Nowhere Land

Domains & Portals

Domains are pocket realities within Nowhere Land, each with its own rules, inhabitants, and mysteries. They have Willpower (0-10), grant Blessings and Curses, and can awaken, sleep, merge, or die. Portals connect these fragments of the dream.

"Every domain is a thought someone forgot to stop thinking."

Anatomy of a Domain

Domain Components

Willpower (0-10): The domain's strength and resistance to change

Genius: The ruling spirit or consciousness

Laws (2-3): Unique physics or metaphysics (e.g., gravity reversed, fire freezes)

Attunement: How the domain changes long-term residents

Portals: Connections to other domains

Blessings & Curses: Supernatural bonuses/penalties granted to visitors

Domain Willpower Uses

MechanicFormula
Social Exchange with domain entitiesTN = Willpower x 4
Domain Communion checkTN = Willpower x 4
Paradox Anchor resistanceContested vs Willpower x 4
Ascension (Legendary Potential)Contested vs Willpower x 4
Bastion EstablishmentSocial Exchange TN = Willpower x 4
Domain Birth (Legendary)Arcane Resonance + Domain Weaving TN 20

Named Domains of Nowhere Land

🚪

The Passage

Liminal space between worlds

🎭

Count's Domain

Where The Count holds court

⚙️

Clockwork Citadel

Gears, precision, mechanical wonders

🪞

Mirror Labyrinth

Endless reflections, identity fractures

💀

Bone Gardens

Death blooms into strange life

🌊

Drowned Quarter

Sunken district, memories bubble up

😱

Fever Dream

Nightmares take form, dreams have teeth

🔄

Inverted Spire

Gravity-defying tower

📜

Paper City

Fragile beauty, words become reality

🏜️

Salt Flats

Endless desolation, memory grows

🩸

Bleeding Forest

Gothic horror, trees weep crimson sap

🎪

Carnival of Shadows

Twisted performers, dark delights

🌍

Real World

Earth - the mundane reality

🌿

The Verdant Tangle

Jungle/forest primeval

🔥

The Ashen Wastes

Desert and fire domain

The Null

Entropy and void

🕳️

The Abyss

Nightmarish rock swamp, final domain

⚖️

Domain of Restraint

Iron discipline and order

🎰

Domain of Excess

Indulgence and fortune

☀️

Sun-High / Moon-Low

Synced twin domains (Eternal Noon / Midnight)

Portal Mechanics

Portals are gateways between domains or from Earth to Nowhere Land. They can be natural, created, or facilitated by The Count. Portals may require keys, trials, or payment to traverse.

Portal Creation (Count's Ledger)

Ledger CostEffect
+2Summon portal to known domain (1 hr ritual, lasts 10 min)
+4Create permanent portal between two domains
+5Create an entirely new domain

Portal Utilities

  • Portal Compass: Item that points toward the nearest portal
  • Portal Anchor: Bastion project - 1,000 silver + Arcane Resonance TN 16. Creates permanent portal to one domain
  • Thread Severance: Universal Potential that closes a portal for 24 hours
  • Paradox Anchor: Stabilizes reality in a 30 ft radius - no portals can form
  • Synced Domains: Portals between them never close or fluctuate
  • Exploration Roll of 5: Portal or portal remnant discovered

Portal Drift Check

The Abyss Risk

At Drift 5+, travelers roll decreasing dice when entering portals. Rolling 1 sends them to the Abyss instead of their destination.

Die chain: d100 -> d20 -> d12 -> d10 -> d8 -> d6 -> d4

Higher Drift = smaller die = greater chance of rolling 1 = higher Abyss risk. At d4, there's a 25% chance of falling into the Abyss with every portal transition.

Blessings & Curses

Blessing & Curse Rules

  • Blessings range from +1 to +5; Curses from -1 to -5
  • Cannot have both Blessings & Curses in the same domain
  • Stack up to 3 from a single domain; multiple domains can stack
  • Some carry to other domains at half effectiveness
  • At 3 Blessings from one domain -> may awaken a Domain Potential
  • At 5 Blessings (Paradigm Shift) -> one Blessing persists outside, may awaken a Potential, alters domain Willpower

Common Blessings

BlessingEffect
Safe Haven+2 recovery rolls
Path Sense+2 Navigation; portals glow visible
Tongue of the LandSpeak domain language
Domain's ChildDomain creatures are neutral toward you
Elemental Affinity+2 resist domain's element
Echo MemoryVisions of domain's history

Common Curses

CurseEffect
MarkedCreatures sense you at 2x distance
Wanderer's Bane-2 Navigation
Tongue-TiedCannot speak domain language
Unwelcome-2 starting Disposition
Elemental Vulnerability+2 damage from domain's element
Nightmare TouchedNo Reverie from rest in this domain

Domain-Specific Blessings & Curses

The Passage

First Step's Grace: +2 resist being lost between domains
Indecision's Weight: -1 Anima/hr; choices become paralyzing

Verdant Tangle

Forest's Whisper: +2 Survival in natural domains; plants ease passage
Thorned Path: 1 damage moving through vegetation

Domain of Restraint

Iron Will: +2 resist mind control, fear, compulsion
Bound: Cannot use Reach mechanics; future chained

Domain of Excess

Fortune's Favor: Reroll any failed check 1/session
Addiction: Must indulge daily or -2 all rolls

Managing Blessings & Curses

Gaining Blessings

  • Align with domain nature
  • Serve the Genius
  • Complete domain quests
  • Reach +3 Disposition

Removing Curses

  • Atonement (action opposing the cause)
  • Count's Deal (3-5 Ledger cost)
  • Domain-specific cleansing ritual
  • Time (minor curses fade after 1 month+)

Domain Weaving

Domain Weaving Skill

Essence: Anima | Type: Hybrid Skill

ApplicationRollTN
Domain CommunionAnima + Domain WeavingWP x 4
Dimensional AccessAnima + Domain Weaving18
Domain Birth (Legendary)Arcane Resonance + Domain Weaving20
Predict Reality StormDomain WeavingVaries

Domain Adaptation

Stages of Adaptation

StageDurationEffect
Acclimation1-2 weeks-2 penalty, then normalizing
Attunement1-2 monthsMinor blessing, +1 navigation/foraging
Integration3+ monthsSignificant blessing, withdrawal on leaving
Transformation1+ yearPhysical/mental changes, may become permanent resident

Bastion Management

Establishing: Suitable location + 500 silver + 1 month + Social Exchange TN = Domain Willpower x 4 (or by force).

Bastion Resources

ResourceRangeNotes
Population1-5Determines project slots & workforce
Prosperity1-5Generates silver income per season
Stability1-5Resistance to crises
Threat0-5At 5 = bastion destroyed

Prosperity Income per Season

PopulationSilverExtras
1100-
2250-
3500+1 trade good
41,000+2 trade goods
52,500+5 trade goods

Bastion Projects (1 Season Each)

ProjectEffect
Fortifications+1 Stability, -1 Threat
Market Square+1 Prosperity
Housing+1 Population cap
Temple/Shrine+1 Stability, +1 Domain Disposition
Workshop+1 Prosperity, half-cost crafting
Portal Anchor1,000s + Arcane Resonance TN 16 - permanent portal

Seasonal Turn

  1. Collect Income
  2. Resolve Projects
  3. Roll Event (1d6 + Threat)
  4. Adjust Resources

Event Results:

2- Windfall | 3-4 Growth | 5-6 Uneventful | 7 Minor Crisis | 8+ Major Crisis

Crisis Table (1d6): Monster Attack, Plague (Survival TN 16), Bandit Siege (500s tribute), Political Coup, Supply Crisis, Domain Collapse (+2 Threat)

Domain Lifecycle

Domain Splitting

When Domains Break Apart

Triggers: Schism of Belief, Willpower Collapse (hits 0), Count's Foreclosure, death of an Exalted being.

  1. Cracking (1-30 days)Reality fractures, micro-portals form
  2. SeparationVoids form, crossing requires portals
  3. DivisionWillpower split evenly (rounded down); each daughter keeps one Blessing aspect; Curses multiply to full in each

Reunification: Conquest, new Constitution of Reality, or recovering the Keystone artifact.

Domain Synchronization

Aligning Two Domains

Methods: Anchor Ritual (TN 25), Quantum Entanglement, Count's Ledger contract

Benefits

  • Portals never close/fluctuate
  • Shared Willpower (temporary loans)
  • Blessing Exchange (choose 1 from either)
  • Telepathy across boundary

Risks

  • 50% damage transfers between domains
  • Permanent invasion corridor
  • 1d4 Willpower loss if sync breaks
  • Temporal de-sync accelerates time differentials

Newborn Domains

Domain Growth Stages

Genesis: Collective Dream, Trauma Echo, Count's Experiment, Traveler's Wish. Newborns start at Willpower 1, fluid geography, amplified but chaotic magic.

1. Spark: Chaotic, no stable form

2. Form: Geography stabilizes, Elementals appear

3. Name: Gains true Name, Blessings/Curses solidify, Exaltations emerge

4. Power: Major domain power, spawns own portals

The Abyss

The Final Domain

The Abyss is the final domain - a nightmarish rock swamp filled with insect swarms and the remains of lost Travelers. No Potentials function in the Abyss.

Fountain of Abyss: A legendary spring of pure dream-water. Drinking resurrects those who died at max Drift, restoring them at Drift 0 in the Outside. Many false fountains exist.

Swarm-Touched: Humans partially consumed by insect swarms - they retain memory fragments, serve the Abyss, and lead seekers to false fountains.

Numbral Dice: A countdown clock mechanic. Starts at 24, decremented by d6. Rolling 1 steps the die up (d6->d8->d10->d12->d20). At 0 = catastrophic event.

"A domain is a wound in reality that learned to dream."

- The Count, On the Nature of Domains