bookwormburrows campaign · cmp-003

Studio Qibla
the Ghibli World

Pick a film. Pick a place. Pick a year. The films are sealed worlds you can walk but never rewrite. Real Japan, five centuries deep, is open in every direction. Somewhere in the hills west of Tokyo stands the maker's real forest, and the door there leads out of the movies entirely.

TABLE-READY · HOMEWORK ARCHITECTURE IN DEVELOPMENT

How entry works

Every campaign begins with a choice the players make, not the teacher: which film, where, and when. All five eras are alive at once, a library of eras rather than a single timeline, and travel is free. You go wherever you want. The built locations below are anchors, the deeply furnished starting points, never walls.

Inside a film, the story is canon and cannot be broken. The seal holds until the bookworms find the maker's real home ground, the Sayama Hills forest he fought to preserve, where a portal opens onto real historical Japan.

the tunnelthe wellthe towerthe marshthe shrine gatethe door-dialthe bamboo stalkthe camphor hollow

One rule under everything

Trace what anything is built from. If its chain of sources ends in the commons, in folklore, documented history, thousand-year tales, it can be built, spawned, and played. If the chain ends at a living maker, it can be named, studied, and discussed at the table, never copied. Pointing is always legal. Copying is the only sin. The map itself enforces this: sealed films, open Japan, and the maker's forest as the crossing between them.

The five eras

For teachers and the curious

Teacher notes include film dossiers, public-domain creature sources, period economies, biography work, era guides, maps, rosters, clocks, and curriculum links.

Start with the pregame arena. The broader campaign archive is available for deeper planning.