Wandering the Ways
An Unofficial Guide to the Infinite Paths of the Nevernever
FOREWORD
Welcome to Wandering the Ways: A 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!
Legal Disclaimer
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.
PART 1
FINDING THE WAY
Realms and Regions: Locating the Ways
The Location Type sets the stage for where the Way is found. It could be in a bustling city, a remote mountaintop, or something entirely more abstract. This step is the backbone of this journey, the starting point from which to build an exciting scene.
| 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 |
Keys to the Ways: Triggers and Catalysts
The Trigger Type defines what initiates the opening of the Way. It could be a specific phrase, a particular action, or even a certain time of day. This component can add a puzzle-solving aspect to the journey, as the characters must find creative means with which to activate the Way.
| 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
This part is crucial, as it sets the fundamental nature of the Way your characters will traverse. It stands to reason most ways will be as simple as a serene forest path or treacherous mountain path, but the possibilities here are endless. By defining the Type of Way, you establish the basic environment and atmosphere, and set the stage for the journey through the Nevernever.
| 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) |
Mysteries of Metaphysical Morphing
The Abstractness of the Way can add a layer of complexity and intrigue to your journey. The distinction is important here, because this is a step that should often be skipped in favor of using a very concrete path. Abstractness determines how literal or metaphorical the path is: a highly abstract Way might be a series of riddles or a path through emotions and memories, while a less abstract one might be a simple physical path, like a forest trail. This component challenges both the players and their characters to think creatively and interpret their surroundings.
| 1d10 | ••• Abstractness 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) |
Journey's End: Moments to Eternities
The Length of the Way determines the duration of the journey through the Nevernever. It could be a short jaunt that takes mere moments, or a long trek that spans days or even weeks. This component helps set the pace of the adventure and can add a sense of urgency or endurance to the journey.
| 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) |
Perils and Pitfalls: Hazards of the Ways
The Danger of the Way introduces the element of risk and challenge. It could range from a safe and uneventful path to a perilous route fraught with deadly traps and monstrous creatures. This component adds tension and excitement to the journey, testing the characters' skills and courage.
| 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
The Specific Feature is a unique characteristic or landmark that distinguishes the Way. It could be a towering tree, a glowing rune, or a whispering wind. This component adds a touch of mystery and wonder to the journey, creating memorable moments and clues for the characters to discover. Again, this is a step that should only be implemented when a journey has to feel special, and otherwise may slow down the story to the point of breaking immersion.
| 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) |