Principality of Dullac Organization in Estemor | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Principality of Dullac (Du-lock)

The northern reaches of Estemor can be a harsh place thanks to frigid winters and sprawling forests home to wretched monsters. Early settlements did not survive without the cooperation of every able-bodied resident. Generations of traditions that ensured their survival led to the region's inhabitants being quite insular and distinct compared to the rest of the Empire of Amertus. So when they found their way of life challenged by the Emperor, it was no surprise that they rebelled, inciting the War of The Blue Rose and earning their sovereignty. Since that victory, the people of the north have codified their ways under a kinf of their own, their realm officially declared a "Principality" by the Church of Saints.

Structure

The King of Dullac, typically the firstborn son of the previous ruler, controls the realm with looser, more decentralized authority. Vassals have broad authority to manage their holdings as they see fit, setting whatever rule of law they wish so long as it does not conflict with laws established by the King.   In the Principality, there are different codes of laws for different social classes. The nobility, which includes knights, occupies the First Code. The Second Code is comprised of ordained members of Church of Saints. All other peoples of the realm comprise the Third Code, be they villagers or city dwellers.

History

Prior to the rebellion, the northern region of the Empire was known as the March of Aloysia. The Principality is named for the elder House Dullac, which lead the rebellion against the Imperials. Its first crowned King was Darvyn Dullac 'the Night Stalker', who had proven his leadership skills throughout the war while serving underneath his father. The dynasty ruled for many generations, even surviving a deadly string of assassinations by Elves. By 650, no mainline Dullac sons remained alive and pretenders squabbled over who held the strongest claim. This only encouraged other prominent houses to seek the throne instead, leading to a turbulent period where many different houses held and subsequently lost the throne.   By the early 700s, House Vaughn holds the throne, having taken the majority of land and proving themselves as capable warden against both upstarts and external threats.

Demography and Population

The humans of Dullac have experienced more hardship brought on by members of other races than the other realms, though this has only led to an increase in unjustifiable prejudice. Not all races are held in low regard. Halflings were born of Estemor's forests, making them welcome in Dullac. During the Dark Ages, Orcs settled what would become the Principality and gradually bred with humans, leading to a sizable population of Half-Orcs who have always been there, largely treated as equals, particularly in the more rural regions.   Most prejudice against other races stems from the aftermath of the Night of Black Glass. Elven assassins killed King Godwin and his three sons and the people rallied against all of their kind in an effort to violently force them out. Hostilities were only curbed by the institution of slavery, which has become a critical turning point in the Principality's history.   The return of Orcish raiding bands and mass exodus of Dwarves from Vinoska in the 600s encourage more fear and distrust, which came to a head when the Principality attempted to invade Karelia to enslave massive numbers of the elven population and secure the ports doing trade with the myriad peoples of Falida. Since that failed expansion, Dullac no longer actively tries to hamper the efforts of other cultures (excluding elf slavery), though distrust of migrant Orcs, Dwarves and Tieflings is common.

Religion

As the Church of Saints was being pressured to adopt the reforms of Serrio Solidus, the people of the Dullac refused to change everything they believed in. The true Church had been granted a large quantity of land in the north, much of which provided food and work for not just the clergy, but surrounding townships. As a show of gratitude, House Dullac began to the construction of a grand palace that would be the seat of power for the entire church. Even after the schism and war, the attitude of the people remains much the same. The true church is a critical institution in Dullac, perhaps even more important than the Principality itself.   The Solidites are no more welcome in Dullac now than they were in the days before the war. Though the two Churches maintain cool relations, it is simply an accepted fact that the people of Dullac will never waver against the religion they perceive as a twisted mockery of their own.

Foreign Relations

Dullac has by far the worst relationship with its neighbors. It detests the Empire for imposing its standards upon on them all those centuries ago. Religious differences have proven irreconcilable and their fascination with the culture of the Fallen Empire of Yora is seen as taboo. Imperials on official business would do well to travel with protection, while merchants tend to downplay their foreign heritage as much as possible.   The Karelian Republic is not viewed in better light. Their tolerance of Elves and open trade with Falida seen them branded seen as trading their humanity for greed and lust by the most zealous nobles of the Principality.   Despite these confrontational attitudes, Dullac's desire to keep other realms at a distance has kept them from instigating any conflicts since the War of Shackles. Even bandits, pirates and slavers who independently operate across foreign borders do so at risk of execution should the Principality catch them. The result is a realm that has little interest in causing trouble or cooperating with the greater continent.

Trade & Transport

While trade with neighboring nations is not illegal, it is often seen as a futile effort. Dullac has little that either country desires and the superstitious folk tend to shy away from buying anything that looks too distinct from what they know. This does not apply to slaves, of course. But opportunities to sell them to foreign nations are fairly limited, especially since the practice is banned in both nations.

Sine fide, Sine Honore

Founding Date
8/15/487 AS
Type
Geopolitical, Kingdom
Capital
Alternative Names
Northern Kingdom
Demonym
Dullacan
Leader Title
Head of State
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Traditional
Currency
Saintly Coins
Official State Religion
Subsidiary Organizations
Location
Official Languages
Related Ranks & Titles
Controlled Territories
Neighboring Nations
Notable Members
Related Ethnicities

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!