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.

Dice Roll Place of Birth Most Common Alignments PRIMARY LANGUAGES
01-03 Prelacy of Almor LN, LG Common
04-05 Bissel NG, N, LG, LN Common
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)
22-29 Great Kingdom Any Common, Oeridian
30-32 Greyhawk Any Common
33 Idee N, CN Common
34 Irongate LN Common
35-37 Keoland LN, N, CG, CN, N Common (15% Keolandish)
38 Ket CN, N Baklunish, Common
39-40 Lordship of the Isles LN Common
41-50 Nyrond LN, LG, NG, CG Common (15% Nyrondese)
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
61 Rovers of the Barrens CN, N Flan
62 Sea Barons CN Common
63-64 Shield Lands LG, NG, N Common
65-66 Sterich CN Common
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 LN, LG, CG, CN, N Common
73 Ull CN, N, CE Baklunish
74-78 County or Duchy of Urnst N, NG Common
79-88 Veluna LG, NG Common (10% Velondi)
89-94 Wild Coast Any Common
95-96 Yeomanry LG, LN Common (5% Keolandish)
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.

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

Originally Posted by Darrin

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.


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.


The most populous and strongest of the major races of the FR, Man is considered the dominant race in this region of Faerun.

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.


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.


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;)


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?


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.


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.


Originally Posted by JamesM

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?


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.



Ecology Fund

Reduce - Reuse - Recycle

    STRENGTH: 3/18
    WISDOM: 3/18
    DEXTERITY: 3/18
    CHARISMA: 3/18
STARTING AGE: Cleric (20+1d4), Fighter (15+1d4), Mage (24+2d8), Thief (20+1d4)
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