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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.

Candlelit Games Master table overlooking a moonlit mythic world, with maps, an open chronicle, dice, miniatures and a compass.
One chronology Every campaign begins inside the same binding world history.
Real Earth Historical geography remains the foundation beneath living myth.
Active powers People, institutions, monsters and gods pursue competing aims.
Persistent results Victories and failures create new debts, borders and dangers.

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.

01

World, History and Cosmology

Looking for character rules?

Character creation, peoples, classes, abilities, skills, feats, combat, conditions, ordinary equipment, weapons, armour and special materials belong in Player Resources.

Open 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.

01

Opening image

Choose one place, sound, smell, disturbance or public event that immediately establishes the scene.

02

Immediate decision

Present a choice that matters within the first scene and cannot be solved merely by waiting safely.

03

Three active people

Give each person an aim, a fear, a limit and something they can offer the characters.

04

Two useful locations

Prepare what can be discovered, changed or lost there rather than scripting every room.

05

One escalating danger

Use a creature, pursuit, siege, illness, ritual, storm, faction or political deadline.

06

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.

01 · Place

Choose the ground.

Start with a city, road, frontier, coast, wilderness or hidden realm.

Explore Geography
02 · Past

Find the inherited claim.

Choose the old war, oath, migration, ruin or debt still pressing upon the present.

Use the Timeline
03 · People

Give power a face.

Create patrons, rivals and witnesses whose aims cannot all be satisfied.

Browse NPCs
04 · Pressure

Force a decision.

Add a monster, war, curse, famine, breach, infection or deadline.

Find a Threat
05 · Consequence

Let the world remember.

Record new enemies, debts, borders, laws, titles and future dangers.

Track the Result

Preparation worksheets

Prepare locations, journeys and weather.

These compact procedures support play without presenting unfinished or empty directories as completed resources.

Location worksheet

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?
Journey worksheet

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.
Environment worksheet

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

  1. Describe what is immediately apparent.
  2. State the pressure or uncertainty.
  3. Ask what the characters do.
  4. Resolve only what remains uncertain.
  5. 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.

Campaign present The default campaign present is 1454 CE.
One chronology Every era belongs to one binding timeline.
Myth is factual Gods, monsters, spirits and planes exist within history.
Earth remains Earth Real geography and material conditions remain the foundation.
Power has institutions Law, courts, armies, cults and guilds act through people and resources.
Consequences persist Campaign results create new claims, enemies, debts and future events.

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.

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