Nowhere Land
Character Creation & Backstory

Character Creation & Backstory

Creating a Traveler in Nowhere Land is more than assigning numbers—it's crafting a living echo of who you were, who you are, and who you might become. This guide walks you through every step, from concept to first portal crossing.

Creation Checklist

  1. Step 1: Concept & Core Identity (Name, Age, Origin)
  2. Step 2: Background Statement (Descriptor, Type, Focus)
  3. Step 3: Set Essences (Forma, Anima, Umbra, Reverie, Drift)
  4. Step 4: Choose Careers & Skills
  5. Step 5: Weave Backstory (The Three Threads)
  6. Step 6: Define Arrival (How You Entered Nowhere Land)
  7. Step 7: Establish Connections (NPCs, Domains, The Count)
  8. Step 8: Select Starting Equipment
  9. Step 9: Create Your Echo Signature

Step 1: Concept & Core Identity

Who Were You?

Before mechanics, answer these foundational questions:

Identity Questions:

  • Name: What were you called? Does it still fit?
  • Age: How many years shaped you? (Youth 15-25, Prime 26-45, Elder 46+)
  • Origin: Earth era? Alternate reality? Born in Nowhere Land?
  • One-Sentence Concept: Who are you in 10 words or less?

Concept Examples:

  • • "A surgeon who failed to save their child"
  • • "Teenage graffiti artist fleeing gang violence"
  • • "Medieval knight searching for the Holy Grail"
  • • "Exiled noble from a dying domain"
  • • "Amnesiac who woke in The Passage"

Age & Starting Resources

Your age determines career slots, Reverie, and physical condition:

Age BracketCareersReverieModifiers
Youth (15-25)2-3+5-1 Forma (still growing)
Prime (26-45)4+2None
Elder (46-60)5+0-1 Forma
Ancient (61+)6-2-2 Forma, -1 Anima

Step 2: The Background Statement

I am a... who...

Your background is summarized in a single, powerful statement that defines your mechanical bonuses and narrative hook. It follows the structure: "I am a [Descriptor] [Type] who [Focus]."

Descriptor

An adjective describing your nature.

"Rugged", "Curious", "Indebted", "Native"

Type

A noun describing your role.

"Scholar", "Survivor", "Dreamer", "Collector"

Focus

A verb phrase describing your drive.

"Seeks Knowledge", "Escapes Reality", "Hunts Debts"

Mechanical Bonus: Each part of your statement can grant a +1 to an Essence or a free Skill rank. Preset backgrounds provide these automatically, while custom backgrounds allow you to negotiate bonuses and maluses with your GM.

Step 3: Understanding the Five Essences

The Soul's Architecture

Essences aren't mere stats—they're the pillars of your existence. Choose them to reflect your character's history and potential.

Forma (Physical)

Your body's integrity, strength, and endurance. Governs Athletics, Combat, Craftsmanship, Stealth.

High Forma (+3 to +5): Athlete, soldier, laborer, dancer

Anima (Mental)

Your mind's clarity, knowledge, and resilience. Governs Lore, Insight, Survival, Investigation.

High Anima (+3 to +5): Scientist, detective, philosopher, tactician

Umbra (Social)

Your presence, charisma, and social influence. Governs Persuasion, Deception, Conviction, Intimidation.

High Umbra (+3 to +5): Leader, actor, con artist, noble

Reverie (Imagination)

Your creative potential and connection to Nowhere Land's reality-warping nature. Ranges 0-10+.

High Reverie (5+): Dreamers, artists, children, madmen

Drift (Reality)

Your anchor to the real world and resistance to domain influences. High Drift makes you powerful but less human.

High Drift (3+): Domain-born, the lost, the forever changed

Step 4: Weaving Backstory - The Three Threads

Narrative Construction

Every compelling Traveler has Three Threads—narrative anchors that drive decisions and create drama:

Thread 1: The Wound

What broke you? A past trauma, failure, or loss that defines your fears and limitations. This creates vulnerability and depth.

Examples:

  • • "I watched my family burn in a house fire I caused"
  • • "I betrayed my best friend for power"
  • • "I failed to solve a murder, and the killer struck again"
  • • "I was abandoned as a child in a foreign city"

Mechanical Effect: Pick one Essence at -1 (or increase existing penalty). This reflects your Wound's impact.

Thread 2: The Drive

What pushes you forward? Your goal, obsession, or purpose. This creates direction and motivation.

Examples:

  • • "Find a way back to Earth to reunite with my daughter"
  • • "Prove I'm worthy of redemption"
  • • "Discover who The Count truly is"
  • • "Build a domain where no one is ever abandoned"

Mechanical Effect: When acting toward your Drive, gain +1 to relevant Essence checks.

Thread 3: The Mystery

What don't you understand? An unanswered question about yourself, your past, or Nowhere Land. This creates curiosity and plot hooks.

Examples:

  • • "Why do I remember dying, but I'm still here?"
  • • "Who left me the map with my name circled on it?"
  • • "Why does The Count flinch when he sees my face?"
  • • "What language am I speaking in my sleep?"

Mechanical Effect: Work with Trickster to create revelations. Each solved Mystery grants +1 Reverie permanently.

Complete Example: Vesper Thorne

  • Wound: Failed to save patient during surgery; haunted by guilt (-1 Anima)
  • Drive: Find cure for incurable disease in Nowhere Land's domains
  • Mystery: Why do domains' Blessings heal her scars but not her patients'?

Step 5: How Did You Arrive?

Entry Methods

Choose how you entered Nowhere Land (or roll 1d10):

d10Entry MethodStarting Condition
1Pursued: Ran from danger, found portalStart with -1 Forma (exhausted)
2Summoned: The Count pulled you throughStart with 3 Ledger debt
3Seeking: Deliberately searched for portalsStart with map of 3 domains
4Lost: Wandered in by accidentStart with amnesia (slowly recalls)
5Died: Portal appeared at death momentStart with "Death Scar" (visible mark)
6Dreamed: Fell asleep, woke hereStart with +2 Reverie
7Bargained: Made deal with entityStart with Curse (-2 to chosen Essence)
8Born Here: Native TravelerKnow Partisan fluently, +1 Lore
9Experiment: Science project gone wrongStart with scientific equipment
10Mystery: Don't remember arrivingTrickster creates secret origin

Step 8: Your Echo Signature

The Mark You Leave

Every Traveler leaves an Echo Signature—a unique sensory trace when using Potentials or interacting with domains. This is your character's aesthetic fingerprint.

Creating Your Signature:

Choose 2-3 sensory elements:

  • Visual: Color, light pattern, shadow shape
  • Auditory: Sound, music, whisper
  • Olfactory: Scent, aroma, stench
  • Tactile: Temperature, texture, vibration
  • Emotional: Feeling others sense in your presence

Echo Signature Examples:

  • Vesper Thorne: Faint smell of antiseptic, cold blue light, sense of clinical precision
  • Corvus Black: Shadow of raven wings, sound of paper rustling, taste of ink
  • Kael Sunburst: Warmth like summer noon, golden shimmer, scent of heated metal

Character Creation Worksheet

Name: ___________________________

Age Bracket: Youth Prime Elder Ancient

Background Statement: I am a [__________] [__________] who [__________].

Essences: Forma ___ | Anima ___ | Umbra ___ | Reverie ___ | Drift ___

Careers: _________________, _________________, _________________

The Wound: ___________________________________________________________

The Drive: ___________________________________________________________

The Mystery: ___________________________________________________________

Arrival Method: ___________________________________________________________

Echo Signature: ___________________________________________________________

"You are not who you were. You are not yet who you will be. You are the echo in between—and that is where power lives."

— The Count, to every new Traveler