Nowhere Land is vast, strange, and hostile. Exploration isn't just travel—it's survival against domains that actively resist your presence.
Exploration Overview
Travel through domains uses a hex-crawl system. Each hex represents roughly 6 miles. Movement, encounters, and resource consumption are tracked per day. The domain's Hostility Rating determines danger frequency.
Planning
Choose destination, plan route, prepare supplies
Travel
Move through hexes, face terrain challenges
Encounters
Random events, creatures, discoveries
Camp
Rest, recover, face night dangers
Movement & Terrain
Base movement is 3 hexes per day on foot. Terrain modifies this:
| Terrain | Modifier | Notes |
|---|---|---|
| Road/Path | +1 hex/day | Rare in Nowhere Land |
| Open/Plains | Normal | Easy travel |
| Forest/Hills | -1 hex/day | Difficult terrain |
| Mountains/Swamp | -2 hexes/day | Very difficult |
| Domain Anomaly | Variable | Trickster discretion |
Forced March
Push beyond limits: +1 hex but Forma test TN 12 or take 1 Wound from exhaustion.
Navigation
Getting lost is easy. Staying found requires effort.
- Roll Anima + Survival once per day of travel
- TN varies by domain: 8 (mapped), 12 (known), 16 (unexplored), 20 (hostile/shifting)
- Failure: Go 1 hex in wrong direction or circle back to previous location
- Critical Failure: Completely lost—Trickster determines position secretly
Navigation Aids
| Domain Map | ++2 |
| Local Guide | ++3 |
| Portal Compass | ++1, never truly lost |
| Landmarks | ++1 per visible landmark |
Environmental Hazards
Domains are not passive. They test travelers constantly.
| Hazard | Effect | Counter |
|---|---|---|
| Extreme Cold | Forma TN 10/hour or 1 Wound. Failure increases TN by 2 | Warm clothing, shelter, fire |
| Extreme Heat | Double water consumption. Forma TN 12/day or exhaustion | Shade, rest during midday |
| Reality Storm | Anima TN 14 or 1 Fracture. Domain shifts unpredictably | Shelter, Domain Weaving to predict |
| Toxic Air | 1 Wound/hour without protection | Masks, breathing apparatus |
| Gravity Flux | Athletics TN 12 to move. Failure = fall damage | Rope, climbing gear, patience |
Discovery & Points of Interest
Exploration yields rewards for the observant.
| Roll: | Discovery Table (d6) |
|---|---|
| 1-3 | Nothing notable |
| 4-6 | Natural resource (water, food, shelter) |
| 7-9 | Landmark (helps navigation) |
| 10-12 | Artifact or relic |
| 13-15 | Portal or portal remnant |
| 16-18 | Settlement or camp |
| 19-20 | Significant find (Trickster's choice) |
Rest & Recovery
Rest is essential but dangerous in hostile territories.
Short Rest
1 hour
Catch breath, tend minor wounds. No mechanical benefit without medical attention.
Light Rest
4-6 hours
Recover 1 Wound if safe shelter. Roll 1d6 for resources restored.
Full Rest
8+ hours
Recover all Wounds, 1 Fracture if safe. Requires shelter, food, water.
Deep Rest
24+ hours
Full recovery. Must dream (gain insight or nightmare). +1 Drift.
