Aundair

Aundair is two nations in one. Pastoral villages and farmlands line its borders or cluster around the keeps of the region’s feudal lords. The people here are simple, even rustic. The nation’s great cities, however, are alive with commerce and bustle with a crowd nearly as cosmopolitan as that of Sharn. The houses of government and institutions of higher learning nearly burst with the learned, the scholarly, and the magically inclined. Yet whether one is listening to scholars or farmers, mages or laborers, Aundairians speak of their nation with pride. They are unified in their identity, and they don’t care how greatly their customs and preferences vary.

Currently ruled by Queen Aurala, Aundair is focused on moving into the future and leaving the devastation of the Last War behind. The land-owning aristocracy works to build up the nation’s resources, and Queen Aurala extends all possible courtesies to the dragonmarked houses, hoping to transform her nation into the preeminent center of commerce for the Five Nations. Aundair is also the heart of arcane studies. Apprentice wizards and other would-be casters come here to attend various colleges, such as the Arcane Congress. I f Aundair is to have any advantage in future conflicts with its neighbors, it will stem from the nation’s arcane supremacy.

Aundair is still struggling to recover from the war, with both its military power and domestic resources at low ebb. But Aurala’s efforts are guiding Aundair into a relatively swift regrowth, so hopes are high for the nation’s long-term survival. Queen Aurala and her supporters seem eager for war to resume; Aundairians are a proud, courageous, stubborn people. These traits allowed them to stand up to larger, more disciplined armies during the war, and these traits inspire Aundairians to strive for more than mere survival.

Aundair

Restorers of the True Death tupenzero