The World of Estel Uqua
The World of Estel Úqua
While there is some commerce and traffic throughout all the realms, for the most part, the peoples of Estel Úqua stay in their own countries, or the countries of their kin. Human realms are frequently the exception and, much to the Elven people's distaste, the mix of cultures and customs seems to make the Human countries stronger. Still, there are plenty who would say they feel both more welcome, and more safe, in the land of their people.
Dwarven Strongholds:
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Canmouth is the ancestral homeland of Dwarves and lies in the north western part of the continent. It is a Triumvirate, ruled by three leaders, chosen each generation from the strongest families. Hastithra Redminer, her wife Nakdraebo Ingotheid, and Strozin Fimnat have ruled well and fairly for 40 years, and will do so for anther 20.
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The Dodridgian Empire was carved out during the wars and lies on the southern coastline. It's Emprex is Dourseserd Leedblet and they are known as The PeaceMaker not only for having a strong right hook but also for their steady hand at diplomacy, which opened commerce between the Human, Orc, and Dwarven Realms.
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The Satrapy of Modhertia is the last of the Dwarven holdings in the Eastern region. Albeit small compared to its neighbors, Modhertia is the gem of the realms, known for its urban sprawl and wealth, although the Elves would argue that it's too dirty or too crowded while coveting it all the same. The Triumvirate picks a new ruler for Modhertia every 50 years, and it speaks to the Dodridgian Emprex's diplomatic skills that they were able to secure the seat for their brother, Vargrumli Leedblet. He's been in charge for 28 years, and with 22 more to go, the people of Modertia are certain that the Emprex wanted not so much to join the great nations as to get their spoiled sibling out from underfoot.
Elven Empires:
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Once a single Empire that spanned the entire northern portion of the continent, Bridgehia, is what is left of the Ancestral Elven seat. Set in the central North, it is bordered splinter Empires and the bitterly lost Tremlin territory of Foweybi, which took much of it's coastal access with it. While it didn't seem a big deal at the time, as trade between Empires and other countries becomes more important, Bridgehia finds its place as the Center of the Modern World slipping fast. Some hope for a second war. Some fear it. And none can say which way the young and newly minted Emperor Cidacne Azeden will go.
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On the North Eastern coast lies the Alridlandian Republic, a true republic governed for 120 years by an elected group of leaders from each of their 6 provinces. Every twenty years one Province elects a new representative. Currently Dain Wyndi of Thathing, Tyrael Genleth of Chipseia, Miirphys Aepetor of Cilfordia, Aestelar Xyrsys of Hayceford, Elidyr Preszeiros of Treroe, and Omlid Obosh of Casre fill the seats. While Omlid was just elected nineteen years ago, Dain faces replacement in just one year and many wonder if Dain's replacement will be as thoughtful as Omlid who has brought a sense of relief and hope for the future to the turbulent Republic. Or will things sway back to the infighting and strife that Dane and Thathing always seem embroiled in?
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The Principality of Thathes in the Northern Central region of Estel Úqua, is ruled by Prince Rolim Azeden, last Prince of the House Azeden. When he took the throne, many hoped he would quickly find a wife and produce heirs, but he was much quicker to take a husband and set that idea to rest. Now, as he grapples with old age and the death of his husband, Azeden seeks an heir. His sorcery, known throughout the Elven empires for it's power, has assured him an heir will reveal itself, and this heir will bring Thates to new glory. One can only hope, because his health fails him more each day.
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Atresria, which lies in the North West is ruled by Lethonel Carfiel. His people refused to join in the great wars, breaking away from Bridgehia long ago and it was his lineage that first formed alliances with the Dwarves. It is a quiet kingdom, preferring to keep to themselves, but they enjoy a prosperous trade with Human, Elvin, and Dwarven countries and serve as the main point of commerce between Dwarves and Elves. The Ofsielllingian monastery is located here.
Human Kingdoms:
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Although no one knows where Humans originated from, instead coming out of the Wilds like savages, it is generally consider that the kingdom of Savia, in the South-West portion of the convenient, is their true homeland. From there they spread, managing to break chunks of holdings away from Elves and carve niches out of the dangerous Wild that were before thought uninhabitable. To their long-lived neighbors, it seems as if the kingdom is always at war with itself as Lords grapple for the Throne, but to the Human mind the Ani family have ruled for a very long time - three generations, in fact, and it's expected that with Venza Ani proposing to the one man that could topple her rule, the Ani family will likely rule for several generations more.
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One of the three youngest countries on the continent, and far from the most advanced or safe places to live, Chicham in South Central Estel Uqua is the pride of human kingdoms. With bravery and innovation they carved this vast territory out of the grip of Elves, and beat back the monsters that inhabited it. Tarquin Ginelenet, known for his bravery and willingness to take the lead in any battle, currently sits on the throne, watching the wild lands with one blurry eye with the certain knowledge that it's been too quiet, for too long.
Orc 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.
Tremlin Alliances:
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Tremlins never had a kingdom to start, content to stay in their hollows and groves until the Elves brought the great war. With the help of their nomadic warrior friends they held Foweybi, a quiet little country in the central north, bordered on all sides by Elves. While they know that Orcs will answer their call if they're attacked the Foweybi prefer to keep their heads low, and keep to themselves. Still, they do well living off the rich land and fishing the waters on the shoreline. Dwarven and Human ships have taken to stopping along the coast and Foweybians can find the luxuries they need at a cost. Teeb Dresyl, the current elected President, has taken cautious steps towards opening trade with the wider world, fearful that his people are being left behind.
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In the East lies the Kingdom of Sarough, carved out for Tremlins by the might of the Orc armies even as their lands the nomads roamed were plundered. Saroughians will never forget their sacrifices and you can find statues and monuments to the Orc and Tremlin braveries during the war in most towns. Sarough is ruled by the Xhada Knights, who ride through the country and scout for trouble. The Knight's current leader is Kyrina Sep and she is much beloved in Sarough, Foweybi, and Knacuria alike.
Wild Lands:
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No one lives in the wild lands. Rangers, Druids, and Orcs may pass through, but they don't linger. While there are plenty of unpopulated and wilderness areas throughout the kingdoms, the wild lands are full of steep mountains, dangerous terrain, and hungry beasts. Those that travel there tell wild tales of things best left alone... bright balls of light that lead travelers to their doom, shadows that whisper in the darkness... although who can say if these tales are real, or campfire stories. Including any wild lands travel in your backstory must be approved by Ms. Hale in advance.