Nowhere Land
CHARACTER CREATION

Create Your Traveler

Shape your identity across the five Essences. Build your past through Careers. Define your connection to Nowhere Land.

What You Will Create

Identity

Name, origin, and personal background

Essences

Five core attributes that define your capabilities

Careers

Your professional skills and experiences

Imagination

Your creative potential (Reverie)

Your Character Sheet

Identity
FORMA
5
ANIMA
3
UMBRA
2
REVERIE
4
DRIFT
1
Careers
Scholar
Wanderer
Imagination
0 / 10
Count's Ledger
0

Hover over each section to learn more

How Rolls Work

1.

Roll Dice

Roll a pool of d6 equal to your relevant Essence

2.

Difficulty & Context

Each die that meets or equals the Veil (target number) is a success. Veil = Essence × Difficulty

3.

Count Matches

Count the number of successes (dice that meet or exceed the Veil)

4.

Spend Imagination

Optionally spend Imagination to boost rolls or activate Potentials

Key Mechanics

Track Resources

Harm Tracks

Wounds (physical), Fractures (mental), and Scars (social) each have capacity equal to their linked Essence + 5

Gaps

Reality tears caused by Drift exposure. Capacity equals your Drift level.

Count's Ledger

Track debts and favors owed to the Count — every bargain has a price

Drift & Five Essences

Drift transforms you. Five Essences define you. Together they shape your journey.

Example: You declare: "I want to climb the ancient tower." The Trickster sets the Veil at 12 (Forma 3 × Hard 4). You roll 3d6 and get 4, 7, 11. One die meets the Veil — one success! You climb the tower.

This will take about 15 minutes