Kingdom of Aldarnor
The Kingdom of Aldarnor is fast becoming one of the most powerful nation-states in Athanor. Its rise to power is thanks to its rich magicant mines and its newfound ability to mass produce Automatons.
The Land of Aldarnor took its name when the Aldar people settled it during the Age of the Varn. Not much is known about the area from that era. After the fall of the Iron Empire several city states emerged; the most powerful of which being Aldarisia.
Disjointed as they were and competing against each other, the Aldarnorian city-states couldn't master a solid hold over their territories. Various foreign powers and agencies took advantage of that, and took control of most of the region's magicant mines. The only exception was Aldarisia.
80 years ago, Aldarisia used its wealth to buy the services of the Sons of Imperium and managed to dominate the remaining city states, expelling all foreign interests in the process.
10 years ago, a group of adventurers called the Blackwasps discovered an ancient vault built by Hoplon Industries. Within, they discovered the schematics to several different kinds of Crucibles, all centered on the creation of various kinds of automatons.
The kingdom then funded the Blackwasps and they formed Xiphos Industries, a guild tasked with first building these crucibles and mass produce automatons. The first automatons thus produced were used to shore up the local industry. It currently also sells automatons to other states and organizations.
Thanks to a combination of magicant export and automaton trade, Aldarnor has risen greatly in influence and financial power, becoming a major power center in the midlands of Athanor.

Type
Geopolitical, Kingdom
Capital
Demonym
Aldarnorian
Head of State
Government System
Monarchy, Constitutional
Economic System
Mixed economy
Official State Religion
Subsidiary Organizations
Location
Notable Members
Comments