Orcs

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Orcs were once the predominant goblinoid race on Mortend eons ago but after the rise of the Lord of Rot they were nearly exterminated in many parts of the continent. In modern time the largest surviving Orc tribes live on the western half of the continent but are still quite nomadic and roam freely, likely an influence of their short lifespan. "True" Orcs have no relationship with the Ashlung Orcs that live in the north east and might even hold some animosity towards them for enslaving the goblinoid races of the area. Orcs aren't inherently friendly with other goblinoids, only making temporary alliances at best, but would view slavery as a stripping of a warrior's honor which is a grave offense.
==Orc Racial Traits==
*Ability Score Racial Traits: Orcs are savage in combat and excel at Sylvan magic but are lacking in diplomatic or quick-learning capabilities. They gain +4 Strength, +2 Wisdom, –2 Intelligence, and –2 Charisma.
*Size: Orcs are Medium creatures.
*Type: Orcs are humanoids with the orc subtype.
*Base Speed: Orcs have a base speed of 30 feet.
*Languages: Orcs' native languages are Orc and Goblin.
*Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Orcs count has having the Diehard feat for the purposes of other prerequisites.
*Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
*Low-Light Vision: Orcs have low-light vision (they can see twice as far as humans in conditions of dim light).
*Age:
**Adulthood: 12 years
**Middle Age: 20 years
**Old: 30 years
**Venerable: 40 years
**Maximum Age: 60 years
===Orc Favored Class Bonuses===
*Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
*Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
*Cavalier: Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
*Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
*Fighter: Add +2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
*Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
*Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
*Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.