Campaign structure & narrative continuity
Prisma campaign
Played adventures, personal arcs and a world that remembers the party.
- My contribution
- Game mastering, campaign planning, narrative design, encounter design and continuity editing.
- Project
- Ongoing tabletop campaign · Russian source material

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.