid mercenaries brought with the Maure Suel. House Wolfheart consists entirely of half-orcs, serving as a source of mercenary talent. Half-orcs are mixed throughout Suel society, though not common.
Half-elves are even rarer than elves in the Duchy of Urnst, and most live close to or in the Celadon forest.
What classes are common and uncommon in the Duchy of Urnst? Where is a given class likely to be from?
While players may choose any non-evil race/class combination for their characters, not all are equally common. Some general guidelines:
Barbarians: Human barbarians are usually Flan, from the hill tribes. Elven barbarians can be found amongst some of the more feral elven tribes of the Celadon. Many half-orc mercenaries are barbarians. Barbarians in general are rare in this civilized land.
Bards: Lydia, lover of both knowledge of magic, is a popular goddess in the Duchy of Urnst, and many bards are either schooled in Urnst or drawn to it from afar.
Clerics: Clerics are less common in the Duchy of Urnst than in most other nations, and wounds from the Temple Coalition Revolt are slow to heal in some circles.
Druids: Druids are common only amongst the elves and humans of the Celadon forest, though many also live in the many small hamlets and woods dotting the Urnst countryside.
Fighters: Though the Duchy's military is not large, there is always a demand for swordplay in any nation. All races produce their share of this common class.
Monks: The Cairn Hills have attracted many small monasteries, wherein dedicated students can perfect exotic fighting styles and mental discipline. The most famous monastery is the Chat'An monastery, led by Mistress Li-Hon of Zuoken. It teaches a Baklunish style of the martial arts, other monasteries are uniquely Suel. Accordingly, monks are still rare in the Duchy of Urnst, but less rare than in many nations. Most monks are humans, though exceptions have been noted.
Paladins: The mild antipathy the Duchy of Urnst holds for paladins has made their ilk rare and somewhat uncomfortable, and what paladins exist often feel drawn towards regions where evil has greater sway.
Rangers: The Celadon forest boasts the only formalized ranger academy in the entire Flanaess, the Stalwart Pines. Many elves and humans are trained there, along with a few of other races. Graduates of the Stalwart Pines may be found throughout the Duchy.
Rogues: Seltaren, the former capital of Urnst, is a rogue's dream, a den of thievery and corruption. Leukish, a stark contrast, has no thieves' guild, and recent reforms have made the life of an independent thief much more difficult. Rogues are common in Urnst, though rarely dominant in local affairs.
Sorcerers: Sorcery is rare throughout most of the Flanaess, and the Duchy of Urnst is no exception. Despite the name, sorcerers are not accepted as student at the College of Sages and Sorcery. Many sorcerers have embraced the Skeptic beliefs.
Wizards: Wizards are quite common in both Leukish and Nellix, and many have studied at the College of Sages and Sorcery at that latter city. Skepticism has a strong following at the College, and amongst wizards in general, although it'd be generous to call it a majority belief.
What gods are worshipped in the Duchy of Urnst? What are the Skeptics?
The Duchy of Urnst isn't known as a particularly religious place. While most people believe in the gods, they rarely pray to them as a daily routine. With that said, the most commonly worshipped gods are Pelor, Saint Cuthbert, Lydia, and the halfling pantheon. Of the other gods, the Suel pantheon is worshipped most often (including by many non-humans). Funeral ceremonies traditional invoke the protection of Wee Jas, even if one of her priests is not available. Non-human races that don't follow the Suel gods typically worship the gods of their race, and many of the Flan tribes honor their own pantheon.
The Skeptic movement, the brainchild of two Urnst philosophers, is strong amongst the nobles and intellectuals of the Duchy. Skepticism questions the divinity of the gods, and maintains that there is no meaningful distinction save power between god and man.
What countries neighbor the Duchy of Urnst? What are the borders?
The Duchy of Urnst is bordered by the County of Urnst, a nominal vassal state, to the north, by Nyrond to the east, and by the domain of Greyhawk to the west. The Bright Desert to the south of the Abbor-Alz is now ruled by Rary, master of the Desert of the Bright Lands.
The borders are the Nyr Dyv and the Nesser river to the north, the Nesser river to the east, and the southern rim of the Abbor-Alz to the south. To the west, the border is fixed in the central Cairn Hills by a treaty with Greyhawk.
The Duchy of Urnst claims the Celadon west of the Nesser, the Abbor-Alz, and much of the Cairn Hills, but their influence is often small in those regions (nonexistant, in the case of the Celadon forest).
Who rules the Duchy of Urnst? Who runs it?
The Duchy of Urnst is a hereditary feudal monarchy, currently ruled by Duke Karll of House Lorinar. The Duchy of Urnst owes fealty, in theory, to the former Great Kingdom. The duke is advised by the Honorable Chamber, an assemblage of noble and high-born Suel.
The Honorable Chamber currently consists of nearly 270 nobles of the various houses, each house holding seats according to precedent, their holdings, and their influence. They handle most of the actual governing of the Duchy of Urnst.
Beneath this are many different chambers of government, various ministries, and a variety of local governments.
In the majority of the Duchy of Urnst, land can only be held by those of noble blood. Accordingly, most of the power is held by the noble houses, though the rising merchant class threatens that ascendancy.
What's the Duchy of Urnst like?
It's not possible to give a quick answer to that question, but here's a try:
The Duchy of Urnst is a Suel nation, formed seven centuries ago by three minor nobles families, fleeing the collapse of their empire, who formed the new House Maure. It is a rich nation, possessed of a combination of fertile farmlands, rich natural resources, a wealth of precious metals and gems, and safe borders.
The Duchy of Urnst was untouched by the Greyhawk Wars, and has risen greatly in influence in the past decade. It is in general aligned towards good, though often troubled by intrigue and corruption.
The politics of Urnst are dominated by the machinations of the noble houses and the larger merchant houses, each seeking domination in a never-ending game of wealth and power.
The common folk of Urnst tend to be of lawful good, neutral good, or neutral alignment, while the laws of the Duchy are best typified as "neutral good". The laws are sometimes unpredictable and unevenly enforced, but in general benefit the majority of the people. The ruler of Urnst, Duke Karll Lorinar, is a crusading advocate of the forces of good, though until recently prone to focus his attentions on matters other than the governing of his own people. The various noble and merchant houses are less inclined towards good than the common people, embodying some of the darker Suel traits of pride and greed.
What languages are spoken in the Duchy of Urnst?
Trade in Urnst is conducted in the Common tongue in nearly all cases, though many find Dwarvish, Elvish, the Gnome tongue, and Flan useful. Humans typically speak the Common tongue, the main exception being the tribes of Flan hillspeople, who speak various dialects of the Flan language. Non-humans speak their racial language, most civilized non-humans also speak Common.
Many scholars understand the Suel tongue, finding it useful for deciphering ancient texts and scrolls. Finally, Nyrond expatriates speak Nyrondese, a dialect of the Common tongue spoken in the rural areas of that nation. These refugees are most commonly found in eastern Urnst, most have managed to acquire some proficiency in Common since their arrival.
Where can I find a map of the Duchy of Urnst?
Maps are available online at http://www.duchyurnst.com/, and draft maps are available at the Yahoo Groups download site (http://groups.yahoo.com/group/duchyofurnst/files/). There are maps of Urnst (or portions thereof) in many Greyhawk products, the most useful of these is the one found in the Living Greyhawk Gazetteer (2000).
Other products with maps include the 1980 Greyhawk folio and the 1983 Greyhawk boxed set (sharing the same map), the From the Ashes boxed set (1992), and the Player's Guide to Greyhawk (1998). Partial maps of the Duchy of Urnst and lands nearby can be found in the City of Greyhawk boxed set (1989, lands near the City of Greyhawk, Cairn Hills), Rary the Traitor (1992, Bright Desert, Abbor-Alz, southern Urnst), The Marklands (1993, Celadon forest, eastern Urnst), The Adventure Begins (1998), The Star Cairns (1998), and The Doomgrinder (1998). The latter three sources all have maps of the regions near the Domain of Greyhawk, including the Cairn Hills and portions of the Abbor-Alz.