Nowhere Land

Equipment & Economy

Equipment in Nowhere Land is measured in Loads, priced in silver, and subject to Wear. There is no unified economy — trade depends on context, scarcity, and the whims of reality.

Encumbrance & Loads

Load System

Comfortable Carry: 5–7 Loads

Maximum Load = Forma + 3

Overload Penalty: −1 die per excess Load on all physical actions

Mounts and porters increase capacity at Trickster discretion.

Item Quality Tiers

QualityEffect
MundaneWorks normally
Domain-ForgedSpecial domain-linked properties
CursedCarries dark consequences

Weapons

All weapons have three stats: Damage (Wounds on hit), Range (reach category), and Load (encumbrance).

Melee Weapons

WeaponDmgRangeLoadProperties
Knife / Dagger1Close0.5Concealable, throwable
Short Sword2Close1Versatile, one-handed
Long Sword3Close1.5Two-handed for +1 damage
Great Weapon4Close2Two-handed, unwieldy
Staff / Spear2Reach1.5Defensive (+1 to parry)
Improvised1CloseVar.Breaks on critical failure

Ranged Weapons

WeaponDmgRangeLoadProperties
Throwing Knife1Short0.5Single use until retrieved
Shortbow2Medium1Requires arrows (20 = 0.5 Load)
Longbow3Long1.5Cannot use in confined spaces
Crossbow3Medium2Requires action to reload
Pistol3Short1Loud, ammo scarce in domains
Rifle4Long2Bolt action: −1 attack per round

Weapon Proficiency

ProficiencyModifier
Unskilled−5 penalty to roll
NormalNo modifier
Mastery+3 bonus to roll

Armor

Armor reduces incoming Wounds but imposes penalties to stealth and agility. Damage taken = Weapon damage − Armor Value.

Armor Table

TypeAVPenaltyLoadNotes
Clothing (None)0None0No protection, full mobility
Padded / Leather1None1Light, quiet
Chain / Mail2−1 Stealth2Noisy, medium protection
Plate / Heavy3−2 Stealth, −1 Athletics3Heavy, loud
Domain-Forged2+Varies1–2Special domain properties

Shields

Shield Table

ShieldParry BonusLoadNotes
Buckler+1 Parry0.5Can still use two-handed weapons
Medium Shield+2 Parry, +1 vs ranged1One hand occupied
Tower Shield+3 Parry, +2 vs ranged2−1 Attack, provides cover

Wear System

Equipment degrades through use. Wear tracks damage to armor, weapons, and shields.

Wear Thresholds

WearEffect
0–2No effect
3Protection drops by 1
6Armor breaks (destroyed)

How Wear Accumulates

  • Critical Hit (Armor Damage): On 3+ extra successes, attacker may choose “Armor Damage (1 Wear)”
  • Failed Parry: Reduces incoming wounds by 1, but weapon/shield takes 1 Wear
  • Improvised Weapons: May break on critical failure
  • Repair Cost: ~50% of original item cost for major repair/replacement

Adventuring Gear

Essentials Kit

ItemLoadCostNotes
Rope (50 ft)15 sv
Torch (×6)12 sv4 hours each
Lantern + Oil110 sv8 hours, better light
Rations (7 days)17 sv
Waterskin0.51 sv
Bedroll13 sv
Tent (2-person)215 sv
Climbing Kit112 sv+2 to climbing checks
Healing Kit125 sv10 uses, +2 to Medicine
Lockpicks0.520 svRequired for lockpicking

Expedition Supplies

ItemLoadUses/DurationCost
Water (7 days)11 week3 sv
Medicine Kit110 uses25 sv
Shelter Kit (tent)2Permanent30 sv
Fuel (7 days)11 week5 sv
Repair Kit15 uses15 sv
Emergency Beacon0.51 use100 sv

Special Items

ItemLoadCostEffect
Portal Compass0.5100 svPoints toward nearest portal
Domain Map0.5Variable+2 to Navigation in mapped domain
Blessing Ward0.550 svSingle-use curse protection
Count's Token0PricelessGrants audience with The Count

Excavation Equipment

ItemCostBenefit
Archaeological Kit25 sv+1 to excavation, includes brushes/trowels/markers
Resonance Detector100 sv+2 to Resonance Reading, detects conceptual artifacts
Temporal Stabilizer250 svPrevents paradox damage during primordial excavation
Curse-Proof Gloves75 sv1 hour protection from contact-activated curses
Stasis Container150 svPreserves unstable artifacts; prevents decay/activation

Currency & Economy

Nowhere Land has no unified currency. Trade depends on context, scarcity, and relationship.

Currency Types

CurrencyDescription
Silver StandardCommon coinage from the real world. 100 silver = 1 gold. Accepted in trading posts and bastions.
Domain TokensLocal currencies specific to each domain. May have no value elsewhere.
BarterDirect exchange of goods and services. Common in remote areas.
Ledger CreditThe Count's currency of favors. Valuable everywhere, but comes with strings.

The Count's Ledger

The Count’s Ledger is a meta-currency — your relationship with The Count.

  • Positive Ledger: The Count owes you favors — spend for rerolls, interventions, powerful bonuses
  • Negative Ledger: You owe him — compels tasks, forces consequences
  • The Count’s Debtor career starts with Ledger +2

Domain-Forged Equipment

Items crafted within domains absorb their essence — rare, valuable, often temperamental. May lose power outside their home domain.

Verdant BladeVerdant Tangle

Grows sharper near plant life (+1 damage in forests)

Ashen ShieldAshen Wastes

Absorbs heat; immune to fire damage

Frozen ChainFrozen Expanse

Slows struck targets (half movement for 1 round)

Umbral CloakUmbral Depths

+3 to Stealth in dim light

Library QuillInfinite Library

Translates any written language

Artifacts

Artifact Classification

TypeDescriptionValue
MundaneHistorical objects with no inherent power1–50 sv
EnchantedWeapons/armor/tools that retain domain blessings; may require attunement50–500 sv
ConceptualPhysical manifestations of abstract ideas; extremely unstableNegotiable
Partisan RelicsObjects from Partisans or Genii; fragments of their willKingdoms or blood
Null FragmentsPieces of domains consumed by the Null; exist and don't exist simultaneouslyKill-for / kill-to-destroy

Artifact Identification

TNInformation Gained
10General type, approximate age, obvious function
14Specific properties, activation methods, known hazards
18Full history, creator identity, hidden functions
22+True name, connection to living entities, ultimate purpose

Failure: Incomplete/wrong info. Critical Failure: Triggers hidden property or alerts interested parties.

Career Starting Equipment

Equipment by Career

CareerStarting Equipment
ScholarWorn Notebook, Quill & Ink, Reading Glasses, Reference Tome
SentinelService Weapon, Dog Tags, Field Rations, Weathered Uniform
MerchantLedger Book, Scales, Sample Goods, Coin Purse
ArtisanTool Kit, Raw Materials, Work Apron, Guild Token
HealerMedical Kit, Herb Pouch, Bandages, Healing Salve
PerformerInstrument/Props, Costume, Mirror, Makeup Kit
CharlatanLockpicks, Dark Cloak, Forged Papers, Hidden Knife
NobleSignet Ring, Fine Clothes, Letter of Credit, Family Crest
ExplorerCompass, Rope, Maps, Survival Kit
MysticRitual Components, Incense, Crystal, Tome of Secrets
HunterBow/Trap Kit, Skinning Knife, Tracking Gear, Trophies
DiplomatSealed Letters, Fine Writing Set, Translation Guide, Official Seal

All characters also receive: Personal Effects, Travel Gear, Profession Tools.

Crafting

The Craft Skill

Skill Type: Physical (Forma-based)

Ratings: 0 (untrained) to 5 (legendary)

Specialization: At Skill level 3, choose a specialization (e.g., Craft: Weaponsmithing) for +1 die

Artisan Boon — Masterwork: Items you craft have +1 Durability or +1 Quality

Shelter Construction

ShelterCheckTimeEffect
ImprovisedForma + Survival TN 102 hoursBasic weather protection; lasts 1–2 weeks
SturdyForma + Craft TN 141 dayWeather-resistant; lasts months
Base CampMultiple characters, TN 163–5 daysSemi-permanent; safe haven
Domain-AdaptedAnima + DW TN 181 dayHarmonizes with domain; may gain blessings

Mounts & Mounted Combat

Mounted Combat Rules

  • Movement: +2 hexes/round using mount’s speed
  • Charge: +2 damage on first attack, −1 to hit
  • Mount Targeting: Typically Forma 3, 5 Wounds
  • Dismount (forced): Athletics TN 12 or fall prone
  • Lance: Double damage on charge, can’t use unmounted

Aerial Combat

  • 3D movement — altitude matters
  • Ground ranged vs. flying: −2 penalty beyond Close range
  • Falling: 1 Wound per 10 ft, max 10 Wounds
  • Diving attack: +3 damage, must regain altitude next round

Environmental Gear Requirements

Environmental Hazards

HazardEffectRequired Gear
Extreme ColdForma TN 10/hour or 1 WoundWarm clothing, shelter, fire
Extreme Heat2× water consumption; Forma TN 12/dayShade, rest during midday
Reality StormAnima TN 14 or 1 FractureShelter, Domain Weaving
Toxic Air1 Wound/hour without protectionMasks, breathing apparatus
Gravity FluxAthletics TN 12 to moveRope, climbing gear

Rest & Recovery

Rest Types

RestDurationEffect
Short Rest1 hourCatch breath; no healing without medical attention
Light Rest4–6 hoursRecover 1 Wound if safe shelter
Full Rest8+ hoursRecover all Wounds, 1 Fracture; requires shelter/food/water
Deep Rest24+ hoursFull recovery; must dream (+1 Drift)

Shelter Bonus to Recovery

ShelterRest Bonus
None (exposed)Half recovery; weather hazards apply
ImprovisedNormal recovery; minor weather protection
Sturdy+1 Wound recovery/night; full weather protection
Base CampFull rest benefits; safe haven status
Domain-Adapted+1 Wound, −1 Fracture; domain may assist
“In the real world, a sword is a weapon. In Nowhere Land, it is a question: how long before reality decides it shouldn’t exist?”

— The Count, On the Impermanence of Things