Avremier was my first attempt at creating a
fantasy world. From the start, I was attracted to some of the tropes found in
myth, folklore, and fantastic fiction. I was also driven to strike out on my
own in new directions and in different ways. There was no desire to duplicate
the work of those who came before. I saw only inspiration.
I recall writing and drawing with the intent
to create from about age 6. At the time (1977) I had very few references or
role models. So, I was creating as best I could from very few sources. I didn’t
discover the Moldvay Basic Set for D&D until I was 11 or 12 (1982). From
that point-forward, most of my creative focus was on my RPG campaign setting.
As I ran games and campaigns in Avremier
through the years (1984-2017), the setting evolved and matured. Having the framework
of gaming rules along with the insights and input of others really pushed the
work forward. Deciding to publish some of the results a few years ago brought
the project full circle.
Avremier is an alien planet placed at the
exact center of Creation. It has been the focal point of exploration and
incursion from other worlds and planes of existence throughout the span of
time. The world itself may have sentience of a sort. The seasons manifest
themselves as deity-like beings that wield seemingly absolute power over the
cycles of nature and the disposition of the elements. As far as native species
go, humans are not included. They came from elsewhere.
The concept of Avremier as an RPG setting is
basically a fantasy treatment of Colonial America. Humans came to this world
from elsewhere. They landed on the western shore of a continental landmass.
They were greeted by the natives that resided at the landing point. They interacted.
There was a war. Humanity lost the war and faced extermination. Through divine
intervention, the remaining humans were spared and given some land upon which
they could try to build.
That was the first few centuries. Humans have
learned to thrive in this new world, and to coexist with their neighbors. They
don’t exactly rule great empires, but there are those who could see doing so
within their lifetimes. Not all lessons learned are necessarily the right ones.
Time will tell.
Avremier is what humans call the world. Teloen
is what the world was called before humans arrived. It has also been called
Eitha Myndarun. On some charts of the planar structure of Creation, this world
is simply labeled The Core.
Humans have been granted two regions of the
continent. The first is Dhavon – located immediately east of the region where
the first colonists landed. That region is a marshy delta known as Parateva. It
is home to a race of “marsh gnomes.” They were the ones who first encountered
humans during their initial arrival. The second human homeland is found to the
south and east of Dhavon. Collapsed about a mile into the ground during a
cataclysmic event, it is called Mauvolg.
It is important to understand that few of the
native races of this world shared the values and impulses of humankind. In
fantasy literature and gaming, there are a number of “classic” races and
cultures. Dwarves are stoic miners and smiths with a fondness for gold. Elves
are contemplative immortals with an affinity for nature and enchantment.
Halflings tend to be depicted as contented homebodies that value comfort, good
food and drink, and family. And so on.
Avremier isn’t like that. At least, it wasn’t
before the arrival of humans. The natives of Teloen are largely of a Fae and/or
Elemental nature. They had never been much inclined to build, forge, or buy.
This is a vital aspect of the setting and possibly the most difficult to
explain. Towns and cities are a human thing. The concept of ownership is a human
thing. Money and commerce are human things. Adventuring and dungeoneering are
human things. Deities and religion are human things.
This makes some aspects of the Avremier
setting almost unrecognizable in comparison to other worlds. Just a brief look
at a continental map will reveal huge swaths of unbroken wilderness. The realms
of humankind stand out as rather isolated islands of rooftops and plowed fields
among the ocean of green. Still, there are other civilizations.
The elves have Indrunel along the shore to the
south of Parateva, and among the hundreds of tiny splinter islands just off of
that shore. Even there, the only city you will find is the one built for human
visitors and trade. The dwarves have their strongholds upon and within rocky
foothills and towering mountains, but a great many have chosen to live among
humans in an effort to maintain cordial relations and avert another war. The
gnomes inhabit the delta of Parateva and welcome humans for trade and education
– but not to dwell or to own. Halflings prefer the humans of Mauvolg over those
of Dhavon, but seem keen to learn and to assimilate into their culture.
The rest of the continent tolerates humans
with varying levels of success. To the south of Indrunel, the land becomes
truly wild. Known as Chongoku, this is the Realm of Faerie – according to human
maps. East of Dhavon are the Marchlands – an area of sparsely settled
wilderness that exists in an uneasy agreement of occupation between humanity,
humanoid tribes, some types of savage Fae, and the occasional group of ogres or
smaller giants. Beyond the Marchlands can be found the giant realm of Undomni.
Not only is the land inhabited and governed by giants of all types, but it is
truly a place created on a gigantic scale. Those of lesser stature find it
difficult to even survive the environment and landscape.
The remaining realms and domains of the
continent have even more of a magical or mythic flavor. To the east of Mauvolg
and south of Undomni, there are the realms of genies, sphinxes, dragons, and
gorgons. Some desire only to enslave or devour humanity, while others would
rather see what the upstart race has to offer. Some of these races have more in
common with humans and have built recognizable civilizations. This will allow
for easier interaction and understanding. In theory.
As a world, Avremier is adaptive. Not all
races or species are natives. The arrival and presence of humankind has had a
ripple effect that continues to spread and exert subtle influences. Of course,
this isn’t the first time that humans have come to the Core…
Lots of great stuff in here to dive into, David! I love your colonial/post-first contact vision for the setting. Humanity's place in Avremier reminds of the Earth-Minbari relationship in Babylon 5---desperation to find and maintain peace while working out how to understand each other amidst chaotic environs fraught with hair-trigger tensions.
ReplyDeleteA recipe for a great game if I ever read one! :D
Allan.
And I couldn't be happier to have had you along for the adventure thus far. So much more to come.
ReplyDeleteThank you.