Humans (Greyhawk 4E)

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Greyhawk for 4E

Humans are the dominant race of Greyhawk, even after the resurge of the fey. This means humans need to be treated in greater detail than in most D&D campaigns. These variants of the basic human differ in details, but follow the general humans on humans as outlined in the Player’s Handbook, including the bonus feeat and extra at-will power. There are three differences besides purely cultural traits. Attributes are specified, with a +2 bonus to two different attributes. Bonus skills are specified to one of a short list – not to class skills. In some cases the second language is specified as well.

Flaenesse Humans

These peoples regularily live in the Flaness.


This the emerging culture of the central Flaness. Many are citizens of the emerging city-states, from Dyvers and Greyhawk over the cities of the Wild Coast, Sea Princes, and Sasserine to the Iron League. A mixture of Flan and Oerdian, with traces of Suloise and Baklunish, the common people are hardy but otherwise varied, combining many of the best elements of earlier cultures. The are less magically talented, prospering in martial classes and as merchants.

  • Attribute bonuses: +2 Dex, +2 any one other attribute.
  • Recommended classes: Any
  • Cultural classes: All
  • Languages: Common (only knows one language).
  • Bonus Skill: One of Bluff, Diplomacy, Insight, or Streetwise.


The originally nomadic Baklunish people are now mostly settled, but the traits of the horse-riders are still with them; small and wiry with sharp eyes always on the horizon – or looking for divine revelation.

  • Attribute bonuses: +2 Dex, +2 Wis
  • Recommended classes: Cleric, Fighter, Paladin, Ranger
  • Cultural classes: Cleric, Ranger, Wizard
  • Languages: Common, Baklunish.
  • Bonus Skills: One of Endurance, History, Nature, or Perception.


The original tribal culture of the Flaeness. Few areas today have a purely Flan population, but their descendants live everywhere. The language has been mostly lost, but their gods are still very successful. Living close to nature and at the mercy of more powerful neighbors made the Flan tough and insightful.

  • Attribute bonuses: +2 Con, +2 Wis
  • Recommended classes: Fighter
  • Cultural classes: Cleric, Fighter, Ranger, (Druid)
  • Languages: Common, any one other.
  • Bonus Skill: One of Endurance, Heal, Nature, Religion.

Mixed or Minor

This is a catch-all for racial mixes, mismatches, and peoples to small to have their own category. It is slightly less powerful than the others, but has unsurpassed flexibility. This is the Human described in the Player's Handbook.

  • Attribute bonuses: +2 any one ability score
  • Recommended classes: Any
  • Cultural classes: Any
  • Languages: Common, any one other.
  • Bonus Skill: Any


The ultimate in human pride, the Oerdians are lords among men, strong and confident to a fault. They build strong nations and dominate a wide stretch of the central Flaeness, from Nyrond to the Great Kingdom.

  • Attribute bonuses: +2 Str, +2 Cha
  • Recommended classes: Cleric, Paladin, Rouge, Warlord
  • Cultural classes: Cleric, Paladin, Fighter, Warlock, Warlord
  • Languages: Common, Oerdian.
  • Bonus Skill: One of Athletics, Diplomacy, Intimidate, Religion.


This once proud people of warriors and priests have now been reduced to scattered villages. Many live as serfs or even slaves among other peoples and have lost their ancestral language.

  • Attribute bonuses: +2 Str, +2 Wis
  • Recommended classes: Cleric, Fighter, Paladin, Ranger
  • Cultural classes: Cleric, Fighter, Paladin, Ranger
  • Languages: Common, any one other.
  • Bonus Skill: One of Endurance, History, Nature, Religion.


Rhenne form a migrant population, some on the waterways of the Nyv Dyr, others on the roads of other civilized lands. Nonmilitant yet not docile, they latch on to the civilizations of others. They have a cultural phobia against divine magic; any Rhenne practicing divine magic is cast out.

  • Attribute bonuses: +2 Con, +2 Cha
  • Recommended classes: Warlock
  • Cultural classes: Rogue, Warlock
  • Languages: Common, Rhenne (properly named Rhopan).
  • Bonus Skill: One of Acrobatics, Bluff, Insight, Thievery.


Heirs to a long-lost empire, the Suel are now scattered far and wide. Their culture is proud and assimilates poorly with others, which has forced them to run from Oerdians for centuries.

  • Attribute bonuses: +2 Str, +2 Int
  • Recommended classes: Fighter, Warlord
  • Cultural classes: Fighter, Warlord, Wizard, (Monk, Barbarian)
  • Languages: Common, Suel.
  • Bonus Skill: Any one of Arcana, Athletics, History, Intimidate.


These races are not native to the Flaness, and exist only as immigrants. They do not have Common as their language, but most learn it.

Tuov (Hepmonland)

The black warriors of Hepmonland are proud and accomplished.

  • Attribute bonuses: +2 Str, +2 Con
  • Recommended classes: Fighter
  • Cultural classes: Fighter, Ranger, Warlock
  • Languages: Tuov, any one other.
  • Bonus Skill: Any


Living in the intensely magical land of Zindia, these people are frail of body but great in spirit.

  • Attribute bonuses: +2 Int, +2 Wis
  • Recommended classes: Wizard
  • Cultural classes: Cleric, Paladin, Warlock, Wizard
  • Languages: Zindian, any one other.
  • Bonus Skill: Any


Coming from a land ruled by dragonborn, the Nipponese do all in their power to live up to their demanding masters.

  • Attribute bonuses: +2 Dex, +2 Con
  • Recommended classes: Ranger, Warlock
  • Cultural classes: Fighter, Ranger, Warlord, Wizard
  • Languages: Nipponese, any one other.
  • Bonus Skill: Any


The remotest human people known, Celestials live at the center of the world in a land dominated by dragons and kobolds.

  • Attribute bonuses: +2 Dex, +2 Int
  • Recommended classes: Wizard
  • Cultural classes: Cleric, Fighter, Warlord, Wizard
  • Languages: Celestial, any one other.
  • Bonus Skill: Any