Worlds without Human Dominance

Rechan

Adventurer
The title of the thread is a bit wrong, but I wasn't sure how to phrase what I'm looking for with brevity.

Practically every setting I've seen, humans are the predominant, most widely spread civilzed race. All the others are savage (humanoids), or stuck in their corners of the world (demi-humans). There's never a Human god, or even a creation myth for the Humans, even though most other things have them. If anything, humans are the dominant minority in terms of political power and/or number, and assumed to be the "default" unless you're in one of the Elf forests or Dwarf mountains.

It essentially comes off as Human Centric, with the token "guy with stuff on his forehead". To use an analogy, most to me are, as far as racial demographics are concerned, like Star Trek.

Which makes sense; that's how it is in our world, that's what we're familiar with, and that's the status quo. That is what most are going to be relatible.

What I want to know is, what happens when that's not the case? Where the demographics are less like Star Trek and more like Babylon 5.

Anyone have a world where the humans aren't the most prominent? They don't have the numbers, or control as much of the known world?

I'm very curious about any setting where humans are the new kid on the block, or are in the twilight of their existence. What was the impact there? Did the players go along with it?

Disclaimer: I'm not really looking to argue whether my opening paragraph is right or not. It's my perception, and maybe there is a campaign setting out there where humans aren't the most populous, or that X setting does slightly not fit into my definition, or setting Y has a human god. If that's the case, then hey, I'm wrong, you're right. But I don't want to derail from the topic; I want to talk about worlds where Humans aren't the default.
 
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Well in the setting I am developing right now for 4e I don't have Humans as dying out, or new to the world, etc. But I don't have them as prominent or as signifigant.

The setting is one where all the planes besides for one has been slowly destroyed by this new force in the universe (it is actually a new universe forming and destroying the old).

As such Humans along with all other planar races are refuges in this plane. So they have the exact same power, numbers, etc. as anyone else. Basically everyone is on equal footing. There is racism here and there that can cause pockets of power for certain races but overall even playing field.
 

As such Humans along with all other planar races are refuges in this plane. So they have the exact same power, numbers, etc. as anyone else. Basically everyone is on equal footing. There is racism here and there that can cause pockets of power for certain races but overall even playing field.
That's really intriguing. I like the refugee angle.

A guy I watch on LJ mentioned in the primary continent in his game, Humans made up 70% of the population, but they were slaves up until 150 years ago to Eladrin (who are 3% of the population).
 

That's really intriguing. I like the refugee angle.

A guy I watch on LJ mentioned in the primary continent in his game, Humans made up 70% of the population, but they were slaves up until 150 years ago to Eladrin (who are 3% of the population).
Thanks, I find it fun that a Bladeling for instance would be just as much of a population as Humans, Elves, etc. It helps make a sort of Sigil feel across a whole plane (that and some elements of style, etc. are similar too :p)

Hmm... The slavery angle with larger population is reminiscent of slavery in the USA. While not as extreme, there was a larger population of slaves compared to non-slaves.

Another style I have pulled various times too is having Humanity as the "base race", so while it may possibly be the largest in numbers it is being warped into other ones. It could be influence from the Far Realms, possession by spirits, technological alterations (from Human to Warforged-type being), etc.
 

You know what I'm sick of? Human centric worlds where all the humans are the same, or even able to work together. I know the Terry pratchett thing - when you have Dwarves and Trolls, hating a human with a different accent is harder - but really. I think it wastes a lot of roleplaying potential to have 'Human' cultures and 'Elf' cultures - especially when there's different Elf cultures but not human ones!
 

What I want to know is, what happens when that's not the case? Where the demographics are less like Star Trek and more like Babylon 5.

Doing something in the style of the Farscape "Peace-keepers" would be interesting... most of the humans belong to the Evil Empire(tm). ;) ;)
 

I think it wastes a lot of roleplaying potential to have 'Human' cultures and 'Elf' cultures - especially when there's different Elf cultures but not human ones!
I think Eberron went a step in the right direction by saying there's less of an emphasis on Race than there is on Nationality. Racism is there, but a Dwarf and a human from Country A are more likely to feel a kinship/accept one another than two humans from different countries.

Although I disagree that there are "different elf cultures". Unless we're talking sub-races, usually there's one elf culture, one dwarf culture, and multiple human cultures. I rarely see demi-humans with multiple cultures (Eberron elves the exception).
 

My homebrew is reasonably humanocentric but the human cultures are entirely divergent and many of them are more hostile towards other humans than they are towards elves or dwarves or dragonborn. I understand that a humanocentric setting feels the norm and people are interesting in diverging from it, but especially with homebrews it is good to give the players some familiar elements.
 

Check out Dragonmech. Dwarves are the most populous race I believe, and while humans are in second place, they're a very ANGRY runner up. A lot of work went into fluffing out both dwarven and human clans, as well as barbarian tribes that accept just about any race(And are made of chaotic monk barbarians, at that). Elves are almost nonexistant now, since their forests were devistated the worst, so I don't think they have seperate groups).
 

My current Classic D&D campaign is set during a time when the Elven and Dwarven Empires are still at their height, vast and organized Hobgoblin Dicatorships are constant menaces, and monsters like Nagas, Sphinxes, and Rakshasas have their own kingdoms on the surface.

Elves, Dwarves, Halflings, and Humans are all relatively recent invaders to the continent. Gnomes appear to be native. Elves and Dwarves arrived 500 years ago, in both cases bringing Halflings with them as a peasant class. Humans arrived about 200 years ago, and most are at an iron-age level of technology, inferior to that of the Demi-Humans. Only Dwarves have plate armor, for instance, while really good chainmail and swords are still the province of Elves. Humans are mostly scattered tribesmen and nomads, with some few city-states. Both Elves and Dwarves use human nations as buffer-states. The Elves and Dwarves regard humans as a cheap and ready source of mercenaries and labor. Elves also magically charm humans into becoming pets, playthings, and ornamental people for their palaces.

The Elves (who are divided into five cultures that squabble constantly) are basically androgynous, hedonistic, and often viciously petty, while the Dwarves tend to be willfully ignorant, chauvinistic, and consumed by greed. Both races are basically dependent on Halflings to grow their food and perform most menial tasks. Human numbers are growing, however.

While the Elves spend their time fighting each other over questions of aesthetics and the Dwarves ignore everything that isn't standing in the way of acquiring more gold, Humans are learning the technology of the Demi-Humans, and are beginning to surpass the Elves in the Art of magic. One day the Demi-human and Humanoid Empires will fall before the Human hordes, but that day is still centuries away.
 

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