In Nowhere Land, rest is not merely sleep—it is a negotiation with the dream. How you rest determines what you recover, whether you dream or nightmare, and how deeply the territory touches your soul. Rest comes in two types (short and long) and three modes (light, heavy, and deep).
The Philosophy of Rest
Travelers learn quickly that Nowhere Land does not permit true unconsciousness. Sleep here is porous— the boundary between waking and dreaming thins, and the domains seep through. Those who rest lightly maintain control but recover little. Those who rest deeply invite the territory into their minds.
This creates a fundamental choice: safety or recovery. You cannot have both.
Rest Types: Short vs Long
Short Rest
A brief period of recuperation—catching your breath, tending minor injuries, gathering your thoughts. Short rests require at least 10 minutes of relative safety.
Duration
10 minutes to 1 hour
Long Rest
Extended rest—sleeping, meditating, truly letting your guard down. Long rests require 6 to 8 hours of uninterrupted time.
Duration
Roll 1d6: Even = 6 hours, Odd = 8 hours
(Deep rest has different duration rules)
Rest Modes: Light, Heavy & Deep
The mode of rest determines how much you recover and whether you dream. Players choose their rest mode, but circumstances may force a particular choice.
Light Rest: Vigilant Recovery
In Light Rest, you remain partially aware of your surroundings. You may doze, meditate, or simply sit quietly—but you maintain enough consciousness to act if needed. You may sleep, but you do not dream or nightmare.
Light Rest Recovery
Short Rest (Light)
- • Recover 1 Reach (any attribute)
- • Remove 1 State (any attribute)
- • Regain 1d6 Imagination (explodes on 6)
Long Rest (Light)
- • Recover all Reach of one attribute
- • Remove all States of one attribute
- • Regain 1d6 Imagination (explodes on 6)
Activities During Light Rest:
During light rest (either type), you may perform non-strenuous activities:
- • Training skills or studying
- • Social exchange and conversation
- • Crafting or repairing equipment
- • Reading, writing, or mapping
- • Standing watch (with reduced recovery)
Heavy Rest: True Sleep
In Heavy Rest, you sleep deeply enough to lose awareness of your surroundings. You cannot participate in activities or respond to events unless attacked or woken with a successful check (Anima vs Veil 4).
Heavy Rest Recovery
Short Rest (Heavy)
- • Recover 1 Reach per attribute
- • Remove 1 State per attribute
- • Regain 1d6 Imagination (explodes on 6)
Long Rest (Heavy)
- • Recover all Reach (all attributes)
- • Heal 1 Wound
- • Regain 1d6 Imagination (explodes on 6)
Dreams & Nightmares (Optional):
In heavy rest, the Trickster may choose to give you a dream or nightmare, or neither. Roll d6 at the Trickster's discretion:
- 1-2: Nightmare (fear or menace from past/future)
- 3-4: Dreamless sleep
- 5-6: Dream (pleasant interaction from past/future)
⚠️ Requirement: Shelter
Heavy rest requires shelter—a building, tent, cave, or other protected space. You cannot heavy rest while exposed to the elements or in obviously dangerous locations.
Deep Rest: Communion with the Dream
Deep Rest is the most restorative—and most dangerous—form of rest. You surrender completely to unconsciousness, allowing Nowhere Land's dreams to flow through you. This brings maximum recovery but also increases your Drift.
Deep Rest Recovery (Long Rest Only)
- • Recover all Reach (all attributes)
- • Heal 1 Wound per attribute (up to 4 wounds)
- • Remove all States
- • Regain all Imagination (full pool)
- • Gain +1 Drift
Duration: Variable
Deep rest requires at least 6 hours, plus additional time determined by dice:
Total hours = 6 + d6 (if 1, roll again and add, repeat)
On rolling 1, re-roll and add the new result. Keep adding if you roll more 1s.
⚠️ Requirements: Shelter + Quiet
- • Must have shelter (as heavy rest)
- • Must have quiet—no significant noise or disturbance
- • Cannot deep rest near combat, loud creatures, or active threats
Dreams & Nightmares (Mandatory):
In deep rest, you will dream or nightmare—the territory demands it. The Trickster chooses based on narrative, or rolls d6:
- 1-3: Nightmare (intense vision of fear or future menace)
- 4-6: Dream (profound connection to past or prophecy)
Rest Summary Table
| Mode | Type | Reach | States | Wounds | Imagination | Dream? |
|---|---|---|---|---|---|---|
| Light | Short | 1 (any) | 1 (any) | — | 1d6! | No |
| Light | Long | All (1 attr) | All (1 attr) | — | 1d6! | No |
| Heavy | Short | 1/attr | 1/attr | — | 1d6! | Maybe |
| Heavy | Long | All | — | 1 | 1d6! | Maybe |
| Deep | Long only | All | All | 1/attr | All | Yes (+1 Drift) |
! = Exploding die (roll again on 6, keep adding)
Dreams & Nightmares
The Theater of Sleep
In Nowhere Land, dreams are not random—they are meaningful. When a character dreams or nightmares, the Trickster should create a scene that connects to the character's past, fears, hopes, or the current narrative.
Dreams
Pleasant visions from past or possible future. May include:
- • Conversations with lost loved ones
- • Glimpses of hopeful futures
- • Prophetic hints about current quests
- • Memories of home, comfort, joy
Nightmares
Visions of fear, trauma, or menace. May include:
- • Reliving past traumas
- • Warnings about future threats
- • Encounters with the character's darkest fears
- • Messages from malevolent entities
Imagination Points
The Pool of Creativity
Imagination is the resource that powers supernatural abilities, creative solutions, and connection to the Outside world. Your Imagination pool represents your creative reserves and mental energy.
Imagination Pool Rules
- Starting Pool: Determined by character creation (typically 5-10)
- Maximum Pool: Can be expanded through play
- Recovery: 1d6 (exploding) on light/heavy rest; full on deep rest
Expanding Your Pool:
When you are granted more Imagination than your maximum (by GM, career abilities, or Potentials), your pool permanently expands to accommodate the new total. You keep the extra points, and your new maximum equals the granted amount.
Example: Pool max is 8, currently at 5. GM grants 6 Imagination.
New total: 11 (5 + 6). New max: 11. Keep all 11 points.
Sources of Imagination:
- • Resting: As described above
- • GM Grants: Rewards for good roleplay, clever solutions
- • Career Abilities: Some careers restore or grant Imagination
- • Potentials: Certain abilities restore Imagination on success
- • Count's Ledger: Can bargain for Imagination (at a cost)
Activities During Rest
Productive Downtime
Light rest allows you to engage in non-strenuous activities while recovering. These activities can provide significant benefits beyond mere rest.
🌿 Fauna & Flora Study
When not actively engaged with NPCs or enemies, characters may search for animals, creatures, or plants. Make a Fauna and Flora check (special skill) to:
- • Find creatures or plants you've encountered before
- • Discover new species if any exist nearby
- • Study and document findings for later reference
- • Gather materials for recipes, potions, and herbs
✓ Successfully documenting 5 species reduces Drift by 1
🗺️ Mapping & Cartography
Use the Mapping skill (special skill) to document the domain's geography:
- • Chart territories, landmarks, and portal locations
- • Study the land and its conditions
- • Ponder the ecosystem and domain patterns
- • Create reference maps for future travel
✓ Completing a map of a domain's geography reduces Drift by 1
🧘 Meditation & Self-Discovery
Contemplative activities that anchor you to your identity:
- • Praying to a god or spiritual practice
- • Yoga, tai chi, or similar body-mind exercises
- • Meditation on self and world
- • Journaling or artistic expression
✓ Extended contemplation (several hours) reduces Drift by 1
These activities take significant time—cannot be rushed
📚 Training & Study
Improve your capabilities through dedicated practice:
- • Practice combat techniques or skills
- • Study languages, lore, or Potential theory
- • Work on long-term projects
- • Receive instruction from companions
💬 Social Exchange
Strengthen bonds and gather information:
- • Deep conversations with companions
- • Share stories, fears, hopes
- • Plan strategies and discuss goals
- • Build or repair relationships
Special Skills for Rest Activities
New Special Skills
Fauna and Flora
Umbra-based | Special Skill
The ability to identify, track, and understand the creatures and plants of Nowhere Land. Used for finding resources, studying ecosystems, and recognizing dangerous species.
Mapping
Umbra-based | Special Skill
The art of cartography in impossible spaces. Used for documenting domains, finding paths, and understanding territorial patterns. Maps reduce Drift because understanding anchors you.
Interrupted Rest
When Rest Goes Wrong
If rest is interrupted by combat, disaster, or emergency, the character receives partialbenefits based on how much rest was completed:
Interrupted Rest Rules
- Less than 25%: No benefits—rest must be restarted
- 25-50%: Half benefits (round down)
- 50-75%: Three-quarters benefits (round down)
- 75%+: Full benefits, but no dream/nightmare occurs
Deep Rest Interruption: If deep rest is interrupted, the character still gains +1 Drift (they were already dreaming), but receives only partial recovery benefits.
"Sleep carefully in Nowhere Land. Rest too lightly, and you'll never recover. Rest too deeply, and the dreams will claim more of you than you intended to give. Find your balance—or let the territory find it for you."
— Advice from a seasoned Traveler
See Also
- Drift Mechanics - How rest affects your connection to Nowhere Land
- Exploration - Mapping and Fauna & Flora in the field
- Combat - Wounds, Reach, and States that rest heals
- Potentials - Imagination costs for supernatural powers
