Nowhere LandThe Null Handbook
The Archive
Rules
Character Sheet
Scenarios
Rules
Character Sheet
Scenarios
The Archive
Resources
Nowhere Land
Download the complete rulebook

Get the complete rulebook as a PDF

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
Home
Campaigns
Jotunia
The Voyage
The Voyage

The Voyage

"The sea is a mouth. Some voyages are swallowed; some are spat back changed."
Ship log of the Skaldship Nidhogg

Voyage Overview

Sessions

2-3 (8-12 hours)

Focus

Travel, survival, foreshadowing

Structure

Pointcrawl across sea nodes

Stakes

Crew lives, ship integrity, divine attention

Objectives

  • Reach Jotunia alive with at least one intact ship or raft.
  • Foreshadow the truth about the Aesir without revealing everything.
  • Seed three clues about the false Valhalla and the god-hunt to come.
  • Let players choose tone: heroic exploration, desperate exodus, or opportunistic raid.
Session Pacing
Run this in two acts per session: Departure and Storm (Session 1), Leviathan and False Valhalla (Session 2). A third session can add a hexcrawl detour through ice floes or a diplomatic stop at a drifting Jotun outpost.

Node Map (Three Clue Rule)

Each critical revelation has three ways in. Use any nodes the table likes; skip the rest without breaking flow.

The Storm

  • Ritual runes glow on the mast (clue: magic is environmental).
  • Thunder speaks words in Old Norse (clue: gods listen actively).
  • Star map twists to show a serpent shape (clue: Jormungandr influence).

The Leviathan

  • Bargain with a sea spirit that offers safe passage for a secret.
  • Fight a serpent head to earn a rune scale (first god-killer component).
  • Evade using stealth and seamanship to preserve resources.

False Valhalla

  • Ghost warriors ask for names and deeds; they are livestock for Odin.
  • Feasting hall offers endless mead that dulls memory (trap clock).
  • A valkyrie masks sorrow; she hints the gods feed, not protect.

Encounters and Approaches

Present each scene with three routes: combat, diplomacy, or cunning. Reward creative combinations.

The Tempest Gate

A supernatural storm guards the crossing. Lightning traces runes across the sail.

  • Force: Sail through, risking ship integrity; success grants respect from crew.
  • Wit: Interpret runes to calm a path (Lore, Runecraft).
  • Bargain: Offer memories or names to a storm spirit for safe passage.

Sea Serpent Ambush

A leviathan coils beneath. It wants stories, blood, or iron.

  • Battle: Board and carve a rune-scale (component for god-killer weapons).
  • Parley: Tell true sagas; the serpent marks the hull with a guiding glyph.
  • Evade: Silent rowing through kelp mazes; avoid waking the head.

Ghost Feast

A spectral hall of fallen warriors drifts on the waves.

  • Expose: Notice they never eat; their essence is siphoned upward.
  • Liberate: Break a banner to free spirits; gain a blessing and an enemy valkyrie.
  • Accept: Feast to gain strength, but start a Corruption clock.

The Count Visits

The Count appears as a gull, a sailor, or a drowned noble.

  • Deal: Trade a secret for a safe current (Debt +2).
  • Refuse: Gain principle but face a harder route.
  • Question: Learn one truth: the gods eat worship.

Clocks and Pressures

Hull Integrity (6)

Storm damage, serpent strikes, and reckless sailing fill this. At 6, the ship breaks; improvise rafts and lose supplies.

Crew Morale (6)

Fear, starvation, and despair advance it. At 4+, mutiny risk; at 6, a key NPC abandons or betrays.

Divine Notice (4)

Calling on gods, accepting Valkyrie aid, or flaunting hubris fills this. At 4, Odin marks the crew; later scenarios escalate.

Player Agency
Let players choose where to push risk: save hull by risking morale, or court divine aid to save time. Each choice seeds later consequences in Volsprung politics and the god-hunt.

Printable Cards

Hand out or export these as table cards to keep objects, powers, rules, and lore visible.

Object

Rune-Scale

A serpent scale etched with runes; combine with giant steel later for god-killer blades.

Power

Storm Favor

Single-use boon: calm a storm lane or reroll a failed navigation check.

NPC

Valkyrie Mask

A sorrowful valkyrie; spend to gain intel on Bifrost patrols but advance Divine Notice.

Rule

Ship Blessing

If the crew sings together before a scene, gain +1 to the next morale check.

Lore

Leviathan Memory

Play to reveal a vision of the gods feeding on Valhalla's dead; counts as a clue in any parley.

Failure States and Failsafe

  • Ship Lost: Players reach shore wrecked. Start Volsprung with debt and no bastion supplies.
  • Morale Broken: Crew fragments. Leadership tests decide who stays. Replace losses with desperate locals later.
  • Divine Notice Maxed: Odin sends a raven herald. Gain a boon and a geas; god agents stalk the party.

Landing Options

Safe harbor but heavy tariffs and scrutiny. Gain a formal audience; start with political heat.

Rewards and Transitions

  • Rune-scale (leviathan) counts as one god-killer component; track who wields it.
  • Saved crew become bastion specialists in Volsprung (healer, shipwright, navigator).
  • Enemies made at sea (valkyrie, raven herald) pursue in later scenarios.
  • Pick one Favor: Jotun respect, Count debt, or Storm spirit promise. Each opens a different path in Volsprung.

"The sea takes what is hers. She left us a promise and a scar. Jotunia waits inland."

Captain Astrid, survivor of the first crossing

Nowhere Land

Nowhere Land - The Null Handbook

Nowhere Land - The Null Handbook

  • Vampire Character Generator
  • Werewolf Character Generator
  • Alcaphaz
  • Belleville by Night
  • Joachim Mouffron
  • Scriptale
  • Nowhere Land
  • PolyAlien
  • La Tour de Pandore
  • Récréation
  • Jeux Du Sort

Rules

  • Introduction
  • Core Mechanics
  • Character Sheet
  • Scenarios
  • Glossary

Additional Resources

  • Quick Reference
  • Inspiration
  • Partners
  • The Archive
  • About
  • Contact

Terms of Service

  • Terms of Service
  • Privacy Policy
  • Open License

Nowhere Land © 2025 Joachim Mouffron