NOWHERE LAND
PART 10 · PART X: SURVIVAL & TERRAIN
Environmental Zones & Camping

Environmental Zones & Camping

Nowhere Land's domains manifest every conceivable environment—and many inconceivable ones. From scorching deserts that remember ancient wars to frozen peaks where time itself crystallizes, the terrain is as much an adversary as any creature. These rules govern survival, shelter, and the harsh reality of traveling through hostile lands.

Environmental Zones Overview

Every domain contains environmental zones—distinct regions with their own climate, terrain, and hazards. Understanding these zones is essential for planning expeditions and keeping your party alive.

Zone Categories

Temperate Zones: Forest, plains, hills, coastlines. Standard survival difficulty.

Extreme Zones: Desert, tundra, volcanic, deep ocean. Require specialized preparation.

Hostile Zones: Domains that actively resist travelers. Environment itself attacks.

Impossible Zones: Reality-warped regions. Normal survival rules may not apply.

Climate Systems

Climate determines the baseline conditions travelers face. Each climate has a Severity Levelthat modifies survival checks and resource consumption.

Climate Severity Table

ClimateSeverityWater NeedsShelter NeedsSpecial
Temperate01 ration/dayOptional
Arid/Hot+12 rations/dayMidday shade requiredHeatstroke risk
Cold+11.5 rations/dayNightly requiredFrostbite risk
Frozen/Tundra+22 rations/dayAlways requiredExposure = 1 Wound/hour
Desert+23 rations/dayShade essentialNight cold, day heat
Tropical/Jungle+12 rations/dayDry shelter neededDisease, parasites
Volcanic/Infernal+33 rations/dayHeat-resistant only1 Wound/10 min unprotected
High Altitude+21.5 rations/dayRequiredAltitude sickness, thin air

Terrain Types

Each terrain type presents unique challenges for movement, combat, and survival. Terrain modifiers stack with climate severity.

🏜️ Desert

Desert Terrain

Movement: Half speed through soft sand. Normal on hardpan.

Visibility: Excellent (2+ miles) except during sandstorms.

Navigation: +2 difficulty—landmarks shift, mirages deceive.

Resources: Water sources extremely rare. Oases guarded by creatures or Partisans.

Sandstorm (Weather Event): Visibility 10 feet. 1 Wound/hour exposure. Navigation impossible. Shelter essential—tents bury quickly.

❄️ Tundra & Frozen Wastes

Frozen Terrain

Movement: Normal on packed snow. Half speed in deep snow. Ice requires Athletics checks.

Visibility: Whiteout conditions during blizzards. Snow glare causes -1 to perception.

Navigation: +2 difficulty—all landmarks look the same.

Resources: Fuel for fire is critical. Ice can be melted for water (1 ration fuel per day).

Blizzard (Weather Event): Visibility 5 feet. 2 Wounds/hour exposure. Movement at quarter speed. Getting lost is nearly guaranteed without shelter.

🌧️ Rainforest & Jungle

Jungle Terrain

Movement: Half speed through dense vegetation. Machete or Survival skill to clear paths.

Visibility: 30-50 feet in canopy. Above canopy, excellent.

Navigation: +1 difficulty—canopy blocks sky, paths twist.

Resources: Water abundant but must be purified. Food plentiful for skilled foragers.

Monsoon Rain (Weather Event): Flash floods possible (Forma + Athletics TN 12 to avoid). All surfaces slippery (-1 to movement rolls). Camps wash out unless elevated.

🏔️ Mountains & High Altitude

Mountain Terrain

Movement: Vertical climbs require Athletics. Trails at normal speed.

Visibility: Excellent from peaks. Valleys and passes obscured by fog.

Navigation: +1 difficulty—passes are limited, weather changes rapidly.

Resources: Water from streams. Food scarce at altitude. Fuel (wood) rare above treeline.

Altitude Sickness: Above 10,000 feet equivalent, make Forma check TN 10 each day. Failure: -1 to all physical checks until descent. Stacks daily.

🏖️ Coastline & Beach

Coastal Terrain

Movement: Normal on hard sand. Reduced on soft sand or rocks.

Visibility: Excellent seaward. Fog common at dawn.

Navigation: Easy along coast. +2 difficulty inland from unfamiliar beaches.

Resources: Salt water must be desalinated. Fishing provides food. Driftwood for fuel.

Tidal Hazards: Tides can trap travelers in caves or on sandbars. Check tide schedules (Navigation TN 8) or risk 2d6 hours stranded.

🌾 Plains & Grasslands

Plains Terrain

Movement: Normal or fast (1.5x) on open ground.

Visibility: Miles in every direction. No concealment.

Navigation: Easy—landmarks visible from far away.

Resources: Streams for water. Hunting required for food. Grass for fuel (burns fast).

Wildfires: Dry season fires spread at running speed. Must find firebreaks (rivers, rock) or outrun flames (Forma + Athletics TN 14).

🕳️ Caverns & Grottos

Subterranean Terrain

Movement: Varies wildly. Some passages require crawling or climbing.

Visibility: Zero without light source. Echoes distort sound.

Navigation: +3 difficulty—all passages look alike. Mapping essential.

Resources: Underground water often available. No food without specialized skills. No fuel.

Cave-Ins: Combat, loud noises, or explosions may trigger collapse. Forma + Athletics TN 12 to dodge. Failure: 2 Wounds and trapped.

🔥 Volcanic & Fiery Landscapes

Volcanic Terrain

Movement: Careful movement required. Running risks falls into lava cracks.

Visibility: Smoke and ash reduce to 100 feet. Gas vents create dead zones.

Navigation: +2 difficulty—terrain reshapes with eruptions.

Resources: No water. No food. No fuel needed—it's already too hot.

Eruption Event: Falling debris (1d6 Wounds, Forma + Athletics TN 14 halves). Lava flows force immediate evacuation or domain-specific Potentials.

⚡ Quicksand & Treacherous Ground

Quicksand Rules

Detection: Anima + Survival TN 10 to spot before stepping in.

Sinking: Each round, sink one stage: Ankle → Knee → Waist → Chest → Submerged.

Escape: Forma + Athletics TN 12 per stage. Struggling adds +2 to TN.

Rescue: Rope + assistance reduces TN by 4. Pulling directly risks helper sinking too.

Death: Submerged = Begin drowning. 5 rounds to rescue before death.

Weather Phenomena

Weather in Nowhere Land is rarely mundane. Roll on these tables when traveling through unstable domains, or when the narrative demands environmental drama.

Natural Weather (d12)

  1. 1-2. Clear: Perfect conditions. +1 to navigation, morale.
  2. 3-4. Overcast: No modifiers. Comfortable travel.
  3. 5. Light Rain: -1 to ranged attacks. Tracks wash away in 1 hour.
  4. 6. Heavy Rain: Visibility 100 feet. Streams may flood.
  5. 7. Thunderstorm: -2 to stealth (noise). Lightning strikes metal.
  6. 8. Fog: Visibility 30 feet. +2 to stealth, +2 to ambush checks.
  7. 9. Wind: Ranged attacks -2. Flying impossible. Fires spread.
  8. 10. Hail: 1 Wound/hour exposure. Tents and light structures damaged.
  9. 11. Extreme: Roll on Climate Severity—blizzard, sandstorm, monsoon.
  10. 12. Supernatural: Roll on Domain Weather table.

Domain Weather (d12)

  1. 1. Memory Rain: Flashbacks to past events. -1 to new actions.
  2. 2. Probability Fog: Dice explode on 5+ but botch on 1-2.
  3. 3. Echo Wind: Voices of the dead whisper secrets (or lies).
  4. 4. Rust Storm: Metal degrades. Weapons lose 1 damage tier.
  5. 5. Time Drizzle: Age 1 year per hour exposed.
  6. 6. Silence Snow: No sound possible. Speech fails.
  7. 7. Emotion Haze: Feelings amplified. +1 empathy, -1 logic.
  8. 8. Reality Hail: Fragments of other domains fall. 1 Wound/hour.
  9. 9. Gravity Shift: Direction changes randomly each hour.
  10. 10. Threshold Thunder: Portals flicker open with each crack.
  11. 11. Ink Clouds: Visibility 10 feet. Everything stains black.
  12. 12. The Watching: The Count's attention increases. +1 Debt.

Camping & Rest

Rest is essential for survival. A proper camp restores health, allows crafting, and provides safety from environmental hazards. An improper camp can be worse than no camp at all.

Establishing Camp

Camp Setup

Time Required: 1 hour for basic camp, 2 hours for fortified camp.

Site Selection: Anima + Survival TN 8 to find a good site. Failure means exposed or dangerous location.

Components:

  • Shelter: Tent, lean-to, or natural cover. Required in extreme climates.
  • Fire: Provides warmth, cooking, light. Requires fuel (1 unit/night).
  • Watch: Rotating guard duty prevents ambush. Unguarded camps are vulnerable.
  • Wards: Optional magical/mundane protections against domain creatures.

Camp Quality Levels

QualityRequirementsBenefitsRisks
DesperateNothing—sleeping on ground2 hours rest = 1 hour normalFull exposure to elements, easy ambush
BasicShelter OR fireNormal rest ratePartial exposure, -2 to ambush detection
ComfortableShelter AND fire+1 Wound healed per long restStandard watch rotation
FortifiedShelter, fire, wards, watch+2 Wounds healed, +2 moraleAttackers at disadvantage
BastionPermanent structureFull recovery, crafting, researchSee Bastion Management rules

Camp Activities

What You Can Do While Camping

During a long rest (8 hours), characters can perform one camp activity in addition to sleeping:

  • Cook: Prepare rations. Hot food grants +1 morale next day.
  • Craft: Work on equipment, potions, or repairs (see Crafting rules).
  • Forage: Survival check to find 1d4 rations or useful materials.
  • Scout: Map the surrounding area. +2 to navigation next day.
  • Tend Wounds: Medicine check to heal +1 additional Wound for a patient.
  • Stand Watch: Full watch duty. No rest benefit but +4 to detecting ambush.
  • Study: Research domain lore, Partisan texts, or spell preparation.
  • Commune: Attempt to contact domain spirits or Geniuses.

Resting Rules

Rest Types

Short Rest (1 hour)

  • Catch breath, eat a snack, tend minor wounds
  • Recover 1 Essence point (player's choice which)
  • No Wound recovery without medical treatment

Long Rest (8 hours, 6 sleeping)

  • Requires Basic camp or better
  • Recover all Essence points
  • Heal 1 Wound naturally (more with Comfortable+ camp)
  • Perform one camp activity

Extended Rest (24+ hours)

  • Requires Comfortable camp or better
  • Heal 2 Wounds per day
  • Recover from diseases and poisons with checks
  • Perform major crafting projects

Harsh Conditions

When the environment turns deadly, standard rules apply pressure. These conditions can stack, creating genuinely dangerous situations.

Exposure

Exposure occurs when characters lack adequate protection from extreme temperatures.

Cold Exposure: Without shelter/fire in freezing conditions, make Forma check TN 10 each hour. Failure: 1 Wound from hypothermia. Three failures: Frostbite (permanent -1 to affected limb until treated).

Heat Exposure: Without shade/water in scorching conditions, make Forma check TN 10 each hour. Failure: 1 Wound from heatstroke. Also lose 1 additional water ration.

Toxic Exposure: In volcanic gas, chemical zones, or corrupted areas. Forma check TN 12 per 10 minutes. Failure: 1 Wound and -1 to mental checks until fresh air.

Starvation & Dehydration

Without Food:

  • Day 1-3: No effect (body reserves)
  • Day 4+: -1 to all physical checks per day
  • Day 7+: 1 Wound per day from starvation
  • Recovery: 3 full meals to remove penalties

Without Water:

  • Day 1: -1 to all checks
  • Day 2: -2 to all checks, 1 Wound
  • Day 3: -3 to all checks, 2 Wounds
  • Day 4: Death without intervention
  • Hot climates: Halve all timers

Exhaustion

Exhaustion accumulates from forced marches, missed sleep, and extreme exertion.

Gaining Exhaustion:

  • Forced march (8+ hours travel): +1 Exhaustion
  • Missed long rest: +1 Exhaustion
  • Swimming/climbing for hours: +1 Exhaustion
  • Desperate camp rest: +1 Exhaustion

Effects:

  • 1-2 Exhaustion: -1 to all checks
  • 3-4 Exhaustion: -2 to all checks, half movement
  • 5 Exhaustion: -3 to all checks, cannot run
  • 6+ Exhaustion: Collapse. Unconscious until rest.

Recovery: Long rest removes 1 Exhaustion. Comfortable+ camp removes 2.

Survival Checks

The Survival skill governs finding resources, navigating wilderness, and enduring harsh conditions.

Survival Check Reference

TaskTNModifiers
Find water (temperate)8+2 desert, +4 volcanic
Forage for food10+2 barren terrain, -2 abundant
Find suitable camp site8+2 hostile terrain
Build shelter (no supplies)12+4 if no materials nearby
Start fire (no tools)12+4 wet conditions, -4 with tinderbox
Navigate unfamiliar terrain10+2 per climate severity
Predict weather (next 12 hours)10+4 in unstable domains
Track creature10+2 per day old, -4 in rain/snow
Identify safe food/water8+4 in corrupted domains
Avoid natural hazard12Quicksand, avalanche, etc.