Do the same with the orcs as with the tribes you mentioned. Include other factions of orcs who aren’t football hooligans. It’s not including savage, warlike orcs that’s the problem. It’s only including savage, warlike orcs that’s the problem. Include a diverse array of orc cultures and you’re set. Intelligent and erudite orcs in high society. Orc wizards, sages, and librarians. Orc paladins, sheriffs, judges, and jailers. Treat them as any other sentient and free-willed people. Some of them are a bit embarrassing, but the majority are fine.And I admittedly have no real idea where to even start with that.
This is how I've been addressing orcs in my recent campaigns. That and acknowledging that levels of technology =/= levels of civilisation and cultural development.Do the same with the orcs as with the tribes you mentioned. Include other factions of orcs who aren’t football hooligans. It’s not including savage, warlike orcs that’s the problem. It’s only including savage, warlike orcs that’s the problem. Include a diverse array of orc cultures and you’re set. Intelligent and erudite orcs in high society. Orc wizards, sages, and librarians. Orc paladins, sheriffs, judges, and jailers. Treat them as any other sentient and free-willed people. Some of them are a bit embarrassing, but the majority are fine.
Not all societies will have librarians, judges, and jails.Do the same with the orcs as with the tribes you mentioned. Include other factions of orcs who aren’t football hooligans. It’s not including savage, warlike orcs that’s the problem. It’s only including savage, warlike orcs that’s the problem. Include a diverse array of orc cultures and you’re set. Intelligent and erudite orcs in high society. Orc wizards, sages, and librarians. Orc paladins, sheriffs, judges, and jailers. Treat them as any other sentient and free-willed people. Some of them are a bit embarrassing, but the majority are fine.
Generally I do agree with that approach. In my homebrew setting, the various humanoid peoples are really just different looking humans.Do the same with the orcs as with the tribes you mentioned. Include other factions of orcs who aren’t football hooligans. It’s not including savage, warlike orcs that’s the problem. It’s only including savage, warlike orcs that’s the problem. Include a diverse array of orc cultures and you’re set. Intelligent and erudite orcs in high society. Orc wizards, sages, and librarians. Orc paladins, sheriffs, judges, and jailers. Treat them as any other sentient and free-willed people. Some of them are a bit embarrassing, but the majority are fine.
Why not combine 'em? Maybe you don't need to have both human and orc raiders. If you prefer orc raiders to human, give them Uthgardt culture and totems and whatnot.With Uthgardt raiders, you can easily show that raiders are bad people. Not Uthgardt are bad people.
But then there's also the orcs.
Thanks for providing the direct quotations. My way to make the Orcs or "Goblin Races" outlined in them a sustainable culture, after some thought, would be this:Okay. Let's see what we actually have as exiting information:
The Goblin Races were involved in race-killing wars with dwarves over their mountain peaks, and with men over the lowlands. Usually the Goblin Races have been repulsed or crushed, but there are many dwarven halls in Orcish hands.
The Goblin Races are generally under-organized and under-equipped, and would have been wiped out several times over were it not for a rapid breeding cycle and a high self-preservation instinct. Faced with overwhelming odds, most Goblin Races will waver and retreat, and for this the tag "cowardly" is usually added to their other names.- Forgotten Realms Campaign Set: "The Goblin Races"
For ages the Dwarves have engaged in wars bordering on the genocidal, fighting against other races, such as orcs
and goblins, who sought out the same caverns and mines the dwarves considered their homes. In those ancient days a live orc was competition both for treasure and for living space, and dwarven armies fought and died to protect and expand their realms.- Forgotten Realms Campaign Set: "Dwarves and the Shards of the Dwarven Kingdoms"
Whatever the truth, the wizards no longer dwelt in Netheril and to the north, once-majestic dwarven Delzoun had fallen upon hard days. Then the orcs struck. Orcs had always been foes in the North, surging out of their holes every few tens of generations when their normal haunts could no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether Mountains and stormed upward from the bowels of the High Moon Mountains. Never before or since had there been such an outpouring of orcish power.
Before this onslaught Delzoun crumbled and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The elves of Eaerlann alone withstood the onslaught and, with the aid of the treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more.- The Savage Frontier: "History of the North"
The orcs in the North wage a constant war of raid and retreat on frontier outposts. Small wandering bands constantly harry farms and villages, stealing livestock and brutally killing people. Just as often, they take slaves. Attempts to negotiate or control them for any length of time end in failure. Bounties placed on orcish heads only seem to encourage the beasts to attack for sport.
[...]
This is a holy war. Its roots date back to the formation of the Uthgardt as a people. The barbarians and the orcs compete directly with one another for the same resources. Savage humans and bloodthirsty orcs fight to the death upon meeting. Adventurers in the North could do worse than to aid the Uthgardt in such a conflict.- The Savage Frontier: "Common Themes & Conflicts"
The third major race in the North is not human at all: orcs dominate the wilds and may be the true, though disunified power in the North.
- The Savage Frontier: "The People of the North"
It really is very simplistic and one-dimensional. This is gonna take some real work.
What I see is that the history of the orcs is directly tied to the history of the dwarves. The dwarves and orcs have been fighting for thousands of years. And the dwarves know they have lost. In this version of the realms, the only two remaining dwarven cities in the North are Adbar and Ironmaster. Other dwarves live in various human cities like Mirabar and Sunabar, and there's hint of small secret dwarf holds scattered through the mountains that are too small and insignificant to get individual descriptions or marked on the maps.
It is stated in several places that many of the major orc strongholds are old dwarven cities that they conquered, and there is even one case of orcs running a mithril mine and selling to an evil wizard. [...]
Culture clash is sorta what I ended up with, after writing the bit above. I'm hoping it comes across as being reasonable from the orcs' point of view, but still completely unacceptable to non-goblinoids, and not really amenable to PCs working out any real compromise.Sounds like a great situation to tell a story not about "barbarian raiders" but about culture clash, encroachment, and colonization. The "barbarian" culture is slowly losing ground to "civilized" peoples. You could, for instance, say raids are not about being "evil" but about trying to get by and adapt to stresses placed on them from the encroaching nations - old trade routes have been lost, and hunting grounds diminished, and so on.
And you don't have to paint this as "civilization" being evil, or the "barbarians" being noble, or something. They can all be people, who come into conflict, with their good and bad qualities, trying to look after their own interests when resources and lands are contested.
But to push back some--the 'barbarians', as described in the Forgotten Realms Campaign Set and Savage Frontier, aren't losing ground to colonization by 'civilized' peoples, they beat the civilized peoples

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.