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