Nowhere Land is vast, dangerous, and alive. Crossing domains means braving scorching deserts, drowning jungles, frozen wastelands, and reality-breaking anomalies. Every journey tests your skills, resources, and will to survive.
Exploration Overview
Exploration in Nowhere Land combines travel mechanics (how you move), hazards (what threatens you), survival (food, water, shelter), and domain navigation (finding your way in shifting realities).
Exploration in Play
- Journeys: Most travel is narrative ("You spend three days crossing the marsh"). Zoom into detail when hazards, encounters, or choices matter.
- Supplies: Track rations, water, and critical gear. Most domains don't have convenient inns or markets.
- Hazards: Environments fight back—heat, cold, terrain, weather, and domain-specific dangers.
- Skill Use: Survival, Perception, Athletics, Domain Weaving drive exploration. Navigate, forage, climb, survive.
Travel & Movement
Travel speed depends on terrain, weather, and party composition. Use these as rough guidelines—narrative trumps exact measurements.
Travel Speeds
| Pace | Distance per Day | Effect |
|---|---|---|
| Slow (Cautious) | 15 miles | +2 dice to Perception (spotting hazards/ambushes) |
| Normal | 24 miles | Standard pace. No modifiers. |
| Fast (Forced March) | 30 miles | Test Forma (TN 8) at day's end or take 1 Wound from exhaustion |
Terrain Modifiers
| Terrain | Speed Modifier | Notes |
|---|---|---|
| Roads, Plains | Normal | Easy travel, well-mapped |
| Forest, Hills | ×0.75 | Slower but manageable. Risk of getting lost. |
| Swamp, Desert, Jungle | ×0.5 | Difficult terrain. Double ration/water consumption. Hazard checks. |
| Mountains, Tundra | ×0.5 | Extreme terrain. Requires climbing gear, cold-weather gear. Frequent hazard checks. |
| Urban (Domains) | ×1.5 | Fast travel on foot. Can hire transport (carts, mounts) for ×2. |
Getting Lost
In unfamiliar or treacherous terrain, navigation becomes critical. Without proper navigation (maps, guide, Navigator's Tools), test Survival to stay on course.
Navigation Checks
Frequency: Once per day (or when entering new terrain)
Who Rolls: The party's navigator (highest Survival or with Navigator's Tools)
TN: 8 (easy terrain), 12 (moderate), 16 (difficult), 20 (extreme or domain-distorted)
Success: Stay on course, make expected progress
Failure: Get lost. Travel in wrong direction for 1d6 hours. May trigger encounter or hazard.
Critical Failure (fail by 8+): Hopelessly lost. Waste entire day. Trigger major hazard or hostile encounter.
Environmental Hazards
Domains are dangerous by design. Weather, terrain, and reality-breaking phenomena test your endurance and resourcefulness.
Extreme Heat
Deserts, volcanic domains, or scorched wastelands. Without water and shade, you suffer heatstroke.
Effect: Test Forma (TN 8) every 4 hours. Failure: take 1 Wound. Critical failure: 2 Wounds + 1 Fracture (delirium).
Prevention: 2× normal water rations, rest during midday heat, wear appropriate clothing.
Extreme Cold
Tundra, frozen domains, or mountain peaks. Without warmth, you freeze.
Effect: Test Forma (TN 8) every 4 hours. Failure: take 1 Wound. Critical failure: lose 1 finger/toe (permanent -1 to Craft or Athletics at Trickster's discretion).
Prevention: Cold-weather gear, fire, shelter, hot food.
Torrential Rain
Heavy downpours flood terrain, reduce visibility, and soak gear.
Effect: -2 dice to Perception, -1 die to ranged attacks. Difficult terrain (×0.5 speed). Test Forma (TN 8) to avoid slipping/falling (1 Wound if fail in dangerous area).
Duration: 1d6 hours. Can trigger floods, mudslides, or river crossings.
Sandstorm / Blizzard
Blinding storms obscure vision and disorient travelers.
Effect: Cannot see beyond 10 ft. Automatic navigation failure (lost until storm passes). Test Forma (TN 12) hourly or take 1 Wound from exposure.
Duration: 2d6 hours. Seek shelter or hunker down (no progress).
Quicksand / Thin Ice
Treacherous ground gives way beneath you.
Detection: Perception (TN 12) to spot before stepping in
Effect: Test Athletics (TN 12) to avoid sinking. Failure: trapped, sinking 1 ft per round. Test Forma + Athletics (TN 16) to escape or be pulled out by allies.
If submerged for 3+ rounds, begin drowning (suffocation rules).
Cliff / Chasm
Vertical obstacles requiring climbing or detours.
Climbing: Test Athletics (TN = 8 easy, 12 moderate, 16 difficult, 20 sheer). With Climber's Kit: +2 dice.
Failure: Fall. Take 1d6 Wounds per 10 ft fallen (max 10d6). Armor does not reduce fall damage.
Option: Spend 1 Reverie to find an alternate route (narrative bypass).
Survival Mechanics
Survival in Nowhere Land requires food, water, shelter—and the skills to acquire them.
Basic Needs
- Food: 1 ration per day. Without food for 3 days, take -1 die to all checks. At 7 days, test Forma (TN 12) daily or take 1 Wound from starvation.
- Water: 1 waterskin (2 pints) per day. In heat/desert: 2× requirement. Without water for 1 day, take -2 dice to all checks. At 2 days, test Forma (TN 12) or take 2 Wounds from dehydration.
- Sleep: 6-8 hours per night. Without sleep for 24 hours, test Anima (TN 8) or gain 1 Fracture. Exhaustion penalties stack.
- Shelter: Not mandatory but recommended. Sleeping exposed in harsh weather triggers hazard checks (cold, heat, rain).
Foraging for Food
Test Survival (TN = 8 abundant, 12 moderate, 16 scarce, 20 barren). Takes 4 hours.
Success: Gather 1d3 rations (edible plants, small game)
Failure: Find nothing or inedible food
Critical Failure: Eat poisonous food. Test Forma (TN 12) or take 2 Wounds + poisoned (disadvantage for 6 hours).
Finding Water
Test Survival (TN = 8 rivers/lakes, 12 streams, 16 underground, 20 desert). Takes 2 hours.
Success: Find drinkable water source (refill waterskins)
Failure: Find contaminated water. Must boil (requires fire) or risk illness.
Critical Failure: No water found. May trigger dehydration.
Building Shelter
Test Survival (TN = 8 forest, 12 plains, 16 desert/tundra). Takes 1 hour.
Success: Build basic shelter (lean-to, tent, cave). Protects from weather hazards during rest.
Failure: Shelter collapses or inadequate. No protection.
Tracking
Following trails, hunting prey, or pursuing enemies requires careful observation and wilderness expertise.
Tracking Rules
When to Roll: When following tracks (footprints, blood, disturbed foliage)
Check: Test Survival or Perception (TN depends on conditions)
TN Modifiers:
- Fresh tracks (< 1 hour): TN 8
- Recent tracks (1-6 hours): TN 12
- Old tracks (6-24 hours): TN 16
- Ancient tracks (24+ hours): TN 20
- Soft ground (mud, snow): -4 TN (easier)
- Hard ground (rock, stone): +4 TN (harder)
- Rain washes tracks: +8 TN or impossible
- Target covering tracks: +4 TN
Success: Follow tracks. Reroll every hour or when conditions change.
Failure: Lose trail. Can attempt again after 10 minutes (new check at +4 TN).
Domain-Specific Traversal
Each domain has unique navigation challenges shaped by its Willpower and ecosystem.
The Verdant Tangle (Jungle Domain)
Navigation: TN 16 (dense canopy blocks sun, landmarks obscured)
Hazards: Strangling vines (Athletics TN 12 to escape), venomous insects (test Forma TN 8 or 1 Wound), quicksand pools
Blessing: "Verdant Growth" - plants grow at 10× speed, providing abundant foraging (+2 dice Survival for food)
The Ashen Wastes (Desert Domain)
Navigation: TN 12 (flat, featureless, but stars visible at night)
Hazards: Extreme heat (test Forma TN 8 every 4 hours), sandstorms (2d6 hour duration, TN 12 exposure checks), ash clouds (toxic, test Forma TN 12 or 1 Wound + coughing)
Curse: "Scorched Thirst" - water consumption ×3 (not ×2)
The Frozen Expanse (Tundra Domain)
Navigation: TN 16 (whiteouts, snow obscures landmarks)
Hazards: Extreme cold (test Forma TN 8 every 4 hours), blizzards (2d6 hour duration, auto-lost), thin ice over frozen lakes (Athletics TN 12 or fall through)
Blessing: "Frost Preservation" - food never spoils, rations last 2× longer
The Null (Non-Domain)
Navigation: TN 20 (no landmarks, reality shifts, time distorted)
Hazards: Reality tears (test Anima TN 16 or 1 Fracture), paradox zones (trapped until Domain Weaving TN 20 to escape), memory loss (test Anima TN 12 or forget why you're here)
Special: Cannot rest in The Null. Every 6 hours, test Anima TN 12 or gain 1 Fracture. Must leave to recover.
Resting & Recovery
Rest is how you heal Wounds, recover Reverie, and manage Fractures. But rest isn't always safe in Nowhere Land.
Types of Rest
Short Rest (1 hour):
- Recover 1 Wound
- Recover 1d3 Reverie
- Catch breath, bind wounds, eat/drink
- Cannot take more than 2 short rests per day
Long Rest (6-8 hours, sleeping):
- Recover Wounds equal to your Forma value
- Recover all Reverie
- Recover 1 Fracture (if in safe place with proper rest)
- Cannot benefit from long rest more than once per 24 hours
Interrupted Rest
If rest is interrupted (combat, fleeing, hazard), you gain no benefit from that rest. Time spent is wasted.
Example: Party sleeps for 4 hours, then is ambushed. They gain nothing from the long rest—it wasn't completed.
Unsafe Rest
Resting in dangerous places (hostile domains, unstable terrain, no shelter) requires a watch rotation. One PC stays awake per 2-hour shift.
Encounter Check: Trickster rolls 1d6. On a 1-2, an encounter occurs (minor hazard, wandering monster, or omen).
Tip: Use encounters to add tension, not TPKs. A pack of scavengers stealing food is more interesting than a boss fight while sleeping.
See Also
- Skills - Survival, Perception, Athletics for exploration
- Equipment - Tools, supplies, and gear for journeys
- Domains & Portals - Domain Willpower and environmental effects
- Combat - Handling hazards that lead to conflict
- Environment Design - Creating memorable hazards and challenges