Wouldn't want to be insensitive now, so I know the orcs had a recent lore change where they don't form tribes that loot and plunder anymore but instead wander the world as solo adventurers now? So what is Orc culture now, what does it look like in the new more inclusive Forgotten Realms?
The change that the orcs have experienced in their migration from the Monster Manual to the Players Handbook reminds me of that one episode of Star Trek: Deep Space Nine - "Trials and Tribble-ations" (s5, e6). Due to some time travel shenanigans, the DS9 crew travel back to the Original Series Enterprise where they encounter some Original Series Klingons. Bashir and O'Brien look at Worf like, "Wtf?" and he simply says, "It's a long story, we don't discuss it with outsiders."
I'm not aware of any new official lore dumps regarding the new orcs. But WotC has never really been big on providing any deep lore on much of anything really. So it's basically up to each table to decide how they want to incorporate this new thing, and that's fine with me.
Wouldn't want to be insensitive now, so I know the orcs had a recent lore change where they don't form tribes that loot and plunder anymore but instead wander the world as solo adventurers now? So what is Orc culture now, what does it look like in the new more inclusive Forgotten Realms?
WotC tried to move away from having anything like "[insert species] culture"... they do not want to have any Orc culture or Drow culture or anything, they want the table to invent a city/tribe/clan/state that has a culture regardless of the species.
If anything, I'd say it's unlikely orcs are a monoculture. Maybe most of the mountain orcs - forced to live in infertile, harsh lands - are mostly murderous raiders, but possibly there are other orcs cultures elsewhere; an orc citystate reminiscent of Athens, where orc physical philosophers debate (=wrestle) the various merits of different types of combat, while in yet another place, island orcs ply the waves and have a local trade empire.
Maybe orcs who never encountered humans are nice and peaceful farmers who live their life in unity with the land and each other. Or maybe, without humanity to keep them in check, they gain the ressources they need to become a real threat, massing in huge armies that threaten to conquer the world.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Basically, these changes simply put orcs on the same level as humans have always been (both in the game and in the real world).
There are humans who are murderous raiders, there are humans who are peaceful philosophers, there are humans who are pirates, there are humans who are farmers, there are humans who are hunter-gatherer nomads, there are humans who are savage bloodthirsty monsters, there are humans who are dedicated to creating beautiful art and music, there are humans who are dedicated to world domination and total subjugation of their enemies. There are all kinds of humans.
So why should there be just one kind of orc?
These changes simply remove the narrow and simplistic view of orcs that had existed previously and opens up orcs to the same range of wonderous possibilities as humans.
I mean, we don't actually know the implications for orcs in the FR yet because that book is upcoming and they pretty much went full-stop on using little to no setting-based lore in the new core 3. Frankly, given that they've indicated Drow-specific stat blocks will appear in the FR books including the ones coded to the culture Llolth foments, I'm not sure I'd expect a truly massive paradigm shift for FR orcs. Now, they'll probably cut back on the more aggressive "cull the weak" elements from earlier lore- get away from the aggressively violent savage image, but frankly there's no reason a culture- when taken as a collective- can't tend towards a foreign policy conducted at weapon-point, big on martial traditions, all that. Just mention that there's been enough orcs who've spread through the land that they can crop in all the population centers to affirm that PCs don't necessarily need to conform to the culture of the homeland and that not every orc in the homeland is a bloodthirsty raider, and you've established enough general wiggle room that within the setting the majority orc culture doesn't need to be actively playing nice with their neighbors.
They're the one that establishes what Orc cultures are like. (Which doesn't mean you have to play a typical member of that culture, but knowing whether or not you're an outlier makes a difference.)
For instance, in my SJ game, you'd likely be playing a refugee from one of the major kingdoms in this part of space, who were, not too many years ago, mostly wiped out by some sort of magical plague/curse/catastrophe. They were a proud people, with aggressive expansionistic tendencies and iffy relationships with their neighbors. Now they're refugees in the kingdoms of those same neighbors, and many of their gods seem to be dead. (They're not the only population, but they're the only ones the PCs have interacted with to any degree.)
Wouldn't want to be insensitive now, so I know the orcs had a recent lore change where they don't form tribes that loot and plunder anymore but instead wander the world as solo adventurers now? So what is Orc culture now, what does it look like in the new more inclusive Forgotten Realms?
WotC tried to move away from having anything like "[insert species] culture"... they do not want to have any Orc culture or Drow culture or anything, they want the table to invent a city/tribe/clan/state that has a culture regardless of the species.
But the societies formed by particular races do have a culture, the Drow in the forgotten realms have a strong xenophobic and matriarchal culture heavily centred around waring with and enslaving other races, of course it is possible for individuals to defy that culture or a branch of that race to form a new homeland and a new culture but the culture of Drow in the Forgotten Realms is predominantly an evil culture.
What I want to know is in the official lore what sort of culture do Orcs now how and how would one play them according to this new lore?
Wouldn't want to be insensitive now, so I know the orcs had a recent lore change where they don't form tribes that loot and plunder anymore but instead wander the world as solo adventurers now? So what is Orc culture now, what does it look like in the new more inclusive Forgotten Realms?
WotC tried to move away from having anything like "[insert species] culture"... they do not want to have any Orc culture or Drow culture or anything, they want the table to invent a city/tribe/clan/state that has a culture regardless of the species.
But the societies formed by particular races do have a culture, the Drow in the forgotten realms have a strong xenophobic and matriarchal culture heavily centred around waring with and enslaving other races, of course it is possible for individuals to defy that culture or a branch of that race to form a new homeland and a new culture but the culture of Drow in the Forgotten Realms is predominantly an evil culture.
What I want to know is in the official lore what sort of culture do Orcs now how and how would one play them according to this new lore?
That is exactly the point, that is not Drow culture, that is Menzoberranzan culture.
The core rules are meant to be more or less setting agnostic.
But the societies formed by particular races do have a culture
Yes, but any species that isn't extremely localized will have many societies (how many is somewhat dependent on the speed of travel and communications) and many of them will be multispecies as well. An orc in Waterdeep... probably behaves like a Waterdavian.
Wouldn't want to be insensitive now, so I know the orcs had a recent lore change where they don't form tribes that loot and plunder anymore but instead wander the world as solo adventurers now? So what is Orc culture now, what does it look like in the new more inclusive Forgotten Realms?
WotC tried to move away from having anything like "[insert species] culture"... they do not want to have any Orc culture or Drow culture or anything, they want the table to invent a city/tribe/clan/state that has a culture regardless of the species.
But the societies formed by particular races do have a culture, the Drow in the forgotten realms have a strong xenophobic and matriarchal culture heavily centred around waring with and enslaving other races, of course it is possible for individuals to defy that culture or a branch of that race to form a new homeland and a new culture but the culture of Drow in the Forgotten Realms is predominantly an evil culture.
What I want to know is in the official lore what sort of culture do Orcs now how and how would one play them according to this new lore?
That is exactly the point, that is not Drow culture, that is Menzoberranzan culture.
It is also the culture of Ust Natha and Ched Nasad and most other Drow societies in the Underdark.
In the end you are arguing semantics, of course it is possible for the DM to create an Orc tribe who's culture revolves around baking cupcakes and petting kittens but I am asking how the tribes of Orcs in the forgotten realms are generally depicted and what culture they generally have.
But the societies formed by particular races do have a culture
Yes, but any species that isn't extremely localized will have many societies (how many is somewhat dependent on the speed of travel and communications) and many of them will be multispecies as well. An orc in Waterdeep... probably behaves like a Waterdavian.
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like? Surely there are still societies in the Forgotten Realms that are predominantly made up of orcs right? Or has the new lore disbanded all orc tribes altogether and they are now all individualist nomads?
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Adrenaline Rush: having access to considerable bursts of speed would adjust typical hunting and warfare behavior. To the degree this is relevant to a PC, simply choosing weapons that synergize will accomplish the cultural effects.
Darkvision: the culture is likely to be more noctural than human.
Relentless Endurance: as it provides a buffer against fatal injury, I would expect the average orc to be more reckless than an average human, and for orc societies to encourage recklessness. On the other hand, adventurers in general are pretty reckless, so this isn't really relevant to a PC.
Basically, these changes simply put orcs on the same level as humans have always been (both in the game and in the real world).
There are humans who are murderous raiders, there are humans who are peaceful philosophers, there are humans who are pirates, there are humans who are farmers, there are humans who are hunter-gatherer nomads, there are humans who are savage bloodthirsty monsters, there are humans who are dedicated to creating beautiful art and music, there are humans who are dedicated to world domination and total subjugation of their enemies. There are all kinds of humans.
So why should there be just one kind of orc?
These changes simply remove the narrow and simplistic view of orcs that had existed previously and opens up orcs to the same range of wonderous possibilities as humans.
So Orcs are now just humans with green skin and pointy teeth?
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
Weren't Orcs created by Grumuush? And what is Grumuush known for again? Would that not have an impact on their culture?
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Well in the past Orcs also had the trait of being generally built stronger and more durable but more lacking in mental capabilities, but I am pretty sure they scrapped the physical and mental attributes for one reason or another.
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
Weren't Orcs created by Grumuush? And what is Grumuush known for again? Would that not have an impact on their culture?
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Well in the past Orcs also had the trait of being generally built stronger and more durable but more lacking in mental capabilities, but I am pretty sure they scrapped the physical and mental attributes for one reason or another.
If you were to actually read the description of orcs, there is a line that says, "Even if they turn their devotion to other gods..." That clearly tells us that orcs can worship other gods and that they have varied cultures.
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
Weren't Orcs created by Grumuush? And what is Grumuush known for again? Would that not have an impact on their culture?
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Well in the past Orcs also had the trait of being generally built stronger and more durable but more lacking in mental capabilities, but I am pretty sure they scrapped the physical and mental attributes for one reason or another.
If you were to actually read the description of orcs, there is a line that says, "Even if they turn their devotion to other gods..." That clearly tells us that orcs can worship other gods and that they have varied cultures.
Hmm there seems to be another part to that line suggesting something else about their nature that you cut off? What is the next part to that line "Even if they turn their devotion to other gods..."?
But I never said Orcs can't worship any gods other than Grumuush, just as a Drow does not necessarily need to worship Lolth either, however even in the new lore it seems they were still created by Grumuush which one would think would be a factor in their culture and societies.
You keep telling me that they can have varied cultures but so far you have yet to name even one in the forgotten realms, so far in the new lore Orcs don't really have any societies and cultures, they are just there indistinct from humans apart from their skin colour and teeth, if there are no unique cultural identity or traits then why play as an Orc at all?
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
Weren't Orcs created by Grumuush? And what is Grumuush known for again? Would that not have an impact on their culture?
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Well in the past Orcs also had the trait of being generally built stronger and more durable but more lacking in mental capabilities, but I am pretty sure they scrapped the physical and mental attributes for one reason or another.
If you were to actually read the description of orcs, there is a line that says, "Even if they turn their devotion to other gods..." That clearly tells us that orcs can worship other gods and that they have varied cultures.
Hmm there seems to be another part to that line suggesting something else about their nature that you cut off? What is the next part to that line "Even if they turn their devotion to other gods..."?
But I never said Orcs can't worship any gods other than Grumuush, just as a Drow does not necessarily need to worship Lolth either, however even in the new lore it seems they were still created by Grumuush which one would think would be a factor in their culture and societies.
You keep telling me that they can have varied cultures but so far you have yet to name even one in the forgotten realms, so far in the new lore Orcs don't really have any societies and cultures, they are just there indistinct from humans apart from their skin colour and teeth, if there are no unique cultural identity or traits then why play as an Orc at all?
The next part says something along the lines of 'they retain these gifts', talking about the abilities granted by Gruumsh.
I am talking about the description given in the book. Do you not have access to that?
About the forgotten realms example you've requested, "The new forgotten realms book isn't out yet. You'll have to wait until then."
I agree that the lore change makes them somewhat bland.
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
Weren't Orcs created by Grumuush? And what is Grumuush known for again? Would that not have an impact on their culture?
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Well in the past Orcs also had the trait of being generally built stronger and more durable but more lacking in mental capabilities, but I am pretty sure they scrapped the physical and mental attributes for one reason or another.
If you were to actually read the description of orcs, there is a line that says, "Even if they turn their devotion to other gods..." That clearly tells us that orcs can worship other gods and that they have varied cultures.
Hmm there seems to be another part to that line suggesting something else about their nature that you cut off? What is the next part to that line "Even if they turn their devotion to other gods..."?
But I never said Orcs can't worship any gods other than Grumuush, just as a Drow does not necessarily need to worship Lolth either, however even in the new lore it seems they were still created by Grumuush which one would think would be a factor in their culture and societies.
You keep telling me that they can have varied cultures but so far you have yet to name even one in the forgotten realms, so far in the new lore Orcs don't really have any societies and cultures, they are just there indistinct from humans apart from their skin colour and teeth, if there are no unique cultural identity or traits then why play as an Orc at all?
The next part says something along the lines of 'they retain these gifts', talking about the abilities granted by Gruumsh.
I am talking about the description given in the book. Do you not have access to that?
About the forgotten realms example you've requested, "The new forgotten realms book isn't out yet. You'll have to wait until then."
I agree that the lore change makes them somewhat bland.
No I am aware of what it says in the 2014 players handbook
The one-eyed god Gruumsh—lord of war and fury—created the first orcs, and even those orcs who turn away from his worship carry his blessings of might and endurance. The same is true of half-orcs. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them.
I also know what Mordenkainen's tome of foes says about Orcs, but that lore is considered to be culturally insensitive, I want to know how to play one of the new culturally sensitive 2024 Orcs.
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Wouldn't want to be insensitive now, so I know the orcs had a recent lore change where they don't form tribes that loot and plunder anymore but instead wander the world as solo adventurers now? So what is Orc culture now, what does it look like in the new more inclusive Forgotten Realms?
The change that the orcs have experienced in their migration from the Monster Manual to the Players Handbook reminds me of that one episode of Star Trek: Deep Space Nine - "Trials and Tribble-ations" (s5, e6). Due to some time travel shenanigans, the DS9 crew travel back to the Original Series Enterprise where they encounter some Original Series Klingons. Bashir and O'Brien look at Worf like, "Wtf?" and he simply says, "It's a long story, we don't discuss it with outsiders."
I'm not aware of any new official lore dumps regarding the new orcs. But WotC has never really been big on providing any deep lore on much of anything really. So it's basically up to each table to decide how they want to incorporate this new thing, and that's fine with me.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
WotC tried to move away from having anything like "[insert species] culture"... they do not want to have any Orc culture or Drow culture or anything, they want the table to invent a city/tribe/clan/state that has a culture regardless of the species.
If anything, I'd say it's unlikely orcs are a monoculture. Maybe most of the mountain orcs - forced to live in infertile, harsh lands - are mostly murderous raiders, but possibly there are other orcs cultures elsewhere; an orc citystate reminiscent of Athens, where orc physical philosophers debate (=wrestle) the various merits of different types of combat, while in yet another place, island orcs ply the waves and have a local trade empire.
Maybe orcs who never encountered humans are nice and peaceful farmers who live their life in unity with the land and each other. Or maybe, without humanity to keep them in check, they gain the ressources they need to become a real threat, massing in huge armies that threaten to conquer the world.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Basically, these changes simply put orcs on the same level as humans have always been (both in the game and in the real world).
There are humans who are murderous raiders, there are humans who are peaceful philosophers, there are humans who are pirates, there are humans who are farmers, there are humans who are hunter-gatherer nomads, there are humans who are savage bloodthirsty monsters, there are humans who are dedicated to creating beautiful art and music, there are humans who are dedicated to world domination and total subjugation of their enemies. There are all kinds of humans.
So why should there be just one kind of orc?
These changes simply remove the narrow and simplistic view of orcs that had existed previously and opens up orcs to the same range of wonderous possibilities as humans.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
I mean, we don't actually know the implications for orcs in the FR yet because that book is upcoming and they pretty much went full-stop on using little to no setting-based lore in the new core 3. Frankly, given that they've indicated Drow-specific stat blocks will appear in the FR books including the ones coded to the culture Llolth foments, I'm not sure I'd expect a truly massive paradigm shift for FR orcs. Now, they'll probably cut back on the more aggressive "cull the weak" elements from earlier lore- get away from the aggressively violent savage image, but frankly there's no reason a culture- when taken as a collective- can't tend towards a foreign policy conducted at weapon-point, big on martial traditions, all that. Just mention that there's been enough orcs who've spread through the land that they can crop in all the population centers to affirm that PCs don't necessarily need to conform to the culture of the homeland and that not every orc in the homeland is a bloodthirsty raider, and you've established enough general wiggle room that within the setting the majority orc culture doesn't need to be actively playing nice with their neighbors.
Talk to your DM.
They're the one that establishes what Orc cultures are like. (Which doesn't mean you have to play a typical member of that culture, but knowing whether or not you're an outlier makes a difference.)
For instance, in my SJ game, you'd likely be playing a refugee from one of the major kingdoms in this part of space, who were, not too many years ago, mostly wiped out by some sort of magical plague/curse/catastrophe. They were a proud people, with aggressive expansionistic tendencies and iffy relationships with their neighbors. Now they're refugees in the kingdoms of those same neighbors, and many of their gods seem to be dead. (They're not the only population, but they're the only ones the PCs have interacted with to any degree.)
But the societies formed by particular races do have a culture, the Drow in the forgotten realms have a strong xenophobic and matriarchal culture heavily centred around waring with and enslaving other races, of course it is possible for individuals to defy that culture or a branch of that race to form a new homeland and a new culture but the culture of Drow in the Forgotten Realms is predominantly an evil culture.
What I want to know is in the official lore what sort of culture do Orcs now how and how would one play them according to this new lore?
That is exactly the point, that is not Drow culture, that is Menzoberranzan culture.
The core rules are meant to be more or less setting agnostic.
Yes, but any species that isn't extremely localized will have many societies (how many is somewhat dependent on the speed of travel and communications) and many of them will be multispecies as well. An orc in Waterdeep... probably behaves like a Waterdavian.
It is also the culture of Ust Natha and Ched Nasad and most other Drow societies in the Underdark.
In the end you are arguing semantics, of course it is possible for the DM to create an Orc tribe who's culture revolves around baking cupcakes and petting kittens but I am asking how the tribes of Orcs in the forgotten realms are generally depicted and what culture they generally have.
Yeah but how many orc tribes live in Waterdeep? Of course an individual of a different race raised in a different society will likely behave differently to others of their race I am asking what an Orc raised in a traditional Orc tribe would act like? Surely there are still societies in the Forgotten Realms that are predominantly made up of orcs right? Or has the new lore disbanded all orc tribes altogether and they are now all individualist nomads?
Assuming orcs in the setting are even a tribal society (unlikely in any area with a meaningful numbers of adventurers), they behave however that tribe behaves, which will see quite massive variance because tribal societies don't generally interact over a long distance, subject to the limits of what's possible for tribal societies (which is pretty limited due to very low wealth). In practice orcs have no traits that would produce tribal cultures that are meaningfully different from human tribal cultures.
The way you figure out typical cultural traits is very simple: look at which, if any, of the species' traits would modify their culture in a meaningful way. Other than that, assume the same variety of cultures as exists for humans. If we look at orc traits:
Adrenaline Rush: having access to considerable bursts of speed would adjust typical hunting and warfare behavior. To the degree this is relevant to a PC, simply choosing weapons that synergize will accomplish the cultural effects.
Darkvision: the culture is likely to be more noctural than human.
Relentless Endurance: as it provides a buffer against fatal injury, I would expect the average orc to be more reckless than an average human, and for orc societies to encourage recklessness. On the other hand, adventurers in general are pretty reckless, so this isn't really relevant to a PC.
The new forgotten realms book isn't out yet. You'll have to wait until then.
So Orcs are now just humans with green skin and pointy teeth?
Weren't Orcs created by Grumuush? And what is Grumuush known for again? Would that not have an impact on their culture?
Well in the past Orcs also had the trait of being generally built stronger and more durable but more lacking in mental capabilities, but I am pretty sure they scrapped the physical and mental attributes for one reason or another.
If you were to actually read the description of orcs, there is a line that says, "Even if they turn their devotion to other gods..." That clearly tells us that orcs can worship other gods and that they have varied cultures.
Hmm there seems to be another part to that line suggesting something else about their nature that you cut off? What is the next part to that line "Even if they turn their devotion to other gods..."?
But I never said Orcs can't worship any gods other than Grumuush, just as a Drow does not necessarily need to worship Lolth either, however even in the new lore it seems they were still created by Grumuush which one would think would be a factor in their culture and societies.
You keep telling me that they can have varied cultures but so far you have yet to name even one in the forgotten realms, so far in the new lore Orcs don't really have any societies and cultures, they are just there indistinct from humans apart from their skin colour and teeth, if there are no unique cultural identity or traits then why play as an Orc at all?
The next part says something along the lines of 'they retain these gifts', talking about the abilities granted by Gruumsh.
I am talking about the description given in the book. Do you not have access to that?
About the forgotten realms example you've requested, "The new forgotten realms book isn't out yet. You'll have to wait until then."
I agree that the lore change makes them somewhat bland.
No I am aware of what it says in the 2014 players handbook
I also know what Mordenkainen's tome of foes says about Orcs, but that lore is considered to be culturally insensitive, I want to know how to play one of the new culturally sensitive 2024 Orcs.