D&D's Problematic Lore That Still Needs Fixing
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Boy, they'd be mad at my homebrew setting. There's a couple countries that are importing scab workers from the orc kingdom because they killed most of their own peasants for a socialist style, Jacquerie uprising.
Said orcs are also contributing to crime and are rightly being made to live in ghettos.
Its like these people dont even know homebrew exist and that we are just going to ignore whatever bullshit lore they come up with. I have two different campaigns I am running that we just flip between whatever we feel like doing.
One is set in a Renaissance sort of era (firearms are present and a threat, but still fairly rare outside of Dwarven lands, early industry is present, trade is growing, etc). One kingdom had a law that actively discriminated against magic users until recently, with the party being partly responsible for that change. The Dragonborn Kingdom has an actively enforced caste system where those who are closest to Dragons are treated the best (Lizard Folk, Dragonborn, Dragonkin, and Dragons, with Kobolds being slaves and untouchables). Orcs are literally just Warhammer Orcs. The Drow have their own subterranean empire and are responsible for the vast, overwhelming majority of the black market and slave trade in the world, but there is a small group rebelling and trying to take the empire down because they follow Eilistraee, the only good Drow goddess. And the overall threat is presented by Demons, whos goal is the destruction of all life, lead by the 4 Horsemen of the Apocalypses. Famine (a man who silver tongued his way into achieving demonhood), War (a woman who seeked strength, made a pact with demons, and then killed the demons and took her place in demonhood when they came to collect), Pestilence (who killed many demons with a plague and only gave them the antidote if they gave him demonhood), and Death (who is an eldritch being who is unknown to even the Demons).
The other game is set in a magi-tech, Steampunk Wild West sort of world. I made and balanced guns to be the main form of combat, trains are the main form of long distance travel (although airships are the luxury way of travel long distance). There is easy movement between nations, but outlaws still inhabit the outlands. One nation is the United States with all that implies for 1880's America. The Southern Continent used to be enslaved to the Elves, but they launched a violent revolt with the help of the Dwarves, and eventually drove the Elves back. But the Elves set off what was basically a Magical Nuke as they retreated into their homeland, and it still causes significant magical disruption to this day. The Elves have now become violently isolationist due to this. Orcs are more like Elder Scrolls Orcs, where they are still warriors, but they have a code of honor and can live in general society with varying levels of discrimination. And the Drow are still Drow as outlined above.
SJWs would probably need the vapors seeing either of my worlds, especially since I dont hold back and you will absolutely hear normal people complaining about "Those filthy knife-eared bastards" or "Those degenerate scaled beast". But DAMN, we have fun. And my party has done some really strange BS over the years, but it makes for fun games with interesting narratives.
That is an interesting setting, I went for an after war vs demons world where resources are scarce and humans are fighting for survival with demons still lingering and now great armies of undead are marching from the mist marshes led by 7 fallen lords, the undead having their own society, rankings and aspirations.
Sadly not as based as yours. I also do not have orcs and elves and dwarves are very rare with all player characters starting as human until they reach dwarven or elven enclaves, then they can roll new characters if they want.
The only based thing I went for is cultural homogeneity, the importance of family and merit. Nothing like impending doom to bring families and communities together.