Two explorers light a carved wall in a sealed chamber, illustration from the Game Master's Book
The Game Master's Book · 194 pages

You will know what no
player must ever know

Your players unearth ruins without knowing what they once were. You do. The Game Master's Book hands you the other side of the screen: the true History of the Cycles, the map of the deep Cosmos, and everything you need to launch your campaign on night one.

Vestiges, The Game Master's Book: cover
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mapped cities
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Remnants
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starter scenario

From Running Vestiges to the Deep Cosmos, by way of the Crown-World, Places and Cities and Magic Items. 5e and 3.5 editions included.

Your players will see a map. You will see what sleeps beneath it.
The Crown-World, Game Master's Book
What the book contains

The other side of the screen,
part by part

Map of the Crown-World

The Crown-World

The master map, regions and cities of the realm

Khar-Vel

Khar-Vel

A black gate barred with a stroke of gold

The Suture Point

The Suture Point

A Scar closed around a Vestige

The Bastion of the Seven Locks

The Bastion of the Seven Locks

HQ of the Watchers of the Mute Threshold

Nyméria

Nyméria

Ready-to-play cities, district by district

The Threshold Ring

9 Remnants

+ 19 crafted items, with the Echo mechanic

Sentinel of the Ruin Bed

Encounters

Creatures of the ruins and the Layers

Map of the Strata

The Deep Cosmos

Strata, Layers and Thresholds, mapped

Magic Items · Sylkaen's signature

What you bring back
always has an opinion

Two families of items, and your players tell them apart within one session: what the living still know how to make, and what a dead Cycle refuses to let go.

A stone being holds out a glowing blade to a crowd gathered around him

A blade with opinions

What you bring back does not simply let itself be carried.

The Threshold Ring: a stone ring whose arch shelters a blue glow

The Threshold Ring

A Remnant, and the Echo that comes with it.

The Tide Fang, a trident surviving the Drowned Cycle, Game Master's Book of the Vestiges TTRPG

Crafted items

What today's artisans still know how to make: safe, expensive, predictable. And mute. The book details nineteen of them.

The Remnants

Nine objects inherited from vanished Cycles, one per great Cycle, that no living hand knows how to make. You do not buy them: you find them, you fight over them, you endure them.

The Echo

What sets a Remnant apart from a merely powerful item: it answers back. Each one drags the Resonance of the Cycle that saw it born, and that Resonance claims its due.

At your table

The loot moment changes nature. Instead of the “I equip it” reflex, your players look at each other and hesitate: who carries it? Do we sell it, and to whom? Do we put it back where we found it?

Launching the game

Your first session
is already written

A Routine Contract, the starter scenario included, gathers three to five level 1 characters over one or two sessions. A mundane contract, a first Vestige, and a party that climbs back up with a question bigger than the job.

“The League does not pay for heroes. It pays for people who come back with notes.”
Rector Sélène Vorne, to every new party

Going further as a game master

The Monstrous Bestiary supplies the 50 original creatures to set against your table; the Nyméria sourcebook describes the starting city district by district, with its NPCs and a full scenario; and The Hand That Counts, free, lets you test the game tonight without buying anything.

Frequently asked questions from game masters

What exactly is in the Game Master's Book?

194 pages in eight parts: running Vestiges with mystery as the engine of play, the History of the World, the Crown-World, Places and Cities, the Deep Cosmos, the Vestiges, Magic Items and Launching the Game. Inside are sixteen mapped cities, nine Remnants, nineteen crafted items and a complete starter scenario. 5e and 3.5 editions included in the Complete Bundle.

What is the Echo, and why does it change a game?

The Echo is what sets a Remnant apart from a merely powerful item: it answers back. Each Remnant drags the Resonance of the Cycle that saw it born, and that Resonance claims its due with use. At the table, the loot moment stops being a bookkeeping line and becomes a scene: who carries it, do we sell it, do we put it back where we found it?

Does running Vestiges take a lot of prep?

No: the book opens on a whole part devoted to running the game and closes on a ready-to-play starter scenario. Cities are described district by district, places arrive with their tensions, and the Bestiary's creatures drop onto the table as they are. You can launch your first session the same evening.

Can my players read the Game Master's Book?

Better not: it contains the true History of the Cycles and the secrets the line stages, what the Player's Book deliberately leaves in shadow. The pages of this site, on the other hand, are spoiler-free: your players can browse them freely.

Is there a scenario to start a campaign?

Yes, two: A Routine Contract, the starter scenario included in the Game Master's Book, for 3 to 5 level 1 characters, and its direct sequel The Hand That Counts, free to download. The Nyméria sourcebook adds a third complete scenario and enough material for an entire city campaign.