In Nowhere Land, domains are rarely isolated islands. They cluster, overlap, and influence one another in a vast cosmic web. Multi-domain mechanics govern how these realities interact, creating complex political landscapes and environmental hazards.
The Cosmic Web
Domain Clusters
Domains often form clusters—groups of 3-7 domains linked by stable portals or thematic resonance. Travelers moving through a cluster find that actions in one domain ripple through the others.
Cluster Types:
- Thematic Clusters: Domains sharing a concept (e.g., "The Rust Belt" - 5 industrial decay domains).
Effect: +2 to Knowledge checks regarding related domains. - Geographic Clusters: Domains physically connected by "The Bleed" (see below).
Effect: Travel time between domains is reduced by 50%. - Political Alliances: Domains united by treaty or conquest.
Effect: Reputation carries over between domains.
Boundaries & The Bleed
The Bleed Zone
Between closely linked domains lies The Bleed—a transitional zone where realities overlap. Here, the laws of physics are a compromise between two worlds.
Navigating The Bleed
The Bleed is not a void, but a chaotic mix of environments.
- • Survival TN: 15 (Standard) to 25 (Volatile)
- • Magic: All spells cost +1 Willpower to cast
- • Time: Flows at the average rate of both domains
Bleed Encounters
Creatures in The Bleed are often hybrids or refugees.
- • Hybrid Beasts: Combine traits from both bestiaries
- • Lost Travelers: Stuck between worlds
- • Reality Storms: Deal 2d6 damage/round (Type varies)
Cross-Domain Mechanics
Influence & Consequences
In a multi-domain campaign, the Trickster should track how major events echo across the web.
The Ripple Effect Table
| Event in Domain A | Consequence in Domain B (Linked) |
|---|---|
| Willpower Drop (-2 or more) | Weather becomes erratic; portals destabilize (TN +2 to open). |
| Ruler Deposed/Killed | Refugee crisis; prices for goods increase by 50%. |
| New Blessing Created | "Envy" manifests; NPCs demand similar power or seek to steal it. |
| Curse Lifted | The curse energy seeks a new home; random minor curse appears in Domain B. |
| Massive Fire/Destruction | Ash rain falls for 1d6 days; "Sympathetic Scars" appear on land. |
Campaign Structures
The Chain Campaign
Structure: Linear progression (A → B → C → D).
Theme: The Odyssey. The goal is at the end, but the path is blocked.
Key Mechanic: "The Key Hunt." Each domain holds the key (portal code, item, knowledge) to access the next.
The Hub & Spoke
Structure: Central safe haven (Hub) with portals to dangerous worlds (Spokes).
Theme: Colonization/Survival. Building a home base.
Key Mechanic: "Resource Extraction." Spokes provide specific resources (food, metal, magic) needed to upgrade the Hub.
The War of Worlds
Structure: Two or more faction-aligned domains in conflict.
Theme: Political Intrigue/Warfare.
Key Mechanic: "Frontlines." Portals are strategic chokepoints. Players must capture or defend them.
"To walk one world is a journey. To walk many is a tapestry. Be careful not to pull the wrong thread, lest the whole weave unravel."
— The Archivist of the In-Between
