Was kinda wondering about that myself - humanity in D&D is infamous for forcibly uprooting and expelling every other species in the world from their ancestral lands any time humanity decides those ancestral lands would be better off paved and plowed. They're kinda the worst of Imperial England, back in the day.
"Humans came and ruined everything" is probably the core reason for becoming an adventurer for most of my non-human PCs.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
That's funny. WotC has portrayed humans as johnny-come-latelies taking over everywhere they set foot in every one of their editions, if we're talking about invasive species.
Bully for WotC, but the fact is in D&D you're SUPPOSED to root for the humans because WE are humans, not goblins. And, again, the whole thing of Alignment meant if you rooted for Goblins, you rooted for Evil.
Modern D&D does not tell you who to root for. You are free to make that determination for yourself. If I want to create, or play in, a game where the Heroes are a band of orcish resistance fighters pushing back against vicious imperialistic conquistadors from neighboring human lands, the Kingdom of Varnost which has been encroaching about our people's tribal lands for generations - destroying our sacred grounds, ruining our hunting ranges, and turning our land into field and city and charnel-house killing ground? The D&D of today tells me I'm absolutely allowed to do exactly that.
D&D is a pretty fantastic place to explore the idea that there is absolutely nothing special about humanity. It's one of my favorite things about the game, honestly. And telling people they have to Root For The Humans(C) because we just so happen to be human is not really okay in my playbook. I'm pretty devoted to the ideas and ideals of transhumanism. I am 'human' only because a better option has not presented itself. D&D lets me enjoy and have fun with all manner of possible Better Options, whilst reinforcing the fact that there is absolutely nothing "special" about humanity. We are not the Chosen Children. We are not the Destined Heroes. We are not the Superior Man. We're just one species amongst many in a world we all have to share, at least in D&D.
Keep on the Borderlands (like, the second D&D module ever) is pretty clearly an offensive border fort from which groups of raiders (PCs) sally forth.
May wanna read it again:
BACKGROUND The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, r@pe its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
The Keep is a defensive redoubt and its the Caves of Chaos that are the offensive bastion where all manner of Humanoids and Human Cultists gather.
Keep on the Borderlands (like, the second D&D module ever) is pretty clearly an offensive border fort from which groups of raiders (PCs) sally forth.
May wanna read it again:
BACKGROUND The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, r@pe its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
The Keep is a defensive redoubt and its the Caves of Chaos that are the offensive bastion where all manner of Humanoids and Human Cultists gather.
That description very clearly supports Pantagruel's assessment. What part of "carry the battle to the enemy" makes you think defensive and not offensive?
Keep on the Borderlands (like, the second D&D module ever) is pretty clearly an offensive border fort from which groups of raiders (PCs) sally forth.
May wanna read it again:
BACKGROUND The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, r@pe its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
The Keep is a defensive redoubt and its the Caves of Chaos that are the offensive bastion where all manner of Humanoids and Human Cultists gather.
That description very clearly supports pang's assessment. What part of "carry the battle to the enemy" makes you think defensive and not offensive?
Also of course the humans will present their expansion as righteous....
Keep on the Borderlands (like, the second D&D module ever) is pretty clearly an offensive border fort from which groups of raiders (PCs) sally forth.
May wanna read it again:
Your job is literally "go out from a strong point and kill stuff, then return to safety". That's the definition of raiding. Now, it's quite possible (in fact, almost certainly true) there's mutual raiding going on, but that doesn't change what PCs are doing.
That description very clearly supports pang's assessment. What part of "carry the battle to the enemy" makes you think defensive and not offensive?
Apparently you've not read Keep on the Borderlands. |
From further on in the Background:
Ahead, up the winding road, atop a sheer-walled mount of stone. looms the great KEEP. Here, at one of civillzotion's bulwarks between good lands and bod, you will base yourselves and equip for forays against the wicked monsters who lurk beyond. Somewhere nearby, amidst the dork forests and tangled fens, ore the Caves of Chaos where fell creatures lie In wait. All this you know, but before you dare adventure Into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe. Now, before you enter the grim fortress, Is the time for Introductions and on exchange of Information, for fate seems to hove decreed that you ore to become on adventurous bond who must poss through many harrowing experiences together on the path which leads towards greatness.
That description very clearly supports pang's assessment. What part of "carry the battle to the enemy" makes you think defensive and not offensive?
Apparently you've not read Keep on the Borderlands. |
You're right. All I read was the quote you provided in support of your position that directly contradicted your position instead.
[EDIT] Okay, I admit, I didn't bother to read your new quote, but amazingly, it again directly contradicts your position (or do you not know what "forays" are?). I'm beginning to suspect you haven't actually read Keep on the Borderlands, or you wouldn't be own-goaling like this.
Your job is literally "go out from a strong point and kill stuff, then return to safety". That's the definition of raiding. Now, it's quite possible (in fact, almost certainly true) there's mutual raiding going on, but that doesn't change what PCs are doing.
You apparently don't understand the humanoids infesting The Caves of Chaos on the the REALM'S side of the border. You're not raiding, you're pushing foes OUT of human territory. The fact you take the treasure of the humanoids (and humans) that are in The Caves of Chaos is irrelevant. They shouldn't BE THERE. They literally ENSLAVE humans and demihumans.
Also of course the humans will present their expansion as righteous....
What part of The Cult of Evil Chaos is hard to grasp? You're really gonna sit there and defend monsters that engage in rapine, enslavement and ritual sacrifice of humans and demihumans? That's the hill you wanna die on?
Goodie for it. This entire side tangent is a needless distraction from any actual issue, nothing more than deflection. Please desist.
If you enjoy the kind of game Keep on the Borderlands is, enjoy it. Play it, enjoy it, live it up. Do not force it on other players who are looking for a different experience. One D&D is fully capable of providing without adversely affecting your preferred experience.
Okay, I admit, I didn't bother to read your new quote, but amazingly, it again directly contradicts your position (or do you not know what "forays" are?). I'm beginning to suspect you haven't actually read Keep on the Borderlands, or you wouldn't be own-goaling like this.
Its the REALM'S territory! That's as asinine as saying that Alfred the Great's Huscarls "raided" into Wessex when they drove back Viking incursions. A foray CAN be defensive.
Okay, I admit, I didn't bother to read your new quote, but amazingly, it again directly contradicts your position (or do you not know what "forays" are?). I'm beginning to suspect you haven't actually read Keep on the Borderlands, or you wouldn't be own-goaling like this.
Its the REALM'S territory! That's as asinine as saying that Alfred the Great's Huscarls "raided" into Wessex when they drove back Viking incursions. A foray CAN be defensive.
There is zero evidence for it being the realm's territory -- it doesn't say anything of the sort (it claims to be on a border -- that's in the very name -- and 'bulwark between good lands and bad' is also claiming to be a border) -- and given that it's all filled with "dark forests and tangled fens" it was obviously never settled lands.
I'm not saying the caves of chaos are good -- it's basically filling the same role of "border fortress from which raiders operate" and has plenty of bad things going on -- I'm just saying that PCs are clearly functioning as border raiders on a disputed border.
Okay, I admit, I didn't bother to read your new quote, but amazingly, it again directly contradicts your position (or do you not know what "forays" are?). I'm beginning to suspect you haven't actually read Keep on the Borderlands, or you wouldn't be own-goaling like this.
Its the REALM'S territory! That's as asinine as saying that Alfred the Great's Huscarls "raided" into Wessex when they drove back Viking incursions. A foray CAN be defensive.
Early medieval British history is not part of my educational background, so... sure? Maybe? Roman history is, however, so I'll say that it's as asinine as saying Boudica "raided" into Roman Britain when she tried to drive back Roman conquest. And regardless of where my sympathy lies there, it's an accurate description of what was happening, just as it is here. What territory belongs to whom isn't really something that can be objectively determined, and it's also not relevant. From the quotes you have provided, the keep is a staging ground for aggressive action against an enemy with the goal of... apparently, acquiring fortune and leveling up? That's raiding, buddy. That's what words mean. It doesn't matter which side is "right."
Very well. Since we're indulging this annoying distraction of a side tangent...
BACKGROUND The Realm of mankind is narrow and constricted. Says who? Humanity, which is never content with the space it has and always pushing to conquer new lands and push the natives of those lands out? No actual data is given for the size, productivity, or population of 'The Realm of Mankind', simply that this realm is 'narrow and constricted'. Land barons would assume it to be such yes. Always the forces of Chaos press upon its borders, seeking to enslave its populace, r@pe its riches, and steal its treasures. Again - says who? This sounds a whole lot like propaganda, the kind of stuff that, say...wealthy land barons or aristocrats looking to expand their territory and improve their wealth would say to get the fitter peasants to take umbrage and look to them for protection. Especially as those who foray from the Keep are...slaughtering the populace of the Caves of Chaos, reaping its riches, and stealing its treasures. Hmmmmm... If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. How long has the Realm been raiding the Caves? How many atrocities have humans or human-adjacents committed upon the Caves' populace? What's the history of conflict like on this border? Are those Stout Few(C) there holding the line because the Caves are full of horrible slobbering monstrosities that seek naught but death and carnage...or are they there holding the line because a hundred generations of Stout Few have inflicted untold war crimes upon those caught within the Caves and the denizens of the Caves seek nothing but to be free of the terror that constantly scours their lands in the name of their dread god Phatlewtz? Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. I mean...why carry the battle to the enemy, if all you're doing is fighting a defensive action to keep hostile forces away from your lands? Why risk valuable soldiers and supplies on constant raiding expeditions? If you're fighting a defensive battle, you send out only enough scouting forays to ensure you're not taken by surprise by enemy developments. You sure as shit don't constantly send your soldiers to probable death and potentially leave your border fort open to reprisals. The strategy simply makes no sense...for a defensive outpost.
For a government-backed bandit fortress seeking to sack and pillage an enemy... Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm. So people can choose to serve 'the Masters of Chaos', eh? And yet, none of the denizens of the Caves have the same freedom to choose to serve the Masters of the Realms? Nobody in the Caves has ever decided to try and parlay, despite this clear evidence that switching sides is possible? No one in the Caves has ever said "Hey! I wonder if maybe they'll stop sending heavily armed mercenaries to kill us all the time if we ask them for a truce, or even offer to trade?"
Or is it simply that any denizen of the Caves that tries this is slaughtered by the Keep's military detachments, on the explicit orders of the rulers of the Realm of Mankind who need that border war and the constant 'threat' of Chaos to keep their subjects in line, as well as enjoying the wealth their mercenaries steal from the Caves?
That's funny. WotC has portrayed humans as johnny-come-latelies taking over everywhere they set foot in every one of their editions, if we're talking about invasive species.
Bully for WotC, but the fact is in D&D you're SUPPOSED to root for the humans because WE are humans, not goblins. And, again, the whole thing of Alignment meant if you rooted for Goblins, you rooted for Evil.
So you're apparently saying humans as the bad guys in D&D isn't happening? No evil humans, no humans behind dastardly plots, no human enemies for the brave adventurers (who don't have to be human themselves, after all) to go up against? This is obviously incorrect, and was incorrect in the TSR era as well. You're not supposed to root for the humans. You're supposed to root for the good guys.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
That's funny. WotC has portrayed humans as johnny-come-latelies taking over everywhere they set foot in every one of their editions, if we're talking about invasive species.
Bully for WotC, but the fact is in D&D you're SUPPOSED to root for the humans because WE are humans, not goblins. And, again, the whole thing of Alignment meant if you rooted for Goblins, you rooted for Evil.
My loyalty is not so shallow that I automatically root for people that are related to me in a physical way. My loyalty is to a higher cause like democracy, equality, and freedom, and not something as dumb and toxic as blood and soil. And most human societies in D&D definitely do not stand for democracy, equality, and freedom.
I root for my people, and I define my people as anyone who shares the same ideals as me. It does not matter if the person is an elf, goblin, human, or some other race.
So you're apparently saying humans as the bad guys in D&D isn't happening? No evil humans, no humans behind dastardly plots, no human enemies for the brave adventurers (who don't have to be human themselves, after all) to go up against? This is obviously incorrect, and was incorrect in the TSR era as well. You're not supposed to root for the humans. You're supposed to root for the good guys.
Well that's a Strawman and a False Dilemma argument.
Not at all. D&D has had non-human PCs and human antagonists from the start. There's never been a "human=good" or "non-human=bad" divide in D&D, and there's never been a rule of thumb that humans are to be cheered on and non-humans are to be booed.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
I think there's one question that might have some answers to the title question: How does anyone know anything about people in a fantasy world? Also, I think WotC is trying to reduce racial stereotypes in the game.
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The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
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"Humans came and ruined everything" is probably the core reason for becoming an adventurer for most of my non-human PCs.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Bully for WotC, but the fact is in D&D you're SUPPOSED to root for the humans because WE are humans, not goblins. And, again, the whole thing of Alignment meant if you rooted for Goblins, you rooted for Evil.
And that's where you're wrong, Brook.
Modern D&D does not tell you who to root for. You are free to make that determination for yourself. If I want to create, or play in, a game where the Heroes are a band of orcish resistance fighters pushing back against vicious imperialistic conquistadors from neighboring human lands, the Kingdom of Varnost which has been encroaching about our people's tribal lands for generations - destroying our sacred grounds, ruining our hunting ranges, and turning our land into field and city and charnel-house killing ground? The D&D of today tells me I'm absolutely allowed to do exactly that.
D&D is a pretty fantastic place to explore the idea that there is absolutely nothing special about humanity. It's one of my favorite things about the game, honestly. And telling people they have to Root For The Humans(C) because we just so happen to be human is not really okay in my playbook. I'm pretty devoted to the ideas and ideals of transhumanism. I am 'human' only because a better option has not presented itself. D&D lets me enjoy and have fun with all manner of possible Better Options, whilst reinforcing the fact that there is absolutely nothing "special" about humanity. We are not the Chosen Children. We are not the Destined Heroes. We are not the Superior Man. We're just one species amongst many in a world we all have to share, at least in D&D.
And that is awesome.
Please do not contact or message me.
May wanna read it again:
BACKGROUND
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, r@pe its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
The Keep is a defensive redoubt and its the Caves of Chaos that are the offensive bastion where all manner of Humanoids and Human Cultists gather.
That description very clearly supports Pantagruel's assessment. What part of "carry the battle to the enemy" makes you think defensive and not offensive?
Also of course the humans will present their expansion as righteous....
Your job is literally "go out from a strong point and kill stuff, then return to safety". That's the definition of raiding. Now, it's quite possible (in fact, almost certainly true) there's mutual raiding going on, but that doesn't change what PCs are doing.
Apparently you've not read Keep on the Borderlands. |
From further on in the Background:
Ahead, up the winding road, atop a sheer-walled mount of stone. looms the great KEEP. Here, at one of civillzotion's bulwarks between good lands and bod, you will base yourselves and equip for forays against the wicked monsters who lurk beyond. Somewhere nearby, amidst the dork forests and tangled fens, ore the Caves of Chaos where fell creatures lie In wait. All this you know, but before you dare adventure Into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe. Now, before you enter the grim fortress, Is the time for Introductions and on exchange of Information, for fate seems to hove decreed that you ore to become on adventurous bond who must poss through many harrowing experiences together on the path which leads towards greatness.
You're right. All I read was the quote you provided in support of your position that directly contradicted your position instead.
[EDIT] Okay, I admit, I didn't bother to read your new quote, but amazingly, it again directly contradicts your position (or do you not know what "forays" are?). I'm beginning to suspect you haven't actually read Keep on the Borderlands, or you wouldn't be own-goaling like this.
You apparently don't understand the humanoids infesting The Caves of Chaos on the the REALM'S side of the border. You're not raiding, you're pushing foes OUT of human territory. The fact you take the treasure of the humanoids (and humans) that are in The Caves of Chaos is irrelevant. They shouldn't BE THERE. They literally ENSLAVE humans and demihumans.
What part of The Cult of Evil Chaos is hard to grasp? You're really gonna sit there and defend monsters that engage in rapine, enslavement and ritual sacrifice of humans and demihumans? That's the hill you wanna die on?
Goodie for it. This entire side tangent is a needless distraction from any actual issue, nothing more than deflection. Please desist.
If you enjoy the kind of game Keep on the Borderlands is, enjoy it. Play it, enjoy it, live it up. Do not force it on other players who are looking for a different experience. One D&D is fully capable of providing without adversely affecting your preferred experience.
Please do not contact or message me.
Its the REALM'S territory! That's as asinine as saying that Alfred the Great's Huscarls "raided" into Wessex when they drove back Viking incursions. A foray CAN be defensive.
There is zero evidence for it being the realm's territory -- it doesn't say anything of the sort (it claims to be on a border -- that's in the very name -- and 'bulwark between good lands and bad' is also claiming to be a border) -- and given that it's all filled with "dark forests and tangled fens" it was obviously never settled lands.
I'm not saying the caves of chaos are good -- it's basically filling the same role of "border fortress from which raiders operate" and has plenty of bad things going on -- I'm just saying that PCs are clearly functioning as border raiders on a disputed border.
Early medieval British history is not part of my educational background, so... sure? Maybe? Roman history is, however, so I'll say that it's as asinine as saying Boudica "raided" into Roman Britain when she tried to drive back Roman conquest. And regardless of where my sympathy lies there, it's an accurate description of what was happening, just as it is here. What territory belongs to whom isn't really something that can be objectively determined, and it's also not relevant. From the quotes you have provided, the keep is a staging ground for aggressive action against an enemy with the goal of... apparently, acquiring fortune and leveling up? That's raiding, buddy. That's what words mean. It doesn't matter which side is "right."
Very well. Since we're indulging this annoying distraction of a side tangent...
BACKGROUND
The Realm of mankind is narrow and constricted.
Says who? Humanity, which is never content with the space it has and always pushing to conquer new lands and push the natives of those lands out? No actual data is given for the size, productivity, or population of 'The Realm of Mankind', simply that this realm is 'narrow and constricted'. Land barons would assume it to be such yes.
Always the forces of Chaos press upon its borders, seeking to enslave its populace, r@pe its riches, and steal its treasures.
Again - says who? This sounds a whole lot like propaganda, the kind of stuff that, say...wealthy land barons or aristocrats looking to expand their territory and improve their wealth would say to get the fitter peasants to take umbrage and look to them for protection. Especially as those who foray from the Keep are...slaughtering the populace of the Caves of Chaos, reaping its riches, and stealing its treasures. Hmmmmm...
If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them.
How long has the Realm been raiding the Caves? How many atrocities have humans or human-adjacents committed upon the Caves' populace? What's the history of conflict like on this border? Are those Stout Few(C) there holding the line because the Caves are full of horrible slobbering monstrosities that seek naught but death and carnage...or are they there holding the line because a hundred generations of Stout Few have inflicted untold war crimes upon those caught within the Caves and the denizens of the Caves seek nothing but to be free of the terror that constantly scours their lands in the name of their dread god Phatlewtz?
Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy.
I mean...why carry the battle to the enemy, if all you're doing is fighting a defensive action to keep hostile forces away from your lands? Why risk valuable soldiers and supplies on constant raiding expeditions? If you're fighting a defensive battle, you send out only enough scouting forays to ensure you're not taken by surprise by enemy developments. You sure as shit don't constantly send your soldiers to probable death and potentially leave your border fort open to reprisals. The strategy simply makes no sense...for a defensive outpost.
For a government-backed bandit fortress seeking to sack and pillage an enemy...
Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
So people can choose to serve 'the Masters of Chaos', eh? And yet, none of the denizens of the Caves have the same freedom to choose to serve the Masters of the Realms? Nobody in the Caves has ever decided to try and parlay, despite this clear evidence that switching sides is possible? No one in the Caves has ever said "Hey! I wonder if maybe they'll stop sending heavily armed mercenaries to kill us all the time if we ask them for a truce, or even offer to trade?"
Or is it simply that any denizen of the Caves that tries this is slaughtered by the Keep's military detachments, on the explicit orders of the rulers of the Realm of Mankind who need that border war and the constant 'threat' of Chaos to keep their subjects in line, as well as enjoying the wealth their mercenaries steal from the Caves?
Please do not contact or message me.
So you're apparently saying humans as the bad guys in D&D isn't happening? No evil humans, no humans behind dastardly plots, no human enemies for the brave adventurers (who don't have to be human themselves, after all) to go up against? This is obviously incorrect, and was incorrect in the TSR era as well. You're not supposed to root for the humans. You're supposed to root for the good guys.
Want to start playing but don't have anyone to play with? You can try these options: [link].
My loyalty is not so shallow that I automatically root for people that are related to me in a physical way. My loyalty is to a higher cause like democracy, equality, and freedom, and not something as dumb and toxic as blood and soil. And most human societies in D&D definitely do not stand for democracy, equality, and freedom.
I root for my people, and I define my people as anyone who shares the same ideals as me. It does not matter if the person is an elf, goblin, human, or some other race.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Not at all. D&D has had non-human PCs and human antagonists from the start. There's never been a "human=good" or "non-human=bad" divide in D&D, and there's never been a rule of thumb that humans are to be cheered on and non-humans are to be booed.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I think there's one question that might have some answers to the title question: How does anyone know anything about people in a fantasy world? Also, I think WotC is trying to reduce racial stereotypes in the game.
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.