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classpectanon

Classpectanon's Land Descriptions

Jun 7th, 2016
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  1. Land of Rime and Magma
  2. Your land is a snow-covered hellscape of mountains and glaciers, with deep flows of bright red lava crisscrossing the landscape, carving out deep under-ice caverns. Your consorts are the Penguins, who are trying to escape their solitary existence and spread out over the land, but don't know how to cross the magma floes.
  3.  
  4. Land of Iron and Whispers
  5. Your land is a mountainous one, with great monoliths of iron bars stretching upward into the sky from the rocky outcropping below. The great iron structures were created millennia ago in order to channel the wind into sound and whispers, but the Denizen's influence has begun to rust and corrode them. You must work with your Consorts, the Komodos, in order to restore the metal spires to their proper working conditions.
  6.  
  7. Land of Visions and Curses
  8. Your land is a tall deciduous forest inhabited by the Grizzlies, impressively ornery and lazy beasts. The trees of this forest are all grey, with black and white leaves constantly drifting down like television static. The Grizzlies have been mostly put to permanent hibernation by your Denizen, and need to be roused from their slumber in order to free the land.
  9.  
  10. Land of Tinsel and Strife
  11. A constant, brutal war zone between three tribes of Beetles, with tissue paper and tinsel beaches surrounded by seas of super cold brine. The war was, of course, instigated by your Denizen, so you'll have to stop it somehow.
  12.  
  13. Land of Cubes and Monoliths
  14. Your entire land is constructed out of rectangular prisms and cubes made out of various kinds of stone, inhabited by the stone-chewing Goats. Your land is slowly collapsing inward, as the delicate balance of frictional forces keeping your planet held up is being degraded by your Denizen: you have a very stringent time limit to finish your quest before your land is rendered uninhabitable.
  15.  
  16. Land of Mist and Cloth
  17. Your Land is a pine forest with thin sheets of cloth like spiderwebs connecting the trees, making it into a strange series of caverns and tunnels. The land is shrouded in a dense mist that makes visibility difficult, except for your consorts, the Panthers, who are at home in the tangled land of cloth and yarn. Your quest is simply to find your Denizen: good luck.
  18.  
  19. Land of Feathers and Factories
  20. Your land is a crisscrossing industrial nightmare, and any parkour artist's dream, smog filling the atmosphere and preventing the Hawks, your consorts, from enjoying their rad thermals. Like the Land of Tombs and Krypton, the upper atmosphere of your land is toxic except for a small hole in the air where your house is. You must ascend to the tallest tower, in the densest smog, to confront Medusa, your Denizen, and clear the smoke.
  21.  
  22. Land of Crafts and Artisans
  23. Your land is a mishmash of imitated lands from elsewhere in your session, as well as prospit and derse: think the amusement park version of everything. Your consorts are the Platypi, who dress up as carapacians and the other land's consorts. Your Denizen is Narcissus, who lives in a blank black and white landscape opposite of your house's location: you either must kill him or help him create someplace unique in order to make your land your own.
  24.  
  25. Land of Circles and Banners
  26. Your Consorts, the Deer, live in very insular tribes along the grassy forests, and will do everything they can to be as unhelpful as possible until you make friends with them. From there, you can confront your denizen, who has enchanted the land with q constant, ceaseless thunderstorm.
  27.  
  28. Land of Artrocity and Decimation
  29. Your land is metal as fuck. Blood rivers fed by bloodthunderstorms that run between valleys of bone and metal. Your Denizens, the Otters, hate you, and will insult you at every turn, but they know that to restore your land from the hellhole that your denizen, Cerberus, has turned it into, they need to help you, so it's very tenuous.
  30.  
  31. Land of Mirage and Eruptions
  32. Your land is a geyser-pockmarked badlands with plenty of hot springs... That happen to sprout a green hallucinogenic mist that both scalds the body and mind. Your Consorts, the Bison, are adapted to drink from the spring, but your Denizen, Yenaldooshi, actively conspires against you. He has no lair, instead hunting you out, while the geysers get stronger and stronger with each passing day. You have approximately one week to calm the geysers, either by beating Yenaldooshi in his game of cat and mouse and killing him, or running to find his lair that he left behind to hunt for you and stopping the eruptions from there. Otherwise, your planet, aside from your house, will implode.
  33.  
  34. Land of Castles and Conquerers
  35. Your Consorts, the Mules, live in a series of castles connected by large chain bridges that hover above a vast sea of lava. Your quest is to defeat your denizen and drain the sea so that the castles can land on solid ground.
  36.  
  37. Land of Charts and Spines
  38. Your land has a crisscrossed sky like Esper in M:TG, with 720 points of light that hang above, 36 bright spots at important locations, and then 6 Brighter Spots that help you locate the temples that are oh-so important to your Consorts, the Porcupines, that have been scattered across the land. The land itself is made up of needle-like mountains raised high into the sky, with the six highest contacting the Brightest Points, and paths deep between the spires.
  39.  
  40. Land of Ceramics and Grass
  41. It was described as a rolling desert world, made up of black and white beads of ceramic, glass and marble. On these rolling dunes were large patches of grass that acted as the inhabitable areas of the world, home to Puffin denizens. Given Puffins commonly live in coastal banks of grass it has a real charm to it, classpectanon really nailed some interesting designs in the past few threads.
  42.  
  43. Land of Paint and Vapors
  44. Your Consorts, the Koalas, are constantly addled from the rivers of paint flowing from a spring in the Denizen, Apollo,'s lair, while the land itself is an idyllic rolling landscape of pastel colored grasses and flowers. You have to reason with Apollo, or kill him, but find some way to stop the paint flow, or redirect it away from the Koala villages (because they're way too high to move themselves).
  45.  
  46. Land of Casinos and Tea
  47. Your land consists of luxury casinos and hotels that float in a boiling sea of lovely herbal tea, that your consorts, the Locusts, constantly harvest and use to power their steam powered slot machines. The planet is ruled by five cartels of casinos: you must defeat each cartel's Primo Gambligant Exquisitia (fairly or not) in order to gain access to Dionysus, your denizen, and find a way to remove the Locust's gambling addiction.
  48.  
  49. Land of Scribes and Martyrs
  50. Great rolling hills of reeds and tall grasses border flowing rivers of black ink that crisscross the landscape. At the top of each hill is an eternally burning funeral pyre that releases a constant rainbow smoke into the atmosphere.Your consorts are the Alligators, dark skinned and ornery scribes that live by the rivers and burn their dead (along with their writings) in the funeral pyres, committing their stories to memory. Your Denizen is Cassandra, who has enchanted the rivers to flow so furiously that the Alligators cannot wet their pens without being swept away. Your Quest is to find some way of slowing the rivers so that the Alligators, who have been storyless for generations, finally are able to write again.
  51.  
  52. Land of Ruins and Thunder
  53. Your land is a gentle sloping plain covered in many Roman and Greek styled ruins, with towering marble tree-columns with great bell-branches. Every hour, a loud shockwave hits the atmosphere, traveling from the Denizen’s lair all the way around, creating quite a ruckus when they hit the bells of the tree-columns. Your Consorts are Cockatiels, an excitable bunch that like to repeat everything they hear and need some prompting to give you anything useful. Your Denizen is Echo, who releases her baleful cries every hour, rocking the planet as they grow louder each time by 1 decibel, starting at 10. Your Quest is to silence Echo’s cries, either by killing her or discovering what’s wrong and fixing it, before the energy of her shockwaves rips the planet apart.
  54.  
  55. Land of Quakes and Skeletons
  56. Your Land is an immense cavern system, with the only light of Skaia being from the hole that your house will reach through. The Rock is full of gently luminescent fossils made of metal and bone that glimmer with the light of red luminescent lichen that drape off stalactites. Your Consorts are Moles, who live in the shadiest and deepest portions of the cavern system. They are, of course, blind. Your Denizen is Quetzalcoatl, who is attempting to flood the caves with light by using mighty winds from his wings to rip the caves open. Every couple of hours, on a mostly unpredictable schedule, a whistling will fill the caverns, and you must find a safe space or get swept up in a windstorm. Your Quest is to find a way to halt the windstorms and prevent the planet from being flooded with light, either by sealing off Quetzalcoatl in his lair, bargaining with him, or killing him.
  57.  
  58. Land of Mirrors and Suns
  59. A land made entirely of glass, which, obviously, makes it OBNOXIOUSLY bright all the time, to the point where it becomes difficult to live on the surface because of the heat and light. This is because the denizen took away the giant mirrors that stood on great spires and were opaque on one side (think a mounted mirror that goes on a wall), which makes it too bright for the Moles that live on the surface.
  60.  
  61. Land of Cults and Chandeliers
  62. The land is made of giant chandeliers that have been unpowered for millennia, keeping the planet shrouded in darkness from the brick roof above. Each chandelier shines a different light and is home to a different color of Chameleon - you need to turn on all the chandeliers in order to unite the tribes.
  63.  
  64. Land of Duality and Swamps
  65. Your land is made mostly out of a thick, walkable sludge, think of a swamp but sculpted into mountains and forests, and is split down the middle, with two tribes of Gerbils fighting each other, with one of the swamps being red and the other blue. You need to merge them into a purple blur in order to solve the planet's issues.
  66.  
  67. Land of Trains and Planks
  68. Your consorts are the Slothses. The land is a crisscrossing grid of trains, train stations, and wooden platforms, but all the trains never stop to let the Slothses move due to interference by your Denizen.
  69.  
  70. Land of Totems and Cocoons
  71. (Totem is a pun on fetish by the way haha ha get it)
  72. Your land is a massive, deep, and very damp jungle with giant Totemtrees that nest very, very large spiders. Your consorts are Ants, who require your help defeating the spiders, and your denizen, Arachne (this one came to me more or less naturally).
  73.  
  74. Land of Oil and Oceans
  75. A land of viscous, ever-sinking islands of congealed oil constantly collapsing into the salty sea, and a frozen north where ice floes constantly drift downward into the bubbling hot oil and melt. Your denizens, the lobsters, want to make the planet stable.
  76.  
  77. Land of Gears and Trials
  78. A land full of various courtrooms connected by vast steam tunnels that operate their clockwork judges, constantly apprehending and punishing the Kangaroos, your consorts, with false punishments ordered out by your denizen.
  79.  
  80. Land of Joy and Gerrymandering
  81. Your denizen has placed a curse upon your consorts, making them unable to entertain each other with the elaborate comedy routines they normally perform upon each other. Your consorts are the Hyenas, lazy motherfuckers who only like eating and laughing. The landscape of your land itself is avery large savannah, where that one lone tree that every savannah has is very, very large, and all the hyenas rest underneath the giant trees that give them shade from Skaia's light (no clouds, very hot).
  82.  
  83. Land of Bastions And Axes
  84. A blend between medieval castles and heavy metal concert stages, the native Axolotls are natural rockstars. But a pall (a blend of darkness and fog) hangs over the land, sapping the consorts of their inspiration and drive, leaving the stages quiet and dark except for an errant-plucked string here and there. This pall is propagated by the denizen Hypnos, and he must be dealt with to inspire the consorts (concerts?) to rock out once more.
  85.  
  86. Land of Parts and Parcel
  87. Your land is an interior land like Equius's - the interior of a massive, land-sized factory. Its inhabitants, the Canaries, constantly mine deeper and deeper into the still stony core in order to get the raw material to construct their mail-machines, that they use to deliver parts to other villages, in an eternal cycle of recycling. The Denizen has convinced them that the only way they can survive the players arriving in sburb is by mining out the entirety of the planet, which would, in actuality, would cause it to cave in and kill everyone there. You need to convince the Denizen, Pluto, to reverse the decision, or just kill him and use his throne to tell the Canaries to stop mining.
  88.  
  89. Land of Charge and Neurons
  90. Your Land rests upon thick, fluffy black thunderclouds that are able to be stood upon, with crisscrossing squishy, fleshy nerves connecting the clouds together like islands floating in a sea of constantly flashing electricity. Your Consorts are Parrots, intelligent (too much, perhaps) and chatty birds who constantly try to pick at the nerve-bridges and separate the clouds from each other, seeking solitude. Your Denizen is Thor, a constantly electrified monster who uses the nerve-bridges of the planet to turn it into a massive biological computer, harnessing the Parrots as processors and dimming their minds and intellect. Your Quest is to separate Thor from the rest of the planet, by killing him, reasoning with him, or helping the Parrots break every connection, but condemning them to solitary life, unable to fly above the lightning ocean.
  91.  
  92. Land of Brine and Stagnation
  93. Your Land is entirely underwater, although your house manifests in a towering grotto that used to be a volcanic vent, reaching all the way to the surface - this presents its own challenge in that you need to build even higher to make parity with your other players. The sea is a very salty and very cold brine that can flash freeze you in an instant, but crisscrossing empty volcanic vents provide more than enough room to move around. Your Consorts are the the Sea Pigs, squishy and friendly invertebrates who are at home in the icy brine, and who can’t survive in the empty volcanic vents. There are thin spots with ice windows that you can talk to them through, though. Your Denizen is Himavat, who is keeping the water still and cold in order to make sure no life grows there outside of the Sea Pigs, who are staying low and out of his view. Your Quest is to go and convince Himavat to stir the waters, allowing them to be warmed by Skaia’s light and allow you to explore the entirety of your land without freezing, or kill him, and have the same thing happen.
  94.  
  95. Land of Sand and Silicon
  96. Your land is a vast desert, with glass and silicon ridges sticking out of the lowest dunes like shark fins. The dangerous desert is separated by oasises filled with molten silicon, villages of well-spun glass containing the Bearded Dragons, your consorts. Your Denizen, Hermes, is jealous of their glassblowing skills, and regularly emerges from his lair to destroy villages by the dozens before they proceed to be rebuilt exactly the same. Reason with him or kill him, you must stop the destruction.
  97.  
  98. Land of Misery and Crosses
  99. Your consorts, Snakes, live in a desolate, rotten wasteland full of shriveled apple trees that barely give them enough food to live on. Your Denizen, Satan, has erected 616 massive crosses, almost 1/4 or so as tall as a player's house, each, with each one inhabited by a legion of Angels (Eridan style), who drop no grist, are fast and angry as shit, and take forever to kill. They feast off succulent pomegranates day in and day out - you have to paint the entire planet purple and red with stolen pomegranates and kill the 8008 Angels in order to open the gate to Satan's lair, and you have two options: individually slaughter all 478632 Snakes and forsake Hope to have guaranteed life after the game, win or lose, or fight Satan and his resurrected legion of 8008 and gain ultimate dominion over Hope itself.
  100.  
  101. Land of Latticework and Strands
  102. Your land is a multitiered cake (not literally) of structures, starting with crisscrossing roads of bedrock, and then dirt, compressed sandstone, trees, etc, all the way up to a snow-covered mountain layer. There is no pattern or rhyme or reason, and the map-making Myrmecolions are highly distrustful of strangers. Their culture revolves around finding imperfections and introspecting, and so you will need to prove that you can do that to gain access to their maps. Or, you can forge ahead and try to find the Denizen, Chimera, yourself. Either way, good luck.
  103.  
  104. Land of Wool and Courts
  105. Your land is made up of many kinds of fabric - cotton fields and wool trees with linen clouds hanging in the sky, gently fluttering down to earth and being blown back upwards by air geysers. There are many, many castles constructed from wool and yarn, and your consorts, the Sheep, plot amongst themselves endlessly, trying to come up with a plan to defeat Morpheus, lord of Sleep, but whenever one of them comes up with something that might work, an enchantment put by Morpheus makes them reject the plan. You need to collect them, assess which ones will be most effective in weakening Morpheus's hold, and wage an extensive war from many angles using the Sheep's plans.
  106.  
  107. Land of Doomsdays and Frost
  108. This land is encased in a thorough layer of ice and snow, with great Grand Canyon-like valleys that nest the Boars in the crevasses, subsisting on what meltwater they can. Boars are incredibly stubborn and unwilling to work for you unless you help them perfect their explosive devices. They are given the materials to make these devices by your Denizen, Zhongli Quan, and if you don't help them, eventually they'll begin to figure the explosives out yourself - and then, if you don't make nice, they'll have no reason to not test them on that squishy looking human. Either befriend as many Boars as possible, or convince Zhongli Quan to take away their explosives, or just kill him. Up to you.
  109.  
  110. Land of Windmills and Citrus
  111. Your land is a fruity, orange and yellow field of many citrus fruits, mostly oranges and lemons, but also limes, grapefruits, etc. that your consorts, the Orioles, constantly harvest and consume, with grand wooden windmills dotting the landscape, powering nothing. Your denizen, Persephone, has cut off the rivers from the windmills, turning the water stagnant and sickening, poisoning the citrus supply - you must reset the windmills to get the rivers flowing again, and only then, will the Orioles reveal the entrance to Persephone's lair.
  112.  
  113. Land of Gongs and Cannons
  114. Your land is a series of Samurai-Pirate Ships that travel the bubbling turquoise seas, who have two inhabitants, the Tanuki and the Kappa. They constantly bicker and fight, being set against each other by your denizen, Susano-o: you need to either kill Susano-o or convince him to make them stop fighting, before they destroy the usable land and wood in your land.
  115.  
  116. Land of Death and Frogs
  117. Your Land is an expansive, muddy graveyard where death reigns, your frogs buried in nearly impenetrable underground caskets, your volcano having cooled down into black sludge. Your Consorts are Ravens, and whichever one you grow most attached to will depart and sacrifice themselves to the volcano at the end of the day, taking their friends with them, as a useless ritual to “help” you. Your Denizen, Echidna, has cursed the Ravens into thinking that they must sacrifice themselves to help you, as well as the normal Echidna-y stuff. Find the frogs, dude!
  118.  
  119. Land of Sickles and Towers
  120. You know that one building that's in tetris, with the weird swirly top? Your land is entirely that building, stretching all the way across, and also burning. Your Consorts, the Brown Bears, have recently adopted an anarchist regime under the guidance of your denizen, Psyche. However, even killing or convincing Psyche to listen will be unable to change the Bears' mind: all you can do is try to amend the problem the best you can.
  121.  
  122. Land of Targets and Marks
  123. Your land is dotted with concentric patterns of red and white converging every so often into targets, like a topographical map, hills separated into very slight steps. Your Consorts, the Swans, are very reserved and do not give anything away - they were warned by the Denizen, Cygnus, that the Heir of Light isn't to be trusted. You should know by now what to do with your Denizen.
  124.  
  125. Land of Subways and Ichor
  126. Your land is a cavernous criss-crossing of underground subway stations and tunnels, with your Consorts, the Mice, living only in the bright stations. Your Denizen, Geras, regularly floods the tunnels with a thick, red ichor that reaches out and grabs anything too close, pulling it in to drown - only the lowest most tunnels are filled at first, but with every day, Geras's periodic floods (anywhere from 2-5 times a day, lasting exactly 1.25 hours each) start to fill slightly higher. You need to kill Geras or stop the floods before they begin to fill up your house and render it uninhabitable.
  127.  
  128. Land of Records and Pickets
  129. Your land is a barren Savannah crisscrossed by black vinyl roads that curve and branch very often, bordered by white picket fences. Your Consorts, the Flamingos, are very chatty and always have something to do. There's so much to do, in fact, that it's humanly impossible to fill all their requests to a satisfactory degree before the Reckoning. In fact, the more you complete, the weaker and more reasonable your Denizen, Fenrir, will get, to encourage you to do the barest minimum.
  130.  
  131. Land of Flares and Flashes
  132. Your land is a mechanical one like LOHAC, with camera parts constantly shooting flashes into the soot clouds xovering the planet from view. Underneath is a miniature sun that interferes with the operation of electronics anywhere besides your house, and the only thing that cuts the soot sphere is its minisolar flares that spray upward, licking the adjacent planets and interfering with team communication. Your Denizen, Helios, lies at the heart of the world, and you know what to do with Denizens by now. Your Consorts are skittish Hares, constantly jumping from Camerashelf to Camerashelf.
  133.  
  134. Land of Mud and Temples
  135. Your land is a mud-clogged marsh dotted with towering Templeforts that connect to each other over top of the grasping quicksand, shaded by the looming branches of the marsh. Your Consorts, the Doves, used to be able to fly all day before the Denizen, Legion, bound their spirits to the muck: you have lesser number of consorts than any other, but you must solve each and every quest to a satisfactory degree before the swampy gates to Legion open.
  136.  
  137. Land of Legends and Patience
  138. Your Land is an archetypical adventure world with many varied landscapes, watefalls, ruins, cliffs, etc... In black and white. Your Denizen, Heracles, has left his lair behind to take an active role in your land, and, in fact, is a duplicate of you except better in every statistical metric. Your Consorts, the Toads, believe Heracles is you, and he will track you, undoing every good deed you do. However, the more good you do, even if it is undone, the more colorful and vibrant your land grows: by the time it is entirely colored, you will have coincidentally become slightly better at everything compared to Heracles, and only then can you engage him in combat or ask for The Choice.
  139.  
  140. Land of Emptiness and Null
  141. Your land is literally, completely empty, outside of your house. There is a completely black core that it orbits around, of course, that contains the Denizen, Erebus, who is asleep, as he has no land to rule over. When you are deposited on your land, a sizable amount of dirt, about one acre, surrounds your house, and there are four trees - an apple tree that grows very quickly, a pine tree that grows very tall, a grist tree that drops random, timespan appropriate amounts of random grist (only build grist in the beginning, diversifying as more players enter), and a boon dollar tree, that drops boon dollars. You have to create your entire land. From scratch. Once you lay the framework, at least, the rest will begin growing by itself.
  142.  
  143. Land of Silence and Skyscrapers
  144. Your land is a massive metroplex of completely empty office buildings, and nothing else, stretching far into the upper atmosphere. Your consorts, the Pigeons, live on the capriciousness of the weather, as rainclouds drop hail of frozen grapes along the crisscrossing traffic lights that branch the buildings together like wires. There used to be more to eat, but the greedy Midas took it all, and now the pigeons are relatively relaxed - they'll take what you can give, no stress. Still, they'd really like it if they weren't starving.
  145.  
  146. Land of Extinction and Banners
  147. Your Land is literally made of bones. Fossils, specifically, with only the barest amount of actual rock and dirt - it's 99.9% bone, made from the remains of the great Behemoths that your Denizen, Lugh, slayed years ago. Your Consorts, the Wolves, honestly don't give the slightest half of a shit about you, going to war with each other with or without your intervention, each tribe having their own flag and symbol to wield. Of course, Lugh is the reason they're fighting, and they're wolves, so they will totally drive themselves to extinction unless you intervene somehow. Also, there's lots of blankets draped over the tallest bones like umbrellas. Wasn't sure where to put that in.
  148.  
  149. Land of Temperance and Forges
  150. Your Land is a constantly churning morass of metal erupting from lead-lined volcanos, dripping iron, nickel, and steel floes down into a vast ocean of mercury. Your Denizen, Oranos, has opened a hole in the ocean, preventing new landmasses from forming, and your consorts, the Newts, are growing cramped and overpopulated. Oranos, specifically, has refused to see you: you will never meet him in person. You have the materials you need to plug the hole in the ocean and forge the new islands yourself, after which, if you are successful, Oranos will commit suicide and leave his grist hoard to you. If you aren't successful, then the planet floods with molten metal, which is bad for a variety of reasons.
  151.  
  152. Land of Cells and Stalkers
  153. Your Land is a giant prison, or several stitched together, with your Consorts, the Rats, making villages inside the biggest of the cells (since, y'know, warped sburb geometry and shit). Your Denizen, Tartarus, has hidden 25 Minotaurs inside the land, and they all want you to die - you have to keep a move on, because Tartarus can see you wherever you are, and if you stay in one spot for too long, he'll sic all the minotaurs on you at once. You must perform quests and kill underlings until you're strong enough to begin hunting the hunters, and strike down the Minotaurs, before you can go for Tartarus.
  154.  
  155. Land of Levers and Tissue
  156. Your Land is a complicated rube goldberg machine, where moving will change the entire layout of the land. Your Consorts, the Gulls, are very used to this, and live in gossamer-thin, easily replaceable neighborhoods that move with the machine. However, their feelings are as thin as the tissue they live within, and even the slightest sarcasm or hostility, joking or otherwise, will result in them shunning you. You have to figure out a stable state for the planet, from where it will no longer move, and having the Gulls assist you both in that task and in finding Achlys, who, y'know, Denizen stuff.
  157.  
  158. Land of Feasts and Brotherhood
  159. Your Land is a very, very bountiful one, with succulent fruits and abundant underlings of lower level than the rest, yet still drop plenty of boon dollars and grist. The problem is, everything is cordoned off into several pastures ruled by the insular Beavers, and in order to gain access to any of the land's bounties, you must pledge yourself to one of the 22 Beaver Families, learn the traditions, and become a part of their culture and community. You either need to become acquaintances with all 22 or be considered a Tail-Teller, the highest rank, of a single Beaver Family in order to gain access to Hestia, and thus unmitigated bounties to feast on.
  160.  
  161. Land of Spheres and Webs
  162. Your Land is a massive pile of giant glass spheres, ranging in size from person-sized to house-sized, all completely solid, strung together with rope and web. Your Consorts, of course, are the Spiders, and your Denizen is Ariadne, who sleeps in the center of the land. Your quest is... Not at all obvious. The Spiders are cagey and refuse to give you quests. There are ruins like any other planet, but exploring them gives you minimal information. You need to explore, and hard, to find out what exactly it is you have to do.
  163.  
  164. Land of Rays and Mirrors
  165. Your Land sits upon a vast, freshwater ocean, where various Mirrorplates float like lilly pads upon the surface, reflecting Skaia's light and the cloud's natural bright rays out into the world, shining beacons on the other lands. All of your temples, ruins, and Denizen, Manakel are underwater, along with your Consorts, the Salmon - fortunately, the heat of the rays on the Mirrorplates creates very large bubbles that you can wear as helmets for a couple of hours at a time! Manakel is literally eating the Salmon, actively violent against your Consorts, but they don't mind - whatever you do to help is enough for them.
  166.  
  167. Land of Pacemakers and Overgrowth
  168. Your Land is a mishmash of wires and vines that form a dangerous electrical jungle ruled by Pan, whose sweeping war parties of Satyr constantly roam the planet and scour its surface clean of non-vegetation life. Your Consorts, the Hornbills, periodically escape to the sky, for longer and longer periods of time, wherein you cannot talk to them. Eventually, Pan's war raids will grow so raucous that you lose the ability to talk to your consorts at all until you deal with him: this will take probably a week.
  169.  
  170. Land of Storms and Ultraviolet
  171. Your Land is exceptionally dangerous due to the fact that its atmosphere intensifies Skaia's rays into highly damaging ultraviolet storms, due to an enchantment placed on your land by Horus. Your Denizens, the Jackals, are kind of retarded, and will continually scorch themselves into corpses before they can help you on your quest unless you tell them off in a firm and loud tone. And, trust me, you're not finding a safe way around this sun-blasted ruins without their help.
  172.  
  173. Land of Charts and Forests
  174. Your Land is a strictly regimented grid of trees, with 72 distinct areas, each with their own mathematical rules to how the trees are arranged. Your Consorts, the Voles, are intensely intellectual, and will only give you a piece of the Key to Seshat if you can figure out the rule for that area of land you're in, and then use it to riddle out a complex logic puzzle. Seshat is your Denizen, she's asleep, because math bores her.
  175.  
  176. Land of Erasers and Eggshells
  177. Your land is a strange pink one made out of an eraser-rubber like material, with great trees of stacked, cracked eggshells, that is slowly cracking outward due to the influence of your Denizen, Sandalphon. Your Consorts, the Scorpions, are attempting to hold Sandalphon's growth at bay, but they can only do so much before they require your assistance.
  178.  
  179. Land of Shells and Echoes
  180. Your Land is a crawling cave made up primarily of three kinds of shells mixed and melded together intermittently, blending into each other - seashells that form giant, looping caverns, bug shells that hang thin like curtains, and gun shells full of nitrogen and gunpowder. Your Consorts, the Isopods, live a frugal existence off of that powder. Your Denizen, Homados, actively rampages through the thin tunnels, destroying settlements where he goes. You need to work hard to keep the Isopod settlements connected, or you wont have the support necessary to find and take down Homados.
  181.  
  182. Land of Sanguinary and Toil
  183. Your land is a vast war-field, mostly flat, with some red lakes and rivers, and occasional valleys and canyons for choke points, where it constantly rains blood, or, at the very least, red water. Grim. Your Consorts, the Hedgehogs, wage eternal war against the forces of Ares, a brutal war. You have to help them, personally, on the battlefield, to defeat his Constructs - only when the battlefield is clear, with a great deal of unavoidable bloodshed, will the path to Ares open.
  184.  
  185. Land of Zephyr and Cymbals
  186. Your Land is a windy hellhole, where great brass trees grow cymbalfruits and trianglebranches that constantly ding in the din of the storm. Your consorts, the Crickets, have very little tolerance for noise, and will never stick around for too long - you have to learn to trust that their intentions are good. You need to meet your Denizen, Echo, and get her to calm the windstorms before the noise pushes away your consorts forever.
  187.  
  188. Land of Myth and Mountains
  189. Your land is a hiker's wet dream - forested mountains with well-treaded paths courtesy of your Consorts, the Tapirs. It also, unfortunately, has an Active Denizen - Ophiuchus, an inverted negative of yourself. Like that other guy who had issues, Ophiuchus will travel the land, undoing the good you do, and the Tapirs are kind of stupid and just assume it's you - Ophiuchus is faster than you and can undo your good work faster than you can do it. But the Tapirs don't really care, they're kind of chill about it. All they want is for you to keep helping them. Your past sins don't matter to the weird-noses. You have to get enough experience to be able to confront Ophiuchus face-on by doing good deeds before you try, because otherwise he'll totally just kick your shit in.
  190.  
  191. Land of Feasts and Fables
  192. Your Land is a massive table. Yeah, just roll with me for a bit - it's one of those worlds where everything is edible as shit, and the great islands floating in a syrup sea are connected by giant bridges of floating tables that are quite precarious to cross. Your Consorts, the Flies, live amongst these islands of food and constantly feast, addicted to the alcohol that Dionysus has spread through the ecosystem. Yadda yadda, find Dionysus, stop his bullshit.
  193.  
  194. Land of Festivals and Rot
  195. Your Land is a massive marsh/swamp/trash field that your Consorts, the Elephants, gladly toil within just for a meager living. The Denizen, Lethe, has cursed them all with a charm of forgetfulness, and they can no longer remember the grand junk festivals they used to hold in the rotbog. They can't even remember any promises they make to you, so you'll have to be able to convince your way into claiming quest rewards. Find your Denizen with these wrinkles, and do that thing that players are supposed to do.
  196.  
  197. Land of Cycles and Hurricanes
  198. Your Land is a pedestrian-like place of concrete and tarred roads that crisscross like farm fields, that make way to massive subterranean Tarcaves and Cementspheres, and further down, molten rivers of tar. These cracks are only visible because your Denizen, Poseidon, has intensified the planet's already-intense Land-wide hurricane, with the eye of the storm centered on your house. Your Denizens, the Geckos, follow this storm, and its strange results - every 24 hours, they forget the progress of every quest you've made with them. And only by completing enough quests will the caverns begin to alight, revealing the path to Poseidon.
  199.  
  200. Land of Stimulants and Grenades
  201. Your land is a hot mess, with great, towering plants sprouting sugarbombs that cake the land in crystal, and basically everything is caffeinated. Time here passes by incredibly swiftly for your consorts, the Houseflies, thanks to a curse by your denizen, Bacchus - generations pass in a day, and you will NEVER be able to complete a quest in the time it takes for the quest giver to live. However, tales of your efforts are spread throughout the generations, and you will receive your just rewards even if the original quest giver is gone. This existence is wearing out the Houseflies, however, slowly but surely, so you must eventually make strides towards confronting Bacchus.
  202.  
  203. Land of Steeplechases and Reverence
  204. Your Land is a crisscrossing morass of roller-coaster tracks, with giant, traveling platforms that your Consorts, the Horses, live on, surrounding giant grey mountains. Long ago, the deeply religious Horses congregated for massive prayer circles, but now that the roller coasters have become hyperactive, none of the Horse Villages stick around long enough to complete a proper prayer circle. You must ride the rails and village-hop until you can find Gabriel, and either convince him to slow the villages down or murder him and do it yourself.
  205.  
  206. Land of Storms and Ichor
  207. Your flooded land is surrounded by a constant thunderstorm, a massive, planet-sized series of ruins and jungles that are constantly sunken underwater by several yards of liquid. However, this is the natural way of things, for your Consorts, the Salamanders. What is unnatural is the second layer, a crusted-over hellhole of poisonous ichor that the Scorpions live in, has become cracked by Neptune, and slowly, while it is normally kept in perfect balance, it is now leaking into the waters, killing the Salamanders. Stop Neptune.
  208.  
  209. Land of Totems and Skulls
  210. Your Land is a massive series of wooden totems, some as wide as a mesa, others as thin as a streetlight pole, connected with huge ribcage bridges that hover over large bone pits formed long ago when the world was new. Falling into these bone pits is usually lethal, but some of them carry entrances to the Underbelow, a hollow pit made of hovering totem fragments and bone shards coalesced into solid platforms. Your Consorts are the Bluejays, cute fluttering things that make nests on the tops of the biggest totems, massive nest-villages that are constantly raided by… Your Denizen, Quetzalcoatl. Quetzalcoatl normally slumbers in the center of the Underbelow, but once a day, he will arise from his space and scour the landscape, at midnight exactly. Any of the Bluejays he finds unworthy, those being ones that have given you quests that you have not yet completed, along with random others, he will burn in his soul-scorching wind-fire. Your Quest is to confront Quetzalcoatl in the center of the world, once you have gathered enough strength, and stop his daily assault, either through murder or through conversation.
  211.  
  212. Land of Multicolor and Catacombs
  213. Your Land is a completely black and white land, like an old cartoon, with rolling hills and rivers manned by the Mice in their vast, wide Steamboathouses. Underneath the hills rest vast fallout shelters for a war that never came, as your Denizen, Jophiel, promised one before sinking deep into their labyrinthine mazes. She rests at the center of the land, having drained it of its color and vibrancy, which releases out through vents in the hills as a poisonous, rainbow mist. You need to assist the Mice, as only they know a way through the fallout shelters unhindered by the poisonous rainbow, and construct a map so that you may confront Jophiel and return color to the land.
  214.  
  215. Land of Warmth and Rot
  216. Your Land is a damp, unholy hellscape that’s very, very sweaty and gross and humid, constructed of a vast canyon made of stone but with inner cores of plants and fungus that constantly decay and regrow. It doesn’t smell really bad, it’s just uncomfortable. Your Denizen, Nefertem has cursed the planet’s normal warmth with insane, desert-like heat that makes traveling difficult, especially for the Tardigrades, your very cuddly and friendly, if a bit unsettling, Consorts. This heat is causing the rot and regrowth cycle of the inner caverns to accelerate and degenerate, with more rot than regrowth, and you need to stop her before the land can no longer sustain its delicate ecology.
  217.  
  218. Land of Solemnity and Blades
  219. Your Land is a series of platforms tenuously balanced on the sharp, spiky underbelly of the core below, so deep in that the shadow of the massive Bladetrees that your land rests upon cover up the massive, cavernous deeps, walls formed entirely from the flat of the many blades that lie down there, discarded. Your Denizen, Gaderel, has slaughtered all but the youngest of your Consorts, the Ladybugs, aeons ago, and except for small pockets of civilization, you are completely alone on your planet. This, of course, makes progression difficult, but you must travel to every one of the thirteen Ladybug Villages, defeat the Angel that lays within its underbelly, and find a way to turn the bladetrees horizontal in order to allow you passage to Gaderel's lair.
  220.  
  221. Land of Guilds and Pulse
  222. Your Land is a large, planet-sized medieval fortress, with four different Quarterspheres of the planet manned by the four guilds of Lobster - the Dungeonmaster’s Guild, Burglar’s Guild, Hunter’s Guild, and Lawmaker’s Guild. Your Denizen, Vesta, has intentionally disrupted the balance of the guilds, causing the Burglar’s Guild to rise to dominating power, thus causing their signature color, red, to fill the planet. You need to perform quests for each guild, carefully balancing your reputation in order to receive each Guildmaster’s Key and unlock the door to Vesta.
  223.  
  224. Land of Wool and Power
  225. Your Land is a series of crisscrossing powerplants, harvesting electricity from the drifting Cottonclouds that blanket the landscape, and using that electricity to power the Sheep and their lavish lifestyles. The Sheep are excessively friendly, and only understand excess of emotion - sarcasm, subtlety, and smallnesses are things that fly over their heads. Lately, Athena, your Denizen, jealous of their lifestyles, has opened up a great vortex of tar and concrete that is slowly sucking all the Cottonclouds inward. You need to find a way to charge the plants, so that the Sheep have enough energy to grant you aid in finding Athena.
  226.  
  227. Land of Wheels and Clicks
  228. Your land, first of all, is an ungodly racket. Your Denizen, Chronos, has cursed the land with noise amplification - normally, the clockwork gears, wheels, and steam vents (think that one clock tower level of sm64, but over an entire planet) make a smooth, chittery rhythm, but the volume's delicate balance has been thrown out of whack by Chronos. Your Denizens, the Crickets, refuse to speak in such din, and will only give you vague directions towards completing their quests (although, fortunately, they have much more latitude towards interpreting the directions). You must consult the 9 Cricket Elders, and plunder each town's Gemstone Gear - they have been intentionally put in the wrong town by Chronos, and you must figure out which gear belongs to which town. Solve the gears, and the pathway to Chronos opens.
  229.  
  230. Land of Rain and Murmur
  231. Your Land is a massive, planet-sized mansion with a constant thunderstorm pattering across its top, creating a constant relaxing sound that has lulled the Jaguars to sleep. Tialoc has been taking advantage of their slumber to begin expanding his roots from the desolate Cellarainforest upwards into the land proper. Only the youngest and most hyperactive of the Jaguars remain awake - you must make do without the advice of the Elders in order to complete quests and discover the path to Tialoc.
  232.  
  233. Land of Japes and Nerve
  234. Your land is an unholy combination between one of those carnival funhouses, a maze, and the inside of someone's brain at a microscopic level. Your Consorts, the Mantises, have been trapped inside the Mirrorhauses, giant, winding labyrinths made of mirrors where you must constantly mind your step. Your overarching quest is simple - you must find your Denizen, Comus, in the depths of the funhouse. Good luck with that.
  235.  
  236. Land of Waves and Calamity
  237. Your Land is an interesting land, consisting of many upside-down castles floating by their chunks of dirt in a massive, completely placid sea. There are five major castles, 24 castlets, and 121 villages dotted across the landscape - the underwater portion of the castles (which is all of them except the cellar and dungeon, which are located above water) are surrounded constantly by a barrier of air bubbles that keeps them dry enough for the Tortoises, who are rather ditzy and idiotic, to live in them. Your Denizen, Namazu is beginning to wake from his eternal slumber, and with his thrashes creates massive waves that grow ever larger, threatening to sink the castle villages. You need to find paths underwater from the castles downward into the core in order to confront Namazu.
  238.  
  239. Land of Ichor and Magma
  240. Your land is a constantly shifting semi-solid mass, with subterranean volcanos constantly spewing more lava into the atmosphere that rapidly cools into a black sludge. Your Consorts, the Crabs, scuttle from side to side on the most solid, oldest lumps of ichor, as the lava constantly nips away at their shores. Your Denizen, Vulcan, has begin to enrage the core, increasing the temperature of the planet. You need to dig deep into the insides of the 7 Ichor Islands to find the Frost Gems, and use them to cool the way to Vulcan’s chamber.
  241.  
  242. Land of Porcelain and Frogs
  243. Your land is a rolling plain of pastel tan grasses with great, hollow mountains and mesas constructed of porcelain. Inside the hollow places live your consorts, the Moths. The frogs are all hidden inside these hollow places, and Echidna has shut off the tiny “sun” that exists inside each of the mountains - lighting the forge will re-ignite the suns, driving the frogs out of hiding, where you can catch them.
  244.  
  245. Land of Reflection and Fog
  246. Your Land is a land of harsh, smooth curves and impossible geometries, the surface, once sandy long ago, glassed into oblivion by your denizen into a shiny polish. The leftover heat from that event manifests itself as a dense fog that blocks visibility, a fog which sticks near the upper levels of the land - the deeper you go, the thinner the fog, but the darker your light.
  247.  
  248. Land of Tempo and Static
  249. Your Land is an electrifying one, with static electricity providing you a steady diet of minor electric shocks every once in a while. The land itself is constructed out of multiple pendulums and metronomes connected to one another, constantly moving together in the planet’s internal rhythm, which the Mice are all totally cool with. However, your Denizen, Hephaestus, has, in his anger, begun to disrupt the planet’s rhythm - multiple parts of it move faster or slower than their surroundings, and the land is beginning to destabilize. Your land is one of the most dangerous, with no particular quest other than surviving to meet Hephaestus.
  250.  
  251. Land of Tunnels and Shade
  252. Your Land is essentially a giant anthill made of obsidian black sand, where your blind Consorts, the Moles, live. Long ago, the surface was scoured clean by Kerberos, your Denizen, leaving the Moles to hide and attempt repopulation below the ground. Now, the surface is a blasted hellscape dotted with volcanos that ooze a thick, heavily flammable oil into the tunnels regularly. To even meet your consorts, you must first Descend into the oil and emerge unscathed, and then your quest to meet Kerberos may begin.
  253.  
  254. Land of Silence and Frogs
  255. Where have all the ribbits gone? Your Land is the typical Space land, with its own forge, but it is completely silent. Long ago, Echidna descended from upon high and scoured the landscape, rendering it a flat, blasted desert with no defining features or landmarks to be found. Even your Consorts have disappeared into the abyss, while your frogs hibernate deep underground.
  256.  
  257. Land of Patience and Grace
  258. Your Land is a comfortable land, covered in soft fuzz, down, and with a surface made out of whatever that weird stuff Tempur-Pedic beds are made out of (seriously, what is that?). Your consorts, the Armadillos, spend their days rolling around in the softness. Or, they did, before Eros, your Denizen, began to cause giant springs to emerge from underneath that ripped apart the landscape from the inside out. There are 99 Silver Springs that you must compress back into their holes, a painstaking task, before the gateway to Eros opens, and you may confront them on their actions.
  259.  
  260. Land of Charades and Measures
  261. Your Land is a lovely, plotted thing, with the land made of of steppes lined with black like a topographic map, each elevation perfectly in tune with its neighbors and alikes. The ground itself has minor variations of height, constructed out of tessellating squares, but overall, your land is a lovely, measured place, until Sobek begun to introduce curves and unevenness to the world. Your consorts, the Chameleons, cannot handle the new curvature rapidly spreading like a virus, and are so incensed at Sobek that they refuse to speak - every conversation and request must be either drawn, sung, or acted out. You must travel to the Golden Spire, the center of the Grand Curvatures, and descend to confront Sobek.
  262.  
  263. Land of Larceny and Frogs
  264. Your Land is a hellscape of a city where the Crows descend - almost immediately after entering, your home will be picked clean of any valuables, which will become the center of several Crow Cults, no matter how well you hide them. The Crow Cults are the only organizations that know the location of your frogs, and are themed around the valuable they stole from you, so you must complete enough of their requests for each cult to divulge what they know about the Frogs in order to complete your Frog Breeding. Your Forge is located opposite of the planet from where your House is, but becomes active shortly after entering the world without your intervention.
  265.  
  266. Land of Tales and Wind
  267. Your Land is made of many books and bookshelves arranged into tightly knit floating islands awash in a sea of dangerous Pagenados and Paperricanes that can rip even the strongest of players to shreds with thousands of paper cuts. Your Consorts, the Owls, live amongst these islands, studying their millions and millions of tomes, or, they did, until Typheus begun to summon rainstorms that drench the planet in ink, smudging the pages. Now, only the most well-guarded of the tales survive - you must allow the Owls to assist you in translating what remains in order to unlock the secrets to navigating the harsh winds and making it to Typheus unscathed.
  268.  
  269. Land of Labor and Gravity
  270. Your Land is a very heavy land that makes movement difficult - even God Tier flight is heavily reduced in speed and agility. Your Consorts, the Rhinoceroses, are used to, and enjoy this high-pressure work environment, building massive structures out of the marbled clay that makes up the world, but recently, your Denizen, Kulla, has begun to impose harder and harder labors upon them. You must earn their trust enough that they allow you to assist them in the construction of the Brick Key, to allow access to Kulla.
  271.  
  272. Land of Echoes and Silence
  273. Your Land is a strange land of acoustics, where the curving, sloped valleys bending at geographically improbably angles. From the outside, no noise can enter, including signals, meaning that while you are adventuring, you cannot contact any other people in your session. However, within the planet’s valleys, all noise is amplified into a resounding echo that quickly disperses into the ground. Your Consorts, the Bats, live within this constant din of noise, although your Consort, Murmur, has been driving obsidian spikes upward through from the planet’s core into the depths of the curved valleys, spikes that absorb the sound, making the bat villages slowly go insane. You need to destroy the spikes with as much physical force as you can muster before the Bats can lead you to Murmur.
  274.  
  275. Land of Steel and Waves
  276. Your Land is constructed entirely out of metal, with hills held together by rivets and trees constructed of piping. There are various entrances in the surface to the subterranean sections where your Consorts, the Spiders, live in peace. The deeper down you go, the hotter it gets, until the area surrounding Athena’s core is essentially molten. While, normally, the seas are made out of liquid hydrogen that boils off into the atmosphere, creating waves of cold weather that keep the temperature of the planet at a balance, Athena’s stirrings are beginning to extrude molten steel and iron into the oceans, creating vast reefs of Steelcoral that are disturbing the planet’s delicate balance of heat. You must work to chip at the Steelcoral to regulate the planet’s temperature as you perform quests, otherwise the planet will heat up too quickly, and you will lose the ability to confront Athena.
  277.  
  278. Land of Fuses and Clay
  279. Your Land is a rainy hellhole where the once proud clay hills have became a mostly flat, even landscape. Your Denizen, Lono, grew tired of the constant festivities of the Pigs above, who continually lit the many bomb fuses that grow like grass from the ground, constantly shaping and warping the landscape with explosions. So, in revenge, Lono cursed the planet with never-ending rainfall. You must brave the watery depths before you can reach Lono and his drowned caverns.
  280.  
  281. Land of Fissures and Bridges
  282. Your Land is literally split into several dozen chunks hovering around a dense core where your Denizen, Janus, resides. It used to be only two pieces, connected by a series of excessively long bridges, but Janus’s rampages have split the land further in twain than it needs to be, disturbing the populace of Wombats. You must take the Bridgethread that winds around your entry platform and feed it through the fourteen Terraneedles in order to pull the land back together before you have stable footing to reach Janus.
  283.  
  284. Land of Caramel and Crystal
  285. Your Land is a constantly shifting land of islands made of crystallized and hardened sugar floating in an ever-boiling caramel sea. Each of the islands has a massive, ever-running taffy pull in the middle, guarded by the vigilant Tortoises, that sucks in the hotter layers of molten caramel near the bottom of the island and converts it into new land, while the beaches constantly erode away into the sea. Your Denizen, Melia, lives in the hottest layer of the caramel sea, and is sending her underlings upwards to take the oldest of the tortoises and submerge them into the sea to feed her hunger for meat. As the amount of consorts to man the taffy engines shrinks, the slower they run, and if you don’t find an island that stretches downward all the way to Melia’s layer fast enough, they will all dissolve into the caramel, rendering contact with your Denizen impossible.
  286.  
  287. Land of Rust and Sand
  288. Your Land is not going to be pleasant. I will get that out of the way for you right now. The atmosphere is thick and choked with particles - dust, sand, rust, etc. What was once a thriving metal metropolis towering through the clouds has been eroded by time and pain from the great war of Shesmu. Your consorts have been driven into hiding underneath what seems like an endless desert of brown and grey. Your quests will be simple in nature - deliver a package from one village to another, rescue a Turtle’s son from a Ruststorm, but if you overstay your welcome in a town, Shesmu’s forces will catch wind of your trail and eradicate the town. You must live on the winds and make silent, decisive, and informed decisions in order to fulfill enough quests to open the way to Shesmu and the confrontation, else your land will be depleted of consorts before you have the opportunity to do so.
  289.  
  290. Land of Layers and Frogs
  291. Your Land is a multilayered clusterfuck, with each layer being an entirely different environment, with different enemies, grists, and consorts of various species, with the Forge similarly layered like a cake. You must overcome several trials of each layer before you can get the maps that would allow you to traverse deeper down without getting hopelessly lost. The core layer, where the frogs are hidden from Echidna, is lined with lead, preventing the breeding equipment from locking onto any frog coordinates - you must travel to the deepest Lead Layer and rescue the frogs in order to bring them into the range of your ectobiology equipment.
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