Baron Opal II
Legend
Very humanocentric, but humans, dwarves, and halflings are all considered "human". As human as we would consider Neanderthals and Denisovians, anyway.
Yup, many new-to-D&D players in our original 5e campaign started off with human characters.I prefer Dwarves, personally, but Humans remIn popular with Human players and readers.
Greyhawk City is still 80-90% human. The kingdoms are mostly human, but there are bunches of nonhumans and there are some most everywhere.They're around but the great kingdoms are mostly human.
Elven kingdoms include Celene, Spindrift Isles, and if you count the 1e MMII valley elves as the predominant inhabitants, the Valley of the Mage. Most of the elves are in the woods and not international potential kingdoms though. Page 32 has a chart of birthplaces for demihumans and the various woods generally have bigger percentages than any kingdom including Celene.There's 1 elf nation iirc and places like the Pomarj.
whispers Highfolk, too, and one of the Ulek states whispersElven kingdoms include Celene, Spindrift Isles, and if you count the 1e MMII valley elves as the predominant inhabitants, the Valley of the Mage.
Yeah, basically every wood is crawling with Gnokes and Elves, and Hills and Mountains woth Gnomes or Dwarves. The Hexs each represent a huge space, plenty of room for a Clan Hold or three here or there.Most of the elves are in the woods and not international potential kingdoms though. Page 32 has a chart of birthplaces for demihumans and the various woods generally have bigger percentages than any kingdom including Celene.
There are zero surface dwarven nations, but they are mentioned a bunch in the mountain range descriptions.
Yup, and wirh an open border to the largely undefined Western Oerik, and sea lanes to the South and East...anyone can be coming from anywhere, just about.Pomarj, Bone Marches, and places like the Horned Society and Iuz are big for humanoids. The Scarlet Brotherhood supposedly has humanoid legions being readied for conquest. Most humanoids are in the badlands and not human type kingdoms.
Yet Humans are far and away the most popular choice among players, and a large amount of prominent genre fiction has always been humanocentric, or even human only.
I prefer Dwarves, personally, but Humans remIn popular with Human players and readers.
Adventurers are weirdos, so I don't expect a party of itinerant mercenaries to necessary match the demographics of any particular geographic area. Players don't really make decisions about which species to play based on what's logical. At least not in my experience. They make those decisions based on what they think is interesting or cool.Which is certainly not reflected in the settings where every town/city/country with a couple of exceptions are human dominated.
Adventurers are weirdos, so I don't expect a party of itinerant mercenaries to necessary match the demographics of any particular geographic area. Players don't really make decisions about which species to play based on what's logical. At least not in my experience. They make those decisions based on what they think is interesting or cool.
And I'm not here to knock that. In most D&D campaigns, you can fit in almost any published species with very little problem. If I put a Gully Dwarf in a Forgotten Realms campaign it probably won't cause a problem for most groups.
That's D&D in a nutshell to me. I don't really expect any of it to make sense once we start to examine it too closely. It's part of D&D's charm. I might be the odd man out here, but so far as D&D settings go, I'm just looking for something that provides a good framework for adventures. It doesn't much matter to me that it stops making sense when I squint and look too closely.But when we actually start applying any sort of critical thought or logic to it, these worlds fall apart. They make zero sense.