Inspired by the one-page dungeon format, One-Page Domains provide everything a Trickster needs to run a complete domain on a single reference sheet. Quick to prep, easy to improvise, and packed with hooks.
🖨️ Print-Ready Versions
Need printable reference sheets? Get all domains formatted for easy printing.
📋 THE ONE-PAGE FORMAT
What Makes a One-Page Domain?
A One-Page Domain contains everything needed to run a session in that domain:
- • Core Stats: Willpower, Mood, Time Flow
- • Genius Summary: Name, personality, goals
- • 3 Blessings & 3 Curses: Quick reference
- • 5 Locations: Key areas with brief descriptions
- • 3 NPCs: Name, role, one secret
- • 3 Creatures: Stat blocks or references
- • 3 Hooks: Ready-to-use scenario seeds
- • Random Table: 6 quick encounters/events
📄 TEMPLATE
Blank One-Page Domain Template
[DOMAIN NAME]
[One-line description/mood]
GENIUS: [Name]
[2-3 sentences: appearance, personality, goal]
BLESSINGS
1. [Name]: [Effect]
2. [Name]: [Effect]
3. [Name]: [Effect]
CURSES
1. [Name]: [Effect]
2. [Name]: [Effect]
3. [Name]: [Effect]
LOCATIONS
1. [Name] - [1 sentence]
2. [Name] - [1 sentence]
3. [Name] - [1 sentence]
4. [Name] - [1 sentence]
5. [Name] - [1 sentence]
NPCs (Name / Role / Secret)
1. [Name] / [Role] / [Secret]
2. [Name] / [Role] / [Secret]
3. [Name] / [Role] / [Secret]
CREATURES
1. [Name]: F[X] A[X] Armor[X] Dmg[dice]
2. [Name]: F[X] A[X] Armor[X] Dmg[dice]
3. [Name]: F[X] A[X] Armor[X] Dmg[dice]
HOOKS
1. [Scenario seed in 1-2 sentences]
2. [Scenario seed in 1-2 sentences]
3. [Scenario seed in 1-2 sentences]
d6 RANDOM ENCOUNTERS
1. [Event] | 2. [Event] | 3. [Event]
4. [Event] | 5. [Event] | 6. [Event]
🗺️ EXAMPLE DOMAINS
THE WHISPERING BAZAAR
An infinite marketplace where secrets are currency and everything has a price.
GENIUS: The Merchant Prince
A being made of interlocking contracts and handshakes. Face changes based on who's looking. Wants to own a piece of every soul that passes through. Speaks in prices.
BLESSINGS
- Fair Trade: +3 to all Commerce checks
- Price Sense: Know the true value of any object
- Haggler's Tongue: Reroll one failed social check per scene
CURSES
- Debt Marked: Owe 1 Ledger entry per day in domain
- Truth Tax: Lies cost 1 Anima each
- Compulsive Buyer: Must attempt to purchase anything offered
LOCATIONS
- 1. The Grand Atrium - Central hub where all paths meet; auction block for rare items
- 2. Memory Lane - Stalls selling bottled memories; buyers relive others' experiences
- 3. The Vault of Promises - Where unfulfilled contracts are stored as physical objects
- 4. Thieves' Alley - Underground market for stolen goods; the Prince pretends not to notice
- 5. The Counting House - Bank where favors and debts are tracked; connected to The Count
NPCs
- Madame Scales / Appraiser / She can identify forgeries because she makes them
- Copper Jack / Moneylender / He's been dead for years; a ghost running a business
- The Silent One / Information broker / Communicates only in written notes; can't speak since making a bad deal
CREATURES
- Debt Collector: F8 A12 Armor2 Dmg1d8 — Tracks those who owe the Prince
- Price Sprite: F2 A6 Armor0 Dmg1d4 — Tiny beings that whisper deals in your ear
- Contract Golem: F15 A8 Armor6 Dmg2d8 — Enforces broken agreements
HOOKS
- 1. Someone is selling your memories—ones you haven't lost yet. Stop them before they sell something vital.
- 2. The Merchant Prince offers a deal: find the thief who stole from his vault, and he'll forgive all debts.
- 3. A friend's contract has been sold to something dark. Buy it back before the new owner collects.
d6 RANDOM ENCOUNTERS
THE HOLLOW KEEP
A castle that exists in the moment of its destruction, forever collapsing, never falling.
GENIUS: The Last King
A specter wearing a crown of rubble. Trapped in the moment of his death, reliving his final thoughts. Wants someone to finish what killed him—or save him.
BLESSINGS
- Moment's Edge: React first in any combat
- Ruin Walker: Ignore difficult terrain from rubble
- Dying Light: +2 to all rolls while at half health or less
CURSES
- Frozen Moment: Cannot heal by resting in this domain
- Echo Trapped: Hear the screams of the dying on loop
- Collapse Sense: Know exactly when you'll die (1d6 sessions)
LOCATIONS
- 1. The Throne Room - Ceiling mid-collapse; the King stands frozen reaching for his crown
- 2. The Armory - Weapons suspended in air, thrown by explosions that never completed
- 3. The Treasury - Gold coins frozen mid-scatter; taking them risks restarting time
- 4. The Crypt - Where the King's ancestors wait; they know what happened
- 5. The Breach - The hole in the wall where the attackers entered; portal to the outside
NPCs
- Sir Andris / Knight frozen mid-swing / He knows who betrayed the King
- The Chamberlain / Servant trying to save the King / He caused this by accident
- The Assassin / Frozen mid-kill / She regrets nothing; will finish if unfrozen
CREATURES
- Temporal Shards: F4 A10 Armor4 Dmg1d6 — Fragments of frozen time, sharp and hostile
- The Echoes: F6 A8 Armor0 Dmg2d6 — Ghosts of the dead reliving their deaths
- The Beast Below: F20 A6 Armor8 Dmg3d8 — What was released when the crypt opened
HOOKS
- 1. The King offers his crown (powerful artifact) to whoever saves him. But saving him means restarting time...
- 2. Something valuable was in the treasury when time froze. Retrieve it without waking the domain.
- 3. The assassin's patron wants proof the job was done. But the assassin is frozen mid-strike.
d6 RANDOM ENCOUNTERS
THE BLEEDING FOREST
Trees weep crimson sap. The forest remembers every violence committed within it.
GENIUS: The Wound
Not a creature but a sensation—the feeling of every injury ever inflicted here. Manifests as spreading crimson. Wants the violence to stop, but doesn't know how.
BLESSINGS
- Blood Sense: Detect living creatures within 100ft
- Scar Memory: Touch a wound to see how it was inflicted
- Crimson Path: The forest guides you to what you seek (if it bleeds)
CURSES
- Bleeding Touch: Everything you touch weeps blood
- Violence Echo: Relive past battles when sleeping
- Tracked: The forest always knows where you are
LOCATIONS
- 1. The Arterial Path - Main trail; streams of sap flow alongside it
- 2. The Scar Clearing - Where a great battle happened; nothing grows; the ground is bone
- 3. The Weeping Tree - Oldest tree; holds memories of all deaths; can speak
- 4. The Sanctuary - One place without violence; animals gather; attacking here is forbidden
- 5. The Heart - Center of the forest; massive pulsing wound in reality
NPCs
- The Hunter / Tracker who never kills / She knows peaceful paths through
- Red Tom / Hermit living in the Sanctuary / He caused The Wound centuries ago
- The Packmaster / Leader of wolf spirits / Wants to heal the forest through one final hunt
CREATURES
- Sap Wolves: F10 A10 Armor3 Dmg2d6 — Pack hunters made of crystallized blood
- The Remembered: F8 A8 Armor0 Dmg1d8 — Ghosts of murder victims, want justice
- Crimson Treant: F18 A4 Armor7 Dmg3d6 — Massive, slow, bleeds when struck
HOOKS
- 1. Something is killing the Sap Wolves—the forest is dying faster. Find what's hunting the hunters.
- 2. Red Tom wants to confess before he dies. But his confession will wake The Wound.
- 3. The Weeping Tree knows how to escape Nowhere Land. It'll tell you—for the right memory.
d6 RANDOM ENCOUNTERS
THE SHATTERED OBSERVATORY
A tower that looked too far into the cosmos. Now the cosmos looks back.
GENIUS: The Eye
A massive eye in the sky where the telescope used to point. It watches everything. Collects knowledge obsessively. Will trade answers for observations of interesting things.
BLESSINGS
- Star Sight: See in complete darkness
- Cosmic Knowledge: +3 to any Knowledge check
- Trajectory Sense: Know where any projectile will land
CURSES
- Always Watched: Cannot hide; The Eye sees you
- Star Madness: -2 Anima when under open sky
- Gravity Touched: Fall damage doubled everywhere
LOCATIONS
- 1. The Lens Chamber - Broken telescope; shards show different realities
- 2. The Library of Stars - Books on every celestial body; some books read you back
- 3. The Calculations Room - Equations covering every surface; one leads to escape
- 4. The Void Crack - Where reality broke; peer into nothing; nothing peers back
- 5. The Orrery - Model of Nowhere Land's domains; moving pieces affects reality
NPCs
- Astronomer Vex / Last surviving scholar / She looked into the Eye and now speaks in equations
- The Keeper / Librarian of forbidden knowledge / It's not human anymore; hasn't been for centuries
- Little Star / Child made of light / Fell from the sky; wants to go home
CREATURES
- Void Spawn: F6 A14 Armor0 Dmg1d10 — Things that came through the crack
- Star Fragments: F4 A8 Armor2 Dmg2d4(radiant) — Pieces of fallen stars, beautiful and hot
- The Equation: F0 A20 Armor10 Dmg0 — A living formula; solving it destroys it
HOOKS
- 1. Little Star's home is visible through the broken telescope. Help them calculate the path back.
- 2. The Eye knows how to defeat The Count—but its price is a memory it finds "interesting."
- 3. Something is coming through the Void Crack. The equations predict arrival in 3 days.
d6 RANDOM ENCOUNTERS
THE CARNIVAL OF SHADOWS
The show must go on. And on. And on. No one remembers when it started.
GENIUS: The Ringmaster
A shadow wearing a top hat and a smile that's too wide. Feeds on applause and fear equally. Wants the audience to never leave. The show is everything.
BLESSINGS
- Showmanship: +4 to Performance checks
- Crowd Reader: Know what any audience wants
- Dramatic Timing: Once per scene, act out of turn
CURSES
- Can't Stop Smiling: Face frozen in grin; -3 social outside carnival
- Audience Addiction: Lose 1 Anima per day without applause
- Role Locked: Must play assigned carnival role until released
LOCATIONS
- 1. The Big Top - Main tent; show never stops; audience is... not entirely alive
- 2. The Hall of Mirrors - Reflections show who you could have been
- 3. The Freak Show - Exhibits of domain anomalies; some exhibits were once travelers
- 4. Backstage - Where performers rest; the only place without masks
- 5. The Fortune Teller's Tent - She knows real futures; she's terrified of what she sees
NPCs
- The Clown / Comedy act / He's been trying to escape for 200 years; his jokes are cries for help
- Madame Fate / Fortune teller / She knows the Ringmaster's weakness but speaking it kills her
- The Strongman / Muscle act / He's gentle; protects performers from the Ringmaster's wrath
CREATURES
- Shadow Puppets: F6 A6 Armor0 Dmg1d6 — Two-dimensional beings; attack in groups
- The Audience: F0 A0 Armor0 Dmg0 — Undead crowd; their applause heals the Ringmaster
- The Beast: F16 A10 Armor4 Dmg2d10 — Star attraction; once a traveler who refused to perform
HOOKS
- 1. The Clown passes you a note: "Help me. Midnight. Backstage." It's the same note you found yesterday.
- 2. Madame Fate says you'll die in the next act—unless you replace someone else in the performance.
- 3. The Beast was your friend before they were transformed. Can you save them? Should you?
d6 RANDOM ENCOUNTERS
📎 ADDITIONAL RESOURCES
Related Pages
- Domains & Portals — Full domain mechanics and rules
- Key Domains — Detailed domain descriptions (The Passage, Verdant Tangle, etc.)
- The Clockwork Citadel — Example of a fully detailed domain
- Newborn Domains — Creating domains from scratch
- Trickster Guide — Running sessions and managing domains
"Every domain is a story waiting to be told. One page is enough to begin— the players will write the rest."
— The Trickster's Principle
