Nowhere Land
PART 13 · PART XIII: FIELD SCIENCES
Extended Survival

Extended Survival

Short trips between safe havens are one thing. Weeks in hostile wilderness—with dwindling supplies, strange diseases, and domains that actively resist your presence—are another entirely. Extended survival requires systematic resource management, group coordination, and the will to endure when rescue seems impossible.

Extended Survival Overview

Extended survival situations occur when the party is cut off from resupply for extended periods—weeks or months rather than days. This might happen during deep domain expeditions, after portal collapse, or when fleeing hostile territories.

When to Use Extended Survival

Use these rules when:

  • Extended Expedition: Planned journey of 2+ weeks through hostile territory
  • Stranded: Cut off from normal supply routes or civilization
  • Resource Scarcity: Domain or situation makes normal resupply impossible
  • Survival Campaign: Party makes extended survival a campaign focus

For short trips (under a week), use standard exploration rules. Extended survival adds detail that would bog down shorter adventures.

Extended Expeditions

Planning makes the difference between successful expedition and desperate survival situation.

Extended Expeditions

Before departure, determine:

  • : Expected travel time plus contingency buffer (×1.5 minimum)
  • Route: Known paths vs. exploration; resupply points if any
  • : Each traveler can carry 5-7 Loads; mounts/porters increase capacity
  • Specialization: Who handles navigation, foraging, medicine, morale?
  • Contingencies: Fallback plans for common problems

Expedition Supplies

ItemCost
Rations (7 days)17 silver
Water (7 days)13 silver
Medicine Kit110 uses25 silver
Shelter Kit (tent)2Permanent30 silver
Fuel (7 days)15 silver
Repair Kit15 uses15 silver
Emergency Beacon0.51 use100 silver

Track resources weekly during extended survival. Daily tracking creates tedium; weekly provides meaningful decisions.

Weekly Resource Check

Each week, resolve in order:

  1. Consumption: Deduct 1 week of rations, water, fuel per person
  2. Foraging: Roll to supplement (see Long-Term Foraging)
  3. Condition: Check for disease, equipment damage, morale loss
  4. Progress: Resolve travel or project advancement
  5. Events: Trickster rolls for encounter or complication

Starvation & Dehydration

ConditionWeek 1Week 2Week 3+
No FoodForma TN 12/week or die
Half RationsNo effect1 Wound per week
No Water2 Wounds, -2 diceForma TN 16 or die each day
Half Water2 Wounds per week

Shelter Construction

Long-term survival requires proper shelter. Sleeping exposed for weeks guarantees illness, exhaustion, and morale collapse.

Shelter Types

Improvised Shelter

Build: Forma + Survival TN 10, 2 hours

Lean-to, debris hut, cave improvement. Provides basic weather protection. Lasts 1-2 weeks before repair needed.

Sturdy Shelter

Build: Forma + Craft TN 14, 1 day

Proper construction with materials. Weather-resistant, concealment from predators. Lasts months with maintenance.

Build: Multiple characters, TN 16, 3-5 days

Semi-permanent installation. Multiple structures, storage, fire pit, defensive perimeter. Counts as safe haven for recovery purposes.

Domain-Adapted Shelter

Build: Anima + Domain Weaving TN 18, 1 day

Shelter that harmonizes with local domain. May gain blessing protection, becomes invisible to domain creatures, or draws sustenance from domain itself.

Shelter Benefits

ShelterRest BonusProtection
None (exposed)Half recoveryWeather hazards apply
ImprovisedNormal recoveryMinor weather protection
Sturdy+1 Wound recovery/nightFull weather protection
Full rest benefitsSafe haven status
Domain-Adapted+1 Wound, -1 FractureDomain may assist

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Water Sources

Finding and securing water is the most critical survival task. Different domains offer different challenges.

Disease Resistance

When exposed to disease:

Roll: Forma + Survival (TN varies by severity):

  • Minor Disease (TN 10):: Contaminated water, mild exposure
  • Moderate Disease (TN 14):: Untreated wounds, prolonged exposure
  • Severe Disease (TN 18):: Domain plague, supernatural infection

Success:: Resist infection. Failure:: Contract disease; effects begin after onset period.

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Morale Modifiers

EventChange
Good news/hope+1
Party member seriously injured-1
Party member death-3
Major setback/disaster-2

Domain Adaptation

Extended time in a domain changes you. Adaptation can be beneficial or horrifying—but it's inevitable.

Group Survival

Survival groups work best with clear roles and responsibilities. Larger groups consume more but accomplish more.

Group Size Effects

SizeAdvantagesChallenges
Solo
Pair (2)
Team (3-5)
Group (6-10)
Expedition (10+)

Rescue & Recovery

When survival situations end—through rescue, reaching safety, or finally escaping—recovery takes time.

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