Much of Aundair's boundaries are marked by natural geographical features. The Wynarn River and Lake Galifar in the west, The Blackcaps to the south, the Eldeen Bay in the north, and Scions Sound and Aundair River in the northwest. The only border not so demarcated is that between Aundair and Thrane, its neighbor to the east. Breland sits to the south and the newly formed Eldeen Reaches borders the west. The Lightning Rail passes through the larger cities of Passage and Fairhaven while House Orien roadways network through to smaller cities and westward to the Eldeen Reaches.
Aundair's people are a model of duality. Split between rugged hard working agriculturalists and learned, bookish individuals the "typical" Aundarian is anything but. Metropolises bustle with activity as two major dragonmarked house enclaves and two centers of learning draw heavy business, while solitary monasteries dot the landscape where monks live in almost complete solitude, rarely venturing from their homes. Aundair's temperate climate and fertile soil make it a haven for good farmland and Aundair's wine is especially well known across Khorvaire. Two great centers of learning reside in Aundair, The University of Wynarn and the floating city of arcane study Arcanix. Both of these institutions have suffered from a lack of students during the Last War, but admissions are increasing yearly.
Aundairians are known for their somewhat arrogant attitudes. Although arrogance is hardly a trait unique in the Five Nations, the Aundarians learn at a young age the results of a strong will in competition with others. That is not to say that every Aundarian is stubborn, or thick-headed, but that they will not easily concede a point they believe to be right, and indeed public duels have become a staple of Aundarian society; so much that many Aundarians have adopted names for specific maneuvers and styles used in duels.
Aundair is big and roads network throughout the nation making travel easy. Most Aundarians live away from major cities in farmlands, but still remain connected to their local cities and towns; thus Aundarian horsemanship is second only to the elves of Valenar.
Like most nations of Khorvaire the majority worship the Sovereign Host however, the purified of Aundair are unique calling themselves Puritans. Puritans are far more fanatical than most other members of the Silver Flame. The reason for this is Aundair's resentment towards Thrane and the Silver Flame after spending many years at war with each other.
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, artificers, 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.
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.
Aurala’s secret ambition is to quietly use the peace to build up Aundair’s strength so that when the time is right she can make her move and claim the Galifar crown for her own. As she holds out her right hand in peace, she directs the machines of war with her left.
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. The Congress is currently headquartered in Arcanix, with an annex at the royal court in Fairhaven.
The half-elves of House Lyrandar have turned a harsh, storm-battered island into the seat of the house matriarch, Esravash d’Lyrandar. Stormhome, situated off the northern coast of Aundair, appears on maps as part of Aurala’s nation, but there is no doubt that the place belongs to Lyrandar. Using the full extent of their weather controlling abilities, House Lyrandar has transformed the island into a paradise. The days never grow too hot, the nights never become too cold, and a warm breeze constantly blows across the island. From here, the matriarch oversees the various operations of her house throughout Khorvaire. She maintains a civil relationship with Queen Aurala, and the two often visit to discuss events happening around the continent and share intelligence—much to the dismay of both the Royal Eyes of Aundair (Aurala’s spies and intelligence agents) and House Lyrandar’s elders.
The patriarch of House Orien, Kwanti d’Orien, maintains a lavish enclave in the city of Passage. While a royal mayor governs the city, House Orien has an amazing amount of influence in the region. The majority of the population works for the house, and the leaders of the house constantly lobby for laws and regulations that favor trade and transportation. While Passage is the ancestral home of Orien, today it is but one of many headquarters the patriarch uses as he constantly travels the continent to oversee the operations of his house.
The holders of the Mark of Making do not recognize a single head of the family. While the situation hasn’t become as bad as the split that led to the formation of two houses for the Mark of Shadow, it nonetheless weakens the overall power and influence of House Cannith. Instead of a single patriarch or matriarch overseeing the family conglomerate, three leaders oversee
operations in different parts of Khorvaire and only sporadically confer and deal with one another. One of these leaders, Jorlanna d’Cannith, makes her base in Fairhaven, organizing the house’s
efforts in Aundair, Thrane, and the Eldeen Reaches from a modest enclave in the city’s industrial center.
Aundair’s royal family consists of Queen Aurala, her consort Sasik, her three children, and the extended families of her four siblings. Aurala’s brother Adal serves as her warlord and minister of magic, and he shares her desire to see the Galifar crown on the head of an Aundair lord. He wants that head to be his, though, and not his sister’s. Another brother, Aurad, serves as Aurala’s chief advisor and governor of Fairhaven. Her youngest sisters, the twins Wrel and Wrey, currently study with the mages of Arcanix. From the royal court of Fairhold, built at the heart of the city of Fairhaven, Aurala governs the land using everything at her disposal. She hopes that the overtures of peace that resulted in the Treaty of Thronehold continue at least until she has had a
chance to reinforce her kingdom, but she has reservations about some of the less refined new nations. Currently, the Royal Eyes of Aundair keep watch on the activities of the other nations as Aurala plays diplomat in public and conspirator in private.
The last vestiges of the great magical study project undertaken by King Galifar I, the Arcane Congress consists of a council of wizards and sorcerers who continue to explore the limits of the arcane arts. The royal warlord and minister of magic, Adal, serves as the go-between for the crown and the Congress, though some factions within the Congress distrust Adal due to his
fascination with war and weapons of arcane destruction. In addition to providing Queen Aurala with advice on arcane matters, the Congress oversees the floating towers of wizardry in Arcanix and helps mentor the next generation of wizards and magewrights.
Aundair has a powerful collection of landed gentry, nobles granted land and title by the crown. From their manor houses and keeps, the lords protect their vassal farmers and provide troops and
taxes for Aurala to use for the greater defense of the crown and nation. Some of the most powerful and influential nobles include Lord Darro ir’Lain, whose Knights Arcane have traditionally provided much of Aundair’s military punch; Lady Selini ir’Torn; and Lord Kenth ir’Kenthi.
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. During the Last War, the Eldeen Reaches seceded from Aundair, causing the nation to lose one half of its total area, along with one-fifth of its population. The Knights Arcane bravely fought for Aundair, along with peasant militias. Aundairian military tactics emphasized maneuver with light cavalry, with magical support from wands.
Farms and vassal estates can be found throughout Aundair, and most of the population lives outside the cities and towns. Three major settlements have significant populations, and one village gains prominence, not because of its size but because of its ties to the Arcane Congress and the wizardly community.
The city of Fairhaven dates back to the days before the formation of Galifar. Its foundation was laid when the Five Nations were young and humans were new to the land. Today, the Royal
Court of Fairhold dominates the metropolis’s impressive skyline. The massive complex, whose towers jut some eighteen stories into the sky, includes offices for the working government, public courts and halls, a huge hall of records, Aurala’s personal guards, and the living quarters for the royal family. Since the signing of the Thronehold Accords, the Five Nations have once again opened their embassies, and most of the other recognized nations have also found offices in the city. All of the dragonmarked houses have enclaves in Fairhaven, and it’s easy to do
business in the city.
The market exchanges of Fairhaven bustle with activity from early in the morning to well past dark. In addition to the fresh produce and magewright goods that reach the exchanges from the Aundair countryside, the great Distant Exchange constantly displays goods from around the continent. Black market and illegal goods are hard to come by in this nation, so the cost for such items is higher.
The main campus of the University of Wynarn winds its way through the city’s Knowledge Ward. Though the center of learning stayed open throughout the Last War, there were times when the professors outnumbered the students. Recently, the university issued an open call to all the recognized nations, inviting students to apply for enrollment. This invitation has had the unexpected
effect of bringing a large number of goblinoid and other uncommon humanoid applicants to the campus, which has called for some adjustments on the administration’s part. If the peace lasts, the university hopes to fill its halls to capacity within three years.
Aundair adheres to the Galifar Code of Justice, an intricate system of laws and regulations that once helped maintain order throughout the united kingdom. The laws presume innocence, provide for judgment by peers and establish a complex legal system. If someone winds up in trouble with the law, it is highly recommended that the subject obtain the services of a solicitor or councilor skilled in the Code of Justice. Even with laws and enforcers, the Code leaves enough loopholes and gaps in the system for experienced criminals to take advantage of. Therefore, as in all of the Five Nations, a thriving underworld exists in Fairhaven’s shadows.
The large island off the northern coast of Aundair was once a bleak, storm-blasted outpost at the entrance to Scions Sound. In 347 YK, House Lyrandar petitioned to turn the island into a house enclave, and the crown relented—with the caveat that it could maintain a protective force there to monitor comings and goings at sea. Three years later, the weather mages of Lyrandar had changed the climate of the island. While cold weather and storms raged around it, Stormhome became a temperate paradise.
Today, Stormhome remains the crowning achievement of House Lyrandar’s skills and abilities. The city that bears the island’s name serves as the primary headquarters for the house and the seat of its matriarch. Aundair considers the island to be an extension of its nation, and House Lyrandar continues to permit an Aundairian force to use part of the island as a base. The Aundairian navy patrols the northern coast, stopping at Stormhome for supplies and to escape the bitter wind that blows across the bay.
In addition to the presence of many of the leading members of House Lyrandar and their retainers, a number of other wealthy nobles regularly visit the city. It has become something of a vacation spot, and House Lyrandar has permitted House Ghallanda to establish elaborate resorts within the city limits to cater to its guests. During the Last War, the place was mostly left alone by attacking forces due to House Lyrandar’s neutrality and diplomatic position. It became a meeting place for spies and a hotbed of clandestine activities, a reputation that it continues to hold in the current day.
The city of Passage sits on the shores of Lake Galifar, serving as a crossroads for commerce in western Aundair. In addition to a thriving fishing community and a center for trade, Passage contains a huge House Orien enclave. This enclave serves as one of the house’s operation centers and makes the members of the house prominent among the city’s social elite. One key
feature of the city is the lightning rail station that includes a massive maintenance and repair facility.
The village of Arcanix, located along the southeastern banks of Lake Galifar, is known for the floating towers of wizardry that surround it. These towers serve as places of arcane learning, where the tower mentors help train the next generation of magewrights and wizards. The village also houses the Arcane Congress, a think tank of wizards and sorcerers charged with improving life through the application of magic. The members of the Congress oversee the towers of wizardry, advise Aundair’s queen on all things magical, and confer with colleagues in the other nations—despite a rivalry with the wizards of the Twelve.
Apprentices come from all over to train as magewrights at the mentors’ sides, and much of the village’s economy revolves around providing for the students. Fewer are the students selected for wizard training because the mentors hold every candidate to the highest possible standards. While traders and the occasional visitor pass through Arcanix, most of the common folk steer clear of
the magically volatile village and the area around it.
Aundair is one of the five nations of the original Kingdom of Galifar. Although much of its western forest territory has now become the Eldeen Reaches, Aundair still possesses beautiful swaths of fertile fields that supply the nations of Khorvaire with food and fine wines while large institutions of higher learning output scholars and knowledge.