+ Writing Prompt: Evil Orcs

Kromanjon

Explorer
Well. There sure have been some discussions about orc and whether they are evil or not and whether WotC can decide if they are evil or not and so on an so forth. One thing that most of us actually do agree on however is that anyone can play their game anyway they want and decide how they want orcs to be portrayed. So I was thinking, for those of us who do like some evil orcs, let's write up some backgrounds for evil orcs (playable or not).

I'll start:

The orcs are the very definition of evil. They spawn fully grown from cesspools on the plain of pain and can't reproduce any other way. They form larger and larger bands that roam the plains fighting each other but sometimes spilling over into the surrounding kingdoms where they pillage and murder wantonly until someone manages to stop them. They are notoriously hard to control but at times great orc warlords emerge from the spawning pits, uniting the hordes under a single banner and leading them into wars of cataclysmic proportions.

Orcs are humanlike in form but larger and with clear bestial traits such as tusks and snouts. Their skins range from ashy grey to oily black and their hair is coarse and patchy.

Anyone else want a go?
 

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In a post-apocalyptic D&D campaign, the cataclysmic event caused my orcs to mutate from their classic depictions. Visually, they now resembled Nehwon ghouls- their bones visible through translucent flesh. Like them, they also had a strong preference for the flesh of other sentient beings.

That taste had unfortunately also resulted in an epidemic that warped their minds, shortening their natural lives and making them more chaotic and aggressive. Because this disease was endemic to them, their societies are unstable beyond largeish warring tribes. Only a precious few individuals have proven untouched by this plague*: key leaders, some spellcasters, and- rarest of all- individuals who escape the brutal environment of the tribes and attempt to join the more stable communities of other species around them.

And only those who make friends or find allies quickly survive more than a month due to their species’ reputation.



* some are naturally immune, others lack the taste for the flesh of other sentients.
 

I banned orcs from my homebrew world around 1989 because I disliked how similar they were to goblins and I vastly preferred goblins.

My backstory on goblins is that "Flame Eyed" Maglubiyet was the eldest deity, the first-born fruit of the tree of life whose peoples would be later called the gods. When he arrived on the scene, only the fey existed of the sentient races, and in the shadow ancient years he and his family communed with the fey. Later, "Holy" Corwen, father of the elvish race appeared, and his people danced with the elves in ancient days. Eventually there was a war amongst the gods, which all agree began as a domestic dispute among the third born family, Uman and his vast clan. Yet there are some who say that even before this time, Maglubiyet was dissatisfied, for he thought by being first born he ought to be acknowledged ruler over all the gods, and those of younger race did not acknowledge his overlordship or render to him highest honors over all the family of the Tree of Life. At the conclusion of the war, the gods met to solemnize a great treaty. As part of the terms of that treaty, the gods abandoned dwellings on jewel-like Korrel the center of creation, now called the Crimson World for it was stained with the water of life, but by the terms agreed on in the treaty they were to make a servitor race which would be tasked with restoring Korrel to its ancient glory and healing the wounds of the war. Yet, on this matter the whole council soon rose in dispute, for they could not agree once it came to implement the treaty what manner this servitor race would take. For each thought to make the race like unto themselves, and all feared that the race should serve the interests of one god or family of gods alone. So they compromised in this way, each family would present a servitor race as its design and all seven designs would be approved provided that the race was so constructed that it would have the freedom to serve any god of its choosing or none at all. This was assented to and so the Six Free Peoples were made: goblins, elves, humans, dwarves, orine, and idreth according to the design of the six fruits of the tree of life which had ripened and bore fruit, each after the image of its creator but gifted with the ability to choose who they could serve.

To these six is usually added the Seventh, the fey and particularly the Sidhe, on whom it was said the design of the free peoples had largely depended, for they were made in the likeness of fey, yet mortal so that they might not grow to much in power.

It was said that the family of Uman was late and desultory in presenting its design, for it grieved the death of their lord and was much divided and diminished after the war. It is also said that only the family of Holy Corwen was honest in its design and presented a design without guile, according to the intent and spirit of the treaty, for in truth none trusted the others and each was already scheming how they might turn the treaty to their advantage.

In any event, in the early years following the God's war, it was the elves who first flourished and who were most active in the world, healing it of hurts as best they might under tutelage of many gods - all who would teach. And in those days, the elves and goblins danced together under the stars, and it was said or thought that the eldest days had returned. Yet even in these days, it was said the goblins began to delve deep into the earth and make many fastnesses and fortresses therein, and their ways became estranged from the ways of their kindred.

Then after the kinstrife which ended the Empire of Leaves and the destruction of all those traitors who had followed Lloth and her ways, the goblins came forth. And it was said then that they were changed in form, and horrid now to look upon, being creatures of hide and scale, horn and bone, mane and wire, tooth and claw, transformed into weapons of war, and hideous even in their own eyes. And they were diverse in form as well, having been shaped according to an evil will into castes according to their purpose, either stealthy and cunning sneaks and craftsman or towering living engines of war. And they made war upon all other races and devoured their enemies as food and with relish and sadistic glee, having become lovers of pain and violence. And it is said by many at this time, that they ceased to be one of the free peoples in truth, but had been twisted from free peoples into servitors, so that they would work the will of Maglubiyet alone and serve him only. And on account of this, in many lands to slay a goblin is not accounted murder, for they are no longer accounted one of the free people but a servitor of evil, debased and twisted beyond any redemption. Yet this matter is in dispute, and some sages say one thing and others another, so that there are also nations where goblins are accorded the dignity and rights of a free person - provided they behave themselves and follow the law. But few are the places they are trusted, for even the best of goblins can be treacherous and have foul appetites.

Goblins are complex in my game operating as both villains and PCs and having a backstory that makes ambiguous their nature in a way that is unique among almost all things. I generally will not approve a good aligned goblin or hobgoblin PC (and not one at all if starting in regions where goblins are killed on sight) because the exact nature of goblins is considered a campaign level secret only to be discovered in play and not lore I just give out to anyone.

One thing goblins certainly are not in my campaign is "an oppressed people" nor are they intended to be metaphors for any group of humans or human ethnicities. If you see that in them, well that's on you and says more about you than it does about me. The goblins of my campaign world are gleeful conquerors, slavers, and cannibals that rule over vast swaths of the campaign map and are forever threatening to pour down in terrible hordes to devour their neighbors. Goblins encountered outside of goblin lands may not meet this description, and many a goblin is just "going about their business" and it's up to the PCs to decide what they want to do about that, but the inhabitants of Korrel have very good reasons for fearing and hating goblins.
 

I'll take a crack at "Evil Orcs":

The orcish homeland is on a continent only discovered a few centuries previously. It was sparsely populated at the time by variety of primitive, pastoral elf, who proved no match for the organized and well-armed orcs, who decimated the elvish population and quickly drove them from the best land.

Today the orcs are ruled by an autocratic overlord who enjoys wide popularity, despite his proven incompetence, flagrant self-enrichment, and the obvious genetic deficiencies of his offspring. The orcs generally believe that Gruumsh promised them this land, and recently they have begun trying to drive out not only non-orcs, but even orcs who are not sufficiently militant, or who question the worship of Gruumsh.

One point of contention is the existence of the word 'mercy' in the traditional Chant of Gruumsh (which, in place of a written book, is the source of their religious beliefs). Many orcs feel that mercy has no place in their religion, that the word must be a mistake of translation, and that it should be purged from the Chant and replaced with 'strength'.
 

The way orcs/goblins/trolls/any giant/goblinoid creature works for my current world is this: These are all the same creature, really, created hundreds of years ago as a slave race by the Imperial Wizard's Guild. Variations in diet and other factors shape the basic template to create the different speciation. Originally they had a top INT of about 5 or 6, and were sexless as Ken dolls.

The Empire finally hits up against an enemy it can't just roll over, and things change. Someone gets the bright idea of making the goblinoids smarter and capable of breeding to speed up training and reproduction, so they can use their favorite tactic of 'throw all the bodies at the enemy' in the new wars.

This backfires.

Most goblins, giants, etc are 'evil' in that they hate and loathe humans, elves, dwarves, etc for enslaving them.
 

I banned orcs from my homebrew world around 1989 because I disliked how similar they were to goblins and I vastly preferred goblins.
Your Goblins must be vastly different than mine, then, as I've always seen Goblins as being far closer in size to Hobbits and Kobolds than to Orcs which on average are slightly bigger than Humans.

As for writing up Evil Orcs, I'll take the lazy-man's approach and go with what Tolkein wrote. :)
 

Your Goblins must be vastly different than mine, then, as I've always seen Goblins as being far closer in size to Hobbits and Kobolds than to Orcs which on average are slightly bigger than Humans.

They were both evil ugly humanoids. Goblins are closer in size to Sidhe and Kobolds (no hobbits in my game), but Hobgoblins are their near kin (indeed same species) and they are on average slightly bigger than Humans. So, that wasn't a real distinguishing factor. Indeed, really all that distinguished them initially was 1-1 HD, 1 HD, 1+1 HD. They were obviously originally based off a paragraph in the Hobbit describing the types of goblins differentiated only by size and a lot of lore that would really give them some sort of separate personality wouldn't get written until the 1990's. Goblins however as a single species divided into physical castes was cool, and i didn't really need "orcs'.

As for writing up Evil Orcs, I'll take the lazy-man's approach and go with what Tolkien wrote. :)

Well, I saw no reason to copy Tolkien and though I had read the Silmarillion by that time, if there is any area of Tolkien lore that is entirely uncertain and which Tolkien himself was unsure about, it's the origin of orcs.
 

Well, for starters, they are a bunch of Hooligans that just go around and smash things up like they are a drunken British futbol team. They paint almost everything in red cuz it's the "Zoomiest" and they truly believe that. Honestly, I think they are the ONLY ONES having fun here with all the wars, chaos, and destruction happening.
 

Its the elves fault. The alien breeding project with monkeys to make humans was also going on with some other aliens to make orcs. The elves that were already here favored the humans that looked more like them and shunted the orcs. They were forced into the more remote and harsh areas of the world and evolved to be more brutal to survive. The humans were somewhat coddled by the elves and evolved more soft but had time for things such as science and math and civilization.

The stories the orcs and humans tell each other just involve magic and gods created them.
 

I'm actually working on a project about this now. There are several clans of orcs and goblins

BESTIAL 6
CLASSIS 9
GUTH’TAK 12
HIGH SECT 14
ORC MINION 17
ULGMAR 19
GUT BARAK 21
GOBLIN MINION 24
SERVANTS OF GARRESH 26
SPIDER 29
VUKAR 31

Each impacted by one of the following reasons:

• Dark magic transformation
• Created by an orc or goblin deity
• Corruption has altered their clan
• Underworld creation
• Fey twisted by Calliach, the Unseelie queen.
• Twisted from vengeance
• Shipwrecked from another plane
• Cursed by gods
• Shadow doppelgangers
 

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