Humans of Oerth
Ethnic human PC races

Product Number: --
Year Published:  --

Converted from 2nd Edition to 3rd Edition D&D 
by Kajal, the Southern Oracle; thecage77@hotmail.com
Last Updated: October 11, 2000

This information is converted from the World of Greyhawk boxed set, The Scarlet Brotherhood, the Gazetteer, the Greyhawk Player’s Guide, and the Player’s Handbook.
Baklunish
Description:	The Baklunish are akin to humans from the Middle East on earth, except they have green, grey-green, grey, or hazel eyes.	
Lands:	Ekbir, Ket, Plains of the Paynims, Tiger Nomads, Tusmit, Ull, Wolf Nomads, Zeif	
Religion:	Ekbir, Ket, Tusmit, Ull, and Zeif all officially worship Al-Akbar.  The three nomadic groups still worship the old Baklunish gods.  (See Human Gods)	
Languages:	The Baklunish language is still alive and well, and it is used in everyday life.  Many settled Baklunish can speak Common (there’s a 50% chance any nomad knows Common).	
Racial Traits:	+1 Wisdom, -1 Charisma
All nomads start with 1 rank each in Animal Empathy [Horse] and Handle Animal [Horse], and 2 ranks in Ride [Horse], regardless of class.  (This reflects their love of horses and replaces the 4 extra skill points at 1st-level.)
All settled Baklunish start with 1 rank each in Perform [Dance], Perform [Puppetry], Perform [Song], and Perform [Storytelling], regardless of class.  (This reflects their rich oral tradition and replaces the 4 extra skill points at 1st-level.)
All Baklunish start with the ability to speak Baklunish.  Settled Baklunish must fill their free slot with Common.  Nomads have a 50% chance of having to select Common; otherwise, they choose as desired.
All other traits are as outlined in the Player’s Handbook.	

Flannae
Description:	The Flannae resemble the aborigines of Australia.	
Lands:	Geoff, Pale, Rovers of the Barrens, Sterich, Stonehold, Tenh	
Religion:	The Flan deities are still revered, although their following is much smaller than any other pantheon.  Flannae that dwell in the Theocracy of the Pale are forced to worship Pholtus, regardless of their true piety.  (see Human Gods)	
Languages:	The Flan tongue is still spoken, but only the Rovers of the Barrens use it in everyday life.	
Racial Traits:	+1 Constitution, -1 Intelligence
All Flannae start with 4 ranks in Wilderness Lore.  (This reflects their strong ties to nature and replaces the 4 extra skill points at 1st-level.)
All Flannae must take Endurance as their bonus feat.
All other traits are as outlined in the Player’s Handbook.	

Oeridian
Description:	Oeridians resemble the Caucasians of earth. 	
Lands:	Ahlissa, Bandit Kingdoms, Bissel, Blackmoor, Bone March, Bright Lands, Dyvers, Furyondy, Geoff, Gran March, Greyhawk, Highfolk, Irongate, Iuz, Keoland, Ket, Lordship of the Isles, North Kingdom, Nyrond, Onnwal, Pale, Perrenland, Pomarj, Ratik, Rel Astra, Sea Barons, Sea Princes, Shield Lands, Sterich, Sunndi, Tenh, Tr-States of Ulek, Urnst, Valley of the Mage, Veluna, Verbobonc, Yeomanry	
Religion:	As the Oeridians are the largest ethnic group in the Flanaess, so too are their gods the most widely worshipped.  Many Oeridian gods have been adopted by the other ethnic groups, and even other races.	
Languages:	Oeridian is the official language of Ahlissa, the North Kingdom, and Ratik, although Common is used in everyday life.  Velondi is spoken by select groups in Furyondy and Veluna, while Keolandish is spoken by select groups in Gran March, Keoland, and the Yeomanry.  Nyrondese is spoken in Nyrond.  (See Human Gods)	
Racial Traits:	+1 Dexterity, -1 Wisdom
All Oeridians start with 1 rank each in Craft [Armorsmithing] and Craft [Weaponsmithing], and 2 ranks in Craft [Blacksmithing].  (This reflects their martial lifestyle and replaces the 4 extra skill points at 1st-level.)
All Oeridians may swap one purchased weapon for a masterwork weapon of the same type.
All other traits are as outlined in the Player’s Handbook.	

Olman

Description:	The Olman resemble the Aztecs of earth.	
Lands:	Amedio Jungle, Hepmonaland	
Religion:	The Olman worship the Azcan pantheon, a group of gods that transplanted their worship to Oerth.  (see Human Gods)	
Languages:	Olman, Rasol, Ralat (Common), and Xolasa are spoken in Hepmonaland.  Only Olman is spoken in the Amedio Jungle.	
Racial Traits:	All Olman must take the Toughness feat.  (This reflects the hardiness of their people.)
All Olman start with 4 ranks in Wilderness Lore, regardless of class.  (This reflects familiarity with their environment and replaces the 4 extra skill points at 1st-level.)	

Rhennee

Description:	Rhennee resemble the european gypsy-folk of earth.	
Lands:	The Rhennee claim not to be from Oerth and hold no lands.  Instead they dwell on barges and sail the waterways of the Flanaess, putting to shore for supplies and an occasional thieving spree.	
Religion:	The Rhennee revere nature as a whole instead of individual deities, but some evil Rhennee have taken up the worship of evil gods.	
Languages:	The Rhennee speak Rhennee cant.  There’s a 50% chance a Rhennee knows Common.	
Racial Traits:	+1 Strength, -2 Charisma
All Rhennee start as 1st-level thieves or multiclassed fighter/thief apprentices.
All Rhennee must fill their free language slot with Common.
All Rhennee start with a free set of leather armor.
All other traits are as outlined in the Player’s Handbook.	

Suel

Description:	The Suel resemble the Nordic people of earth.  Albinism is much more common among the Suel than any other ethnic group.  The barbarians of Hepmonaland and the Amedio Jungle are heavily freckled after a thousand years in a tropical climate, but otherwise resemble their northern cousins.	
Lands:	Amedio Jungle, Frost Barbarians, Hepmonaland, Ice Barbarians, Lordship of the Isles, Scarlet Brotherhood, Snow Barbarians 	
Religion:	The Suel people are insular as a whole, believing in the superiority of their ethnic group over all others (the Scarlet Brotherhood takes this to the extreme).  Most Suel worship only Suel gods, although some of the barbarians from the Amedio Jungle and Hepmonaland have taken up the worship of tanar’ri lords.  (See Human Gods)	
Languages:	Suloise is the official language of the Scarlet Brotherhood and the only language allowed to be spoken by law.  The Frost, Ice, and Snow Barbarians speak the Fruz Tongue, which is little changed from Ancient Suloise.  Rasol, Ralat, and Xolasa are spoken by the barbarians of Hepmonaland, and all have some origin in Ancient Suloise.  Amedi is a derivative of Ancient Suloise spoken by the barbarians of the Amedio Jungle.	
Racial Traits:	+1 Intelligence, -1 Charisma
All Suel start with 1 rank in Spellcraft, regardless of class.  (This reflects their affinity for magic and replaces 1 extra skill point at 1st-level.)
Frost, Ice, and Snow barbarians and those from the Lordship of the Isles have 1 rank each in Swim, Profession [Fisher], and Profession [Sailor], regardless of class.  (This reflects their dependence on the sea and replaces 3 extra skill points at 1st-level.)
Barbarians from Hepmonaland and the Amedio Jungle start with 3 ranks in Wilderness Lore.  (This reflects their adaptation to the tropical climate and replaces 3 extra skill points at 1st-level.)
Suel from the Scarlet Brotherhood start with 1 rank each in Bluff, Innuendo, and Sense Motive, regardless of class.  (This reflects the cultural engineering of the government and replaces 3 extra skill points at 1st-level.)
All Amedio Jungle, Frost, Hepmonaland, Ice, and Snow barbarians start as 1st-level barbarians or multiclassed barbarian/? apprentices.	

Touv

Description:	The Touv resemble South American natives.	
Lands:	Hepmonaland	
Religion:	The Touv have their own pantheon of gods.  (see Human Gods)	
Languages:	Etlani, Ralat (Common), and Touv are spoken by the Touv.	
Racial Traits:	All Touv must take the Toughness feat.  (This reflects the hardiness of their people.)
All Touv start with 4 ranks in Wilderness Lore, regardless of class.  (This reflects familiarity with their environment and replaces the 4 extra skill points at 1st-level.)