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Table of Contents
Navigate the Handbook

  • Introduction
  • Overview
  • Principles

Core Rules

  • Core Mechanics

  • Character Creation

  • Skills

Character Options

  • Careers
  • Domains & Portals
  • Potentials
  • Newborn Domains

Conflict & Exchange

  • Combat
  • Social Exchange
  • The Count's Ledger

Exploration & Gear

  • Equipment
  • Exploration
  • Survival
  • Travel & Encounters
  • Exploration Flavors

Advanced Rules

  • Bastion Management
  • Advanced Mechanics
  • Downtime Systems
  • Uptime Activities
  • Crafting

Lore & World

  • Ecology & Settlements
  • Cryptozoology
  • Factions & Politics
  • Blessings & Curses
  • Named NPCs

For The Trickster

  • Environment Design
  • Game Master's Guide
  • Bestiary
  • Environments
  • Traps & Hazards
  • Domain Creation
  • Genre Flavors
  • Mysteries

Symbolic Ecology

  • The Symbolic Ecology Method
  • Domain Seed
  • Symbols & Remnants
  • Community & Factions
  • Ecological Web
  • Blessing & Curse Design
  • Dungeon Stocking
  • Worked Examples

Tools & Resources

  • Random Tables
  • Solo Play
  • Oracle System
  • Domain Navigation
  • Narrative Journaling
  • Campaign Management
  • Genre & Solo Integration
  • Example Adventure
  • Archaeology
  • Safety Toolkit

Lore & World

  • 👑 The Count's Domain
  • 🗺️ Key Domains & The Passage
  • 👹 Bestiary & Creatures
  • 🧑‍🤝‍🧑 NPCs & Travelers
  • ⚔️ Factions & Politics
  • 🌍 The Real World Connection
  • Political Systems
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Jotunia
Jotunia

Jotunia

"The gods are not your friends. They never were. Every prayer is a meal, every sacrifice a feast. You came seeking glory—you found a feeding ground."
— Völva of the Serpent's Coil

Campaign Overview

Players

3-5 players

Sessions

20-24 sessions

Deicide, Survival, Political Intrigue, Mythological Horror

The Premise

A Viking expedition crosses the sea to Jotunia, a legendary frozen continent where giants dwell. But this is not the saga they expected.

The giants are cultured artisans and philosophers, not mindless monsters. The trolls are the true beast-hordes. And the Norse gods—Odin, Thor, Freya—are not distant protectors but present parasites, feeding on human worship and death.

The only way home is through Ragnarök. Kill the gods. Break the cycle. Escape the false Valhalla where dead warriors feast forever as divine cattle.

Design Philosophy
This campaign subverts Norse mythology expectations. Giants are civilized, gods are predatory, and players must become god-killers to escape. Prepare for moral complexity.

Key Features

Track, weaken, and ultimately kill Norse deities using god-killer weapons and divine weaknesses

Sandbox World

Nine interconnected domains with active factions, from the human city of Volsprung to the giant halls of Jotunheim

Discover and master the Elder Futhark—24 runes scattered across the world as environmental spell-sources

Every night, gods may visit your dreams offering power at a price. Track your affinity from Nemesis to Janissary

Major Factions

Volsprung

Human Settlement

The City of Nine Rings—humanity's foothold in Jotunia. A stratified settlement where each ring represents a different social class, from thralls at the outer ring to the Jarl's hall at the center.

Solo Play

The Voyage (Solo Prologue)

Experience the perilous crossing to Jotunia in this interactive solo adventure.

Campaign Scenarios

The Voyage

The expedition crosses the sea. Resource management, sea-serpent encounters, and the völva's prophecies set the stage.

2-3 sessions

The City of Nine Rings

Political intrigue in Volsprung. Three succession paths, the Lokasenna feast, and the dragon Fafnir's hoard beneath the city.

The Giant's Shadow

First contact with Jotunheim. Scale dissonance, giant philosophy, and the revelation of Ymir's sleeping heart.

The God-Hunt

The point of no return. Acquire god-killer weapons, infiltrate divine realms, and kill your first god.

4-5 sessions

The Serpent Wakes

Götterdämmerung. Three possible endings: Preservation, Revolution, or Transformation. Confront Odin in Valhalla.

4-6 sessions

Unique Mechanics

The Rune System

24 Elder Futhark runes exist as environmental spell-sources. Find them carved on trees, formed in rocks, or visible in clouds. Each rune has a Reverie cost and unique effect.

Track your relationship with each god on a -5 to +5 scale. At -5 (Nemesis), gods actively hunt you. At +5 (Janissary), you're their champion—but bound to their will.

Divine Weather

Weather patterns indicate which god is watching. Snow means Hrimthur. Mist means Odin. Storms mean Thor. Plan accordingly.

Key NPCs

Jarl Bjorn Haraldsson

Dying Leader

The stone-cursed Jarl whose death will trigger Volsprung's succession crisis. His choice of heir shapes the campaign.

Nilfsvol the Skald

Hidden Heir

The Jarl's bastard son, hidden in plain sight as a poet. Speaks truth through jest like Loki himself.

Nojut the Priest

Reformer

A former thrall who rose to ring-lordship. Leads the reformist faction seeking to change Volsprung's rigid hierarchy.

Sigrdrifa

Rogue Valkyrie

A valkyrie who questions her role. She may help the players—or harvest them, depending on their choices.

Odin All-Father

Final Boss

The one-eyed god who sees all. He knows the players are coming. He's been preparing since the first god died.

DROP v2 in God-Hunting

⚔️ Mechanics as Norse Narrative

Jotunia's god-hunting narrative maps perfectly to DROP v2 mechanics. Use these design patterns:

Zero Dice: Mortal Limits

Humans facing divine power often have 0 in relevant attributes. The choices:

  • • 2d6 take lowest: Cautious approach against unknowable gods
  • • Reach for State: Desperate defiance—gain power at cost
  • • Thematic: mortal heroes push beyond limits against the divine

Rune Magic & Sets

Rune magic grants bonus dice. High pools mean frequent Sets:

  • • Doubles from runes: The Norns smile—recover Reach or press advantage
  • • Triples during rituals: Fated success, extra dice represent wyrd alignment
  • • Thematic: fate (Sets) rewards those who invoke the runes

Reach/Push in Battle

God-fights span multiple sessions. The exclusivity rule creates heroic arcs:

  • • Pre-hunt: Reach freely during preparation and scouting
  • • Hunt begins: Push temptation rises as gods counter
  • • Final blow: Those who Pushed early can't Reach for the kill
  • • Thematic: pushing too soon costs you at Ragnarök

Drift Reset: World Boundaries

Crossing between Midgard and Jotunia resets Drift:

  • • Return to Midgard: Drift → 0 (mortal world anchors you)
  • • Enter Jotunia: Drift → 1 (giant-land awakens connection)
  • • Asgard raids: Higher starting Drift (divine realm)
  • • Thematic: each crossing changes the hero
God-Hunt Calibration
Scale difficulty by divine power:
  • • Jötnar: TN 14-18 (powerful but mortal-scale)
  • • Valkyries: TN 18-22 (divine servants)
  • • Lesser Æsir: TN 22-26 (gods demand extreme effort)
  • • Odin: TN 28+ (only with artifacts and perfect positioning)

The Preservation

Stop Ragnarök. Create a new divine compact where gods serve rather than feed. Players become divine regulators.

The Revolution

Complete Ragnarök. Kill all gods. Reality resets. A new world forms—but will you exist in it?

The Transformation

Become the new pantheon. Players ascend to godhood, taking the place of those they killed. But can they rule better?

Campaign Structure

Act 1: The Voyage

Cross the sea to Jotunia. Survive storms, sea-serpents, and prophecies.

Act 2: Settlement

Navigate Volsprung politics. Make contact with giants. Discover the gods' true nature.

Act 3: Götterdämmerung

Hunt the gods. Choose your ending. Reshape reality.

Trickster Resources

Start the Campaign

Begin with The Voyage scenario

Trickster's Guide

General GM advice and session management

Rules summaries and tables

"The gods are not your friends. They never were. Every prayer is a meal, every sacrifice a feast. You came seeking glory—you found a feeding ground."

— Völva of the Serpent's Coil

Nowhere Land

Nowhere Land - The Null Handbook

Nowhere Land - The Null Handbook

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