Races

Human Races of the Flanaess

The Baklunish (Arabic)

The Baklunish people are mostly the northwestern regions of the Flanaess in Zeif, Ull, Ekbir and the Tiger Nomads. Their skin is golden and their eyes are most commonly green or gray-green with gray and hazel less frequent. They are split into two major groups. Nomadic heardsmen and farmers and traders. The Baklunish people have golden skin, and tend toward grey or green eyes and dark hair.

Somewhat like the Suel, the Baklunish tend toward magic as well. They are known for inventing new elemental spells. Their reputation for magic is due to the Rain of Colorless Fire that the Baklunish loosed upon the Suel Imperium a millennium ago.



The Flannae (Native American)

These are considered the original peoples of eastern Oerik. This is where the term Flanaess has come from. This group of people were originally nomads with probably no permanent cities. They were scattered throughout the Flanaess by the Suel and Oeridians a thousand years ago. Most Flanne are bronze in skin tone and have dark wavy or curly hair. Their complexions can be from a lighter coppery color to deep brown and their hair is usually black but also can be dark brown or brown.

Nations and states that identify with Flan heritage are the Duchy of Tenh (which claim to be pure Flan and immensely proud of that fact), Geoff, Sterich, Rovers of the Barrens, Stonehold, and the Theocracy of the Pale. The early Flannae were peaceful nomads and travelled the land seasonally. They lived off the land and held nature in high regard. Today some of the pureblooded Flanne show many characteristics of their ancestors. They prefer the open outdoors to cities and tend to have habits such as planting a tree next to the door of their home. If that tree should die or fall sick it could mean the family should move or some sort of evil influence is about.



The Oeridians (UK/Ireland/Scandinavian / German Europeans)

When the Oeridians came to the Flanaess from the west they eventually took what is now Furyondy, Perrenland, the Shield Lands, the Great Kingdom of North Aerdy, the United Kingdom of Ahlissa, Onnwal and Sunndi. They are harder to distinguish from other races since their skin ranges from tan to olive and hair from honey- blonde to black. Brown and auburn are the most commonly seen colors of hair and their eyes can be of every known color, but mostly brown or gray. What makes the Oeridians notable is their choice of clothing. They like things such as plaid and checks and such.

The Oeridians were fierce warriors and conquerors by nature. The Oerids are olive-skinned, and tend toward dark hair and eyes. They tend to take charge and follow orders even willing to sacrifice everything for the cause they are currently involved in. They put much emphasis on combat and are always striving to better tactics by improving weapons and armor as well as inventing new types of arms, magical armor and magical combat spells.



The Rhennee (Gypsies)

The Rhennee are a group of people that supposedly aren’t even native to Oerth. They may have come to the land from another plane although they cannot remember what it was like only that it was vastly different than the Flanaess in a place called Rhop.

At first they could be taken as Oeridians since they have much of the same physical appearance with tan to olive skin and black to dark brown hair. Their eyes are usually brown, gray or hazel. They are a small built people, males rarely averaging above 5’6", but are strong.

They live on the waterways mostly with whole clans of families living on barges. They tend make their living by transporting goods and people. The head of a family is a matriarch, but all other women are looked at a bit lower. The matriarch is usually a fortune teller and predictor of weather. There is no formal marriage in Rhennee society so men usually have many wives. The men tend to be proud and aggressive to a non-Rhennee male that would look favorably toward one of his women. Very rarely do Rhennee mix outside of their race.

The customs they keep tend to be a bit strange to outsiders and the Rhennee don’t seem to mind. They tend to walk more along the lines of neutrality than to any good or evil, but recently some have taken up with evil cults such as Vecna and Iuz.



The Suloise (Aryan Nation crossed with Japanese and Mid East)

No one knows what the ancient homeland of the Suel was like. It was destroyed by the Rain of Colorless Fire turning it into the desert called the Sea of Dust. They say there is treasure of the ancient cities of the Suel there, but the climate is not very nice.

These are the fairest skinned of all the races of the Flanaess, almost being albino. Their eyes can be from pale blue and violet through deep blue and sometimes gray. Their hair ranges in the strawberry blondes, yellows and platinum. The barbarians to the north, Ice, Frost and Snow are examples of perfect Suel blood. They are also located in the Duchy of Urnst, islands off the coast of the Flannaess, and the Scarlet Brotherhood on the Tilvanot Peninsula.

The Suel have strong family ties as well as a strong bond for ancestral heritage. They are pale-skinned, and tend toward blue eyes and blond, white or red hair. They are short tempered and opinionated to the point that there is a popular saying the Flanaess that says, “when all the Suloise have left the table,” meaning nothing will get accomplished until everyone has an opened mind with the matter at hand.

They tend to be very dexterious and most tend toward magic. The Suel have a long line of wizardry and production of powerful magic finally producing the Invoked Devastation that destroyed the Baklunish Empire from the Suel Imperium.


Birthplaces for human characters

d % roll Place of Birth Likely Alignment
01-05 Great Kingdom any
06 Sea Baron CN
07-08 Lordship of the Isles LN
09-10 Sunndi LN, CG, N
11 Idee N, CN
12 Irongate LN
13-14 Onnwal LN
15-17 Almor LN, LG
18-28 Nyrond LN, LG, NG, CG
29 Ratik N, CE, CN
30 Cold Barbarian CN
31 Rovers of the Barrens CN, N
32 Duchy of Tenh LN, N
33-34 Theocracy of the Pale LN, LG
35-36 Shield Lands LG, NG, N
37-41 County/Duchy Urnst N, NG
42-44 Greyhawk any
45-54 Kingdom Of Furyondy LG, NG, LN
55 Tiger Wolf Nomads N, CN
56-57 Ekbir LN, N
58 Tusmit N
59-62 Zeif LN, N
63-64 Paynims CN, N
65 Ull CN, N, CE
66 Ket CN, N
67-69 Perrenland LN, N, LG
70 Highfolk CG, N, CN
71-82 Veluna LG, NG
83-83 March of Bissel LG, NG, N, LN
85 Gran March LN
86-87 Duchy of Geoff CG, CN, NG
88-89 Sterich CG, CN, N
90-91 The Yeomanry LG, LN
92-94 Kingdom of Keoland LN, LG, NG, CG, CN, N
95 Tri-States of Ulek LN, LG, CG, N, CN
96-99 Wild Coast any
00 Player’s choice any





Other Races of Mid-Western Flanaess

Elves (The Olvenfolk)

Elves had inhabited the Flanaess long before the Baklunish-Suloise wars and the subsequent intrusion of Oerid and Suel peoples. The newcomers forced the elves to retreat from the plains into their forest strongholds, and they have remained there ever since. High elves and Sylvan elves primarily inhabit the areas around Highfolk, although other elven subraces do exist in other areas of the Flanaess.
High elves have pale skin and dark hair, and typically have green eyes. They are slight of build and stand about five feet tall on average.


Dwarves (The Dwurfolk)

Dwarves are a steadfast people that inhabit the underground reaches of hills and mountains of the Flanaess. Although they keep to themselves for the most part, dwarves have ever been loyal allies against giant and humanoid invasions no matter where they live. Near Bissel, dwarves are mainly found in the Lortmil Mountains and their lesser cousins, the Lorridges.
Dwarves are broad-shouldered and muscular, with stocky builds. They stand about 4 feet tall, are always bearded, and have earthy skin tones.


Gnomes (The Noniz)

Gnomes prefer more open country than their cousins the dwarves, being found in the hills and forests of the land. They do make their homes underground for the most part, but do not delve as deep as the dwarves, nor remain underground for the better part of their days. As with the dwarves, gnomes near Bissel are found in the Lorridges and the Northern Lorridges, the latter being allied with Highfolk.
Gnomes are smaller and slighter than dwarves, and have wood-coloured skin (light ash to dark oaken tones).


Halflings (The Hobniz)

Halflings live in the gentle grassland hills of the Sheldomar valley, keeping mainly to themselves unless disturbed. A subrace of halflings (Tallfellows) live amongst the elves of Highfolk and are commonly seen in that area. The more common Hairfoots are mostly located near the Lorridges in Bissel, where they have established small burrow communities.
Halflings stand only half as high as humans, and sport a light covering of hair over most of their body. They have tanned skin and tend towards dark hair and eyes. Tallfellows are often fairer, and stand roughly 6 inches taller than their more earthy cousins.

A demi-human character’s place of birth.
If a character is of one of the demi-human races, use the table below to determine birthplace. Half-elves are treated as elves: half-orcs appear where humans and humanoids (specifically orcs) reside.


Birthplaces for demi-humans, Main table

Place of Birth Elf Dwarf Gnome Halfling
Use sub-table 01-05 01-05 01-05 01-05
Sunndi 06-10 06-12 06-08 -
Irongate 11 13-14 09 06-16
Onnwal - 15-18 - -
County of Urnst - - - 17-29
Ratik - 19-36 10-13 -
Duchy of Urnst - 37-43 14-17 30-58
Spindrift Isles 12 - - -
Highfolk 13-15 - - -
Veluna 16-23 - 18-26 -
Duchy of Geoff 24-28 - - -
Sterich - 44-52 - -
Sea Princes 29 - - -
Ulek(all) 30-40 53-72 27-33 59-82
Celene 41-52 - 34-38 -
Wild Coast 53 73-74 39-41 83-88
Dreadwood 54-69 - 42 -
Gnarley Forest 70-74 - 43-46 -
Verbobonc 75-76 - 47-52 -
Grandwood Forest 77-81 - - -
Flinty Hills - - 53-54 89-95
Gamboge Forest 82-90 - 55-58 -
Stark Mounds - - 59-60 -
Kron Hills - - 61-89 -
Glorioles - 75-97 - -
Menowood 91 - - -
Silver Wood 92 - - -
Vesve Forest 93-99 - 90-98 -
Welkwood 00 98-00 99-00 96-00



Birthplaces for demi-humans, Sub-table

Given below are places where “few” or “some” demi-humans live.

Place of Birth Elf Dwarf Gnome Halfling
The Great Kingdom 01-03 01-03 01-03 01-03
The Sea Barons 04 04 04 04
Lordship of the Isles 05 05 05 05
Idee 06-08 06-08 06-18 06-08
Almor 09 - 09 09
Frost Barbarians 10 09 10 10
Snow Barbarians 11-13 10-12 11-13 11-13
Ice Barbarians 14 13 14 14
Rovers of the Barrens 15 14 15 15
Duchy of Tenh 16-18 15-17 16-18 16-18
Theocracy of the Pale 19-21 18-20 19-21 19-21
Shield Lands 22 21 22 22
County of Urnst 23 22-23 23-24 -
Greyhawk 24-26 24-27 25-28 23-24
Kingdom of Furyondy 27-29 28-30 29-31 25-28
Wolf Nomads 30 31 32 29
Tiger Nomads 31 32 33 30
Tusnmit 32 33 34 31
Spindrift Isles - 34-36 35-37 32-34
Ket 33 37 38 35
Perrenland 34-36 38-40 39-41 36-38
Highfolk - 41-43 42-44 39-41
Veluna - 44-50 - 42-48
March of Bissel 37-39 51-53 45-47 49-51
Gran March 40-42 54-56 48-50 52-54
Valley of the Mage 43-49 - 51-58 -
Duchy of Geoff - 57-59 59-61 55-57
Sterich - - 62-68 58-64
Sea Princes - 60 - 65
Kingdom of Keoland 50-56 - 69-75 66-72
Celene - - - 73-79
Dyvers 57-59 61-63 76-78 80-82
Grandwood - 64-66 79-81 83-85
Lorridges - 67-73 82-89 -
Gamboge Forest - - - 83-92
Stark Mounds - 74-80 - -
Barrier Peaks - 81-87 - -
Axewood 60-67 - - -
Fellreev Forest 68-74 - - -
Hornwood 75-88 - - -
Rieuwood 89-95 - - -
Vesve Forest - - - 93-97
choice of any 96-00 88-00 90-00 98-00





Humanoid Races of the Flanaess

Gnolls (Kells)

Gnolls are big, nocturnal, hyena-headed scavengers who band together very loosely. Their packs are riddled with infighting and treachery. Filthy and vile, gnolls are also strong and roam widely through every clime, threatening outlying areas. They take slaves but always look for more, as gnolls tend to eat them. Some of their largest and most feared warbands include the Scarsavage, Gashclaw, Lowgorge, Foulpelt, Retchtongue, and Battlehowl. Many gnolls dwell in the Pomarj and in Bone March.


Hobgoblins (High Jebline)


Hobgoblins are larger and more disciplined than orcs. Their tribes always fight to determine dominance, but once this order has been established the tribes frequently work together. Some of the most successful tribes are the Rippers, the Leg Breakers, the Skull Smashers, the Flesh Renders, the Marrow Suckers, the Flayers, and the Slow Killers. A great many hobgoblins live in the western part of the Empire of Iuz, and some in Bone March.


Orcs (Euroz)


Evil orcs are all too common across the Flanaess. Undisciplined, bestial, and savage, orcs have severe tribal rivalries and do not cooperate unless controlled by a very strong leader. Major tribes include the Vile Rune, the Bloody Head, the Death Moon, the Broken Bone, the Evil Eye, the Leprous Hand, the Rotting Eye, and the Dripping Blade. Orcs are frequently encountered as mercenaries in the Empire of Iuz, Pomarj, Bone March, and across the North Kingdom. Orc-ogre crossbreeds are particularly dangerous and are known in several areas.

Half-orcs (the children of orcs and humans) are usually born under unhappy circumstances in border areas between orc and human cultures. Dark of mood and nature, many half-orcs achieve renown despite their rejection by their parents’ folk and many others. In this regard, they are similar to the much rarer half-ogres.


Gobins (Jebli)


Goblins are insidious nighttime raiders averaging 4 feet in height. More powerful creatures usually dominate them, though all goblins swear fealty to the name of the local goblin king. The names of their best-known tribes include Night Terror, Death Feast, Black Agony, Poison Wound, Bitter Ruin, and Dire Oath. Goblins are scattered across the Flanaess in hundreds of places.


Kobolds (Celbit)


The kobolds are small, vicious, reptilian scavengers, picked on by every larger race. Their most numerous tribes include the Torturers, the Impalers, the Gougers, the Cripplers, and the Mutilators. Like goblins, they are found in many places.


Other Folk


Certain huge, wicked races gather only in loose bands that are highly unstable, though often large in size. Members of these races are strong and fierce, and some prefer to ally with or dominate other wicked folk rather than associate with their own savage kindred.

The most vicious of these beings are the trolls, called truknt. Trolls are without fear and often band together with the eiger, as ogres are known; trolls can also be found as guardians in gnoll dens. Stupid, huge, murderous ogres readily join orcs or gnolls to raid and plunder. Buchveer, the hairy goblinoid bugbears, assume mastery of smaller goblin communities whenever it suits them.

Beyond these groups are centaurs, sprites, giants, dragons, lizardfolk, bullywugs, and uncounted other nonhumans on the fringes of civilization. Most do humanity no good, though some ignore the civilized world in the main and a few, such as centaurs, are sometimes allies.

Races

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