SpiralWorlds · Campaign Present: 1454 CE
Games Master Resources
Prepare the world. Run the consequences.
Build and run fantasy RPG campaigns within one connected mythic Earth. Find the history, places, people, monsters, treasures, hazards and supernatural powers needed for tonight’s session or an entire campaign.
Linked campaign directory
Open the part of the world you need.
The principal Games Master resources are organised by their use at the table. Expand the compact directories for geographic regions, regional bestiaries, pantheons, named characters and magic-item collections.
World, History and Cosmology
Master Timeline
Cosmic history, mortal ages and the inherited events that still shape the world in 1454 CE.
Places and nationsGeography
Continents, kingdoms, cities, roads, oceans, frontiers and hidden magical regions.
Threats and inhabitantsWorld Bestiary
Animals, monsters, undead, outsiders, peoples and regional creature traditions.
Divine powersGods and Pantheons
Deities, cults, divine servants, sacred places, rivalries and supernatural claims.
Other realitiesPlanes of Existence
Planar laws, inhabitants, routes, hazards and realms beyond physical Earth.
Supernatural powerMagic
Spells, rituals, domains, magical traditions and the consequences of supernatural action.
Geographic campaign regions
Enter a major region of Earth, the oceans, hidden magical realms or the material heavens.
Regional bestiaries
Browse monsters and supernatural beings by regional or mythological tradition.
World pantheons and divine collections
Enter a historical, mythological or cosmic divine collection.
People, Settlements and Institutions
Non-Player Characters
Guards, merchants, priests, criminals, specialists, rulers and other reusable campaign roles.
Named charactersHeroes and Villains
Historical, mythological, legendary and literary figures for patrons, allies, rivals and antagonists.
CommunitiesSettlements
Authority, services, districts, trade, local danger and sample communities for immediate play.
Organised powerGuilds and Factions
Political groups, guilds, criminal networks, mercenary orders, cults and secret societies.
Law and consequenceCrime and Punishment
Crime, courts, imprisonment, punishment and the social consequences of breaking the law.
Fortified placesCastles and Keeps
Strongholds, defensive structures, residents, authority and campaign use.
Regional and thematic NPC shortcuts
The complete organised directory belongs on Heroes and Villains. These links provide direct shortcuts into its established collections.
Conflict, Expeditions and Hazards
Warfare
Command, supply, morale, formations, cavalry, artillery and battlefield consequences.
FortificationsSiege Warfare
Walls, engines, blockade, assault, starvation, engineering and civilian pressure.
Maritime conflictShip Combat
Vessels, crews, pursuit, boarding, naval hazards and conflict upon rivers and seas.
Mechanical and magical hazardsTraps
Triggers, detection, disabling, construction and sample traps for dangerous locations.
Supernatural hazardsHaunts
Spirit-bound locations, manifestations, detection, neutralisation and permanent resolution.
Illness and infectionDiseases and Plague
Infection, treatment, quarantine, social fear and supernatural disease.
Beyond EarthPlanar Campaigns
Routes, arrival, planar laws, expedition design, return conditions and lasting consequences.
Tournament playJousting
Challenges, tournaments, status, rivalry, martial display and noble spectacle.
Treasure, Magic Items and Rules Adjudication
Treasure
Coins, valuables, goods and encounter rewards for different levels and situations.
Item rulesMagic Item Basics
Item categories, activation, identification, saving throws, damage and creation fundamentals.
Item catalogueMagic Item Descriptions
Magical armour, weapons, rings, rods, scrolls, staves, wands and wondrous objects.
Legendary objectsArtifacts
Unique relics whose origins, powers and destruction conditions can reshape a campaign.
Dangerous rewardsCursed Items
Objects whose apparent value conceals corruption, obligation, transformation or danger.
Pathfinder 1E rules referenceSpecial Abilities
Extraordinary, spell-like and supernatural abilities, damage reduction, senses, resistance, fear and related adjudication.
Divine rules referenceSalient Divine Abilities
Divine-rank powers, prerequisites and special capabilities used when running deities and avatars.
Magic-item collections
Enter a specific magic-item category without searching through the full catalogue.
Looking for character rules?
Character creation, peoples, classes, abilities, skills, feats, combat, conditions, ordinary equipment, weapons, armour and special materials belong in Player Resources.
Ten-minute preparation
Prepare tonight’s session.
Do not script every possible route. Establish what exists, who will act and what changes when the characters intervene or walk away.
Opening image
Choose one place, sound, smell, disturbance or public event that immediately establishes the scene.
Immediate decision
Present a choice that matters within the first scene and cannot be solved merely by waiting safely.
Three active people
Give each person an aim, a fear, a limit and something they can offer the characters.
Two useful locations
Prepare what can be discovered, changed or lost there rather than scripting every room.
One escalating danger
Use a creature, pursuit, siege, illness, ritual, storm, faction or political deadline.
One lasting consequence
Decide what changes after success, failure, compromise, retreat or delay.
Campaign structure
Build from place to consequence.
Use geography, history, people and supernatural pressure to create a campaign that remembers what the characters do.
Choose the ground.
Start with a city, road, frontier, coast, wilderness or hidden realm.
Explore GeographyFind the inherited claim.
Choose the old war, oath, migration, ruin or debt still pressing upon the present.
Use the TimelineGive power a face.
Create patrons, rivals and witnesses whose aims cannot all be satisfied.
Browse NPCsForce a decision.
Add a monster, war, curse, famine, breach, infection or deadline.
Find a ThreatLet the world remember.
Record new enemies, debts, borders, laws, titles and future dangers.
Track the ResultPreparation worksheets
Prepare locations, journeys and weather.
These compact procedures support play without presenting unfinished or empty directories as completed resources.
Dungeons and Ruins
- What was this place originally built to do?
- Who occupies or controls it now?
- Which three areas create meaningful decisions?
- What route is blocked, trapped or unstable?
- What secret changes the expedition’s purpose?
- What changes after the party intrudes?
Wilderness Travel
- Choose the route, distance and intended pace.
- Establish terrain and seasonal conditions.
- Identify who controls or claims the route.
- Track food, shelter, guides and transport.
- Choose one discovery that changes a decision.
- Let the journey alter the conditions of arrival.
Weather and Hazards
- What happens to visibility?
- How does movement or travel time change?
- Which fires, missiles or vessels are affected?
- Where can people find shelter?
- Who becomes exposed, delayed or isolated?
- What becomes impossible if conditions worsen?
At the table
Keep scenes moving without making them weightless.
Resolve uncertainty quickly, but always show how the situation has changed.
Scene Procedure
- Describe what is immediately apparent.
- State the pressure or uncertainty.
- Ask what the characters do.
- Resolve only what remains uncertain.
- Show the changed situation.
NPC Procedure
- Lead with the NPC’s present aim.
- Reveal status through behaviour and access.
- Let fear alter what the NPC admits.
- Track promises, insults and witnesses.
- Allow retreat, surrender and changed allegiance.
Encounter Procedure
- Give the opposition an objective beyond damage.
- Use terrain that changes movement or sight.
- Add an escalation that cannot be ignored.
- Allow negotiation, pursuit, flight or surrender.
- Decide who learns what happened.
Reward Procedure
- Give information that changes future decisions.
- Open access to people, roads or institutions.
- Grant titles, obligations or public standing.
- Use treasure that reflects its former owner.
- Attach powerful rewards to future attention.
Campaign canon
Keep every adventure inside the same world.
Rules and source notice
SpiralWorlds contains setting material alongside mechanics drawn from several game systems, editions, publishers and licences. Check the stated system and source on each linked page before importing its statistics into play. Do not mix edition-specific mechanics without deliberate conversion.
Search the entire world
Find the pressure behind the next decision.
Search for a place, ruler, NPC, monster, god, spell, item, war, disease, plane or historical age.
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