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 DEVELOPMENTHow 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.
One rule under everything
The five eras
- Iron countrySengoku, c. 1500sThe tatara furnace burns three days and nights without stopping. The iron goddess is jealous, the war is everywhere, and the forest pays for every blade.
- The shining capitalHeian, c. 900–1100An avenue eighty-four metres wide, poetry as power, rice as money, and a ruined southern gate where the city leaves its dead.
- The modern girl's Tokyo1912–1937Cafés, department stores, new trains to new suburbs, engineers dreaming of flight, and a cough everyone fears to name.
- The home front1945Ration books, neighborhood watch cells, tunnel shelters cut into a cliff above a pond, and fireflies over the east bank.
- Olympic city1963–64Expressways poured over rivers, a bridge entombed under a road, the bathhouse at twilight, and the whole street watching one torch go by.
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.