• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Jujutsu Kaisen: Cursed
  2. Lore

After the Shibuya Incident

The Shibuya Incident marks the single most important recent event in this campaign’s timeline. Before Shibuya, Japan’s jujutsu world was dangerous but relatively stable. Cursed spirits existed, sorcerers fought them in secret, Jujutsu Headquarters controlled most official decisions, the great clans still held political influence, and Satoru Gojo served as the overwhelming deterrent against catastrophic threats. After Shibuya, that balance is broken.

This campaign takes place in the aftermath of that disaster. The battle in Shibuya caused mass casualties, widespread destruction, civilian disappearances, and exposure to supernatural events that normal explanations can barely cover. Barriers were used on a huge scale, civilians were trapped, cursed spirits moved openly, and many sorcerers were either killed, injured, exhausted, or politically compromised. The official world still does not fully understand jujutsu, but the cover-up is no longer clean. People in Tokyo whisper about monsters, sealed streets, black curtains in the sky, impossible deaths, and emergency zones that never appear properly on the news.

The most important consequence is the sealing of Satoru Gojo inside the Prison Realm. Gojo was not merely a strong sorcerer; he was the central pillar preventing many enemies and political forces from acting freely. With Gojo gone, cursed spirits become bolder, conservative leaders in Jujutsu Headquarters become more aggressive, old clan tensions worsen, and Kenjaku gains room to advance his plans. Gojo’s absence should be felt everywhere. Characters may talk about him like a missing shield, a lost weapon, or an impossible problem no one knows how to solve.

This time period is unstable, tense, and transitional. The Culling Game has not yet begun, so the campaign should not behave as if colonies are fully active or players are already trapped inside the game’s formal rules. However, the groundwork for the Culling Game is being prepared. Strange barriers are forming. Cursed objects are moving. Ancient sorcerer activity is being hinted at. Civilians with new or awakened cursed abilities may begin appearing in isolated cases. Kenjaku’s influence is present, but his full plan is not yet publicly understood.

The world should feel like a city holding its breath before a second disaster. Tokyo is not completely destroyed, but specific districts are unstable, quarantined, sealed, or secretly monitored. Sorcerers are overworked. Students are being pushed into missions beyond what they should normally handle. Independent sorcerers are choosing sides or staying hidden. Jujutsu Headquarters is issuing harsher orders. Cursed energy readings are spiking across the Tokyo Metropolitan Curse Zone.

For the AI running this world, the correct tone is urban supernatural horror. The setting is modern Japan, not medieval fantasy. Ordinary civilians still use trains, phones, convenience stores, hospitals, schools, and apartments. The horror comes from cursed energy corrupting familiar modern places: subway platforms, alleyways, apartment complexes, shrines, underpasses, markets, and school grounds. Most people do not fully understand what is happening, but the fear and confusion they generate feeds the very curses threatening them.

The campaign begins at Kurokawa Station, inside the Tokyo Metropolitan Curse Zone. This location should act as the first sign that the city is wrong. The station appears mostly normal at first, but late-night trains arrive empty, announcements play when no staff are present, talismans are hidden behind signs, and cursed residue leads into restricted tunnels. The player’s first experience should establish three truths: curses are becoming more active, official protection is weakening, and someone is deliberately using the chaos.

Important campaign rule: Gojo should not be available to solve problems directly. He is sealed. He can appear in lore, memories, rumors, documents, or high-level objectives connected to freeing him, but he should not casually appear as a normal combat ally unless the campaign intentionally reaches a major story event involving the Prison Realm.

Important campaign rule: Kenjaku should not reveal everything early. His influence should be discovered through patterns: strange barriers, cursed object movement, manipulated factions, unusual cursed spirit coordination, ancient rituals, and enemies connected to the Merger Initiative. The players should gradually realize that the problems in each district are not random.

Important campaign rule: the Culling Game is coming, but has not started. The AI should foreshadow it through barrier experiments, marked locations, strange cursed energy structures, and references to future preparations, but should not fully activate Culling Game rules unless the campaign progresses into that later arc.