Human:

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.


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.


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.


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.


Mankind

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?




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: