It's currently in the day portion of this cycle of directionless attempts at violence. Maybe this day will be different from all of the others.
But then, probably not, it's a very boring island without anyone here.
...a girl appears out of thin air just above the forest floor, cutting herself off mid-scream when she thumps onto the grass.
"Absent gods," she mutters to herself, drawing a knife from a sheath strapped to her leg and looking around warily. No blight sign she can detect - it might be safe to open her groundsense... but she remembers what it felt like last time she did that, and shudders. Ordinary senses will have to do for now. Not that she thinks anything could adequately explain a giant snake popping up out of nowhere and swallowing her whole, nor how it transported her to this... vaguely unsettling forest.
An observant person might note that there aren't any fallen trees. Or, in fact, fallen limbs or twigs or leaves. The forest floor is soft and grassy, and nearly bare of bushes and ordinary foliage, except for a bush, over there. There are berries on it. There are birds, too, up in the branches. Also a rabbit, sniffing at a flower. It looks quite unconcerned with her. Hop, hop, hop.
Wincing preemptively, Sable stops veiling.
It doesn't hurt any more than usual, but... "Have I gone mad?" she wonders. "Am I dead? Is this some strangely geometric hell?"
Because the whole landscape divides into cubes. Even the trees with their round but strangely regular trunks fit neatly into cube-shaped spaces, and all the dirt and stone under her feet is a seamless pattern of cube-shaped parts, their borders invisible to the eye (and intangible to the feet) but clear as day to groundsense. Nervously, she shifts until she isn't standing on any borders.
She expands to her full half-mile range. Cubes, cubes, cubes - also pain, ow, back down to ten feet in every direction, there that's better. The cubes seem to be just about two feet on a side. She crouches down to peer at the grass. It doesn't seem to have any trouble growing right across the borders, and the surface of the earth doesn't match up precisely with the flat level surface of the invisible cubes.
Hell or no, there are procedures to having someone present on the island. The first of those is: now there is another someone present on the island. He walks towards Sable. Walk, walk, walk.
There is something very wrong with him.
She holds her knife between herself and the stranger and watches him warily.
She retreats to put her back against a tree, sheathes the knife, and opens the pack. That's a tiny copper sword. And a copper axe and a copper pickaxe, each of ordinary size. O...kay...
Well, the creepy soulless man said to start by chopping down trees. She takes out the axe and puts down the pack and picks a different tree to experiment on and does her best.
It doesn't fall over to one side or another, like an ordinary tree.
The cubes it's made up of become relevant. Each cube separates itself from the others, shrinks itself down to the size of a sugarcube, and falls to the ground harmlessly in a rain of little wooden cubes. Plop. Plopplopplopplop. The tree is now no longer a tree. There isn't even a stump left. Or, a hole in the ground where the stump would be. Just - flat grass, like the tree hadn't even been there at all.
It is tiny and cube-shaped and made of wood. There's a - something, in her mind, telling her that she can now place thirteen blocks of wood within a radius, at an ordinary size instead of the tiny version. She just needs to pick where the blocks go, and it all aligns to the cube system already present.
"If you want to survive, you will need to create weapons and shelter," says the guide.
Oh. There's a - a thing. Separate from the blocks of wood, inherent to her. She feels like she can make things. The things she can make with the materials she's got in her hands right now are: a number of wooden platforms, and a workbench.
The whatever-it-is in her head telling her that she can craft things sort of. Expands. Or - no it doesn't, the 'she can craft' section is the same, but there's another section added, 'workbench can craft.' There's quite a few more things, here. Wooden tools, a door, a chair, a table, fences, a sign, a fishing pole. It seems sort of random.
It is not a very smart slime. It is whacked, and goes right back to trying to launch itself at Sable. This doesn't work particularly well for it, but apparently upon seeing a tactic fail hilariously it's method is to do it some more. It's a pretty one sided fight. To no one's surprise, the slime loses.
Also weird: they can be put, like the wood blocks and the workbench. She puts them all in a row along one wall of her cottage, just out of a superstitious desire not to shove them in her pack in case the fire decides to start acting like real fire all of a sudden. Maybe attaching them to her wooden house isn't much better for that purpose, but at least she isn't wearing her house.
And back to construction.
She puts her axe and sword away and gets out her pickaxe and, rather than start randomly assaulting surfaces until she finds something useful, extends her groundsense down and out to see if she can sense anything. "Ow, ow, ow..."
"Is that a house?" she demands of Dylan, pointing at it.
She leaves Dylan in his house with the healing potions on his table, and for convenience's sake she makes a workbench and puts it against the wall of his house next to his door, and she makes a campfire and puts that in the middle of the open area between her house and the tiny houses.
Rather than continue fucking around with the sword, she resorts to extreme measures. She has experimented enough with ground-ripping to know how, and that she can do it, and that it really does a number on her already oversensitive ground - but if ever there was a time for it, 'surrounded by walking corpses' is that time. She targes a chunk of the nearest walking corpse's spine just below its head, and an instant later that piece crumbles to grey dust and she is metaphysically splattered with a tiny bit of horrible-walking-corpse essence. Ow.
Sable kicks a wall. And then sighs, and goes to collect all the coins.
That day, she successfully assembles all the materials to make a bed. Her house is kind of crowded with crafting stations at that point, so she clears some more trees behind it and expands the one-room cottage into a two-room house. She discovers that wood can be crafted into thinner two-foot-square panels instead of the default two-foot-thick cubes, and exchanges her dirt floor for a thin wooden one and puts up interior walls to separate her bedroom from the crafting room.
Now she's ravenously hungry. She goes out and tries to catch one of the suspiciously tame rabbits.
The suspiciously tame rabbits don't actually have the sanity to run! They are tame enough to be picked up, and will even tolerate petting. This makes it pretty easy to kill them. They explode upon death. But the pieces can be cooked just fine. Campfires, as it turns out, are just fine at cooking rabbit. It's just the environment and her that it won't burn. If she wants to cook with it, it'll work just fine.
He motions to her, and hefts a chest onto the table. He opens it, and - oh look, useful items to buy. He doesn't, actually, sell swords. Or apples. Or carrots. But he does sell various items, including:
In short: the highest priced thing she can afford is an anvil. The mining helmet, piggy bank, and bug net are too expensive for her, and everything else she can buy a reasonable but not excessive number of.
"Demonite can be found extremely rarely in very small veins underground, but it is most commonly acquired upon killing the Eater Of Worlds or the Eye of Cthulhu. Crimtane can be found extremely rarely in very small veins underground, but it is most commonly acquired upon killing the Brain Of Cthulhu or the Eye of Cthulhu."
She goes back to her ore hunt. Ore hunt, ore hunt, ore hunt. It's usually pretty difficult to sense things through a thick layer of stone or dirt, but everything here is so regular that the ores shine like beacons.
She neglects to get inside before dark.
It is a tiny stylized star! It glows brightly, at first seeming white, but the light it gives off shifts colors; pale blue, pink, yellow, some kind of purple, and others. The little star gives off little sparklies that fade away quickly enough. It's kind of cute, actually. Sparkly, sparkly, sparkly.
The dead thing is currently hitting Dylan. Dylan doesn't seem to notice.
"You should stay indoors at night. It is very dangerous to be wandering around in the dark," he observes, as if there wasn't something trying (and doing pretty well at succeeding) to bash his skull in.
At some point, she gets a pink and slightly prickly pear along with the ordinary cactus.
More than evil, actually, it feels sick. Like the earth itself is diseased and corrupted and wrong. But the wrongness is alive, and it could very definitely spread if given half a chance. Fortunately, it has exactly zero of a chance, because it can't seem to get through solid stone, only grass. The landscape is not entirely grass, and thus the sickness can't spread. It's - contained. Dubiously, dubiously contained.
Also the sickness very strongly hates her and wants her to die. How nice.
Okay. She lets go of the tree. She looks at the purple place, just looks, to get a sense of it visually so she can recognize it in future, and then she heads straight back home to curl up in bed next to her campfire for an hour.
After that, she's feeling well enough to go ask Dylan, "What's the horrible evil purple place?"
Dressers turn out to be a decent organized storage option. No way to label the drawers for now, but she remembers what they're all for.
In the morning, she considers trying to have another conversation with Dylan, and then decides to go exploring instead. Keeping a careful eye out for purple things so she can avoid going anywhere near them.
There is a somewhat elaborate entranceway to the building. It's a sturdy thing, almost castle-like in appearance. But it's not particularly big - at least, not on the surface. Groundsense proves that it goes deep, deep down below.
It's not like the corruption, it does not say murder murder murder. It doesn't hate her. But there is a something in there, guarding the place. It does not feel like a nice something, and it feels connected to the old man, over there.
Which means she should probably talk to the mindless old man.
She approaches him, sword in hand in case he turns out to be a more hostile sort of mindless person-thing than she's used to.
The guide has to finish mumbling his sentence, and he starts mumbling another one, "Is there something I can help you with."
She expands the pair of houses into a row, each unit big enough to contain a chair, a table, and a light source, and each unit with a single door. She stops at ten, because the sun is getting low, and goes to bed rather than deal with zombies.
In the morning she visits Dylan again.
"You should focus on gathering more heart crystals -"
From the merchant, yelled through the wall: "-watching-"
Mumble mumble, "- deep underground."
Merchant: "- can hear -"
"There is something about it that causes monsters -"
"Check out - dirt blocks!" adds the merchant.
She goes off and starts organizing for her expedition. First she's going to have to gather a lot of platinum, which means ore hunting. While she's out there she can keep an eye out for foods that aren't blueberry or exploded rabbit, because it's important to vary one's diet. Right, goal formulated, off she goes.
It doesn't feel like any toxic mushroom she's encountered, but it doesn't feel like any mushroom she's encountered, and she knows enough about mushrooms to be wary.
It has the texture of a mushroom, and it sort of tastes like one, too. But it's sweeter, and there's a warmth that spreads to her limbs after eating it, sort of like a hot drink. Except the mushroom itself wasn't hot. For a few seconds, groundsense hurts just a little less. It's not as strong as the campfire, but it's still nice.
More fish! And an iron crate. The crate has more money, what looks to be an upgraded version of the blue potion from the wooden crate, bars of a metal recognizable as a very strange type of lead, and a small but very sharp blade.
And then one pair of very strange green boots. They look vaguely frog-like, but they can definitely be worn by an ordinary human. Just, the shape's possibly a bit tacky.
The guide has the following to say about the strange frog-boots: "Keep your health up by consuming healing items, staying near items that cause you to regenerate, or wearing certain accessories."
The boots inform her in no uncertain (or explicable, the knowing is directionless and apparently baseless, but absolutely certain in it's truth) terms that Sable can now jump much higher, and fall further distances without injury. A sufficiently long fall will definitely still hurt her, but it's harder to do.
The green potion: "Night owl potions are used to improve someone's night vision. They can be made with bottled water, daybloom, and blinkroot at an alchemy station."
"Ah, so you don't know everything," says Sable. "In the world I came from, there are creatures called malices that come up out of the ground and try to destroy everything they can reach. People have to kill them, or the ones we didn't get would just grow and grow until they ate the world. My father's killed seven or eight of them, and my mother's killed two, but it's more impressive coming from her because she doesn't have any magic."