BADLANDSAbject emptiness on Set is known by a variety of names, ranging from wastelands to badlands. Here, there is virtually nothing of importance. Flat, open, empty space abounds, covered by nothing but dead dirt, rocks, and occasional patches of sand. Life is rare in the badlands.
Communities verge on non-existent. Many are former warzones, pockmarked by craters or wrecks. Some feature ruins leftover from the Splinter Wars. Some just weren't lucky enough to be interesting. Notable badlands include the
Cloneston Wasteland, Nicholson's Dustbowl, and the Nukamp Drylands.
DESERTSThe most arid of climates cluster along Set's equator. Despite being virtually waterless, covered in sand, and occasionally streaked by catastrophic dust storms, Set's deserts have a surprising wealth of life. This stems from their frequent overlap with major shores, where sea life and coastal communities serve as the backbone upon which others flourish. While not quite as lively as more humid climates, Set's deserts are hardly empty. Notable deserts include the Baclama Desert, Naza's Prong, and Zorah's Eye.
GRASSLANDSOpen plains and lively greens are common along Set's temperate ranges around its equator. Most towns make their homes here, often along the banks of rivers or the shores of seas. Life is common, aggressive monsters are rare, and things are easy in the idyllic plains across the planet. In contrast, bandits and highwaymen often make the deceptive safety of the grasslands their hunting grounds. Danger in these parts comes mostly from mankind. Notable grasslands include the Green Sea, the Kilgendi Shelf, and Brencord Plains.
FORESTSSet has forests. Set has big forests. Set's forests don't end. Enormous expanses of trees cover immense sheets of land in some regions, some alien, some earthly, some mixed together. Towns here are more sparse than the oft-neighboring grasslands and suffer from a simple lack of room to grow. Wildlife is plentiful, monsters are common, and marauders are regular inhabitants. Many forests are often the hideaways for ruins, wrecks, and undiscovered terrorscapes thanks to their natural seclusion. Notable forests include the Bark Heights, the Winding Willows, and the forests of the Knobbled Cutters.
JUNGLESEquatorial forests often give way to humid, muddy, overgrown jungles, so dense with life and trees that just finding open ground is a challenge. Many of these jungles lie along coasts, adding sea life to their already-overpopulated tangles. Towns are scarce in jungles due to the heightened challenge of contending with the heightened level of hungry animals. Monsters are regular sightings in jungles, sometimes even competing with natural fauna. Leftovers from wars and societies long past often lie hidden in plain sight on the jungle floor. Notable jungles include Shatter Bay, the Mendit Wall, and the Sadruba Thicket.
ARCTICNot much unlike Earth, snow covers Set's top and bottom in the colder regions. Areas with year-round snowfall compete with deserts for their spot on the ranking of Set's least inhabited regions. Many are home to aliens, outcasts, marauders, and chilly monsters, layered over top many thriving snow-covered ecosystems. Terrorscapes are more plentiful in arctic regions, and many forests coexist happily with their blizzards and whiteouts. Notable arctic regions include the Jigges Icelands, the Iverat Tundra, and the continent of Japhze.
HELLSCAPESVolcanic regions in Set are often more than just regions of volcanic activity. Most know them appropriately as hellscapes; ash-blasted wastelands of death and fire, raked over a dozen times by searing temperatures and open lava flows. Some are formed by geological activity, others are simply on fire. Some are logical results of intermingling processes at the surface, others defy explanation. Settlement in these regions is mostly limited to unfortunate
Looney bunkers. Life is close to non-existent. Notable hellscapes include Sadas Vitia, the Kunelgo Scar, and Pyretip Peak.
BLIGHTSInexplicable wastelands of acid rains, caustic lakes, and dissolving soil appear in several major locations across Set. Few can agree on a name that properly conveys the sheer spite these places hold for the living. Caustic wastelands, acid badlands, blights, and other names are used to describe them. Within the blights, life is scarce, towns absent, and Loonies miserable. Nightmarish monsters are rumored to stalk the flaccid terrain within. Many blights mingle with meatscapes, some spewed up from great digestive tracts below the surface. Others coincide with hellscapes, conspiring together to form realms of unimaginable suffering. Notable blights include the Sagging Crown, Aliah's Rupture, and the continent of Evispin. The whole continent.
TERRORSCAPESSet is home to anomalous activity that defies science at every turn. Most of it clusters together in the accurately-titled terrorscapes, where sense ceases to be a concept. Floating isles of naturally-formed statues, confounding deserts of taunting illusions, and even seas of invisible water - the stuff of dreams and nightmares abounds in the terrorscapes. Monsters swarm the terrorscapes, often times blending in with their sheer improbability. Towns and travellers avoid them at all costs. Loonies rarely go outdoors. Notable terrorscapes include the Blue Wall, the Well of Japes, and the center of Zorah's Eye.
MEATSCAPESVast webs of blood vessels and sinew run across the land in the domain of the
Cult of Meat. Eyes, maws, meaningless limbs, and all manner of flesh and organs coat these places. Hideous meat monsters and mutant wildlife run rampant throughout. Diseases of limitless variety flow out from the meatscapes in deathly fogs of digestive vapors and misted blood. Shrieks of the lost and murmurs of the meat fill the air. Vast beasts born from the meat are chained to the land by muscular placentas. Even the soil itself is hungry. Looney bunkers do not last long in the meatscapes. Only the Cult of Meat manages settlements, and those are often built into the meat's many orifices. The two most prominent of meatscapes are the Crimson Expanse and Southern Veinlands.
HUSKLANDSAcross Set, vast ruins sprawl uninterrupted for kilometers. Some are utterly devoid of life, abandoned in entirety and left to nothing but the elements. Some are still partly functional, with running water and power carefully balanced between the remaining occupied buildings. Some are hardly much ruins, with little to set them apart from a working city aside from a lack of order. Some are ancient, some are fresh, some are primitive, some are advanced. For those large enough to stand distinct from smaller, more proportionate ruins, the tentative name of "husklands" is occasionally used. Notable husklands include
Cloneston, the Crimson Husklands, and
the Chopping Blocks.