Rucinaranye Principalities (roo-sin--are-on-yay)
The Principalities of the Heirs are the remains of a broken kingdom of the dawn elves that once spread across the southern lands of Lithria. Leading to the rise of Trandafira, the last true king of the dawn elf kingdom was killed - believed assassinated. With no chosen heir among his several children and a war spreading across their lands, the kingdom eventually fell into turmoil, unable to decide who led them. Eventually the expansion of Trandafira halted and the war came to a temporary close as the conflict turned inward for the elves. Each surviving prince and princess of the kingdom claimed their own portion of the kingdom and warred among one another for territory until they formed what are now known as the Principalities of the Heirs, or the Broken Kingdom.
As of 850 AoM (or year 4 of the Age of Divinity), there are eighteen Principalities after the fall of another due to internal strife. Now their neighbors hurry to claim the pieces of the lands without leadership.
As of 850 AoM (or year 4 of the Age of Divinity), there are eighteen Principalities after the fall of another due to internal strife. Now their neighbors hurry to claim the pieces of the lands without leadership.
Culture
In many ways the elves of the Principalities have held on to the traditions of Eldaria while holding to their own moral codes that detract from their homeland's. Much as they have since they arrived in Lithria, the dawn elves abide by a need for perfection - of both individual and society as a whole. They believe that only by welcoming other cultures and people into their society could they adequately gain the experiences and traditions of others in order to do this. The Principalities have had good relations with the dwarves of Blackburn for many generations as they share a similar goal of perfection of craft and self as the dwarves do.
They also have a strong sense of authority, righteousness and truth, most of this associated with light and the sun as they are attributes to their patron goddess Aurin Valo.
As they believe in perfection in all things, this includes war. The dawn elves that founded the Principalities may have sought a new land in order to flee their brethren's infighting and backstabbing, but it did not dull their warrior spirits and will to rule. The difference between them and their cousins across the Maelstrom Sea was when they captured a territory, those people were not immediately subjugated, instead brought under their rule as citizens of the elven empire.
As the light of the sun is a beacon for justice, the light of the moon is seen as a sign of hope and joy. The Dawn Kingdoms work during the day, but when the sun sets, work is over and revelry and respite are the norm. It is not unsightly for one to drink or party during the day, but it is judged poorly.
As they have a strong sense of justice and law, they abhor traitors and cheaters in both politics and general activities. Spies and subterfuge are accepted forms of strategy only denounced when uncovered, but the use of things like assassins, thievery, and blackmail are seen as cowardly and treasonous. This doesn't stop some from doing these things, but they are prosecuted more strictly in the Principalities.
Public Agenda
The Principalities as a whole wish to return reform into a new Dawn Kingdom as they were 900 years ago, however none of the Princes or Princesses can agree on who the rightful King/Queen should be.
History
The Principalities were once a large kingdom that covered the majority of what is now split between Trandafira and the Principalities, and was known as the Dawn Kingdom. However, a particularly powerful uprising in what is now central Trandafira that coincided with the king's death spread across the land while the nobility of the Dawn Kingdom struggled with each other over who the next monarch would be. This alongside the deaths of some of the more promising candidates for monarch in battle, led to the eventual formation of Trandafira and the splintering of the Dawn Kingdoms with each would-be-heir - and some hopeful cousins or unrelated nobles - claiming independent strongholds, leaving the throne vacant.
Demography and Population
Though dawn elves are the ruling class among most of the Principalities, the demography of the lands of the Dawn Kingdoms are varied, out populating the long-lived elves by a fair margin. No ancestries are turned away from the Principalities save those who originate from Tradafira such as the Kandir - "blood-blessed" (Dhampir).
Founding Date
407 AoD (891 years ago; in current state)
Type
Geopolitical, Empire
Alternative Names
Broken Kingdoms, Dawn Kingdoms, Domains of the Heirs, Principalities of Dawn
Demonym
Dawnish
Neighboring Nations
Families
- Amimohsen
- Daneshvar
- Ehtathar
- Kavehrash
- Mehrdad
- Nazarhan
- Sadeghi
- Shahleila
- Sorougul
- Surikhan
- Taghisan
- ???
- ???
- ???
- ???
- ???
- ???
- ???
Religion
State Religion: Eldar Pantheon
Common Deities:
- Allus (skill, trade)
- Aurin Valo (truth, authority)
- Azahar (discovery, mystery)
- Estrae (joy, respite)
- Herra Kolem (change, natural order)
- Milyar (survival, strength)
- Pelkuri (cowardice, murder)
- Saminda (treachery, vengeance)
- Tuhota (ruin, madness)
- Unelma (creativity, reverie)
- Valan Tekijä (oaths, desire)
- Varkira (righteousness, rebellion)
- Viisas Luoda (wisdom, poetry)
- Viryan Cendele (fellowship, protection)
- Wis Valte (power, sacrifice)
Principalities City Street
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