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
