Aldir
Aldir [pronounced: AHL-deer] is the largest and northernmost of the eight kingdoms in North Equikora. It also, thanks to the geothermal features of the Summervine River Valley, happens to be the most populated of the eight as well. While the other seven kingdoms do not pay fealty to the Kings of Aldir, it is commonly known and expected that when it comes to North Equikora what Aldir says goes.
The Kingdom's territory mainly exists between the Frost Mountains to the North and the Dragon Mountains to the south. However, the marshlands located just west of the Dragon Mountains' terminus are also claimed territory of Aldir, a claim that Ravaria contends every few decades or so. Additionally, the Iron Wood, while located within the Kingdom's borders is politically accepted as the land of the Iron Tribe of Elves and not policed or claimed by Aldir. So too are the cities and deep roads of Kaer-Duval in the Frost Mountains where the dwarves have made their home. Technically the tundra beyond the Frost Mountains is the territory of Aldir, but considering the land is inhospitable its not a claim the Kings of Aldir would truly enforce should it ever come in to question.
Structure
Since its official recognition as a sovereign Kingdom, Aldir has operated under an absolute monarchy passing down rule of the kingdom from one generation to the next within the Nesterly family.
Assets
While the national assets of Aldir can come even close to comparing with those of Imperial Edane, Aldir is still the second most wealthy geopolitical body in Unorrea. Aldir has benefited heavily in the past by trading with the Elves of the Iron Wood and the agricultural paradise that is the Summervine River Valley. Furthermore, peaceful relations with the dwarves of Kaer-Duval has provided the kingdom with access to necessary building materials such as the limestone that the majority of Amaranthine is constructed from.
Military
Apart from the Knight's Bloom operating out of Amaranthine, Aldir does not have a professional military. Although they do boast a large peasant militia that can be raised and armed whenever needed. If there is one thing the people of Aldir can agree on, its that no one messes with Aldirans.The Pillar of Autumn
Aldir is the home of one of the half dozen towers of The Conclave Arcanus . Located no more than 12 miles down the Summervine river from Amaranthine the tower and the small community that has grown around it has served as a vacation home for the royal family and many of the nobles for the past several decades. Many of the Capital's nobility have lavish homes in both locales.Port Hathor
Where the Summervine meets The Saukasi Ocean the river open up into a small, but deep water bay. Named Hathor Bay after Mikalla Hathor who first discovered the harbor in 64 Heroes, the small settlement along the bay has grown to be the second largest city in Aldir and the most important port in North Equikora.History
The history of Aldir as a kingdom is actually, in part, the history of Amaranthine. Before the expansion of the city under the guidance and funding of the Nesterly family, the Kingdom of Aldir was considered nothing more than frontier land with various disparate settlements trying to avoid the civic duty that comes with living in Imperial Edane. As the city of Amaranthine grew, so too did it's geopolitical influence. Eventually the influence of the city on the region became so great that when the Nesterly's decided that Aldir was now a cohesive nation and the various settlements now annexed under their rule, no one opposed them.
Demography and Population
For whatever reason for the past few centuries North Equikora has served as the escaping point for anyone trying to flee the national responsibility of Imperial Edane, the heat of Fefiera or the war torn factions of Ibesh. As a result North Equikora has become one of the most diverse places in the world in regards to demographics, and Aldir is no exception to that rule.
The Demographics of the Kingdom of Aldir are as follows, according to the most recent census records:
- 60% Human
- 25% Elf
- 10% Dwarf
- 6% Other
Territories
Aldir's boundaries were set when the Kingdom itself was recognized from Amaranthine and the surrounding settlements that depended on the city's economy were assimilated into the new kingdom. Aldir's recognized territory begins with the Wyvern Foothills that form the northern edge of the Dragon Mountains and include everything northward into the Kazus Wastes and beyond. East to west the Kingdom claims everything between The Saukasi Ocean and the Sedmana Ocean with the exception of the Iron Woods which was left unclaimed for the Elvin tribe of Iron for their longstanding relationship with the people of Aldir.
Military
Unlike Imperial Edane, Aldir does not have a professional military. Instead each member of the aristocracy is responsible for raising a militant force to defend their lands and the entire kingdom when necessary. As chance would have it, the people of Aldir are generally ready to defend the kingdom at a moment's notice and when a draft of the peasantry is necessary the kingdom will find no lack of volunteers.
While Aldir is a diverse kingdom, full of different people with differing opinions, views and values one thing is unanimously understood among everyone: This place is ours, and if you want it, you'll have to take it from us all.
Technological Level
Aldir's technological level remains at roughly the same level as the remainder of the world. The written word is widely available thanks to printing innovations from Imperial Edane. Sea travel is generally considered safe along the coasts, and the ability to cross oceans has been made possible by the Tall Ships of the Equikoran Land Bridge. A relatively new invention has come from Autumn's Landing in the form of specialized magical paper that, when properly exposed to light and cure can create a still image of real life. These still images are not generally available to the public, only the super wealthy can afford it so portraits and paintings are still a much more affordable method of decor.
Foreign Relations
North Equikora has not known an outright war in several centuries, and Aldir itself has never been involved in one since its organization as a sovereign nation. Although it is one of the youngest nations in North Equikora, Aldir's size and the natural resources provided by the Summervine has made Aldir one of the most influential of the 8 different Equikoran Nations. Although Aldir does not, stricktly speaking, rule North Equikora everyone knows that what Aldir says goes.
Agriculture & Industry
By an large Aldir is an agricultural power. The temperate biome of the river valley provides ample and fertile land for the growing of crops. Agriculturally speaking Aldir's largest export is wine, as the valley has a nearly perfect climate for the growing, fermenting and storing of wines. Tangentially Amaranthine also has a thriving textile trade and the Elves of the Iron Woods have created a mysterious way of curing the bark of the trees with magic to make it harder than steel.
Trade & Transport
The majority of the trade from Aldir is carried out of Port Hathor down to coast to the Equikoran Land Bridge where the goods are loaded on the Land Bridger's massive tall ships and sailed across the oceans to their final destination. Overland trade also occurs, although much less frequently and rarely do overland transports travel farther than the land bridge.
Education
Primary education in Aldir is mainly handled by the clergy of the Church of Creation, providing each and every child a basic understanding of reading writing and arithmetic, although school attendance is not required nor very strictly enforced. In Amaranthine the majority of the Noble families will have their children instructed by a private tutor hired from the College of the Eight Nations.
Secondary school is, due to its cost, usually only an option for the nobility. Most Aldiran nobles will usually attend university at the College of the Eight Nations in Amaranthine, but a select few will travel outside the borders of Aldir to attend one of the universities on the land bridge or even possibly travel to Imperial Edane and attend one of the universities there for free after becoming an imperial citizen.
Infrastructure
There are two major highways in Aldir: The River Road that runs from Amaranthine to Port Hathor along the banks of the Summervine. North to the South is the Equikoran highway that weaves through each of the eight kingdoms and the primary route for overland trade. Several other roads of various sizes exist, however those are the two most well known and generally the only ones that are going to be depicted on a map.
Additionally the three major settlements, Amaranthine, Port Hathor and Autumn's Landing each have an established sewer system.
Maps
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Semi-Accurate Map of Amaranthine
I say sort of accurate because, you know, while I used medieval Paris as my inspiration for Amaranthine its not an exact copy. Certain buildings don't exist, others are in different locations. I have provided this map to give my players a better understanding of the layout of the city, but locations are subject to change and in no means should one consider this map canon. -
Autumn's Landing
A Map of the river town of Autumn's Landing, the location of the Mage Tower of Aldir -
Aldir
A map of Aldir, this particular map was located in the office of M. Davon Krebeaux during his tenure at the College of the Eight Nations as a museum archivist.
Founding Date
Aldir was officially recognized as a sovereign kingdom in 917 Peace
Type
Geopolitical, Kingdom
Capital
Demonym
Aldiran (ahl-DEER-uhns)
Leader
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Currency
- Bit, a small copper coin approximately the size of a bottle cap (roughly equal to half an imperial shay [common copper coin])
- Inti, a larger bronze coin about an inch across, equal to five Bits
- Syrint, a silver triangular coin equal to 10 bits
- Gold Solun, standard gold coin used by every kingdom in Unorrea. In Aldir the Gold Solun is equal to 20 Syrints, 40 Intis or 200 Bits
- Gaerint, a small hexagonal coin made of electrum, equal to 50 Syrints
- Amaranth, a platinum coin shaped like an amaranth, equal to 100 Syrints
Major Exports
Aldir exports nearly one hundred thousand barrels of wine every year and at least 45% of those are Quronis Blanc, the most popular wine from the region. In fact, the wine is so well requested that the vineyard is actually owned and operated directly by the crown and so expensive on Aldiran soil that only the royal family and perhaps two or three other noble families can afford it.
Major Imports
While the Frost Mountains are legally recognized territory of Aldir, the kingdom has not invested in mining the mountains of resources. Instead they have a long standing trading pact with the Dwarves of Kaer-Duval . In exchange for agricultural goods, the Dwarves provide Aldir with raw ores and limestone for building.
Legislative Body
Aldir is a feudal system ruled by an absolute monarchy. This means that all the land that kingdom claims as its territory belongs to the King, who then leases the land out to noble men and women who then govern their specific territories while collecting taxes in the name of and for the king. As such, while the royal family is directly responsible for making the laws that govern the kingdom, each and every lord and lady is able to pass their own laws and customs in their given lands within reason. There are limitations to what the Noble aristocracy is allowed to do in their own territories, but short of starting their own kingdom the aristocracy is given pretty much free discretion to rule how they feel they should.
Judicial Body
As in other feudal systems the nobles who own and govern the land are responsible for interpreting the law as well as making them. However, many of them employ a house guard or other para-constabulary force that enforces the law in their regions and meets out justice when needed.
Official State Religion
Subsidiary Organizations
Location
Controlled Territories
Neighboring Nations
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