Aundair Organization in Eberron | World Anvil

Aundair

Population: 2 millio n 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: Mt. 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.”   Hallmarks: Cheese, education, fashion, grains, wine, wizardry      
ll folk of the brightest realm, wave the flag for victory! 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!
— March of Tensin, the Aundairian anthem 
        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 larg- est 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 suc- ceed. 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 martial wizards of Arcanix, the Starpeaks Academy, and other secluded schools emerge from their studies, their combined force is undeniable.   Fertile farmlands surround the grand cities of Aundair. The floating towers of Arcanix are the finest institute for mystical study in Khorvaire, and magic is deeply ingrained in Aundairian culture. The nation produces more magewrights and wandslingers than any other in Khorvaire.   From the nobles lounging in the towers of Fairhaven to the common folk working the vast vineyards of Bluevine, Aundairians value wit and wisdom. Aundairians 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 maintains a devoted following—some might say overzealous.   Although Aundair is a small nation, its arcane superiority allowed it retain its dominion during the Last War. The people of Aundair know that knowledge is power, and they take pride in their nation's magical advancements. To ensure her nation's prosperity and dominance, Queen Aurala ir'Wynarn instituted the Arcane Initiative, an aggressive series of programs intended to forward the development of mystical infrastructure and battle magic.     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 In 894 YK, when the Kingdom of Galifar collapsed and each Wynarn scion declared his or her nation to be a sovereign and independent country, Wrogar, fourth scion of Jarot, reluctantly declared himself King of Aundair.   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.   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 the modern-day city of Thaliost. In fact, that city carries the original name of the nation as a reminder of its beginnings. It was not 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.   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 is 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 fifth 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 Aundairian 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 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 spell-flinging 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.   Bolstered by the magical might of the Arcane Congress, the military forces of Aundair are far more than a ragtag militia of farmers. The common troops are better trained—and far more determined—than their enemies usually give them credit for. Put together, the Knights Arcane and the diehard foot soldiers of Aundair remain a significant military force to be reckoned with.   Aundairians are prone to claim that they would never have given up fighting the war had it not been for the Treaty of Thronehold, asserting that the war would certainly have been theirs by virtue of grim determination if nothing else. “Queen Aurala may have surrendered,” they are apt to say, “but my neighbors and I would have fought to the death to defend our lands.” Indeed, none of the Five Nations seems as eager to reawaken the war as Aundair. The loss of the Thaliost region to Thrane and the Eldeen Reaches remain a bitter blow, and many Aundairians long to see their nation reclaim what they see as rightly theirs.   The military forces of Aundair are concentrated in small, mobile units designed to get where they could be most effective, strike fast and hard, and get out alive. The cavalry units of Aundair are more like mounted infantry—ready to deal one good blow with a spear or lance from horseback, then dismount to fight on foot before remounting to retreat or move to another area of the battlefield. The knight phantoms (see below) are the epitome of this idea, using magical phantom steeds to travel with amazing speed before fighting on foot with sword and spell.   Most of Aundair's infantry consists of determined and reasonably well-trained freeborn farmers. Recruits who survive a few battles and professional soldiers are trained as archers or cavalry, or assigned to provide support to an arcane ballista. A standard infantry platoon of thirty troops consists of two militia squads and one archer squad, with a 3rd-level swordmage captain in command. Each squad is made up of ten soldiers in total. An arcane platoon replaces the archer squad with an arcane squad; a ballista platoon replaces the same with an arcane ballista squad. The captains in charge of both kinds of platoons are 6th-level swordmages. An infantry company of ninety troops consists of three standard infantry platoons, and an arcane company is made up of two arcane platoons and one ballista platoon. A major, usually a 5th-level swordmage (or a 7th-level wizard for an arcane company), commands the company. A regiment of three hundred troops consists of three companies, usually two infantry companies and either an arcane company or a cavalry company. The commander of a regiment is a colonel, an 8th-level swordmage. A brigade of six hundred troops, the largest unit fielded by the Aundairian Army, consists of 2 regiments with a general in command, usually a 9th-level swordmage. A cavalry platoon of twenty-two troopers consists of two light cavalry squads, with a major, usually a 4th-level swordmage, in command. Each cavalry squad is made up of eleven men, including the major. A cavalry company of forty-four troopers, commanded by a 5th-level swordmage colonel, is made up of two cavalry platoons.   Aundair's emphasis on small, maneuverable units of soldiers and fast-moving cavalry serve the kingdom well. These forces are often able to outflank, outmaneuver, and outthink opposing forces—except in the Eldeen Reaches, where the guerrilla tactics of the secessionists took Aundairian theories one step further. Certainly, against the lumbering might of Karrnath's undead hordes, Aundair's lighter forces make up in maneuverability what they lack in sheer power. The use of swordmages and multiclass fighter/wizards as commanders in much of the Aundairian army ensures that virtually every unit on the battlefield has access to some magic to help protect the soldiers or harm the enemy. Aundair also makes the heaviest use of magewrights armed with eternal wands as well as magical heavy artillery. Aundair's greatest asset, however, might be the determination of its soldiers, mostly commoner volunteers who enlist to defend their homes from what they perceive as foreign domination. Aundair's soldiers are said to have higher morale than anyone else on the field, except perhaps the warforged and, of course, the undead troops of Karrnath.   Aundair's best soldiers bring a combination of warrior prowess and magical might to the battlefield. The best of Aundair's best are the Knights Arcane, an elite knightly order of soldiers boasting both martial skills and spellcasting ability. The Knights Arcane are a small order, but their importance cannot be overstated—their commander is Lord Darro ir'Lain (unaligned male human swordmage/knight phantom 12), one of the three most powerful people in Aundair, including Queen Aurala herself. Knights Arcane ride forth for the most important battles and take on the greatest challenges on the battlefield. A typical charge includes four knights mounted on magebred heavy warhorses. The following is an example of a typical charge of Aundairian Knights Arcane:   Sir Adric ir'Vellan: unaligned male human swordmage 7. Lady Dallia ir'Kavin: LG female half-elf swordmage 7. Lady Arvana ir 'Lain: unaligned female human swordmage 7. Sir Cathrid: LG human cleric (Dol Arrah) 7. Magebred Heavy Warhorses (4).   The knight phantoms, the most elite units of the Knights Arcane, are sometimes classified as light cavalry, but they are actually dragoons, or mounted infantry. They use phantom steeds to ride quickly to the site of a battle and into position, then dismiss the spells and use their combined martial and magical power to carry the day.

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 (see chapter 5) 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 glamerweave (see chapter 5) 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.  

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. Aun- dairians 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 village- square 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
   

Cities and Sites

Aundair intersperses pastoral farmlands between densely populated cities.  

Arcanix

  This farming village on Lake Galifar provides food for the nearby floating towers of wizardry that serve as home to Aundair's Arcane Congress—a cutting-edge research facility and the finest school of magic in Khorvaire. The members of the congress oversee the magical research conducted in these towers, advise Aundair's queen on all things magical, and confer with colleagues visiting from other nations.   Apprentices come from all over Khorvaire to train at Arcanix. If you're a wizard, sage, or artificer, you might have learned your craft here.  

Fairhaven

The capital of Aundair is one of the most beautiful cities in Eberron. Stunning displays of magical light and other arcane wonders enhance the exquisite architecture. This is the seat of the University of Wynarn, a prestigious institution that draws students from across Khorvaire. As a noble, entertainer, or sage, you might have your roots in the City of Lights.   The Korranberg Chronicle—wizard war brewing at arcanix? Before the war, the Arcane Congress served all Galifar. The most promising students from across Khorvaire came to study at Arcanix, and students from Khorvaire, Cyre, and Aundair worked together to win honor in the Trials of the Ninefold Path. Known to students simply as the Nine, this contest pits students of the eight traditions against one another in a series of arcane challenges, along with a ninth bracket for those who have yet to select a tradition. Teamwork, independence, memorization, innovation—the Nine challenges competitors on many levels, and the finest wizards of Galifar were invariably champions of the Nine. Thanks to the Treaty of Thronehold, students of all nations once again study side by side in the towers of Arcanix. But no treaty or ritual can easily dispel the tensions of a century of war. Over the last year we've reported on a number of hate crimes in the towers fueled by nationalist passions. Optimistic teachers hope that the Nine will showcase the diversity that has evolved over the course of the past century—highlighting Karrnathi advances in necromancy and evocation, Cyran illusions, and more. But privately, professors fear that the competitive aspect of the Nine will inflame nationalist tension. Some even believe that the lives of foreign students could be endangered should they defeat Aundairian champions.   Only time will tell if the Nine can bring us together as it once did, or if it will drive us further apart.  

Passage

Located on the shores of Lake Galifar, the city of Passage is the heart of the dragonmarked House Orien. Resources include production and maintenance facilities for the lightning rail and the Orien caravans. If you have the Mark of Passage, odds are good you've spent time here.  

Stormhome

This island city is the seat of House Lyrandar, and Queen Aurala allows the house a free rein in governing the isle. It is the finest resort and vacation spot in Khorvaire. Spies, charlatans, sailors, and house agents all have a place in Stormhome. Even though the island escaped the devastation wrought during the Last War, it remains a hotbed for clandestine activities.   Lyrandar wizards use magic to continuously alter Stormhome's weather, turning the otherwise bleak and storm-blasted location into a temperate island getaway.  

Aftermath of the Last War

Aundair and Thrane were bitter rivals during the Last War. Thrane seized the ancient city of Thaliost during the war and holds it to this day. Most of the people of Aundair remain furious about the occupation of Thaliost, but the city has become a haven for Aundairians who revere the Silver Flame.   The Eldeen Reaches seceded from Aundair halfway through the Last War. The western farmers rebelled over high taxes and neglect, allying with the druids of the Towering Wood. Aundair was forced to accept the sovereignty of the Reaches under the terms of the Treaty of Thronehold, but many Aundairians view it as a renegade nation.   Extensive use of magic has repaired most of the damage to the cities of Aundair, but the countryside remains scarred by the war, especially along the border with Thrane. The Crying Fields are a region of farmlands permanently scarred by magic and haunted by restless spirits. Aundairians claim their nation is stronger than ever, but some worry about the long-term impact of the loss of the Eldeen farmlands and the Crying Fields.   Now, Aundairians debate over differing views of their nation's future. Some believe the first focus should be reuniting Aundair and the Eldeen Reaches, whether through diplomacy or force. Others consider Thaliost to be the pressing issue. And still others support Queen Aurala's claim to the throne of Galifar. When creating an Aundairian, consider whether you have ties to any of the affected regions and if this influences your opinion of Thranes or druids.  

POLITICS OF AUNDAIR

But of the four surviving nations, Aundair lost the most during the last war. The secession of the Eldeen Reaches resulted in a loss of more than half the nation's territory. Unlike Droaam and Q'barra, the Eldeen Reaches were a vital part of Aundair's economy. Unlike Zilargo and the Mror Holds, the Eldeen Reaches have not stayed on good terms with the country they seceded from.

THE CROWN

While Boranel is certainly the most beloved of the current surviving monarchs and Kaius is the most personally powerful, the Aundairian crown is the most influential within its nation. Aurala's immediate family directly controls almost every lever of power within Aundair, unlike Boranel's innefectual heirs or the direct challenge to power represented by the Karrnathi warlords. Lord Darro ir'Lain represents the biggest power in Aundair not directly related to Aurala by blood or marriage, but even as first warlord he agrees that Aundair should strike first in the next war.

THE ROYAL FAMILY

Queen Aurala ir'Wynam knows that Galifar is hers, both by the rights of succession and on account of her capabilities as a ruler. While Mishann, governess then Queen of Cyre, was the rightful heir to Jarot, Cyre is no more. As such, the throne should fall both to the only heir to join Mishann in upholding the right of succession, but also the second oldest and thus rightful heir in the event of the death of the first - the line of Wrogar ir'Wynarn. Furthermore, by every measure of merit Aurala deserves the throne - Boranel is too old and his heirs too incompetent, Kaius III too young and naive to believe in peaceful coexistence, and Thrane has gone completely overboard by ousting their monarchs. The only way to rebuild Galifar is under a single, strong ruler, and Aurala is certain that means the duty falls to her. 4 THE NEUTRAL GOOD CONQUEROR Aurala, as the only ruler of the five nations interested in war, is easy to cast as the villain. However, it's important to understand how she can also be listed as NG in the various 3.5 books. Simply put, Auarala genuinely believes she is the only benevolent monarch fit to rule Khorvaire. Raised into the nobility, Aurala naturally believes that monarchy is the only correct way to govern something as large as a country. Democracies are messy and indecisive, incapable of consistently picking the best choice as well as a country led by a singular ruler. Compared to other potential monarchs, Aurala is the only one fit to lead. Kaius of Karrnath, despite openly desiring peace, covertly craves a cruel and harsh dominance. Boranel of Breland is ancient and none of his heirs are fit to rule. Diani of Thrane is weak from years off the throne. Cyre is no more.  
IF SASIK D'VADALIS IS THE ROYAL CONSORT, WHICH IS TO SAY HE IS THE HUSBAND OF QUEEN AURALA. WHILE HE HAS RENOUNCED ALL FORMAL TIES TO HOUSE VADALIS, HIS CRITICS POINT OUT THAT HE HAS KEPT HIS VADALIS NAME, SOMETHING MANDATED BY THE KORTH EDICTS.
  While Sasik has truly renounced all formal power within the house, his relationship with Aurala is integral to her long¬term plans for the Eldeen Reaches. The heirs of handling seek to usurp the Wardens of the Wood, who currently hold the formal reigns of power in the Reaches. Aurala intends to capitalize on this, stabilizing the Eldeen Reaches as an ally much the way Breland can lean on Zilargo, ensuring a reliable supply of food and other resources when the next war breaks out. Prince Wrogar ir'Wynam is the crown prince of Aundair and a gallant knight. Or, at least in his head - the truth is the crown prince has been enabled his whole life by an army of retainers and assistants who smooth over every problem he runs into and prevent him from ever facing real danger. His podsnappery is in part enabled by Lord Darro ir'Lain, who has worked to take the prince under his wing and teach him the ways of magic as a way of gaining influence. Jurian is Aurala's second child, a playboy duelist-in-exile. Shortly after signing the treaty of Thronehold, Aurala banned the national pastime of Aundairians - dueling. To indicate the seriousness with which she believed this was an issue, she exiled her very own son who killed a nobleman in a duel over a young lady. However, this exile served a second purpose - it gave Jurian free reign to roam the five nations the past two years as the Royal Eyes' top agent, and currently allows him to spend time developing a relationship with Ruken ir'Clam, encouraging him to force the democratic question. Princess Corrine is Aurala's youngest, a tempestuous teenager who has made good friends with her cousin Austasia, the adolescent daughter of Governor Aurad Both love to create new adventures for themselves in Fairhaven, but the time may come when they find themselves far from home with nobody to bail them out. First Warlord and Minister of Magic Adal holds both significant formal and informal power in Aundair. While he shares his older sister's vision for a united Galifar under Aundair, he believes himself more suited to the task. Despite his respect for Lord Darro ir'Lain, he rejects Darro's plans to retake the Eldeen Reaches by force, seeing it as a waste of time and resources. During the negotiations of the Treaty of Thronehold, Adal refused to allow Aurala to concede the pieces of Western Thrane that Aundair had seized during the war in exchange for the return of Thaliost. In particular, he saw great value in Arcanix - once a small village with an unusually prodigious school of magic, now the ground base of the Arcane Congress' floating islands. Many in Fairhaven's court, including Aurala to some degree, believe Adal's refusal to trade Arcanix the village for Thaliost to have been a mistake. As such, Adal seeks to prove them wrong - his plans and research all focus on how to retake Thaliost, even if it means provoking war with Thrane. Aurad is Aurala's youngest brother, the governor of Fairhaven, and the chief diplomat of Aundair. A dedicated public servant, he splits his time between managing the city and serving the national interest. He too believes his sister is destined to wear the crown of Galifar, but believes the path is through diplomacy rather that more bloodshed He has found an unlikely ally in his brother-in-law Sasik, advocating that the Eldeen Reaches can serve as a model state for a rebuilt Galifar - regional governance, but a recognition that Aurala is the true ruler. Sasik's violation of the Korth edicts bothers Aurad slightly, but he reconciles it by asserting that Aurala holds the reigns - the houses must have renewed subservience to the crown of Galifar, renewing the original promise of the Korth Edicts. The twins Wrel and Wrey are brilliant wizards and leading researchers at Arcanix, heading up the mysterious Project Gemini. While most wizards in their mid-20's could only hope of heading up entire projects, these twins have found that their combined magical might is far beyond what they can accomplish individually. Project Gemini studies sympathetic magic - binding similar objects together to extend the range and potency of magic. While the twins are interested in their research for purely academic reasons, their older brother Adal has been tracking their project and spinning off battlefield applications from their discoveries. Furthermore, any number of the Lords of Dust might take an interest in their project, especially Sul Khatesh, whose whispers may be the true source of the twin's talent.  

THE ROYAL EYES

Aundair's intelligence agency, the Royal Eyes lack the sheer number of sources and boots on the ground that the Dark Lanterns cultivated prior to the outbreak of the Last War. Still, they are one of the premier intelligence agencies in Khorvaire, leaning on magical might from both spells and items to cover ground where they lack personnel While the Royal Eyes ultimately report to Aurala, the day-to- day operations are handled by her spymaster Thuel Racannoch. Thuel has only held the position for the past two years - he replaced Nara ir’Galanatyr, who retired under mysterious circumstances to Wyr shortly after Aurala signed the Treaty of Thronehold Thuel is completely loyal to Aurala, having worked his way up the ranks the hard way over many years, without the usual benefit of an easy start granted to those of noble birth.

THE LAST WAR

The Last War began with the paranoia of an aging king. The sinful pride of his children led to the fracturing of a kingdom that they saw fit for the taking. While Wrogar allied with Mishann at the onset of the Last War, the trials and tribulations of extended conflict eventually broke the bonds between Aundair and Cyre, leading to Aurala's infamous declaration at the Treaty of Thronehold that as "Cyre no longer exits", it did not deserve representation. At the onset of the war, Aundair more than any other nation viewed the war as one great glorious adventure. The sons and daughters of Aundair would go forth and win battles, tell stories, and reforge the broken blade of Galifar stronger than it was before. This is not what happened, as the great adventure stretched into a hundred bloody years and a shattered kingdom. Jarot's paranoia had led to the development of advanced defenses, inhibiting the ability for any army to convert tactical victories to strategic ones. Armies constructed large trenches to provide cover against war magic. Soldiers who survived the battlefield didn't always come back whole in body or mind, either missing limbs and wracked by spellshock. Wealthier families could afford Cannith grafts or Jorasco therapy, but access to veteran's benefits remains a political hot potato throughout the five nations as debt-minded politicians try to skimp on paying out. While the taking of Thaliost in 928 was a blemish upon fair Aundair, the secession of the Eldeen Reaches was the real turning point. Without the material support of Eldeen ranches, Aundair could not sustain its deployments abroad on the Cyran warfronts. The gradual withdrawal of Aundair's armies from the Cyran warfronts was not just a sign of tactical or strategic weakness - it was a mortal wound to the pride that all Aundairians are taught, to wear their heads high knowing that they are the greatest nation in Khorvaire. Giving up the fight to defend Cyre meant acknowledging that Aundair was not the nation she thought she was. Cyre's destruction meant that the great adventure Wrogar had led Aundair on ended in failure. Aurala chose to play on Boranel's soft heart, convincing him to accept the majority of the refugees. By contrast, she still refuses to even meet with any of the surviving Cyran diplomatic corps. Aurala is martialing the Aundairian spirit, harnessing its wounded pride to revitalize the country and prepare it for whatever is to come next.

THE ARMY

Aundair's army pioneered many of the advances in the arcane arts over the war, with the Arcane Congress working on an endless stream of classified projects for the Aundairian crown. While Karrnath certainly has the lead in necromancy and even manage to match Aundair in abjuration and evocation, Aundairian war wizards provide a much broarder and more diverse skill set. Conjuration, enchantment, and transmutation are three key schools of magic where Aundair simply has no peer. Fog of War enshrouded formations of Thranish archers, Gallant Charge enabled formations of Aundairian soldiers to charge through enemy fire, and Mass Darkvision allowed elite Aundairian forces to strike even during the darkest nights. More formally, Aundair's ordinary armies were supplemented by the Knights Arcane, a large order that included almost every noble who served in the war. The Knights Arcane embodied the mixing of arcane and martial traditions. Many of the Knights Arcane conventionally raised their own mounts to serve as traditional cavalry, mixing spell and blade from horseback. The Knights Phantom were an elite unit of light cavalry that preferred to leverage the spell Phantom Steed over flesh and blood mounts, using a special dragonshard focus item that extended the duration of the steed beyond the conventional one hour. Perhaps the most famous of the Knights Arcane were the dragonhawk riders, whose mastery of magic solidified Aundair's aerial superiority. While Brelish hippogriffs, Cyran griffons, Thranish wyverns, and Karrnathi undead monstrosities all challenged Aundair's dragonhawk riders throughout the war, more often than not the dragonhawks came out on top. Still, this wasn't enough to prevent the major losses Aundair faced throughout the war. While a Lyrandar airship can be constructed in a matter of month, it takes years for a Dragonhawk to grow to a rideable size and war-ready state. Furthermore, the reliance on the noble class for both mounts and riders limited the overall size and scope of aerial warfare, something that may change if the next war were to break out.

SAMPLE NPCS

Lauren ir'Isen is a commander for the First Aerie of dragonhawk riders in southern Aundair. A stocky, ginger¬haired khoravar ace with more than fifty kills, she's more comfortable in the sky than on the ground Moving up in the ranks meant that for the last four years of the war, she didn't see any direct combat despite a deep desire to. With the end of the war and the force drawdown, she's returned to patrolling Aundair's skies with her prize dragonhawk, Featherheart. Recently, she's become concerned for the aviary - Dragonhawk eggs are extremely valuable due to their slow rate of breeding, and one has recently gone missing. Any number of suspects could have stolen the egg, from local bandits, to a rival country, to House Vadalis. Characters who locate the missing egg not only earn favor with her but can use her to get introductions in the Aundairian military or Aurala's court in Fairhaven.

THE NAVY

While the conventional war wizards of Aundair explored many more branches of magic than their counterparts in other nations, the Aundairian Navy pushed those studies even further, deeply incorporating illusion magic into their tactics. The inherent uncertainties of war are only amplified on the water, where information is everything. In terms of warfronts, Aundair's First Fleet was the smallest, patrolling the Eldeen Bay and maintaining shipping routes in the waters north of Khorvaire. The Second Fleet was the largest, vying for control of Scion's Sound and the waters around Thronehold The Third Fleet protected Aundair's western flank, conducting operations in Lake Galifar against Thrane and Breland

SAMPLE NPCS

Erica Spellvig is a master illusionist for the Aundairian Navy. A human transwoman with long, braided hair, she is renowned for her control over large-scale illusions and her attention to detail. She was conducting operations in Cyran waters when the Mourning struck, miraculously surviving the dead-gray mists. However, something's been off with her illusions since then - small, unconscious alterations. Recently she's been seeing moving shadows in the periphery of her vision, sometimes coalescing into hazy form. In truth, the Mourning created a shadowy duplicate of her past self that is trying to replace her.

THE KORTH EDICTS

When Galifar was founded, the Korth Edicts were an agreement between the (then eleven) dragonmarked houses and the fledgling kingdom that separated the rights and privileges of each. A legal barrier was erected between the nobility and houses, declaring that any house member who marries into the nobility must renounce all claims they have on the house. While the houses control and regulate most trade in Khorvaire, certain sectors are outside of their purview. First and foremost, land is primarily controlled by Khorvaire's nobility, the rent from which funds their continued existence. Derived from the land is agriculture, which the Raincaller's Guild supplements but does not control or regulate. Other natural-resource oriented industries such as logging and mining are similarly sequestered from the houses, creating opportunities for the Aurum. In a more conventional industrial sense, textiles and construction are at most regulated by Cannith, but are far enough outside its ordinary purview to allow others to build wealth. With the fracturing of Galifar, the houses have begun to push and test whether any nation will uphold the Korth Edicts. Aundair bears the two biggest cases of this, with House Lyrandar controlling Stormhome while Sasik d'Vadalis sits in Fairhaven as the queen's consort.

EDUCATION

Aundair's system of education is one of the most advanced in the five nations, raising the standard of living not just for the noble classes, but for everyone. While all nobles in the five nations provide education for the farmers and local merchants that pay them taxes, Aundairian nobles take great pride in the quality of the education they provide. While magical ability certainly requires some level of talent, it's also a function of education. Every Aundairian villager receives some level of magical education, even if they only retain the very basics of spellwork - a piece or two of prestidigitation, for example. On a more professional basis, almost every craftsperson in Aundair can be considered a magewright, using magic to improve their productivity and the quality of their work. On a material level, the people of Aundair have a higher quality of life than every other nation. For higher education, well-to-do Aundairians and the nobles can afford Aundair's elite universities - Arcanix for the magically talented, and the University of Wynarn for those pursuing more mundane studies. Elsewise, a variety of Sovereign Host monasteries provide higher education to the faithful few who are selected each year. The Twelve, while based in Karrnath, also provides education to those affiliated with the houses or one of their subsidiary guilds.

ARCANIX

Formed over the prison of Sul Khatesh, the Keeper of Secrets, the village of Arcanix has always been known to produce an unusual number of magical prodigies. While she slumbers deep beneath in Khyber, her dreams sometimes prove to be a muse to young magic-users, gifting them insights far beyond their comprehension. At the beginning of the Last War, Aundair captured much of Western Thrane, including the village of Arcanix. Recently nationalized to serve Wrogar's purposes, the Arcane Congress aided the war effort by turning their floating towers into floating fortresses, patrolling this newly claimed territory in the name of Aundair. The Arcane Congress has long functioned as a high-level research institution, pursuing projects for the good of Galifar that the Twelve won't. The Arcane Congress has slowly built up a dozen schools across Aundair, providing artificers, magewrights, and wizards the skills they need The floating towers themselves were only for the highest levels of research for accomplished spellcasters. The minister of magic under Wrella was impressed by the academy of the arcane arts in Arcanix during a tour of the warfront and decided to bring it in as a thirteenth school. After some tense faculty meetings and other academic negotiations, the floating towers parked themselves above the village and integrated its school into theirs, transforming it into a prestigious onramp into treasured research positions in the floating towers. One side effect of the nationalization of the Arcane Congress was the many wizards from abroad who left to serve their countries - founding and bolstering their own arcane institutions in the process. Amongst those who benefitted from an infusion of talented wizards were the Atur Academy and Rekkenmark in Karrnath, the Vermishard Academy and Wynarn Institute of Art in Cyre, and Morgrave University in Breland    

THE UNIVERSITY OF WYNARN

The University has six departments, each with their own enormous building that includes dormitories, classrooms, laboratories, restaurants, and museums. For much of the past century, these facilities sat empty, as ministers of magic prioritized funding and recruitment efforts for the Arcane Congress. Members of other nations could no longer attend, while Aundairians who had the money and status to attend frequently chose to pursue other, more practical paths. By 990, the faculty outnumbered the students. The administration made a bold choice after the Treaty of Thronehold to open enrollment up significantly while creating a scholarship system, filling out empty classrooms with students of all nations and races. This has created tension amongst the student population, as members of the aristocracy confront the reality of warforged, goblinoid, and shifter students who have never had access to university.

ARCANE SCIENCE AND THEORY

The department of arcane science and theory eschews the practicalities of spellcasting, focusing on topics such as the planes and magical phenomena. The department chair is Dr. Odatra Orulin Oman, a wizened gnome that's nearly blind from age. Still, her mathematical mind is unmatched in Khorvaire, having published the majority of the major mathematical breakthroughs of the past two centuries.

CLASSICS

The department of classics has not benefited from the school's resurgence, with almost all new students still considering it to be the study of dead literature. The department chair is Dr. Sartumal Peters, a venerable elf whose favorite works were old when he was young.

HISTORY

The department of history has worked to understand all aspects of the past century of warfare. The department chair is Dr. Juliona Walleau, an Aundairian nationalist. Her latest book The Forge of War has come under fire for portraying the Thranish armies as undisciplined zealots rampaging through Western Khorvaire.  

LANGUAGE

  The department of languages has evolved and adapted with the new student population, integrating the perspectives of other cultures rather than gazing down upon them from its literal ivory tower. The department chair is Dr. Kleris Dekker, a middle-aged khoravar specializing in ancient Dhakaan.  

NATURAL STUDIES

  The department of natural studies has a partnership with the Wayfinder Foundation, providing scholarly expertise on exotic flora and fauna. The department chair is currently empty, after the last one died in a mysterious accident.  

PHILOSOPHY

  The department of philosophy has been directly challenged in many of its long-held assumptions, as the more diverse student population brings new views to the classroom. Dr. Marran Samalliar's career has included an extensive study of the origins and effects of the Galifaran gender binary; eir position outside that binary has given them particular insight in that field
The gap between urban and rural life in Aundair is bigger than anywhere else in the five nations, even as both share a deep national pride and fascination with magic. Aundair's pastoral countryside benefits from the nation's abundance of magewrights, but shuns the fast living and fashion-obsessed cities. By contrast, the people of Aundair's cities consider the rural folks as backwards, always a generation behind on the latest magical advancements.

RURAL AUNDAIR

The farmers of Aundair live a life similar to their ancestors from before the Kingdom of Galifar, tilling the rich soil in a comfortable climate to grow luxury goods desired across the continent. Most lords maintain a vineyard of some sort, with the quality of the wine believed to reflect the quality of their leadership and piety to the Sovereign Host. For a land steeped in arcane magic, rural Aundair is much more religious than outsiders might suspect. Aureon is revered throughout the nation as the deity of knowledge and magic, but Arawai has many devotional temples intended to bring about good harvests. Merchants in the towns of Aundair give tithes to local temples of Koi Korran, and villagers who live in the wilder patches give praise to Balinor. Rural Aundair is also a hotbed of Pure Flame activity, a holdover from the end of the Lycanthropic threat early in the last century. Archbishop Dariznu, who currently rules over Thaliost with an iron fist, originally presided over an Aundairian town of Wyr in Western Aundair.

URBAN AUNDAIR

The cities of Aundair are full of wondrous inventions, courtesy of the Arcane Congress. While all of Galifar benefitted from the Twelve's offerings in the centuries of peace, Aundair has uniquely seen the wonders of a steady supply of local magewrights. Even the towns of Aundair are fully outfitted with modern magical marvels, with animated brooms that clean the streets lit by everburning lanterns. The cities offer the latest and greatest innovations, such as permanent illusions that loop and give tours of historic sites. While Aundair's rural centers are owned directly by the presiding lord and usually managed informally by a council of village elders, its urban centers are much more complex. Royal governors manage cities, while royal mayors manage towns. These are more oligarchal than pure feudal positions, as the various wealthy members of society negotiate with lords and ladies over who is qualified to lead

Foreign Relations

Aundair maintains an active diplomatic presence throughout the nations of Khorvaire. On one hand, the queen and her ministers claim to seek ways to better cement the fragile peace created by the Treaty of Thronehold. On the other, Aurala uses the guise of diplomatic missions to further her own plans and intrigues among the recognized nations of Khorvaire. Here are where things stand between Aundair and its neighbors.

BRELAND

Early in the Last War, Aundair and Breland engaged in savage battles. Eventually, in an effort to protect the core of the nation, Aundair pulled back its forces and left the western territories to fend for themselves. After losing these territories to the Eldeen Reaches, Aundair sought to come to terms with Breland. The two even became allies at times, so today relations remain warm between the two nations. Neither country’s ruler trusts the other, however, so it would be an exaggeration to call the two nations friends. Breland has the size, power, and resources to stand more or less on its own, and this makes Queen Aurala envious and more than a little angry. She hates that such potential has been wasted on the boorish Brelish and their idealistic, naïve ruler, Boranel. Still, Aundair could not long withstand a concentrated attack from the south, so Aurala (like her parents and grandparents before her) continues to make nice and cultivate as peaceful a relationship as possible with the ancient bear of a man who rules Breland. It isn’t Boranel and his grand plan for peace that really concerns Aurala. She is more worried about what happens after the Old Bear dies. A kingless Breland (for she has heard the talk of democracy that bounces around the Brelish Parliament) could be as bad for Aundair as an ambitious king, though few of Boranel’s scions seem to have support or even a modicum of the Old Bear’s charisma. She has ordered her ambassadors to play both ends of the spectrum, and has even begun to engage in secret negotiations with Lord Ruken ir’Clarn, a vocal opponent of Boranel’s policies who see

CYRAN REFUGEES

Immediately after the Day of Mourning, the few Cyran refugees who reached Aundair were turned away at the border; Aundairian officials didn’t know whether the events of that day would (or could) be repeated, but wanted nothing to do with Cyre or the Day of Mourn- ing. Aundair’s unstated diplomatic policy is to support the formation of a new Cyran state, as long as it takes root far from the Aundair border.   Today, no Cyran ambassador maintains an embassy in Fairhaven. Instead, the ambassador and her family reside in the House Cannith enclave in Passage while she tries to sort out which of the nobles and royal heirs still living in the various Cyran refu- gee camps scattered about have authority to provide her with a new diplomatic mission. For her part, Queen Aurala ignores the ambassador and usually refuses to see either her or any Cyrans representing the small clusters of survivors now nestled in the other nations.

ELDEEN REACHES

Aundair has no ongoing diplomatic relations with the various factions of the Eldeen Reaches. It peri- odically sends emissaries to Oalian the druid or to the Wardens of the Wood seeking their cooperation in trade or border controls, but such missions are always rebuffed. While diplomatic missions usually fail (and to be honest, Aurala doesn’t want to recognize “the renegades to the west,” as she calls them), the Royal Eyes of Aun- dair run many successful espionage missions, as well as missions geared toward fomenting unrest within the “renegade” nation.

KARRNATH

Some of the most brutal battles of the Last War were fought between Aundair and Karrnath. Many of these conflicts took place along the waterways of Scions Sound, Eldeen Bay, and Karrn Bay, where the naval forces of the two countries clashed over and over again. As the last decade of the war played out, Aundair found its navy reduced to a handful of ships relegated to defensive patrols close to home, beaten back by both Karrnathi and Thrane warships. Despite the anger and even hatred that many Aun- dairians feel toward Karrnath, diplomatic activities between the two countries are at their highest point since before the start of the Last War. Kaius III and his ambassadors continue to extend the hand of friendship and make aggressive overtures regarding treaties and reparations, and Aurala listens politely and exchanges diplomats while nurturing her own plans of revenge against Karrnath. She dislikes Kaius and doesn’t trust his insincere (to her ears) proclamations of peace, but she knows that her nation needs time to rebuild its forces before the inevitable war once again breaks out across the land. Thus far, Aurala has politely refused to participate in the heir exchange program that Kaius has entered into with Breland and Thrane, citing the poor health of her eldest scion, but in truth she has no stomach for allowing a Karrnathi heir to live under her roof.

THRANE

If Aundair’s relations with Karrnath are cool, its dealings with Thrane are completely frozen. Aundair wants the Thaliost region back, along with repara- tions for the years that the city has been in Thrane hands. The Aundair-Thrane border, one of the most hotly disputed aspects of the Treaty of Thronehold, forces both nations to keep their armies poised for defense—or invasion. Both nations engage in dip- lomatic 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. Aundair’s rivalry with Thrane extends beyond the two nations. Queen Aurala tries to thwart Thrane efforts elsewhere in the world, even if that opposi- tion winds up hurting Aundair as well. If Thrane promotes something, it’s often the case that Aundair is against it.

OTHER NATIONS

Aundair maintains diplomatic presences—generally a working embassy in the capital city—with Aerenal, the Lhazaar Principalities, the Mror Holds, and Zilargo. These relationships are strictly pragmatic ones, with no long-term alliances sought or expected. Relations are slightly better with Valenar because Aundair was one of the first nations to recognize the new elven state. (Not coincidentally, it was also the only one of the Five Nations without a direct stake in the Cyre-Valenar split.) Aundair sends diplomatic missions to the Talenta Plains, Darguun, and (rarely) Q’barra when it has something specific to discuss. The country tries to have as little as possible to do with Q’barra, as Aurala sees it as an upstart, pretender nation. Beyond that, Aundair works hard to maintain a cordial relationship with the dragonmarked houses, and Aurala herself has a close friendship with the matriarch of House Lyrandar.  

QUEEN AURALA

The blonde woman above you has a half-smile on her face as she looks you over. The royal finery she wears—gems on top of gold on top of silk—is so dazzling that you almost don’t realize that her smile doesn’t extend to her eyes. But once you do notice, you can’t help but stare back, looking into predatory gray orbs without a trace of joy or amusement. The Queen of Aundair, Aurala ir’Wynarn, is known for her eloquence. In fact, her enemies sometimes claim that she talked her way out of the Last War. When Aurala was younger, her suitors considered her attractive and charismatic, but they never realized how cautious and clever she was in playing them against each other—a talent she has cultivated ever since. (Her supporters attest she finally married for love, but some suspect her marriage to a noble from House Vadalis was really a political move.) While Aurala willingly relinquishes some measure of power to lesser nobles in order to keep the wheels of government turning, she excels at asserting her authority at every opportunity. With flowery words and a powerful presence, she rallies her most stalwart supporters with confidence and ease. Aurala powerfully and loudly proclaims the need to maintain the hard-fought peace, while secretly plan- ning for the next stage of the war. Although she has put on a public show of backing away from conflict, including withdrawing troops from the western border, she has given a handful of her nobles the authority to muster and maintain “small” defense forces that she can call upon whenever the nation is threatened. Her nation, her people, her family; Aurala uses these assets to lay the foundation to ultimately claim her heart’s desire—the throne of Galifar. No matter her words or deeds, no matter the show she puts on for the public, everything that Aurala does leads her one step closer to the crown and throne of her ancestors. She has no intention of letting a lasting peace stand in the way of her ultimate goal.  

PRINCE JURIAN

Prince Jurian ir’Wynarn, Queen Aurala’s second son, hasn’t spoken face to face with his mother in almost two years. Shortly after signing the Treaty of Thronehold, the queen issued a decree banning sword duels over matters of honor; “The crown cannot bear to see Aundairian steel shedding Aundairian blood,” the decree read. No sooner was the ink dry on the decree parchment than Prince Jurian found himself the winner of an honor duel over a woman—and his lordly foe was dead. Jurian immediately fled Aundair, choosing exile over the embarrassment of forcing his mother’s hand. In theory, Aundairian agents are supposed to be pursuing Jurian, but now he lives the life of a wealthy playboy-in-exile. The Aundairian wine he’s fond of has dulled neither his wits nor his reflexes, and some suspect that the prince is doing more than socializ- ing as he moves from noble manor to dragonmarked villa across the Five Nations. Jurian served a stint in the Aundairian military and had the finest fencing instructors the royal court could provide, so his victory in his last duel was no accident. Currently, Jurian enjoys the hospitality of the court of Lord Ruken ir’Clarn in Wroat. He sends coded messages to his mother on a regular basis; few outside Aurala’s inner circle know that her wayward son is actu- ally one of her top agents in the Royal Eyes

MARGANA CORLEIS

Margana, an up-and-coming member of the Arcane Congress and a professor in divination magic at the can serve as a patron, ally, or adversary for the PCs. Instruction, however, holds no lure for her; she wants to amass power both within the Arcane Congress and beyond it. In this respect, Margana is a typical member of the Arcane Congress. She might be part of the Mosaic Committee (described earlier in this chapter), she might be one of the wizards the PCs meet in a random encounter within the floating towers, or she could be teacher to a PC wizard. It’s a simple matter to change her alignment, specialty school, or equipment—or transplant her from the Arcane Congress entirely. As an ally or patron, Margana can send the PCs on missions that generally serve the greater good while also providing her with power, influence, or some other means for improving her station. As an adversary, Mar- gana can be the mentor who has become jealous of her student’s accomplishments or the member of the Mosaic Committee who keeps turning up to challenge the PCs as they go about their usual adventuring business.

Демография и население

Population: 2 million

Территории

Area: 560,000 square miles
Полный доступ ко всем материалам по сеттингу имеют только подписчики.

What we sow in effort, we harvest in good fortune

Тип
Geopolitical, Kingdom
Столица
Система правления
Monarchy, Absolute
Место

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