Orcs are second only to humans as the most populous humanoids of the Known World. They have made their homes wherever they can, including across other regions and continents of Mystara, usually in places that humans have decided not to colonise. Mountains, dense forests, caves and swamps are all potential homes for orcs.
![]() |
| Image by Sam Wood from D&D 3E Monster Manual |
Alignment and outlook
Orcs are nearly always chaotic in alignment. The reason behind this is not clear - is it nature or nurture? If a baby orc was taken from its tribe and raised in human society, how would the orc turn out, and what alignment of cosmic forces would it associate with? The results are few and far between, but they do indicate that it is a combination of tribal ways and deeply embedded instincts. Those orcs raised in civilised places are nearly always aggressive and short-tempered, and often respecting might more than morals - the pecking order is how they fit into society. However, these civilised orcs are also able to curb their wanton violence, follow the rules and can often become useful members of society as long as they have some authority keeping an eye on them. Left to their own devices they have a habit of reverting to chaotic behaviours.
Orcs are nearly always tribal rather than completely feral - they naturally gather into groups and although within the group there is a hierarchy enforced by occasional violence, there is also a certain tribal cohesion and loyalty. Reading and writing is rare, and usually taught by other races, and even then it is only some of the more intelligent orcs that become literate - often chiefs, shamans and those with potential for leadership. Oral tradition is the mainstay of orcish culture - stories and verbal histories are how orcs understand their place in the world. And it is also how they remind each other of how orcs have been wronged and cheated out of their rightful place as the masters of Mystara. A bit like within a tribe, orcs see different races as a pecking order, a hierarchy of strength. Bugbears and ogres are bigger and tougher individually but not as numerous, while goblins and kobolds are small runts to be kicked and bossed around.
There are some races whose history with the orcs is too bitter, too unjust, to be tolerated. Elves and dwarves are at the top of this list and will usually be attacked on sight, but humans, gnomes and halflings are often viewed as no better, and subject to a similar hatred and aggression from the orcs. The orcs of the Cruth Mountains for example have a mixed view of halflings - sometimes as soft and easy targets to be enslaved and bullied, but at other times (particularly when the hin fight back) as vermin to be exterminated without mercy.
It is fortunate that orcs are not good at getting together into a large coherent nation - they are so numerous they would threaten and probably overrun any current nation. One example of orcs actually gathering in strength was the recent attack on Dukes Road Keep, which nearly fell to the orcish horde. As it is, they are so disparate and disorganised that many adventurers start off their careers taking on small bands of orcs that are threatening trade caravans or farmsteads. Nonetheless, their nearly continual presence on the borders of civilization means that all nations need some sort of defence force to protect their citizens from orcish predation. Even if that nation is involved in all-out war with another realm, they would have to be truly desperate or singleminded to strip away the militia defending villages and towns. Orcs are the footsoldiers of Chaos, the ever-present threat that seeks to destroy civilization, the ravening horde of evil.
| Ravening Horde by Chris Achilleos |
Orc Regions of the Known World
Note that few of these are coherent nations - many are just gatherings of tribes who are as likely to attack each other as to fight other races. No populations are given as their numbers fluctuate according to food supply and success or failure in battle. Besides, it allows the DM to muster as many orcs as his adventure requires. This collection of regions is not complete, and there are plenty of other places orcs might be found. The ones listed here are generally in mountainous terrain and mountains are favoured by orcs because humans, their greatest rivals, are less likely to settle there, but as mentioned above, orcs can live in all sorts of environments.
The Black Peaks: Between the Republic of Darokin to the north and Grand Duchy of Karameikos to the south, the Black Peaks are part of the group of mountain ranges that run through the Known World, connecting to the Altan Tepes to the east and Cruth mountains to the west. The orcs here are dangerously restless and often fall under the sway of powerful creatures such as red dragons, hill giants and malevolent wizards. Their most recent display of strength was the attack on the Duke’s Road Keep. Where the Black peaks join the Altan Tepes there is Castellan Keep and the Caves of Chaos. Some of the orcs here have thrown their lot in with the Cult of Chaos, though others are more reticent and stay independent.
The Cruth Mountains: This range sits between southern Darokin and the Five Shires, and is really an extension of the Black Peaks. The orcs here have been a major threat to the Hin, and several times in history have conquered the Five Shires, enslaving the halflings there. Although they have been beaten back, they nonetheless have numerous tribes in the Cruth Mountains ready for another opportunity to attack the small folk. Interestingly these orcs are not particularly interested in Darokin to the north, perhaps seeing the humans as tougher or maybe not as profitable.
The Orclands: To the northeast of Darokin, north of Selenica and Alfheim, there is the Dwarfgate Mountains, named because they link Darokin to the dwarf land of Rockhome. However, this region is more colloquially known as the Orclands because of the large number of orcs and other humanoids that dominate here. It is fair to say that the Darokin Army has lost strategic control of the land between the mountains and Alfheim to the orcs. Deep in these mountains is a stronghold of Chaos called Derothgar. Although dominated by chaotic humans, nonetheless Derothgar exerts a powerful influence on the surrounding orc tribes, offering bribes or punishment as the leaders in Derothgar see fit.
The Broken Lands: This is the main realm of the orcs, ruled by the great king Thar who manages to hold together various humanoid populations in what is known as the Great Horde. There are 3 main groups of orc here, Orcus Rex, Yellow Orkia (the Akkila Khanate) and Red Orcland (Wogaria). The orcs here believe they are the central hub of the orc race. Most other orcs beyond the Broken Lands are not even aware the Great Horde exists, let alone paying attention to it.
Norwold: Orcs dwell in the far north of Brun and compete with other arctic and subarctic races, fighting with elves, lupins and human colonists. They are usually in independent tribes but some have fallen under the sway of the Arvorians, acting as foot soldiers, servants and labourers. Although not quite the massive threat faced by some nations further south, that may be because in Norwold there are even greater monstrous predators such as white dragons and frost giants (not to mention the Arvorians) that orcs seem secondary in comparison.
Orc Encounters and game statistics
The standard orc given in the Basic Rules is still the default and if there is no particular reason why they should be different, then those are the stats used. There may well be variations, particularly if the orcs are given pole-arms or missile weapons (bows or crossbows). for example, from the adventure Berresford's Ruined Tower we have
Crossbow Orc: AC 7, Mv 90ft, HD 1, hp 4 each, THAC0 19, Att 1 crossbow bolt (range 80/160/240) for 1d6 or hand axe (melee) for 1d6, Save F1, Ml 7, Align C, 10 XP, equipment: leather armour, light crossbow, 10 bolts, hand axe, 10sp
Tougher leaders can be done using the stats in the Basic Rules for leaders and chiefs. However, I prefer to use my homebrew rules for humanoid NPCs. Orc shamans likewise use these new rules. If I am using multiple minor orc leaders in an adventure I may well give them a standard stat block though this is usually based on them being 2nd level orc warriors. For example from the adventure Iseldek's Drop:
I know that both Gaz10 The Orcs of Thar and the Rules Cyclopedia have rules for Wiccans (also known as witch-doctors) the magic users of the humanoids. However, I tend not to use Wiccans as studying arcane magic does not really fit with my idea of orcs, and you probably won’t see them on this blog.













