NOWHERE LAND
PART 14 · PART XIV: TRICKSTER TOOLS

Environment Design

In Nowhere Land, environments are characters. Domains breathe, react, and challenge players. This chapter teaches Tricksters how to design living, dangerous, memorable spaces.

Environment Design Overview

Drawing from Daggerheart's framework, environments have Passive, Action, Reaction, and Impulse features. These create dynamic spaces that respond to player actions.

Environmental Framework

  • Passive: Always-on effects (darkness, heat, terrain). No roll required.
  • Action: Hazards that activate on triggers (traps, collapsing floors). Players can notice/avoid.
  • Reaction: Environment responds to player actions (echoes alert guards, flames spread).
  • Impulse: Environment "wants" something. Domains guide or hinder based on Disposition.

Living Environments

Make domains feel alive by giving them personality, motivation, and agency.

Passive Features

Environmental constants that shape every action:

  • Darkness: -2 dice to Perception, ranged attacks
  • Dim Light: -1 die to Perception
  • Difficult Terrain: Movement ×0.5, -1 die Athletics
  • Extreme Temperatures: Forma checks every 4 hours
  • Thin Air: -1 die to all physical checks

Action Features

Triggered hazards players can interact with:

  • Pressure Plate Trap: Perception TN 12 to spot, Larceny TN 12 to disarm
  • Crumbling Bridge: Athletics TN 12 to cross safely
  • Poison Gas Vent: Forma TN 12 or 2 Wounds
  • Swinging Blade: Perception TN 8 to notice, Forma TN 12 to dodge

Reaction Features

Environment responds dynamically:

  • Echoes: Loud noise alerts enemies 100 ft away
  • Spreading Fire: Each round, fire grows 5 ft. Smoke fills area.
  • Collapsing Structure: Damage to supports causes ceiling fall (3d6 Wounds)
  • Domain Attention: High Willpower domains "notice" violence, magic use

Impulse Features

What does the environment want?

  • Hostile Domain: Paths twist, hazards multiply, -1 die navigation
  • Friendly Domain: Shortcuts appear, hazards warn, +1 die navigation
  • Curious Domain: Tests players (presents challenges but allows success)
  • Dying Domain: Unstable, collapsing, reality tears (Anima checks)

Difficulty Tiers

Use these tiers to calibrate challenge difficulty. Based on party level and desired tension.

Difficulty Tiers

TierTNDamageWhen to Use
Easy81 WoundTutorial, setpiece, resource drain
Tricky101-2 WoundsStandard challenge, some risk
Challenging122-3 WoundsModerate danger, requires skill
Risky163-4 WoundsHigh stakes, serious threat
Deadly205+ WoundsBoss encounter, campaign climax

Hazard Design

Creating memorable hazards that feel integrated into domain identity.

Hazard Template

1. Trigger: What activates it? (stepping, loud noise, time)

2. Detection: Can players notice? (Perception TN X)

3. Avoidance: How to bypass? (skill check, alternate route)

4. Effect: What happens on failure? (damage, condition, complication)

5. Disarm/Solve: Can it be neutralized? (Larceny, clever solution)

Example: Thornvine Trap

Trigger: Entering 10 ft radius of carnivorous plant

Detection: Perception TN 12 (see vines twitching)

Avoidance: Stealth TN 12 to sneak past, or Athletics TN 12 to leap over

Effect: Contested Athletics vs Willpower × 4. Failure: grappled, 2 Wounds per round

Disarm: Fire destroys plant (3 Wounds of fire damage)

Example: Reality Tear

Trigger: Entering tear zone (unstable domain boundary)

Detection: Arcane Resonance TN 8 (see shimmer)

Avoidance: Domain Weaving TN 16 to seal tear temporarily

Effect: Anima TN 16 or gain 1 Fracture + teleported 1d6 × 10 ft (random direction)

Disarm: Requires Null Shard exaltation or Thread Severance Potential

Environmental Adversaries

Sometimes the environment is the enemy. Give it stats and treat it as an NPC.

Environmental Adversary Template

Willpower: 1-5 (determines TN for resisting effects)

Passive Effect: Always-on penalty/threat

Active Effect: "Attacks" each round (1-3 Wounds)

Weakness: How to neutralize or escape

Example: The Scorching Veil

Willpower: 4 | Type: Environmental Adversary

A supernatural heat wave haunting the Ashen Wastes. It follows prey, draining life.

Passive: All in 50 ft radius: -1 die to physical checks, water consumption ×3

Active (each round): All in radius test Forma TN 16 or take 2 Wounds (heatstroke)

Movement: Follows fastest PC (30 ft per round). Cannot enter water or shade.

Defeat: Lead it to oasis (water), use ice Potential, or survive until nightfall (1d6 hours)

Domain Atmosphere

Creating memorable domains through sensory details and consistent theming.

The Five Senses

Describe domains using all senses:

  • Sight: Colors, lighting, movement (emerald foliage, crimson sky)
  • Sound: Ambient noise, silence, echoes (whispers, dripping water)
  • Smell: Scents define places (sulfur, flowers, decay)
  • Touch: Temperature, texture, air (humid, cold, oppressive)
  • Taste: Air quality (metallic, sweet, ash)

See Also