How "Human-centric" is your campaign/setting?


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My undersea campaign may not be the best example, when looking for human-centric settings. Given the fact that I expect each PC to be a native swimmer/water-breather, the stock races in the PH are all but abandoned.
 

It is humanocentric in that humans are the setting's protagonists, but they are far from being the dominant race on our world. Our setting has it's own unique ecology where the wide variety of beasts dominate the landscape. Humans have impressive settlements in remote locations - cliff-wall cities, pinnacle villages and underground strongholds but building large communities out in the open invites disaster from highly intelligent preditors.

Humans have adapted over the years however, becoming more attuned to their surroundings. Those who dwell underground for the most part are generally a little shorter and stouter, while those who dwell in the forest towns tend to be more lean and quick. You can begin to see how "humanity" is evolving becoming their own distinct sub-races.

A'koss.
 


Humans are the main race in the places where PCs are allowed to go. :)

Dwarves and Elves both have large nations, but they're quite isolationist, and they don't welcome outsiders. Human lands are therefore the de-facto mercantile and diplomatic centers, and that leads to economic and cultural bonuses.

Lizardmen and Kobolds have relatively open lands, but they are restricted to tropical climates. Humans are the only major power with open lands in all climates.

-- N
 

IMC, Humans and Half-Fey (elves, sub proficiencies for a few orisons 1/day) are the only humanoid races. Lots of meddling demons, though.
 

Completely human-centric. In fact, the only race PCs can be are humans. Elves, dwarves, orcs, goblins, etc are all supernatural creatures more like mythology than D&D in my world, so they are not available as PC races. However, having humans as the only race is far from boring. I have made up 17 distinct cultural groups, each with their own culture, beliefs, values, stat modifiers, special abilities, traditions of magic, and regional feats.
 

My current campaign is almost entirely human-centric. I have removed the core non-human classes, replaced elves and dwarves with variants that are both ECL +1, only playable after actually meeting them so that they can be roleplayed "accurately".

My previous campaign was not terribly human-centric. The main city was 1/3 human, 1/3 gnome, and 1/3 halfling, with a dusting of others. Thus 2/3 of the city was much smaller than human in scale!
 

Originally posted by Gothmog:
Elves, dwarves, orcs, goblins, etc are all supernatural creatures more like mythology than D&D in my world, so they are not available as PC races.
Very similar to my (quasi-norse) game where dwarves (Svartalfar) are at least quasi-deity in status, with a few notables even higher. The "elven" races - the Ljosalfar (the Light Elves) and the Dokkalfar (the Dark Elves) are supernatural in origin and are also very powerful.

A'koss.
 

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