NOWHERE LAND
One-Page Domains

One-Page Domains

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.

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📋 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]

Willpower: [X]Time: [ratio]Mood: [word]

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.

Willpower: 14Time: 1:1Mood: Mercantile

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. 1. The Grand Atrium - Central hub where all paths meet; auction block for rare items
  2. 2. Memory Lane - Stalls selling bottled memories; buyers relive others' experiences
  3. 3. The Vault of Promises - Where unfulfilled contracts are stored as physical objects
  4. 4. Thieves' Alley - Underground market for stolen goods; the Prince pretends not to notice
  5. 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. 1. Someone is selling your memories—ones you haven't lost yet. Stop them before they sell something vital.
  2. 2. The Merchant Prince offers a deal: find the thief who stole from his vault, and he'll forgive all debts.
  3. 3. A friend's contract has been sold to something dark. Buy it back before the new owner collects.

d6 RANDOM ENCOUNTERS

1. A merchant offers something you desperately want—for a suspiciously low price2. Two factions bid against each other; both try to recruit you3. You find your own belongings for sale (stolen or copies?)4. A Debt Collector is hunting someone nearby; chaos erupts5. An auction for a one-of-a-kind artifact begins—price: years of life6. The Prince appears, offering a "special opportunity"

THE HOLLOW KEEP

A castle that exists in the moment of its destruction, forever collapsing, never falling.

Willpower: 6Time: FrozenMood: Dying

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. 1. The Throne Room - Ceiling mid-collapse; the King stands frozen reaching for his crown
  2. 2. The Armory - Weapons suspended in air, thrown by explosions that never completed
  3. 3. The Treasury - Gold coins frozen mid-scatter; taking them risks restarting time
  4. 4. The Crypt - Where the King's ancestors wait; they know what happened
  5. 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. 1. The King offers his crown (powerful artifact) to whoever saves him. But saving him means restarting time...
  2. 2. Something valuable was in the treasury when time froze. Retrieve it without waking the domain.
  3. 3. The assassin's patron wants proof the job was done. But the assassin is frozen mid-strike.

d6 RANDOM ENCOUNTERS

1. A frozen arrow suddenly unfreezes and flies2. You see yourself frozen in the rubble (past or future?)3. The King speaks to you, begging for help4. Part of the collapse resumes for 1d6 rounds5. An Echo attacks, mistaking you for its killer6. You find a letter explaining everything—torn in half

THE BLEEDING FOREST

Trees weep crimson sap. The forest remembers every violence committed within it.

Willpower: 10Time: 2:1Mood: Vengeful

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. 1. The Arterial Path - Main trail; streams of sap flow alongside it
  2. 2. The Scar Clearing - Where a great battle happened; nothing grows; the ground is bone
  3. 3. The Weeping Tree - Oldest tree; holds memories of all deaths; can speak
  4. 4. The Sanctuary - One place without violence; animals gather; attacking here is forbidden
  5. 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. 1. Something is killing the Sap Wolves—the forest is dying faster. Find what's hunting the hunters.
  2. 2. Red Tom wants to confess before he dies. But his confession will wake The Wound.
  3. 3. The Weeping Tree knows how to escape Nowhere Land. It'll tell you—for the right memory.

d6 RANDOM ENCOUNTERS

1. Trees part to reveal a body—recently dead, wounds fresh2. You stumble into a Remembered's death-loop; witness the murder3. Sap Wolves circle; they're curious, not hungry... yet4. The path bleeds more heavily ahead—danger or destination?5. You find your own blood on a tree (when did you bleed here?)6. The Wound speaks through the rustling leaves: "Stop hurting."

THE SHATTERED OBSERVATORY

A tower that looked too far into the cosmos. Now the cosmos looks back.

Willpower: 8Time: VariableMood: Curious

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. 1. The Lens Chamber - Broken telescope; shards show different realities
  2. 2. The Library of Stars - Books on every celestial body; some books read you back
  3. 3. The Calculations Room - Equations covering every surface; one leads to escape
  4. 4. The Void Crack - Where reality broke; peer into nothing; nothing peers back
  5. 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. 1. Little Star's home is visible through the broken telescope. Help them calculate the path back.
  2. 2. The Eye knows how to defeat The Count—but its price is a memory it finds "interesting."
  3. 3. Something is coming through the Void Crack. The equations predict arrival in 3 days.

d6 RANDOM ENCOUNTERS

1. The Eye asks you a question; answering honestly grants a boon2. Gravity shifts; ceiling becomes floor for 1d6 minutes3. A book flies open; it contains prophecy about you4. Void Spawn emerge from shadows; they seem confused5. You glimpse another domain through a lens shard6. Astronomer Vex appears, speaking backward; she's warning you

THE CARNIVAL OF SHADOWS

The show must go on. And on. And on. No one remembers when it started.

Willpower: 12Time: 1:3Mood: Manic

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. 1. The Big Top - Main tent; show never stops; audience is... not entirely alive
  2. 2. The Hall of Mirrors - Reflections show who you could have been
  3. 3. The Freak Show - Exhibits of domain anomalies; some exhibits were once travelers
  4. 4. Backstage - Where performers rest; the only place without masks
  5. 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. 1. The Clown passes you a note: "Help me. Midnight. Backstage." It's the same note you found yesterday.
  2. 2. Madame Fate says you'll die in the next act—unless you replace someone else in the performance.
  3. 3. The Beast was your friend before they were transformed. Can you save them? Should you?

d6 RANDOM ENCOUNTERS

1. The Ringmaster invites you to perform; refusal is... unwise2. Shadow Puppets reenact your past embarrassments for laughs3. You see yourself in the Freak Show exhibit4. An act goes wrong; the Ringmaster demands a volunteer replacement5. The Audience turns to look at you; they want entertainment6. Backstage door opens by itself; someone inside needs help

📎 ADDITIONAL RESOURCES

Related Pages

"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