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#
Wandering the Ways
#####
An Unofficial Guide to the Infinite Paths of the Nevernever
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# FOREWORD
Welcome to
Wandering the Ways: An Unofficial Guide to the Infinite Paths of the Nevernever
. This short supplement aims to hopefully enrich your experience of the Dresden Files Roleplaying Game, specifically regarding travel in the Nevernever, at least as explained in The Paranet Papers. The Nevernever is a place of endless possibilities and countless dangers, a realm where every thought, every dream, every nightmare takes form. It's a place where every location in our world has a counterpart, and these counterparts are connected by paths known as Ways. These Ways are the focus of this supplement, and the intent here is to provide a framework with which to put together a Way step-by-step, or even randomly generate a Way entirely to give a sense of depth and variety to travel in the Nevernever, which can sometimes be dull or awkward. The Ways aren't just simple paths from point A to point B, though. In essence, they are a living, breathing entities of the Nevernever, each with its unique characteristics and challenges. Some Ways are straightforward, while others are abstract and challenging to navigate. Some are short and safe, others are long and fraught with danger. The Ways can take any form, from a serene forest path to a treacherous mountain pass, from a tranquil underwater tunnel to a chaotic vortex of swirling energy. In the Paranet Papers, we were introduced to the concept of the Ways and given some examples. However, I feel the true potential of the Ways wasn't fully explored, or at least made readily available. Now, the style of the Dresden Files Roleplaying Game™ product line kind of prohibits this kind of game design, but I have no such limitation! That's where this supplement comes in.
Wandering the Ways
provides a series of tables that allow you to pick from or generate random interesting Ways on the fly. These tables consider various aspects of the Ways, including their type, level abstractness, length, danger level, and more. This supplement is not just a tool for Game Masters. Players can also use it to better understand the Nevernever and to plan their journeys through it. The random nature of the tables also ensures that every journey through the Ways can be a unique experience, adding an element of unpredictability that can make the game more exciting and engaging.
Wandering the Ways
isn't meant to replace the information in the Paranet Papers. Instead, I've designed it to complement that information with a bit of structure to more easily add depth and detail to the idea of the Ways. By using this supplement, you can bring the Nevernever to life in your games and create a rich and immersive world for your players to explore. Whether you're a seasoned Game Master looking for new ways to challenge your players, or a player eager to delve deeper into the mysteries of the Nevernever, I hope
Wandering the Ways
will be a valuable resource for your table. Without further ado, it's time to step on through and begin this journey!
This role-playing game supplement was created with the assistance of artificial intelligence. While every effort has been made to ensure the accuracy and completeness of the information contained herein, the creators make no warranty, expressed or implied, with respect to the material contained within. The creators shall not be liable in any event for incidental or consequential damages in connection with, or arising out of, the use of the information contained herein. The creators do not claim ownership over any copyrighted material, trademarks, or intellectual property referenced in this supplement, which remain the property of their respective owners. This supplement is not endorsed by any entity referenced herein and is intended for entertainment purposes only. Copyright © 2023 Ultramoose Publishing. **Based upon the Dresden Files by Jim Butcher, and the Dresden Files Roleplaying Game by Evil Hat Productions, LLC.** Ultramoose Publishing is in no way affiliated with the aforementioned parties.
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# PART 1 ##### MAPPING THE NEVERNEVER
Bad news! It isn't actually possible to map the Nevernever, despite our best efforts. Since we all have a brain, eyes, a limited number of senses, but more importantly, a tragic lack any kind of omniscience or omnicognition, it isn't really possible for any of us to really wrap our heads around the impossible strangeness of it all. Still, that doesn't mean the Nevernever can't be understood, if only a little. If we can't see where or how the puzzle pieces fit together, the least we can do is make a list and figure out the rest later. And so we have, and this is what this section is dedicated to: collating all the various pieces of lore and keeping them all in one place where they can ~~do the most harm~~open your minds to the possibilities!
### Cartography and Wayfinding Best practices when it comes to mapping out the Nevernever, or at least charting your progress through it, is generally as simple as sketching out landmarks and taking note of your best guesses for what activates a particular Way and how it works. Observations are excellent, knowledge of arcane lore is even better, but common sense is king. If at first you can't understand it, you'd best stay far, far away and find a better path. This is the golden rule when it comes to walking the Ways between Realms, but failing that, you'll find included a rundown of the basics. #### Master the Lingo The first step in making sense of this Otherworldly mess is to master the lingo. You don't want to pick up some ancient Wizard's journal and get started on your journey only to find out a week in that you've gotten ways and paths twisted. For instance. Hypothetically. Ahem. Starting from the top, then... The **Mortal World** is pretty self-explanatory. It's home. The **Nevernever** is a thoughtform. If the mortal world is Earth, the Nevernever is the Solar System, and perhaps beyond. The boundaries of the Nevernever are ineffable by nature. It's also known as the Otherworld, the Spirit World, the Astral World, Imaginarium, Shambhala, and Dreamtime. Those last two are wrong, by the way, but more on that in regions. Simply speaking, a **Way** is a portal that takes you to a place into another. A Way can lead to the mortal world or the Nevernever, but otherwise all doors or portals to and from there is called a Way. For our purposes, though, we'll be talking about them in more general terms. **The Ways** are an umbrella term for all paths used to traverse from one point in the Nevernever to another. Traveling the Ways is the act of entering a Way, traversing a Path, and coming out the other side. If a Way is a door, then **Triggers** are the locking mechanism. They can be as simple as an open, unguarded gate, but some of them are extremely obscure and hard to discern. A **Path** is the place of transit in-between a point of origin and the destination. They ordinarily have one entrance and one exit, but the Nevernever is hardly known for being ordinary. \columnbreak
**Guardians** are entities whose purpose is to guard a Path. Not all are violent, sentient, or even apparent—you can't hope for a much better Guardian than an active volcano, after all. Conversely, **Lurkers** are entities who roam the Ways hoping to ambush Travelers. They're probably the most dangerous thing you'll on your trip, and they're always there by design. If you're especially unlucky, they may have been sent there to wait for *you.* **Travelers** are mortals, demi-mortals and quasi-mortals who wander the Ways for one reason or another. Treat them with caution and always be respectful. **Wayfinding** is the act of traveling the Ways. A **Realm** is the second largest division of space in the Nevernever. Ways often, but not always, open in Realms. A **Demesne** is the smallest, and is ruled by one or several masters who usually reside there and can wield the land, the energies and all it contain with tremendous force as an extension of their selves, *because it is.* A **Region** is an inter-connected network of Realms, Demesnes and Ways. Not all Ways found in a Region open to other locations in the same region, but most do. **Native** is a term for natural citizens of the Nevernever. Again, treat them with caution and always be respectful. **God and gods** is an important distinction to make, but not a particularly relevant one. Ideally, stay away from either one. On that note, if it ever feels like something or someone is playing dice with the universe, I chalk it up to the **Powers-that-Be.** A **Nexus** is an incredibly rare, strategic Region in the Nevernever that contains many more Ways than most Regions. There isn't a standard to inform how many Ways make a Nexus, but they can have dozens, hundreds or thousands of them. Naturally, the location of a Nexus is a valuable secret. **Transitioning**, **worldwalking**, and **transportation rituals** are the means by which everyone practices Wayfinding. Wizards, Sorcerers and Practitioners need to use transportation rituals to open a Way, a complicated process best left to the professionals. Natives can usually transition to and from the Nevernever in places that reflect their nature, and particularly powerful ones can open Ways, same as any practitioner. #### Tools and Techniques You won't be surprised to hear that most stables outdoor skills, gear and survival kits will serve you well out Wayfinding. A compass almost never points north, but there's a use for just about everything out there. The best place to start is to figure out a system of breadcrumbs that works for you, so you can always find your way *back.* Funny enough, logging and scrapbooking are your friends here. If you're careful to write down every step you take, you can find your way back from just about anywhere. Biggest danger to you is, well, danger. You have to toe the line between the bare minimum to keep yourself safe without carrying something that'll provoke a Native into attacking you outright. Iron is a great example: it's a powerful weapon in the Nevernever, but it'll make anything you might want to use it against immediately hostile when they might not have been. How little can you get by with? Dealer's choice. \pagebreakNum ### Challenges of Wayfinding Putting aside the latent threat to life and liberty posed by Guardians, Lurkers and other Travelers, Wayfinding isn't a piece of cake. Hell, it isn't even the first *step.* ###### Finding the Way Before you even think about crossing a Way, you have to find one first. For most folk, that presents at least a Good (+3) challenge to Scholarship, upgraded to Great (+4) if you want to go somewhere specific. The easiest way in any case is a trustworthy source outright telling you where to cross (or, failing that, using a Wayfinder, but that's so unlikely I didn't even include it in Tools as a viable piece of kit). Practitioners and minor talents with a useful kind of ESP (that's Supernatural Senses, by the way) can get by easier \pagebreakNum
# PART 2 ##### FINDING THE WAY
Now that we've covered the basics, it's time to tackle the meat and potatoes of this particular book: actual travel in the Nevernever. I've hinted at this a few times now, but we'll be using this part of the book to codify the cosmic mechanics behind Ways to make even ordinary travel sequences seem full of mystique and wonder. Now, I'm not suggesting reality is a sham and Ways are about as random as can be, but if I were, and I was going to make a game out of it, I would make it so the Powers-that-Be can either pick and choose how their Ways work, or roll it on a table. So I did. This section is laid out linearly. The intention isn't that all of these steps be used every single time, but it's probably a good idea to go through them in order to pick and choose what you like and what you don't need right now. Don't be afraid to leave it to chance, either! Sometimes it's just more interesting to let the dice fall where they may.
### Wandering the Wild Ways The idea behind constructing a framework to pull of interesting Ways on the fly is because there's so much to wrap your mind around. They can be anywhere, any ***when,*** as real as a yellow brick road or as arcane and mind-boggling as an actual walk down memory lane. Danger lurks at every turn, and almost never in the way you would expect—it's all just a lot. Like, a **lot** a lot. Hence, the tables. All things being equal, I'd rather not have to think too hard when put on the spot, you know, for the sake of immersion. Powers-that-Be and all that. So if I can take a pause, look at a few tables, and confidently say that the way only appears at the crack of dawn, revealed by tracing a specific rune in the air that just so happens to tie-in to the death cult the would-be heroes are chasing, and declare that it is a river with a mighty current where boggarts and boogeymen from traume past manifests to pick off travelers one by one until, an hour later, they finally reach the Way out? All that without so much as a scrap of effort? You bet that could impress some folks. #### Locating the Ways The Location Type sets the stage for where you'll find the Way. Could be a bustling city, a remote mountaintop, or something just plain weirder. Every journey starts here, and this step is kind of hard to skip, seeing as you need a point of origin and all. | **1d4** | **••• Location Type** | | --- | --- | | 1 | Natural Landscape (a forest, a river, a mountain) | | 2 | Man-made Structure (a building, a bridge, a statue) | | 3 | Temporal (a specific time, a specific date, a specific season) | | 4 | Emotional (a place of joy, a place of sorrow, a place of fear) | | 5 | Conceptual (a story, a paradox, a belief) | | 6 | Roll twice \columnbreak
#### Triggers and Catalysts Like the Location of a Way, knowing its Trigger is every bit as important, even if it doesn't have one. Some Ways just wait, wide open for someone brave enough or stupid enough to walk through. Me, I'd rather sit back and see what happens first, if that's all the same to you. | **1d6** | **••• Trigger Type** | | --- | --- | | 1 | Sensory (a sound, a scent, a taste) | | 2 | Physical (a gesture, a dance, a knock) | | 3 | Emotional (a feeling, a memory, a state of mind) | | 4 | Temporal (a time, a date, a phase of the moon) | | 5 | Environmental (a weather condition, nearby animal or plant) | | 6 | Magical (a spell, a type of magical energy, a magical item) | #### Pathways of the Nevernever Deciding the Path is probably the last hard requirement to creating a Way. Even if the journey happens in the blink of an eye, you still have to travel through *something.* This is where things can get a bit nebulous. If you're lucky, it'll be as simple as a hike through a forest. If you're not, though... well, let's just say I don't relish the thought of having to take a nap anywhere in the Nevernever, but *especially* not in the middle of a Way. | **1d8** | **••• Type of Way** | | --- | --- | | 1 | Physical Path (a tunnel, bridge, or stairway) | | 2 | Natural Phenomenon (a river, jet stream, or ray of light) | | 3 | Sensory Experience (a specific sound, scent, or texture) | | 4 | Emotional Resonance (a feeling of joy, fear, or curiosity) | | 5 | Temporal Shift (a place where time moves differently) | | 6 | Spatial Warp (a place where distances are warped) | | 7 | Memory Lane (a path through someone's memories) | | 8 | Dream Walk (a journey through someone's dreams) |
## **[ART PLACEHOLDER]** \pagebreakNum #### Metaphysical Mysteries Astonishing alliteration aside, Abstraction always aggravates authors and adventurers alike. Heh. To say this can gum up the works is kind of an understatement, though. Even a moderate degree of Abstraction can put you in serious danger. Personally, I wouldn't chance anything past a 3... which is why this table goes all the way to 10. This can take *any* form. Riddles? You bet. Unpacking complex emotions and buried trauma? Definitely. A very abstract path can have you deal with complications upon complications. In fact, an astute reader like you should notice that memory and emotions figure multiple times in these tables. As it turns out, sometimes Inception is the only answer. | **1d10** | **••• Abstraction of the Way** | | --- | --- | | 1 | Very Concrete (a physical path with clear landmarks) | | 2 | Mostly Concrete (a physical path with abstract elements) | | 3 | Balanced (a mix of physical and abstract elements) | | 4 | Mostly Abstract (an abstract path with physical elements) | | 5 | Very Abstract (a journey through emotions or memories) | | 6 | Shifting (a path alternating between concrete and abstract) | | 7 | Unpredictable (a path that changes in abstractness) | | 8 | Illusory (a path that seems concrete but is actually abstract) | | 9 | Metaphorical (a path that represents a concept or idea) | | 10 | Paradoxical (a path that defies logic or understanding) | #### Traveling the Ways As things go, this is pretty straightforward. Time is kind of a loose concept in the Otherworld, and Wayfinding is no exception. If a Path goes on to infinity, well... this section is about creating problems, not solutions. | **1d12** | **••• Length of the Way** | | --- | --- | | 1 | Very Short (a few steps) | | 2 | Short (a few minutes' walk) | | 3 | Moderate (an hour's journey) | | 4 | Long (a day's travel) | | 5 | Very Long (a week's journey) | | 6 | Variable (the length changes each time) | | 7 | Unpredictable (the length seems to change randomly) | | 8 | Infinite (the journey seems to go on forever) | | 9 | Looping (the path loops back on itself) | | 10 | Branching (the path splits into multiple routes) | | 11 | Labyrinthine (the path is a complex maze) | | 12 | Teleportation (the journey is instantaneous) | \columnbreak #### Hazards of the Ways Obviously, Wayfinding isn't difficult enough without adding an element of danger. Weirdly, though? Good news! Since the Nevernever is pretty much infinitely vast, all the nasty nightmare buggers are spread out so far they become basically background noise. Deadly, deadly, background noise. | **1d8** | **••• Danger of the Way** | | --- | --- | | 1 | Very Safe (no known dangers) | | 2 | Mostly Safe (minor hazards) | | 3 | Moderately Safe (some risks, but manageable) | | 4 | Balanced (a mix of safe and dangerous areas) | | 5 | Mostly Dangerous (many hazards, but survivable) | | 6 | Very Dangerous (high risk of harm or death) | | 7 | Unpredictable (the danger level changes randomly) | | 8 | Unknown (the danger level is unclear or uncertain) | #### Unique Features of the Ways Finally, you have "Unique" features. If you look upon your works so far and decide it could stand to be a bit *more* interesting... well, I pity anyone who crosses you. In any case, though, unique features make the way stand out from everything else around it. A unique feature can add on to any other aspect of a Way, but should represent a meaningful Aspect to be used as part of a story. When adding a unique feature, you should plan for a story beat where ~~your hapless victims~~the heroes have some time to examine it to learn its significance, and justify all your hard work so far. Once that's done, pat yourself on the back for a job well done! | **1d6** | **••• Specific Feature** | | --- | --- | | 1 | Underneath (under a bridge, a thundercloud) | | 2 | Next to (a river, a shadow at sunrise) | | 3 | On top of (a hill, a building) | | 4 | Inside (a forest, a building) | | 5 | Surrounded by (flowers, statues) | | 6 | At the sight of (a rainbow, a specific event) |
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- [ ] Cartography and Wayfinding - [x] Introduction to Cartography in the Nevernever - [x] Definitions - [x] Mapping Techniques and Tools - [ ] Symbols and Conventions for Nevernever Maps - [ ] Challenges of Wayfinding in the Nevernever - [ ] Include the fact that staying too long in the Nevenever is dangerous for mortals because your cells deplace themselves with ectoplasm rather than matter over time (new body every seven years and all that, see Word of Jim) - [ ] Strategies for Effective Wayfinding - [ ] Tracking Progress and Locations - [ ] Nevernever Realms and Landmarks - [ ] Overview of Nevernever Realms - [ ] Description and Lore of Major Realms - [ ] Realm 1: [Name] - [ ] Realm 2: [Name] - [ ] Notable Landmarks in Each Realm - [ ] Landmark 1: [Name] - [ ] Description and Significance - [ ] Encounters or Challenges Associated - [ ] Landmark 2: [Name] - [ ] Description and Significance - [ ] Encounters or Challenges Associated - [ ] Secrets and Hidden Paths - [ ] Unveiling Hidden Secrets in the Nevernever - [ ] Methods for Discovering Hidden Paths - [ ] Wayfinder, a new Item of power that gives Nevernever powers. - [ ] Clues, Puzzles, and Rituals to Reveal Hidden Passages - [ ] Shortcuts and Forgotten Gateways - [ ] Concealed Destinations and Forbidden Areas - [ ] Waystation Nexus - [ ] Understanding Waystations in the Nevernever - [ ] Function and Purpose of Waystations - [ ] Notable Waystations and their Features - [ ] Waystation 1: [Name] - [ ] Description and Role - [ ] Services or Information Available - [ ] Encounters or NPCs at the Waystation - [ ] Waystation 2: [Name] - [ ] Description and Role - [ ] Services or Information Available - [ ] Encounters or NPCs at the Waystation \columnbreak - [ ] Astral Signposts and Markers - [ ] Exploring Astral Signposts in the Nevernever - [ ] Types and Meanings of Astral Signposts - [ ] Origins and Mystical Significance - [ ] Interpreting and Utilizing Astral Signposts - [ ] Locating Destinations Using Astral Markers - [ ] Legendary Paths and Quests - [ ] Legends and Myths of the Nevernever - [ ] Overview of Legendary Paths and Quests - [ ] Epic Journeys and Objectives - [ ] Quest 1: [Name] - [ ] Lore and Background - [ ] Objectives and Challenges - [ ] Rewards or Consequences - [ ] Quest 2: [Name] - [ ] Lore and Background - [ ] Objectives and Challenges - [ ] Rewards or Consequences - [ ] Otherworldly Travel - [ ] Alternative Means of Travel in the Nevernever - [ ] Magical Artifacts for Transportation - [ ] Rituals and Incantations for Travel - [ ] Creatures or Entities that Aid Travelers - [ ] Dangers and Limitations of Otherworldly Travel
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# Memos For GM Binder ##### An alternative box to add some more text in! When copying the styling between the tags, you don't absolutely need the
background for it to work. Perfect for adding bits of flavor or pencil drawings
to your doc, or even use it for meta purposes.
##### This memo? memo1-top This little folded paper is best used in the top left corner, which is why you don't get the positioning style tag. This is memo1-top. You can't put that much on here, but it is enough . You have to be careful not too put in too much text, as it will keep going outside this memo.
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##### This memo? memo1-bottom This little folded paper is best used in the bottom right corner, which is why you don't get the positioning style tag but a snippet variant. You can't put that much on here, even less, as you have can't put in too much text, as it will be outside this memo and off page.
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##### This: memo2-right This memo, like its side neighbour, is best used at the vertical edge, but this one has the vertical positioning in the div itself. This allows you to change the default `top:400px;` or even positioned relative to the bottom page edge. This note also overflows if you have too much text. In contrast to the other memo2's, this one can take a bit more text.
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**When using a memo, replace the "```${#: field description}```" with the value of your choosing!** First make sure to copy the above styling. ## Code Snippet Memo1 ```
${2:Memo Title and Text}
``` ## Code Snippet Memo2 ```
${4:Memo Title and Text}
``` ## Code Snippet Memo3 ```
${4:Memo Title and Text}
```