The Amaranthine
Preparing your next session
Start with Run a region: quick reference, then choose the chapter you need. Each regional chapter opens with a playable campaign seed and three-clock example. Keep Three Clocks at the table handy instead of tracking every regional timer at once.
The Core Setting Book
How to use this book
The Amaranthine is the core setting book, found under Travel in the web client. Begin with its voices and reference guide, then read the region or kind of place your characters will encounter.
- Get your bearings: Preface: Three Voices, then Reference and Navigation, then The Cartomancer's Compass. Use the opening chapters to understand the book’s perspectives and organization.
- Prepare life and travel: On Obligation and Trade, then Travel Reference. Read the setting context alongside the SRD or GM Guide’s journey procedure.
- Choose a region: The Amaranthine Sea & Northern Shores. Use this or another regional chapter as your campaign’s starting point.
- Go beyond settled places: The Spaces Between, then The Wilds, Dungeons, and Ways Between. Read the material relevant to the next destination rather than every possible location.
The complete chapter list follows. You can return here whenever you need a different route through the book.
- Chapter 1Preface: Three Voices
- Chapter 2Reference and Navigation
- Chapter 3The Cartomancer's Compass
- Chapter 4On Obligation and Trade
- Chapter 5Travel Reference
- Chapter 6The Amaranthine Sea & Northern Shores
- Chapter 7The Northern Reaches
- Chapter 8The Eastern Dolmis
- Chapter 9The Spaces Between
- Chapter 10The Wilds, Dungeons, and Ways Between
- Chapter 11The Memory Closes
- Chapter 12Coda: A Random Encounter (Not Really) at the Three-Mugs Inn