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

Mark said:
As asked - How "Human-centric" is your campaign/setting?
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In T13K, humans run over half the countries of the world. While non-humans live in most every area of the world, there are two Dwarven nations and an Elven nation as well as a lizardman-like nation and a goblinoid nation all occupying the central areas. Other than Mittendein, which is a human nation in the middle area, all other human lands occupy the periphery of the world - the islands, the burnling southlands, and the frozen northlands.

Gnomes had a nation, but it was enslaved long ago by the goblinoids. The gnomes that remain free in the world mourn their fate, and the race may be dying out slowly (too soon to tell, as it is a young world still).

So - about 50% human-centric.
 

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My campaign is primarily human centric, as have been almost all long term campaigns I've played in over the last 25 years. Non human bipeds have abounded in most of them, but when all was said and done it was the humans that were usually front and center.
 

I use the Forgotten Realms campaign setting, and it is fairly human-centric.
That said the PCs and NPCs in the current campaign I'm running consists of:
a male Moon Elf
a female Moon Elf
a male half-Moon Elf
a male Gold Dwarf
a male half-Gold Elf
a female human
another male half-Moon Elf
another female human
a male human
another male human
a male Lightfoot Halfling

So, seven non-humans and four humans in the party.

hunter1828
 

It's not really centric on any one race. The breakdown goes like this:

Warm oceans: Merfolk, tritons, etc
Tropics: Gnolls, halflings, humans
Subtropics: Humans
Temperate steppe and open: Orcs
Temperate rough terrain: Elves, dwarves
Arctic: Elves, dwarves

Goblins live anywhere.

Of course, there's a little overlap; populations will sometimes migrate. Thus there are gnolls working as mercenaries in subtropical human lands, humans living in Elf lands (as leftover from the fallen human empire), orc merchants in the elven cities, etc. And goblins live anywhere, but everyone wants to kill them first. Still, that's how population breaks down for me. There are probably a few more humans than elves and orcs, and gnolls and halflings are in a minority, but humans are not the majority.

Of course, applying this to medieval Europe gave some very interesting population dynamics...
 

My current D&D campaign is human-centric overall, but the PCs are mostly operating in an area dominated by elves, dwarves, and orcs.

My current AU campaign is centered more around giants and faen.

My next D&D homebrew I'm heading towards a more traditionally humanocentric game, but it's in process and morphing in odd ways as I go. It started out as just a map on which to set the adventure path modules, and has kind of grown to have a life of its own - I'm pretty much just following my muse at this point.
 


I'm running two parallel campaigns.

One campaign is Planescape. It is very non-human-centric, and humans are only a plurality in the setting-- and a weak plurality at that. Only one of the PCs is actually human.

The other is Star*Drive, which is largely human-centric. We have two non-humans and one mutant human in a group of five PCs, and most of the NPCs are human as well. Generally, the PCs only encounted non-humans in specifically non-human communities, like the sesheyan colony on Grith.
 

The only playable races IMC are humans, dwarves and halflings. Humans are the protagonists in the world, elves, orcs and goblins are the antagonists. Dwarves and halflings are just trying not to get caught between the hammer and the anvil.
 

Almost entirely human....11 different ethnic stocks each is a little different ala Wheel of Time RPG. There are two non-human PC races but most people avoid them due to racism in the game.
 

A'koss said:
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.

Very cool A'koss. I have done the same thing with elves in my game, including the names Ljosalfar and Dockalfar. Of course, different cultures call them different things, leading to some confusion as to who and what they actually are- but hey, thats part of the fun! They are fey though, and have a slew of spell-like abilities.

Dwarves are monstrous humanoids with strong understanding of runic magic, and are capable of producing the most potent magical items in the world. The more closely resemble the duergar in attitude though (isloationist and xenophobic), with most communities being Lawful Neutral, and a few Lawful Evil.

Goblins, hobgoblins, bugbears and some other goblinoid races are faerie-related, but not fey themselves. They are able to stay away from the Faerie Realm in the real world for prolonged periods (unlike regular fey), and often serve the darker fey as lackeys.

Orcs, ogres, beastmen, and several other races are corrupted versions of humans driven to madness and damnation by demonic forces. They are usually located on the fringes of human territory, and are greatly feared by humans.
 

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