Orcs

Physical Description
Powerfully built, Orcs typically stand a foot taller than most humans/elves but have a much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. This has lead to them walking with a slower  While their facial features tend to vary, they are always distinguishable by their protruding, tusk like teeth from their lower jaw. Males to have thicker necks and rounded ears, where females have slimmer necks and pointed ears.

Orcs skin tends to vary between dull greens, washed out blue greys and charred browns. Coarse dark hair is dominant in all Orcs, until middle age hits where it makes the steady transition into grey. It is exceedingly rare for an Orc to not be born with beady red eyes. Orcs consider scars a mark of distinction and frequently use them as a form of body art.

Goverment
Orc government is primarily a Republic during the dormant cycle, once the Awakening occurs, Obrizus has absolute say in any matters of office regarding the Orcs. The Republic is put together by a number of representatives, all masters of a chosen field, from each of Horace's districts. Orcs collectively feel no one being beyond their creator should have absolute say in any Orc matter, or else the free of such power will lead them down a dark road.

Among the Orc archipelago and all outreaching settlements, rests a place of creation dedicated towards the Academy of Fire. Known as an inventors guild of varying fields, all Orcs at one time or another have taken part within their halls in dedication to their patron. The purpose of the Academy is to further all forms of research to better the race's whole. The guild's home in the heart of Horace serves as one of the two primary factions representing the republic within Orc society.

Obsidionalis is the other faction among the Orcs, this one focusing primarily as the military force, representing the craft side.. Though the group focuses as the Navy surrounding most of the Great Bay, their number also make up fishing vessels, and associated professions related to the sea. Additionally, warfare related professions like blacksmiths and workshops are also a large part of the Obsidionalis Guild. These two factions, with the ruling Republic, are the dominant powers within Orc government.

Culture
====Orc culture is focused around Obrizus' ideals, of craft, creation, and family. All youths in Orc culture take part in either the Academy of Fire or Obsidionalis activities  starting with an apprenticeship that varies in time as decided between the apprentice and master. Typically these apprenticeships last anywhere between four to seven years, ending prematurely if the apprentice reaches adulthood, required to take their first Pilgrimage. After this pilgrimage, the youth may request to take on a journeymen position withing the organization that they previously held an apprenticeship or may move onto another group within either faction.====

====Aside from the guilds, Orc society holds a number of festivals where family is primarily the subject of the festival. These normally correspond to the Cycles, where the greatest of said events is the Awakening.====

Pilgrimages:
====Once an Orc reaches the age of thirty, they undergo a pilgrimage to The Kiln, the place of Obrizus' sleep. The start of this pilgrimage always takes place at the heart of Horace, the first and greatest of the Orc Cities; leading the traveler through harsh deserts, vast mountains and eventually to the heart of The Kiln. Upon reaching the hollowed ground, the pilgrim offers up a number of items into the heart, including a lantern they are tasked with keeping alight at the start of the journey, and wait in meditation for a number of days. During this time the pilgrim is put through a test of endurance and will, having to deal with the extreme heat and communing with Obrizus. This commune occurs either between the individual and Obrizus physically or spiritually, determined by the current Cycle. Afterwards, the return trip is a reflection on the events as the pilgrim takes the path back.====

Beliefs
Orcs have a strong connection to their creator and patron deity, Obrizus, whom has instructed and guided them since the dawn of their birth. Though there is worship and tribute given to Obrizus, as there is no standing church dedicated towards Obrizus or open religion, instead it is commonly give devotion through craft, creation, festivals, and pilgrimages held in Its honor.

Orcs hold many superstitions regarding their patron and some have even spread to widely held beliefs, the most common: The act of allowing one's tools to tarnish is an insult to your ancestors and the creator. Respect fire in all its forms, when extinguished a gesture or prayer must be given. Family is the purest representation of Obrizus' creation.

Racial Traits
+2 Strength, +2 intelligence, -2 Charisma: Orcs are both tough and wise, but also a bit gruff.

Medium Size: Orcs receive no bonuses or penalties due to size.

Slow and Steady: Orcs have a base speed of 20ft, but their speed is never modified by armor or encumbrance.

Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.

Healthy: Orcs gain a +4 bonus on fortitude saves against disease and poison, including magical diseases.

Stability: Orcs raice a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Craftsman: Orcs gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Skill Training: Orcs gain Knowledge (engineering) and Profession (Sailor) as class skills.

Master Tinker: Orcs gain a +1 bonus on Diablse Device and Knowledge (engineering) checks. Orcs are also treated as proficient with any weapon they have personally crafted.

Weapon Familiarity: Orcs are proficent with heavy picks and warhammers, and treat any weapon with the word "Orcish in its name as a martial weapon.

Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from the following languages: Ingan, Sorwathi, Trollish, Infernal, Elven,

Favored Classes:

Fighter:

Cleric:

Machinesmith:

Alchemist:

Tactician: