Drift (La Dérive) measures how far a character has strayed from their original reality. Inspired by Situationist theory, Drift represents the psychological and metaphysical displacement experienced by Travelers in Nowhere Land. The more you drift, the more powerful you become—but the harder it is to return home.
What is Drift?
When you cross portals, linger in domains, and use the Potential of Nowhere Land, the territory begins to claim you. Like Karasumori in Kekkaishi, Nowhere Land reinforces those who belong to it. Your Drift is a measure of how much you've become part of this impossible geography.
Low Drift means you're still tethered to the Outside—the real world. You can use Imagination freely, but Potentials are expensive and limited.
High Drift means you've become attuned to Nowhere Land. Potentials flow naturally, but Imagination costs soar. At maximum Drift, you become a Settler—forever bound to this realm.
The Drift Scale
Drift is rated from 0 to 10. At 0, you're fully grounded in the Outside. At 10, you've become a Settler—native to Nowhere Land, unable to return.
| Drift | Name | Effect |
|---|---|---|
| 0 | Grounded | Fully connected to the Outside. Cannot use Potentials. No Drift substitution. |
| 1 | Displaced | Can substitute Drift for any Essence once per scene. +1 Imagination cost for Potentials. |
| 2 | Wandering | Drift substitution twice per scene. +1 Imagination cost. Begin feeling "at home" in Nowhere Land. |
| 3 | Adrift | Can add Drift to rolls when Exalted in a domain. +2 Imagination costs. Dreams shift toward Nowhere Land. |
| 4 | Lost | Drift substitution unlimited. +2 Imagination costs. Memories of the Outside begin to fade. |
| 5 | Severed | Cannot voluntarily leave current domain without assistance. +3 Imagination costs. |
| 6 | Rooted | Domain Potentials cost -1 Imagination (min 1). Cannot return to Outside without lowering Drift first. |
| 7 | Entangled | Add Drift to all Potential checks. The Count recognizes you as "claimed by the territory." |
| 8 | Claimed | Domains respond to your presence. Can sense portals within 1 mile. Maximum Imagination reduced by 1. |
| 9 | Consumed | Gain one permanent Domain Potential. Cannot leave Nowhere Land. Reverie maximum halved. |
| 10 | Settler | Full Settler status. No Imagination/Reverie. Maximum Potential power. Native to Nowhere Land forever. |
The Abyss: Death's Domain
Portal Drift & The Risk of the Abyss
At Maximum Drift (10), crossing portals becomes extraordinarily dangerous. The territory claims you so completely that reality itself may reject your passage—casting you into The Abyss, the last known domain of Nowhere Land, a place of nightmare where the desperate and the doomed go.
Portal Drift Check:
When crossing a portal with high Drift, roll a die based on your Drift level. If you roll the maximum value, you drift to an unintended destination—and at Drift 9-10, you may be cast into The Abyss.
| Drift Level | Die Rolled | Drift on Max |
|---|---|---|
| 0-4 | No roll needed | Safe passage |
| 5-6 | d100 | On 100: Different destination |
| 7 | d20 | On 20: Different destination, possibly hostile |
| 8 | d12 | On 12: Random domain, hostile arrival |
| 9 | d6 | On 6: The Abyss (50%) or random domain |
| 10 | d4 | On 4: The Abyss guaranteed |
The Abyss: Domain of Nightmare
The Abyss (L'Abîme) is the final domain—a place where the desperate go, where those without solutions find themselves, where the territory of Nowhere Land consumes those who have drifted too far. It manifests as a rock swamp shrouded in perpetual twilight, buzzing with insects of all sizes: flies, butterflies, beetles, moths—some as large as horses, others microscopic.
When a character at maximum Drift crosses a portal and triggers the Abyss, they vanish from all known detection. No Potential can locate them. No portal leads directly there. They are nowhere to be found—even by the Count's gaze. The character enters their own final trial.
The Final Trial:
In the Abyss, the character must find the legendary Fountain of Abyss—the place where wishes are made. But beware: the Fountain is not what it seems. It is actually a deep well, and many "fountains" scattered throughout the swamp are false—poisonous pools that attract monstrous insects to burrow into those who drink from them.
Escaping the Abyss
✓ Finding the True Well
If a character finds and enters the true Fountain of Abyss (the well), they emerge alive in a random portal land domain with their Drift reset to 0. They return changed—most who escape think of their time in the Abyss as a dream or nightmare. Only players, the Count, the Encyclopedist, the Doctor, and Khore retain full memory of Abyss experiences.
✗ Death in the Abyss
Characters who die in the Abyss are dead forever. There is no resurrection, no bargain with the Count, no wish that can restore them. The Abyss consumes them entirely. Even drinking from a false fountain—letting the insects enter—leads to a fate worse than death.
The Only Resurrection: The only way to resurrect someone who has died (outside the Abyss) is to wish at the true Fountain of Abyss. This forms the heart of many desperate quests—to bring back a loved one, a leader, a child. The quest for the Fountain is central to the rivalries between the Encyclopedist, the Doctor, the Count, and Khore.
The Fountain Quest: Key Campaign Hook
The search for the Fountain of Abyss is one of the main quests for Travelers who know of Nowhere Land but haven't found a way out. It represents:
- • The Encyclopedist's greatest gap: She has documented almost everything—except the Abyss's true nature
- • The Doctor's obsession: What illness could he cure if he understood death's domain?
- • The Count's mystery: Does he know the Fountain's location? Why won't he say?
- • Khore's desperation: What would the eternal wanderer wish for?
Campaign Seed: "There and Back Again"
A depressed student who lost his girlfriend seeks the Fountain to bring her back—an Orpheus and Eurydice journey through Nowhere Land. The players follow him in, discover the truth about the Abyss, and must decide: help him complete his Faustian wish, or convince him to let go?
Drift Substitution
Using Drift as an Essence
At Drift 1 or higher, you may substitute your Drift rating for any Essence (Forma, Anima, Umbra, or Reverie) on a single check. The domain itself assists you—vines reach out to catch you, winds push you forward, reality bends to your will.
⚠️ Critical: Skills Do Not Apply
When using Drift substitution, your skill bonuses do not apply. You are not using your trained abilities—the domain is acting through you. The territory does not know your craft; it simply bends reality to achieve the result.
This is both a power and a limitation: Drift substitution gives you raw dice equal to your Drift rating, but without the refinement of learned skills. A master swordsman using Drift to fight wields only the domain's crude force, not their years of training.
💡 Strategic Implication: Skill Progression
Skills improve through meaningful use—when you push yourself, fail on a Reach, or take wounds while attempting difficult tasks. Using Drift substitution bypasses this learning process. You succeed through the domain's power, not your own growth. Players who rely heavily on Drift may find their skills stagnating, while those who risk their own Essences grow stronger over time.
Drift Substitution Limits:
- Drift 1-2: Once per scene
- Drift 3: Twice per scene, or add Drift bonus when Exalted
- Drift 4+: Unlimited substitution
🎭 Example:
Mira (Forma +1, Athletics +2, Drift 4) needs to leap across a 20-foot chasm. Normally she'd roll Forma +1 plus Athletics +2 = 3 dice. Using Drift substitution, she says: "I feel the domain pulling me—the vines reach toward me, the wind pushes at my back." She rolls only her Drift 4 (4 dice)—her Athletics skill doesn't apply. The domain carries her, but she doesn't learn anything from the experience.
How Drift Increases
Drift accumulates naturally as you spend time in Nowhere Land and interact with its forces:
| Activity | Drift Gain |
|---|---|
| Cross a portal (any direction) | +1 Drift |
| Spend one week in a single domain | +1 Drift |
| Become Exalted in a domain | +1 Drift |
| Use 3+ Potentials in one session | +1 Drift |
| Kill or Exalt a Genii/domain entity | +1 Drift |
| Accept a major gift from the Count | +1 to +3 Drift |
| Domain Expansion (Zekkai) | +1 Drift |
Reducing Drift: Cartography & Understanding
Mapping Nowhere Land
The key to resisting Drift is understanding. When you map territories, document creatures, and comprehend the logic of domains, you anchor yourself against the pull of Nowhere Land. This is why the Encyclopedist, the Doctor, and even the Count maintain their sanity despite centuries in this realm—they understand where they are.
Like the journeying mechanics in Ryuutama and Mappa Mundi, exploration and documentation are meaningful gameplay in Nowhere Land.
Drift Reduction Activities
| Activity | Drift Reduction |
|---|---|
| Complete map of a domain's geography | -1 Drift |
| Document 5 species of flora/fauna | -1 Drift |
| Understand a domain's Willpower patterns | -1 Drift |
| Discover a portal's activation conditions | -1 Drift |
| Complete bestiary entry for a domain | -1 Drift |
| Establish Bastion with cartography room | -1 Drift (one-time) |
| Meditation, prayer, yoga (extended, several hours) | -1 Drift |
| Study the land, ponder ecosystem (during rest) | -1 Drift |
| Study with the Encyclopedist (one arc) | -2 Drift |
| Study with the Doctor (one arc) | -1 Drift + medical knowledge |
| Bargain with the Count for understanding | Variable (Ledger cost) |
Skill Progression and Drift
How Skills Improve
Skills in Nowhere Land improve through meaningful struggle—similar to Basic Roleplaying games like Call of Cthulhu. When you push yourself to the limit, risk harm, and truly test your abilities, you learn and grow. Drift substitution bypasses this growth entirely.
📝 Marking Skills for Improvement
Mark a skill for potential improvement when any of the following occur:
- • Wound on Push: You Push a skill check and take a Wound as a consequence
- • Fail on Reach: You Reach for extra dice and fail the check
- • Critical Success: You roll maximum results (all 6s) on a skill check
- • Meaningful Failure: You fail a check at a dramatically significant moment
🎯 Skill Advancement Threshold
Each skill has a Mark Threshold based on its current rank:
| Skill Rank | Marks Needed | Additional Requirement |
|---|---|---|
| 0 → 1 | 3 marks | None (basic training) |
| 1 → 2 | 5 marks | Practice or project |
| 2 → 3 | 7 marks | Complete a related project |
| 3 → 4 | 9 marks | Mentor or extended training |
| 4 → 5 | 12 marks | Master-level project |
Note: Even with all marks filled, advancement requires completing the additional requirement during downtime or as part of a project. Marks make advancement faster, not automatic.
⚠️ Drift Substitution: No Marks
When you use Drift substitution instead of your natural Essence + Skill, you cannot mark that skill. The domain does the work, not you. This creates a fundamental trade-off: use Drift for immediate power, or use your own abilities to grow stronger over time.
Drift and Imagination Costs
The Price of Power
High Drift grants power but makes Imagination expensive. As you become more attuned to Nowhere Land's instinctual Potential, the conscious effort of Imagination becomes harder:
| Drift Level | Imagination Cost Modifier |
|---|---|
| 0-2 | Base cost (no modifier) |
| 3-4 | +1 to all Imagination/Reverie costs |
| 5-6 | +2 to all costs |
| 7-8 | +3 to all costs |
| 9-10 | Cannot use Imagination; Potentials become instinctual (free but uncontrollable) |
At Drift 6+, Domain Potentials cost -1 Imagination (minimum 1), partially offsetting this penalty. The domain rewards those who belong to it.
The Seven Techniques of Potential
Drawing inspiration from the Kekkai techniques of Kekkaishi, characters with Potentials can learn seven fundamental techniques. Each represents a different way of channeling Nowhere Land's power:
方囲 Hoi (The Ward)
Create a protective barrier around yourself or an area.
Cost: 1 Imagination | Duration: 1 scene
上昇 Jōso (The Ascent)
Enhance movement, speed, or physical capabilities temporarily.
Cost: 1 Imagination | Duration: 1 minute
結 Ketsu (The Bind)
Create a constraining field that traps or holds a target.
Cost: 2 Imagination | Check: Contested Arcane Resonance
解 Kai (The Release)
Dispel supernatural effects, break bindings, neutralize Potentials.
Cost: 1-3 Imagination (based on target power)
滅 Metsu (The Destruction)
Offensive Potential technique—direct destructive force.
Cost: 2 Imagination | Damage: Drift wounds
天結 Tenketsu (Heaven's Bind)
Large-scale territory effect affecting an entire area.
Cost: 4 Imagination | Area: 100ft radius
絶界 Zekkai (The Absolute Territory / Domain Expansion)
Create a personal domain—a space where your Drift becomes the law. Like Domain Expansion in Jujutsu Kaisen, this is the ultimate expression of Potential.
Cost: 5+ Imagination + 1 Wound | Requires: Drift 7+ | Duration: 1 minute
Polarity: Metsu vs Ketsu
At character creation or when first learning Potentials, characters develop an affinity toward one of two polarities:
滅 Metsu Affinity (Destruction)
Offensive Potentials cost -1 Imagination
Defensive/Binding Potentials cost +1 Imagination
結 Ketsu Affinity (Binding)
Defensive/Control Potentials cost -1 Imagination
Offensive Potentials cost +1 Imagination
Characters may also choose Balanced polarity with no cost modifiers.
Domain Expansion (Zekkai)
Creating Your Territory
At Drift 7 or higher, you may attempt Domain Expansion (Zekkai)—creating a temporary personal domain where your will shapes reality:
Domain Expansion Requirements:
- Drift: 7 or higher
- Cost: 5 Imagination + 1 Wound
- Area: 30ft radius centered on you
- Duration: 1 minute or until concentration broken
Within Your Domain:
- ✓ All your checks use Drift instead of Essence
- ✓ Enemies suffer -2 to all checks
- ✓ You sense all creatures and objects within
- ✓ Domain Potentials cost no Imagination
- ⚠️ Using Domain Expansion grants +1 Drift at session end
Settlers: The Final Stage
Those Who Belong
Settlers (Les Établis) are those who have reached Drift 10 or were born in Nowhere Land. They have no Imagination—no connection to the dreaming creativity of the Outside—but possess instinctual mastery of Potential.
This is why Settlers are dangerous: they don't think about using Potentials. The power flows through them as naturally as breathing. But they also cannot return to the Outside. They are forever bound to Nowhere Land.
Settler Characteristics:
- ✓ No Imagination/Reverie (reduced to 0)
- ✓ Potentials are instinctual (no cost, but less controlled)
- ✓ Domain Potentials work anywhere in Nowhere Land
- ✓ Can sense all portals in current domain
- ✓ Immune to certain domain Curses
- ✓ Can communicate directly with domain Willpower
- ⚠️ Cannot voluntarily leave Nowhere Land
- ⚠️ Physical appearance may change to reflect adopted domain
Drift Resets: Crossing Boundaries
Drift at Realm Boundaries
Drift isn't just about time spent in Nowhere Land—it's about crossing the threshold. The boundary between the Outside and Nowhere Land resets your metaphysical state:
🌍 Returning to the Outside
When you leave Nowhere Land and fully enter the Outside world, your connection to the territory is severed. Your Drift immediately resets to 0.
Effects:
- • Drift → 0 (immediate)
- • Potentials become dormant
- • Domain Blessings suspended
- • Count's Ledger debts REMAIN
🌀 Entering Nowhere Land
When you cross a portal into Nowhere Land, the territory immediately begins claiming you. Your Drift resets to 1 (if it was 0).
Effects:
- • Drift → 1 (minimum)
- • Can use Drift substitution
- • Potentials reawaken
- • Territory begins sensing you
⚠️ Important Clarification:
The reset to 1 only applies when entering from the Outside. Crossing portals between domains within Nowhere Land still grants +1 Drift as normal—it doesn't reset to 1.
Drift in the Outside World
Living in the Outside
When a Traveler returns to the Outside (the real world), their connection to Nowhere Land is severed:
- Immediate Reset: Drift drops to 0 upon full arrival in the Outside
- Dormant Potentials: All Potentials become unusable (not just expensive—dormant)
- Fading Blessings: Domain Blessings and Exaltation effects are suspended
- Count's Ledger: Debts REMAIN (dreams, compulsions, hallucinations)
- Exalted Marks: Still visible to those with Arcane Resonance
This is why many Travelers return to Nowhere Land even after escaping: their Potentials fade entirely, but the Count's debts remain. The Outside feels empty, colorless. They dream of impossible geometries and wake reaching for portals that aren't there. And when they finally cross back... Drift 1. The cycle begins anew.
Drift vs. Count's Ledger
Two Different Debts
Drift and the Count's Ledger are separate but related mechanics:
Drift
Your connection to Nowhere Land itself
Increases through presence and action
Decreases through understanding
Affects Potential power and costs
Can prevent you from leaving
Count's Ledger
Your debt to the Count specifically
Increases through deals and favors
Decreases through payment/service
Grants artifacts like the Fanal
Follows you even in the Outside
The Fanal: A gift from the Count—a lantern-like object that, when placed on a dwelling, repels Nowhere Land creatures (including Settlers, but not Travelers). All Count-given objects bear a crown symbol. The Doctor's gifts bear an eye symbol; the Encyclopedist's bear a scroll.
Character Advancement & Drift
In Nowhere Land, there are no experience levels. Instead, advancement comes through:
- 🏛️Great Works: Creating something lasting—a Bastion, an alliance, a mapped domain. Each Great Work advances a Career or grants a new Boon.
- ⏳Downtime Projects: During rest periods, invest in skills, relationships, or understanding. Completed projects grant skill points or Drift reduction.
- ✨Exaltation: Becoming Exalted in a domain grants permanent Blessings and new Potentials, but also increases Drift.
- 💀Domain Victory: Killing or claiming a domain's Genii grants power but dramatically increases Drift.
"The territory knows its own. Stay too long, and you'll forget you ever belonged anywhere else. Map it, name it, understand it—or let it understand you instead."
— The Encyclopedist's Warning
See Also
- Potentials - Supernatural powers affected by Drift
- Domains & Portals - The living territories that increase Drift
- Resting & Recovery - How rest affects Drift (deep rest increases it)
- Exploration - Mapping for Drift reduction
- Character Creation - Starting Drift and Polarity choices
- The Count's Ledger - A different kind of debt
- The Abyss - Where maximum Drift can send you
- Factions - Organizations that resist or embrace Drift
