NOWHERE LAND
PART 08 · PART VIII: CREATION & TRADE
Crafting & Forging

Crafting & Forging

In Nowhere Land, the tools you carry may save your life—and the tools you make may define your legacy. From simple repairs around the campfire to forging legendary weapons in domain forges, crafting rewards preparation, patience, and the willingness to work with strange materials.

Crafting Overview

Crafting transforms raw materials into useful equipment. The system rewards characters who invest in crafting skills while remaining accessible to occasional crafters.

Crafting Requirements

Every crafting project needs:

  • Materials: Raw ingredients worth roughly half the item's value
  • Tools: Appropriate tools for the craft (provides +2 dice)
  • Time: Based on item complexity and value
  • Skill: Relevant Craft specialization or related skill
  • Workspace: Adequate space (camp, workshop, or forge)

The Crafting Roll

Roll: Anima + Craft (or specialized craft skill)

Success (≥ TN): Item created as intended.

Near Miss (TN-3 to TN-1): Item created but with a flaw. -1 to one property.

Failure (below TN-3): Materials ruined. Half materials salvageable.

Critical Success (+10 over TN): Exceptional quality. +1 to one property.

Crafting Time Table

Item ValueBase TimeTNExamples
1-10 silver1 hour8Torch, simple tool, rope
11-50 silver4 hours10Quality clothing, simple weapon
51-200 silver1 day12Standard weapon, light armor
201-500 silver3 days14Quality weapon, medium armor
501-1000 silver1 week16Heavy armor, precision tools
1000+ silver2+ weeks18+Masterwork items, complex devices

Basic Crafting

Basic crafting covers everyday items, repairs, and simple modifications. Anyone with a Craft skill can attempt these.

Craft Specializations

Common Craft Skills

Blacksmithing

Weapons, armor, metal tools, horseshoes, locks

Woodworking

Bows, shields, furniture, carts, buildings

Leatherworking

Armor, bags, boots, belts, bindings

Tailoring

Clothing, cloaks, tents, sails, bandages

Alchemy

Potions, poisons, acids, explosives, dyes

Jewelcrafting

Jewelry, precision work, gem cutting

Engineering

Traps, machines, clockwork, siege weapons

Cooking

Preserved rations, medicines, feast preparation

Field Crafting

Crafting Without a Workshop

When crafting in the field (camp, wilderness, dungeon):

  • +2 to TN for all crafting checks
  • Time increased by 50%
  • Complex items (500+ silver) may be impossible
  • Must have portable tools (toolkit weighs 5 lbs)

Field repairs are usually possible. Field creation of new items should be limited to simple necessities like torches, splints, or improvised weapons.

Forging & Smithing

Forging is the premier craft for weapons and armor. A skilled smith can create equipment that matches or exceeds merchant quality, and with special materials, produce truly exceptional gear.

The Forging Process

  1. Material Preparation: Smelt ore or prepare metal stock (4 hours for weapon-worth).
  2. Heating: Bring metal to working temperature. Requires forge and fuel.
  3. Shaping: The primary crafting roll. Multiple sessions for complex items.
  4. Tempering: Heat treatment for hardness. Additional check for quality weapons.
  5. Finishing: Grinding, polishing, adding handles/fittings.
  6. Testing: Optional. Confirm weapon properties.

Weapon Forging Table

Weapon TypeTimeTNMaterials
Dagger/Knife4 hours101 lb iron, wood/bone handle
Sword (short)1 day122 lb iron/steel, leather grip
Sword (long)2 days144 lb steel, leather, brass
Axe (battle)1 day123 lb iron, hardwood shaft
Spear4 hours101 lb iron, ash shaft
Mace/Hammer1 day124 lb iron, hardwood shaft
Greatsword4 days168 lb steel, premium materials

Armor Forging Table

Armor TypeTimeTNMaterials
Padded/Quilted2 days10Heavy cloth, padding
Leather3 days12Cured hide, rivets
Studded Leather4 days12Leather, metal studs
Chain Shirt1 week1410 lb iron wire
Chain Mail2 weeks1625 lb iron wire, padding
Scale Mail2 weeks1420 lb metal scales, backing
Plate (partial)3 weeks1830 lb steel, leather, brass
Plate (full)6 weeks2050 lb steel, custom fitted

Special Materials

The domains of Nowhere Land contain materials unknown to the waking world. These exotic substances can create equipment with extraordinary properties.

Domain Materials

Resonant Steel

Steel that has absorbed domain energy. Weapons: +1 damage vs. domain creatures. Armor: +1 DR vs. supernatural attacks. Cost: 5x normal. Found in: Forges touched by domain rifts.

Null Glass

Crystallized void energy. Weapons: Ignore 1 point of supernatural protection. Fragile (shatters on critical miss). Cost: 10x normal. Found in: Edge of reality zones.

Partisan Bone

Bones from domain rulers. Weapons: Can harm incorporeal creatures. May carry the Partisan's echoes. Cost: Priceless—must be claimed. Found in: Partisan remains.

Memory Metal

Metal that remembers its shape. Repairs itself overnight if broken (not destroyed). Cannot be reforged. Cost: 8x normal. Found in: The Encyclopedist's domain.

Ember Iron

Iron infused with perpetual heat. Never rusts. Can ignite flammables on critical hit. Burns undead (+1 damage). Cost: 4x normal. Found in: Volcanic domains.

Echo Silver

Silver that resonates with truth. +2 to detect lies while wearing. Weapons deal +2 damage to shapeshifters. Cost: 6x normal. Found in: Mirror domains.

Working Special Materials

Special materials are harder to work:

  • +2 to TN for all crafting checks
  • Time doubled (material resists shaping)
  • Failure may destroy the material entirely
  • May require domain-specific techniques or tools

Tip: Seek out master crafters in domains where the material originates. They often know secrets that reduce difficulty.

Partisan Crafting

Creating items imbued with domain energy requires more than skill—it requires understanding of the Partisan forces that shape Nowhere Land.

Imbuing Items with Essence

To create an Essence-touched item:

  1. Gather Materials: Include at least one component from a domain aligned with the desired effect.
  2. Prepare the Workspace: Crafting must occur in a location with matching domain resonance, or use a ritual to invoke it.
  3. Invest Essence: The crafter must permanently sacrifice 1 Essence point of the matching type during creation.
  4. Extended Crafting: Time is doubled. The crafter makes checks each day; 3 successes required.
  5. Bind the Effect: Final Anima + Craft check at TN 16 to seal the enhancement.

Partisan Enhancements

EnhancementEssenceEffect
FortifiedForma+1 Damage Reduction (armor) or +1 damage (weapon)
KeenAnima+1 to attack rolls or +1 to skill checks when used
UnseenUmbra+2 to Stealth while worn/wielded
DreamingReverieItem can shift appearance at will (cosmetic only)
WardingAny+2 to resist one specific hazard type

Alchemy & Potions

Alchemy transforms raw ingredients into potent consumables. Unlike permanent equipment, alchemical creations are meant to be used—and used up.

Brewing Potions

Roll: Anima + Alchemy

Workspace: Requires alchemical kit (50 silver, 3 lbs) or laboratory

Time: 1 hour per 25 silver value (minimum 1 hour)

Batch Production: Make up to 3 identical potions in one session at 1.5x time

Shelf Life: Most potions last 1 month. Poorly made (-3 TN margin) last 1 week.

Common Potions

PotionTNCostEffect
Healing Draught1025sHeal 2 Wounds immediately
Antitoxin1015s+4 to resist poison for 1 hour
Energy Tonic1230sRemove 2 Exhaustion
Firebomb1240sThrown weapon, 2 Wounds fire, 2-hex splash
Smoke Bomb1020sCreates 3-hex smoke cloud for 3 rounds
Truth Serum1475sTarget must pass Umbra TN 14 or cannot lie for 10 min
Essence Restorative16100sRestore 1 point to chosen Essence
Blade Venom1450sCoat weapon: +2 Wounds on next 3 hits

Repairs & Maintenance

Equipment degrades with use, especially in the hostile domains of Nowhere Land. Regular maintenance extends equipment life; repairs restore damaged gear.

Equipment Wear

Equipment accumulates Wear through use:

  • Weapons gain 1 Wear per combat session or per critical miss
  • Armor gains 1 Wear per significant hit taken (3+ Wounds blocked)
  • Tools gain 1 Wear per day of heavy use
  • Domain exposure may add extra Wear (rust storms, acid rain)

Wear Effects: At 3 Wear, -1 to item's main function. At 5 Wear, item is damaged and may break on critical miss. At 7+ Wear, item is broken and unusable.

Repair Checks

Roll: Anima + appropriate Craft skill

Minor Repair (1-2 Wear): TN 8, 1 hour, no materials needed

Standard Repair (3-4 Wear): TN 10, 4 hours, materials worth 10% item value

Major Repair (5-6 Wear): TN 12, 1 day, materials worth 25% item value

Restoration (7+ Wear): TN 14, 2+ days, materials worth 50% item value

Field Repairs: +2 TN without proper tools. Cannot reduce Wear below 2 in field conditions.

Masterwork Items

True masters of their craft can create items that transcend ordinary quality. Masterwork items represent the pinnacle of mundane craftsmanship.

Creating Masterwork Items

Requirements:

  • Skill: Craft skill at +4 or higher
  • Materials: Finest quality (3x normal cost)
  • Time: 3x normal crafting time
  • Workspace: Proper workshop or forge (not field)

The Roll: TN is +4 above normal for that item. Success creates a masterwork. Critical success creates an exceptional masterwork (+2 to main function instead of +1).

Masterwork Benefits

Item TypeMasterwork Bonus
Weapon+1 to attack rolls OR +1 damage
Armor+1 DR OR -1 to skill check penalties
Shield+1 to defensive maneuvers
Tools+3 dice instead of +2 when using
Clothing+1 to social checks in appropriate context
AnySlower Wear accumulation (requires 2 hits per Wear)