Every domain in Nowhere Land resonates with those who spend time within it. This resonance manifests as Blessings (gifts of power) and Curses (marks of corruption). The balance between them defines your relationship with each domain.
⚖️ THE ATTUNEMENT SCALE
Understanding the Scale
Your attunement to each domain ranges from -5 (maximum Curses) to+5 (maximum Blessings). Starting at 0, your actions push you in either direction.
CURSE ← → BLESSING
-5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5
- • 0: Neutral—no effects
- • +1 to +4: Increasing Blessings (1 effect per level)
- • +5: Paradigm Shift—major transformation, potential becomes available
- • -1 to -4: Increasing Curses (1 effect per level)
- • -5: Domain Rejection—the domain actively works against you
✨ GAINING BLESSINGS
How to Earn Blessings
Blessings are earned through actions that align with the domain's nature:
Universal Methods
- • Serving the domain's Genius
- • Defending the domain from threats
- • Embodying the domain's core themes
- • Completing quests given by domain NPCs
- • Spending extended time (1 week+) in the domain
- • Sacrificing something valuable to the domain
Domain-Specific Examples
- • Clockwork Citadel: Improving efficiency, following schedules
- • Verdant Tangle: Nurturing growth, respecting nature
- • Mirror Labyrinth: Self-reflection, facing hard truths
- • Drowned Quarter: Preserving memories, honoring the lost
- • Bone Gardens: Accepting death, facilitating rebirth
🌑 GAINING CURSES
How Curses Accumulate
Curses are earned through actions that violate the domain's nature:
Universal Triggers
- • Attacking or harming the Genius
- • Destabilizing the domain's core
- • Betraying domain inhabitants
- • Stealing from sacred places
- • Acting against the domain's themes
- • Being Ledger-marked and failing to pay
Domain-Specific Examples
- • Clockwork Citadel: Causing chaos, breaking machinery
- • Verdant Tangle: Harming plants, polluting water
- • Mirror Labyrinth: Lying to yourself, denying truth
- • Drowned Quarter: Forgetting the dead, erasing memories
- • Bone Gardens: Preventing natural death, hoarding life
🔄 CHANGING ATTUNEMENT
Shifting the Balance
Attunement can shift over time based on actions:
| Action | Shift |
|---|---|
| Minor aligned action | +1 toward Blessing |
| Major aligned action / quest completion | +2 toward Blessing |
| Serving the Genius directly | +1 to +3 toward Blessing |
| Minor violation | -1 toward Curse |
| Major violation / betrayal | -2 to -3 toward Curse |
| Attacking the Genius | Immediate -5 (max Curse) |
| Time away from domain (1 month+) | Drift 1 point toward 0 |
🌟 PARADIGM SHIFT
Reaching +5 Blessings
At +5 Blessings, you achieve a Paradigm Shift—a fundamental transformation in your relationship with the domain:
- • Potential Awakening: You may awaken a Potential tied to this domain (see Potentials)
- • Domain Recognition: The Genius acknowledges you as a champion
- • Permanent Mark: Your physical form shows domain influence
- • Faction Access: Highest-tier faction options become available
- • Ledger Immunity: The Count cannot Ledger-mark you for actions that serve this domain
Domain Rejection (-5 Curses)
At -5 Curses, the domain actively rejects you:
- • Banishment Attempts: The domain tries to expel you (portals appear leading out)
- • Universal Hostility: All creatures and NPCs become hostile
- • Corruption: You manifest visible domain corruption
- • The Count's Interest: The Count may offer to "help" for a price
- • Genius Wrath: The Genius actively hunts you
📜 GENERIC BLESSINGS
These blessings can be granted by any domain. The Trickster assigns them based on your actions and the domain's nature.
Physical Blessings
Resilient Body
+1 Wound threshold. Stack up to +3 across domains.
Fleet of Foot
+10ft movement speed in this domain.
Iron Grip
+2 to grapple and climb checks.
Domain Stamina
Ignore exhaustion effects while in this domain.
Adaptive Form
Your body adapts to environmental hazards (heat, cold, pressure).
Regeneration
Heal 1 Wound per hour of rest in this domain.
Mental Blessings
Domain Insight
+2 to all Knowledge checks about this domain.
Clear Mind
Advantage on saves against fear and confusion.
Danger Sense
Cannot be surprised while in this domain.
Language of the Land
Understand domain creatures' basic communication.
Dream Walker
While sleeping in the domain, gain prophetic dreams.
Memory Palace
Perfect recall of everything experienced in this domain.
Social Blessings
Trusted Face
NPCs start one step friendlier toward you.
Sanctuary Rights
You may claim sanctuary in domain temples/safe zones.
Trade Advantage
10% better prices on all domain transactions.
Domain Reputation
Your name is known; allies may appear unexpectedly.
Faction Friend
One domain faction considers you a member.
Voice of Authority
Lesser domain creatures obey simple commands.
Mystical Blessings
Anima Well
+2 maximum Anima while in this domain.
Domain Affinity
Domain-themed abilities cost 1 less Anima.
Portal Sense
Detect portals within 100ft in this domain.
Blessing Transfer
Grant one of your domain blessings to another for 1 hour.
Genius Whisper
Once per day, ask the Genius a yes/no question.
Domain Echo
One blessing effect persists for 1 hour after leaving.
💀 GENERIC CURSES
These curses can be inflicted by any domain. The severity increases with curse level.
Physical Curses
Fragile Form
-1 Wound threshold (minimum 1).
Leaden Steps
-10ft movement speed in this domain.
Domain Sickness
Disadvantage on Constitution checks in this domain.
Lingering Wounds
Natural healing takes twice as long in this domain.
Corruption Mark
Visible domain corruption; +2 TN on social rolls with outsiders.
Withering Touch
Plants and small animals avoid you; food spoils faster.
Mental Curses
Foggy Mind
-2 to all Knowledge checks about this domain.
Paranoid Whispers
Disadvantage on saves against fear while in domain.
Memory Gaps
Forget 1d6 hours of domain experience when you leave.
Nightmares
Cannot gain benefits of long rest in this domain.
Obsession
Must pursue a domain-themed goal or suffer -2 to all rolls.
Sensory Distortion
One sense (sight, hearing, etc.) is unreliable in domain.
Social Curses
Marked Enemy
Domain NPCs start one step more hostile.
Outcast Brand
Sanctuary zones refuse you entry.
Trade Penalty
20% worse prices on all domain transactions.
Wanted
Domain authorities actively seek you.
Faction Enmity
One domain faction considers you an enemy.
Silent Presence
Domain creatures refuse to communicate with you.
Mystical Curses
Anima Drain
-2 maximum Anima while in this domain.
Domain Rejection
All abilities cost +1 Anima in this domain.
Portal Blindness
Cannot detect or use portals in this domain.
Blessing Block
Cannot gain Blessings in this domain until curse is lifted.
Genius Attention
The Genius always knows your location in the domain.
Curse Contagion
Allies who spend 24+ hours with you gain -1 curse.
🏛️ DOMAIN-SPECIFIC EFFECTS
THE CLOCKWORK CITADEL
Blessings
- Perfect Timing: Always act first in initiative
- Mechanical Affinity: +3 to repair/interact with machines
- Efficiency: Complete crafting in half time
- Gear Mind: Predict mechanical failures 1 minute ahead
- Clockwork Companion: A small mechanical familiar aids you
Curses
- Grinding Gears: -2 to all Agility checks
- Malfunction Aura: Machines near you break down
- Rigid Thinking: Cannot benefit from creative solutions
- Ticking Clock: Hear constant ticking; -2 to Perception
- Rust Spreading: Metal items you carry corrode
THE VERDANT TANGLE
Blessings
- Verdant Growth: Accelerate plant growth by touch
- Beast Speak: Communicate with animals
- Jungle Guide: Never lost in natural terrain
- Healing Sap: Touch to heal 1d4 Wounds (1/day)
- Camouflage: +4 to Stealth in natural environments
Curses
- Thorned Path: Plants harm you when touched
- Beast Hostility: Animals attack on sight
- Withering Touch: Plants die at your touch
- Pollen Curse: Constant allergic reactions; -2 to all
- Rootbound: Cannot run; vines slow your feet
THE MIRROR LABYRINTH
Blessings
- True Sight: See through illusions automatically
- Reflection Step: Teleport between mirrors (50ft)
- Self Knowledge: +3 to resist manipulation
- Mirror Image: Create illusory duplicate (1/scene)
- Path Memory: Remember any route perfectly
Curses
- False Reflection: Your reflection acts independently
- Identity Crisis: Disadvantage on all Presence rolls
- Lost Path: Cannot retrace steps; always go new ways
- Mirror Fear: Panic when seeing your reflection
- Fractured Self: -1 to a random attribute each day
THE DROWNED QUARTER
Blessings
- Water Breathing: Breathe underwater indefinitely
- Memory Keeper: Experience another's memories by touch
- Tide Sense: Predict water movements 1 hour ahead
- Ghost Speak: Communicate with the drowned dead
- Pressure Adapted: Ignore water pressure effects
Curses
- Drowning Dreams: Wake gasping; no rest benefits
- Waterlogged: -4 to movement; heavy and slow
- Forgotten: NPCs forget you within 1 hour
- Salt Thirst: Only salt water quenches thirst
- Spectral Pursuit: A drowned ghost follows you
THE BONE GARDENS
Blessings
- Death's Reprieve: Stabilize at 0 Wounds automatically
- Bone Speaker: Question the dead (1/day)
- Cycle Sense: Know when something will die naturally
- Rebirth Echo: Return from death once (major cost)
- Grave Peace: Undead are neutral toward you
Curses
- Death Mark: Undead prioritize attacking you
- Life Leech: Lose 1 Wound per day in domain
- Grave Cold: Cannot benefit from warmth; always cold
- Mourning Aura: NPCs feel sad near you; -3 social
- Unquiet Dead: Dead you killed haunt you
🔗 BREAKING CURSES
Curse Removal Methods
Curses can be removed through effort and sacrifice:
- • Redemption Quest: Complete a task assigned by the Genius (removes 1-3 levels)
- • Purification Ritual: Spend 1 week in domain-aligned meditation (removes 1 level)
- • Champion's Intercession: A Paradigm-shifted ally vouches for you (removes 1 level)
- • Sacrifice: Offer something precious to the domain (removes 1-2 levels)
- • Time: Spending 1 month away from domain shifts 1 point toward neutral
- • The Count's Deal: The Count can remove curses... for a price on the Ledger
"Every blessing is a chain. Every curse is a teacher. The wise traveler learns from both."
— Sage of the Passage
