NOWHERE LAND
Welcome, Traveler

Character Creation

Step into Nowhere Land, a realm where reality bends, dreams take form, and every choice echoes through impossible domains.

What You'll Create

Identity & Origin

Define your name, age, and where you came from—whether native to this impossible land or an outsider pulled through a portal.

The Five Essences

Forma (body), Anima (mind), Umbra (presence), Reverie (imagination), and Drift (reality)—the pillars of your character's capabilities.

Careers & Skills

Choose careers that define what you've done and can do, each with unique boons and burdens.

Imagination & Drift

Harness your Imagination pool to bend reality, but beware—the deeper you go, the more Nowhere Land changes you.

Your Character Sheet

Identity & Origin
Forma
5
Anima
3
Umbra
2
Reverie
4
Drift
1
Careers & Skills
Scholar
Wanderer
Imagination
5 / 7
Ledger
+2 acts

Hover over sections to learn more

How Rolls Work

1.

Roll Essence Dice

Roll a number of d6 equal to your Essence score + any skill bonuses or maluses + blessings/curses

2.

Difficulty & Context

The GM sets a Veil (Target Number). Situational factors like Edges (+1d) or Banes (-1d) modify your pool.

3.

Add Dice Values

Sum all dice together. Pairs/triples add extra effect (gain +1d to roll or clear status). Sixes are special!

4.

Spend Imagination

Spend points from your Imagination pool to modify results or accept consequences with Drift

Key Mechanics:

Add Dice Values

You're adding the face values together, not counting successes. So 4+5+3 = 12, not '3 successes'

Pairs & Triples

Two matching numbers gain +1d to your pool. Three matching clear a status or condition on your attribute

Push & Reach

Push: Spend Imagination to reroll failures. Reach: Increase effect range or magnitude

Drop/Sacrifice

Remove a die from your roll to trigger a special ability or gain advantage. Risky but powerful!

Skill Levels

Career skills grant bonuses; untrained or cursed skills give maluses to your dice pool

Blessings & Curses

Gain extra dice from blessings or lose dice from curses. These modify your pool before rolling

Track Your Resources:

Harm Tracks

Wounds (physical), Fractures (mental), Scars (social). Reach max and you're broken.

Gaps (Drift Harm)

Each level of Drift increases max Gaps. Too many Gaps means permanent transformation

Count's Ledger

The Count's Ledger tracks acts and missions. Positive values mean you owe the Count; negative values mean the Count owes you. Range: -5 to 5.

Drift & Essences

Your Drift status affects how Essences work. Deeper Drift makes Nowhere Land favor you (modify rolls)

Example: Marco (Forma +4) attempts to force open a rusted gate in The Gear-City using his Athletics skill (+1 rank). The GM sets the Veil (Target Number) at 16 (Hard: Essence 4 × 4). With Athletics training, Marco gains a +1d bonus. He also has an Edge (+1d) from a heavy crowbar, but a Bane (-1d) from obscuring steam, rolling 5d6 total. He rolls [2, 5, 5, 3, 4] = 19. The Pair of 5s triggers a bonus: he could add +1d to a future pool. Success! He forces the gate open just as the trap mechanism clicks—his quick thinking saves the group.

This will take about 10-15 minutes