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
| Item | Cost | ||
|---|---|---|---|
| Rations (7 days) | 1 | 7 silver | |
| Water (7 days) | 1 | 3 silver | |
| Medicine Kit | 1 | 10 uses | 25 silver |
| Shelter Kit (tent) | 2 | Permanent | 30 silver |
| Fuel (7 days) | 1 | 5 silver | |
| Repair Kit | 1 | 5 uses | 15 silver |
| Emergency Beacon | 0.5 | 1 use | 100 silver |
Track resources weekly during extended survival. Daily tracking creates tedium; weekly provides meaningful decisions.
Weekly Resource Check
Each week, resolve in order:
- Consumption: Deduct 1 week of rations, water, fuel per person
- Foraging: Roll to supplement (see Long-Term Foraging)
- Condition: Check for disease, equipment damage, morale loss
- Progress: Resolve travel or project advancement
- Events: Trickster rolls for encounter or complication
Starvation & Dehydration
| Condition | Week 1 | Week 2 | Week 3+ |
|---|---|---|---|
| No Food | Forma TN 12/week or die | ||
| Half Rations | No effect | 1 Wound per week | |
| No Water | 2 Wounds, -2 dice | Forma TN 16 or die each day | |
| Half Water | 2 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
| Shelter | Rest Bonus | Protection |
|---|---|---|
| None (exposed) | Half recovery | Weather hazards apply |
| Improvised | Normal recovery | Minor weather protection |
| Sturdy | +1 Wound recovery/night | Full weather protection |
| Full rest benefits | Safe haven status | |
| Domain-Adapted | +1 Wound, -1 Fracture | Domain may assist |
:
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
| Event | Change |
|---|---|
| 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
| Size | Advantages | Challenges |
|---|---|---|
| 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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