



Who are The Nomads?


The Nomads are a group of six fan-made characters inspired by Little Nightmares and created by FV0RT3X. This group consists of six resourceful survivor children navigating the eerie and treacherous realm of The Nowhere. Bound by their shared plight, they are constantly on the move, evading a relentless and menacing threat that pursues them constantly.

Their main theme, composed by me.


Meet the members of the nomads

TIP, THE GIRL IN THE TOP HAT


No one truly knows where she came from—not even Tip herself. Her memories of The Counties are fractured, like shards of a broken mirror. She remembers the luxury: gilded halls, silken drapes, and the cold weight of wealth. The moment she opened her eyes in The Nowhere, she knew she didn’t belong there.
The Nomads call her "Tip." Not because she told them to, but because of the hat she’s always wearing. Tip has shaped the wandering group into something resembling a family, though her relentless determination can be quite annoying. After all, they are in a world that has an endless hatred towards children. Survival demands allies, and allies demand trust.
Her story changed the day she crossed paths with The Hatter. No one knows why he hunts her so furiously. Some say she stole one of his precious hats. Others claim she humiliated him in a way no one else dared. Whatever the truth, she didn’t escape unscathed. His hatred festers like an open wound, and now it infects not just Tip, but all those who follow her.
The Nomads live on the run. They don’t know what will happen if The Hatter ever catches them. Perhaps it’s because they already know—deep down, in the quiet corners of their hearts—that whatever he wants with Tip isn’t just vengeance. It’s something worse. Something that should stay hidden in the shadows, far away from prying eyes



PATCH & THATCH, THE HARVESTER SIBLINGS


Patch and Thatch once lived on a desolate farm, far removed from society. They shared their days with their frail, aging mother, who taught them everything they’d need to fend for themselves when she was no longer there. Just like Tip, they don't remember their real names. All they remember is the nicknames their mother gave them.
When they woke in The Nowhere, it was a place neither of them understood. Fear clung to them at first, but having each other was their anchor. Together, they knew they would be fine.
Patch was the older sibling, her courage burning like a reckless flame. She rarely hesitated, her daring nature often unsettling Thatch. Thatch, the youngest, had a quieter strength—his mind sharp, always calculating, always two steps ahead. Back in the counties, they had been exceptional at their tasks, a perfect pair, earning their mother’s pride even as her health dwindled.
But The Nowhere does not favor the exceptional. It takes and twists. It breaks. No one among The Nomads knows what drew these two to this forsaken place. They speak of a mother, ill and fading, but the rest of their story is fragmented, swallowed by the shadows of memory. Still, Patch and Thatch are admired by those they travel with. They are relentless workers, their bond unshakable, their movements in perfect sync—traits that make them invaluable to the group.
Yet, their kindness ends where their enemies begin. When confronted with a threat, the siblings become something else entirely. They harvest not crops, but fear, leaving little behind but echoes of their rage. No one dares to ask what truly became of their mother, nor what they left behind in the counties. Some stories are better left untold.




SHARDS, THE FRAGILE BOY
Shards is the most easily frightened of The Nomads. He’s the newest among them, discovered trembling and tearful in the shadowed corner of a gallery owned by The Perfectionist. His memories of his former life are jagged and incomplete, much like his name. What he does recall is the ridicule—mocking laughter from the other children at the orphanage who found his appearance unsettling, a cruelty he could never understand but always felt.
Now, as he wanders the bleak expanse of The Nowhere alongside The Nomads, he struggles to adjust. This twisted world feels foreign and oppressive, like a dark dream he cannot wake from. His panic often rises, sharp and consuming, and it takes the gentle comfort of a fellow Nomad to steady his fragile heart. Still, their presence offers him a tenuous sense of safety, a faint glimmer of warmth in an otherwise cold and unrelenting landscape.



ASH, THE MYSTERIOUS GIRL

Ash is the quietest and the oldest of The Nomads. Little is known of her past in the counties, but one memory clings to her: her twin sister, lost in a harrowing encounter with The Mirror Man. That moment, sharp and agonizing, haunts her every step, and her simmering hatred for the residents fuels her resolve to keep fighting in this world that seems to loathe them.
Though "Ash" sounds like it could be her true name, it is not. Her real name is another piece of her past she cannot forget, though she chooses to bury it. "Ash" is a mask, a barrier that keeps her distant from the girl she once was.
Among The Nomads, she is Shards' quiet solace. He reminds her painfully of her sister, who used to be easily frightened, fragile in a way that awakens her protective instincts. To him, she speaks more than to anyone else, seeing him as a little brother.
Ash is their guide, a quiet compass in a broken world. She seems to know every corner of the desolate landscape they wander, as though she has walked it a thousand times. For this, the others revere her. Her knowledge is a lifeline, though her unyielding gaze offers no comfort.
She tolerates Tip's role as leader, though mistrust festers beneath her calm exterior. To survive, she plays along with her fragile authority. But Ash's loyalty is to survival alone—to the nomads, to the fight against whatever The Nowhere brings.



SAMIRA, THE PERFECT SHOT

Samira is the only one among The Nomads who sticks to her name—the name she carried from there to here. She didn't forget nor doesn't use it. Back in The Counties, she was the best at every game she played, a quiet champion in a world of laughter and dares. Now, she’s here, in The Nowhere, where laughter echoes wrong and dares come with teeth.
She still has her slingshot. It’s hers, unmistakably hers, a relic from a time before The Nowhere. No one knows how it followed her here, but it did, nestled in her hand like it never left. Her aim is as sharp as the edges of the Nowhere’s shadows, and she’s become one of the Nomads’ fiercest attackers. Alongside Patch, who she secretly thinks is cool, she defends what little The Nomads can call their own.
Samira remembers The Counties. Too much of it, maybe. But she speaks only of the good things—the games, the sunlight, the easy smiles. The bad things stay buried deep.
The others wonder about the slingshot. How did it survive the crossing? Was it just an object? Or was it something more, tethered to a piece of her that even the Nowhere couldn’t strip away? Samira never answers. The questions always lead to places she won’t go, to memories she keeps locked up tight.
She’s not afraid of The Nowhere, not like the others. At least, not outwardly. The others whisper that maybe it’s her memories that make her braver, or maybe it’s the slingshot, a fragment of a life she refuses to let go. But Samira knows the truth. The Nowhere may be vast and cruel, but it will never scare her as much as the things she left behind.



CONCEPT ART CORNER

HAVE A LOOK AT A FEW CONCEPT ART FOR THE NOMADS
(A few because there's a LOT more)
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