The Empire of Aldimir

Ruler: His Imperial Magnificence, Emperor Gramdal of Aldimir, Lord of the Exchange (N male human [Zentradi], Ftr 7/Ari 8/ Sor 2)
Government: Independent trading empire; emperor serves as head-of-state but the true power is held by the heads of the various trading guilds that advise the emperor on all matters of politics and commerce
Notable Figures: Archcleric of Balindhal (N male brown dwarf, Clr 16), Grand Admiral of the Fleet (LN male human [Zentradi], Ftr 15), Grand Duke of Hammerhead, Grand Duke of Ironwell (LN male brown dwarf, Ftr 12)
Rule of Law: Neutral. Country is morally ambiguous with few written laws. Actions are neither evil or good and tend to remain distant from international affairs.
Capital: Nahrain (pop. 100,340)
Major Towns: Hammerhead (pop. 29,700), Ironwell (pop. 8,200)
Population: 479,500- Human 70%, dwarf 15% (barter 50%, brown 40%, red 10%), gnome 6% (tinker 70%, hill 30%), elf 4% (coast 40%, fair 40%, wood 20%), halfling 2% (greenthumb 75%, fleetfoot 25%), half-elf 1%, half-orc 1%, other 1% (mostly orcs, gnolls, ogres and various giant species near the Ajanta Mountains)
Major Religions: Anarya, Anu, Kharon, Khorda, Mordagh, Shastra, Thera, Galdor, Jocasta, Maya, Thune, Aeroz, Arcanus, Cabel, Jaladhi, Johvi, Khorsa, Nauru, Zhinda, Dwarven pantheon, Gnome pantheon, Elf pantheon, Halfling pantheon
Major Resources:Platinum, gold, copper, iron, manufactured goods, slaves, gems
Military : 23,975 (includes mainly heavy infantry and heavy cavalry with some support by a number of light infantry contingents and longbowmen, navy consists of vast fleet of 60-70 warships and merchant marines)
Allies: Coronar, Nimeiria
Enemies: Plains of the Wemics, Brimstone Isles
Coinage: Platinum oble, gold crown, silver standard, copper common

Aldimir is a powerful and vast trading empire that spans the globe of Hyerune. In addition to the sovereign territory along the Narrow Sea just north of the Ajanta Mountains, Aldimir controls a number of trading ports located in various parts of the world including the cities of Jhoirand and Pangu. The mainland of the imperial holdings enjoys warm to hot weather year round with moderate rainfall mainly during the winter months. Coastal winds blowing off the Narrow Sea keep many of the coastal communities pleasant and mild year round.

Although technically an empire, the emperor has little real power and serves more as a figure head and a representative of the realm. The true power behind the crown are the heads of the various trading guilds. In Aldimir, life is governed by the "Golden Rule"- whoever has the gold makes the rule. The measure of one's worth is the total sum of their wealth, property and livestock. Practically all resources of the empire are under the payroll of the various Guildmasters, either directly or indirectly.

Historically, Aldimir is a neutral realm in relation to other sovereign nations and in international disputes. After all, siding with one nation over another is bad for trade. Aldimirian trading vessels are well known across the world and are familiar sights in many foreign ports of call. It is rumored that the Imperial Guildmasters hold to the notion that everything has a price and no commodity is beneath contempt. To this end, they are said to also trade in weapon smuggling, narcotics and even slavery. It is well known that anything worth having can be bought in the exotic markets of Nahrain, the largest city in Hyerune.

Nahrain, as is most of Aldimir, is a very cosmopolitan realm with a good intermix of many cultures and people. The Zentradi are the most numerous but most all races of humankind are well represented in these lands. On the average, they are not a deeply religious folk though many temples and shrines are maintained in the larger villages and cities. By and large, the most popular deities are the ones that have to do with travel and trade. Certainly, Balindhal, the dwarven god of trade, has a significant following as does Nauru, the god of sea travel and sailors.

Rumors: Perhaps because of Aldimirs neutrality, the lands have also become a haven for some of the more seedier aspects of society. A number of evil cults are known to exist and thrive, particularly in the undercity of Nahrain. Kidnappings and blackmail of important guild officials is certainly not unknown.

Legends of Hyerune © 2004