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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 produce scholars and knowledge.
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 trade roads network through to smaller cities and westward to the Eldeen Reaches.
Thaliost, Aundair's former capital and the cradle of its culture was occupied by Thrane in the Last War. Much to the displeasure of Aundairian people, the Treaty of Thronehold left it in Thrane's possession.
Aundair is theoretically an absolute monarchy, currently ruled by Queen Aurala ir'Wynarn. However, in practice, it is governed by an unofficial triumvirate consisting of Queen Aurala; her younger brother, the First Warlord of Aundair and Royal Minister of Magic, Prince Adal ir'Wynarn; and the Second Warlord of the Realm and Commander of the Knights Arcane, Lord Darro ir'Lain. None of the three entirely trust the other two, and as such they have a genteel rivalry. They do however recognize that they have a shared destiny and cooperate with each other.
Aundair's people are a model of duality. Split between rugged hardworking agriculturalists and learned, bookish individuals the "typical" Aundairian 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 towers of arcane study at Arcanix. Both of these institutions 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 Aundairians learn at a young age the results of a strong will in competition with others. That is not to say that every Aundairian 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 Aundairian society, so much so that many Aundairians have adopted names for specific maneuvers and styles used in duels.
Aundair is big and roads run throughout the nation making travel easy. Most Aundairians live away from major cities in farmlands, but still remain connected to their local cities and towns. Thus, Aundairian horsemanship is second only to the elves of Valenar.
- Dust Motes
- House Lyrandar
- House Orien
- House Cannith
- Knights Arcane
- Aundairian Royal Family
- Arcane Congress
- Mosaic Committee
- Nobles and vassal lords
Many Aundairians are very fashion-conscious, more so than the people of the other nations of Khorvaire. At the forefront of modern fashion trends are the nobles who wear bright colors, feathered hats, long skirts, coats or cloaks, and ruffled or puffy sleeves. The lower class cannot afford to keep up with the trends set by the nobles. However, most own at least one fashionable outfit, which they preserve for special occasions; these outfits are often outdated by a generation or two.
Like most nations of Khorvaire, the majority worship the Sovereign Host. However, the faithful of the Silver Flame in Aundair are unique, calling themselves Puritans. The Puritans are far more fanatical than most other members of the Church 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's national anthem is the "March of Tensin" and the lyrics are as follows.
Build the walls high that none can harm a land so free!
Aundair is on the move! Hold your standard high!
March on! March on!
Aundair strives on until victory is ours!
In −2500, the humans who had spread over Khorvaire formed five distinct settlements. These settlements would become the Five Nations of Thaliost (Aundair), Wroat (Breland), Metrol (Cyre), Karrnath, and Daskara (Thrane). Thaliost would expand south and west from the area around the city of the same name and eventually become Aundair. In −1800, the Mark of Handling appeared among humans in Thaliost.
The Last War
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 a half of its total area, along with a fifth of its population. The Knights Arcane bravely fought for Aundair, along with peasant militias. Aundairian military tactics emphasized maneuvering with light cavalry, with magical support from wands.
|Cities of Aundair|
|Arcanix · Areksul · Askelios · Bluevine · Fairhaven · Ghalt · Kerkulin · Lathleer · Larunor · Marketplace · Otharaunt · Passage|
Rhenshia · Stormhome · Tanar · Tower Valiant · Tower Vigilant · Vanguard Keep · Windshire · Wrogar Keep · Wyr
Other Notable Features
- Aundair River
- The Crying Fields
- Daskara Pass
- Eldritch Groves
- Gray Wood
- Lake Galifar
- Starpeak Mountains
- Whisper Rock and Whisper Woods
- Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 21. ISBN 0-7869-3690-8.
- Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 17. ISBN 0-7869-3690-8.
- Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 20. ISBN 0-7869-3690-8.
- Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 19. ISBN 0-7869-3690-8.
- Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 13. ISBN 0-7869-3690-8.
- Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast). ISBN 0-7869-3274-0.
- Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), pp. 13–45. ISBN 0-7869-3690-8.
- James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), pp. 16, 22, 23, 57, 64, 81, 92, 93, 97. ISBN 0-7869-3912-5.
|Regions & Nations of Khorvaire|
|Aundair | Breland | Darguun | Demon Wastes | Droaam | The Eldeen Reaches | Karrnath | Lhazaar Principalities | Mournland | Mror Holds | Q'Barra | Shadow Marches | Talenta Plains | Thrane | Valenar | Zilargo|