Infographic - The Seven Domains - Kingsmark TTRPG

— Tranquility, the Gloom & Spiritual Corruption

How Kingsmark’s seven Domain Ratings work, why Blessed places can exist within Cursed regions, and how adventurers can reclaim corrupted lands.

The medieval fantasy world of Sylva is not equally influenced by supernatural good and evil. Some places flourish with 🌿Tranquility, while others have fallen under the corrupting influence of the 🪱Gloom, known as Arafel (עֲרָפֶל). Between these extremes lies most of civilization, where ordinary people live, struggle, prosper, and occasionally encounter supernatural forces.

Kingsmark represents these conditions through seven Domain Ratings, ranging from Edenic −3 to Abysmal +3. A Domain can encompass an entire kingdom or something as small as a single room. This allows Game Masters to create landscapes in which prosperous villages border haunted forests, sacred sanctuaries survive within corrupt cities, and terrible supernatural evils lurk beneath otherwise ordinary settlements.

The complete rules appear in Chapter 16 — 🪱The Gloom.

🌿The Seven Domain Ratings Explained

🌿Edenic −3 represents extraordinary Tranquility. These extremely rare places remain almost untouched by the Gloom. Water runs clear, nature flourishes, animals live peacefully, and benevolent supernatural phenomena may occur. An Edenic valley might preserve something of Sylva’s primordial beauty.

🌿Sacred −2 describes places where generations of righteousness, devotion, protection, and care have established powerful Tranquility. Ancient sanctuaries, monasteries, holy springs, and exceptionally virtuous communities may possess this Rating.

🌿Blessed −1 represents healthy, flourishing places where goodness has become established. A peaceful farming village, honorable household, or well-protected community might be Blessed. These places are not immune to suffering, but corruption has difficulty establishing itself.

Ordinary 0 represents most of Sylva. Such places are neither strongly protected by Tranquility nor significantly corrupted by the Gloom. Ordinary does not necessarily mean safe. Bandits, dangerous animals, tyrants, and ordinary human wickedness can exist without supernatural corruption.

🪱Cursed +1 indicates that the Gloom has gained a foothold. Animals behave strangely, travelers disappear, frightening rumors circulate, and supernatural disturbances occasionally occur. Haunted houses, troubled villages, and monster-infested forests commonly belong here.

🪱Desecrated +2 describes places where supernatural evil has become firmly established. Monsters, hauntings, unnatural weather, corrupted environments, and sinister powers may dominate everyday existence. Ordinary people generally avoid such territories.

🪱Abysmal +3 represents overwhelming supernatural corruption. Ancient monsters, powerful demons, legendary sorcerers, and terrifying unnatural phenomena may inhabit these extraordinarily dangerous places.

Domain Ratings are descriptive, not automatic dice modifiers. Entering a Cursed +1 Domain does not automatically increase every Target Number by one. Ratings influence the environment, encounters, supernatural atmosphere, and specific rules that explicitly reference Domains.

🏡Domains Within Domains

One of Kingsmark’s most interesting worldbuilding principles is that smaller Domains can exist independently within larger Domains.

Imagine an Ordinary city with a Cursed neighborhood. Within that neighborhood might run an Ordinary street where merchants still conduct business and children play. Along that street could stand a single Blessed household, maintained by someone whose kindness, protection, and righteous actions have created a refuge against the surrounding darkness.

The opposite is equally possible. A peaceful kingdom might contain a Cursed forest, concealing a Desecrated monastery, beneath which lies an Abysmal dungeon.

This allows good and evil to exist in believable proximity rather than dividing the world into enormous territories where everything possesses identical spiritual conditions. A character might cross several Domain boundaries without ever leaving the same city.

🌱How Domains Change Over Time

Domains are not permanently fixed. When communities rebuild, monsters are defeated, curses are broken, and corruption is removed, a place may gradually move toward 🌿Tranquility. Conversely, generations of cruelty, corruption, supernatural predation, and deliberate evil may allow the Gloom to spread.

There is no Domain experience-point system or fixed number of heroic deeds required to change a Rating. The Game Master considers what has genuinely changed within the world.

Importantly, restoring a Desecrated fortress does not instantly transform it into a Sacred sanctuary. Its supernatural corruption might weaken from +2 to +1, while continued restoration eventually produces an Ordinary settlement.

Domain Ratings also interact with certain magical rules. For example, 🌿Tranquility Domains protect against the automatic 👁Hostile Fixation normally triggered by Power 3 Spellcasting in Ordinary or Gloom-influenced Domains. These specific interactions are explained in Chapter 15 — 📜Magic System.

Ultimately, the system allows adventures to leave lasting geographical and spiritual consequences, even when the heroes never become wealthy or famous.

🎬Example — Xóchitl, the Good Witch of Willow Lane

Within the prosperous city of Valdoria lies an old neighborhood called Blackthorn Ward. Although the city itself is Ordinary 0, generations of cruelty, disappearances, and supernatural disturbances have allowed the neighborhood to become 🪱Cursed +1.

Yet within Blackthorn Ward stands Willow Lane, an Ordinary 0 street where neighbors continue supporting one another. At its eastern end lives Xóchitl, a compassionate Witch whose little pink cottage has become a 🌿Blessed −1 Domain.

Xóchitl grows medicinal herbs, treats injured travelers, feeds hungry children, and protects neighbors who cannot defend themselves. Her household has become a place of unusual peace, not simply because she practices magic, but because her consistent actions have helped goodness take root there.

One evening, adventurers arrive investigating disappearances near an abandoned chapel. Xóchitl provides shelter, useful information, and introduces them to frightened witnesses. Together, they discover that a supernatural predator inhabiting the chapel has contributed to the neighborhood’s corruption.

The adventurers confront the creature and destroy its hiding place. The following weeks bring fewer disappearances, while Xóchitl organizes neighbors to repair abandoned homes and reclaim neglected gardens.

The Game Master does not immediately declare Blackthorn Ward Blessed. Its history of corruption cannot disappear overnight. However, as the community recovers and the supernatural threat remains absent, the neighborhood may eventually improve from 🪱Cursed +1 to Ordinary 0.

Xóchitl has not purified an entire city with a single Spell. Her compassion has helped establish a refuge from which other people can begin rebuilding their lives. One Blessed home may eventually inspire the restoration of an entire neighborhood.

About The Author