Aldia

Roulan, the Royal City, is the largest and most prosperous urban center of Erideon.

## Demographics

### Race(s)

Half-Elves (40%), Humans (25%), Elves (15%), Halflings (5%), Dwarves (5%), Other (10%).

## Diplomacy

### Enemies

 Mzundelft

“
*If mankind has a future in Erideon, it is tied to the future of Aldia.*
”
— Sir Sytham, Lion Knight.
**Aldia**, also known as the **Old Kingdom**, is a sprawling monarchy in western Erideon. It is ruled by King Lucian of House Istiniac. Its capital is Roulan, the most populous city in Erideon, located in the capital duchy of Verhasselt.

## Description

The Old Kingdom is the largest of the human and half-elven nations of the Steadfast Continent, ruling over a substantial portion of the continent's western seaboard. To the south, is Mardos, to the east, the mighty mountains of Mzundelft, Istendelft, and Ulstand, and to the north, the cold and fearsome Iron Sea.

The country has a long and complex history. In the present, however, the powerful and expansionistic state is the great power of Erideon; its rule and authority can only be contested by mighty Mzundelft, with which it is currently at war.

## History

### Dissolution

The Old Kingdom was dismantled as a nation during the days of the Draconic Imperium.

### Sixth Age and Expansion

Restored by House Istiniac, the Dukes of Verhasselt, the Aldian Kingdom had a *de jure* claim on vast territories throughout the western seaboard of Erideon. These were rapidly used as casus belli by the Istiniacs to secure a large portion of the old territories of the Aldian monarchy.

## Military

### Field armies

The field armies of the Monarchy number approximately 120,000 well-trained and equipped soldiers. They are divided into five primary forces, each of which is led by a Marshal. All of the armies are commanded altogether by the Lord Marshal, appointed by the Monarch himself.

### Garrison forces

The garrisons throughout the land are primarily composed of local levies whose main job is to protect the civilian population and stall any enemy attacks until the field armies can arrive to dispatch any significant threat to the Monarchy or its people. Most of the time, these low-quality troops are local militia who keep the peace. The total garrison forces number about 150,000 soldiers throughout Aldia.

### Lion Knights

Aldia controls a vast territory, much of which is surrounded by wilderness. The frontier is a dangerous place, full of Goblins, Orcs, and other dangerous and uncivilized folk. Maintaining a military presence throughout the frontier, well away from the most important population centers, would be cost-prohibitive, for which reason the Monarchy trains and fields Lion Knights—adventurers who swear fealty to the King—to guard frontier villages. The Knights are assembled in the Order of the Lion, presided by a Grandmaster and his trusted advisors. The Order has been very successful at pacifying much of the frontier, particularly in Verhasselt.

### Navy

Aldia wields the most powerful navy of western Erideon. The prime directive of the navy is the defense against the raids of the Northmen: they employ a mixture of light vessels to scout the raider hosts as they begin sailing south, before bringing up heavier ships with cannon. Powerful as it is, the Aldian Navy cannot hope to compete with the mighty vessels of the Southerners. The Aldians have recently embarked upon a rapid program of naval expansion with the goal of matching the Southerners' naval hegemony out in the world's oceans.

## Politics

### The Monarch

The ruler of Aldia wields supreme power over all facets of ordinary life. The autocrat is legally entitled to do such things as declaring war, establishing diplomatic relations, mustering armies, and imposing taxes and tariffs.

### The Council of Houses

Although law does not compel the monarch to heed the opinions of the noble houses of the realm, the Urbonne-Islessic feud and the Tisonnic Conflict of 213 6E taught the crown that the noble houses could not be controlled by force alone. As such, the Council serves an advisory role to the monarch, participating in the decision-making for fiscal policy and foreign diplomacy.

### The Council of Guilds

The Council of Guilds has advised the monarch on fiscal, monetary, and commercial policy since the first years of the reformation of the Old Kingdom.

### The Council of Parishes

The Council of Parishes advises the monarch on religious matters

## Appendix

 Elven Wilds
 Human Countries