Corinth said:
I toss all of the goblinoid races together with orcs, called either orcs or goblins (as per J.R.R. Tolkien) and use the stat blocks to represent the varied races/tribes of orcs within the species.
For other humanoid races, I play it by ear with a default to using what's in the MM (or wherever) to best effect.
Interesting to see someone else who's made the same choices I have. I did away with most non-human intelligent races for my Shattered World campaign, and created new variants of Goblin and Orc who are the other races to dominate alongside mankind.
Orcs, typified by the Brown Orc, are usually rather primitive, existing in Clans dominated by the strongest males, assisted by the female Adepts. Some of them are more sophisticated, and are noted as miners, weaponsmiths and armourers. The Clans are more structured, and more dangerous to Humans. However, it is clear that Orcs are capable of much more - there are ruins which indicate that they were once great builders, and their language is sophisticated and subtle. And those Orcs which have grown up in Human society have been able to adapt and fit in with the more organised elements of that society.
Goblins, normally operating in Tribes, are very much more interdependent. They are either primitives, existing as basic hunter-gatherers, and often living with Great Goblins (aka Ogres). But if they work with the magically sophisticated Hobgoblins, then their Tribes are much more organised and very dangerous. Supporting their Hobs as footsoldiers they can present a serious threat to Human cities, and are fond of looting magical items.
By limiting the number of
different types of humanoid species, I can work on the ones that remain and formulate far more detailed societies that can then vary from location to location. I also allow these supposedly babarous peoples a chance to live in Human cities, which shows a different side of their nature. Likewise, in those places where the orcs and Hobgoblns have banded together to build their own cities, I do place Humans.
Essentially I go for a cultural model of humanoid behavior, rather than assuming that alignment is hardwired into them. Orcs suffer from violent tempers, but can learn to control them, and Goblins are inherently suspicious of others, but they can learn to trust.