Create a person
Choose origin, faction, profession, and answer your Secret, Fear, Scar, and Question.
Foundational Edition
“Truth has a price. The Veil always collects.”
A dark fantasy roleplaying game of exploration, existential horror, corruption, and buried secrets, set 800 years after The Fall.
Choose origin, faction, profession, and answer your Secret, Fear, Scar, and Question.
When something is risky, roll 2d10 + Attribute against a difficulty.
Investigate ruins by zones, collect clues, spend light, and manage supplies.
Magic, relics, and anomalies offer power, but they always leave a mark.
You do not progress by killing monsters. You progress through secrets, decisions, and survival.
Core rule
Nightfall Dominion uses a direct base: two ten-sided dice, one attribute, and a consequence. The rules exist to support exploration, tension, and difficult choices.
2d10 + Attribute
You are a person trying to survive a broken world. The world does not revolve around you.
Wounds are light, severe, critical, or mortal. Surviving does not mean leaving intact.
The real rewards are clues, secrets, maps, relics, prestige, and dangerous truths.
Every ritual, relic, or anomaly can bring Fatigue, Corruption, or memory loss.
Corruption is not only punishment: it is temptation, power, loss, and irreversible change.
A revelation can change a faction, destroy faith, or turn an enemy into a guardian.
Learn rolls, attributes, wounds, exploration, combat, Threat, and Corruption.
Enter →Create characters from scratch: faction, profession, attributes, fear, scar, and question.
Enter →Tone, expeditions, mysteries, anomalies, relics, factions, and campaign tools.
Enter →Introductory campaign to start playing Nightfall Dominion RPG.
Enter →Creatures, marked fauna, bearmen, vampires, werewolves, and entities of the Veil.
Enter →Minor, major, legendary, and primordial artifacts with benefits, costs, and Corruption.
Enter →Fortress of Dawn, Arcane Eclipse, Crimson Mountains, Werewolf Woods, Necromancer Wastes, Free Villages, and Tide Nomads.
Enter →Fragments of the world, regions, characters, rumors, secrets, and lost memory.
Enter →Printable sheets, maps, tokens, cards, and quick aids.
Enter →Ruins, dangerous roads, incomplete maps, and zones where every decision consumes resources.
Fear does not come only from creatures. It comes from losing memories, identity, and certainty.
Every expedition should reveal something important and open a decision with no perfect answer.