The Kingdom of Avern
Avern Banner
The Kingdom of Avern Banner

Date Founded

2800 B.W (Before War)


King Rahab I



Current Leader

Zephon Carhagen


Eastern Kingdoms (Far North)


Races of the Duchy


See Settlements

Major Settlements
Avern (Heartland)
Diescedar City (Diescedar)
Port Winterbreak (Wintermark)
Otharburg (Otharburg)
Castle Zacrela (Zacrela)
Highmark (Highmark)
Livadea (Hollowmoot)

Minor Settlements
Tescani (Heartland)
Vrancea (Heartland)
Cidreag (Heartland)
Berestye (Diescedar)
Lazuri (Diescedar)
Giseladorf (Wintermark)
Androchel (Otharburg)
Sirenea (Otharburg)
Voetenu (Zacrela)
Valchid (Zacrela)
Dranov (Zacrela)
Sword Keep (Highmark)
Rothberg (Hollowmoot)
Barcani (Hollowmoot)


Total Population

Population: App. 89,000 (Thriving)
Military: App. 8,900

The Kingdom of Avern has a long history, and has gone through many changes during its lifetime: It has existed first as a province of an empire; then as a warlike, yet isolated kingdom, before reforming itself to gain allies and maintain strong ties to the Grand Alliance and the Luxerois Federation. It is currently ruled by House Carhagen and its leader Swordmaster Zephon Carhagen, who also serves as the 1st Sword of the Sword Knights of Aella.

Government Edit

If one were to look at the government of Avern as it currently stands, the best way it could be described would be to label it as a bureaucratic autocracy. Swordmaster Zephon Carhagen of House Carhagen rules within the borders of Avern with unchecked authority and his word is law. Yet he is not a tyrant, as many would expect from an autocratic governor, instead ruling with a firm hand that is tempered by compassion. Despite having unlimited power within his borders, the sheer amount of land and the large population that lives within it makes the act of governing alone an impossibility. To ensure that the kingdom runs smoothly, Zephon's orders are carried out by a bureaucracy, which is composed largely of titled nobles, and those who have earned Zephon's favour. The nobility of the kingdom is divided into three groups, each with their own ranks that branch out beneath them, to create a total of eleven different noble ranks, including the title of Swordmaster/Swordmistress and Prince/Princess. 

When looking at a map of Avern, it is clear that the kingdom is divided into seven regions or archduchies. These Archduchies of Avern include:

  • The Archduchy of the Heartland
  • The Archduchy of Diescedar
  • The Archduchy of Wintermark
  • The Archduchy of Otharburg
  • The Archduchy of Zacrela
  • The Archduchy of Highmark
  • The Archduchy of Hollowmoot

Each archduchy is divided into smaller duchies, which are then subdivided into even smaller counties. Should a county still be too large for a single noble to govern, then it may be additionally subdivided into multiple baronies.

Under the current land divisions, there are seven Archdukes within the Kingdom of Avern, one for each of Archduchies that exist within the region. As the title of Archduke is one that is considered 'hereditary' the noble houses that hold the title rarely change, although the position is only held while the noble house remains in the good graces of the current monarch and can be taken at any time should the monarch wish to see change occur. The current Archdukes are: 

  • Archduke Zephon Carhagen - The Heartlands 
  • Archduchess Mirabell Van Tienhoven - Diescedar
  • Archduke Raynoldus Van Hooren - Wintermark
  • Archduchess Climence Van Joriszen - Otharburg
  • Archduke Ortwinus Van Markgraaf - Zacrela
  • Archduke Oxen Van Bukhalov - Highmark
  • Archduke Forgas Shatterhammer - Hollowmoot

The Noble Ranks of Avern Edit

The ranks that the nobles adhere to are as follows: 

  • Swordmaster / Swordmistress: The rank of the ruling monarch after a royal decree from House Carhagen. 
  • Prince / Princess: A member of the royal family, like with the rank of Swordmaster / Swordmistress. 
  • Archduke / Archduchess: A hereditary (unless otherwise changed) ruler of one of the seven archduchies within the Kingdom of Avern. 
  • Duke / Duchess: A hereditary ruler of a duchy. 
  • Paraduke / Paraduchess: A granted, non-hereditary, non-landed title. 
  • Archcount / Archcountess: A hereditary ruler of a county. This title provides greater status than a Count/Countess. 
  • Count / Countess: A hereditary ruler of a county. 
  • Paracount / Paracountess: A granted, non-hereditary, non-landed title. 
  • Archbaron / Archbaroness: A hereditary ruler of a barony. This title provides greater status than a Baron/Baroness. 
  • Baron / Baroness: A hereditary ruler of a barony. 
  • Demibaron / Demibaroness: A granted, non-hereditary, non-landed title. 

History Edit

The Kingdom of Avern has a long and sometimes confusing history, during which the nation’s power and fortunes have risen and fallen. Regardless of the time period, however, the people of Avern have always been seen as ambitious, with firm beliefs their own capacity for success and a strong foundation based on law and order.

The Early History of Avern Edit

The earliest records of habitation in the region of what is now the Kingdom of Avern state that the land was once owned by the vicious Trolls of the Amani Tribe. Human and Elven explorers eventually discovered the region through their own independent ventures, and as expected the Trolls treated these explorers as hostile entities, striking at them in raids and eventually chasing them from the region entirely. After the foundation of the Arathorian Empire in the year 2800 B.W (Before-War), the armies of the empire returned to the region conquering the trolls that resided in the area and expanding the northern border of the empire to the edge of what would one day become known as the Winter Coast. Led by Commander Diesce (who was honoured by having the city of Diescedar named after him), the Arathorian forces established a number of settlements in the newly conquered region, including the port city of Winterbreak and the farming settlement of Avern. The Kingdom of Avern was at first nothing more than a small series of settlements, but three hundred years after its founding in 2500 B.W it became a political entity of the Arathorian Empire and was converted into an official province of the empire, with Port Winterbreak serving as the capital until it was later moved to Diescedar in 2489 B.W

Conquest and Early Expansion Edit

The first major change in Avern's history came two hundred years later in the year 2289 B.W. It was in this year that the ruling provincial governor—a cunning, yet cautious man named Rahab—declared independence from the Arathorian Empire. During this period, the Empire was collapsing under its own weight, with many smaller nations struggling to break free of the nobles from Strom. This chaotic period ensured that the Arathorian Empire was unable to mount any true attempt at reclaiming their lands through military occupation.

Without resistance from the Arathorian Empire, Rahab placed himself upon the throne of Diescedar and began to rule over the small parcel of land which he currently controlled. This move was welcomed by the nobles who lived in the region, even if they didn't fully trust Rahab or his motivations, for they recognized more than most the value of being one of the founding noble families of a new nation. In the decade that followed, as the Arathorian Empire continued to struggle, Rahab pushed for other smaller neighbouring regions to also break free from the constraints of the Empire, mostly through diplomatic activities, but occasionally with military force. The settlement of Otharburg was the first to break free and join the growing nation of Avern, followed shortly by the eastern settlement of Zacrela, although this had less to do with diplomacy, and more to do with the fact that Rahab had sent forces into the region to apply pressure to the local government. The Arathorian Empire, still struggling to hold itself together, could do little to respond to Avern's rapid land grab, although strongly worded messages were sent to Rahab demanding he stop, not that he acknowledged the orders within. Expansion continued and borders were solidified, and soon Avern was a kingdom in its own right.

By the year 2150 B.W, King Rahab of Avern was long dead and his granddaughter, Queen Elasia II ruled over the region along with her son, Prince Kalios. While Queen Elasia II was firm in judgment and was focused on doing what was best for her people, Kalios saw the neighbouring lands as ripe for conquest and expansion and wanted nothing more than to expand Avern as his great-grandfather had done centuries ago. Assembling forces of the Avern military that were loyal to him as well as a number of mercenaries, Prince Kalios pushed south to the mountains of Alterac and attempted to lay siege to the capital of the region. Ultimately he failed. His men were unable to make any gains and when the Alterac forces retaliated, they did so with fury, cutting down many of his soldiers and forcing him to retreat. Ashamed of his loss to what he and the people of Avern considered an inferior nation, Kalios desired nothing more than to prove that he was still as capable as his ancestors. Unable to gather additional reinforcements due to his mother forbidding him from taking additional manpower, Kalios set his sights on an island to the north of the winter coast. Inhabited by the last remaining forest trolls of the region, the inhabitants of the island were wiped out and their homes razed. While seen as a pathetic conquest by most of the Avernian people, in truth, the capturing of that island helped secure the waters around Port Winterbreak, something that all ship captains, whether military or civilian, were thankful for. Shortly after its capture, the military colony of Fort Kalios was established, and it quickly grew to become a defensive bastion which protected the waters around Port Winterbreak from potential threats.

The Warring Periods Edit

Following the establishment of Fort Kalios, the Kingdom of Avern fell into a peaceful slumber on the world stage. The Avernian desire for land and power, however, would not be quelled so easily and once again led to a period of expansion in the year 1920 B.W, when King Rahab III launched what would become known as the War of Avernian Conquest. The war lasted for over ninety years, and during that period, the Kingdom of Avern attempted, with both success and failure, to expand its influence into the still crumbling Arathorian Empire.

The first target of this new war for conquest was the Arathorian lands of Lordaeron. Like Avern had done centuries ago, they had effectively split away from the Arathorian Empire, but unlike the smaller regions of Claes Hollow and Souston Bluff, that joined Avern shortly after they freed themselves from the Empire, Lordaeron had chosen to remain independent, attempting to become a nation of their own. This was something that Rahab III wanted to change. Assembling an army, he invaded the lands of Lordaeron and waged war for 10 long years. His battles were met with mixed results, some successes, and some failures, but ultimately the Avern border expanded south, claiming large portions of what would eventually become known as the Western Plaguelands.

Following that successful conquest, the Avern military and leadership continued to push for more and over the next 90 years, the Kingdom of Avern waged war as they expanded toward Gilneas, Strom, and the Elven kingdom of Quel'thalas. Attempts were also made to lay siege to Alterac, although the attempts failed, and were far less effective than the initial siege waged by Prince Kalios two centuries earlier. Ultimately the warlike efforts of Avern did little in the way of conquering nations. Expansion attempts toward Gilneas ended with a military stalemate, as the forces of Gilneas were able to hold off the Avernian military until eventually a peace was struck between the leaders of both nations. The forces that expanded toward Strom were able to claim much of the Hinterlands, establishing forward outposts in the region and expanding the border of the kingdom, but could do little against the Empire of Strom's military, even in its weakened state. Finally, attempts to push into territories belonging to the Elves of Quel'thalas were met with catastrophic failure, as the elven rangers and mages were able to decimate the Avern armies, forcing them to retreat toward the heart of the kingdom. Finally, in the year, 1820 B.W the War of Avernian Conquest came to a close, with Avern having gained some territory, but at the cost of hundreds of Avernian lives. The reason for the war ending was unclear, but it was rumoured that the wealth gathered to fund the war effort had run dry, and that, combined with the losses suffered, had forced Rahab III to recall his military. Following the end of The War of Avernian Conquest, the Kingdom of Avern entered a period of relative peace and stability. There were still high tensions abroad, especially with the other human regions that had all been attacked by the Avernians during the previous war, yet none of the nations was willing to attack Avern alone to exact vengeance, nor could they see a reason to unite their forces together, as even with the defeats suffered throughout the War of Avernian Conquest, the Kingdom of Avern still maintained a sizeable, well-disciplined military.

By the year 1620 B.W, the Kingdom of Avern had become a secure bastion of peace led by Queen Lucia I. The Queen was a fair woman, but many of the noble houses within Avern felt that she was too soft, and would ultimately put the future prosperity of the kingdom into jeopardy. Internal rumblings were also growing due to political and social reforms that the Queen and her advisors had implemented, which had created chaos in various regions of the kingdom. As time wore on, the situation only became worse, as riots began in regions where the people of Avern were suffering the most. None, however, could have expected what was to come, and how it would drastically change the future of the kingdom.

Civil War and the Rise of House Kingsmith Edit

3 years later in the year 1617 B.W, the chaos that had enveloped the kingdom of Avern finally peaked and resulted in all-out war. It had started as nothing more than a dispute between two noble houses, House Gaspar, a powerful noble family that resides in the Archduchy of Diescedar, and House Kingsmith a relatively minor house which resided in the Heartlands. What started off as mere insults however escalated when the head of House Gaspar, Lord Markus Gaspar, shot and killed the son of Lord Rikard Kingsmith, the head of House Kingsmith. Soon skirmishes waged across the Heartlands and Diescedar, with forces of House Kingsmith fighting tooth and nail against the forces of House Gaspar. Other noble houses soon became involved, as the explosive nature of the war ignited a fire in other noble houses and soon over half of the noble houses within the Kingdom of Avern were fighting each other, determined to not only win their own internal conflicts, but assist their allies as well until their opponents were eliminated entirely.

The Avernian Civil War raged for over 50 years, pitting brothers against sisters, fathers against sons as political differences tore families apart and resulted in nothing more than spilt blood and destroyed futures. Then, in the year 1567 B.W, Queen Lucia was assassinated in her bedchambers by an unknown assailant. As the Queen had no heir and had not married, there was no one left to rule over the Kingdom of Avern. At that moment the civil war escalated to new heights, as now the Avernian crown was up for grabs, and the winner of the war would ultimately be able to become the next King or Queen of Avern. Within a year of fighting, the once disorganized rabble that had fought in the past fifty years had organized into two major factions. House Davalos, whose's allied forces controlled the Archduchies of the Highmark, Hollowmoot and the Wintermark and House Kingsmith, who after defeating House Gaspar had managed to take control of the Heartlands and Diescedar.

It was during this period of civil war, when the Kingdom of Avern was at its weakest, that it ultimately suffered the same fate as the Arathorian Empire. While the Avernian armies and nobles were waged war, the nations that had suffered as a result of previous conquests, specifically the region of Lordaeron decided to take back what had been seized from them during the War of Avernian Conquest led by King Rahab III. The Lordaeron armies attacked the southern border of the Kingdom of Avern and gained ground rapidly, as the armies of Avern were disorganized and fighting each other more than focusing on the new invaders. Forced to fall back, the Avernian military retreated into the secure territories of the kingdom, abandoning their holdings in the Hinterlands, and giving Lordaeron free reign to claim what they had lost, securing the Darrowmere Forest and surrounding territories. While Lordaeron reclaimed what they had lost during the previous conflicts, House Kingsmith had gained victory after victory over House Davalos. In one last-ditch effort, House Davalos and their allies launched an all-out assault against the city of Avern where House Kingsmith was based. The assault was a failure, House Kingsmith scattered the forces of House Davalos, capturing and executing the head of the house, and formally ending the Avernian Civil War.

Within the next few months, Erys Kingsmith I officially ascended the throne of Avern and took the crown, becoming the King of Avern. This immediately halted the continued aggression from Lordaeron, who now faced a more united front now that the civil war had come to a close, and yet, King Erys I did not attempt to wage war on Lordaeron, instead focusing on defending the lands he still controlled while he attempted to bring the Avernian people into line. This began with very draconian and brutal changes to law and order, and also saw the capital of Avern move from Diescedar to the city of Avern within the Heartlands. Moves were also made to alter the written histories, with historians under the employ of House Kingsmith enhancing the influence of their House while drastically limiting, or even removing the names of wartime rivals.

Ultimately the nature of House Kingsmith and the way it gained power meant that even it suffered considerably in the centuries that followed. Of all the Kings and Queens of Avern that were part of the Kingsmith line, only three of them have avoided dying from mysterious or violent circumstances.

Kingsmith's Fall and the Rise of House Carhagen Edit

The last ruling king of House Kingsmith was Viktor Kingsmith II, who ruled well for sixty years until year 20 A.W. His reign unlike many of his predecessors was one of peace and prosperity, as Viktor had no intention of waging war with his neighbours. The Arathorian Empire had long since collapsed and in its place, seven human kingdoms had emerged, including Lordaeron, Gilneas, Stromgarde, and Alterac, who had all been enemies of Avern in the past. Viktor's peaceful reign, however, was marred by the rise of the Orc Horde, who had sacked the human kingdom of Stormwind in the south and was now pressing north. Putting its military might behind Lordaeron, Avern fought against the Orcs during the Second War, and in doing so secured lasting favour with their neighbour nations, excluding Alterac who had decided to ally with the Orc Horde and were destroyed by the Alliance of Lordaeron as a result. Following the defeat of the Horde, Avern settled into a time of peace, and Viktor was able to dedicate more of his time to the upbringing of his three sons: Aretain, Stephan, and Olias.

War, however, would not stay away for long, and in the year 20 A.W a new threat emerged which would become known as the Undead Scourge. This new threat destroyed much of Lordaeron, including the capital city when Prince Arthas Menethil, who had joined the Scourge after a long campaign in Northrend, turned on and killed his father, King Terenas II, before releasing the Scourge on the capital. Unfortunately for the Kingdom of Avern, Viktor Kingsmith II and his wife Queen Lucretia III were both within the Lordaeron capital when it fell to the Scourge and both were killed before they could escape.

The death of both the King and Queen of Avern meant that the crown passed directly to Prince Aretain, the eldest of Viktor's sons, yet he and his two brothers were far from the kingdom, having taken up positions within the Alliance military. Aretain, along with his godfather Zephon Carhagen, had joined the Order of the Silver Hand and were engaged with the Scourge forces in Lordaeron, and Prince Stephan and Prince Olias had both enlisted as foot soldiers, even though they were of noble blood. This left the Kingdom of Avern leaderless, yet unlike during the Civil War, there were no enterprising noble houses pushing to take control. The disaster in Lordaeron and the rise of the Scourge had kept the nobles in their place, and so the leadership of the Kingdom was placed in the capable hands of Commander Gregor Doran, leader of the Avernian Military. As steward of Avern, he kept the city secure and the lands safe from the Scourge to the best of his ability, waiting for the day when King Aretain I would return to take the crown. That day never came, as during a campaign in Pandaria in the year 30 A.W, Aretain I was killed by the Mogu and raised into a form of undeath. With his only son Erys IV having been killed during the war with the Scourge, which had also claimed the lives of Prince Stephan and Prince Olias, there was no one left to continue the Kingsmith bloodline.

Rather than see Avern descend into leaderless chaos, once it was revealed to the noble houses that the last of the Kingsmith bloodline had been killed, Aretain decreed that the crown of Avern, and all of House Kingsmith's holdings, would pass to Zephon Carhagen, Aretain's godfather, who had accompanied Aretain on many of his campaigns against the enemies of the Alliance.

With the leadership of the Kingdom of Avern having been given to Zephon, he returned to the land he once called home and created House Carhagen, which would begin to rule in place of House Kingsmith. When he returned, however, he returned to a region embroiled in conflict, as battles were still being waged across large areas of the kingdom. Despite the death of the Lich King several years prior, remnants of the Scourge and the Cult of the Damned had hunkered down what was now his land. They proved almost impossible to push out, and Zephon was forced to search for aid from various factions which had a presence in the nearby regions. Sadly he could find no one to aid him and hope of pushing out the Scourge seemed to dwindle with each passing month, that is until a merchant's vessel arrived in his waters, bringing goods to trade along with emissaries that belonged to an order known as the Sword Knights of Aella with them. The emissaries offered to assist Zephon with his undead problem if he, in turn, agreed to initiate trade and alliance talks with the Luxerois Federation, from where the merchant's ship had initially set sail. Zephon, having little choice in the matter, agreed to the terms, and several months later, the forces of the Sword Knights of Aella and the military might of House Carhagen would unite and fight what would become known as the 'Battle of Bloody Justice'. The battle ended in victory for the allied coalition, with the Scourge and Cult forces being utterly decimated by the combined armies.

Following the end of the battle, Zephon remained true to his word as King and the Kingdom of Avern entered negotiations with the Luxerois Federation. Additionally, the city of Avern became a bastion for the Sword Knights of Aella and the religion of the Imbringen Islands known as the Twenty Gods. Zephon was named 1st Sword Knight of the Lordaeron branch by the senior most leader of the Sword Knights, 1st Sword Knight Karleigh Marquos, and as a means of unifying the Kingdom of Avern with the Sword Knights of Aella, Zephon signed a royal decree which changed the title of the ruling monarch of the Kingdom of Avern to the rank of Swordmaster.

Relations Edit

The Kingdom of Avern has for many long years been a major player in human and now Alliance politics, and retains much of its influence, especially over the northern regions of what was once Lordaeron. Other nations see the Kingdom of Avern as a powerful ally or potential threat depending on their leanings, with the region having great potential for trade, but also maintaining a sizeable military which could be mustered and used for conquest. Thankfully, the Kingdom remains mostly peaceful under the reign of Swordmaster Carhagen, as Zephon has focused his attention on threats against the entirety of Azeroth rather than pushing forward with military expansion. The Kingdom's recent alliance with the Luxerois Federation and the adoption of a new religion has also raised eyebrows, especially among the Southern Alliance leaders, who remain understandably wary of the revelation of this new empire, which remained undiscovered for hundreds if not thousands of years. 

Yet despite the Kingdom of Avern having a large amount of control in northern Lordaeron, it is not a nation without enemies, most notable of which comes from the same islands where the Luxerois Federation hails from. The Kingdom of Inferex, which is built upon the such debased practices like tyranny and slavery keep the poorest and weakest among its citizens thoroughly oppressed. The Kingdom of Inferex has, through its own network of spies and informants, become aware of the military might and influence that the Kingdom of Avern holds, and has, at least for now avoided open military conflict with Avern. Instead, the military arm of Inferex's church, the Knights of the Lash, have launched small raids on the kingdom, and lands beyond. While these actions have been officially denounced by the Inferex government, the fact that the Knights of the Lash and the nation of Inferex are so close means that no one believes the lies spewed by the nation in its attempt to save face. Likewise, the Horde also has a tense relationship with the Kingdom of Avern. While not direct enemies to the point of waging war, the fact that the Kingdom of Avern remains a staunch ally of the Alliance means that eventual conflict is inevitable, yet the large military and difficult terrain that needs to be crossed in order to reach the kingdom has ensured at least for now that the Horde remain focused on other threats, such as the ever pressing advances from the Burning Legion.

While the Kingdom of Avern only has a few enemies, it maintains a healthy number of allies across multiple regions. The Argent Crusade, the closest neighbour to the Kingdom, is considered a valued ally even with the loss of Highlord Tirion Fordring, and the Kingdom of Avern has sent military aid and accepted refugees from the Crusade on request. In the regions further south, the Dwarves of Aerie Peak are on friendly terms with the Kingdom of Avern, as are the High Elves that remain within the Hinterlands, although Zephon has little to no contact with the Kingdom of Quel'Athillien which also resides in the region. Stromgarde and the Arathorian forces within the Arathi Highlands are also treated in high regard. All other kingdoms south of Arathor are considered allies as well, but only to the extent that they are all members of the Grand Alliance.

Several international organizations are also considered to be on good terms with the Kingdom of Avern, with each of the organizations having small embassies within the borders of the kingdom. The Cenarion Circle, Earthen Ring, Shado-Pan and Kirin Tor can be found within the borders of the kingdom to some extent, as well as branches of the Ethereal Consortium and Steemwheedle Cartel, led by Trade-Prince Galzinax and a rather mysterious goblin only known as 'Doc' respectfully.

Society Edit

The Kingdom of Avern has always prided itself on being a nation infused with the values of law and order, but also of compassion and a desire to excel. Even from its beginning as a province of the Arathorian Empire, Avern was infused with a complex hierarchy of nobility, which only evolved and expanded as the province became a kingdom filled with citizens proud of their identity. Ambition to better themselves, combined with a sometimes polarizing view of good and evil, enhanced by the teachings passed on by various religions. Everyone in Avern, from the lowest serf to the highest aristocrat has a place within the nation, and the strict laws of the land ensure that everyone is treated justly and fairly, as a civilized society can only move forward when there are laws that separate men from the beasts. 

The arts are strongly appreciated within Avern, even among the lowborn serfs and commoners, and within Avern the arts can take on many different forms indeed, from exquisite poems to alluring paintings, sculptures which fool the senses, or sonatas which bring pleasure to the ears. To the Avernians the arts are a means of engaging in opulence and means to escape the dreary grind that is everyday life within the kingdom. The difficult times of their lives are quickly cast away during the periods where they can admire the many works which bring joy to their lives.

Of all the arts that take place within the Kingdom of Avern however, there is no other art form that is as popular or enthralling as the opera. Settlements all across the kingdom are known for holding their own operas, and the wealthier the settlement, the grander the stage on which the singers perform. Originally sung in ancient arathorian, as the times have changed and more races have entered the kingdom, so to have the languages in which the opera is sung. Common, Dwarven, darnassian, thalassian and even draenic have been used in the Avernian operas because even if the attendees cannot understand the words sung, they can still appreciate the rich tones and the melodies created by the artists on the stage.

Another aspect of society which the Avernians attach themselves to is the concept of religion. From the earliest days of settlement, the people of Avern have had their own beliefs and they have always considered themselves to be deeply religious. As with the opera, the faiths of Avern have changed over time, and almost all are accepted and revered in some fashion, even if the worshippers must regulate themselves to praying in secret shrines far from the eyes of the people. But no change to religion was more significant than when the faith of the Imbringen Islands was adopted due to their role in saving Avern from the scourge during the 'Battle of Bloody Justice'. To their credit, the people of Avern were quick to accept these new deities, when most would shy away from such change, as the faith of the Imbringen people has something for everyone, and many of the Avernians adopted and began to revere the new deities while still remaining true to their original faiths.

With so many faiths in one place, it is only right that the holidays of those faiths should be supported and celebrated. Therefore, Avern is also a place where celebrations are commonplace. While the holidays themselves vary in not only what they represent but how they are celebrated, it is almost a guarantee that when someone enters the territory of Avern, they will see some form of celebration taking place in one corner of the kingdom or another.

Avernian Timeline Edit

The timeline for the Avernian people is a fairly simple one and has two direct measurements of time. As with the other nations surrounding them, they adopted the idea that the First War be considered the central point in the timeline, year 0, with all events occurring before the First War being marked with the letters B.W meaning Before the War, and all events after the First War being marked with the letters A.W meaning After the War.

Early History Edit

2800 B.W - Commander Diesce establishes the city of Port Winterbreak and the farming settlement of Avern on the northern coast of what would become known as the Eastern Kingdoms.

2760 B.W - Trolls from the neighbouring Amani tribes begin raids on the newly established settlements. Some are fought back and stopped, but both settlements are significantly hampered.

2580 B.W - The Arathorian Empire sends soldiers to wipe out the remaining trolls in the region surrounding Avern and Port Winterbreak, hundreds of forest trolls are killed in the conflict and many villages and tribal sites are destroyed.

2576 B.W - The city of Diescedar is built and named in honour of Commander Diesce who helped create the frontier region.

2500 B.W - The Arathorian Empire officially declares Avern to be a political entity of the empire instead of a frontier settlement project.

2489 B.W - The Capital of Avern is moved from Port Winterbreak to Diescedar. This is mainly done as a means to further honour the late Commander Diesce, but the city of Diescedar is also built in a highly defensible region, which also assists in the making of this decision.

Conquest and Early Expansion Edit

2289 B.W - Rahab I declares Avern's independence from the Arathorian Empire and becomes the first King of Avern. Within months, Rahab annexes the nearby settlements of Zacrela and Highmark. Arathorian influence within Avern and the surrounding region crumbles.

2150 B.W - Under the banner of Prince Kalios, the forces of Avern attempt to lay siege to the region of Alterac but are pushed back and defeated. Unwilling to let such a defeat be his only legacy, Prince Kalios returns home before heading to an island north of Port Winterbreak. He defeats the trolls there and secures the waters surrounding Port Winterbreak for Avern.

2130 B.W - Queen Elasia II dies of natural causes, passing the crown on to Prince Kalios who is named King. He attempts several colonization ventures during his reign, but each one fails to last, resulting in a draining of the kingdom coffers.

The Warring Periods Edit

1920 B.W - King Rahab III attempts to expand the Kingdom of Avern by beginning the War of Avernian Conquest. Avernian forces invade the region of Lordaeron.

1910 B.W - The Lordaeron forces are pushed back and lose the territory that will one day become known as the Western Plaguelands.

1883 B.W - Attempts to conquer Gilneas and Strom end with a stalemate as neither Avern or the invaded nations can push the other out. An uneasy peace is finally declared between the invaded nations and Avern.

1819 B.W - King Rahab III attempts to invade the Elven lands of Quel'thalas but fails spectacularly. Elven rangers and magi decimate the Avernian forces until Rahab is forced to withdraw his forces.

1810 B.W - King Rahab III officially ends the War of Avernian Conquest with only minor gains in Lordaeron and the Hinterlands and angered neighbours in multiple regions.

1809 B.W - King Rahab III dies after a prolonged period of life, he leaves the throne to his daughter Queen Elasia III. Her reign marks the beginning of a long period of peace and stability.

1737 B.W - Queen Elasia III dies at the age of 94 after a 72-year reign. The crown is passed to King Reynald I.

1644 B.W - King Reynald I dies in his sleep. Queen Lucia I takes the throne. 

The Avernian Civil War Edit

1620 B.W - Queen Lucia I brings about sweeping reforms, causing anger among the populace and inadvertently helps start the Avernian Civil War.

1617 B.W - The Avernian Civil War begins when nobles of House Gaspar and House Kingsmith come to blows. Within months half the noble houses of Avern are involved in the escalating conflict.

1567 B.W - Queen Lucia I is assassinated, the Civil War escalates as nobles scramble for the crown and the power it provides. In the ensuing battles, House Gaspar is crushed by the forces loyal to House Kingsmith, and the remaining nobles unite behind House Davalos.

1557 B.W - Lordaeron takes advantage of the Avernian Civil War and invades the southern regions of the kingdom that were claimed by Rahab III during the War of Avernian Conquest.

1556 B.W - Avernian forces withdraw from the Hinterlands and move to reinforce the core regions of the Kingdom.

1550 B.W - House Kingsmith defeats House Davalos during a failed siege on the city of Avern. With all major resistance crushed, House Kingsmith claims the crown of Avern and places their first king, King Erys I on the throne which is moved from Diescedar to Avern.

1560 B.W - King Erys I adopts an isolationist policy, focusing on improving Avern rather than antagonizing their neighbours. This policy is kept in place for centuries with no contact is made with outside nations for 380 years.

1557 B.W - King Erys I is assassinated by agents of what is left of House Davalos. His successor, Erys II, immediately targets and executes every last surviving member of House Davalos, and strikes their name from the history books of Avern.

1472 B.W - King Erys II dies from illness, his daughter Queen Abrosia I takes the throne.

1430 B.W - Queen Abrosia is killed under suspicious circumstances. Her cousin, Markus I takes the throne and declares himself King.

1360 B.W - King Markus I vanishes and is never heard from again. Rumors swirl that he was assassinated by a third party but these rumours are never validated. King Erys III, the son of Queen Abrosia I takes the throne.

1270 B.W - King Erys III dies of old age, having reigned over Avern for 90 years. His son, King Rikard II takes the throne.

1210 B.W - King Rikard II dies in a hunting accident, leaving the throne to his son, King Viktor I.

1180 B.W - King Viktor I breaks the isolationist policy of his ancestors and reaches out to the newly formed kingdoms in the surrounding areas, offering trade and friendship. Quel'thalas refuses to engage in trade, but the human kingdoms, especially Lordaeron, Gilneas, Kul-Tiras and Dalaran all begin trading with Avern. These trade deals mark the beginning of a peaceful period between the human nations which lasts for over a millennium.

1130 B.W - King Viktor I dies peacefully. He is recorded as the last of the Kingsmith line to die of natural causes. The throne passes to his cousin, Teristas I.

1100 B.W - The murder of King Teristas I by his own brother, Markus II marks the beginning of the Age of Sudden Kingship. This period in history is marked with multiple short reigns as the Kingsmith family uses various methods to kill off their rivals in order to secure power for themselves.

10 B.W - The Age of Sudden Kingship ends with the death of King Vladimir I and the start of the reign of King Viktor II, no other member of the Kingsmith family is killed by a political rival but over the course of the millennium that passed, over thirty kings and queens of Avern were killed, either through prepared 'accidents' or direct assassination.

The Rise of House Carhagen Edit

0 B.W / A.W - The First War begins in Stormwind. Avern does not hear about the conflict until refugees from the Kingdom arrive in Lordaeron.

6 A.W - The Second War begins. King Viktor II places his military support behind the Kingdom of Lordaeron. Battles are waged across the eastern kingdoms, with King Viktor II personally leading the Avernian military alongside his best friend and Captain of the Avernian Guard, Zephon Carhagen.

8 A.W - The Second War ends for the Kingdom of Avern, King Viktor returns to Avern to lead. His sons all join the Alliance military in some fashion, with Zephon Carhagen being sent to watch over the eldest, Prince Aretain I to ensure his safety.

20 A.W - The events of the Third War begin. Prince Arthas Menethil unleashes the Scourge on Lordaeron which kills King Viktor II and Queen Lucretia III. Prince Aretain I is named King but cannot take the throne as he continues to fight the Scourge in Lordaeron. The Kingdom of Avern is placed under the stewardship of Commander Gregor Doran who holds the crown in trust until King Aretain can return to lead.

30 A.W - The Pandaria Campaign begins. King Aretain I is slain by the Mogu and reanimated into undeath. Unwilling to see his lands collapse into obscurity and ruin. Aretain passes the crown to his Godfather, Zephon Carhagen, making Zephon the King of Avern. Chaos is caused in Avern as a result of this change with many in the Kingsmith line becoming outraged by the shift in power.

31 A.W - King Zephon I seeks aid to remove the remnants of the Scourge and the Cult of the Damned that remained in his lands following the events of the Third War. He is unable to gain assistance from any of the local factions. Emissaries from the Sword Knights of Aella arrive in Avern and promise aid on the condition that Zephon reach out to the Luxerois Federation, which Zephon agrees to do. Several months later the Sword Knight and Avernian forces unite in the 'Battle of Bloody Justice' which eliminates the Scourge presence from the region.

32 A.W - King Zephon institutes the religion of the Twenty Gods of Imbringen as the official religion of Avern, but does not forbid the worship of other religions, giving the people the freedom to pick and choose what they wish to worship. He designates the capital of Avern as the primary headquarters of the Lordaeron branch of the Sword Knights of Aella and changes the title of the monarchy from King / Queen to Swordmaster / Swordmistress.

33 A.W - Current Year

Geographic Location & Architecture


The major settlement of Port Winterbreak.

The Kingdom of Avern lies on the northernmost coast of the Eastern Kingdoms, in a region that borders what is now known as the Western and Eastern Plaguelands. It is a large landmass which containing many forests, verdant plains, and, mountainous regions which dominate the southern regions of the Kingdom. Bordering the sea with an extremely viable and large bay, the Kingdom of Avern has a viable sea trade and controls vital trade routes in and out of the region. Despite being able to lock down these trade lanes at will, the Avernian Navy does not put pressure on their neighbours and instead engages in active trade with as many as possible. While some may have considered the Kingdom an appealing target at one time for conquest, the expansive military it controls and the additional aid it now receives from the Luxerois Federation and the Sword Knights of Aella have blunted the desires of any would-be conquerors.

Architecturally, Avern and the surrounding settlements are very industrial. Buildings and bridges are constructed out of wood or brick. Factories that produce weapons and armour cough up plumes of smoke into the air and the sounds of machinery can often be heard running throughout the day and night, when not drowned out by the sound of the common people and merchants hawking their wares.

The Races, Fashion and Food of the Duchy

Several races inhabit the Kingdom of Avern and keep it running at a decent pace. There are no racial requirements to settle within the lands that the Kingdom controls provided that potential settlers do not cause issues for the other residents or seek to harm the Kingdom in any way. Humans, Dwarves, Gnomes, High Elves, Night Elves, Draenei and even displaced former soldiers of the Horde such as Trolls, Blood Elves, Orcs, Goblins, Tauren, and Forsaken can all be found within the boundaries of Avern.

Fashion is not restricted in any way shape or form due to these mixed races with residents and guests are able to wear whatever they wish, provided it does not break any laws against public exposure or indecency.

As far as food is concerned, the meals within the Kingdom are considered rather plain by comparison to other neighbouring regions. Basic food supplies such as bread, cheese, potatoes, and, onions are available in sufficient quantities. Meat is also available within the Kingdom, although it often takes the form of fish, poultry or deer since these creatures are in large supply within the lands and seas of Avern. For those with a more refined or exotic taste, various cuts of pork and beef can also be found in some of the more luxurious markets. For drinks, there are also several options with the most basic and readily available being standard water which can be found from many different sources within the Kingdom. For those with more refined tastes, the Kingdom has it's own beer and spirit blends, created locally from grown and imported ingredients which are served in multiple taverns and bars, but most notably within the Temples dedicated to the goddess Ione, which take the form of massive gathering halls filled with alcohol and socializing citizens.

The Landscape of Avern

The Landscape of Avern is divided into seven Archduchies, each with its own major settlements, as well as a multitude of minor cities, villages and hamlets.

The Archduchy of the Heartland Edit

The Archduchy of the Heartland is as the name implies, the heart of the Kingdom of Avern, and the most well-developed province within the Kingdom. It is a large region filled with fertile farmlands, vineyards and dairy fields, all fueled by the Yedron, a grand river which provides fresh water to the region. These farmlands provide not only for the needs of the Archduchy but also enough for a surplus that is exported via the free markets which when combined with the wealth pulled from the Granitepeak Mountains to the south, make the Heartland the richest of the Archduchies within the Kingdom. The mines within the Granitepeak Mountains, which are overseen by skilled dwarven craftsmen and stonemasons yield various precious metals, ores, jewels and stone including silver, gold, iron and marble.

Trade is offered to the Archduchy primarily by water, as the Yedron allows for trade to carry along the grand river, past the city which the river is named after, all the way to Port Winterbreak, the primary coastal settlement of the Kingdom. Additionally, there are two land routes into the Archduchy which handle trade from outside the kingdom. These are known as the Trader's Pass and the Granitepeak Pass. The Trader's pass leads through the mountains, and at one point into them through wide tunnels, into the Kingdom of Lordaeron, while the Granitepeak Pass provides a land route into the Elven realm of Quel'thalas. Both passes are guarded by the Avernian Fortresses of Hammerpeak and Helmdorf respectfully, which were initially built by Queen Lucia I but were left unfinished after her assassination. Following the end of the Avernian Civil War, both fortresses were completed by King Erys I as a means to prevent any invasions from the still angered nations of Quel'thalas and Lordaeron, although neither nation attempted to invade and they did not see much in the way of military action until the Second and Third Wars. During the harsh winters in the north, only the Trader's Pass remains open, as the Granitepeak Pass is covered by heavy snows which make travel almost impossible until the spring thaws arrive.

Locations of Note Edit

Avern: The Capital of both the Archduchy of the Heartland and the Kingdom of Avern, it is governed by Swordmaster Zephon Carhagen and is the home of the Archduke Council, where all Archdukes assemble to discuss important affairs of state.

Tescani: A small town which is home to the Tescani Asylum, a place which houses patients which are either mentally ill or criminally insane.

Vrancea: An ancient fortress city that was initially built by the Arathorian Empire. It was sacked by King Rahab I during the early days of his push for independence and has since become a modest settlement and popular destination for historians who wish to study ancient Arathorian architecture which has been preserved by the inhabitants.

Cidreag: A major, well-guarded trading settlement that was established at the foot of the Granitepeak Mountains. It is home to the dwarves who work the mines of the region and stores all mined goods before they are sent to other markets. Given the raw amount of wealth that this settlement holds on to, it is one of the most heavily guarded settlements in the Archduchy.

The Archduchy of Diescedar Edit

The Archduchy of Diescedar is, to many in Avern, one of the vital regions of the Kingdom. If the Archduchy of the Heartland is considered to be the brains of the Kingdom, then the Archduchy of Diescedar is the beating heart which brings life and trade into the entire Kingdom. This is because the Archduchy of Diescedar is home to Diescedar City, once the former capital of the Kingdom of Avern, and now the main hub of industry and engineering for the entire region. Pincered between the Granitpeak Mountains to the east and Blackspear Mountain to the west, the land that Diescedar is built on was chosen not for the potential for industry, but for its defensive qualities, although exploration and prospecting in the region uncovered much more than just a defensible location. Mines in the region uncovered not only vast quantities of iron but also rich veins of mithril, thorium and sulphur which created the amazing potential for industrial expansion while exploratory efforts uncovered large numbers of bears and wolves in the nearby forests and mountains, creating a well-supplied fur trade.

If one were to travel to Diescedar today, they would quickly find themselves surrounded by the titans of industry. Forges work day and night creating powerful weapons and armour, black powder weaponry, and even artillery and major weapons of war. It is the home to the Avernian Engineer's Guild, the Avernian Gunnery School and Carrington Arms, with the latter being one of the largest weapons suppliers in the Eastern Kingdoms.

Locations of Note Edit

Diescedar City: The former capital of the Kingdom of Avern, it is now the heart of all industry and engineering. Ruled by Archduchess Mirabell Van Tienhoven, this seasoned woman and noble also serves as the Kingdom of Avern's Castellan-Engineer.

Berestye: A medium-sized settlement nestled in the forests surrounding the Blackspear Mountain it is home to the trapping, fur and leather industries of Diescedar.

Lazuri: A bustling and well-guarded port settlement, Lazuri is the home of the warehouses of Carrington Arms, the Avernian Gunnery School and the Avernian Engineer's guild. Shipments of weapons, armour and artillery are sent via ship to other regions of the Kingdom and beyond.

The Archduchy of Wintermark Edit

The Archduchy of Wintermark is the home of Port Winterbreak, the largest coastal settlement in the Kingdom of Avern. A primary trade hub, it exists as the entry point for all sea-bound trade coming into and leaving the Kingdom and it is a task that the people of Port Winterbreak take very seriously with inspectors rigorously checking all incoming and outgoing goods to ensure that there are no illegal goods being smuggled into or out of the region. It is also the home of the Avernian Shipyards and Military Dockyards.

The primary industries outside of trade flowing in or out of the Archduchy is fishing and shipbuilding. Fishmongers on the docks sell their freshest produce while adhering to the high standards of food quality imposed by the Archduke, and for long deliveries, the fish is often dried and salted for preservation before being shipped to any of the other Archduchies, especially those not touched by the yedron river.

Locations of Note Edit

Port Winterbreak: The largest coastal settlement in the Kingdom and the home of the sea-trade and Avernian Navy, it is ruled by Archduke Raynoldus Van Hooren. A well-loved statesman and former military man, he also serves as the Grand Admiral of the Kingdom of Avern, and is directly responsible for the affairs of the Avernian Navy, even though he himself does not sail on any of the ships.

Giseladorf: A coastal settlement built near a large number of rockpools and reefs, Giseladorf is a fishing village that specializes in the capture and sale of local oysters and lobsters. It also has a small pearl industry which helps keeps the village afloat, especially during off-seasons.

The Archduchy of Otharburg Edit

The Archduchy of Otharburg is one with somewhat troubled history. Originally formed during the foundation of the Kingdom, it was ruled by House Davalos up until the Avernian Civil War which saw House Davalos opposed to House Kingsmith. The resulting war saw House Davalos crushed and that would have been the end of it, however assassins from the noble house cornered and murdered King Erys I which sparked a demand for retribution from his son, the newly crowned King Erys II who immediately targeted the Archduchy of Otharburg and sent in his forces to purge the region of any members of House Davalos and its agents. The resulting events were cumulatively known as the Davalos Massacre and saw the streets of Otharburg run red with blood. To this day, Otharburg remains a shadow of its former self, as the surviving citizens, centuries onward, are reminded constantly of the time when the King of Avern purged their lands with blood and fire and have never truly given up their resentment of the ruling class that aided the massacres.

Outside of the troubled capital city, Otharburg is a humble region, known for its forests and wide open plains which are home to the best horses in the Kingdom. Lumber is gathered from this region and shipped to the Archduchy of Wintermark and its horses, bred by skilled horsemasters of Otharburg Stables are sold to the Avernian military and to rich nobles who come to the region in search of a quality steed.

Locations of Note Edit

Otharburg: The capital of the Archduchy, Otharburg is a decently sized settlement, but far from what it once was during its prime. Ruled by Archduchess Climence Van Joriszen, she serves in two unique roles outside of her duties as the Archduchess. First, as the owner of the Otharburg Stables, she is responsible for the management of the offices in Otharburg and the sale of all prime stock to worthy clients and secondly, and perhaps more secretly, she serves as the Spymistress of the Kingdom of Avern. Few know her identity as the Spymistress, as she often goes by the moniker of the 'Black Baron' while performing her official duties.

Androchel: A small settlement located in the vast plains of Otharburg Fields, Androchel is the home of the Otharburg Stables, where the horses that are provided to the Avernian military and rich nobles are bred and maintained.

Sirenea: A small settlement located near the Otharburg Woods, this logging settlement provides a healthy amount of lumber which is sent to both the Archduchy of Wintermark and other Archduchies around the Kingdom.

The Archduchy of Zacrela Edit

The Archduchy of Zacrela, of all the Archduchies in the kingdom, has the worst reputation. It was the ancestral home of the Kingsmith family before they moved to the Heartlands, and it still has strong ties to the ancient family even to this day. Located to the far west of the kingdom, deep within the region known as the Ash Forest, the Archduchy is dogged with accusations that the upper ruling class and many of the nobles have turned to the dark arts of necromancy in order to gain power. Whether this is true or not remains to be seen, as investigations within the region have not turned up any evidence of foul play, and yet, rumours of disappearing townsfolk and dark shapes being spotted darting through the forest are rife and has not helped ease concerns that other Archduchies have about the region.

Locations of Note Edit

Castle Zacrela: Castle Zacrela is the capital of the region and was once the home of the noble Kingsmith house however when the Kingsmith family moved to the Archduchy of the Heartland, the castle was left in the hands of stewards loyal to the family. During the reign of the Kingsmith line, the stewards were elevated into true nobility, and they became the caretakers of the castle and its surrounding lands, including the many mausoleums and funeral cities that were built in the region.

The castle and surrounding lands are ruled by Archduke Ortwinus Van Markgraaf, a pale, ghostly man who rarely leaves the castle except for meetings of the Archduke Council.

Voetenu: Voetenu is a medium-sized town located on the border of the Archduchy and exists to serve as the entry point. All roads into and out of Zacrela run through Voetenu, and it is here where funeral parlours and cathedrals can be found to honour and prepare the dead before they are taken to the mausoleums and funeral cities located in the Ash Forest.

Valchid: Valchid is not a settlement in its own right, but exists as a collection of mausoleums which serve as burial sites for the deceased of the kingdom. Covering a wide area, there are at least a thousand mausoleums located within the area in various different conditions, from extremely old and decrepit to freshly carved and maintained. The region is looked after by the Ghost Monks of Valchid, an order of men and women whose sole duty is to inter the dead and ensure that no graverobbers disturb the area.

Dranov: Dranov is one of many Funeral Cities located in Zacrela and is by far the largest of them. Compromised of many large towers which are in a constant state of expanded construction, within the funeral cities of Zacrela, the dead are interred both above and below ground, with massive networks of caverns and chambers, all housing the dead in one fashion or another.

The Archduchy of Highmark Edit

The Archduchy of Highmark is one of the oldest territories within the Kingdom of Avern, as it was one of the first conquered by King Rahab I along with the Archduchies of Wintermark and Hollowmoot. A small region nestled on the plains near the Archduchies of Wintermark and Yedron, it was once known for its grain shipments but after the Scourge invaded during the Third War the grain fields of Highmark were forever tainted and abandoned. Rather than grain, the region is now known for being the site of the Battle of Bloody Justice and for the presence of the Sword Knights of Aella who have established a fortress-monastery in the region.

Locations of Note Edit

Highmark: Highmark is the regional capital and while once a well-fortified city of its own right, it now sits in the shadow of Sword Keep, a massive fortress-monastery constructed by the Sword Knights of Aella to serve as their primary headquarters in the Kingdom. The city and the Archduchy beyond is ruled by Archduke Oxen Van Bukhalov, who despite being in the shadow of the far larger keep nearby, has been extremely grateful to the Sword Knights for their aid, and to the Cenarion Circle who have been attempting to purify the farmlands so that they can be used once more to provide grain for the kingdom. Additionally, alongside his duties as Archduke of Highmark, Oxen Van Bukhalov also serves as the Arch-Lector of the Kingdom and is responsible for overseeing all matters concerning religion within the kingdom. While this initially created a healthy amount of scepticism of the Sword Knights due to their conflicting faiths, the Archduke has begun to learn and respect the religion that the Sword Knights bring to the table in recent times.

Sword Keep: The fortress-monastery of the Sword Knights of Aella. This massive fortress is constructed from purified white marble and shines like a beacon when hit by the rays of the sun. Within the fortress, the Sword Knights of Aella train, pray, eat and sleep, all while serving their goddess, Aella. Forges within work day and night, forging the powerful weapons and armour used by the Sword Knights in battle, and the Cathedrals within use resonance crystals to play uplifting music with strong beats for those who choose to enter within the holy halls.

The Bloody Fields: This pockmarked and damaged region of the Archduchy was where the forces of the Scourge dug in during the battles that were waged during the Third War. When Zephon Carhagen returned from Pandaria as the new King of Avern he and the Avernian military attempted to break the undead, but to no avail, as their position was too strong. It wasn't until the Sword Knights of Aella arrived from across the sea, that circumstances began to change. With a combined army and units specifically designed to crush the undead and all other evil creatures, the Sword Knights and the Avernian Army crushed the Scourge in what became known as the Battle of Bloody Justice. Many Sword Knights and Avernians lost their lives on that field, and so the Sword Knights chose a nearby location to build their fortress-monastery of Sword Keep, so that they could keep an eternal watch on the former battlefield, and keep it preserved so that those who see it in the future know what happened at that very spot.

The Archduchy of Hollowmoot Edit

The Archduchy of Hollowmoot is unique within the entire Duchy as it exists as an exclusive home for shorter races, specifically dwarves, gnomes and goblins. Located in a region nestled between the Archduchies of Wintermark and Diescedar, it is land that possesses an extremely fertile soil, which makes it vital for the growing of food that feeds large regions of the Kingdom, providing them with carrots, potatoes, mushrooms and other large vegetables as well as tobacco products

Locations of Note Edit

Livadea: The regional capital of Hollowmoot and the main hub of trade in the region. It is governed by Archduke Forgas Shatterhammer, the only non-human Archduke currently serving the Kingdom.

Rothberg: A large settlement located at the mouth of a series of caves. Rothberg is the mushroom capital of Hollowmoot. The caves are heavily used by mushroom farmers who grow produce large enough to feed a family for a week from a single mushroom.

Barcani: A small settlement located on the border of Hollomoot. The owner of the fields around Barcani, Copper Hollowpipe, is a master tobacco farmer and provides enough tobacco through his fields for not only his personal use but also the rest of the kingdom and beyond.

The Avernian Military

The Avernian Military is formed up from a combination of loyal soldiers and knights, who either serve in the Avern Military directly or work with Swordmaster Carhagen as part of the Sword Knights of Aella. Regardless of what force they serve with, they are sworn to Swordmaster Zephon Carhagen and are extremely loyal, high in number and well trained. The Avernian Military demands excellence from its high expenditure, so each soldier is well armed and armoured, and ready for service at a moments notice. Like with the rest of the Kingdom, there are no racial restrictions when enlisting within the Avernian Military, as a result, the military is made up of individuals of all races, shapes, and sizes. The units within the Avern Military are as follows:

Infantry Edit

  • Sentinel: The Sentinels are part of the rank and file of the Avernian Military Infantry and are considered to be the front line of any engagement fought by the Kingdom either in defence or offence. As such they are equipped in a fashion that allows them to excel at their chosen duty often to perfection as is expected. Each Sentinel wears a standard set of steel armour, although this is customized so that it fits the size of the wearer and consists of a breastplate (worn over a chain shirt), cuisse, gauntlets, greaves and a curved great helm to protect the face. For weapons, what they are given changes depending on what role they are needed to perform on the battlefield. They can come equipped with the following:
    • A longsword and medium-sized heraldic shield.
    • A single spear that is used in both hands.
    • A short spear and medium-sized heraldic shield.
    • A large two-handed halberd.
  • Greatsword Legionnaire: The Greatsword Legionnaires are elite soldiers of the Avernian Military. Each Legionnaire is a fully armoured solder, garbed from head to toe in heavy steel plate. Trained by Blademasters, a profession which was first mastered by the Orcs, the Legionnaires wade into battle with large double-edged greatswords which they wield with deadly precision and ferocity.
  • Captains: The Captains of the Avernian Military are the commanding officers of each armed force. They are the best of the best, skilled not only in the art of killing the enemy but also in leading men into battle and directing them as needed. Each Captain is equipped with a warhammer, which they wield with brutal efficiency and is protected with a full suit of plate armour, much like the Greatsword Legionnaires.

Ranged Infantry Edit

  • Crossbowmen: As the name implies the crossbowmen are the ranged support in the Avernian Military. They are more lightly armoured compared to their fellow soldiers on the front lines, with the only steel present on their bodies being a breastplate (worn over a chain shirt) and a sallet to cover the head. The rest of their armour is constructed from leather brigandine and includes a set of boots, gauntlets and set of leggings. Often staying far behind the front line infantry, the crossbowmen provide fire support from their signature weapon, the crossbow. Constructed from fine wood and steel, each crossbow is a lever-actioned device capable of being reloaded at a relatively quick rate. While slower than the standard bow, each crossbow bolt is fired with considerable strength and easily able to pierce through the heavy armour or thick skin of most enemy combatants. Should an enemy get close, however, they are not entirely defenceless, with each crossbowman being able to draw a short sword for protection in the melee.
  • Handgunners: Another form of ranged infantry support provided to the Avernian Military, Handgunners are well armoured. Well-crafted steel covers their body, protecting as many of the vital areas as possible. When engaged in battle, the Gunners will form ranks, between two to four depending on how many gunners are available. Once they've assembled and the enemy is in range, they will fire volley after volley of high impact steel shot. Should the enemy start to close in on the ranks of the gunners, several well armed and armoured defenders will move to cover them, blocking the advance of the soldiers with long a wall of sharp pikes until the formation is ready to fire again.

Cavalry Edit

  • Knight: The Knights are the cavalry of the Avernian Military. Heavily armoured with what could be considered a full set of steel plate, they excel at charging into battle with a heavy, reinforced lance. Each thrust from the rider's lance is able to break through shields and armour alike, the force of the weapon carried not only by the thrust from the Knights lance arm but also from the momentum provided by the horse itself. For added protection, each Knight is equipped with a large kite shield. Once they engage in the melee and find the larger weapon unusable, they can discard it and draw a well-crafted long sword for close range fighting while still remaining on horseback.
  • Avernian Guard: Knights who are brought into the direct service of the Swordmaster of Avern are promoted into a unique corps known as the Avernian Guard. As they are directly responsible for the safety of the Swordmaster they are given the best magical armour and weapons, and even their horses are fully armoured to the point where they could charge into a rank of spearmen without suffering much in the way of direct casualties.
  • Pistoliers: The Pistoliers are a basic form of ranged cavalry consisting of young, relatively unseasoned riders. Equipped with basic light plate armour, they ride into battle on the back of their horses while wielding two single shot pistols. Once shot, the pistols need to be reloaded, so the pistolier must be skilled enough to reload the pistol while riding at speed. This means that they must adopt skirmish tactics, with the riders urging their horses away from the enemy until they've reloaded and can fire again.
  • Outriders: Once a pistolier has earned their stripes and served for a time, they are promoted into the ranks of the Outriders. These men and women are some of the best riders in the Avernian Military, having proved themselves capable of directing a horse while reloading their weapons with ease. Once a Pistolier has been promoted into the Outrider Corps they are given access to new weapons created by the Avernian Gunnery School such as:
    • A repeater rifle which does not require to be reloaded after a single shot, allowing for multiple rounds to be fired at the enemy.
    • A powerful single-shot mortar cannon which delivers a powerful explosive blast, but can only be fired once before needing to be reloaded.

Naval Forces Edit

  • Longship: The Aboleth Class Longship is a long but relatively thin boat with a single mast and a square sail. The relatively flat base of the boat allows for it to travel up rivers that larger boats would be unable to move along. This in itself gives the soldiers within more freedom and allows them to sail upriver to plan ambushes and raids against enemy forces. Each longship has a single deck, with some storage, and is capable of holding a maximum of 40 soldiers. Because of its lightweight design, the Aboleth Class Longship does not hold weapons of any sort.
  • Warship: The Marid Class Warship is a large ship designed for naval skirmishes. Each Marid Class Warship has two decks and is capable of holding 160 soldiers. Equipped for speed more than heavy combat, it is still quite well armed, but not nearly as well as the Shaggoth Class Galley. The weapons on the Marid Class Warship are as follows:
    • 20 Standard Cannons - These are set in banks of 10 on the port and starboard decks.
    • 6 Heavy Cannons - These are set in banks of 3 on the port and starboard decks.
  • Galley: The Shaggoth Class Galley is the largest ship the Avernian Military has in its arsenal thanks to the Sword Knights of Aella, with the superior nature of this galley outclassing the Orca Class which the Avernian Military had employed before allying with the Sword Knights. Each Shaggoth Class galley has three decks and can hold up to 250 soldiers. It is also extremely well armed with each ship equipped with the following weaponry:
    • 40 Standard Cannons - These are set in banks of 20 on the port and starboard decks.
    • 12 Heavy Cannons - These are set in banks of 6 on the port and starboard decks.
    • 1 Battering Ram - An optional armament designed for destroying ships on the open sea or sea-based fortifications like docking gates.
    • 3 Firing Platforms - Another optional armament. Located on the fore, aft and amidships. These firing platforms are capable of holding a single standard cannon.

Air Support Edit

  • Armored Gryphons: Taken from the gryphon nests in the mountains of the region when they are young. The Armored Gryphons of the Avernian Military are trained from a young age to act as shock troops, a form of aerial cavalry. Equipped with fine armour, which protects the beast from most ranged weapons, the armoured gryphons swoop down on their opponents from above, raking them with their talons and beaks while their armoured riders shoot with bows or attack with the lance.
  • Unarmored Gryphons: Far larger in number than the armoured gryphons, the unarmored gryphons serve as a form of mobile siege unit, and rarely if ever, leave Avern as a result. When called into service, the gryphons will fly over the enemy and drop large boulders or bombs onto the enemy in large numbers. This serves two purposes. It scatters or breaks up formations as the enemy need to react to falling debris, and it creates unstable terrain on the battlefield, making it more difficult for enemy cavalry to manoeuver.

Siege Weaponry Edit

  • Great Cannon: Almost identical to the cannons used by the Alliance military, the great cannons of Avern are usually larger than their alliance counterparts and are often crafted in multiple pieces which require assembly before they can be used. When fired, these cannons often release a gout of flame as the 30-pound cannonball is shot from the barrel, which has given the cannons the nickname of the 'Devil's Mouth'.
  • Mortar: Resembling large cauldrons, the mortars of Avern act like dwarven mortars and deal damage by sending their ammunition in a high arc which can pass over troops and even castle walls. Due to the way the mortars fire their ammunition, this means that they are usually far from enemy lines, where they can fire their payloads without interruption.
  • Rocket Battery: The Rocket Battery is a unique siege weapon that was created through a combined effort from the Avernian Gunnery School and the Avernian Engineers Guild. Originally created through the modification of a firework launcher, the Rocket Battery is upscaled and equipped with far more destructive 'fireworks'. Sadly the rockets fired from the Rocket Battery are not guided and have no magical assistance and as such, they can be highly inaccurate and often times, dangerous, so to ensure that the Rocket Battery hits the target, the weapon has been designed so that it fires enough rounds so that accuracy is not a concern.
  • Volley Gun: The Volley Gun is an extremely volatile piece of siege weaponry which has proven to be far more dangerous to its crew than the enemy that its fired at. A large machine with twenty-seven barrels, the barrels are separated into three banks of nine, which are rotated around with a single crank. Due to the way the weapon is designed, it is not the most reliable weapon, and is prone to jamming, misfiring and explosively malfunctioning.
  • Steam Tank: The pièce de résistance of the Avernian Gunnery School and Avernian Engineers Guild, the steam tank is a lumbering hulk of metal and firepower. It is slow to move but armoured in such a way that blows from standard weapons or average firearms bounce right off. The large wheels crush anything that it rolls over. The steam tank has two primary weapons, a large cannon on the front of the tank, and a rotating steam gun on the top of the tank which shoots gouts of scalding hot steam on any enemy that approaches the tank. Additionally, several viewports are on each side of the tank which can be opened allowing the crew to throw small explosives or use basic firearms while inside the tank.

Army Size Edit

The Avernian Army is a large one, but rather than just being created from regiment upon regiment of rank and file soldiers, the Army is split into smaller forces, each led by a Lord and supported by a Captain. The forces of the Avernian Army are often mixed so that there are no obvious holes that can be exploited by the enemy and are as follows:

The Knights of the Raven Edit

This army group is unique because it is the force that accompanies Swordmaster Carhagen into battle when he is involved in a full-scale war. The Knights of the Raven number 1,172 and consist of the following:

  • Swordmaster Carhagen
  • Archmage Patriz Groeneveldt
  • 450 Sentinels (270 with Swords, 180 with Spears)
  • 270 Crossbowmen
  • 135 Avernian Guard
  • 135 Knights
  • 180 Outriders (90 with Repeater Rifles, 90 with Mortar Cannons)

First Infantry Regiment: 1,620 Soldiers, 1 Officer

  • Brigadier General Humbert Van Der Schueren
  • 720 Sentinels (270 with Swords, 270 with Halberds, 180 with Spears)
  • 270 Greatsword Legionnaires
  • 360 Crossbowmen
  • 180 Handgunners
  • 90 Pistolliers

Second Infantry Regiment: 1,620 Soldiers, 1 Officer

  • Colonel Margueritte Van Tessier
  • 720 Sentinels (270 with Swords, 270 with Halberds, 180 with Spears)
  • 270 Greatsword Legionnaires
  • 360 Crossbowmen
  • 180 Handgunners
  • 90 Pistolliers

Third Infantry Regiment: 1,620 Soldiers, 1 Officer

  • Colonel Theobalt Van Goethem
  • 720 Sentinels (270 with Swords, 270 with Halberds, 180 with Spears)
  • 270 Greatsword Legionnaires
  • 360 Crossbowmen
  • 180 Handgunners
  • 90 Pistolliers

First Cavalry Cohort: 855 Soldiers, 1 Officer

  • Lieutenant Colonel Imbert Van Vlissingen
  • 405 Knights
  • 360 Outriders (180 with Repeater Rifles, 180 with Mortar Cannons)
  • 90 Pistolliers

Second Cavalry Cohort: 855 Soldiers, 1 Officer

  • Lieutenant Colonel Rosalind Van Smit
  • 405 Knights
  • 360 Outriders (180 with Repeater Rifles, 180 with Mortar Cannons)
  • 90 Pistolliers

First Artillery Company: 50 Siege Weapons, 2 Officers

  • Captain Jakobe Van Lutz
  • Archmage Dyonisya Van Buren
  • 15 Mortars
  • 15 Great Cannons
  • 12 Rocket Batteries
  • 6 Volley Guns
  • 2 Steam Tanks

Second Artillery Company: 50 Siege Weapons, 2 Officers

  • Major Eric Van Brunn
  • Archmage Gracia Van Houten
  • 15 Mortars
  • 15 Great Cannons
  • 12 Rocket Batteries
  • 6 Volley Guns
  • 2 Steam Tanks

First Naval Fleet: 20 Ships, 1 Officer

  • Admiral Markus Van Gassinger
  • 10 Longships
  • 7 Warships
  • 2 Galleys

Second Naval Fleet: 20 Ships, 1 Officer

  • Admiral Rodrik Van Groot
  • 10 Longships
  • 7 Warships
  • 2 Galleys

Third Naval Fleet: 20 Ships, 1 Officer

  • Admiral Dumah Van Mikkel
  • 10 Longships
  • 7 Warships
  • 2 Galleys

First Air Regiment: 1305 Gryphons, 1 Officer

  • Brigadier General Christopher Van Kessel
  • 405 Armored Gryphons
  • 900 Unarmored Gryphons

Second Air Regiment: 1305 Gryphons, 1 Officer

  • Colonel Richard Van Lutz
  • 405 Armored Gryphons
  • 900 Unarmored Gryphons