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.
| Severity | Effect | Mitigation |
|---|---|---|
| Chilly | -1 to physical checks without protection | Warm clothing |
| Freezing | 1 Wound per hour of exposure | Fire, shelter, or magic |
| Lethal Cold | 1 Wound per 10 minutes; metal burns | Domain blessing or artifact |
Hot Environments
Volcanic domains, forge districts, or reality-burning zones.
| Severity | Effect | Mitigation |
|---|---|---|
| Hot | Need double water; -1 to endurance | Shade, hydration |
| Scorching | 1 Wound per hour; metal too hot to touch | Cooling magic, special gear |
| Infernal | 1 Wound per 10 minutes; combustibles ignite | Fire immunity blessing |
WEATHER PHENOMENA
Domain Weather (d12)
- 1. Memory Rain: Causes flashbacks; -1 to new actions while affected
- 2. Probability Fog: All dice explode on 5+ but botch on 1-2
- 3. Echo Wind: Voices of the dead; may reveal secrets or confuse
- 4. Rust Storm: Metal degrades; weapons lose 1 damage tier
- 5. Time Drizzle: Age 1 year per hour spent in it
- 6. Silence Snow: No sound possible; spell components fail
- 7. Emotion Haze: Amplifies feelings; +1 to empathy, -1 to logic
- 8. Reality Hail: Falling fragments of other domains; 1 Wound/hour
- 9. Gravity Shift: Direction changes randomly each hour
- 10. Threshold Thunder: Portals flicker open briefly with each crack
- 11. Ink Clouds: Visibility 10 feet; stains everything black
- 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
| Terrain | Damage | Notes |
|---|---|---|
| Acid Pools | 1 Wound/round | Destroys non-magical items |
| Razor Grass | 1 Wound for running | Safe at half speed |
| Null Patches | Magic fails | No supernatural abilities work |
| Memory Quicksand | Lose memories | STR check to escape |
| Time Rifts | Random aging | +/- 1d10 years |
| Dream Moss | Sleep spores | WIL 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
| Level | Effect | Sources |
|---|---|---|
| Bright | Normal vision | Daylight (rare), bright magic |
| Dim | -1 to visual checks | Torches, lanterns, twilight |
| Dark | -2 to visual; blind without adaptation | Underground, sealed rooms |
| Pitch Black | Completely blind; reliant on other senses | The 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. Warning: Rumbling, cracks, dust—1 round to react
- 2. Collapse: 2d6 damage to anyone caught; half if DEX save
- 3. Aftermath: Buried characters: 1 Wound per minute; STR to dig out
- 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. Minor Glitches: Cosmetic anomalies only
- 2. Temporal Hiccups: Lose/gain 1d6 minutes randomly
- 3. Spatial Drift: End up somewhere slightly different than intended
- 4. Memory Corruption: Remember things differently than they happened
- 5. Physical Alteration: Minor temporary changes to appearance
- 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:
| Mood | Triggers | Effects |
|---|---|---|
| Welcoming | Offerings, respect, service | Paths open; hazards reduce |
| Neutral | Default state | Normal challenges |
| Irritated | Damage, theft, disrespect | Increased encounters; blocked paths |
| Hostile | Major harm to domain | Active 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
