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Community
General Tabletop Discussion
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D&D Assumptions Ain't What They Used To Be
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<blockquote data-quote="Chaosmancer" data-source="post: 9391637" data-attributes="member: 6801228"><p>Clerics. Warlocks. Sorcerers. Paladins. </p><p></p><p>The thing that slave-holders always feared the most, was a slave uprising. They prevented this in many ways, but all of those ways relied on the slave population being weaker than the guards or soldiers that could suppress them. That doesn't work in a fantasy setting where a random child can be born with the ability to explode people. Or where an oath of Vengeance can empower them to turn any object into a deadly weapon. Where the gods can be called down or the devils can whisper in people's ears. It doesn't make sense to take the risk, because you are just sitting on a powder keg. Even in DnD lore we see this, with the Nilbog and how it is treated by the Bugbears and Hobgoblins.</p><p></p><p>So what happens to the losing side in a war? Same thing that happens in the modern day I would suppose. The soldiers are beaten, the new government rolls in and takes charge. Maybe they don't and they just have the old government stay as a vassal state paying them money. Prisoners of War can be a thing without it being slavery. </p><p></p><p>I know people despise "modern" concepts in their DnD games, but ancient assumptions often fail when magic offers so many modern equivalences. Heck, you have gods of war, they are gods able to peer across the multiverse, they could go to their temples and lay out ground rules and then smite any army that breaks them. So between Divine Law, Magic, and common sense... you can cover a lot of ground on having DnD cultures not act like the peasant armies of 1000's Europe.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9391637, member: 6801228"] Clerics. Warlocks. Sorcerers. Paladins. The thing that slave-holders always feared the most, was a slave uprising. They prevented this in many ways, but all of those ways relied on the slave population being weaker than the guards or soldiers that could suppress them. That doesn't work in a fantasy setting where a random child can be born with the ability to explode people. Or where an oath of Vengeance can empower them to turn any object into a deadly weapon. Where the gods can be called down or the devils can whisper in people's ears. It doesn't make sense to take the risk, because you are just sitting on a powder keg. Even in DnD lore we see this, with the Nilbog and how it is treated by the Bugbears and Hobgoblins. So what happens to the losing side in a war? Same thing that happens in the modern day I would suppose. The soldiers are beaten, the new government rolls in and takes charge. Maybe they don't and they just have the old government stay as a vassal state paying them money. Prisoners of War can be a thing without it being slavery. I know people despise "modern" concepts in their DnD games, but ancient assumptions often fail when magic offers so many modern equivalences. Heck, you have gods of war, they are gods able to peer across the multiverse, they could go to their temples and lay out ground rules and then smite any army that breaks them. So between Divine Law, Magic, and common sense... you can cover a lot of ground on having DnD cultures not act like the peasant armies of 1000's Europe. [/QUOTE]
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