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Campaign structure & narrative continuity

Prisma campaign

Played adventures, personal arcs and a world that remembers the party.

Ongoing campaign and design work
My contribution
Game mastering, campaign planning, narrative design, encounter design and continuity editing.
Project
Ongoing tabletop campaign · Russian source material
A strange candle tree from the Waxen Hollow sourcebook.
Candle tree. Original AI-assisted illustration from Waxen Hollow.

The design goal

Build a campaign around played consequences and personal motivations, while distinguishing established events from future proposals.

Ostara Did Not Come

The village’s interrupted spring ritual develops into the Procession of the Equal Night and the Green Reflection. Its staged encounters combine movement, protection, ritual tasks and choices whose consequences remain in later adventures.

Personal arcs inside a shared story

The campaign bible records the arcs of Laura Silverwave, Grimbald Noctus and Asghan alongside the other characters. Their private mysteries feed into a shared investigation, rather than requiring separate campaigns for each player.

Preserve what the party actually did

The August campaign bible separates played history, fixed encounter structure, GM truth and open questions. The September House of Three Wheels manual builds on that record. Future acts and possible adventures remain planned material, not completed content.

Work samples

Production context

An ongoing campaign created and run by Kirill Sakhin with AI-assisted preparation. Character names refer to the fictional cast; private player identities and GM-only campaign revelations are not published here.

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