Averenn

Summary
Averenn is a country situated in the North-Western corner of [Continent]. Home to roughly five million after a string of plague outbreaks, it covers approximately one hundred and twenty thousand square miles. It is a peninsula, sharing only a very small land border with The Disputed Lands. This isthmus is deliberately kept as dense woodland known as The Green Fastness, with trade coming in via ship rather than overland.

The climate is generally mild, with temperatures ranging from just above freezing in the winter, to roughly 25°C in the summer. The land mostly consists of low hills and plains, with some mountainous terrain to the North and West. Its capital city is Larend, which is currently undergoing extensive building work to try and rival the great cities of the past.

Its flag is a crown within a stylised wreath, on a halved red and white background. Averenn’s main export is wool and other textiles, and it bases its international policy almost purely on securing overseas trade, as geographical expansion isn’t worth sacrificing the natural defensive bottleneck provided by The Green Fastness. Domestically, trade is conducted via guilds, though in Averenn these are mostly operated by the nobility rather than a dedicated merchant class.

People & Culture
The people of Averenn are predominantly human, of average height and fair-skinned, with mostly lighter hair tones. The vast majority of the peasantry are farmers or fishermen.

Society generally leans towards patriarchal – though women can, and do, have positions at all levels, including politics, military, and as leaders of their household, men usually take precedence. Sons are often more groomed for leadership than daughters, and where merit and birth are not deciding factors, gender frequently is.

Sexuality is rather open in Averenn, with there being no systemic discrimination favouring heteronormativity. However, many individuals still harbour their own prejudices, and any lifestyle that precludes the possibility of providing offspring is still frequently oppressed, particularly amongst the first few members of each generation of aristocratic households.

The primary religion is that of The Creator, though the country is relatively tolerant towards other beliefs, such as those followed by the dwarfs, the Myrkfendir and [Nordland]. Magic is generally exalted in Averenn, with its sorcerers being highly esteemed, particularly among the nobility – though many peasants merely view it with a mix of awe and suspicion, it is very rarely met with open hostility.

In terms of fashion, Averennians typically keep their hair relatively long and straight, usually with some method of keeping it tamed such as braids or oils, while facial hair is usually well-maintained and seldom left to grow long. The peasantry typically keep their clothing simple and functional, while the nobility often display their status. Capes and long tailcoats are commonplace, worn over silk shirts and breeches. Often, their clothes are accentuated with ornate embroidery and other fine embellishments.

Politics
Averenn is a Kingdom, ruled by a royal family and aided by two main tiers of noble houses – the Higher and Lower Nobility.

There are seven houses in the Higher Nobility, and nineteen in the Lower Nobility.

The Higher Nobility families have a seat at court, can bring propositions before the court and/or King, and are all allowed a chance to speak during hearings, debates and other political proceedings.

The Lower Nobility are welcomed to attend most court gatherings, and may be granted permission to speak by the monarchs. They cannot bring forth matters to discuss before the court without either the express backing of one of the Higher Nobility, or with a majority vote from the Lower Nobility.

Courtly matters are presided over by the King and/or Queen, or a representative (such as another member of royalty or a warden). They make the final decision after hearing both sides – and though they have executive power, they are careful not to go against a majority of noble houses too often for fear of revolt.

A Noble house cannot become one of the Higher Nobility, or be dropped down to the Lower Nobility, without the direct authorisation of the monarchy. There are always seven Higher Houses, and nineteen Lower Houses. Though the King usually needs to provide a good reason to demote a house – usually amidst a scandal.

Nobles have the right to a castle – usually their main residence – and a large plot of land, to preside over as they wish (within reason). The will of the peasantry is often ignored – though they technically have a right to be heard by their lord, they are often fobbed off by a representative duly noting their complaints or petitions, to then be immediately and wilfully forgotten.

Averenn has a rather familial relationship with its neighbouring countries – Averenn regularly fights with Mugwump until another war with one (or several) of the Disputed Lands tribes breaks out, whereupon they will unite against the common foe. Though seldom outright joining forces with the Disputed Lands, they will often lend aid to them if one of the Shattered Kingdoms proves enough of a credible threat to their interests.

Military
Owing to its comparatively low population, the military is mostly lightly armoured and focuses on mobility and squad-based training, rather than large deployments of soldiers. Noblemen are often officers of some description due to being able to afford proper schooling, though advancement through merit is not unheard of, providing the aspiring officer in question can afford the requisite equipment (or is sponsored by a benefactor).

Averennian infantry typically wear boiled leather armour under a thick surcoat, and are armed with either halberds or pikes, with shortswords as a backup. The peasantry are almost all trained to a basic level in how to use pikes and crossbows, to be conscripted in times of war.

There is a dedicated force called the Averennian First Guard, some two thousand strong, that inhabits and patrols The Green Fastness. They are elite skirmishing soldiers, trained to function autonomously but for one overarching objective – to defend the border. In instances of invasion, this is done by elastic defence, wherein they will gradually yield land as its defence grows untenable to slow down the opposition and causing attrition.

There is no set armour or armament for them, as uniformity isn’t nearly as required for those fighting outside of formations; instead using whatever each soldier prefers. The only insignia they all bear is a shield crest, displaying a tree with the trunk growing out of the hilt of a sword. The Averennian First Guard only accept proven warriors, and at their own discretion. Such newcomers start out as recruits, regardless of any former rank or titles.

History
Averenn is named after one of its legendary heroes of yore – Averynd, the first King of the country.