Dark Domains
Dark Domains (2d6, Fiction-First)

Dark Domains

A folk-horror realm inspired by medieval Bohemia, under the Pale Sun. Vampire houses collect the Blood Tithe, forests belong to wolves, ghosts sit at dinner, witches keep the marsh bargains, and glaciers remember what they buried.

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CreatedAug 31, 2026
UpdatedSep 4, 2026
FOLK HORROR • 2d6 FICTION-FIRST • 6 DOMAINS

Folk Horror Under the Pale Sun

It is the year of the Pale Sun. Six Domains share one uneasy realm — a world inspired by medieval Bohemia — and none of them agree what a monster is.

**Varkovia** does not hide its vampires. Six Great Houses rule from black castles and collect a Blood Tithe from villages they call their own. **Bozhen** pretends it exterminated vampires generations ago — every town still hangs garlic, every noble might be compromised, and the Church of St Havel hunts zealously and badly. The **Blackwald** between them is not a country but a forest that answers to Wolf Clans — some raiders, some guardians.

**Moravia** never healed after the Empire died there. Ghosts are part of life: empty chairs left at dinner, rooms already occupied, roadside bells for the dead to hear you coming. Ancestral spirits are politically important — "ask your grandfather, he's downstairs" — and Banshees scream not to harm but to force you to feel what they died carrying. The only way to lay one to rest is to learn her truth.

**Sarkovia** eastward is marsh where the Church never took root. Witches aren't evil here — every village has a Wise Woman or Wise Man who knows charms, curses, herbs and how to pay the rusalka, the vodyanoy, the leshy. The prince rules in name. The Seven Grandmothers rule in bargain — seven women, seven titles, or one witch seven times. Nobody counts twice.

The **Carpathian Crown** rings Varkovia in snow — ruined castles, abandoned monasteries, silver mines, vampire fortresses and things shifting inside glaciers. There the Free Cantons endure: independent valleys where human, dhampir and controlled werewolf keep the same hearth, because survival matters more than purity.

You play the people caught between — Hunter, Warden, Hedge Witch, Gravekeeper, Scholar of the Veil, House Vampire, Bloodknight, Dawn-Touched, Beast-Blooded, Grey Speaker, Reeve — mortal, vampire, werewolf, dhampir, revenant, ghost-touched or witch-blooded. Two dice, five Attributes, Harm and Hunger. Armor is gamble, conditions are stories, and every roll costs something.

Glimpses
Author's note

Hi, currently working on other regions. Working on a France-inspired area. Plan to do an Austro/Hungarian region, and Ottoman inspired region. More places, more archetypes and characters incoming! Enjoy!

Inside the World

722 entries · 13 types

Abilities
42 total
Archetypes
16 total
Characters
225 total
Conditions
9 total
Enemies
1 total
Equipment
53 total
Factions
19 total
Game Starts
8 total
GM Instructions
2 total
Lineages
7 total
Locations
294 total
Lore
31 total
Rites
15 total