Given that you're writing this as a white South African, I'd consider that your context requires a degree of denmonstrating good faith that you have, thus far, not provided. You sound a lot like deKlerk, to be honest, and I would reconsider that were I you.
Is this meant to pose a dilemma?What about inherently good races (e.g. non-Kender Hobbits); or inherently lawful (e.g. Dwarves), or inherently chaotic (e.g. Elves and Gnomes)? If inherent evil has to go (and I'm not at all convinced that it does) then by extension so must those other three - right?
Yes.What about inherently good races (e.g. non-Kender Hobbits); or inherently lawful (e.g. Dwarves), or inherently chaotic (e.g. Elves and Gnomes)? If inherent evil has to go (and I'm not at all convinced that it does) then by extension so must those other three - right?
In general I think it is best to avoid uncritical use of colonialism tropes whether they resemble the Roman Empire, the British Empire, American Imperialism, etc. Basically fiction where you play the instrument of a powerful civilization and face off against savage uncivilized folk that are assumed to be lesser than you in some ways will always tend to reflect the experiences of marginalized people in a negative light. Basically avoid punching down.
My campaign also features cannibals, which are depicted by me as dark skinned primitive tribal cultures who worship an evil god.
Especially if your pirate coves are a melting pot of people and cultures, which I assume they would be.
Well, 5e seems to disagree. Celestials can fall, Zariel can be redeemed from devil to angel, there's a chaotic good devil in Descent into Avernus, and Acq. Inc. has a "good" lich.
I think most fiends should be evil most of the time. I think most celestials should be good most of the time. Aberrations are alien and can be evil all the time. Humanoids and other creatures aren't so clear cut.
In general I think it is best to avoid uncritical use of colonialism tropes whether they resemble the Roman Empire, the British Empire, American Imperialism, etc. Basically fiction where you play the instrument of a powerful civilization and face off against savage uncivilized folk that are assumed to be lesser than you in some ways will always tend to reflect the experiences of marginalized people in a negative light. Basically avoid punching down.
This makes me reflect on some of the more sensitive subjects that feature occasionally in my pirate campaign. My campaign is inspired by real pirate history and pulp adventure stories. As such it does feature depictions of slavery, although not so much based on race but as a part of war. I am careful not to put my players in the position of taking part in the slavery, but I do use the theme of slavery to frame some of my villains. Among real life pirates were historically a lot of ex-slaves, so it makes sense to have the players (playing the role of heroic pirates themselves) fighting against slavers from time to time. My campaign also features cannibals, which are depicted by me as dark skinned primitive tribal cultures who worship an evil god. And this leans more towards the pulp side of pirate stories. While I have heard no complaints from any of my players, I am still curious how others feel about this: Are any of these things problematic?
Inherently evil races belong in D&D as much as Race-as-class, Gold for EXP, and Thaco