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Humans are a major[1] spacefaring race in the Spelljammer campaign setting,[2] and can be selected as a player character race.

"I would think any rational being could find at least one adequate reason to dislike humans. I happen to have forty-two, myself."
- Admiral Eredhelon Golinwon, Imperial Fleet Diplomatic Corps[3]

Overview[]

Throughout the Known Spheres, humans are the dominant species on most worlds, and the most populous in wildspace. Although there is no species with a clear majority, except in select areas, humans are certainly the most numerous of the various common sentient species in space. Most humans have no clear affiliation with a specific nation or organization and instead work for themselves or for an employer on a temporary basis. In a clear break from the feudal attitudes of most groundling cultures, humans are more loosely organized in space and the usual caste hierarchy of peasant, gentleman and noble is less prevalent. There are still princes and peasantry, but the interaction between the two are more relaxed.

While various human groundling nations have a presence in space, only those with an adaptable social structure have been particularly successful, which may explain why many organized nations, such as Cormyr from Toril or Furyondy from Oerth, do not have an organized space presence. This is not to say that particularly adventurous humans from these nations do not reach into space; many humans in space are adventurers or are descended from adventurers. However, once they have left their homelands, most embrace life in space and very few ever return.

Most of the human groundling population, if they are aware of life in space to begin with, consider it far removed from their lives, similar to how most view the various planes of existence. Stuff of legend and adventure, certainly, but something that rarely affects their everyday lives.

There are exceptions of course, where human groundlings and spacefarers come into direct contact (and inevitably conflict). Crashes are all too common in known space, and many adventurers came across their first helms in the wreckage of some ancient disaster. There is also a great deal of social contact as well in the many port cities that are visited by spelljamming vessels, such as the city of Waterdeep on Toril, and the city of Greyhawk on Oerth.[4]

Description[]

Most humans in wildspace are descended from adventurers, pioneers, traders and conquerors, all from various homeworlds across the Known Spheres. As a result human communities are a mix of people - physically, culturally, religiously and politically - they are all different. Hardy or fine, light skinned or dark, showy or austere, primitive or civilized, humans run the gamut.[5]

Personality[]

Humans are the most adaptable, flexible, and ambitious people among the common races. They are more tolerant and social than most other races, and willingly accept the company of elves, dwarves, and others with noticeably less complaint. Because of these tendencies, humans have a significant role within wildspace.[6] Given their numbers and willingness to deal with other races, humans provide some form of common ground in wildspace, and it is typically in human colonies that other races will mingle and interact with each other while attempting to advance their diverse agendas.[7]

Society[]

Humans in wildspace settle in diverse communities, ranging from lone hermitages to huge asteroid cities. These cities are often the derelict remnants of a dwarven citadel or a radiant dragon lair, but humans tend to build up across the surface in the manner of their groundling ancestors. The accessibility of human communities to other races make these communal cities a center of activity for many races.

One of the better known human communities is the Rock of Bral, an asteroid citadel under the nominal rulership of a prince. In reality, the loyalty of the inhabitants of the Rock goes to the individual who can provide safety, security and regular meals.

On a smaller scale are those ships crewed by humans, who form the same sort of family and organization. Some crews are put together for a single voyage, while others sail together over long period of time and form their own tight knit communities.[7]

Signature Spelljammers[]

When human groundling nations and individuals first make it into wildspace, they typically do so by mounting a helm on a ship design that is commonly available to them, including Coasters,[8] Cogs,[8] Caravels,[9] Longships,[10] Drakkar,[11] Galleys,[12] Dromonds,[13] Junks,[14] Xebec,[15] and Galleons.[16]

However, most soon realise that these designs are relatively inefficient and not really meant for use in wildspace.[17] Most human nations and individuals go on to adopt common human designs more suited for use in wildspace, including the Damselfly,[18] the Dragonfly,[19] the Eelship,[20] the Hammership,[21] the Lampreyship,[22] the Squidship[23] and the Vipership.[24] Other designs commonly used by humans include the Tradesman,[25] the Battle barge,[26] and the Cargo barge.[9]

Certain human groundling nations have developed their own unique hull designs, including the Shou Lung Dragonship,[11] and the Wa Tsunami[27] and Locust.[10]

During the First Unhuman War, neutral human communities collaborated with the illithid to develop their own unique designs, including the Octopus[28] and the Cuttle command.[29]

Appendix[]

See also[]

List of various humans in wildspace

Gallery[]

External Links[]

References[]

  1. Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Major and Minor Races side bar (pp.50, 52 and 54)
  2. Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Humans section, chapter 3: Spacefarers (pp.50–55)
  3. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), sidebar, page 60
  4. Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Humans section, chapter 3: Spacefarers (p.50)
  5. Jonathan Tweet, Monte Cook, Skip Williams, Player's Handbook v.3.5., 2003, (Wizards of the Coast), pages 12–14
  6. David "Zeb" Cook, Player's Handbook 2nd edition (revised), 1989, 1995, (TSR Inc.), ISBN: 0-7869-0329-5, Humans section, chapter 2: PC Races, page 32
  7. 7.0 7.1 Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Humans section, chapter 3: Spacefarers (p.51)
  8. 8.0 8.1 Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 15
  9. 9.0 9.1 Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 12
  10. 10.0 10.1 Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 32
  11. 11.0 11.1 Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 20
  12. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 25
  13. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 21
  14. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 29
  15. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 56
  16. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 24
  17. Jeff Grubb. AD&D Adventures in Space; Concordance of Arcane Space, TSR, Inc., 1989, Ship Hulls section, chapter 3: Ships of Wildspace (p.27)
  18. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 17
  19. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 19
  20. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 22
  21. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 26
  22. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 30
  23. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 44
  24. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 52
  25. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 46
  26. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 8
  27. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 48
  28. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 37
  29. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 16
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