Introducing a setting more than 30 years in the making.
Avremier is a world said to rest at the very center of Creation. Contested by gods and monsters of outer dimensions, this is the new home of a colonial human race. Established less than 500 years past, human civilization has yet to match the heights of the older races, but humanity does lead the way in the industry of adventuring. Whether... [click here for more]
From the Introduction:
These rules are an amalgamation of the earliest published volumes of the oldest fantasy role-playing game; those little booklets that ushered in an age of adventure and magic for so many. What you have before you is an attempt to gather, organize, edit, and customize all that written material into a set of similar volumes that retains the old-school feel and form, while offering... [click here for more]
Presenting the full and complete Armiger.
In this first combined supplement for the Avremier Campaign Setting, we compile and add to the rules and details given for the Armiger PC class from Supplement 0 (Avremier) and Supplement I (Dhavon). With new material, clarifying edits, and brand-new illustrations, this full supplement contains everything you need to create and run an Armiger PC. This volume... [click here for more]
Powers from On-High
Humanity came to Avremier from far away, and they brought their gods with them. Divine support and magic was another advantage that humans had to gain a foothold in the new world.
This follow-up "Supplement IV" for the Avremier old-school edition offers:
Discussions of divine culture and influence, and the heretical "cleric" class of the Reliquarian.
Variant Druid sects... [click here for more]
The Nine Counties of Dhavon
The first human lands of Avremier. Nine islands of burgeoning civilization within a wild ocean of green. These are the lands granted to Humanity through the peace of the Winterbind Compact. Supplement I builds upon the information given in Supplement 0 (Avremier) to provide a more in-depth view of this essential region of the campaign setting.
This follow-up... [click here for more]
The Mysteries of Arcane Magic
The Arcanaflow is said to be the elemental force behind the spells and magical items crafted and wielded by Humanity. Other races employ arcane magic with less skill or precision. Magical discipline is one edge that kept humans in the battle during the Harrowing.
This follow-up "Supplement III" for the Avremier old-school edition offers:
Rules and details... [click here for more]
The Fallen Lands of Mauvolg
The later human lands of Avremier. Result of an exodus into a region fallen nearly a mile into the ground after a divinely-induced disaster. Bound more by tradition than by Law, the Volgate lands border a number of other realms not always kindly disposed toward Humanity. Supplement II builds upon the information given in Supplement 0 (Avremier) to provide a more... [click here for more]
Illthrix was an evil genius that liked to kill adventurers. His dungeons and traps earned him a measure of infamy matched by few villains of the age. He's dead now. But, you've found a way to his hidden lair - Illthrix's own home. A place rumored to contain special trophies and treasures from the long career of the famed trapsmith. Illthrix wouldn't bother to trap his own house, would he? This is... [click here for more]