Nowhere Land

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:

TerrainModifierNotes
Road/Path+1 hex/dayRare in Nowhere Land
Open/PlainsNormalEasy travel
Forest/Hills-1 hex/dayDifficult terrain
Mountains/Swamp-2 hexes/dayVery difficult
Domain AnomalyVariableTrickster 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.

HazardEffectCounter
Extreme ColdForma TN 10/hour or 1 Wound. Failure increases TN by 2Warm clothing, shelter, fire
Extreme HeatDouble water consumption. Forma TN 12/day or exhaustionShade, rest during midday
Reality StormAnima TN 14 or 1 Fracture. Domain shifts unpredictablyShelter, Domain Weaving to predict
Toxic Air1 Wound/hour without protectionMasks, breathing apparatus
Gravity FluxAthletics TN 12 to move. Failure = fall damageRope, climbing gear, patience

Discovery & Points of Interest

Exploration yields rewards for the observant.

Roll:Discovery Table (d6)
1-3Nothing notable
4-6Natural resource (water, food, shelter)
7-9Landmark (helps navigation)
10-12Artifact or relic
13-15Portal or portal remnant
16-18Settlement or camp
19-20Significant 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.