Orc Religions
Orcs like religion in the same way they like supper or a good brawl. It's just something you do. Some, though follow the religions of Olberere, the Olborere sect of Kromford, or the dark Pentarestrian Cult more devoutly. Even non-orcs fear their gods and no faith is as reviled as Pentarestrianism.
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Olborere, the main religion of Knacuria, worships the Fire Ape Framton. For Paladins of Olborere it is said the god gives a strength that cannot be matched, and a battle rage that brings down armies. Clerics seem more than adept at giving Framton's strength and rage to any they choose. It is said a tribe with a Cleric of Framton at their back could take down an Elvin Empire, although that has never been proven true.
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The Sect of Kromford worship aspects of Framton that most Orcs would mock, but it is said that Kromford Paladins are quicker on their feet than Elves, and move faster than mortal men, while their Clerics have been seen to bathe the unworthy in a consuming fire.
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Pentaresterian Cult is feared throughout the realms for their freakish appearance with bone decorations and white face markings, but only Orcs truly know the power of Persaxrid The Lost. His Paladins are known as The Dead and are said to be able to kill a beast with the mere touch of their blade. Clerics of Persaxrid are rumored to be able to kill a healthy man with a prayer or cause a soul to loose it's way back to the rebirth gate.
Background, Culture, History, and Lore of Orcs
This page contains in-depth information on Orcish Culture including History, Lore, and specific information on cities and towns within the Orc Territories.
Not for the faint of heart, this page is intended for those who wish to play and Orcs or a halfsie who grew up in Orcish realms.
With the tell-tail downward tipped ears and the sharp lower canines, Orcs are considered and ugly culture by all but Orcs. Noble, fiery, are stronger than Dwarves, and just as capable of magic and diplomacy as any Human they have an innate sense of justice. The Sarenbar tribe is a water loving tribe and range along the coast land usually living as fishermen and seafarers. The Marfield tribe is a matriarchal tribe, traditionally they were foragers and rangers, but now that Orc lands are confined to Knacuria, they are the primary crop producers of the five tribes, although their tools can just as easily be used to settle disputes and wage war if the need should arise. The Hatherhill tribe has always been a watchful bunch. Wake eyes and a sharp knife, and their wit is no less sharp than their swords. These days most have taken up trades such as smithy work and their foundries produce weapons of fierce proficiency. Atneston Tribe has struggled the most with being confined to Knacuria, and they can often be found muddling around in other tribe's camps causing mischief and general headaches. By and large when they are fighting their way free of some mess they put themselves into, they are incredible singers and dancers, typically preferring the drum to 'that Elven junk' like flutes. The Granhamia Tribe was the most free spirited of all the tribes, and they tend to disappear and reappear as they please, often bringing news from far off places or treasures that likely belonged to some foolish person, back with them.
Required Prosthetics: Small Ears with downward pointing tips and either Large fangs on the lower incisor or, if you have an overbite, Classic length fangs on the lower incisor or you can order orc fangs like the ones pictured to the left by emailing esteluqua.com. They are $20 each.
Halfsies
Elfblood Orcs
The child of an Elf and an Orc may exhibit either parent's trait (Ms. Hale will determine which via die roll). Thought to be an abomination by both cultures they rarely survive birth and are shunned everywhere they go.
Orcish Dwarves
The child of a Dwarf and an Orc may exhibit either parent's trait (Ms. Hale will determine which via die roll). Historically, they were not well accepted, but over time the combination of the two cultures strengths brought reluctant acceptance. While such unions are not actively encouraged, these children are raised by the respective culture whose traits they exhibit.
Orcish Humans
The child of a Human and an Orc is a sad tale. They may exhibit either parent's trait (Ms. Hale will determine which via die roll), but finding acceptance is hard. Most live on the outskirts of Human society. The most Orcish ones find themselves welcome in the Orcish Territory.
Orcish Tremlins
The child of a Tremlin and an Orc is seen as blessing. They may exhibit either parent's trait (Ms. Hale will determine which via die roll) and are accepted equally into either culture, although most prefer Tremlin lands over Orcish ones.
Please note, prosthetics for halfsie characters may vary (example: an Elfblood Human may look completely Elvin, completely Human, or have shorter ears). While players may make a request for a specific visible trait, the final call on that lies with the GM. Please be sure to email esteluqua@gmail.com in advance to verify if it's extremely important to you.
When building a character, the culture you choose first on the character registration form will be the one your stats are created from.
Lands
The Territory
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Before the Elves tried to rule to world and wipe out everyone they thought was lesser, Orcs were primarily nomads. Now, their wandering tribes are largely bound to Knacuria in south eastern Estel Úqua. This is the land they managed to hold against the invaders, Elf, Human, and Dwarf alike. And though they might have held more if they had abandoned the Tremlin communities to their fate, the Orcs take pride in their choice. They still walk unhindered through the Wild Lands, and Tremlin Territories, even their alliance with Humans and Dwarves is regarded in watchful distrust and they are slow to tread on other's lands, lest they lose what little freedom they kept. The remaining Tribes have coalesced under five tents, the Sarenbar, the Marfield, the Hatherhil, the Atneston, and the Granhamia. The tribes are lead by those warriors who are skilled and wise enough to have survived the game of Pehrakgu, a chess-like game where the players live, or die, by their choices and the battle that follows them. Xagok the Large leads Sarenbar, Grat the She-Beast leads the Marfield tribes, Bogdub the Breathless leads Hatherhil, Mul the Unpleasant leads the Atneston tribe, and Arpigig the Crusher leads the Granhamia.