Print-ready one-page domain reference sheets. Each domain fits on a single page for easy table reference.
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. 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; auction block for rare items
- 2. Memory Lane — Stalls selling bottled memories
- 3. The Vault of Promises — Unfulfilled contracts stored as objects
- 4. Thieves' Alley — Underground market for stolen goods
- 5. The Counting House — Bank 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 Dmg1d8 — Tracks those who owe
- Price Sprite: F2 A6 Armor0 Dmg1d4 — Whispers deals in ears
- Contract Golem: F15 A8 Armor6 Dmg2d8 — Enforces agreements
HOOKS
- Someone is selling your memories—ones you haven't lost yet.
- Find the thief who stole from the Prince's vault for debt forgiveness.
- A friend's contract has been sold to something dark. Buy it back.
d6 RANDOM ENCOUNTERS
THE HOLLOW KEEP
A castle frozen in the moment of its destruction, forever collapsing, never falling.
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 Room — Ceiling mid-collapse; King reaches for crown
- 2. The Armory — Weapons suspended mid-explosion
- 3. The Treasury — Gold frozen mid-scatter; taking risks time
- 4. The Crypt — Ancestors wait; they know what happened
- 5. The Breach — Where 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 Dmg1d6 — Fragments of frozen time
- The Echoes: F6 A8 Armor0 Dmg2d6 — Ghosts reliving deaths
- The Beast Below: F20 A6 Armor8 Dmg3d8 — What the crypt released
HOOKS
- The King offers his crown to whoever saves him. But saving him restarts time...
- Retrieve something from treasury without waking the domain.
- The assassin's patron wants proof. But she's 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—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 Path — Main trail; sap streams alongside
- 2. The Scar Clearing — Battle site; nothing grows; ground is bone
- 3. The Weeping Tree — Oldest tree; holds death memories; speaks
- 4. The Sanctuary — One violence-free place; animals gather
- 5. The Heart — Center; 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 Dmg2d6 — Crystallized blood hunters
- The Remembered: F8 A8 Armor0 Dmg1d8 — Murder victim ghosts
- Crimson Treant: F18 A4 Armor7 Dmg3d6 — Massive; bleeds when struck
HOOKS
- Something kills Sap Wolves—forest dying. Find what hunts the hunters.
- Red Tom's confession will wake The Wound.
- Weeping Tree knows escape route—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
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 Chamber — Broken telescope; shards show realities
- 2. Library of Stars — Celestial books; some read you back
- 3. Calculations Room — Equations everywhere; one leads to escape
- 4. The Void Crack — Reality broke here; nothing peers back
- 5. The Orrery — Domain 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 Dmg1d10 — Things through the crack
- Star Fragments: F4 A8 Armor2 Dmg2d4 — Fallen stars; hot
- The Equation: F0 A20 Armor10 Dmg0 — Living formula; solve to destroy
HOOKS
- Little Star's home visible through telescope. Calculate path back.
- The Eye knows how to defeat The Count—for an 'interesting' memory.
- Something comes through Void Crack. Equations predict 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
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 Top — Show never stops; audience not entirely alive
- 2. Hall of Mirrors — Reflections show who you could have been
- 3. The Freak Show — Exhibits were once travelers
- 4. Backstage — Only place without masks
- 5. Fortune Teller's Tent — Real 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 Dmg1d6 — 2D beings; attack in groups
- The Audience: F0 A0 Armor0 Dmg0 — Undead; applause heals Ringmaster
- The Beast: F16 A10 Armor4 Dmg2d10 — Was traveler who refused to perform
HOOKS
- The Clown's note: 'Help me. Midnight. Backstage.' Same note as yesterday.
- Madame Fate: you die next act—unless you replace someone.
- The Beast was your friend. Can you save them?
d6 RANDOM ENCOUNTERS
