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- Since the Land of Ships and Motion has no fixed land, only iceberg-like islands, the important locations tend to move around a lot.
- Cirrin's hive: The floating island it's built on rocks in the wave, making the hivetower swing wildly the taller it gets. Until it's stabilised, entering the higher gates requires tricky timing, and exiting them even more dangerous
- 2nd Gate: The way to Solena's land
- Thebes, the Boat City: The largest consort settlement, and an archetypal example of other communities. Build around a small quest temple on an island, it is a sprawl of various permanently docked ships connected by plankways and rigging. Very easy to get lost in.
- Pandemonium Isle: A larger island with tunnels that scream in the wind in a way to turn some people mad.
- The Crashed Vessel: A dersesite battleship, drawn to the land of ships and stranded there. A single agent still stands watch maintaining the salvage rights.
- The Park: A dense constantly shifting island chain (more so than usual) filled with skatepark ramps, halfpipes, and loops.
- The quest bed: A distinctive but notoriously difficult island to locate. Often will be seen in the background only to be swept away in a strong current if approached.
- The Drawn Fortress: A large boat pulled by two smaller tugs. The lair of a mini-boss who will fortify it and raise an army of monsters, eventually turning it into a full on battleship. Should be taken on earlier rather than later.
- The Sphinx's Palace: Denizen lair, a flying fortress island with the ability to carve up the land below it. There are many tempting ways to reach it, including a tricky platforming section. However the best way is to wait for the vast swell to simply take you right to the doorstep.
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