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Aundair

Aundair is a land of earth and sky. On the ground, common folk plow fields and raise crops, toiling to make the land’s villages and communities thrive. The nation’s fields and vineyards are among the most bountiful in all Khorvaire, tended by the same families for generations. Although the nation’s largest cities attract traders and adventurers from across the continent, most of its citizens live a simple, rural existence. Yet for all their earthy wisdom, idealists inspire the citizens of Aundair, including the nation’s arcane mages.   Cynics scoff that powerful wizards act as the power behind the throne of Queen Aurala, but there is little evidence that the arcane has an undue influence on the crown. While the nation utilizes master mages for its defense, the common folk are quite capable of defending themselves. They are steadfast, trusting to what they know, what they can make, and what they can defend by themselves. The trials of the last century have only strengthened their resolve. Without magic, the average Aundairian works long and hard to succeed. With it, she is even stronger.   While the nation has orders of knighthood, militias drafted from the common folk bolster its standing armies. This is as much out of tradition as necessity—large and extended families are common, and any threat of danger can bring distant relations running to help. When war looms, young men and women gather in the fields to train with simple and martial weapons. Like a thunderstorm rolling across the plains, a noble’s call to battle can marshal armies overnight, mustering commoners willing to fight and die for their land and queen.   When the war wizards of Arcanix, the Starpeaks Academy, and other secluded schools emerge from their studies, their combined force is undeniable. Enemy tacticians can prepare for an assault against an Aundairian army, but predicting the ways of wizards is far more difficult. To this day, wizards, sorcerers, magewrights, and artificers are held in high esteem.   The influence of wizardry and sorcery has fostered respect for intellect and wit here. From commoners to kings, most Aundairians have strong opinions and enjoy a spirited debate. A typical peasant may possess an encyclopedic knowledge of local and natural lore, while a lord or lady can often regale listeners with local history. Although labor offers its own rewards, the average Aundairian believes that intellect and dedication can overcome nearly any problem. Magic merely empowers and exemplifies these traits. In fact, respect for quick wits and intellectual discipline may very well be one of the reasons so many talented wizards come from this country.   Aundair, the land of wizards in floating castles, ivy-covered universities, fragrant vineyards, and golden wheat fields, struggles to reclaim past glories in the wake of the Last War. The nation isn’t what it once was, having lost land and people to the Eldeen Reaches while trading territory with Thrane. Still, it is a proud land, full of proud people, led by a proud and ambitious queen. The common folk of this largely agrarian country stand fast to defend their land, valuing wit and bravado and demonstrating a powerful connection to knowledge and magic.      

Structure

Queen Aurala, a direct descendant of Wrogar son of Jarot, rules the Aundairian monarchy; her family has held the crown since the start of the Last War and the shattering of Galifar. Aundair suffered more than some and less than others did during the Last War, but in general the nation enjoys a relatively safe and idyllic existence. Aurala continues to receive the support and confidence of her vassal lords, and most of the common people adore her. Beneath the royal family, a wealthy group of nobles oversees tracts of land partitioned to them by the crown. Some of these noble families go back to the days of a united Galifar and continue to oversee the land afforded them by the Galifar king. Others are newer, granted title and privilege due to actions undertaken during the Last War. Aurala works hard to maintain the trust and support of her nobles, for they continue to provide the troops and taxes needed to keep Aundair safe and prosperous in this new age of peace. Aurala also enjoys the counsel of the Arcane Congress, a remnant of the original council of wizards created by King Galifar as the royal answer to the Twelve of the dragonmarked houses.

Culture

Aundair’s citizens consist mainly of farmers, scholars, and magewrights. Rural farmland covers much of the countryside. Occasionally enough people gather in one place to form a town or village, but only a few cities disturb the tranquility of life throughout the nation. The life of Aundair’s farmers hasn’t changed much over the centuries. They continue to use their sweat and magic to till the land, coaxing crops from ground rich in nutrients.   Central Aundair, from Ghalt in the south to Wyr in the north, is wine country. Vineyards stretch in all directions, producing a variety of grapes used to make Aundair’s signature wines, many of which demand premium prices in markets as far away as Sharn and Vedykar. Much of Aundair enjoys a temperate climate, punctuated by long, hot, fairly dry summers with generally mild winters. The upper reaches of Aundair, north of the Starpeaks, have longer, stormier winters and shorter, cooler summers. Storms regularly roll in from Eldeen Bay to pound northern Audair before sliding across Scions Sound and into eastern Khorvaire.   Two major centers of learning command respect and admiration within Aundair. The capital city of Fairhaven boasts the University of Wynarn, the first institution of higher learning ever established in the Five Nations. Today, the University of Wynarn isn’t as famous as Morgrave University, but it is more highly regarded, offering an excellent curriculum in both mundane and arcane studies. Libraries and book traders abound throughout Fairhaven, attracting collectors and scholars of all sorts to the city. Though not quite as impressive as the great Library of Korranberg, the Royal Collection of Aundair stacks up as the second-best repository of tomes and scrolls in all of Khorvaire.   The second center of learning is devoted to arcane studies. Arcanix overlooks Lake Galifar, in the southern reaches of the nation. Once, this ancient village was part of Thrane, but Aundair claimed the village and the land around it early in the Last War. The mentors of Arcanix don’t care who claims the village; they only want to continue their studies of the arcane arts and pass along their knowledge to the dozens of apprentices they accept into their floating towers each season.

History

Nearly 2500 years ago, the humans who had spread over Khorvaire formed five distinct settlements. These settlements of Thaliost (Aundair), Wroat (Breland), Metrol (Cyre), Karrnath, and Daskara (Thrane) would become the Five Nations, and then the Galifar Empire. Thaliost would expand south and west from the area around the city of the same name and eventually become Aundair. In -802 CY the Mark of Handling appeared among humans in Thaliost, followed by the Mark of Passage some two centuries later.   During the last war, Aundair spent most of its time in warfare against either Thrane or Karrnath, and the loss of Thaliost to Thrane bristles Aundairian national pride to this day. The Eldeen Reaches also seceded from Aundair, causing the nation to lose one half of its total area, along with one fifth of its population.

Demography and Population

Approx. 12 million. 51% human, 16% khoravar (half-elf), 11% elf, 11% gnome, 5% halfling, 2% shifter, 2% changeling, 1% other.

Territories

Aundair controls the north-west region of Khorvaire's heartland, from the Eldeen Bay in the north to the Blackcap mountains in the south. To the west, the Wynarn River marks the border to the Eldeen Reaches, while to the east a long-disputed border with Thrane is still a point of contention. They used to control the vast forested wilderness of the Eldeen Reaches, before its succession during the Last War, as well as the peninsula containing Thaliost, the old capital that was ceded to Thrane.

Military

Aundair's military includes the most spellcasters of the Five Nations, with wandslingers being more common than archers. War magic was frequently used, channeled through siege staves, and they were a major producer of warforged through local Cannith branches. Troops tended to be smaller in number, but better trained than the other nations, with elite, professional divisions that specialised in particular styles of combat.   In addition to their skill and use of war magic, Aundair was known for its cavalry. Possessing the finest horses and stock outside of Valenar, divisions of House Vadalis bred the Aundairan crown fearless, strong mounts that let even their militia and siege weapons move quickly.   Notable units include the Knights Arcane, a heavily armoured, mounted elite group of nobles trained in war magic. Elite among these were the Knights Phantom, experienced spellcasters that supported their personal skill at arms with magic - conjured mounts, wards against detection, water walking, flight, and invisibility - to appear out of nowhere, with more than one pitched battle ended by a single well-placed cavalry charge.   The dragonhawk riders, a specialised air division bred by House Vadalis and used for reconnaisance and aerial combat are among the most respected and feared of their units. Aundair's air superiority was only challenged by Thrane, and until the use of airships very late in the war the mobility of Aundair was unparalelled. Flying troop drops, teleportation, bombardment, and environmental control were all made far easier by the use of war magic, and combined with their cavalry, Aundair was the champion of mobility, creative tactics, and the terrifying use of war magic.

Religion

The Sovereign Host are most commonly worshiped within Aundair. A sizeable number worship The Silver Flame, with a nationalized sect known as the Purified rejecting the leadership of Thranish cardinals, while many others follow the Druidic Sects common in the Eldeen Reaches. No official state religion is supported, but with the Sovereign Host being commonly worshipped among the nobles, it is by far the most popular faith.

Foreign Relations

Aundair's relations with Breland are the most amicable of the Five Nations, as although the early fighting was savage, they suffered the fewest losses at their hands in recent years. Talks of parliament and democracy from Breland are a worry, however - a weak or unpopular king to follow Boranel could lead to an outbreak, and such things tend to be contagious.   Karrnath was perhaps their worst enemy, however, with the Scion's Sound being littered with decades of shipwrecks and signs of warfare. Rumour has it that the Queen has a special dislike for King Kaius, and was the largest source of opposition to his treaties.   Even years later, relations with Thrane are extremely tense. They have held Thaliost, the original Aundairan capital, for nearly 70 years now, and the disputed border stays heavily militarized. Both nations engage in diplomatic missions and have embassies in each other’s country, but they quickly recall ambassadors when tensions run high. There have been three recalls since peace was declared.   Beyond, The Eldeen Reaches are treated mostly as renegades at best, with icy diplomatic relations. Trade with Valenar is much better, as Aundair was the first to recognize the new elven nation, and are far enough away to avoid their aggressive border raids. They have started to warm up to Cyran refugees, but the official position is to establish a new Cyran state - far from Aundair's borders.

''What we sow in effort, we harvest in good fortune''

Founding Date
32 YK
Type
Geopolitical, Country
Capital
Demonym
Aundairan
Government System
Monarchy, Absolute
Major Exports
Wine, cheese, grain, fruit, arcane services, luxury goods, education, books.
Major Imports
Manufactured goods, metalwork, lumber, raw minerals, tools, livestock, textiles.
Controlled Territories

Articles under Aundair


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