NOWHERE LAND
PART 03 · PART III: ECHOES

Careers & Advancement

Overview

Your Career defines who you were before Nowhere Land, and who you're becoming now. It provides mechanical bonuses through skills and a signature Boon, balanced by a Burden that grounds you in the world. As you progress, you can advance to more powerful careers that reflect your growth.

How Careers Work

Boons: Your Advantage

Your career grants a mechanical benefit:

  • Reroll benefit: Extra chances on key rolls
  • Bonus dice: +1 or +2 to specific actions
  • Resource: Once-per-session special power
  • Passive effect: Always-on capability (like sensing magic)

Burdens: Your Cost

Every career has a drawback that creates story:

  • Mechanical penalty: -1 or -2 to certain rolls
  • Narrative limitation: You can't own property, for example
  • Compulsion: You must act a certain way
  • Social stigma: NPCs react negatively to you

Career List

Below are the available careers. Click on any to see detailed actions, examples, and advancement paths.

🌪️

Drifter

Forma

Wanderers who survive on the fringes of domains.

Signature Skills

SurvivalSubterfuge
Hardened

Ignore the first Wound penalty in any scene. You've learned to push through pain.

⚠️ Rootless

You cannot own property or gain status in settled domains. Stability feels like a cage.

What You Can Do

Track creatures across hostile terrain
Find food and shelter in empty wastelands
Move through settlements without drawing attention
Escape pursuit through wilderness routes
Survive exposure to strange domain effects
Read the weather and signs of danger

🎯 Path to Advancement

Advance to: Ranger

Requirements:

  • Complete 3 solo survival missions
  • Survive a domain's awakening without aid
  • Master a specific wilderness (mountains, swamp, etc.)
📚

Scholar

Anima

Keepers of lost knowledge and ancient texts.

Signature Skills

LoreInvestigation
Linguist

Can decipher any written text with a successful Anima test. +1 max Reverie.

⚠️ Sedentary

-2 dice on physical endurance tests (forced marches, holding breath). Books over boots.

What You Can Do

Decode ancient ruins and inscriptions
Research domain history and lore
Cross-reference information from multiple sources
Teach NPCs about lost civilizations
Discover patterns in seemingly random knowledge
Translate Partisan or domain languages

🎯 Path to Advancement

Advance to: Archivist

Requirements:

  • Unlock 5 significant lore secrets
  • Establish a library or knowledge cache
  • Become trusted by an ancient NPC
⚔️

Sentinel

Forma

Protectors, soldiers, and bodyguards.

Signature Skills

Martial ProwessTactics
Guardian

Once per round, you may take a hit intended for an adjacent ally.

⚠️ Duty Bound

Must test Anima to retreat from a fight or abandon a charge. Your oath has teeth.

What You Can Do

Lead combat formations
Guard NPCs through dangerous territory
Train militia or bodyguards
Identify tactics in enemy positioning
Hold the line against overwhelming odds
Coordinate group defense strategies

🎯 Path to Advancement

Advance to: Warlord

Requirements:

  • Protect an NPC or faction through 5 crises
  • Win a major battle or siege
  • Command troops of 10+ combatants
🎨

Artisan

Forma

Creators who shape matter and meaning.

Signature Skills

CraftPerception
Masterwork

Items you craft have +1 Durability or +1 Quality. Your hands leave their mark.

⚠️ Perfectionist

Will not use shoddy tools (-1 die if forced to). You know quality work demands quality materials.

What You Can Do

Repair damaged weapons or armor
Create custom gear tailored to specific needs
Improve existing tools with creative modifications
Teach others basic crafting skills
Identify quality of craftsmanship in objects
Build fortifications or domain improvements

🎯 Path to Advancement

Advance to: Artificer

Requirements:

  • Craft 10 significant items
  • Create something imbued with domain blessing
  • Establish a workshop or forge
🎭

Charlatan

Umbra

Masters of deception and social engineering.

Signature Skills

MendacityPersuasion
Silver Tongue

Reroll one failed social die per session. A smile costs nothing.

⚠️ Infamous

-2 dice on initial trust rolls with authorities. Your reputation precedes you.

What You Can Do

Forge documents or identities
Create elaborate cover stories
Manipulate NPCs into revealing secrets
Run cons on corrupt officials
Impersonate authority figures convincingly
Read and exploit psychological weaknesses

🎯 Path to Advancement

Advance to: Mastermind

Requirements:

  • Successfully run 3 major cons
  • Manipulate a faction's leadership
  • Maintain a false identity for 5+ sessions

Mystic

Reverie

Those touched by the raw energy of the Flux.

Signature Skills

OccultWillpower
Sight

Can sense magical auras automatically. The Flux whispers its secrets to you.

⚠️ Haunted

The Flux whispers to you. GM can impose a hallucination once per session.

What You Can Do

Sense domain blessings and curses
Communicate with entities from the Flux
Channel raw magical energy for effects
Identify cursed objects or locations
Perform rituals requiring occult knowledge
Resist or exploit domain properties

🎯 Path to Advancement

Advance to: Sorcerer

Requirements:

  • Gain 3 Potentials from Flux interaction
  • Survive a domain awakening
  • Complete a dangerous ritual successfully
🏹

Ranger

Forma

Expert hunters and wilderness guides. A step beyond the Drifter.

Signature Skills

SurvivalMarksmanship
Tracker Supreme

Can track creatures across any terrain, even through magical interference. Once per session, reroll a failed tracking check.

⚠️ Lone Wolf

-1 die on group coordination tests. You're used to working alone.

What You Can Do

Hunt dangerous creatures across domains
Establish safe routes through wilderness
Scout ahead and report back with intelligence
Train hunting parties
Create survival caches
Negotiate with wild NPCs

🎯 Path to Advancement

Advance to: Beastmaster

Requirements:

  • Hunt 5 domain-specific creatures
  • Tame a wild creature permanently
  • Map out a previously unknown region
🏛️

Archivist

Anima

Curators of history who preserve and organize knowledge. Scholar's evolution.

Signature Skills

LoreInvestigation
Living Library

You can recall any fact you've learned. +2 max Reverie. Establish a permanent archive location.

⚠️ Obsessive

Must spend at least 1 hour per day recording information. You cannot let knowledge slip away.

What You Can Do

Establish and maintain a library or archive
Mentor younger scholars
Authenticate historical artifacts
Dispute false historical claims with evidence
Organize knowledge for other researchers
Discover connections between disparate lore

🎯 Path to Advancement

Advance to: Sage

Requirements:

  • Maintain an archive with 50+ documented secrets
  • Have 3+ NPCs rely on your knowledge
  • Solve a major mystery through research
👑

Warlord

Forma

Military leader and strategist. Sentinel's highest form.

Signature Skills

TacticsMartial Prowess
Command Presence

Allies within 10 hexes gain +1 to physical rolls. You are the heart of your army.

⚠️ Responsible

Take emotional damage (Fractures) when soldiers under your command are killed. Their deaths are your burden.

What You Can Do

Lead armies of 50+ combatants
Design and execute complex military strategies
Negotiate treaties and alliances
Establish military infrastructure (forts, barracks)
Train and discipline troops
Make life-or-death tactical decisions
⚙️

Artificer

Forma

Master craftsperson who imbues creations with power. Artisan advanced.

Signature Skills

CraftOccult
Enchanted Works

Items you craft can hold minor enchantments or domain blessings. Create objects that tap into magical forces.

⚠️ Demanding Materials

-2 dice to craft without rare or magical materials. Mundane supplies feel limiting.

What You Can Do

Infuse domain blessings into objects
Repair cursed or magical artifacts
Create tools for specific magical purposes
Design weapons for particular domain types
Establish a legendary workshop
Craft items that are permanent records or art
🕵️

Mastermind

Umbra

Architect of grand schemes. Charlatan who thinks bigger.

Signature Skills

MendacityPersuasion
Grand Design

Once per arc, orchestrate a plan affecting multiple factions simultaneously. You see moves three steps ahead.

⚠️ Marked

Authorities actively hunt you. Your schemes have cost people dearly.

What You Can Do

Orchestrate multi-faction conflicts
Build networks of informants and assets
Predict NPC behavior with eerie accuracy
Manipulate wars or political upheaval
Control information across entire domains
Execute plans that take months to unfold
🔮

Sorcerer

Reverie

Master of the Flux's raw power. Mystic's ultimate form.

Signature Skills

OccultWillpower
Master of Magic

Reroll failed Occult or Willpower tests 3x per session. Gain additional Potential slots (+2 max Potentials).

⚠️ Flux-Touched

NPCs instinctively fear or mistrust you. Become increasingly alien as you grow in power.

What You Can Do

Reshape domain properties through ritual
Teach others to channel the Flux
Create permanent magical effects
Communicate with Flux entities directly
Manifest domain blessings at will
Unravel domain curses
💊

Doctor

Anima

Healer and medical expert. Savior of lives.

Signature Skills

MedicineInvestigation
Hippocratic Oath

Can stabilize dying allies without a test once per session. Gain +2 to Medicine rolls when treating wounds.

⚠️ Oath-bound

Cannot refuse aid to the dying or injured, even enemies. Your oath constrains your freedom.

What You Can Do

Heal serious wounds and infections
Diagnose unknown diseases or domain sicknesses
Perform emergency surgery
Create medicines and remedies
Teach others medical knowledge
Understand how domain effects harm the body

🎯 Path to Advancement

Advance to: Sage

Requirements:

  • Heal 20+ individuals
  • Cure a unique domain-specific illness
  • Establish a clinic or hospital
💰

Merchant

Umbra

Trader and entrepreneur. The wheels of commerce turn by your hand.

Signature Skills

PersuasionSubterfuge
Business Sense

Always know the fair market price for any item. Negotiate prices down by 20%. Gain contacts in every major settlement.

⚠️ Debt

You owe favors to creditors. You gain an additional Ledger debt point per character creation.

What You Can Do

Buy and sell goods across domains
Identify valuable items at a glance
Negotiate with factions and merchants
Establish trade routes between domains
Manage inventory and supplies
Leverage economic pressure on NPCs

🎯 Path to Advancement

Advance to: Magnate

Requirements:

  • Conduct 20+ successful trades
  • Establish a trading company
  • Become wealthy enough to own property

Career Advancement & Ladders

As your Traveler grows through play, you can advance to more powerful careers. These represent specialization and mastery. Each advancement requires specific achievements and opens new abilities.

Career Progression Examples

Drifter → Ranger

After 3 solo survival missions and mastering a specific wilderness, the Drifter becomes a Ranger—not just surviving, but thriving and hunting in hostile lands.

Scholar → Archivist

When a Scholar establishes a library, unlocks major lore secrets, and becomes trusted by ancient NPCs, they ascend to Archivist—a living repository of knowledge.

Sentinel → Warlord

The Sentinel who commands armies, wins major battles, and takes responsibility for their troops becomes a Warlord—a true military leader.

Mystic → Sorcerer

When a Mystic gains multiple Potentials, survives domain awakenings, and performs dangerous rituals, they become a Sorcerer—master of the Flux itself.

Creating Custom Careers

Work with your Trickster (GM) to define a career that matches your character concept:

Custom Career Template

1. Name & Concept

What's your career called? What did you do before Nowhere Land?

2. Governing Essence

Which Essence best fits? (Forma for physical, Anima for mental, Umbra for social, Reverie for magical)

3. Two Signature Skills

Choose skills that reinforce your concept. These start at rank 1.

4. Boon (One Mechanical Advantage)

A bonus that feels earned: reroll a specific test once per session, +1 to a skill in certain situations, unique ability, etc.

5. Burden (One Limitation)

A drawback that balances power: -1 to certain rolls, a narrative restriction, a compulsion, social penalty, etc.

6. Advancement Path (Optional)

If designing for long campaigns, define what this career can advance to and what's required.