Orc (Dungeons & Dragons)
Orcs in Dungeons & Dragons have been part of the game since its very first publication in 1974. From those earliest days, the creature was described simply as a tribal humanoid living in caves or villages. What happened over the next five decades is a story of a fictional race that grew more complicated with every edition of the rules. The orc began as a monster borrowed from J.R.R. Tolkien's literary universe and became one of the most debated figures in tabletop gaming. Why does a creature designed to be fought in dungeons generate genuine academic controversy? What does it mean when a game company publicly apologizes for how it portrayed one of its own monsters? And how did the scro, a space-faring variant of the orc, end up with a name that is just 'orcs' spelled backward?
Dungeons & Dragons did not invent the orc. The game's designers borrowed the creature directly from the works of J.R.R. Tolkien, and that debt was acknowledged by critics and designers alike. Scholars Paul Karczag and Lawrence Schick identified the orc as one of the five main 'humanoid' races in Advanced Dungeons & Dragons. Game chroniclers Witwer et al. described orcs as among the 'iconic D&D monsters.' The authors of Dungeons & Dragons For Dummies ranked the orc first among the ten best low-level monsters, calling it 'the iconic man-beast savage' and 'simply the classic adversary for a low-level hero.'
The 1977 Monster Manual, illustrated by David C. Sutherland III, depicted orcs with distinctly pig-like faces. That porcine look persisted for years. Illustrations in issue 15 of Imagine magazine, published in June 1984 alongside the tournament adventure Round the Bend, still showed orcs as pig-men. The first edition Monster Manual described the creature as a fiercely competitive bully that often lived underground. In earlier editions, orcs were classified as Lawful Evil and had fully porcine snouts before those details shifted with later revisions.
Roger E. Moore's June 1982 article in Dragon 62, titled 'The Half-Orc Point of View,' was among the first efforts to give the creature a more nuanced interior life. Moore's piece offered a mythology and set of attitudes for the orc rather than simply cataloguing its combat statistics. That instinct to look inward at the creature's culture would recur across dozens of supplements in the decades that followed.
One persistent fact about orcs across every edition of the game is that someone, somewhere, was trying to let players inhabit one. In the first edition Advanced Dungeons & Dragons rules, the half-orc was a standard player character race, typically associated with the assassin class. Joseph Clay's article 'Hey, Wanna Be a Kobold?' in Dragon 141, published January 1989, presented orcs alongside kobolds, xvarts, and goblins as full player character options, introducing two new character classes, the Shaman and the Witch Doctor.
The second edition removed half-orcs as a core option, but they returned in Player's Option: Skills & Powers in 1995. The orc itself was first detailed as a fully playable race in The Complete Book of Humanoids in 1993. The Spelljammer setting's scro, a space-faring orc variant whose name is simply 'orcs' spelled backward, became a player character option in The Complete Spacefarer's Handbook in 1992. The scro were notable for being the opposite of the standard portrayal: sophisticated, disciplined, with a well-organized martial culture.
The 4th edition, published in 2008, presented the orc as both a monster and an optional player character race in the same Monster Manual. By the 2024 revision of the 5th edition rules, orcs were moved directly into the Player's Handbook as a playable species, formally replacing the half-orc that had appeared in previous editions. That same revision replaced the word 'race' throughout the rules with the word 'species.'
Orcs in Dungeons & Dragons have always bred freely with other humanoid creatures, and the game has tracked those crossbreeds with unusual specificity. Orogs are the offspring of a male orc and a female ogre, generally stronger, more intelligent, and more disciplined than standard orcs. Ogrillions, by contrast, come from a female orc and a male ogre, and carry thick, armor-like skin. The distinction matters within the game's internal logic even if the difference is a single swapped parent.
Losels are an orc-baboon crossbreed created by Iuz and the Scarlet Brotherhood specifically because they reproduce faster than common orcs. That detail, buried in a supplement, reveals how much world-building the game's designers poured into the creature's ecology. The tanarukk began as tiefling-orc crossbreeds born from the orcs of Hellgate Keep and the demons of that dungeon, but over centuries they bred true as a distinct race, shorter and stockier than typical orcs with a scale-like ridge on their foreheads.
In the Forgotten Realms setting, the ondonti are a version of orcs bred by the goddess Eldath, a peaceful deity in sharp contrast to the war god Gruumsh. The Krugel orcs of the Hollow World campaign setting were developed as a distinct player character race in the 1990 Hollow World Boxed Set. Each variant pushed back against any single, fixed idea of what an orc could be, and the sharakim, introduced in Races of Destiny in 2004, took that logic the furthest: they are orcs transformed from humans, reversing the usual direction of the crossbreed.
In the Dragonlance setting, orcs do not officially exist. The 1st edition AD&D Dragonlance Adventures hardbound rulebook states plainly that orcs are absent from the world of Krynn, with ogres and minotaurs filling their narrative role. Second and third edition Dragonlance supplements maintained that absence. The confusion arose from novels and adventures where writers included orcs by mistake, including the novel Kendermore by Mary Kirchoff, in which one of the main characters is a half-orc.
Eberron took the most deliberate departure from the standard template. There, orcs are given to spirituality and nature-worship. They learned druidic secrets from the black dragon Vvaraak some 16,000 years ago and built successful societies. When the daelkyr invaded 9,000 years ago, it was the orc druids known as the Gatekeepers who sealed those invaders beneath Eberron and cut the link to the daelkyr home plane of Xoriat. Academic Gabrielle Lissauer noted in The Tropes of Fantasy Fiction that this portrayal deliberately subverts the classical orc as savage, presenting creatures 'interested in peace and keeping the world safe.'
In Greyhawk, orcs are called euroz in the Flan tongue and are concentrated in places like the Pomarj, the Empire of Iuz, and the Bone March. The orcs of Zeif, a Baklunish nation, have nearly assimilated into human society, though they are still regarded as lower-class. In the Forgotten Realms, the Many Arrows tribe and its leader King Obould Many-Arrows, blessed by the god Gruumsh, represent the northern orc presence that periodically spills into human lands. The Monstrous Manual itself offered a rare concession inside the rules text: 'Orcs have a reputation for cruelty that is deserved, but humans are just as capable of evil as orcs.'
Helen Young, an Australian academic, argued that descriptions of orc bodies across nearly all editions of D&D 'resonate with anti-Black racist stereotypes' and that the comparison of orcs to animals, particularly pigs, recurs through the game's history. Young wrote that 'orc bodies are violent and belligerent is iterated and re-iterated with each issue of a new edition of D&D rules.' Some writers had previously framed Tolkien's orcs as 'deranged and repulsive versions' of Mongol stereotypes, and D&D's earliest editions were the first major appearances of orcs outside Tolkien's work.
Chris Sims, writing in the 4th edition book Wizards Presents: Races and Classes in 2007, articulated the traditional framing: 'where dwarves gather and build, orcs scavenge and destroy, and where dwarves are dutiful and industrious, orcs are treacherous and lazy.' That contrast was by then a five-edition-old convention.
In their official June 2020 statement, the D&D Team acknowledged directly that 'throughout the 50-year history of D&D, some of the peoples in the game, orcs and drow being two of the prime examples, have been characterized as monstrous and evil, using descriptions that are painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated.' Christian Hoffer, writing for ComicBook in March 2020, had noted that the 5th Edition Explorer's Guide to Wildemount, published that year, reused orc statistics from Eberron: Rising From the Last War rather than Volo's Guide to Monsters, removing the intelligence stat penalty and the 'Menacing' trait. Germanic studies scholar Sandra Ballif Straubhaar argued the other side, maintaining that accusations of racism in Tolkien's Middle-earth miss the 'polycultured, polylingual world' that is 'absolutely central' to that setting. Academic Christopher Ferguson, in 2022, surveyed 308 adults, of whom 38.2% were non-White and 17% were D&D players. Only 10.2% found a depiction of orc monsters as inherently evil to be offensive.
Common questions
What is the origin of orcs in Dungeons & Dragons?
Orcs in Dungeons & Dragons were directly adapted from the orcs in J.R.R. Tolkien's works. They first appeared in the Dungeons & Dragons white box set in 1974, described as tribal creatures living in caves or villages.
When did orcs first become a playable race in D&D?
The half-orc was a standard player character race in the original Advanced Dungeons & Dragons, typically associated with the assassin class. The orc itself was first detailed as a fully playable character race in The Complete Book of Humanoids in 1993.
What are the physical characteristics of orcs in Dungeons & Dragons?
Orcs in D&D are carnivorous humanoids standing approximately 5 feet 11 inches to 6 feet 2 inches tall and weighing between 180 and 280 pounds. They have green to gray skin, lupine ears, lower canines resembling boar tusks, and a muscular, slightly stooped build.
What is the orc deity Gruumsh in Dungeons & Dragons?
Gruumsh is the chief deity of orcs in Dungeons & Dragons, who teaches that orcs are at the top of the food chain and that all riches rightfully belong to orcs. Other orc deities include Bahgtru, Ilneval, Luthic, Shargaas, and Yurtrus.
How did Dungeons & Dragons address the racism controversy around orcs?
In their official June 2020 statement, the D&D Team acknowledged that orcs and drow had been characterized using descriptions painfully reminiscent of how real-world ethnic groups are denigrated, and stated 'that's just not right.' The 2024 revision of the 5th edition rules moved orcs into the Player's Handbook as a playable species and replaced the word 'race' throughout the rules with 'species.'
What are scro in D&D and how do they differ from standard orcs?
Scro are a space-faring variant of orcs from the Spelljammer campaign setting, first appearing in Monstrous Compendium Spelljammer Appendix II in 1991. Unlike typical orcs, scro are sophisticated and disciplined, with a strong, well-organized martial culture. Their name is 'orcs' spelled backward.
All sources
27 references cited across the entry
- 1NewsOn the influence of J.R.R. Tolkien on the D&D and AD&D gamesGary Gygax — March 1985
- 2BookReligions in play: games, rituals, and virtual worldsPhilippe Bornet — Theologischer Verlag Zürich — 2011
- 3BookRace and Popular Fantasy Literature: Habits of WhitenessHelen Young — Routledge — 2015
- 4JournalWhy is the Only Good Orc a Dead Orc? The Dark Face of Racism Examined in Tolkien's WorldAnderson Rearick — 2004
- 5JournalHey, Wanna Be a Kobold?Joseph Clay — TSR — 1989
- 6BookThe Orcs of TharHeard, Bruce — TSR — 1989
- 7BookMonstrous Compendium Volume OneCook, David — (TSR — 1989
- 8BookMonstrous ManualTSR — 1993
- 10New Dungeons & Dragons Monster Guide Has Limited Edition Cover OptionDan Wickline — 2016-11-16
- 1110 Species in the 2024 Player's HandbookRiley Silverman — 2024-07-19
- 13BookDungeons & Dragons For DummiesBill Slavicsek et al. — For Dummies — 2006
- 14BookThe Ashgate Encyclopedia of Literary and Cinematic MonstersAshgate Publishing — 2014
- 15BookHeroic Worlds: A History and Guide to Role-Playing GamesLawrence Schick — Prometheus Books — 1991
- 16ThesisDungeons & Discourse: Intersectional Identities in Dungeons & DragonsPhilip J. Clements — December 2019
- 17BookDungeons & Dragons Art & Arcana: a visual historyMichael Witwer et al. — Ten Speed Press — October 2018
- 18BookDesigners & Dragons: The '70sShannon Applecline — Evil Hat Productions — 2014
- 19Your guide to Volo's Guide To MonstersNick Wanserski et al. — 2016-11-29
- 20Why Orcs Are Problematic in Dungeons & DragonsChristian Hoffer — April 27, 2020
- 21BookWizards Presents: Classes and RacesMichele Carter — Wizards of the Coast — 2007
- 22BookThe Tropes of Fantasy FictionGabrielle Lissauer — McFarland — 2014
- 23BookMyth, Late Roman History, and Multiculturalism in Tolkien's Middle-EarthSandra Ballif Straubhaar — University Press of Kentucky — 2004
- 24JournalAre orcs racist? Dungeons and Dragons, ethnocentrism, anxiety, and the depiction of "evil" monstersChristopher J. Ferguson — 2022-01-04
- 25Explorer's Guide to Wildemount Fixes One of Dungeons & Dragons' Most Problematic ElementsChristian Hoffer — March 19, 2020
- 26Diversity and Dungeons & DragonsWizards of the Coast/D&D Team — June 17, 2020
- 27'Dungeons & Dragons' to change 'evil' races due to racial stereotypesJosh K. Elliott — June 25, 2020