Sleeping Biomes
What's new
**The world has fallen asleep. Wake it up, one land at a time.**
You wake up at a small camp in a grey world: an andesite pad, a chest, a lantern and a waystone named Spawn. The hills, cliffs, caves and seas are all still there, but they have turned to dead stone under a skin of gravel: no ore, no rain, no animals, no sound. All you have is a Strange Seed, a pot, a bucket, a cold Earth Heart, two apples and the notes of someone who walked here before you.
Grow and sieve your way back from nothing and light the Earth Heart. Then set out across the grey to find the seven shrines, built where the old lands once lived. Bring each one its Heart and the land wakes around the altar: grass, trees, rain, animals and new resources roll out over the hills. Keep it alive and it grows, until the whole world remembers what it was.
## Features
- **A grey world with real relief**: hills, cliffs, caves and seas shaped like vanilla, all in Dead Stone. No ore generates anywhere, from any mod. Every resource comes from sieving, growing and awakened lands.
- **The Grey hurts**: out on sleeping land you live on a Breath of Life bar. Once it runs out, the Grey wears you down to half a heart, never further. Awakened land keeps it away, and so does the ground around Life Pylons, the world spawn and your home altar, shaded on your JourneyMap map. The bar grows as your lands do.
- **Seven shrines to find**: a land's Heart only answers on its own shrine's altar. Hold the Heart and it points the way. A waystone lights up at every shrine you wake.
- **Lands that live**: a land wakes 64 blocks around its shrine, then grows to 128 and 256 blocks once its mod truly runs there (feasts laid out, millstones turning, power flowing, Source drawn, a seed bank of living things) and its creatures have come back to live there.
- **Resources from the land**: each land grows its own resource crops on its own soil, in Botany Pots anywhere or on farmland at home.
- **The curse fights back**: from the third act on, patches of young land fall asleep again. Life Pylons ward the land around them and heal what was lost.
- **A world to give back**: the Primordial Heart calls the Grand Accord, then the Apogée. The lands spread to meet one another, the curse lifts, and the world as it was comes back around you. Your lands and builds stay.
- **A story to uncover**: torn pages turn up in the sieve, and a Wanderer left notes in the ruins along the roads between the shrines.
- **Quest-driven**: 146 quests in 11 chapters, one per land.
## The five acts
1. **The Hearth**: grow the Strange Seed, sieve gravel, make water, dirt and lava, then feed the Earth Heart until it becomes your first altar.
2. **Meadow and Forest**: iron, coal and copper, Farmer's Delight, and your first Create machines.
3. **Hills, Desert and Swamp**: gold, redstone, zinc, quartz and lapis; brass, Powah power and Ars Nouveau magic.
4. **Ocean, Tundra and Nether**: diamonds, Applied Energistics 2, mammoths, and the Nether Guardian.
5. **The End and the Convergence**: the dragon, the Primordial Heart crafted on a full grid of Mechanical Crafters, the Grand Accord and the Apogée.
## Getting started
Create a new world with the default settings, open the chest next to you, read the Field Notes, then follow the quests. It plays solo or in co-op on one shared world.
## Status
The whole journey is in, from the first seed to the Apogée: about 75 hours of play. Feedback and bug reports are welcome in the comments.
## Built with
Create, Ex Deorum, Botany Pots, Farmer's Delight, Ars Nouveau, Powah, Applied Energistics 2, Naturalist, Waystones, Sophisticated Backpacks, JourneyMap, FTB Quests, KubeJS and JEI, among 40 mods.
This mod has no additional files

