Speaking to the Void
Oracles are the heartbeat of solo play. They answer the questions a Trickster would normally handle: “Is the door locked?” “Does the NPC trust me?” “What happens next?” Nowhere Land offers two oracle tiers — a Quick Oracle (2d6) for fast answers and a Deep Oracle (d100) for nuanced results — plus four Essence Oracles that filter answers through the game's core metaphysics.
QUICK ORACLE (2d6)
The fastest way to get an answer. Ask a yes/no question, roll 2d6, and apply modifiers for likelihood:
Quick Oracle Table
| Roll | Answer | Interpretation |
|---|---|---|
| 2 | No, and... | Emphatic no — something worse happens in addition |
| 3-4 | No | Simple negative answer |
| 5-6 | No, but... | No, but there's a consolation or partial success |
| 7 | Maybe / Mixed | Ambiguous — ask differently, wait, or accept uncertainty |
| 8-9 | Yes, but... | Yes, but with a complication, cost, or condition |
| 10-11 | Yes | Simple positive answer |
| 12 | Yes, and... | Emphatic yes — something even better happens too |
Likelihood Modifiers
| Likelihood | Modifier | When to Use |
|---|---|---|
| Very Unlikely | -2 | Contradicts established facts or heavily against odds |
| Unlikely | -1 | Somewhat improbable given the situation |
| Even Odds | +0 | Could go either way — the default |
| Likely | +1 | Somewhat probable given the situation |
| Very Likely | +2 | Aligns with established facts or heavily favored |
DEEP ORACLE (d100)
When you need more nuance — especially for pivotal moments — use the d100 oracle. Cross-reference your roll with the current likelihood:
d100 Oracle — Cross-Reference Table
| d100 Roll | Very Unlikely | Unlikely | Even Odds | Likely | Very Likely |
|---|---|---|---|---|---|
| 01-05 | No, and... | No, and... | No, and... | No, and... | No |
| 06-15 | No, and... | No | No | No, but... | No, but... |
| 16-25 | No | No | No, but... | No, but... | Maybe |
| 26-40 | No | No, but... | No, but... | Maybe | Yes, but... |
| 41-50 | No, but... | No, but... | Maybe | Yes, but... | Yes, but... |
| 51-65 | No, but... | Maybe | Yes, but... | Yes, but... | Yes |
| 66-80 | Maybe | Yes, but... | Yes, but... | Yes | Yes |
| 81-90 | Yes, but... | Yes, but... | Yes | Yes | Yes, and... |
| 91-95 | Yes, but... | Yes | Yes | Yes, and... | Yes, and... |
| 96-00 | Yes | Yes, and... | Yes, and... | Yes, and... | Yes, and... |
ESSENCE ORACLES
Filtering Through the Essences
Nowhere Land's four Essences color everything in the game, and oracles are no exception. When a question touches a specific Essence's domain, use the matching Essence Oracle to interpret your result. The answer stays the same (yes/no/maybe), but theflavor shifts to match the Essence's nature.
Anima Oracle
For questions about emotions, instinct, relationships, and passion.
“Yes, but...” becomes: “Yes, but it stirs unwanted feelings”
“No, and...” becomes: “No, and an emotional bond is damaged”
Use when: Do they trust me? Is this a trap born of jealousy? Will the crowd follow my call?
Forma Oracle
For questions about structure, physicality, construction, and logic.
“Yes, but...” becomes: “Yes, but the structure is compromised”
“No, and...” becomes: “No, and something physical breaks down further”
Use when: Is the bridge safe? Can I craft a tool from these parts? Is the fortress defended?
Reverie Oracle
For questions about imagination, strangeness, creativity, and the surreal.
“Yes, but...” becomes: “Yes, but reality blurs in unexpected ways”
“No, and...” becomes: “No, and something bizarre replaces what you expected”
Use when: Does the dream lead somewhere real? Can I reshape this domain? Is this vision trustworthy?
Umbra Oracle
For questions about secrets, darkness, hidden things, and the unknown.
“Yes, but...” becomes: “Yes, but you learn something you wish you hadn't”
“No, and...” becomes: “No, and a deeper secret is revealed”
Use when: Is someone hiding something? What lurks in the shadows? Can I avoid detection?
CHAOS FACTOR
Measuring Narrative Turbulence
The Chaos Factor tracks how unpredictable your story has become. It runs from 1 (calm, controlled) to 9 (utter chaos). At the start of each new scene, roll d10:
- • Roll ≤ Chaos Factor: the scene is altered or interrupted.
- • Odd result: The scene is altered — something is different from what you expected.
- • Even result: The scene is interrupted — a completely different event occurs instead.
- • Roll > Chaos Factor: The scene proceeds as you envisioned.
Adjusting Chaos Factor
At the end of each scene, assess what happened:
- • Things went out of your control? Chaos Factor +1 (max 9)
- • You resolved the situation or gained control? Chaos Factor -1 (min 1)
- • Neutral outcome? No change
Start your first solo session at Chaos Factor 5. It will drift naturally as your story unfolds.
EVENT MEANING TABLES
When your oracle says “something happens” and you need to know what, roll on both tables and combine the results into a narrative prompt:
Action Word (d20)
- 1. Arrive
- 2. Betray
- 3. Create
- 4. Destroy
- 5. Escape
- 6. Fight
- 7. Guard
- 8. Hide
- 9. Investigate
- 10. Judge
- 11. Kill
- 12. Liberate
- 13. Move
- 14. Neglect
- 15. Open
- 16. Pursue
- 17. Reveal
- 18. Steal
- 19. Transform
- 20. Worship
Subject Word (d20)
- 1. A secret
- 2. Knowledge
- 3. Power
- 4. A weapon
- 5. An ally
- 6. A portal
- 7. The past
- 8. A faction
- 9. A creature
- 10. A curse
- 11. A blessing
- 12. A debt
- 13. A home
- 14. A stranger
- 15. A dream
- 16. A treasure
- 17. A fear
- 18. A memory
- 19. A promise
- 20. The Count
SCENE SPARK (d20)
When a Scene Feels Stuck
Roll when you need a narrative jolt:
- 1. An NPC arrives unexpectedly
- 2. Something you need is missing
- 3. The environment changes
- 4. A clue to your goal appears
- 5. Someone is watching you
- 6. A past decision has consequences
- 7. You find something useful
- 8. A threat emerges
- 9. An opportunity presents itself
- 10. You're forced to make a choice
- 11. Something breaks or fails
- 12. A secret is revealed
- 13. Help arrives (at a cost)
- 14. Time pressure increases
- 15. Your assumptions are wrong
- 16. An ally needs you
- 17. The goal moves or changes
- 18. A new faction gets involved
- 19. The Count notices you
- 20. Roll twice, combine
NPC ORACLE
NPC Reaction (d6)
- 1. Hostile — attacks or works against you
- 2. Suspicious — distrusts, demands proof
- 3. Neutral — waits to see what you do
- 4. Curious — interested, asks questions
- 5. Friendly — willing to help, offers information
- 6. Allied — actively assists, may have agenda
NPC Motivation (d10)
- 1. Survival — they just want to live
- 2. Greed — they want profit or treasure
- 3. Knowledge — they seek information
- 4. Revenge — they harbour a grudge
- 5. Loyalty — they serve someone or something
- 6. Freedom — they want to escape control
- 7. Power — they want influence or status
- 8. Protection — they guard someone or something
- 9. Redemption — they seek forgiveness
- 10. Mystery — their motivation is unclear
NPC Behavior Shift (d6)
Roll when circumstances change to see how an NPC's attitude shifts:
- 1-2. Attitude shifts one step worse (min Hostile)
- 3-4. Attitude unchanged
- 5-6. Attitude shifts one step better (max Allied)
THREAD & NPC TRACKING
Keeping Your Story Alive
Solo campaigns thrive when you track threads (ongoing storylines) andactive NPCs. At any time, maintain two simple lists:
Thread List
Active storylines, quests, and mysteries. Number them 1-10 (or more).
- 1. Find the portal key to the Clockwork Citadel
- 2. Repay the debt to The Count
- 3. Investigate the missing Chronicler
- 4. ...
NPC List
Characters you've met, with their current attitude and motivation.
- 1. Mara (Friendly, Survival) — guide in the Salt Flats
- 2. The Collector (Suspicious, Greed) — wants the artifact
- 3. Hollow Jack (Hostile, Mystery) — follows you
- 4. ...
When a scene is interrupted (via Chaos Factor), roll d10 to pick a thread that drives the interruption. When an NPC appears unexpectedly, roll on your NPC list to see who it is.
“Ask the void a question, and the void answers — not always truthfully, not always kindly, but always with the spark of something unexpected.”
— The Lone Traveler's Oracle
Continue the System
Solo Play Hub
Return to the Lone Traveler System overview.
Domain Navigation
Procedures for exploring domains without a Trickster.
Narrative Journaling
Templates and prompts for recording your solo adventures.
Random Tables
Additional d20, d12, d10 tables for encounters and events.