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

Mark said:
As asked - How "Human-centric" is your campaign/setting? :)

Virtually 100%. I allow other races half Elf and Dwarf occasionally but they are rare

Its not a rules thing (those my elves are ECL+2) but a culture thing

Also since the bonus feat/skill point thing was added to 3e everyone wants to play humans -- As a GM I am lovin' it
 

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Urbis is quite humanocentric. Elves, dwarves, halflings and hobgoblins all have their own realms, but in most regions, humans are by far the most dominant species.

All of the non-human races exist in human territory, of course, and all have their own niches and ethnic neighborhoods in the big cities:

- Halflings own most brewries, laundries, bakeries and many pubs. They tend to blend in quite well and are fairly popular with humans.
- Dwarves work as smiths, and usually live in their own, seperate neighborhoods. Think Jewish ghettos throughout the ages.
- Hobgoblins work as mercenaries, as well as heavy laborers. They have their own neighborhoods as well.
- Gnomes work as woodworkers, jewelers, and artisans. Many fancy themselves to be inventors. They often live in the same areas as dwarves - just aboveground.
- Elves often do artisitc stuff, and are highly popular among humans, especially among the higher society. They often can live by doing nothing but "socializing"... They do have their own neighborhoods, but are just as likely to live in the very best apartments humans have to offer...
 

Running a bit of a playtest right now with a new Dark Sun region that I've been developing. Seeing the warlike history of the humans, when the Sorceror Kings abandoned the region and left their human armies behind, the other races fell upon them like starved wolves. Humans are now a stunted race, bred mostly as a food source in the yuan-ti dominated empire. The races are mostly all deviations from the original DS races, or unique creations; the party consists of one naga, one yuan-ti, two wemics, one gith, and one aarakocra. Granted, there are two human henchmen that are treated miserably, but alas, such is the fate of fallen conquerors.
 

Humans are the most numerous, but they are not the most influent. The real powerhouse is the Dwarven Confederation, four great dwarven countries that are united for purpose of trade, defense, and foreign relations. There's a tyrannical elven empire that covers a big part of the continent, but is decadent and crumbling. There's two small human countries, and little independant gnome enclaves dots the land. Finally, there's a slowly expending orcish country, several anarchic places inhabited by disorganized tribes, and a handful of goblin freeports that can be described as weird pirate city states.
 

My mythic age campaign is humanocentric in that humans are the elder race (rather than the poncy elves), and the idea of the campaign centers around discovering and interacting with all the new animals and races (one of the other ideas is that no one, not even the gods, have any real idea of what they're doing). All the PCs are human, as, to their knowledge, humanity is the only sentient race extant.
 


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