Orq (3.5e Race)

Orq
Summary::A different breed of orc, the orq is more industrial. This has done nothing to calm their ferocity, only to empower them as the de facto warrior culture.  While the orc descended into wild barbarism with no civilization of value, the orq became strong.

Personality
They say that the orq is a mindless brute, but this is untrue. Unlike their orc kin, the orq are smarter than they put on. They are well developed in the crafts, and can be clever at times. Where the rumor is true is the orq love of battle and war. The orq culture is one which celebrates the war hero, the conquerer, the warlord, and the toolmaker and decries the life of diplomats and politics. They live under the code that one is free to be as one wishes, including free to sell away their freedoms to others in exchange for services. Indeed, the concept of government is selling some of your freedom for protection, better gear, and comrades in battle, and contracts follow this in kind. For that reason, orqs are considered all slaves to one another in some method or another, until their contract is expired or they choose to part ways through violence. And it is violence which is the ultimate equalizer, for none may have a monopoly upon it. From their warriors to their handmaidens, all orqs are often armed or possess the combat skill to rough it up with little weaponry. The anarchistic orq society is thus stabilized by the fear and knowledge that anyone they meet may be a challenge too big for themselves if they recklessly throw around their weight.

This belief often clashes with more "civilized" societies. Orq has little to no patience for political games, insisting such plots be backed with proof and power, be it their own or the armies of citizens behind them. Likewise cultures focused on style over substance earn their ire. The orq is a practical being, and all tools they make serve a purpose from plain but effective swords to spiky armor meant for intimidation as well as protection. Art for arts sake is lost on them. Even their art has purpose, even if its only to show off or inspire others to action.

Physical Description
The orq is slightly less bulky than your average orc, and considerably "cleaner" given their industrial society. They are humanoids whose skintones range from various greens, grays, and black, and whose hair is typically dark colored. Eye color varies, from dull grays to vibrant red, orange, and yellows. They have a notable underbite with small "tusks", and powerful jaws. Even the most out of shape orq usually packs more muscle on them than the average human of the same caliber.

Relations
Because the orqs tend to antagonistic relationships and due to association with orcs, they are often viewed in poor light especially by their cultural foes of elves and dwarves. Even so, they tend to change their tune in the fact of orqish military might. Yet just because they love battle doesn't mean they always fight. They understand the concept of keeping allies and the peace, and in "peacetime" they usually fight amongst themselves over whatever squabbles they find. In doing so they keep their breed strong and always ready, and woe be it any who challenges the orq nations, for to have them suddenly unify against a common enemy is a curse no one should bear.

The orqs and humans have a particular convoluted history, for none threatens humankind like the orqs and none threaten orqs like humanity. The rapid growth of orq industry due to the constant arms race has only been matched by humans and gnomes. Gnome technology tends towards the fanciful, but humans and orqs both mass produce and produce items powerful in battle. The elves have noticed this with worry and concern, for if racial tensions between orq and human were to abide and they were to join forces, no race would be able to stop them. Rumor has it the elves purposefully plot discord between the two races, but it may be nothing more than rumor and hearsay.

Because they are social outcasts, orqs have a strange comradely with monstrous races of similar kin, in particular bugbears who share their military fascination.

Alignment
Orqs are largely chaotic, with a slight tendency towards evil due to the corrupting horrors of war, the lust for power, and the orqs pantheon and its darker minded gods.

Lands
The orqs can be found in many places, but specifically live in mineral-rich mountains, canyons, and plains where they can extract iron ore to produce their infamous urukke steel, as well as set up fortification both natural and artificial.

Religion
The orq pantheon consists of several beings including traditional orc deities like Gruumsh, as well as Temujin the God of War, Syn the Goddess of Defiance, Vanth the Goddess of Death, and Damashqi the God of Crafting and Protection.

Language
Orq speak Common and Orc.

Names
Orq names are not unlike human names, though last names are little more than titles. An orq might be known as Agro Redblade (his family title) or Argo Kingslayer (a title of honor) or even Agro Knightguard (his occupation). Middle names are also common, for use when two orqs have the same title and first name.

Racial Traits

 * ,, , : Built for war, orqs have no time for politics.  Their rough behavior does not always lead to the wisest of decisions.
 * Type::Humanoid (Subtype::Orc): Orqs are humanoids as well as being related to orcs.
 * Orq base land speed is 30 feet. However, orqs can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
 * Ferocity : Once per day, if an orq is reduced to -1 hp or lower they immediately can take a standard action before suffering from the effects of hit point loss.
 * Light Sensitivity : Orqs work as dusk and dawn, at night, or within the shadows of caves. Orqs are dazzled in bright sunlight or within the radius of a daylight spell.
 * Orq Toughness : Orqs gain an 1 additional hp per HD they possess.
 * Tusks : Orq mouths are too small for an effective bite attack, but those proficient in unarmed strikes may use their tusks as part of it. An unarmed strike with their bite deals bludgeoning, piercing, and slashing damage and has a 20/x3 critical.
 * Orqs are proficient in light armor and all simple and martial weapons. If an orq gains martial weapon proficiency from a class (such as fighter) they can instead gain the Exotic Weapon Proficiency feat for each class which offers it.
 * Orqs gain a +2 racial bonus to Craft, Intimidate, and Martial Lore. They are always considered class skills.  In addition, orqs may use strength in place of charisma for the intimidate skill and for determining your leadership score.
 * Automatic Languages: Common, Orc.
 * Bonus Languages: Abyssal, Dwarven, Giant, Gnome, Goblin, Gnoll, and Undercommon.
 * Favored Class: and Warblade
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1