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:

  • Duration: Expected travel time plus contingency buffer (×1.5 minimum)
  • Route: Known paths vs. exploration; resupply points if any
  • Load: 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

ItemLoadDurationCost
Rations (7 days)11 week7 silver
Water (7 days)11 week3 silver
Medicine Kit110 uses25 silver
Shelter Kit (tent)2Permanent30 silver
Fuel (7 days)11 week5 silver
Repair Kit15 uses15 silver
Emergency Beacon0.51 use100 silver

Resource Management

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 Food-1 die all checks1 Wound, -2 diceForma TN 12/week or die
Half RationsNo effect-1 die all checks1 Wound per week
No Water2 Wounds, -2 diceForma TN 16 or die each day
Half Water-1 die all checks1 Wound, -2 dice2 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.

Base Camp

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
Base CampFull rest benefitsSafe haven status
Domain-Adapted+1 Wound, -1 FractureDomain may assist

Long-Term Foraging

Extended foraging sustains groups for weeks or months. Success depends on domain abundance and foraging strategy.

Weekly Foraging

Roll:: Anima + Survival (modified by domain)

ResultFood FoundNotes
Critical FailureNone + hazardPoison, predator encounter, injury
FailureNoneTime wasted; try again with -2
Success (10-14)Half rations for partySupplements supplies
Good (15-19)Full rations for partyNo supply consumption this week
Excellent (20+)Full + surplusGain 1 week of extra rations

Domain Foraging Modifiers

Domain TypeModifierNotes
Verdant/Forest+2Abundant but may be territorial
Plains/Grassland+0Standard foraging
Coastal/Aquatic+1Fish, shellfish, seaweed
Desert/Wasteland-4Limited; requires specialization
Mechanical/Urban-2Must scavenge or trade
Death/Decay-3Food often corrupted
The NullImpossibleNothing grows; bring everything

Water Sources

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

Water Acquisition

Surface Water (Rivers, Lakes)

Usually visible and accessible. May require purification. Hazards: predators, pollution, territorial creatures.

Groundwater (Wells, Springs)

Test Survival TN 14 to locate. Often cleaner than surface water. May require digging or negotiation with domain.

Precipitation Collection

Collect rain, snow, dew. Requires containers and patience. Amount depends on weather: 1-4 days of water per storm.

Plant Sources

Some plants store water. Test Survival TN 12 to identify safe sources. Yields 1-2 days of water per successful harvest.

Domain Sources

Some domains generate water from strange sources—condensation from concept crystals, tears of stone guardians. Requires Domain Lore to find.

Disease & Ailments

Extended survival exposes travelers to illness, infection, and domain-specific ailments. Prevention is easier than cure.

Common Survival Ailments

AilmentOnsetEffectTreatment
Exposure2-3 days-1 Forma, fatigueWarmth, rest, shelter
Gut Illness1-2 days1 Wound/day, dehydrationRest, clean water, herbs
Infection3-5 days1 Wound/day, feverMedicine, rest, amputation?
Parasites1-2 weeks-1 to all, food needs ×2Purgative herbs, fasting
Domain SicknessVariesDomain-specific effectsLeave domain or adapt

Disease Resistance

When exposed to disease:

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

Morale & Sanity

Extended survival erodes mental health. Isolation, danger, and monotony take their toll even on the strongest minds.

Morale System

Track party Morale from 0 to 10 (start at 5):

  • 10: Euphoric. +1 to all checks. May take foolish risks.
  • 7-9: Good spirits. Normal operation.
  • 4-6: Stressed. Tempers fray. Arguments more likely.
  • 2-3: Despairing. -1 to all checks. Must test Anima to take risks.
  • 0-1: Broken. -2 to all checks. May refuse to continue, self-harm, or desert.

Morale Modifiers

EventChange
Victory/major success+2
Find abundant resources+1
Rest in safety+1
Good news/hope+1
Each week of scarcity-1
Party member seriously injured-1
Party member death-3
Major setback/disaster-2
Hostile domain attention-1

Domain Adaptation

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

Adaptation Stages

After extended time in a domain, adaptation occurs:

Acclimation (1-2 weeks)

Physical adjustment. -2 to all checks initially, improving to normal. May develop minor immunity to domain hazards.

Attunement (1-2 months)

Domain recognizes you. May gain minor blessing, or attract unwanted attention. Navigation and foraging +1.

Integration (3+ months)

You become part of the domain. Significant blessing likely, but leaving causes withdrawal effects. Domain creatures treat you differently.

Transformation (1+ year)

Physical or mental changes reflecting domain. May lose connection to origin; may become permanent resident. Some never leave.

Group Survival

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

Survival Roles

Leader

Makes final decisions, settles disputes, maintains morale. Test Umbra + Command weekly to prevent morale loss.

Provider

Handles foraging, hunting, resource acquisition. Primary Survival specialist.

Medic

Treats injuries, prevents disease, manages health. Medicine kit lasts 50% longer in their hands.

Scout

Explores ahead, finds safe routes, watches for danger. Party cannot be surprised while scout is active.

Craftsperson

Builds shelter, repairs equipment, creates tools. +2 to construction and repair.

Group Size Effects

SizeAdvantagesChallenges
SoloStealth, speed, independenceNo backup, limited skills, morale risk
Pair (2)Watch rotation, skill coverageSingle point of failure if one falls
Team (3-5)Good balance, role specializationRequires coordination, more resources
Group (6-10)Security, redundancy, labor forceHard to hide, political dynamics
Expedition (10+)Massive capability, specializationLogistics nightmare, faction splits

Rescue & Recovery

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

Post-Survival Recovery

After extended survival ends:

  • Physical Recovery: 1 week per month of extended survival to fully recover. Wounds heal normally; chronic conditions may persist.
  • Mental Recovery: Test Anima weekly. Success = +1 Morale recovered. Low morale may cause flashbacks, nightmares, behavioral changes.
  • Equipment: Most gear needs replacement or major repair after extended use. Budget 50%+ of original cost.
  • Relationships: Time away strains connections. Contacts may have moved on, forgotten you, or assumed you dead.