Aundair

Information based on census ordered by royal decree, 997 YK.

  • Population: 2 million
  • Area: 560,000 square miles
  • Sovereign: Queen Aurala ir’Wynarn, heir to Galifar and Regent of the Brightest Realm
  • Capital: Fairhaven
  • Major Cities: Passage, Stormhome
  • Climate: Temperate
  • Highest Point: Mount Colieris in the Starpeak Range, elevation 16,112 feet
  • Heraldry: The head and wings of a dragonhawk, on a field of blue, beneath the tome of knowledge and grains of unending wheat
  • Founder: Wrogar, fourth scion of King Jarot
  • National Motto: “What we sow in effort, we harvest in good fortune.”

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 kingdom 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 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 influence of wizardry and sorcery has fostered respect for intellect and wit in Aundair. 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 land.

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 is not 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.

Aundair

Whispers of Forgotten Ages Anatexxis Anatexxis