Three adventurers at the edge of a ruined cliff, facing a vast landscape bathed in golden light: one of them opens a glowing portal in a stone arch (Vestiges, the Sylkaen RPG)
Atlas of the inhabited world · 356 pages

The Crown-World,
the atlas of Sylkaen

Sylkaen is not a young world set on fresh foundations. It is a land carried, shaped and rebuilt by successive civilizations, each building on the remains of the last without ever erasing them. Six regions, six capitals, and no map that is quite right.

The Crown-World, the atlas of Sylkaen (Vestiges RPG): cover
356
pages
8
parts
6
regions and their capitals
87
main characters
5
continents
2
editions included

The regions, their cities district by district, ready-to-play rumours and hooks, and the roads that tie it all together. 5e and 3.5 editions included.

No map of the Crown-World is ever quite complete, or quite false.
The Crown-World
A world built on other worlds

Here, you do not conquer
a map

You negotiate the right to pass. A fortress rests on an older city, an imperial road crosses a forgotten kingdom, and a whole mountain can hide a buried town.

One answer per region

The same question, six times

In Ailenor, a visitor without wings does not climb: they are hoisted. In the Canopy, a missed clearing costs a year. In the Sands of the Suture, a bought route goes out of date before it has been walked. Each region answers the same question differently: what do you do with a land too old for anyone to know its depths?

What cannot last

Six powers in balance

The Standard of the Trading-Posts governs trade (the Nail, the Measure, the Full, and the Shard for what no purse can carry). The Rarefaction explains why the balance between the six powers will not hold, and what that changes for the characters.

What is in the book

One part per region,
and enough to play there

Each region gets its chapter: the territory, its sub-regions, its cities described district by district, its notable places, its figures, and a "Run It Like…" section to bring it to life at the table.

The Lands of the First Furrow

Capital Nyméria · 18 entries

The central continent and its trading posts, from Ambrelis to the hive-city of Khépra, with the Bastion of the Seven Locks and the Temple of the Repeated Dawn.

The Suspended Peaks

Capital Ailenor · 12 entries

The Chain of Colossi, the Passes of the Little Sky and the Howling Rifts, out to Cendrelune and Kaer-Vhol.

The Canopy of the First Age

Capital Verdancre · 11 entries

The world-forest, its inhabited heights and what its roots touch without ever bringing it back up.

The Monoliths of Vaor

Capital Darkforge · 12 entries

The First Galleries, the Bedrock Shafts and Vaor, down to the Crypt of Genealogies.

The Submerged Fringe

Capital Maelithe · 13 entries

The Ancient Trenches, the Border Reefs, Brisant-les-Quais and Vaskarr, out to the Silent Trench.

The Sands of the Suture

Capital Skarn · 12 entries

The Open Scar, the Villages of the Rupture and the Point of Suture, where two Strata touch.

An eighth part closes the book on travel between continents: what it costs, what it takes, and why so few people do it twice.

One region, in detail

What you get in
a region's chapter

Take the Lands of the First Furrow. The five other regions are built the same way, so you never have to relearn where to look.

The peoples of Sylkaen gathered in council around a carved stone disc, in a ruined amphitheatre (Vestiges RPG)

The territory, then those who share it

The region as a whole first, then the powers that carve it up: the Merchant Republic of Ambrelis, the kingdoms of Orlévie and Cœurfontaine, the Rectories of Cristalume and of the Hills, the March of the Trading-Posts, the Eastern Hives.

The cities

Nyméria the capital, then Ambrelis, Cristalume, Khépra, Gantelieu, Corolle-Basse. Each with its districts, who gives the orders, and what you can get there without asking twice.

The places you actually go

The Bastion of the Seven Locks, the Temple of the Repeated Dawn, Khar-Vel, the Descent of Aubran, the Rive-Basse Dig, the Relay of the Nine Markers. Neither scenery nor dungeon: places that give you a reason to go.

Every entry arrives ready

They all follow the same cut: what is found there, the figures to talk to, the adventure hooks, then the dangers and mysteries the GM keeps to themselves.

The figures

Eighty-seven people
with something to hide

An atlas can make do with names on a map. This one gives each of its figures a full entry, secret included.

Hulmar Deux-Encres, a Colossus cartographer, stands above a valley whose roads appear as glowing survey lines (Vestiges, the Sylkaen RPG)

An entry, not a line

People, class, level, location, affiliation, then what the figure wants, what they hide, how they react when pushed, and their stat block if the conversation goes badly.

Hulmar Deux-Encres

Colossus, archaeomancer cartographer of level 14, workshop on the third terrace of Baszurok. Forty years of surveys and a hand no one disputes: no pass caravan leaves without one of his plates. “I have never drawn a false thing. Take away whatever you like from a map: what remains is still true.”

What they hide is written down

Every one of his maps is accurate, none is complete: for every plate sold he keeps a second, with what he removed from it. And he has sold nothing himself for two years. The plates circulating under his name are another hand's work, imitating his line and filling in his omissions.

They know each other

Sevre Forty-One, the very next entry in the book, has descended for twenty years with his plates and has never received anything but the complete version, without asking or paying for it. He couldn't say why. She has never known either.

Frequently asked questions about The Crown-World

What does The Crown-World contain?

It is the atlas of the inhabited world of Sylkaen, in 356 pages and eight parts. An overview part (the six regions, the Standard of the Trading-Posts, the Rarefaction, the figures who matter), one part per region with its sub-regions, notable places, figures and its "Run It Like…" section, the capitals and great cities district by district, and a final part on travel between continents. Rumour tables, adventure hooks and adversaries with their stat blocks make it all playable. Both rules editions are included in the same purchase.

Do I need the other books to use it?

No. It is an atlas: it describes a world, it does not restate the rules. It reads and works on its own, including in a campaign that has nothing to do with Sylkaen. The Complete Bundle is still what you need to play Vestiges itself, with its peoples, classes and setting.

What does it add to the Game Master's Book?

The Game Master's Book gives you the frame of the world in a few dozen pages, among many other subjects. This atlas gives it 356: one part per region, cities described district by district, sub-regions, notable places and local figures. Where the GM's book draws the map, this one fills it in.

How does it relate to the Nyméria sourcebook?

Nyméria is the capital of the Lands of the First Furrow, and The Crown-World describes it as such, in the middle of its region. The Nyméria sourcebook devotes a whole book to the city alone: its five districts, the Workshop beneath its streets and 47 personalities. The two complement each other, and neither needs the other.

How many regions and places does it cover?

Eight parts, six of them devoted to a single region each: the Lands of the First Furrow, the Peaks, the Canopy, the Monoliths, the Submerged Fringe and the Sands. Each unfolds its territory, its cities, its notable places and its figures, and the whole book carries 87 main characters with a full entry each. The eighth part covers travel between continents.

Where can I get it, and at what price?

On the official itch.io store, pay-what-you-want from €8, like the rest of the line: as a high-definition PDF, with instant download and future updates included. Each title is bought independently.