NOWHERE LAND
Printable One-Page Domains

Printable One-Page Domains

Print-ready one-page domain reference sheets. Each domain fits on a single page for easy table reference.

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THE WHISPERING BAZAAR

An infinite marketplace where secrets are currency and everything has a price.

Willpower: 14
Time: 1:1
Mood: 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. 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 AtriumCentral hub; auction block for rare items
  • 2. Memory LaneStalls selling bottled memories
  • 3. The Vault of PromisesUnfulfilled contracts stored as objects
  • 4. Thieves' AlleyUnderground market for stolen goods
  • 5. The Counting HouseBank for favors and debts

NPCs (Name / Role / Secret)

  • Madame Scales / Appraiser / She makes the forgeries she identifies
  • Copper Jack / Moneylender / He's been dead for years
  • The Silent One / Information broker / Lost voice in a bad deal

CREATURES

  • Debt Collector: F8 A12 Armor2 Dmg1d8Tracks those who owe
  • Price Sprite: F2 A6 Armor0 Dmg1d4Whispers deals in ears
  • Contract Golem: F15 A8 Armor6 Dmg2d8Enforces agreements

HOOKS

  1. Someone is selling your memories—ones you haven't lost yet.
  2. Find the thief who stole from the Prince's vault for debt forgiveness.
  3. A friend's contract has been sold to something dark. Buy it back.

d6 RANDOM ENCOUNTERS

1. A suspiciously low-priced offer2. Two factions recruit you in bidding war3. Your belongings are for sale4. Debt Collector causes chaos nearby5. Auction begins: price is years of life6. The Prince offers a 'special opportunity'

THE HOLLOW KEEP

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

Willpower: 6
Time: Frozen
Mood: Dying

GENIUS: The Last King

A specter in a crown of rubble. Trapped in his final moment. Wants someone to save him—or finish what killed 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 screams of the dying on loop
  • Collapse Sense: Know exactly when you'll die

LOCATIONS

  • 1. The Throne RoomCeiling mid-collapse; King reaches for crown
  • 2. The ArmoryWeapons suspended mid-explosion
  • 3. The TreasuryGold frozen mid-scatter; taking risks time
  • 4. The CryptAncestors wait; they know what happened
  • 5. The BreachWhere attackers entered; portal out

NPCs (Name / Role / Secret)

  • Sir Andris / Knight frozen mid-swing / Knows who betrayed the King
  • The Chamberlain / Trying to save the King / He caused this accident
  • The Assassin / Frozen mid-kill / Regrets nothing; will finish if unfrozen

CREATURES

  • Temporal Shards: F4 A10 Armor4 Dmg1d6Fragments of frozen time
  • The Echoes: F6 A8 Armor0 Dmg2d6Ghosts reliving deaths
  • The Beast Below: F20 A6 Armor8 Dmg3d8What the crypt released

HOOKS

  1. The King offers his crown to whoever saves him. But saving him restarts time...
  2. Retrieve something from treasury without waking the domain.
  3. The assassin's patron wants proof. But she's frozen mid-strike.

d6 RANDOM ENCOUNTERS

1. A frozen arrow suddenly unfreezes2. You see yourself frozen in rubble3. The King speaks, begging for help4. Part of collapse resumes for 1d6 rounds5. An Echo attacks, mistaking you for killer6. Half-torn letter explains everything

THE BLEEDING FOREST

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

Willpower: 10
Time: 2:1
Mood: Vengeful

GENIUS: The Wound

Not a creature but a sensation—every injury ever inflicted here. Manifests as spreading crimson. Wants violence to stop.

BLESSINGS

  • Blood Sense: Detect living creatures within 100ft
  • Scar Memory: Touch wound to see how inflicted
  • Crimson Path: Forest guides you to what bleeds

CURSES

  • Bleeding Touch: Everything you touch weeps blood
  • Violence Echo: Relive past battles when sleeping
  • Tracked: Forest always knows where you are

LOCATIONS

  • 1. The Arterial PathMain trail; sap streams alongside
  • 2. The Scar ClearingBattle site; nothing grows; ground is bone
  • 3. The Weeping TreeOldest tree; holds death memories; speaks
  • 4. The SanctuaryOne violence-free place; animals gather
  • 5. The HeartCenter; massive pulsing wound in reality

NPCs (Name / Role / Secret)

  • The Hunter / Tracker who never kills / Knows peaceful paths through
  • Red Tom / Hermit in Sanctuary / He caused The Wound centuries ago
  • The Packmaster / Wolf spirit leader / Wants to heal via final hunt

CREATURES

  • Sap Wolves: F10 A10 Armor3 Dmg2d6Crystallized blood hunters
  • The Remembered: F8 A8 Armor0 Dmg1d8Murder victim ghosts
  • Crimson Treant: F18 A4 Armor7 Dmg3d6Massive; bleeds when struck

HOOKS

  1. Something kills Sap Wolves—forest dying. Find what hunts the hunters.
  2. Red Tom's confession will wake The Wound.
  3. Weeping Tree knows escape route—for the right memory.

d6 RANDOM ENCOUNTERS

1. Trees part; recently dead body revealed2. Stumble into death-loop; witness murder3. Sap Wolves circle—curious, not hungry yet4. Path bleeds more heavily ahead5. Your blood on a tree—when?6. The Wound speaks: 'Stop hurting.'

THE SHATTERED OBSERVATORY

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

Willpower: 8
Time: Variable
Mood: Curious

GENIUS: The Eye

Massive eye in sky where telescope pointed. Watches everything. Collects knowledge. Trades answers for interesting observations.

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 ChamberBroken telescope; shards show realities
  • 2. Library of StarsCelestial books; some read you back
  • 3. Calculations RoomEquations everywhere; one leads to escape
  • 4. The Void CrackReality broke here; nothing peers back
  • 5. The OrreryDomain model; moving pieces affects reality

NPCs (Name / Role / Secret)

  • Astronomer Vex / Last scholar / Speaks in equations after looking into Eye
  • The Keeper / Forbidden librarian / Not human anymore; hasn't been for centuries
  • Little Star / Light child / Fell from sky; wants to go home

CREATURES

  • Void Spawn: F6 A14 Armor0 Dmg1d10Things through the crack
  • Star Fragments: F4 A8 Armor2 Dmg2d4Fallen stars; hot
  • The Equation: F0 A20 Armor10 Dmg0Living formula; solve to destroy

HOOKS

  1. Little Star's home visible through telescope. Calculate path back.
  2. The Eye knows how to defeat The Count—for an 'interesting' memory.
  3. Something comes through Void Crack. Equations predict 3 days.

d6 RANDOM ENCOUNTERS

1. Eye asks question; honest answer = boon2. Gravity shifts; ceiling becomes floor3. Book opens to prophecy about you4. Confused Void Spawn emerge5. Glimpse another domain through shard6. Vex appears, speaking backward warning

THE CARNIVAL OF SHADOWS

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

Willpower: 12
Time: 1:3
Mood: Manic

GENIUS: The Ringmaster

Shadow in top hat; smile too wide. Feeds on applause and fear equally. Wants the audience to never leave.

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
  • Audience Addiction: Lose 1 Anima per day without applause
  • Role Locked: Must play assigned carnival role

LOCATIONS

  • 1. The Big TopShow never stops; audience not entirely alive
  • 2. Hall of MirrorsReflections show who you could have been
  • 3. The Freak ShowExhibits were once travelers
  • 4. BackstageOnly place without masks
  • 5. Fortune Teller's TentReal futures; terrified of what she sees

NPCs (Name / Role / Secret)

  • The Clown / Comedy act / Escape attempts for 200 years; jokes are cries for help
  • Madame Fate / Fortune teller / Knows weakness; speaking it kills her
  • The Strongman / Muscle act / Gentle; protects performers from Ringmaster

CREATURES

  • Shadow Puppets: F6 A6 Armor0 Dmg1d62D beings; attack in groups
  • The Audience: F0 A0 Armor0 Dmg0Undead; applause heals Ringmaster
  • The Beast: F16 A10 Armor4 Dmg2d10Was traveler who refused to perform

HOOKS

  1. The Clown's note: 'Help me. Midnight. Backstage.' Same note as yesterday.
  2. Madame Fate: you die next act—unless you replace someone.
  3. The Beast was your friend. Can you save them?

d6 RANDOM ENCOUNTERS

1. Ringmaster invites you to perform2. Puppets reenact your embarrassments3. You see yourself in Freak Show4. Act goes wrong; volunteer needed5. The Audience turns to look at you6. Backstage door opens; help needed