FANDOM


The Kingdom of Avern
Avern Banner
The Kingdom of Avern Banner

Date Founded

2800 B.W (Before War)

Founder

King Rahab I

Capital

Avern

Current Leader

Zephon Carhagen

Location

Eastern Kingdoms (Far North)

Affiliations

Races of the Duchy

Settlements

See Settlements

Avern
Castle Avernus
Diescedar
Port Winterbreak
Souston Bluff
Claes Hollow
Steyr's Block
Orgent Plains
Port Riverbreak
Forgehall
Blackridge
Icefort

Faiths

Total Population

Population: App. 455,000 (Thriving)
Military: App. 113,750

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 favor. 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 nine different noble ranks, not counting the Swordmaster or those in his immediate family (of which there are currently none) who remain outside of the hierarchy. 

When looking at a map of Avern, it is clear that the kingdom is divided into five large regions or archduchies. These archduchies are known as the Heartlands, Diescedar, the Winter Coast, the Highlands, and the Hollows. 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, although this is the exception and not the rule.

Under the current land divisions, there are only five 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. Such was the case when Zephon Carhagen became the King of Avern. Under the current leadership: House Kalkoros rules the Heartlands from within the capital city of Avern, House Harshaw rules the Winter Coast from the trade capital of Port Winterbreak and House Kain rules the Highlands from the city of Souston Bluff. Additionally, when House Carhagen established control over the throne of Avern, Swordmaster Carhagen also removed two of the noble families from power; House Dumah, which once ruled over the Hollows from the city of Claes Hollow was stripped of their titles and replaced by House Al'shayab, and House Turel which ruled over the region of Diescedar from within the city of Diescedar was replaced by House Arving. 

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. This rank exists outside of the standard hierarchy. 
  • Prince / Princess: A member of the royal family, like with the rank of Swordmaster / Swordmistress, this rank exists outside of the standard hierarchy. 
  • Archduke / Archduchess: A hereditary (unless otherwise changed) ruler of one of the five 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. 
  • 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. 
  • 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 honored 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 neighboring regions to also break free from the constraints of the Empire, mostly through diplomatic activities, but occasionally with military force. The settlement of Claes Hollow was the first to break free and join the growing nation of Avern, followed shortly by the highlands settlement of Souston Bluff, 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 neighboring 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 one hundred 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 had far less effect 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 rumored 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 were 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 spilled 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 Highlands, the Hollows and the Winter Coast 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 neighbors. 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 favor with their neighbor 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 present 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 were now his lands. 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 neighbor 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 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 what 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 neighboring 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 honor 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 honor 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 Claes Hollow and Souston Bluff. 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 neighbors 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 neighbors. 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 rumors 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
Edit

Avern

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 neighbors 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 from wood or brick. Factories that produce weapons and armor 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
Edit

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 neighboring 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
Edit

See Main Article: The Landscape of Avern


The Avernian Military
Edit

The Avernian Military is formed up from a combination of loyal soldiers and paladins, 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. They are significant in number, with a quarter of the kingdoms standing population serving within the armed forces and highly trained. The Avernian Military demands excellence from its high expenditure, so each soldier is well armed and armored, 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

  • Avern Sentinel

    A Sentinel of the Avern Military

    Sentinel
    : The Sentinels are a branch of the Avernian Military Infantry and are considered to be the front line of any engagement fought by the Kingdom either in defense or offense. 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 armor, 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, they are provided with a standard spear and a large heraldic shield made from steel. For short range combat, where the spear is of little use, it is abandoned for a steel short sword.
  • Legionnaire: The Legionnaires are elite soldiers, hand picked from the ranks of the Sentinels. Forming the Avernus Legion, they are tasked with defending the borders of the Kingdom, and any outposts the Kingdom has in other regions from aggressors even if it means that they must travel to entirely new continents or worlds. Each Legionnaire is equipped with stylized armor and weaponry, which includes a set of steel pauldrons in addition to the standard armor provided to the Sentinel forces. A crested version of the great helm is also given to each Legionnaire along with a long cape which easily separates them from the Sentinels.
  • Guardian: The Guardians form up the Guardian Corps, a new branch of the Avernian Military which was formed after Battle of Bloody Justice. Lightly armored compared to the Sentinels and Legionnaires they often serve with, each Guardian is equipped with a set of armor consisting of a steel breastplate, greaves, and pauldrons, with other areas of the body being covered by leather or chain armor. Equipped with a sword and shield, they use their speed and fencing ability to dart in and out of combat, striking where their opponents are weakest.
  • Justicar: The Justicars are elite soldiers, hand picked from the ranks of the Guardians. They are the vanguard of the Avernian Military, and will often lead the charge into battle, opening up paths of attack for the rest of the infantry. To compensate for their position in the front, and the dangers that come with it, they are more heavily armored than the Guardian Corps with steel plate replacing the leather and chain that the Guardians favor. While slightly slower than the Guardians, they fight in exactly the same manner, and with the same weaponry.
  • Cemendur: The Cemendur are an entirely new branch of the Avernian Military. Named in an old elvish dialect which can be roughly translated into 'Servant of the Earth' the Cemendur are fully armored soldiers, garbed from head to toe in heavy steel plate. Trained by Blademasters, a profession which was first mastered by the Orcs, the Cemendur wade into battle with large double-edged greatswords which they wield with deadly precision and ferocity. While relatively new compared to the rest of the Avernian Military, the Cemendur have a fast growing reputation of being the best soldiers within the Kingdom of Avern.
  • Cemendur Blademaster: The elite among the elite. That is the best saying to describe the Cemendur Blademasters. Only the best of the Cemendur are elevated to the position of Blademaster, and as such their ranks are few, but they make up for their lack of numbers with extreme skill and toughness. Equipped with the best weapons and armor available in the entire Kingdom, a single Blademaster can easily turn the tide of any battle in their favor.

Ranged Infantry Edit

  • Avern Crossbowman

    A Crossbowman of the Avern Military

    Crossbowmen
    : As the name implies the crossbowmen are the ranged support in the Avernian Military. They are more lightly armored 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 armor is constructed with 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 armor or thick skin of most enemy combatants. Should an enemy get close, however, they are not entirely defenseless, with each crossbowman being able to draw a short sword for protection in the melee.
  • Marksmen: Masters of the crossbow, the Marksmen of Avern form up the Marksman Corps and exist to command the ranks of Crossbowmen that exist within the Avernian Military although they also serve along the Avernus Legion. Equipped with better armor and weapons to match their station, each Marksman swaps out their brigandine gauntlets and boots for well-crafted steel and add a pair of cuisse for thigh protection. Like the Crossbowman however, the real strength of the Marksman is not found in their defenses but in their offensive power provided entirely by the crossbows that they are trained to use so effectively. Using more advanced weaponry than the Crossbowman, the Marksman is able to fire and reload faster. This combined with specially crafted bolts, give the Marksman far more killing power than those he commands.
  • Gunners: A relatively new unit that began service shortly after the Sword Knights of Aella joined Kingdom of Avern. The Gunners are well armored, much like the Marksmen. 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 armored 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

  • Avern Cavalry

    A Knight of the Avern Military

    Knight
    : The Knights are the cavalry of the Avernian Military. Heavily armored 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 lance is able to break through shields and armor 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 lance unusable, they can discard it and draw a well-crafted long sword for close range fighting while still remaining on horseback.
  • Light Chariot: A recent addition to the Avernian Military brought over by the Sword Knights of Aella, the Light Chariot is a two-wheeled vehicle pulled by a lightly armored horse. Carrying no weapons of its own, it has space for a driver and a single archer. The Chariot proved to be very effective during the Battle of Bloody Justice but remains in small number due to the vehicles weakness of not being able to perform well on rough terrain.
  • Heavy Chariot: A larger, bulkier version of the Light Chariot. This chariot is plated with metal and is drawn by two heavily armored horses. Rather than remaining at distance and using its speed to stay away from opponents, the heavy chariot has a single purpose, to smash into enemy lines and inflict as much damage as possible. To this end, they are perfectly equipped for the job. with large metal spikes protruding from the yolk and short, bladed spikes protruding from the center of each wheel. It has enough room for three, a driver and two soldiers. While those places can be filled with archers or some other form of ranged infantry, it is more often than not filled with heavy armored infantry, such as the Cemendur or Cemendur Blademasters.
  • Mounted Gunners: Mounted Gunners are a form of light cavalry. Riding lightly armored horses, the men and women on these steeds are capable marksmen, and can discharge their weapons with great accuracy while at speed. Used to soften up or harry an opponent from a distance, they have proven themselves quite capable in recent months against the Burning Legion.

Navy 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 up river 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 armor, which protects the beast from most ranged weapons, the armored gryphons swoop down on their opponents from above, raking them with their talons and beaks while their armored riders shoot with bows or attack with the lance.
  • Unarmored Gryphons: Far larger in number than the armored 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 maneuver.

Siege Weaponry Edit

  • Cannons: Almost identical to the cannons used by the Alliance military, the cannons of Avern are usually larger than their alliance counterparts and are crafted in multiple pieces which require assembly before they can be used. When fired, these cannons often release a gout of flame as the cannonball is shot from the barrel, which has given the cannons the nickname of the 'Devil's Mouths'. Unlike other weapons, there is only one size of cannon used in siege warfare, with each cannon firing a 30-pound round of ammunition.
  • Bombard: Resembling large cauldrons, the bombards of Avern act like dwarven mortars and deal damage by lobbing their ammunition in an arc which can pass over troops and even castle walls. Due to the way the bombards and their cousin, the mortar, fire their ammunition, this means that the bombards are usually far from enemy lines, where they can fire their payloads without interruption. The bombards of Avern come in three different sizes. The light bombard is a fairly mobile device, used by a team which can set up the device, shoot, then quickly move again before the enemy can chase them down. Each bombard round from a light bombard is a high-grade explosive which weighs 10 pounds. Two larger versions of the bombard also exist, both of which require assembly like traditional siege weapons and fire 35 and 50-pound explosive rounds respectfully.
  • Flame Cannon: The flame cannon is a unique siege weapon that was brought to Avern by the Sword Knights of Aella when they brought their forces to help Swordmaster Carhagen in the Battle of Bloody Justice. They come in two different sizes, with both firing gouts of alchemical fire in either a long, relatively straight line or a shorter, wider cone. The standard flame cannon can fire a straight line up to 60 feet, with a 30-foot cone, whereas the larger cannon can fire up to 120 feet in a straight line, or a 60-foot cone.
  • Trebuchets: A more advanced version of the catapult, the trebuchet uses more advanced technology to fire their payloads in a wider arc, giving it more range than even the largest catapult. The design of the weapon also allows for the trebuchet to fire heavier rounds, with the lightest weighing in at 60 pounds, while the heaviest can load and fire ammunition which weighs upwards of 120 pounds.
  • Catapults: The catapults of Avern are traditionally stone-throwing siege engines which are powered by winched arms that run through torsion skeins. Loaded by a dedicated and skilled crew, these catapults fire their ammunition in an arc across the battlefield, with the stones often bouncing across the battlefield causing considerable damage to enemy lines and fortifications. In recent months, however, the catapults of Avern have seen some variation in what types of ammunition are used. Under Swordmaster Carhagen, the catapults of Avern have begun using barrels of alchemical fire, which were particularly effective during the Battle of Bloody Justice. As with the other siege weapons, catapults in Avern come in multiple sizes, all of which require assembly on the field. When firing stones, the lightest catapult fires rounds which weigh 50 pounds, while the heaviest catapult fires rounds which weigh in at 90 pounds.
  • Ballista: Resembling a massive crossbow, the ballistas of Avern gain their power by using twisted skeins of horse sinew, which is used as torsion springs for a pair of adjustable arms made from wood native to the region. A thick cord which is attached to both arms is winched back using specialized tools and a bolt is loaded into a slider allowing it to be fired. Ballistas in Avern come in three different sizes, the light ballista, which is fairly mobile and fires 10-pound bolts, and the heavy ballista which are larger siege weapons similar to those used by the Alliance, which fire 20-pound bolts and the gate-breaker ballista which uses specially designed 30-pound bolts. Each gate-breaker bolt has a blunted metal tip, allowing it to deal large amounts of damage to fortifications, as well as crush any unfortunate soldier who happens to be in the line of fire.

Magical Support Edit

  • Mages: The mages of Avern are well trained, and range widely in both knowledge and ability. Initially trained in Dalaran, when the city fell during the Third War, all training was moved to Avern, and has continued in the city ever since. As a result, very few of the mages trained within Avern are loyal to the Kirin Tor
  • Archmages: More powerful than the mages, as demonstrated by the name. Each archmage is a powerful spellcaster capable of raining death on their foes from afar. The majority of the Archmages of Avern were trained in Dalaran, with very few of the Avernian trainees attaining the rank (although there are many who are close to doing so) and as such, many of the Archmages answer to the Kirin Tor as well as the Swordmaster of Avern.
  • Priests: The priests of Avern are an extremely mixed bag when it comes to ability and purpose. Unlike traditional priests of the Alliance, who wield either light or shadow, the priests of Avern, have a wide variety of magical skills and abilities, which was brought on by the adoption of the religion of the twenty gods. Considered priests in name only, some of the faithful warriors wield magic similar to mages, while others are exceptionally skilled healers.
  • Paladins: Much like the priests of Avern, the Paladins are also a mixed bag of ability and purpose. While many of them do wield the light in the same manner as the Silver Hand and other paladin orders of Azeroth, the faith of the twenty gods has created great variations in the paladin ranks, as the creeds and tenants of each religion create very different types of paladins, including those who use weapons usually reserved for rangers and marksmen, such as bows and rifles.

Army Size Edit

The Army within the Kingdom of Avern is a large one and remains so even after the losses suffered during the long wars against the Scourge and the Cult of the Damned. While exact troop numbers are still hazy, due to records needing to be vastly updated, the rough number of soldiers, including militias is as follows:

  • Infantry: 30,000
    • Sentinels: 10,000
    • Legionnaires: 5000
    • Guardians: 10,000
    • Justicars: 4500
    • Cemendurs: 300
    • Cemendur Blademasters: 200
  • Ranged Infantry: 30,000
    • Crossbowmen: 15,000
    • Marksmen: 5000
    • Gunners: 10,000
  • Cavalry: 20,000
    • Knights: 5000
    • Light Chariots: 5000
    • Heavy Chariots: 5000
    • Mounted Gunners: 5000
  • Navy: 5,000
    • Longships: 2000
    • Warships: 2000
    • Galleys: 1000
  • Air Support: 15,000
    • Armored Gryphons: 5000
    • Unarmored Gryphons: 10,000
  • Siege Weaponry: 10,000
    • Cannons: 2000
    • Bombard: 2000
    • Flame Cannon: 1000
    • Trebuchets: 2000
    • Catapults: 1000
    • Ballista: 2000
  • Magic Support: 3,750
    • Mages: 1000
    • Archmages: 750
    • Priests: 1000
    • Paladins: 1000

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.