Nowhere Land

Domain Navigation

Wandering Between Worlds

Without a Trickster to describe the world, you become both explorer and cartographer. Domain Navigation gives you procedures to generate locations, determine paths, and discover what lies beyond the next threshold — all through dice and imagination. Keep a map (even a rough sketch) as you explore. Each domain is a world unto itself.

THE POINT-CRAWL METHOD

How Point-Crawls Work

Instead of mapping a hex grid, you track nodes (locations) connected bypaths. Each node is a place worth exploring; each path is a journey between them.

  1. 1. Start at a known node (your arrival point in the domain).
  2. 2. When you want to travel, determine the number of available paths (d4).
  3. 3. For each path, roll its direction, distance, and terrain.
  4. 4. Choose a path and travel. Roll for encounters along the way.
  5. 5. When you arrive, generate the new location.
  6. 6. Add the node to your map. Repeat.

LOCATION GENERATOR

When you arrive at a new node, roll d20 for Location Type and d12 forLocation Mood. Combine them to create the place:

Location Type (d20)

  1. 1. Settlement / village
  2. 2. Ruins / collapsed structure
  3. 3. Crossroads / junction
  4. 4. Natural landmark (waterfall, cliff, etc.)
  5. 5. Camp or shelter
  6. 6. Shrine or monument
  7. 7. Fortification / tower
  8. 8. Market or trading post
  9. 9. Underground passage or cave
  10. 10. Bridge or crossing
  11. 11. Library or archive
  12. 12. Workshop or forge
  13. 13. Garden or grove
  14. 14. Prison or cage
  15. 15. Observation point / lookout
  16. 16. Portal or gateway
  17. 17. Creature lair
  18. 18. Battlefield / arena
  19. 19. Anomaly (reality glitch)
  20. 20. Hidden sanctuary

Location Mood (d12)

  1. 1. Peaceful and quiet
  2. 2. Bustling with activity
  3. 3. Tense and watchful
  4. 4. Mysteriously empty
  5. 5. Decaying and forgotten
  6. 6. Beautiful but dangerous
  7. 7. Alien and disorienting
  8. 8. Oppressive and dark
  9. 9. Vibrant and strange
  10. 10. Sacred or reverent
  11. 11. Haunted by echoes
  12. 12. Shifting and unstable

PATH DETERMINATION

When you leave a node, roll to determine the path you take:

Direction (d8)

  1. 1. North
  2. 2. Northeast
  3. 3. East
  4. 4. Southeast
  5. 5. South
  6. 6. Southwest
  7. 7. West
  8. 8. Northwest

Distance (d6)

  1. 1. Very close (minutes)
  2. 2. Nearby (an hour)
  3. 3. Short walk (half day)
  4. 4. Journey (full day)
  5. 5. Long trek (2-3 days)
  6. 6. Distant (a week+)

Terrain (d10)

  1. 1. Open road
  2. 2. Dense forest
  3. 3. Rocky highlands
  4. 4. Swamp or marshland
  5. 5. Desert or wasteland
  6. 6. Coastal or riverbank
  7. 7. Urban sprawl
  8. 8. Underground
  9. 9. Aerial / floating
  10. 10. Dreamlike / surreal

TRAVEL ENCOUNTERS

Encounter Frequency

Roll d6 at each distance segment (every few hours of travel). On a 1-2, an encounter occurs. Adjust the threshold based on domain danger:

Domain SafetyEncounter On...Examples
Safe / Settled1Trade roads, peaceful villages
Normal / Uncertain1-2Wilderness, abandoned regions
Dangerous / Hostile1-3War zones, corrupted domains
Deadly / Chaos1-4Near the Count's influence, anomalies

Encounter Type (d12)

  1. 1. Hostile creature — roll for difficulty
  2. 2. Neutral traveler — may trade or share information
  3. 3. Natural hazard — weather, terrain, obstacle
  4. 4. Abandoned object — useful, cursed, or both
  5. 5. Faction patrol — react based on your standing
  6. 6. Environmental anomaly — domain instability
  7. 7. Hidden path — shortcut or detour revealed
  8. 8. Wounded NPC — needs help, has a story
  9. 9. Resource find — food, water, shelter, supplies
  10. 10. Sign or omen — foreshadows what's ahead
  11. 11. Memory fragment — echo of the domain's past
  12. 12. Portal shimmer — gateway to another domain (or deeper)

DOMAIN FEATURES

Roll d20 on any of these tables to add detail and flavor to your exploration:

Landmarks (d20)

  1. 1. Giant skeleton
  2. 2. Frozen waterfall
  3. 3. Singing stones
  4. 4. Upside-down tree
  5. 5. Crystal geode (house-sized)
  6. 6. Perpetual bonfire
  7. 7. Floating island
  8. 8. Mirror lake
  9. 9. Collapsed colossus statue
  10. 10. Hedge maze (sentient)
  11. 11. Clock tower (stuck in time)
  12. 12. Iron forest
  13. 13. Echo canyon
  14. 14. Painted cliffs
  15. 15. Lightning field
  16. 16. Bone bridge
  17. 17. Whispering well
  18. 18. Rusted automaton
  19. 19. Door standing alone
  20. 20. Living mural

Curiosities (d20)

  1. 1. Footprints that go nowhere
  2. 2. A ticking from underground
  3. 3. Flowers bloom in your wake
  4. 4. Old campfire, still warm
  5. 5. A letter addressed to you
  6. 6. Gravity shifts briefly
  7. 7. Animals behave strangely
  8. 8. A door in a tree
  9. 9. The sky changes color
  10. 10. Sound of distant music
  11. 11. Coins scattered on ground
  12. 12. Your reflection moves wrong
  13. 13. Writing on the wind
  14. 14. A child's toy, out of place
  15. 15. Temperature drops suddenly
  16. 16. Familiar scent from home
  17. 17. Stars visible in daylight
  18. 18. Echo of conversation
  19. 19. A freshly dug grave
  20. 20. Time feels different here

Hazards (d20)

  1. 1. Toxic spore cloud
  2. 2. Quicksand / sinkhole
  3. 3. Rockslide / collapse
  4. 4. Flash flood
  5. 5. Predator territory
  6. 6. Cursed ground
  7. 7. Extreme heat
  8. 8. Deep fog (visibility zero)
  9. 9. Unstable bridge
  10. 10. Thorned overgrowth
  11. 11. Reality rift (random teleport)
  12. 12. Magnetic anomaly
  13. 13. Infectious mold
  14. 14. Gravity well
  15. 15. Wild fire / lava flow
  16. 16. Trap (mechanical)
  17. 17. Hallucinogenic pollen
  18. 18. Brittle ground
  19. 19. Temporal loop
  20. 20. Count's corruption

DOMAIN DISCOVERY LOG

Logging Your Exploration

Keep a simple log for each domain you explore. Record the following for each node:

Node #: [number]   Name: [your name for it]
Type: [from Location Type table]   Mood: [from Location Mood table]
Connected To: [list node numbers]
NPCs: [who you met]
Resources: [what you found]
Threats: [dangers present]
Notes: [anything notable]
Explored: Partially   Fully

“Every path in Nowhere Land leads somewhere you didn't expect. That's not a flaw — that's the whole point.”

— The Wanderer's Guide