D&D General Greyhawk Humanocentricism?

I should point out that human centric does not mean that things other than humans are rare, it just means humans are the central focus, movers and shakers. The Flanness is dominated by humans and human nations. Non humans are not rare, but don’t have nearly as much influence.
According to the 1e Greyhawk boxed set the city of Greyhawk has a population of Demi humans that equals 5-10 percent of the human population and an equal amount of humanoids who are tolerated and not restricted.

So thousands of non humans in 1e humanocentric Greyhawk.
 

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According to the 1e Greyhawk boxed set the city of Greyhawk has a population of Demi humans that equals 5-10 percent of the human population and an equal amount of humanoids who are tolerated and not restricted.

So thousands of non humans in 1e humanocentric Greyhawk.
And a lot of freedom to distribute just what kinds! Easy to sneak in some Goliaths and Dragonborn, IMO.
 
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According to the 1e Greyhawk boxed set the city of Greyhawk has a population of Demi humans that equals 5-10 percent of the human population and an equal amount of humanoids who are tolerated and not restricted.

So thousands of non humans in 1e humanocentric Greyhawk.

They're around but the great kingdoms are mostly human.

There's 1 elf nation iirc and places like the Pomarj.
 

I should point out that human centric does not mean that things other than humans are rare, it just means humans are the central focus, movers and shakers. The Flanness is dominated by humans and human nations. Non humans are not rare, but don’t have nearly as much influence.
And that Human influence is seriously bound in, because itnis a points of light Setting more than amything: Hills, Mountains, Forests, Deserts, even Plains...here there be Drsgons Giants, Orcs, and Elves.
 

My opinion: Greyhawk's supposed humanocentrism exists only in theory, not in practice.

Hardly any of the adventure modules are centered on humans. You're always going out and finding some enclave of giants or goblinoids or fishmen or wierd underdark race. Meanwhile, the game rules have always encouraged parties to include a variety of races (because that means a variety of characters with different capabilities).
 

Hardly any of the adventure modules are centered on humans.
I can think of a few examples -- the Hommlet moathouse, the slaver dungeons, the human cultists of Orlane.

But you're right, it's a lot easier to think of the many more examples where humans are barely in the picture, although a certain number of those are located in what would today be termed the "mythic underworld" where the PCs have stepped away from the mundane realm of humans to go messing around in the Underdark or deal with all the craziness in White Plume Mountain or Dungeonland, etc.
 

My opinion: Greyhawk's supposed humanocentrism exists only in theory, not in practice.

Hardly any of the adventure modules are centered on humans. You're always going out and finding some enclave of giants or goblinoids or fishmen or wierd underdark race. Meanwhile, the game rules have always encouraged parties to include a variety of races (because that means a variety of characters with different capabilities).
I've tended to believe this too. The only place those kind of demographic elements see any play is small villages which NPCs default to human if the DM doesn't have anything more creative to add.
 

Da doo da doo doo bump da bump da bump
 

My worlds are humanocentric and I prefer it that way. If I were to run something different tho, I'd drop all the classic Tolkienian/D&D classics peoples and go for animal peoples like those found in Mystara.
 

Saltmarsh 5e is a good example of a typical town in Greyhawk.

Saltmarsh’s roughly five thousand residents are predominantly human, with the dwarven mining contingent of about two hundred workers the largest non-human faction in town. Elves and halflings draw no special notice, since the Silverstand hosts a wood elf enclave and a few halfling villages are tucked in the hills around town. The residents react to other visitors, especially tieflings and dragonborn, with a mixture of curiosity and fear.
 
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