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Campaign & Character Creation

Campaign Setup

“Atropos roughly tore the thread of flourishing life.”
— Statius


This phase is almost entirely Storyteller work. Player input is limited to ranking concrete campaign seeds. Character creation comes later.

If you are a player reading ahead: you only need the constraints and the seeds you are asked to rank. Everything else on this page is for the person preparing the table.


Players receive only a ranked list of campaign seeds and the system constraints. Nothing else written. If someone asks about a specific name, answer in two spoken sentences at most.

Constraints (state once)

No magic. Pre-industrial tools and knowledge only. Ordinary human beings.
The community is the real protagonist. If it is destroyed, the campaign ends.
Death is permanent.

What players do

Rank your top three seeds. Ask at most two spoken sentences about any name. Wait for the Storyteller to frame the community — then create characters.

The seeds below are examples only. Replace them freely. Players rank their top three.

A good seed uses a settlement-scale name — a tower, a valley, a harbour, a city a person could walk to — not a country or a vague label like “river country”.

Write three facts. Semi-historical adds a Break.

  • Who — The people of this place, already hurt. At most four names. One thing already true that has not been answered (a hanging, a taking, a body unburied, a ship that will not sail).
  • Pressure — What is already happening this season: raids, murder, pillage, famine, plague, refugees, hangings, forced marriage, torture, a host on the road. Present tense. People doing this to each other. Food, hay, and grain are what they starve for or steal — they are not the story.
  • Pull — Two or three people and what they want this week. Not a predicted ending. Not “if they do this, then that.” The reader should want to play because these people will not share.

It is not a tactic menu. It is not a single lawsuit. It is not a pile of calamities with no one wanting anything. It is not a campaign ending written in advance. Do not list the community’s destruction as a choice on the card. Every seed is grim: death, raid, hunger, and survival are the weather, not a spice you add.

Players rank the card. They do not receive what named people will do if the table never sits. That next work belongs in your notes, at Strain now.

Browse by setting type

Historical: locked place and year. Semi-historical: one clear break from a real situation. Invented: same weight as history, without dressing up misery for effect.

Mangerton, Liddesdale, 1323

  • Who — Armstrongs in a stone tower on the Liddel, the English–Scottish border. Their men rode with Andrew Harclay. He is dead. Two widows of those men still live in the tower. The neighbour in the next tower holds their girl.
  • Pressure — This month Harclay was hanged, drawn, and quartered as a traitor. Douglas’s riders are already driving off herds and burning the houses of men who will not ride with them. Anthony Lucy, who arrested Harclay, is coming to hang whoever still answers Harclay’s name. The neighbour has named a husband for the girl and will send her north if this tower does not give him riders.
  • Pull — The Armstrong head wants the girl back before she is married off as a prize. Douglas wants this tower’s swords and will fire the tower if refused. Lucy wants the same men hanged or sworn to the king. The neighbour keeps the girl. The widows have no law left but this house.

Nyék in the Nyitra valley, 900

  • Who — Nyék horse-people wintering in the Nyitra valley of Upper Hungary. Slavic villages that opened their gates still plough. Villages that did not are ash; the people who ran sleep in the woods. Huba of Nyék keeps a Bavarian woman in his son’s house: Judith, taken on a raid into Bavaria while King Arnulf was dying. She was married to the son by force. She will not leave him.
  • Pressure — Bavarian lords are raising a host to take her back. They have written to Arnulf’s child-king and named the Magyars the new Avars. On the upper Danube the prayer is already “God deliver us from the arrows of the Hungarians.” Árpád expects Huba’s riders in spring. Judith’s brother rides with the host. Refugees from the burnt villages want her dead so the host has no cause.
  • Pull — Huba’s son will not give her up. Judith will not go. Huba will hold the valley and bleed the host in the hills. A village headman who opened his gates will guide the Bavarians if the Nyék strip what is left of his people. The refugees will kill Judith if they can reach the house. The host wants her back and the valley burned.

Do these in order. Prep situations — unstable circumstances, people with goals, places under pressure — not a fixed sequence of scenes. The story is what happens when the table acts. You may know more than you show; you do not open with a lore dump.

The worked thread below follows Aspalath, after the night the knife missed. Change the seed; keep the method.

Worldbuilding walkthrough

Nine steps. Enough material for weight and choice. Not a novel the players must recite.

Lock the spectrum — tightly historical, semi-historical, or fully invented — and keep it for the whole campaign.

ExampleFully invented: Aspalath is a ducal harbour. Made-up names are fine; raids, hunger, hangings, and unpaid armed men still work as in history. House Orvanti holds the duke’s seat. House Solari married into it. The Free Company sleeps inside the walls. Pelesa and Osvaldo Calvaro both already have men in the city.
Best practiceWrite the spectrum on the first line of your notes. Historical: real seasons, law, and armies constrain you — use that. Semi-historical: change one hinge, then honour the consequences. Invented: same gravity of hunger, weather, and power. Do not invent away the cost of living, and do not invent cruelty for spectacle.

  • The ranked list of campaign seeds (examples or your own)
  • The three system constraints stated once

Nothing else.

When seeds are chosen and the community frame exists, proceed to Character Creation.

Related: Introduction (grim reality vs fun), Dice Mechanics, Echoes, Hierarchies.