Human characters are neither given --penalties-- nor ++bonuses++, as they are established as the norm upon which these --subtractions-- || ++additions++ for racial stock are based.
Human characters are not limited
as to what class of character they can become, nor
do they have any max. limit -- other than that intrinsic to the class --
of level they can attain
within a class.
As they are the rule rather
than the xception,
the basic
info given always applies to humans,
and racial changes are noted
for differences as applicable for non-human || part-human stocks.
Question: One of my
crazy friends has a Cleric/Fighter/Magic-User
who also happens to be a human.
In the PH
under “human,” it says that humans are not limited as to what class they
can become.
Under the section on multi-classed
characters, it says that only half-elves
can be Paragons (Clerics/Fighters/Magic-Users).
<alt>
Am I right in saying that
his human can’t be a multi-classed character?
Answer: Yes, you are.
Humans can become dual
class, but not multi-classed.
Only demi-humans can be
multi-classed.
I suggest that
you have your friend read
the sections on multi-classed characters and
a character with two classes
on pages 32 and 33 of the PH. This should clear
up all of his misconceptions.
BIRTHPLACES
FOR HUMAN CHARACTERS
Dice Roll | Place of Birth | Most Common Alignments | PRIMARY LANGUAGES | Human Sub-race |
01-03 | Prelacy of Almor | LN, LG | Common | OS |
04-05 | Bissel | NG, N, LG, LN | Common | OSB |
06-07 | Ekbir | LN, N | Baklunish | - |
08 | Frost, Ice or Snow Barbarians | CN | Suloise (the Cold Tongue) | - |
09-18 | Furyondy | LG, NG, LN | Common (5% Velondi) | - |
19-20 | Geoff | CG, CN, NG | Flan, Common | - |
21 | Gran March | LN | Common (10% Keolandish) | SOf |
22-29 | Great Kingdom | Any | Common, Oeridian | OS |
30-32 | Greyhawk | Any | Common | OSfb |
33 | Idee | N, CN | Common | OS |
34 | Irongate | LN | Common | Os |
35-37 | Keoland | LN, N, CG, CN, N | Common (15% Keolandish) | SOf |
38 | Ket | CN, N | Baklunish, Common | - |
39-40 | Lordship of the Isles | LN | Common | So |
41-50 | Nyrond | LN, LG, NG, CG | Common (15% Nyrondese) | Os |
51-52 | Onnwal | LN | Common | - |
53-54 | Theocracy of the Pale | LN, LG | Common | - |
55-57 | Perrenland | LN, LG, N | Common | - |
58-59 | Plains of the Paynims | CN, N | Baklunish | - |
60 | Ratik | N, CN, CE | Common, Oeridian | Sof |
61 | Rovers of the Barrens | CN, N | Flan | - |
62 | Sea Barons | CN | Common | So |
63-64 | Shield Lands | LG, NG, N | Common | - |
65-66 | Sterich | CN | Common | OFS |
67-68 | Sunndi | LN, CG, N | Common | - |
69 | Duchy of Tenh | LN, N | Flan, Common | - |
70 | Tiger and Wolf Nomads | N, CN | Baklunish | - |
71 | Tusmit | N | Baklunish | - |
72 | Tri-States of Ulek (Duchy, Principality) | LN, LG, CG, CN, N | Common | OFS, Sfo, (SO) |
73 | Ull | CN, N, CE | Baklunish | - |
74-78 | County or Duchy of Urnst | N, NG | Common | SO |
79-88 | Veluna | LG, NG | Common (10% Velondi) | Osf |
89-94 | Wild Coast | Any | Common | Sof |
95-96 | Yeomanry | LG, LN | Common (5% Keolandish) | SOf |
97-98 | Zeif | LN, N | Baklunish | - |
99-00 | Elsewhere, or choose | - | - | - |
- | - | - | All PCs speak Common, at least. | - |
Baklunish.
The Baklunish people have golden-hued
skin tones. Eye color is commonly gray-green
or
green, with gray uncommon and hazel rare.
Hair
color ranges from blue-black
to dark brown.
Ekbir,
the Tiger
Nomads, Ull, and Zeif
typify the straight
Baklunish strain. The Wolf
Nomads are intermarried
with the Rovers of the Barrens, so they
show the
darker Flan blood.
Ket
is so mixed with Suel and
Oeridian blood
as to be the least typical of the Baklunish
race, for the people of Ket are pale yellow
or
golden-brown or tan in skin color, with
virtually any
hair color possible save the lightest
yellows and reds.
Both the Paynim tribes and Tusmit show
occasional
admixture, also.
Baklunish,
Dress: Baklunish peoples are of two sorts. The northern
branch favors bright patterns and gaudy
colors. They
wear gowns and robes, or else short breeks
and flowing
coats. The poorer folk even wear gaudy
prints,
although their garments are typically a
one-piece
coverall with whatever additional garb
they can add.
The southern branch likes parti-colors
of a more pastel
hue. Their dress is complex and full of
many puffs
and slashes when adorned for special events.
They
commonly wear rough hide and cloth when
traveling
or at war, with shields and banners showing
clan
colors.
Quote:
Originally Posted by Thulcondar
A similar question in regards
to the Baklunish religion. I do recall that the full development of the
Bakluni faith was something intended, but never realized, but had you put
any thought into how such a thing might be, even if such never appeared
in print?
Did you envision a new class
of Baklunish priests, whose foreign (non-Oeridian/Suloise) religion was
supported by a priesthood of different nature than either the Clerics or
the Druids?
One can only wonder at the
features of the Imam class... <Arabic font>
The plan was to introduce
a new pantheon of deities.
Obviously that never eventuated...nor
will it ever unless WotC decides to do so.
Flannae.
The Flan race have a bronze-colored complexion.
This varies from a lighter, almost copper
shade to a very dark tone which is deepest
brown. Eye
color is commonly dark brown, black, brown,
or
amber (in declining order of occurrence).
Hair coloration
is black, brown-black, dark brown, or brown.
Also, Flannae tend to have wavy or curly
hair. People
of the Duchy of Tenh are pure Flan, proud
of their
bronze color. Geoff and Sterich,
despite mixture,
show strong Flan racial influence. The
Rovers of the
Barrens are of the copper-toned sort of
Flannae,
although the western tribes show the golden
skin
color of the Baklunish due to interbreeding
with the
Wolf Nomad
tribes. The people of the Hold of Stone
Fist and the citizens of the Theocracy
of the Pale are
primarily hybrids, the former Flan/Suel,
the latter
Flan/Oeridian. The inhabitants of the Pale
are particularly
handsome.
Flannae, Dress:
Flannae once wore brightly-hued body paints, with
yellow ochre and vermillion being the favorites.
While
the Rovers of the Barrens still use considerable
body
painting (where their high boots, loincloth
and chest
and arm leather don't cover them), the
more civilized
Flan dress in the mode currently fashionable
in their
portion of the continent. Garments, however,
tend to
be of solid primary colors, with very bright
hues
predominant.
Quote:
Originally Posted by Darrin
Gary,
I haven't really played DnD all that long, I started just a few months before 3.5 came out. Anyhow, the last game I participated in was Greyhawk, utilizing 3.5 rules mixed with the old Greyhawk setting. I was particularly fond of the Flan set of humans, as they were a unique blend of Native American culture and celtic. I found that the Flan were the oldest in the Greyhawk Setting, yet they seemed to have the least information on them. The best I found was the Living Greyhawk Gazetteer, and even that was skimpin on the details. Why is it that the oldest people in Greyhawk have the least information? Is there anyway I can get a good background of them. Also, I noticed that the LGG had samples of different languages, yet I did not see an example of the Flan language. Would that be because, like the Navajo, they had no written language. Any expanding on this topic that you can do will me most helpful.
Or -- anyone else for that matter.
Lost in Greyhawk, Darrin
I have had no input in regards
to the WoG since 1985, so you will need to direct your comments and questions
to wizards.
I can say that the Flan were
not meant to be anything like the American Indians.
they were of Hamatic-like
racial origin, Negroes if you will.
Little is known of them because
they were generally absorbed into the waves of other peoples immigrating
eastwards through the continent, so their culture was generally lost.
Cheers,
Gary
Quote:
Originally Posted by Thulcondar
At the risk of interrupting
the current tension convention, I have some more mundane GH-focused questions
with which to annoy our good and gracious respondent.
And once more, Mr. Gygax, both my profound thanks for taking the time to answer, and apologies if these are issues which have been raised before.
In "The
Village of Hommlet," you refer to the Druidical religion as "The Old
Faith" in several places. Yet this never seemed to have been more fully
developed.
Can you elaborate on the
relationship between the Druidical "Old Faith" and the (presumably) newer
Clerical religions in the Flanaess?
Is this simply a facet that
never got fully explored?
Would that be the Flan faith
(with the attendent implication that the Flannae deities were served originally
by druids rather than clerics)?
My pleasure to oblige.
The implication in regards
"The Old Faith" is that it was a shamanistic religion that had no formal
pantheon of deities.
The original inhabitants,
the Flan, were indeed those that were the pribnciple adgerants to that
belief system.
It wasn't explored because
it was not particularly meaningful to the module or the setting
Oeridians:
The Oeridians have skin tones ranging
from tan to olive. They have hair which
runs the
gamut of color from honey blonde to black,
although
brown and reddish brown are most common.
Likewise,
eye coloration is highly variable, although
brown and
gray are frequently seen in individuals.
Unmixed Oeridians, despite claims of the
Great
Kingdom,
are most common in Furyondy, Perrenland,
the Shield Lands,
and in the E. and S. in North Province,
Medegia, and Sunndi.
Oeridians,
Dress: Oeridians typically favor checks and plaids. Aerdi and Nyrondal
houses tend to wear plaids while the southern
and western Oeridians favor checks, often
of a
diamond pattern or similar variation from
the standard
square. Clothing tends toward tight-legged
trousers,
close-fitting upper garments, and capes
or cloaks.
Suloise:
The fleeing Suel folk were scattered in a broadcast fashion across the
Flanaess, so that most
tended to mix with other groups. The Suel
race is
very fair-skinned, some being almost albino.
They
have light red, yellow, blonde, or platinum
blonde
hair. Eye color varies from pale blue to
violet through
deep blue, with gray occasionally occurring.
Curly to
kinky hair is common. The inhabitants of
the Duchy
of Ernest are nearly of pure Suel race.
The Frost, Ice
and Snow Barbarians are perfect specimens
of
unmixed Suloise blood; the nearly albinoid
Snow
Barbarians are the best example. The Suel
folk are
quite predominant in the island groups
off the eastern
coast of the Flanaess as well as on Tilvanot
Peninsula,
in the Scarlet Brotherhood region. Those
bands that
migrated into the vast Amedio Jungle and
Hepmonaland
are so altered as to be no longer typical
of the
race; they are tan to brown with heavy
freckling.
Suloise, Dress:
Suloise folk have long used solid colors. Aristocratic
houses have two or more such colors in
their dress, so
parti-colored garments are not uncommon.
Similarly,
the Suel people tend to favor display of
emblems II
tokens on their garments, typically of
a contrasting
color to their basic one. Dress was originally
loose
pantaloons topped by a baggy blouse. This
form of
dress has been changed to meet the needs
of the varying
climates, so the northern Suloise barbarians
wear
furs and skin garments, while those in
the southernmost
area have replaced the blouse with vest-like
upper wear.
AT A GLANCE:
The most populous and strongest of the
major races of the FR, Man is considered the dominant
race in this region of Faerun.
ELMINSTER'S
NOTES:
The race of Man in Faerun comes in all
shapes, sizes, and colors, with individuals approaching the height of halflings,
the stockiness of the dwarf, and the slenderness
of the elf.
Their skin color ranges from the pale,
almost translucent Lantans to the dusky dark-eyed natives of Unther,
with all shades in between.
The concept of sub-races in mankind does
not exist, as all nationalities can interbreed without difficulty, and
their children, unlike the elves, will have traits of either or both parents,
so that after a time any removed group of humans has its own identity which
may change in a few generations with the introduction of new settlers or
invaders.
Mankind is one of the most aggressive of
the major races, approaching the goblins
in ferocity and the dwarves in their single-minded drive when aroused to
battle.
At any time in the North, some group of
humans, often with non-human allies, is fighting some other group.
The dwarves think it is because human lives
are so short it does not matter, while the elves tend to think it is because
humanity has not yet figured out how to communicate properly.
Mankind has a spoken and written language
that is accepted as Realmspeak and Tradetongue even between non-humans.
They have developed the idea of money
from beyond the dwarvish conception of raw ore accumulated into a maze
of different systems and coinage.
They have generated art and literature
and commentary by the ton-load, and raised the practice of slaughtering
a foe to an art form and a science.
Mankind's attitudes range from the beatific
to the diabolic, and its numbers include clerics
of good faiths, pirates, traders,
kings, beggars, slaves (in the south),
mages, heroes, cowards, fishermen, and mercenaries.
Their abilities are limitless, and the
question arises that when this race finally gets all the quirks out of
their systems and gets moving, will there be any room left for the other
races of the Realms?
Also, in accordance with the
ADandD 1st edit. info. rule sourcebooks, are the details of a human character's
appearance-- whether natural or magical--decided or determined by the player?
The specifics of a PC's appearance
should always be left to the player, the details based on the GM's racial
description paramaters, of course.
Cheers,
Gary
elementalawe wrote:
Gary Gygax
I'm understanding more about
my character's race in the game of ADandD 1st edit.--thanks to your answers--and
because I have asked about trivial things that the rulebooks don't cover.
I have one more question regarding PC humans as described in the 1977-1988
ADandD 1st edit. PHBs. If I play a human, can my human character in the
game be like me in real life in every way: the same culture as me, the
same natural, physical material appearance that I have, and the same six
natural basic ability scores that I have?
If I was your DM I would
not allow you to create a fantasy PC based on you.
That would be metagaming,
as is currently said.
Such a PC would be allowable in a contemporary or future campaign setting on non-fantasy sort, of course.
Cheers,
Gary
Just a quick FYI:
I did a horror spinoff of
AD&D
where the players were all yound teenagers, Boy Scouts, and their stats
were based on their own estimates of what they possessed when that age.
Of course there were no scores
above 15, and most were in the 8-10 range. It worked well, and we had a
lot of fun with the adventure in a huge onl seemingly abandoned mansion;)
Cheers,
Gary
elementalawe wrote:
Thanks for your term of metagame
thinking, Gary.
I was always wondering what
it is called if I play my in-game 1e ADandD
character like me in real life.
Is there any thing whatsoever
that my 1e ADandD fantasy character can have
like me in real life? I mean the same personality and alignment and the
same physical, material appearance?
Heh:)
I can't take credit for the creation of the term "metagaming," as it has been used by others before me.
Generally, I should think a GM would have no probelms with a game character that was based on the actual player, but the PC's knowledge should be based on the background created for the character by the player, and it should be in keeping with the PC's origin, culture, socio-economic class, education, training, and experience.
In a D&D game a wizard
with high intellignece is the best bet for a PC that has broad and esoteric
knowledge.
Of course virtually any character
with high intellegence can be innovative
and creative.
Cheers,
Gary
Joe Maccarrone wrote:
...for which some might lambast
me as a humano-centrist...
The whole of the AD&D
game was desogned so as to center around humans.
All players are human, as
am I.
Making up the origins, religions,
history, mythology, legends, philosophies cultures, and societies of a
non-human race, let alone races, that truly differs from that of of mankind,
is an undertaking for a genius
that wishes to dedicate a lifetime to that, and from which a game world
might or might not eventuate.
Gary
Quote:
Originally Posted by JamesM
Gary,
I can't help but notice that, among the many PCs from your old Greyhawk campaign, comparatively few of them are demihumans. Likewise, Oerth, while possessing a few demihuman states like Celene, is clearly a world where humanity holds the upper hand. I presume this was done intentionally, perhaps as a nod to the pulp fantasies where non-human races are rare to non-existent?
Thanks.
Of course all well-considered
fantasy world settings are homocentric.
The authors are human, and
all of the actual historical information available deals only with human
culture, society, and history, save for mytholoigy and folklore.
Even those latter sources
are homocentric in perspective.
I for one do not care to spend
years of time and effort imagining and creating an exotic universe for
a non-human race or races, complete with all that pertains to such a group.
Just think of all the informatin
we know and have recorded regarding humanity, and the effort needed to
create a tenth of that lore for an imaginary race.
In short, that's why all the
non-human races in imaginative writings such as books and games are not
really very different from humans,
just variants of them with
some qualities exaggerated to give apparent differentiation--Klingons are
fiercely warlike, Vulcans are coldly mental, Ferengi are completely crass
and venal, etc.
So dwarves
are stout and love ale, elves are slender and nature-oriented,
orcs
are ugly and brutal...but have essentially human culture and societies.
Cheers,
Gary
Cheerio,
Gary
Reduce - Reuse - Recycle
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 3/18
INTELLIGENCE: 3/18
WISDOM: 3/18
DEXTERITY: 3/18
CONSTITUTION: 3/18
CHARISMA: 3/18
RACIAL PREFERENCES:
STARTING AGE: Cleric (20+1d4), Fighter
(15+1d4), Mage (24+2d8), Thief (20+1d4)
AGE CATEGORIES:
RACIAL TENDENCIES:
HEIGHT: Male, average 72, -1d4, +1d6, underheight
01-20, average 21-80 (01-30 shorter by 1d4 1/2", 71-00 taller by 1d4 1/2"),
overheight 81-00
WEIGHT:
NPC ABILITY SCORE MODIFIERS: