NOWHERE LAND
Advanced Environments

Advanced Environments

Nowhere Land's domains are not passive backdrops. They breathe, react, and threaten. These rules transform environments into active participants in your story.

🌡️ EXTREME TEMPERATURES

Cold Environments

Domains like the Bone Gardens' frost reaches or frozen portal zones.

SeverityEffectMitigation
Chilly-1 to physical checks without protectionWarm clothing
Freezing1 Wound per hour of exposureFire, shelter, or magic
Lethal Cold1 Wound per 10 minutes; metal burnsDomain blessing or artifact

Hot Environments

Volcanic domains, forge districts, or reality-burning zones.

SeverityEffectMitigation
HotNeed double water; -1 to enduranceShade, hydration
Scorching1 Wound per hour; metal too hot to touchCooling magic, special gear
Infernal1 Wound per 10 minutes; combustibles igniteFire immunity blessing

⛈️ WEATHER PHENOMENA

Domain Weather (d12)

  1. 1. Memory Rain: Causes flashbacks; -1 to new actions while affected
  2. 2. Probability Fog: All dice explode on 5+ but botch on 1-2
  3. 3. Echo Wind: Voices of the dead; may reveal secrets or confuse
  4. 4. Rust Storm: Metal degrades; weapons lose 1 damage tier
  5. 5. Time Drizzle: Age 1 year per hour spent in it
  6. 6. Silence Snow: No sound possible; spell components fail
  7. 7. Emotion Haze: Amplifies feelings; +1 to empathy, -1 to logic
  8. 8. Reality Hail: Falling fragments of other domains; 1 Wound/hour
  9. 9. Gravity Shift: Direction changes randomly each hour
  10. 10. Threshold Thunder: Portals flicker open briefly with each crack
  11. 11. Ink Clouds: Visibility 10 feet; stains everything black
  12. 12. The Watching: Paranoia sets in; The Count's attention increases

🏔️ TERRAIN HAZARDS

Difficult Terrain

  • Shifting Ground: Floors rearrange; +1 difficulty to navigation
  • Crystalline Paths: Beautiful but slippery; fall on any fumble
  • Organic Corridors: Living walls; may close or react to touch
  • Rubble Fields: Half movement speed; ankle injuries possible
  • Flooded Passages: Swimming required; combat at -2
  • Gravity Inversions: Ceiling becomes floor randomly

Hazardous Terrain

TerrainDamageNotes
Acid Pools1 Wound/roundDestroys non-magical items
Razor Grass1 Wound for runningSafe at half speed
Null PatchesMagic failsNo supernatural abilities work
Memory QuicksandLose memoriesSTR check to escape
Time RiftsRandom aging+/- 1d10 years
Dream MossSleep sporesWIL save or unconscious

🌊 WATER & DEPTH

Underwater Rules

  • Breath Holding: CON rounds before drowning begins
  • Drowning: 1 Wound per round without air
  • Combat: Slashing weapons at -2; piercing at -1
  • Speech: Impossible without magic
  • Fire: Does not work (most magic does)
  • Pressure: 1 Wound per 100 feet of depth without protection

The Drowned Quarter

In the Drowned Quarter, special rules apply:

  • Air Pockets: Random throughout; roll d6 each area—on 6, breathable
  • Current Dangers: Currents may drag travelers between zones
  • Pressure Zones: Some areas crush without the Siren's blessing
  • Light: Bioluminescence provides dim light; darkness beyond

🌑 LIGHT & DARKNESS

Visibility Levels

LevelEffectSources
BrightNormal visionDaylight (rare), bright magic
Dim-1 to visual checksTorches, lanterns, twilight
Dark-2 to visual; blind without adaptationUnderground, sealed rooms
Pitch BlackCompletely blind; reliant on other sensesThe Void, null zones

Supernatural Darkness

Some domains feature darkness that resists light:

  • Hungry Dark: Consumes light sources 2x faster
  • Solid Shadow: Darkness is tangible; can be touched, climbed
  • Living Absence: Darkness moves; light follows you grudgingly
  • Memory Dark: You forget what you see when light returns

🏚️ STRUCTURAL HAZARDS

Unstable Structures

  • Crumbling Floors: 1-in-6 chance to collapse under weight
  • Falling Debris: 1d6 damage; DEX save to dodge
  • Sealed Doors: May require strength, puzzle, or key
  • Living Architecture: Walls move; rooms rearrange
  • Reality Cracks: Touching may transport or damage

Collapse Rules

When a structure collapses:

  1. 1. Warning: Rumbling, cracks, dust—1 round to react
  2. 2. Collapse: 2d6 damage to anyone caught; half if DEX save
  3. 3. Aftermath: Buried characters: 1 Wound per minute; STR to dig out
  4. 4. Dust: Visibility zero for 1d6 rounds

🔮 REALITY INSTABILITY

Domain Bleeding

Where domains overlap or fracture, reality becomes unstable:

  • Bleed Zones: Physics from multiple domains apply simultaneously
  • Spontaneous Portals: May open without warning (1-in-20 chance per hour)
  • Paradox Events: Impossible things become briefly possible
  • Echo Duplicates: Travelers may encounter alternate versions of themselves

Instability Severity (d6)

  1. 1. Minor Glitches: Cosmetic anomalies only
  2. 2. Temporal Hiccups: Lose/gain 1d6 minutes randomly
  3. 3. Spatial Drift: End up somewhere slightly different than intended
  4. 4. Memory Corruption: Remember things differently than they happened
  5. 5. Physical Alteration: Minor temporary changes to appearance
  6. 6. Full Cascade: Major reality shift; Trickster determines effects

🌿 LIVING ENVIRONMENTS

Organic Domains

Some domains are literally alive:

  • Pulse: The domain has a heartbeat; follows a rhythm
  • Immune Response: Foreign travelers trigger "antibodies"
  • Digestion: Areas may slowly dissolve organic matter
  • Growth: Paths seal behind; new routes open
  • Communication: The domain can be spoken to (if you know how)

Domain Mood

Living domains react to traveler actions:

MoodTriggersEffects
WelcomingOfferings, respect, servicePaths open; hazards reduce
NeutralDefault stateNormal challenges
IrritatedDamage, theft, disrespectIncreased encounters; blocked paths
HostileMajor harm to domainActive hunting; expulsion attempts

"The domains are not stages upon which stories unfold. They are actors—silent, patient, and utterly indifferent to your survival."

— Cartographer's Warning