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The Cultures of Estel Úqua

Elves

Innately magical, Elves consider themselves the first culture in Estel Úqua and started the Great War in order to prevent the spread of lesser creatures. They posses increased skill with magic, and have long pointed ears. The Elves of Atresria live simply, close to nature and have a way with both plants and animals. The Elves of Bridgehia consider themselves nobles, regardless of their wealth, and demand to be treated as such.  Thathes is an urban land, where elves of all kinds mix and mingle, and they are less likely to hold some of their culture's prejudices here. The Alridlandian Elves' pride is the world renown Sorcerer's Citadel, which lies withing its borders.

Required Prosthetic: Long Elf Ears

Humans

Creative, innovative, jack-of-all trades. These terms describe Humans best. Without the innate magic or strength of other cultures, they have still managed to carve out a place for themselves in the world, learn magic, and produce some of the strongest warriors. While the Elves' Great War may have reduced other cultures like the Tremlin and Orc to meager holdings, Humans alone came out richer and stronger. Humans living in Savia are both more modern and rooted in their ways. The ones that have moved to the expanse of Chicham are adventurous and hardy folk, willing to risk life and limb, or hard work, to own vast lands or start lives free of past wrongs.

Required Prosthetic: None

Orcs

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: Fell Beast Ears and either Large fangs on the lower incisor or, if you have an overbite, Classic length fangs on the lower incisor or the lower half of these.

Tremlin

Once treated as playthings and pets for the Elves, the Tremlins now have their own lands, thanks to their Orc allies. All Tremlins are fast, light of foot, and have a connection with nature that is far stronger than that of the Elves. Tremlins of Foweybi tend to be timid, afraid of impending return to slavery. They are more frequently Doe-Tipped (deer antlered) than Horn-Topped (goat/sheep horns). The Tremlin of Sarough are by far the rowdier bunch, not afraid to live and be seen. They are more frequently Horn-Topped.

Required Prosthetics: Horns (pick one): Deer, Goat, or Sheep

Dwarves

Dwarves have a deep connection to the land of Estel Úqua. Not the plants and animals, but the soil and rock itself. They can be distinguished from Humans and Orcs by their short tipped ears and their tribal tattoos. Although not particularly adept at magic, they are innate artists, smiths, and maker of things. Dwarves not only make great crafst people but great fighters as well, and should one study hard enough, they might even manage to be a decent Sorcerer. In Canmouth the traditional Dwarven ways hold fast and true, including the extensive facial tattoos that are given in highly ritualized ceremonies starting from the time children can walk. Dodrigian Dwarves are more literate than their Canmouthian kin, and tend to delay their tattooing until around the start of the teen years. Dwarves from Modhertia are a mix of mindsets, but the new Satrap's lavish behavior seems to be influencing it's youth. Rowdy, rambunctious, and frequently flamboyant with their facial tattoos, the young ones of Modhertia set their elder's teeth on edge.

Required Prosthetics: Small ears with upward pointing tips

Required Decorations: Facial Tattoos (sharpie/body marker or other self made temporary tattoo.

HALFSIES

Playing a halfsie is a great way to up character backstory angst or create a character that might need less prosthetics (it's decided by a die roll). Mixed culture options are outlined below.

Elfblood Humans

The child of an Elf and a Human, may exhibit either parent's trait (Ms. Hale will determine which via die roll). It is most common for them to be raised among humans, but if raised among Elven kind it is always as a Monk.

Dwarvish Humans

The child of an Human and a Dwarf may exhibit either parent's trait (Ms. Hale will determine which via die roll). These children are fairly well accepted in either culture and can frequently 'pass' for a rather peculiar but full blooded child of either.

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 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.

Dwarvish Tremlins

The child of Tremlin and a Dwarf is rare, may exhibit either parent's trait (Ms. Hale will determine which via die roll). As Dwarven society has little need for their frequently frail traits, they typically find themselves raised among their Tremlin brethren, although a few merchant ships are rumored to be crewed by Dwarvish Tremlins.

Elfblood Dwarves

The child of an Elf and a Dwarf, though rare, may exhibit either parent's trait (Ms. Hale will determine which via die roll). Shunned among Dwarven kind, it is most common for them to be raised among Humans but, if raised among Elven kind, it is always as a Monk.

Elfblood Tremlins

The child of an Elf and a Tremlin is the most common half-Elven kind and may exhibit either parent's trait (Ms. Hale will determine which via die roll). They are accepted into either culture, but treated poorly in the Elven realms and pitied in the Tremlin ones.

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.

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.

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