Aundair is a realm of grand cities surrounded by fertile farmlands. Its legendary founder was devoted to the acquisition of knowledge and the study of magic, and the floating towers of Arcanix are the finest institute for magical study in Khorvaire. Magic is a part of daily life throughout the Five Nations, but it is especially common in Aundair; the nation produces more magewrights and wandslingers than any other.

From the nobles in the towers of Fairhaven to the common folk working the vast vineyards of Bluevine, Aundairians value wit and wisdom. Aundarians prefer finesse to brute force and appreciate cunning wordplay and fine fashions The Sovereign Host is the dominant faith of Aundair, with a particular devotion to Aureon. However, the Silver Flame also has a deeply devoted following—some might say overzealous or extreme.

Aundair is ruled by Queen Aurala ir’Wynarn. Aurala is a just ruler, but she has never abandoned the dream of a Galifar reunited under her rule. While Aundair is a small nation, its arcane superiority allowed it to hold its own during the Last War. Many believe Aurala is pressing Arcanix to develop battle magic that will ensure Aundair’s victory in whatever conflicts lie ahead.

The kingdom of Aundair combines pastoral straightforwardness with intellectual scholarship. Vibrant cities overflow with commerce, thinkers, and magic, while a patchwork countryside of farms and fields surrounds the castles of the land’s nobility. Farmers make up the bulk of the population, but Aundair has no shortage of scholars and thinkers, mages and mystics. The clash of customs and cultures breeds a unique people, proud and self-sufficient, working together to put the last violent century behind them as they march into a new future.


Interesting Things About Aundair

  • Arcanix is the most prestigious academy of magic in Khorvaire. Most of its sages specialize in ritual magic and abstract theory, and don’t have the full powers of wizards.
  • Magic permeates many aspects of Aundairian life—more so than other nations. A cleansing stone graces every village, and you might encounter animated farming equipment in the fields. The Knights Arcane are an elite unit of eldritch knights, and the spies of the Royal Eyes of Aundair specialize in divination magic.
  • Some Aundairian nobles are bound by arcane pacts handed down through generations. Only remarkable heirs—such as player characters—develop into warlocks. Most such lines have an Archfey patron.

Aundairian Characters

Regardless of your Intelligence score, as an Aundairian you’re sure you’re the smartest person in the room. Consider the following characteristics for your Aundairian:

Arcane Talent. If you’re not going to play a magic-using class, consider creating a high elf or a human with the Magic Initiate feat. Whether you favor damage-dealing cantrips or more utilitarian ones, every Aundairian should know a little magic.

Magic Beats Mundane. Why use your hand when you could use mage hand? Why strain your muscles tugging on a bowstring when you could use a wand?

Show Some Style. Don’t settle for common clothes and a squalid meal when you could wear glamerwave and drink the finest wine. If you’re a fighter, focus on finesse instead of crude strength. And never miss an opportunity for a clever quip.

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Overview

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 fi ght and die for their land and queen.

When the martial 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 infl uence 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. Before there was a Galifar, the human settlement that would eventually become Aundair grew up along the northwestern shore of Scions Sound, in the approximate location of modern-day Thaliost. In fact, that city carries the original name of the nation as a reminder of its beginnings. It wasn’t until later, as the nation spread to the west, that Fairhaven became its capital.

Today, Aundair holds a long sliver of land that stretches from the Eldeen Bay and Scions Sound to the Blackcaps in the south, and is bordered on the west by the Wynarn River. The eastern border is harder to identify, and is hotly disputed with Thrane.

Postwar Aundair

Aundair spent most of the Last War in battles against Karrnath and Thrane, and those nations remain rivals to this day. The Treaty of Thronehold established Scions Sound as the border between Aundair and Karrnath, and the two nations eye each other warily over coastlines that bristle with defenses. At any given time, most of the Aundairian Navy’s flotillas are patrolling Scions Sound and Eldeen Bay, keeping a close eye on their Karrnathi counterparts.

Aundairians keenly feel the loss of the Thaliost region in the east, which wound up in Thrane’s hands after the Treaty of Thronehold. Many Aundairians mutter that Thaliost is “Aundair’s by heritage” and believe that Queen Aurala’s diplomats capitulated too easily. Other Aundairians point out that Thrane’s Army of the Northern Crusade was camped in Thaliost when the treaty was signed (and have been in control of the region, for the most part, since 977 YK), so it’s not surprising that Thrane wound up with this chunk of land. Aundair would very much like to reclaim Thaliost—through either diplomatic or military means.

The loss of territory on the western border also continues to haunt Aundair and its leaders. Forty years ago, the nation lost two-thirds of its land mass and a fi fth of its people when the Eldeen Reaches declared independence. Periodic efforts during the Last War to reclaim “Western Aundair” met with bloody failure, and a low-intensity guerrilla war still wages between the Aundair army’s border garrisons and the people of the Eldeen Reaches.

Despite the loss of territory, Aundair has strengths that match its strategic ambitions. Aundair’s army and navy are slowly rebuilding from their low point at the end of the war, and periodic saber-rattling about “liberating Thaliost” ensures a steady stream of young recruits. The Arcane Congress (described below) provides the country with access to arcane magic that often exceeds that available anywhere outside the dragonmarked houses. Moreso than any other nation, Aundair integrates arcane magic into its military efforts—from the magic missile-casting sorcerer attached to an infantry squad and the artificer-built arcane weaponry, to the summoned creatures and earthshaking spells of mighty wizards. This arcane potency is enough to make any enemy think twice before clashing with Aundair.

Roleplaying an Aundairian

Many outsiders consider Aundairians to be fiercely competitive, almost arrogant in their willingness to display their verbal, martial, and intellectual skill. Arrogance is hardly a unique trait in the Five Nations, however. A clever commoner would instead say that an Aundairian learns from an early age to stand his ground. Those who grow up in the country with many brothers and sisters quickly learn to deal with competition. Any Aundairian who’s worked an afternoon in a trading village’s marketplace knows that making a living depends on making your opinions well known.

This doesn’t mean that an Aundairian responds to any disagreement by being stubborn; quite the opposite. Aundairians know that if they can’t settle something with a quick test of wits, a simple duel to “first blood,” or a clever quip, their neighbors are “resolute” enough to hold a grudge for a long time. Bad feelings can easily escalate into a more dangerous conflict. An Aundairian is more likely to follow someone with a good plan or glib tongue than the largest or strongest warrior in the group. When bullied or coerced, an Aundairian patiently waits for a time when he can overcome his opponent with wits, not force of arms. This is as true for monks and bards as it is for well-armed fighters. Aundairians who are unusually belligerent are more likely to embark on adventures in distant countries, since boorish or crass behavior isn’t tolerated in local trading villages and marketplaces.

Aundairians walk a careful balance between pragmatism and idealism. Even common folk feel a responsibility to stand up for what is right. When a hero makes a stand, an entire village steps forth to support him if he fi ghts for what is right—or mobilizes against him if they believe he is wrong. If the world does not live up to an Aundairian’s ideals, he is patient enough to work throughout the year, or even a lifetime (in some cases), to make it right. Its citizens are ambitious without being foolhardy. They know that the nation has skilled fi ghters and wizards to resolve problems they cannot handle, but if no heroes are around to aid them, they will tackle the problem as best they can.

Architecture

The people of Aundair prefer neat, orderly construction that stresses function above style or comfort. That isn’t to say that Aundairian architecture is neither stylish nor comfortable, just that utilitarian concerns are first and foremost in mind when a building is designed and constructed.

In Aundairian cities and towns, towers of magically worked stone form the central spoke from which the rest of the community grows. Most buildings tend to be made of brick or worked stone, though wood is used in portions of the construction. Everything has an elegant look, light and airy, with ornate features that suggest the soaring spirit and outlook of the people of this nation.

Farms and villages promote a simple architectural style that one can find throughout the rural regions of the Five Nations. A traveler can tell he’s visiting a farm in Aundair, however, due to the concave gables that adorn the roofs of the houses, barns, and outbuildings.

Interior design throughout the nation strives to create open, airy, well-lit rooms with high ceilings and few partitions separating one space from another

Cuisine

Aundairian cuisine features a cacophony of ingredients that their classically trained chefs turn into a symphony of taste and texture. Aundairian meals consistof small portions presented in elegant fashion, each plate a beauty to behold and a wonder to savor. Sauces play a heavy role in any recipe, and the cuisine of this nation is considered to be exquisitely rich and suitable for special occasions.

Pan-seared rabbit with an Aundairian wood-nut sauce, gold pheasant stuffed with sparkle mushrooms and rice, and dragon salmon in butter and dark wine sauce are particular favorites that have begun appearing in House Ghallanda inns throughout the Five Nations.

This region also has a reputation for its premier vineyards, and the wines of Aundair are considered among the fi nest in all of Khorvaire. Some of the best recent vintages now being traded in markets across the land include fi reburst wine from the vineyards of Arcanix, dark Orla-un wine known for its fruity sweetness, and Windshire rainbow wine, a type of mursi (red wine) that changes color and fl avor as one consumes a glass.

Finally, Aundairian pastries and sweets reveal a level of artistic and culinary sophistication unmatched throughout the Five Nations. From tarts to cremfels (thin, fruit-and-cream-fi lled pancakes), the desserts that originated in this region combine elegance with artistry that reveals at least a portion of the Aundairian spirit.

Fashion

The Aundairian taste for elegance and sophistication extend to the fashions worn in cities such as Fairhaven and Passage, where frilled glimmersilk combines with ornately decorated cloaks and jackets to adorn the rich and powerful. Those of more modest means attempt to duplicate these styles as best they can, using spidersilk or some similarly less expensive fabric in place of glimmersilk. Men and women in the cities and larger towns wear elegant party gloves in public, a style that began as an accoutrement to fashions worn for a night on the town but have become the common practice. Many feel that they haven’t finished dressing if they haven’t donned their party gloves.

The simpler folk, including common laborers and farmers, wear simpler garb. Everyday clothes for both men and women include the bard-style tunic, a pullover shirt with a V-cut neck and fl ared sleeves, durable cotton pants, and sturdy leather boots. Most men try to have at least one set of “best clothes,” an outfi t suitable for wear to a town gathering, a special function, or holiday party. Women keep a simple dress and an elegant dress (made of glimmersilk or spidersilk if they can afford it) for the same purposes.

Aundairain Views on the Five Nations

Arwyn Clearwater, an Aundairian farmer, gives her opinions about the Five Nations.

Aundair: “We may fight among ourselves, but I’ll gladly follow another Aundairian before I’ll surrender to an invader. I was born here, and I’ll die here, if that’s what it takes to defend my land.”

Breland: “Sharn’s only one small part of their country, no matter what the Brelish may believe. Those arrogant braggarts think they’re the center of the world, but they still send their merchants to us for food and wine. I’ve talked to some who say the Brelish would have won the Last War if they kept fi ghting. I don’t believe that for a second, since I know Aundair would have never surrendered. Queen Aurala, maybe, but not me and my neighbors.”

Cyre: “Kind of moot, isn’t it? I heard the Cyrans who survived are all Brelish now. I don’t know whether it was their own fault or someone else’s, and to be honest, I don’t care. We survived the war, they didn’t, and that’s what’s important.”

Karrnath: “No country that refuses to let its dead rest in peace is worthy of respect. Oh, they fi ght well enough, and they make a mean wheel of cheese and a hearty mug of ale, but they use skeletons and zombies to fight their battles. It’s a dark and strange land to be sure, and such a land breeds dark and strange people.”

Thrane: “I prefer my religion on the side, not running the country. The people of Thrane are fanatics, and they ended up stealing land that rightfully belongs to Aundair. I say it’s time to take back what’s ours.”

Five Things Every Aundairian Knows

  1. The names of fine wines and other liquors. Not every Aundairian can afford Bluevine wine or something from the Mount and Moon cellars, but everyone can name his or her favorite labels and engage in animated conversations about the relative merits of each.
  2. Some signature dueling moves. Aundairians love the flash of swordplay, and even the clumsiest citizen can slowly emulate the “twisting lunge” or “dragonhawk riposte” that he sees in the swordfighting demonstrations common in villagesquare entertainment.
  3. A bit about horses. With its rolling verdant hills, Aundair is horse country second only to Valenar in Khorvaire.
  4. Several “add-a-verse” songs. Popular as everything from children’s lullabies to drinking chanties, rhyming songs where a verse is added each time (such as “The House that Galifar Built” or “The 12 Days of End Year”) are an Aundairian tradition. Some run for nearly a hundred verses.
  5. The Epic of the Valiant and Vigilant. Popularized some forty years ago by Aundair’s bards, this tale takes about forty-five minutes to recite—and most Aundairians have heard it so many times that they can recite it from memory. The Epic of the Valiant and Vigilant describes the twin sieges of Tower Valiant and Tower Vigilant in 951 YK, told from the perspective of two lovers, each trapped within one of the castles but believing the other to be safe.

Aundairian Speech

The following turns of phrase are uniquely Aundairian.

“Chattering doesn’t roll the barrel.” Shut up and get to work, in other words.

“Dirty hands stroke a white beard.” As you get older, you may have to compromise your youthful ideals. More generally used to mean “sometimes you have to compromise.”

“Have two strings for your bow.” An expression of caution and preparation.

“Without wine there is no conversation.” Beyond its obvious meaning, the phrase is spoken as a request for or promise of hospitality.

“Brightness be!” An expression of surprise.

“Aundair dares! Aundair dares!” A warcry and taunt popular among Aundairian soldiers during the Last War.

Dragonhawks

This bird of prey is enormous—easily large enough to carry a human on its back in flight. Its beak is heavy and sharply pointed, its head tufted with long, pointed feathers, and its eyes bright yellow with irregularlyshaped pupils. A single long, gently curved feather juts up above its four nostrils at the base of its beak. Its wings are patterned in shades of brown, and a large claw juts from the joint of each wing.

In the heraldry of Khorvaire, Aundair is represented by a majestic dragonhawk, the symbol of his high ideals and aspirations. Above the rolling plains and fi elds of Aundair, dragonhawks soar through clear skies. Their aeries are hidden in the highest mountains. Many prey on smaller species of monsters, seizing an orc here or a kobold there to sustain themselves and their offspring. Unprotected settlements of humans, on the other hand, fear almost as much for the safety as their horses and livestock as their families. The largest and most majestic dragonhawks serve as mounts and companions to heroes.

The eastern territories of the Eldeen Reaches were part of Aundair before the end of the Last War. Because of the movement of the border, several aeries are now on Eldeen lands, a few small circles of druids have experimented with awakening free and feral dragon hawks. In fact, the legendary First Aerie, home to some of the largest (12 to 18 HD) dragonhawks, is now deep within the Eldeen wilderness. Some believe these creatures have flown as far as Fourth Aerie in southern Aundair, where they are already conspiring with their lesser brethren against the lords of Arcanix.

Industry

Aundair produces a great number of agricultural products, both for use within the nation and as imports for trade. Cereals, grains, vegetables, and wines from the Aundair countryside are considered among the best in all of Khorvaire. The cities of Aundair contain great centers of learning that at least equal the colleges and universities of Zilargo, and the arcane institutes might exceed those found anywhere else on the continent. For this reason, magewrights, artifi cers, and wizards trained in Aundair demand the highest pay scale compared to those trained in most other traditions.

All of the dragonmarked houses maintain emporiums and outposts throughout Aundair. Two houses, Lyrandar and Orien, make their headquarters in the nation. House Lyrandar’s matriarch sits in the northern island city of Stormhome, while the patriarch of House Orien runs the family conglomerate from the city of Passage, which rises from the eastern shore of Lake Galifar.

Environment

Aundair is a relatively small nation at present, with lands stretching from Scions Sound past the Starpeaks and narrowing to the south around territory controlled by Thrane. It extends west to the Eldeen Reaches and south nearly to the Blackcaps. Aundair’s landscape features rolling countryside carved up into fields and sprinkled with hamlets connected by winding paths and caravan routes. Cultivated lands surrender to the ancient forests such as the Whisper Woods to the north, the Chanthwood and the Duskwood to the west, and the Eldritch Groves to the south near Arcanix.

With regular rain and a mild climate, noted for its short winters and warm summers, Aundair’s agriculture thrives. Aundair is among the greatest food-producing nations on Khorvaire. The nation exports grains, fine wine, and vegetables.

Demographics

The large majority of Aundair’s vassal lords and about half its common people are human. Half-elves reside in the nation in substantial numbers. Elves and gnomes living in this nation often do so apart, dwelling in Aundair’s forests. They are subjects in name only. Tieflings, dragon born, doppelgangers, and other peoples make their home in Aundair. Few shifters exist within its borders; over 150 years ago, the Church of the Silver Flame wiped out hundreds of shifters and drove the rest into the Eldeen Reaches.

Magic

Aundair attracts hopeful apprentices from all over the continent. The nation embraces and celebrates its magical citizens, funding numerous schools and guilds to produce the finest mages in the Five Nations. Most would-be students travel to Arcanix first, to present themselves before the masters of the Arcane Congress. This ancient institution, founded by King Galifar I a thousand years ago, stands at the forefront of magical innovation and study.

Soon after King Galifar secured his nation, the dragon marked houses established the Twelve, an institution to advance and profit from magical research. Fearing the power this development gave the merchant houses, the king authorized and endowed the Arcane Congress to study magic for the betterment of all citizens. Early successes and impartiality during the Last War allowed the Congress to eclipse its rivals, making it the greatest magical institution in the land.

Aundair courts the dragon marked houses, giving them favorable trade agreements to encourage new industries in the nation. Queen Aurala has close ties to the baron of House Lyrandar in Stormhome. Also, she has taken Sasik, a young heir of House Vadalis, as her husband, though she goes out of her way to avoid the appearance of special advantage for her husband’s family. Arcana DC 20: The Arcane Congress might be the best known of the magical societies in Aundair, but other institutions exist as well. Several smaller and less prestigious Aundairian schools draw students to the cities, while master mages often take on apprentices to pass along their learning. Magic also finds a place within the military institutions. The Ministry of Magic recruits from Aundair’s students; many find a place within the famous Knights Arcane, or as battle wizards. Aundair’s mages also produce war machines, destructive rituals, and powerful combat spells.

Religion

Religion DC 15: Aundairians are a practical people, trusting what they can see and feel over nebulous concepts of gods and faith. War with Thrane soured most Aundairians on the Church of the Silver Flame—too many lost kin and friends to Thrane soldiers. When people turn to the gods, they embrace the Sovereign Host—Arawai and Olladra in rural communities, and Aureon in the cities.

Despite the upheaval of the last century, the Church of the Silver Flame has followers still, descendants of converts of the puritans who came to Aundair. A century of estrangement from Flamekeep has spawned unusual, clandestine, and sometimes violent beliefs; Aundair’s followers of the Silver Flame are among the most fanatical.

Religion DC 20: The capital of Fairhaven has a reputation for breeding new religions. Most cults and sects form around a charismatic philosopher, theologian, or scholar, but few survive for more than a few months. After all, a new, enticing religion crops up every few weeks. The aesthetes’ willingness to embrace differing views allows darker cults to gain footholds where they otherwise might not. Even the Cults of the Dragon Below and the Dark Six have small congregations throughout the land.