The Complete Worldbook
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.
A Gazetteer of the Known Realms
How to use this book
This is the broad setting gazetteer in Travel. You can prepare a session by learning one region; the whole world is a reference to return to, not a reading assignment before play.
- Understand the guide’s voices: Preface: Four Voices at One Table, then The Cartomancer's Compass. These chapters introduce how the book presents its world.
- Understand everyday pressures: On Obligation and Trade. Read this for the relationships and exchanges behind regional life.
- Choose the opening region: The Amaranthine Sea & Northern Shores. This is one possible starting point. The contents also offer northern, eastern, southern, and other realms; choose the one your campaign needs.
- Connect places and prepare play: World Travel & Gateways, then Story Beat (SB) Menus. Consult these alongside the relevant core procedure when preparing journeys and consequences.
The complete chapter list follows. You can return here whenever you need a different route through the book.
- Chapter 1Preface: Four Voices at One Table
- Chapter 2The Cartomancer's Compass
- Chapter 3On Obligation and Trade
- Chapter 4The Amaranthine Sea & Northern Shores
- Chapter 5The Northern Reaches
- Chapter 6The Eastern Dolmis & The Valewood
- Chapter 7The Southern Realms (Akilan)
- Chapter 8The Way of Silk
- Chapter 9Dhahara — The Kingdom of Brass
- Chapter 10The Eastern Realms
- Chapter 11The Spaces Between
- Chapter 12World Travel & Gateways
- Chapter 13Story Beat (SB) Menus
- Chapter 14The Ninth Words of the Black Ledger of Khasurah
- Chapter 15Colophon